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DOOM THREAD / RETRO FPS THREAD, GANG'S ALL HERE EDITION - Last thread >>3317718

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://desu-usergeneratedcontent.xyz/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.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://desuarchive.org/vr/post/3019509

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

[06-26] Anon mod project: Stair physics >>3317789
https://www.mediafire.com/?gc8zh09pfz5g69n

[06-25] DUMP 3 initial test build >>3315297 >>3315331
https://www.dropbox.com/s/mvpcc8yv3thin35/dump-3-test0.pk3?dl=1

[06-24] Machine Games releases new Quake episode: DOPA
https://twitter.com/machinegames/status/746363189768650752

[06-24] Anon map release: Server Warehouse >>3313415
http://www.mediafire.com/download/6bnc7pvr4b5rh72/Server_Warehouse.wad

[06-22] Quake's 20th Birthday
http://rome.ro/news/2016/6/22/happy-20th-birthday-quake

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054
https://www.dropbox.com/s/wspbymk8l3xc7bw/cacopet.pk3?dl=0

[06-21] Seinfeld.wad
https://www.doomworld.com/vb/post/1633017

[06-20] Anon map release: technotomb.wad
https://www.dropbox.com/s/7dp722iv26qfudl/technotomb.wad?dl=0

[06-20] Major Best Ever moderation changes
https://zandronum.com/forum/viewtopic.php?p=98509

[06-19] Anon map release: Inferno Odyssey >>3303862
https://www.dropbox.com/s/yie7vlfnsasbcrx/inferno%20odyssey.wad?dl=0

[06-19] /newstuff #502
https://www.doomworld.com/php/topstory.php?id=4597

[06-17] Anon map update: An Evening Stroll in Venice >>3299050
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/venice

[06-13] Anon mod update: Piranha Bowl >>3293408
https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0

[06-13] Anon made a map, please criticize. >>3290260
https://dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv2.1.wad

[06-08] Anon mod release: Home Improvement >>3279105
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip

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

[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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
tear n rip
>>
>>3322172
shred n cut
>>
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Oh shit nigger, you've found a gameplay/weapons mod you're keen on playing. What's the first mapset you try it out on?
>>
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Do you like centered or angled guns for Doom?
>>
>>3322176
Usually the Memento Moris. I'm a boring person.
>>
>>3322176
Depends on the weapon power level.

Also if it has a custom palette just for it or not
Probably Scythe 2 or BTSX
>>
>>3322176
after testing it on doom2? probably some oblige thing
>>
>>3322176
I always gravitate towards either Scythe 1, Memento Mori 2 or just plain ol' Doom 2.
>>
>>3322180
why not both?

yes I know many people are autistic and prefer one or the other with no mix/matching
>>
>>3322180
I'm not picky. Either or.
>>
>>3322180
Centered of course.
Far better for lining up shots.
I hope you don't actually play with the crosshair on, anon.
>>
>>3322194
I find myself liking centered more for Doom.

Really, as long as it's not a mix of angled and centered guns, because that looks so shoddy and slapdash.
>>
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>>3322196
You can't tell me what to do.
>>
>>3322197
If you're use to Quake, centered or bust.
>>
>>3322201
Centered works for Quake.
I like having angled guns in games like Half-Life.
>>
So... Is it true that original DooM is unbeatable without cheats? In which case what do they have to mod to make ROMs that you find on the internet that are beatable?
>>
>>3322214
I've beaten doom before, but no one believes me
>>
>>3322214
what do you mean senpai
>>
>>3322176
The Ultimate Doom is my first choice, followed by BTSX and Jenesis.
>>
>>3322217
It's a meme
>>
>>3322214
I've heard of a friend's dad that beat the original Doom. I still can't believe it myself.
>>
>>3322172
>>3322174
omg
>>
>>3322214
Doom can be beaten given enough time.
Unless you are talking about the Ultra Violence bullshit fucking john romita
>>
Is it just me or is 'Thy Flesh Consumed' hard as fuck on the last two difficulty levels?
>>
>>3322264
It was an episode released after Doom 2 and after people complained that Doom 1/2 were too easy on UV. It was made for veteran Doomers of the time, alongside Plutonia Experiment and TNT.
>>
>>3322264
TFC was made to be harder in general.
E4M1 an E4M2 are very tight on health.
>>
>>3322269
Perfect Hatred is Romero's worst level by far.
>>
>>3322271

>difficult = worst

This isn't even a meme because memes usually have a bit of humor in them.

This stupid concept needs to die.
>>
>>3322276
Don't be the kind of cunt that calls opinions they don't agree with "memes", please.
>>
>>3322279

That's exactly what I said

>This isn't even a meme
>>
>>3322276
>This stupid concept needs to die.

THIS
H
I
S
>>
Ah, soon done with this map.
Kinda.

