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IF YOU CAN RUN THIS GAME
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DOOM THREAD / RETRO FPS THREAD, BEST EVER WRITTEN EDITION - Last thread >>3322167

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===

[06-30] 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 (Derelict Facility)
http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

[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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
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First for boners
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>tfw trying to deal with multiple Shamblers
>>
>>3326206
Right lads. Vote for the best megawad on this list or suggest megawads that should be on here.

I want to find the best of the best.

http://www.strawpoll.me/10426064
>>
>>3326221
Anon, you've been running this poll for weeks now, surely you've gotten enough data.
>>
>>3326213
HIDE
>>
>>3326221
Well you have Going Down, Scythe 2, Plutonia 2, Alien Vendetta and BTSX Episode 1.

From the amount of people that have voted already, this seems like the most solid top five you'll get.
>>
>>3326226
>>3326230
Need 1,000 votes to have good confident interval on the results.
>>
>>3326234
You aren't getting 1000 votes. You're haven't even reached 200 yet. You're aiming a bit high.
>>
>>3326235
I'm a basement dwelling, 300lbs NEET neckbeard. No jokes, I am literally the perma-virgin stereotype for /v/. Trust me, I have the time and the tism to get those votes.
>>
>>3326234
>niche board
>niche game
>implied requirement to have played all these wads before voting

While this is definitely the fastest general board on /vr/, I think your goal is a bit far-reaching anon.
>>
>>3326237
>Trust me, I have the time and the tism to get those votes.

So you're blatantly admitting you're going to spam the poll over and over again?
>>
Every now and then, I feel the urge to do a "Doom the way Serious Sam did" wad (moving from big arena to big arena). Is there anything similar that already exists?
>>
>>3326238
>Implying this is the only place I'm putting the poll.

>>3326241
Not at all. I'm rotating the poll over multiple locations precisely to keep spam down and new viewer click rate high.

On a side note, I'm thinking of doing a (very small) test level for Doom Souls, a dark souls / Doom crossover. What sourceport should I look at making it work with. I want following features:

>Flame / Magic 'ammo' are used for spells (instead of rockets and cells), might have this slowly regen
>Arrows will be another ammo type
>Bonfires reset all monsters but save game, game should only really be saved at bonfires
>Hand to hand combat, using regenerating ammo to replace stamina
>Can spend souls at bonfires to upgrade armor, health, ammo cap etc
>Armor upgrades increase damage reduction % and damage threshold.
>Not sure if armor should regen or be permanent
>Move speed is quite slow vs Doom, running uses 'stamina'
>Various consumables like health and power ups


If I can get these things done as a proof of concept and there is a lot of interest, I want to start working on a large, interconnected single level with very similar features to the souls games.

Thoughts?
>>
>>3326242
There's exactly a thing like that. It's called "The Island". Looks gorgeous, but the gameplay is very poorly thought out and isn't nearly as fun as serious sam. You could certainly do a better job with enough effort.
>>
>>3326242
Legacy of Suffering?
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Reporting in
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Finished TNT sometime ago and I'm looking for some megawad recommendations that are relatively just as difficult before going into Plutonia. Whatcha got?
>>
>>3326254
Icarus, Requiem, TVR. Take your pick.
>>
>>3326251
I've actually only played the first two. Haven't even touched the HD remake.
>>
>>3326253
thanks doom
>>
>>3326256
>Icarus, Requiem
Those have aged like hot garbage anon.
>>
>>3326259
Honestly? I like them a lot.
>>
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doom: can't even jump lol
>>
>>3326256
>>3326259
So I just play TVR then?
>>
>>3326273
Play all of them.
>>
>>3326270
>doom: can't even jump
Uncannily ahead of its time really, you can't jump in half of modern shooting games either.
>>
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WARNING: Hardcore Pawn Attached
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>I really like your work, how can I follow you to make sure I'm up to date with your [drawings/music/videos/.wads/mods]?
People ITT arguing for complete anonymity 100% of the time when you're producing content beyond maymays and reaction images are overlooking the simple fact that consumers want to know where to go to find more of the stuff they like.
>>3326447
Not only has it not been "established as fact" it's not even relevant to the current discussion. No one is interpreting a fucking doom .wad based on who made it. This isn't literature.
>>
On the topic of established authors posting semi-anonymously on imageboards, does anyone have any suggestions for Samsara? I don't get a vast amount of feedback since best-ever used an older version of Zandro than what I was targeting (I think that's changing for its successor?), but it'd be nice to throw a few things into the to-do list for a rainy day.

I mean, other than Adding Caleb.
>>
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This feels like a ruse cruise.
>>
>>3326462
Long time since I played it, but I recall Ranger's movement not feeling like Quake at all. An attempt to closer mimic that would be cool.
>>
JUST FUCK ALREADY, JESUS.
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I was thinking about making few maps and wrapping my Dump 3 maps ( with Electron made bit more sane ) and the new ones into miniwad. Perhaps 6 maps, or 7.

