[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/vr/ - Retro Games



Thread archived.
You cannot reply anymore.



File: what an mess.png (435 KB, 512x384)
435 KB
435 KB PNG
DOOM THREAD / RETRO FPS THREAD - Last thread >>4348815

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

/vr/ HALLOWEEN MAP PACK
-Repugnus has put the Halloween mapping project on hold due to mapping fatigue and lack of submissions.
-Last test build released (also contains latest textures)
-https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1

QUMP
-Officially released. Go play it!
-https://desuarchive.org/vr/thread/4348815/#4353984

OP
-Looking to update the OP, suggestions are welcome
-Include The Inmost Dens somewhere?

=== NEWS ===

[10-27] High Noon Drifter v1.2 pre-release
https://desuarchive.org/vr/thread/4348815/#4354897

[10-27] Gregor Punchatz confirms the mancubus display model was a remake
https://www.doomworld.com/vb/post/1811566

[10-27] QUMP released
https://desuarchive.org/vr/thread/4348815/#4353984

[10-25] Doom 2 Nightmare 22:04 Speedrun by Zero Master
https://www.youtube.com/watch?v=3ffR1I3c8ek

[10-23] Skulldash Expanded Edition released, a speedrun mod
https://www.doomworld.com/forum/topic/97667-release-skulldash-expanded-edition/

[10-20] Babel gets a Pre-ZScript-Conversion Release >>4340720
https://mega.nz/#!P4E0AaqR!4BgoQGKW-Zow6AY2V6CrqOsfCIWsEaNBYk78BW8cXTI

[10-20] Jovian Palette: another attempt to CRTify the game palette
https://www.doomworld.com/forum/topic/97646-jovian-palette/

[10-18] Anon mod release: cgunner.deh >>4337002
https://www.mediafire.com/file/jzlgjs1c4cqub8w/cgunner.deh

[10-17] Hexen Fighter Skill 4 in 12:34
https://www.youtube.com/watch?v=nZ53y0h56DY

[10-17] Some tribute cover songs from the DOOM soundtrack
https://soundcloud.com/totigerus/totigerus-on-the-hunt-from-the-doom-soundtrack

[10-16] Mod-agnostic pistol start addon in ZScript, by Matt from ZDoom Forums
https://drive.google.com/uc?id=0B2IErgIQg4pkcFQ1ckNIYVJqSFE

[10-15] Doom novels, in the event you wanted to read them
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.
>>
>OP image isn't QUMP at long last
>>
Why are Quake-mappers so weird and hostile? They seem like fanatics who cannot allow anyone to question their baby, yet they fling shit at everything else.
>>
>>4355850
You what? There's a couple people at func_ with a stick up their ass, sure, but the rest are some of the most helpful people I've seen, with answers to all sorts of asked-a-thousand-times newbie questions or solutions for obscure map hacks.
>>
>>4355853
Indeed, those guys are old and chill as fuck.

But to be fair there's a certain difference between Func and QuakeOne, the latter being cancer with some really bizarre YouTube comment level threads.
>>
>>4355853
It's "I have made a map for Quake, you cannot touch me"-levels of delusions for some of them, sadly. I know there are helpful people too, as in every community, but they seem to align more with the aforementioned folks on their high horses. The most drama-free mapping scene I have seen seems to be this place with regards to Doom-mapping as people here don't seem to hold grudges over petty things and carry them on for generations. Have you seen the beefing-thread on func?
>>
>>4355858
If you mean old you must think of sock. Most of the rest are in their early 20's.
>>
>>4355858
Never even gone to the latter one other than when a Google search led me there when searching for odd mapping-related things.

>>4355859
Also never bothered clicking the beef thread 'cause it doesn't interest me, only asked a bunch of questions in the Mapping Help thread and Teaching Old Progs.DAT New Tricks (aka the id1 map hacks thread). Ignorance is bliss, I guess.
>>
>>4355861
>id1 map hacks
What's that?
>>
>>4355862
Using various entities and entity fields in ways either unintended or not thought of by id themselves to accomplish things that would normally require a custom codebase in vanilla Quake maps (i.e. ones that only use the default PAK0.pak and PAK1.pak archives found in the \id1 directory). Things like rotating (non-solid) brushes, delayed entity creation, writing custom text to the console, non-decaying overheal, custom ammo backpacks, and so on.
>>
>>4355864
Oh, I was hoping you were talking about some bug fixed version of the original campaign. The maps are full of various errors and oversights, wish somebody would take some time and fix everything and also re-light them with modern tools. But then again, copyright reasons, sigh.
>>
>>4355873
The original map sources are freely available (http://rome.ro/news/2016/2/14/quake-map-sources-released) so if you want to fiddle with 'em, go right ahead- a number of maps people've made have started out as reworks or re-imaginings of id's maps. Worth noting that some of the errors weren't actually there in the original game, only in sourceports, like Z-fighting when a door lines up exactly with a wall when it retracts- in original DOS Quake entities are sorted differently so things like doors always draw behind world brushes.
>>
>>4355862
That tradition continued up until Quake Live. Maybe there were things you could do for Doom 3, but it doesn't seem like it caught on. I tried mapping for it too but never released anything. I had a shitty PC and couldn't get things to work.
>>
>>4355876
Sure, we do have the sources, but I'm not sure if you can compile a (close to) stock map and release it legally, especially if it's outside the shareware episode. Seems like this is at least frowned upon. Same reason people don't distribute water vised stock maps directly. We even have external .vis files nowadays just for this reason.
>>
>>4355881
You can freely distribute vis files and entity files, i.e. Quakespasm by default (without the -fitz option) includes a couple more glaring fixes like the z-fighting on the lift to the Quad Damage in E1M1.
>>
>Still no Bad Toys 3D or Blake Stone remake
literally wtf?
>>
WHENS QUMP
>>
>>4355913
YESTERDAY
>>
fucking graf
>>
>>4355921
thats gay
>>
>>4355921
keep us updated
>>
what's he done this time...?
>>
>>4354897
havent tested the prerelease yet but have you made any changes to the grenade's shrapnels? i find them way too effective against big mobs like mancubi and cacodemons. when getting hit by one in a tight space, the shrapnel get stuck in mobs and quickly kill them
>>
>>4356103
Thanks doc.
>>
>>4356103
Poor imp has even become purple after so much marinade.
>>
why is Quake so good?
>>
>>4356119
doom+verticality and more responsive controls
>>
File: 1490948109610.jpg (117 KB, 1274x909)
117 KB
117 KB JPG
>>4356119
Good practical arsenal, amazing monster roster, excellent level design, and HUUH
>>
>>4356126
I just hate the sparse enemy variety, but the claustrophobic corridor shooting coupled with Trent's OST through spasm is truly an orgasmic experience.
>>
>>4356126
this.
jumping, introduced by sourceports as it was in doom's case, feels much better in quake.

I don't have the least problem with quake's enemy roster, granted the body count may be lower than doom's overall, but I like the added mobility some of them have. they're beefy and spongy yet easily countered if the player knows basic baiting techniques and makes the most out of the arsenal.

doom plays like a fucking crawl to me by wide comparison, and I play both on a near daily basis. I never really got where doom's GOTTA GO FAST YEE element really resides, outside of doomguy's stupid fast jogging.
>>
>>4355834
Man, Rise of the Triad is such an underrated game. If only someone would make some fucking webms of it. The gore in that is SO satisfying.
>>
>>4355834
>TFW Ranger got more "action" than Doomguy.
>>
>>4356102
Not Term, but haven't he already nerfed shrapnel's damage to 1 in 1.1? Besides if not for the shrapnel grenades would be underpowered.
>>
>>4356173
Super satisfying gunplay in it compared to games of the era. The levels were lacking though, and the enemies we're pretty bland. It did a lot right, just not quite enough for it to have decades long staying power like doom and to an extent duke.

Was the remake good? I didn't have a worthy PC when it came out
>>
File: bennett.jpg (170 KB, 500x734)
170 KB
170 KB JPG
whatever happened to sperglord edition
>>
>>4356242
I played it on stuttering piece of garbage, it was okay, the only real things that they added is alt-fires for old weapons although I still don't know what heatseeker does and boomstick, outside of that it's just original game with modern engine tacked in.
>>
>>4356242
>Was the remake good?
bad enemy design
bad hitboxes
awkwardly fast movement speed on literal crawlspaces, with no sense of gradual acceleration or weight whatsoever
geometry clips
borderlands-tier humor
bad-and-not-in-a-charming-way enemy VAs
Taradino and co's. dialogue is horrid
Andrew Hulshult's most underwhelming work by a mile
unoptimized as fuck
guns would fare FAR better without the awful visual kickback

overall completely misses the 80's film aesthetic and abstract map scheme of the original and goes for this generic military look for a good chunk of its run

had an okay time besides all of this, especially in multiplayer but I'd rather pirate it instead
>>
When spooky update?
Or alpha or whatever?
If nobody else does it I might throw together a compilation of the released maps, but I'd need people's input on map order, etc. I wish repugnus would post to tell us if he's doing this already or not.
Also if we get just 1/2 more maps (depending upon your definition of episode) the project is a complete episode.
>>
How do monster pain chances work in Quake?
>>
>>4356246
wish i knew
at least we have johnny doom, but even that hasnt updated in a while i think
>>
>>4352840

Yeah, I remember two Quake II bots. CRBot brute-forced initial set of waypoints for a new map by filling it with randomly moving players for some time. That didn't allow for precise movement, tricky jumps, etc., and didn't work well with objects you can approach from, and in, multiple ways. Also, they all moved in straight lines between the same points when not engaged in combat no matter how wide the ground was. IIRC, there was no Q2 initiative like CS 1.5 hand-crafted bot waypoint packs. Gladiator bot came with a tool to analyze level geometry and prepare area and item accessibility data for runtime, and its movement felt much more natural. In contrast, for some reason — I think an oversee/optimization in calculations with vectors of angle zero, or something like that — they always tried to use the very corners of certain ledges on the map to jump down from them, running along the edge for some time. Quake III bots inherited that behavior, so, sure, you could guess they were the same.

(I know it's a Doom thread, but don't know whether the previous poster noticed that.)
>>
>>4356342
you are right anon, thats why future iterations of bots in CS used similar to Quake "floor flood fill" type of navigation, with regions on it having special properties so bots understand gameplay context, like recognizing bombsites, hostage rescue zones etc.
>>
File: image.jpg (167 KB, 640x553)
167 KB
167 KB JPG
>>4356220
>>
>>4356342
>I know it's a Doom thread, but don't know whether the previous poster noticed that.
Retro FPS actually.
>>
>>4356313
yeah i was going to do the same thing.
i think the important thing is to just have them all collected in a single wad first, map order isn't too pivotal just yet since most people are waiting for an alpha to play
>>
>>4356386
Doom
>>
>>4356394
what's Doom?
>>
>>4356398
YOUR Doom!
>>
i'm doomed!
>>
File: DoomZim.jpg (4 KB, 97x148)
4 KB
4 KB JPG
https://www.youtube.com/watch?v=EjNBzyLqDPM
>>
>>4356414
I'm not a Doom
>>
Anybody like the Doom PSX mod? Thinking about getting it.
>>
File: wizards.jpg (97 KB, 824x661)
97 KB
97 KB JPG
is there a version of smooth doom with just the weapons?
>>
>>4356445
It's like Doom, but with some Doom 2 enemies in it too.
>>
is it me or does this look a bit out of place?
>>
File: Doom Super Nintendo.jpg (6 KB, 143x99)
6 KB
6 KB JPG
Back in the day I did try play on SNES cuz I did not have a PC at that time.
>>
>>4356494
It had a red cartridge. I had that and the PS1 version growing up since I never had a good gaming PC until much later on. I think I did play Doom on PC at a friends house but never got into it until way later on. PS1 Doom was pretty much the best port of the game. Doom 64 is the best console Doom game however.
>>
>>4356493
Most stuff looks out of place in these abstract looking levels. Also huge ass sprites like that without rotations are bound to look strange
>>
>>4356460
one can be made...

>>4355505
>>4355517
>>4355523
Cultural icon
In 1992 when doom was being developed there were two big action movies at the time, aside from Aliens, which really made young men cream.
> Predator
> Terminator 2

Predator featured a minigun and a semi-transparent alien. Terminator 2 featured a minigun and a shotgun. Actually T2 also featured quite abit of pistol work too. Remember wolfenstein3d didnt feature a shotgun at all, all it had was more dakka, so putting a shotgun in the game (on an offworld military base) is kinda peculiar.

Even ROTT doesn't have a shotgun (and some enemies in ROTT would be much deadlier if they had one, even if it was lower damage than the standard hitscan).

Sooo... Shotgun and a Minigun thing had to go in, except the minigun had to fire like a machinegun but given the presentation it still felt cool anyway so it flies. The game was marketed towards teens and young adults and that crowd was a little easier to pass off stuff like that to.

Since the game already had a Shotgun which would be used alot and a Chaingun (even though people didnt know there was a difference between a minigun and chaingun, except chaingun sounds cooler and if they called it a minigun people would say it doesnt fire fast enough)... the Rifle just seems like more of the same, so it had to be something different.
> Unfortunately they went with a Beretta rather than something cool like a Desert Eagle
> But Doom64 got a Desert Eagle...

Spectres got invisible as an inspiration from the Predator active camouflage effect. Predator might also have been the inspiration for having a plasma gun in the game instead of a laser or blaster, which also has the benefit of being a very "different" kind of weapon.
> Quake and Quake 2 literally had Blasters, firing yellow orange bolts of anger, just like star wars - again trying to be "different" - but they had to be different in difference to themselves.
>>
Anyone know of a paint program designed for making tiled images? Doing it manually is pain.
>>
>>4356523
> Quake and Quake 2 literally had Blasters
Q1 didnt have blaster

>>4356525
try Wally, its an old program, you should be able to get it from gamebanana, has support for palets and you can scroll your image or have it shown as tiling
>>
>>4356528
one of the quake expantions did have a blaster
>>
>>4356523
Wasn't shotgun actually reference to the shotgun in Aliens? Because it's literally 'handy for close encounters'.
>>
>playing plutonia for the first time
>some maps have nukage that hurts
>some maps have nukage that is okay to walk on
>some maps have a mix of the two
These guys needed to make up their minds.
>>
>>4356523
Apparently regular firearms might overheat terribly in space (because if there's no air around weapon, heat will dissipate much slower) and a rotary barrel setup might mitigate that (by giving each barrel time to cool down between the shots).

So chaingun being replacement for regular machinegun might be intentional, considering that Romero and co are a bunch of scifi and DnD nerds who would be interested in facts like that.
>>
>>4356493
that looks like actual shit
>>
>>4356537
this shit is even more annoying with blood rivers and pools, nukage at least has a green and brown variant, blood is fucking annoying in custom maps when its not specified
>>
File: Doom VS Doom.jpg (4 KB, 150x102)
4 KB
4 KB JPG
Doom VS Doom: Comparison Video - Weapons and Enemys https://www.youtube.com/watch?v=71gjB_TqkPc
>>
>>4356528
>>4356534

In Q1 the enforcer zombies fired blasters at you even though you didn't get to use them. Some of the wall traps also fired blasters. It had a rather groovy sound effect too.

This is in difference to extending doom and having them fire a Plasma shot. Then again the enforcers could have had machineguns (or nailguns) and the wall traps could have fired shotgun blasts and this would have made alot more sense.

>>4356535
All depends on whether the shotgun had a stock, I dont think it had a stock in Aliens. Then again I think the alpha/beta ground sprite for the shotgun was also stockless.

But either way it had to be in the game just because it injected that much more testosterone into it even though it wouldn't necessarily be logical for the setting.
> shotgun use in the military is fine but it isnt a primary combat arm, in a future setting where there are no doors that it can blow the handle off of it doesnt make sense though
> in which case they could have had an auto carbine intermediate just like wolf3d had, and used the shotgun ammo slot for something else.

