[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
THEY'RE DESTROYING YOUR TOWN TO MAKE WAY FOR AN UNHOLY CATHEDRAL
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vr/ - Retro Games

Thread replies: 255
Thread images: 148
File: pacha.png (422 KB, 1370x830) Image search: [Google]
pacha.png
422 KB, 1370x830
DOOM THREAD / RETRO FPS THREAD - Last thread >>3083767

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===

[03-24] Anon map release: Homecoming.wad (two maps)
>>3087352
https://mega.nz/#!w4cV1agJ!w_d_zfvOoE6F9XKCln5bmoWWvJJjuFewfhc3R1xOBaY

[03-24] Anon map release: map02 (title still unknown)
>>3087259
http://temp-host.com/download.php?file=lm04de

[03-24] Mutiny Community Project, alpha 1
https://www.doomworld.com/vb/post/1577910

[03-24] Anon remix release: Perfected Hatred
>>3086146
https://youtu.be/QOzrI3HFDjg

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)
https://www.doomworld.com/vb/wads-mods/53924-

[03-21] TNOTMWOFOLBTIDIDWTSOCSNTITNOTM final, on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/map_name

[03-20] Gun Godz v0.6 (port to GZDoom)
>>3079568
http://www.mediafire.com/download/73dp39bl26euuek/GunGodz_0.6.pk3

[03-20] Doom2 Nightmare speedrun in 23:06, by Zero-Master
https://youtu.be/GPhVDe0Vj-s

[03-20] DUMP 2 Test Build (60+ maps)
>>3078794
https://www.dropbox.com/s/tt5ey6ngh4ai3wh/DUMP-2-test0.pk3

[03-20] Defecation Foundation updated
>>3078627
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad

[03-20] The UAC Fucked Up Yet Again updated
>>3078225
http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad

[03-20] Anon mod release: TennisGun.pk3
>>3077575 >>3077598
https://www.dropbox.com/s/gqwe24q1skoe6da/tennisgun.pk3

[03-20] Refinery 03 (/vr/E1 submission) updated
>>3077303
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[03-17] DUMP 2 closes; final submissions
http://forum.zdoom.org/viewtopic.php?p=893335#p893335
- Filth.wad >>3070390 >>3070967
https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view
- I SURE FUCKING LOVE TECHBASES >>3070328
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
- For All Kings >>3069449
https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs
- DOA >>3068649
https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad

===

To submit news, please reply to this post.
>>
The lewd thread has now taken residence in
>>>/aco/448060
>>
>>3088753
i missed one, apologies.

[03-25] Anon map release: Durex Waste Disposal
>>3087796
https://www.dropbox.com/s/zl37cs00ew3eads/CLOSETV2.wad
>>
>>3088758
That's hilarious, I'm gonna miss the weird baron guy if he permanently migrates.
>>
File: Screenshot_Doom_20160325_092358.png (467 KB, 1768x992) Image search: [Google]
Screenshot_Doom_20160325_092358.png
467 KB, 1768x992
Muh BFG firing BFG
>>
>>3088765
You uh, haven't got it selected.
also I should probably make the statusbar hud have the background it's meant to have when you are in the info screen.
Dunno why you'd use that with LegenDoom though.
>>
File: Screenshot_Doom_20160325_092353.png (469 KB, 1768x992) Image search: [Google]
Screenshot_Doom_20160325_092353.png
469 KB, 1768x992
>>3088770
Whoopsie. I like the twin shot shotgun too. And the triple damage SSG with shitall accuracy. Traded that in for the DoT SSG now though.

Also, use what with Legendoom? The only thing I'm running is Legendoom and an oblige generated mapset.
>>
As part of my molotovs, I have a smoke cloud rising up from the center that I ripped off of another wad. Is there a way to make it so that the enemies can't see through it, but projectiles can still pass through? Basically a smoke screen?
>>
>>3088771
You're using the Statusbar hud.
If you press +, you can switch to the fullscreen hud, which is entirely custom and shows a lot more information.
>>
>>3088779
Ah. Well, I'm not quite a purist but close. I like my oldschool hud, no freelook, no jump/crouch. (I know it's required for some mods/wads, so I purposely modded them to awkward keys to not get used to them, y and h)

Also, a thing. The gauss-type weaponry (piercing) seems to not work with auto-aim. Or at least, it doesn't hit targets on a different height.
>>
>>3088752
When someone is new to Doom, what do you think is the ideal way of getting into it?

I'm of the opinion that newbies should play the iwads, MMs, and Icarus without mods before delving into other things.
>>
>>3088790
I say you've got the right idea
>>
>>3088779
Also, since you're here now, here's some other things that I'd like to mention about Legendoom, since I can't be bothered with forums.

Certain weapons use very similarlooking/the same sprite when on the ground (certain shotguns, plasma rifle vs bfg). This makes it so I drop one item, realise I dropped the wrong one, pick up item again, drop the other. Not broken per se, but ineffective it feels. And what is the scaling on berserk weapons exactly? at 50% health twice the damage? 4 times the damage at 25%? Flat scaling x times damage at 1% health 1 times damage at 100+%? (Or perhaps even accidentally bugged at shitscaling like 1/5th damage at 200% health) I dunno, I only use my berserk chaingun at low health.
>>
>>3088784
Gotcha. It's just some people never even realise you can change the hud, thought I'd bring it up.

And yes, autoaim is an intergalactic menace. It breaks a lot of stuff, or makes it act weirdly, so unfortunately it's unsupported. Sorry about that, there's pretty much nothing I can do about that. It does weird stuff in DRLA as well, like annihilating vertical spread.
>>
>>3088790

And Scythe.
>>
>>3088795
Oh and finally, I'm pretty sure that the 50% chance of gaining ammo instead using it effectively means infinite ammo unless you're really unlucky/don't have a big enough ammopool to get the chain going (I think 100 rockets should be plenty to get infinite rockets). I'd say from a mathematical standpoint it's strictly better than 66% chance of not using ammo.
>>
>>3088792
I can understand getting the shotgun pickups confused, but uuuh... The plasma rifle and BFG? They're so wildly different in appearance across the rarities.

