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DOOM THREAD / RETRO FPS THREAD - Last thread >>3062797

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

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

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

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[03-16] Anon Map Releases
- DOAWAD >>3067935
https://www.dropbox.com/s/zf78v9wrzu48zhy/DOAWAD.wad
- ARCH17 (for Quake) >>3067654
https://www.dropbox.com/s/ot42kt54st0re3n/arch17.bsp
- Train2 >>3067338
https://www.dropbox.com/s/99nkhqx6s7g3d5x/Train2.wad
- Refinery 03 (/vr/E1 submission) >>3065927
https://drive.google.com/file/d/0B4A_W_qt7N94VkdjOEFxNWRIZTA/view
- Sentient Penis Driving Car v0.9 >>3065528
http://temp-host.com/download.php?file=wd73ej

[03-16] DUMP Submissions
- >>3068591
https://my.mixtape.moe/cwqesc.wad
- Defecation Foundation >>3068290
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad
- The UAC Fucked Up Yet Again >>3063903
https://www.mediafire.com/?gkzhab9x2eanej3
- DOPADUMP >>3063865
https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view
- Dark and Dreary (final) >>3063156
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-13] Anon Map Releases
- Autism!.wad >>3060465
https://mega.nz/#!p8dxwYgb!DzLGA984kBso09AKxXKsH3Xfa4Xx3OI2thShv6XEUHg
- pincer.wad >>3060250 >>3060401
https://mega.nz/#!i0UGTL5K!FIq5GeLyNtxSxt_qzuXaRZ_dGLMfPNkLA1FUhZicpJo

[03-13] DUMP Submissions
- dumpmap.pk3 >>3060706
https://www.dropbox.com/s/ziriss5wa8k69hp/dumpmap.pk3
- DUMP Castle map WIP >>3059281
https://dl.dropboxusercontent.com/u/8380892/Doom%20maps/DUMPmapWip1.pk3

[03-11] Operation Totengräber Community Set (Wolfenstein mod project)
http://diehardwolfers.areyep.com/viewtopic.php?t=7400

[03-11] Serious Sam Source Surprise
https://twitter.com/Croteam/status/708318491921752064

[03-11] Vaccinated Sawdust (unofficial patch)
>>3058000 >>3058139
https://www.dropbox.com/s/oorvs6bgl15jdp8/sawdustv.zip

[03-11] LegenDoom v1.0
http://forum.zdoom.org/viewtopic.php?t=51035

[03-10] Crispy Doom v3.3
https://www.doomworld.com/vb/post/1572121

[03-08] Spellcross Arena V1.01
http://forum.zdoom.org/viewtopic.php?t=49873

===

To submit news, please reply to this post.
>>
what music do you listen to while dooming?
>>
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GREETINGS MORTAL
>>
>>3068613
>https://my.mixtape.moe/cwqesc.wad
was updated a few seconds too late >>3068612
https://my.mixtape.moe/wvmfym.wad
>>
>>3068625
yeah that update shouldn't have any effect in zdoom, but it causes prboom+ to complain less

(it'll still complain about two textures between TX_START/TX_END, but you can't you can't ever see them without crouching so I don't care)

(it'll also complain about a solid body but bitch I know it's solid)
>>
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I'm as done as I'm gonna get on this map, so I humbly submit it to the DUMP. Not sure why it's 42mb, it has a 3mb mp3 in it, it must be because it's UDMF? I dunno. It's beatable, and actually probably way too easy, but I didn't want to just throw a shit ton of monsters in to beef it up. There seems to be an issue that has only started popping up on the last revision or two of a piece of the floor in the entry area becoming invisible... uhhh... if someone can figure that one out, by all means...

https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad?dl=0

If you can't put it in DUMP because it's too big or whatever, that's cool.
>>
>>3068649
You can just throw in the hard monsters in just ultraviolent.
>>
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that is a big fucking door.
>>
>>3068667
For you
>>
>>3068657
I didn't even mess with difficulty levels, I might tomorrow if there's time.
>>
>>3068667
What the heck is that hud even. Why woud yo want bars instead of just ammo count (I assume that's what they are). And that skull is... enemy kills?
>>
For those seeking lewds
>>>/trash/1541950
>>
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>>3068649
>Not sure why it's 42mb, it has a 3mb mp3 in it, it must be because it's UDMF? I dunno.

Jesus Christ Anon, no wonder my Doom Builder doesn't know how to load your map, just look at it in SLADE. You've got a legion of cloned versions of your map in there.
>>
>>3068675
because UT99 did it like that (the non-fullscreen one does have ammo count), and yes because that was in UT99's hud
>>
>>3068623
doom music
>>
>>3068667
Bars are more immediately representative of the total ammo stock you have at your disposal IMO.
>>
>>3068784
Speaking of bars, is it possible to get DAKKA hud separately for use in other wads? Of all UT99-inspired HUDs it looks much better adapted to Doom than the rest.
>>
>>3068790
I'd have to customize it to work with the four base ammo types, and you wouldn't get the color of the armor display matching the armor you have

also right now I'm playing through the first DUMP revision and remarking on every... single... map

so I'm not gonna get to it for a while
>>
>>3068805
remarking where
>>
>>3068818
I'm making a text file with all my crap

got like 20 more maps to go through
>>
>>3068805
you mean a build with all the maps is made or did you download them all separately?
>>
>>3068825
term sent me the first DUMP 2 revision on steam then immediately went to bed

he'll probably post it when he wakes up (I'd post it if I knew he'd be cool with that), but in the meantime
>>
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>>3068609

What are your map pet peeves, be they official or custom?

