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DOOM THREAD / RETRO FPS THREAD, JAZZ HANDS EDITION - Last thread >>3235545

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://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
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
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: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

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

THREAD ARCHIVES
https://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

Let's make proper OPs since now on together!
>>
>>3239648
===NEWS===

[05-23] Preliminary DUMP 3 info
>>3236948
http://pastebin.com/QYXUCMHZ

[05-22] New, higher res scans of The Doom Comic
https://www.doomworld.com/10years/doomcomic/comic.php

[05-22] /newstuff #498
https://www.doomworld.com/php/topstory.php?id=4589

[05-19] Original Chex Quest dev is remaking it in UE4
http://www.chexquest.org/index.php?topic=5307.0

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers by anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

[05-18] Some madman tries to remake Doom in UE4
https://www.youtube.com/watch?v=fG8Lb9G7ul8

[05-15] DOM maps for UT
https://sites.google.com/site/fragnbrag/Home/domination-maps

[05-15] Some details on the "Booty Project"
https://desustorage.org/vr/thread/3210404/#q3214427

[05-13] RetroAhoy releases review of Quake
https://www.youtube.com/watch?v=OipJYWhMi3k

[05-12] DOOT
https://www.youtube.com/watch?v=hzPpWInAiOg1

[05-10] Anon map release: Baal Hadad
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980

[05-07] Quake 3 Revolution stuff:
https://clyp.it/fgajeyq1
https://www.sendspace.com/file/t8c7jo
https://www.sendspace.com/file/fhbms4

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
Doom is a good game
>>
>>3239652
Yes.
>>
>>3239652
No. It's great
>>
>>3239652
Doom is a game
>>
>>3239680
as much as we are willing to say for certain until further investigation
>>
>>3239680
Doom is.
>>
>>3239684
Doom
>>
>>3239652
Do you mean Doom or Doom?
>>
>>3239685

Doo
>>
>>3239685
DOOM
>>
>>3239691
Like, zoinks
>>
>>3239680
Debatable.
>>
>>3239687
Doom
>>
Anybody else tried Contra Doom? I just found out about it through ICARUSLIV3S and damn, it's actually really good fun. Puts you on edge knowing that if you lose all your lives your game is done.
>>
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>>3239649
Latest IMPatience, updated tonight (play through doom as an imp, using Doom and Doom2 maps):

http://www.mediafire.com/download/yega5r0ah7fh6z0/Impatience_37.rar

18 maps now!

BFG marine and saw marine added, although BFG marine has only been used on one map so far... and when you kill him he respawns as normal old SSG marine, so dont worry too much!
>>
any more WAD's like SCYTHE?
SCYTHE2 just feels to different.
>>
>>3239718
The pacing and action of the maps in Going Down gave me a similar feeling to Scythe. GD is considerably harder on UV though; Scythe 1 had a "just right" difficulty curve for me.
>>
>>3238694
>they haven't completed anything noteworthy
From the newspost:
>[05-19] Anon mod release:
>https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

>[05-19] Midi covers from anon >>3224369 → →
>https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

>[05-19] Anon made speedmaps >>3223012 → → (Cross-thread)
>http://s000.tinyupload.com/index.php?file_id=81941233607651924415
>http://s000.tinyupload.com/index.php?file_id=21678336224653867121
>[05-10] Anon map release: Baal Hadad
>https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

I disagree anon,I'd say we're pretty productive.
>>
>>3239718
Demonfear. It was a major influence behind the original Scythe.
>>
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>>3239714
There's a void into forever on MAP04.
>>
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>>3239803
Also, the secret teleport in MAP05 doesn't work. :(
>>
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>>3239806
(Neither does the regular teleport, unsure if that's intentional though)
>>
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Thank christ these attack frames are gonna whizz by quickly otherwise I'd be in real trouble
>>
>>3239714
On Nightmare Doomguy doesn't move right and become a too easy prey.
>>
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>>3239687
They're both good.
>>
I really like Deus Vult 2's first 2 maps. Too bad Demonsteele breaks them thanks to smaller hitbox. It really should be configurable...
>>
>>3239838
The SNES music really helps with the atmosphere. It's a real mixed bag of a level pack though, it's all over the place.
>>
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Funny how the DUMP 3 post mentions the possibility of finishing work in progress maps. I had one about 2/3rds done when Doom 4 grabbed me. I don't think I'm going to finish it for the project though. I can do better, mainly because the unfinished map was meant for Boom. ZDoom means jumping and crouching, which I regret not utilizing last time.

>>3239786
Seconded. I've played it and thought it was really fun. Due to when it was made, it's much easier than Scythe, save for the secret levels. Those are frantic. Try it!
>>
>>3239567
Thief had similar problems.
>>
>>3239839
That is my main gripe with Deus Vult 2. It is really jumbled up mess of different themes. But it makes it up with some really great levels ( Unholy Cathedral, for example ).

It has really weak ones as well though. Hell's Vendetta, for example.
>>
>>3239803
Damn I thought I fixed that!

>>3239806
>>3239808
I'll activate those

>>3239816
Nightmare should be the easiest difficulty, but is untested. The difficulties are reversed! I usually play on UV which is easy mode.

