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THE BONE MAN WITH THE ROCKET GUN
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DOOM THREAD / RETRO FPS THREAD, FRIENDLY EDITION - Last thread >>3273556

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 v7.1: http://pastebin.com/cpjZmazY
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: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://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

Let's make proper OPs since now on together!
>>
>>3278239
===NEWS===

[06-07] SC-55 Music Pack for TNT >>3276167
http://sc55.duke4.net/games.php#doomtnt

[06-06] Anon made his first weapon. >>3273592 >>3273674
https://www.dropbox.com/s/97xj124zp2ftfkm/piranha.pk3?dl=0

[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532
https://drive.google.com/file/d/0B4mwJRa7e5VpeDgyMmtmYXgyakE/view?usp=sharing

[06-05] Anon map WIP: UAC Facility Level >>3272104
https://drive.google.com/open?id=0BxmKDpnylHpweTQzeERvQW1BZGc

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545
https://www.dropbox.com/s/3m8hm0ll0x4ncyo/FIRST.wad?dl=0

[06-04] Anon mod release: Doomshorts for Quake 3 >>3268863 >>3270518
https://www.sendspace.com/file/3b4us3

[06-04] Anon map release: Generic UAC Outpost >>3270015
http://www.mediafire.com/download/mfts1kgy5bpfh9n/Generic_UAC_Outpost.wad

[06-04] /newstuff #500
https://www.doomworld.com/php/topstory.php?id=4593

[06-03] Serious Sam Style Pickups >>3267169
https://www.doomworld.com/vb/post/1623462

[06-02] Anon mod update: IMPatience
http://forum.zdoom.org/viewtopic.php?f=19&t=51988

[06-01] Quake 3 Revolution skins, ripped by Anon >>3261884
http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

[06-01] Anon map release: Peaceful Revenant Realm >>3261065
https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad

[06-01] DUMP 3: BFG Edition has started
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
https://www.doomworld.com/vb/post/1620117

[05-31] Anon mod update: Monster factions >>3257710
https://drive.google.com/file/d/0BxbbtKR5bll_ZWNWS0ktN0RVS3M/view?usp=sharing
https://drive.google.com/file/d/0BxbbtKR5bll_TVB4TGN6U0ZYX2M/view?usp=sharing

[05-29] Anon map release: emthree.wad >>3252963
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[05-29] Anon mod release: Scattergun from Angst Rahz's Revenge >>3252653
http://www.mediafire.com/download/cisxalmb3troe89/ANGST_Scattergun.zip

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
Reminder to not befriend skeletons.
>>
>>3278246
No
>>
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I'm trying to get Arcane Dimensions mod for Quake to work, but it keeps telling me it can't execute autoexec.cfg. I don't even have a fucking autoexec.cfg file! Q1, Armagon and Dissolution all work just fine without this "absent" .cfg but Arcane Dimensions demands it exist. I figured I could just make an empty notepad autoexec.cfg and hope it bypasses it, but no. I then copy-pasted someone's autoexec.cfg that showed up in the google crawl. No.

Most recent version of Arcane Dimensions (+patch) - 1_42P2
The exact version of QuakeSpasm that the mod wants - 0.91.0

Everyone on google acts as if they have an autoexec.cfg file and nobody seems to be missing it. But why then do all of the official quake releases work fine without it. What a headfuck.
>>
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>>3278258
And yes I can see hidden folders/files.
>>
>>3278258
Just press escape and start a new game. It works.
>>
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>>3278261
>All this time spent fixing something that apparently wasn't broken.
>>
>>3278267
Have fun with it. It's one of the more advanced Quake map sets.
>>
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Reposting for those that may have missed it, what weapon slot are you working on for DUMP 3?
http://www.strawpoll.me/10411284
>>
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It amuses me how perfectly sized the revenant sprite is for Doomguy hands
>>
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>>3278324
What are you going to do with that, anon?
>>
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>>3278327

I'M GONNA WHACK THINGS WITH IT. OR THROW IT AT THINGS.

Then this will happen

There'll be random cosmetic variants of revenants you'll equip too
>>
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Someone should probably stop me.
>>
>>3278239
Best doom megawad ever?

Let's see your choice /vr/.