Now that general shape of the place is done, out to making layout and the thematics. I guess red or orange could work wonderfully against the dark gray bricking. But it also needs something else...
>>
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Man I just played Megaman 8bit Deathmatch for the first time and it's feels fucking awesome. Granted, I don't play online doom a lot, but I think it's for people like me it should be mentioned.
>>
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Slow progress
>>
>>3326523
>LISA Doom

Interesting idea.
>>
>>3326462
Some of Fred's projectile weapons don't seem to cope well with mouselook. Dunno if it's intentional but the LAZ Device can't fire diagonally, only straight ahead.

I haven't tried the latest Samasara version but the Super Large Zorcher felt kinda iffy to kill shit at higher or lower elevations, and while I'd imagine it's useful in MP, I think it's pretty shitty for use as far as SP goes.
>>
>>3326485

What if I

asked for a screenshot
>>
I feel like making small adjustment-mod for Trailblazer. Essentially for 1.3:
>Option to swap/change health cap
>Option to disable upgrading, start with unupgraded/upgraded weapons
>Alter minigun muzzleflash so it doesn't obscure target on software mode
>Option to not spawn jetpacks on no-jump settings/wads.
Too bad I know nothing of Doom modding.
Anything else...
>>
>>3326564
>Starting with all upgraded weapons

That would be fun.
>>
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How can I learn to make maps like John Romero?
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>>3326585
Grow out your hair
Be boss eyed
Stick your head up your arse until you asphyxiate
Remind everyone in whatever afterlife you end up in how you made doom until the universe collapses under its own weight
>>
>>3326585
Study his maps. Learn their quirks. Study study study.
>>
>>3326249
No one a fan of this idea?
>>
>>3326604
Sounds interesting. GZDoom would be the place to do it.
>>
>>3326604
It sounds OK. It's just shifting Dark Souls outside its own realms has not historically proven well: (See: the hundreds of poor saps that attempted to make a Dark Souls RPG system and failed miserably). However, it would be really cool if you used Zandronum and somehow got an invasion system working. I would play the fuck out of that.Mostly becuase my computer is too much of a potato to run Dark Souls at MP-legal rates
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>>3326561
Haven't started texturing/detailing yet, so it looks extremely boring at the moment.

However, if you wanna hear what the inspirations are, the sort of 'nazi castle on mountain', Eagle's Nest from Deus Vult 2 and Slaughtenstein from SF2012. Physically I am loosely basing the outline on Neuschwanstein castle.
>>
>>3326242
it's called Doom 4, anon
>>
>>3326604
I'd think carefully about your "single huge, interconnected level" idea, especially if you want to have massive areas where you can see later areas from a distance. ZDoom no likey rendering large areas, especially without any one-sided lines with which to perform culling.
>>
>>3326621
Wonder if you could it kinda like how Hexen does it. Or maybe how The Golden Souls does it.
>>
>>3326585
Some things I remember him mentioning in videos.

>Reuse areas, basically create hubs.
>Create visible landmarks to help the player navigate.
>When you change the floor texture, change the height of the floor itself.
>Playtest your levels.
>If you're making a set of maps, make the first one last. It's supposed to draw the player in, not put them off.
>If you make an outdoor area, give the player a way to reach it.
>>
>>3326375
this is the strangest consequence of chan culture to me. the idea that posting stuff online attached to a pseudonym - not even your real actual name, just a pseudonym! - is somehow a pompous and pretentious act.
>>
>>3326629
Hexen Hubs are supported by ZDoom, yeah. You'll have to "cheat" for bits where you can see future areas from a distance, but pretty much everything in this engine is cheats anyway.
>>
>>3326585
One interesting tip he said in a video was create an interesting visual when the player starts that'll make them want to explore more. That's how I always start.
>>
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>>3326496
Nobody's attacking, lol, I just said it's fun as fuck.

Also is doom online a thing at all? Not 2 I mean.
>>
I think the water flat might be my favorite texture in the entire set
>>
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>new Doom and Wolfenstein absolutely killed it
>Shadow Warrior 2 looks to be a massive improvement on the original
>Serious Sam is still around and better than ever
>new MP-focused PC exclusive Quake based on Quake 1
>classic shooters are back in full force
>Heretic is nowhere to be seen
>mfw
>>
>>3326701
Hey, give it time, with another 3 or 4 iterations of the elder scrolls all the "writers" will be fired and we'll get something like Hexen or Heretic.
>>
>>3326212
>http://s000.tinyupload.com/index.php?file_id=52441841368534720713
Here's the sprite pack for that animation. Anyone may use it for any purposes.