Also I found that map08 has no player start so sorry about that, I'll fix it and re upload. Just skip that map

I still need to set the health of the imp to 60 at the start of each level.... My script doesn't seem to be doing the job.
>>
>>3239857
Also, I'm not sure if this is intentional, but you can pick up shotguns and use them.
>>
>>3239858
yeah thats intentional, you can become a sergeant imp, using weapons, wearing armor, and getting supercharged.

The zdoom forum post is here
http://forum.zdoom.org/viewtopic.php?f=19&t=51988

Will give you a bit more info as to what I'm going for. I'll update the link there, you'll see its the next version, probably Impatience_38.rar

Thanks for playtesting! hope its been fun apart from those errors.
>>
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>>3239714
See image.

On a few maps there are unfriendly monsters, there's a hostile imp in the sewers in MAP09, a Demon around the bend at the start of MAP10, an imp in the alcove next to an elevator in MAP11, a Zombieman in MAP12's red key area and an imp in the center of the maze on the east side of the map.

For some reason the normal shotgun marine is ridiculously overpowered compared to the SSG version.

Shotgun Marine:
A_CustomBulletAttack(4,4,random(6,20),5,"bulletpuff",670)
accurate 6-20 pellets that do 5d5 damage each

SSG Marine:
A_CustomBulletAttack(11, 7, random(10,20), 2, "Bulletpuff")
inaccurate 10-20 pellets that do 2d5 damage each

Currently stuck on MAP13, I'll make another post later.
>>
>2016
>playing slaughtershit
>>
>the year is 2000+16
>still no fun mod for Doom
Well, except the Metroid dreadnought one. I really like this one.
>>
>2016
>playing puzzle maps
this is doom not nintendo
>>
>2016
>still no mod adding lore and backstory to doom
>no mod changing the AI to have them running away when other demons get killed
Even Diablo 2 had this.
>>
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>>3239857
>Nightmare should be the easiest difficulty, but is untested
In all Zdoom versions Doomguy runs fine on UV, but glitches out on Nightmare. Webm related.
>>
>current year
>still no Blood sourceport
>>
>>3239885
that sounds like the most annoying feature someone could earnestly come up with
>>
>>3239890
What is having people running away from me in fear is what I want?
>>
>>3239872
Why not just replacing the Doomguy by the imps and the enemies by UAC soldiers?
>>
>>3239887
somthing to do fastmonsters no doubt
>>
>>3239887
Doomguy with rockets runs fine, btw. Blows up himself like an idiot, but runs.
>>
>>3239887
What is this?
Michael J Foxguy?
>>
>>3239887
wow thats fucking weird... I guess I should warn people against playing on nightmare until I work out what's going on.

>>3239872
Yeah sorry about that, Will fix along with the other issues in the next version.
Thanks for the detective work on the marine issues, will look into that, although they're both still dicey as fuck to deal with. When you get to the point of both you and the marine having the SSG, its usually whoever shoots first kills. So not sure if It should be any more overpowered!
>>
>>3239902
>Blows up himself like an idiot, but runs.
he really does. Not too sure what the solution to that is. I usually give him 200 health and green armor if he's going to start with a rocket launcher, but even then.... he's not the brightest rocket user!
>>
>>3239914
Use the MeleeThreshold property so that he wont fire rockets within a certain range and will instead punch.
>>
>>3239907
I'm finding MAP13 practically impossible without cheating on UV(what should be easy mode), please make the Marine less beefy or lower the required kills to 3, 5 kills on a super-fast plasma spamming enemy with 300 health is just too much.
>>
>>3239907
>wow thats fucking weird... I guess I should warn people against playing on nightmare until I work out what's going on.
The shotgun marine is calling A_Chase multiple times in his missile state before the actual firing takes place, and in nightmare difficulty A_Chase's missile chance is basically 100%, so he gets stuck in an endless loop.

Missile:
PLAY E 2 A_Facetarget
PLAY ABCDABCDACBD 1 A_Chase
PLAY F 2 Bright A_CustomBulletAttack(4,4,random(6,20),5,"bulletpuff",670)
PLAY ABCDABCDACBDABCDABCD 1 A_Chase
goto see
>>
>>3239916
got it, seems to work

>>3239927
ah yes, map13. My finest work. I love how doomguy effortlessly dodges any and all projectiles and mows through everything on the map. I think I have beat it, but maybe I was dreaming... I'll look into this. This level was a challenge to get doomguy to survive. Really it should only be the player imp that stands between doomguy and and his victory.

>>3239930
Thanks, I'll change that to A_wander, which It should be anyway.

Mediafire is acting up, but I've uploaded the fixed version here:
http://s000.tinyupload.com/?file_id=02527551740847716464
>>
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>>3239714
>>3239872
I can't get out of the starting area of MAP14.. I had to skip the map as the Marine killed everyone in his way and just danced around the map's exit forever.

The end of MAP15 led back to MAP12 for some reason?
The BFG Marine on MAP16 is insane without your rocket launcher.

And that's everything bug related for now, it's a really neat idea for a mod, I hope the best for it.
>>
>>3239975
Thanks! fixed those too. I just played map 14 and I could get to the marine, its just a bit of a maze.

