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DOOM THREAD / RETRO FPS THREAD, THERE'S A MAN OUT THERE EDITION - Last thread >>3340421

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/1467/42/1467421002740.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===

[07-07] Anon mod release: COD MW2 Restored >>3344141 >>3344115
https://www.mediafire.com/?5d7jv4dllfj5aj3

[07-06] Anon map release: Shitty Slaughter Wad >>3340934
https://www.dropbox.com/s/1bwtnu4pm2wbjhf/Shitty%20SLaughter%20Wad.wad?dl=0

[07-06] Anon map WIP: Spaceport >>3340832
http://www.mediafire.com/download/g8slfw2ortwovg5/Spaceport.wad

[07-05] Anon mod release, map re-release: Crossbow, Generic UAC Outpost >>3339205
https://www.dropbox.com/sh/3sfqf3lxwx8a15f/AADsinODAayk8HgUBr5wPY3ha?dl=0

[07-04] Anon mod update: Dual Cannon >>3337665
https://www.dropbox.com/s/k0fxa1stmej2k1o/DualCannonv2.wad?dl=0

[07-04] Anon map WIP: Relentless Reactor >>3337615
https://drive.google.com/file/d/0B4mwJRa7e5VpWVZhMHZqWlNoVlE/view?usp=sharing

[07-02] QuakeSpasm 0.92.0
https://quakespasm.sourceforge.net/download.htm

[07-02] Anon mod update: Smooth Doom Weapons Only >>3330847
http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

[07-01] Anon's 6 y/o nephew map release: Christopher Map >>3329938
http://www.mediafire.com/download/mj9fyjus35u60gl/Christopher_Map.wad

[06-30] Anon map release: Alice >>3327318
https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad

[06-30] Anon map release: Boneduster Desert >>3326169
http://forum.zdoom.org/viewtopic.php?f=19&t=52695

[06-29] Anon code release: Smooth stairs/camera movement >>3325348
http://forum.zdoom.org/viewtopic.php?f=37&t=52694

[06-28] (Different) Anon mod release: Pet the Cacodemon >>3323383
https://www.dropbox.com/s/mp0mnru4u542z0z/PetTheCacodemon.pk3?dl=1

[06-28] Anon map release: Aqua Regia >>3322956
https://my.mixtape.moe/wsgmpd.zip

[06-28] Quake 2 Map-pack WIP by :3 >>3322759
http://quakeulf.suxos.org/3d/maps/olde1.bsp
http://quakeulf.suxos.org/3d/maps/olde2.bsp

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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
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bones
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>>3345536
what is this, a hud for ants
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>>3345536
That map looks nice and Doom 1ish, but with Doom 2 stuff in it, want
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>>3345540
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>tfw no SMT: Strange Journey wad
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So generic question here, but I'm genuinely curious: what was your favorite episode from Ultimate Doom? And what was your favorite map from each episode?


I've always found Inferno to be the most enjoyable to play through as well as the most thematically pleasing, the levels are all so memorable and enjoyable to play through, and some of the levels got me really immersed in the hell theme when I first played Doom years ago. All the episodes are great, but I think Inferno is the strongest of the four.
E1M6, E2M2, E3M3, and E4M2 are all my favorite maps from each episode. The latter three are all within my top 10 maps from official Doom games, and E3M3/E4M2 are both within my top 3 for sure.
>>
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>>3345550
>>
>>3345551
playing this right now, just got to delphinus
>>
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>>3345554
>>
>>3345556
you're in for a treat in the next area
>>
How come nobody hosts DoomSpy anymore?
>>
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>>3345593
scary spodre
>>
Soooo this Corridor 7 game. I just found out about it today. It seems pretty fucking cool but I am god damn terrible at it. Also, the fps varies wildy when running thru dosbox... I'm gonna assume that is just the way things go. Would there be any way to run it through a sourceport or something? I heard it uses the Wolf3d engine, so maybe ECWolf? You guys were the only place I could think that might have real answers.
>>
>>3345641

The ECWolf dev does want to add support for that game, but judging by how fast he's working that isn't coming for a long while.
>>
>>3345652

Cool. Thanks for the heads up. I was just hoping there might be a way to jerryrig strafe mode in a permanent state. Kinda like Doom. Because I hate holding down an extra key... I know that sounds silly but it feels so unnatural after playing the 'widely accepted' way for so long.
>>
>>3345679

You can use DOSBox's keyboard mapper to make the turn left/right keys also turn on strafing, but if this game's anything like Wolf3D you still won't be able to turn while strafing.
>>
I don't know how many of you still play Ultimate Doom wads, but you should check out b2b.wad if you get a chance. Back to Basics was an episode made by Espi back in '07 and it has some of the coolest transitional maps from tech to hell. Some of the levels look like they're being swallowed up and disintegrating around you... very cool.
>>
>>3345692

are you asking us if we want to play a mm8bdm terrywad
>>
>>3345695

What's a terrywad?
>>
>>3345692
MY EYES
>>
>>3345695
>>3345707

>UNIRONICALLY RESPONDING
>>
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Another stupid map, bit rough on edges, intended sort for map01/map02 slot.