And already having ideas for new one.
Ice/snow-themed hell, 'Judecca' or one of the other three fellows.
Or castle on mountains, inhabited by hitscanners/revs only
>>
>>3322279
>THIS ISN'T EVEN A MEME

Kneejerk, much?
>>
Is there a command in Quake that shows me the names of all the maps inside a mod folder? Some older map sets don't have a start map.
>>
>>3322276
I don't think it's his worst level but I don't think it's that fun to play, the layout feels kind of uninspired.
>>
>>3322176
Sunlust if it works.
>>
>>3322271
Outside of E1 (done mostly with Hall), his levels aren't great.
>>
>>3322271
Perfect Hatred isn't so bad on a pistol start
>>
>>3322292
thanks for contributing to the thread.
>>
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Does anyone ACTUALLY play on nightmare or is it just a joke/for co op?
>>
>>3322373

Nightmare is a joke difficulty in the original game. It's just for show or just a speedrunning challenge difficulty. Nothing else.
>>
>>3322373
Nightmare was added to the game as a joke. Mainly because people said UV was too easy.
>>
>>3322379
>>3322380

That's what I thought, I was just wondering if there were some "nightmare elitists" that exclusively torture themselves with it because they're "hardcore".
>>
>>3322380
>people said UV was too easy.

People were hardcore back then
>>
>>3322180
I prefer angled because you can make much cooler sprites with it. Gives a better sense of the weapon's shape.

But it should be a relatively narrow angle with the weapon rather close to the center. Can't stand when it looks like the shotgun in hl2, way fucking off to the side at a crazy angle.
>>
>>3322383
>I was just wondering if there were some "nightmare elitists" that exclusively torture themselves with it because they're "hardcore".
those people play UV +fast. On some levels/mapsets it's fairly enjoyable imho
>>
>>3322389

That make sense. I mean it's not bullshit it's just even faster. Respawning enemies is NOT good for doom.
>>
>>3322397
I almost always have respawning monsters in coop servers, with respawning items. That way if you show up late you still have something to do.

Sometimes need to drop the difficulty though.
>>
guys why is Scythe so damn good
>>
ijon, is commonfuncs something you would consider adding other functions to even if you don't use them?
I ask cause I feel silly having separate files for other things.
It's mainly things like asin or sec, and potentially some math const definitions (like e, pi, etc) which while you can of course do now it's easier to read asin instead of the long atan2 definition.

Would adding things like fake pointers be something you would be interested in if it requires two map scope arrays?

Also while looking up the definition for asin just now cause curious, I think I figured out what caused the law of sines version of projectile intercept to not work. That will teach me for trusting a google book about ruby for atan2 definitions.
>>
>>3322384
imagine someone that uses exclusively keyboard saying that UV is too easy
>>
>>3322483
Short and sweet maps fit Doom better than longer more complex maps if you ask me.
>>
>>3322498
Oh, wait, no.
It's because I was using definition where atan2(y,x) like C and Java but acs VectorAngle(x,y) like Basic. Fuck me I feel dumb for overlooking something so simple.
>>
>>3322483
Scythe 1 maps are very snacky. Simple gimmicks with well done short levels equals good fun.
>>
>>3322506
Agreed. I made a pretty big map for DUMP 3. After being away from it for two weeks and going back to change things, I get bored to death playing the full 25 - 30 minute UV-max run.

The next map I make should only take 10 minutes for me to max in beta at most. No more 25 minute maxes, at least until I get the urge to make a slaughter map.
>>
>>3322510
Wait, no, I had it correct and arcsin was not the issue.
>>
>>3322384
vanilla doom's uv isn't like the uv of today's maps though
>>
>>3322379
>speedrunning challenge difficulty

Speedrunning the game on Nightmare is a necessity, not a challenge. Survival mode would be a good fit.
>>
>>3322389
try playing -skill 1 -fast -respawn

I call it "lightmare"
>>
>>3322096 #
Cyberdemon gets the "wolverine publicity" ever since doom 2, at least lost missions made the guardian it's final boss, still would absolutely love a guardian sprite to work with
>>
>>3322501
I always play Doom with keyboard only.
Keyboard+Mouse doesn't work well in those old FPS games where moving the mouse up makes you move forward.
>>
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>>3322167

>the secret requires you to shoot the wall
>>
>>3322569
you know you can turn that off, right? vertical mouse movement?

hell, playing doom with mouse and keys with vertical mouse movement disabled was commonplace back in the day
>>
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>>3322572
Where?
>>
>>3322579
download novert.com and put it in your doom directory and your autoexec if you're using dosbox
>>
>>3322571
>there's a little button inside a little crack in the wall that you shoot
>there's a secret