I also just played map 8 and couldn't finish it.... just not enough health to get 5 kills. Might have to bring it to 3 kills or something for the one map.
>>
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>>3239815
Quint?
>>
>tried Nightmare for the first time
>managed to reach level 3 before getting absolutely annihilated
>>
How good the thread is here.

Anyone knows what happened to links at qrp.quakeone.com? Every single one seems dead, so does anyone knows where to find item/map textures for Quake and SoA? Or, alternatively, can someone upload them somewhere please?
>>
>>3240035
Remember, that mode is not even remotely fair.
>>
>>3240038
With an unbalanced wad like the Metroid one, it was fun.
Until I took a teleporter and instantly appeared in the middle of a bunch of chaingunners. It was violent.
>>
>>3240039
Chaingunner spam spoils anyone's day.
>>
>>3240035
Nightmare difficulty is supposed to be bullshit, it was a post-release addition when some players thought UV was too easy
>>
>>3240043
True. But they have the best death animation.
>>
>>3239887
Will Doomguy just run around, or will he actualy press switches ride elevators and complete levels?
>>
>>3239648
what's your opinion about FreeDoom? is it a good start for making mods and stuff?
>>
>>3239718
unholy realms, kinda.
>>
>>3240069
It gives a whole range of textures, sprites and sound effects that you can change to your heart's content. The maps that come with it are OK too.

>>3240079
Unholy Realms has a good set of beginning levels, but if you don't enjoy Plutonia Experiment style level design, the levels after are torture.
>>
>>3240082
the set only really finds its feet in e2 and e3 imo.
>>
>>3240082
does it have the same modding systems as original doom? (for example DECORATE and such)
>>
>>3240091
yeeees?
Its just an iwad. Its the engine that determines whether you have DECORATE or ACS and whatnot.
>>
>>3240091
It uses the same texture names and such. It's just that the IWADs are open source and free to use instead of being a consumer product still like DOOM.WAD and DOOM2.WAD are.
>>
>>3240082
>if you don't enjoy Plutonia Experiment style level design
And this is...?
>>
>>3240069
FreeDoom is supposed to be a replacement IWAD of Doom 1 & 2. The only difference are the assets; sprites, textures, and maps.

If a developer wanted to make a Doom source port for something like Android but want to provide something playable, they could bundle FreeDoom with it.
>>
>>3240117
Walking 10 feet and having a room full of chaingunners appear behind you for no reason?
>>
>>3240168
Also shit like having large open areas filled to the brim with high damaging enemies plus Archviles in towers overlooking everything. No time to rest.
>>
>>3240168
>>3240171
Okay, fuck that.
>>
plutonia is a proto slaughter 1997 era faux dlc megawad
>>
>All these casuals complaining about slaughterwads
Even a kid can clutch his way out on a slaughtermap in complex doom survival servers, why can't you enjoy them?
>>
>>3240234
Because I have tastes.
>>
how to play slaughter maps

step 1: load it with russian overkill
step 2: there is no step 2
>>
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http://z7.invisionfree.com/Doom_Armory/index.php?act=Attach&type=post&id=4009650
>>
>>3240237
Oh really?
Name your 10 favorite mapsets
>>
>>3240252
Doom.
Doom 2.
>>
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>>3239903
>>
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>>3240250
http://z7.invisionfree.com/Doom_Armory/index.php?showtopic=413

Shit, remember this shotgun?
>>
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http://mazmon7734.deviantart.com/gallery/55159920/Doom-stuff
>>
>>3240052
he runs around killing things until he gets to the exit, then he just lingers. Sometimes he goes on killing sprees. Most platforms are walk-over activated for both doomguy and the players, so no one has to press any switches to travel around the map. 90% of the doors are opened too so levels are easy to move through.

In later levels doomguy gets health through scripts, unless you get him below 50 health in which case he's fucked.

latest version is here:
http://www.mediafire.com/download/147jrc6922649jm/Impatience_38.rar
>>
>try HDoom
>pretty much vanilla stuff
>meh
>then pinky arrives
>anal stuff
Nice. I wonder if the guy will add spanking later.
>>
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>>3240282
just why
>>
>>3240282
those aspect ratios
>>
>>3240282
heh
>>
Currently early in my playthrough of DUMP2, entering each map feels like Deathz0r Online except not horrible.
>>
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>>3240309
Why boner, why?
>>
>>3240282
THICC
>>
>>3240282
>that imp chick

notsureifwant.jpg
>>
>>3240286
>he doesn't know
>>
>>3240037
I was able to download the zips just fine, looks like an issue on your end
>>
>>3240282
Go to /v/ if you want to post cringeshit.
>>
>>3239891
but anon, people already do that when you walk outside

Have you seriously never played a game where you want/need to kill something but it runs away and hides? It tends to be annoying as shit, or boring.

Classic XCOM come to mind, as does rounds on certain Space Station 13 servers.

It could work, but you'd have to change gameplay (and level design) to encourage letting them get away (like killing enemy commanders to scatter an otherwise overwhelming amount of mooks), or use it as a small scripted thing after a boss battle to disperse the minions.

I can't see it working well merged into classic doom.
>>
>>3239885
>no mod changing the AI to have them running away when other demons get killed
Type in anubis in console or mod in a sphere that enables it and make it drop on death or a chance to get it automatically on kills.