Both the pack and the animation lacks one frame of rotation because I somehow fumbled it away in PS while juggling all those layers
>>
>>3326701
>>Shadow Warrior 2 looks to be a massive improvement on the original
I wouldn't say "improved", since it's kind of changing genres.
but im ok with that
>>
>>3326701
Quake Champions doesn't fill me with confidence. Made by a Russian dev that doesn't have a good track record and basically a sequel to Quake 3 because of Overwatch being popular.
>>
So what servers does this thread play?
>>
>>3326701
Isn't what's left of Ravensoft making maps for CoD or something? Surprised there isn't at least one reference to Heretic or Hexen
>>
>>3326717
Ravensoft is owned by activision now, but I think id still owns the Hexen IP since they published the games.
>>
>>3326701
Heretic/Hexen aren't nearly as big as those games you mentioned.
>>
>>3326708
>because of Overwatch being popular
We don't know anything about Quake Champions other than "champions" being in the title and characters having passive abilities to support different playstyles. They also confirmed no loadouts with the weapons scattered around the arena. It's got nothing to do with Overwatch.

Literally the only reason people are side-eyeing QC is because "champions" is in the name and that word has been poisoned by the MOBA genre.
>>
>>3326717
Yes, Raven is a CoD studio. They provide development support to the main dev studios (Infinity Ward etc.), and head up both the China-exclusive F2P spin-off and the MW1 remaster.

Not the most glorious of fates, but after Singularity was a developmental mess and Wolfenstein 09 flopped, it's a reasonable alternative to disintegration.
>>
>>3326726
yeah but I want HD necromancer gauntlets zapping funny little ghouls on idtech 6
>>
>>3326723
>Looking it up on Steam

Huh, they did publish the games. Does it actually work that way with intellectual properties?

>>3326731
I thought Wolfenstein 09 was sorta okay
>>
>>3326736
I don't know how it worked back in the day, but nowadays that's typically what it means. That's why indie developers are so hinky about partnering with publishing studios nowadays, because publishers tend to include "by the way we own your franchise" in their publishing deals.
>>
>>3326736
I'm not saying it was a bad game. I'm saying nobody bought it.
>>
>>3326736
Seeing how Wolfenstein 09 isn't on Steam despite (i think) Bethesda owning Wolfenstein, i don't think activision can own the hexen IP if bethesda has the hexen games on steam.


All speculation though, I don't know SHIT
>>
>>3326735
The closest thing to that I know of is Ziggurat. It's a roguelite/FPS, but it's got it where it counts for the most part.
>>
>>3326701
>Both are bland console shooters that are okay at best
>*Shadow warrior 2 is a borderlands clone
>Sam was never all that good
>Overwatch clone
>No they're not
>Dark messiah is the best heretic game
>My face is a paragraph from Zork

Welcome to /vr/
>>
>>3326784

>being this pessimistic
>>
>>3326242

>>3326208
>Anon map release: Boneduster Desert >>3326169 →
>http://forum.zdoom.org/viewtopic.php?f=19&t=52695
>>
>>3326784
didn't know TheGamePhilosophe browsed /vr/.
>>
>>3326784
>Welcome to /vr/

More like 'Welcome to /v/".
>>
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>>3326784
I didn't even remotely consider the possibility of 'meme opinions' being a real thing until you made this post.
>>
>>3326701
>new Doom killed it
It really didn't.
>>
>>3326784
You post on /sthg/, don't you?
>>
>>3326828

What does that have to do with anything?
>>
>>3326830
The wrist-cutter level pessimism. That has a lot to do with it.
>>
>>3326834
>The wrist-cutter level pessimism

Okay but that can be found anywhere and not only on 4chan

What does a random board I don't know about have to do with his message?
>>
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>>3326784
>>
>>3326784
(You)
>>
>>3326621
>>3326629
You guys are massively overestimating how big dark souls is. With slowed movement, the world will seem big, but the main trick Dark souls uses is blurring stuff with a wonky perspective to make it seem miles away.

In reality what seems to be distant is actual fucking close.

Think of how big San Andreas seemed. When you see a perspective picture of it, it's actually tiny.
>>
>>3326792
Yeah I badly require medication

>>3326805
Literally who, google hits are on gaming philosophy

>>3326809
Ouch

>>3326813
Does that mean you agree?

>>3326828
They made a /something/ general? Nice.

>>3326849
(You)'s dont work for me anymore, but thanks for trying.
>>
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Anyone else find Nu-Doom to be very BTSX-like? Particularly the Hell levels?
>>
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So, getting back to actually discussing retro fps games - what elements in them makes you like them more than modern games, and which of those elements would you like to see a resurgence of in modern vidya?
>>
>>3326963
Abstract, non-"story"-driven levels, having to imitate quarries and such doesn't make for a very fun stage, in my opinion.
Also, weapon upgrades not simply being "moar damage damage,moar dakka", but being different from the original (Like Heretic).
Lastly I would say not changing gameplay halfway through *cough*On-rails minigun sections *cough*
>>
>>3326963

Most obviously speed, but something that doom gets right particularly is the use of hitscan for enemies. It's limited to enemies who are relatively fragile, excepting for the Spider Master Mind, which allows more room for run and gun and requires less cowering in cover.
>>
The more I play HeXen, the more I have to wonder
Are there any significant/good Castlevania mods for Doom?
>>
>>3326982
The more I play HeXen, the less progress I make.

