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DOOM THREAD / RETRO FPS THREAD - Last thread >>2761480
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
http://vrdoom.booru.org/index.php?page=post&s=view&id=148

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
===NEWS===

[11-01] The /newstuff Chronicles #486
https://www.doomworld.com/php/topstory.php?id=4514

[10-31] Angry Anna's Halloween Quest, by the swan fox guy
https://zandronum.com/forum/showthread.php?tid=6536

[10-29] Comfy Doom V2 released
>>2767105
https://www.doomworld.com/vb/post/1517044

[10-28] SUAB v0.4a released
>>2764558
http://forum.zdoom.org/viewtopic.php?p=865999#p865999

[10-27] Quake Live final update is live.
http://steamcommunity.com/games/282440/announcements/detail/101688990770553028

[10-25] Anon map release: bland.wad
>>2758204
http://www.mediafire.com/download/glezdk2k2y5e02n/bland.wad

[10-22] BDv21 starter pack, all 150MB+ of it
http://www.best-ever.org/download?file=starterpacktestoct21.wad
http://www.best-ever.org/download?file=bdtest21octtestnew.pk3

[10-22] Doom 4 alpha footage (edited highlights, plus marketing drivel. skip to 0:59)
https://youtu.be/JTfe7V-_3r0?t=59s

[10-22] Anon map release: Iceplant2
>>2752451
https://www.mediafire.com/?zeri83o644zo2uz

[10-21] Quake Live beta goes public.
http://esreality.com/post/2778188/ql-steam-exclusive-beta-goes-public/

[10-21] Doom 4 Closed Alpha leaked weapon screenshots
http://www.dsogaming.com/screenshot-news/doom-closed-alpha-leaked-images-show-all-available-closed-alpha-weapons/

[10-21] Doom palette converted to 3DLUTs in 3DL and CUBE format for Photoshop etc
>>2750658
https://www.sendspace.com/file/1l7zas

[10-21] Battlefield 2142 SFX
>>2750473
https://www.sendspace.com/file/dm9d7i

[10-21] Doom Retro v1.9 released
https://www.doomworld.com/vb/doomworld-news/75097-doom-retro-v1-9-released/

[10-20] Doom 4 Closed Alpha about to begin
http://doom.com/en-us/alpha

[10-20] Alien Breed 3D Total Conversion (WIP)
http://forum.zdoom.org/viewtopic.php?t=49786

===

To submit news, please reply to this post.
>>
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(in the hopes that nobody bashes my skeleton out my ass by saying this) request time

will possibly do doom lewds
>>
>>2771925
Doomgirl fighting HDoom girls in a nonsexual manner.
>>
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>>2771925
Imp-tan handholding
>>
>>2771934
Forgot to say
Tsundere handholding
>>
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>>2771925
Someone getting bonned
>>
>>2771931
>>2771934
first come first serve I guess

expect them sometime later, possibly ten mins tops
>>
>>2771925
Requesting a baby Baron of Hell drawing a pentagram with crayons.
>>
>>2771943
don't forget the tsundere part
>>
>>2771925
out of curiosity, could you show some samples of previous work?
>>
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Have doom threads gone down in quality and speed?
>>
>>2772171
Yes, both, but you can't expect greatness to last forever
>>
>>2772194
that bites.
>>
>>2772171
It fluctuates.
There's been times where threads have been drawn out for weeks, sometimes it just slows down, I think it did last Christmas.
>>
Is gzdoom builder the go to map editor? Also what other programs are essential for mod making?
>>
>>2772171

Wait til term updates demonsteele or makes something new. There's also combined_arms and a GMOTA update... Eventually
>>
>>2772313
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
>Marty will never work on TSP ever again
>Project MSX continues to be dead
>Berserk mod never was
It hurts.
>>
>>2772279
Yea and you probably need SLADE as well.
>>
>>2772341
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome

I'm working on DemonSteele right now, silly.
Marrub's the one that works on GLOOME.
>>
>>2772424
You're not me, and I'm never working on DemonSteele again! I'm far too busy working on my new Magnun Opus, Comfy Doom, to be throwing peanuts to peasants who are too uncultured (and jealous) to enjoy Comfy Doom for the definitive Doom experience as it is.
>>
>>2772483
what I enjoyed most about the mod was __________
>>
>>2772483
>comfy doom

I get it that he made it for some dude's birthday or whatever, but it just seems like such a dumb thing to be continuously updating.
>>
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>>2772487
>>
>>2772341
But I showed off a new gun for TSP a thread or so ago.
>>
How do I get tag 666 to work on Keen's death? I've applied it to a sector, killed Keen, and the sector doesn't open as a door. It doesn't do anything at all. What am I doing wrong?

Here's the file:
https://drive.google.com/file/d/0B8xWmOI7IYl3aFNXZy1uS1FzNVE/view?usp=sharing
I've made the map in MAP01 and cloned it to MAP32 and it doesn't work in either. The idea is to press the switch to crush the cybie in the middle and also crush a keen in a hidden room which should then open a door on the far side of the room but it's not working. Can anyone help?
>>
>>2772495

I didn't think it'd ever get touched again, either. But guys in #doomtwid kept asking me about an update for it and suggesting things to put in it, so eventually I did.
It's kind of ironic that Doomworld's the place that took to it the most, I thought they'd hate me for it.

The moral of the story is that I give in easily to peer pressure, apparently.
>>
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LOL

never, ever change, /doom/.
>>
>>2772171
going down i quality?
I doubt it, this general hasn't gone to shit like any other /vg/ general that turns into circlejerks
speed?
Its the same speed as ever.

If anything, /vr/ lost quantity because you don't see anyone here appearing out of nowhere and saying "hey i made a doom mod, r8 and h8" and then making it bigger and bigger. Hell, the lastest community project got dropped out because no submissions ever.

In all honesty, i sincerly doubt that anyone from the big boys are going to update/release new stuff quickly as mods are big things to do and take time, there's always hope but, you won't see the same quantity like 1 year ago.
>>
>>2772629
Why was the community project so devoid of submissions? I see plenty of people discussing and/or uploading their levels often; one would think a /doom/ community project is not far from reality.
>>
>>2772510
Keen's death event opens doors tagged 666, meaning it raises ceilings. It doesn't lower floors, and your door is actually a floor as the opening's against the ceiling.
>>
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>>2772341

Actually I'm working four day work weeks at my stupid job now. I'm steadily getting my motivation back, though I'm stubbornly gonna finish combined_arms first.