Doom already has a backstory and so do a lot of megawads.
>>
>>3239838
>Too bad Demonsteele breaks them thanks to smaller hitbox. It really should be configurable...

It's not something that can be, unfortunately. Radius can't be changed on the go.
I tried to get around this by having the actor do a ClassifyActor check to see if it's the player and if not, morph it into a regular Doomguy actor with normal proportions, but that actually broke things even worse.

http://forum.zdoom.org/viewtopic.php?f=15&t=50187 - There's always this, which is honestly the only real solution I can think of that won't break things, so it's really up to Graf Zahl.
But even if Graf got off his ass and implemented it, it also wouldn't be put in Zandronum for umpteen years.

Real pain in the ass, especially since voodooscripting is getting a LOT more prominent in megawads lately.
>>
>>3240310
DUMP 2 is pretty interesting.
There's a whole bunch of amateur hour stuff, but a lot of unique ideas. The whole "let's throw at the wall and see what sticks" approach is pretty fun when it comes to short maps.

There's a couple real shitters in there, though. The map where you have to find the key to your bathroom is fucking awful, as is the invasion maps.
>>
>>3240481
>Make a big circle
>Put a floating platform in the center
>Four pillars along the outer ring
>Boring waves of enemies that aren't dangerous

You can just run in circles along the outer ring and they all kill themselves. This is not fun.

The green and purple invasion map was also fuck awful.

I sure hope DUMP 3 doesn't have anything like that again.
Same for that absolutely gigantic map that feels completely aimless that starts you off in a cabin.
>>
>>3239885
>no mod changing the AI to have them running away when other demons get killed
Death:
tnt1 A 0 A_radiusgive("feartoken",[...])
[stuff]

see:
TNT1 A 0 A_JumpIfInventory("feartoken",user_courage,"fear")
[stuff]

fear:
TNT1 A 0 A_ChangeFlag("FRIGHTENED", TRUE)
goto see
>>
What are your favorite map tropes? Least favorite?

I'd have to say my favorite would be arenas with lots of monsters tping in.

Least: chain gunner closets
>>
>tfw want to participate in mapmaking but too shitty at it to make doom maps

QUMP when?
>>
>>3240474
You know, you could make all attacks pass through the playerpawn completely, but a_warp a hitbox actor along with him that transfers damage to the real player. In effect you'd get standard radius for geometry collision but an arbitrary one for projectiles

In theory, for a project already as complex as DS it'd be too much work I reckon.
>>
>>3240532
that also sounds like it would be utter hell for online play
>>
>>3240535
actually it wouldn't matter because damage calculation is entirely server side already
>>
>>3240535
I know fuck-all about multiplayer and the limitations it imposes on scripting. I just felt compelled to post the technically possible workaround solution. I see "impossible" things as thought experiments in zdoom
>>
>>3240520
Favorite tropes:

>Massive numbers of enemies with their backs turned. Your move doomguy!
>Mobs of screaming skeletons. AAAAAAAA.
>Intelligent use of the mancubus, arachnotron, and archvile to restrict movement. AAAAAAAAAYYYY.
>Invulnerability slaughter clusterfucks. Epic 2 MAP29 had a good one.
>Short maps. Respect my time! If it takes > 40 minutes, I start longing for the end.
>Ribbiks style macrotecture. In other words, gigantic spaces with detailed abstract architecture.
>Escape routes. Room choked with monsters? Run circles around them! Mouldy did a great job implementing this in Going Down.

Least favorite tropes:

>Dead simple clones. I feel sick every time I see one, but it's a fact of life for wads that are > 15 years old.
>Clausterphobic slaughter. If I'm going to be fighting hundreds of monsters, let me cut loose and run.
>Legions of hitscanners. I feel like crying when I see all sorts of ammo on the ground, but no health packs to patch me up.
>Special shout-out to putting chaingunners right behind doors. Fuck that. Wrong weapon out? You die.
>Mandatory guide dang it puzzles. Fuck eternal doom. Sunlust has a few wallbangers too, but they're optional. That's the way to go.
>Enemies teleporting right in front of you. Eternal loves to teleport skeletons right in the player's face. That's why I didn't like most of Epic 2, except the one level mentioned above.
>>
>>3240520
I wish there was a doom mapping tropes wiki.
>>
>>3240398
Sadly, dod.se keeps 403ing on me and bfeared link seems dead too. Are there any other places to get the packs?
>>
>>3240398
Forget to tell, i am russian, so maybeit is my IP after all.
>>
What's the definitive way to play DOOM 3 for the first time?
>>
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>>3240284
When you pick up a shotgun while injured, imp turns into Doomguy for a few seconds.
Also, how about enabling respawn for Nightmare difficulty, since other enemies respawn too.
Plus a button for making a noise would be a fun feature.
>>
>>3239648
another test i've made using prerendered models.
https://www.youtube.com/watch?v=4NjpDkmoHDE
>>
What's the default Player.AttackZOffset for the DoomPlayer in zdoom?
>>
>>3240572
The circling around mobs trope is best trope , especially making them in fight
>>
>>3240595
Too loud.
>>
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>>3240284
Also, on map 17 Marine can't get out of the pit and just hangs out there until he dies. And map 13 is too difficult, this fucker is impossible to kill.
>>
How exactly do I go to other places in Doom RPG? The teleporter at the reception desk shows absolutely nothing but the base and the documentation for the game is non-existent.
>>
there's any legal way to get the ios doom rpg?
>>
>>3240674
You need to have started the Hell on Earth campaign to unlock the first level. Its stupid. Remember that you can use Transport to get to the outpost.Once you complete a level you'll be able to access the others.
>>
>>3239649
dump 1 and 2 are now on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-1
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-2
>>
>>3240704
Care to quickly tell what is it?
>>
>>3240713
>>3240704
Doom Upstart Mapping Project. Basically a learn mapping project by just doing it. Two weeks to make a map, one week to play all maps and comment, one week for revisions, and then they were all put together in one wad.
>>
>>3240728
So just maps, okay.
>>
>>3240695
Thanks. The mod is good (especially with roguelike) but god damn the guy needs to write a manual.
>>
>>3240403
Fuck off, it's retro related. This is the asshat who tried to sneak a HUD face based on Eric Harris into Freedoom.
>>
>>3240736
>This is the asshat who tried to sneak a HUD face based on Eric Harris into Freedoom.