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

I still think the balance is bit off.
>>
>>3345692
Oh god, that looks hideous.

>>3345706
Google doomguy2000
>>
>>3345720
>The graphics is perfectly fine
No, it's hideous.

>If you're uncomfortable with 8-bit, you shouldn't be here, newfag
Even for a 8-bit texture it could be made dozens of times better, easily.
>>
>>3345720

Nigger I love the art of NES games but the textres from Megaman games don't work well for a doom level, to try to argue otherwise is being in denial
>>
>>3345720
>If you're uncomfortable with 8-bit

It's not because it's 8-bit, it's because it looks like shit. I still play NES games and love 8-bit graphics, but this looks bad.

You're talking as if it can't look bad because it's 8-bit.
>>
>>3345731
> Even for a 8-bit texture it could be made dozens of times better, easily.
Give me an example.
>>3345736
> but the textres from Megaman games don't work well for a doom level
That's because it's not supposed to be doom.
>>
>>3345746
It's too saturated and the colors clash like hell.
>>
>>3345746
It's not that it doesn't fit a preconceived notion of Doom, it's that the tiles just hurt to look at when you put them on Doom level geometry.
>>
>>3345760
This, the solid colors and fullbright is harsh to look at in full 3D.

Even Super Mario 64 had shading and texture to it.
>>
>>3345729
Faggot
>>
Is there an Alien: Isolation mod for doom?

And by that I mean a wad:
>limits your movement and stamina
>low/no fire power
>your actions create noise by which the baddies/baddie find you
>you must use your wits to escape/progress
>>
>>3345794
Hideous Destructor hits that note pretty well. Essentially /k/'s tactical survival horror.
>>
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>>3340832

just tested your map, anon

i liked the techbase detailing and other things like the balcony textures

that being said, the general texturing is pretty bland, the lighting is too uniform and bright, and /it's too easy/; it needs a few cacodemons or a trap or something.
>>
Quakespasm is so fucking overrated

>virtually no customization options
>always, ALWAYS changes the configurations to default whenever I try new maps
>shitty mouse controls
>no graphics options other than resolution and color depth
>looks like shit
>the only times I keep going back to it it's because so many good mods are only compatible with it

DirectQ master race reporting here
>>
>>3345834
Aside from lack of firepower. HD's weapons are ridiculously powerful, just unwieldy.
>>
>>3345861
>>always, ALWAYS changes the configurations to default whenever I try new maps
Go inside your id1 folder(vanilla quake), set the config file to "read only", then copy it and paste it inside the other mods/maps folders

>>shitty mouse controls
I don't see how it is different from any other port's mouse controls

>>no graphics options other than resolution and color depth
>>looks like shit
The whole point of the port is that it looks and feels vanilla but without the bullshit bugs and DOS fuckery, what did you expect?
>>
>>3345865
Thanks for the advice, I'll keep it in mind.

>what did you expect?
DirectQ does the same and much more, it's the little things. Too bad it's so shitty at being compatible. I just want to play it with Arcane Dimensions, is that too much to ask?
>>
Has anyone ever made an Animal Crossing-type mod? Some kind of cozy, cutesy life-simulator or something? I think it could be nice. I love the idea of AC but I get bored to tears when I actually play it.
>>
http://blood-wiki.org/index.php/List_of_Weapons#Spear_Gun

>The Spear Gun was a cancelled weapon that was originally supposed to make its appearance in Blood, but never made its way into the final release. A Spear Gun concept art did find its way to the Blood website however, and a version of it is in the Blood Alpha using a sprite later used for the Tesla Cannon.

At last I trully see
>>
>>3345861

>no graphics options other than resolution and color depth

There's actually quite a few, but most of them are only accessible through the console. You can find them in the update log for Quakespasm and on this page:

http://www.celephais.net/fitzquake/
>>
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>>3345881
>fitzquake
>>
>>3345890

Quakespasm is the successor of Fitzquake, and uses the same CVARs as it.
>>
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>mfw pinkies with -fast on

Holy balls. -Fast parameter makes even the Iwad levels hard
>>
>>3345861
>virtually no customization options
>no graphics options other than resolution and color depth
>looks like shit

All boils down to your lack of knowledge of the cvars.