Berserker weapons increase by 1 damage every 10 health, and then each 1 health below 11. At 1 health, a Berserker Chaingun has a base damage of 23, instead of 5.
Rocket increases by 2, and BFG increases by 10.

>>3088803
It's not infinite, you can be betrayed by RNGesus. But yes, it is very much better than 66% of not consuming ammo.
>>
>>3088796
My criteria for PWADs was to include megawads that are of iwad level difficulty, alongside being made around the same time as Final Doom (95-96).

But on second thought, I guess I'll say the HRs, Scythes, AV and KS should be played unmodded afterwards, though.
>>
>>3088810

That's fair, I suppose.
>>
>>3088805

Please add an option to keep the movement speed the same as vanilla, also K/I/S in the HUD.

Why the change to the movement speed anyway? I don't see what it does for the mod.
>>
File: long scale.png (81 KB, 600x312) Image search: [Google]
long scale.png
81 KB, 600x312
>>3088805
Well, to go out of ammo with the rocket launcher is 100 misses in a row effectively, so 0.5^100, which is 7E-31, or 1 in a *million times quadrillion* odds. Just my autism showing. And maybe it's just me with the plasma/BFG things.


>>3088810
I never really bothered with going into the terminology, but what exactly is a PWAD/iwad. Megawad are 32-map wads right? (And I heard mentioned on terminus' dump 2 test stream that they were one map short of a gigawad. Would that make 16 maps a kilowad? 8 maps a hectowad, 4 a decawad? Perhaps someone will one day release a 128map terawad?)

Actually, going back from 4map decawad, that would make 2 maps a wad, 1 map a deciwad, half a map a centiwad, and a quarter map a miliwad :'^)
>>
>>3088820
Walking speed is the only thing changed, running is unaffected. It's impossible to add an option for changing the amount.

I'll see about adding a nice looking K/I/S for you.
>>
>>3088790
On a port that feels comfortable to the user (I got the "Authentic" DOS experience myself, but the game clearly holds up without it), playing through the original games initially and then doing whatever the fuck they want because playing a game for the first time doesn't have to be a structured experience like there's going to be a goddamn ten hour quiz on it at the end.
>>
>>3088824

Ye Olde Schoole definition of a megawad is at least 14 maps, but it's since expanded to usually mean a full 32 maps.
If we wanted to get REALLY nitpicky, a gigawad would be a megawad^2, rather than a megawad+megawad, but I think your definitions are better.
>>
File: HUUUH.png (572 KB, 840x789) Image search: [Google]
HUUUH.png
572 KB, 840x789
Rate my clay abortion Ranger.
>>
>>3088839
Invisibility and Quad Damage are 'unique' powerups now?
>>
>>3088849
that's not actually made out of clay is it? it looks like computer graphics
>>
>>3088849
10/10 would abort.

>>3088850
My assumption is unique here means that only one spawns on the map/there is only one powerup at a time.
>>
>>3088849
the shit joel came up with in one video looked better

nah jk that's pretty solid

only thingie is that the jaw should be a tad more square and his nose looks sorta weird but the rest is fine
>>
>>3088849
Why does he have the Quake 2 logo on his helmet?
>>
>>3088856
It's that online clay modeling site thing that pops up occasionally, someone linked it in the last thread I think.

>>3088859
The jaw was a bitch to figure out and I tried four different noses and they're all fucking awful, noses are seriously the hardest goddamn part of the face.

Also his whole face is flat. But you can't see it from that angle.

>>3088860
BECAUSE THE FUCKING SYMMETRICAL PAINT ON THE HELMET DIDN'T LINE UP RIGHT
>>
>>3088240
C: Weapon is dangerous to the user and needs to fire from the center or it may accidentally be fired against a wall (See Unreal's Eightball and Razorjack)
>>
File: I'm PISSED.png (17 KB, 521x506) Image search: [Google]
I'm PISSED.png
17 KB, 521x506
>>3088849

Man he looks PISSED
>>
>>3088831
>playing a game for the first time doesn't have to be a structured experience like there's going to be a goddamn ten hour quiz on it at the end.

huh?
>>
File: Homecoming-01-fda-0859-1.webm (3 MB, 320x240) Image search: [Google]
Homecoming-01-fda-0859-1.webm
3 MB, 320x240
Homecoming.wad map01 first attempt
http://temp-host.com/download.php?file=ni27ks

one secret didn't register (the blue armour) due to being a thin sector before a step up.
>>
File: Homecoming-01-fda-0859-2.webm (3 MB, 320x240) Image search: [Google]
Homecoming-01-fda-0859-2.webm
3 MB, 320x240
>>3088894
i liked this map a lot though, it is compact and detailed and full of secrets
>>
>>3088834
The 15 maps definition is mainly for categorisation purposes on the idgames archives.

I've always seen it as a mapset that replaces at least 66% of the games levels, myself though.
>>
File: Homecoming-01-fda-0859-3.webm (3 MB, 320x240) Image search: [Google]
Homecoming-01-fda-0859-3.webm
3 MB, 320x240
>>3088895
>>
File: Getting gay with GZDoom.png (1 MB, 1920x1080) Image search: [Google]
Getting gay with GZDoom.png
1 MB, 1920x1080
Making a map/potential mapset where the unstated theme is that the UAC has built a big machine in Hell to harvest demons, and you're running through the overrun, blood soaked guts of it while it churns away doing it's thing.

If anyone doesn't map (Or does; it doesn't exactly matter) and has any radical ideas that might fit, I'd love to hear them. If only for something to fall back on when my creativity inevitably runs dry. It's going to be one of those Quakey BROWN EVERYWHERE industrial maps. I'm looking at the potential of adding UAC themed custom enemies to it since it's already running on GZDoom.

