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DOOM FOR AMIGA
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3160032

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/GnWMDhg0

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
Quake pastebin: http://pastebin.com/yV2AwaXE
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===

[04-24] Anon mod release: SlaughterGuns v1 (TEXTURES mod)
>>3163920
https://www.dropbox.com/s/kr1ovdiqoxt46je/SlaughterGuns_v1.wad?dl=1

[04-24] The /newstuff Chronicles #494
https://www.doomworld.com/php/topstory.php?id=4572

[04-23] MP5 addon for The Space Pirate, by Sgt. Shivers
>>3163076
https://www.dropbox.com/s/nydaeaxbp8rn6bj/TSP-MP5addon.wad?dl=1

[04-23] Anon resource release: SmokeTest.pk3
>>3162821
https://www.sendspace.com/file/9oahj6

[04-23] A kind anon has written a comprehensive Quake howto.
>>3161598
http://pastebin.com/yV2AwaXE

[04-23] Anon resource release: Hybrid rips
>>3161564
Gun Sprites, Sounds, Misc Graphics
https://www.sendspace.com/file/9859b0
Music in MP3 and PSF
https://www.sendspace.com/file/5w3ewd
Samples used in the music
https://www.sendspace.com/file/2ta8n7

[04-22] Dark Arena ROM dump
>>3159015
https://www.sendspace.com/file/ottrj9

[04-22] Visual Doom AI Contest (bots that plays Doom by sight)
>>3158807
http://vizdoom.cs.put.edu.pl/competition-cig-2016

[04-21] DUMP 2 released (68 maps for ZDoom)
>>3158625
https://www.dropbox.com/s/3fdoryy910uok3j/DUMP-2.pk3?dl=1

[04-21] Webpages now average size of Shareware Doom download
https://mobiforge.com/research-analysis/the-web-is-doom


===

To submit news, please reply to this post.

(News is being split into two cus of length.)
>>
>>3168316

===EXTRA NEWS===

[04-21] New TNT2 screenshots
https://www.doomworld.com/vb/post/1316991

[04-20] Automatic Lighting Generator plugin (for GZDB) enhanced
https://www.doomworld.com/vb/post/1558348

[04-20] The Return [of Romero, and the other Carmack]
https://youtu.be/sbDQSOmwA20 [Embed]

[04-20] EDuke32 developers in dispute with Gearbox over Duke3D contracts
https://forums.duke4.net/topic/8340-the-duke-nukem-forum-on-gearbox/page__view__findpost__p__242839

[04-19] Current version of Lydia, by Spritenoob
>>3147752>>3150485
https://www.mediafire.com/?rvy2be35tbrj77q

[04-18] BFG 9000 made from Lego
https://youtu.be/c3LU5RW6Yek [Embed]

[04-17] The /newstuff Chronicles #493
https://www.doomworld.com/php/topstory.php?id=4569
>>
Is Doom on gba a decent port to get some portable doom action?
>>
>>3168316
You forgot the Samsara update.
Some of the biggest fucking mod news in a while.
>>
>>3168324

oh whoops

===MORE EXTRA NEWS CUS FUCK YOU===

[4-26] Samsara getting updated for the first time in a while
http://forum.zdoom.org/viewtopic.php?f=19&t=51771
>>
>>3168327
also you forgot to buy me cookies
>>
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>>3168328

===HOLY SHIT MORE NEWS FUCK ME===

[4-26] Manchild Anon asks for cookies, gets brownies instead
>>
>>3168332
wow rude

I'm gonna report you to the cyberpolice
>>
So guys, what are your feelings towards SnapMap after the stream earlier today?
>>
>>3168336
> not watching the romero stream
>>
>>3168336
Meh.
>>
>>3168336
Feelings are Fake id can shove it up their ass.

We Hologram Now
>>
First for hologram chainsaw
>>
>>3168339
what was the romero stream?
>>
>>3168351
Faster than Quake, Faster than Doom, Unreal Engine 4, "Daddy will you give me cummies", Hologram Chainsaw, Hitler was already killed, Big Bad Guy
>>
>>3168351
> ideas
> no gameplay
> CLASSIC FPS GAMEPLAY™
> ideas
> adrian carmack is bored
> no gameplay
> kickstart me plz
>>
>>3168352
I know him and adrian carmack were going to make a game does it actually sound that good?
>>
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>>3168332
kek
>>
>>3168313
The thing I love about this picture is that doomguy just looks so fucking surprised
>FUCK WHAT HAVE I DONE!?
Demon in the back there's like
>JESUS CHRIST YOU KILLED BURT!
>>
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>>3168372
Don't you mean

>SATAN YOU KILLED BURT!

Also, this was in the captcha
>>
>>3168380
why wouldn't a demon use jesus's name in vain
>>
>>3167849
Since this would require a relatively significant chunk (of time) of my PC to run basically just/mostly training the RNN, I'll be doing that at some point where I actually have the time to not use my PC for a time. Also I'll have to do that in Linux when I use Windows for 99,9% of the time. I'll also be looking into rent-a-server options, but unless that turns out supergreat, this is a relatively low priority project for me.

>>3168351
John Romero is gonna make you a Pitch
>>
Whatever happened to the IM MEEN monsters someone was plopping into doom a while back?
>>
>>3168380
>Also, this was in the captcha

you lucky sonovagun
>>
How about we play some fucking whodunit?

