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File: fellow demons.png (157 KB, 480x273) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>2771906
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
http://vrdoom.booru.org/index.php?page=post&s=view&id=148

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
===NEWS===

[11-07] Hotline 666 progress video
https://youtu.be/KJhPWw5dDXY

[11-04] Games Done Quick speedruns announced:
Doom, Pirate Doom, Strife:VE, Quake, DescentII, [Wrack, Wolf:TOB]
>>2776705
https://gamesdonequick.com/submission/all

[11-04] Anon map release: tree_new.wad
>>2775935
https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE

[11-03] Anon map release: Steam Boat Impy
>>2775347
http://rghost.ru/7wDpXMY2X

[11-02] Anon map release: Devoured
>>2773942
http://www.mediafire.com/download/iq8y2bzujofv26d/Devoured.zip

[11-02] Retro Jam 4 - 8 Episode 4 themed maps (Quake)
https://www.quaddicted.com/reviews/retrojam4.html

[11-01] The /newstuff Chronicles #486
https://www.doomworld.com/php/topstory.php?id=4514

[10-31] Angry Anna's Halloween Quest, by the swan fox guy
https://zandronum.com/forum/showthread.php?tid=6536

[10-29] Comfy Doom V2 released
>>2767105
https://www.doomworld.com/vb/post/1517044

[10-28] SUAB v0.4a released
>>2764558
http://forum.zdoom.org/viewtopic.php?p=865999#p865999

[10-27] Quake Live final update is live.
http://steamcommunity.com/games/282440/announcements/detail/101688990770553028

[10-25] Anon map release: bland.wad
>>2758204
http://www.mediafire.com/download/glezdk2k2y5e02n/bland.wad

[10-22] BDv21 starter pack, all 150MB+ of it
http://www.best-ever.org/download?file=starterpacktestoct21.wad
http://www.best-ever.org/download?file=bdtest21octtestnew.pk3

[10-22] Doom 4 alpha footage (edited highlights, plus marketing drivel. skip to 0:59)
https://youtu.be/JTfe7V-_3r0?t=59s

[10-22] Anon map release: Iceplant2
>>2752451
https://www.mediafire.com/?zeri83o644zo2uz

[10-21] Quake Live beta goes public.
http://esreality.com/post/2778188/ql-steam-exclusive-beta-goes-public/

===

To submit news, please reply to this post.
>>
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CURRENTLY HOSTING UT99 AT 98.15.234.144

Hey /v/, since September 28th 2010, I've been hosting servers for UT99 and UT2004, and now I host Jedi Knight III: Jedi Academy with JK2 maps as well.
My User Name: InspecktahDeck - Steam Group Name: Speck's Unreal /V/idya. You don’t need the steam version to play, but having steam lets you receive announcements when we play. Discussion boards are now on the group page for users to discuss the games, servers, or suggest tweaks/changes, with some other fun stuff. If you have any problems joining, please post them in the thread, or steam group.

http://steamcommunity.com/groups/specksunreal
>>
>>2782632

This is all you need to get UT99 and UT2004 up-to-date from a fresh install. For UT99, just make sure you have the latest patch and bonus packs 3 and 4. For UT2004, install the Mega Bonus Pack.

UT99 Essential Files (Patches/Bonus Packs)
http://liandri.beyondunreal.com/Unreal_Tournament#Essential_Files
UT2004 Essential Files
http://liandri.beyondunreal.com/Unreal_Tournament_2004#Essential_Files
>>
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>>2782636

Tomorrow I'll be hosting UT2004 at 6PM EST.
>>
>>2782632
gimme 15 minutes
>>
>>2782639
I'm guessing you host in the US right? Just thinking about my ping.
>>
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>>2782641

I wasn't able to host for a week and a half due to work scheduling, so instead of the usual play counts of like 8-15 people we might get like four or five at the most tonight, but after I get back to hosting for a couple of days activity returns to normal. Sorry about that.

>>2782643

Yeah, East Coast US. We've got plenty of players from all over the globe though. Give it a shot.
>>
>>2782632
Shit man, I'd join if I had any of the Unreal games. I'll definitely grab them during the Steam holiday sale.
>>
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>>2773942
devoured.wad fda 6:29
http://temp-host.com/download.php?file=ar77uv

this map is pretty good. it has an E2 base/hell theme. as a whole it is quite a maze, but each room is spacious, and far from blandly textured, and there are windows between areas which aren't directly linked. thus the maze feeling doesn't kick in much unless you, for example, reach a red door having seen but not picked up the key and then have to remember just where the heck you saw it, as i did.

since the author asked for nitpicking i will say that the marble on the upper back of line 721 did not go with the gstone next to it. more importantly i think this map needed a few secrets, it has none, yet the cluttered^Wvaried texturing suggests there are secret doors all over the place. i also think the blue key was disappointing; i've always found it unsatisfying to have a key open what amounts to a locked closet with another key in it. as you are limited to three keys per map, i think they should be more, i don't know, important somehow.

anyway, hope this helps
>>
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https://www.youtube.com/watch?v=Zj3FjSmOwvk
https://www.youtube.com/watch?v=KSKKIHcQsvI
https://www.youtube.com/watch?v=iKihXaSj2w4
https://www.youtube.com/watch?v=7SUoC-7vry8


Here's some newer videos of us fucking around on the servers.
>>
>>2782632
you could at least change the name of the board :-P
>>
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>>2782656

Hope you enjoy 'em, they're pretty cheap as of right now, and UT99 is very easy to find.