God I love Breach.
>>
>>3322571
>flip a switch
>a door opens
>secret with some health & armor bounses
>3 chaingunners & a hellknight spawn as soon as you walk out
>>
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>>3322579
No such option in the external setup.exe either.
>>
>>3322589
learn to read you retard >>3322580

back in the day you'd load novert and doom at the same time to disable vertical mouse movement in-game
>>
>>3322514
I know this feel. Don't know why, but I always feel the need to make sure every map I work on has 3 keys and end up never finishing it.
>>
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>>3322571
>the wall actually has an explosion effect when hit with a rocket to reveal the secret
>>
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>>3318537
Would anyone have a use for this? I haven't released something like code before. Where would I put it?
>>
If you guys want to download the BE wads, I put up an archive here: http://static.best-ever.org/be_wads.tar.gz

It's 155gb compressed, 187gb decompressed.
>>
>>3322571
We Catacomb 3-D now?
>>
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>>3322584
>the secret reveals two barons and three archviles
>>
>>3322183
>tfw no gameplay mod based on megaman 8 bit deathmatch
>>
I need a "You are a pleb if you have never played" WAD masterlist. No new enemies preferably, just good ol' quality maps and megawads.
Wadd.up?
>>
>>3322620
>200.0000%
>>
>>3322627
we don't have that. our doctrine is "if you haven't played any, consult the SO YOU WANT TO PLAY SOME FUCKING DOOM v.6 list or ask & we'll recommend some"
>>
Out of curiosity, what do you guys think of the new DOOM?
>>
>>3322626
There are, they're just all multiplayer.

It would be pretty neat to see a real singleplayer campaign if it was done right though. The current one isn't really worth playing much because it's all botmatches, like Quake 3 but with bosses here and there.
>>
>>3322717
It was pretty good. I expected much worse.
>>
>>3322717
is pretty good, could be better, but it actually feels like a doom game most of the time, unlike doom 3
>>
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Hey guys

Stop responding to the troll who keeps spamming "why isn't [mod here] in the guide"
>>
>>3322373
Nightmare is unbeatable by design, it was added for tryhard faggots (of which I am proud to be one), and even has a disclaimer like "u sure? it's not even remotely fair".
>>
>>3322717
campaign is solid as fuck

snapmap and MP are a crock of shit as of now but the
centered weapons, hell props/level playlist/SP campaign creator for SM and FFA mode being confirmed for MP they promised they would release for free in summer kinda make me unsure whether to give them a try or not, sounds bready gud tho

the fact that they literally told certain affinity to fuck off with their shit is good too
>>
>>3322748
>centered weapons
Sauce please

also who is affinity?
>>
>>3322752
certain affinity.

a.k.a the cum-eating shitlords who made D44M's base multiplayer and the worst versions of halo and COD MP as well.
>>
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>>3322170
New map-pack for Quake 2 (WIP IN PROGRESS):

http://colonthreeenterprises.tumblr.com/post/146615110621/since-i-have-to-focus-elsewhere-for-a-while-and

Direct downlode links:
http://quakeulf.suxos.org/3d/maps/olde1.bsp
http://quakeulf.suxos.org/3d/maps/olde2.bsp
>>
>>3322757
ahh, so basically id has taken control of the multiplayer now to actually try and make it good, awesome, also Centered weapons should prove handy for that weapon spriting guy, ideally all weapons should be able to be centered, right handed or left handed
>>
>>3322306
In Quakespasm, you can use the "maps" command.
>>
>>3322759
I forgot to mention that the names of the maps are:

http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)

http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)
>>
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>>3322765
>>3322759
One more screenshot for good measure. :3c
>>
>>3322759
aight, looks neat. I'm in

how the shit do i play custom maps in quake II, though

im guessing i just drop the bsp files in a maps folder in my ID1 folder and boot them from the console like i did with Q1?
>>
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>>3322770
And just one more.
>>
>>3322774
Put the maps in the baseq2\maps-folder, and then from the console go "skill 0" and "map olde1".

You have to have skill 0 or else you will most likely die from the fall.
>>
>>3322325
>E1 (done mostly with Hall)

What are you talking about? The only level in E1 that was started by Hall and completed by Romero was E1M4. Most of Hall's partial work can be found in E2.

>>3322271
That's not Gotcha!
>>
>>3322276
>>3322281
Thank you for saying this, I thought I was the last human on earth for thinking this.

oh my god arch-viles on Map01 etc.

I don't mean to be an elitist but I can tell by post content who primarily plays mods and who exclusively plays on Gzdoom. The kind of people who loosen the tie and go wild by having their "vanilla but better" experiences.

I honestly have an opinion that everyone who thinks Doom 1 is intense and difficult is memeing, or marketing, or band-wagoning trying to convince you they played Doom "back in the day". It's these people who have troubles with Plutonia and E4 and think Scythe turns to shit by the third act.

