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FREE AS IN FREEDOOM
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DOOM THREAD / RETRO FPS THREAD, AMERICAN EDITION - Last thread >>3330390

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

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

[07-02] QuakeSpasm 0.92.0
https://quakespasm.sourceforge.net/download.htm
https://sourceforge.net/p/quakespasm/news/2016/07/quakespasm-0920/

[07-02] Anon mod update: Smooth Doom Weapons Only >>3330847
http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

[07-01] Anon's 6 y/o nephew map release: Christopher Map >>3329938
http://www.mediafire.com/download/mj9fyjus35u60gl/Christopher_Map.wad

[07-01] Plutonia, Hexen scheduled for Summer Games Done Quick
https://gamesdonequick.com/schedule

[06-30] Anon map release: Alice >>3327318
https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad

[06-30] Anon map release: Boneduster Desert >>3326169
http://forum.zdoom.org/viewtopic.php?f=19&t=52695

[06-29] Anon code release: Smooth stairs/camera movement >>3325348
http://forum.zdoom.org/viewtopic.php?f=37&t=52694

[06-28] (Different) Anon mod release: Pet the Cacodemon >>3323383
https://www.dropbox.com/s/mp0mnru4u542z0z/PetTheCacodemon.pk3?dl=1

[06-28] Anon map release: Aqua Regia >>3322956
https://my.mixtape.moe/wsgmpd.zip

[06-28] Quake 2 Map-pack WIP by :3 >>3322759
http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)
http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

[06-25] DUMP 3 initial test build >>3315297 >>3315331
https://www.dropbox.com/s/mvpcc8yv3thin35/dump-3-test0.pk3?dl=1

[06-24] Machine Games releases new Quake episode: DOPA
https://twitter.com/machinegames/status/746363189768650752

[06-24] Anon map release: Server Warehouse >>3313415
http://www.mediafire.com/download/6bnc7pvr4b5rh72/Server_Warehouse.wad

[06-22] Quake's 20th Birthday
http://rome.ro/news/2016/6/22/happy-20th-birthday-quake

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054
https://www.dropbox.com/s/wspbymk8l3xc7bw/cacopet.pk3?dl=0

[06-21] Seinfeld.wad
https://www.doomworld.com/vb/post/1633017

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
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First for memes
>>
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What bosses from vidya do you think could be remade in ZDoom that could still be fun in Doom's gameplay?
>>
>Playing the Freedoom maps without all the replacement textures/sounds

They're actually pretty alright maps. Like some lost megawads from the early 00s.
>>
>>3335420
IIRC, E4 of freedom 1 is Double Impact
>>
>>3335420
How might one go about doing this?
>>
>>3335436
freedoom*
>>
>>3335437
Someone split apart the Freedoom IWADs to only include whatever you wanted to include (maps, monsters, weapons, textures etc.)

Don't have the links on me though sorry.
>>
>>3331518
>i'm so fucking tired of this same BTSX 2/Ancient Aliens/Vanguard/Valiant aesthetic permeating modern maps.

I like the kind of aesthetics those have, personally.
>>
>>3335440
>>3335437

I just tried using Doom 2 as a WAD and FreeDoom as an IWAD and I think it actually works.
>>
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smoothdoom-weaponsonly gal here

so, to make it short, I was trying out the plasma rifle earlier with BTSX E2 earlier on and I realized something weird: now it's firing in bursts of three shots if you hold it for longer than just a second, instead of just firing twice as it should.

I'd like your help to figure out what in the hell is going on with it and what's causing it, as I'm pretty sure it's got to do with the 64 gloves that I recently added. could someone please take a look at the decorate to see what's up with that and help me out?

http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3
>>
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>>3335419
This guy. He's basically a Cyberdemon with wings.

Also Skaarj Queen.
>>
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>>3335419
Any boss that spawns other monsters would probably work well, helps to keep things interesting
>>
will Freedoom ever be a good iwad someone would seriously want to play?
>>
>>3335464
i liked freedoom...
>>
>>3335468
Oh.

Sorry.

It just feels really bad to play.
>>
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>>3335462
Please don't remind me of those fucking Agony Elementals from DRLA

>Spits out two lost souls at once and the occasional meatball

JUST
>>
>>3335470
i thought it felt good to play...
>>
>>3335451
Would you mind putting the relevant decorate in a pastebin instead?