I'm using strictly non-commercial content here, from around 25 of the most commonly cited examples of 'the best'. I'm curious to see what the outcome is.

http://www.strawpoll.me/10426064
>>
/vr/ mystery: What is the silencer for in Quake 2?
>>
>>3278348
Better question: What is Quake 2 for?
>>
>>3278343
>going down in first place
I am very pleased.
>>
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>>3278353
Promotion for Daikatana
All hail the new king
>>
>>3278338
UAC themed demons actually sounds pretty fucking rad
>>
>>3278343
Brutal Doom
>>
>>3278359
Shit i meant, Military themed, Keep forgetting doomguy has nothing to do with UAC
>>
>>3278343

are you the same cat from the past thread asking for the best 3 megawads?
>>
>>3278343
Just play Back to Saturn X, Going Down and Alien Vendetta.
>>
>>3278405
Yes. Gotta build up a proper idea of community idea of 'best' so I can prioritise the best ones. Don't have unlimited time.
>>
>>3278415
Just play all of them god damn
>>
>>3278418
>Waiter, what do you recommend?
>Just order everything, god damn.
>>
From time to time I'll visit the 100,000 Revenants video's comment section.

>but honestly what the fuck are you doing trying to do with more than 70 demons on one map? also the 12 demon spawnlimit can be worked around by applying logic even if its a bit tedious. and by being actually good at level design, you wont really need more than 12 enemies. on top of that the wave and survival nodes allow alot of customization making the illusion of alot of enemies appearing as they spawn as you kill. if people need to rely on spam in order to make a good level then they really shouldnt be making levels because it just ends up not being fun.
>>
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>>3278427

>More than 70 demons
>>
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>>3278427
>missing the point of the map this fucking hard
>>
>>3278426
I mean everything on the list, it's all great.
>>
>>3278427
>>3278430
I have 80-something demons in a room in the level I'm working on for DUMP 3. It's actually pretty fun. Checkmate snapmap shills.

Not pictured: 20-something cacodemons hidden in the walls. They're really the only thing worth killing with the BFG. That makes me think I need to add more, but then I remember I still have another major area to populate.

Before someone says

>spam

The imps and demons are an intentional roadblock for a player that already has the rocket launcher and gets the plasma rifle at the start of the area. It's like popping bubble wrap. The real threats are everything else: mancubi, skeletons, cacodemon closets, unpictured hell knights, chaingunners, and one baron at the top of the bloodfalls that acts as a goalie of sorts to block you from making the jump up there. I take loads of damage, but survive in testing. That's with two suits of green armor. I think I'll change them to blue for HMP.
>>
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Forgot pic.
>>
>>3278441

A crowd of cacodemons are always a blast, next time you want a party, try sticking a huge stack of them in a wide open area.
>>
>>3278443
Pain elemental gangs are even more fun. The end of Sunlust is proof. 100-odd pain elementals = 17540984573264589762345 lost souls. Thank fuck for finite height monsters.
>>
>>3278445

>When you have to shoot the bfg multiple times per set because the fucking souls spawn after death.
>>
>>3278427
Oh god, the cringe.
>>
>>3278427
I found this
>Your overreacting. Not everyone has the time to learn complex level editors. Also you can do pretty cool shit with doom snapmap
>>
>>3278452

>People consider Doom Builder to be complex

I'm sad. It's as easy to learn as such an incredible robust level editor can be. You can make a basic map after only 40 minutes of tutorials.
>>
>>3278458
Probably why maps are constantly being made still these days. Doom Builder is pretty damn intuitive.
>>
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I'm finding this funnier than it should be
>>
>playing doom 2 with DoomRL arsenal
>on dead simple
>clear out all the enemies
>shoot open one of the loot boxes
>this happens
Uh
>>
>>3278483

Yeah Yholl added a chance for the crates to be filled with ice cream.

Sometimes they tell you to fuck off.

Sometimes it goes "pbbt" and drops a normal pistol with JC Denton saying "What a shame"

Then there's a variant of that where a legendary appears instead with JC saying "Oh. Okay."
>>
I don't know if anyone can help but.

Is there a site where i can dl a pdf copy of the duke3d level design handbook? I tried to search it but theres thousands of links to fake survey sites and shit, theres a copy of the companion cd on archive.org but not the actual book.

One would think it would be somerhing easy to find given is a 20 year old book and douks popularity.
>>
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>>3278348
You use it, and then your shots will be really quiet for a while.

I don't know if this actually has any real point in the game, I never tried to do stealth, I guess it was just something that was put in because they thought it was cool.

Also it's apparently made like old WW2 black ops. style silencers in that it uses wipes that wear out after you shoot it enough.

>>3278353
>>3278358
You guys are mean, stop bullying Quake 2!
>>
>>3278491
there's also a chance that they drop a fuckton of pistols on you
it was fun
>>
>>3278568
It makes itself pretty easy to bully, anon.
>>
>>3277919
I was waiting to post this until new thread then fell asleep.