>>3088839
The demon footage makes me want a suitable spiritual successor to AVP2 multiplayer more than anything.
Clearly not going to be provided by Doom 4 but, you know, RIP AVP.
>>
https://www.youtube.com/watch?v=kRPB0Yt6j-s

Some more cracked alpha play showing off "speed" and the rock-it lawn chair.
>>
File: 1455745805363.png (111 KB, 671x685) Image search: [Google]
1455745805363.png
111 KB, 671x685
Are there any other short, tight and comfy mapsets that both look and play well like UAC Ultra?
>>
File: Screenshot_Doom_20160325_122047.png (185 KB, 1280x720) Image search: [Google]
Screenshot_Doom_20160325_122047.png
185 KB, 1280x720
Building one room a day keeps the burn out away.
>>
>>3088901
corridor with unactivated crushers in it
pinkies from both sides, crushers activate
bait them to attack under crushers and let them go squish
>>
>>3088925
The Darkening E2
>>
>>3088925

Coffee Break Episode 1 doesn't look particularly good but it fills the other criteria. Has mostly tight quarters level design like UAC Ultra does, no dumb city maps or anything of the sort.
>>
>>3088901
How about a twisted hellish area surrounded in glass, like they teleported a portion of hell itself into the facility. A hell biosphere. Hellisphere?
>>
>>3088901
That looks gorgeous and I love the theme. Everything about it sounds like my favorite type of map. Have you played valhalla and putrefier? Should be good for inspiration.

>any radical ideas that might fit
use a lot of polyobjects as part of your machinery and try to use large scale level alteration as the player progresses instead of just doors opening. Also, if you feel up to it use light color, fog and sound environments (reverb) for effect.

>I'm looking at the potential of adding UAC themed custom enemies to it since it's already running on GZDoom.
You could make turn that into an optional decorate patch that replaces zombiemen and wolfenstein SS, so your maps could be played with gameplay mods instead as well.

>>3088935
Thanks!
>>
>>3088905
Why is there no music?
This looks really boring without any music
>>
>>3088884
Can you blame him? At least Doomguy gets fancy armor, plasma guns, and endless new parts of Hell to blow up. Ranger's arsenal is made of stuff you can find at Wal-Mart and he doesn't even get a closed face helmet to help stop the Shambler slobber.
>>
>>3088967
also the inferior lumberjack tool
>>
File: 1381383462909.jpg (104 KB, 342x380) Image search: [Google]
1381383462909.jpg
104 KB, 342x380
>>3088970
>>
>>3088967
walmart sells rocket launchers?!

aw man where have I been
>>
>>3088976
They sell PVC tubing and enough other assorted nonsense to make it explode and also make something to launch it with. Hence why the GL and RL share ammo.
>>
File: Homecoming-02-fda-1043-1.webm (3 MB, 320x240) Image search: [Google]
Homecoming-02-fda-1043-1.webm
3 MB, 320x240
Homecoming.wad map02 first attempt in 10:43
http://temp-host.com/download.php?file=om27lm

map01 was good, map02 is better - a little more open, and excellently placed secrets
>>
File: Homecoming-02-fda-1043-2.webm (3 MB, 320x240) Image search: [Google]
Homecoming-02-fda-1043-2.webm
3 MB, 320x240
>>3088986
the secrets are nicely hinted (usually via careful examination of the automap) and discoverable. i found them all without resorting to iddt. i especially liked the one where you jump off the lift.
>>
File: Homecoming-02-fda-1043-3.webm (3 MB, 320x240) Image search: [Google]
Homecoming-02-fda-1043-3.webm
3 MB, 320x240
>>3088995
it's unfortunate the yellow key trap turns the lights off without you actually having pressed the button as the surprise factor is lessened. not that it wasn't an obvious trap.
>>
>>3088850
I think it's more along the lines of it never being in doom before, even invisiblity was a crap shoot and quad damage was never in doom, maybe berserk but it literally just applied to one weapon which was your fist

>>3088839
Every trailer I see I keep feeling it's a fucking halo clone, especially with the armor/announcer

Why couldn't we get a sexy chick's voice that sounded like she the UT99 announcer? Or just use fucking Quake 3's announcer?
>>
File: Homecoming-02-fda-1043-4.webm (3 MB, 320x240) Image search: [Google]
Homecoming-02-fda-1043-4.webm
3 MB, 320x240
>>3089001
i thought the soulsphere platform was going to be a type 9 S1 donut but it wasn't. maybe donuts are cliche after all.

the final secret eluded me until i accidentally bumped the berserk through the wall. i had wondered about the switch, it looked like you could jump off the super shotgun lift to behind the switch, but i thought it might leave me stuck and i'd lose the demo. it turned out though that you are supposed to hurl yourself into that little gap. i however pressed the button from above.

anyway thanks for a great couple of maps, look forward to more from you.
>>
>>3089003

>UT99 announcer
>sexy chick's voice

What
>>
>>3089016
I don't remember that either, although UT2004 had the sexy voice.

UT2003 still has the best accounter.

>MMMMMMMONSTER KILL
>>
File: 1424559903281.jpg (28 KB, 324x242) Image search: [Google]
1424559903281.jpg
28 KB, 324x242
>>3089017
>>3089016
Darn guess I got the two confused, didn't play UT99/2k4 enough to remember which one was which
>>
>>3089023
That's alright. It gets more confusing to people who've never played them when they find out that the QuakeSounds stuff on every server in every Valve game in existence is actually 99% Unreal Tournament voice clips (plus Q3A's HUMILIATION clip).
>>
getting hungry for more death-destiny style maps
>>
>>3089039
Darkwave0000's maps are similar
>>
>play legendoom
>get painful chaingun
Well talk about an ammo dump this sure is it
>enemies always flinch
>just use this weapon as a ammo dump against single big targets like cyberdemon/spidermaster minds
>get a hold of survivor's fist/plasma
>get hoarder's shotgun/pistol
>get a bfg that has a 66% chance to not use ammo
>get the wittling super shotgun
I feel unstoppable, but I want to see how well the murderous super shotgun would do instead
>>
Are there any good wads out there that use the Rise of the Triad soundtrack?
>>
File: 1418791347286.jpg (89 KB, 700x520) Image search: [Google]
1418791347286.jpg
89 KB, 700x520
>>3089047
forgot picture
>>
>>3089047
How much clip ammo do cyberdemon's take anyway? I think painful chainsaw would be better.