>spoiler
Funny how all grills I know of in the community are into coding in form or another
>>
>>3335464
It's slowly getting better. Has that ultra neat arachnotron replacement with tentacle legs i've seen WIP's of made it in yet?
>>
>>3335474
>Would you mind putting the relevant decorate in a pastebin instead?
um yeah sure thing

here you go http://pastebin.com/DdmJZv3V

i really really hope anyone here is capable of helping me out with this, thanks beforehand.
>>
>>3335486
Shieeet that's pretty spaghettical. I'll look into it but it might take a bit. Does it behave the same for all CVAR cominations?
>>
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>Have working ACS code
>Work on it for a bit
>Things start bugging out
>Try to figure out what happened
>Compare working code with non-working and copy/paste/undo to try and find the problem
>Hours later
>Source of bug still not found
>>
>>3335414
Yeah that would be more efficient. In my defense I just posted the first thing that popped into my head and would work. Probably shoulda spent a second.
>>
>>3335517
Are you positive it was working in the first place? Are you running into any acs limits like the 256 function limit?
>>
>>3335494
haha yeah I'll say, figuring out the different combinations that sort out the different effects in the base mod was a true nightmare, and coding out the rest (the 64 plasma rifle and BFG for instance) really forced me into a See Jane/See Jane Run/See Jane Run With An Umbrella cycle that seemed endless.

Seriously though, I truly admire gifty for what he's been capable of doing with all that mumbojumbo involved, but I wish there was an easier, more effective and positively less intricate workaround for the modifiers to work because it's ridiculously easy to get lost in translation if you've never seen decorate code ever before in your life and decide one day 'man, I'm gonna add the 64 weapons into smooth doom, how bad can it g- HOLY FUCK'
>>
>>3335526
I'm positive as I have a previous version that I'm going back and forth on.

Turns out SLADE has a bug where it doesn't actually compile your code unless you select something else then select your code file again.. what...
Well the script works now, bloody hell.
>>
>>3335538
You gotta hit "save changes" before compiling.
>>
>>3335535
I think the guy could have abused the special sprite names like "----" in some fashion to make all this more readable.

If zandronum/old zdoom compatibility isn't a requirement you can now use if( ) statements in Decorate which means you wouldn't have to use jumps at all. It's truly a blessing for all the Decorators out there.

>>3335523
>>3335414
Thanks dudes, you're the best. I'm gonna try it out in a couple of minutes.
>>
>>3335538
>>3335540
sometimes the save button doesn't go gray after saving
and sometimes it won't even save at all after that happens
which is why i keep a dummy file in my scripts folder
>>
>>3335408
muh freedooms
>>
>You will never bring democracy to Hell
>>
>>3335557
> implying Hell is not gonna be democratic when Bill comes down
>>
>>3335535
Okay so I figured one thing out: when it fires three shots like that it never enters fire3, it falls off from fire2 through the "goto fire+4".

Shouldn't the goto state for fire2 and fire3 be Ready? Right now, the only way you can leave the fire cycle is by falling off from Fire.
>>
>>3335571
Fuck, no Ready doesn't work because it needs to display that stupid lifting animation. Try adding more than +4 to the offset instead.
>>
Yes, goto fire+6 makes it all work. Excuse me while I go get myself like a gallon off coffee
>>
>>3335517
>>3335451 (me)
you and i are on the same boat. ;-;

>>3335546
the base smooth doom isn't compatible with zandronum iirc, so old zdoom is out of the question.

Huh, didn't know about the if() statements, what are they and how do they work?
>>
>>3335584
>Huh, didn't know about the if() statements, what are they and how do they work?
http://zdoom.org/wiki/Actor_states#Anonymous_functions
>>
>>3335571
>>3335575
>>3335581
>>3335590
goddamn it anon I could go on a date with you right about now ;w;
>>
Does anyone have any good resources for environment ideas while mapping? I remember seeing some posted now and then but forgot to bookmark them.
>>
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>>3335592
i'm really just into DOOM and DOODS

>>3335601
What kind of environment are you interested in?
>>
>>3335601
https://art.vniz. net/en/beksinski/
>>
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Piranesi's "prisons" series of etchings is pretty inspirational
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I mean they're pretty much Quake maps
>>
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>>3335601
Try this.
>>
>>3335635
>A bridge that goes to a window
>A FUCKING WINDOW
>>
>>3335637
It's art, philistine.
>>
>>3335637
It's most likely a lookout bridge for guards. And yeah, these pictures are pretty good inspiration for Quake maps.
>>
>>3335613
>spoiler
well i'd nevermind a 3W
>>
>>3335641
The most hipster dipshit to ever live.
>>
>>3335618
That's pretty good, thanks

>>3335613
At the moment more things suited for techbase settings would be great
>>
>>3335641
>activated almonds
every

fucking

time.
>>
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>>3335645
>http://scificorridorarchive.com/
How's that? I think I got the link from an anon here a while ago.