Again sorry to bait everyone with this when I knew it'd be a slow night since I hadn't thrown the server up in a week, but I figured a Saturday'd get more people than this.
>>
>>2782662
About webm, I need to ask; what do you use to make these? Whenever I try a map I too record a webm of it but I end up with a video way too large, shortened to fit size or shitty quality.
>>
>>2782649
will you be utilizing the ballistic weapons mod & custom skins in ut2k4?
>>
>>2782682

Custom skins won't be hosted on the server nah, but if someone has one that you have, you can see them like always. Ballistic Weapons I was never really a fan of, but we used to host mods like Chaos and Jailbreak a couple times a month back in the early days of the group. I've considered bringing them back from time to time on scheduled mod nights.

If you wanted to make your own server with those, and a steam group for it, or hell, even host it in my group every once in a while, that'd be fine.
>>
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Just a side note for >>2782632


The UT99, UT2004, and JK3 servers have all stock maps and gametypes enabled and votable.

Custom skins are only seen if another player and you have the same ones, any skins you don't want to see or don't have won't be seen.

Custom maps are hosted as well - not a large amount, but some here and there. If they're not popular, they'll get cycled out but can be re-added if demand is high enough. For JK3, the only custom maps are from Jedi Knight 2.
>>
>>2782671
in one line: engine plays demo and writes raw frame pixels to a pipe. other end of pipe goes into ffmpeg. sorry but it would take too long to write out all the details. :)

perhaps instead i could ask, what exactly is your trouble? getting video out of doom or getting ffmpeg to output something useful? from what you said you can already get video out of doom, you just need to tweak your encoding options?
>>
>>2782649
I'm in Australia, I'd have 200 ping at least.
>>
>>2782656
https://arrr.xyz/torrent/12197246/Unreal_Tournament_GOTY_[GOG]
>>
>>2782719
i'm in argentina, let's be lagbros
>>
>>2782719

We've got quite a few UKfriends, BR players, some guys from the Netherlands, etc. I'd definitely give it a shot. Strangely some of them have better ping than a couple of US players.

We did use to have Remco host in the UK for a while but he stopped due to personal stuff. He's still around but it's just me hosting now.
>>
>>2782671
>>2782715 (me)
here's my last command line if it helps

ffmpeg -f rawvideo -pix_fmt bgra -s 320x240 -r 35 -i - -f webm -c:v vp8 -threads 3 -filter:v setpts=PTS/3.5 -r 20 -b:v 200k -fs 3144000 -y devoured-fda-629.webm

>-f rawvideo -pix_fmt bgra -s 320x240 -r 35 -i -
input video stream from engine, raw data

>-f webm -c:v vp8
ffmpeg seems to select vp9 if you don't say vp8.

>-filter:v setpts=PTS/3.5
this speeds the video up if it's over 2 minutes long

>-r 20 -b:v 200k
200kbps output, and i find reducing the output frame rate from 35 helps it compress better

>-fs 3144000 -y devoured-fda-629.webm
maximum file size just short of 3MiB, i want it to die if it goes over the file size rather than wasting time encoding more video. -y means overwrite without asking. finally, the output filename.
>>
>>2782731
The encoding was my problem. And this helped me a lot, I still don't know much about these options but for now, I can get this to work using these lines as base and editing them a little depending on the source.

Thanks man, I didn't know exactly how to look for this.
>>
>>2782632
Sweet, I've always had UT99 and UT2k4 via GOG but never really played'em online.
>>
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>>2782772

Cool, see you aboard!

By the way, everyone should check out these links here.

Unreal Tournament Tips/Tricks, History
http://steamcommunity.com/groups/specksunreal/discussions/3/558751364773536936/

Group Screenshots and Videos http://steamcommunity.com/groups/specksunreal/discussions/3/864980734907538346/

Model/Skin Suggestions Thread
http://steamcommunity.com/groups/specksunreal/discussions/6/558751813269549557/

Map Suggestions Thread
http://steamcommunity.com/groups/specksunreal/discussions/6/648814841742376768/


It's got screenshots/videos of us playing, and some downloads you might like. Such as a pack of all the Unreal player models for UT99, and the UT99 characters for UT2004.
>>
>>2782632
UT doesn't load on my laptop, res is fucking up i think so it sits at precaching
>>
>>2782803

I wish I actually knew shit about software to help with this. Have you tried changing what the rendering device is? That seems to fix most problems with the game.
>>
>>2782807
Fixed it
But it takes forever to download whatever stuff the server has
Think I'll pass for now
>>
>>2782810

>takes forever

That's strange. It should only take a second or two. Unless it's downloading the official bonus packs, but the custom stuff we have is very small.
>>
Gonna pop out of the server for now, leaving it up all night for anyone who wants to play. Thanks for playing/joining everyone!

UT2004 tomorrow at 6PM EST, same time, more UT99 and JK later in the week!
>>
>>2782812
I'm downloading the 4th bonus pack in UMOD form as we speak to see if that solves it.
What the hell do I do with the UMOD file?
>>
>>2782816

Double click it and it should install in the same way that your game does. If it's not recognized by your computer, try reinstalling the game or getting a zip version of it somewhere.
>>
>>2782820
Nigga the zip version just has the UMOD version inside of it
What kind of sick joke is this
>>
>>2782842

Weird. It's not autoinstalling whe you double click it?
>>
>>2782845
Nope. I'm going to try some registry fuckery or something to make it work.
>>
>>2782869

Damn. I'm the least qualified person to run a group about old video games seeing as I have jack shit when it comes to computer/software knowledge but I think registry sorcery is a solution for people at times. I recall seeing something like that in some UT forums with instructions on how to fix it doing that.
>>
>>2782871
Fixed it.
Ran method 2 of http://forums.steampowered.com/forums/showthread.php?t=970580
And it let me run the UMOD file.
>>
>>2782882

Glad to know. Thanks for posting this by the way, I can link this in the group now for troubleshooting.
>>
>>2782884
It still downloads things :P
But at least now I have the bonus pack so I know it's other stuff

On an unrelated note, the server browser has a message about the new UT. Neat.
>>
>>2782895

>It still downloads things :P

Yeah, valhalla avatar, the map voting mutator, and a custom map if we happen to be on one.