192.99.6.150:15040
>>
>>3168292
>>3168302

https://www.youtube.com/watch?v=Lbg7jzarrQU
>>
>>3168458
Next time. too late here
>>
Need to tweak the design of the sprites, but I thought this was a cute touch.
>>
>>3168321
Yes it is! It was especially awesome when it first came out.
>>
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>>3168514
what a jolly ship of madmen we are

just when i think i've seen it all this shit pops up
>>
What are the hallmarks of a John Romero map? How do you tell John Romero's maps apart from Sandy Petersen's or Tom Hall's?
>>
'a Morte' is released!

Download:
http://www.mediafire.com/download/jp4paev47zgr9r5/A_Morte_435.rar

15 map hexen mod with custom monsters, weapons, dialog, and environmental effects.

forum link for more info:
http://forum.zdoom.org/viewtopic.php?f=19&t=50891

Its been a labor of love, taken me almost 5 months, wrote a lot of fun enemies and customized some of the realm667 monsters (The Nosferati saw some interesting changes...) Also wrote my own radiation system for it (for the last hub). Plenty of custom textures and sounds/music too.
Doing the boss voice acting was so fucking fun!

Trailer here, as well as some play-throughs on my channel:
https://www.youtube.com/watch?v=qHaCW6A2zGQ

Hope you guys enjoy. Note that playing as the mage requires you to act like a mage: using all your items to the best of your ability, and scrounging around for secrets or extra power. Expect to be using those discs of repulsion!
>>
>>3168540
If it feels like something from Episode 1 of Doom that isn't the Barons fight.
>>
What's this about Doom for Amiga? Did somebody manage to get it properly running on the A500?
>>
>>3168313
>>3168316
>>3168317
>>3168327
amateurish rushjob
>>
>>3168551
A Hexen mod hmm? Might give it a try later. Not a fan of Hexen though.
>>
Why is Brutal Doom so reviled?
>>
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This turned out better than I thought it would

Need some actual pickups though, and print messages

I'm a fuckin idiot
>>
>>3168608
It's a fine gameplay mod on it's own, but it's becoming an uninformed person's mod of choice in making Doom "playable today" as if Doom by itself is antique junk that shouldn't be touched.
>>
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>>3168601
https://www.youtube.com/watch?v=cwRQ2Iy_Y2Q
>>
>>3168605
is that you, actual OPanon
>>
>>3168608
legions of insufferable fans shitting on everything that's not compatible with it. the mod itself is fine if you like that sort of thing.
>>
>>3168615
yes
i thought i woke up early enough but evidently not
>>
>>3168605

Ooooooooooohhhhh look at this fuckin' nerd.
>>
>>3168540
Loops, or 'flow'.

Romero's maps tend to loop back on themselves over and over again.

Sandy Petersen's maps are much more about funneling the player down a specific route and typically don't have the same degree of inter-connectivity. Instead, Petersen's maps have a bunch of rooms and windy halls to nowhere that branch off from the main pathway, but are seldom interconnected or loop back into the bulk of the level.
>>
>>3168618
well in the meantime can you give me feedback on my textures weapon?

as far as i can see it's complete aside from the item sprite, but i am always looking for feedback. (replaces plasma gun)

https://www.dropbox.com/s/40h6z9z8gdbtbnu/Frankengun.pk3?dl=0
>>
>>3168608
Mostly because its fanbase is full of casual morons who hadn't even been born when doom released, who think that Brutal Doom is 'the' way to play Doom and that vanilla is outdated shit that nobody should care about as more than a museum piece.

Dipshits whose first interaction with the Doom community came after their favorite gaming youtuber posted a brutal doom video and directed them to Zandronum.

They hound other modders, demanding that everything be compatible with it because they just can't stand anything that reminds them of vanilla, apparently.

Along with Complex Doom, it's basically wrecked the server pool for Zandronum, because every new player who feels like checking out doom gets told they 'have' to play Brutal Doom.
>>
>>3168614
I don't that's a stock 500 though so I'm still waiting.
>>
>>3168619
Thank you!

>>3168627
hmm okay here are my thoughts after trying it out for a couple of minutes on a scythe2 map.

long wind-up time, seems more like a BFG than plasma rifle. not sure how it would fare in the plasma's traditional "emergency surrounded by chaingunners and hellknights ambush escape" niche -- obviously the ripping aspect would clear a path out of an ambush but you might be dead before the weapon decided to fire.

on the other hand shots are powerful but not incredibly overpowered, BFG still deals with crowds better.

sound effect construction is pretty clever but too ingrained in my brain as "DANGER ARCHVILE PAINELEMENTAL ARGH" to work as a weapon sound for me, i suppose i would acclimatise with further use but initially it was unsettling.
>>
>>3168351
>>3168339
Does someone have this archived?
>>
>>3168662
Unless someone recorded the whole thing, no. Romero doesn't have VOD archiving enabled, so it's lost to time, just like the stream where he played through E1M8b
>>
>>3168658
i totally agree with your concerns of this weapon replacing the plasma rifle, it does take away your only high-damage panic-response weapon that can be used in close quarters and not blow all your cells

i guess i see this gun as a part of a larger weaponpack, it's designed for corridors and highly packed areas

it costs a fair amount of cells to deal a fair amount of damage, but like a rocket launcher picking your shot well can be devestating
>>
>>3168610
That's awesome! I love the idea of using a pistol on the side while wielding a heavy weapon.

Can you make it so you can always quick fire your pistol, no matter which weapon you're using? that would be sweet
>>
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new Shadow Warrior map.

