[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
BREAKTIME IS OVER
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vr/ - Retro Games

Thread replies: 255
Thread images: 204
File: xcom.png (840 KB, 1536x864) Image search: [Google]
xcom.png
840 KB, 1536x864
DOOM THREAD / RETRO FPS THREAD - Last thread >>3052374

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/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[03-10] Crispy Doom v3.3 released
https://www.doomworld.com/vb/post/1572121

[03-08] Spellcross Arena V1.01 now available
http://forum.zdoom.org/viewtopic.php?t=49873

[03-07] Hello World 0.7.1 - 4 maps plus secret
https://mega.nz/#!r4RRWYoJ!7ARDjyqzv4siGM9jvMatehrFlYH7ntGrv7suxyUreGo

[03-07] Sawdust, seven maps cut from Valiant, by skillsaw
https://www.doomworld.com/vb/wads-mods/86554-sawdust-valiant-scrap/

[03-04] Anon map release: Dark and Dreary final edition
>>3042602
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-04] Anon map release: helltour.wad
>>3041418
https://drive.google.com/file/d/0B4mwJRa7e5VpRElIeVdzRDNkckU/view?usp=sharing

[03-02] Anon mod update: d64_wmi_alt.pk3
>>3037951
https://mega.nz/#!yhIgVBAR!bTBnJbAH5exrjVu_uN9qrQpZuGtdYEnYr5naNKXiAoU

[03-02] Miasma, by tourniquet
https://www.doomworld.com/vb/wads-mods/86466-

[03-01] DUMP (Doom Upstart Mapping Project) part 2
http://forum.zdoom.org/viewtopic.php?f=19&t=51072
https://www.doomworld.com/vb/post/1567594

[03-01] Anon map release: Skyscraper Speedmap
>>3034557
https://www.dropbox.com/s/p7ws00ra123vnq8/skyscraper%20speedmap.wad

[03-01] Reminder: 64K ZDoom mod contest
http://forum.zdoom.org/viewtopic.php?t=50859

[02-29] Combined Arms v1.0 released
>>3033406
http://forum.zdoom.org/viewtopic.php?t=51066
https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3

[02-29] Anon map release: A Dumb Sewer In Two Hours (2hr speedmap)
>>3032907 >>3032953
https://www.dropbox.com/s/v04va9b87tgkln7/A%20Dumb%20Sewer%20in%202%20hours.wad

[02-29] Anon map release: complab.wad (WIP)
>>3032276
https://mega.nz/#!fg1ihKaK!0-QoHYwRTKsMFtv9AiZWMxffPpmdzpdEI60e2YdqXas

[02-29] A Morte (Hexen mod) updated
>>3031476
http://forum.zdoom.org/viewtopic.php?t=50891
http://www.mediafire.com/download/gru0p464m87y25z/A+Morte_195.rar

===

To submit news, please reply to this post.
>>
File: muh 666 trillion.jpg (10 KB, 208x242) Image search: [Google]
muh 666 trillion.jpg
10 KB, 208x242
FIRST FOR zionism
>>
inb4 this thread gets deleted
>>
>>3057120
There's a Kill 6 Billion Demons joke here but I can't find it
>>
>>3057124
i nearly used the title "breaktime is still over"
>>
People who like the arena style weapon pickup system:

Fucking why?
>>
>>3057134

Death has a greater penalty than simply giving the enemy a point

makes map knowledge that much more of an advantage

can help make each weapon feel unique and make some stronger than others because you simply don't start with it, I mean damn the rocket launcher in Doom 4 multiplayer is super wimpy because of this. Seems better in single player though.

Also makes it more exciting when you snatch up a weapon you're after rather than just having it given to you to start with.

I like the idea of choosing WHAT you start with, but shit like the SSG and RL shouldn't be an option, like damn, the fuck where they thinking there.
>>
>>3057134
What's wrong with it in MP?
>>
>>3057134
What other "weapon pickup system" styles are there?
>>
File: Screenshot_Doom_20160311_155124.png (379 KB, 800x600) Image search: [Google]
Screenshot_Doom_20160311_155124.png
379 KB, 800x600
Adventures in model ripping continued!

Still don't know how to include several animation filese from Q4, so this thing only has the rocket attack animation at the moment.
>>
>play uacultra
>there is this really high sound coming inside the computer itself every time I enter the intermission screen
what is happening
>>
>>3057168

What the fuck, this looks really good, is that a sprite or an actual model?
>>
>>3057172

Maybe your framerate is uncapped?
>>
>>3057176
oh yeah it is
how does this even effect that shit
is it the same when my old gpu was dying and everytime I would show it something grey it would start to whine the same?
>>
>>3057173
That's a 3d model ripped straight out of q4's .pak files and converted to .md3 with only the diffuse map as the texture.
>>
>>3057179

That's really fucking neato. Can you show it in animation? What little frames you have in at least?
>>
File: 1406774650429.jpg (146 KB, 380x540) Image search: [Google]
1406774650429.jpg
146 KB, 380x540
Are the original games meant to be played without savescumming? I'm replaying Doom 1 now, and am forcing myself to pistol-start whenever I die, instead of loading up a save with carried over weapons.
The game's kicking my ass, and I'm only on episode 2.
>>
File: 1453219690451.jpg (55 KB, 351x351) Image search: [Google]
1453219690451.jpg
55 KB, 351x351
>>3057134
In singleplayer you can create weapons tailored towards different situations

>Need general use hitscan with average range/power? Use shotgun
>Weak mass of mobs? Use chaingun
>Getting close is worth the risk? Use super shotgun
>Chaingun not strong enough? Use plasma gun
>Need a power weapon at range? Use rocket launcher
>Need something bigger? BFG those fuckers

It's like having an empty swiss army knife and then gradually filling it up. There's a sense of fulfillment as the player grows more powerful, and the system also allows the devs to create many more types of enemies that your selection of weapons call for. I think Doom 2's monster variety is some of the best in FPS, every single one serves some kind of distinct role and none of them are really wasted.

In multiplayer?