>>4356541
Ive thought of several points that would make a chaingun like this actually a good idea. And who's to say the pistol is a normal beretta (the "bullet" ammunition may be some kind of magnum cartridge, or a much higher test 9mm with space-age propellants).

As a chaingun its a reliable weapon, but using the same mechanism for loading that a minigun does (each barrel stripping one round) really cranks up that reliability.

Since you've got 4 barrels you can also make them thinner, they might kinda be like crap in terms of lifetime use of the weapon but having 4 of them means you dont have to clean them hardly as much and the barrel rotation also means they will dissipate heat to compensate for faster buildup.

As for the fire rate... yeahhh they could have had 1000rpm or higher, but you know, having 525 really makes that weapon Controllable and ratchets down how much is wasted.
>>
>>4356546
Explain? It looks like an oversized sprite of a satellite dish placed in an unfitting location to me (you wouldn't build a satellite dish in the middle of a meadow without at least concreting some of the ground around it)
>>
File: Cm5DE8dVUAAYwUw.jpg:large.jpg (267 KB, 1440x1920)
267 KB
267 KB JPG
Nothing came out of this huh
>>
>>4356541
>Apparently regular firearms might overheat terribly in space.
Wrong.
In the same way Marines don't fight in the sea (it's the Navy's job) and are sent to amphibious missions, A "Space Marine" is not supposed to fight in space (its the Space Force's job), but in planetary invasions. Once in land, the Marine would be in serious trouble carrying a heavy gun with a small caliber and slow fire rate.

>Romero and co are a bunch of scifi and DnD nerds who would be interested in facts like that.

Nope. Not knowing how unpractical it is to have a hand-held minigun that fires slower than a MP-40 proves that.
>>4356523 theories are more accurate.
>>
>>4355836
>[10-27] High Noon Drifter v1.2 pre-release
i'm loving the new quickdraw, but it definitely takes way too long to charge up for how small the effect is compared to a normal BFG

shorten up the charge-up time, please!
>>
>>4356528

Holy shit, this is exactly what I need. Thanks anon.
>>
>>4356576
Blood was a pretty damn obscure game from my experience, I heard about it and saw some screenshots in a magazine and thought it looked nifty to blow guys up with dynamite and use a double barreled shotgun.
> but I already use a double barreled shotgun in doom2, so thats not a new, compelling experience for me.


Back in the 90s, from my experience:

System Shock was beyond awesome, from what I heard, but the huge size on disk made it prohibitive to acquire (like 20 diskettes or such)

Doom was the shit

Rise of the triad was the shit, im thankful that a friend (if you could call him that) made a copy of the registered version for me because as good as the shareware was - the full version would've been worth buying (as a 13yr old kid that kinda money wasnt available though). It was obscure but it was cool enough

Quake was awesome but obscure, heard about it as a successor to doom but the shareware episode was barely playable due to hardware.

Quake2 was better than both, and highly visible. And unfortunately for Q1 it came out like a short year or two later totally overshadowing it (with a larger selection of weapons - not better, but larger).

Duke3D was cool, but aside from the map editor (and im not a map maker, never have been except for warcraft2) there wasn't much flexibility to it.

Heretic and Shadow Warrior were awesome, and different, but they were Eternal Shareware, they were good enough to play only as share. Getting the full versions later on I can say that pretty much you only get more of the same rather than anything uniquely over the top (many of the further episode maps for Heretic were awesome but they were.

Hexen made a big mistake with its shareware in being so incomplete with it (it was a trainwreck). Heretic was abit too complete and maybe they were trying to compensate for that so people would be more likely to buy it. However Hexen was just way too damn complicated with its switchhunting and its 3 weapon slot allotments.
>>
>>4356560
in that it clashes with doom's artstyle maybe?
it wouldn't surprise me if that was ripped off of dn3d. it looks bad on 1995 map.
>>
>>4356552
what is the point of doing this
>>
How do you even enable advanced HUD in PrBoom? The one where you can see the remaining monster count while playing.
>>
>>4356614
This is me in 1996...
After playing Doom for several years even to the exclusion of my homework...

>Quake
Wait so, there's no BFG and the shotguns suck... why am I playing this? Well the nailguns are pretty cool and they make this awesome sound, except for the super nailgun its just kinda loud and annoying and it doesnt even shoot 2 nails like its supposed to.

Really like that grenade launcher though. The RL just looks silly.

Quad Damage! Whoa thats fucking awesome. I wish every game had this. But I still want my BFG.

> Quake 2
OMG its in Space and I get a Blaster, and it Nevar Runs out of ammo. So fucking awesome. And that machinegun is awesome. And the gunners are dangerous as fuck and those parasite things are straight out of a damn horror movie.
> well it is in space, but so is doom, but somehow it felt like it was more out in space than doom was
And it has a BFG! OMG finally they put the BFG back in. I might play Quake 1 but... its just for the dark dreary zombie movie kinda environment thats all.

> Hexen
Wait, sooo... you're telling me that I only get 3 weapons besides a punch. Are you fking kidding me...

Also is this like the sequel to Heretic or something, because it looks the same. But its pretty damn complicated and I keep going all over the place back and forth and its not even nice like Quake 2 is. And Heretic had more weapons anyway.
> the shareware first hub was broken, there were a few locations you couldnt go to at all to solve the puzzle.
If the first hub had been solvable it might have been worthwhile to consider buying the full game to continue the story (to get a taste for solving hub puzzles, knowing there were at least 3 more hubs to follow). But I never would have since they only had 3 weapons.

> Rise Of The Triad
Well fuck there's no shotgun, but at least I get a machinegun and the dual pistols are okay.
DRUNKEN MISSILE
you-better-believe-it.png
im-there.jpg
> was kinda upset that I HAD infinite ammo with guns, but it was ok
>>
>>4356607

All right, I've shortened it. It took 5000 HP to charge, now it takes only 4000--killing a Cyberdemon will charge up a slot instantly.

>>4356102

I haven't. I can reduce the amount of bouncing in a tight space, though.
>>
>>4356632
oh, cool.
while you're here, option for starting with the boomerang is great, but also add an option to start with the bow, since not a lot of maps make use of the automap.

and i guess one for starting with the shotgun as well because why the fuck not.
>>
>>4356220
He's a Slipgate Marine, his wife is probably a dependopotomous.
>>
>>4356628
yes yes the super nailgun does shoot two nails, at least as far as ammo count goes, and yeah it does double the damage

But it does not appear to fire two, it just shoots a different colored one and there's nothing fun about that to justify the loud noise of its firing sound.

The proper fix to this, which I couldnt manage to do, would be to take the standard tan colored Nail and make a model with 2 of them side by side as the shot model for the super nailgun. Then it actually looks like you're shooting two of them and it looks even more vicious.

(maybe make 4 copies of the nail and for each double-nail you invert one so that you end up with a hexagon shaped nail instead of a triangular looking one, that way it doesn't look quite as samey)
>>
>>4356560
It looks bad because it's too big to be a sprite. Stuff of this size should be at least PARTIALLY 3D. Hell, at this point you could probably use several sprites next to each other.
I think objects that are 2meters by 2 meters (or 2 yards, whatever) is pretty much max size for sprites, excluding round objects. This is WAY too big.
>>
>>4356660
ah yes the dead spiderdemon problem. fair enough.
>>
>>4356659
>But it does not appear to fire two, it just shoots a different colored one and there's nothing fun about that to justify the loud noise of its firing sound.
it has twice as many barrels, obviously, and the muzzleflash flickers between all four instead of the standard nailgun's two

>(maybe make 4 copies of the nail and for each double-nail you invert one so that you end up with a hexagon shaped nail instead of a triangular looking one, that way it doesn't look quite as samey)
that's silly then you're not shooting nails you're shooting Sims plumbobs
>>
>>4356604
>it's a cunt who can't differentiate between in-universe and meta episode
>>
>>4356523
>Quake and Quake 2 literally had Blasters, firing yellow orange bolts of anger, just like star wars - again trying to be "different" - but they had to be different in difference to themselves.
I'd argue the Laser Cannon from Scourge of Armagon was even more like a Star Wars blaster, it even had the same bolt colors and sound effects.
>>
>>4356665
It should fire alternating between all 4 barrels then, the programming for this would not have been difficult but it would have required special attention
> since quake is built on 10fps that means each frame it needs to fire two, these can alternate offsets as appropriate for the muzzle flashes.
> the leading nail of each set of two is the only one that can impact and it does 18 damage, when it does the other one disappears.
> the second nail is actually drawn or emitted ahead of the one that can strike, maybe as far as 20 map units in advance of it.

It may seem like quite a step to do in order to make it visually accurate or appealing, but imagine that scenario, it would appear to be putting out a real hail of nails like a firehose.

>>4356680
>scourge of armagon
While we know of this thing now, it was totally obscure back then, even more obscure than Quake 1 was. And Q1 was obscure because by the time anyone got the hardware to play it they were playing Q2 when it came out.

Ive never played this expansion, I could probably acquire it in some way, but ive not heard anything good about it other than this laser cannon.
>>
>>4356684
>Ive never played this expansion, I could probably acquire it in some way, but ive not heard anything good about it other than this laser cannon.
Scourge of Armagon is pretty well regarded. It's Dissolution of Eternity the one that's more polarizing.
>>
>>4356659
Doesn't AD fix that?
>>
>>4356556
>Ive thought of several points that would make a chaingun like this actually a good idea. And who's to say the pistol is a normal beretta (the "bullet" ammunition may be some kind of magnum cartridge, or a much higher test 9mm with space-age propellants).
>As a chaingun its a reliable weapon, but using the same mechanism for loading that a minigun does (each barrel stripping one round) really cranks up that reliability.
>Since you've got 4 barrels you can also make them thinner, they might kinda be like crap in terms of lifetime use of the weapon but having 4 of them means you dont have to clean them hardly as much and the barrel rotation also means they will dissipate heat to compensate for faster buildup.
>As for the fire rate... yeahhh they could have had 1000rpm or higher, but you know, having 525 really makes that weapon Controllable and ratchets down how much is wasted.
This. The Doom chaingun has great accuracy even at full auto when compared to the automatics from most contemporary games.
>>
>>4356528
Q1 blaster is pretty much like the Doom rifle, that player model weapon you never get to use.
>>
File: pinger5.png (8 KB, 223x41)
8 KB
8 KB PNG
So how's this pickup sprite look, acceptable?
Can't really do that much to make the receiver (the most visually interesting part of the gun) stand out or look more detailed at this resolution.

Wondering if I should add the bayonet to the sprite, if that case mounted on the rifle or lying next to it (which could look odd as a single sprite)
>>
>>4356692
Apparently yes, it semi-randomizes the SNG so shots fire in a pattern three-wide. As small as the variation is however, one of the advantages of the vanilla SNG is that it fires straight down the middle, 100% accuracy every time, while the normal nailgun alternates left-right-left-right and so will hit the world if you're standing too close to a wall (i.e. peeking to kill a Shambler).
>>
>>4356604
First, does the Doom universe ever explain existence of any separate Space Force in the US? I imagine space warfare would be a rather low priority, so perhaps it was merged with USMC?
I mean, manual for first Doom calls you and marines stationed on Mars "only combat troop for fifty million miles" which means that there doesn't seem to be that many troops in space, which most likely debunks any idea of US having a separate branch of military as space force, and most likely it's Marines job.

Besides, you don't need to fight in space. Fighting in ANY place with thin or no atmosphere will do - for example, oh, I dunno. Phobos? Because Phobos DOES NOT have an atmosphere.
https://en.wikipedia.org/wiki/Phobos_(moon)#Physical_characteristics
So you run into the same problem I mentioned, gun can't cool down via convection so it will overheat faster. So forces stationed on Phobos would DEFINITELY use guns designed to work without an atmosphere.
> carrying a heavy gun with a small caliber and slow fire rate
We don't know if it's heavy - it's big, but for all we know frame can be made from carbon nanotubes or something. It's definitely small enough to be man-portable, so it clearly ISN'T as heavy as a regular minigun. You carry it together with a bunch of other weapons, and you're not e.g. slowed down by it - there's nothing to suggest it's heavy.
>Small caliber
Size of bullet matters less than energy and ballistics.
You realize there are pistols firing assault rifle/carbine ammo? FN Five-Seven is a good example of a military pistol that fires 5.7 ammo, the very same used in popular FN P90 carbines.
https://en.wikipedia.org/wiki/Five_seven
For all we know 'bullets' are most likely a similar round.
>fires slower than a MP-40
It's not THAT slow - MP40 is SMG meant for room breaching etc, chaingun is best with short bursts at a distance. For an assault rifle equivalent 500rpm is not TERRIBLE. And besides, low firerate might be to mitigate very same cooldown problems.
>>
File: pinger6.png (8 KB, 223x41)
8 KB
8 KB PNG
>>4356707
Cleaned up.
>>
>>4356715
>inb4 he gives a meta answer to an in-universe conversation
>>
File: screen029.png (19 KB, 640x400)
19 KB
19 KB PNG
>>4356715
>>4356726

Not sure but this is from X-Piratez (Xcom) which included a nifty backstory for spoofing the doom stuff in that game.

Doesn't have to do with the doom universe but it it is a cute explanation.

>>4356692
>>4356709
Huh now that you mention it I may have noticed this. However it doesnt solve the problem that the 2 nails per shot is not being accounted for in terms of actually seeing that many nails going downrange. Ive explained how this can be fixed (dummy nails).

>>4356703
Think about it... UAC commissions a highly reliable machinegun firing some kinda auto magnum ammo. Not only is it chain driven its also a reliable feed mechanism too. Some master machinist might have even made a multi-mag feed mechanism that literally uses multiple mags that can be reloaded at liesure (faster response than a belt fed, no need for belts, ubiquitous standard mags everywhere)

Since its multi-barreled you can lower the quality on the barrels, making them thinner and lighter weight. Which is compensated by it being air-cooled gatling design even if they dont spin that fast.
> meanwhile regenerative charging, and siphoning muzzle blast to assist with rotating the barrels means no big battery is necessary to keep it operating.

Having a machinegun like that which weighs 14 pounds would make it a really stable weapon. And any inaccuracy it experiences is probably a result of the character inherently moving it side to side like the early gatling guns did in order to improve hit chances.

> its not going to be long range effective just because of the ammunition used, but Fugk we're talking about short range firefights down corridors or possibly across courtyards
> even the UAC would've known they dont need anything past about 200 yards since rockets fill the midrange gap, and if they wanted long range they'd be employing railguns.
>>
>>4356528
>q1 didnt have blasters

Yes it did, Enforcers use them. They even make the same style of pewpew that Star Wars blasters use, just not the exact same sound. And in Scourge of Armagon you can use it as well.
>>
>>4356721
Your sprite is good but it needs more shading on the underside of the wood, it needs to get pretty dark, as well as possibly a thin band of shading at the top of the wood as well. It just looks too plain as is.
>>
>>4356646

Sure thing.
>>
>>4356734
>Ive explained how this can be fixed (dummy nails).
Your fix is stupid and your posts make me want to fucking hang myself.
>>
>>4356735
The blaster in Scourge is even better than the Enforcers 'cause you can spray it and send ricochets off walls everywhere. Even so, I'd rather have a lightning gun- the various LG replacements like that, Dissolution's plasma gun and Quoth/AD's further updated plasma are neat but not crackcrklPZHZZHHEEWWWWW enough.
>>
>>4356715
>We don't know if it's heavy
It's six really thick gunbarrels, that'll be heavy, then there'll need to be six bolts, that's also heavy.

There's things you can do to a receiver to make it lighter, but ultimately the bolts and barrels will have to be some kind of steel.

>FN Five-Seven is a good example of a military pistol that fires 5.7 ammo
It's also not that amazing of a performer for a pistol (but then, most pistols aren't good performers).

>For an assault rifle equivalent 500rpm is not TERRIBLE.
True.