Works with DOS(box ), Redux and SWP.
Installation instruction and all you need to know in joined readme file.

http://www.moddb.com/games/shadow-warrior/addons/showdown-in-suzhou

https://youtu.be/_f7AHHwehe0

Enjoy!
>>
What's the goriest doom mod ever
>>
>>3168729
Project Brutality
>>
Is Aliens TC still worth a go in 2 O 1 7
>>
>>3168734
Not really. It's cute in it's antiquity though and is the very first Doom "total conversion" so it's worth it for it's museum nature.
>>
>>3168736
Back to HDoom it is then
>>
>>3168685

The WSL laser is with the player at all times unless you pick up the climb saw aug, so yeah, you always got that pistol with you, just push and hold secondary.
>>
>>3168551
Been looking forward to this! Jesus Christ is this hard though, holy fuck.
>>
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What a cute tiny lil pistol
>>
>>3168768
It's a dainty one that women carry.
>>
>>3168692
top map m8
>>
Working on the last aug now, the forceball gun replaces your normal bombs and it lets you destroy enemy projectiles, but this probably isn't the best thing to use indoors.
>>
>>3168313
>DOOM for Amiga
Wasn't DOOM the reason to drop Amiga's and switch to IBM PCs?
>>
>>3168836
Well, if your system of choice couldn't play Doom back in 94, your system was nothing.
>>
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Damn it what's the best way to make a weapon play a sound rapidly?

>>>/wsg/1054787

Like really rapidly. Because this sounds awful
>>
>>3168752
Cheers spritenoob! Hard difficulty is pretty tough. Dont be afraid to play on normal!
It took me something like 5 runs to pass the first map playing mage on difficult, and I'd consider myself at least a passable hexen player. If I was saving more often it wouldn't have been an issue, but I was determined to pass it no saves!

>>3168606
I've been told it plays like a mix between hexen and return to castle wolfenstein... there are guns and WW2 tech (and tanks/WW2 soldiers later on!) so be prepared to have your average Hexen world fucked with.
>>
>>3168871
Christ you spooked me, warn me about that hsit next time.
No clue how to fix your sound though
>>
>>3168871
sounds like you might have a_playsound channel on auto / 0, put it on 1

also, playing a sound over and over with 1tic frames doesn't work well either, the timing tends to become erratic

i'd say your best bet is taking the sound into audacity, splitting it into two sounds at the 1tic mark, playing the first tic of sound on a loop as long as it fires instead of playing a sound over and over, and then when it stops firing play the last section of the sound
>>
>>3168879
>i'd say your best bet is taking the sound into audacity

Sadly that's not an option here. I'm trying to keep this entire mod internal with the exception of the NSF I'm using for a few music tracks.
>>
>>3168610
What's going on with that fist range?
>>
>>3168880
maybe you can play a sndseq with acs and that'll somehow have better timing than a_playsound every tic
>>
>>3168881

I like giving my melee a generous reach in doom mods.

>>3168883

Alternatively I could use the shotgun firing sound like the mastermind and chaingunner does, and play it every other tic
>>
>>3168828
>and it lets you destroy enemy projectiles
Looks more harmful than helpful with that splash damage, especially when cyberdemons are around.
>>
>>3168871
post code and sndinfo def
>>
>>3168871
"$limit soundname 0 limitdistance" in SNDINFO?
>>
>>3168828
I think it is possile for you to make color translations on that projectile sprite of yours, no?

too many red projectiles imo
>>
>>3168890

Fair warning, it's not pretty.

http://hastebin.com/uwilequfom.coffee

>>3168889

Maybe I should make the forceball bounce the projectile away before dying, I think that's possible.

>>3168892

What would limitdistance do?

>>3168897

I've toyed with the idea of using the cacodemon projectile instead.
>>
>>3168857
The Amiga wasn't optimized for the kind of processing Doom needed. It was quite a bit better than the IBM PC at handling 2D graphics, because it'd been specifically designed with that in mind.

The IBM PC was - and is - very much an all purpose computer, whilst the Amiga was more specialized - and its specialization killed it.

Doom runs on a 16Mhz IBM PC. On the Amiga architecture, you need to go all the way up 50Mhz for comparable performance.
>>
>>3168902
limitdistance is just how far away sounds can be apart before the sound limit resets, I think.
http://zdoom.org/wiki/SNDINFO
>>
>>3168907

I'm not sure if that'd help me here seeing as the chaingun is being fired rapidly in front of the player, unless I'm misreading this
>>
>>3168909
The point is the 0, would mean infinite chaingun sounds could play at once, or you can just do what >>3168879 said and place the sound on a single channel, but that will reset the sound each time it fires, I think.
>>
>>3168919

I tried placing the sound on a single channel, I've tried both

TNT1 A 0 A_PlaySoundEx("weapons/WSLsnap",CHAN_WEAPON)

and

TNT1 A 0 A_PlaySoundEx("weapons/WSLsnap",1)

Maybe I'm just doing something wrong
>>
>>3168921
A_PlaySoundEx is depreciated, A_PlaySound now

no idea if that's what's causing the issue though
>>
>>3168921
oh, do you have an attack sound defined up top? if so, remove. you didn't include the whole actor in the paste.
>>
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Made a Minotaur, then made a voxel version. Haven't done every frame yet, voxel version needs work on the colours.
>>
>>3168964
jeez, what's the voxel count on that

how many times can you spawn it before your fps shits
>>
>>3168964
A-are you going to be the first person to put a proper voxel monster in Doom?
>>
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>>3168964
That looks awkward as hell
>>
>>3168964
Is he shaking out a leg cramp?
>>
>>3168960

I don't, because this gun makes all kinds of sounds, I just use a_playsound for the various attacks.
>>
>>3168964
> this kills the gzdoom
>>
>>3168968
About 19000 voxels.

