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DOOM THREAD / RETRO FPS THREAD, GROOVY EDITION - Last thread >>3278239

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!
>>
===NEWS===

[06-10] DUMP 3 WIPs by Anons
>>3283920 https://mega.nz/#!rg0zQBIJ!U8wfe8UHedeTjuUTTUazKL6a0Er-t0oVPTNISV1s6CM
>>3284223 http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3

[06-09] /newstuff #501
https://www.doomworld.com/php/topstory.php?id=4595

[06-08] Anon mod release: Home Improvement >>3279105
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip

[06-07] SC-55 Music Pack for TNT >>3276167
http://sc55.duke4.net/games.php#doomtnt

[06-06] Anon made his first weapon. >>3273592 >>3273674
https://www.dropbox.com/s/97xj124zp2ftfkm/piranha.pk3?dl=0

[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532
https://drive.google.com/file/d/0B4mwJRa7e5VpeDgyMmtmYXgyakE/view?usp=sharing

[06-05] Anon map WIP: UAC Facility Level >>3272104
https://drive.google.com/open?id=0BxmKDpnylHpweTQzeERvQW1BZGc

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545
https://www.dropbox.com/s/3m8hm0ll0x4ncyo/FIRST.wad?dl=0

[06-04] Anon mod release: Doomshorts for Q3A >>3268863 >>3270518
https://www.sendspace.com/file/3b4us3

[06-04] Anon map release: Generic UAC Outpost >>3270015
http://www.mediafire.com/download/mfts1kgy5bpfh9n/Generic_UAC_Outpost.wad

[06-03] OPPP aka SSSP >>3267169
https://www.doomworld.com/vb/post/1623462

[06-02] Anon mod update: IMPatience
http://forum.zdoom.org/viewtopic.php?f=19&t=51988

[06-01] Q3 Revolution skins, ripped by Anon >>3261884
http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

[06-01] Anon map release: Peaceful Revenant Realm >>3261065
https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad

[06-01] DUMP 3: BFG Edition has started
https://www.doomworld.com/vb/post/1620117

[05-29] Anon map release: emthree.wad >>3252963
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[05-29] Anon mod release: Scattergun from Angst Rahz's Revenge >>3252653
http://www.mediafire.com/download/cisxalmb3troe89/ANGST_Scattergun.zip

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
I like Doom

Do you like Doom?
>>
>>3284612
Doom is the tits.
>>
Vaporwave Doom when
>>
I asked this in the last thread, but is Doom RPG any good? I'm trying to get it to work but the launcher doesn't seem to do anything special. It just boots up into vanilla doom.
>>
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>>3284565
>Luigi as Peach
>Peach as Luigi

muh dick
>>
>>3284641
Did you actually download the mod and not just the launcher? It comes in a folder, not a wad or pk3 file, so you'll have to tell the launcher where to locate it.
>>
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>>3284652
yes. everything should be in order.

now its giving me this error for some reason. tried re-downloading the main files twice now.
>>
>>3284684
Try using the Doom 2 IWAD.
>>
>>3284686
I got it working now. Had to tinker with the mods/patches tab.
>>
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https://youtu.be/Rbau5xLtYIo?t=2m48s
>>
>>3284698

So are you this guy's new fan now?
>>
>>3284605
>[06-08] Anon mod release: Home Improvement
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip

Great. Another "lets change and enhance the official maps" mapsets. Yawn.
>>
>>3284698
Dude he's just a kid with no friends. Let him be.
>>
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>>3284698
>>
http://i.4cdn.org/wsg/1465641614199.webm

hm
>>
>>3284807
Well that's cute. Someone trying to make Shovel Knight in Doom?
>>
>>3284807
maybe you should buff the attack a little
>>
>>3284807
cool, I don't think I've seen doom converted to 2d before (aside from some flash game)
>>
>>3284698
wonder when /v/ will get a hold of him and he'll become the new sammysegafan
>>
>>3284835

...Do I want to know who that is?
>>
>>3284850
Just another kid that makes videos, mostly about Sonic. /v/ had a field day with him.
>>
Hi, how would I go about transferring a stored variable from one actor to another, provided one is spawned by the other?
My thing goes like this:
I have made an alt fire of a weapon that shoots a projectile that is supposed to use up all residual ammo for that weapon and dealing according damage. This means I have to retrieve the amount of ammo from the player and somehow transfer that number to the projectile.
I have no idea how, though. I tried GetActorVar, CheckInventory, A_TransferPointer, etc., but nothing works as it should. I also don't know how I can do this with a script.
I already made a script that would do what I need it to do, but I still can't get the value from it.

Currently it looks like this:

ACTOR A (weapon) calls ACTOR B (one projectile type) on Fire and ACTOR C (other projectile type) on alt fire. Actor C now has to somehow get how much ammo there is.


script "shatter" (void)
{
int n = CheckInventory("Shit");
Print(d:n);
TakeActorInventory("Shit", n);
SetResultValue(n);
}

This gives the return value of the number of Shit in the inventory and subsequently removes that from the inventory (=using up all ammo) and returns that value as result. The Print is just for checking whether the script is runnning, eventually that will be removed of course. Now the thing is that I have no idea how to
a) transfer the result value to the actor that is called by this one (so calling the script from ACTOR A)
OR
b) get the inventory of the actor that called this one (calling the script from ACTOR C).

I already tried with user variables, but weapons can't have them apparently and I also don't really understand how I could get the value of it in the other actor.
>>
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So guys, I would like to replace the light amplification goggles with a simple Half-Life Style flashlight. The problem is I have absolutely no idea how to go about it. Only Idea I have so far is to make a weapon that shoots invisible projectiles that create gzdoom dynamic lights, but I would like the powerup to function essentially the same as the light amp, not being dependant of whatever weapons you're carrying.
>>
>>3284872
there is other flashlight mods, maybe you can see how they do it?
>>
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Time to wrap this piece of shit up. Just some seaside-decorations and it should be about done.
>>
>>3284897
yes please, all these screenshots make me wanna play it really bad.
>>
>>3284897
All of those zombiemen are going to end up killing themselves.
>>
>>3284898
Cool. Although not sure how good the gameplay will be. You get rocket launcher from get-go, and the map's somewhat open.