>>3335641
no
>>
>>3335641
um

were you replying for me just then? and why are you being so creepy?
>>
>>3335641
>Activated almonds

Every time

Though activated almonds and alkalised water sound like health or energy pickups in a future-themed FPS or something.
>>
do i get activated almonds by shooting a rocket at normal almonds?
do they then give double the health?
>>
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GZDoom handles 3d models pretty shittily with the lack of shading and all, but baking normal maps into them and applying brightmaps in the engine can produce moderately cool results
>>
>>3335641
>emu meatballs
did whoever make up this shit not realize how fucking stereotypical and ass-backwards retarded it sounded
>>
does the audio for most explosions in GZDoom keep being cut off for anyone else or is it just a problem on my end?
>>
Smooth stairs got an update, just to fix a few issues and be more buggy for the sake of trying to stop the "squash and stretch" side effect it does on lifts.
http://forum.zdoom.org/viewtopic.php?f=37&t=52694
>>
>>3335665
Don't forget the lack of interpolation, yay!
>>
>>3335648
Nice, that's the link I forgot to bookmark last time. Thanks again, anon.
>>
>>3335690
I will never be able to understand why one would even think about implementing 3d models without actor angle interpolation

it blows my mind whenever I think of it
>>
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>>3335556
Yeah dood, dancing
>>
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>>3335696
>>
>>3335696

Everytime I see that gif I keep hearing this in my head.

https://www.youtube.com/watch?v=qtH-L5CZFA0

>tfw no doom club in doom 4
>>
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>>3335696
>>3335704
>>
>>3335710
woah, didn't know ID moved to europe
>>
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>>3335556
>>3335696
>>3335704
>>3335713
.
>>
>>3335718
I found it funny that Ranger's voice clips were also Trent Reznor. Quake is basically just the story of Trent Reznor going to Lovecraft World and killing demons'n shit.
>>
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>>3335704
>>
>>3335696
What is that American in the middle?
I don't remember this monster appearing anywhere in Doom.
>>
>>3335718
rightman with spike hair is term

rightgirl is jenova
>>
>>3335739
He appears in Doom 2
>>
>>3335440
http://www.mediafire.com/download/kim6sgj682gi966/FreeDoom-modular.zip
this?
>>
>>3335757
Yeah, that's it.
>>
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>>3335720
this is a classic meme, you youngyins might not get it.
>>
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>>3335720
>Ranger's voice clips were also Trent Reznor
you what
>>
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>>3335720
HUUUUH...?
>>
>tfw texasfag in joisey
>fucking ocean city and shit
>arcade on the boardwalk
>no coin operated Doom
Can't even use a toaster up here, might be time for D-Touch. Probably will run like shit on my phone.
>>
>>3335791
Doom never had an actual arcade machine. That was just in movies.
>>
>>3335720
I demand a source to your claims
>>
>>3335795
Cmon anon.
>>
>>3335795
>he didn't play super turbo turkey puncher
>>
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http://forum.zdoom.org/viewtopic.php?f=19&t=52733
Neaat.
>>
>>3335838
>Unreal weapons in Doom

Neato. Speaking of weapon mods, I'm pretty excited for Doom 4 Doom. That's out in 2 days.
>>
>>3335838
what the hell is that face in the HUD
>>
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In Blender, you know how you can colour specular lights with a texture so that red stuff has a red shine, and blue a blue shine, etc? How would you go about doing that with shadows?

I know about defining shadow colour by light, but that won't cut it.
>>
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>Make list of maporder for mapset
>Realize that there is no way to order these in any sort of sensible order without making the difficulty-curve like a rollercoaster.

Castle, sinking marble sanctuary, library, powerplant on island and some weird blue techbase, frozen 9th circle of hell...

At least it should be varied enough for 10 maps.
>>
>Fucking Doom Retro of all sourceports can have the automap on a second monitor

This feature in ZDoom fucking WHEN
>>
>>3335874
>This feature in ZDoom fucking WHEN

[Useless]
>>
>>3335876
>>
>>3335874
That actually sounds kinda neat. It's not necessary but I imagine it wouldn't be too difficult to code into ZDoom?
>>
Recommend me some wads with good outdoors areas for inspo.
>>
>>3335885
Sunder and Sunlust. No wad does macrotecture indoors and out like those two.
>>
>>3335851
I know fuck-all about 3d, but what kind of blend mode does the shading use? Try setting it to Multiply if it's currently Normal
>>
>>3335885
CC2 Map24
Anything by Death-Destiny or Darkwave0000
>>
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>>3335884
>It's not necessary but I imagine it wouldn't be too difficult to code into ZDoom?
>>
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>>3335419
>>
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>>3335894
I figured it could work as some sort of extra feature, no? And I'm not a coder, but how hard could it really be for ZDoom to use a second monitor for that?
>>
>>3335890
I wish it was that simple. I can apply blending modes to the textures I apply to the material, like the diffuse (which is the base colour without highlights and shadows) and specular maps (which is an image that shows nothing but where specular highlights can shine), but not shadows.

Unless there's some nonsense I can do with rendering layers?

Thought about it in the shower after thinking the rendering on my real life hand was uncannily realistic, I might be able to use an emit texture so that the red cable glows red slightly. Otherwise render it without shadows, and render it as only shadows, and then maybe I can work something out in Photoshop.

This is hard.
>>
>>3335902
There was a suggestion for it but it got [NO]'d. There was also a code submission for drawing an automap anywhere on the hud way back but nothing came of it.