I'd be down to try a castlevania mod if there is one
>>
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>>3326190
Max Payne 2 did the whole physics demonstration thing better, in that it almost never interrupted the gameplay to go WOW LOOK A SEESAW, it just had a lot of physics objects scattered about you could knock over if you felt like it.
>>
>>3326963
>Speed
>Large, interesting, diverse, powerful weapon load out that can be carried simultaneously
>Varied, challenging monster roster
>Geometrically complex levels with good design and encounters
>Ammo / health management is a core part of the experience
>Minimal fucking around with cutscenes and filler
>Difficulty is organic and due to good game design, not superficial
>No fucking checkpoints or hand holding
>>
>>3326963
Enemy variety
Emphasis on dodging and finding your own cover rather it than being given to you
A "show don't tell" approach to level design and mechanics
If I go any further I'd just keep complaining about modern gaming at large
>>
>>3326397
Hes also done some other controversial stuff. Like the real gore textures thing, and his ban from the ZDoom forums.
>>
>>3326969
I think levels could be both story driven and abstract/gameified. I strongly agree about levels being designed for actually being fun to play in.

>>3326972
>Most obviously speed
I wonder why modern games are so afraid of actually being fast?
>but something that doom gets right particularly is the use of hitscan for enemies
Yeah this is pretty important. I think the Build engine games did hitscan well though.

>>3326987
>>3326990
Thanks for the input dudes. I'm gonna save these and the above answers in a document. I dabble in game dev and I think I have a pretty good idea for a future fps project.
>>
>>3326993
>real gore textures thing
I've never heard of that. What was the story around that one? Did he go and actually attack someone to make it or something?
>>
>>3326701
Shadow Warrior was already a massive improvement on Hard Reset.
In my opinion, all they really need to do is shitcan whoever designs their boss fights.
>>
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>>3326963
>>3326440
>>3326212
Why are revenant pictures the best?
>>
>>3327008
skeletons are inherently humerus
>>
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>>3327008
Revenant pictures are good, but I've always preferred Head Kamikazes.
>>
>>3326630
>If you make an outdoor area, give the player a way to reach it.

I usually just use it (outdoors and windows) to make the interior feel a little more alive. I'll take note of this.
>>
>>3326253
thanks doc
>>
>>3327004
>I wonder why modern games are so afraid of actually being fast?
Consoles, probably. It's difficult to aim with a stick if you're running at 60mph.
>>
>>3326716
I hop around, mostly frequent deathmatch servers. I try to make friends to add to the buddy list to play with later but most of them I never see again.
>>
>>3327021
*30mph
>>
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>>3326523
WOO

WOO

WOO
>>
>>3327005
No, some of the gibs he used photoshopped pictures of real gore to make the sprites. I'm not sure if they ever made it into a public version of Brutal Doom because of the controversy, but knowing Sgt Mark it probably did. Here's some further reading for you on the matter. https://www.reddit.com/r/Doom/comments/2y23eb/the_brutal_doom_fiasco/
>>
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>>3327014

You're wrong.
>>
>>3327037
Hey, its at least a good archive.
>>
>>3327035
we clearly need to combine the two
headless exploding skeletons
>>
>>3327042
Doesn't GMOTA have something like that?
>>
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>>3327042

ARE YOU FUCKING MAD

THINK OF THE CONSEQUENCES
>>
>>3327042
even better mount the revenant missile launchers to the kamakazi
>>
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>>3327063

No, put the kamikazi bombs on the revenant's hands.
>>
>>3326679
>Also is doom online a thing at all? Not 2 I mean.

Sadly, most servers will be using doom 2 because they don't care about anything from the original games and just want to play on servers with as many obnoxious mods as possible.
>>
>>3327042
>headless skeleton running around throwing screaming skulls at you then when it's near death it runs are you blowing up

MAKE THAT SHIT HAPPEN
A
K
E

T
H
A
T

S
H
I
T

H
A
P
P
E
N
>>
>>3327074

Headless skeleton kamikazis that using skeltal AAAAAAAAAAAA sound on infinite loop.

Make it happen somebody. My asshole is ready.
>>
>>3327082
Keeeeegaaaaannnn!!
>>
>>3326253
thanks, doc
>>
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test
>>
>>3326290
I always wondered what that icon was meant to be, or the origin of it.
>>
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>mfw playing olde1 for Quake II

I don't know if it's my aversion towards religiously defending Quake II from people saying it plays badly, that the weapons suck shit, that the enemies are terribly unbalanced, that the layouts are boring, whatever, but.

man.

this sucks SHIT.

I have had no prior experience with custom q2 mapsets mind you, but having played both mission packs for it, I can safely say I have no fucking idea how I managed to stomach this game for so fucking long. It has to have the most horrid gameplay in any retro FPS ever.