>>3284901
They are not meant to be a serious threat.
>>
>mfw after years of wondering how people in screenshots and videos get that hud with the neat listing of all ammo types and stuff, I google zdoom hud and realize the "alternate hud" menu exists
Holy shit im retarded
>>
>>3284902
>They are not meant to be a serious threat.

So its basically an ammo dump then?
>>
>>3284902
>They are not meant to be a serious threat.
please put a RL prior to this, don't need lots of ammo, just enough to gib most of them
>>
>>3284893

I looked at a couple, one I couldnt make any sense out of, the other two I saw used flashlight "weapons"
>>
>>3284923
even a chaingun is fine for zombiemen swarms
>>
>>3284850
Incredibly delusioned child who makes videos about Sonic/Nintendo

He's known for repeatedly yelling things such as "You frickin fricks! you frickin fricks ruined sonic!" and for "You cant ever be quenched!"

https://www.youtube.com/watch?v=H5d42w4ZcY4
>>
>>3284897
>>3284902
Even if they arent meant to be threatening, it still looks pointlessly cluttered.
>>
>>3284897
Reminds me of that one room in Titan 2 with a fuckload of Zombiemen.

Felt kind of pointless without enemy variety
>>
I like Doom.
Been playing it with an android gzdoom port.
>>
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Just finished my first 'real' version of the Nanotech Combat Engineering Tool. Nanotool for short. It's not meant to be a mainline murdertool, but a support tool for specific circumstances.

The Nanotool replaces the plasma rifle and has three separate firing modes. You switch between them with altfire.

1) The railgun. Flash-forges and fires a magnetically-charged rail. It flies fast (And by that I mean instantly), perfectly accurately, and pierces through all enemies in a line. Doesn't do as much damage as the plasma rifle toward a single target, but it's better against crowds. Takes one cell per rail.

2) The Turret.
Creating a turret on the spot is the most expensive option, at 50 cells per turret, and he doesn't have much health... but it's a powerful little guy. He can deal a lot of damage if he's unmolested for long enough.

3) Smokebomb.
Spits out a grenade filled with nanites for 10 cells. On collision with an object, the nanites spread into a cloud which selectively hurts everything except for the user. Sadly, the nanites aren't tough enough to damage anything immune to radius damage.

>>http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3

If anyone has any feedback to give (such as how the smoke grenade is way overpowered, I'm working on that) I'd love to hear it.
>>
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>>3284897
>>3284898

Alright, it's done. "Lambda", for DUMP3.
https://my.mixtape.moe/nuvcrf.zip

Mind, I still probably will have to adjust it. It isn't a hard map, but just experimenting here. It is very different style from the library, I think.
>>
>>3280418
>Kyle dropped DRPG
>Latest commit baea2ab a day ago
What are you talking about?
>>
>>3285085

Some poor soul picked it up.
>>
>>3285089
DRPG's one of my favorite mods, wonder how he's handling it.
>>
>>3285048
You're right, it's definitely not hard. The outdoor area is also more challenging than indoors.
It could still be a hard map without changing the amount of enemies, it's just there's so much ammo you can use the RL or Plasma gun non stop and not run out. I LOVE the aesthetic though. I hope you're gonna keep making maps even if it's not for DUMP.
>>
>>3285091

right now the poor bastard is cleaning up a few months of bugs.
>>
>>3285091
>>3285093

The worst part is every new GZDoom update breaks more things and just makes it worse
>>
>>3285136

Well instead of bitching about GZdoom, updates, why don't we just bundle the one version that works with the launcher and not worry about such silly things?

Seriously Programmers who whine about backend changes really need to ask themselves if their spaghetti code is their own damn fault.
>>
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Seems legit.
>>
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what y'all think about UV pistol starts? I went through the first 3 eps of Ultimate doom and DTWIDI

while I found it more of a challenge, I felt there was no need to backtrack for secrets you missed once you cleared a level, since nothing carries over.

also I found I got to use weapons like the rocket launcher, plasma gun, and BFG a lot less because you can't count on finding them on every level (or as secrets) and again because nothing carries over. so there's a trade off.

you could also argue it makes things easy in regards to health and armour, because sometimes I'd clear a level on the skin of my teeth but next level I'm 100% again.
>>
>>3285274

The problem is that designers of megawad packs have a bad habit of not balancing for pistol starts. Leading to mandatory chainsaw usage if they remember to place one at all.
>>
>>3285282
Imo the best way to design for bot h sequential play and pistol start is to make the map have just enough ammo and weapons that you yourself still stand a good chance of dying on pistol start. With only a little excess ammo.

But ammo management is fun to me. It especially bothers me when maps toss so much shotgun ammo that you rarely need to use anything but the SSG.
>>
>>3285274
I mostly play stuff that's entirely balanced around pistol starts (and I think all maps should be).
It's the most fun way to play.
>>
What kind of weapons should a slow, heavily armored space marine have, without making him absolutely unkillable?
>>
>>3285274
I only pistol start on the first level of an episode, progression rules.

>>3285282
>a bad habit of not balancing for pistol starts
Bad is subjective, the wad could be designed for progression in mind.

>>3285302
Are we talking a player class or an enemy?
>>
>>3285302
Heavily armored means heavily weaponed.

If you're going this route then make enemies attack more aggressively, because you won't be able to balance out slow and heavy with anything but strong weapons. Weak weapons on a slow and heavy character is just going to make people move on to something else.
>>
>>3285048
It's pretty dark. I couldn't see what I was doing outdoors, and that's in hardware mode. Software is darker still. I like the art style, though. It reminds me of Sunlust's last two levels. Gameplay was meh, although I think not being able to see very well soured my impression of it. I died to an archvile in a tower after playing for a few minutes. I couldn't figure out how to enter any of the structures to the side during my time with the level.