I'm starting to feel like an Oldfag and my first time playing doom was the shitty GBA port.
>>
>>3322584
>>secret with some health & armor bounses

this makes me fucking furious. as much as i love hell ground, the first secret room in the final map is an insult.

don't put basic items at the beginning of your map behind an easily skippable secret switch
>>
>>3322752
>sauce please?
UNF
N
F
>>
>>3322817

Was it so hard for them to put that option when the game was released? Jesus man

I hope the dude who made those cool D4 weapon rips that everyone is using right now is willing to do all the weapons again in centered mode
>>
>>3322824
>Was it so hard for them to put that option when the game was released?

Considering they're doing it after the fact, quite likely.
I'm thinking they wanted to do it originally, but Beth wouldn't let them due to it being "different" from other FPSes now.
>>
>>3322817
centered weapons looks awful for next gen games
>>
>>3322831
it's a good thing they don't look like absolute shit in Doom 4, then.
>>
>>3322831
Anon, it's the current gen.
>>
fingers crossed the centered weapons have animations akin to the classic guns

NU SSG with oldshcool reload
ye
>>
>>3322817
ain't the full list, though

>https://bethesda.net/#en/events/game/doom-update-1-coming-june-30th/2016/06/28/152
>>
>>3322806
>everyone who thinks Doom 1 is intense and difficult is memeing
This.

The only difficult part at all with Doom 1 is parts of ep4, and it's hardly the most difficult official maps, they just jew you on health a bunch.
>>
>>3322498
do whatever you want with it

my original intention thee years ago was for people to submit a bunch of functions to it, but then no one did that

probably because I posted it on the zan forums
>>
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>>3322717
I tried it on Hurt Me Plenty for about 2 maps on XBONE, so disclaimer.

The map design is thus:
>encounter a wide area with some enemies
>you cannot leave or move on until they are dead
>not all of them are there at the beginning; they're spawned in
>kill them all
>move on through a linear area
>repeat

There are 2 big differences between the original and the new you should be paying attention to.

>linear design
>enemies spawn in

In the original doom, players who planned ahead and managed resources with foresight and situational awareness were rewarded.
Now, there is no going back for supplies, instead you can supplement health with glory kills. And more importantly, since enemies can spawn behind you, your combat situational awareness you used in the original Doom is useless here.
So the game takes tools that smart players could use away, and gives stupid tools that require no thinking in return.

So it's fun for awhile, but gets boring fast.
>>
>>3322917
>zandronum
>modding
pick none
>>
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>>3322167
Alright, finished ( kinda ) another one of these buggers. If anyone wants to grab it and test it?

https://my.mixtape.moe/raikko.zip

Aqua Regia.
Probably not that great overall, since I kinda didn't get as much out of the aesthetic style as I thought I could. But still.
I would like to note that there is some ammo-scarcity, so you might want to use the berserker pack that you find in arena. I like the concept of finale, but it might be rather unbalanced, especially with infinite-height actors.

Lower all the pillars at once.
I dare you.
>>
post quake music

https://www.youtube.com/watch?v=otvGoSmEDIQ
>>
>>3322917
commonfuncs + acs.net cover most of what one would need anyway.

Only things missing for my needs are shit that relates to hudmessages and the interplay between them and sethudsize and sethudcliprect. That stuff can be really maddening to work with, even as a non-programmer I'm pretty sure everything related to messages in zdoom is implemented in a terrible way.
>>
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Where do I go to talk about Hideous Destructor mechanics and multiplayer
>>
So, no mention of the System Shock: Remastered kickstarter yet?
https://www.kickstarter.com/projects/1598858095/system-shock

The pre-alpha feels good IMO, a bit floaty though.
>>
>>3322917
Well I mean more like will it be integrated into the "main" (read: your) version, since it does no good for anyone but me if mine has these functions but is based on an outdated version of your version (which will happen, if I'm being honest with myself) and anyone that wants those functions has to find and merge the two files.

I have been kicking around the idea of creating an expanded acs function pack that would basically be an alternative to alternative compilers. Most of the stuff would just be functions from other languages. Possibly even some stuff that would require a couple of variables and scripts like fake pointers (that you could also use as fake variables if you needed to, since that's what they really are) and fake arrays (well, fake unbound arrays that you can create within a script) but that might be outside of the scope of something like that.

Is there a reliable method of getting ahold of you online other than on here?
>>
>>3322935
>>3322717
I'd strongly recommend you play on Nightmare. That's where the mechanics really come to life, including needing to consider your resources, choosing the weapon best suited for each enemy, and being conscious of enemy placement.

You're right that enemies can spawn from anywhere, but every enemy that's not melee-only has projectile attacks that will generally miss if you just keep moving and stay away from clearly dangerous spots.