DirectQ's anisotropic filtering only works when both texture filtering options are set to the blurry mess that is linear, that alone makes it objectively worse than QS in terms of visuals.

>shitty mouse controls

Standard Quakespasm .exe uses mouse acceleration, whereas the SDL2 .exe uses raw input, take your pick.
>>
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>>3345717
And on same note, I made a new version of Electron. Fixed some things and heavily altered finale. Hopefully it is not as horrible. Hopefully it is horrible enough.
>>
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Alright you fuckers, get in here, tim for COOP Going Down:

45.79.134.90:10749

DOOMSeeker name: [TSPG] Painkiller: Going Down
>>
>>3345972
How do I do multiplayer in zdoom? I've only ever done single player
>>
>>3345981
>ZDoom

Zandronum is what you use to play multi.

http://zandronum.com/
>>
>>3345985
Ok, downloading now.
>>
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>>3345972
get in here y'all, good times
>>
>>3345972
Took you long enough, fucker.

Joining in a minute or so
>>
>>3345985
>>3345986
Also, I suppose I need the Doom II wad?
>>
>>3345972
>>3345987
I was wondering when you'd get the server up. I'll be on in a few minutes.
>>
>>3344208
>>3344194
>>3344187
>>3344132
>>3344181
>There is such a thing as clientside, but you can't have a clientside script reading the player's inputs and have it affect things that affect the server (i.e. movement).
You can have it affect serverside things, with RequestScriptPuke.
http://wiki.zandronum.com/RequestScriptPuke
You would have a clientside script reading the player inputs, then use that to get something executed on the server. Note that I don't actually know if you can read the player inputs in a clientside script because clientside stuff doesn't always have access to everything and there is somewhat limited documentation on what it does have access to except for certain well known things (like inventory items.) It should be easy enough to find out if it does.
The only downside to this is that the script is not """guaranteed""" to get executed serverside (I have never had any instance of that happening during my limited usage, it's always worked) and that even if you don't have a keybind set in keyconf for "mypukescript" players could still bind it themselves via console commands.
>>
>>3343939
>The Fred Durst of the modding community
>>3344058
>Who is fed durst?
https://www.youtube.com/watch?v=RYnFIRc0k6E
>>
>>3344751
>map07: schizophrenia
that looks like it'd play alright but jesus, man, those colors.

what motif are you even going for in that level?
>>
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>>3345117
>ever placing 64 and 3 on the same level
>>
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>>3346019
>fed durst
mfw
>>
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>>3346030
that's just taking shit a little too far.
>>
I must be stupid.

I can't figure out how to get zandronum to connect to a specific server.
>>
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Is setting a player class's speed to 0 and having their movement handled by ACS a feasible idea?
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=52276&start=795#p923845
>Hey guys. Yholl's finished up with the weapons and we all just need to do some last-minute touch-ups and update integrations, so if everything goes well please expect the next map test build and the first weapon test build either tonight or tomorrow.
>>
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>>3346045
>>
Here's a quick study map I made today, it covers lighting, some texturing, puzzle design, and architecture. It's not a playable map, but it will become at least a part of a map in the near future.
http://s000.tinyupload.com/index.php?file_id=93893796933156047125
>>
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Sharing some chill mapping jams.

Haircuts for Men - 手遅れに実現 lp [320]
> Vaporwave, Chillwave, Lo Fi Jazz Elements, Instrumental

Sample: https://haircutsformen.bandcamp.com/album/lp-3

https://mega.nz/#F!jJEnTRTK!DPS4BBvq5E-AYQJldHZ50A
>>
How would someone make a Painkiller/Serious Sam wave in the Boom format? The doors close, monsters pool in, and you have to defeat the wave to leave the area?
>>
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>>3346068
>'The type of album that is truly... me'.
god fuck
>>
congrats lads on beating going down
t. thomas jefferson
>>
>>3346084

It was super easy though, definitely not made for ~16 players.
>>
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>>3345972
Well that was fun
>>
https://www.youtube.com/watch?v=wcGuQukOOhQ
Ten out of ten best mod, hope it gets fifty cacowards.
>>
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>>3346089
at least we left with an appreciation for why doomguy can only accomplish what he does when he's alone given all the teamkilling going on
>>
any suggestions for the server now that we're done with GD?

instagib DM maybe?
>>
>>3346042
Yes.
It's what you would have to do for something like a doomkart too.
>>
>>3346096
that would work for 16 ppl
>>
>>3346041
Use Doomseeker then
>>
>>3346094
mom! These guys are saying my mod isnt good! Could you sign up and say its good please?
>>
>>3346096