Overall, the only change I recommend is brightening up the outside area.
>>
>>3285310
Player class. I already have the movement speed and health sorted out, moving at around half of Doomguy's speed with double the health.
>>
>>3285302

Warhammer 40K Space marine gives good examples of weapons to use.

Giant hammer that splatters smaller minions but is slow and cumbersome

Nailgun like machine gun

Short range shotgun with massive recoil. Slag based

Giant caliber pistol for slow but accurate shots.

Rocket Launcher that pierces enemies but explodes on wall contact.
>>
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>>3285302
use this as an example
>>
Show me the wads you've been working on /doom/
>>
>>3284948
You do realise that this is satire? The dude's 18 now and did it for a joke.
>>
>>3285323
>slow character
>short-range shotgun
please don't do this

nothing is more infuriating than trying to work a piece of shit gun when you can't move worth a damn
>>
>>3285319

>half of doomguy speed

Urgh, the thought of going through some of the bigger maps at half run speed makes me really sick
>>
>>3285351
I've been working on my DUMP 3 submission. Even recruited my significant other to help with spriting a brand new weapon sprite, as opposed to butchering an existing sprite or stealing resources from others.
>>
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>>3285357
>The dude's 18 now
>>
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>>3285351
It's done. Texturing is different than in this screenshot. See here:

>>3283920
>>
>>3285362
I'll try and make it so that the player can gain extra speed via rocket jumping or something similar.
>>
>>3285376

Look into maybe making it so if the player runs for a speed period, his speed increases, a momentum kind of thing.
>>
>>3285302
>>3285319
A few ideas

Some kind of a big autocannon for sure, like the Slugthrower from Soldier of Fortune 1.
Rocket multilauncher that shoots bursts of smaller explosives.
Multi-barreled rotary energy weapon
Some kind of a shoulder-mounted mortar or something

Basically stuff that says "I'm a big guy"
>>
>>3285376
Maybe make him able to sprint (Thus being normal doomguy speed) for a short time- like with the fist altfire or an extra key- that also reduces his friction so he sliiiides

Huge thing in motion stays in motion.
>>
>>3285381
>>3285386
Don't really know how to pull those off, only just started making actual mods. Any examples of sprinting/momentum in other mods?
>>
>>3285383
like the tortoise from aow?
>>
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>>3284604
is the title thread a reference to Animal Collective by any chance

>>3285383
>"I'm a big guy"
>>
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>>3285427
>>
>>3285441
oh
>>
>>3285302
The most important part of such a mod is sound design and weapon feel. If it doesn't feel like I'm wielding the power of god in my hands, I'm not gonna have much or any interest in limping around maps designed for someone twice as fast as me.
>>
>>3285452
I was planning on making maps designed for the mod.
>>
>>3285469
Even then, most people play Doom because it's fast. The majority turn on autorun and forget that walking even exists. You take the fast away, you better make up for it elsewhere.
>>
>>3285427
>is the title thread a reference to Animal Collective by any chance
uh https://en.wikipedia.org/wiki/Danse_Macabre
>>
Anybody here have experience modding the Doom source code? A couple of years ago I compiled Doom 3 and GZDoom on a windows machine, but I kinda want to do it on Linux now (I just prefer to work on linux... windows I use for play, linux for work).
>>
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>>3284684
I think i had the same issue with getting it all to work. make sure under the mods/patches tab you have everything checked in both windows. It doesnt work unless you click off the DoomRL stuff on the left AND right window. I'd make sure you are using the latest SVN version of GZDoom as well. Good luck.
>>
>>3284698
>constantly aiming at the floor
>ADS
oh for fuck sakes. I can deal with the rest cause he's just a dumb kid but god.
>>
>>3285092
>>3285316

Yeah, updated map.
https://my.mixtape.moe/mrutvb.zip
Altered ammo-count a bit, but it shouldn't make it scarce. I also increased light a wee bit. It is still dark, but shouldn't be as so.

Also altered some encounters.
>>
Tfw 3 more days until I get back to my place, get to pick up upgraded pc and use all that great new power to rush the fuck through my dump submission. Got pain elementals to abuse lads.
>>
>>3285697
I really love Doom RPG, if someone took the math of it and combined it with a map generator to make a singular game, it would be a legit product.
>>
>>3285794
you could always use it with oblige to get a similar outcome.
>>
I need to obviously make these guys a little more balanced but I'm dying over here, this shit's too funny to me
>>
>>3285807
I'd make them a little bit transparent- not enough that you can't see them, but enough to see through them.

It's also a handy way of signifying 'This is a Friendly monster'.
>>
>>3285807
>it's another "kegan makes a gimmicky overpowered weaponized meme" episode
expand your repertoire my man
>>
>>3285807
Give them, like, very low health?
>>
>>3285807
I would really prefer a fun/satisfying weapon to use instead of something that sort of plays the game for me personally.

It's why I like Quietus over Wrathverge for everything besides the name.
>>
>>3285721
Okay, I finished it this time. Here are a few suggestions. I didn't get any secrets. That may have impacted my comments below.

-Change the bullets in the archvile tower to shells. The best way to survive a no-cover battle like that is stunning him. The chaingun doesn't do jack shit. I tried.

-Add some more rockets to the final ambush, preferably replacing bullets I had no use for. I couldn't kill everything there because I kept running out of rockets/blowing myself up on the stairwell due to autoaim fuckery.

-Consider removing the last archvile as a replacement for the above. With the non-secret loadout I had, the best weapon to take him out with is the rocket launcher. I can't stay in the room long enough to get four off, though. So I get pushed down the stairs and blow myself up if I keep trying. If I don't, I go backwards toward where the red key was, the archvile revives enemies, and I run out of rockets fending them off. Once I'm out of rockets, I have no chance of winning that I can see.

>>3285807
I wouldn't change a thing. I've never seen a mod with mini revenants anyway.
>>
>>3285842
> I've never seen a mod with mini revenants anyway.
GMOTA had golden ones but they just danced around and gave you treasure when you bop them.
>>
>>3285829

Hey I made the tesla rifle didn't I? Besides conventional weapons are boring and unfun.