It's definitely not classic Doom in terms of tactical decisions, but it has a lot more verve and interesting play than other "neo-old-school" shooters like Painkiller, Hard Reset, Serious Sam, Shadow Warrior, etc.
>>
>>3322974
I looked at acs.net and it seems like there's some extraneous or silly stuff in there.
>>
>>3322980
>those system requirements for a game with tiny, static and simple as fuck rooms

Sasuga Unity
>>
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>>3322956
Aaand first problem.

Goddamn, setting up fake water regions is a bitch. The final room broke a bit graphically, but now it's fixed.

https://my.mixtape.moe/wsgmpd.zip
>>
>>3322996
shit looks grand
>>
>>3322993
The Unity engine can run on toasters and phones. They're doing something else wrong.
>>
>>3322991
Sure, but the string handling stuff is pretty invaluable to me at least. ParseInt() is great for storing shit in the language lump for example (dialogue data in my case)
>>
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>>3322996

Jesus fuck
>>
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You know what it is
>>
>>3323023
t...thanks doc
>>
>>3322980

It's gonna be bad. That French feminist faggot who made resources for Wrack is doing the animations for the system shock remake.

Abandon all hope
>>
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>>3322610
Tried to see if this was compatible with DemonSteele, or more notably, activating Hae-Lin's ground dodge. It works, sometimes...with the correct load order...it thinks she's in the air and does the slower air dodge otherwise.
>>
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>>3323023

don't

post

LEWD

pics

!!!
>>
>>3323027

>Unironically gauging a game's quality by the artist's political opinions or their prior/future work

You should probably leave this thread since Tom Hall is a feminist and half of the original Id team are now making 50 cent mobile games
>>
>>3323040
Funny how american mcgee and romero are diametrically opposed politically but always seemed to get along
>>
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how do i open ACS files?
>>
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>>3322717
Good shit.
Shame about the lack of modding.
>>
>>3322610

Looks interesting.
I say release it.
>>
>>3323040
Yeah and id has lost their touch.
Max is an incompetent big headed faggot. His animation work has never been good, and I doubt you're gonna try to convince me that Wrack was worthwhile, because it fucking wasn't

I'm gauging the quality of the system shock remake on the grounds of the team being too stupid to notice how mediocre Max's work is. The feminism bullshit is just some personal bias I have against the guy frothing up. Setting that aside, the animations that guy have made are mostly limp with no impact
>>
>>3323049
The source code will usually be in a separate folder as a plain text file
>>
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>>3322571
>map opens with no enemies to be seen anywhere
>have to shoot a switch to proceed
>>
>>3323023
thanks doc
>>
>>3323064
that's just the worst

>absolutely no sneaking past anything you fuckers
>>
>>3323064
>multiple MOOOs in the distance
>>
>>3322817

>it looks so similar to the classic pistol

fucking

NEAT
E
A
T
>>
>>3323076

Have you seen the shotgun animation posted on twitter

I can't post it here because twitter is fucking retarded and arbitrarily doesn't allow you to save gifs
>>
>>3323064
>have to shoot
At least you can position yourself a bit. It's worse when you have to press it and the mapper can be a huge asshole since there's only one place you can be when the switch is triggered.
>>
>>3323059
I'm looking inside SmoothDoom-weaponsonly.pk3 because I've been meaning to add some random gimmicky shit I've been trying to get around to implementing for quite some time.

All I can find is some files with the .source extension inside the storage folder but I can't figure a way to open that either.
>>
>>3323078
You can, just go through the page's source until you find the proper URL for the gif
>>
>>3323078

I just did, it looks fucking great.
>>
>>3323082

Maybe try extracting the .source files, then open them with a text editor like Notepad.
>>
>>3322614
please create a torrent.
>>
Give me all your comedic weapon animations.
>>
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>>3323078
nu-id isn't allowed to be this fucking based holy shit.
>>
>>3323083
>>3323078
nigger
https://pbs.twimg.com//tweet_video//CmDXe1JXIAExtbT.mp4
>>
>>3323023
danke doktor
>>
>>3323082
Oh just right click > read as text file in slade
>>
>>3323094
>>3323085
Got it! I'm such a retard holy shit

Gracias relativos
>>
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what if i said

that John Romero is a little bitch
>>
>>3322976
>>>/k/
>>
I'm not really sure if this is the best place to ask, but are there any mods for Doom 3 that make it actually enjoyable at all?
>>
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Time for bad bossfights
>>
>>3322806
>everyone who thinks Doom 1 is intense and difficult is memeing, or marketing, or band-wagoning trying to convince you they played Doom "back in the day"