All that's left there is a custom HUD, some extra blur sphere weapons and finish up the particle smasher altfire

Have hope anon.
>>
>>2772696
Shit you're right, I'm an idiot who can't remember how to make a door. Thanks mate, works like a charm now.
>>
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>>2772705
Also unrelated to your question, I noticed your stairs aren't building correctly - if you step out of the starting area and turn the nukage into ground, then activate the stairs, practically the entire level will raise up and break. What's happening is the top step has a linedef that leads to the floor of the room, and if the connecting sector is the same texture it will raise it.
Flip the linedef circled in the picture and things should be fine.
>>
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Found this on an assignment at uni.
>>
>>2772721
Thanks for the tip! That shouldn't happen - the start position in the final map isn't where I put it in the file I uploaded (I moved it for testing). It should be impossible to turn the nukage into ground before raising the stairs but I'll flip it anyway to be on the safe side.
>>
>>2772531
if you've managed to inveigle yourself into that clique, more cacowards are sure to follow
>>
>reading the fluff for quake 3 arena
>find out sorlag is female
I'd still tap that.
>>
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>>2772769
Monster girls that are literally monsters that happen to be female are the best
>>
>>2772764

I sincerely doubt taking suggestions off a public chatroom anyone can get to will result in anything of the sort, but I appreciate the vote of confidence, anon.
>>
>>2772728
heh nice. but that's a university-level question!?
>>
>>2772629
>Its the same speed as ever.
as thread-maker i can assure you this is false. i know how often i have to remake the thread.
>>
>>2772809
Gotta get those easy questions in so everyone can get at least a pass. People who fail don't pay more fees. But you can't get a job with just a pass grade though, so it all works out in the end.
>>
>>2772816

I'm not sure what this has to do with Doom.

Also
>Brendan, y'know like from That One Show.
>I mean, I'm not trying to be cocky, but it's kind of a big deal.
>only 7 subscribers
>barely 300 views

HEH.
>>
>>2772809
That's a 101 class level question.
I spend the entire lectures dicking around on my phone and I have a perfect score.
>>
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New mapper here; what do you guys do to get or keep motivated on a map project? I can't seem to keep going on a map just because I keep discouraging myself on how it look or plays.
>>
Who here has fapped to hdoom
>>
Hm, been debating on different effects for this secondary fire.

When you directly shoot a monster, the beam collects, shrinks, expands and then contracts sharply into an explosion which I'm gonna try to make cooler, except I'm fucking garbage at making good visual effects.

I'd give it negative thrust forces to draw monsters in, but Zandybam.

I don't have them implemented yet but I'm thinking:

>Shoot the floor
>A wave of energy surges along the floor, sweeping away monsters and shit

>shoot the ceiling
>the energy clumps up and falls to the floor, goes bang
>>
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>>2773121
That alt fire.. what happens to the smaller projectiles that explode out of it when you shoot at the ceiling? I've been trying to make a weapon with a very similar effect, but half of the smaller projectiles spawn in the ceiling and get stuck there.
>>
>>2773149

My weapon reacts differently depending where you shoot it.

Lemme see your weapon's code anon, I'll see if I can help
>>
>>2773098
I actually lost my boner playing hdoom.
>>
>>2773098
I have twice
it's easier than you might think
>>
>>2773098
Imps has always been interesting to me, so this was a god-send. Yes, yes I have.
>>
>>2771521
>https://www.doomworld.com/vb/post-hell/75153-
>>New Doom suck . We do a lot better Doom Unreal Engine for real Doomers . Many normal maps will be made and the Real New Doom Doomer will be created .
Reminds me of https://www.youtube.com/watch?v=mCigiEuRvrA
>>
>>2773179
>floor and walls made with galvanized and/or painted stamped/riveted steel plating
>"Let's make it shiny like slabs of solid steel with a polished nickel surface!"
I've never seen reflect maps so furiously abused.
>>
>>2773160
>>2773174
Wow I'm not surprised
>>
>>2773076
Keep on doing single maps trying different stuff; then ask for feedback to improve some points. After a while, you'll have enough confidence in your skills to keep going, but don't force yourself.

Start small, finishing a level is really satisfactory. If you already have one, I'll gladly check it out.
>>
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>>2773149
>>2773153
Here's the current version, just drag the file onto Zdoom. The one in the previous screenshot was experimenting with trails.
https://drive.google.com/file/d/0B93DGrcnn0apcDJNbXVpMnpfNXc/view?usp=sharing
I'm not really sure how to have the upward-moving shrapnel not spawn bugged out in the ceiling.
>>
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New Q1 release! https://www.quaddicted.com/reviews/retrojam4.html

>Four-day 'retro' map jam following an Episode 4 tribute theme. The result is eight small, dark and brutal levels by various authors. The map sources are included.
>>
>>2773121
that effect sounds really cool - make a separate Zandrybamn version/ZDoom version so we can have that in singleplayer at least?
>>
>>2773572
>make a separate Zandrybamn version/ZDoom version
eeeeeggggghhhhh
this is a really clunky way to handle it, especially for a weapon to behave differently in two different ports
>>
>>2772764
>inveigle
watch out we got a badass here
>>
>>2772629
It has gone down in quality and speed. It hasn't gone down AS MUCH as /vg/ circlejerks, which is why I'm still here.

Some generals are just heartbreaking now. Like why does every game have to get sexualized by someone? There's a guy writing rape porn for Vermintide who posts constantly. Like, fuck off.

H-Doom and stuff doesn't bother me, because it's not inserted into every fifth post in an obnoxious manner. And I think it's more humor than actual wankbait, although I could be wrong.

sorry I just really like vermintide and I hate that that's what the general has come to, and let's not even speak of mass effect and all
>>
>>2773076
>I keep discouraging myself on how it look or plays.
Post that shit here and get other opinions.

Use constructive criticism as a baseline for what to do to make it fun for more than just yourself.

Your own opinion is important but if you keep putting yourself down then you can not rely on only your opinion.
>>
>>2773682
>>2772629

Could be worse.
Could be 8ch's Doom threads.
>>
>>2773828
I don't think I want to know
>>
>>2773427
nice
singleplayer Quake really doesn't get the love it deserves imo
>>
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I've been working on maps for a while now, but I feel like my progress has stagnated a bit.
Here's one of my most recent ones.
http://www.mediafire.com/download/iq8y2bzujofv26d/Devoured.zip

Please give as much criticism as you can.
I feel like I really need to improve more.
>>
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>>2773942
>>Tested with: Chocolate Doom

Oh my. Vanilla compat level? I'll be sure to try this once I get home.
>>
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BEST-EVER IS DEAD
>>
>>2773975
;_;
>>
>>2773972
Thanks man.
Keep in mind the .txt is a bit outdated at this point, as it's actually a map I picked back up and re-touched just recently.
>>
>>2773975

No it isn't, dumbass.
>>
>>2774000
>trips
Well, he HAS to be telling the truth now.
>>
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Is there a map pack that has lots of varying themes/slight humor like Going Down? I enjoy the elevator theme but the later levels start busting my balls ;_;
>>
Woah.
I just found a ton of old stuff for WADs and maps I never made.
Here's an old little title screen thing I made that I actually like.
It's a bit lacking, but I like the beat, the instruments, and the overall sound. Might polish it up into something else someday.
http://picosong.com/6hVh/
>>
>>2774049
Turbocharged Arcade
>>
>>2773427
I wish I knew how to map for Quake.
>>
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>>2774119
Try Trenchbroom, apparently it's the new hot shit on the Quake mapping block
>>
>>2774121
People have also recommended Jackhammer, which supports Source games. Not sure which one I should start with.
>>
>>2773828
I remember I checked out their /vr/, and it's slower than /po/, I'm pretty sure Doomworld is faster than their Doom threads.
>>
>>2774190

They mostly go on /v/. Their /doom/ board is completely dead, and /vr/ is about as active as Terry Schiavo.
The threads rarely reach more than 100 replies, half of them are stale recycled shitposts ("why does everyone hate brutal doom???"), the other half is a strange obsession with talking about things from here (someone took offense to talking about Shiga's halloween quest, lol), with very little actual Doom discussion or modding discussion.