Maybe it's just because I've spent so much time playing video games but I can't stand conventional, basic, or -really- familiar weapons and mechanics, like that shit's all been done.


>>3285832

They got 40 HP now and I might knock it down further, I'm also gonna make them keel over dead after a set time, I also just made it so after throwing a punch they have a chance of going a little ADHD and start dancing at random.

>>3285841

I dislike homing weapons and friendly AI too, I'm doing this for shits and giggles. Plus I'm not about to be out-crazied by Ijon, not this time, god damn it.
>>
>>3285849
Crazy weapons do nothing for me if they are imbalanced. I think miniboners would just sort of shit the bed and make everything unfun.

And can never be as fun as a satisfying shotgun
>>
>>3285857
What about a shotgun that shoots shotgun-carrying skeletons?
>>
>>3285859
>Weapon that plays the game for you
>All coolness of the gun is out of your hands and in what you summon instead
Damn it no.

I mean if you like that then sure more power to you.
Not for me though.
>>
>>3285857
What about a shotgun that morphs monsters into rubber duckies
>>
>>3285872
Morph Ovum sucks
>>
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>>3285828

I don't like how this looks.

>>3285857

Have you seen Ijon's marine helmet weapon, it nukes an entire room with a single shot. if I was doing a full weaponset, you can bet I'd keep things much more within balance, but given that this is a DUMP submission, and I already did my more serious submission in the form of the Tesla Rifle, I wanted to do something retarded for laughs.

That said, I prefer crazy weapons that make you earn your kills, I don't like going full Pillowblaster and making effortless win the game button guns.

I plan on doing a more toned down and vanilla balanced weaponset later anyway. So just give me some time and I'll have that out.
>>
>>3285880
could recolor their chest-armor to green, So they look more doomguyish
>>
>>3285842
There is a SSG in the stage, kinda hidden but a non-secret. For archvile at the tower, it is viable to blow it through the window with rockets - SSG is another possibility.

I could reconsider the whole arch-vile in tower though... Originally I was thinking of chaingunners, but it just doesn't do well.

Yeah, I'll probably add ( back ) some rockets before the final ambush, to the tunnel where the arch-vile & mancubi are.
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>>3285849
>Besides conventional weapons are boring and unfun.
What's fun about a weapon that plays the game for you? The agitating skeleton meme is already feeling a bit stale, who would want to use this weapon a year from now? A meme gun is good for a few laughs in the short term. A well-designed gun that does its job and does it well is good forever.
>>
>>3285880
Yeah I saw that helmet.

It's good for a giggle but I wouldn't really use it.
And if you're having fun making silly weapons there's nothing wrong with that either, just so you know.

I'd probably just stick to watching webms of them instead of actually using them though.
A weapon that tears through a room on it's own would only be used by me if it's really satisfying.

Like.. GMOTA's bouncy axe item crash.

A weapon that isn't satisfying would be like.. GMOTA's Cluster bombs.
Or 99% of the weapons in that dragon mod.
That revolver though.

I don't think a weapon set has to be vanilla balanced, silly weapons or weapons that play the game for me is just not what I'm into
I really love good shotguns and revolvers
>>
>>3285887
I had the SSG when I fought in the tower, but I ran out of ammo.
>>
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>>3285883

I can't do that anon, that's already planned with these guys. You'll randomly equip either normal revenants, golden boners, or pic related

>>3285889

Oh I agree there, but like I said, this isn't exactly a serious weapon submission, can't a guy make a stupid skeleton weapon to have some fun?

There's days I feel like driving off the bridge crossing the river while I drive to my shitty job and making a dumb skeleton weapon might be one of the few joys I get from day to day between going to my horrible job


>>3285891

Interesting that you find the Axe crash satisfying but not the bombs, might be from a lack of impact sounds. There's times I've wanted to redo a -lot- of elements from GMOTA but the only way I'm gonna get that mod done is if I just push forward, which I WAS making progress with and then Term had to go and start DUMP 3. The fucker.
>>
>>3285898

It's a BFG Tier weapon you said no? That's okay to be silly. BFG tier weapons are meant to be room clearers. Now the question is where do you get ammo from? Do you get it from stealing bones from other boners?
>>
>>3285898
I'm going to be honest.

It is ABSOLUTELY the impact sounds.

I prefer other weapons but the axe is a good example of toss and forget but still satisfying enough to me to not hate it.

While Clusterbombs are fire and forget and everything just sort of dies. The explosion is alright but it just rips through everything quietly.
I felt all the cannon weapons were like that except that bomb that sucks everything in. Do they have impact sounds?

You should look for a more enjoyable job
>>
>>3285907

I was gonna make it infinite use, the trade off being the skeletons are borderline retarded and the range is extremely limited compared to literally everything else.

>>3285908

Come to think of it, I'm wondering why the fuck I've kept the bombs +ripper for so long, when I get back to GMOTA I'm gonna make them detonate on impact.

and you're telling me, but there's fuck all in this area, so for now i'm dealing with it til I get lucky and find something better or get fired
>>
>>3285915
I don't think the shotgun shot type has an impact sound either.

Honestly for the cannon my favorite thing was the charge shots.
Felt like I used the cannon subweapons purely for the damage instead.
>>
>>3285929

There's actually a lot about the Blazter I'm dissatisfied with, I've kinda wanted to remove the dart mode from the damn thing, along with those turret spheres and make it simpler to use in general. Most of the subshots aren't terribly well thought out unfortunately, as it was during a time when I just said "Fuck it" and starting dumping everything that came to mind in GMOTA.
>>
>>3285807
My sides

Do you have a download or anything for it already?
>>
>>3285938
How to make the shotgun subitem more fun in two easy steps
1) No pierce
2) Impact and some kickback
3) Direct hit DAMAGE

How to balance the cluster bombs and make it better
1) Single shot hits target
2) Target takes multiple small explosions(Think C shot in Contra 3)
3) Couple of bombs scatter about for small explosions

How to suction earthquake bomb thing:
1) No suction
2) Shockwave hits a spot on the ground or whatever
3) Explosion pulses out a few times before a big boom

This is all assuming that things would be getting toned down instead of being absolute shitwreckers.