The first one lets you see custom skins, the second lets us vote at the end of each map.
>>
>>2782896
Yah I noticed.
Server seems to be set to non-hardcore (so nonvanilla) settings by the way. Jumps are lower than they should be. Can't get to the Plasma gun on Deck for example.
>>
>>2782909

I think that's only vanilla for the GOTY edition.
>>
Here's a really quick map I threw together while attempting to learn how to map in general.
Enjoy this mess of unfiltered shit.

https://mega.nz/#!0hUzDYCC!Iod2fkqaUOXjr2LKRNzKv0VZFhm4IdyQ973gRG1clNg
>>
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>>2782917
This was actually pretty damn fun. The traps were unpredictable and well paced, plus pretty creative to boot. This section didn't trip the first time I tried it for some reason.
>>
>>2782916
Nope, Hardcore is the default in UT. Classic is Unreal's 1 style.
By the way the translocator is enabled on deathmatch for some reason.
>>
>>2782965

>By the way the translocator is enabled on deathmatch for some reason.

Yeah, I put that there for newer players or people who haven't played in a while, easier for them to get around/grab power ups and keep matches a little more even. I'll try switching it back to hardcore later in the week.
>>
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>>2782917
You've got missing textures all over the shop. Here's just the first HOM effect I found. C'mon mate, Doombuilder even has Map Analysis to stop these problems (F4).
>>
>>2782975
>Yeah, I put that there for newer players or people who haven't played in a while, easier for them to get around/grab power ups and keep matches a little more even.
That makes sense but I think it can potentially break more than it fixes, but hey, its your server and I'm just a random cunt.
>I'll try switching it back to hardcore later in the week.
That would be for the best imo, The higher TTK of classic doesn't bother me much but the lower jump height kills it
>>
>>2782986

>That makes sense but I think it can potentially break more than it fixes, but hey, its your server and I'm just a random cunt.

Other than the obvious like UT99 AS, and UT2004 vehicle modes the only gametype I disabled it in was UT2004's Double Domination because only two teams and people zipping across shorter maps like crazy made it near impossible to score a point sometimes. Regular DOM in UT99 the maps are a bit larger and having three control points with four teams makes it less spammable with translocators.

Anyway though we've gone back and forth on enabling translocators in DM/TDM/LMS plenty of times, it could always change again. I always consider what people offer as advice or input. Thanks again brah
>>
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https://soundcloud.com/hashtag-god/not-just-knee-deep-in-the-dead
>>
>>2783004

https://www.youtube.com/watch?v=g2oyweqZ7WM
>>
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>>2783004
What
>>
>>2783016
Fart me plenty.
>>
>>2783228
Ultra-flatulence.
>>
>>2783235

Hey, Not Too Shitty Now
>>
>>2783228
>>2783237
>>2783235

>>>/avgn/
>>>/youtube/
>>
>>2782596
was doom guy the demons all along?
>>
>>2783250
>>2783254
>>2783256

post cooldown is one hell of a drug
>>
>>2783293
the hell is that pic
>>
>>2783293

He miiiiiiiiiiiight be joking.
>>
>>2783298
From the review of Texas Chainsaw Massacre on Atari 2600. It's a rare cart due to a low production run and he finds it on that guy's stall.
>>
>>2783293
>hickok45
THE BEAR CLAW
>>
>>2783016
i wonder what this would sound like on a 303
>>
>vr is born
>/doom/ is born
>it's literally my favorite place on 4chan
>mod makers, map makers, drawfags, oc makers
>"so you wanna play some DOOM"

where did it all go. fuck
>>
>>2783415
>where did it all go?
outside.
>>
>>2782917
- mixed flats and textures
- implicit manuals
- implicit passuse
- zdoomisms everywhere

whatever you're learning to map from is teaching you wrong.
>>
>>2782917
it's quite easy to back out of this, and then you are stuck.

here is a zdoom demo
http://temp-host.com/download.php?file=tu67db
>>
>>2783415

the modders and OC makers aren't gone.

some of us are coming back after an absence.
>>
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>>2782917
aside from numerous texture errors it mostly worked in pr+ -complevel 9 right up until i teleported into the red key box and found the button couldn't be pressed.

please also add ways to get out of the pit in the rising walkway room, inescapable death pits are bad design.

demo:
http://temp-host.com/download.php?file=pz41bh
>>
>>2783415
None of that shit went anywhere.
>>
I'm gonna guess this hasn't been done in a long time.
I remember when one of the results sparked a discussion of some dude with a Dora the Explorer fetish.

Its IDGames Gauntlet time!
http://www.doomworld.com/idgames/?random
>>
>>2783705
>some dude with a Dora the Explorer fetish.