DM in general would be cool. Or just a bunch of massive maps with tons of demons.
>>
>>3346042
Samsara does this for Wolfmove, I believe.
>>
>>3346105
>>3346096
actually we should do a team mode like tdm or ctf
>>
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>>3346096
>>3346104
>>3346105
>>3346118

Server: [TSPG] Painkiller: The Speed of Death

Address: 45.79.134.90:10749

rifle instagib time, senpai
>>
>>3346095
military training
>>
>>3346125

forgot the pass, it's iddqd
>>
>>3346108
I still don't know why it's called World of Kirbycraft. It has nothing to do with either World of Warcraft or Kirby. It's always a good sign though, when the person doing the "trailer" opens up the terminal for those elite cheat codes. Also, why is there a mspaint loli whose main ability is crying?

https://www.youtube.com/watch?v=x4lNfUmESoQ
>>
>>3346115
Oh hey, it does too. I thought it was just nashmove with high values.
>>
>>3346125
it's not letting me in for some reason
doomseeker says i have all the wads i need for it but zandronum says its missing something
>>
>>3346138

Same here, kicking me out, dunno what's wrong.
>>
>>3346125
>rifle instagib
It's time.
>>
What are some good/essential weapon mods for Quake?
>>
>>3346070
Personally, I can't stand "arena lockdown" style gameplay.

And to answer your question, you can only do that on map07 of doom 2, and only with Mancubi (tag 666) and Arachnotrons (tag 667)
>>
Does anyone have a link or something to Master Levels? I want to see how this wadsmoosh thing works.
>>
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>have not logged into R667 or ZDoom in a while
>account has been deleted

What happened?

Did hackers grab inactive accounts and spam or something?

What should I do?
>>
>>3346186
https://mega.nz/#!n4AyALKb!qLgtN1bJ98oV4YleFGhlmrctzqchUjurs_-oeRZBEVE
>>
>>3346125
is the server dead or something? I can't seem to be able to find it on zand
>>
>>3346213
nope, playing right now
>>
>>3346201
idk talk to wildweasel on irc i guess

https://webchat.freenode.net #zdoom i think
>>
>>3346213
I think the master server is fucked or something.
>>
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>>3346214
oh

alright well have fun y'all
>>
>>3346228
if it's any consolation the server petered out and has like 2 people in it if that now
>>
>>3346238

I left because I suck. Plus there wasn't enough people to make me feel like I don't suck.
>>
>>3346238
0, last i checked
i got 2nd place on a laptop touchpad so there's that
>>
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>mfw when i just managed to join and there was nobody left
>>
>>3346249
Should I come back? I left to make webms, but I could outsource that to another computer.
>>
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>>3346249
>>3346243
>>3346246

any suggestions for a new server setup? Not sure if I'm down for much myself at this point but I can always throw up a new server
>>
>>3346252
>you actually did get it on tape
THE ABSOLUTE FUCKING MADMAN
>>
>>3346254
something frantic, but vanilla enough
>>
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is anyone here willing to boot up another game I can join

just so I don't hopelessly wait for brutalv20-bv20doom4weapons-brutalhellonearthstarterpack to download, only to find out anyone who might have been playing had already left and all I had left to do was playing an okay mapset all by myself and dying in the second level to a randomly exploding barrel in the conveyor line
>>
>>3346252
you trounced me tonight bud, i am out of practice

nice shot btw
>>
>>3346254

I like co op stuff myself but wouldn't know something good for a lotta people.
>>
>>3346257
>>3346263

what about Dump 2?
>>
>>3346267

Does that work in co op?
>>
>>3346252
Any more webms?
>>
>>3346267
it was designed for zandro compatibility, so it should

also i could load Dakka with it for some extra fun
>>
>>3346273

meant for

>>3346268
>>
>>3346273

I'd play it in that case. Dunno if anyone else would.
>>
gonna need some more feedback before i upload a bunch of wads and write an ini, senpai
>>
>>3346271
Had to install VLC on the outsource computer so I could comb the clips.

>>3346256
Do you take me for a liar?
>>
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>>3346285
>>
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>>3346292
good old rifle-jumping
>>
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Whats the deal with nukage?

Where does it come from? Is it used for something or a waste product?

I've kind of wondered this and I suppose it's left vague for our own reason of it's existence to be there.
>>
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>>3346292
>>
>>3346308
>>
>>3346306
People in the future hadn't figured out a way to safely dispose of radioactive waste and protect the environment.
>>
>>3346306
It's a processing plant isn't it? Some of it could be leaks from damage.