Love it or hate it, for 'chan discussion, 4vr is really the only viable option. It's not like this place is perfect, but the other options simply aren't even an option.
8doom has absolutely nothing, 8vr's flickers of a pulse can barely be considered life, and 8v is more obsessed with flinging trash than playing video games.
But it's /v/, so that's not really surprising.
>>
>>2773607
yes i read the dictionary for pleasure, what of it.
>>
>>2774134
TrenchBroom is the easiest of the two. It's the perfect tool for pure architecture, building stuff with it is effortless when you know your way around and know the shortcuts. The only downside is that its entity editor is extremely barebones and not noob friendly, something Jackhammer does well (it has a SmartEdit mode inherited from Worldcraft/Hammer)
>>
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>>2773942
>>2773972
Love the map, the fun factor IS there, and it doesn't feel like a simple corridor full of enemies.

The start of the map is somewhat more difficult than the later bits; there are more enemies, and the chaingunner sometimes sneak up on me. Some rooms feel empty, but is not a serious detriment.

Good texture variety and fun map. In my opinion, you should make a little more detail on some of the empty rooms and make the last one a bit more challenging.

I took way too long because I tried to make a webm of the map but failed miserably; it used way to much space, or the quality became shit.

Keep up the good work, man.
>>
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>>2773326

Ah anon, the problem is they're UPWARDS firing shrapnel no matter what, add this to your projectile's death state:

TNT1 A 0 A_checkceiling ("ceilingshrapnel")

Then make a ceilingshrapnel state where the shrapnel fires DOWNWARDS instead of up.
>>
>>2774343
Holy crap this solved everything, I didn't realize I could check for the ceiling in the main projectile's death state. Thank you so much!
>>
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>>2774369

You'd be amazed at some of the cool shit you can do with some of the lesser known features of DECORATE anon.

Now you finish up that gun, you got anything else planned? I'll want to play the finished thing
>>
>>2774378
>Now you finish up that gun
You too
>>
>>2774407

Working on that right now, though I'm talking with Yholl on figuring out what effects the beam should have when you shoot walls/ceilings.

I've also been contemplating the blursphere weapons, I might give a few of them have no ammo use or regenerate their ammo, but the tradeoff would be you can only carry one of them at any given time.
>>
>>2774378
I'm planning up a weapons/gameplay mod that brings a similar feel to playing Turok 2 and Unreal, they have a distinct style of "medieval industrial scifi fantasy" that's probably my favourite setting in games ever, it's why I like Strife a lot, too. I'm the same person doing the Unreal texture replacement thing
>>
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>>2774418

Holy shit, tell me more please. What weapons have you got lined up
>>
>>2774418
Have you checked out new UT's Titan Pass?
>>
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>>2774429
Basically it's bringing elements from both games, unoriginal, but it's meant to be a homage. Unreal's Automag and Turok 2's Mag60 are combined, the Eightball and Scorpion are merged together, Firestorm Cannon + Minigun, PFM Layer + Razorjack, some sort of delayed explosion screaming weapon (the Tek Bow is awesome), use of silent weapons, etc. it's still heavily WIP on how it's going to work out (and bloody ambitious), but with so many things to do I'm hoping that even if I did run out of steam I'd have something in a playable state to show.
>>
>>2774431
No, I haven't. Should I?
>>
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>>2773121
Reminds me a bit of unreal tournament 3's shock rifle.
>>2774490
It has a medieval world look to it.
>>
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this fucking map.

where's the yellow key?
>>
>>2774487
Shotgun or Shredder?
Normal or explosive shells?
>>
>>2774525
I'm pretty sure it's right in front of you, in that little marble enclosure, but I'm also pretty sure there's a cyberdemon in there too.

I really disliked that map so I don't remember much about it.
>>
>>2773828

...LOL
>>
>>2772682
>I see plenty of people discussing and/or uploading their levels often; one would think a /doom/ community project is not far from reality.

Yeahhh, about that...
>>
>>2772682
The levels being discussed/uploaded aren't apart of the /doom/ project; which as this point should just be considered dead as fug.
>>
>>2774529
I'm unsure what to do for the SSG replacement right now, but the Shredder doesn't fit its role very well. I currently have that Shredder-like Ripshotgun as a Rocket Launcher replacement, but I'd rather the RL replacement be a more traditional explosives weapon. The current shotgun replacement is a sibling to the Stinger from Unreal. I might have to pull a Demonsteele and have two separate characters with different arsenals, but that's getting way ahead of myself... I'd rather focus on what's right in front of me at the moment.
>>
>>2773942
noice 1 m8, it was fairly fun

although
>>Known Bugs : Some textures may appear incorrectly in Chocolate Doom

i spotted a small pile of CRATINY with some nasty misalining (?) in the room with the two shotgunguys in the room with the three imps as you go through the right door at the start of the map

i'd post a screenie to save all the shitty contrived explanation here but i tested it with chocodoom and it saves the files with a .pcx extension which i have no fucking idea how to open
>>
>>2774569
>.pcx extension which i have no fucking idea how to open

.pcx is a ZSoft Paintbrush image file. Was the de-facto standard for 256 color bitmap images in the early 90s. In fact, Win9x versions of MS Paint could open these with a certain optional hotfix/update (maybe it came with the Plus! pack or something, i dont remember)

IrfanView, XnViewMP, or any other adequate image viewing program can open these.
>>
>>2774563
If there is no proper shotgun then I will be very unhappy
>>
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>>2774535
wrecked everything but to no avail

the upper upcoming point in the bridge leads to a room with a cyberdemon enclosed in a small pillar with yellow bars, and the lava underneath the marble enclosure is a dead end with a radsuit and a teleporter which only leads to the lava below the aforementioned cybie pillar room with a second radsuit, a non functioning teleporter (the way I came from) and a yellow door which i for obvious reasons can't open

what the actual fuck, did the mapper mean you to entirely keep away from jumping down on this area until you got the yellow keycard? i mean jesus there's literally nothing on the topside either besides a square building with a blue door, and revenants and barons on each side which was tedious as shit to get through and not even then did I find the key

I fucking hate these open arena style maps to death, they're such a fucking slog to get through
>>
>>2774604
Unreal doesn't have a shotgun that was used in the final game
>>
>>2774636
>>2774636
Flak cannon counts too.