>player moves around like a retarded slug with overweight, bunnyhop is even more retardedly effective here than it was in Q1 for some reason, no air control whatsoever
>enemies are either hitscan/fast projectile pieces of shit with unreasonably high HP that nibble away at your health faster than you can say 'master ejaculator' or useless laughable blobs of shit that do jackshit but sprint towards you at long range, and deal retarded amounts of damage+knockback/visual recoil at close range with their melee attacks
>blaster can go fuck itself
>shotgun is a slow (and I mean SLOW) weak piece of garbage
>super shotgun's spread and slow fire rate renders it unusable at long ranges, which is unwise most of the times since most enemies can easily get the drop on you from far away and deal even more damage when you try and get closer to them, or either flinch back and hit you anyways as you reload it, the fact that it's pump action is incredibly unsatisfying and makes it feel as if I were shooting a watergun
>machinegun is balls out stupid with that retarded vertical recoil and sounds/feels like shite, also stupidly inaccurate
>grenades are for when you want to not hit anything and obstruct your view with that chair-rocking retarded animation, also travel like 1.5 feet from you and deal fuckall damage
>also slow weapon switching because fuck you, hope you like breaking gameplay flow

this is Wrath of Cronos all over again. Goddamn it.
>>
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>>3327083
>>3327082
>>3327074
>>3327042
How's this
>>
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>>3326213
>>
>>3326818
>>3326915
you feeling alright?
>>
>>3327132
forgot to mention the 'one last shot' flinching animation the lower soldiers have. fuck that shit so hard.
>>
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>>3327134
How does it blow up?
>>
>>3327134
yes, but replace the kamikase with skeleton
>>
>>3327158
that's calcified information
>>
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>>3327042
>>
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>>3327132
At least the weapons feel like they're actually weapons, rather than the plastic dart toys from Q1.
>>
Looking for Doom artists to follow for my regular dose of demon fun. Are there some regular artists on tumblr/DA/whatever?
>>
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DOOM > Quake > Heretic > Doom II > Hexen > Strife > Chex's > Quake II

Debate me faggots
>>
>>3327231
doommonsters over at thumb twiddler
>>
>>3327236
> doom at the top
well that settles it then
debat over
we're done here
>>
>>3327236
I think Strife should be higher. And Heretic is top-tier, I prefer its weapons do Dooms.
>>
>>3327236
>Chex Quest
>not top tier
>>
>>3327243
Chex quest is shit though. I tried playing it, and it was very not fun. Better than, say, that one pig game, but still not amazing.
>>
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This is getting annoying.
>>
retard here.

What are the basics of Doom modding? By which I mean, what are all the different pieces and code types and how do they work with each other?
I've made some tiny games myself, all in one language (C++) but when I hear people talking about DOOM modding I hear terms like DECORATE and whatnot, as if no one is actually messing with the source code itself, but different parts that make up a WAD.

Also, has anyone bothered to make different Doomguy sprites for each different weapon? Seems like something that should have been done by now, considering everything else.
>>
>>3327231

There's the doommonsters blog, if you don't mind the cartoony art style.
http://doommonsters.tumblr.com/

Kurashiki is the best.
http://nankakurashiki.tumblr.com/

The Doom club on deviantart has a lot of stuff both good and bad and AMAZING.
http://doom-club.deviantart.com/
>>
>>3327236
>debating an opinion

doom2 > heretic > ult. doom > hexen > reg. doom > quake 2 > strife > quake
>>
>>3327253
>AMAZING
I have learned to associate this term with dread and horror.
>>
>>3327252

You don't need to have any knowledge of C++ to create Doom wads, only knowledge of how to use Doom Builder, SLADE, and using the zdoom wiki for ACS/DECORATE reference. You can it up in a day.
>>
>>3327258
Why do you like Doom 2 better than Doom?
>>
>>3327252
If you want to make maps, go get DoomBuilder or GZDoomBuilder. For just starting out just DoomBuilder will cut it.

Editing the source code is really only necessary if you are going to be doing some really ambitious stuff. Everything else can be handled with DECORATE, which is the scripting language commonly used for Doom modding. For now I would just stick to making a map, then move onto making a custom weapon, then custom enemies.
>>
>>3327263
Not him, but I like the monsters and SSG it added that is my only reason for liking it better, obviously Ultimate Doom had the best maps.
>>
>>3327252
Well it depends on the engine, but most of what you'll hear here is for the ZDoom family of engines. Map making and custom art assets are pretty self explanatory, but game logic is governed by three things, roughly speaking:

DECORATE, which is the language used to define monsters, weapons, powerups and such. I think it could be described as a "finite-state machine", where basically an actor (which is what entities in the game are called) has a set of States, each containing a bunch of Frames. The "chase" state of a monster for example scrolls through the walking animation and calls the AI function that makes the monster move towards the player and attempt to enter the Missile state in which it attacks. DECORATE are simply uncompiled text files

Then there's sector actions and line specials, which are tied to map geometry when one designs a map. This is the only logic stuff you can change in vanilla doom, for switches, doors and such.