Or we just shouldn't think about it beyond its gameplay element.
>>
>>3346327
>Some of it could be leaks from damage.
This is the most probable hypothesis. Lack of maintenance due to demons made shit break down and leak.
>>
>>3346320
Is this the world we'll be leaving to our children?
>>
>>3346330
And our children's children? How will they live with all the undisposed toxic waste that we left to them to deal with and... oh, the humanity!
>>
>>3346330
>>3346334
I merely looked forward to two these replies.
>>
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You gotta learn to Blender my dudes, just importing models and lighting them.

http://forum.zdoom.org/viewtopic.php?f=39&t=52659
>>
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>read the comments section on D4Doom's release trailer video
>brutal fanboys calling it a ripoff of mark's mod
as hard as this may be to believe, I have really nothing against brutal doom fans (even though I had heard about a few sour taste experiences involving them myself, but have no firsthand experiences with them), but man. Are these people idiots or something?

I also saw a dude on modDB earlier reuploading necronixis' d4 sprites pack and claiming it as his, and a couple of people were linking to the original thread stub in the resources subforum calling necronixis himself a thief.

That shit legit pissed me the fuck off.
>>
>>3346378
>but man. Are these people idiots or something

Yes. Very yes
>>
>>3346372
mite give it a try when i decide to get my ass off smoothdoom weps only and maybe make something worth looking at. centered 3d-quality weapons such as the one in your pic sounds like absolute sex though

>>3346378
>beyond the western deep
my
fucking
nigga
>>
>>3346378

Asking whether YouTube comments are stupid is like asking whether Twitch chats are cancerous.
>>
>>3346306
playing with the gamma too low
if you wanna be accepted in to the Doomworld Cool Club it must be maxed
>>
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>>3346306
is it even that hard to see things in TNT holy bow wow
>>
>>3346390
Minigunner doesn't go into the real basic stuff but I wrote up a bit of info that should get you to the level needed for Minigunner's tutorial.

http://forum.zdoom.org/viewtopic.php?f=3&t=15080&p=922926#p922926
>>
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>>3346393
At last I truly see.
>>
>>3346401
Wait, what the fuck is this sorcery?

Why is the thumbnail's gamma different from the full image?
>>
>>3346402
Magic png. It's the same thing that makes the double image things work.

Basically your browser renders the thumbnail differently from the full size image.

http://thume.ca/projects/2012/11/14/magic-png-files/
>>
>>3346402
PNGs can have gamma settings embedded. ZDoom saves screenshots before gamma adjustment and just embeds the setting.

4chan doesn't read the gamma value.

http://regex.info/exif.cgi?imgurl=https%3A%2F%2Fi.4cdn.org%2Fvr%2F1468039919334.png
>>
>>3346405
Magic PNG is a trick using the embedded gamma value among other things, not the core element in play. Like a rabbit isn't a magic trick, but a magic trick can use rabbits.
>>
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>>3346402
>>3346405
>>3346406
>>
>>3346410
I swear I made that in HSG years ago.
>>
So a bit of a random question (that turns out is coincidentally being discussed right now), but what do you anons have your gamma, brightness, and contrast set to in your game? I spent a couple of minutes dialing the numbers around by single increments until I got something that looked good in well-lit environments but also allowed me to see somewhat well in dark environments (enough so that I could see the enemies I was shooting and where I was going.)
>Gamma: 1.5
>Brightness: -.2
>Contrast: .9
I'm sure this will vary slightly between computers, but this currently is working really well for me in a variety of maps and brightness levels, and I was curious to see what others had their G/B/C set to.
>>
>>3346412
it's a small world, senpai... i can believe it
>>
>>3346405
>>3346406

Didn't know about that. Thanks for explaining.
>>
>>3346378
>D4D will probably not be coming out when it's supposed to because it fucks up saves with the mod when used with GZDoom
FUCK
>>
>>3346417
Gamma=1
vid_contrast=1
vid_brightness=0

Give me that Doom straight out the can.
>>
>>3346417
What port are you using?