>There are fewer sorts of weapons to use that may become much more distinctive in purpose and it becomes harder for one to outclass the other at its 'niche'
>Some potential weapon imbalances can be rebalanced by proper weapon/ammo distribution on the map
>Makes map knowledge and control more important
>Death is actually a punishment
>Where the other players are located on the map becomes a lot more important because every pick up is free game

I definitely prefer it over the loadout system where it feels more like a moshpit. Even if there were only two slots, at least Halo had some fairly distinctive weapons in purpose, I guess. Too many of them still felt a bit shitty to use though.
>>
>>3057195
I don't think BUT there are multiple weapons in every level that are not just drops in case you had to pistol start
>>
File: streamprotrocketfire.webm (671 KB, 800x600) Image search: [Google]
streamprotrocketfire.webm
671 KB, 800x600
>>3057181
>>
>>3057196
you forgot
>need to stunlock an enemy when in close quarters? use chaingun
>>
>>3057205
Damn, looks pretty sweet. A bit choppy, though... Does Doom not support animation interpolation?
>>
>>3057168
It severely lacks shading.
>>
>>3057205
wait a minute holy fuck it is ACTUALLY 3d model
>>
>>3057209
That works too.
>>
File: Screenshot_Doom_20150812_145001.png (3 MB, 1920x1080) Image search: [Google]
Screenshot_Doom_20150812_145001.png
3 MB, 1920x1080
>>3057213
I'll eventually need to bake some basic shading into it like the Total Chaos guys did. I'm not even sure we'll use this particular model though, consider it nothing other than a test.

>>3057210
I'd forgotten the "INTERPOLATEDOUBLEDFRAMES" flag in modeldef.

>>3057215
Gzdoom and zandro have support for quake 2 and 3's model formats. Pic related - "hunter's moon" running in gzdoom.
>>
>>3057113
Overload game (descendant of Descent) >>3056283
Got fully funded just 2 hrs before the end of kickstarter campain
It looks just as Descent HD remake should
>>
>>3057231

>oh boy someone's making a singleplayer campaign based on Q3A
>maps are just big ass hallways with hordes of monsters thrown in

That was disappointing
>>
ey bitches, legendoom:
http://forum.zdoom.org/viewtopic.php?f=19&t=51035
>>
>>3057246
It's basically Painkiller: Foot Fetish edition with Q3/D3 skins.

Seriously though I really like the look of the maps and the weapons feel fantastic (the rocket trail is beatiful in particular) but I'd prefer a bit more tactical back-and-forth in the gameplay rather than holding S and MB1
>>
>>3057113
is there an editing FAQ?
>>
>>3057271
What kind of editing are you intersted in anon?
>>
>>3057275
I extract and replace textures and sprites. Also need documentation on the voxel format for algorithmic generation.
>>
>>3057260
Why foot fetish? Is there a joke I'm not getting?
>>
File: R7w1U5T.gif (4 MB, 512x512) Image search: [Google]
R7w1U5T.gif
4 MB, 512x512
>>3057287
while the models used in Hunter's Moon are great, all the "dark tamers" or whatever have stupidly fuck-huge feet, all of them. It's a borderline foot fetish wankfest
>>
>>3057287
He's pretty much admitted to it on youtube. Basically every d3 model was resized to have enormous legs and feet previously, and all the large ones have stomp attacks. He scaled much of it back, but all the bosses are still like that.
>>
File: whats going on here.png (143 KB, 420x410) Image search: [Google]
whats going on here.png
143 KB, 420x410
>>3057260
>Painkiller: Foot Fetish edition

>>3057314
>Basically every d3 model was resized to have enormous legs and feet previously, and all the large ones have stomp attacks. He scaled much of it back, but all the bosses are still like that.
>>
>>3057286
>I extract and replace textures and sprites
Which engine? If anything other than zdoom you create a wad file with textures and sprites named the same as the vanilla asset they're supposed to replace (between the right markers, should be several guides to the wad format around). If zdoom, there's also the TEXTURES lump entry on the zdoom wiki and the "zip as wad replacement"(.zip is commonly renamed to pk3 when you're supposed to load it) article. The zip format is much easier to work with than .wad.
>>
File: 1395811234186.png (92 KB, 341x348) Image search: [Google]
1395811234186.png
92 KB, 341x348
>>3057120
>>
>>3057319

It's not hard to get. The guy has a foot fetish, and he put his fetish into his overly elaborate mod.
>>
>>3057321
how do you open the wad
>>
>>3057328
Oh, you need a program called Slade.
>>
File: 1442608036620.png (8 KB, 535x412) Image search: [Google]
1442608036620.png
8 KB, 535x412
>>3057256
>One of the biggest, most important features of this mod, is that it is almost 100% compatible with any monsters, even custom ones added by other mods!

Too bad the amount of mods that are monster-only are quite few. This looks like it'll be quite fun though, good job on the release!
>>
>>3057256
I am a complete scrub when it comes to mods. How do I run this with my oblige generated maps?
>>
>>3057372
drag and drop your olbige wad(s) & LegenDoom_1.0.wad onto ZDoom/GZDoom .exe
>>
>>3057243
>Got fully funded just 2 hrs before the end of kickstarter campain

CLUTCH

Fuck year!
>>
File: 1412082079954.jpg (40 KB, 670x531) Image search: [Google]
1412082079954.jpg
40 KB, 670x531
>>
>>3057384
Does it matter which order?
>>
>>3057243
Holy shit this is the second time this has happened to me. First it was Indivisible, now this. My poor heart can't take anymore close calls.
>>
File: 1456540663507.gif (1 MB, 500x268) Image search: [Google]
1456540663507.gif
1 MB, 500x268
reposting this gif that someone else made but I still think it's cool to post anyway
>>
File: 1456541712834.gif (1 MB, 500x268) Image search: [Google]
1456541712834.gif
1 MB, 500x268
>>3057439
>not posting the superior Thi Barret version
>>
File: 1450212987564.png (215 KB, 360x235) Image search: [Google]
1450212987564.png
215 KB, 360x235
Is there such a thing as a mod combines cyberpunk and magic, like a Shadowrun sort of thing?
>>
>>3057456
>>3057439
Who is Hawkeye supposed to be? The guy from Strife?
>>
>>3057412
Ayylmao, nevermind, at the same time.
>>
Is Serious Sam a retro FPS yet?

https://github.com/Croteam-official/Serious-Engine
>>
>>3056521
>I found some of my ACS (commonFuncs.h) in Colorful Hell.
>God damn it's found itself in places I never expected.
it was put there by
http://forum.zdoom.org/viewtopic.php?f=37&t=48211
>///////Credits
>commonFuncs.h by ijon tichy, updated by marrub and Kyle873
>>
>>3057520

released for the PS2 gen and GBA

so nope
>>
>>3057520
I've always thought of it as retro.
Well the first two encounters anyway
>>
>>3057520
ooh, free source. nice.
>>
>>3057243
Yeah I was watching it down to the last couple hours before I went to sleep. $25,000 with 3 hours left didn't feel like a sure thing at all!
>>
>>3057134
More creativity with level design.
More challenging maps.
A map set can have a greater range of play styles.
It's more competitive.