I don't remember if it had it in Unreal 1.
>>
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>>2774604
>>2774636
Flak counts.
>>
>>2774650
What unreal version is that?
>>
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>try to start Zandronum LAN co-op server through ZDL
>the server starts off well enough, in its own program
>when I change ZDL to "joining," and hit start, it just starts up its own game
>putting the IP address or the host name in that box doesn't change anything
>try to "join server" through the zandronum server gui
>"you don't have that wad"
>no way to add that wad to me joining the server
>try to join the server in game by going to multiplayer and browsing servers
>"showing 0 servers" no matter what I do
>click "help, my server isn't showing!"
>it's a web link to "port forwarding"
>I do all that and it changes nothing

why does it have to be so fucking difficult? THIS is why there are console fags.
>>
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>>2774650
>10 ammo
>shoots
>11 ammo
>>
>>2774660

Okay, let's get the obvious question out of the way.
Why aren't you using Doomseeker?
>>
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>>2774662

>b-b-but its a b-beta, baka!!
>>
>>2774662
>>2774667

Looked like it said 08 to me.
>>
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>>2774657
The new one.
>>2774662
>>2774667
Nope, it's cycling numbers.
>>
>>2774671
Doom 4 looks better than this imo
>>
>>2774667

What the hell does that have to do with anything?
>>
>>2774675
One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.

Doom 4 damn well better look better.

>>2774671
Sincerely had no idea parkour was in the new one
>>
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>>2774680
>>2774686
FUCKING HELL
>>
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>>2774675
May I ask why?
>>2774676
New UT is in alpha at the moment.
>>2774682
>Sincerely had no idea parkour was in the new one
Kinda has been in all of them since 2k3. But they added new moves, yeah, like that slide at the end of the webm.
>>2774680
>>2774686
It's all good.
>>
>>2774692
Spent a few dozen hours on that game and had no idea you could do that. Mind = blown. Also how people get to certain powerups without translocators is now a little clearer
>>
>>2774682
>One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.
>Doom 4 damn well better look better.

Yeowch
>>
>>2774657
unrealtournament.com
>>2774667
Technically, for them, it's not even alpha yet.
But game already has around/more content than q3test for example, so.
>>
>>2774682
>muh indie developers
>>
>>2774689
Fucking lol.
>>2774693
>Spent a few dozen hours on that game and had no idea you could do that.
That game being 2k3/4 or the new one?
Cuz you can't wallrun on the former (you could walldodge tho), and now we have a movement tut on the latter.
>>
>>2774698
>epic games is an indie developer
are your parents related
>>
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>>2774645
>>2774650
I didn't mention the Flak as I already mentioned the Stinger, and >>2774604 said a proper shotgun.
>>
>>2774682
>One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.

That's a fourth degree burn right there.
>>
>>2774675
Nope. Unreal 4 still has better graphics than D4.
https://www.youtube.com/watch?v=X-05PXGpSGg
>>
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>>2774682
The new Unreal is a fair bit more than UT99.
I kinda agree with the general sentiment tho
>>2774704
My bad, I just skimmed your post and thought Stinger referred to the Stinger minigun for some reason.
>>
>>2774694
>>2774705
>he's completely oblivious to the unnervingly amount of times this shit has been regurgitated time and over on youtube and videogame forums
come on now

>>2774703
>related
nah, pretty sure they aren't working on the game
>>
>>2774709
it's pretty known for a fact that UE looks better than most other licensed engines out there. I think the point anon was making was that Doom 4 looks better gameplay-wise than this.

motion which I agree with, honestly. Both games look rather similar in some aspects to me also.
>>
>>2774717
>nah, pretty sure they aren't working on the game
They are. They curate the community content, develop models and maps based on concept art, do better meshes and textures for the models, work on weapon balance, set the movement, release map skeletons that later get textured, etc, etc.
>>2774720
>motion which I agree with, honestly. Both games look rather similar in some aspects to me also.
Please elaborate. The similarities are rather skin deep, if that, to me.
>>
>>2774664
Well desu I thought it wasn't necessary. ZDL is what I use to launch doom all the time, and I can get Prboom+ lan games working with it
>>
>>2774723

That's a fair reason.
To be honest, I'm honestly surprised they haven't outright cut the in-engine server browser, because it's fucking useless and even the devs have said how useless it is.

Doomseeker is Zandro's "official" server start-up/maintenance tool, and I'd suggest giving it one more shot with that.
>>
>>2774721
>They are
I'm about 99% certain my parents aren't related to the project in any way, anon

>Please elaborate
you mean aside from the fact that the movement speed in the UE remake seems a bar or two above doom 4's and the guns in both games feel and look wimpy as shit?

they're both unfinished and in early alpha state (at least doom 4 is afaic, don't know anything about the other, please correct if mistaken) so I'll grant them the benefit of doubt and wait until either shit hits the fan and flops, or if they genuinely look and play out nicely

but as of now, I'll say it is doom 4 that seems more promising to me than a straight up hd remake of a retro mp-focused FPS if only for the fact that it incorporates other stuff besides prettier graphics and added kickslides
>>
>>2774735
>I'm about 99% certain my parents aren't related to the project in any way, anon
It was an insult, anon. He's asking if your parents are related to one another.
>you mean aside from the fact that the movement speed in the UE remake seems a bar or two above doom 4's
This is bad? UT is significantly faster.
>and the guns in both games feel and look wimpy as shit?
I think the guns in both games look alright (UT doesn't have all the models finished yet, by the way). Can't comment on Doom's feeling. UT feels pretty good, but some sounds need work and they've acknowledged this.
You're equating them here, though. I asked why D4 is better.
>they're both unfinished and in early alpha state (at least doom 4 is afaic, don't know anything about the other, please correct if mistaken)
UT is on pre-alpha. Doom 4 is on alpha, yes.
The validity of the terms in these cases could be discussed, though. Doom's alpha seemed more like a stress test, UT should be called alpha at this point.
> straight up hd remake
It's not.
> if only for the fact that it incorporates other stuff besides prettier graphics and added kickslides
I can list UT current and planned changes compared to UT99 (which is what I assume you're comparing it to, since you said retro), if you'd like.
>>
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Guys, what mods/wads would you like to see or want to make (if you had the skills to) that may or may not have been made before?