Framerate tests:

OpenGL max: 1400fps
OpenGL with 20 minotaurs on screen: 300fps

Software max: 200fps
Software with 20 minotaurs on screen: 85 fps

>>3168976
Other than the shitty colours because there's no prerendered shading on it like there is on the sprite, what's wrong with it?
>>
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The UAC Center v1.5
uac_cntr.zip (54 KB, 1999-12-19) - J.C. Bengtson (SailorScout)
https://www.doomworld.com/idgames/?id=10512

a small-to-medium sized techbase not so much inspired as outright remaking parts of original Doom maps, two of which I am sure you can identify from the pictures.

difficulty is fairly low aside from a few surprises although it gives you weapons or large powerups late. in particular the prominenly-displayed soulsphere does not seem to be available until the very end of the map, and i only found the bfg after i would have used it.

there was also a curiously truncated slime pit which despite inviting you in with a radiation suit did not lead anywhere or to anything in particular. when all the keys are found you are able to access a set of teleporters which put you all over the map, rather pointlessly, maybe intended for deathmatch.

anyway, while the flow was quite strange, it was a nice map to play, perhaps an early prototype of the author's later and much larger and more developed Doom map remake.
>>
>>3168994
>80% drop in fps
There should be deafening alarms going off in your head, especially since not everyone is going to start with 1400fps. And this is just an empty room with nothing but the huge mass of voxel.

Looks better a sprite anyway; voxel is too boxy, undefined, jagged, and 3D in a world of sprites.
>>
So, what's left to do for Zandro to >just release a stable 3.0?

I would like to hear an expert on the subject, if possible.
>>
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>>3169006
Here's a large room with 16 minotaurs in it, 8 dynamic lights, and a reflective floor.

115 fps

Graphics card is a GTX 570 - a six year old card.
>>
>>3168871
Try playing the sound on channel 2 (CHAN_VOICE).
>>
>>3168986
It doesn't inherent from Chaingun or any other actors, right?
>>
>>3169084

See for yourself.

http://hastebin.com/omegusacer.coffee
>>
>>3168964
Kinda neat. Bake an ao on that heffer.
>>
>>3168994
>what's wrong with it?
The proportions and shape is fine, but the issue here is that how it's literally animated in frames as if it was a sprite, which looks REALLY weird and unnatural, it's uncanny, when it's a normal sprite, your brain kind of just goes with it, it's low-res and depicted abstractly, the low framerate goes, but when an actual three dimensional object moves in that manner, it looks WEIRD, it's a little like how just sizing up the original Doom sprites to 8x will look bad, the limited (8) angles, the limited frames, the animation speed, it just doesn't work.

Also, GZDoom literally renders each individual voxel as a 1x1x1 model, it chugs memory like a whore, it's EXTREMELY unoptimized.

There's a reason you get those humongous framerate drops. That shit is just NOT going to run on people's machines, I'm amazed you're getting that shit to run on even 85fps, let alone 200fps, you must have an amazing computer.

I'll say that it's ambitious of you though.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=51608

made me jump a few times, good atmosphere, changes to monsters was a nice touch, weapons feel stronger and bring great comfort
>>
>>3169119
>>3168964
I should fill in that for it to look at all natural, you'll basically need to have hundreds of animation frames, animating at 1 tic each, or it WILL look choppy and crude.
>>
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I think I got the chaingun sounding halfway decent.

>>>/wsg/1054924

Also took some other feedback into consideration regarding the color of the forceball and how risky it was to use.
>>
>>3169039
What's your processor?
What's your RAM?
What's your settings for GZDoom, what resolution are you running?
>>
>>3169119
To add on, with a sprite you can smooth the edges between overlapping shapes, like a leg in front of another leg, and add an outline or shadow to help convey form.

That's not happening in ZDoom, all you can do is try to paint in shadows and that may only partially solve one problem: unclear shapes.

Voxels are not good for complex constructions like this in this engine, it's ideal for small and simple objects.
>>
>>3169127
wow there are monster types you don't have summon commands bound for
>>
>>3169135

I had Doomimp bound to a key but I replaced it with "summon chaingun" so I could quickly drop a ballistic mod in for testing purposes.
>>
>>3169127
Oh it knocks projectiles away now? Or did it do that before.
>>
>>3169143

Now it does, were you the one who said it'd be too dangerous to use it around cyberdemons? Because you had a point, so I changed it.
>>
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Wow. HR's been easy so far, but I got punched in the face by MAP13. I didn't just need to see a demo to clear it, I had to get the locations of all the secrets so I'd have enough supplies to survive that cage fight for the blue key. Gud was got, though. I'm having fun.

http://doomwiki.org/wiki/MAP13:_Last_Look_at_Eden_%28Hell_Revealed%29
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>>3168540
>>3168575
>>3168624
Do you guys prefer Romero's "recent" E1M8 replacement over the original?

I've watched a play through, but I haven't tried it myself. I'd like to get some opinions before I decide whether it's going in my default Doom setup.
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>>3169163
It's a difficulty spike compared to the rest of E1 with some items that the original shareware didn't have in it, but level versus level? Hell yes it's better than the original. That's the best pitch for Blackroom he could've done.
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On a side note, TSP MK2 is fully compatible with Zandy 3.0! No errors in start up and everything functions properly! Rad!
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>>3169164
If the levels in Blackroom are like E1M8B, I'll be pretty satisfied.
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>>3168610
>>3168887
Assuming you're using default pinky hp, that damage amount looks good. Enough to keep the pistol from being useless, but low enough to keep things tense when you decide to use it.