Man, he fucked up ROYALLY on that one.

>"It was just a joke, man"

I must commend the Doomworld Bureau of Investigation for finding out the origin of that HUD face, though
>>
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Don't know where to post it but here it goes.

For a while I've been planning on making a Quake-like (but as a really amateurish game-dev who's only been modding Quake I'll be settling on making a top-down shooter with Doom's structure) with the same aesthetics of late 90's shooters (mostly Unreal/UT).
I figured using something close to the Quake1 engine would be the best deal because the player physics and movements are simply the best in the whole series, but just using the original idTech2 engine would be too limiting compared to what late 90's shooters were capable of.
I looked at the Darkplaces engine but it changes the player physics to the one in Quake3s, and changing the protocol back to Q1 adds too much complications.
So then there's Half Life's engine, which is essentially idTech2+. It seems to be the perfect candidate (and considering Deathmatch Classic as seen in >>3237716), but the texture filtering is so damn ugly compared to Quakespasm's and I don't think Valve allows people to make commercial games for GoldSRC.
But then I came across some sort of open-source version of GoldSRC: http://www.moddb.com/engines/xash3d-engine
Does that mean I can make a commercial game out of this, or will that bring me lots of legal trouble?
>>
>>3240234
They get very old. They're just power fantasy.
>>
>>3240756
meant "but as a really amateurish game-dev who's only been modding Quake I'll be settling on making a top-down shooter with Doom's structure -as for now-"
>>
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>>3240756
>the texture filtering is so damn ugly compared to Quakespasm's
You can disable texture filtering on GoldSrc just like you can in id tech (gl_texturemode gl_nearest), actually.

Also to clear up a bit of oddity, the original Quake engine isn't called id tech, just the Quake engine- id tech 2 is Quake 2 and GoldSrc is directly derived from the Quake 1 engine with little bits of QuakeWorld and id tech 2 thrown in with the other stuff Valve coded themselves.
>>
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Is Chocolate Doom the best source port for someone who wants an authentic Doom experience
>>
>>3240789
Yes.
>>
>>3240789

The best option for someone who wants that would probably be playing it on a computer from the DOS era. But if you don't want to go that far, Chocolate Doom will serve you just fine.
>>
>>3240789

Definitely.
>>
>>3240789
Probably, if you don't mind the locked framerate and clunky mouse controls that come with said authenticity.

If you want away with those issues, I'd much sooner recommend PrBoom+, which has an uncapped framerate, improved mouse controls and the removal of engine limits which is necessary to play a lot of custom wads.
>>
>>3240782
Sure but non-filtered textures just burn my eyes, I need some sort of filtering to not get my eyes murdered.
And thanks for the clarification, but I'd still like to know about wether making commercial games for xash3D is a yes or a no.
>>
>>3240804
You can use linear mipmapping in both of them I think
>>
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>>3240804
>non-filtered textures just burn my eyes,
BURN THE HERETIC
>>
>>3240809
no filtering looks awful at high resolution. In games not designed for it bilinear and over looks bad, but some form of mipmapping is very welcome
>>
>>3240817

>playing doom at anything other than 320x200
>>
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I'm trying to do this for a crafting menu for a thing, but the link I found this image at is broken. Does anyone have a basic conversation layout in ACS I can steal? I know how to do the crafting part, just not the menu.
>>
>>3240817
what is the point of mipmapping

all it does is make far away shit look blurry as balls while keeping close up stuff pixelly and chunky
>>
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>>3240825
We were discussing quake, quake 2 and goldsrc.

And I quite enjoy doom at all resolutions thank you very much. 320*200 has comfyness going for it, but I'm one of those plebs who enjoy extra-everything GL features as well as long as assets are designed with good taste.
>>
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>>3240846
Because everything turns into high contrast eye-searing noise otherwise.
>>
Then how would we call Quakespasm's texture filter? It's smooth but it doesn't make the world looks too smooth or sterile.
Again, is it legally possible to make a commercial GoldSRC game, or is it better to just make a mod anyway because the legal implications would be too high?
>>
>>3240852
That looks even worse, what the fuck. You don't get eye-searing noise like that with old 32x32 textures like in Quake but you DO get that shit blurriness if you enable mipmapping.