You monster.
>>
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I need to get a proper skybox later on.
>>
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https://www.youtube.com/watch?v=mwEDGg4CXQI
>>
>>3278605
I brought this on myself I guess. You're a fiend anon.
>>
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>>3278616

That one wasn't me
>>
>>3278618
Then we've both been taken for a ride it seems. It wasn't me either.
>>
>>3278625
but if it wasn't you and it wasn't me, then who was it?
>>
>>3278639
Some cheeky anon I suppose.
>>
Is there a table with all the numbers for doom doors, damaging floors etc?
I want my doors to open exactly like they do in the original maps, the toxic waste to have the exact same damage and the platforms to raise at the exact same rate.
>>
>>3278639
The same one who has the phone.
>>
>>3278239
Why don't people make more maps for Quake?
>>
>>3278757
It's harder to make a good Quake map and easier to make a shitty one (or one that doesn't work at all due to bsp fuckery) than to make a Doom map, despite easier tools like Trenchbroom.
>>
>>3278761
That's a shame. I'd love to try out a doom map. Also, have you guys ever thought about playing multiplayer doom/quake and at the same time making maps for the arena multiplayer?
>>
>>3278757

The better question is, Why don't people make more maps for Duke 3d?
>>
>>3278765
>I'd love to try out a doom map.
People have remade Doom maps in Quake relatively often (Arcane Dimensions includes an alright E1M1, for example), but it never quite works out just right due to game differences and how the enemies in Quake are designed for smaller, overlapping areas instead of the sprawling mazes of Doom.

I mean, I've always got my fingers crossed there'll be a /vr/ Quake mapping thing eventually 'cause Doom mapping is too difficult for me, but eh.
>>
What is the way the original Quack is meant to be playedâ„¢? Original DOS release on software renderer?
>>
>>3278771
What makes it difficult for you? That'd also be interesting to see, I never see any Quake love around here
>>
>>3278748
Doesn't the phone save files with retarded file names though? File related. I am on phone, but wasn't me since there was no point posting the video since replying to the anon from last thread was basically equivalent to posting the video
>>
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>>3278802

That pic is 10/10
>>
>>3278582
Ebin. ;)
>>
>>3278598
Noice.
>>
>Reading IDGames archives comments

It's cancer, But it's 90s cancer.
>>
>>3278774
You can if you want, but there's no real reason to; unlike Doom's endless dozens of various ports, Quakespasm is the go-to Quake sourceport for singleplayer.

>>3278785
Everything, I guess, especially how the mapping works period with the lines and sectors and this and that. Quake mapping makes sense to me because I have experience in Source- strip away the stuff Valve added, remove the more advanced func_ entities and manual visibility culling, and boom, you've got a Quake map.
>>
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>>3278639
It was me Dio!!
>>
>>3278857
It's radical and tubular cancer.

>I'm sorry sir, but you got terminal 90s cancer.
>You have 4 days before you take to a skateboard and talk like a tool.
>>
Op gif has reminded me once again that Revenants are in fact not wearing pants.

I always forget this.
>>
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>>3278925
>>
>>3278952
I like em better as if they're wearing red pants
>>
>>3279023

Fuck off.
>>
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so i just finished episode 2 of wolf 3d and this guy was a pretty disappointing boss
>>
>>3279068

Try fighting him on the higher difficulties.

He makes Cyberdemons look squishy.
>>
>>3279079
i think i was on the second highest
>>
posted this in the last thread but I couldn't get the link working

Introducing Home Improvement, a patch that fixes up some of Doom's less than glamorous levels. The idea is to fix bugs and glaring design flaws, ranging from sloppily done areas to issues concerning flow. E1M4 is included as a sample and the changes made are listed in the text file.

Homes to be improved are:

E1M4
E1M9
E2M3
E2M4
E2M9
Basically all of E3

Let me know if there's anything in particular you'd like to see.
>>
>>3279105
>Let me know if there's anything in particular you'd like to see.

Doom II
>>
>>3279105

Whoops, forgot link:

https://file.io/abvxjw

>our system thinks your post is spam, please reformat and try again
>>
>>3279068
The real bosses of E2 are those bullshit mutants. People that complain about the chaingunners in Doom 2 never had to deal with those guys, I'm sure.

I've been busy myself. I think I'll be able to leave my map through the second exit by the end of the day. The monster count has doubled because of the finale alone. The scary part: I'm not done yet. I think it's going to reach four digits (about 700 now, pain elementals add about 50-100). The player is definitely getting Romero's head on a plate if they survive this, sort of like Scythe MAP30.