>And besides, low firerate might be to mitigate very same cooldown problems
In space, I guess, but you'd still be looking at 87 rounds per minute for each barrel, that's pretty damn slow, in or out of vacuum that'd take a while to heat up.

Looking at the skybox on Phobos, it looks like there's vegetation and an atmosphere, I know they just picked something that would be more interesting to look at than the original pitch black space sky and brown mountain line, but I feel it'd suggest there's air on Phobos, so with air for heat to radiate in, the chaingun would basically not overheat in any conceivable scenario. I think halving the barrels down to three would achieve the same effect while dramatically cutting down on weight.
I mean you could almost just as well have one gunbarrel and then have a water jacket to it, like on old WW1 static emplacement machineguns, they were meant to fire basically indefinitely, so as long as you kept refilling the jacket the barrel would never get hotter than the boiling point of water. For a portable machinegun, you would not be laying down that kind of volume of fire, so you could go way longer before refilling the jacket.

Different guy, by the way.
>>
File: whats hangin.png (135 KB, 457x292)
135 KB
135 KB PNG
>>4356740
Well fugk then do it the right way...

Make it fire every 1/20th of a second and make each target hit by it wait to see if it gets hit with a second one before determining how it dies. That way it can tabulate up to 18 damage even though each nail is only doing 9.
> its actually firing at a rate of 1200rpm
> its getting a special bonus over the standard nailgun by being able to effectively cause up to 18 at a time, allowing it to gib enemies on quad


>>4356742
>love that description for the sound effect
wish the sfx had a HQ version, its just so cool (and cute at the same time somehow)

That AD plasma gun is just plain OP and I dont like the effects for it much (projectiles should be white+overbright, with the blue sparkles giving it the suggestive color). I do find the gun model to be awesome though, reminiscent of the Terminator 1 future scene autoblaster.
>>
>>4356753
or just double the standard nailgun's damage, like they did, because of existing engine limitations
stop trying to make things overcomplicated, that's how you get darkplaces
>>
>>4356740
Not him, but I don't see how it's stupid. It's a purely visual fix for a purely visual problem.
Changing gameplay (however minutely) for the sake of visuals/lore sounds like a bad idea.
>>
>>4356740
Why? It doesn't sound much different from the stuff Smooth Doom does.
>>
>>4356739
Wouldn't it be better to have a separate START WITH section where you can pick what equipment you start with? tbhfam I ask because want a way to start with the new quickdraw, it's fun
>>
>>4356757
It's not just visual though, what with 'dummy nails' and double-wide projectiles and everything. The normal SNG has silver nails instead of tan, that's enough differentiation, and the sound effect makes it feel more powerful (plus the doubled damage)- you're not supposed to get caught up in "well don't they use the same ammo?" shit regarding Quake, else you should also be having fits over the grenade launcher and rocket launcher using the same ammo (with totally different world projectiles) and both shotguns sharing shells but the double barrel doing 2.33x the damage instead of just 2x.
>>
>>4356761
just give yourself it
>>
>>4356751
The 5.7 round is not all that great but it does three things well - expands ammo count, penetrates woven body armor, remains accurate out to 200 or 300 yards (in a smg or rifle that is).

It has slightly more terminal stopping power than a 9mm due to greater meat penetration, meaning that it can blow through the other side and lance arteries and organs that a 9mm might stop before reaching. But the wound channel damage is about the same as a 9.

Doomguy would be able to carry over 600 maybe 800 rounds of 5.7 so we know he's not using that.

And actually im going to suggest that the Shotguns that the UAC are employing are 8 Gauge because those 7 pellets are just doing way too much damage to everything. Its like each pellet is a full on .50cal musket ball. And most 12 gauges carry more than 7 pellets anyway (usually for buck its 9/12/15 pellets). He's doomguy so why not wield an 8 Guage like its nothing.

Which tells me that the pistol and chaingun rounds are pretty powerful in their own right.

> 500rpm for an assault rifle

This is sorta a /k discussion but thats actually the IDEAL fire rate for a personal automatic weapon. It allows the weapon to be better controlled on full auto and it chews through ammunition 1/3 slower allowing your magazine to last that much longer.

The benefit of high fire rate is only found with machineguns (saws, lmg, mmgs) because of the ability to provide suppressive fire which is effective enough to catch people who decide to run for it. This was Hitler's criticism of the maxim and other contemporary machineguns.

As far as stopping power you only got to shoot someone once or twice. The MP40 was an excellent weapon and the Stg.44 spiritual successor of it took that capability and extended it out to 200 yards (it's fire rate wasnt much higher).

We're not going to use the Rott for reference because those cult freaks are hopped up on too many amphetamines and evil-jesus power to go down realistically.
>>
>>4356769
>The 5.7 round is not all that great but it does three things well - expands ammo count, penetrates woven body armor, remains accurate out to 200 or 300 yards (in a smg or rifle that is).
I just assume it's a futuristic ammo more effective than what we have now.
>>
>>4356751
>then there'll need to be six bolts, that's also heavy.
First, we don't know if Chaingun is a proper gatling. I'm not exactly a gun nut, but to my understanding proper rotary cannon has firing pin etc in each barrel to increase fire rate. But since Chaingun has a slow firerate, it doesn't need that - perhaps it's actually more of a "reverse revolver" where only barrels are rotating but action, feed etc is singular, because all that is needed is giving barrels time to cool down.

That would also FINALLY justify the name "chaingun" - it's a "chaingun" because it's electrically cycled gun that is explicitly NOT a minigun or a gatling.

>Looking at the skybox on Phobos, it looks like there's vegetation and an atmosphere,
First Doom novel actually has explanations for skyboxes etc - in the novel, Phobos facilities are under domes that allow breathable atmosphere and vegetation.
That would also make it consistent with intermission screen which shows the base in a barren crater.

We can exclude terraforming because Phobos simply doesn't have the GRAVITY to hold an atmosphere - all air would simply float off.

Of coure, if you'd be troops stationed on Phobos itself, you'd want a gun that works in the domes, and OUTSIDE.

As for the water jacket solution - well, that's an alternate idea to solve the same problem for sure. I hope you won't mind if I might use it in scifi writing someday? Because it's a pretty good solution someday.
>>
>>4356767
I understood how the GL/RL could be handled a long time ago and it makes perfect sense.

> its got two different kinds of propellant charges, a low grade high pressure one, and the rocket propellant charge
> the rocket propellant charge cannot be ignited unless a special electronic signal is sent to it, if he high pressure charge is ignited without this it only pops out the barrel at a slow velocity like it was thrown
> likewise if it is launched this way the Impact Fuse is switched to a Timer Fuse.
> this arcing behavior can be exceptionally effective just like a hand grenade allowing complete denial of cover and defalade, and if you had a higher velocity grenade like the 40mm you would lose some of this capability just because it couldnt be used that way.
> when the grenade explodes the rocket propellant would obviously be ignited, but it wouldnt contribute much to the damage it causes. In game the RL does more damage but that can be chalked up to game balance.

This is kinda like the "Miss Launcher" from Fallout 3.

As for it exploding when it hits a character as opposed to blowing up when it hits anything at all, thats iD Software game magic at work. In Half Life hand grenades didnt explode when they hit you (though you could get 'thunked in the head for 5 damage for it).

>>4356771
Thats what im assuming too. The 960 rowland (its a high pressure 9mm) hits like a .357mag.

But with better propellants you can cram alot more in the case. When you get over about 800 ft-lbs force thats when you start getting into more effective territory in terms of damage, hydrostatic shock in biologicals becomes a real thing.

Also Supercavitating bullets similar to the THV (look it up) or even a flat nose wadcutter cause really nasty wound channels thus improving what they can do with the firepower allotted to them.

They could also be exploding tipped SLAP rounds like from the aliens movies. Which would make it work with a weaker cal.
> the UAC doesnt care about laws
>>
>>4356786
explain the different grenade and rocket models
also grenades still explode on impact they're not timer-only
>>
>>4356761

Yeah, that'd be neat.
>>
You know, considering the way pain chance works in Doom, the chaingun never seemed weak at all to me. Full auto weapons in later games (like Duke 3D and Quake 2) didn't feel as strong, even though they fire faster, because monsters in general are more resistant to getting stunlocked there.
>>
https://www.youtube.com/watch?v=gA6IwTZT74Q
More progress on the brawling project. The basic test zombies are now able to randomly perform counter attacks after being hit.
>>
File: Clipboard04.png (127 KB, 980x178)
127 KB
127 KB PNG
What the FUCK?! I never knew that!
>>
File: 1509141054.png (67 KB, 640x480)
67 KB
67 KB PNG
>>4356825
it's true
>>
>>4356832
Wouldn't that imply that the face is being "mirrored" in the status bar, because of the prespectives?
>>
>>4356836
The common misconception is that the status bar face is your own. In fact, it is just a little man living inside of your HUD.
>>
>>4356825
here's another fun thing you might not have noticed: run across nukage and watch the position of your weapon when you are damaged. it's always at the highest ends of the swing.
>>
File: HISV.png (242 KB, 400x400)
242 KB
242 KB PNG
>>4356805
Stunlock in later FPS games is probably handled more effectively anyway. These are demons we're talking about here, pain is their pleasure, or something.

Id expect stunlock to be a Damage Amount type of deal rather than how many times you get hit with something. It was always rather upsetting that an Archvile could take a rocket to the face and not flinch, but yet the shotgun had any chance at all to do so.
> the only thing in doom that id expect could take a rocket and have any chance of not flinching are bosses, including the baron, but on the low end for the baron
> even just because thats Alot Of Force to be hit with that could literally knock a demon on its ass even if it didnt care about the pain

There was someone who was working on, or managed to make a non-random counter based pain system, dunno where it is now.

Im not saying stunlock is a bad thing or the capability to inflict flinch states, the lack of it or use of it can be abused by a designer either way. This is one of the benefits of using damage types so that you can give stunlock as a benefit.

> Chaingun Stunlock
I thought of a cute way to deal with this while still keeping it mildly pleasing to use. Give it its own damage type and allow monsters to still get stunned at the usual rate.

Except make the painstate for that damage type only generate a full painstate on a lower random chance. So that it only freezes them for 1 or 2 tics - meanwhile if they were in the middle of an attack you give them a boolean counter (depending on how far into the attack animation they were) and if they still have that counter at the end of the painstate they instead jump straight back to the attack
> so that they arent actually stunlocked even though they're showing that they were damaged, it doesnt let you off the hook of being shot/scratched/scorched

Same dynamics can be applied to other things. I particularly like the idea for Cyber since he can show you his lack of amusement, but not stop his attack
>>
>>4356832
Damn. You know, I never noticed it conciously, but I think I might've used it instinctually (my intuition is much smarter than my concious thinking).
See, I noticed that I always feel confused when I get hit using a mod that doesn't use head display (like Netronian Chaos or High Noon Drifter), and have a hard time seeing who hit me. I never feel like that using a mod that DOES use the face display thingy.

Now I know WHY I feel like that.
>>
>>4356832
doomguy's face looking left and right is hilarious as shit to me for some reason

it looks so wrong
>>
>>4356843

This could possibly be used in games like those, using an empty/transparent face but having the offsets placed so that its in the middle of the screen. When you get hit from one side or the other it would put up a pain indicator on the left/right side of the screen (or midway in the center) just like some games like Halo does.
>>
File: pinger8.png (9 KB, 223x41)
9 KB
9 KB PNG
>>4356738
What about now?
>>
>>4356854
getting there but I expected the shading to be more pronounced, instead you can probably place a stripe of shine near the upper part of each wooden piece to indicate a light source

one problem I notice having tried using the garand and m-14 as ground sprites back in the late 90s is that they do appear rather Long on the ground so you'll have to scale it so it appears about the same size as the Shotgun. You'd be surprised how large it can look even if you scale it down to a level you think is appropriate.
>>
In your guys' opinions, what's a good way to point out to the player than an enemy is about to attack in a melee focused mod when my spriting knowledge is too limited to make it so their attack animation has an obvious 'windup'? (they already have a windup, but it's hard to see)
My brawling mod is making okay progress but this is something I'm stuck on, I was thinking of tinting them red right before the attack, but that might make it feel too much like a ripoff of two button fighting games, like Sleeping Dogs or the Arkham Asylum Batman games, where you can just win by pressing the counter button over and over again.
>>
>>4356832
>>4356845
>I'm gonna shove those bullets right up your bedsored ass, you puke-haired cunt.
>>
File: Garand Bayonet.jpg (150 KB, 1024x468)
150 KB
150 KB JPG
>>4356867
Top row of pixels or the row below?

>one problem I notice having tried using the garand and m-14 as ground sprites back in the late 90s is that they do appear rather Long on the ground so you'll have to scale it so it appears about the same size as the Shotgun
Well yeah, I use GZDoom so I can scale it to be proper.

>You'd be surprised how large it can look even if you scale it down to a level you think is appropriate
That's a full sized battle rifle to you, it'll dwarf the AR and shotgun by far in length. It'll be longer still with the bayonet.
>>
https://www.youtube.com/watch?v=Jw-lKekugjA
Is this decapitation effect too excessive?
>>
>>4356920
It doesn't occur all the time, so I don't think so.
Make make it replace gibbing for the axe? So it occurs at the same conditions gibbing would?
>>
>>4356845
it's like he's taking this massive shit from an angle
>>
>>4356930
Currently it has a chance to happen when an enemy is killed with a weapon that is considered 'sharp'. It's a 100 in 256 chance, so it's pretty rare, I just set it to 256 in the video for demonstration purposes.
>>
>>4356880
Maybe add a sound cue that has a rising pitch and volume?
You know, like a classic 'chargeup' sound.
>>
>>4356920
they seem really strong

also how you fell off the starting platform and jumped right back up on it was cute for some reason
>>
>>4356932
If it's rare then it's alright. Doing it all the time would lessen the impact, but this way it makes sense and should be satisfying enough.
>>
>>4356920
Can't say I'm fond of durability for weapons, at least not that low.
>>
>>4356946
Weapons in the mod are meant to act as a sort of crutch, honestly, and to add the variety that I'm worried the mod has. The main gameplay is with the fists (with is bad, because I'm having trouble thinking up special attacks or normal attacks for them), and the weapons are there to add some extra variety and be used in places where they're required. (there's going to be grenades so the player can take down the icon of sin, for example, but I was thinking of replacing the final boss with my own custom boss fight if I can figure that out despite my stupidity)
>>
>>4356950
Add the variety I'm worried the mod doesn't have, rather, damnit.
>>
File: 1501850761702.png (295 KB, 1693x1184)
295 KB
295 KB PNG
4355836

>/vr/ HALLOWEEN MAP PACK

How many maps where submitted?, I'm still working on mine...
>>
>>4356950
If you're making a brawler, then maybe focus on adding throwing weapons? They will give player more options, and when a throwing weapon is gone it doesn't feel as unsatisfying.

Also maybe instead of breaking weapons, make it so player can't bring the weapons past a certain point? e.g. you can't open doors with weapon equipped, and discarding a weapon destroys it, so player will never bring a weapon past a door.

This should feel less unsatisfying than weapon durability, because people hate this mechanic (I mean, one idiot gave Zelda: BotW 7/10 and weapon durability was its only real flaw)
>>
>>4356964
I think 7 were submitted, showrunner seems a bit downtrodden.

I suggested twice we could use this year's finished Halloween set as a basis for a map expansion pack next Halloween, but nobody commented.
>>
>>4356974
>I suggested twice we could use this year's finished Halloween set as a basis for a map expansion pack next Halloween, but nobody commented.
Swamp mapper here, I did show approval to that idea.
>>
>>4356974

is strictly and absolutely necessary to submit Halloween day?, can't it be a single episode?
>>
>>4356975
I missed it then.

Question is what the others think.
>>
>>4356973
Hm, ranged weapons could be interesting. This is going to sound dumb, but what about guns? It'd make sense, thematically, since it's doom, and I could simply make it so that instead of reloading them, you can just toss them and grab a new one, kind of like Hotline Miami.
>>
>>4356982
I think he wanted it done by the end of the month, a smaller number of maps I don't think was a problem but I think he expected more due to /vr/-300 getting 33 maps.