>>3240856
Which texture filter are you talking about? Quakespasm uses the same gl_nearest/gl_linear (_mipmap_nearest/linear) variable as other glquake versions.
>>
>>3240856
>Again, is it legally possible to make a commercial GoldSRC game
Honestly, I'd just go with UE4 and tweak the physics and renderer settings to your liking. Even carmack tells people to use it these days.

Anyway if you're dead set on a id-derived engine, go with ioquake3 or darkplaces
>>
>>3240852
That looks pretty awful tbqh
>>
>>3240864
>That looks even worse
No. Especially not in motion.
> You don't get eye-searing noise like that with old 32x32 textures
yes you do. It's just that the effect first appears at longer distances than with a high res textures.
>>
>>3240875
>No. Especially not in motion.
It totally does. You're a cock.
>>
ITT: We forget that AF exists
>>
>>3240520
Favorite
>Shotgun or Supershotgun at the start of the level
>New textures and sounds (specially if they are taken from Quake 2)
>Custom enemies (but not abundance of them)
>Smart use of colors
>Shortcuts that make you avoid getting lost
>Balance of ammo and medkits

Least favorite
>Dark halls with no space
>Obligatory Cyberdemon at the end of the level
>Arachnotrons and mancubuses... everything about them
>Big spaces with nothing in them
>Small spaces with too much in them
>Activating a switch and looking all of the map to find what door did it open
>Archviles with no cover
>Not giving the shotgun or super shotgun at the start of the level
>GIMMICKS
>Puzzles
>Platforming
>>
>>3240845
That's actually a Strife conversation menu.

http://zdoom.org/wiki/Universal_Strife_Dialog_Format
>>
>>3240904
It can be used from Doom2 and ACS and all?
>>
New here. Thoughts on Brutal Doom? I'm liking it so far, if more for the new weapons and gameplay than the violence itself.
>>
>>3240910
It's completely separate from ACS, and it's IWAD-independent.
>>
>>3240913
Okay cool, I'll check that out. Wait, can I execute ACS scripts from within it?
>>
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>>3240884
don't bring that fancy modern technology into this

if you're going to use AF you might as well leave mipmapping off
>>
Except the Ultimate Simpson mod, any other wad that changes the textures?
>>
>>3240915
You'd have to give a CustomInventory that runs the script on pickup.
>>
>>3240047
I must say, UV, while it is demanding, it is far from "hard". There should be something between UV and NM, that would be perfect.
>>
>>3240928
NM without respawning monsters?
>>
>>3240925
Works for me, thanks for the info!
>>
>>3240928
>>3240938
Pretty sure that's just UV with fastmonsters turned on.
>>
>>3240896
>Custom enemies
Agreed, even if it's some of the usual suspects from r667, they can add a lot of life to a map if used correctly.

>Activating a switch and looking all of the map to find what door did it open
This and switches with textures that stand out badly are the bane of my existance. Missing a switch or the thing it activates will usually be a fucking disaster.
>>
>>3240941

Nightmare also gives you double ammo.
>>
>>3240825
>not playing it at 800x640 in OpenGL
You're missing out, bro.
>>
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>>3240917
>tfw so little Ranger OC compared to Doomguy
>>
>>3240896
>Arachnotrons and mancubuses... everything about them
Oh come on, they're nowhere near as bad as fucking Chaingunners or Pain Elementals
>>
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>>3240845
I have a kind of really complex ACS dialogue system, but it'd require a decent bit of rewrites to separate it from the rest of the mod. It's conversations are completely defined in uncompiled plaintext in the LANGUAGE lump (other than scripts for checking conditions and performing actions of course).

I'd suggest checking out ww's Cold Hard Cash 2, or somehow get me to suck it up and resume work on my project :P
>>
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>>3240981

PET

HISSY

WHEN
>>
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>>3240981
>>3240986
>>
>>3240987
I'd pet a cacodemon.
>>
>>3240986
Progress just completely ground to a halt when the time came to actually write puzzles. The code was a cakewalk in comparison.

Still waiting for that spark of inspiration I guess.
>>
>>3240995

I genuinely like the idea of a Cacodemon losing all sense of hostility and going completely docile if something starts petting it.
>>
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>>3240998
Doom's cacodemon are actually cute.
>>
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>>3240996
try playing some old text-based adventures like Zork maybe
>>
>>3240904
How do I initiate the conversation, using the example from the wiki? And it says it needs to be done from an Actor?

My idea was to have a toolbox weapon that opens the dialogue options (repair, craft, etc) when you Fire it.
>>
>>3240998
maybe they can be domesticated if you raise them that way from birth
>>
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caco a cute
>>
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>>3241008
caco a tasty?
>>
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>>3240963
>that picture
Amazing. Post more Ranger please
>>
How do you get OUT of the vending machine menu in Cold Hard Cash 2?
>>
i'm trying to make doomguy's gloves a different color and it comes out like hot garbage every time please help
>>
>>3241050
Nevermind.