The main challenge of setting this slaughter up has been reining in the infighting. I want the player to RUN, not bust out their popcorn and watch the demons kill each other. Hell nobles are great for this because barons and hell knights don't infight. That gives me a bit of enemy variety health-wise. The lack of infighting also means more fireballs to dodge and more demons for the player to kill.
>>
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>>3279109
The inherent flaw with Doom 2's maps is that over half of them are either mediocre or bad by design, not that there's tiny design flaws here and there.

I'd almost say it's better to remake the good levels for a gentle makeover (just make them a little prettier), and then make all new ones as substitutes for the bad levels.
>>
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>>3279109

Fuck that shit, if I embarked on that journey I wouldn't leave my house for a year. Maybe later on down the road but that's not a can of worms I want to open right now.

>>3279119

Also this
>>
>>3279114
>{"success":false,"error":404,"message":"Not Found"}
>>
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Mapping is fucking addicting.
>>
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>>3279124
>>3279109
>>3279105

holy FUCK why are there not any filesharing sites that aren't shit

NEW LINK:

https://dl.dropboxusercontent.com/u/85021129/homeimp.zip
>>
Am i the only one here who prefers DirectQ over Quakespasm?
>>
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>>3279129
i just got the pun
>>
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>mfw can't map right now because my mousewheel is broken
>>
>>3279129
>holy FUCK why are there not any filesharing sites that aren't shit
I think tinyupload is bretty gud
>>
>>3279146
I briefly tried it and I didn't like the way that AF only works when using linear texture filtering
>>
>>3279157

:3
>>
>>3279121

But if you only touch part of doom II, for the love of god fix Map 12

Also Episode 4
>>
>>3279126
i'm getting sunlust flashbacks
>>
>>3279187
Works for me, how did you set it up? Through the settings or the config file?
>>
>>3279195
>>3279126
So am I. It looks great anon.
>>
Give me the best gameplay mod and new levels wad in your experience.
>>
>>3279196
I set AF to 16 through the settings, changed texture mode to nearest_mipmap_linear which is what I use for Quakespasm, and AF doesn't get applied unless I use the higher texture filtering modes which blur everything to shit
>>
>Tight corners
>Pinkie demons everywhere

This insane ass map maker made a use for chainsaws. That's fucking awesome.
>>
>>3279207
That only works with OpenGL. Go to the settings, put texture filter at point and mipmap filter at linear. AF should work then.
>>
Does anyone know how I can run samsara 0.34 with zandronum?
I want to play online as Kyle Katarn but he doesn't work with samsara 0.3.
>>
>>3279217
You mean 3.0
>>
>>3279212
Just tried it. AF doesn't get applied.
>>
>>3279217
Run in Zandronum 3.0.

>>3279223
Nope.
>>
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>>3279129

I was expecting a bunch of stupid arbitrary changes but the changes you made to E1M4 are actually pretty logical and nothing feels out of place.

5/5 breddy gud
>>
>>3279229
>nope
Oops, wasn't paying attention when i read.
>>
>>3278757
>Why don't people make more maps for Quake?
Take a shit on the floor. Hit it with a 3d laser scanner. Save the file in pk3 format. Bingo. Quake map.
>>
>>3279223
>>3279229
Nah not Zandronum, Samsara version 0.34 wich is the newest version I can find.
>>
>>3279129
>holy FUCK why are there not any filesharing sites that aren't shit
I've never had issues with Mediafire
>>
>>3279238
which runs in zandronum 3.0
>>
>>3279238
>pk3
We're talking bout quake 1 you retard

>>3279238
What's the error message

>>3279239
In some countries, Mediafire spams you with half a billion captchas
>>
Are there any mods that add the alpha assault rifle but don't change anything else, or at least not too drastically?
>>
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>>3277279
>Fear not anon. There'll be probably more DUMPs I hope.

There will be.
To be honest, there's a little bit of a selfish motivation behind DUMP--I want to learn how to map and how to map decently. I don't expect to be Ribbiks, but at the very least I wanna make stuff that isn't hot garbage..

So as long as that goal's in place, there'll be more DUMPs.
And in the very unlikely event that I'm eventually satisfied with my "mapping" "ability" and move on, someone else will probably pick up DUMP.
>>
>>3279243
Oops, first reply was for >>3279237
>>
>>3279249
Smooth Doom
>>
>>3279243
>We're talking bout quake 1 you retard
I love how THAT was the thing that was not true for you.
>>
>>3279259
Thanks.
>>
>>3279243
Script error, "samsara-v0.34-beta.pk3:cvarinfo.txt" line 1:
cvar 'samsara_cvarinfo' already exists

Remove 'samsara_cvarinfo' and all other conflicting cvars from your ini and restart Zandronum to continue.