Omegalore
>>
>>2783705
i remember, that was when we all learned about Omegalore. now he is a meme
>>
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I'm getting into Doom but I live on a university campus where the only computers available are Linux with a lot of restrictions on what files you can install. So after some fucking around I managed to get Legacy Doom working with an Ultimate Doom wad but I'm having trouble configuring the controls. Whenever I shoot it goes right in front of me and the game assumes I want to use the y-axis with mouselook but I have this shit turned off. Anyone got any ideas? Sorry for the newfaggotry.
>>
>>2783714
Why can't you just put executables in your home folder and chmod +x ?
>>
>>2783723
I tried that and it didn't work. Admittedly I'm not very experienced with Linux, only been using it for a month or so now.
>>
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I need ideas to make these side areas a little more interesting, my brain's starting to fizzle out already.
>>
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>>2783752
>symmetrical maps
>>
>>2783762
Only the entryway is going to be symmetrical.
>>
>>2783752
a marble altar with a few rivlets of blood running from them.
>>
>>2783767
rivulets, even. i don't think i've ever written that word before...
>>
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I'm still quite new to Doom mapping and was wondering if it's possible to raise multiple sectors like the pillars in pic related using only one trigger. Is this possible in vanilla Doom?
>>
>>2783705
these are my most recent

>>2734158 https://warosu.org/vr/thread/2729409#p2734158
>>2736476 https://warosu.org/vr/thread/2729409#p2736476
>>2739414 https://warosu.org/vr/thread/2729409#p2739414
>>2757028 https://warosu.org/vr/thread/2752301#p2757028
>>2768121 https://warosu.org/vr/thread/2761480#p2768121
>>
>>2783773
you mean several pillars rising to different heights? it is possible with raise to next nearest neighbour height (and change texture, if needed). you need to use control sectors to set the heights.
>>
>>2783780
Thanks for the tip. I have no idea how to do that yet so I guess some learnin' is in order.
>>
Riddle me this.

Why is it that the crowd that pushes for the concept of "playing as the author intended and respecting his vision" whenever people play certain WADs with gameplay mods (simply because they can't help themselves), are the same ones that will twist their necks whenever someone introduces a small change to their own works that they don't like (as small as a single sound replacement), and force the author to change his own WAD to fit their needs?

I'm talking about maps that introduce extra stuff and not gameplay mods here.
>>
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>>2783796
control sectors are off-map sectors adjacent to disjoint pieces of the pillars. i'm not sure how to put it into words so i made an example you can learn from. hopefully.

http://temp-host.com/download.php?file=di58bx
>>
>>2783810
i don't understand what you mean. could you give an example? and what do you mean by "twist their necks"?
>>
>>2783823
>could you give an example?

Stomper (poor thing it never got as big as it deserved to be) and Valiant (!). There might be more out there.

People would not respect whatever replacements the author made to some things and would immediately demand to be changed back, instead of editing them themselves for personal play. That's what "twist their necks" refer to.
>>
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>>2783767

>>2783762
It's asymmetrical now :^)
>>
>>2783829
what map format? doom/boom/zdoom/udmf/etc?
>>
>>2783810
the way you phrase your question suggests you have an answer already
>>
>>2783832

I really don't.
>>
>>2783831
UDMF for GZDoom.
>>
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So captainJ made an addon for the Sans mod.

This is neat
>>
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>>2783515
Yikes, I didn't know I was letting texture errors get that out of hand. I was using GZDoom to test the wad since I didn't know what source port to use for such a thing and a lot of that didn't show up, so that probably didn't help much.

Thanks for the webm playthrough, it really helps.
>>
>>2783810
>>2783836

That's what people would like to call "hypocrites". If they're not actively defending the author's vision as they claim to be, then that's what they are.

>>2783842

After seeing the first attack I can't help but think that another Star Wars mod for DOOM (especially in this time of the year) would be really cool and people should start jumping on that boat before it's too late
>>
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>>2783857

Is it wrong that if someone makes another Star Wars doom mod, I kinda want to see them draw inspiration from Battlefront with the cooldown based items and abilities?
>>
>>2783810
are you sure they're exactly the same people in both cases?
>>
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>>2783819
Thanks for the help. Your map helps me understand the basic principle but I'm still not sure what makes the pillars adopt the properties of the control sector. Placing them like in pic related doesn't seem to work.
>>
>>2783862
>are you sure they're exactly the same people in both cases?

I don't want to start pointing fingers and mention any names but I'm really sure the people that will demand changes are the same ones that claim to respect the "author's vision", as someone said previously.

Of course not everyone that wants others to stop playing maps with gameplay mods on their first try are the ones doing this too; I think you understand what I'm trying to say here.
>>
>>2783871
You have to set them up so that both the pillar sector and the control sector are the same sector.
>>
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>>2783871
>>2783874
this is right. i think doom builder calls it "merge sectors" or something. you draw two shapes and merge them into one sector.
>>
>>2783874
>>2783884
Excellent stuff, the pillar raises correctly now.
The texture doesn't change though, and I can't for the life of me figure out why.
>>
>>2783894
the floor texture is copied from the sector in front of the switch. you need to be using e.g. type 20 raise to nhef + change, not type 18 raise to nhef.
>>
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>>
how would you rate resurgence in comparison with its predecessor?
>>
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>>2783908
>the floor texture is copied from the sector in front of the switch
Huh, I didn't know that.
Anyway, everything works perfectly now. Thanks for the help m8s.
>>
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>>2783912
>>
>>2783934
nicely done. i like the look of your map, too.
>>
>>2783934
also, if you want to know how all the linedefs work, read the UDS
http://www.gamers.org/dhs/helpdocs/dmsp1666.html
>>
>>2783415
99% of the modders/mappers were driven away by Terminus and his irc sycophants
>>
>>2784105
citations?
>>
>>2784108
Can't do citations because it's all stuff that happened in irc over the last 1-2 years, which isn't exactly documented and saved anyweher.
>>
>>2784108

my smelly butt
>>
>>2784114
AKA you completely made it up.
Okay then.
>>
>>2784114
well, unless you are truly naive, you must have realised your claim is highly questionable and requiring evidence to back it up.
>>
Is it purely technical interest that vanilla maps are still made?