>>3241051
Use Photoshop. Select the glove area. Use Hue and Saturation control to tweak it.
>>
Which protagonist would be considered the strongest? I mean firepower aside doomguy seems to be more than capable of dealing with both magic and technological based creatures but the ranger has been through a lot of shit too
>>
>>3241074
Doomguy is the glass cannon.
Ranger is the tanky speedster.

Both are equally powerful but their focuses are in different areas.
>>
>>3241074

Suppose it would depend on whether you consider the forces of Hell or Shub-Niggurath to be a more powerful threat.
>>
>>3241076
>>3241078
How about other guys like BJ, Duke, Corvus etc? They would all have their weapons with full ammo and maybe one or two inventory items depending of the character
>>
>>3241074

According to Quake III, Doomguy is strongest.
According to Doom 4, which retroactively makes a shitton of levelsets and mapsets canon, Doomguy is far more experienced and capable.
>>
>>3241086
duke is badass, but ultimately he's an average joe with a shotgun, a size 13 boot, and a smart mouth
BJ is badass, but mostly fights nazis and doesn't deal with demons or cosmic horrors much
corvus is badass but suffers far too much of a technology disadvantage
>>
>>3241090
plus doomguy has the BFG, there is no way in hell any of them are going to walk out of that after getting hit twice
>>
Are we ever going to see an update to ScoreDoom? Compatibility with stuff like Beautiful Doom would be nice to have for the source port.

http://www.scoredoom.com/
>>
im thinking of making a mech game prototype similar to earthsiege 2, but before i start i havent figured out how to do these 3 important features and i would appreciate some guidance on how to do them

group firing, like mech warrior and es2, where you can decide which weapons to fire specifically, or if you want to fire them all then the game will go down from top to bottom doing automatic firing

2: unlocked mouse, so the mouse doesnt affect where your aiming, at best it would be for interacting with HUD elements but im too dumb for that so itll probably be for aiming, but the point is to make it so you can move around independently from your aiming

3: using text menus to select weapons and stuff
>>
>>3241108
>http://www.scoredoom.com/
Takumi mode when?
>>
>>3241090
BJ has fought demons and ghosts and came out on top in Spear of Destiny.
>>
>>3241128
>All those missed enemies
>Missing the multiplier item fountains
>>
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>>3241138
>spear of destiny vs BFG
>>
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Slowly taking shape. I gave the rooms all seperate floor textures as placeholder just so it doesn´t look like one continuous brown blob.
>>
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How do these people utilize so many fucking lines?
>>
Trying to rip the crossbow out of The Space Pirate. What a pain in the ass. I just want a crossbow that fires voxel bolts, damnit.
>>
>>3241167
Don't forget the obligatory loss joke
>>
>>3241186
Basically, lots of detailing.
>>
>>3241138
>doesn't deal with demons much
>>
>>3241205
I can barely imagine how difficult that must be. Fucking A, is this what Oblige has made people do? I hope to god the map-builder bots don't get upgraded any time soon.
>>
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>>3241230
It's ok anon, not everyone feels obligated to make it all pretty and nice angles and parallel lines :^)
>>
>>3241186
what is this from?
>>
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I did it. Its finally over.

UV difficulty
>>
>>3240282
the succubus looks pretty fine, Fat Greta could easily pass if the guy didn't clearly have a fat girl fetish

the rest? bleh
>>
>>3241239
I focus entirely on symmetry in my designs. If I made maps on a grander scale, I'd go fucking insane.
>>3241243
https://www.doomworld.com/vb/post/1616921
This thread. Looking at other people's designs is both awe-inspiring and soul-crushingly depressing.
>>
>>3241245

Congratulations.

>>3241259

It's very depressing, especially when people like skillsaw continue to raise the bar with cooler and cooler maps, and you're still struggling to string rooms together, much less detail them.
But hey, I'm gonna keep on going forward, anon. You better not stop, either.
>>
i need help in finding a wad that someone posted here a while ago -

>had a medievally-feel
>you start near a castle and must climb a cliffside to get to it
>might had you start on a beach of sorts
>the enemies had custom sprites i think, not sure as i played gmota with it
>might have been on cacowards but im not sure

anyone remember it?
>>
>>3241267
>>3241259
simple shit isn't bad. I'm of the opinion that if you can get the point across with 10-20 sectors, there's no reason to bump it up to 50. similarly, why use 10 lines for a wall when 2 or 3 would work just as well?

I like clean maps, low sector counts, that sort of thing. sector splurging and "yeah this one wall is like 50 lines" ain't my game.
>>
>>3241295
I prefer detailed maps. "Getting the point across" is code for "I'm too lazy to make it look good".
>>
when I try to load the latest UDV pack in ZDoom it fails and says the first part of it is "Bad Syntax" what does that mean?
>>
>>3240848
That light looks so warm. I want to sit near it.
>>
Question related to DUMP 3, what version of ZDoom is Zandronum 3.0 equivalent to? I don't know what DECORATE stuff can't be used.
>>
>>3241305
oooooor maybe the person doesn't like having 100+ sectors per room
>>
>>3241342
2.7.1-ish?
>>
any way of being able to move around independently and uninfluenced by the mouse, but the mouse can aim anywhere it wants and is not locked to the middle of the screen?
>>
>>3241351
Does that mean A_Warp/Warp is unusable? fuuuuuuuuudge.
>>
>>3241390
A_Warp is very usable.
ACS's Warp is unusable.
>>
>>3241390
A_Warp is in 2.7.1 tho
>>
>>3241345
That's the only way to get any detail. If you have single sector rooms, then your map is going to look as bland as the original maps.
>>
>>3236036
>>3236043
To the guy remaking the pistol start wad, please have it put in the newspost or something when it's done. I don't come to these threads often, but I use your mod pretty much exclusively, and I would love to have a new one.