Still, we could totally just arrange the current 7 maps as the "2017 Episode", then next year make some maps for the "2018" episode, it's Boom, we can make our own episodes and package it as we please, I think.
>>
>>4356996

I'm ok if you want to use the maps for next year, my map isn't finished, I don't have much free time lately

I'll start my qump2 map any time even though it's not even announced
>>
File: lara.webm (8 KB, 128x128)
8 KB
8 KB WEBM
Progress...
>>
>>4356990
Sure. You could also have them act as "nuke button" where you have extremely rare ammo but they deal a shitton of damage.
Another brawler Doom mod, Action Doom 2, did exactly that.
>>
>>4357002
Are you making Tomb Raider mod for Doom?
>>
>>4356996

if you are going to release this episode after halloween allow me to finish my map please
>>
>>4356974
>>4356975
>>4356985
spoop_delet author here, I'm fine with whatever, would like a release this Halloween though. Dunno if the idea is no release this year or not.
>>
>>4357006
Just trying to figure out the tech to rip the models. I don't know anything about doom modding or scripting, but I'm hoping a full set of sprites ready-to-go might encourage others to help toward a TR-TC
>>
>>4356726
>meta answer
>id software added regular automatic weapons in the following games, which completely destroys his initial argument.

There's dumb, then there is this.
>>
>>4357013
> a full set of sprites
You realize that GZDoom can use actual character models?
Then again, most mods use sprites so I see why you'd do that, it seems most people prefer to work with sprites.
>>
>>4357004
I'd rather not rip off Action Doom 2, but that could work.
>>
>>4357016
All later games take place on Mars, which HAS an atmosphere and wouldn't have the overheating problem.
Phobos doesn't have an atmosphere and regular guns would still overheat on it.
>>
>>4357013
You can actually use 3D models in ZDoom, check out this Quake TC using the original models from Quake:
https://www.youtube.com/watch?v=sEJCos59ZxM

If you're doing a TR TC I'd rather have the models instead of sprites, the original assets would hit that nostalgia spot way harder.
>>
>>4357023
That kind of makes it 'not doom'. There's a Tomb Raider Level Editor for that. I'd prefer boom-compatibility and something that took TR1's atmosphere and exploration paired with doom's combat
>>
>>4357013
If you want to turn them into sprites, maybe use later/higher quality models? Low-poly models turned into low-res sprites might end up looking crappy.
I think Tomb Raider 3 or 4 models might end up looking better in the long run.

Of course it's easy for me to say since you're the one doing actual work, so choice is yours.
>>
>>4357032
This is just a setup test. I can use all models from TR1 to TR5.
>>
>>4357037
Oh, nice! That's actually really cool!
Good on you, dude.
>>
>>4357037
The Anniversary models would look pretty swell digitized into sprites. I don't think somebody's ever done the low poly model converted into sprites "just because" thing.
>>
File: sky1.gif (27 KB, 320x200)
27 KB
27 KB GIF
>>4357020
Stop, you just are embarrassing yourself.
>>
>>4357038
The problem is I need help from someone who knows doom internals. What framerate do I need to use, what image size, what animtions do I need to cover etc, etc.
>>
>>4357047
I always thought Phobos was comfy, because of that skybox
>>
>>4357020
Mars' atmosphere is 1% of earth's.
Or put another way, Mars' atmosphere is 99% of a hard vacuum when compared to Earth.
Any cooling due to convection on mars would be statistically irrelevant.

Not that that matters anyways, since when you're on Phobos and outdoors you're perfectly fine, despite not having any form of a space suit.
>>
File: 1486751761019.jpg (30 KB, 720x340)
30 KB
30 KB JPG
>>4357062

what are we discussing here?, I don't really think the Phobos horizon looks anything like the Doom skybox, it must be a flat horizon

let's just think it's being terraformed and has a gravity generator because at Doomguy speeds you can reach orbit on it
>>
>>4357013
>>4357032
>>4357037

Having a set of sprites might encourage more female spriteedit sets, so I'd say go with sprites over models.
>>
What if Phobos in Doom wasn't really the actual moon, that belonged to Mars, but rather a huge UAC based, posing as a moon, that replaces the old one it was named after?
>>
>>4357070
Obviously.

Doom really isn't a series that you can apply any sort of science to.
You can't even handwave it as terraforming in Phobos' case, since Phobos doesn't even have enough gravity to make itself round. Phobos is little more than a large asteroid.

So yeah, just repeat this modified MTS3K mantra:
"If you're wondering how he shoots or breathes, and other science facts, then repeat to yourself, "It's just a show, I should really just relax" "
>>
>>4357079
>It's no moon!
>>
>>4357062
First, Mars both in Doom 3 and Doom 2016 is explicitly terraformed.
Second, as I mentioned before:
>First Doom novel actually has explanations for skyboxes etc - in the novel, Phobos facilities are under domes that allow breathable atmosphere and vegetation. That would also make it consistent with intermission screen which shows the base in a barren crater.

Now it's not an official explanation, but one that makes the most sense probably in this case.
>>
>>4357083
>It's just a show, I should really just relax
Yeah, but arguing tiny details is fun.
>>
>>4357086
If they bring back classic Doom 1 Phobos in a modern Doom game, they could use this to justify why it's so different from the actual moon, specially when its said that Phobos will soon disappear in real life.
>>
File: Quake_Phobos[1].jpg (27 KB, 476x598)
27 KB
27 KB JPG
What's the deal with this nigga, is he canon?
>>
>>4357109
no, he's just a reskin with a non-canon backstory
same thing for Wrack, Ranger's reskin, who mentions things in his chatlines that only Ranger himself would know about (i.e. Chthon and Shubby)
>>
> soul harvesting intensifies
>>
>>4357109
Quake 3 is entirely a different timeline from all other games. I don't think you actually though Doomguy ends up canonically fighting in Arena Eternal? It's basically Smash Bros of id games.
>>
>update some drivers 'n shit
>Shadowplay now recognizes openGL programs so I don't have to record Quakespasm in desktop mode
NICE
>>
>>4357152
Yeah, but Q3 has a more fleshed out version of Q2's protagonist, Bitterman.

I suppose Phobos could just be a reference to all the color swaps you could choose in Doom's multiplayer.
>>
>>4357154
QuakeSpasm supports borderless fullscreen btw

vid_borderless 1
>>
>>4357167
I should have specified, in the past to record QS at all I had to set Shadowplay itself to record my whole desktop, as it didn't apparently recognize OpenGL programs. Thankfully now that's gone.
>>
>>
>>4357165
Where did Q3 Bitterman's design come from, because it doesn't look like any of the default Q2 player skins
>>
The other anon wasn't kidding, this fight is a slog.

Now WHERE IS THE FUCKING EXIT
>>
>>4357231
Oh nevermind, the center platform dropped down and I didn't even realize it so I spent ten minutes wandering. Fuck me.
>>
>>4357227
It's supposedly his "post transformation" look.

The pod you crash in at the beginning of Q2 is marked as Bitterman, so that's him.
>>
>>4357232
Im like this too... first level of KNIZD I get in the forcefield door, turn right and grab the shotgun. But the room didnt get dark and reveal the red key with all the stone imps. Because I got just close enough to grab the shotgun without it triggering the trap.

So I wander all over the accessible part of the map looking for a switch I missed or new platform with a red or yellow key, wander 10 mins looking for a change. Nope.

Look at the wikia - it says grab the shotgun and kill the imps and grab the key off the pedestal. On a hunch I go back to the shotgun looking for switches I might've missed in that room... lo and behold it triggers the trap.

Its not so much I was stupid as I literally missed something, and this happens Frequently in the games I play for the first time.
>>
>>4357247
I guess his previous look was pretty much Grunt?
>>
>>4357227
It's a "what if Bitterman failed and got captured by the Strogg" situation
>>
>>4357176
Weird.
>>
was the chaingun buffed in doom 64 or is it just me?
>>
>>4357364
Several weapons were buffed in D64.
To make up for it several enemies were too.
>>
>>4357364
>>4357379
What were the particular buffs in question?
>>
>>4357165
Quake 3 has probably most fleshed out story out of early id games in general. Which is funny when you consider it has the least actual plot, you just go and shoot people in botmatches.
>>
>>4357474
quake 3 also has the best waifus
>>
File: 1497648330698.jpg (350 KB, 1280x1707)
350 KB
350 KB JPG
>>4357480
wrong
>>
>>4357364
Fired a little bit faster.
>>
>>4357480
Somebody even put up a fan altar of sorts for Slash.

http://www.rigelatin.net/q3a/slash/
>>
>>4357480
Yes.
>>
Sorry to distract from the Qaifu conversation, but here's something I need people's opinions on. First of all: https://www.youtube.com/watch?v=s4nCeo8xPls
Enemy sounds. I wanted some way to point out to the player that an enemy is about to attack. Currently there's sound effects for the zombies for dying and attacking. I don't know if I'll add pain sounds because they might get old quick. (enemies enter their pain state every single time they're hit).
The second thing is something that I'm considering thanks to discussions with some awesome anons here, the removal or tweaking of melee weapons. I want to remove them because it feels like they distract from the main part of the mod, fist combat. I still want optional weapons to be a thing, but moreso in the ranged/throwing department. What do you guys think?
>>
>>4357502
Bless them, because Slash is great. Q:C Slash is maybe even better.

Check out the rest of their site, too (http://www.rigelatin.net/q3a/), they also made pages specifically for Anarki and Orbb, as well as a full list of all the characters' chat lines which I've used dozens of times.

>>4357489
Listen buddy, I used to be a UT guy through and through and Hunter alone is more memorable and boner-inducing than any of Quake's girls, 'cept maybe Sapphire.
>>
File: 1347647735527.png (619 KB, 1280x720)
619 KB
619 KB PNG
man, I just harkened back to 2004's doom modding scene

back when every weapon sprite consisted of an angled jpeg artifact mess of a model rip

back when all of them used the exact same hand spriteset, namely the one with the dwarf thumb

back when 90% of the maps were bloated with absurd fucking random humor and script errors out the ass that were prone to break faster and easier than a virgin nipponese girl's ass in the middle of Grove Street

and every custom monster was a Baron of Hell variant

as glad as I am we've left all that shit behind, I'll never forget agent diaz, action doom and town infection
>>
File: DNML7arW4AE-8Iw.jpg:orig.jpg (283 KB, 1910x1038)
283 KB
283 KB JPG
I get what he's trying to do, but the cage sticks out like a sore thumb.
>>
>>4357047 >>4357079 >>4357083
it's not actual phobos. it is the fictional moon "tei tenga", from the doom bible.
>>4357061
true, it also implies "this map is not likely to be frustrating and kill you much, so just relax"
>>
>>4357713
Do his "map enhancements" work as substitute maps, or does he builds them on map load via ACS or some other method?
>>
>>4357727
Not sure. It was explained in one of the video diaries. Sorry I forgot which one.
>>
>>4356627 please respond
>>
>>4357757
It's probably called level stats or something.
>>
>>4357727
The latter, he explains it here:
https://www.youtube.com/watch?v=qi1iMAP4xuI
>>
>>4357757
it should just be there? what can you see? if you get the normal status bar, press =

or do you mean prboom-plus?
>>
The Quake III intro music still gets me fully erect:
https://www.youtube.com/watch?v=Rgps2D3LptY
>>
>>4357176
> AYYYY
>>
>>4357791
I meant prboom-plus. There are a bunch of "advanced hud" settings in the options menu, but I don't see any toggle to actually enable it. I'm trying to UV-Max speedrun some levels and I need to see the remaining monster count while playing, including those resurrected by Arch-Viles.
>>
Does anyone know if there is a fix for Crispy Doom's mouse input fucking up when playing with an uncapped framerate? I want it to be my source port of choice but it's unplayable without capping it.

>>4357978
Don't you just increase the screen size one size larger than the default to see the alt hud?
>>
>>4357982
>uncapped framerate
Playing with 2000fps is bound to break not just mouse input.
>>
>>4357990
I play at 160fps in ZDoom and it seems fine
>>
>>4357982
>Don't you just increase the screen size one size larger than the default to see the alt hud?
That doesn't work. I've actually just found the answer - there's a separate control key (default F5) that changes between different hud layouts. However I've tested the kill counter and it doesn't increase monster totals when Arch-Viles resurrect monsters.
>>
DOOM is my favorite FPS of all time and I have never beaten Thy Flesh Consumed. I have not even done E4M1.
>>
>>4358028
keep trying anon. it's not impossible. you'll win eventually.
>>
>>4358028
Watch good players and copy their behavior. Also M1 and M2 are the only hard maps of E4. Also E4 is mediocre overall, you don't lose much by skipping it.
>>
Hey guys same anon here >>4356445

I got the PSX Doom TC mod but I'm having a problem getting it to start. I'm guessing I have to put the Doom wad into the application including gzdoom? There is an options when you click the application and it says to add PK3 and WAD files. There is also a launch for it. This is why I prefer wads that I only need to grab and drop into gzdoom.

Anyways on a side note, I also got Brutal Doom 64 and played a bit. It was pretty good.
>>
File: 1509193660.png (70 KB, 640x480)
70 KB
70 KB PNG
>>4358014
>However I've tested the kill counter and it doesn't increase monster totals when Arch-Viles resurrect monsters.
it won't, increasing totalkills on resurrections (or pain elemental / boss brain spawns) is a ZDoom thing.
if you turn smart totals off (in options->setup->statusbar/hud) you'll get a live monsters counter. then you play until that reaches 0.
honestly, i am not sure what smart totals does, but it must be useful for someone.
>>
File: huuh.jpg (236 KB, 750x844)
236 KB
236 KB JPG
>>4358028
Quake is better
>>
>>4358098
Nah, gimme Final of Puyo Puyo with E1M1 instruments.
>>
>>4356840
>There was someone who was working on, or managed to make a non-random counter based pain system, dunno where it is now.
i think this is what you're looking for
https://forum.zdoom.org/viewtopic.php?t=50643
>>
https://forum.zdoom.org/viewtopic.php?f=43&t=55061&start=390
Please
>>
File: sickness.png (30 KB, 1688x221)
30 KB
30 KB PNG
>sickness
RIP
>>
>>4358250
Why can't they just release a demo for the mod?
>>
What is it, /doom/?
>>
>>4358263
Mainly it's something I come up with for the mod I'm already working on, so I have a bunch of partially finished things.

Which isn't to say I'm not getting things done.
>>
>>4358250
I've been delaying my aaliens replay for past half a year because of this.
>>
File: 1505584871262.gif (1.98 MB, 400x188)
1.98 MB
1.98 MB GIF
>music choice in WADs

Does anybody think it's "overproducing" to put non-MIDI music in a wad? I don't want to believe it but I do.
Also hypocritical of me because playing old Metallica albums while blasting through Hell Revealed was such amazing fun.

Is it just people picking inappropriate music for oggs?
I could see using them in larger file maps/GZDoom maps I suppose.
>>
>>4357713
>>4357727
Stylistically it would be better to use thick moving sectors as the "bars" as it would fit in more with the map.
I'd only use those bars if the mancubi platforms were more "modern" too, but then you may as well do the entire map.
>>
>>4358356
To me there are two issues:

- People picking inappropiate music because they simply choose their favourite music or genre (like those lazy metal remixes of the Doom soundtrack that ruin most ambient themes in the original game)

- Short or repetitive music. When you add vocals and more complex sounds it's harder for the music to get stuck in your head, you detect more easily the loops and it tires you faster
>>
>>4357725
Doom Bible isn't canon anymore.
For example, some of Doom Bible playable characters - Thi Barett and Lorelei Chen - later went on to star in Rise of the Triad. Are you saying they're at the same time canon in RoTT and in Doom? Because that doesn't make sense.
>>
>>4358356
What do you think about tmusic trackers then?
>>
>>4358356
>>4358386

I think the real problems is that most music is poorly suited for videogames.