I, for one, would like to see a comedy-themed gachimuchi wad someday.
>>
>>2774747
>It was an insult, anon
it was a joke, anon
did you seriously expect me to take such a shitty excuse for an insult at face value
>I asked why D4 is better
you asked to know why did Doom 4 looked better in my eyes, and if you want me to expand upon that, it's mainly because the devs have chosen to deviate from the omnipresent SSG josting and BFG hogging in the Doom II's MP to elaborate on newer features involving light parkour and glory kills and the such which imo flow better with the style of play they're reaching for
but if you want me to expand on the guns themselves though, I can safely tell you that Doom 4's guns do feel somewhat wimpy and need some sever balance brough to them (the devs acknowledged this and took proper feedback on this thankfully) whereas UT's guns feel severly lacking in almost every way I feel, but I guess I should save up on criticisms at this point seeing as I might very well be wrong
>UT is on pre-alpha. Doom 4 is on alpha
oh okay
>It's not
cool, what other new features does it introduce then? I'm guessing maps and maybe a couple new gameplay features here and there but that's about it
>I can list UT current and planned changes compared to UT99
yeah that would be much appreciated

I'm not really interested in the new UT that much at the moment honestly but I guess it'd be retarded to miss out on one game just because I happen to enjoy the other more, even for the sake of curiosity only and seeing how UT is free, I might give it a chance
>>
>>2774773
God Hand mod with the standard Doom enemies but with projectiles instead of hitscan so you can kick them into orbit.

Vanquish mod with more suit power than the actual game so you can actually do fun shit in it for once instead of rolling around nonstop like a jackass
>>
>>2774781
fucking damn was that worded poorly in some parts, sorry about that

it's late as fuck here and I'm cold and eughhh
>>
>>2774731
I will
But my laptop charger just melted, so later
>>
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>>2774513
I just tried out Titan Pass, it was neat, I'll admit I was expecting something else though. (picture related)
>>
>Play doom
>it's neat
>try quake
>sourceports like glquake and joequake don't let you
>-change video mode
>-turn off mouse acceleration
>from the program, you have to command line it
>wtf
>Play it, it's pretty neat
>Consider playing quake II
>I should finish 1 first though
>quake 3 has no monsters, just enemy bots

Are there quake 3 mods for campaign?
Or is there a way to port quake 1 and 2 campaign maps and monsters to quake 3?
I only ask because I assume quake 3's engine is better/more fun to play
>>
>>2774781
>it was a joke, anon
My apologies.
>and if you want me to expand upon that, it's mainly because the devs have chosen to deviate from the omnipresent SSG josting and BFG hogging in the Doom II's MP to elaborate on newer features involving light parkour and glory kills and the such which imo flow better with the style of play they're reaching for
I understand, but this is a comparison of Doom 2 and nuDoom (if I might refer it to like that, to avoid confusion and because it's fun) not nuDoom and UT4.
However, there's the implied message, and correct me if I'm wrong, that nuDoom changes Doom's multiplayer in a significant way, removing long standing flaws and adding new features to it; but UT4's doesn't fix the flaws of previous titles or shake the formula enough for your liking. Correct?

It's worth nothing at this point, the main difference of spirit between the titles: While Unreal Tournament 4 is Unreal Tournament 4; Doom 4 isn't Doom 4, it's just Doom.

About the guns, a lot of them don't feel as strong as they should. But many animations and sfx are incomplete, and most sounds and some guns are still placeholders. Not to mention gore.

>[changelog/roadplan request]
Alright. I'm probably going to miss stuff, by the way. Some changes willseem minor but I want to be somewhat thorough

New movement:
Walldodging
Wallrunning
Shardjumping
Rocketjumping
Liftjumping (a legit, non buggy form)
Crouchsliding
Rocket boots (not jump boots)
*Vehicles. Land and air.

Weapon changes:
Hammer secondary launches a wall of air that destroys projectiles and pushes players away based on distance travelled
Enforcer secondary fires a burst
Bio rifle primary and secondary, on hit, will make all other goo on the ground follow you and damage you. Holding both firemodes makes the gun fires faster, but goo won''t stick to the ground. You can charge a secondary blob or join smaller pieces of goo with the linkgun secondary to make webs.

-cont-
>>
>>2774827
[I forgot to put rampdodging on movement. Woops.]

Keepign on with weapon changes:
Shock rifle secondary blocks enemy fire.
Pulse gun changed to Link gun: Secondary can be used to link to other players using Link gun to multiply their damage. Secondary fire heals vehicle/control points. Holding secondary + primary pulls players towards you.
Ripper projectiles can be directed while on the air.
Minigun changed to Stinger Minigun: Secondary fire launches a shard projectile that can be used as a stepping point for trickjumps.
Rocket Launcher can only load 3 rockets now, fires them in a burst, effectively combining previous fire modes (cluster and horizontal line).
*Vehicle gamemode weapons. This includes vehicle monted weapons and weapons effective against those vehicles.

Maps:

This is obvious, as you pointed out. New maps are being added. The mapping tools, however, are a lot stronger and Epic has a really detailed documentation on them.

New gamemodes:

Showdown
Bombing run
*Onslaught/Warfare (hopefuly the later)
*Vehicular CTF

General modern game things:

It's free, with hats and leveling.
*Matchmaking.


Things marked with * are not in yet.
>>
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>>2774825
>Are there quake 3 mods for campaign?
while not full-on quake 3, hunter's moon for GZDoom by Zanieon is rather good and pretty decent

with "not full-on quake 3" meaning it includes mostly (?) monsters from Doom 3 or made from scratch

areas are pretty open and employs a fuckload of resources from Q3, but be warned, it's a fucking resource hog as it uses 3D models for often pretty much everything, even enviromental decorations such as torches, lights, even the monsters themselves, you name it

don't know if it's finished yet though. might wanna take a look http://forum.zdoom.org/viewtopic.php?f=19&t=30942

>>2774827
>My apologies
heh don't mention it

>However, there's the implied message--
you got me, I worded that pretty poorly in my post, sorry

>dat changelog
UNF
>[cont]
U
N
F
damn, i know this might be probably wishful thinking at not much else but I sincerely fucking hope Doom 4 implements at least three or four features from those you mention for the sake of replayability and shit

well, you just got me hyped for both games at this point. but then again i'm a huge sucker for arena style FPS and i've been playing quake 3 arena to hell and back as of lately so im aching for new games that feature fast-paced style of play.

i just hope my future PC will be able to handle both UT and Doom properly
>>
>>2774825
there is this

http://www.quake3world.com/forum/viewtopic.php?f=10&t=45510
>>
>>2774783
No problem. It's late here too, 5:30 am, so I'm sure I wrote something badly too.
>>2774824
There's been ideas of adding a stone titan somewhere, actually. Enviromental hazard, likely.
>>2774825
Use Quakespasm or the like for 1.
No real campaign I know of for 3. The SP stuff was mostly trickjumping maps.
Are you going to try Quake 4?
>>
>>2774859
I get the feeling that quake 4, doom 3, and doom 4 are all on one side, and doom 1-2 and quake 1-3 are on the other
>>
>>2774879
uh, I'd say Doom 4 is more on RAGE's side than anything.