Then finally there's ACS, "action code script". It was originally introduced in Hexen to extend the aforementioned sector and line specials, allowing them to do multiple things at once and affect stuff in other levels of a hub. In zdoom however it has been greatly extended. It works more or less like C depending on which compiler you use, and can be used for pretty much anything. ACS calls are frequently used from decorate to overcome various limitations, in particular information-gathering stuff.
>>
>>3327246
What's the problem here? if you're talking about the vertices moving when you make the sector, they have to be aligned to the grid, and get adjusted to the nearest unit/flat pixel corner.
>>
>>3327236
>Heretic that high up

Not with that awful weaponset and boring monsters, no.
>>
>>3327252
>>3327275
And yes, virtually no one actually mess with the source code. Only people like nash who make private builds in their quest for making stand-alone indie games based on the gzdoom engine do that. If you write an addition to the engine you can just make a pull request and hope the zdoom devs decide to be sensible :^)
>>
>>3327246
>>3327276
Oh I think you're referring to it making sectors around the square instead of within it. Try making the sector in the opposite direction. (so the linedefs face inward)
>>
>>3327217
lmao you have some shit opinions, hows living with that much shit taste you shit taste faggot
>>
Is it possible to make a sector where the player has no control? I mean, no control and no friction so that they keep going until they reach the other side?

The reason I ask is because I'm planning out a spacecraft map, and spacewalking would be fun.
>>
>>3327294
You could probably make a script line trigger that uses SetPlayerPropertyy to freeze the player and SetActorProperty to change his friction in ACS
>>
>>3327294
you mean like those animal vision tunnels in ancient aliens? because I think they sacrificed virgins to achieve all the effects that they did
>>
>>3327217
>even reposts the same image
HEY
HEY
(you)
(you)
>>
>>3327309
Heh. The last time I posted this image was a few months ago. I'm surprised anyone remembers.
>>
why do all of the guides say to shoot the icon of sin when "the top of your rocket launcher aligns with the bottom of his chin?"
that's a lot too early, unless you're hiding the hud or something
randomly spawning archviles and revenants, what the fuck
>>
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https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad

Made a couple maps, please criticise.
Pic is Map01.
>>
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>>3327312
>>
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>>3327318
Map02
>>
>>3327048

Nah. GMOTA's chaos revenants wander around in a confused manner after throwing their head and have a chance of sucker punching their fellow monsters.

Which is still funny to this day
>>
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>>3327217
even modern games do a much better job at selling relatively interesting gameplay with much more realistic (hint hint: shittier) weapons.
>>
>>3327264
Not interested in maps so much as weapons and weapon modifications.

I was playing Hideous Destructor, and thought it made an interesting game. It focuses on weapon realism and on human limitations, making things like traps and ambushes very valuable, and adding tactics to the game in a natural way, since it doesn't actually add them, it just makes them valuable. The way the mod works, being able to lay traps and set up ambushes helps you a lot.

I thought it would be cool if someone added C4. HD already has IEDs, which blow up when someone passes by (or when you type in "detonate" in the console), but C4 would be a little different. 1, you could stick them to walls. 2, you could detonate them separately from each other. You could attach them to a moving wall and watch them ride up before detonating them at some unsuspecting monsters up above.

Or, a robot like the DERP, but instead of it running around shooting, you put it next to a switch, and when you activate the robot (with some console command), the robot flips the switch. This would work well for maps where you're expected to flip a switch and then race to some platform that just lowered before it raises again.

Or WW2 weapons.
>>
>>3327318
>https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad
Lot of places where monster infighting occurs in the first map. Also why is the lighting so schizophrenic?
>>
>>3327318
I played the first map, the biggest criticism I can give is that I found myself getting stuck on architecture a lot which is can be frustrating. There were also a lot of big monsters in small rooms so you just stand in the doorway until they're all dead. That drags out the map and is not very challenging. Things I did like include the megasphere trap and the semi realistic detail at the start. It sort of goes into a trend of very basic rooms after that.
>>
>>3327374
>>3327320
I died in the second map which had a megasphere trap like the first but cranked up to eleven. Really liked that. Really surprised me too.
>>
>>3327294
You can do this in boom maps with line action 223 and 225.
>>
How would you guys balance the Doom 2 weapons so the pistol isn't absolutely useless and the SSG doesn't make most weapons shitty compared to it?
>>
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Somebody asked for this earlier.
>>
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>>3326270
>Noone should be here
Well, here he is
>>
>>3327403
Who took the real life photo of kegan in the bottom right?
>>
>>3326270
>filters
>>
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>200 Mega Hurts

you fuckers weren't kidding
>>
will the modding community for doom ever die?
>>
>>3327435
when doom is no longer supported by computers
ie: never
>>
>>3327435
I hope it won't.