(g)zdoom devs have this thing where they like to add shiny new features, but not fixing old stuff or implementing more fundamental features. See: the HudMessage function, everything about the menudef lump, the previously mentioned 3d model issues..
>>
>>3335945
Like a new renderer that does nothing but lock people out of hardware mode?
>>
>>3335961
Wait, GZDoom forces people to use software now? What?
>>
>>3335964
Eh, swapped to newer version of OpenGL which is not supported by some older graphics cards.

Like mine.
>>
>>3335964
if your graphics card doesn't support open gl 3.0, and if it doesn't there's another branch with the old renderer.

at some point gzdoom will have both gl renderers and it'll use the one your graphics card supports.
>>
>>3335961
Well there is the 1.x branch, and graf is admittedly working on implementing a "fallback renderer" into the mainline branch that will work for graphics cards that don't support modern opengl

I'm extremely booty-bothered that the 2.x renderer disallows you from doing anything at all with the Alpha channel of a texture in a hardware shader. It's a shame, because it can be abused as a generic argument for anything, so in the 1.x renderer (like in zandronum) you can have hudmessages where the alpha argument becomes a rotation argument for example.
>>
>>3335970
Whats your GPU?
>>
>>3335635
this one reads more like a thief environment
>>
>>3335975
Geforce 4800 HD.
>>
>>3335436
Also known as one of the best single episode replacements for Doom 1
>>
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>>3335419
>>
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>>3335961
>>3335970
>>3335971
The 2.x devbuilds work on fucking anything now in hardware mode. My iGPU is so bad, it can't even run Quake ports that aren't Winquake or Zandronum in compatibility mode, but it can run GZDoom 2.x. It doesn't run exceptionally well, but it certainly beats an unresponsive black screen or an error before the game even launches.
>>
>>3335980
Oops, meant Radeon.

What kind of retard I am for mixing them up, jeez.
>>
>>3335980
>>3335995
Pretty old, aye.
>>
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Still had to fool with red in Photoshop but it's a lot easier to manage now.
>>
>>3336013
What if you first rendered the model with global non-directional light, then rendered it again with shadows on a completely white material? Could maybe allow you to apply the white/shaded render on top of the other with with and blend mode you wish in PS
>>
>>3336017
with any blend mode*
>>
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>>3336017
I'll try it.
>>
>>3336017
Well, I haven't figured out how to get it to render the specular highlights as well as the diffusion light, but what I was able to get out didn't look great and it was more trouble than it was worth.

Making the cable glow red with an emit texture didn't require much editing in Photoshop.
>>
Remember the days when Scythe 2 ended at map27?
>>
>>3336094
i only remember the days when scythe was overrated
>>
>>3336094
Remember the days when Scythe 10 ended at map10?

;_;
>>
>>3335694
For static set pieces? That's about the only reason I can think of.
>>
>>3335635
>>3335976
there was that series of mods that were based on this guy
>>
>>3336103
I actually agree
>>
Is there an existing mod that uses a stamina system?
>>
>>3336318
But they bothered to implement interpolation between frames of animation. So why not angle, which is way more important? It's just so strange, and I can't imagine it'd even be hard to fix.
>>3336385
That sounds very interesting. Would you happen to know what it's called?
>>3336419
Project MSX does.
>>
>>3336441

this one: https://www.quaddicted.com/webarchive/kell.quaddicted.com/convoked.html and the sequel https://www.quaddicted.com/webarchive/kell.quaddicted.com/chapters/chapters.html (if you use quake injector, make sure you start on the start map)
>>
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>>3336468
shieet, that looks amazing. Thank you anon.
>>
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Is there any way to play Wolfenstein with modern controls, like every other retro-fps? I can still play it with the original controls, but it feels kinda annoying now.
>>
>>3336503
ECWolf
>>
>>3336503

ECWolf has dedicated "strafe left" and "strafe right" functions you can bind to keys, and an option to disable Y-axis movement with the mouse. You can do all this in DOSBox too with the keyboard mapper and the novert driver, but then you can't turn while strafing.
>>
lol I hope he chokes again. why's he going back for round 2? just to prove he can do it? lame af nobody cares
>>
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>>3336504
>>3336506
Thanks guys
>>
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>>3336509
>>
Is the link to the iwads broken for anyone else?
>>
>>3336542
Use my Mega

https://mega.nz/#F!qh5VVSQQ!jNlo8xN9RnLfQSDBEWItbA

There's rar with the IWADs or you can grab the GOG installers.
>>
>>3336509
I don't pay much attention to speedrunning in doom but is this guy a dick or something
>>
>>3336569
>speedrunning a retro game twice is being a dick
are you fucking stupid?
>>
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Yholl plz where is guns
>>
>>3336601
i think he was asking why the guy who posted >>3336509 was mocking whoever's doing Plutonia
>>
my god some of these maps in Dump 1 are rough as hell