I mean, Boom lets you make "vanilla" without worrying about overflows and whatnot. So what is the point?
>>
>>2784170

I assume it's because of maximum compatibility. People still play Chocolate Doom and even (ugh) Dosbox.
Some people even play Chocolate Doom multiplayer.
>>
>>2784170
There is still a lot of people that enjoy Doom as vanilla as possible, or would like to see what kind of mapping is done that can be played on actual Doom instead of sourceports.

It is not too hard to understand.
>>
>>2784247
chocolate doom does literally everything dosbox does
>>
>>2784114
I remember Term being a cunt about some kid who made a video recommending demonsteele.
He and some others were taking the piss out of him because he wasn't very good the kid even said he had only played it once or twice before, and hadn't set up the controls yet
>>
>>2784267
Terminus and Tarnsman are seriously some of the biggest assholes in the community.
I know we may have some shitty elitists and fights over which thing is superior to whichever other thing, but I feel like they just create this general unwelcoming atmosphere around everything.
The fact that they would take the shit out of some little kid trying to get into DOOM and DOOM mods, especially one that LIKED his mod specifically, really pisses me off.
>>
>>2784279
Since when did you have to buy Chocolate Doom?
>>
>>2784279
What the fuck
>>
>>2784293
>So neither of you know the history of chocolate doom? Figures.
>Figures.
Don't cut yourself on that edge.
>>
>>2784293
What in the fuck are you on about.
>>
>>2784293
I helped debug chocolate doom before it was even on version control. I've successfully built chocolate doom for free on CYGWIN since the beginnning, and on linux later.

Once again, you have zero idea of what your'e talking about. I can only deduce that you're shitposting, because Chocolate Doom has never been up for sale, unless you include the Raspberry PI store, in which case that's what the GPL allows them to do.
>>
>>2784312
It's kind of sad to think that there are actually people whose time is so worthless that they lurk threads like this for the sole purpose of shitposting.
>>
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>>2784312
I pity you. I really do.
>>
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>>2784312
holy shit
>>
>>2784267

I know what video you're talking about.

No,Term wasn't a cunt about the video,he gave us the link,without saying anything else on the subject.
Yes,we (sort of) took a piss out of him,nothing serious,just a "Lol,he's pretty bad".
>>
>>2784170
>I mean, Boom lets you make "vanilla" without worrying about overflows and whatnot. So what is the point?
I think a lot of it is from deciding to interact with Doom not just as a game but as a piece of living history. There's something interesting about deciding to make something that could have been made in 1994. Almost like you're transporting yourself back to that time by working under the same limitations that thousands of people did back then.

It's the same impulse that makes demo scene coders make C64 intros or entirely new Atari 2600 games or that sort of thing.
>>
>>2784340
I like this answer
>>
>>2784267
>>2784276
I remember that.
>person doesn't play vidya well
>wow, this guy isn't playing very well!

Even with the most twisted logic, I really fail to see how this is a problem.
>>
>>2784361
It's the fact that some kid, who is obviously new to Doom and Demonsteele, gives Term praise, and recommends the mod to people, only to have Term turn around and take the absolute piss out of him, and then inadvertently launch an entire group of Term's followers on him as well, to tear him apart.
>>
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>>2784373
>and then inadvertently launch an entire group of Term's followers on him as well, to tear him apart.
https://www.youtube.com/watch?v=JCHlOs-j5_w

Yeah, look at that video with absolutely no dislikes, no negative comments, and had absolutely nothing except some remarks on the IRC about "wow he's really bad at playing", which he is.
If you wanna get upset at someone, Mike12's the one that made image macros.
>>
>>2784384
heh he make silly face and funny noises
>>
>>2784384
Mike12 is one of term's ass lickers, as that anon said.
There was absolutely no reason to be so rude to some kid who was enjoying their mod and openly recommending it. So what is he's a LPer with a facecam?
>>
>>2784170
there are certain reasons for sticking with vanilla gameplay physics (-complevel 2/3/4) over boom (-complevel 9).

that said i think you're talking about rendering limits not gameplay behaviour changes.
>>
>>2784425
>so rude

Lol.
When being "rude" amounts to "this guy doesn't play well", you're a pretty sheltered kid.
Enjoying something and making something based off of it does not automatically make it immune to criticism.

Hey, speaking of stuff based off Term's mods, do you want to defend this and say making fun of it is also rude? Because it's pretty fucking awful.
http://www.fimfiction.net/story/146736/eight-out-of-hell
>>
>>2784105

You're so full of shit.
>>
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>>2784014
>>
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>>2782632

I know it's technically not retro, but HOSTING UT2004 AT THE IP LISTED IN THAT POST
>>
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http://toastytech.com/good/ffdoom.html
>>
>>2784649
haha
>>
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New level - The Catacombs
https://drive.google.com/file/d/0B8xWmOI7IYl3R2FNQ2NEMWtJVm8/view?usp=sharing

Playable in limit-removing ports (some small visual errors in Chocolate Doom for some reason).

I've aimed to make an early-game level, which means that you'll only be using the pistol, shotgun, chaingun and rocket launcher, and dealing with nothing harder than a revenant. Different difficulty levels included.

The .deh patch included just changes the map name.
>>
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I know this might be discussed a lot, but why is Doom a common thread between a bunch of otherwise obnoxious fandoms?

I mean, we had Barney Doom but none of those people liked Barney. We had Bubblegum Crisis Doom but it was a one-time thing. Now on Zandronum I see Caleb from blood riding a My Little Pony in MAP02. Surely there's a line somewhere where parody becomes indistinguishable from another "fandom" taking over?