Dart mode is an interesting idea but it sort of loses it's place when everything about the Blazter is a complete shitwrecker.

The design of it makes it favor building up meter to just use subweapons. Makes Blaz favor his cannon arm instead of his sword for any map with heavier combat.
>>
>>3285971
Fuck didn't mean to put a 3) in the shotgun subweapon section.
>>
>Sunlust Map20: Inverti In Darkness
>Red key room

Christ, why.
>>
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Anything that includes a weapon like the Quake 2 hyperblaster? As in, a plasma gun with armor piercing properties.

>tfw they didn't include that trait in Arena Generations leaving you with a strictly inferior energy weapon when compared to the other factions
>>
>>3285971

Wait the bomb hasn't had a suction effect forever.

And if I made the cluster bomb just explode multiple times in a small area then it'd just be a slightly worse version of the charge shot

Admittedly I added the dart mode out of having no other ideas for what the hell the zoom/utility key would do for the Blazter
>>
>>3286012
Could have sworn the POW version had a little still.
I never used it after the suction changes because I found out Cluster shat on everything for free

>And if I made the cluster bomb just explode multiple times in a small area then it'd just be a slightly worse version of the charge shot
Spammable with no charge time > Charge shot takes time between each shot.
DPS matters.

My point was really more that things have to get overhauled because generally everything is outshined by another thing which outshines another thing which makes a lot of the Blazter related stuff not particularly useful.

Why use scatter/bomb when Clusters shit on everything for example
Why use Dart when it has the objectively inferior charge shot unless used at a very specific distance when you can be making a lot more red meter and have better charge shots with standard?

Things like that
>>
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>>3285350
>cascading, spiraling missile-pod salvos

I need this in my Doom
>>
my sprites are sorta blurry in game
how do I fix this?
>>
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>>3285807
>>
>>3286093
Options
Display Options
OpenGL Options
Texture Filter Mode: None
>>
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>>3285807
>that boner dance
>>
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Hey guys! Let's play some Doom!
Give me your AIM Screen name and I'll add you to my buddy list!
>>
>>3285807
What ammo type is it meant to use?
>>
>>3284856
For what you're wanting to do, you would be better off spawning the projectile via acs with spawnforced and setting it's speed and position and pointers that way, since you can then set the actor's damage immediately after it is spawned, and also have greater control over it.

You could also set the the projectile's tid by shooting it with a_spawnitemex instead of the a_firecustommissile. Basically have the tid field of the a_spawnitemex an acs_executewithresult, then set a uservar for the player to that tid, then in a line later have a script that retrieves that user var and sets the damage of the actor with the tid to whatever you want (you can't have this in the acs_executewithresult script for the tid because by the time it's returning the value the actor doesn't exist yet, and while you could have a delay(1) immediately after setting the result value the delay of a tic is longer than you want.

>I already tried with user variables, but weapons can't have them apparently
With weapons it works like this: you don't have access to user variable in decorate like you normally would, but any user variables defined on the player class, not the weapon, can be accessed normally through acs.

>and I also don't really understand how I could get the value of it in the other actor.
The user variables get saved on the player, and have one of the user variables be the unique tid you gave the projectile actor. The unique tid is used for referencing the projectile actor, and since you are calling all scripts with the player as the activator you have easy access to that and any other user vars you might need.
>>
>>3285847
>>3285842
fractal doom had them
>>
>>3284604
Best Megawad? Let's go people.

http://www.strawpoll.me/10426064
>>
>>3286161
>Back to Basics
>Deus Vult 2
>UAC Ultra
>Ultimate Torment and Torture
>Vanguard
>Zen Dynamics

These aren't megawads.
>>
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>>3286161
>no memento mori
>>
>>3286119
thank you
>>
>>3286132
When I first saw this, I didn't know she was holding a magnifying glass.
Left me wondering what sort of condition she had
>>
>>3286132

Aren't they taking the servers for that down soon?
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>>3286305
they already have. It was pretty surprising they left it running until 2015 (or 2014)
>>
>>3286274

not as bad as yours
>>
https://youtu.be/Ud63lYi3aYg
>>
What is the difference between a level pack and a megawad?
>>
>>3286345
That water looks really bad. It's like you're looking at a skybox through a hole in the ground.
>>
>>3286352

A megawad replaces every level in the game. A level pack only replaces some of them.
>>
>>3286352
I think a Megawad consists of 32 levels in the same format as Doom 2, with a secret exit in Map15 leading to Map31 which also has a secret exit that leads to Map32 which leads to Map16
>>
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Updated this lady a LOT.

The nanite smoke is nowhere near as outrageously overpowered. Now it deals much less damage, and no longer deals damage to turrets.

Railgun has a new effect. Not sure on that one left, and I need to tweak with the puffs a bit... Oh well.

Finally, turrets are no longer useless. They have a huge boost in health so that they don't die instantly.

>http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3
>>
>>3286345
>Showing off work by running Brutal Doom with it and cluttering the presentation
For what purpose?
>>
>>3286396
I always wanted to kill demons by taking advantage of their pollen allergy.

Is alt-fire meant to alert monsters?
>>
>>3286345
Some of the light rays from the lights are good because they look like a thick darkness with the light cutting through them. Other places that are a bit more illuminated you won't have that cut and clear light source cone radiating from the light.

Also if you are going to have it brutal doom compatible like in the video then make the blood on the floor a bit reflective as well.
>>
>>3286415
No, it isn't supposed to alert monsters. I was just too lazy to fix that. Next version, though...

But yes, soon you will have each and every demon out there with runny noses and the inability to breathe.