Tried removing some things butt allways the same result exept for the 'samsara_cvarinfo' changing into something else
>>
>>3279265
go into your zandronum .ini, delete EVERYTHING prefixed with samsara_*, save, load
>>
>>3279262
Read >>3279251
>>
Suddenly my ACS started grinding the game to a halt after a minute or so of playing. the acsprofile command didn't reveal any loops-in-loops type of issues.

Eventually, I realized it was my debugging log() functions because apparently zandronum uses the old console system that is written by some kind of retard. Apparently the messages were just filling the console up at ~350 lines a second :^)
>>
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>>3279250
I sure hope so; DUMP gives me motivation to make maps and the one I'm making now looks good imo.

Also, ZDoom mapping has way too many actions that I'm having a lot of fun discovering them since I've only mapped for Vanilla and Boom. And now I love ACS.
>>
>>3279250

Psst Term.

You are pretty damn good at developing things. Keep up the good work. Break a leg.
>>
>>3279275
>DUMP gives me motivation to make maps
same
selfish motivation or no, dump is a great way to fucking get it done
>>
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Any good graphics mods for Half Life?
>>
>>3279269
It worked thx ^^
No sound though but I've been having that problem alot lately :\
But anyways your the best anon
>>
>>3279275
Saaaame.
I haven't been able to push through and do stuff until DUMP was involved.
Fuck everything else, just being able to release something feels so fucking good.
>>
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>>3279283

No. Why not just play Black Mesa?
>>
>>3279290
Because I don't feel like paying $20 for a remake that was supposed to be released for free
>>
>>3279303
Do you even ModDB bro
>>
>>3279303
it was released for free fag.
>>
>>3279303
>Here's the fucking legacy release.
http://www.moddb.com/mods/black-mesa/downloads
>>
I'm surprised no one took the effort to port HL weapons to Doom engine.
>>
>>3279320
That has been done numerous times.
There was even one that used actual models for GZDoom instead of sprite rips.
>>
Should DUMP3 maps support co-op or are they single player oriented? I have a few events that would broke the map if a player is not near the one who activated it.
>>
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This tower looks mightily blah... I guess I'll see it later. Perhaps remove that stupid cap.
But for now I guess I'll stash arch-viles in there.
>>
>>3279327

Should support co-op, yes.
Mind, we barely test multiplayer outside of "okay this should work SHIP IT". But I'm sure a map not working would disappoint all three people attending Saturday Night Memefest.
>>
>>3279352
>But I'm sure a map not working would disappoint all three people attending Saturday Night Memefest.
kek
>>
>>3279352
>Saturday Night Memefest
Heh.
Oh, how the mighty have fallen.
>>
>>3279326
>There was even one that used actual models for GZDoom instead of sprite rips.

Anyone who wants to do that can easily convert hl mdl to .md3 with Noesis.
>>
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>>3279320
>>
>>3279290
Looks cool, but it's unfinished AFAIK, still waiting on that Xen, still waiting for someone to restore cut parts like most of On A Rail
>>
Alright, I am going full DSP here. I feel so retarded for this, but I cannot figure out how to fucking swim in Adventures of Square. I've pressed every key, nothing. Bound swim up/down keys, nothing. Crouching in the water, nothing. Shit just is not working.
>>
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Did I invariably fuck up by making my map in Doom 2 format instead of Hexen format? I want(ed) to make a water section. I tried to copy and paste everything I made into a Hexen format map and nothing works
>>
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>tfw finally in the mood to start my DUMP 3 map
Let's fuckin do this shit
>>
>>3279383
Look down and push forward to swim down.
Look up and push forward to swim upwards.
>>
>>3279410
Nothing.
>>
>>3278445
>>3278448
well you *could* enable the 21 lost soul limit :^)
>>
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>>3279402
Do it anon I believe in you.
>>
>>3278426
You think you're gonna get full or something? You're here forever.
>>
>>3279419
You're supposed to sink unless you press jump.
>>
Am I bad or Going Down is pretty hard on UV?
>>
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I want to get of Terminus' wild ri - oh wait I'm done! Now I have to do difficulties and get rid of all this damn placeholder ASHWALL texturing. I should be done this weekend. At the beginning of the process I boasted I could make 2 or 3 maps. I probably made the gameplay equivalent of 2, or at least 1.5.