If it doesn't, I'll probably still be playing Doom in 40 years.
>>
>>3327442
We'll just find new devices.
Calculators are getting pretty high tech.
>>
>>3327452
>some day, we'll be able to play Doom on literal toasters
>>
>>3327465
Don't modern refrigerators have computers in them now? Just a matter of time until someone gets doom working on that.
>>
>>3327339
>why is the lighting so schizophrenic?
Mainly my attempt to create atmosphere and still trying to get accustomed to Doom Builder.
>>3327374
>>3327375
Thanks for the critique. I'll be sure to keep it in mind for the future.
>>
>>3327465
>>3327497
https://www.youtube.com/watch?v=NPWi5yJK3zo
>>
Anyone remember The Funktasm and the weird way he RQ'd the community? It just hit me that he's the same guy as skaarjman, a dude who was working on an RPG mod with some pretty damned advanced features (https://www.youtube.com/watch?v=SGGikLXeFIQ) until he similarly RQ'd with no reason. Pretty sure the guy isn't all that healthy.

Anyway, I still can't figure out how he made the text-input-to-acs thing shown in one of his videos work. Some of you regulars here have intimate knowledge of the engine, so perhaps one of you might have an idea.
>>
>>3327430
It's not that bad. When the DWMC played Going Down, Cyriak posted a demo of him doing the map without a single V-Sphere.
>>
>>3327331
>I thought it would be cool if someone added C4. HD already has IEDs, which blow up when someone passes by (or when you type in "detonate" in the console), but C4 would be a little different. 1, you could stick them to walls. 2, you could detonate them separately from each other. You could attach them to a moving wall and watch them ride up before detonating them at some unsuspecting monsters up above.

Totally doable. A while back I made a launcher that fired clusters of sticky, remote-detonating mines. The mines could stick to enemies as well as walls.
>>
>>
>>3327531
https://www.youtube.com/watch?v=limI4Cw8BBY
Fuuck I'd like to know how he made the Unreal inventory boxes, myself. ZDoom's SBARINFO doesn't let you do that.
>>
>>3327549
>Blood's phantasm
is this the 2spookiest enemy in retro FPS?
>>
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>>3327549
>giving him a head
>>
>>3327554

This.

Put the head in his stomach, dummy >>3327549
>>
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>>3327552
Oh, that's relatively simple to do in ACS.
>>
>>3327549
What >>3327564 said and give him the Rev's shoulder rocket launchers too just because.
>>
>>3327567
Is there a tutorial on it somewhere? The DrawInventoryBar system is really restrictive.
>>
>>3327568
>>3327564
>>3327554
Okay, how's this?
>>
>>3326259
>90's wads don't meet my 2010's standards

Fuck off.
>>
>>3327580
DELETE THIS
>>
>>3326259
If one enjoys TNT, there is literally no reason to believe they aren't going to enjoy Icarus or Requiem.
>>
>>3327580
Perfect, now we need a mod that replaces Revenants with this.
>>
>>3327579
Well it's just an array and a bunch of hudmessages really.

There's a list of all the items (represented by numbers) the player is carrying, and there's a function that takes the first 8 of them after [scroll counter number of items] and sticks them in a list of currently displayed items from which a HudMessage call in a loop renders them.
>>
>>3327580
I can only imagine how this would sound. Somebody should put it together.
>>
To anyone who plays Heretic but doesn't like the monsters:

What would you add or improve? I'm making a Heretic monster pack for Trailblazer that has a bunch of new monsters. Some of the monsters already in:

-Sabreclaw with a projectile that pulls the victim in
-Wizard that casts fire pillars, ice crystals, homing whirlwinds and floorhugging earth spikes
-Gargoyle that dissipates into smoke when shot and reform elsewhere
-Wizard that resurrects weaker monsters
>>
>>3327580
>>
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>>3327603
these fuckers
>>
>>3327603
-Skeleknights move faster and depending on the color of the axe they throw, they do a special effect. Homing axes are the rarest attack they can do
-Wizards can either do their spread attack or burst of 3 shots
-Jumping Sabreclaws
-Maulotaurs that throw their hammers, instakill damage
-Weredragons have a flamethrower attack similar to the tomed phoenix rod at close range
-Elemental Iron Liches, which is just a randomizer for the spawns of the Iron Liches (ex. the one in e1m8, that's where you fight the 4 elemental Iron liches). The 4 elemental liches are fire lich, ice lich, storm lich and steel lich
-The snake guards (or whatever they were called) attack like the arachnotron at low health.
-D'Sparil can detach himself from the serpent sometimes, while doing so he spams wizards like in his second form and teleports back to the serpent when pained.
>>
>>3326963
how much the weapons contrast with each other in terms of looks, sounds, and usage.

most "old-school" modern fps don't get this right even nudoom has like 3-4 options for a "heavy automatic" weapon
>>
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>>3327580
>>
>>3326242
There's some serious sam wads out there, which are either dm or half-implemented.
If you were to create straight level packs, you might have some issues. Between the infighting, less flexible enemy roster (ai is actually too complex for sam arenas, lol), and speed of doomguy being much faster than sam(trivializing projectile/enemy avoidance in arenas), it would prove difficult to emulate the experience. It would likely come out more like a traditional slaughtermap, which wouldn't be a bad thing.
If you were to make doomguys sprint faster than his walk but slower than his run, tweak some of the enemies, and maybe even disable infighting (should be a zdoom cvar), you may have a real winner. I've found both kleers and kamikazes in https://www.youtube.com/embed/zr5wjODtMes vid related.
>>
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>>3327639
>>3327605
>>3327601
>>3327586
>>3327583
http://i.4cdn.org/wsg/1467333960250.webm

