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

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

Thread replies: 255
Thread images: 136
File: caco_lego.jpg (98 KB, 1024x768) Image search: [Google]
caco_lego.jpg
98 KB, 1024x768
DOOM THREAD / RETRO FPS THREAD - Last thread >>3078439

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

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)
https://www.doomworld.com/vb/wads-mods/53924-

[03-21] TNOTMWOFOLBTIDIDWTSOCSNTITNOTM final, on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/map_name

[03-20] Gun Godz v0.6 (port to GZDoom)
>>3079568
http://www.mediafire.com/download/73dp39bl26euuek/GunGodz_0.6.pk3

[03-20] Doom2 Nightmare speedrun in 23:06, by Zero-Master
https://youtu.be/GPhVDe0Vj-s

[03-20] DUMP 2 Test Build (60+ maps)
>>3078794
https://www.dropbox.com/s/tt5ey6ngh4ai3wh/DUMP-2-test0.pk3

[03-20] Defecation Foundation updated
>>3078627
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad

[03-20] The UAC Fucked Up Yet Again updated
>>3078225
http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad

[03-20] Anon mod release: TennisGun.pk3
>>3077575 >>3077598
https://www.dropbox.com/s/gqwe24q1skoe6da/tennisgun.pk3

[03-20] Refinery 03 (/vr/E1 submission) updated
>>3077303
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[03-19] Anon map release (unknown title)
>>3074824 >>3076313
http://temp-host.com/download.php?file=kd73sp

[03-17] DUMP 2 closes; final submissions
http://forum.zdoom.org/viewtopic.php?p=893335#p893335
- Filth.wad >>3070390 >>3070967
https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view
- I SURE FUCKING LOVE TECHBASES >>3070328
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
- For All Kings >>3069449
https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs
- DOA >>3068649
https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad

[03-16] Anon Map Releases
- TrainV3 >>3069853
https://www.dropbox.com/s/kt5xmyomic1tkai/TrainV3.wad
- ARCH17 (for Quake) >>3067654
https://www.dropbox.com/s/ot42kt54st0re3n/arch17.bsp
- Sentient Penis Driving Car v0.9 >>3065528
http://temp-host.com/download.php?file=wd73ej

===

To submit news, please reply to this post.
>>
File: Lorelei is cute. CUTE!.png (35 KB, 320x320) Image search: [Google]
Lorelei is cute. CUTE!.png
35 KB, 320x320
First for ROTT
>>
>>3083767
>FLYING BRICKS
>clear bricks holding up the caco

Nth for calling out false advertisement bullshit.
>>
File: Screenshot_Doom_20160323_011152.png (1 MB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160323_011152.png
1 MB, 1920x1080
>>3083776
You've smooth doom loaded there right? It breaks the BTSX palette.
>>
File: bash layout.png (555 KB, 1920x1080) Image search: [Google]
bash layout.png
555 KB, 1920x1080
Bash layout, suggest connecting bits for two unconnected bits, or ignore.
>>
>>3083789
doin some experimenting mainly, been trying to convert the sprites to BTSX's pal and just now i've reverted em back to vanilla because i got bored and took the screenshot
>>
File: for you blue.png (134 KB, 275x364) Image search: [Google]
for you blue.png
134 KB, 275x364
>>3083804
does it look any different??
>>
File: jump.webm (3 MB, 640x360) Image search: [Google]
jump.webm
3 MB, 640x360
Why do so many Doom ports have weird gamma?
What is the true gamma of the original DOS game?
>>
>>3083812
the blue glow seems lighter, paler, less saturated?
>>
File: Screenshot_Doom_20160322_192932.png (123 KB, 275x378) Image search: [Google]
Screenshot_Doom_20160322_192932.png
123 KB, 275x378
>>3083812
huh yeah im keeping it

looks prettier imho
>>
>>3083795
>bash layout
a bunch of twisty corridors, narrow staircases, and lava-filled tunnels does not fill me with anticipation of a great map.
the most western room and the lower center room could contain interesting fights, but they're distant and separate, connected only by windy corridors.
>suggest connecting bits for two unconnected bits
sure, why not. who'll notice two more twisty tunnels in a map made of twisty tunnels?
>>
>>3083852
For what it's worth, there's a teleport in the centle of the lower center room connecting it with the lavaroom under the star (oy vey)
>>
>>3083837
but now it doesn't feel as much like UNLIMITED POWER
>>
>decide to play through the original maps because why the fuck not
>Finish the first three episodes
>time for Doom II
>get to the pit
fucking why
this map is bullshit of the highest order and simply plain not fun to navigate. Should I just skip to Final Doom?
>>
>>3083875
welcome to the pit, where everybody stops