Doom 1 was much more difficult than earlier FPS games like Hovertank 3D, the Catacomb series or Wolfenstein 3D.
>>
Will the boom episode 1 project ever be completed?
>>
>>3323090
https://www.youtube.com/watch?v=ZqzKk2PZxGQ
>>
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>>3323114
I'd argue that it's easier than Wolfenstein
>wolf3d uses large mazes over the marginally more realistic and easier to navigate locations of doom
>there is way more RNG bullshit for damage
>you actually take more damage from offscreen enemies than onscreen
>infighting doesn't exist
>the vast majority of enemies are hitscan
>>
>>3323114
>he's never played on Death Incarnate
I'll wait.
>>
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>>3323113
>LISA meets Doom

aw yisss
>>
>>3323124
All enemies in Wolfenstein 3D have long reaction times before they start shooting and they announce themself when they see you, well except the mutants who are only in episode 2 and a few missions in Spear of Destiny. If you hear an enemy but don't see him then you can simply run out of the room and you will not take any damage.
Enemies just flinch while you hit them instead of shooting back.
And at last (excluding the dogs) all enemies drop more ammo than you need to kill them so you have practically infinite ammo.
>>
>>3322717
Tries to carry on Doom legacy even though it was completely unnecessary.

Basically our community is able to keep this game alive through our own custom content that Carmack himself made sure was easily accessible. Doom2016 seems to be a lazy experiment in bringing that modding community to consoles, although I don't think there was a perfect enough storm for that to happen, I think not enough devs have that same care for the players input as Carmack did. All they really did was use the Halo Forge concept and applied it to a Arena fps with modern day UNIT SLOTTINGâ„¢.

As a consequence, the game ends up being a game people will say "its good" but will use that high-pitched voice that tells you its mediocre and not really worth the time. There isn't really speedrunning potential, when the initial charm and normie-tier "oh my god retro level" goes away, it loses replay value.

I don't think its a bad thing this Doom happened though, I would rather have devs at least try, than cop-out with modern-military trash. So hopefully this popuralizes this kind of direction, and people can improve on it beyond the whole "look guys nostalgia" STRAFEâ„¢ gimmick.

P.S I can't believe the reason the Strafe dev is using random maps is because he got bored of knowing where everything was in Quake. That game like Doom has 1000s of levels worth playing. Unless you have Hyperthymesia... Hell of a game you want to recreate: a game with levels you get bored playing, great design direction guy.
>>
>>3323117
It's dead, no OP bothers to remove it.
>>
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>>3322506
In levelsets and megawads, sure, but there's something to be said for sprawling single level wads.
Vrack2 is still one of my favorite wads period
>>
>>3323092
>Sorry, that page doesn’t exist!
>>
>>3323140
he asked what did you think was good of the new game in your eyes, now what blurred and contrived point of view you have on 'console modding' or whatever the shit it is you're rambling about.
>>
>>3323156
n i g g e r
https://twitter.com/DOOM/status/747882355914727424
>>
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>>3322514
Yeah, feeling same thing.
I think I have problems of compressing/condensing my levels. I keep making them so long even when I try to keep them short.
>>
>>3323145
Well shit. I just want another /vr/ speedmapping project.
>>
>>3323092
classic-esque pump animations
excellent
>>
>>3323092
Am I the only one who thinks the weapons are bit too high?
>>
>>3323186
I like it anon. It's not the campaign DLC I'd like, but it's still good content.
>>
>>3323168
me too, I'm itching to pump something out, I already made 3 e1 techbases
>>
>>3322996
any place I can get your other maps? I know some are in DUMP but you have to be uploading these somewhere right?
>>
>>3322506
I dunno, some of my favourite maps tend to be big nonlinear maps.

That said, there certainly is an appeal to short maps too. Doom 1 E1 is proof of that.
>>
>Blood source code never

https://a.pomf.cat/axasxs.webm
>>
>>3323216
k
>>
So has Love Live avatars become a meme at doomworld, or?
>>
>>3323058
>id has lost their touch.

Actually, firing Carmack seems to have done pretty good for them. Wolf: TNO/TOB have been widely praised, and Doom 2k16 turned out a hell of a lot better than anybody expected from Bethesda's mismanaging of the marketing.
>>
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>>3323113
>LISA wad
WHEN?
>>
>>3323208
Not really.
I can link them, though.

https://my.mixtape.moe/irgniv.zip ( Lambda )
https://my.mixtape.moe/xmtmzm.zip ( Electron )
https://dl.dropboxusercontent.com/u/52769410/Doomstuff/Felt.zip ( Felt )
>>
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I have made a terrible mistake.
>>
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>>3323098 (me)
alright so, I might just shut up and give up and hand this off to someone else with actual knowledge of what to do, BUT.

Let's say I got the 64 hands frames done for Smooth Doom.

How would I go about implementing them into the mod? Cause I know for a fact that ACS trickery is involved but I don't have the necessary know-hows. Any ideas? Or most specifically, anyone willing to post some kind of tutorial or have any knowledge of what to do?
>>
>>3322590
If you were a turbo nerd with internet access yeah maybe
>>
>>3322180
Centered.