>>3279402
Good luck anon. May you outrun all skeletons that pursue you.

>>3279386
If it's for DUMP 3, use Zandronum UDMF, NOT Doom 2 and NOT Hexen.

>>3279424
That's no fun anon. I put 20 PEs at the end of my map and I get a monster count bump of about 200.
>>
>>3279441
It's pretty crazy. Cyriak makes some balls-hard maps.
>>
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>>3279426
>>3279442
Thanks mangs, I gotta learn how to do zdoom shit to make my map extra fancy. Hopefully it won't be too difficult.
>>
>>3279441

Going down is fucking hard. But it's an interesting design.

Fuck that cyberdemon spawn on map 03 though, Jesus christ what am I supposed to do? Punch it to death?
>>
>>3279436
Oh, I fixed it. Turns out having a controller plugged in was fucking up the underwater controls with ghost inputs. Weird.
>>
>>3279452
You mean the spider mastermind? Telefrag it.
>>
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>>3279441
I washed out of Going Down's UV level on MAP18. Don't be ashamed. That was a year or something ago, though. I could probably handle it now.
>>
>>3279461
>pic
sweet jesus
>>
>>3279461
>AAAAAAAAAAAAAAAAAAA
>ayyyyy
>>
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>>3279129

>Improvement
>>
Okay so I have been playing Plutonia for the first time and I just got to The Twilight
how do I beat it
>>
>>3279542
Push into the wings quickly and know where all the secrets are. The archviles reviving the chaingunners get crushed, but you have to clean out the wings first. That's one of the hardest maps of the wad, probably the hardest outside of Go2It.
>>
>>3279383
mouse aim and/or jump
>>
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>>3279461

>Playing Going down on RLA

>Pick Marine

>there isn't enough ammo

>THERE ISNT ENOUGH AMMO
>>
>>3279610
>Marine

OP as fuck with the Super Machinegun, hold M1 to win and everything drops so fast
>>
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It took me a long time, but I finally realized how shitty All Out War is. When everyone on your team including you is getting your ass kicked by the enemy team and can't even refine tiberium, it simply becomes not fun to play in the slightest since you're stuck with the shitty classes that cost little to no money and deal little damage, so your best bet is to hope that either both teams have their shit together or that you're on the team that does.

What awful fucking balance, why do I keep torturing myself with this shit.
>>
>>3279656
Haven't played this mod. So it's just like C&C Renegade from the sound of things?
>>
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FUCK
>>
>>3279669
I've only played C&C1 and a tiny bit of RA1, so I can't say about Renegae, but it is indeed based on C&C.
>>
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>>3279383
green and purple green and purple green and purple green and purple
>>
>>3279701
Thanks, doc.
>>
I popped the palette from https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/megawads/32in24-5 into my autoload and Doom looks so much less cartoony.
>>
>>3278443
>The Cacodemon level in Mock 2
>Shoot at the start of the level
>See an ocean of tomatoes rise up from the far end of the map
>>
Is there a better sourceport than ZDoom for faithful singleplayer play? ZDoom's had some weird texture warping in slime areas for me. I don't want any fancy effects. I mainly just want to be able to turn with the mouse (not vertically) and adjust my resolution, with everything else faithful to classic Doom.
>>
>>3279736
prboom+?
>>
>>3279736
Chocolate Doom is the most faithful source port. However, you can't really change the resolution (320x200). Crispy Doom is pretty much Chocolate Doom, but at 640x400.
>>
>>3279739
Will that also work with Heretic/Hexen/Strife?
>>
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>no brown slime waterfall textures
There goes my hamfisted environmentalist propaganda map then
>>
>>3279736
>ZDoom's had some weird texture warping in slime areas for me.
Could you give us a screenshot?
>>
>>3279745

Is the green slime not good enough for you?
>>
>>3279736
Chocolate Doom
>>
>>3279721
Oh whoops the last colour is definitely wrong and makes cyan show up on pink sometimes. https://www.sendspace.com/file/321zlr

http://www.doomworld.com/linguica/colormaps/sat50.wad It's good with this too.