The only advantage of a loadout system is that it is easier to play 'whatever way you want', which is inevitably whatever works best for everyone else.
>>
is this standalone, or do i have to load it with drla
>>
>>3057754
meant to quote>>3057256
>>
out of fucking nowhere, the serious sam source code gets released
https://twitter.com/Croteam/status/708318491921752064
>>
>>3057759
So perhaps we could get a source port of Serious Sam (not that we really need one)? What else could we do with this?
>>
>>3057765
we already have revolutions
>>
>>3057765
Make custom maps?
>>
>>3057765
Linux servers
>>
I just done installed gzdoom

I'd like to play DoomRL Arsenal

Got all the things from http://forum.zdoom.org/viewtopic.php?t=37044

How the hell do I run this? I managed to get it sort of running on the standard Doom2 wad, there were new guns, but the HUD was still classic.
>>
>>3057460
>someone saved my hexen server shoop
Weird. Hosting Unreal DM now btw ;^)
>>
>>3057814
two main methods: either make a .bat file with a command line (check: http://zdoom.org/wiki/command_line_parameters )
or just download ZDL and load all two/three pwads (doomRL, doomRL HUD, doomRL monsters)
>>
>>3057113
Are there any SO YOU WANT TO PLAY SOME... images for Hexen and Heretic? It just dawned on me that I've completely ignored the wadding community for those a ridiculously long time.
>>
>>3057113
So what is this thread? People with no other affiliation to Doom? Doomworld regulars? ZDoom/Zandronum regulars? People burnt out from the Doom community?

That's me. I authored one of the WADs in the recommend picture
> https://data.desustorage.org/vr/image/1448/27/1448271860636.png
But haven't had anything to do with public Doom communities for years.
>>
>>3057965
It's just people who like Doom, Quake, Thief, Duke, etc.
>>
File: Screenshot_Doom_20160311_145047.png (487 KB, 1680x1050) Image search: [Google]
Screenshot_Doom_20160311_145047.png
487 KB, 1680x1050
>>3057115
>[03-07] Sawdust, seven maps cut from Valiant, by skillsaw
>https://www.doomworld.com/vb/wads-mods/86554-sawdust-valiant-scrap/

I'm not sure if anyone has done this yet, but I whipped up my own "Vaccinated Edition" of Sawdust like there was for Valiant.
Playing with Dakka now. Seems fine so far.

https://www.dropbox.com/s/oorvs6bgl15jdp8/sawdustv.zip?dl=0
>>
File: Screenshot_Doom_20160311_145215.png (533 KB, 1680x1050) Image search: [Google]
Screenshot_Doom_20160311_145215.png
533 KB, 1680x1050
>>3058000
Oh fuck.
Disregard that, I suck cocks.

Unless you want to play it like this.

... I'll give it a go.
>>
>>3057965
>So what is this thread? People with no other affiliation to Doom? Doomworld regulars? ZDoom/Zandronum regulars? People burnt out from the Doom community?

A little bit of everyone and a little bit of something more.
We have people who don't give a shit and just want to play Doom, we have people from other forums, we have wad authors, we have people who've been around since Doom first came out, we have people who discovered it from YouTube videos, etc.
>>
>>3058008
>667_makes_a_new_monster.png
>>
File: image.jpg (25 KB, 420x300) Image search: [Google]
image.jpg
25 KB, 420x300
>>3055924
>>3055934
>>3056329

If anyone figures this out please reply to the newspost or something.
>>
>>3057965
i'm on 4chan because not having a name cures my social anxiety and i'm here because i've been playing doom for years
>>
>>3057439
>>3057456
Part of me thinks should be Iron man because jetpack, and doomguy should be Hulk because berserk pack
>>
>>3058074
I meant Duke should be Iron Man
>>
>>3057195
A lot of the levels are designed to be played from pistol start but you can do whatever you think is fun.
>>
>>3057965
Fairly large amount of zdoom forum regulars. Then there's a mix of people from other places, newcomers, and those who play a lot without posting elsewhere.

We get a lot of novice mappers which is really fun.
>>
>Open DRPG+DRLA for the first time in a while
>Melee attacks have no attack
>chaingun fires a single round every like, 5 "shots"

What was the last most stable build of GZ?
>>
>>3058008
Okay I fixed it for ZDoom with Decorate, but not for DeHacked yet.

Spider Masterminds replaced with Hell Knights, MBF Helper Dogs replaced with Slightly weaker Spectres, Dead Lost Souls (which was used for the Suicide Bombers originally) replaced with Kamikaze lost souls, and reimplemented the Blue Arch-vile looking final boss.

If you're playing with gameplay mods, you're probably going to use (G)Zdoom, anyway. And any gameplay mods that have monster replacers will replace these so whatever.

Same download link.

Playtested the first 5 maps without gameplay mods on HMP, balance seems okay.
But suffering from motion sickness so i have to refrain for a bit.

I wonder if skillsaw will do a Vaccinated Edition himself.
>>
>>3057115
Dunno if it's been mentioned at all but over at DieHard Wolfers they started up a community project called "Operation Totengräber Community Set" which is using the "Operation Totengräber" mod as a base.
http://diehardwolfers.areyep.com/viewtopic.php?t=7400
>>
>>3057460
not a doom mod, but there is a DOS FPS called cybermage darklight awakening, which seems right up your alley.
>>
I'm working on completing a standalone version of a PWAD in Zdoom which originally was a modified IWAD of doom 2 called Doomhack (a animeme'd up version of Doom2, quite fun actually).