Doom seems to survive these fandom invasions pretty well, But sometimes I wonder when there will be one that shares a little too much with doom, causing an all-out flamewar. Now we have UnderTale, which has demons, monsters, agitating skeletons, baphomet heads, you name it. Oh yeah, and Touhou. oh my god.

Am I just too paranoid? Or is there something here worth discussing?
>>
>>2784708
You argument seems to neglect the notion that one person can like more than one thing.
It is only natural for people to combine their personal interests.
>>
>>2784708
It is more like A lot of people who like Doom like a lot of other things, and the same goes for other people just liking Doom

You are being paranoid.
>>
>>2784713
I'm all for people mixing and matching, but I always worry of some noobs running others off. I know it's illogical, but that fear is always there...
>>
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>>2784717
Well, then that's kind of a relief. As long as no one gets angry, then I suppose I can live with it. :)
>>
>>2784708
doom is easy to get into, basically free, and has an endless supply of fan made mods. it is thus attractive to all kind of nerds who bring their other obsessive interests with them. note i do not mean this in a bad way. i am myself a nerd with obsessive interests. as likely are you, the reader of this post.
>>
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>>2784436
>fimfiction
>>
>>2784694
cool i will play/record this tomorrow
>>
>>2784708
If anything, Undertale will bring nothing but good things and bad times.
Just check out Sans.wad
>>
>>2784708

I think my favorite trend was that surge of mods inspired by older vidya, like demonsteele, GMOTA, and hocus doom.

Definitely not biased towards that for reasons
>>
>>2784108
one of the guys that recently left all but named terminus in his "fuck you I'm leaving" tumblr post
>>
>>2784806
that's not a citation, a citation is a link with corroborating information
>>
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Another Spellcross screeny

Do you guys know how the Floor Blood Decals were done from this brutaldoom video?

https://www.youtube.com/watch?v=KEyGMRXFHik

When the Spell enemies die, I plan to leave custom blood marks on the ground, cant seem to find the answer yet in BD wad code
>>
>>2784817

They're not actually decals, they leave sprites that last X amount of time, kind of like nashgore blood.
Only difference is that the sprites are given flat models in modeldef.
>>
>>2784806
link, please.
>>2784809
quite.
>>
>>2784818

Might need to research how modeldef works then
>>
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Who dun it is back.
>>
>>2784827

It left?
>>
>>2784820
>link, please.
There's a link in the comments on the Demonsteele facebook page
>>
>>2784830
oh you rascal
>>
>>2784830
Just put up or shut up.
>>
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What do you see people do in the DOOM community that really agitates you?
>>
>>2784908
Use bad music in Doom levels
Slaughtermaps, not my thing.
Have a really good gameplay mod but abandon it without saying anything
>>
>>2784908
Dropping really really good projects like unloved :(, and using unfitting music for levels.
>>
>>2784908
>Browsing Doomworld
>Start reading the top of a post
>The first thing in the post is: *hits blunt*
You know the guy I'm talking about
>>
Hey, /doom/, I barely know crap about doom and hear my little brother talk about it a ton He's even trying to become popular with it. He even showed me one of his videos, I don't think he'll make it
Should I put the link here?
>>
Man I wish there were more weapon mods that had a buying system, I really like shopping in my doom, but I wonder why that gymmick is so scarce through modders. From what I recall the mods that have it are:
> Psychic: Really neat, one of my favorites.
> Doom RPG: A lot of shit to buy, but don't like the fact that the more you play the thing more boring and unbalanced it gets.
> Doom Mercenaries: A Half Made mod made in the goddamn skulltag times.
> Cold Hard Cash? : Never played it
> Wrath of Chronos: In the latest update you can buy some artifacts or shit.

Seriusly we need more of this, I prefer I nice buying sistem so much more than a leveling up system, IMO It doesn't break balance as much and it keeps the gameplay fresh. What do you think?
>>
>>2784992
Buying fucks with the pacing big time.

Play Black Warrior if you want more buying, it's pretty neat.
>>
>>2784992
there's Guncaster
>>
>>2784983

Sure, if you think you can handle the input.
We're not exactly shy about telling people if we think it's shit.
>>
>>2784992
DR Class V6+ (zdoom variant) has a buying system.
>>
>>2784998
Oh yeah, I forgot about that one!
>>
>>2784908

Talking shit about another person and then when they show up either A: pretend everything's fine or B: suddenly go quiet.
Instead of, y'know, instead of actually saying things to their fucking face.
>>
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>>2784708
>Bubblegum Crisis Doom
Why haven't I heard of this before? This is sweet. The BFG sounds are hilariously bad, though.
>>
>>2785000
Checked
Huh, it's not there, I think he took it down
>>
test
>>
>>2785007
Isn't it just reskinned Doom weapons?
>>
>>2785034

The sprites are still really nice, though.
>>
>>2784908

Shitty melee weapons.

Gameplay mods that follow the old trope of a useless starting weapon
>>
>>2785038
I was just asking really, I don't have any issues with it provided it looks right.

An example of it not looking right would be Hokuto no Ken Doom
>>
>>2784827
Anyone have that screenshot where they're all in the gym and they're crouching, which makes them look like manlets because the player sprites don't have crouching animations, so the engine just compresses their sprites to compensate
>>
Do you think Terminus genuinely keeps a PDF file full of Demonsteele lore?
>>
>>2785162
There are crouch sprites though, even when carrying the M1 Carbine, the crouching sprite looks like it has a sniper rifle.
>>
>>2785172
The lore is in the zdoom thread afaik.
>>
>>2784830
>the Demonsteele facebook page
Nigga
What
???
>>
>>2784908
Use R667 stuff without editing them.