Also,
>wittling

I hope yholl fixes that shit. Along with

>persistant
>>
>>3088753
>[03-24] Anon map release: Homecoming.wad (two maps)
>>3087352 →

Since its vanilla/limit removing, you might want to make the filename 8 digits when you're finished with it. And I'm not sure, but idgames might still have the 8 digit limit for zip files, too.
>>
>>3089045
i've played speed of doom enough to burn most maps into my memory. aside from that and darkwave32 has he made anything else?
>>
>playing Scythe 2
>get to Egyptian level
Aw yeah I love me some egyptian FPS action.

Also this is one of the few times a "Dead Simple" style map didn't piss me off, so well done
>>
>>
>>3089079
He did a map in each of the "3 heures d'agonie" megawads. And map32 of Resurgence was by him.
>>
>>3089065
I don't think I've gotten persistent yet or used it, also the fucking clip ammo takes like nearly 300-400 ammo to dispatch, but add in some damage debuffs via wittling ssg and it makes it take a few less depending on how many you can get onto the bastard
>>
Why are most gun mods so shit? They are just reskined vanilla guns the only enjoyable ones I found so far are Trailblazer and Russian Overkill.
>>
>>3089083
do you like Epic series?
>>
>>3089093
>just reskinned vanilla guns

I'm sure they at least have some decorate or dehacked code in them
>>
>>3089093
>They are just reskined vanilla guns

Demonsteele is probably the furthest from that out of any gameplay mod I've played
>>
File: streamlined and way better.webm (2 MB, 720x360) Image search: [Google]
streamlined and way better.webm
2 MB, 720x360
>>3089093

Have you fucking seen what I'm doing?

I'm going off the deep end.

The sprites are mediocre because I'm using TEXTURES
>>
>>3089096
Dunno, haven't tried them.
>>
>>3089093
Which ones specifically?
Someone could probably make them do something beefy
>>
>>3089058
If you use that one jukebox wad, it includea the rott soundtrack, so it can be used with any mapset. Useful since I've gotten so fucking sick of hearing Running from Evil. I always hated that song.
>>
>>3088760
Thanks for the bump
Wanna reiterate that the map is still WIP and will have one last area following the red door
Also GZDoom users may find issues with the blue door in the room that also has the red door.
I've found that while it does recognize you as having the blue key, it will not move. This is not the case in Zandronum so until I get some help in fixing that I suggest you try running through it with Zandronum in the meantime
>>
Doom community is literally retarded enough to think that PSX manual mommy remark about Spider Mastermind actually means he's a she and arachnotrons are related.
>>
>>3089132
What jukebox wad?
>>
>>3089138
Doom has deepest lore.
>>
>>3089138
Wasn't aware demons had genders.
>>
>>3088901
A dark room full of pinkie corpses and gibs where you get attacked by spectres
>>
>>3089138
Pretty sure the PC manual said the same thing
>>
File: I should learn how to webm.gif (922 KB, 562x296) Image search: [Google]
I should learn how to webm.gif
922 KB, 562x296
>>3088934
Already thought of a way to incorporate this into the level progression.

>>3088941
If I end up doing a map or two set before the one I'm at now (It's already set in hell, so explaining how you get there would be appropriate) I'll incorporate this idea. I could potentially even use portals and a scripting sequence to make it so that it looks like you activate the machine to teleport it in yourself.

>>3088951
I feel like I lack the foresight for mapping around massive level alterations but I'll give it a try because it's always a cool feature.
I'll keep gameplay mod compatability in mind.
Polyobjects are a good way to section off the twisting pipey areas that string the map together and I've gotten a few ideas for traps by fucking with them just now.
>>
Right now I'm designing a map that takes place in two dimensions- an 'earth' side and a 'hell' side.

I'm considering throwing in a custom inventory item to jump from dimension to dimension freely. What do you guys think?
>>
>>3089159
Unless the maps have the exact same geometry, I foresee getting stuck in walls.
>>
Who's the best Quake mapper?
>>
File: Screenshot_Doom_20160325_102712.png (254 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160325_102712.png
254 KB, 1920x1080
>>3089141
Sorry, I was posting from my phone, so I couldn't recall the name. It was Jimmy's Jukebox.
http://forum.zdoom.org/viewtopic.php?f=19&t=29117
>>
>>3089159
Sounds like it has a lot of potential to go horribly wrong unless the item is only usable in specified areas, if you mean what I think you mean.
You could do a Wolfenstein 09 style dimension hopper I suppose, where it just changes bits of the map and textures when you activate it.
>>
I expected Pirate Doom to be a half assed joke wad but it's damn good and very relaxing anything similar in vain? I mean something light hearted and with pretty open maps.
>>
File: mancuflags.png (140 KB, 1409x507) Image search: [Google]
mancuflags.png
140 KB, 1409x507
How do I make my mancubus more missil-y? Or revenants. I'm not talking about all of them, but specific ones on a map. These flags don't show up in the standard monster menu it seems.
>>
>>3089161
I'm planning to use the exact same geometry, yeah. Perhaps with a few sight changes here and there. Stuff like a door is instead open, or a cage is shattered, or there's a hole in a wall.

The important part is that there are different monsters on both sides.

I'm also planning on making decorate 'rifts', which are fuzzed constant teleportfog that takes damage from energy weapons. And upon death, each rift does something. One might summon a monster, another might drop items/credits, another might create a portal to a secret area.
>>
>>3089169
Those flags aren't level flags- they're Decorate flags.

What you instead need to do is make a DECORATE actor that will give the flags to monsters with a certain TID.