>icon of sin fight
>maps that force you to take damage to get around, especially when backtracking
>long elevators
>cyberdemon traps
>>
>>3068864
>hit switch
>huge wave of monsters teleport in
>hit next switch
>arch viles teleport onto huge wave of corpses
>>
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>>3068864
>when everything is dark everywhere, can't see shit
>when a mapset that has largely been doing regularly placed enemies suddenly starts throwing lots of slaughtershit at you because LOL EPIC
>when a mapset abuses barons as HP walls when knights would have done the same thing but with much better flow
>when there's no added music and it defaults to the standard Doom 1/2 tracks on each level
>when there's no new skybox in a mapset (this is more of a Doom 2 problem, because I just seriously hate those brown clouds so much)
>when there's no attention to detail and the levels look plain as hell
>when keys needed to progress are hidden in secrets
>>
>>3068864

An encounter with a group of four or more enemies of one type that takes more than 1 rocket to kill
>>
>>3068864

>weapon laying on the floor
>go for it
>you get blocked from it or teleported
>>
>>3068901
I'm fine with that in moderation, if there's room to maneuver or cover.

>>3068908
That's only bad if the mapset does it all the time IMO
>>
>>3068828
Good thing I'm home with a cold today. Time to finish this map off.

>>3068864
What about an archvile/cyberdemon trap? You get the BFG, but there's a lot of dead bodies for the viles to raise.
>>
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>>3068864
>Shotgunners behind closed doors
>Infinite-archvile-resurrecting chaingun snipers
>Forced blursphere before fighting mancubi/arachnotrons/cyberdemon
>Ride an elevator, swarm of monsters at the end and you're stuck in a corner
>Death pits with no way back up
>Teleporting revenants in general
>Hitscanners/archviles hidden behind fake walls
>"Door with health" barons
>Lost souls stuck behind blocking lines
>Crate mazes
>Pain sector water
>Secret areas hidden from Computer map powerup
>Tedious switch sequences
>>
>>3068864
>archviles in huge open areas
>bloodfalls
>more than 3 pain elementals in a single area
>bloodfalls
>illusory walls
>bloodfalls
>bloodfalls
>shit ammo placements
>bloodfalls
>>
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>>3068908
>>
>>3068921
>>Secret areas hidden from Computer map powerup
I thought secrets were supposed to be secret
>>
>>3068927
To me the computer map only exists for secret hunting. (or because the map maker wants to show a funny picture they drew in Doom)
>>
>>3068925
bloodfalls? what's wrong with bloodfalls?
>>
>>3068921
>>Tedious switch sequences

This is a good one. i just got finished a playthrough of the ultimate doom 2 wad and quite a few maps were like this.
>>
>>3068896
IMO if you release any map that isn't a WIP you should change the sky and the music, even if it's literally to a different Doom 1/2 sky and song
>>
>>3068864
>maze that is mandatory to progress but isn't shown on the automap, even if you find a computer area map
>point of no return in maps with a ton of surplus ammo and health in the earlier parts
>dude revenants and archviles lmao
STOP
>>
>>3068864
Silent teleports, teleporting monsters behind the player. General overreliance on traps.

Basically any level where you're forced to move across large damaging floors.

>>3068894
I think that was done pretty well in Unloved actually. You know the cemetery fight?
>>
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>>3068290

It was alright, maybe keep the tileset more coherent, it seems to jump to a very different style each room. Maybe add a teleportation sound for spawning enemies. Had an archveil spawn behind me and blew my ass away because I didn't know where he was.

That last room really rustled my jummies too. ;^)
>>
>>3068960
oh THAT'S why the cyberdemon caught me entirely by surprise

I forgot silent teleporters exist, that is *rude*
>>
>>3068958
>General overreliance on traps.

I've been playing a few DUMP maps and I've noticed a lot of them are just trap fests.
>>
>>3068969
That's the thing. Completing the traps as a player takes longer than the other parts. I tend not to string them together, but the parts where I just kind of throw enemies out there - more procedural dooming if you will - are over so quickly it feels like the traps dominate the map's running time.
>>
>>3068969
>I've been playing a few DUMP maps and I've noticed a lot of them are just trap fests.
I haven't played those yet, but I'm going through the Arcane Dimensions quake pack and the "foggy bogbottom" map is really pissing me off.
>>
>>3068969
I use a lot of traps, but I don't have a single room that is just a trap room. It's pretty hard to make engaging encounters without using traps.
>>
>>3068982
>foggy bogbottom
i had that, it needed surgery in the end
>>
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>>3068990
>>
>>3068934
1) Tacky looking
2) No way to tell if the blood is or is not going to damage the player
3) The actual map Bloodfalls is fucking awful
>>
>>3068982

I'm tired of traps in Doom but I kinda enjoy them in Quake because the latter generally only uses smaller amounts of enemies and the challenge comes from navigating constricted 3D space and obstacles. However, there's also parts in foggy like that wide wooden bridge with hordes of enemies which then collapses and bam, there are enemies in every direction that reminds me of Doom II megawads and pisses me off. I ragequit there when I got killed by a vore that was hiding underwater amidst all the chaos.
>>
There was a survival mode type .wad that I think came with Skulltag - anyone remember what this was called/if it's available separately?

Wave based invasion thing in a slowly expanding small room... Ringing any bells?
>>
>>3069006
>No way to tell if the blood is or is not going to damage the player
I hate this so much in general because it should not do damage
>>
>>3069032
why not? it's clearly unnatural. why wouldn't it be imbued with negative energy or hell magick?
>>
>>3069032
I think any sector should be able to do damage if the author wants, I just wish there was a good way to see which sectors do damage you without having to lose health.
>>
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>>3068921
>>Forced blursphere before fighting
>>
>>3068864
>looks great, but has boring gameplay
>>
>>3069041
agreed -- it would be very easy to highlight them on the automap, for instance. most ports already do it for secret areas...
>>
>>3069032
Even in vanilla DOOM 2, you have inconsistency.