However that fist looks a bit OP with how far it pushes enemies away and how much damage it does. I'd nerf one aspect or the other.
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>>3169173

The fist is powerful as fuck, yeah. But given the fact most of the time you're armed with bombs that do indirect damage or have a high risk of blowing you up, a means of giving yourself some immediate breathing room was necessary.
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>>3169127
Haven't watched any sound webms for [modname?] before. So satisfying hearing these little clicks and stuff as the weapons morphs.
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>>3169163

Strictly comparing them level to level, absolutely the new one is better.

It doesn't exactly fit in with the rest of episode 1, though, or even doom in general.

It's bigger and harder than any map in the first 3 episodes, even harder than E4M2, imo.

Just play it on its own, UV pistol start. It's tough and expertly paced and laid out.
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>>3169175
Yeah, I wasn't familiar with your mod. That definitely makes sense.
>>
Does anyone know of artist/creative design vendors like 99 designs that might help with crafting doom sprites? I'm wondering how esoteric the finer points of doom graphics are.

I enjoy learning how to craft some elements but it'd be great if I could pay someone whose much better at the drawing aspects. No one ever contracts work from here I presume?
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>>3169231
wonder if Eriance (Amuscaria on zdoom now) would

suppose you could find anyone on dA that draws robots and ask them to make a gun
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Has there ever been luck in courting /k/ to take useful FPS type shots of their funs? I've tried unsuccessfully in the past and there was a recent thread that showed an AK and an handgun. It'd be great for shotguns and pistols, especially. Wish they knew how valuable that would be to us. Should we create a /fpsphotogeneral/ on /k/?
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>>3169195

If you want you can give it a test run later tonight. I'm nearly done with this thing and some feedback would always be nice
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>>3169258
trying to explain how to take a useful photo is too difficult on /k/

4 reshoots into a thread because the photos were bad and no one wants to do it anymore
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>>3169258
thats a pretty dope Idea. They seem to have good quality enough cameras. Everything else is just convincing.
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>>3169231

What is a fair price to pay for the 29 frames of a sprite? $200? What's a reasonable delivery time?
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>>3169269

>that pic

Every time
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>>3169259
You should totally release some sort of beta if you want feedback. I'd love to check it out but I'm already putting off shit I need to do as it is, and I've got plans tonight.
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>>3169147
Yeah I was, I thought you were just going to make the player immune to the weapon's splash, as thinking about it it's kind of the player's fault to be using the weapon while being shot at by a cyberdemon, isn't it? Then again I don't know how your mod works and it might not be an optional thing.
>>
Hey guys, when you're all done arguing and shitflinging, GOG is having a bundle sale right now that includes DOOM 1 and 2, Quake 1, 2, and 3, and Wolfenstein 3D/Return to
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>>3169326
That's cool, but I already have all those.
I think I've actually bought and pirated all of those titles in varying manners.
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Monster-coded walldoors!
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>>3169353
The first one a bas relief for the arch-vile, the third one is a photo of a lion sculpture from some church or temple somewhere.
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>>3169353
I know, but vanilla doom doesn't have marble textures for all monsters.
>>
>>3169358
Which demon is more of a king? A Baron or an Archvile?
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>>3169364
Well, the Baron is a baron, but I feel it's more royal than an Arch-Vile, which is more like a wizard
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>>3169364
I'd say they're of similar rank but different branches. Whereas the Baron is aristocracy, the Arch-Vile is clergy. But he's Arch-Vile, so he's at least Bishop-tier.
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>>3169375
Is the Cyberdemon like some kind of attack dog for a Baron then? There's sacrificed Barons on the Tower of Babel's start room.
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>>3169378
Nah, if to continue the medieval Knigt<Baron, then I'd say the Cyberdemon is a Duke, and those sacrificed Barons tried to duke it out with him and were slaughtered and hung as example to others.
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>>3169378
nigga he a goddamn cyberdemon.
>>
>mod tools
Please, anyone with programmer friends: Bug them about writing a .wad map/resource importer for UE4. It would almost completely replace zdoom as my engine of choice if there was such a thing.

>>3169138
>>3169127
ya got a pm
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>>3169420
Wait, is it possible to port maps via wads to different engines? Jesus Christ that sounds like it could be amazing.
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>>3169436
>Wait, is it possible to port maps via wads to different engines?
Well you can already open up a doom map in GZDoom Builder export it as wavefront .obj and I'm sure you could use that 3d model as a level architecture in several engines with some conversion work. The harder part would be to port over lifts, doors and buttons.

But I know dick-all about programming so I can't speak with any authority.
>>
>>3169436
Well, ultimately it's a matter of interpreting the doom code and translating it to the code other engines use. I imagine the main difficulty is that the doom-style mapping isn't actual 3D that modern engines would use, but even then.
>>
>>3169436
There is such thing for GMod (source engine)
https://steamcommunity.com/sharedfiles/filedetails/?id=145310679
It was made moslty as proof of concept and many things are buggy or do not work properly, but I dont see any reason why this could not be done with any other engine, should one get access to a proper coding tools for such engine.
>>
>>3169436
It's not impossible but it would take a lot of work
>>
>>3168316
https://twitter.com/romero/status/725032002244759552
E1M4b, new map by romero
is he planning on remaking the whole shareware? who knows...
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>>3169480
I really feel like Romero is just doing this to direct more attention to his kickstarter. Not sure if that's necessarily a bad thing but...
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>>3169485
Anything pointing to romero actually getting his hand dirty doing what he's good at (level design) instead of [*romeroing*] is a positive indicator for the quality of blackroom.