Usually, to be good vgm, music has to:
- be long enough to not feel repetitive after many loops
- preferably loop nicely
- don't have any vocals (words grab player's attention and you want them to be focused on the game)
- fit with both quiet AND intense moments (unless you implement dynamic music)
- and most importantly, include as little sounds that are of similar pitch/sound similar to ingame sounds, to not be distracting.

It's just most people don't do these, and I've seen morons do stuff like use songs that have actual gunshots in them etc. That's plain stupid.

The reason you like midis more is because they usually fit most of the above - midi rock sounds sorta intense but not TOO intense so it works with both exploration and with combat parts, midis can't have vocals and midi bleeps and bloops don't sound like anything you hear in Doom.
>>
File: vig36-zp4kp.gif (37 KB, 128x128)
37 KB
37 KB GIF
Q: Is there a starter guide for replacing sprites in DOOM? I'm ripping Tomb Raider models, but I have no idea how to apply this stuff to DOOM.

(PS. what's the best tool to convert AVI to GIF?)
>>
>>4358250
I love them and I wish them health and the best for the future.
But please work on it.
Final Doomer has Caco-potential
>>
>>4358356
I'm definitely among the crowd that prefers midis in Doom. Ogg/mp3's don't blend too well with the stock sounds and graphics IMO. Hell, when I play Blood, I make sure the midis are whats playing.
>>
>>4358418

Get Slade, it will let you modify/replace Doom assets. The way you integrate assets will depend on what type of Doom you're aiming for. If it's classic Doom, you can only replace old assets. If you want to add new enemies and AI, you need to target sourceports with advanced features.
>>
>>4358356
i don't know about overproducing but i wish they wouldn't do it anyway, because i'm not going to listen to it regardless.
>>
>>4358430
I'm aware of SLADE, but I don't know where to start. Let's say I want to replace the player sprite. I know how to save out the frames with the right names, but what if I want more frames -- how does this work? How do I get the source port to understand? This process isn't actually described AFAIK; everything is just "work it out, lol". If that is to be the case, is there a Total Conversion I can reference that will show me?
>>
File: 1506897632495.png (77 KB, 771x686)
77 KB
77 KB PNG
>>4358386
>>4358408
>>4358426
>>4358436
The Quake 1 OST goes pretty well with Doom, if you're using Quake textures (which also go great) and more updated graphics styles (as in more sectors and detail, not other shit) it can blend.

Doom remixes are fun to listen to but only some I think could go well in levels. Though it doesn't help that good MIDIs aren't being made so much now (at least I don't know a source) and levels are being made at a far greater pace than new songs so eventually we'll want to go to new stuff.

Though fuck D_RUNNIN
>>
>>4358451

Adding more frames would require modifying the game logic. I've never done it myself, but it should be possible with an engine that supports additional scripting, like ZDoom.
>>
>>4358263
An over ambitious low poly full 3D GZDoom mod.
>>
>>4358469
Hell ground had ogg music, and i thought it sounded great. It was neat not having midi stuff for a change
>>
>>4358469
D_RUNNING and SKY1 really is the one thing that really puts me off trying most single maps, incidentally also a large part of my dislike for the Master Levels (aside from how most of the maps look exactly the same).
>>
>>4358512
Perhaps a mod could be made that whenever it finds D_RUNNIN, it immediately picks something else?
>>
*PANIC*
>>
>>4358525
Whats the status on that, anyhow?
>>
>>4358525
Quick, use the anti ghost spray!
>>
File: uninvited_nes.gif (6 KB, 256x224)
6 KB
6 KB GIF
>>4358525
oh god, did someone make a doom version of Uninvited?!
>>
File: ScreenshotSaturday.png (239 KB, 800x600)
239 KB
239 KB PNG
GUILTY FEET MAY NOT HAVE ANY RHYTHM, BUT SURELY THEY'LL HAVE THINGS TO SHOW FOR...

===================
S C R E E N S H O T
= S A T U R D A Y =
===================

POST YOUR LATEST MAPS, TEXTURES, SPRITES, CODE, WEBMS, ANYTHING COOL YOU'VE MADE, POST IT, POST IT NOW!
>>
>>4358561
>GUILTY FEET MAY NOT HAVE ANY RHYTHM, BUT SURELY THEY'LL HAVE THINGS TO SHOW FOR...
what did he mean by this
>>
>>4358561
sorry anon, not working on doom today
>>
File: LbOyUI7.jpg (450 KB, 640x768)
450 KB
450 KB JPG
>>4358571
I wonder who might be behind this post.
>>
>>4358571
I heard Careless Whispers in the shops this morning and have it stuck in my head
>>
>>4358583
that's still pretty cool. whatever it is. love the color combination.
>>
File: TEMP.png (41 KB, 1001x697)
41 KB
41 KB PNG
>>4358561
spoopy dark map
we doom 3 now
>>
>>4358601
other than the corpse that looks pretty comfy. i guess the fire is a sprite? (also see the start of hellground map01)
>>
File: Notright.jpg (130 KB, 500x500)
130 KB
130 KB JPG
>>4358593
Ironically it wasn't me, right now i'm just playing Paragon and left Firefox in background with a tab in /doom/, DW and Facebook opened for no real reason.
>>
>>4358551
No.
>>
>>4358606
>i guess the fire is a sprite?
what else would it be?
>>
>>4358630
an animated two-sided middle texture
>>
>>4358263
we've been into this before, literally every single modder in existence
>>
File: Cave Complex.jpg (2.06 MB, 1919x2159)
2.06 MB
2.06 MB JPG
>>4358561
I'm very close to finishing this level I've been working on for about two months on and off. I've gone through at least a hundred different versions and have redone/deleted huge areas because I didn't like them. All I have left to do is create a final area after the red door and it'll be ready for release.

Let me know how much you hate it.
>>
>>4358651
you've posted this enough that i'm hyped for it, even though i know it's for gzdoom
>>
File: mapfishRules.png (18 KB, 604x498)
18 KB
18 KB PNG
>>4358636
... i suppose.
>>
>>4358664
is that d2twid map33?
>>
What's with Smooth Doom's chaingunner and where do the voice clips come from?
>>
>>4358542
Not the kind of spray this situation calls for, I'm afraid.
>>
>>4358663
Ayy thanks I didn't think anyone really noticed or cared. I hope I can wrap it up very soon.
>>
File: 68da976a81.png (32 KB, 607x765)
32 KB
32 KB PNG
>>4358561
I made another shot angle predict function, this time with the *actual* formula. I'm still using the old approximation though, since it works well enough for faster bullets and as of now only the spider mastermind actually uses it.
>>
>>4358701
weird language. does it really have "dot" as an infix operator?
>>
>tfw i can't play difficulties other than i'm too young to die without save scumming
>>
>>4358707
Yes, oddly enough. Though according to people on the forums calling vec.Length() * vec.Length() might be faster than dotting a vector with itself. Yes the implementation likely is that bad.
>>
>>4358710
assuming you're not jsut some shitter, howl ong ahave you been playing for?
>>
happy birthday romero
>>
>>4358583
>>4358597
Thumbnail says Hammer, which is Goldsrc/Source editor, so I think this is Half Life or something like that.
>>
>>4358715
Really?
Holy shit, happy birthday Romero.
>>
>>4358715
>>4358721
he will die one day in your lifetime. so will carmack. neither of them having worked together again
>>
>>4358561

soon i will release
>>
>>4358724
no
>>
>>4358730
Oooh ass
>>
>>4358730
is that a kamui!?
>>
>>4358593
what the fuck am I looking at here
>>
>>4358730
hell yeah, anime tiddies
>>
>>4358715
Happy birthday, Romero. No chance he'll see this, but happy birthday anyway.
>>
>>4358730
frowninggoku.bmp
>>
>>4358818
frowningvegeta.bmp
>>
>>4358673
No, it's just a dopefish i made in doombuilder
>>
File: ldSiEKL.jpg (45 KB, 678x418)
45 KB
45 KB JPG
>>4358730
>>
File: 1498414159737.jpg (45 KB, 480x480)
45 KB
45 KB JPG
>>4358730
so aM I AAAGGGHH SPLURRRT
>>
>>4356614
>but aside from the map editor there wasn't much flexibility to it.

*groan*
>>
File: 4r1v0I8.png (84 KB, 400x150)
84 KB
84 KB PNG
Final Doomer sprites
Coming soon
>>
File: Heretic-Gargoyles.png (67 KB, 640x400)
67 KB
67 KB PNG
What enemy type do you guys think was missing in Doom that should have been an enemy? Describe it if you have to.

Me personally I think some sort of winged demon would have been great and should have been in the game. The Heretic and Hexen gargoyles are a good example of what I mean. Would have been great to see what id would have made their version look like.
>>
>>4359031
not him but i like thin girls with long hair
>>
File: blood-logo-type1.jpg (42 KB, 600x370)
42 KB
42 KB JPG
>>4359051
Here is another good example. I think Doom's version would have probably looked a lot like the Blood ones.
>>
>>4359051
Some kind of creature to be able to crawl in the ceiling I guess, like some large demonic centipede, like an inbetween of the lost soul and pinkie I guess.
>>
>>4359069
That is a pretty great idea actually. Although I'd probably have it be reptilian. Sort of like the lickers from RE or that double headed monster from Doom 3.
>>
>>4359004
Final Doomer is still alive?
>>
File: koume wedgie.jpg (279 KB, 644x910)
279 KB
279 KB JPG
>>4359060
He's also looking past that an ass can have good shape but be small, he's probably a quantity over quality kind of guy, probably actually likes Mystical's art change.
>>
>>4359076
I'd like a mix between the licker and the Vulgar, though Doom already has plenty of humanoids, I suggested a demonic centipede because it's a creature form that Doom just doesn't have, and thus it'd be unique.
>>
>>4359116
maybe he doesn't like fat blob chorizo thighs that are barely distinguishable from the cheeks.
>>
>>4359124
i think that angle is just very awkward
>>
>>4359116
>probably actually likes Mystical's art change
argh please don't remind us about that
>>
>>4359124
the cheeks are precisely what I have issue with. ass doesn't really stand out that much. pose doesn't help either.
>>
>>4359130
are we talking about the mod screenshot or the (deleted) twitter meme picture
>>
god DOOM 3 sucks

IT SUCKS!!!!!!
>>
>>4359138
the screenshot...?
>>
>>4359138
There's a mod screenshot?
>>
>>4355834
What would Quake be like if it were remade for the Switch and PS4?
>>
>>4359141
>>4359142
yeah this >>4358730 it started the conversation didn't it?
>>
>>4359145
Well for one you can't strafejump.

Sidenote, I'd love to see a console game try to replicate strafejumping or some kind of old school movement style. I'm assuming they did that with Painkiller's bhop on the original Xbox.
>>
>>4359145
Utter shit, like any other console fps. Complete ruination.
>>
>>4359151
>PC "master race" elitists
>>
>>4359146
Oh, well I suppose that isn't the greatest ass, but I think he was exaggerating.

>>4359151
Done right it could be good, no reason you can't have good gameplay with the right controller setup.

Bitches will complain about the lack of mouselook but it's not like you'll need it for single player.
>>
>>4358028
A lot of it is just learning what you should generally do in certain strategies. It's what's helped me slowly power through TNT. I've been playing it on and off for a couple weeks and only just got past MAP09, but just learning proper use of the invisibility sphere helps a lot with hitscan ambush sections and helped me realize what I could've done on some earlier vanilla maps.
I'm starting to get sick of the "wall pops open behind you with a chaingunner" meme though.
>>
>>4358561
https://www.youtube.com/watch?v=mpHTJVELAww
I finally added a second special attack to my brawler mod, a sort of recreation of the "Ball Buster" from God hand because I'm not creative. The issue is that it costs 5 combo points and I'm realizing it's really hard to generate combo points, due to the quick-punches you can perform not giving you points. Should I make those punches generate points when hitting, or should I add extra ways for the player to get points? I was thinking of making it so that getting hit generates points, so that if you dodge an attack you can generate free combo points during a combo, or an unskilled player can forcibly get hit to generate points if they're bad at dodging, but suffer health loss.
>>
>>4359156
i said "for fps" but sure believe what you want i guess. but know this: you're an idiot.
>>
>>4359109
Seems like this
>>
>>4359187
Honestly if you can't manage to play an FPS on console you're just a brainlet, it's not at all hard.
>>
>>4359140
Everone knows it is a good game, just not a good Doom.
>>
>>4359140
I thought it was good. I also thought we should have seen a Doom 4 that is similar to Doom 3. The concept was great actually. Needed even better execution with a sequel.
>>
>>4359196
I think it was an acceptable Doom, just fairly flawed.
I like it a lot, but honestly I think the Doom 4 we got was way better than trying to play off Doom 3, even if I do think Doom 3 could be made really good if done properly.
>>
>>4359196
It's not a good shooter, the guns feel like shit and the level design is bad. It's not a good survival horror, it's all cheap jumpscares that lose any impact the moment you need to replay the level. How is it a good game?

>It's just not a good DOOM game
I went in knowing to expect something completely different and I was still disappointed.

>>4359210
DOOM 4 took the best things from 3 (visual design) and made it great
>>
>>4359213
>It's not a good shooter, the guns feel like shit
only 3 guns
>It's not a good survival horror
not supposed to be.
>it's all cheap jumpscares that lose any impact the moment you need to replay the level
og doom 2 does that as well
>>
File: chainsaw.gif (156 KB, 536x440)
156 KB
156 KB GIF
>>4359213
>It's not a good shooter, the guns feel like shit and the level design is bad.
Largely, I'd agree, but try playing the game with the chainsaw to the largest degree possible, it's the most satisfying weapon in the game and the thrill of melee'ing all these monsters can get pretty intense.

Almost all enemies in the game can effectively be defeated by the use of the saw in some way, and most encounters too.
>>
File: pistol_wip_01.webm (35 KB, 512x400)
35 KB
35 KB WEBM
Hand rig needs more work. Will use render nodes to properly parallax project the red dot sight's reticle.
>>
>>4359223
>slow as shit shooter full of jump scares, pitch black darkness and a flashlight mechanic isn't supposed to be a horror game
>>
>>4359230
What's this?
Kind of like the armored arms and the pistol seems neat looking
>>
>>4359223
>only 3 guns
Pistol feels poor, the shotgun is genuinely terrible, the SMG is mediocre, the rocket launcher feels like it lacks punch, the hand grenades are beyond useless.

>It's not a good survival horror
>not supposed to be.
That's kind of how it's presented though.

>it's all cheap jumpscares that lose any impact the moment you need to replay the level
>og doom 2 does that as well
A), I'd argue that the jumpscares lose their impact well before the halfway point of Doom 3, and B), Doom 2 doesn't play jumpscares to even close the same degree that 3 does, in fact I can barely remember any.

Like the only times I felt jumped was that room with the BFG in Industrial Zone, and the side hall in The Spirit World.
>>
>>4359239
A work-in-progress gameplay mod previously meant as a 'mutator' for MSX. Will feature humans and robots for enemies, fancy AI and acrobatic movement mechanics.

Not sure I'll use that exact arm model but it's the best I have ATM. The pistol is a H&K P8 with optics.
>>
so, to the modders around here..

what is stopping you from making a 5 dollars fps steam game?
>>
>>4359252
The fact that I can't map for shit, and I base all my graphic and sound on existing resources, not to talk about code.
It'd be unethical of me to try to make money of the work of others.

Also I'm lazy.
>>
>>4359252
>implying I don't dream of doing that
>>
>>4359232
>Pistol feels poor
because it was
>the shotgun is genuinely terrible
that's why you get up in their face before shooting
>the SMG is mediocre
agree
>the rocket launcher feels like it lacks punch
it flattens anything that isn't an hk
>the hand grenades are beyond useless.
it's impact grenades. how?