As i was testing the maps in the current version of Zdoom (2.8.1). I came across two maps that had music that eventually regressed into square waves or something along these lines. Most of the music of the original doom2 was replaced by music from games from the SNES library. Zdoom has support for playing back .spc files, so i was looking for those that played in the levels i mentioned. The music of those levels are SNES versions of Wily's castle 2 from MM2 and and Lava reef zone from Knuckles&knuckles&knuckles.

They played fine in the old version of Zdoom that doomhack came in, said version handled SPC emulation using a .dll that emulates the Snes APU. The new version of Zdoom uses Blargg's Game Music Emu, which not only provides .spc playback, but also adds support for other vidya music files.

I tested the files out in players that use the SNESAPU(spcplay, jcomp-spc) for emulation and those who use GME(foobar) and a few others(Audio overload). And only the ones that use the SNESAPU.dll play correctly.

The question is, can the files be modified to be able to be played correctly in the other players? or should i just suck it up and replace them with the original versions of the songs?

i wasn't sure whether to make a separate thread or post it here.
>>
What do you think would be the best method to trace an image into lines in Doom Builder? I wish I could load in an image for the background but I don't think that's possible...
>>
File: Capture.png (29 KB, 349x446) Image search: [Google]
Capture.png
29 KB, 349x446
>>3058207
use gzdoom builder, anon.
>>
What would you think of a radio mod for Doom anons?
>>
>>3058293
Demonsteele has one already with about 3 or 4 hundred songs. Look for now that's what I call midi. I don't play any doom wad without it.
>>
>>3058293
I'd like something where I could have a .pk3 with a bunch of music sets in it, in folders, and if you encounter a mapset that has no music, you can load up a set that you feel fits

Though I guess you could do this with ZDL already or command lines.
>>
>>3058294
Wow. What genre are the songs?
>>
>>3058298
nhb check it out
http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.5.pk3

i love it
it's also very, very easy to mod

1) insert your own music in place of the midis
2) modify the language lump
3) delete past any section you don't have, i.e. if you only modify up to song 35 delete every language lump after that.
4) hf

i've got my version fulled up with classic fps music (doom, heretic, tnt, jimmy's midis, rott, etc)
>>
>>3057759
>>3057520
How long till someone tries to remake Blood in that engine? I give it 3 months. You know it's gonna happen.
>>
IS there any tool that converts dehacked to DECORATE?
>>
>>3058351
and then it will be dropped within two
>>
>>3058362
No, how would that work?
>>
>>3058367
Nevermind then.
>>
>>3058362
>>3058374
What were you going to convert?
>>
I tried throwing in a texture into DUMP- all whites and greys, a very 'sterile lab tile' kind of thing, and this is what happened with it. I used Slade, with PP_START and such. Even converted it into Doom GFX format.

This is what it ends up as, in-game. Anybody know why?
>>
File: uh oh.png (35 KB, 800x600) Image search: [Google]
uh oh.png
35 KB, 800x600
>>3058383
Aaaand I forgot the picture.
>>
>>3058383
>>3058384

Since you're mapping for zdoom, just make a textures/ folder in a pk3 and throw it in there.
>>
>>3058383
did you right click on the texture and select "add to patch table", then save, then "add to TEXTUREx" then save again?

Did you reload the resources in doom builder before testing it?
>>
>>3058394
I did not add it to the patch table, or TEXTUREx. Now I feel rather silly.

Thanks for the help!
>>
File: noise.png (11 KB, 800x400) Image search: [Google]
noise.png
11 KB, 800x400
>>3058384
Is it weird that your picture inspired me to look into pixellated noise as a source of design inspiration? I saw a neat silhouette shape on that buggy texture and now I'm seeing lots of stuff just staring at this image, and the best part is if I run out fresh inspiration I can just rotate it or invert the colours and get something different.
>>
File: 1434152392238.gif (205 KB, 500x500) Image search: [Google]
1434152392238.gif
205 KB, 500x500
>>3058424
Just imagine... An infinite procedural dungeon crawler as dense as your pic... Crawl a dungeon... forever.

Purgatory
>>
>>3058286
hey, thanks, that's very helpful.
>>
File: lydia_scubawalk_concept_large.gif (7 KB, 268x248) Image search: [Google]
lydia_scubawalk_concept_large.gif
7 KB, 268x248
Been so goddamn busy, but I wanted to do a sprite before my shit scheduling starts again. First frame of her walk cycle in this outfit.
>>
>The nazis in their spare time.

>https://www.youtube.com/watch?v=rYRYYbum7_Q

>https://www.youtube.com/watch?v=7KlPJH5nO_o
>>
File: Untitled.png (237 KB, 1320x751) Image search: [Google]
Untitled.png
237 KB, 1320x751
>>3058424
That's... Kind of weird, anon, but I don't mind.

>>3058394
>>3058387
Thanks for your help, again. I've got it figured out.

Now there are no limits!
>>
>>3058297

Jimmy's Jukebox (http://forum.zdoom.org/viewtopic.php?f=19&t=29117) has a user pk3 you can edit that has instructions built right in. Only took me about 30 minutes to add the music into the pk3, add seperate collections, correctly tag everything etc

Hell, i even imported MP3's and made the PK3 bloated as fuck, but every megawad I play now has different music. So as long it's a music format GZdoom supports, you should be good.
>>
File: Screenshot_Doom_20160312_053018.png (364 KB, 1280x720) Image search: [Google]
Screenshot_Doom_20160312_053018.png
364 KB, 1280x720
I'm making this very episode 1-like so far. Maybe that's too boring?
>>
>>3058552
atm it's a bit on-the-nose for me visually. But so long as the layout is good it should be fine.
>>
>>3058424
> this guy sounds full of shit, let's look at this image
> isometric crossroads
> realistic forest landscape with a barn
> sidescrolling platformer with flying enemies
Whoa. How did you make this?
>>
File: Untitled.png (508 KB, 1440x754) Image search: [Google]
Untitled.png
508 KB, 1440x754
How does this room look, now that it's complete with the new textures?