but I sincerely hope it doesn't flop twice as hard.
>>
>>2774879
A reasonable position about the Doom games.
I'm not so sure about the Quake games, though. If you do want to put 1, 2 and 3 on the same group, I see no reason to keep 4 out.
>>
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am I the only one who genuinely likes Doom 2 Reloaded's music and plays along with it?
>>
>>2774859
Fuck yes, UT4 needs monsters. I remember having a lot of fun with a UT99 map called DM-Titania][, it had floor hazards which would teleport you to an arena with a titan, who talked shit in chat and had his own score on the scoreboard, and could even win the game.
>>
>>2774881
What you said doesn't make sense, either in the context of the other anon's post or as a standalone thought.
>>
>>2774896 (me)
I think a Jailbreak map had one of these talking titans, too.
>>
>>2774896
That might have been it.
You've reminded me:
>>2774839
>New gamemodes
*Invasion
>>
>>2774901

>>2774859
>There's been ideas of adding a stone titan somewhere, actually. Enviromental hazard, likely.
>>
>>2774905
What does a discussion about monsters as an enviromental hazard in a map in the new unreal tournament have to do with grouping Doom with Rage?
>>
>>2774901
"in rage's side" as in id's current lineage of games released in latest years

if that's not what you meant either, would you care to elaborate as to why you think my post is out of place in any way instead of being this vague
>>
>>2774907
Woops, sorry anon, I got confused there, thought you were responding to me for some reason. Just ignore that.
>>
>>2774914
It seemed to me like >>2774879 was grouping by similarity of gameplay, in some way.
But them being grouped like you describe makes sense too, I didn't think of that.
>>
>>2774919
>It seemed to me like he was grouping by similarity of gameplay
nhb Doom 4's gunplay does remind me of RAGE to a certain extent (what with the movement and attack AI for the imps being directly taken from RAGE's bandits, as ID themselves admitted) and the regular shotty feels a lot like Doom 4's as well.

Might as well be just me, but eh.
>>
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>>2774694
>>2774705
you guys sure you don't want to screencap it while you're at it?
>>
>>2774887
Doom 2 Reloaded has music?
>>
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Playing around with Spellcross houses.

For some reason my Photoshop/General Image Programs is making every screenshot darker after this one, I know its something to do with Colour Settings, but I've tried every option and still not fixed. I've googled and nothing, anyone know a good fix for this?
>>
At the risk of sounding not retro:

https://community.treyarch.com/community/treyarch/blog/2015/11/02/modding-mapping-tools-coming-to-black-ops-3-pc-in-2016

>BO3 having somewhat more proper mod support than D44M

>Call of Duty does what Doomn't
>>
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>>2775223
>Doomn't
>not Bethesdon't
step up senpai
>>
>>2775223
More like Bethesdon't

No, but what they've done to Fallout, Elder Scrolls, and now Doom, I have become really bitter towards Bethesda.
>>
I've been looking for a certain wad for a long time.

It was based on different games, having maps based on them or even music.

For instance, one map was like a power plant with Spark Mandrill's theme from Megaman X.
Another was based on Metroidvanias games, with the automap looking like a map from those games with Catacombs from Circle of the Moon as background music.

I've never been able to find this again.
>>
>>2774969

shaddap Stratton
>>
>"If you guys are from Zdoom forum and Zandronum, you guys sucks, don't ask me about have the mod even in alpha version, don't dream for play Hotline Miami for DOOM with GZDOOM or Zandronum."
>>
>>
>>2775276
come on he's too busy working fun and having hard to post here
>>
>>2775241
I still hate them for Prey.

I mean it's partially because I'm from Wisconsin, but man Prey was still some good shit.
>>
>>2775287

...what?
>>
>>2775276
you sound slightly annoyed
>>
>>2775276
>shadbase
great job cunt
>>
>>2775307

uhhhh, wrong board, buddy?
>>
>>2775328
go away shadman
>>
>>2775329

and what does he have to do with anything?
>>
>>2775329
>shadman

Who?
>>
>>2775338
>nothing, I'm shitposting

Go figure.
>>
great posts, y'all
>>
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>>2772629
>If anything, /vr/ lost quantity because you don't see anyone here appearing out of nowhere and saying "hey i made a doom mod, r8 and h8"

W-well, h-here it goes.
http://rghost.ru/7wDpXMY2X
>>
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>>2775307
>>2775329
>>2775338
what
>>
>playing Memento Mori map 04
>playing through the level in about 15 minutes, moderately challenging level
>about to beat the level
>final room, door locks behind you and you're trapped in a cramped hallway with a Baron headed your way
>literally nothing to do but just sit there and wait to die

Is this one of the most unfair traps in Doom history? Also, how do you get past it?
>>
>>2775436
i hate to say "shoot it until it dies", but, shoot it until it dies.

seriously though. what did you have in terms of weapons, health, ammo etc? i mean i've done the level from a pistol start, it wasn't impossible.
>>
Why is Shihong so terrible at melee
>>
>>2775476

It would probably be better if you hit them with your fists rather than your face, anon.
>>
>>2775489
>punches don't hurt very much
>terrible dodge
>gun mode shotgun is absolutely godlike
>>
>>2775461
I did it from a pistol start as well. I was just blasting at it with a double barrel.

A baron needs about 5 or 6 double barrel blasts to kill it, and that takes way too long, considering you aren't allowed to strafe in the hallway and he's just advancing towards you.
Couldn't use rockets because it's too close contact.

It's just a shitty unfair trap and I'll have to see if there's a way to sneak out before the wall comes down behind you, before I attempt the level again.
>>
>>2775502
You have to Get close to force it to attack then back off

https://youtu.be/cr6qgCW7AWk?t=298
>>
>>2775497
Actually she gets way more mileage out of her gun mode across the board.

Her melee mode is lacking a bit from what I can tell but the uppercut demolishes groups.

Have not really tried her agility mode.
>>
>>2775476
>>2775497
The trick is to use the sword
>>
>>2775502
i tried to record a demo but got lost (it's been years since i played it) and quit, assuming you didn't want to watch ten minutes of me trying to figure out how to get through a door before it closed again.
>>
>>2775497
>punches don't hurt very much

Anon, each punch does 45 damage. With each punch taking five tics, that's a maximum DPS of 315. It's crazy strong for a Doom weapon.
Also, consider that Strength's damage boost adds a 1.25 damage multiplier to all melee across the board; adding a third multiplier with combos means damage increases exponentially with every rank.