the one made by some fuckin weeb named Toasty, map 09, has so many collision issues that it was nearly impossible to finish. i had to constantly switch compatibility settings to make it through certain doorways.
>>
>>3336509
I don't really understand the point of playing doom with classical controls when they're outright obsolete
>>
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>>3335809
>>3335783
>>3335771
https://twitter.com/romero/status/571185625879048194
>>
>>3336612
ah. in that case,
>>3336569 I apologize.
>>3336509 get fukt
>>
>>3336630
I think I might be about to have a stroke or something because I swear I saw a close up of an obese man raising his flannel shirt and spreading his legs, and his crotch had a smartphone UI on it because he was carrying smartunderwear in that thumbnail
>>
>>3336630
why the fuck is romero traveling and shit right now when he should be working on blackroom

did he learn nothing
>>
>>3336629

Some people are under the impression that DOOM didn't support WASD/the mouse/both.
>>
>>3336629
I don't understand either. Some people refuse to turn with the mouse even though it was possible in the original release.
>>
>>3336664
he's already making you his bitch
>>
>>3336664
I actually am not feeling the hype for blackroom at all

in fact, I really don't give a shit about it
>>
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>>3336630
>>
>>3336696
it's the only upcoming game that could even potentially have the kind of level design I like. Every other "retro style" game is some procedurally generated roguelite bullshit

and also I don't want romero to fail
>>
>>3336712
guess I can see where you're coming from in regards to level design and shit but

man

I won't be sold until I see at least some damn gameplay

but from what little we've seen of the artstyle and overall art direction it isn't particularly winning me over either
>>
>>3336738
yeah I'm not really hyped in any way and I'm not a fan of the VR theme either, but I would really like to see the game succeed.

but really, the only way I'm gonna get the game I really want to play is if I make it myself.
q1-esque fps with magic instead of guns and a melee system that doesn't suck
>>
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>it's a "I put ten revenants and an archvile in this closet and the best weapon i gave you was the shotgun" episode
>>
>>3336628
zdoom maps using zdoom settings

woooooooooooow
>>
>>3336776
what maps are you playing where this happens and the solution isn't "run away to grab a better gun"?
>>
>>3336776
Git gudder
>>
>>3336628
>i had to constantly switch compatibility settings

Why are you using compatibility settings for an explicitly ZDoom map pack?
>>
>>3336805
I had it on "default," but there were certain doors I couldn't walk through. Switching compatibility settings seemed to fix it.

Either way it's the mapper's fault.
>>
>>3336809
Mind showing which doorway/s?
>>
>>3336809
>but there were certain doors I couldn't walk through
Mine is on default and I could walk through all doors fine.

Sounds like it's your fault.
>>
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>>3336776
We can easily name bad encounter set ups all day long, but what do you anons think are some fun and well-made encounters? Whether it's specific enemy combinations or the design of the room you're in or the weapons you're supplied with, I'm curious to hear what you all think makes a good encounter.
That way I can learn and improve my shabby map making skills.
>>
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>>3336815
This door (Dump 1, map 09) on default compatibility settings in GZDoom was impossible to walk through. I had to switch to Doom compat in order to walk through it.

On Default, the central tower also was impossible to walk under once the imps on the second story activated.
>>
>>3336843
>once the imps on the second story activated
Why in the world do you have actors infinitely tall enabled on ZDoom maps?
>>
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http://i.4cdn.org/wsg/1467671235322.webm

The testmap arena grows busier every day
>>
>>3336852
Like I said, I didn't. I had my settings on default.

The map was largely shittily made anyway, I wouldn't be surprised if it was somehow the mapper's fault. It was based on finicky "platforming" and it ended with baby's first "epic final encounter" (100 imps, two knights, two barons, a bunch of zombiemen)

a lot of maps in Dump 1 feel like baby's first map, honestly. one of the maps close to this one had several encounters that screamed "hey guys aren't revenants hilarious? le agitation skeleton xd"
>>
>>3336864
>a lot of maps in Dump 1 feel like baby's first map
that's the point
>>
>>3336843
>>3336843
>This door (Dump 1, map 09) on default compatibility settings in GZDoom was impossible to walk through.
>>
>>3336864
Where you expecting professionally made maps from something called the 'Doom Upstart Mapping Project'?
>>
>>3336864
>a lot of maps in Dump 1 feel like baby's first map, honestly.
a mappack full of newbie mappers feels like baby's first maps?

woooooooooooooooow
>>
>>3336864
>a lot of maps in Dump 1 feel like baby's first map, honestly.
BY GEORGE I THINK HE'S ON TO SOMETHING
>>
>>3336829
I like it when a level breaks standard weapon progression. Like it gives you a rl at the start instead of a shotgun.
with enemy combos anything goes but some of my favorites are imp swarms or mastermind+ any weak monster and you need to make them infight
>>
>>3336843

I just opened that map to check and I can go through it perfectly fine.
You did something wrong.
>>
>>3336864

Don't hold DUMP to lofty standards, its low cost of admission is the appeal to the people who contribute to it. People join DUMP because it gives them a convenient excuse to learn mapping for a game they enjoy, then stay in the community and improve. By allowing everyone to give communal critique, everyone becomes a better mapper.
>>
my biggest problem with dump is that it's zdoom maps. zdoom features + newbie mapping skills make for some awkward unfun maps. if you make vanilla or boom maps it will at worst feel like old 90s levels.
>>
>>3336829
Hey I like the last picture!