In GZDoom you can also choose between different sector light modes.
>>
>>3346398
thanks tons. cheers anon!
>>
>>3346417
I don't really recall the brightness and contrast, but I have two keybinds for Gamma. First bind sets it to 1.0(for a completely normal look), and the second sets it to 1.5(so I could actually see in darker areas).
>>
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>>3346431
Give this a look over. Your monitor might have harsh contrast.
>>
>>3346427
I'm using GZD, and apparently I had it set to "dark". I'm not sure if I had set it that way previously without knowing or if it was set to that by default, but thanks for making me aware of that. I liked "Doom" and "dark" the most since they were similar in settings and because I already calibrated my settings for "dark" specifically.
>Testing out the settings in a dark room
>Set to Software
>Fog of darkness five feet from my face
Lord save me from Jitterskull.
>>
>>3346417
Gamma correction off. I don't use zdoom
>>
>>3346439
I use "Doom" because it's also dark which is good for atmosphere but unlike "Dark" things get brighter as you get closer to them so I never feel totally blind.
>>
>>3346443
What do you use?
>>
>>3346439
>>3346445
I personally can't stand any of the "lighting modes" that the GL renderer offers. Even the so-called "Software" lighting mode doesn't accurately have the software renderer's style of lighting.
>>
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why does the doom 64 BFG have a piece of tinfoil glued to it
>>
>>3346447
PrBoom+

I generally stick to playing maps for vanilla/boombf formats.
>>
>>3346449
Visual interest I guess. I mean they could have picked something else to put there but I can't think of anything else that's static and would look good.
>>
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>>3346445
>but unlike "Dark" things get brighter as you get closer to them so I never feel totally blind.
Ah, so it does, didn't notice that. I'm testing these settings out on maps I'm familiar with, so I'm having an easier time navigating in the dark due to memory and familiarity, however if I play new maps that I have trouble navigating then I may have to readjust for "Doom" setting. For now though, I've hit a nice sweet spot with my settings.
>>
>>3346451
But PrBoom+ has gamma correction.

I adjusted it because the default one is higher than other ports for some reason.
>>
https://www.youtube.com/watch?v=Z4M0UOmTdfk
>>
Anyone who talks trash about z-kart can kiss my ass.
>>
>>3346460
>Records desktop instead of taking the effort to edit a video

I don't want to watch this, what he's moaning about?
>>
I think he just found out that not all .wads were meant for him and he's working through it.
>>
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my map now has two whole minutes of gameplay, this calls for a celebration
>>
>>3345553

Episode 2; Tower of Babel
>>
>>3346378
Brutards are dumbasses
news at 11
>>
>>3346460
I don't usually judge people from their voice alone but he really sounds like a perpetually angry edge master.
>>
>>3346460
>Cute
dumb shit and the author's a begging crybaby
>Z-Kart
ded
>Shadow of the Wool Ball
is cool
>Sticky Smileys
looks dumb

>>3346471
doomguy 2000 whining, as usual
>>
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>say DUMP 3 test builds are going to come out tonight or tomorrow
>have a blackout that lasts the entirety of the night and into the morning

Good thing I have tomorrow off.
>>
>>3346495
ganbatte
>>
>>3346378
>I also saw a dude on modDB earlier reuploading necronixis' d4 sprites pack and claiming it as his, and a couple of people were linking to the original thread stub in the resources subforum calling necronixis himself a thief.
link?
>>
>>3346495
Drive: Type Mapper
>>
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>waiting for gunwad so long that i actually start learning how to use new synth properly

shame on you
>>
>>3346460
Is he affecting a retarded speaking voice or does he just have a retarded speaking voice?
>>
>>3346460
>stickygals
>it's another one of those ideas that appeals to kids, you know what I mean?
>>
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>>3346460
>Doomguy 2000 is an infamous author and notorious troll best known for Doomguy's Warzone and 30,000 Levels. He is also known for making purposely bad joke WADs to irritate people, or in this case trolling. Other examples of these joke WADs include: The Worst Level Ever Made, The Most Impossible Difficulty Ever!!!!!, and Seizure Doom to name a few. Besides being banned from the Doomworld Forums, he considers negative attention to be synonymous with popularity.
>Currently, he runs this wiki under the alias Justice Infinity.
>Revision as of 23:48, March 15, 2016 (view source)
Justice Infinity
>>
>>3346528
How can some people not realize it's a fetish mod?
>>
>>3346526
wait, I just clicked on one of his wrestling videos and that's his normal voice, and he's like 14 or something

why

whyyyy
>>
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I recently looked through some of my old maps I made around two years ago and I've been thinking of getting back into mapping, so I thought I'd share this small map-pack I had worked on so I could get some thoughts and criticisms before jumping back into mapping in general. These were originally done with ZDoom, but after playing through them in GZDoom they all seem to work out just fine.