Very few people know how to make decent angled sprites anyway.
>>
>>3322831
I blame that mainly on the fact that most games with the option don't have unique animations for it. So it looks awkward more than anything.
>>
>>3322976
>multiplayer

it's zdoom only. multiplayer is like masturbating with sandpaper on zdoom.
>>
What are your best Doom 3 mods?
I really want to enjoy it but it just seems so lifeless in so many aspects, is there anything you guys would recommend to fix it up?
>>
>>3323263
uninstall wizard
>>
>>3323263
Sikkmodd, I guess?

there's a mod that adds randomly spawning enemies in a level each time you play, can't remember the name for the life of me though.
>>
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>>3323054
Where, though? Anyway seems that will still be a while as I'm still finding bugs.
For whatever reason some of the map teleporters in DUMP 2 start the player view in the floor, breaking the default player information gathering at the start of my camera script. Using idclev doesn't have this issue.

I tried putting a delay at the start of the script, but that doesn't always work and gives the player time to crouch and break the info gathering (specifically, the player's viewheight). I wish I could delay the script until the map's fully loaded or whatever's going on. Might have to get default player information a different way.
>>
>>3322917
>>3322984
Also what naming scheme does commonFuncs use for things that aren't acs exclusive? It's python, right?
>>
>>3323242

Not for awhile, I'm only just now getting to extracting LISA's textures. The Yado dummy was just a test.

Once I have a respectable pool of textures, my first task will be recreating the gym.

https://www.youtube.com/watch?v=ckZlj2p8W9M
>>
>>3323275
Loop player view height checks and use the highest value?
Or just check forever? Wouldn't you need to do that if they crouch later?
>>
>>3322806
>I honestly have an opinion that everyone who thinks Doom 1 is intense and difficult is memeing, or marketing, or band-wagoning trying to convince you they played Doom "back in the day". It's these people who have troubles with Plutonia and E4 and think Scythe turns to shit by the third act.

Yeah, 100% agreed here. It absolutely shits me when I see the "fans" who go on about how "bullshit and unfair" Plutonia is. Always turns out to be someone who simply lacks the skills and experience to overcome its challenges.
>>
>>3323285
I'm getting the default height so the camera knows what to smooth to, the smoothing works fine when crouching as crouching is a multiplication of your viewheight property.
>>
>>3323307
Well then just loop for a bit and use highest value.
>>
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>>3323242
>>3323280

Rando did nothing wrong
>>
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>>3323251
please respond

I seriously wanna get this done ;-;
>>
>>3323168
>>3323196
considering joining DUMP next time, then

or just, y'know, map for yourself
>>
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>>3323232
Anime girls are love, anime girls are life, Love Live is shit
>>
>>3323145
I'm the one who made Engineering Deck and I have two maps for the project that are almost finished.

But from what I've seen, there was lack of motivation from everyone and I was afraid I was left alone or something, so I've been waiting if the organizer shows up or something but the wait has been too long.
>>
>>3323314
I'll try that, I'm just unsure what's causing this bug, I'm not getting it with Hexen's hub travel, I'm also worried if it will still bug out on slow computers (not sure if tics still go by while it's loading). Thanks though.
>>
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>>3323320
But I've already made a dump map, I was talking about something specifically /vr/. I guess there really isn't enough interest to complete another community project here.
>>
>>3323320
not good with handling myself, need a set of rules or I get too ambitious and way in over my head.
>>
>>3323348

Follow your passions and do something that you think would be neat. Pirate Doom started off as a couple of forumgoers scribbling eyepatches onto cacodemons, and then it turned into a genuinely fun TC.
>>
https://www.dropbox.com/s/mp0mnru4u542z0z/PetTheCacodemon.pk3?dl=1

Saw another anon doing it, I decided to do my own take. Enjoy.
>>
>>3323383
well that was silly
>>
I have an emergency.

I need to make a dumb joke-game in the period of about a month. Doesn't have to be long, and doesn't have to be high-quality.
I have little to no experience with mapping outside of Quake 3.

Should I use eduke 32 or Doom for easiest learning curve/results ratio?
>>
>>3323402
doom

you can learn DECORATE in a couple days
you can still be wrestling with CON after a year
>>
>>3323327
>I'm also worried if it will still bug out on slow computers (not sure if tics still go by while it's loading).
Don't worry, this isn't a concern.
>>
>>3323318
It should just be decorate if what you're wanting to do is weapons. Look up wildweasel's gunlabs and the ZDoom wiki.
>>
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Can someone please recommend me an arena reelism-like monster waves wad?
>>
>>3323404
Thanks, I'll take a look.