I can understand "gun mode is much more immediately effective" (because seriously, it way fucking is), and I can understand "base punch damage should be increased" (Hae-Lin's sword damage is 60 per hit), but punches definitely do hurt quite a bit.
>>
>>2775534

genuinely oblivious to why you're replying to a 4 hour post, but ok anon. have fun shitposting.
>>
>>2775530
>With each punch taking five tics, that's a maximum DPS of 315. It's crazy strong for a Doom weapon.
this takes perfect timing and her punches are weaker than the sword
on top of this she is bad at closing the distance

>consider that Strength's damage boost adds a 1.25 damage multiplier to all melee across the board; adding a third multiplier with combos means damage increases exponentially with every rank.
shihong is terrible at building rank outside of using the dual pistols or using her sword around a corner because her dodge is terrible

> I can understand "base punch damage should be increased" (Hae-Lin's sword damage is 60 per hit), but punches definitely do hurt quite a bit.
the damage output for her punches demands good timing and the means to not get hit as a character who is not built for melee

>>2775526
the sword is good but she is not good with the sword
>>
>>2775537
so, any other reason for a reply like that besides questioning my reasons for replying to a post i got a notification for and calling that shitposting while unironically shitposting yourself?
>>
>>2775537
NHB what's wrong with replying to posts 4 hours old?
>>
>>2775551

because he is prolonging a shit-stirring string of nonsense posts that stopped a while ago?
>>
I am genuinely curious, however, as to why Marty Stratton's last name ignited all of this.
>>
>>2775559
yeah that'd be cool and all save for the sole fact that I wasn't even replying to any of those other posts you so rightfully call out but that one in particular.

I repeat my question, what was the reasoning behind your post?
>>
>>2775514
>Have not really tried her agility mode.

Honestly, this mode is one I'm seriously concerned with.
In the most recent git build, I have it so that everything costs two notches, and side special stunlocks everything in a radius around you and gives them a 2.25x global defense debuff to all damage. It was previously 3x but then one shotgun blast took out a hell knight so OKAY THEN.
Back special is cloaking device that also renders you intangible to ranged attacks, lasting 20 seconds. Melee/explosions still hurt. It's pretty useful for sneaking in close.
Forward special is fucking useless and needs changed because it was fun but god damn it's useless for anything but swinging around.

I'm worried about how stupidly OP these are/aren't, and I'm not entirely sure how to adjust the values to compensate. Do I make them cost more? Last less? Different radius? Longer start-up? Etc.

>>2775548
>shihong is terrible at building rank outside of using the dual pistols or using her sword

Hm. Yeah, this would kind of render everything moot. I'll run some tests later tonight and try to adjust the values, thank you.
>>
why are you fuckers still arguing about that? move the fuck on and discuss fucking doom
>>
>>2775573
man I'd fuck doom so hard
>>
>>2775570
I think the other two modes need to be overpowered at what they do because Gun mode basically covers everything and fits her actual playstyle and design the best with absolutely no downsides while the other two are not built with her weapon/movement in mind

I also feel that tapping the booster should result in a standard dodge that takes however much of the meter you feel would balance it out, because her booster is very.. Imprecise and you have to work around it's flaws.

Example:
>Boost too little and you eat the projectile
>Boost too much and you are frictionless and sliding on ice
>Can't tap to boost because it's not nearly enough to dodge
Only ever use it to get to places I was previously at faster as a result.

> side special stunlocks everything in a radius around you and gives them a 2.25x global defense debuff to all damage. It was previously 3x but then one shotgun blast took out a hell knight so OKAY THEN.
Shihong already two shots them in gun mode.
Having to use meter when she doesn't generate meter that well should result in high payoffs.
>>
>>2775508
That guy makes it look much easier than it is, but thanks. I'll try that.
>>
>>2775570
>Forward special for ghost
Turn it into an afterimage of Shihong that doubles her attacks at the cost of extra ammo.
Have it take more than two notches.

Maybe give her a grenade launcher or change the default throw for the grenades to be the overhand one instead of the underhand toss
Shihong has no good weapon made for nonstop shooting despite being so gun oriented
>>
>>2775593
It's actually a lot easier than it looks if you do it right at the corner there.

But yes this is the answer the player is meant to use for the encounter.
>>
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>>2775562
Because it's never too late to strap on the Stratton
>>
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>>2775639
>dose
Thanks doc
>>
>>2775508
>dat 3% confidence

Truly remarkable.
>>
>>2775673
you don't see all the failed runs where he didn't get the luck at 3%
>>
>>2771906
Im playing through Heretic for the 1st time. I love it.
>>
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>I wish doom threads weren't as slow!
>>
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>my own LAN server running off my computer has more PING than these nerds
how
>>
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>>2775614
>Turn it into an afterimage of Shihong that doubles her attacks at the cost of extra ammo.

I really like this idea.
Punch, and it punches too, shoot and it shoots too. Would give her melee attacks a LOT of extra range, able to knock dudes silly at a distance, and would allow her to get some extra oomph on ranged attacks.
I have no idea how I'd be able to code it, though. Maybe an entity that follows at a specific distance, like the buttshield, but reacts to the player's inventory, so it knows when the player is shooting or punching? Man I dunno.

>Shihong has no good weapon made for nonstop shooting despite being so gun oriented

How would you feel about a fuckoff minigun?

>>2775582
>I also feel that tapping the booster should result in a standard dodge that takes however much of the meter you feel would balance it out, because her booster is very.. Imprecise and you have to work around it's flaws.

I'll take another look at the booster.
It sounds like one thing that might go well with the problems people bring up is that the speed isn't dependent on pitch/height, but rather on how much fuel is left. More fuel means a much faster boost. Less fuel means a slower boost.
Ergo, if you're tapping it, you don't use much, and you have a massive lunge to dodge. If you hold it, you can maneuver longer, but as fuel deprives it dies out.
>>
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>>2775804
>implying Hunter isn't a common English name
>>
>>2775813
it's not
>>
>>2775830
>>2775828
>>2775826
>>2775813
>>2775804
This is such an absolutely fucking trivial thing, why do you care? For an "edgy" name, it's pretty fucking mundane, and as the guy pointed out, Hunter is also a name.

Hunter S. Thompson exists, and he's what, like 60? Evidently it's a name that's been in use, and that's just one example.

Did you just want to post that fucking picture or what?
>>
>>2775810
>I have no idea how I'd be able to code it, though. Maybe an entity that follows at a specific distance, like the buttshield, but reacts to the player's inventory, so it knows when the player is shooting or punching? Man I dunno.
Could always just make a sort of ghost afterimage in third person and put some extra transparent sprites while attacking or something so the player knows what is going on.

>How would you feel about a fuckoff minigun?
I'll take it.

Also just to mention it is not really the guns she has are bad so much as when there is large numbers of enemies she can't actually deal with them so good. Her options for crowd removal outside of melee forward special is her shotgun and grenade spam. Both of which are tap to shoot and require a fair amount of accuracy.

Single pistol? Not very useful for groups(Really powerful in gun mode though)
Dual pistols? Same issue as single pistol but the burst fire makes it pretty good on hefty enemies(Gun mode only though)

Is a fuckoff Minigun going to be her BFG replacement?

Also
The main thing about the booster right now is that it is made for long range playstyles only.