:^)
>>
>>3327403
Yeah, Brutal Doom is overhyped imo.
But Project Brutality is pretty good.
>>
>>3327594
Well when you put it like that it is very simple.. Not sure how to handle items that aren't directly part of my mod but I just need to get basics down at the moment. thanks.
>>
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>>3327646

I should have expected that.
>>
>>3327649
You'll probably want your items to call a script that adds them to an acs list when picked up for the sake of efficiency. The inventory system in my project runs is a bit of a special case since it's entirely done in acs, with no actual inventory items.
>>
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>>3327580
>>3327646
Absolutely Beautiful
>>
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>>3327646
I'm not sure what I was expecting.
>>
>>3327656
that's a fucking tomato not an apple what the fuck
>>
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I'm a sucker for that gradient.
>>
I really want to make a doom map focused on exploring and adventuring with combat taking the backseat but I noticed that you need somewhat 'believable' environments for exploring to be fun and I suck ass at creating those. Should I just stick to gameplay first and building the level around that until I get better?
>>
>>3327781
Do whatever you want. I'm a shitposter, not a cop.
>>
>>3327781
detailing gameplay-ready layouts is much easier than bending a detailed map to commodate changes to gameplay
>>
I want to start modding (Doom and Half life). Any tips?
>>
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Hey guys, check out this screenshot I took.
>>
>>3326701
Where's my HeXXXen? ;_;

I even made a fanpage 10 years ago:

http://quakeulf.suxos.org/h3/
>>
>>3327806
needs more shotguns
>>
>>3327806
>skulltag.wad
>2016
I seriously hope you guys don't do this.
>>
>>3327818
skulltag is retro
>>
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>>3327820
>>
>>3327818
I miss Skulltag desu
>>
who else is installing blender because of minigunner's tutorial

already got some experience using ninjaripper to get models from games and it turns out it comes with a plugin for noesis to open its ripped model format

hope i don't get lost!
>>
hoo wee that's quite the ui
>>
i think this program is giving me vertigo
>>
>>3327774
yeah, it's cool
kind of reminds me of that 'murrican hello kitty rifle, but still
>>
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>tfw learning how to do the fancy GZDoom stuff now after my DUMP submission
>>
>>3327868
I still feel like people should learn how to make fun doom maps before they mess with special effects and zdoom features. My least favorite kind of map are the mediocre ones that have an abudance of those special effect but no actual good level to go with them. Feels like wasted potential.
>>
>>3327868
Now you know how to make bridges.
>>
Just
>>
>>3327889
WILD
>>
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dat time o day again bois
>>
>>3327919

HE GOT A BYTHICLE
>>
in blender it looked like the specular shit on the normal map was inverted because it was lighting up away from the light and now i think i fucked it all up pretty bad trying to fix it

god what the fuck is this program
>>
>>3327765

that's the joke
>>
I'm new to DECORATE but I want to adjust the Marine NPCs in GZDoom so they can do stuff like run faster or have more HP. How can I accomplish this?
>>
why does the point light make things black when it gets close

i don't understand how this light works

how do i move this with keyboard
>>
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>>3326982
A few people have tried. For some reason they mostly seem to make doom castlevania mods, which doesn't make any sense to me. Heretic and Hexen are what you should base a castlevania mod on.

here's the current progress of my Castlevania mod for Hexen:

https://www.youtube.com/watch?v=BIUx-ckdAjo

I haven't touched it in a few months though. essentially the idea was to re create the map of symphony of the night accurate down to a few pixels, and just create my own story around that map. It was a lot of fun to do! may pick it up again some day...
>>
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>>3327938
nvm i figured it out
i'm learning!
>>
>>3327938

Choose which marine you want to modify from this list:

http://zdoom.org/wiki/Classes:Doom

Then make an actor like this (let say i chose "MarineShotgun") :


Actor NewShottyMarine : MarineShotgun 30000
{
Speed 35
Health 200
}

And that will make him pretty fast and have much more health. Essentially you "inherit" everything from the MarineShotgun class (thats what the ":" does in the first line) and you give him a new name (NewShottyMarine)
You then give him a number so you can actually place him in a map, he will appear under "decorate" instead of monsters in your list of things.
>>
>>3327953
thank you very much for the breakdown
the reason i wasn't seeing any changes initially and felt the need to ask for help was that I thought it was modifying the initial marine i put in my test and didn't realize I made a new actor i had to replace it with
>>
why does the light in blender's 3d view change when i move the view

what conksuck idiot programmed this
>>
>>3327956
No problem! decorate is fun as fuck once you get the hang of it. Almost limitless what you can do
>>
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>>3327951
good work anon
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