how may i help you
>>
>>3083893
D_IN_CIT is the best track though
>>
>>3083875
if you don't like it skip it. noclip through the yellow door and into the exit.
>>
File: DO NOT.jpg (30 KB, 576x205) Image search: [Google]
DO NOT.jpg
30 KB, 576x205
OH BOY
>>
>>3083929
?
>>
File: 1385959799764.png (186 KB, 500x500) Image search: [Google]
1385959799764.png
186 KB, 500x500
>Lighting Gun
yes YES YESS
>>
Is there a cap on how many characters the file name of texture graphics can be? As in, if there is more, then there would be some kind of problem? I'm just skimming through the various sprites in Doom II and the longest file names I'm seeing are only 8 characters.
>>
>>3084050

Eight characters is the limit.
Any more, and it won't load.
>>
>>3084057
That's what I thought, thanks.
>>
>>3084050
Sprites are usually 4 letters, followed by a frame letter and a number.
like:
ASDFA1
sometimes they have 2 rotations in one image (if one is mirrored) like so:
ASDFA2A8

There is an 8 character limit in doom wad files iirc
>>
>>3084057
>>3084062
I believe the eight character limit might have been because of Doom being designed for DOS, which itself had an eight character limit on files.
>>
File: PHAGB2B8.png (13 KB, 73x81) Image search: [Google]
PHAGB2B8.png
13 KB, 73x81
https://www.dropbox.com/s/g66kfiksjm8p956/HACX2Mutants.wad?dl=0

Would someone be so kind as to tell me why this retarded mutant isn't dealing any melee damage? (Summon Fatso, btw)
>>
>>3084093
Yup, the 8.3 spec. (8 characters + 3 character file extension).

Despite the fact that Doom was developed on NeXT systems, which had a filename limit of 255 characters, they still had to conform to DOS filenames in development, because they still had to compile on DOS with Watcom C.
No cross-compilers for building x86 DOS programs on the M68k-based NeXT existed at the time.
id did have the machines networked together, though.
>>
I can't get Slade 3 to convert my custom textures to flats properly.
>right click
>graphic
>convert to...
>Doom Flat (paletted)
Then after that in the list it's type is "unknown" and it won't display in the view window. What am I doing wrong?
>>
How's the Gun godz port? Should I wait til it's done?
>>
>>3084162
Are your textures PNGs? I'm pretty sure you can just import any PNG and use it as a flat or a texture.
>>
>>3084107
You didn't set a "meleedamage" property on the monster, you used "damage", which is for projectiles/lost souls. Also, you should probably be using A_CustomMeleeAttack instead.
>>
>>3084162
Are your flats 64x64?
If not, that might be the problem.

I want to say that any power-of-two size graphic will work, (e.g. 32x32, 128x128, etc.), but I'm not sure. 64x64 will definitely work though. Thats what Doom's flats are.
>>
File: joy2.png (197 KB, 321x374) Image search: [Google]
joy2.png
197 KB, 321x374
>>3084203
>>3084231
I figured it out, I wasn't using the "F" markers properly. Thanks though. I finally got them all to load right. I think I'm starting to get the hang of these custom textures now, there's only two more things I'd like to learn about them. But I'm stopping tonight; I want to potentially finish this map tomorrow. Thanks to those who helped!
>>
Does doom record the screensize setting in demos? That is, could you record one with without the status bar, and have it hidden when someone else plays the demo?
>>
>>3084216
What's the difference with A_CustomMeleeAttack?