>Doom 2 doesn't play jumpscares to even close the same degree that 3 does, in fact I can barely remember any.
the crusher, tips & tricks & the map with the elevators did this with the monster closets.

>>4359232
>pitch black darkness and a flashlight mechanic isn't supposed to be a horror game

hl did this & it wan't a horror game right?
>>
>>4359145
Something like this?
>>
>>4359252
Can't into sprites.
>>
>>4359270
>that's why you get up in their face before shooting
Which you shouldn't have to, shotguns are not melee weapons and the previous games actually afforded them a sensible range, you didn't need to be at kissing distance to pop an imp with the original shotgun.
It isn't even good for crowds because individual pellets are so fucking weak.

It's objectively a bad shotgun.

>monster closets
The difference is that Doom 3 used monster closets and jumpscares to the point of absurdity.

>grenades
They have an extremely awkard arc and bounce, I can try throwing them through open windows, into vents or other cramped spaces, and often they'll somehow bounce out of there.

>Half-Life
Difference being that Half-Life didn't trip over itself trying to spook you, nor were you forced to choose between being able to see or being able to fight, you could have a light and shoot your guns.

Being unable to use the light at the same time as a gun feels like a bad survival horror trope, it really has no place in what's supposed to be a fast paced action game.
>>
>>4359191
i've never owned a console. or even played on one for more than a few hours. i was the first person in my flat at college to beat a level of goldeneye on 007 fast enough to unlock the cheat code for it, though.
>>
>>4359252
For gameplay modders, that means they also have to make maps and music.
>>
>>4359306
There's plenty of cheat codes to unlock in Goldeneye, some which they practically give away, you'll have to be more specific.

Moreover, Goldeneye was 20 years ago, they don't quite make games like it anymore, it's actually an extremely poor barometer for console FPS, particularly given it's control scheme.
>>
>>4359252
I didn't make a 5 dollar fps game, but i tried make an Arcade isometric shooter with Tron visuals: https://www.youtube.com/watch?v=EIDRqfGIrY0

I plan to remake this thing as fps tho.
>>
does wolfguy run faster than doomguy?
>>
>>4359317
I noticed few FPS games have that type of auto aim that Goldeneye had. Where the character aims their gun towards the general direction of the enemy instead of the magnetism of crosshairs in most games.
>>
>>4356130
it has more enemy types than (ultimate) doom though
>>
>>4359341
He does. He's absolutely sanic fast, and yet no one remembers that when talking about the speed of FPS protagonists.
>>
File: pistol_wip_fire.webm (7 KB, 640x400)
7 KB
7 KB WEBM
Disregard shitty muzzle flash. Animation came out better than expected.
>>
>>4359341
I think his top speed is lower than Doomguy's SR50/wallrun capabilities, but on the other hand he has absolutely no momentum. Doomguy is faster in a straight line, BJ is better-suited to zipping through claustrophobic mazes.
>>
>>4359385
Atm i can say the animation is pretty much like Half Life 2 9mm Pistol which is great already.
>>
>>4359345
Honestly, the auto-aim is a crutch for newbies, a good player turns it off because it'll actually slow you down and get in your way, manual aiming works so much better, it can easily let you place precise shots at higher speed, at your leisure, without the clunky auto-aim pointing your gun where it thinks you want to point it.

Without using aiming, the guns already shoot pretty straight, and you easily adapt to that.
>>
>>4359393
Hmmm.... What about Ranger's and Caleb's speed?
>>
>>4359385
Not bad, though the wrist looks a bit stiff, it should take to the recoil just a little bit.

>>4356157
What mapsets do you play? The stock maps are generally not that fast paced.
>>
https://go.twitch
.tv/videos/185908177##
I thought the Doom 2 CTF scene was totally dead
>>
>>4359431
it's still pretty dead, given how they've had to desperately scrape what little scraps of people interested in it there is
>>
>>4359252

I can't sprite.
>>
>>4359408
Ranger has the highest potential speed between rocket and strafe jumping, but slowest base speed. Would lose to Doomguy on uneven terrain or under low ceilings where he can't maintain momentum effectively, but would win in cases of flat ground or walls he could jump over that Doomguy would have to maneuver around.

I don't know too much about Caleb but I don't think he has much for ground speed tech and his base speed isn't anything impressive either. He's mostly good at jumping really high without needing to hurt himself to do it. I don't see him outrunning anybody under any ordinary circumstances.
>>
>>4359436
its just not as interesting to me as quake 2 ctf with the hook
>>
>>4359445
>Would lose to Doomguy on uneven terrain or under low ceilings where he can't maintain momentum effectively,
Uneven terrain isn't that bad, just a matter of finding the best route through and using air control to its full capacity. Q1 also has iffy ramp jumping physics funtime, and if we're talking Quakeworld instead of Netquake his speed increases a lot faster due to the changes in friction.
>>
>>4359402
I don't remember it being an option to turn it off actually now that you mentioned it. I guess I just never thought of doing it as a kid. Probably just something I overlooked like many things in gaming. I wasn't implying it is better in any way btw. Just was mentioning that it is interesting how no or few games really uses that form of autoaim to my knowledge.
>>
>>4359249
You had me at hello


Seriously though looking forward to seeing more of what you're working on
>>
>>4359149
You can't strafe jump in Quake 1 either way so it doesn't matter.
>>
>>4359051
I think what was missing from Doom was some enemy that is very powerful at a long range, but can't attack at all at close/melee range, incentivizing player to get close to them, probably some sort of mortar/artillery enemy.

There isn't a single enemy in the game that incentivizes player to move CLOSER to them - melee guys ask you to run away, hitscanners ask you to move into cover, and projectiles ask you to stay at a distance and dodge projectiles.

Adding enemy that is best fough up close could allow level designers to create interesting encounters.

Imagine e.g putting player in a room where a horde of Pinkies is chasing you from one side, and there's a group of these 'minimal range' enemies at the other side of the room, forcing player to run towards the ranged enemies while constantly shooting at them, and then quickly turn around and deal with Pinkies after killing the mortar guys. Something like that could be pretty exciting!
Currently only way for a mapper to encourage player to get close to enemies is to give them a chainsaw or berserk pack, but that's not very effective.
>>
>>4359481
so the gladiator from quake 2
>>
>>4359472
He probably meant bunnyhopping, most people that aren't Quakedads don't differentiate the two.
>>
>>4359482
Yeah, basically.
>>
>>4359481

Hell razer in Doom 4 seemed specifically designed for this.
>>
>>4358551
I've been attempting to remake castle Shadowgate for Doom as I type
Is this a bad idea?
>>
>>4359481
>Currently only way for a mapper to encourage player to get close to enemies is to give them a chainsaw or berserk pack, but that's not very effective.
i thought the SSG was exactly for that
>>
File: Sabaoth001.jpg (70 KB, 800x600)
70 KB
70 KB JPG
>>4359481
>probably some sort of mortar/artillery enemy.
that looks a bit like this?
>>
>>4359489
> chaingunner
> less bullshit
> has an actual purpose instead of "X but stronger"
shield guys also count, sorta
>>
>>4359481
Actually you want to aggro the pinkies by moving up to them so they attack sometimes. It is often a good strategy for taking them down. Since they are a rather weak enemy they need to be used in numbers instead for maps.

I understand that there were limitations at the time but I do like some of the added move animations you see in some mods. Like how some have added much faster pinkies or how imps have a lunge attack. There is also how the hell knights have a wider fireball attack.

Your idea is pretty good though and would have definitely added a layer to the game in my eyes.
>>
>>4359490
Hell no, I fucking love it when people reimagine old games using doom. The first level I ever made was a remake of grid from Perfect Dark
>>
I'm considering doing my own voice acting for my dumb brawler mod. Would that be considered "cringy"? I really don't want something I make to fall into that category.
>>
>>4359650
That depends entirely on your voice.
>>
>>4359650
I started writing an elaborate paragraph about the likelihood of that being true (and whether or not you could get away with it "ironically") but >>4359685 basically nailed it.

post vocaroo
>>
>>4359685
I was more generally asking if voice-acting in doom mods when you aren't amazing like Marty is good, but thank you. Will try and record my voice somewhere.
>>
>>4359252
can you even use gzdoom to make a commercial game?
>>
>>4359702
I think in something like an action brawler it would fit in just fine. Even bad voice acting could fit in fine considering the quality of some retro VA work if it's bad in a certain way.
>>
File: OOOH.png (519 KB, 860x848)
519 KB
519 KB PNG
https://youtu.be/_7NjlUwyEBw
>>
>>4359151
>quake 3 on dreamcast is shit
Great meme lad
>>
>>4359714
>Tiny Grasshopper
Man that sucks

Still not a bad run though
>>
>>4359705
You can definitely use DarkPlaces (a Quake source port), it actually supports sprites and can essentially emulate the Doom/Build engine look. See Retro Blazer:
https://www.youtube.com/watch?v=mRd8kAH1Xog
>>
>>4359705
I think that's what Strife Veteran Edition uses
>>
>>4359696
https://my.mixtape.moe/auoftg.ogg
Sorry for the wait, I couldn't think of what to say. If you don't trust the link, here's a (horrible quality) vocaroo upload.
https://vocaroo.com/i/s0xdv1zCsEQQ
>>
>>4359736
If this isn't enough to get a sample of my dumb voice, please give me something to say and I'll do it, no matter how dumb. I like doing voice-acting even if I'm bad at it.
>>
>>4359734
Strife: VE is based on Chocolate Doom. Hard to believe, eh? But this is what CD is actually capable of if the coders are being paid real life money to stop sperging about "muh authenticity" that nobody in the real world gives two shits about.

https://doomwiki.org/wiki/Strife:_Veteran_Edition
>>
>>4359490
Do it nyugga.
>>
>>4359751
I was thinking it was on GZDoom because of the dynamic lights and https://steamcommunity.com/app/317040/discussions/0/627456486499559686/ saying to use GZDoom Builder
>>
>>4359751
>"muh authenticity" that nobody in the real world gives two shits about.
Why wouldn't people care

There's GZDoom for people who don't care about authenticity
>>
>>4359762
>Why wouldn't people care
Because the things spergs care most about are not even remotely perceptible in most gameplay. God forbid we slightly change how the PRNG works or something, we might blow an autism fuse.

In reality if the core bits are there, most of the details don't really matter that much.
>>
>>4359724
I prefer to go the unreal engine 4 route if I need to learn a new engine
>>
>>4359724
>404
>>
>>4359762
>Why wouldn't people care

Because locked 320x200 resolution with fuck all graphics options is not how most people want to experience the Doom engine in 2010's.

The lightmaps in SVE are pretty impressive, btw. Still not supported in GZDoom, though. (You can use GZDoom to play SVE sans some SVE specific graphics improvements like the said lightmaps).
>>
>>4359816
The RetroBlazer project was discontinued since they went with a furry angle for their character designs and and most people didn't like it and thus their Kickstarter failed. The official webpage no longer exists, but you can still download the original demo episode here:
https://retro-blazer.en.uptodown.com/windows
>>
>>4359823
>furry angle
dropped
>>
>reinstalled windows
>lost all the custom steam categories

such is life
>>
>>4359838
>reinstalled windows
>lost all my bookmarks
why is so hard to remember some things?
>>
>>4359650
>I really don't want something I make to fall into that category.
The moment you inject any personality into your creation, someone, somewhere, will see it as "cringy".
Do it anyway. Fuck cringe culture.
>>
File: Cacoaline3[1].jpg (899 KB, 1309x1386)
899 KB
899 KB JPG
>if Doom was a Japanese game
>>
>>4359916
the androidarts guy is not japanese
>>
>>4359916
some of these are a good idea for new sprites even if based off d44m
>>
>>4359650
I think Bloatoid voiced the Death Wish cutscenes himself. They turned out fine.

Just use your normal voice. If it's not squeaky and you don't have any speech impediment then it should be fine.

If you're not a native English speaker then a clever trick could be to overdo the "foreign" accent on purpose to hide your inferior pronunciation.
>>
>>4359930
I am a native english speaker, thankfully. I posted an example of my voice above, look for the post with the vocaroo/mixtape.moe links.
>>
>>4360028
>>4359736
>https://vocaroo.com/i/s0xdv1zCsEQQ

Sound perfectly normal. Nothing special, but not cringy either. Go for it.
>>
>>4360041
Alright, thanks! I'll do a voice acting pass for most of the basic player actions and see how it sounds. Thanks for the input.
>>
>>4359481
>I think what was missing from Doom was some enemy that is very powerful at a long range, but can't attack at all at close/melee range
pain elementals?
>>
>>4359481

>There isn't a single enemy in the game that incentivizes player to move CLOSER to them

single pinkies and pain elementals
>>
>>4357176
Badass
>>
>>4358551
It's just weeb crap
>>
>>4359490

You just made me erect. Keep going lad.
>>
>>4360131
my second favorite kind of crap
>>
>>4360150
>>4360131
yeah, weeb doom is always a fave
>>
>>4358601
WHEN

>>4359751
>>4359818
S:VE also has a unique feature that allows it to properly render sprites over 3D accelerated environment same way softwre mode does (i.e. without clipping in).
IIRC Kaiser even explains how it works in one of his blogs.
I thought this methods would be quickly be integrated into GZDoom to make it much closer to banilla in terms of visuals while keeping 3D aceleration, but alas, nothing came out of it
>>
is there anyway to center the rendered view?
>>
>>4360194
Is this a blobber mod for Doom?
>>
>>4360195
yeah
>>
>>4360194
SIIIIIICK
>>
>>4360194
>MAGOS DEL TIEMPO
I want this.

Sorry I can't help with your camera problem. I'm sure you already know CVAR screenblocks lets you make the viewport smaller but I don't think I've ever seen anything that can offset the position. Technically you could probably render the view in the corner using camera textures as a makeshift screenbuffer but I can't imagine that being a good idea.
>>
>>4360194
You can adjust status bar height from the bottom, otherwise you'll have to resort to post processing shaders.
>>
>>4355834
Hexenkessel is more or less done. I'd still like some feedback on it for potential oversights etc.

http://s000.tinyupload.com/?file_id=22192103823282099038

Would be cool if I could upload it to IDgames tomorrow, although I doubt the maintainer would upload it in time for Halloween.
>>
>>4359252
I wanna make 5-10 dollar simple action/platformer games instead.
>>
>>4360295
Forgot to add, the map now only requires the regular Gothic Texture pack, all orange texture edits that it uses were included with the WAD itself.
>>
File: 1506564385507.png (726 KB, 1280x720)
726 KB
726 KB PNG
>>4357176
OK... where can i buy this?! Tell me... Now!
>>
FIREBLU AS THE SKY TEXTURE
>>
>>4359705
Yes it's been fully GPL'd now. They even got Ken Silverman to re-license his voxel code.
>>
>>4360356
>>
>>4360375
add a single chaingunner in the distance taking potshots at you.
>>
>>4360375
how does gzdoom decide what color to make the top of the skybox, anyway?
>>
>>4360374
how do you go about making a game tho? what steps must be taken to make sure you dont accidentaly leave in somebodys assets or code or whatever? also iirc there was some fuckery with sound libraries, where does that stand now?
>>
>>4360382
It would appear it takes an even mix of the colors in the top couple of pixel rows and uses that color to cap the sky-cylinder at the top, then uses a shader to blur/gradient the edge.
>>
>>4360396
>how do you go about making a game tho?
The only thing you need are the bare basics for an IWAD/IPK3, which essentially means a PLAYPAL lump and a map I believe. GZDOOM.pk3 itself is GPL.

>also iirc there was some fuckery with sound libraries, where does that stand now?
The engine no longer uses FMOD so you're in the clear here too.
>>
>>4360396
There's no FMOD and so there's now OpenAL plus an included soundfont to substitute. Game devs can also delete the zd_extra.pk3 if they plan to redistribute
>>
>>4360131
I love that stuff!