The computer actually gives you a small bit of EXPOSITION on how pinkie demons work!
>>
>>3058552
This is good, takes cues from the original like shadow slime pits, soulsphere pillars, large buildings with high windows

>>3058565
Too white, the cage looks out of place, the demon texture on the wall is comically bad, I don't like GL light sources
>>
>>3058571
How else should I try and make it seem a 'sterile lab environment' without making it that shitty ugly gray tile?

I agree with the cage, though. (And the demon wireframe). I'll fix those. Maybe even get rid of it.
>>
>>3058580
Light blue.
>>
>>3058580
Concrete/steel walls and concrete/blue floors, like the computer core areas in vanilla

Also, you can't just "paint" a computer screen onto a wall. Inset the screen and put lights or bars around it. Same for vents.

Treat the textures like building materials and make their use plausible. You should probably study detailing tutorials more.
>>
>>3058590
Also lots of wall and floor lighting to make sterile.

Pick an area you like in vanilla doom, screen shot it, then sit down in DB and recreate it from the screenshots.

It doesn't matter if the measurements aren't exactly the same, the point is to learn how the overall look and feel is constructed.

When you're playing or even looking closely, you don't "get" this as well as when you sit down and create it yourself.
>>
What mapsets have the lowest amount of detail that you still consider acceptable?
>>
>>3057319
kek
>>
>>3058562
What do you mean with on-the-nose?
What could I do to fix that?
>>
>>3058632
I mean it looks just like E1M1. Same outdoor area. Colors, textures, basic layout.

I get that it's an episode 1-like, but it's just TOO episode 1-like. For me. Others might love it. It would be nice to see the same textures and colors in a new layout. Maybe make the tech area be the arena, and the outdoor area cramped. That sort of thing. Again, all personal preference.
>>
File: Screenshot_Doom_20160311_223937.png (490 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160311_223937.png
490 KB, 1600x900
I made the bridge more 3D
>>
>>3058632
Agreed with >>3058639. I mean, it looks great, but it still looks too much like E1M1.
>>
>>3058639
That's definitely true. I can't really change the size of the area without changing the encounter there and I would like to keep it. Maybe I could change the textures around.
>>
Well, I like the classic vanilla look. Can't please everyone I guess.
>>
>>3058647
That's actually awful. Dont do that. Better add rails or something.
>>
File: Screenshot_Doom_20160311_235752.png (1 MB, 1680x1050) Image search: [Google]
Screenshot_Doom_20160311_235752.png
1 MB, 1680x1050
This entire area is pretty hectic and fun
>>
File: Screenshot_Doom_20160311_230327.png (436 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160311_230327.png
436 KB, 1600x900
>>3058661

Maybe change the METAL to the dark gray I'm using on the castle?
>>
>>3058624
The iwads.

It's not like every wad has to be Gothic99 tier detail, but if it's all just square/rectangular rooms and hallways with no height difference, and only a few textures and flats, that's just SO fucking boring, even if the map layout would be technically good flowing.
>>
>>3058624
Needs More Detail by Fiend. It's brilliant.
>>
>>3058682
That looks slightly worse.

Just make it an even surface, the raised steps just do not look good for this.
>>
File: Screenshot_Doom_20160311_230814.png (574 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160311_230814.png
574 KB, 1600x900
>>3058689

What about this instead?
>>
>>3058692
/slopes

>>3058652
Sure, I guess. Post the results once you're done.
>>
File: imageedit_1_5644180428.png (5 KB, 640x760) Image search: [Google]
imageedit_1_5644180428.png
5 KB, 640x760
>>
File: an uncanny fellow.gif (5 KB, 224x221) Image search: [Google]
an uncanny fellow.gif
5 KB, 224x221
>>3058703
>>
>>3058448
loving your work buddy. it will be worth it.
>>
>>3058470
Does he resemble the cow?
>>
>>3058470
>very angry
>do not pet
>>
>>3058704
I want whole Doom remade into cartoony game with a bit higher res outlined sprites like these.
>>
>>3058703

delete this
>>
File: Screenshot_Doom_20160311_234355.png (290 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160311_234355.png
290 KB, 1600x900
I'm gonna try to make this less of a square so I carved a chunk out
>>
File: whatanmess.png (438 KB, 1267x868) Image search: [Google]
whatanmess.png
438 KB, 1267x868
>>3058751
Whenever I make 'natural' terrain it ends up looking like this.
>>
File: Screenshot_Doom_20160311_235807.png (503 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160311_235807.png
503 KB, 1600x900
>>3058763

That looks kinda like a dick

Shivers gave me a new skybox
>>
>>3058763
That doesn't look bad at all.
Show it in 3D
>>
>>3058763

Why would terrain be natural? You're god.
You're making it. You're the one who defines "natural". Maybe natural means everything is lava?
Maybe everything is archviles? Who knows? You do.
>>
File: Screenshot_Doom_20160312_000217.png (416 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_000217.png
416 KB, 1600x900
>>3058771

Wait no, this one instead
>>
File: Screenshot_Doom_20160312_000515.png (384 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_000515.png
384 KB, 1600x900
>>3058778

and in software mode
>>
>>3058776
Natural because this map is supposed to look like a place that could be on this earth.
>>
>>3058781
>>3058778
That actually really fits the Strife textures
>>
>>3058563
It's actually just one of the first results for "pixel noise" in google images, blown up to 200% size. I'm glad you see I wasn't spouting bullshit.. I think.
>>
File: kill me.jpg (62 KB, 576x1024) Image search: [Google]
kill me.jpg
62 KB, 576x1024
>>3058703
>>
>>3058442
What is Dwarf Fortress
>>
https://www.youtube.com/watch?v=mscP0muvdKs

Doom cardboard weapon mod when
>>
File: 35188_Stone_Bridge_2.jpg (113 KB, 798x600) Image search: [Google]
35188_Stone_Bridge_2.jpg
113 KB, 798x600
>>3058692
Not that anon, but I can see that making it even would be bland and make the entire area one flat plane. Saying that, bridges do tend to be relatively flat to walk over, especially leading into something like a castle.