Thanks for linking the other one too (https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/). I'm stoked to try it, and more stoked to use yours when you integrate his features,
>>
>>3241409
>single sector
I said 10-20 sectors, not 1

>low sector count = bland
you don't need shit everywhere to make a map look good

stuff like e1m3 still looks good, and that was back when having more than like 30-40 sectors in a room meant you were gonna probably end up causing visplane overflows
>>
How can I make a weapon not kick the enemy back? " ProjectileKickBack 0" doesn't do shit.
>>
>>3241439
+NODAMAGETHRUST
>>
>>3241442
THANK YOU! Any idea how to check if the projectile is hitting an enemy or a wall? Death and Xdeath on a FastProjectile seem to have the same effect.
>>
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>did a small bit of shilling for Doom 1
>Play it on Steam so my friends can see

>friend bought Doom 3 BFG to play Doom 1
>have to tell him about source ports and he doesn't seem impressed

STOP PLAYING SUB OPTIMALLY GOSH
>>
>>3241464
whoops, fucked up

is the Death (walls)/XDeath (bleeders)/Crash (non-bleeders) thing not working? it should, it has since 2.3.1
>>
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I'm new to the whole doom mods thing and I just got the "hell on earth starter pack" mod which came with everything in the picture here, but from all the videos Ive seen people are using both brutal doom and hell on earth starter pack, I cant figure out to do this can anyone help? Im using zandronum btw
>>
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>>3241479
>>
>>3241479
I'm being a dumbass never mind
>>
>>3241405
>>3241406
Oh, okay, phew. Thanks.
>>
>>3241476
No, but I think those don't work with FastProjectile or something. I'll try inheriting from Rocket and see if I can figure it out.
>>
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I've wanted to play levels from FreeDoom, but holy shit textures, monsters and sounds are horrible. So I've made it modular for myself.
freedoom1.wad - maps with necessary textures that don't exist in Doom 1.
freedoom1-decor.wad - decorations (torches, candles, barrels).
freedoom1-differenttextures.wad - textures that look somehow different from textures in Doom 1.
freedoom1-identicaltextures.wad - useless shit that looks worse than Doom 1 counterparts while looking very similar.
freedoom1-uaccensor.wad - textures that replace UAC with some shit.
freedoom1-music.wad - obviously, music.

No wad with monsters, items and weapons because I don't like them at all.
Meant to be loaded with Doom1.wad. Based on FreeDoom 0.10.1.
Also, you can use textures and decorations with Doom to make it look very strange, pic related.

http://www.mediafire.com/download/36v58kojsofi2q6/freedoom1-modules.zip
>>
>>3241476
>>3241519
Inheriting from Rocket made it so that it only detected walls occasionally I guess. I'm doing a crossbow with bolts you can recover. When I have it on FastProjectile, the bolts that should be sticking into the walls also float in midair when you kill an enemy with them. Got them to Grenade off the floors and ceilings at least though.
>>
>>3241475
>Last night
>Steam notification pops up
>"Friend" is now playing Brutal Doom

How do I hide the body? I mean, it's not enough that he's playing Brutal Doom, he's actually added it to Steam.
>>
>>3241519
Eh, kinda loses the purpose of even using Freedoom... being able to play Doom1/2 with Freedoom's assets sounds nice tho-
>No wad with monsters, items and weapons because I don't like them at all.
What is the point
>>
>>3241536

I mean, if you just saw him play it once it doesn't necessarily mean he likes it. Maybe he just likes adding mods to Steam before playing.
>>
>>3241539
To play levels from FreeDoom without using assets from FreeDoom.
>>
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>>3241245
Omedetou.

Now beat Plutonia on UV.
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>>3241519
neat, but as the other anon said, you should do it for monsters and weapons too just to make it complete

also, are you going to do this for freedoom phase two?

oh, and what about UAC rebranding?

>>3241534
you could have a look at doomcenter for "inspiration", i'm pretty sure that there's a crossbow in there...

>>3241536
can't go wrong with an acid bath
>>
>>3241534
There's one in tsp, lemme go look at it rq
>>
>>3241559
>>3241534
>>3241464
Checking the crossbow bolt, it looks like >>3241476 should be correct, the bolt inherits from fastprojectile and uses the death and xdeath states to differentiate whether it's hitting a wall or a monster, dunno what's going on on your end.
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>>3241536
don't hide the body, kill him then call the police yourself and explain what happened

they'll understand completely and just let you go
>>
>>3241424
Will do.
Also may be more like 2 weeks because I'm still not done with other real life stuff and trying for these last twenty minutes to organize shit on my pc has made me realize what a clusterfuck everything is, and I really want to get that done before I start working on things again.
>>
Kegan, if you're there at the moment, I just wanted to let you know

I ship Kustam and Shihong
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