In Bloodfalls and The Living End, it does. In The Spirit World, it doesn't.
>>
>>when there's no attention to detail and the levels look plain as hell

IMO, as long as the layout promotes good gameplay, I honestly couldn't give a shit if the map is blocky and uses one texture.
>>
>>3069074
meant for >>3068896
>>
>>3069042
I don't understand this
>>
those made under the mistaken belief that it's acceptable to force the player to cross a sequence of awkward tiny platforms over a 20% damage floor multiple times to finish the level
>>
So I've now run through PSX Doom TC

>Doom is dark half the time but you can usually get your bearings
>Doom 2 is dark pretty much all of the time, even when it's outside and the sky is bright
>as a result, hitscanners are worse than ever in the Doom 2 section because the enemy can see me from a long distance but I can neither see them in the dark or hear their muffled growls in the distance, I've never had problems with hitscanners like this otherwise
>because it's so dark (mainly in Doom 2), it's hard to tell where monsters are around you in a fight, and
>colored static lighting is regularly used to add flavor to maps, most of the time this looks nice
>the new sounds are really cool in some aspects, and not good at all in some ways, the guns sound great, fireballs and explosions sound great, however, monsters now sound so generic and similar they're much harder to tell apart by just listening, as opposed to the original sounds where everything is distinct and clear
>the nightmare demon is cool, but I don't remember if I ever saw him in Doom 2
>all the new bonus levels are neat, except Club Doom which is a cup of dicks
>you can get the SSG in Doom 1, that's cool
>the plasma, saw and chaingun are now slower, the plasma bolts are slower, that's gay
>barons are used very sparingly, which I think is great, they're only used at all in like, four maps total, the game uses knights instead where you would normally have faced barons
>revenants are now slow as fuck, like their projectiles, as a result, I was never once threatened by them, I don't think they got a punch in ONCE
>the music is simply not good (except the intro and intermission themes, which rules), it tries to set a dark horror atmosphere but mostly it's just annoying ambient noise, there's no melody or tune, maps that used to feature pumping rocking themes now just have annoying noise, I'm sure Aubrey Hodges is a great composer but I don't see why people love this soundtrack so much

Continued in next post...
>>
>>3069042
I can think of one case: Terror in Scythe 1. You get it with a megasphere and two cyberdemons attack you, but running is a valid option to wait for it to wear off. Less terror and more jump scare imo.
>>
>>3069106
As a console port of Doom in the 1990's however, I'd say that it's better than the Jaguar, 3DO, SNES and 32X ports combined, simply for having way more content, it has BOTH Doom 1 and 2, WITH Episode 4, it's only lacking some levels, while those levels are replaced with new ones, plus, it even had support for the PSX mouse.

It has a lot of content and some neat features.

I guess some more things I can think of.
>the mancubus is added into the final boss of Doom 1, but is then used very rarely at all in Doom 2
>the archvile is absent, which in part puts me at ease because he scares the bejeebus out of me, but in another way saddens me because a lot of encounters that were supposed to be more intense and frightening are now neutered
>the super shotgun sounds the same way as the regular shotgun
>the burning sky is ballin'
>>
>>3069095
When you're blurred, monsters will randomly veer their aim to the left or right sometimes, which actually is incredibly unhelpful because it makes dodging incoming fire MUCH more difficult.

Some maps intentionally force you to take a blursphere to make encounters really hard and annoying.
>>
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>>3069126
>When you're blurred, monsters will randomly veer their aim to the left or right sometimes
>>
>>3069032
This, so much.

>better not step in this blood too much, it'll hurt
>oh, I guess blood doesn't hurt in this map, never mind
>i have to trek through this brown sludge
>oww, that fucking hurt, it didn't do that in the previous maps

>>3069130
Yeah, it's actually not a good powerup.
If you move really slow, I think monsters can't see you, but other than that, all it does is make monsters unpredictable.
>>
>>3069147
Unless they're hitscanners. Then the blur is helpful. Modern wadmakers forget that and tend to use it exclusively as a trap, but it wasn't always like that. Older maps < 2000 would actually use it to help the player fight waves of hitscanners.
>>
>>3069147
>If you move really slow, I think monsters can't see you, but other than that, all it does is make monsters unpredictable.

That's ZDoom family only.
>>
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>>3069095
try it out! runs on e2m8.
http://temp-host.com/download.php?file=ns29he
>>
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Forgot pic. All that's left now is gameplay tweaking, upgrading visuals, and HMP.
>>
>>3069153
Wouldn't it exist in any port that supports Heretic? Since that's what the behavior is there for.
>>
>>3069163
You should use Hdoom resources. Thanks in advance doc.
>>
>>3069164
not the same guy but that's actually a good idea, are there any sfw hdoom images?
>>
>>3069160
No, because Doom didn't have it, and most ports actually try to support demos.
>>
>my art in the OP

O-oh

It feels like warm pee in my pants

Maybe i should do more
>>
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>>3069156 (me)
i can't actually do this. i did not see that rocket coming.
>>
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>>3069052
>>
>>3069207
Interesting HUD...What sourceport and or HUD is that?
>>
>>3069260
>>3069267
not exactly sfw but whatever, i will see what i can do
>>
>>3068864
forced pistol start. i don't know why it's implemented.
>>
>>3069252
BTSX played and looked great though.