>>4360397
I kind of both love and hate that, in one way it's good because if you see that skybox sphere without the blur out effect applied, it looks fucking hideous because it's literally a rectangular texture applied to a sphere, but in another, it also kind of stretches out some skies, and it looks really awkward with how it repeats the sky at the middle.
The sphere looks good if you don't look straight up or straight down, or if you can't see the horizontal middle line.

I would really like if there was a ready feature for just using an .m3d model for a skybox, and it has a couple of standard sizes and shapes for applying various different skyboxes to.
You'd just have to make a suitable top and bottom for each vanilla sky
>>
>>4360412
Speaking of the sky, is there anyway to make it not look like shit in the software renderer with freelook?
>>
>>4360412
>I would really like if there was a ready feature for just using an .m3d model for a skybox, and it has a couple of standard sizes and shapes for applying various different skyboxes to.
You know you can define a square skybox in GLDEFS right?
>>
>>4360414
No, that's freelook in software mode to you.

>>4360415
Obviously I don't.

Do you pick a texture for each side, can you change the dimensions of it? Is it available as cylinders or octagons?
>>
File: shot01.png (508 KB, 1280x600)
508 KB
508 KB PNG
>>
>>4360428
It's just a cube, the inside of one specifically. There's no "size" because each side is infinitely far away - you can of course use higher or lower resolution graphics as you wish.

You don't need cylinders, spheres or octagons. Simply use 3D software to render a panorama as 6 faces (meaning you won't be able to see the seams as long as the camera is in the exact middle), or download/steal/buy sets you find on the internet. Or painstakingly edit photos I guess.
>>
File: shot01.png (521 KB, 1280x600)
521 KB
521 KB PNG
>>4360445
>>
File: shot02.png (274 KB, 1280x600)
274 KB
274 KB PNG
>>4360449
>>
What's your favourite shotgun in all of doom mods?
>>
>>4360456
Combined Arms.
>>
>>4360456
does it have to look like a shotgun or just take up the shotgun slot
>>
>>4360461
whichever
>>
>>4360447
So is it just the Quake/Half-Life style skybox? Neat. Any mods that use it?
>>
File: shot05.png (514 KB, 1280x600)
514 KB
514 KB PNG
>>4360451
>>
>>4360467
dafuq
>>
How do you unload all those stray weapons spawned instead of ammo piles or dropped by enemies in Hideous Destructor? Attempting to pick them up does absolutely nothing.
>>
>>4360557
Drop your copy of the weapon, pick it up, select it and unload it.
>>
>>4359893
This.
>>
Anyone else doing a spooky Doom marathon? Running through the horror trilogy (PSX, 64, and 3) right now and having a blast.
>>
File: psxDoomGlowingFloorArrows.png (552 KB, 1920x1080)
552 KB
552 KB PNG
>>4360658
>>
File: atomospehere.jpg (380 KB, 1920x1080)
380 KB
380 KB JPG
>>4360707
>>
File: winquake_mark_v_0000.png (56 KB, 640x480)
56 KB
56 KB PNG
I took a couple days off playing this game and now I can't beat this level and wanna kill myself
>>
>>4359893
>The moment you inject any of your gross sexual fetishes into your creation, someone, somewhere, will see it as "cringy".
>Do it anyway. Fuck cringe culture.
>>
>>4360658
>spooky Doom
vr halloween alpha when?
>>
>>4360739
that struck a nerve, huh?
>>
>>4360658
I want to play PSX Doom TC but I'm not sure how to get it to work so my only other option is emulator. I definitely prefer Doom with kbnm now but PS1 and N64 both had great Doom games. I beat all of them within the last 5 years anyways. I might play Brutal Doom 64 though.
>>
>>4360739
how is that in any way comparable?
>>
>>4360747
>>4360658
Speaking of Doom 64, any of you guys ever got all the artifacts? They seem pretty hard to get.
>>
>>4360747

Here's a quick step by step to get things up and running.

1) Making a new folder purely for PSX Doom and drop the latest GZDoom build in there.

2) Grab:

http://www.mediafire.com/file/6pogkql7j85bmku/PSXDOOMTC_V235.zip

and extract this in there with gzdoom.

3) Now, despite that mod folder, you're only going to touch it once later. We're going to add the 70+ lost levels that were never in the original PSX doom releases. You can grab those here:

http://www.mediafire.com/file/imlu31lczmatq20/PSXLOST.pk3

You just drop it in the same place as gzdoom and your PSX Doom TC files.
>>
File: psxDoomSetup.jpg (67 KB, 669x512)
67 KB
67 KB JPG
>>4360781

At this point you have everything you need, but let's go the extra mile and get the custom voice and music files that were made just for the lost levels.

Grab:

http://www.mediafire.com/file/8cghj9futiv36al/PSXLOSTMUS.pk3

and

http://www.mediafire.com/file/pzf98gx9t5w5m55/PSXLOSTVOICE.pk3

but don't put them in yet. Make sure you have 7-zip before continuing. You're going to want to go to your MODS folder and drag the contents of PSXLOSTMUS and PSXLOSTVOICE into LOSTMIX.PK3 (you may have to extract first then put them in.

Then just tick what I have in this picture and you're good to go!

I'm personally also using RetroShader to make stuff look a bit closer in software, but that's up to you.
>>
>>4360781
>>4360789
Thanks a lot man I'll get to this when I have the chance. I appreciate the work you guys did with this it looks great. By the way not sure if maybe I missed it but a text document would help people a lot here with this.
>>
File: TrueColorSettings.jpg (154 KB, 1920x386)
154 KB
154 KB JPG
>>4360789

If you're curious about RetroShader, after installation: go to Advanced > Change Rendering Output. You can play around with what's there. I have this setup personally.

If you change hardware acceleration to OpenGL it runs in a resolution similar to PSX Doom, but that gives me a headache so I just use this.

Link to retroshader:

https://forum.zdoom.org/download/file.php?id=29652
>>
>>4360339
I'm envious of that guy's body
>>
>>4360792

Thanks, but I have absolutely nothing to do with this project, I just so happened to stumble onto this on my own. The only reason there's this level of complication is that the LOSTMIX.pk3 and Add Lost Levels to original levels option doesn't account for the custom music and voice files that have been created since then, so you have to modify it to get everything up and running.

Will likely also be the case when No Rest for the Living PSX maps, music, and voice files are finalized
>>
>>4360041
I haven't done any voicework yet because I'm stuck on something dumb that'll mean nothing. What kind of personality should the protagonist have? Its stupid because all you'll hear from them is pain and punch grunts, the occasional HUUHH, and what have you. I was thinking of ripping off Gene from God Hand, but I kind of want to do something original.
>>
>>
>>4360739
I'm gonna keep inserting waifus in the maps I make, and there is nothing you can do to stop me!
>>
>>4360848
nice lighting
>>
>>4360848
>>
>>4360881
because arch-viles exist
>>
>>4360881

Quake doesn't have archviles. Neither does PSX and Doom 64 thank god.
>>
>>4360881
bait.jpg
>>
Since the new Wolfenstein comes with a literal Wolf 3D rom hack, will anyone attempt to rip sprites from it?
>>
>>4360885
>>4360886
I haven't played DOOM 2

>>4360895
Shamblers are maybe the most bullshit common enemy I have encountered in an FPS
>>
>>4360903
> Wolf 3D rom hack
Really?
>>
>>4360904
>Shamblers are maybe the most bullshit common enemy I have encountered in an FPS
you should have said that to begin with, instead of writing a straight-outta-/v/ shitpost.

also shamblers go down quite easily to the nailguns or so i've heard
>>
>>4360907
It's an easter egg called Wolfstone 3D, where the nazis managed to make their own version of the game.
>>
Is there a way to open Wolf3D assets in Slade without all the colours going fucky? Does Slade not yet properly support them?
>>
I'm >>4348885 trying to put together the vr halloween alpha (?) because I guess nobody else is, does anyone have

>>4342837>>4342853>>4342865
>custom pain elemental for the Halloween mod
https://expirebox.com/download/bc516e6d6803fa867b7138e4dfa369b6.html
>There you go. Again, it's in truecolor but palettizes fairly well.
>If you missed and want the skellington shotgunner as well I could reupload that too.

?

I don't have the files because I didn't realize they would expire because I was dumb and didn't look at the filename "expirebox" cause I'm dumb.

The pain elemental sprite was a big part of the project so it definitely needs to be in.

Also while posting this, does anyone that has played the maps have any input on what order they should be in?
>>
>>4360923
Set the palette to Wolfenstein 3D?
>>
>>4355836
Another day another ZeroMaster Doom2 Nightmare Speed record. 21:54
https://youtu.be/PXUse4sgGow
>>
File: CHAINGUUUNERS.png (260 KB, 1366x768)
260 KB
260 KB PNG
>>
>>4360904
>I haven't played DOOM 2
Then you have no right to talk about Doom since it's an objective upgrade over Doom 1.
>Shamblers are maybe the most bullshit common enemy I have encountered in an FPS
Stop being a newfag and you'll stop having incorrect opinions.
>>
>>4360946
Run over to the left, kill the trio there before they kill you, pick their chainguns up and snipe the rest with them.
>>
>>4360949
bait.jpg
>>
>>4360946
is that hell revealed 2 ?
>>
>>4360931

The order that Repugnus gave me is as follows

MAP01- Journey to the Haunted Swamp
MAP02- Dreneckcide
MAP03- Hallowpeen
MAP04- spoop_delet
MAP05- Lame Scares
MAP06- Hexenkessel
MAP07: Feeling Yourself Disintegrate

and the latest graphics (including pain elemental)

http://www.mediafire.com/file/9dcu495uxz3m7xa/spookygfx3.zip
>>
>>4360904
>Shamblers are maybe the most bullshit common enemy I have encountered in an FPS
lern 2 nailgun and use corners
>>
File: file.png (210 KB, 1296x755)
210 KB
210 KB PNG
>>4360796
IIRC GZDoom now has rendering resolution setting so you dont need Retro Shader - you can make it display nice and crisp 320x200 at any resolution
>>
File: 0000.gif (409 KB, 640x400)
409 KB
409 KB GIF
>>4359471
Mostly models (i.e sprites) right now. That and the UI are the only things that will be hard.

Remade the hand rig today so it's less of a pain to work with. Figured out how to use Spaghetti al Rendernodes to mask out the reflex sight reticle so it works more or less like a real one.
>>
>>4360904
>Shamblers are maybe the most bullshit common enemy I have encountered in an FPS

First things first, shamblers are not a common enemy, they're mini-bosses. Second, it's pretty easy to kill a shambler without taking any damage once you get a hang of its pattern. It switches to melee once you're at a certain distance, yet you can just back away a bit and it misses its attack, then you move closer again so that it doesn't switch to ranged, all the while shooting nails non-stop. Just don't use rockets/grenades, they only do half the damage to shamblers and you can't use them at close range without hurting yourself. if You're all out of nails and cells then switch to the shotgun.

Bonus pro-tip: when fighting several shamblers at once, first circle strafe around them for a bit, so that the other shamblers are BEHIND the one you're trying to kill and can't hit you.
>>
>>4360949
>you have no right to talk about DOOM 1 because you have played DOOM 1
>>
>>4360981
Is this how the original msx graphics were made?
>>
>>4360972

For some reason, I find the colors pop and the darks are a bit darker with Retro Shader which is the only reason I really use it.
>>
>>4360985
Partly. The guy did a combination of modeling/rendering and substantial manual sprite editing.

By the way compare the early vids of MSX on his youtube to the final product. It's crazy how much it all improved.
>>
>>4360961
Nop, dis2000.wad
>>
>>4360949
How is this an objective upgrade when archviles exist?

Seriously tho, D2 adds a ton of new monsters but they're all pain in the fucking ass.
Doom 1 has certain beauty in its simplicity, and Thy Flesh Consumed proves you can be difficult without going full Plutonia.
>>
>>4360739
Man, that really stung, huh?
>>
>>4360989
You can adjust color settings in GZDoom. I think you want different contrast and gamma in this particular case.
>>
>>4360989
Also theres a palettizer somewhere in OPengl rendering options that makes color s closer to software
>>
>>4360735
My suggestions/Walkthrough:
Get to the other side of the room, shoot the stained glass, run into the other room with the ogres/knights and start blowing away the ogres. Solve other enemies as they appear including the fiends.

Next room, shoot all the scrags that come out of the stained glass, collect items in the water. Go down the hall. Keep a CLOSE eye out on any alcoves for the sludge things (it looks like a clump on the floor, and burbs when it sees you) - 1 Grenade will finish them.

After that its all pretty well straightforward except the hall with the lava pit (the silver key is at the end of it?). Have to time when that last jump will be. Try to get the enemies to infight rather than deal with them, there's too much damage/HP there to screw with in that close of a space. Just grab the key and go down the hall.

In the graveyard with the zombies where you get the grenade launcher... id suggest grabbing the Quad first and blast your way to the exit of the graveyard, that way when the Fiend appears you can blow it away with the Quad. Then go back and get the GL and the +100 Health.
> mfw even the lowly Shotgun is an okay choice to use here, though the Dbl.Shotgun is better for the Quad.
>>
>>4361036
I got back into the groove and beat it, but thanks
>>
>>4360375
daily dose of
> MORNING
> WOOD
>>
>>4360982
>It switches to melee once you're at a certain distance, yet you can just back away a bit and it misses its attack, then you move closer again so that it doesn't switch to ranged
not a quake player but that sounds like standard revenant tactics, no?
>>
>>4361013
>>4360961
in a sense you're both right
https://doomwiki.org/wiki/MAP26:_Dis_2000_%28Hell_Revealed_II%29
>>
>>4360962
>>4360931
Does anyone know who did the pumpkin pain elemental?

I suspect Revae, but I don't know for sure and the archive isn't giving me any info
>>
>>4361075

I have no idea. Repugnus doesn't know either. The frames they uploaded has no identifying information attached to them. and they have yet to come forward and identify themselves.
>>
>>4361004
Yeah these animations are choppy, i can't tell if they're supposed to be placeholders or not, also it seems much slower
I think i prefer the nail shotgun reload animation from the earlier versions desu
>>
>>4361017
notice how he isn't explaining his position after being mocked
>>
>>4361089
Speaking of the shotgun animations, I disliked the recoil of the stock shooting animation so much I TEXTURES'd up my own back when my mod still used MSX sprites. Also kept autistic track of whether there was a shell in the chamber at any moment with a buch of spaghettical conditional state jumps for proper animations.

https://webmshare.com/5ER7a
>>
Oh, are you also >>4360981?
Good to know you're still working on your mod, dude. i was afraid it was abandoned.
>>
>>4360936
Holy shit, again?
>>
>>4361136
Yeah he keeps being unlucky with arch-viles not opening doors for him, so keeps trying again I guess.
>>
File: 2017-10-02 00-09-44.webm (1.11 MB, 800x600)
1.11 MB
1.11 MB WEBM
>>4361119
Yeah. I think I'm going to make two more or less finished guns and monsters and release a test pk3. Takes time to do all this myself though.
>>
>>4361160
holy FUCK that's smooth
>>
>>4361160
drop your weapon
you have 20 seconds to comply
>>
>>4361195
>>
>>4361165
I'll have to reduce the smoothness but up the speed I think. But also put in two new walk variations where it aims at -45/45 degree angles. And a few normal shooting-while standing still variations.

Right now it's ~1200 images and that's a bit silly. 16 rotations is cool though.