https://mega.nz/#!EdUi1DZZ!b8PzQyvP68Cx8goAnczaQBn3fvsbeV797lAI_iEjJYM

>Each map is based on the original D2 map names (Entryway, Underhalls, The Gauntlet, The Focus)
>Each map is balanced for pistol start, and pickups/enemies/secrets vary according to difficulty (balance between health and ammo pickups changes between easy/normal/hard; UV may be tight on HP if you don't find some of the secrets)
>Also they've got DM set ups just cause, but they're not really good for DM
The first two maps are a bit "eh" in my opinion, but I consider 03 and 04 to be two of my best maps. The main two areas I'm looking for criticism with are level design and difficulty, focusing on whether or not the level design was fun, interesting, and overall good. The difficulty is meant to be "fun but keeping you on edge, with better rewards for higher difficulties", so I'm hoping I did that well.
And side note: maps 05 and 08 are unfinished and don't have much to them, I left them in just if anyone liked checking out unfinished maps and such, and map 29 is a touch-up of an older map I had made in an older (and much shittier) map pack. 29 is a bit stupidly difficult with some of the tasks you need to pull off, I liked the concept of the map and wanted to try and spruce it up to reuse it, but it may need more reworking.
Thanks to anyone that happens to play these.
>>
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hey has anyone else heard of this cool mod called megawan 8-bit deathmatch?
>>
>>3346456
Gamma correction settings in prboom+ are like vanilla's, which are: off, 1, 2, 3 and 4.

The only difference between vanilla and prboom+ here, is prboom+ has 3 as the default instead of off.
>>
>>3346547
No, but I see this mod is one of those irredeemably ugly ones
>>
>>3346549
The default was 2 for me and setting it at 1 made it look like Chocolate Doom's default.
>>
>>3346549
>>3346552
Never mind, I checked again and I set it to 0. Now it actually looks exactly like Choco.
>>
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>>3346547
>mfw that dog map
>>
>>3346535
Autism Infinity
>>
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Good night /doom/
>>
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>>3346576
Goodnight, anon. Stay comfy.
>>
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>>3346576
Stay safe, Skeleton Ghost.
>>
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>>3346576
GOOD NIGHT
>>
>>3346547
>>3346550

>not even a minute between each other
>filename

still mad 8BDM won't get in a 4chan infopic?
>>
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>>3346576
sleep-tight, doom-person
>>
>>3346587
>>
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First model in Blender. Should probably put an arm on it, and maybe not try to have reflections in Doom's blue range. Also some faces don't catch light properly but they all seem to be facing outward, it's weird.

Downloaded some videos from Millenia on making weapons in 3ds Max, maybe I'll learn something from the hours of content.
>>
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>>3346025
I'm thinking off putting blastdoors over the "liquid" and they are revealed the next time you go through the hall after the big battle in the next room.

it's a crunk refinery
>>
>>3346612
>Put little dots on the Shambler's face to give it eyes
>Becomes cute

AHHH NO
>>
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>>3346025
>>3346625
this was the previous revision, making it more hub/objective oriented than a straight path through
>>
>>3346292
i thought UT webms were'nt allowed anymore
>>
>>3345528
>my medicore e1m1 replacement is in the thread starter
>sempai noticed me

I'll make an even better map next time /vr/ for you
>>
>>3345690
Just downloaded this myself actually, after reading a very positive review on some Doom blog. Not given it much of a look through yet though.
>>
>>3346084
I wish I'd been following the thread when you played it. Maybe next time I'll host.
>>
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>>3345690
I almost forgot how goddamn terrible fighting cacodemons is without an SSG, the game just grinds to a halt.
>>
>>3345690
The first level drags on so long.
>>
>>3346703
I find using rockets on cacos to be very satisfying.
>>
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hi guys, is there any chance that someone in here has the ebook pic related, and willing to share ?
>>
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Question /vr/, where do you get inspiration for your level layouts? What works for you?
>>
>>3346725

http://quod.lib.umich.edu/cgi/t/text/text-idx?cc=lvg;c=lvg;idno=11878639.0001.001;rgn=full%20text;view=toc;xc=1;g=dculture
>>
>>3346725
>Doom: Scarydarkfast

What the hell is that?
>>
I need help from you guys. I never played too many different WADs or mods, but I decided to install Project Brutality. Now I downloaded the version of zandronum that was linked in PB readme, I also downloaded ZDL so I can play new maps and not Doom 2 maps.

Everything seemed to work fine, however the controls for new features just won't fucking register. I redefined controls, but my character still refuses to jump, crouch, reload, use secondary or tertiary fire mods, but he WILL use his mighty boot. Pretty strange, don't you think? How do I get around this.
>>
>>3346727
I make shit up as I go, most inspiration coming from cool stuff I liked in other doom levels. So just play a lot of those.
>>
>>3346729
Well that was fast, thank you anon.
I didn't know the author put a CC BY-NC-ND on it.
>>
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Man, this switch is Hexen-tier bad, I had no idea where to go next after hitting it.