>>3069304
This, pistol starting is boring, let me work to build my arsenal.
>>
>>3068969
I think you have a weird definition of what a "trap" is.
>>
>>3069341
I'll admit that in my map I put two traps involving archviles in, but it was mainly because I wanted to test how line triggers work.
>>
>>3069356
tfw your map has a line trigger that opens a wall with two chaingunners behind you
At least it's the only true trap. Also it's not actually in DUMP because I spent the past few day away from home and didn't finish map before that.
>>
>>3068623
progressive metal
>>
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>>3069375
I just remembered I didn't submit my map for the DUMP project anyway. OH WELL. I'm working on my next one, and I'm putting a little more effort into geometry detail.
>>
>>3068623
aphex twin or tobacco mostly
>>
>>3068623
Everything. From Massive Attack to Richie Valens.
>>
>>3069402
What Aphex Twin song would really fit the Doom experience? Or the other way around, what Doom map/megawad would fit Aphex twin's sound?

I usually listen to Carpenter Brut stuff.
>>
>>3069390
I at least got inspired to make a THIRTYTWO MAP MEGAWAD. Which means I'll most likely give up by map 4 at most. But still, something to keep me busy whilst waiting for other releases/besides other vidya.

UAC base -> UAC colony in hell -> Acid Hell -> Pain Hell -> Tech Hell
>>
>>3069402
try the flashbulb
>>
>>3069380
Seconded. I also listen to thrash/NWOBHM. Iron Maiden kind of overlaps with prog now, so that's great for me.

Anyway, DUMP map's done. Slaughter-averse players may want to turn on god mode in the throne room. Going down a difficulty also helps. So does practice. Practice is good for you! The map supports skills 3 and 4 out of the box. Anyone that can crack final doom without secret levels can complete skill 3. Skill 4 reaches difficulty levels on par with GO2IT.

I recommend infinite height monsters OFF. Chocolate Doom breaks some of the monster teleports. Stick to Boom or ZDoom ports!

Now all I need is to dig up a midi of the song I named it after.

https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs

No need to link TE13 to it. I'll post on Doomworld.
>>
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Careful not to spring a boner
>>
>>3069404
I normally just put on an album or two but 26 mixes for cash, syro and the classics collection all work really well
>>
I feel like a moron, but I can't figure out how to get my MAPINFO lump working with the dumb map I'm trying to make. Do I just write it in the GZDoom builder script editor? Is there a header I need? I mainly just want to change the map name, music and give it two skys.
>>
>>3068960
Thanks for the advice, anon. I'll try to keep the textures more consistent next time.
>>
>>3069523
Infernal looks pretty cool.
>>3069539
Yeah, Doom 3's grey aesthetic really turned me off to it after a while.
>>
106th for shoutout to Dakka guy. I love your mod, and the fact you put out an awesome patch for CH82. This is everything I've ever wanted when I don't feel like playing vanilla ;_;
>>
>>3069120
It supported the PS1 mouse?! Fuck, I've had this game for years and had no clue about this. I have to hunt one of those badboys down now. I wanted one for C&C Red Alert Retaliation anyways.
>>
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Back to Saturn X ep1 is fucking my shit up.
>>
>>3068623
chiptune
>>
>>3069623
you need to use SLADE or another wad editor.

Open your wad in a wad editor like SLADE 3,
create a text file called "MAPINFO"
then add your MAPINFO data and save everything.

Then when you test your map it will have custom names and music and skies, etc.
>>
>>3069685
which map? the one with the free archviles and spiderdemon at the start is evil
>>
>>3069523
Neat.
Maybe Chasm will actually be good this time.
>>3069539
It was always colorful, they just didn't show it because they are idiots
>>
>>3069710
>>3069721
wrong board, gents.
>>
>>3069698
map6, it's those damn revenants
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>>3069728
>source port
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Can you do multiple actions without ACS?
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>>3069728
hush
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>>3069746
use voodoo dolls and sector scrollers
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>>3069710
When AMD stops releasing shitty processors and video cards!
>>
>>3069752
What does this mean
The way I interpret voodoo dolls is the following. Have a remote hidden sector, like used for teleport traps, with several monsters in it, one for each action. Then have the ceiling crush them. The dying monsters each trigger one of the events.

So the sequence becomes:
Original trigger -> hidden sector gets ceiling crusher -> up to N monsters die -> each monster triggers an action
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>>3069024
Invasion mode?
>>
Is HDoom dead?
>>
>>3069767
Hopefully.
>>
>>3069762
http://doomwiki.org/wiki/Voodoo_doll
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>>3069684
The original PSX Doom doesn't actually have mouse support, but PSX Final Doom does.
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>>3069694
What programming language do I need? ACS? Or just the stuff outlined in the MAPINFO wiki pages?
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>>3069789
>But seems a bit archaic?

It's good for when you intend to make your wad Boom compatible, which is near vanilla but not completely. It is used for demo recording.
>>
you can also just put several switch linedefs in front of one another and give them all the passuse flag. this works in boom and upwards and may be easier in some cases.
>>
>>3069808
oh, that's what "pass use" does

I thought it was purely so you could put switches behind other special lines
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>>3068864
>whether or not blood/brown water hurts you is inconsistent between maps
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>>3069024
Might be Armageddon.
>>
>blue water hurts you
>green nukage doesn't

???
>>
Is it possible to have PolyObjects be affected by sector lighting and color at all?
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>>3069824
>Implying it isn't blue because of cerenkov radiation
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>>3068710
Do I? If I just put the WAD into Slade it won't load the map.
>>
>>3068982
Foggy bogbottom isn't that great, really. The other map by the same author, Crucial Error, suffers from a lot of the same issues- asshole traps and enemies that spawn behind you every time you go through the center area (which you will, a LOT), along with secrets that encourage constant wall-humping and each map's 'big secret' not even giving you a hint that it exists if you miss a tiny thing way back at the start of the map.