Don't expect the nanite smoke to kill much, though. It does basically no damage. It's more of a teargas than anything.
>>
>>3286401

because brutal doom is doom made doomier man
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>>3285274
I just recently got done playing Eps 1-4 of Ultimate on UV pistol start and now I'm halfway through Doom 2. I actually really wanted to talk about this with someone, so sorry if I have a lot of words:

It honestly completely changed my perspective on Doom. I always enjoyed it even when I did carryover, but now I better realize how the placement of resources and enemies create the dynamics within a map - starving the player for ammo forces me to run from some fights; giving the player weapons makes me feel more bold in picking my battles; monster infighting becomes more critical, as well as ammo management, etc.

When I'm carrying over a ton of ammo and all seven weapons, that push-and-pull dynamism gets reduced to a flatline of "shoot every monster I see because I have the ammo, armor, and health to handle every fight." The thought that's been going through my mind is that it's kind of like the "loudness war" in audio (https://www.youtube.com/watch?v=3Gmex_4hreQ) - carryover doesn't make the game "bad" at all, but it takes away intended subtleties by the designer that would have made playing the level that much more exciting, and now that I realized it firsthand, there's no going back for me.

I'm almost the inverse for you in terms of secrets: when I did carryover, I didn't really care to look for secrets while I was playing because over the course of the game, I was already becoming overpowered. Now that I'm doing pistol starts, secrets are actually way more important to me because they can completely change the tide in a level, and make a seemingly impossible part suddenly a cakewalk, which feels really satisfying. (As for getting secrets after all enemies are dead, there's always UV-Maxing for its own sake.)
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>>3285274
>>3286439
Cont.

Similarly, even if I'm less likely to have the upper-tier weapons in my inventory, I'm honestly more likely to use them when I get them because I know they're only going to last as long as the level, and I know that they were put in the level for a reason. I might as well get my money's worth for as long as I've got it.

You're right that it can make players more reckless in terms of just doing whatever it takes to get to the exit, but I think that's part of the fun. It makes me more willing to use all my weapons to their maximum potential in the level because I know that all I need to do is get to the end by any means necessary. Needing to keep my supplies up for the next level is more likely to just make me turtle and play more boringly because I don't want to pay later for having too much fun now. And if I really felt like I cheesed my way through, I can always just idclev and try to beat it better. It's almost like an arcadey experience of high-score chasing.

TL;DR: The Dynamic-Tension of Pistol Starting turned me from a 97-pound "runt" into a New Man!
>>
>>3286462
Is there a mod for that or do you have to use a console command every level?
>>
>>3286462
So that's where the jarate comic comes from.
>>
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This is probably a stretch, but is there a mod somewhere the functions like Hideous Destructor without some of the more drastic tweaks to the gameplay or a lite version of it that only incorporated the tacticool weapons&ammo and maybe health changes?

I really wanted to love HD since it looked almost exactly like some of the STALKER mods I used to play. But the almost constant shaking and nauseating headbobbing coupled with the movement that's been made overly slow and about a million times clunkier made it feel completely unplayable to me.
>>
>>3286473

Look up ZDoom Pistol Starts.
>>
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>>3286473
I use this because it's functional with the other stuff I run: https://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/

But there's also this, which has a lot more options and looks nicer: https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/

A couple weeks ago, an anon that made the first one said he was gonna do a revamped version that I am extremely stoked for, but I haven't seen anything yet. He said he was gonna put it in the Newspost when he's done, though.
>>
>>3286487
Thanks!
>>
>>3286487
Just played a couple of Doom 2 levels.

I really want to hug the SSG every time I find it now.
>>
So I noticed that Blood had a CD soundtrack as well as a MIDI soundtrack. Which one would you guys recommend listening to while playing?
>>
>>3286593
You decide.
CD: https://www.youtube.com/watch?v=0-OS06n2My0
MIDI:https://www.youtube.com/watch?v=L928CmhAPQY
>>
>>3286584
Absolutely. I'm at MAP16, and finally getting my hands on a super shotty after like 5 maps and killing a cacodemon in two shots made me fall in love with the gun all over again.

Absence makes the heart grow fonder.
>>
>>3286593
There's also a Gravis Ultrasound version of the soundtrack too, though you need some additional files for DOSBox to set that up. Quite enjoyed it however.
>>
>>3285841
>>3285889
>instead of something that sort of plays the game for me personally.
This is why I absolutely hate super-overpowered mods like Trailblazer and Guncaster. Because you click once and your enemy's instantly dead, you win.

A revenant launcher, on contrast, would actually require effort and ammo management.
>>
>>3285350
is that from Red Faction 2?
>>
>>3286345

This video and those comments are the most saddening things I've seen this whole year.
>>
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>>3285898
>and then Term had to go and start DUMP 3. The fucker.
>>
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>>3286683
>>
>>3284828
There was a Donkey Kong Country conversion a while back.

No, I don't know why either. It just exists.
>>
>>3286751

The same guy who did that also did a Mortal Kombat I conversion.

I think he does this shit just because he can.
>>
>>3286753
And do you really need a better reason than pic related?
>>
>>3286487
>an anon that made the first one said he was gonna do a revamped version that I am extremely stoked for, but I haven't seen anything yet. He said he was gonna put it in the Newspost when he's done, though.
I am still working on it, I gotta do the weapon for DUMP3 first (when I get a chance to work on it, been like 3 days since I've done any doom stuff other than thinking) cause that has a deadline, also fix the borked infighting version of the factions stuff and bring the spec version of serious sam to parity with the normal.