Also we get to play these cool doom levels. Gonna try it now.
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>>3169490
I couldn't agree more, he's trying his best to show us that he can still make a good-ass video game. Hopefully if the Kickstarter succeeds he'll begin to release playable demos.
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>>3169436
Pretty sure there is a Doom to Duke Nukem 3D map converter around.
It doesn't convert everything and you may have to change the scale, re-build most effects and change every texture, but it exists.
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>>3169497
ZDoom reads (not sure if it's still there in current versions but it did once at least) Build engine level architecture.
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>>3169503
Wait... Can it read Blood maps?
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>>3169510
I'd doubt it.

Even DN3D or SW can't read Blood maps.
Blood uses a different map format as every other Build game.
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>>3169487
Pretty good. E1M8b wasn't a fluke. Romero's still got it.
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>>3169480
That was pretty fun, there were some cool little tricks in there, and I like the numbered switches.
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>>3169480

Found a HOM that shows a strange series of rooms. Bug or weird ass secret ? Can't quite get to that blue armor btw.
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>>3169526
They aren't as straightforward as the markings would indicate either. Good marketing on Romero's part. If he doesn't want to sink time into Blackroom until the kickstarter ends, this will drum up publicity. He doesn't seem to need it, either way. It's trending toward double what he's asking for.

>>3169532
I saw one in the computer room too along the righthand wall.
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>>3169535

Yeah I finally found how to get to the blue armor and then noclipped inside the HOM nothing interesting.They're probably just teleporter rooms of some sort...
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>>3169535
I'm glad to see its doing as well as it is, he got %10 of what he asked for in the first day, and its practically at $100k now. As upset as I was to see that it's just a pitch for the game, I'd be even more upset if it all fell to shit.
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>>3168551
Fuck yeah can't wait to get home and download her
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>>3169546
>Her
I don't know why but that made me chuckle. The thought of someone treating their megawad like an aged sailor's trusty old boat is just a weird and funny idea.
>>
>>3169539
I know what you mean. I'm not really familiar with it, but I've heard Tom Hall's tried to get projects off the ground via kickstarter. He's failed multiple times. I don't want John to end up like that. In fact, I'm a little surprised Hall isn't a part of the Blackroom team considering Adrian's working on it. 3 of 4 founders would be awesome.

P.S I still haven't played Anachronox. Any good?

>>3169539
You're in for a treat anon.
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>>3169569
Anachronox is basically a JRPG made by westerner with some CRPG lements thrown in. It's decent
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>>3169572
That's what I've heard. I like JRPGs, so I'll keep it on my backlog.
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>>3169569
But Adrian and Hall don't get along. I'm more suprised that sandy isn't on board if anything since he's worked with adrian doing ttrpg art books or whatever a few years ago. But he's an old man with like ten million little mormon grandkids I guess

American mcgee wants to do stuff with romero, but romeros wife would probably hate his guts due to their clashing political beliefs and tendency to be outspoken about such matters

I know all the stuffs.
>>
>>3169572
Not who you're replying to but the game seemed to have way too much backtracking and generally too much walking/running between fights. It got boring really fast to me. Maybe they were trying to scale for a more real world experience but it just feels like empty filler at times. It didn't feel like running between locations helped to advance the game.
>>
>>3169581
Do Carmack and Romero interact anymore? I haven't seen them mention each other at all outside of their past titles talk. Romero sometimes posts old photos with Carmack, but it seems like Carmack doesn't acknowledge him at all
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>>3169480
This map is sort of a clusterfuck, but it's not bad.
>>
>>3169597
Romero follows carmack on twitter and occasionally posts replies about historical id stuff but also tech/programming in general
>>
Here's the Graviton Imploder (working title lol) in action:
>>>/wsg/1055248
>>
https://www.youtube.com/watch?v=MSX8pWqRABY&ab_channel=JohnRomero

>Randy Pitchford
>Comments disabled
Ayyyyy
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>>3169654
>John's mind is why the genre is what it is today

Pitchford completely missing the point again.

more accurate would be
>John's mind is why the genre was what it was yesterday and is why he wants that back today.
>>
Desustorage links in the OP don't work so I'm gonna ask instead.

Are Final Doom and Master Levels worth playing if I only care about official material and don't give a fuck about OC donut steel fanfiction mods?
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>>3169480
Just beat it. I thought it was really good. Better than his last one.
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>>3169485
>Misc. Author Info : This is a warm-up for my new classic FPS.

i think that's good to hear
the level was quite good too

>>3169532
>>3169535
yeah, i saw it too, at first i thought that it was planned (looks kind of like a glitch at the corner of your vision) but as it's linked to monster TP rooms (that he didn't hide properly, that's why you can see them with the computer map)
and the rooms have nothing odd inside... guess it was just a mistake
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>>3169720
What the fuck is TNT and Plutonia and how does that answer my question regarding Final Doom and Master Levels?
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>>3169726
are you retarded

TNT and plutonia *are* final doom
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>>3169726
TNT and plutiona are two mapsets that together comprise Final Doom.
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>>3169480
That was really good, loved the way walls opened up and the level re-shaped up along the way.

Gameplay was much better than E1M8b too, that one had enemies ALL OVER THE PLACE. In this one it actually feels like there is proper thought behind enemy placement.