There are much better maps in the pack. Necromancer's Keep is my personal favorite.
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>>3069798
What's the point of having the scroll_sector action? The scrolling works in sector specials, but in a linedef it's totally irrational, pulling speeds I haven't defined anywhere, and it doesn't work as a switch.
>>
>>3069767

Most recent mod news post was five days ago.
It's slow, but not dead.
>>
>>3069836
Look at Going Down, that makes good use of voodoo doll stuff.
>>
>>3069832
>mouse = freelook
>>
>>3069832
Yeah, that was posted here before. Still a good one, and painfully true.

Definitely not encompassing of the entire community, though, there's several more archetypes that could fit.
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>>3069832

Purist is easily the worst of the lot.
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>>3069845
I'd say it's a tie between purist and brutalfags
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>>3069836
the speed and direction is the length and angle of the line it's on

this was before action special arguments so that's what had to be done
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https://www.dropbox.com/s/kt5xmyomic1tkai/TrainV3.wad?dl=0

Updated the train map, completely removed the switch hunt section, replaced by the section in the screen shot, changed some things around, removed blursphere mancubus thing.
>>
>>3069835
> The other map by the same author, Crucial Error
Very interesting that you say that, because it was the first of the maps I played and I didn't like it either.

I was beginning to think the whole pack was unenjoyable after coming from one to the other, but luckily I saved my progress and tried a new game on "the place of many deaths" which was a lot more fun.
>>
>>3069832
Most annoying to least
Purist>>Brutal Babies>Insatiable>Competitive>YouTube Superstar>Zandropubbie>Misfit
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Managed to bake a bunch of shadows and highlights into the texture for this guy, so he doesn't look too bad despite GZDoom's lack of actual shading for models.

Also did a bunch of levels and hue adjustments for better contrast.
>>
>>3069856
The readme thankfully has a list of who made what map;

>* start - Hodgepodge of themes and portals (Simon OCallaghan)
>* ad_cruical - Lava caves and industrial complex (Maik Franz Xaver)
>* ad_dm1 - Place of Many Deaths (Gavin Edgington)
>* ad_lavatomb - Stone city gradually sinking into lava (Noel Lacaillade)
>* ad_mountain - Dark stone mountain prison (Simon OCallaghan)
>* ad_necrokeep - The Necromancer Keep! (Sean Campbell/Matthew Breit)
>* ad_obd - A giant pile of neatly stacked bricks (Simon OCallaghan)
>* ad_swampy - Gigantic interconnected medieval town (Maik Franz Xaver)
>* ad_end - Final destination for AD travellers (Maik Franz Xaver)

Given that the final map is by the same douche-and-a-half as Cruical and Swampy, I have to wonder if it's even worth unlocking it.
>>
>>3069874
Why are you calling him a douche? Did he exhibit any sort of jerk behavior?
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>>3069880
He made maps like a douche.
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>>3069852
Yeah, was figuring that out now. Though it doesn't specify if the scrolling can be changed during runtime?

>>3069853
Needs more detailing, throw in a few more enemies and health to compensate the chaingunners. Yellow key comes a bit too soon after the blue segment.
>>
>>3069882
You sound elitist, stuck up about your tastes and I do not want to talk any more with you.
>>
>>3069849
However it's always a laugh to see them go off at each other.
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>>3069889
>>
>>3069886
scrolling changing midgame I think requires the accelerating scrollers? I have no clue how those work, so don't ask me
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>>3069831
I really don't know what's going on with your map anon, I hope someone more knowledgeable about this kind of stuff can help.
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>>3069882
To explain further, aside from the aforementioned traps and monsters-spawning-behind-your-back-at-ever-corner shit (something Arcane Dimensions averts hard for the most part, with most all monsters being visible immediately and only spawning in if it's an obviously large arena for you to fight in with a one-way-drop or etc);

>most all of the secrets in AD maps are clever, but not bullshit, just requiring lateral thinking or attempted sequence breaking to find
>mod also has runes to be found in the maps
>map maker has two runes in his maps
>in both of them, rather than a plain end-of-level rune they require finding a bunch of Doodads throughout the map, which won't spawn if you don't find the trigger first and you won't even know they exist otherwise, as it's not hinted in the readme either
>trigger is non-obvious or not even indicated, such as in Cruical where it's hidden behind a grate- a plain, unmarked vent, of which there are probably a hundred or more in the map, and the ONLY other ones you can interact with are visibly cracked or broken, meaning if the player breaks that first plain-looking grate, they're going to waste time and/or ammo trying to break every single other grate in fear of missing something

It's just poor design. Also you can jump right into the slipgate at the end of the level without even opening the fence in front of it. Oops!

>>3069889
We're not talking, we're typing.
>>
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Wrack is apparently getting a sequel. Hopefully they'll figure out how to make it fun and not Böring: The FPS.
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>>3069905
This is a common issue amongst Doom-mappers as well.
>that one secret Sunlust-level
>it's easier to get outside the fucking map-boundaries than find one secret
>>
>>3069914
At this point, I just end up opening up the level and finding the secrets/way in that way.

sometimes even that doesn't work.
>>
>>3068828
Has the deadline closed? I just submitted an hour and a half ago...
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>>3069871
I'm sorry but it reminds me of edgy skin recolours people would do for UT2004. the pale skin is alright but everything else is too dark and contrasted. (just look what you did to his nipples!)
>>
>>3069925
Doubt Term's going to say "fuck you, no dump for you >:(", so yeah you should still be good.

and then I will violate your map with dakka
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>>3069905
To keep ranting:

>another map in the same mod, Firetop Mountain, has a similar way of finding its rune, that being finding Doodads throughout the map (in this case the skeletons of dead knights)
>however, in Mountain, it's only a single step in a considerably longer and more interesting path to getting the rune, and not only is the path hinted at throughout the map, but if you finish the map without finding it and try backing up, there's a barely hidden teleporter to bring you all the way back to the start to prevent the player from getting frustrated at having to track ALLL the way back
>on top of that, the bones can be found before that stage of the rune 'quest' and even if you don't trigger it at all, meaning if and when the player makes it that far, they immediately know where and what they have to do, having already found the hidden bones and wondering why they would be hidden if they couldn't interact with them