Have you thought about raising up the sides to make "rails" like this? Or just moving on to the rest of the map, don't want to waste too much time on one bridge
>>
File: 1430894708438.gif (1 MB, 960x540) Image search: [Google]
1430894708438.gif
1 MB, 960x540
Could someone give me an idea for baby's first map? I understand the different map editor systems, but whenever I try to think about an interesting theme my mind goes entirely blank.
>>
File: 0WfLZ86.png (334 KB, 407x392) Image search: [Google]
0WfLZ86.png
334 KB, 407x392
>>3058825
I expected a shitty box thing and was pleasantly surprised instead.
>>
>>3058830
1. Play some maps
2. Make a very crude MS paint sketch based on areas you liked
3. Make it less crude by adding more precise enemy locations etc
4. Attempt to recreate it in JizzyDooM Builder
warning: will work only 1/100 of the time
>>
>>3058830
Inspiration is a large part of mapping. no one can inspire you, you have to self-inspire.
Go play some FPSs and note the level design. Watch some films, watch documentaries on guns or war. If you're not inspired there isn't much point mapping unless you're testing out ideas or functions.
>>
File: The guy who had guts.webm (2 MB, 720x360) Image search: [Google]
The guy who had guts.webm
2 MB, 720x360
>>3058828

Yeah, I'm moving on and focusing on fucking up the terrain surrounding the castle a little more.

The outside part is set to this music and I really like it while fighting demons

https://www.youtube.com/watch?v=n6fZOLkfbnM
>>
>legendoom
>that slow as fuck walk speed

What the literal fuck

It serves no purpose to the mod
>>
File: This probably needs lighting.png (223 KB, 1364x570) Image search: [Google]
This probably needs lighting.png
223 KB, 1364x570
I need to figure out how to put down some light sectors on this without it looking like GARBAGE
>>
>>3058830
Just copy some areas from your favorite maps. Don't ctrl-c ctrl-v, but recreate them from memory, open the original in editor if you need scaling tips. You'll inevitably add your own style and it will end up nothing like the original.
>>
File: Screenshot_Doom_20160312_014101.png (299 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_014101.png
299 KB, 1600x900
>>3058870

Someone help I'm really bad at this.
>>
File: clip.png (130 KB, 1024x768) Image search: [Google]
clip.png
130 KB, 1024x768
>>3058863
Speaking of Legendoom, is there a reason the player starts with ammo in all the weapon pools?
>>
File: Screenshot_Doom_20160312_020118.png (423 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_020118.png
423 KB, 1600x900
>>3058889

wait wait trying again
>>
File: This is bad too.png (129 KB, 894x388) Image search: [Google]
This is bad too.png
129 KB, 894x388
>>3058906

I can already hear the screams of experienced mappers looking at my trainwreck
>>
>>3058580
Blue lighting.
>>
>>3058923
Just merge the extraneous sectors. Shift + J in GZDB.
>>
File: 1411680417402.jpg (70 KB, 640x960) Image search: [Google]
1411680417402.jpg
70 KB, 640x960
>>3058932

YOU CAN DO THAT?
>>
>>3058935
Try it out. And I've only been mapping for a week lol
>>
>>3058895

I assume the mod gives you a small amount of ammo for each type just so you can use any weapon at least once right away. It's possible to pick up any weapon type from legendary enemies so you can end up with a BFG in the first level.
>>
File: mm.jpg (47 KB, 529x200) Image search: [Google]
mm.jpg
47 KB, 529x200
>>3058448
>>
Are there any good playthroughs of DOOM 1 and 2 on Youtube? As in good content and good commentary by the person playing?
>>
File: This looks like crap.webm (292 KB, 720x360) Image search: [Google]
This looks like crap.webm
292 KB, 720x360
Damn it. I can't figure out how to make those patches of ceiling sync up with the rest of the flicker effect

and I'm not sure if I like the flicker effect.
>>
File: Screenshot_Doom_20160312_210519.png (222 KB, 1024x768) Image search: [Google]
Screenshot_Doom_20160312_210519.png
222 KB, 1024x768
>>3057256
>Chargeup Chaingun
>turns Chaingun into a makeshift shotgun
I didn't know I wanted this.
>>
>>3058969

Edit the teleport sectors to have a different Fade.
>>
>>3058969
I think the flicker is for broken lights and not for fire.
>>
>>3058969
I think with how the lighting goes all the way to the ceiling, you're better off with a more subtle light, like how it is when the flickering is "off". The flickering doesn't really make sense when there's so many different torches together anyway.
>>
>>3058971
Sorry, Super Shotgun, I meant to say.
>>
File: that's slightly better.webm (475 KB, 720x360) Image search: [Google]
that's slightly better.webm
475 KB, 720x360
>>3058972

That made the banners look really ugly, so instead I just changed the ceiling tiles to be teleporters too, so it's more consistent in that sense.

>>3058975

There's actually a fire flicker option.
>>
>>3058996
Fire flicker increases the light level, the rest decrease it to the darkest neighbor light level (I think). But yeah, with so many torches, I wouldn't flicker it. Try "glow" too, it's like a computer screen flicking rapidly.
>>
>>3058945
Oh I see, I hadn't picked up a legendary weapon yet, seems they don't give you ammo, so makes sense for the extra starting ammo. (though Chaingunners drop 40 ammo instead of 10 for some reason)
>>
>>3058778
>>3058781
Man, this reminds me of why I hate how GZDoom does skies. Makes it feel like the map is located in a cylinder with wallpaper.
>>
File: seizure warning.webm (367 KB, 720x360) Image search: [Google]
seizure warning.webm
367 KB, 720x360
>>3059004

This is with the light part having a brightness of 144 and the rest of the room having a brightness of 112

Maybe I should just have it be a static light
>>
>>3059028
Yup. Epilepsy inducing. I'll post my map tomorrow, I've started on my second map (never finished the first), and I just discovered colored lights and a few other tricks. Going for that spooky Doom 64 aesthetic.
>>
>>3059028

>>>/wsg/986257

I tweaked the room a little more, and here it is with music
>>
File: Screenshot_Doom_20160312_042307.png (329 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_042307.png
329 KB, 1600x900
I made some shitty entrance
>>
>>3059063
>>
File: Screenshot_Doom_20160312_044944.png (278 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_044944.png
278 KB, 1600x900
>>3059072