Is Doom Builder still the best level editor for it?
>>
>>3323415

GZDoom Builder is the level editor of choice nowadays. Despite the name, you can make levels compatible with other source ports.
>>
I never made a map. This may be a dumb question but I'll ask anyway: If I choose "GZDoom: Doom 2 (UDMF)", will my map be only playable in GZDoom?
>>
>>3323405
Yeahhhh I think I just found out what the problem is, the smooth camera script is running between maps, comparing the Zheight of the player when in the teleporter to their Zheight at the start of the new map, and attempting to smooth it out, making the player tall on maps with a low starting Z height and a midget on maps with a high starting Z height.
Then the script re-runs as it's entered a new map (it's an ENTER script), and gathers incorrect info due to it having already altered the player's height.

Fuck.
>>
>>3323431

In UDMF, the map should be playable in other source ports as long as you stay away from (G)ZDoom features and ZDoom-isms (aka mapping errors that ZDoom smooths over but other source ports don't).
>>
>>3323431
No, but if you use any gzdoom specific features, it'll be weird.
>>
>>3323408
Only thing close that I know of is the "what the fuck" atmosphere of the Unholy Bosses mod for MM8BDM, but it's one boss instead of a wave in most cases. Sometimes there's multiple bosses or some kind of event.

Honestly though, any goodness comes from seeing the whole game get fucked up by an out of nowhere item or something instead of the actual fight.
>>
>>3323470
Thanks Anon, I'll check that one.
>>
>>3323023
Thanks Doc
>>
>>3322763
Long time coming, but thanks anon.
>>
>>3323383
Good stuff
https://www.youtube.com/watch?v=PVWWheei8eU
>>
>>3323564
Cute :3
>>
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ft. too much sector_setfade
>>
>>3323574
This looks great! Are you planning to convert lisa to the doom engine?
>>
>>
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>>3323574

oh

god
>>
>>3323582
Do you think it would feel good to, you know?
>>
>>3323582
Does caco have pusspuss?
>>
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>>3323574
>>
>>3323140
>Doom2016 seems to be a lazy experiment in bringing that modding community to console
I don't think that was the point. I'm pretty damn sure Bethesda knows their modding tools are lackluster compared to their other modbox games.

Kind of stupid, but it's just one reason why Doom 1/2 will outlive 4.
>>
>>3323564
Fucking amazing.
>>
so i've been playing the original doom games lately, and i've learned two things: one, i kinda suck at doom, and two, doom 2's stage design is all over the place. the middle few maps being boring is something i already knew, but did a cyberdemon and a spider mastermind just infight each other to death in map20? and what in fresh fuck was barrels o' fun?
>>
>>3323612
Monster infighting is a thing in both games, yeah. They'll full on kill each other even.
>>
>>3323612
>i kinda suck at doom

Even with the mouse?
>>
>>3323612
>barrels o' fun
nigga just listen to alice in chains and blow dem barrels up
>>
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>>3323580

No firm plans at the moment. My original idea was a single Olathe-themed level with a Yado bossfight at the end, but when I saw just how many textures and enemies LISA's assets provided I figured I could maybe try my hand at something larger. So far I haven't done much but make a few setpieces and import a ton of textures.
>>
>>3323436
I should have just followed this >>3316185 wise anon's instructions to begin with instead of thinking I didn't need to go that far. Spawning and despawning the player's actor class works great.
>>
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How can my Ranger be this cute.
>>
>>3323637
By being an animu girl.
>>
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>>3323418
>>3323404
You weren't kidding, this is pretty straightforward and easy.

Now I have to figure out how to insert custom sprites, use DECORATE to replace common monsters with them, and then find out some way to distribute the whole thing to where it looks like a standalone game like Adventures of Square instead of a wad for GZDoom.

But I still got a month, so I'm not too worried. I just gotta make this infinite plane I made smaller, now.
>>
>>3323645
ganbatte
>>
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Rate these unfiltered textures boys

Pesonally I think they look like shit, but I know half of you will jizz all other them
>>
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>>3322817
Right handed with elephantiasis, too far up on the screen. No one at id understands what looks good anymore.

What's with the trend of making everything and everyone a swollen mass anyway? Not just Doom 4, the new Quake Champions as well.

>>3323186
No, it's just that most people have no visual literacy. Not to imply that it's anything unique to Doom 4 players, Doom has had terrible custom sprites that people fawn over for decades.
>>
>>3322824
>Was it so hard for them to put that option when the game was released?
Maybe the thought just didn't occur to them?

>>3322825
Well it could be that too
>>
>>3323658
The wall on its own looks great, maybe 8/10. Combined with the comparatively high-res weapons... bad/10.
>>
>>3323658
I'm going to jizz all over it because I like the unfiltered texture look.

I want to see the blocks.
Thread replies: 255
Thread images: 122

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