>>3069914
I could understand if it was Doom, Douk, Wolf3d, etc, where wall-humping is somewhat standard if frowned upon, but Quake secrets are rarely so non-obvious- even the famous discolored wall patches are less common compared to hidden buttons and switches that just take thinking to get to, and map makers can even go the extra mile and hide stuff where creative players will rocketjump or strafejump to get to (something id wasn't aware of when making the original maps). It's just disgruntling to have something like that show up in such an otherwise fantastic mod, y'know?
>>
Yeah the cutoff point for the levels layer didn't need to be so drastic The nipples look pretty dumb in the standard skin as well however, there's a kind of bruise with cracks around them for some strange reason.
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>>3069929
Where is Term? I was basing the deadline on the assumption he was either American or English.
>>
>>3069936
meant for
>>3069926
>>
>>3069925
>>3069937

I'm right here.
Nah, deadline hasn't closed yet. It's still the 16th here, and probably is still the 16th in your time zone too.
But it's gonna take me a couple days to compile absolutely everything, put in the hub map, connect everything today, and make the final boss.

I'm not really a stickler for precise time. The priority is more JUST DO IT rather than adhering specifically to a strict schedule.
If you need like a couple more hours to get things done, yeah, take it. If you're gonna need another day, well, all right, I'm still putting things together.
If you need an entire extra week...well, we're gonna have issues.
>>
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>>3069931
>that take thinking to get to
You mean systematicly going through every random nook and cranny only to find it was a 2x2 hole in some random wall and that you have to shoot through it and then run around the map like an idiot to find which other random wall it opened.
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>>3069940
Oh cool. I posted mine in doomworld and like I said there I won't have time to add difficulty levels for 10 hours or so. And a custom sky if I can figure out how. Tutes aren't helping.
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Do you guys know of any replacement huds for Project MSX? I'm diggin the gameplay, but I don't like the hud
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>>3069931
It's gotta be said though, foggy bogbottom *looks* pretty amazing and has a great atmosphere.
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>>3069951
No. MSX has a rather complex hud that is internally structured in a kind of weird way due to sbarinfo limitations I guess.
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>>3069957
Damn, guess I'll have to put up with it then, thanks for the help mate
>>
>Decide to finally try to slog through BTSX Ep. 2.
>Go to the forums page
>All these posts alternating between schlong-sucking and one-sentence posts made fifteen seconds after the OP saying "It sucks"
What the fuck is with the Doomworld forums?
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>>3069961
Userbase is dipshits and the mods are dickheads.
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>>3069961
>caring what others think
>not just saying fuck it & play
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>>3069960
I could maybe try my hand at a hud for it. I need the practice for an upcoming project.

What would you think of an extremely compact hud with most info close to the crosshair?
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>>3069943
Except whatever cranny is where is usually right next to or in front of whatever gets opened. Quake maps (at least the stock ones) are maze-y but much less crevice-y than the 2.5d engines due to the hardware limitations of having to run an entire 3d world- every extra brush was frames lost.

>>3069952
Yeah, it looks great, all the maps do (again, aside from maybe Cruical), and serious credit goes to whoever made most of the new textures and imported the stuff from Hexen 2. Even the start map is great, I've loved hub worlds that use pieces of the maps they link to since the PS1 Crash and Spyro days.
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>>3069970
If you could do it like UT99's HUD, where all the information besides health and armor is on the bottom, that'd be swell.

Whatever's more convienient for you works.
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>>3069968
Oh no, I'm still gonna play it and I couldn't care less what the weirdoes there say. I was just wondering what sort of weird shit is going on over there?
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>>3069449
here's an fda: https://www.dropbox.com/s/qna4sacuo2hwr31/forallkings-fda.lmp?dl=0

some stuff didn't teleport in, i think. -cl9 prboom 2.5.1.4
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>>3069841
You'd be surprised, I've seen people argue that Doom should be played keyboard only just because they didn't have a compatible mouse themselves back in the day and thinks that's how the game is designed to be played, when it was designed with mouse-turning in mind.
>>
Is there a DL of Doom sprites floating around somewhere, or barring that, an easy way to rip them? I could use em for a mod idea
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>>3070031
SLADE is an excellent WAD file editor. I believe you can extract files from IWADs using it.
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>>3070038
Cool, thanks bro
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>>3069163

danke, doktor
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>>3069402
>tobacco
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Is there any Doom mod that has mouse rolling like this? I know there's a strafe tilting mod, but this looks more appealing. Video is from >>>3067703 from the last thread if you were wondering.
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>>3069961
as i recall, most of the "it sucks" posts were by btsx developers, or their irc friends, having, as it were, a giggle.
>>
>"what's this, Miasma?"
>"environments look really cool"
>"loving this architecture"
>"and the music"
>"what's this switch do?"
>bars slam down locking me in a relatively sparse space
>an archvile popped out
>here's 30 monsters
>also enjoy your 22 shotgun shells lol
The map did this like five times before I had enough and said "fuck it", are there people who thinks this is fun gameplay?

Like, I loved the striking visuals, but the gameplay was an annoying chore to me, anyone else
>>
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>>3070069
Russian Overkill makes slaughtermaps fun
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>>3070053
http://forum.zdoom.org/viewtopic.php?f=19&t=47811&start=15

Download the file on the first post
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>>3070026
Well played. Teleports at the SSG trap don't seem to spit out all the monsters. Known issue. That's why you were missing kills.

You also missed some spectres that are released in the room with the lava vein after you get the SSG. Or did you? That was my prime escape route from the SSG trap (archvile), so I left something there for anyone else who tried it. At first it was an arachnotron, but that was too lethal. So it became spectres.