Suggestions:

>Skeletons and archviles with rockets. It gives you enough DPS to fight back, versus giving shotguns that just don't.
>Individual skeletons or < 5 of them are fine pre RL.
>Large groups of hitscanners with the SSG/chaingun. Also supply cover if the player doesn't blow them all away at once.
>Zombies and imps with the shotgun/chaingun/buhzerk. You obviously can't melee shotgunners.
>I suggest using chaingunners with care. Only deploy one until the player has a chaingun/SSG themselves. Then go nuts.
>Demons/spectres: Avoid large groups of them until the player has the SSG/RL/Zerk. They take a long time to kill with weaker weapons.
>Goats: Try not to use barons as walls with HP. It slows the game down unless you're handing out rockets like candy. I treat hell knights as beefier imps.
>Mancubi/arachnotrons: Snipers. Arachnotrons work better at long range. Mancubi force directional changes up close. Not a bad choice for chasing the player off.
>Imp hordes: Cannon fodder. Field sparingly when the player only has a pistol. Go nuts afterwards.
>Hitscanner note: Be mindful how much ammo you're doling out from hitscanner corpses. It can pile up.

>>3336864
I'm playing DUMP 3 now. I know that feel bro. The really sad maps are the ones I play, recognize them as being the work of /vr/others from when we were all mapping, and end up shitting on them because of design issues. That hurts.

>>3336870
Jimmy delivered a professional one. He has a megawad to his name. No surprise there.
>>
>>3336885
>my biggest problem with dump is that it's zdoom maps.
I was wondering how long it'd be until we get this complaint.
>>
>>3336885
>if you make vanilla or boom maps it will at worst feel like old 90s levels.

You are either very, very innocent or very, very ignorant.
>>
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>>3336864
>a lot of maps in Dump 1 feel like baby's first map, honestly.
>>
>>3336854
>A lisa .wad
no pls, I don't want to experience the Wally again.
>>
>>3336892
what can I say, I'd rather have shit vanilla maps than shit maps where I have to jump and crouch awkwardly and there's weird stuff everywhere.
>>
>>3336864
>>3336843
>>3336809
just checked, could walk through it no problem
also you're a dumbass

>>3336883
not to support him, but i don't think it shouldn't be held to higher standards just because they're new.
the point of the projects is to get criticism, learn what doesn't work, learn what works, and get better at it, which is why i'm happy for the (few) people doing map reviews (which there needs to be more of)
>>
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>>3336871
>>3336870
>>3336868
I didn't really put that together, I just saw people in this thread talking about it positively and downloaded it without reading too much about it.

I mean, I still think it's fucking awful, knowing that doesn't really change my opinion. Most of these maps feel like they were made like 15 year olds intending for them to be played on Brutal Doom. If that's the case then it definitely shows.
>>
>>3336908

Define "weird stuff". You can have misaligned textures with clashing themes and decoration spam in vanilla doom maps too, you know.

As someone who started with ZDoom myself, I saw ZDoom as a bunch of QOL improvements. Scripting makes mapping so much more tolerable. 3D Floors/Portals allow more versatility in map design, which I can't imagine doing without.
>>
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>>3336874
>Map starts you with a rocket launcher
>Lost Souls and Pain Elementals everywhere
Though I do enjoy that. I've done that with one of my more open maps before, and another had a plasma rifle in a secret room near the beginning. It's fun to mix up what weapons you have to work with.
>>3336886
Thanks for all the suggestions!
>I treat hell knights as beefier imps.
Yeah, I personally really like hell knights. They're beefier imps/weaker barons, but they have the just-right amount of health and damage for a mid-tier enemy. I like to use two knights in place of a baron, say if it's the different between medium and hard enemy placements. Another set up that I like to think of as a "mini-boss" is a baron with two knights.
I don't often use arachnotrons due to their large hitboxes and how much space they require to operate. They're good as turrets in a large area or as roaming enemies in an open space, but otherwise they're a bit tricky to use properly. Mancubi on the other hand have been pretty easy to work with, I think of them as an upper-mid-tier enemy and they're generally pretty fun to work with either on their own or in small groups.
Another idea I'm toying around with is ammo scarcity and avoiding using the sargents and chaingunners, so that the player either a) gets the shotgun/chaingun later than expected or b) doesn't have as much ammo to work with. I could use regular zombies, imps, cacos, demons, and knights while placing specific amounts of ammo around for the player to work with, kind of a "make every shot count" deal. With item placement between easy/normal/hard, I tend to give more ammo on hard, less HP pickups, and more rewarding secrets, whereas on easy I give more HP pickups and secrets aren't as rewarding.
>>
>>3336913
>Most of these maps feel like they were made like 15 year olds intending for them to be played on Brutal Doom.