My main complain was that the level layout could have been a LOT more intuitive. A lot of it fell back on backtracking; finding section marked "4" after "3" was the worst.
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>>3169729
>>3169731
O-Oh. I didn't know since like I said never played those. Finished Ultimate Doom and Doom 2 and I had those two things in my steam library wondering if I should play them.

Also what about Wolfenstein Mission Packs 2 and 3?
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>>3169735
Also when I found the 2nd blue sphere I was already at 193hp...
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>>3169812
>Where the fuck are the mods?
jesus christ I'm wadding as fast as i can give me a break
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>>3169812
Well, for what it's worth, this map is getting close to being finished. I've textured everything properly except the orange rooms now, and am in the process of decorating/putting in monsters/weapons/ammo/health.
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>>3169812
I'm waiting for DUMP 3 to start so I can throw deathmatch maps at it like a fucking lunatic
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>>3169817

Oh my god you actually did it !
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/v/ please go. I just started working on a new map, take a break, check /doom/ and see this? Come on guys.

>>3169817
Looks pretty cool.
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>>3169823
Yes. It turned out not so much a village though, because I couldn't nail that look down. Instead it's various sub-environs with arch-viles wherever you backtrack, having revived most of what you've slain already.
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>>3169817
Archville still makes me laugh, looking cool, anon!
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>>3169824
Who are the source port characters supposed to be (other than chocolate of course)
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Any good sourceport for Rise of the Triad? WinRotT GL would kinda do it for me but the mouse support feels fucked compared to ZDoom or ECWolf
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>>3169836
zdoom, zandronum, zdaemon, and I guess odamex in the back
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Maybe let's talk about this underrated masterpiece?

https://www.youtube.com/watch?v=kGWSiASwKlo
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>>3169841
I played the EX version and while it was definitely fun, the lack of manual saving really killed my desire to finish it.

I hadn't died a single time to the enemies, but died so many times due to platforming. I'm sorry but that's just bullshit I ain't willing to put up with.
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>>3169843
Ex is a port of the PS1 version which was a completely different game than the PC one, similarly to Doom64 being different game entirely.

Anyway the DOS PowerSlave also has no manual saving.
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>>3169845
That don't make it any less annoying.

Weren't Night Dive Studios gonna re-release it?
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>>3169850
They were but the original IP owner said no at last minute and decided not to sell it. Same with NOLF games.
Said IP owner also threatened to sue if they don't take down download for PowerSlave Ex so they did.
But you can still get it here:
www.dosgamers.com/dos/dos-games/powerslave-exhumed
>>
Brutal Doom is shit but the reactive gore is interesting. What other WADs out there do what it does but better and aren't memed to shit?
>>
Did anyone port over the extra minicampaign from DOOM 2 BFG or do I need to use the .wad that comes with D3BFG?
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>>3169853
>They were but the original IP owner said no at last minute and decided not to sell it. Same with NOLF games.
Who was the original owner?
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>>3169867
They didn't say.
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HOW THE FUCK DO I TURN OFF THIS FILTERING
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>>3169894
What source port?
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>>3169898
GZDoom, been told it's the best one
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>>3169904
Options > Display Options > OpenGL Options > Texture Options > Texture Filter Mode > None
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>>3169913
Thx
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>>3169904
Go to opengl preferences in the video settings menu. Where it says "trilinear filtering", set it to either none or none "(linear mipmap)" with 16x antialiasing. The later option doesn't ruin pixels close up but removes visual artifacts for distant objects. I'd only use "none" for playing at low resolution.
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>>3169917
Even better, thanks to you too anon.
GZDoom is best right? I mean if I want some enhancements.
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>>3169924
Generally, yeah. Although Zandronum is about 90% the same but with better multiplayer.
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>>3169924
Yes, it's the most advanced. A tip: type "vid_renderer 0" in the console if you want to try the software renderer.
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>>3169854
there is a thing called "Ketchup" which is BD's gore system by itself
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>>3169939
I know how software looks and don't want that, no need to suggest that anon. I was only trying to get rid of the forced filtering on everything.
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>only default textures Doom 1 has for wall blood is Hell related

That's mildly inconvenient.
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Post classic FPS (TM). Here's some OC. This is a very early WIP of my current map project (number 3). I love starts like this where you're allowed to make the first move. Sunlust had a few of them, but mine's obviously easier since I'm not a doom god.

The "way the dev intends" is to not fire a single shot. You start with four shells + the shotgun laying directly on your spawn. Run past everything. Arachnotrons in the towers will start shooting you. So will mancubi on the ground between the towers. Follow the trail of health (not pictured) to a rocket launcher and fight some skeletons. Move too slowly and the mob you ran past at the start will fry you. That's as far as I've gotten in about 2 hours.

After the skeletons, I hope to set up a quick telefrag/crusher sequence to let the player squash the tower arachnotrons. The last teleporter will warp to the next area. I'll probably surround the player with monsters on the other end of the teleport to make up for letting them run away during the first part.
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>>3169958
ight
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>>3168692
nice work, good to see some SW love.
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>>3169119
this is 100% spot on, and why model enemies look fucking awful in Doom (and Duke as well) When that shit is in 2D, you can work around it but when it's in 3D and you can rotate around it fully than suddenly the 2-frame animation becomes incredibly obvious and it looks atrocious.
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>>3169990
With 3d models that have interpolated animation and also rotation interpolated to the actors angle (so it doesn't snap around 90 degrees) there should be no issue. I think only 3DGE allows that.
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>>3169119
>The proportions and shape is fine, but the issue here is that how it's literally animated in frames as if it was a sprite, which looks REALLY weird and unnatural
don't listen to this guy, anon. voxelized monsters look fine when they're done well.
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>>3169119
>you must have an amazing computer.
I'm running on a GTX 570, a six year old graphics card. It's below the minimum system requirements for Doom 4.