I was wondering if you could get the gun and not activate the trap. You did. Damnit.

I was also wondering if someone would punch the skeleton in the lava room. Knockout!

Leaving the cyberdemons alive at the end: intentional or not? It looked like they actually HELPED you at one point. I kill them between the first and second AV waves when I play the map.

Thanks for playing!
>>
>>3070053
ugh view roll is the worst
>>
>>3070069
yes, it's a great map with decently varied encounter design throughout: there are some nice setpiece fights sectioned away in secrets and decently challenging incidental combat as you push through the main path. the finale is also wonderfully creative and challenging regardless of what path you took to get there. nothing - bar possibly the black key wing - is unfair or not beatable consistently by a well-practiced player..

it is hard though and there's nothing wrong with bumping down to hmp. i think the next version is going to have a properly balanced hntr too.
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>>3069895
ure not aloud to hab an opinion
>>
>>3070084
>Leaving the cyberdemons alive at the end: intentional or not?
intentional as they didn't pose a significant threat at the time and i was unsure as to whether the area would spit out another wave of monsters they could infight with or not.
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>>3070031
TWO PIXELS TALLER ON THE TOP
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>>3068649
Submitting this for DUMP. Hopefully someone can tell me why it's so huge.
>>
I need some help with a DECORATE thing i'm messing with. I'm trying to make boss cubes able to harm players, so far i was able to do so by calling A_explode every few frames or so. I can get killed by the cubes but it defaults to the generic obituary report instead of a custom one i put (something stupid like: "player got cube'd").

Is there any way i can make boss cubes trigger a custom obituary report?
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>>3070136
somebody already did apparently - see >>3068710
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>>3069449
I hated this thing.

>http://www.mediafire.com/download/ycm11frfc0ualf2
Here's my demo of it, made on zdoom 2.8.1. The start was pretty fun, but when the throne room happened I just ran around like a chicken with my head cut off, did, resurrected myself twice, then a surprise cybie popped up and killed me.
>>
>>3070137
Where did you put the custom obituary?
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>>3070141
Thats not it, all of those files are different sizes, so I imagine they're all different. And the sizes don't even add up to that much.
>>
>>3070158
The level itself (the map WAD) is only 19mb. If I just put it into a Slade WAD, it won't play (map has no vertices).
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>>3069823
it played like a modified armageddon/invasion game, was a mode like that ever included with the base game .wads? Steam versions perhaps?

Don't know why I'm so obsessed with finding it suddenly, probably isn't *that* great
>>
>>3069845
>>3069849
There is literally nothing wrong with being a purist if you're not elitist about it.
>>
>>3070094

I'm still waiting on someone to fix that mess of a sprite rip and upload the result on TSR. And then laugh at those who will be irrationally angry about it.
>>
>>3070079
Thanks anon.
>>
>>3069252
Nah, BTSX has a good balance of both visuals and gameplay. I was more thinking of stuff like Hellbound.
>>
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https://www.youtube.com/watch?v=GwY8TGflBSk
>>
>>3070154
ACTOR Boolet : SpawnShot replaces SpawnShot
{
Radius 32
Height 6
Speed 40
Damage 6
Mass 100
Painchance 0
Reactiontime 8
Health 1000
Speed 40
Projectile
Obituary "%o got cubed"
+NOCLIP
-ACTIVATEPCROSS
+RANDOMIZE
DeathSound "weapons/plasmax"
States
{
Spawn:
BOSF A 1 Bright A_Spawnfly
BOSF B 1 Bright A_explode(128,64,0,0,80)
Loop
}
}


here's my thing for the actor if it helps, i used inheritance and replaced the original
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>>3070276
Hmm, I think you need to put the obituary in the the actor that spawns the Boolet rather than the Boolet itself.
>>
>>3070304
I'll try that then.
>>
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INCOMING D U M P
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
First time mapping and I actually had fun with it. I made it with UV in mind, I didn't have time to balance it for other difficulties. It takes like 10 min to beat. I didn't try anything fancier than teleporting monsters in this map.
>>
>>3070328
That area in the upper-left looks like a four-eyed face.
I can dig it.
>>
>>3069252
Huh? While BTSX looks great for something done within Vanilla's limits, its visuals are pretty standard when compared to various limit removing and boom mapsets. And most of the maps were generally pretty fun and memorable to play, which is more than I can say for most megawads these days. Really can't understand how it can be considered a case of "detail over gameplay".
>>
Is it possible in some way to export maps into a format readable by 3D editors? With all the sprites and 3D models in the map if possible
>>
So I've just finished playing Doom II for the first time in years. First off, I hate that pit-exit on level 29, because I'm running around like a maniac trying to dodge Cyberdemon rockets while shoving a BFG up his ass and I keep accidentally falling into it. They should have at least put that exit behind a door or something. That was frustrating.

Also, I have two questions about Icon of Sin. 1: is the random monster spawner truly random? I saved in between hits on the boss, and every time I reloaded, an Archvile would spawn within a few seconds, which makes me think it goes in a set pattern. When I was told, when I was very young, that it was completely random. 2: Is there a technique for hitting the boss with freelook turned on? When playing the game as a kid, I learned the timing to get it right, but this time (my first time playing with freelook) I quickly learned that it threw off my timing and I had to turn it off to beat him. Just wondering.
>>
>>3070352
Yes, gzdoom builder can export to .obj. At least UDMF format maps.

>With all the sprites and 3D models in the map if possible
That I'm not sure of.
>>
>>3070337
Fun after you get past the ammo shortage on the south side. Judging by how I stumbled over a huge cache on my way out with the first key, that was intended.