Or alternatively, make a new mancubi in Decorate. All you'd need to do is give it

ACTOR misslefatso : fatso
{ +MISSLEEVENMORE +MISSILEMORE }
And that's it. Then you can slap down missile mancubi instead of the select ones. You could even tweak their attack patterns and such.
>>
>>3089162
Either czg or tronyn.
>>
Cacowards are fucking rigged or what? Plenty of shit like Hellcore v.2.0 or Deus Vult II got them.
>>
File: Screenshot_Doom_20160325_103728.png (335 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160325_103728.png
335 KB, 1920x1080
Aww neat, this song got used in Blake Stone. I remember it well.
https://youtu.be/1sTMR3BrZ1o?t=5m11s
https://www.youtube.com/watch?v=1TVl6XCBMf4

Fuck, I've been replaying so much of that game lately.
>>
File: Screenshot_Doom_20160325_154520.png (524 KB, 1768x992) Image search: [Google]
Screenshot_Doom_20160325_154520.png
524 KB, 1768x992
>tfw you find the scaling button
JUST MIDGET MY SHIT UP SENPAI
>>
>>3089184
Cacowards arent voted for. They're literally just choices made by a couple of doomworld users.

Don't take them seriously. Mainly just a "heres what we recommend out of this years stuff"
>>
>>3089191
And thank god for that, or it might end up being some Brutal Doom derivative in every category every time
>>
any sandbox Doom wads aside from Doom Centre?
>>
>>3089154
>I feel like I lack the foresight for mapping around massive level alterations but I'll give it a try because it's always a cool feature.
Doesn't really have to be technically complex in nature. Emptying a large cistern of nukage to be able to move through the drain pipes for example.
>>
men i have a problem whit duke nukem
>>
>>3089202
Yeah, it's not a very good game.
>>
>>3089198
ZDaemonCity
Its made by the same guy
>>
>>3089190
he looks as if he had been plastered into the ground far away from you
>>
>>3089210
there are no downloads anywhere
>>
>>3089220
Go into DoomSeeker or IDE and search ZDaemon City
>>
This is far more entertaining than it has any right to be.
>>
>>3089209
Yeah, Duke Nukem II was superior in every regard.
>>
Never beat:

>Master Files
>Final Doom
>Doom 64

Should I try? They're kind of long slogs and a chore.
>>
>>3089273
If you're bored, throw in some gameplay mods.
>>
File: Happy Little Button.webm (3 MB, 580x326) Image search: [Google]
Happy Little Button.webm
3 MB, 580x326
>>3089154
>filename

Get Webm for Retards: gitgud.io/nixx/WebMConverter

Drag & drop file to convert
Processing:
Trim for time

Resize to something for a decent balance of video size and filesize

Encoding:
Constant
Enable HQ mode
Size Limit 2.5 since the limit seems to have become more of a suggestion in the time since I last updated

Advanced:
Threads = the number of cores your CPU has, multiply by 2 if your CPU is hyperthreaded I think
Slices at 4

Hit convert. Let it encode, then check the output for filesize since we still live in 2008 apparently and can't upload more than 3MB at a time and visual quality. If you're satisfied with the results, rename it to something clever and upload.

Simple!
>>
File: Cool-Text-173306019391474.png (18 KB, 374x194) Image search: [Google]
Cool-Text-173306019391474.png
18 KB, 374x194
Remember me?
I'm still making a wad. I decided to name it N-Coherent because it was better than Apokalegend. Pic related will be the title. Any help would be great, cause I'm new to modding.
>>
>>3089278
>No longer a polka legend.
Fine then, I'll just use this song in my own wad.
https://www.youtube.com/watch?v=67rc96joOz8
>>
>>3089273
I prefer Final Doom over both Doom and Doom 2, personally.
>>
>>3089138
>Doom community is literally retarded enough to think that PSX manual mommy remark about Spider Mastermind actually means he's a she
>channer retarded enough to think a monster must by default be a "he" despite multiple official lore references to the contrary
>>
File: Screenshot_Doom_20160325_115600.png (623 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160325_115600.png
623 KB, 1920x1080
is PSX Doom TC supposed to be this dark? Default settings.

gz doom 1-9-1
>>
>>3089278
You still haven't specified what you want or need help with, even though I offered last thread.
>>
>>3089297
Making weapons and mapping. That's what I mostly want help with.
>>
>>3089290
>multiple official lore references

such as?
>>
>>3089301
That's still far too vague.
>>
File: spark.gif (2 MB, 750x395) Image search: [Google]
spark.gif
2 MB, 750x395
>>3089276
Well, on one hand, webm is definitely the better format.
On the other, the software I use to make .gifs is exceptionally good at quickly creating loops without having to do anything in an external program. This took around a minute to do.

I'll probably stick to gifs for anything that looks good looped, can't be bothered to find a decent free video editor since they're like hens' teeth.
>>
>>3089301
Making weapons is actually pretty simple. It's made in DECORATE like monsters are, and on the zdoom forums you can find examples of the standard doom weapons to take a look at. You'll just need to adapt them, for the most part.
>>
>>3088839
>Multiplayer of course, because that's all people care about these days
It's multiplayer because that's what they're focusing on this month. At the start of last month they released the campaign trailer and throughout the month they released little bits of info about the campaign (which was 100% reused from the Game Informer coverage since they're still being tight-lipped about the campaign). At the start of this month they released the multiplayer trailer and a bunch of stories about its contents. At the start of next month will be the SnapMap trailer and probably more stories about that. Then in May there'll probably be the launch trailer and that's it.

>>3089145
Yeah I pretty much considered them genderless. No reason for them to have genders, really, if all they're built to do is destroy.
>>
>>3089303
>such as?