Yeah, Realm 667 as a whole isn't bad, the problem here is the fact that some mods [complex doom for example] just copypaste shit and call it a day. Colorful Hell is HOW you should paste R667 stuff, by add different and even new stuff so it plays good.

Also, another thing that bothers me, maps without coop support
>>
>>2784996
Nope, Psychic's pacing isn't exactly altered. if you're fast enough, you buy the timefreezer then keep shopping for power-ups and then bomb everything. That is after you upgrade everything
>>
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Just beat Doom 2, should I move on to Doom 64 or hit up some WADs?

Thanks in advance friends.
>>
>>2785191
Doom 64 is like the Doom 2 sequel most people never experienced, so if you're in the mood for more classic Doom that doesn't shit in your cornflakes, then go ahead and give it a shot, see if you like it. Keep in mind it's got more puzzles than you may be used to, though, and because it was made for the N64 the maps occasionally go to slower pacing (but there'll be a whole lot of big fights later on, trust me).
>>
>>2785172

Not a PDF. I have a sub-folder in the project folder that's chock full of writings, lore, and more.
It was mainly to appease my love of writing that sort of stuff, though; I'm genuinely surprised to see some people are actually interested in it.

I usually try to keep story stuff optional, since I figure a lot of people are more interested in hacking demons up rather than learning something like Shihong's favorite pizza joints.
>>
>>2785172

I've been writing down and plotting out lore and shit for lord Blaz and the other heroes, and I've been typing out a design document for a standalone prequel game I'd like to make one day.

I might have a problem
>>
I've had a design doc since day 1 of development. Even if nobody is interested in the story I've always kept a consistent lore going along development.
>>
Has anyone made a mod that removes the dead bodies similar to the gore janitor mod in brutal doom.
>>
>>2785191
sure you can if you want to play it on pc then here's the link for a source port.

https://doom64ex.wordpress.com/downloads/
>>
>>2785207
You underestimate our autism.

>>2785287
Not that I know of since that would prevent archviles from resurrecting, which could break certain maps or make them ridiculously easy.
>>
>>2784908
People who shit on 90's or 90's styled maps, because they don't look or play like a modern map.
>>
>>2784908
ZDOOMISMS
>>
>Watch Doom 4's MP alpha video
>dat riff at 2:27
unf.
>>
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>>2785287
if "dehacked patch" counts as "mod":
http://temp-host.com/download.php?file=iu73vy

>>2785357
you are right it breaks resurrections which affects a small number of maps. so don't put it in your autoload!

regarding game balance note it means you cannot prevent an archvile from attacking you by luring it over corpses. so in some ways it makes things harder.
>>
Why doesn't quake have the same level of mod-ability as doom does? Like you can load independent mods at once, like loading btsx,russian overkill and metal midis at once but the only thing I can find for quake maps, is this the ability of certain engines or is it relating to the community?

I also can't find any weapon only mods for quake 1
>>
>>2785007
what is the map you're playing there?
>>
found this skankerin around

I can't look at it for longer than five seconds before kekking uncontrollably
>>
>>2785481
it looks so goofy, kek
>>
>>2785485
Cacodemons always look goofy.
>>
>>2785486
but they most certainly don't look like a stoned hipster with a shabby beard
>>
I need to sleep.
http://vrdoom.xyz/wiki/
Make some pages and I'll administrate and style the wiki tomorrow.

>>2782596
Holy crap that edit made it all the way back here.
>>
>>2785497
Requesting a dark gray background and the text be slightly sized up and colored bright gray.

It's easier on the eyes if you're gonna do a lot of reading.

Also the logo should totally be a cacodemon or a revenant
>>
Is that Brutal Doom starter pack in the OP unfinished? A bunch of textures won't load in Zandronum. Shame because the first few maps seem like great stuff and dat Doom movie music.
>>
>>2785513
It has "test" in the filename so I'd assume it's unfinished
>>
>>2785497
cool thanks for setting this up.
>>
iSpook you around? in the latest suab version the gibs sometimes spawn another version of the bloodfiend that just keep reviving over and over again, I needed to drop him and make sure he was under a door, kill it and close it to squash him or the thing would follow me around during the level.
Is this intended?

Also when I die on damage floors the game crash with a big list of ammo dropped or something, this happens in the version before the new one too.
>>
>>2785586

Are you playing in "Shut up and Die" difficulty? Then yes. Blood fiends in that difficulty level will always resurrect. Just avoid them.
>>
>>2785592
It's a feature from the 4a version? they only started to pop when I updated while in the middle of a playthrough , maybe I was just lucky.
>>
>>2785609
Yes.
>>
>>2785612
You said I'm supposed to avoid them but as I said I found by accident a way to kill them, maybe it needs fixing.
>>
>>2785617
I'll fix that.
>>
>>2785618
Just noticed , I'm playing Hellbound difficulty not Shut up and Die, just saiyan.
>>
>>2785385
I actually avoid reading the DWMC whenever they're doing an old school megawad for this very reason.
>>
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>>2785471
It's Exquisite Corpse (excorpse.wad), a community wad made up of 12 1024x1024 maps merged together.
>>
What if there was a tetrominoes megawad?
>>
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>>2782632

https://www.youtube.com/watch?v=U3xL_ppX4-s
>>
>>2785452
thanks anon i needed in case of slaughter maps.
>>
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>that guy in the doomrpg thread who apparently stores everything on his fucking desktop
>>
>>2785791
haha, that intro.
>>
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>>2783842
sans.wad is the shit. Hell's having a bad time.
>>
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>>2786224

Glad someone enjoyed it
>>
>>2783842
>>2786271
holy crap that looks great
>>
>>2786282
That map is baller.
>>
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>>2786293

I'd say the great majority of them are.