Texturing needs work in places. Some areas could look better just by lowering the ceiling/raising the floor so the wall textures don't double up vertically. Maybe I'll take a look tomorrow when I'm not half asleep.

FDA (stumbled into the exit by mistake. Switch please!):

https://mega.nz/#!358QBDCC!poZz5v-NROpzWfhAq0GH0k83maWkHJu5da38-i7Q7Tk
>>
>>3070369
Danke
>>
Here's my dump submission if anyone would like to test it. No pics cos I'm on my phone.


https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view?usp=sharing
>>
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Reminder that the image "So you want to play some fucking Quake" doesn't have a working link to actually get Quake anymore RIP
>>
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>>3070390
>https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view?usp=sharing

Too hard, but I'm not particularly good at Doom.
Plus pic related.
Plus teleporter at blue key doesn't work.
>>
>>3070412
I thought that worked. Maybe I broke it. What source port are you playing in?
>>
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>>3070390
This lil guy seems stuck
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>>3070417
>https://www.doomworld.com/vb/post/1572121
Zandronum
>>
>>3070421
He was stuck for me, too.
>>
>>3070417
Did you place a teleport destination? That may or may not be the issue.
>>
>>3070402
the fuck mod is that? It looks pretty gr8. Quake engine?
>>
>>3070447
Devil dagger, a new game inspired by quake. Unfortunately it's survival against monster waves in a single room, so I'm not interested.
>>
What's the farthest a Doom Kart Racing Mod ever gotten? I think it would be REALLY fun to make levels for.
>>
>>3070470

Every single one got to a playable alpha build and then stopped.
>>
>>3070473
Definitely seems like one of those things that people do just because they can, not because it's fun or anyone will ever care about it.
>>
>>3069791
the MAPINFO code shown on the MAPINFO wiki.
>>
>>3070304
>>3070321
OH i got it now, i had to set the flag for the boolet to be the target of the A_EXPLODE call. Now i can set the obituary call there.
>>
>>3070158
yeah, if I had to guess they're backups of the map from every single time you hit the save button
>>
>>3070446
I can't see the file at the moment but I'm pretty sure I set all the teleporters to the same destination with the same flags - sector flag only, not teleporter tid. According to zdoom wiki the standard teleporter action special only needs one or the other. I'll check it again when I can. Sucks when things that were working break. Like that pained elemental.
>>
>>3070626
I guess it happens. I only started getting a render error after packaging my wad with the custom textures it needed.
>>
>>3070625
I tried removing some of them and got errors that wouldn't let the map run.
>>
>>3070638
did you end up with the lumps MAP01, TEXTMAP, BEHAVIOR, ZNODES, ENDMAP for the map? because if not, that's probably why it broke

and personally I'd try keeping the 1.8MB TEXTMAP/401KB ZNODES first just to be sure
>>
>>3070654
I think I did, but I'll mess with it tomorrow again.
>>
>>3069304
Usually forced pistol starts are done for episode transitions (Scythe, Speed of Doom) or weapon balance (BTSX E2).

Only time I felt it was overdone was in Resurgence. Really saw no point in having death exits in map05, map15, and map25.
>>
>>3070272
Fun fact: Wildweasel released the Police Brutality mod at the same time he was on a tirade against ripping content from other games.

This mod contains sprites from William Shatner's Tekwar.
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>>3070461
>it's survival against monster waves in a single room
That sounds like the most boring kind of FPS I can think of, why would anyone want that?
>>
>>3070750
idk co op left4dead survival mode was pretty fun
>>
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More stuff, more waifu.
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http://forum.zdoom.org/viewtopic.php?p=893335#p893335

Status update on DUMP 2.
Congratulations to all 46 contributors and mappers who have come together to make DUMP 2 a reality. Over 46 maps. Bloody hell.

I'll be taking a little bit of time to compile everything together, connecting them in the hub, and making a final battle, but in the meantime feel free to pat yourself on the back. Or buy yourself a nice burger to enjoy. You've earned it, mates.

Thanks for mapping.
>>
>>3070750
>Not Doom

Because it goes batshit crazy and you die in one hit https://www.youtube.com/watch?v=r_BWmn3Ds0E

Can't recommend it to the average person, though, as they're likely to just see the first 120 seconds at most, over and over again, and get bored, and then go somewhere to complain about how they could totally survive 30 minutes if they didn't get bored.
>>
>>3070763
Except in Left 4 Dead levels have actual geometry and some degree of interactivity. In this pos it's just flat monetextured square
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>>3070783
i'd never mapped before

this was fun, but fuck me, it was also incredibly stressful

but now i want to do more, so mission accomplished
>>
>>3070763
Except in L4D you traverse through areas as you go.
>>
>>3070842
>survival mode
you know, the one where you're stuck in a single room against waves and waves until death? that was called survival mode wasn't it? it was all about how long your could last
>>
>>3070834
you and me both
just have to wait for the critique phase and get completely shat on by everyone
>>
>>3070421
daym those gains
>>
>>3070842
Thats campaign mode, not survival mode. L4D survival mode is about figuring out a good spot in small map to endure 10+ minutes of endless hordes.
>>
>>3070867
>>
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Woooo dialogue system!

Some choices seem to like to cause zdoom to crash though. Ah well. Now I have pretty much everything I need for my 3rd Hub: Radiation and dialogue/quest system. I can start planning out maps, enemies and other major details. its going to be very S.T.A.L.K.E.R. influenced if you can't already tell.

Currently I've pretty much finished the first 2 hubs and the weapons / monsters are feeling pretty balanced. Most maps can be wand started too.
>>
Boom! Updated my DUMP submission again. This time I added a few more labs, a lot more text messages, (And made all of the text messages use only one script, because that's more streamlined) and also shifted it to MAP12 because that'd make it easier on term.

>http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad
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