It will take a bit longer than initially anticipated, primarily because I forgot how bad my old code was so it's a full re-write and also I decided to add basically every feature from every similar mod plus some others. That by itself isn't bad, but the extra features working for all supported mods is a bit of a hassle, particularly with things like drla and russian overkill. It will be easier to maintain (for myself and others) in the long run once done though.
>>
>>3286760
I hope that greentext didn't come across as me talking shit, I was just implying than an update was coming. I'm still super stoked for it!
>>
>>3286751
Some people won't be happy until every game in existence can be recreated in the Doom/Boom/ZDoom engines.
>>
>>3286765
No, not at all. I just wanted you to know it's still going to get done, despite my blowing past the first projected delivery date without any news.
>>
>>3286768
I don't know man. Porting stuff over to Doom is jus so much fun.
>>
>>3286768
I can't wait until an NES emulator is built inside a ZDoom mod.
>>
>>3286778

I don't think ACS is quite that advanced.
>>
>>3286780
Maybe someday.
>>
>>3286768
when is someone going to emulate a super nintendo version of doom inside of doom
>>
>>3286780
I've seen people talking about creating a wolfenstein-like FPS engine out of ACS on the forums once. I shit you not.
>>
>>3286786
https://www.youtube.com/watch?v=2yhQZPKZJVQ

https://www.youtube.com/watch?v=wbnfYBFKD1g
>>
>>3286806
The creativity of the Doom community never stops impressing me.
>>
>>3286806
>hand immediately vanishes
Immersion ruined.
>>
>>3286840

He's controlling it with his mind.
>>
>>3284617
noaw plz
>>
>>3284948
sounds like lemongrab lol
>>
>>3285282
>The problem is that designers of megawad packs have a bad habit of not balancing for pistol starts.

Any examples of well known megawads that don't have pistol start balance?
>>
So a few people are trying out the demon rune mechanic, I'm thinking of taking a Crack myself, but before I do, I'd like to hear suggestions
>>
>>3287003
don't be shit
>>
>>3287003

don't quote me on it, but I believe you can transform into a revenant in project brutality
>>
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>>3286132
That AOL logo looks familar
>>
>>3284605
Crispy Doom v3.4 released
https://www.doomworld.com/vb/post/1627753
>>
>>3286161
Brutal Doom
>>
Does anyone know if you can spawn monsters through the in-game console for quake 2?
>>
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64 > 1 > 2 > piss > 3 > shit > 4

No discuss.
>>
>>3287214
> opinions
>>
>>3287214
I don't agree with you, but opinions.
>>
>>3286345
Boy howdy that text at the beginning sure gives the impression that he's testing something he came up with and not just implementing GZDoom UDMF features exactly the way they were intended to be implemented.

Don't you need tech for something to be considered a tech demo?
>>
>>3286345
Man, I am getting fucking sick of Brutal Doom.
>>
>>3287221
but this thread is for discussions
there's /v/ if you want to senslessly argue
>>
>>3287221
>>3287214
>"My opinion is objectively fact"
>>>/v/
>>
>>3286345
>Dual wielding and throwable grenades

Guess I've been out of the loop for a while
>>
>>3287214
Plutonia > TNT = 1 > 2 > 64 > 4 > 3
>>
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>>3286345
Shigly Broodle.
>>
>>3287247
Throwable grenades are great if you have them on a quick button and if they are actually useful and do good damaged (as in, they throw bouncing, ripping shrapnel when exploding).

Haven't played BD in a long time so I don't know if it has that. I just can't stand BD's sound design though, it's just SO bad.
>>
>>3287251
Agreed that it's sound design is total shithouse. It's like everything is loud for the sake of being loud.
>>
>>3287251
>they throw bouncing, ripping shrapnel when exploding
I have fond memories of Immoral Conduct's frag grenades.
>>
>>3287259
I was thinking of the hand grenades from wwhc_diaz, because while they weren't quick throw, they were REALLY good, but you reminded me of how the hand grenades in Immoral Conduct were also really good.

Man, wasn't someone porting Immoral Conduct for current ZDoom? Whatever happened to that, the Edge edition was the tightest shit.

I wonder if I could bribe iSpook to do it?
>>
>>3287240
>>3287241
Are you retarded? I'm proposing a discussion. How the fuck is it anything that you imply?
>>3287248
2 cannot be better, than 64, because soon enough first half gets boring (I mean not boring boring, but relatively for doom), then it's urban shit which is cool, but you find yourself saying "ughhh" while making circles to find the next trigger, no really cool boss levels, aside from the last. Overall design is not even close to original or 64 which share solidly brilliant levels with no need for gimmicks. Now 64 is better than 1, because it combines wide spaces with great designs, beautiful structures with tricks n shit.
>>
>>3287263
>I'm proposing a discussion.

Then why didn't you include the rest of the text in your post in your initial post? Are you daft?
>>
>>3287263
I don't agree with you saying Doom 4 is the worst. That goes to Doom 3.
I think Doom 4 is basically as good of a 2016 modern reboot of Doom could be, warts and all.
>>
>>3287251
If they're any good that's fine, though stuff like that sometimes gives me the impression of feature bloat. Doom already allows you to carry a rather generous arsenal, at some point there's going to be a point of redundancy.

It's one thing that I sometimes find irritating with weapon mods for Doom because they create a lot of overlap between each other.
>>
Are we allowed to use Stealth monsters in DUMP 3?
>>
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It is a real shame that there's some mapsets out there that are legitimately good, but a small section of the community will never, ever give them a try because of their unjustifiable bias against a certain family of sourceports that branch from classic gameplay only by a small margin. Even if said mapsets were made by long-time members of the community who have made quality content for years.

Their loss.
>>
>>3287281
What mapsets and source port family are you referring to?
>>
>>3287275
you're never allowed to use stealth monsters
or i'll bring stealth bosses to your front door
>>
>>3287286
Stealth archviles? Got it.
>>
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>>3286593
I like both but I find the CD music a bit annoying because it doesn't loop properly and it restarts when you load (which will probably happen a lot even if you're good at the game.)
>>
>>3287293
Complete with stealth boners too, I hope.
>>
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>>3287303
>s-something poked my ear!
>who... w-who's laughing?
>is it getting hot in here?
>>
>>3286439
>>3286462

Yeah, the resource management and monster infighting angle really comes into play with pistol starts. It's interesting having to make due with the pistol or fist/chainsaw because you're trying to conserve ammo for the stronger weapons or you just don't have it. Carrying over all your weapons and ammo definitely make things less tense.