That's a very, very strange and very, very specific impression to get.
But hey, if that's honestly the impression you get from it, you should play DUMP 2.

You'll really love it. :^)
>>
>>3336913

Don't be rude, anon. No one makes an amazing first map, but DUMP enables people to learn so their future maps will be better as a result.
>>
Do we even know if Doomguy is American?
>>
>>3336929
https://clyp.it/emznqjma

he's french
>>
>>3336929
My headcanon is he's French.
>>
>>3336929
https://clyp.it/emznqjma
>>
>>3336929

French as of Quake III.
>>
>>3336929
If he really is a descendant of B.J., he yes.

Otherwise he's supposed to be YOU. Are you a frog anon? Then so is Doomguy.
>>
>>3336936
>>3336934
>>3336932
>>3336931

Hivemind.

Also I'm pretty sure it's not canon.
But it sounds fucking rad.
>>
>>3336928
Not him, but that's kind of related to my approach when I criticize DUMP maps. A level is what it is. I just focus on making suggestions to improve what's already there. If it's not playable, I try to figure out why and explain how to fix it. I know doom builder well enough now to do that.
>>
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>>3336854
aww shit, nigga

what are your plans for this? are you just adding the enemies along with some music/textures, or are you trying something more ambitious?
>>
>>3336957

Ideally I want to make a TC recreation of LISA (with many liberties taken for gameplay purposes), but I'm not settled yet. I'll figure it out when I'm done importing assets and creating enemy/attack templates.
>>
>D4Doom enters beta testing
>SHITOSHITOSHITOSH
>+1 year old registered users only
R[E(10)]

how come that johnnythewolf faggot is allowed to test the mod, didn't he have a massive hateboner for anything doom 4 related or some retarded shit
>>
>>3336921
maybe it's because I've yet to see many good zdoom maps. They're so few and far between.
Now that I think about it that could be because most good mappers make maps exclusively for vanilla or boom.
>>
>>3336957
>trent reznor and his bitch.png
>>
>>3336978
i would argue that's more a case of the ratio, yeah

you can count hundreds upon hundreds of incredible vanilla or boom mapsets, but even if i'd wanted to include shitty zdoom mapsets i'd barely be able to name a dozen

boom/vanilla mapping has especially had a massive surge lately, with all of the gigantic community projects and all of the big name mappers starting to band together for projects

if nothing else, for me dump is a fairly passable and enjoyable set of zdoom levels to run through with gameplay mods
>>
>>3336829
One of the few encounters in Hellbound that I absolutely loved was in level 28, after getting a key you get locked inside a big room with tons of huge columns, and a cyber + imp horde is teleported inside. Columns make it hard to strafe the cyber's rockets safely, and the imps are good as fodder and to keep the player in check.

Also in level 16, after getting a key inside a building you get swarmed with cacos from outside. The building has several windows and a couple of exits, so you get plenty of options to survive the onslaught.
>>
>>3337000
My dream project is a boom compatible megawad. Why? Nobody replays ZDoom mods. Speedrunners are locked out of ZDoom wads because demos break with updates. I love the feature set, but ZDoom wads just tend to get forgotten compared to their boom and vanilla cousins.

>>3337003
I remember the map16 fight. I jumped out the window, I think legitimately. Z86 left some stairs to help you get out if I recall correctly.
>>
>>3337005
>Nobody replays ZDoom mods.

I do.
>>
>>3337005
I replay my favorite ZDoom mapsets quite frequently. Demos being locked out I think is kind of a silly reason to not pursue doing a mapset.
>>
>>3337005
I want to make a Boom megawad and then put a bunch of Decorate actors into it, because I like the basics of Boom, but I also like Decorate.
>>
>>3337015
It is certainly A reason, and definitely a very good reason considering how big the Doom speedrunning community is, but I agree in that it shouldn't be THE reason to not map.

You should map for Zdoom because you want to map for Zdoom, not because of how you expect a community to react to it.
>>
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Hey, I'm working on a mapset (or maybe a megawad) featuring Phobos as the protagonist. I'd like to introduce a completely new set of weapons that resemble Q3's arsenal. Any idea where I can get frontal sprite of those?
>>
>>3337034

Is there a mod that centers Quake III's weapons?
Then you may be able to just take individual screenshots of those.

>>3337000

Trips of truth checked.
>>
>>3337042
Seems possible, thanks.
>>
>>3336929

If the intermission text and a map from doom 2 are to go by, he's from TX
>>
>>3337042
>Is there a mod that centers Quake III's weapons?
You can do that with just some CVAR tweaking. Bless ya, carmack
>>
>>3337089
you can do that in quake 3?
>>
how many secrets is too many secrets?
>>
>>3336928
>No one makes an amazing first map
pol.wad guy did, but he's proceeded since then to never release a single map in three years so fuck him
>>
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>>3337102
I remember doing it in early quake live at least. I think I had the key for each weapon also bound to execute a command that set the view model offsets to a value appropriate for that weapon.