Yeah that sucked, how about a staircase instead
>>
File: Screenshot_Doom_20160312_045149.png (272 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_045149.png
272 KB, 1600x900
>>3059078

What the fuck, it's darker in game. Fucking zandy screenshots
>>
File: Screenshot_Doom_20160312_045318.png (296 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_045318.png
296 KB, 1600x900
>>3059078
>>3059081

Okay fine, how about a GZdoom screenshot.
>>
What are some good maps to try GMOTA with?
>>
>>3057195
>Are the original games meant to be played without savescumming?
If they didn't want you to save when ever you wanted then they wouldn't have included that feature in the first place.
>>
>>3057921
thanks i got it
>>
Is Legendoom guy here?
>>
>>3058962
chuckled.jpg
>>
File: Screenshot_Doom_20160312_053822.png (345 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_053822.png
345 KB, 1600x900
Taking more steps to make the environment less flat and boring looking
>>
>>3059128
yholl shows up sometimes but not often.
>>
File: Screenshot_Doom_20160312_074408.png (843 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_074408.png
843 KB, 1600x900
This is sorta fun. I still blame Kegan, since he's the inspiration for this.
>>
File: Screenshot_Doom_20160312_205537.png (2 MB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160312_205537.png
2 MB, 1920x1080
I know the icon in the top right means the powerup from the weapon is active, but what does the zero beneath it mean?
>>
>>3059154
What mod is that? Looks cool
>>
>>3059051
that's really quiet, i had to turn it up to like 300% to hear anything
>>
>>3059138
Well, I'll just ditch my Legendoom criticism here anyway since I can't be arsed to forumaccount.

>All these changes to vanilla guns
Please, I liked my normal gun sounds and looks.
You also did something to movement, can't quite tell what it is. Feels slower and like headbobbing was amped tonnes.
I don't have the custom HUD thingy, so I can't tell what my guns do if I didn't quite catch the popup/have to remember at a later point? Not sure what the cause of this is. Legendoom is the only mod I'm running on zDoom. Perhaps an option to reshow the popup with a button (maybe clicking altfire instead of holding it)
>>
>>3059158
from context i would guess it is legendoom.
>>
>>3059154

LegenDoom + MAP06, Valiant: Vaccinated Edition

I absolutely hate city maps 2bh
>>
>>3059154

*top center

durr
>>
>>3059149

At this rate, Term's gonna need to make a castle full of castle maps.

Good.

>>3059159

That's just the volume I have my game at, it'll probably be louder on your end, my music is set to like, 0.2
>>
>>3059172
This isn't for DUMP. (considering it's being mapped for UDoom, not Doom2
>>
>>3059164
>hating city maps
So you hate fun in other words.
>>
File: Screenshot_Doom_20160312_210538.png (387 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160312_210538.png
387 KB, 1920x1080
>>3059160

You can press the weapon effect info key (L by default) to review the traits of your weapons. You navigate the menu with the movement keys.

However, I do think it'd be nice if there's another key to show the pickup popup screen again for your currently selected weapon.

Also, that "I KNEW YOU'D DO THAT" sound when you close the game is annoying as fuck. I end up just ALT+F4'ing the game to avoid it.

>>3059184

They're hideous and boring.
>>
>>3059191
>while beserk is active
so, the whole of the rest of the map?
>>
>>3059192

Yeah, it's extremely overpowered.
>>
>>3059191
>They're hideous and boring.
what, all of them?
>>
File: doom2_mohu202.jpg (216 KB, 1280x720) Image search: [Google]
doom2_mohu202.jpg
216 KB, 1280x720
>>3059191
>They're hideous and boring.
mohu2.wad would like to have a word with you
>>
the kind of city maps where you have n isolated buildings that must be cleared in some or any order, are essentially n separate disjoint maps all shoved into one. but a well-made city map of great interconnection and cohesiveness is a treat.

i found cc4 map18 and d2ino map15 both enjoyable. otoh, cc2 map15 i have no desire to ever play again.
>>
File: Screenshot_Doom_20160312_150026.png (345 KB, 1600x900) Image search: [Google]
Screenshot_Doom_20160312_150026.png
345 KB, 1600x900
I finished my DUMP entry beta build. No difficulties or secrets yet. Feedback wanted.

https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view?usp=sharing
>>
File: 1351828838553.jpg (23 KB, 420x300) Image search: [Google]
1351828838553.jpg
23 KB, 420x300
Does anyone want to try my castle map for DUMP?

https://dl.dropboxusercontent.com/u/8380892/Doom%20maps/DUMPmapWip1.pk3

I'm nowhere near done seeing as I have yet to add the extra zones and get the music changes in, but I'm pretty happy with the outside area so far.

Be gentle, it's my first map
>>
>>3059235
I'd mark the soulsphere area as a secret, I missed it on the first way through due to revenants hiding the trigger.

Personally I dislike mapstarts like this that force the player to immediately move before they even know where they are, but some people like it I guess..? Anyway it definitely calms down once the archvile and mancubi are dead.

Also I'm unsure about the thin strip of hurting nukage in the green armor tunnel, it seemed a bit mean spirited if the player accidentally touches it just trying to avoid attacks.

Rocket Launcher/10
>>
>>3059281
I'll give it a shot, DOOM or DOOM 2?
>>
>>3059290

Doom 2
>>
>>3059291
Cool
>>
File: DOPADUMP-fda-1201-3-1245-1.webm (3 MB, 320x240) Image search: [Google]
DOPADUMP-fda-1201-3-1245-1.webm
3 MB, 320x240
>>3059235
seems to be boom compatible, so i recorded it

http://temp-host.com/download.php?file=wk19ep

two cases of infant mortality while looking for a weapon, then 100% in 12 minutes

- start with your face in a mancubus - eek! although i suppose it does tell you which way down the corridor to go.