And secrets are very important as you go through a level, especially if you want to use the more powerful weapons as they're typically hidden away. You really come to appreciate secrets a lot more in pistol starts. You could find a chainsaw secret every level in a pistol start and you'll be happy to unlike if you were playing carryover.

I'll definitely continue playing pistol starts (unless the map maker suggests otherwise). It's made the Doom experience a lot more interesting.
>>
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>>3287214
Daikatana>id games with Romero>poop> pee>diarrhea dookey poopy pee>id games without romero

discuss the king
>>
>>3287330
The bitch ad is still a signifigantly less fucktarded idea than the Mighty No. 9 trailer.
>>
>>3286345
>that nukage effect
Bravo Mark
>>
>>3287263
>because soon enough first half gets boring
I personally found 64 boring all the way through. None of its maps were all that memorable for me, and all felt too generic.

>but you find yourself saying "ughhh" while making circles to find the next trigger
I've never had this feeling when playing Doom 2.

>no really cool boss levels, aside from the last.
This literally applies to 64 aswell.

>Overall design is not even close to original or 64 which share solidly brilliant levels with no need for gimmicks.
64 was nowhere near close to the original. And I'd rather 2's gimmicky maps over 64's bland maps.

I'll admit that 2 was the weakest of the PC iwads, and had its problems, but no way in hell am I going to like 64 more than it.
>>
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>>3287330
>>
>>3287281
It would be really nice if you show some of the maps, anon
>>
What exactly is your point?
>>
>>3287391
meant for >>3287281
>>
>>3287284
>>3287374
>>3287391

All I'm going to say is that the author has posted WIP screenshots in Doomworld recently and said project has been mentioned in the Cacowards for the past two years; a Boom megawad project currently transitioning to ZDoom.

I'm not him by the way, I can barely make a door in Doombuilder and I often forget to do the 'lower unpegged' deal. Once you find out what mapset I'm talking about, please do not associate my opinion with said project and/or mapper.

You all will definitely play said project once it's out, and that's why many of us love /vr/ because you genuinely don't give a shit about elitism.
>>
>>3287424
Your vagueness is annoying me.
>>
>>3287429

Being annoyed by a post in 4chan is the last thing I want people to feel. Fear not, my man.
>>
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>>3287424

OI YOU

SHUT YOUR MOUTH AND SHOW US YOUR WAD
>>
>>3287438
>SHOW US YOUR WAD

that's lewd
>>
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Time for agony.
>>
>>3287424
Can't you just tell us what it is?
>>
>>3287464

Why is your chaingun green?
>>
Question

Are original floppy sets of doom 1/2 worth anything? Like more than $10?

What if the doom set is version 1.2?
>>
>>3287532
Not really, unless you're willing to keep the auction up for six months until someone bites. They're like the singer sewing machines people take to antique shops cause they think they're worth something--sure they're old, but they made literally millions of them.
>>
>>3287053
Yeah I saw some footage of it (can't play because can't into GZDOOM) loved the present stun on it, was planning to give each transformation a Doomguy specific sprite
>>
>>3287560
Oh well

I thought it would be like contra for the NES, where there are a fuckton of them but it's like $40
When it should be smb/duck hunt priced
>>
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Is there any way to increase the FoV in ZDoom?

I have to bind a key to increase it, but whenever I die/enter a new map It resets.
>>
>>3287602
this comes up fairly often, but i am sorry to say i don't recall a solution ever having been posted.
>>
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Alright, so I decided to start working on my old ass .wad that used jumping and crouching, and after years of not using doombuilder I can't seem to get an old ass teleporter to work. Tags are set up, as is the destination point and its new tags for both. Anyone know why it might not be working?
>>
What is it with Petersen and adding spawns in dark rooms in Quake 1? I'm on the last episode now and it's so bad compared to the other episodes. This is almost as bad as his city levels in Doom 2.
>>
>>3287658

Do people actually dislike Doom's city levels? I consider Industrial Zone to be a classic.
>>
>>3287602
try

FOV <#>

example: FOV 420
>>
>>3287659
I'm playing through Doom 2 now on UV Pistol Start, and I just made it to MAP17. The Factory is not great, Downtown blows, Inmost Dens is alright, Industrial Zone is alright/good, Suburbs is alright/not great.

Industrial Zone is the best so far, but it seems the most "city-like" city level is the worst.
>>
>>3284734

Don't knock it until you try it anon. Chances are it's not what you think it is.
>>
>>3287639
linedef tag has same number as destination sector tag? destination thing placed in destination sector? destination thing's skill flags correctly set? teleporter linedefs facing the right way?
>>
>>3287678
>destination thing's skill flags correctly set
Thanks, this is what it was, for some reason it was set to only appearing on easy and medium, and I was playing on hard.
>>
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Favourite map01s?

For some reason DV2's first map has soft spot in my heart. It flows well and is accentuated by a good music track ( in ZDoom-version that is - Scrapyard fits it so well ).
>>
Alright, so I made a mini "boss" fight for my wad, can anyone care to test it out for me, and tell me if its any good? Just plop the wad into doom 2 and you'll start with what you need (shotgun, 200 armor and 50 shells) and where you need for the fight. Green stuff is safe, red stuff deals damage.
https://mega.nz/#!iNJClJ6Q!2D3IHx1HmRu9OMUZ1FPxNeiitQ_Qkj2hsw0ZVG978Rg
>>
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>>3287707
Sunlust's map01 is pretty nice. The overall layout and secrets are very satisfying indeed, and it pretty much sets the tone for the entire megawad in terms of difficulty.
>>
>>3287707
memento mori 2. it had a nice amount of monsters & design
>>
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The bone man with the rocket gun
Ain't a monster after all
He wants to go and have some fun
But he just spooks out everyone

And every time he says hello
The children run back to their homes
Leaving him sad and alone
Wishing he wasn't made of bones

And so he runs away and hides
In his closet while he cries
Because he will never find
A friend in which he can confide.

Someone draw a waving revenant with a balloon please
>>
Can existing decals be removed from a map?
Thread replies: 255
Thread images: 168

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