Doom 2 manual makes it crystal clear

"You guess the Arachnotrons had to come from somewhere. Hi, mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun. Crap."
>>
Is there a decorate/other function that I could use to add blood splats to walls and stuff when the level loads? The default sort that happen when you shoot damage enemies in g/zdoom, I mean.
>>
>>3089349
You can use the native decal actor if you're making the map yourself, but if you want a function that bloodies a vanilla level for example you'll need to use an ACS loop that spawns 1 tic duration actors in a huge grid that fire hitscan attacks with blood splat decals in a random direction in their spawn state. You could also tweak any existing actor to do this in their initial spawn state.
>>
File: 1436230842270[1].jpg (40 KB, 640x480) Image search: [Google]
1436230842270[1].jpg
40 KB, 640x480
>>3089292

>2016
>can't replicate the lighting found in a 1995 video game
>>
>>3089292
You might need to change lighting mode. Seems you have "Dark" chosen, perhaps PSX doom is meant for use with "Software"? You could also try tweaking the ambient light level GL cvar.
>>
>>3089368
Do I have to make a DECALDEF lump to make the Decal actor able to use it? It sounds like I do.
If it gets that far I may as well use DECORATE to make an actor that scatterfires decals everywhere.
>>
File: Screenshot_Doom_20160325_131318.png (403 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160325_131318.png
403 KB, 1920x1080
>>3089378
>Software mode
No, I can tell you it was never meant for software mode. It looks like dogshit compared to the actual PS1 doom. GL looks much more accurate.
>>
File: 20160325_131248.jpg (1 MB, 3264x1836) Image search: [Google]
20160325_131248.jpg
1 MB, 3264x1836
Here's my actual ps1 Doom for a reference of what it should look like.
>>
File: Screenshot_Doom_20160325_130803.png (607 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160325_130803.png
607 KB, 1920x1080
And here's the latest build of GZdoom running with Doom lighting.
>>
it's worth noting that PSX doom is the superior version and everyone who says otherwise is a fag
>>
>>3089432
nah.
>>
>legendoom
>going down map12
>mindcontrol plasma rifle on arch-vile
>almost the entire map is filled with monsters turned friendly
>>
>>3089423
software lighting mode you buttlord
>>
File: cacodemon_pumpkin.jpg (20 KB, 264x264) Image search: [Google]
cacodemon_pumpkin.jpg
20 KB, 264x264
>>3089324
Is that a rotating sector or something in that gif? How do you make one of those?
>>
>>3089451
http://zdoom.org/wiki/PolyObjects
>>
>>3089456
Neat, thanks.
>>
>>3089428
>>3089427
>>3089423

It's not really accurate.

>>3089432

psx doom is really cool but has some drawbacks. fewer levels, lowers fps, no archvile.
>>
File: Screenshot_Doom_20160325_134357.png (584 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160325_134357.png
584 KB, 1920x1080
>>3089428
>>3089427

Try something like Map 67 GERYON? For me it's pitch black with standard lighting.
>>
>>3089448
>mindcontrol plasma rifle
weapons that can create friendly monsters are my jam, is it worth it playing this just for it?
>>
>>3089480

TC:

https://www.youtube.com/watch?v=Hm4CKMNlAV8

PSX:

https://www.youtube.com/watch?v=Hm4CKMNlAV8
>>
>>3089485
wow it's so accurate you can even use the same video for them
>>
>>3089485

https://www.youtube.com/watch?v=T5Sx5zH9cm0
>>
>>3089485
same link senpai
>>
File: Screenshot_Doom_20160325_140320.png (545 KB, 1024x768) Image search: [Google]
Screenshot_Doom_20160325_140320.png
545 KB, 1024x768
Literally the first weapon I got in Legendoom, holy shit.
>>
>>3089504
Basically, the PSX port uses the same shading as stock DOOM's render.
>>
LegenDoom is the most uninspired weapon mod and I don't know what you guys see in it.
>>
>>3089516
What are these other things then?
>>
>>3089568
Standard weapons, I was just playing base Doom 2. I mean first non-standard drop.
>>
File: lock&load.webm (683 KB, 1360x768) Image search: [Google]
lock&load.webm
683 KB, 1360x768
bump desu
>>
>>3089079
>>3089087
also prcp map11
>>
>>3089656
What fucking USB drive are you running this on?
>>
fan made wads are much better than stock maps and you know it
>>
speaking of PRCP
map16 had a pretty boss remix of e1m4's music
i still don't recognize it as kitchen ace
>>
>>3089663
Depends on the map. If you're saying Terry WADs are better, you're retarded.
>>
>>3089675
Alien Vendetta, Going Down, Scythe series, Epic 2 are all better than vanilla

>>3089656
looks shit find another hobby
>>
>>3089682
Certainly, but saying ALL fan-made WADs are superior is retarded.
>>
>>3089687
terry wads shit all over that abominable fuckfest known as Ultimate Doom that's for sure
>>
>>3089691
Now I know you're just shitposting.
>>
>>3089238
neat.jpeg
>>
do you prefer Droplets or Ketchup?
>>
>>3089656
name of map?
>>
>>3089723
Ketchup
>>
>>3089682
>Epic 2
>good
nice meme
>>
>>3089728
>meme

you're literally retarded
>>
>>3089662
8 spanking gigs

>>3089682
>looks shit find another hobby

making webms is not a hobby, nimrod

>>3089724
i don't know, some pokefag made it. google "gardsmapsofsmth"
>>
File: 1458034892547.jpg (102 KB, 1000x1000) Image search: [Google]
1458034892547.jpg
102 KB, 1000x1000
>maps that open up a trap every time you do anything
>>
File: gzdoom 2016-03-03 22-15-47-39.webm (3 MB, 1280x768) Image search: [Google]
gzdoom 2016-03-03 22-15-47-39.webm
3 MB, 1280x768
Yholl, please fix your shit if you haven't already.
>>
>>3090015
>playing DoomRPG
>>
>>3090015
what is this garbage?
>>
File: 1398087409139.jpg (20 KB, 317x343) Image search: [Google]
1398087409139.jpg
20 KB, 317x343
>>3089920

Just started playing sunlust atm and its exactly this
>>
>>3090015
what in the everloving fuck is going on
>>
File: 1434645783271.gif (2 MB, 177x150) Image search: [Google]
1434645783271.gif
2 MB, 177x150
>>3090015
>autoaim on
>>
>>3090020
>>3090027
DoomRPG.

It's Doom, except you gain stats, levels, and moneys.

Between every level you also end up going to a 'base' where you can buy and sell items, take missions, etc. There's also a list of Events that pop up and happen now and then randomly during a map.