Hae Lin works well in melee because the lunge is basically made for it.
>Dodge goes forward
>Easy to control
>Can use it up close
>Only need to guide it's direction

Even if Shihong's booster changes only in melee mode to something easier to use it would help her a lot.
Right now she is best in Gun mode because her design compliments it the most(Also that firepower, god damn. )
Melee mode only really shines for the specials(That uppercut mostly)and her sword.

Ghost mode could just be full on utility or something.
>>
>>2775859
Also I am assuming that if her rank becomes easier to build up then her fists and sword should be able to keep up with guns easier.

The guns are really strong even at no rank but the melee weapons take awhile to get going(And at that point the guns stay pretty well ahead too)
>>
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>>2775828
>>2775804
>>2775860
>
why do people hate my name so much every fucking time.
It's a name get over it, sorry yours isn't as cool.

anyway, what are the best settings for co-op, in vr's opinion?
In DOOM, you can just respawn immediately where you died, and I don't think that's very fun or interesting.

In cod zombies, a player is "down" if their health reaches zero. Here they lose their powerups, such as double max health, speed reload, etc. If they are not "revived" by a team mate in time, they die and lose their weapons, and the next round they respawn next to the players with their pistol. They can spend their points to get stuff.
So player downs/death punish by
1. reducing player effectiveness
2. focusing enemies on fewer players, giving each player more stress
3. less firepower to deal with the enemies
4. fewer players around to revive other downed players

In halo if a player dies, his inventory is left where he died. If his teammates clear the immediate area of enemies, he can re-spawn (and then hopefully pick his stuff up). He CANNOT respawn until the area is clear (sort of).
If everyone dies before anyone respawns, the game starts from the last saved "checkpoint"

And speaking of checkpoints, is there a way to save and load co-op games? I feel like I've done it in PRboom+ at one point...
>>
>>2775841
>Hunter S. Thompson exists, and he's what, like 60?
he died like 10 years ago you dummy
>>
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>>2775870
>In DOOM, you can just respawn immediately where you died, and I don't think that's very fun or interesting.

You can disable that.
>>
>>2775881
I am Hunter S. Thompson.
>>
>>2775883
Is there a way to make them wait a certain amount of time
>>
>>2772629
>hey i made a doom map, r8 and h8
Probably h8 because it's mostly a platforming map.
Here it is: https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE

Replaces MAP01 (the MAP32 in the WAD is a WIP so don't play that).

Based on my previous suggestion that a nature theme would be a good idea for a community project, I made a nature map. And to try and demonstrate some but not too much creativity, I took one anon's idea for a level inside a cyber-tree.

The idea for the level is kind of stolen from Quake's House of Chthon:
>cybie in the middle
>you only have a pistol
>get to the top of the tree to activate the crusher to kill the cybie and open the door to the exit
>>
>>2775935
Forgot to mention: requires a Boom-compatible sourceport due to quite a few generalised effects.
>>
>>2775893

Sort of yes.
You can do a Respawn script in ACS that makes them intangible and freezes them for a certain amount of time, so they can't actually do anything until time has passed.
>>
>>2771906
is there a compilation download/torrent for all the mods/maps in the vrdoom guide? theres a lot of stuff in there id like to try, but its going to be a pain in the ass to hunt each one down.
>>
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>>2775935
>>
I've been out of the loop for a few months. Were there any exceptional maps released while I was gone?
>>
>>2775976
What am I meant to be seeing - that it's really dark? Did something break? It shouldn't be super dark.
>>
>>2775983
I'm just showing I beat it
>>
>>2775987
Oh cool, had me worried there. What did you think and what difficulty did you beat it on?
>>
>>2775979
I played through tabula rasa recently. It was bretty gud but I don't know when it was released.
>>
>>2775254
"Bump", because I'm intrigued by this post.
>>
>>2775992
Ultra Violent
it was fun
>>
I feel like replaying Heretic.

Anyone got any decent wads for it?
>>
>>2775810
Hey Term, is there a reason Hae-Lin's grappling hook special input is reversed from other weapon specials? I keep accidentally doing spin attacks with her sword while I'm trying to line it up. (it doesn't help that the grapple attack itself is delayed and can't be held like the Acacia's)
>>
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>>2776106

Reversed? I'm pretty sure it's the same as the other alt-fire specials. Hold fire, hit alt-fire.
Code-wise, though, I can very easily add the ability to hold it like the Acacia's. Won't be difficult at all, it'll just be a simple loop at the end of the lift animation waiting for Fire to stop being held.

The sprites will need to be polished up a bit. One of the reasons it's so fast is to hide how absolutely hideous the sprites are.
>>
>>2776117
Oh oops, I thought it was hold alt-fire, hit fire for some reason. the comment about the ability to hold it ready still stands though, I think I just accidentally do sword specials so often with it I don't realize it's the same input as the other weapons.
>>
>>2776117
I always thought that sprite was Hae-Lin pulling out something akin to a utility knife.
>>
>>2772171
People are leaving to other places because of the constant censorship on this board. That over eager janitor is constantly hacking threads to shreds with his rampant post deletions.

A community will die out if it isn't allowed to have disagreements.
>>
>>2776147
I never had a problem with the janitor myself, or gotten angry at him deleting certain posts.
>>
>>2776147

I agree, posts like
>>2775882
>>2775830
and >>2775338
are extremely vital to the quality of the board.
>>
>>2776147
Janitor does a pretty good job at keeping Doom threads clean.

Now, I wish he paid some fucking attention to the rest of /vr/ too, but that's another thing.

I think you're exaggerating.
>>
>>2776186
>any opinion even slightly dissenting from the general hivemind opinion gets eradicated

Yeah, clean.
>>
>>2776117

>>2776127 Again, was just trying to use the grapple and I think the problem it has is that you're forced to swing Kharon first before you can shoot your grapple, and the grapple is such a small and precise projectile that I end up holding fire down until I can get a good shot off with alt fire.

I also noticed that for some reason you can hold down altfire with the sheath to delay your swipe, it would be nice if the grapple command was altfire+fire for almost instant grapple attack (and it makes sense as Hae-Lin's readying the sheath), but then it wouldn't be the same input as other specials. Mind you it's the only "special" that doesn't use souls, so it could okay with a different command?
>>
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>>2776209
Oh what? You're mad that some low tier b8 got swept away and now want to feign incredulence?

>hi, what do you guys think of Brutal Doom/Brutal Doom is the best
Had that discussion a million times and it only leads to shitposting, we're done with that
>Hey, I have a personal grudge against this one guy, you people should agree with me
Garbage
>I'm a histrionic tripfag who radiates abrasion whenever I open my big fat mouth, please pay attention to me
Cancer
>X thing is edgy (usually something not very edgy at all)
High value posts m8

That's all the bullshit I can think of recently which the mods have cleaned up in this thread, and dare I say it, this general is better off for it.
Thread replies: 255
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