..oh hey, found an old screenshot of it
>>
why isn't mock2 in the doom infographic?
>>
>>3336929
http://www.imdb.com/title/tt0286598/?ref_=fn_al_tt_3

He's from Montreal.
>>
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>>3337030
Yeah. Making mapset myself, although probably not putting decorate actors. Boom's fun to work with, working around limitations and whatnot...
>>
>>3337162

Intermission music isn't as perfect as the rest of the wad.
>>
>>3337174
>The sound of a Former Human and/or Imp dying is that of a Bactrian camel's mating call.

>watch this video at 3:15

https://youtu.be/8gh29dV-glI?t=3m15s

You learn something every day.
>>
>>3336829
I love making a "pet" Cyberdemon that kills everything for me.

I also like combinations of cacodemons and hitscanners for some reason. I guess the versatility of switching priorities between vertical enemies to the hitscan is fun. I also like when arch-viles are placed in a way to force me to play agressively to rush him.

Rocket-launching hordes of revenants is the most satisfying thing in the game, next to beserking imps.

I personally believe there should be no barons of hells until you give the player a rocket launcher or palsma.

I think barons and hell-knights are best used for area denial, they can be very threatining in claustrophobic spaces/ambushes. Hell Knights in tandem with imps is interesting, you have all of these projectile monsters that can deny an area and threaten the player with "human-wave" style strategy, and the player has to actively judge whether to commit 3 SSG to the HK or to blast through a couple imps instead.

Also using teleport linedefs to teleport monsters that have just seen you, whether you give the illusion they are leaping places, or a style of ambush where they see you through a fake wall and teleport in that way.

But if all else fails, when you make a monster closet, try to make it abstract so it actually does something interseting to the level to change the geometry of whatever the arena is, as opposed to just being a literal closet. Transform a linear singleplayer level into a cohesive deathmatch level with enough triggers.
>>
>>3337214
H-Doom Batrican Edition when?
>>
>>3337214
what the fuck
>>
I want to add an optional bonus fight that has nothing to do with the level, but I don't know where to put it other than something you have to go back to after you reach the exit. But when it's after the level is already beaten, what reward can I give for beating the optional fight?
>>
>>3337242
a secret exit
>>
>>3337249
it's a single map
>>
>>3337205
this is bait, right?
>>
Friendly reminder that entering sage in the options field allows you to post without keeping the same topic at the top of the forum.
>>
>>3337214
I feel empty somehow, knowing the origin of the dead imp/solider sound.
>>
i plug in my second monitor and now there's a loud 20khz ish EEEEEEEEEEEEEEEEEEee in my fuking ear

did i always have this headache
>>
>>3337205
do do do do do do do do do do do do do you really think so?
>>
>>3337214
something pretty interesting I found while mumbling around the original doom sounds in audacity was that if you take doomguy's death sound and slow it down to like x1.0 you get the zombiemen death sound effect.
>>
>>3337269

Okay. Thanks for reminding us of a basic feature of 4chan that we don't plan on using.
>>
>>3335408
DOOM > DOOM II
>>
>>3337269
No anon, sage goes in all fields
>>
>>3337128
You can never have too many secrets, anon.
>>
>>3337351
I wish there was a "Doom with Doom 2's monsters and SSG" mod.
>>
>>3336509
what's your issue with dime exactly? He's a pretty cool dude if you're not a fag. How did he choke? I don't remember anything particularly disastrous during his plutonia run.
>>
>>3337373
you could give the PSX Doom TC a go.
>>
>>3337374
>He's a pretty cool dude if you're not a fag
therein lies the issue

he was probably a colossal faggot who got banned for shitposting in the comments section or something and now goes on a crusade against dime seeking to ease his asshurt
>>
>>3337373

SSG would break it, it's not designed for it.
>>
>>3337383
He specifically said "Doom with Doom 2's monsters and SSG", not just the SSG.
Seconding this idea btw
>>
>>3337383
Not if you make the encounters harder to make up for it.
>>
Would Doom 2 be better off without heavies? Fuck them and their sniper chaingun.
>>
>>3337408
it wouldn't, it's a good strong hitscanner.
>>
>>3337408
they don't stand that much of a problem to me, that said I perfectly understand people's reasons to not like them and I get why people would find them annoying.
>>
Something I'm finding out after loading Doom sprites as backgrounds in Blender is that the approximate FOV they were drawn at is like 40-50.

Sharing in case anyone else is having a go at rendering sprites.
>>
>>3337436
At least the pistol.

The pistol is the only one I've tried to FOV match.
>>
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>edit sprites in photoshop to import into SLADE
>accidentally ctrl+t
>'SLADE.exe has crashed'
kill yourself
>>
>>3337478
>load slade again
>everything is gone because lolimacunt
>press ctrl+t again out of sheer curiosity before even attempting to do anything again
>does nothing
it's like I went back to the times were I wished a computer program had a face I could fucking ravage.
>>
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>>3335468
me too
Thread replies: 255
Thread images: 154

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