Stock maps of course, great custom maps are a bit harder to find
>>
>>2786295
>that pic
Have you checked that one rats-style map (UT community has another name for these kind of maps but I can't remember) for the new game?
>>
>>2786271
are the player sprite graphics accurate to the source material? frankly, they look like crap. reminds me of joe ilya's pony hud.
>>
>>2786315
Pretty much, yeah. Goodtimesans improves them, as seen in >>2783842
>>
>>2786315
It's designed from a very low detail sprite. There's an addon with an actual skeleton hand floating around somewhere
>>
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>>2786295
>>2786306
This it the one. DM-Warhouse.
>>
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>>2786306

I haven't been paying too much attention to UT4 in the last few months.

The weapons, level design, and gameplay look good but I didn't like how the developers handled the character design concerns from the community. Came across as douchey.

I'd try it out if I had a computer that could handle running it but as fo now the game isn't complete enough to make me wanna try it.

Was it a remake of an older map or a new one? Sounds cool either way.

>>2786341

Oh wait, there we go - That looks pretty nice. Wonder how long that took to make.
>>
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>>2786369
>I didn't like how the developers handled the character design concerns from the community. Came across as douchey.
Can you expand on this or provide a link? The cosmetic plans interest me. Saw some people bitching about the box cosmetic a while ago.
>That looks pretty nice. Wonder how long that took to make.
It does look nice. Guy based it off IRL pics he took. Didn't say how much it took to finish tho.
>>
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>>2786405


It was just me being butthurt about how they were being really quiet and then dismissive about people talking about character designs once I made a thread about it.

https://forums.unrealtournament.com/showthread.php?19001-Comunication-betwen-devs-community-on-character-design

Like I said, there were a lot of people like me that liked the movement speed, dodging, weapon designs, the map layouts etc a ton but the devs were awfully silent about the character designs for months until they finally just said they weren't looking to incorporate most people's ideas for it when they could've just said it at the start.

I fully expected they wouldn't just port over the older models and they shouldn't, but some of the new designs don't resemble older characters at all or just felt generic. In a video they showed off someone's art who made a classic style Necris (not that I was even the biggest fan of the old Necris) and they praised it but kinda passive aggressively said it was too stylish to fit the tone of the game.

Player models are a minor aspect of the game but I just got a douchey vibe from how they said it.
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Contributed first page to new vrdoom wiki, looking forward to others contributing more.
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>>2786435
>https://forums.unrealtournament.com/showthread.php?11320-Aberiu-s-characters
Holy fuck those are baller as shit. And the Skaarj does look uninspired and generic. It really does look like a GoW Locust. The other designs in that thread look miles better.
Also I never liked the concept of Necris much. I think the current models look kinda sweet tho, the necris male in particular.

However I do think some sacrifices have to be made in the name of artistic consistency. U2k4 was full of random as shit character, honestly wasn't a fan. In some cases I would say I preferred the GoW look of UT3.
The cosmetics could be a problem too, but we'll see.
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>>2786481

The only consistency I really want is that returning characters keep the same basic traits, like Malcom did. Most of the new designs aren't horrible, but some of them don't match up to previous versions or just don't have anything too eye catching about them.

It's the overdesigning that kills it with modern games, they try to make things visually appealing by addings tons of detail, but without much planning to it.

The new Necris aren't bad, I wasn't a fan of the old ones to begin with, but they act like the new ones are in any way unique when they look like Quan Chi.

As far as the 2003/4 characters I never played half of them but I did appreciate that the guys like the Gen Mo Kai and Anubis characters stood out and if you looked at them you would know they came from Unreal and not some other game.

Nothing they've shown is anywhere near as boring or generic as the UT3 designs, and I knew the new stuff would be way different, I just didn't like how hush hush they were about it and then seemed to have gotten frustrated at the people asking questions or making concepts.

Those Aberiu concepts were the perfect example of different armor/designs for older characters but still recognizeable and detailed without going overboard.
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>>2782598
Bumping for anyone who wants to play(test)
>>2784694
Here's a picture of the opening on UV.
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>>2782975
But there's already hammerjump for that
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>>2786523
i am sorry. i meant to do this today, but other things intervened. i will record it when i have the opportunity.
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So that Tai Tenga alpha mod finally released a beta today. Standalone weapons/enemies, and the first episode of Doom 1. And while I haven't dabbled with the episode yet, I did mess with the standalone content, and.. well, it's kind of bland. Like there was no attempt to keep consistency besides content being inspired by alpha stuff loosely. Top that with even the standalone being filled with midi re-arrangements of all the Doom music for 1 and 2 (that are arguably more obnoxious and not very good) and, well.. yeah.

I'll dabble in the episode itself when I feel like it, but from the preview video for some reason there's Doom 3 grenades and dark lighting that encourages an included flashlight mod. Not to mention the Super Shotgun and Grenade Launcher are from KDiZD, and all the Armor Bonuses are.. replaced with Demonic Daggers for seemingly no good reason. Maybe i'm being a bit too critical here but is this hodge-podge what they've been working on for several years now?
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>>2786616
tei tenga? didn't that come out in like 1999?
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>>2786638
http://www.moddb.com/mods/doomthe-tei-tenga-incident
This mod, the one that had development issues for a while and is now touting to be the first alpha mod with actual full map content released.
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>>2783842
How did you get the hud to not be tiny and/or at the bottom of the screen? Also, how did you get the taunting and ketchup to work, I can't do those for some reason.
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>>2786523
Nigga turn down your gamma
Thread replies: 255
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