>>4361173
There's a dude in it. I want you to be able to be that dude.
>>
File: pic1.jpg (71 KB, 360x259)
71 KB
71 KB JPG
>>4361195
>>
>>4361203
>There's a dude in it. I want you to be able to be that dude.
cool fair enough. it's just what it reminded me of.
>>
File: portadoom_psxdoomtc.png (21 KB, 642x427)
21 KB
21 KB PNG
>>4356445
>>4358056
Because I love you people, I've created a PortaDOOM PSX DOOM TC package -- a complete self-contained, pre-configured, ready-to-go and working version of PSX DOOM with the Lost Levels. Download "PortaDOOM_PSXDOOMTC.7z" from here: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
>>
>>4361219
oh your're right, the original model was clearly inspired by it.
>>
https://www.youtube.com/watch?v=EajXDxu0pl0
Jesus christ my voice sounds terrible.
>>
>>4361195
sshhh
it's okay
we all know cooke's a faggot

that has nothing to do with voiceacting in your own mod and people seeing it as "cringy"

>>4361272
it's fine, dude
your voice sounds clear and it gets the point of jumping/damage/effort across
>>
>>4361285
Alright, sorry. I'm just self conscious about this kind of stuff, which is kind of counter-intuitive because I want to voice-act professionally some day.
>>
>>4361292
Should there be voice clips for punching or would that get old fast?
>>
>>4361084
Is there a version of the bex patch that works? The chainsaw guys just stand there and shoot in the version I have currently.
>>
>>4361227
Whoa, nice!
>>
>>4361304
wait nvm, wasnt using -deh to load, but -file
>>
File: infinite pleasure.png (686 KB, 600x919)
686 KB
686 KB PNG
>>4361160
>>4361203
WAIT
A MINUTE

How were you able to incorporate 16 rotations?
Ive wanted more than 8 for so long its crazy and I didnt know the support was added.
> how do?
>>
>>4361227
> mfw the 1024 levels would have absolutely broken the playstation even though they are much "smaller" than usual
> the level of detail is mind boggling compared to a vanilla level.
>>
>>4361331
16 sprite rotations is a extension which i believe first came from EDGE, prboom+ supports and obviously so does g/zdoom
https://zdoom.org/wiki/Sprite#Angles
>>
Early WIP.
Also - I'm mostly doing that to learn voxels, but I'm actually curious - would anyone here be interested in playing Doom with voxels based on original sprites?
>>
File: mind blown 128.png (24 KB, 128x128)
24 KB
24 KB PNG
>>4361337
thank you immensely
ive wanted this for years
> kinda twisted in the way they do it, but whatever works yknow
> I would have parsed it by checking to see if any A-G direction frames were available, if so then that would dictate a difference in the way the sprite was handled such that it would smoothly go 22.5 degrees per rotation rather than keep the existing 45's per number.

Guess I can smoothly incorporate the duke3d rocket now
>yeah its 12 directions in duke, but some things can stretch to accommodate, like my girlfriend
>>
File: Clipboard02.png (202 KB, 1106x562)
202 KB
202 KB PNG
>>4361347
Fuck, forgot pic.
>>
>>4361075
>>4360962
>>4360931
Who all did the gothortex?
>>
>>4361348
Here's the correct order for the rotation characters f a m:
192A3B4C5D6E7F8G
>>
File: worried shark.png (419 KB, 638x478)
419 KB
419 KB PNG
>>4361347
Voxels should only be used for small crap because the overhead on rendering them is so high. Dont you dare try monster voxels. Its not a matter of performance anxiety for computers, its that the program doesnt handle them very well (I heard its akin to each voxel being treated like a separate 3d cube object with 8 vertexes and 12 sides, including the sides you dont see).

Rockets, Scenery, Items and guns on the ground, that sorta thing.
> only stuff that matters for directional or above/below viewing, like those Tech Columns, Stalagtites, maybe Trees.
> No Armor Helmets, No Health Vials

Maybe the Caco or Baron Fireball
>>
File: file.png (741 KB, 973x663)
741 KB
741 KB PNG
>>4360914
Hahaha oh wow. Is it the whole game? So far I've only found footage of the first episode (with Max Hass replacing the end-of-level boss).
>>
>>4361360
argh don't post my password on 4chan
>>
>>4361365
All they did was change sounds, sprites and texts, but yeah.
>>
>>4361054
kiting enemies is a common thing in most games
>>
>>4361365
What kind of a name is Set Roth?
Some final fantasy shit?
>>
>>4361379
it's a jewish name

so yes
>>
>>4361376
true but i meant the specific thing of running into melee distance to suppress range attacks, then back out to make the melee attack "whiff".
>>
>>4361365

https://youtu.be/bAI9UFkdUSQ
>>
>>4361379
>>4361381
Sounds like Seth Rich misspelled
>>
File: TITLE.png (31 KB, 320x200)
31 KB
31 KB PNG
Alright, here is the version of the alpha by a random person

https://drive.google.com/file/d/0BxbbtKR5bll_X0gxQkdjdnRhUEE/view?usp=sharing
>>
>>4361381
oh i should have guessed but it's not obvious enough they should have called him Elijah Goldstein or whatever.
>>
>>4361379
Set Rogan?
>>
>>4361387
or that + eli roth
>>
>>4361390
>Alright, here is the version of the alpha by a random person
https://drive.google.com/uc?id=0BxbbtKR5bll_X0gxQkdjdnRhUEE
now with 100% more direct downloadability
>>
>>4361386
I hope there's more footage of the other episodes, just to see who replaces who.
>>
>>4361390
>>4361404
NICE. good work mr random
>>
https://www.youtube.com/watch?v=L4OWKIJQkjQ
I did a tiny bit more voicework for it but nothing substantial. I don't think my voice really fits the mod (especially since I haven't come up with any kind of a personality for the protagonist) but thanks for the encouragement anyways, guys.
>>
>>4361391
.."Set Roth" is extremely ultra-stereotypically jewish.
>>
>>4361436
i think if you actually want to be a voice actor then even if you're not happy with your work here you are quite right to do it anyway as practice.

that said i think you sound too much like "normal guy" here, try speaking a bit more deeply? i dunno.
>>
>>4361362
There are already mods with voxel monsters, Solace Dreams of the top of my head.
https://www.youtube.com/watch?v=IcrYfmkPl-E
http://www.moddb.com/mods/solace-dreams/downloads

Seems to run perfectly fine, which is what inspired me to ask the question in the first place.
>>
>>4361469
if you say so. i'm not a practising antisemite. haven't been to church for years, not familiar with the current state of the art.
>>
>>4361473
I like that he sounds normal. "chill normal guy protagonist" would stand out against all the magical dragon cowboys and cybernetic ninjas one usually sees.
>>
>>4361479
>>4361469
>>4361391
>>4361381
>>4361379

Set Roth is LITERALLY the Jewish scientist guy that helps you organize resistance against Nazis in Wolfenstein: The New Order.
>>
>>4361487
too modern for me to have played it sorry
>>
>>4361487
http://wolfenstein.wikia.com/wiki/Set_Roth
>>
>>4361479
It's stereotypical in the sense that there are thousands upon thousands of Jewish people that actually bear the name. There is nothing anti-semitic about it.
>>
>>4361497

This is correct. It's incredibly stereotypical, but not antisemitic. That's like saying the black guy being named Tyrone is racist.
Get it together, Tyrone.
>>
>>4359916
I like the gimp imp.
>>
>>4361482
Voice actor/developer of that brawler mod here, I fucking *dig* magic-using dragons, immortal cowboys, cyborg russians, or whatever other crazy doom mod protagonists. As long as it isn't a self insert (I haven't seen one yet, thankfully), it's fine by me. I think a crazy, out there character is better than "Just another doomguy" when effort is put into them, which is why I'm considering taking the voicework out of the mod for now and trying it again later. It isn't voice-work for an interesting character, it's "just another doomguy". I'll have to try and write up something dumb soon.
>>
>>4361390

>PrBoom is unplayabad
>doesn't boot with Zandronum
>map 4 locks GZDoom

such is life in the hellzone
>>
>>4361540
>>PrBoom is unplayabad
what?
>>
>>4361525
Then again, I shouldn't say self inserts are bad either. That's basically what original doomguy is. So, honestly, all doom mod protagonists can be interesting. Sorry for the rant.
>>
>>4361562
i believe i understand: it's not so much self inserts but overpowered flawless mary sues you would prefer to avoid, yes?
>>
What everyone's opinion about enemy sprite scaling in UDMF mode?
>>
>>4361574
Exactly. I'm just bad at coming up with character ideas.
>>
Are there any good last man standing mods out there? Zombies or otherwise.
>>
Newbread where art thou?
>>
>>4361525
>>4361562
the original characters the community come up with are really cool
one thing people tend to forget is that id was a bunch of dnd nerds, with all of the nerdy shit that entails: original characters, lore, fluff, and all that. being able to embrace it and run with it is stuff i like to see in mods.

basically, dungeons & doomguys when?
>>
>>4361610
well there is an official boardgame with dicerolls and monster cards if thats what you are getting on
>>
>>4360739
Just for you, I'm going to have a picture of my waifu made as a loli and hide her in my .wad
>>
>>4360848
>>4360874
I really like how that looks.
What wad is it, or is it something you're working on?
>>
>>4361610
Doom RPG.
>>
>>4361492
Honestly it's worth trying if you can pick up a cheap used PS3 and a used copy of the game.

It's the best thing they've done with Wolfenstein since Return To Castle Wolfenstein
>>
>>4361603
in the oven
>>
>>4361540
>>map 4 locks GZDoom
Totally, or just for a second at start?
It didn't do either in ZDoom, prolly shoulda tested in GZDoom too I guess. Forgot Zand too.
>>
>>4361661

Completely. Couldn't even quit, I had to force the game to crash out.
>>
>>4361686
I can't reproduce this in latest stable gzdoom build.
>>
>>4361525
I didn't say I dislike the crazy characters!

>It isn't voice-work for an interesting character, it's "just another doomguy"
It doesn't sound like a tough grim violent space marine, which is what springs to mind when I hear "just another Doomguy".
>>
>>4361390
>>4361540
Updated, runs in Zandronum, GZDoom (for me, in latest stable build, prolly still be issues for some people but I can't bugfix what I can't reproduce), fixed error of "zdoom.exe" instead of "gzdoom.exe" in gzdoom bat and txt, added zand bat and txt

https://drive.google.com/uc?id=0BxbbtKR5bll_X0gxQkdjdnRhUEE

(same link as before)
>>
>>4359482
That would be the revenant.
>>
https://forum.zdoom.org/viewtopic.php?f=19&t=58287

thanks jenova
>>
File: 0000-0025.webm (24 KB, 640x400)
24 KB
24 KB WEBM
hipfire/aim/aimfire done. Good enough for pre-release version at least. Needs reload and one-handed hip fire animation for when the player is throwing something or using the grapple next.

Offhand grenades that don't interrupt shooting will be fun. Only pistols will allow that for balance reasons I think.
>>
File: 1468871410763.png (25 KB, 200x303)
25 KB
25 KB PNG
>>4361390
>>4361706
Ah shit, I still haven't posted the fixed version of the swamp (brightness and nodes adjusted), is it too late now?
>>
>>4361806
It would take like no time at all to update the map, so no its not
I'm also not the original organizer so whatever
Probably won't update it past Halloween, if someone else wants to then feel free
>>
File: 1458945219746.gif (2.46 MB, 512x512)
2.46 MB
2.46 MB GIF
>BRUTAL DOOM MENTIONED IN THE MASS MARKETING MEDIA JOURNALISM AGAIN
WHO IS HE FUCKING
I MUST KNOW
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
SHUT HIM DOWN!
>>
>>4361841
The obvious solution is to just make all mods "brutal"
>>
>>4361841
Archived version of link that will save us from giving it views, please?
>>
File: 63OWnk.gif (757 KB, 720x406)
757 KB
757 KB GIF
How do you guys like your starting rooms?
Do you like them nice and simple or do you like to just drop in in the middle of a demon mosh-pit?
>>
>>4361845
better yet, don't mention the cancer here at all
>>
>>4361848
I don't generally like getting attacked straight off. Few exceptions
>>
>>4361848
Simple, but some detail.

Also holy shit that image is making me cum, where is it from?
>>
File: d6ddec0.jpg (39 KB, 326x326)
39 KB
39 KB JPG
>>4361849
Too late.
>>
>>4361350
>>4361347
Yeah, could be neat.
>>
File: Screenshot_106.png (2.19 MB, 1920x1080)
2.19 MB
2.19 MB PNG
>>4361856
It's from I.H.N.I.
Right now i'm trying to fix some bugs and i thought i might add some details while i'm at it.
Current version doesn't look nearly as good (pic related), but i'm gonna upload this one sometime next week.
>>
>>4361478
>solace dreams
Try running that by yourself, it'll absolutely tank most people's computers because of how badly GZDoom handles voxels, and how almost everything is made of voxels.

Made by the abortion guy, by the way.
>>
>>4361347
That'll work in a really limited quality.

Voxel monsters are a bitch and a half because unless you literally make them animate at a 1 tic rate and make sure to sculpt a smooth and good model for each frame, all while making sure this is consistent, this is going to look like reheated dogshit.

Then comes the next problem, that, as stated many times before, GZDoom renders every individual voxel as it's own 3D model, and that very few people will be able to run this without very serious framerate problems.

It would literally be easier to make regular 3D models.
>>
>>4361863
I would say "someone should recreate loss.jpg with doom sprites" in response to Rootpain and Solace Dreams, but there's a snowball's chance in hell that hasn't been done already.
>>
>>4361870
>>4361863
>>4361478
Okay, so, alternate idea - what if I make the voxels and like. Just turn them into a proper mesh in Blender or something? Like where long stretches of voxels are turned into a single face and hidden voxels aren't a thing.

Like, if gzdoom is to terrible at voxels, we could just. Not use voxels. GZDoom can handle 3D models without much problem, right? And it's gonna be just 3D models that LOOK like voxels and use textures that simulate voxels.

Since GZDoom renders voxels as cubes anyway it's gonna look the same exact way too, it just would be faster.
>>
>>4361894
That'd certainly work a lot better, but I think you'd still ultimately end up with a lot of model faces that way.
>>
>>4361645
http://www.arcades3d.net/mapas/doom2/bastsaco.rar
>>
>>4361901
Hm. Yeah, I wonder.
Welp, I guess I'm going back to plan B, where I'm gonna try to make low-poly (Q2 style) models of Doom monsters that don't suck.
>>
>>4361910
>arcades3d
alguien más aquí?
>>
File: 1509332500365153801899.jpg (3.03 MB, 3984x2988)
3.03 MB
3.03 MB JPG
Check out my doom pumpkin lads

Original design do not steal
>>
>>4361949
No he visitado eso en años. ¿Aun está plagado de política?
>>
>>4361961
anda poco concurrido... no hay más de 20 usuarios a la vez a lo mucho diariamente. los topics de política han ido muriendo lentamente, pero entre la falta de temas importantes que discutir en general, y la falta de interés de los mismos trolls por venir a tocar las pelotas (que ya pasaron a mejor vida diría yo), el sitio está básicamente en soporte vital. cosa que tiene su gracia porque el mayor aliciente del sitio era leer las pelotudeces que ponían los users al momento de responder.

es triste porque me sigue dando bastante nostalgia leer antiguos temas y hasta dan ganas de escarbar un poco de vez en cuando a ver qué encuentro, pero siendo que borraron el 90% del vertedero...

quién anda ahí por cierto?
>>
File: Excited_Asian.jpg (18 KB, 457x461)
18 KB
18 KB JPG
https://youtu.be/uWTkJaPli2s
this game is incredible
>>
>>4361960
p dope
>>
>>4362008
>that little victory dance at the end of the donkey kong segment
Gets me every time
>>
>>4362008
blood is adorable. it has tons of charm to it.
>>
>>4361706
Oh nice, I see you included the latest version of Hexenkessel.

Shame about the sky though.
>>
File: lookin' good.png (145 KB, 1280x720)
145 KB
145 KB PNG
>>
File: lookin' really good.png (151 KB, 1280x720)
151 KB
151 KB PNG
https://forum.zdoom.org/viewtopic.php?f=103&t=57168&sid=f5eee1857515849ac4fbe9c9e3d0a822
>>
>>4362169
these aren't my- these ARE my glasses
>>
New thread, Doom thread.

>>4362221
>>4362221
>>4362221




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.