I don't have a screenshot that nicely displays greens and blues at once but they're a little Duke Nukem 3D ish.
>>
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>>3279745
you could re-tint those textures and get all the brown you want
>>
http://scificorridorarchive.com/

Mapping inspiration for all the dumpers out there, doing their best to pinch off a big one.
>>
>>3279701
thanks, doc
>>
>>3279116
>bullshit mutants
Christ tell me about it
I smashed through Wolf 3d and all the bonus expansions plus SoD and I swear to god the mutants were harder than any of the bosses
That reaction time was fucking insane
>>
>>3279283
>wanting to get rid of that glorious Goldsrc look

GET OUT
>>
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This is still funny to me
>>
>>3279904

Repeat the first two frames over and over.
Slightly faster each time.
>>
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>>3279909

You stop that
>>
>>3279909
http://freesound.org/people/cbakos/packs/12771/
http://freesound.org/people/AntumDeluge/sounds/188034/
>>
http://www.develop-online.net/news/cd-projekt-red-and-polish-government-launch-18m-fund-for-innovative-games/0221403

Any Polanders want to take government money to make Doom clones?
>>
>>3279320
That's happened several times.

Hell Gordon is even a fan add-on for Samsara.

He's really fucking shitty in that mod but he's still there, is what I'm saying.
>>
>>3279950
I never used any Samsara add-on before. How many of them are actually well made?
>>
>>3279320
https://www.youtube.com/watch?v=NUFTkf6jGjk
>>
>>3279424
I always kinda wished source ports increased that limit to like 50 or something, rather than outritght removing it.
>>
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How to make skybox that won't make people cry
>>
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>Level 19 200 megahurtz of Pain

IT WONT STOP IT CANT STOP
>>
>>3279967
use a flat sky? or a skybox viewer and actually make a backdrop with level geometry?
>>
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>>3279961

>Typing "resurrect" when you die
>>
>>3279958
maybe like one or two
>>
>>3279987

He has autoaim enabled too
>>
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>>3278427
I don't get the bitching about 100,000 Revenants not being possible on Doom 4.

Doom 2's 100,000 Revenants sure a shit wasn't remotely possible on 1994 hardware on the unmodified Doom 2 engine. It's barely possible on today's hardware.
>>
>>3279950
They're kind of all over the place. One of the better ones is Caleb and that might have something to do with how everyone wanted him in the original to begin with.
>>
>>3280020
Yeah, but you could have more than 16 demons on the map at once with 1994 hardware, unlike in Doom 4 snapmap.

I just beat it, and it was very fun but snapmap is complete ass.
>>
>>3279105
I'd be interest if all you were doing was bugfixes, but I personally can't stand wads that change the layout and room design of official maps to "improve" them. The original maps were fine, IMO.
>>
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>>3280027
>One of the better ones is Caleb
>>
>>3279283
http://www.moddb.com/mods/half-life-gold
>>
>>3280027
>One of the better ones is Caleb
nope
>>
>>3280027

>One of the better ones is Caleb

Not him, but is there multiple Caleb add-ons? I've never played with any add-ons, but from what I heard the Caleb add-on was infamously terrible for being horribly balanced and how ridiculously badly programmed it was.
>>
>>3280027
>One of the better ones is Caleb

You're joking, right?
>>
>>3280020
I'm sure his point would've still came across if he tried to recreate a BTSX map in snapmap. Even if BTSX would've chugged a 94 computer, it still works in vanilla.
>>
>>3279283
Well, its not a mod per se, but it does give you better graphics.

Open the Half Life autoexec.cfg in a text program (ie. Notepad) and add the line

"gl_texturemode GL_NEAREST"

That gets rid of that nasty, cancerous texture filtering and makes the graphics look as nice and crisp as when you played it back before the millennium.
>>
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HEH HEEENNNHH
>>
>>3280052

Aren't Half Life's textures supposed to be filtered?
>>
>>3280063
In my opinion, no.
They should never have been filtered
>>
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>>3280052
>HL1 without filters
>>
>>3280068
>>3280063
>filters
>ever
>>
>>3279105
Can I make a suggestion of what NOT to improve?

That one weird wall at the start of E3M1. You know which one. It's pretty cool, and I like the concept of a non-euclidean Hell.
>>
>>3280069
I understand not liking filters on low-res games like Doom and Quake but there's a point where it gets stupid.
>>
>>3280065
>>3280069

I'm not advocating for filters or anything, I just wanted to know.
>>
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>>3279129

Home Improvement anon here, still waiting for feedback if anyone has any

;_;
>>
>>3280074

How though

HL1's textures may be pixelated but the filters make them look like they've been covered with vaseline.
>>
>>3280086
i don't think so Tim
>>
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>>3280090
Just like N64 textures. I wonder if it would have been a better idea if the N64 didn't use any filtering.
>>
>>3280114

That screenshot is... a thing. I kinda wanna see how other N64 games look without filtered textures, now.
>>
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>>3280152
>>
>>3280157
>>3280114
these actually look pretty nice, famicom
>>
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>mfw Ancient Aliens on UV
>>
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https://www.doomworld.com/vb/post/1318938

Old thread about duplicate colours on the palette and colours that are similar enough to be removed, makes me want to rearrange the palette, add some more colours to better fade to black, use them to create a smoother colormap, and repalette the a copy of an iwad.