- the immediate lack of weapon was i felt somwhat unfair, at least spawn me with a shotgun, while i run around in a cramped area, surrounded by demons, frantically looking for something better (the pistol is not useful against the monsters present at level start)

- much of the early part of the map suffers from symmetry. symmetry is boring because inevitably you have to do everything 2+ times (twice in this case)

- mancubus got trapped on sector 65 when i lowered sector 41. suggest monster blocking flag on line 404

- sector 3 is not closed, leading to visual distortion above linedef 187

- finally, unless i forgot to mention something which i probably did, i found the cyberdemon a little unfitting. not literally but in a "why is this here" sense. but maybe that's just me.
>>
File: DOPADUMP-fda-1201-3-1245-2.webm (3 MB, 320x240) Image search: [Google]
DOPADUMP-fda-1201-3-1245-2.webm
3 MB, 320x240
>>3059306
2/5
>>
File: Screenshot_Doom_20160313_015735.png (191 KB, 1024x768) Image search: [Google]
Screenshot_Doom_20160313_015735.png
191 KB, 1024x768
>>3059281
That medkit is unfortunately placed, for people not starting with the megasphere, I took a heap of hitscan and crossfire damage and it was a pain to get over there. Some easier way to get all the way back there would be nice, like a ladder in the moat (speaking of ladders, I wasn't expecting them to act like that when you walk up to them, haha... It's not a bad thing though)

The starting area looks a lot nicer with the lighting evenly spaced to the grid, and I like the stairway, but you might want to put a blocking line so someone can't just run back down it?

By the way I think you could make more use of Cacos, as they can scale the castle walls and follow the player to whatever area of the map they're in. It looks like a map made for them but they're not really used.
>>
File: DOPADUMP-fda-1201-3-1245-3.webm (3 MB, 320x240) Image search: [Google]
DOPADUMP-fda-1201-3-1245-3.webm
3 MB, 320x240
>>3059307
>>
File: DOPADUMP-fda-1201-3-1245-4.webm (3 MB, 320x240) Image search: [Google]
DOPADUMP-fda-1201-3-1245-4.webm
3 MB, 320x240
>>3059309
4/5
>>
File: DOPADUMP-fda-1201-3-1245-5.webm (1 MB, 320x240) Image search: [Google]
DOPADUMP-fda-1201-3-1245-5.webm
1 MB, 320x240
>>3059310
5th and final part
>>
>>3059201

Any sexy ass megawads/level series set in cool realistic locations ?
>>
>>3059308

I'll put a ladder back there next to the medikit, and I'll probably put some stimpacks in the pond on the left of the entrance.

That's a good idea with the blocking line, I'll be sure to add that.

and yeah uh, I got REALLY lazy with the ladders, so they're just linedefs that throw you skyward when you bump into them, a friend of mine suggested I add a way for the player to get up to the castle wall so they can punch the imps up there, so I'll probably add more of those silly ladders in the courtyard.

and while I don't want to overwhelm the player with cacodemons, how about I add an extra caco on the east and west parts of the moat?
>>
File: Screenshot_Doom_20160312_100158.png (190 KB, 1280x720) Image search: [Google]
Screenshot_Doom_20160312_100158.png
190 KB, 1280x720
>>3059281
I dig it, although I feel like these cacodemons don't really do much besides pick fights with the imps
>>
>>3059314
Hellbound
>>
File: green-bell-pepper.jpg (32 KB, 350x262) Image search: [Google]
green-bell-pepper.jpg
32 KB, 350x262
>>3058996
>so instead I just changed the ceiling tiles to be teleporters too
QuickTip!: raise the ceiling in the teleporter sectors by just one unit, then leave upper linedefs untextured.

Observe effect and tell me what you think.
Pic unrelated, I just think they're delicious.
>>
>>3059315
>
and while I don't want to overwhelm the player with cacodemons, how about I add an extra caco on the east and west parts of the moat?
>>3059318
I didn't take into account the imps, actually.. Huh, I guess it depends how much infighting you intend to be going on. (there already is a lot of it). You could just release a swarm of cacos at some point as a trap, maybe.
>>
>>3059328
Oops, greentext failed.
>>
>>3059326

I just tried that, I got the normal ceiling texture, weird.

>>3059328
>>3059331

A trap huh? That's an interesting idea. Though I don't know when I could trigger it, that fortress in the courtyard is gonna be a hub where the player warps to different parts of the fortress, and you fight stuff, get weapons, and a key at the end of each section, so this is just a small portion of what I got planned.
>>
Thanks for the feeback!

>>3059283

I made the soulsphere area a secret and made the thin nukage strip harmless by making it thinner. Is the start too hectic? Maybe you should walk into the area instead of being dropped right in the middle.

>>3059306
Thanks for the recording, I fixed the bugs and I've added an early shotgun.
I agree about the symmetry but I think I'll just keep it in mind for the next map instead of rebuilding entire areas.
What would you suggest replacing the cyberdemon with?
>>
>>3059335
>I got the normal ceiling texture, weird.
Yes but observe the light level on it, it should bleed over from the ceiling around it, even if te sector is set to having pulsing or flickering lights
>>
File: confusedBoner.png (46 KB, 250x296) Image search: [Google]
confusedBoner.png
46 KB, 250x296
>>3058703
>>3058729
>>3058808
>>
The hell do I do here
>>
>>3059365
nvm I got it
>>
>>3059367
>nvm I got it
200% mad
>>
>>3059370
;^)
>>
>>3059365
What's wrong with your game anon?
>>
>>3059373
Besides playing in 16:9? I dunno, seems like the HUD went transparent when doing the screenshot, it's not like this when I'm playing.

And now I'm stuck at the Guardian of Steel, I know what I'm supposed to do but the door's not opening, urk.
>>
>>3059381
The seven portals are the easiest hub by the way, it only gets harder from there.
>>
>>3059398
Don't patronize me!
>>
>>3059416
There's no shame in getting lost anon, I couldn't even finish Hexen without using a walkthrough.
>>
Anyone else think that dynamic lighting in GZDoom/builder isn't all that flexible?
>>
>>3059337
three or four revenants, almost as dangerous but much quicker to dispatch

or you could just leave it... having just played the map again, and expecting the monster to be there, it didn't seem so out of place for the setting.

i don't know really, i think i was just surprised to see it at first. i was expecting behind the wall, but not quite that.
Thread replies: 255
Thread images: 204

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.