One event is that somewhere on the level is an active nuclear bomb, and you'll need to quickly find X amount of keys in order to deactivate it in time. A different event is one where the map is completely radioactive, and you've got to fuel a purification machine.
>>
What happened to the link in the quake image in OP? I just wanna play some quake
>>
>>3090061
fucking stupid to turn Doom which is loved by it's fan for it's simplicity into half assed RPG
>>
File: mozgus.png (337 KB, 572x767) Image search: [Google]
mozgus.png
337 KB, 572x767
>>3088849

Mozgus was a Ranger?
>>
>>3090061
that legit sounds like the shittiest mod ever
>>
>>3090070
>>3090076
I smell samefaggotry.
>>
Is there a quakespasm equivalent for Quake 2? Every sourceport I find seems to include a bunch of unnecessary graphical improvements.
>>
>>3090015
>having autoaim enabled with a crosshair
>>
File: 1428434112570.png (165 KB, 332x512) Image search: [Google]
1428434112570.png
165 KB, 332x512
>>3090015
>autoaim on
>crosschair on
shit might as well turn on freelook and turn off autoaim dude
>>
>>3090079
Just play the dos port.
http://dk.toastednet.org/Q2DOS/
>>
it is annoying that 'toggle autoaim' switches between 0 and 1, since it does nothing. why is there no way to easily toggle between 0 and 35?
>>
>>3090070
>>3090076
It's actually a lot of fun. Every map that you progress, the enemies raise in level, making them tougher. But at the same time, the quests are pretty cool.

My favorite part of the mod is stimpacks. Some of the loot you can find on the ground is a different 'flavor' of stim. From health to strength to endurance or whatever, all the way up to invulnerability or timestop. With stimpacks, you get to mix them all together into a vial of whatever you want to make. So you could make a regeneration stim that also gives you some invulnerability, for emergencies.

I ended up fusing mine with Roguelike Arsenal, for a bunch of extra 'unique' weapons and weapon-modification, and Roguelike Monsters- for more dangerous monsters when you get to high levels. There are some really scary Hellstorm Elementals out there that spit black holes. Those are fun.

Oh, and I also used Oblige for the full 'random generation' experience.
>>
>>3090094
>Just play the dos port.
I'm looking for a sourceport specifically because I want to play it at a higher resolution than what is offered in the dos version.
>>
any comfy, pretty open maps?
>>
>>3090079
Apparently there is directq II for it but I've not used it myself.
>>
Is that me or is regular shotgun animation smoother (for Doom standards) than SSG? In fact SSG choppy animation is the only reason why I'm not playing vanilla.
>>
>>3089682
>Alien Vendetta, Going Down, Scythe series, Epic 2 are all better than vanilla

Alien Vendetta and Scythe 1 are vanilla wads.
>>
>>3089728
This is literally the first time I've seen someone who hates epic 2.
>>
File: quake01.jpg (759 KB, 1920x1080) Image search: [Google]
quake01.jpg
759 KB, 1920x1080
>>3090079

Yamagi seems pretty good. Just change gl_texturemode as necessary and you're good to go.

Also, getting the pak file and the ogg tracks of Q2 was a pain in the ass compared to Q1. Couldn't find them standalone and had to install the GOG version. I guess this is what happens when a game doesn't have a lasting dedicated fanbase like Q1 does.
>>
your fav gameplay mods?
>>
>>3090218
Zdoom Wars everyday, just wish i could find the expansions
>>
File: quake03.jpg (780 KB, 1920x1080) Image search: [Google]
quake03.jpg
780 KB, 1920x1080
Wow, I'm surprised this annoying as fuck trend of last stand enemies goes as far as back as Q2. I don't even want to play this shit anymore.
>>
>>3090256
Holy shit what a baby. That's the only enemy that does it, and when I played Q2 for the first time, I thought it was the coolest shit ever.
>>
>>3090258
Enforcers do it too.
>>
>>3090258

It's a shitty mechanic regardless of how cool you thought it was when you were still a kid.
>>
>>3090256
Maybe if you used something stronger than the shotgun that wouldn't be a problem you little bitch
>>
>>3090259
The enforcer animation doesn't add any extra time to his death animation though.

>>3090262
What's shitty about it? "Hurr it's too hard". Gib em or get out of the fucking way.
>>
Which is easier, Hell Revealed 1 or Scythe 2? I don't want to start a megaWAD just to realize halfway through that I'm too bad to complete it properly (UV, pistol start, no saving mid-level).

As reference, Scythe 1 didn't give me a lot of problems (except level 30 which took its time)
>>
>>3090271

It's just needless busywork. An enemy going into a berserk state adds something to a game, an enemy just getting weaker and remaining static does not. Your usage of "get out of the fucking way" is apt. This is just an annoying and time-wasting mechanic to deal with so even you recommend to just avoid it.
>>
>>3090287
... time-wasting?

he's already dead, the guard fires off one shot and then dies.

are you dumb
>>
>>3090287

I swear some of you guys whine about the most meaningless things. Just strafe past him !
>>
>>3090291
>>3090292

You argue that it's so easily ignorable so you agree that the game would have been better without it because it's so superfluous anyway? Regardless, the lying enemy still has a huge hitbox as though he were still standing and it often gets in the way of your shooting of other enemies. So it's a mechanic that adds no challenge to the game but at the same time just gets in the way of the player. In other words, it's fucking annoying.
>>
>>3090287
Just gives me an excuse to gib every one of those dudes before they can get their parting shot off. Aww, you were going to peel off a couple shots there? Too bad, time for some meatballs.
>>
>>3090274
HR was hard back then when every wad had roughly Doom 2 pace but compared to newer ones it's tame and it's basically a tutorial for slaughter wads.
>>
File: 1401393427408.jpg (25 KB, 433x380) Image search: [Google]
1401393427408.jpg
25 KB, 433x380
Can SetActorVelocity be used to set a player's forward velocity to 0 while also keeping their horizontal velocity intact? I can't figure out how this is meant to be done.
>>
>>3090015

Shame that Yholl has absolutely nothing to do with DoomRPG
>>
>>3090310

I'd argue that it gives Quake II some personality. Something it has always really needed because of the bland environment.
>>
>>3090256
Is there a way to turn off the bilinear filtering in vanilla Q2 without using software mode? I want muh colored lighting.
>>
>>3090392