Doom format graphics in mods won't work with it due to inevitable remapping of colours, but PNGs would work and get paletted on ZDoom and work with the colormap.

Esselfortium mentions cutting out superfluous colours to fit in some more unique colours, here's the BTSX palette so you don't have to dig out the playpal.
>>
>>3279813
Cool resource, thanks.
>>
>>3280187
I bet UV is the difficult Skillsaw wants you to play it on, so buck up princess.
>>
>>3279987
its much better for demonstration purposes. Much better than starting the level again or save scumming during a demonstration.

I think he only learned about it recently, because he always had to start the map again or cut/edit it in the older videos
>>
>>3279327
Fuck I completely forgot about co-op that could fuck over my Hectic tribute big time. I will have to put some thinking into this.

How do these sound for challenges?
Dodge cybie rockets by strafing along a narrow strip that moves closer to the cybie until a crusher kills him
Run from moving cover to moving cover from a spiderdemon while using its bullets to kill Keens
Playing peekaboo with skellies, arachs and chaingunners in a confined maze
Crushers on a conveyor belt
>>
I'm looking at the D44M weapon replacements, my only complaint is the insistence on keeping that dinky burst rifle
>>
>>3280284
As of now, Argent is one of the better ones. But it'll probably be challanged by Doom 4 Doom when it's finished.
>>
>>3279958
>>3279950
How has it been no one's bothered to do their own Gina add-on since she was next in line?
>>
So i'm looking at Mutiny and ww-terror mods, both of which add human enemies and both of which are pretty fucking dope.

Can you recommend me some urban-themed map packs? That, or stuff in general that would fit to have human enemies in it. Note: I've already plowed through Hellbound.
>>
>>3280287
I know we hate spoonfeeding but google is failing me, I want to save links and monitor progress

slightly related, some guy remaking the new style hellknights, thought its very early progress it looks like https://www.youtube.com/watch?v=P9CC4vrXX34
>>
>>3280290
going down takes place in a multi stoery building
but this is doom we're talking about, so you can't avoid having hell levels later on
techbase maps sound like fitting choices too
>>
>>3280289

I would assume because properly ripping 3D models so they look nice is hard.
I did every single Quake weapons quite literally frame by frame in 320x200 individual screenshots and cleaned them out manually. I doubt anyone else would be willing to do that.
>>
>>3280295
Here's Argent's thread
http://forum.zdoom.org/viewtopic.php?f=19&t=52363

And Doom 4 Doom's
http://forum.zdoom.org/viewtopic.php?f=19&t=52164
>>
>>3280295
> http://forum.zdoom.org/viewtopic.php?f=19&t=52363
> http://forum.zdoom.org/viewtopic.php?f=19&t=52164

> video
always in some damn BD knockoff
>>
>>3280302
Im interested in the sprite stuff and this is what I could find, if its BD compatible so be it, that just means more animations to work with, also thanks
>>
>doomrl arsenal makes Barrels o' Fun impossible
nice
>>
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>>3280313
more like barrels of shite amirite lads?
>>
>>3280313
It's those nuke barrels, huh
>>
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Is there any guide on automap's quirks so I can try to unfuck this map?

>Have only explored inside the octagonal area, but lines from outside this area are showing on the automap
>The black wall in front of the player is a secret switch (and is marked as such in its linedef), but still appears black in automap
>>
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>>3280063
It's user preference. HL1 has higher texture res than Quake and doesn't adhere to the strict 1 texture pixel = 1 map unit rule, but does still include a software rendering mode with zero filtering that looks great (better colors, too- does Goldsrc have a problem with overbrights like GLQuake does?).

Disabling filtering in GL mode so you can still play at a modern resolution is better than software for playability, though.
>>
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Why won't my skin work
https://www.dropbox.com/s/7n4cbpeed41qw5q/Blazkowicz.wad?dl=0
>>
>>3280314
True, it's not the best map but that doesn't mean this isn't complete horse hockey

>>3280318
Yeah
>>
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>>3280325
Also as you can see in that screenshot, gl_nearest only applies to map stuff, not entities, in goldsrc.
Thread replies: 255
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