Here's the minotaur with an improved (although still not as good as I'd like) color palette.
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>>3170046
And here's the sprite version. I haven't done blood on either yet.
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>>3170010
Eduke32 has that though, and the HRP enemies still look fucking awful. The way the enemies move in both Doom and Duke looks absolutely ridiculous when you put it in 3D, because they move in weird zig-zag patterns. In 2D you don't even notice it but as soon as you put that in the 3rd dimension you immediately notice the retarded way it's moving.

Whilst you might be able to work around that with pre-baked animations or whatever, that's a massive massive amount of work.
>>
>>3169741
If you're talking about the Spear of Destiny one then IMO they're both shit
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>>3170046
God I love everything about voxels. I hate that GZdoom renders them so piss poorly because I'd go crazy with them.
>>
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Making a rocket launcher replacement
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>>3170092
100% spot on, you put it more eloquently than I could.

Doom I think has that perfect sweet spot of entry - Wolfenstien is too simplistic and making a level in Build requires much more work in general. Doom is simple enough but has enough complexity that a lot of stuff is still possible with it.
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>>3170101
Come over to the Build side, you can have more voxels than you'll ever know what to do with
>>
Motherfucker Mike Matei has a taste.
https://www.youtube.com/watch?v=5eO0FBjc3J0?t=777
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>>3170115
>Build

Shame all the level editors are garbage.
>>
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>>3170115
I've considered it a ton of times. Stacked sectors still feel better than 3d floors. Still though, there's just more you can do with Doom at the moment.
>>
>>3170106
>making a level in Build requires much more work in general

Only if you're going to get the most out of the engine, for DOOM levels Build is a complete cakewalk and I can't see why people barely discuss it here since Mapster32 solved any issues the original editor had and is fairly user friendly.

Instead you have people porting Build games to idtech1 (or bastardized versions of it) instead of doing the opposite. Weird. Modding Duke is also pretty powerful and could be done from the very start.
>>
>>3170128
FILTHY LIES

nah it's cool, Doom actually has multiplayer which is a big bonus over Duke. So far though the only thing that's stopped me from doing something in Duke is my own poor coding skills.

https://www.youtube.com/watch?v=MymgJnF55aY
>>
>>3170129
Yeah there's a ton of insane shit possible, too bad there's not much Duke modding going on around here but I like to pop up every now and then and post a shot of something I've worked on.
>>
>>3170129
doom's got more maps

so goddamn many more maps
>>
>>3170121
I doubt he chose that.
Pretty sure James stuck that in and Mike rolled with it.
I mean, Mike is the same fuck that played DOOM I and II all the way through on stream in DOSbox, with a fucked aspect ratio, unchanged keybinds, no mouse, and he went 2 miles an hour through the whole thing.
>>
>>3170140
yeah Doom gets multiple megawads a year, with us Dukers we're lucky to get 20 maps a year. I spend all of my time making TCs though but still.
>>
>>3170131
>Doom actually has multiplayer which is a big bonus over Duke

It's not like Duke doesn't have multiplayer, but as far as TCP/IP and matchmaking goes only Megaton got it right, which now is no more. But you can definitely play Duke3D just fine over P2P (I also play Doom that way straight from ZDoom), you just have to do it old style, grabbing people over at IRC or other places.
>>
>>3170150
I should of clarified a bit, I meant Eduke32 - they were working on a client/server system but only got a little bit into it so it's been without multiplayer for like 6 years now.

it did annoy me because originally the AMC TC was just SP only but one of the other members convinced me to try and get MP working - after a while I eventually did and it was fucking awesome...but then they broke the MP support a few months before we released episode 1 so all of the work I put into preventing desynching and stuff went to the birds.
>>
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3D Maze Screensaver Textures and, finally, Sprites.

https://www.sendspace.com/file/aaw1w1

Got the mouse, the Start button, the smiley, the fractal walls, all in convenient PNGs.

Sprite format converted by paulguy, not myself.
>>
So apparently we have DoomScript now? Are we in for a new era of mods?
>>
>>3169862
you'll need to use the wad that comes with, or you can always use the texture replace for the medkits, and ship it out again
>>
>>3170103
that is almost straight from the rise of the triad
>>
nobody commenting on romero's newest level?
https://www.dropbox.com/s/0kw4fqg1tuxpnxx/e1m4b.zip
>>
>>3170235
Yeah, except ROTT's was way better.
>>
how do you make custom missiles leave scorches/bullet marks/etc.?
>>
>>3170249
Actor property is Decal decalname

Any mods that add warp effects etc to water and that's all? I want to play maps with the water shader on.
>>
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>>3170253
awesome, thanks anon
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>>3170192
>DoomScript
Literally what?
>>
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https://www.youtube.com/watch?v=6VzmzAJ-meU

So I made another gameplay video of the WIP Mechwarrior mod.
In it you'll see the pseudo parallax cockpit when turning and looking up and down, the new camtex zoom, changed nv colormap, and weapon gldefs.

Things I think need work are the jumpjets, which at the moment feel very floaty, and the monster balance.
The player is only really threatened by huge hordes of monsters. I'm talking Sunder level of monster armies.
>>
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Is there a gameplay mod out there that makes the game's combat a little more complex, without BDing it up?
I'm talking about giving the demons a few more/varied attacks, giving each weapon an alt-fire or so, etc.
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>>3169824
>chocolate doom

Thats pretty good
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