Like I mentioned earlier, change gl_texturemode as necessary. The setting I used in those screenshots is gl_nearest_mipmap_linear, along with anisotropic filtering set to x16.
>>
>>3090343
Actually it's Doom RLA that they are playing in conjunction with DoomRPG, so eh it could be either one messing up
>>
I don't know why but I want a superhero mod for Doom kinda like Russian Overkill but more you know...comic book like. It's a shame I know fuck all about modding.
>>
>>3090409
There's a really old Batman mod, it was one of the first TCs.
>>
>>3090467
Batman is not a superhero he is a faggot in a bat costume.
>>
>>3090471
No shit. Also, calm down. All superheroes are faggots in costumes. Except Lobo.
>>
>BD64 thread in doomworld closed thanks to, not precisely Mark, but the OP himself

top heh
>>
>>3090491
Why did Doomworld suddenly turn so shit in the last two years?
>>
>>3090525

don't know, don't care. anonymity is where it's at.
>>
>>3090525
Doom 4 hype has probably been bringing in lots of newbie teenagers.
>>
Looking at previous thread. Did someone seriously argue that its the mappers fault if a player breaks a non-zdoom map in zdoom with jumping? The fuck kind of logic is that?
>>
>>3090015
As I said in the other thread, autoaim breaks with many many things in many many ways.

I literally cannot fix this, either put up with it or use freelook, sorry.
>>
>LegenDoom
>Lucky Super Shotgun

The probability of a 5x damage shot with this feels so low that it's trivial. I'd rather have it be 4x damage but with an increased chance.
>>
Is there a way to make my molotov flames not appear on water? Is there a way for Doom to detect that?
>>
File: image000000.jpg (690 KB, 2016x1512) Image search: [Google]
image000000.jpg
690 KB, 2016x1512
>2016
>not mapping on your phone while you poop
Works pretty well actually. I've never used edmap before this though, so I don't know what I'm doing on that front. Doombuilder has spoiled me, and I've only used WADED before that...
>>
>>3088752
Why are there so many goddamn Doom threads? Overrated as fuck game.
>>
>>3090592
The chance is the same for each weapon. I'll alter it so it's based on weapon speed.

I just hope it doesn't make stuff like the Lucky Rocket Launcher god-tier op, hahaha.
>>
>>3090607
wouldn't petrol pool on the surface of water and still burn though?

Doom can detect floor textures, specifically water and lava etc. have a look around the wiki. you could do it with ACS, or possibly with decorate, or a combination of the two
>>
>>3090614
Aw, beginner's first troll. Don't worry pal, you'll learn how to use bigger baits some day.
>>
>>3090614

because it ain't overrated, dick breath.
>>
File: sure.png (109 KB, 320x240) Image search: [Google]
sure.png
109 KB, 320x240
>>3090614
>literally one
>>
>>3090608
.apk?
>>
File: oblige.png (471 KB, 800x1200) Image search: [Google]
oblige.png
471 KB, 800x1200
rollin
>>
>>3090619
I might have the main flame stay lit, but the little cast offs will sizzle off immediately.
I think I found it, but the compiler is telling me I'm missing a ( on line 7.
script 5 (void)
{
if (CheckActorFloorTexture (0, "SLIME01")
{
SetActorState(0,"sizzle")
ACS_Terminate(5,0)
}
else
{
ACS_Terminate(5,0)
)
}
>>
>>3090643
>But it is overrated
In your opinion maybe, but most people who post in these threads sincerely enjoy this game, no matter how old it is.
>and overexposed
o i am laffin
>Why not something more niche? Why not talk about a lesser known game? Surely there are other retro PC games that are worthy of discussion that don't often get talked about.
Then why don't YOU make a fucking thread about them, instead of coming here and saying that? Why not put some effort into making a thread, if you aren't a trolling shit?
>>
>>3090643
cry us a river.

What the point of going into a doom thread and complaining about doom? just hide the thread and move on with your life. Does it really irk you that much?

In the catalog you can just shift-click on a thread and it will disappear forever. Try that next time instead of shitting up some thread you dont care about with opinions that no one in that thread cares about.
>>
>>3090643
>why not something more niche? Why not talk about a lesser known game?

Because people actually give a shit about Doom because it's super easy to edit and still has a strong community behind it. Why would you come into a general thread to bitch about the game? Take it /v/, you might get more replies.
>>
>>3090649
that should be

if (CheckActorFloorTexture (0, "SLIME01"))

note the extra ) at the end.

come on sonny, if you're going to open brackets, you best be ready to close them :^)
>>
File: weJustDontKnow.gif (1003 KB, 250x251) Image search: [Google]
weJustDontKnow.gif
1003 KB, 250x251
>>3090637
It's dosbox turbo running edmap. I have a bunch of spare physical buttons on my phone (necessary for ctrl + click at least), but you can use the volume controls and it's still very doable.

A native android app would be nice though. But I can use this for Command Keen/Duke Nukem/Cosmos Cosmic Adventure/whatever...

Also, does anyone here know how to edit a sectors heights in edmap? I'm feeling pretty retarded atm.
>>
>>3090656
That was my first problem, didn't even notice the first (... but I got it. Thanks
>>
FUKIN SEXY
>>
>>3090651
> Then why don't YOU make a fucking thread about them, instead of coming here and saying that? Why not put some effort into making a thread, if you aren't a trolling shit?

But anon I have tried only to have them buried underneath all the mountains of vacuous banal threads made by infantile Doom babies.

> but most people who post in these threads sincerely enjoy this game

Ah yes plebeians do have the tendency to revel in their own bad taste.

> Perhaps overrated and overexposed was an understatement. It's omnipresence and ho hum mediocrity.
>>
>>3090680
>buried under one thread
>>
>>3090653
>with opinions that no one in that thread cares about.

Quite the contrary anon. You as well as many people care quite a bit. You are projecting.
>>
>>3090680
Go bitch at the crt thread or something. The most live doom threads I've seen on /vr/ at one time was 4, and 2 of them were made by trolls to fuck with idiots like you.
Thread replies: 255
Thread images: 148

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

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.