Also, I forgot to save before closing the game so I don't think I'll go back to it even if someone gave pointers. The level design gameplay just wasn't compelling enough to bother.

>>3346719
Yeah, but this isn't Quake where rocket pickups come regularly, where a common enemy drops them like zombiemen drop bullets. Then you also have to worry about the barons, I have to save rockets for those.
>>
>>3346731
a good additionnal investigation to the well-known Kushner's Masters of Doom, written by a cool dude. It investigates the story of id sofware, dissects idtech engines and tell us interesting stuff about the first modding communities.
>>
>>3346737
okay I figured it out, I just had to study the control settings in more detail
>>
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I want to try to model a 2.5D microwave
>>
>>3346620
Apply some dithering maybe to get rid of that rough look
>>
>>3346840
Make a microwave texture set.

Apply to a rectangular box about the size and dimensions of a microwave (preferably fitting the dimensions of the textures)

You're done.
>>
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>>3346973
Here's a texture I used for my DUMP3 map, I believe it's from the Doom alphas.
>>
I absolutely love the new A_SpawnParticle decorate feature.
>>
>>3346992
can it do or approximate them hawken physx swirls

https://www.youtube.com/watch?v=eGVXfvA_-fA

how far can acs go

can the particle limit be set above the maximum value in the menu or is it a hardware level limit
>>
>>3347004
You can't change their momentum after they're spawned, so for complex swirls and stuff you'd have to use actual actors moved through acs with scroton magics.

You can however get a nice spark shower effect with fake gravity applied to the particles like this:
> TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnParticle("ffcc66",SPF_FULLBRIGHT,8,3.0,0,0,0,0,frandom(-10.0,10.0),frandom(-10.0,10.0),frandom(-10.0,10.0),-1,-1,-2,1.0,0.05)
>>
>>3346992
I'd only really use them if they had a (relative to caller) pitch parameter.
>>
>>3347026
But you can just put Pitch (multiplied or divided however) as an argument for the Z velocity?
>>
>>3347031
Oh, uh... how?
>>
>>3347037
You literally just put the word "pitch" there.
>http://zdoom.org/wiki/DECORATE_expressions#Variables
You might need to use like cos(-Pitch)*10.0 or whatever treatment of the Pitch variable for desired effect though
>>
Is there a way to change your healthy and armor? like multiply it by 1.5? I think giving myself a small advantage like that is a better option than to switch to god every now and then.
>>
>>3347039
There's a wad called Custom Doom which makes it so you can change how much damage you take/do by multiples, how fast you run/jump, armor/health regen if you feel like.

It's basically a "make your own difficulty" mod.
>>
>>3347038
Huh... well damn, thanks Anon.
>>
>>3346019

I guess spending my teens in the 90's blinded me from the cringe that I existed in.
>>
>>3347046
That sounds just like the thing I need but I can't find anything only by searching "Custoom Doom". Do you remember on what site you found it or do you have link?
>>
>>3347071
http://forum.zdoom.org/viewtopic.php?t=51446
>>
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flatsprites are pretty cool
just need to figure out how to
A. not have the z-fight with the floor
B. have them behave on lifts
so far i don't have a solution that does both
>>
>>3347136
Can you lock them to 90 degree angles? I'm not a fan of rotated sprites, the inconsistent pixels look too messy and faux-retro.
>>
>>3347173
a_setangle(90 * randompick(0, 1, 2, 3))
that was easy
>>
>>3347197
Nice
>>
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High poly bevels and reflection maps make everything look good. It's just some cylinders but damn they're some nice cylinders.
>>
>>3347220
Are these for a project or are you just making sprites for the community?
>>
>>3347227
This one is neither, just figuring out some stuff in Blender. The others are community, not that many are actually complete.
>>
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>set outdoors to low
>oblige shits out this
>>
>>3347236
oblige may create a huge mess, but they're better than anything I've made and that's impressive
>>
>>3347236
Jesus

I'm actually amazed as to what oblige can be capable of shitting out
>>
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>>3346401

I like it, but it's a little simple simon.

I want something a little more, y'know, action jackson. Something with a little more gamma
>>
>>3347236
Glaice's build on the OBLIGE forums I think fixes that, or at least the caves.

http://oblige.sourceforge.net/forum/index.php?topic=441.0
>>
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>>
>>3346378
this reminds me of a parody video of a little russian kid playing brutal doom and his mother getting pissed off.
does anyone have a link?
Thread replies: 255
Thread images: 169

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