And I got it working, thanks.
>>
>>3083952
It's a head patting simulator
>>
>you forgot to solve the captcha

there is no fucking captcha; fix your shit, FBI

>>3084262

the only thing the demos record is the player movement and monster behavior from that map. the demo recorder as well as the end user can modify anything in regards of the HUD settings as much as they want

>>3083815

0.0 is the absolute true gamma setting. anything above that will just distort the colors and gradients.
>>
>>3084262
>Does doom record the screensize setting in demos?
No. Demo recordings have no influence on the screen settings.
>>
File: NUKETEST6.webm (2 MB, 320x240) Image search: [Google]
NUKETEST6.webm
2 MB, 320x240
>>3084380
>>3084384
>demos
thx. kinda what i figured.
>>
Are there any good crossbow sprites out there? Would prefer something modern WITHOUT a scope.
>>
>>3084478
look at heretic?

look at the realm667 repository, under weapons in hexen/heretic style
>>
>>3084487
That's what I ended up doing. I'm just going to screw with it until it works.
>>
>using clip brushes to stop players from getting pickups

NOT COOL.
>>
>>3084529
>turns out you're actually not supposed to jump down there and managing to do so sequence breaks and leads to you going through half the level in reverse before skipping another whole chunk of it

Welp
>>
File: tactical clang action.png (301 KB, 1280x800) Image search: [Google]
tactical clang action.png
301 KB, 1280x800
Crossposting from /ss13g/ - I'm gonna make Robotics great again. I don't have any mech HUDs yet and I'm too proud to rip the ones from AoW2/CDM/Aliens TC, so those will have to wait. Temporary colored overlays, though.
>>
>>3084553
How are you going to make walls constructable/deconstructable? Massive set of ACS scripts where the entire world map is made up of 64x64 unit maps that raise and change texture if a player throws in a wall?
>>
>>3084557

That was planned and tested until I realized that the extreme amount of visplanes fucks up the renderer something fierce. I'm toying with a couple other solutions such as voxel actor walls (destroys the GL renderer), and the current solution, pre-determined outer breach areas for the time being. Each room on the station will ideally have at least one or two deconstructable/reconstructable walls. It won't allow for full Engineer gameplay, but is a close enough approximation for now.
>>
>>3084559
Then I think this is the wrong engine for you.

Try Unity, or Unreal Engine.
>>
>>3084506
>>3084487
Speaking of which, here's what I got so far. Trying to do an "aim down the sights" alt fire, but I'm having a little trouble. When I hit Altfire, it zooms in, but only zooms out again if I hold it down. Also, the sprite doesn't seem to show up.

https://www.dropbox.com/s/3fnq7ir6njmu8f8/XBOWzoom.wad?dl=0
>>
>>3084551
That's still shitty, they should put bars or something in front of it so you don't have to seppuku trying to get it.
>>
>>3084559
I saw a mod that had that, it was like a Survival/Minecraft thing. The code would probably work for you if you can track it down.
>>
>>3084565

>Doom
>wrong engine for anything

That would defeat the purpose, anon.
>>
>>3084571

I've checked out Survivalism and I'm pretty sure it uses 64H/32R actors with cube .md2s, which is something I was going to test later on - it seems to be the best option, but for now I'm more focused on getting game systems working rather than Engineering autism. It'll come.
>>
>>3084574
I wish you luck. I love SS13 (in theory), but can't play for long because of the horrid interface and lag.
>>
>>3084570
It turns out it's actually possible to reach it without noclip, it just takes a bunch of tries- and it seems like you SHOULD be able to get down there due to the lift button, but that's actually for going back up once you have it and you end up going through a 'secret' tunnel backwards and triggering the secret counter at the end instead of the start.

Scourge of Armagon was looking very well put together, too, but by this point it's become just dozens of bullet sponge enemies popping into existence every time you grab anything from a red armor to a RL to a single shotgun shell pickup because making the player run around with no ammo and taking all his armor every time he finds some is really fun, right?

Sheesh.
>>
>>3084579
Also this shit. Every fucking door has something behind it, usually something strong enough to instagib you if you don't quick dive for cover (after dying to it at least once or running away from every door like a retard- something not always possible before it opens due to the different door speeds) or have lots of armor. Fucking why. Rewarding the player's progress by blowing them up every time they open a key door isn't fucking fun!
>>
>>3084603
>avoid picking up red armor in an earlier secret the entire map so I can save it for the next map
>go into final room with full armor and full health, grab megahealth
>three Shamblers, two Ogres AND an environmental hazard zapping you with Shambler lightning (with a button to disable it behind the shamblers, and by disable I mean 'explode and kill you with falling damage')
>>
>>3084619
>cheese fight by abusing doorway and my last cells and nails
>hit button (which as it turns out, you don't even have to do, despite the end of level text saying you did and that being the entire point of the episode)
>triggers earthquake that disorients the player and takes away their control
>more Shamblers in the exit
>"fall" to my death

This is why people savescum.
>>
File: XBOWH0.png (52 KB, 495x128) Image search: [Google]
XBOWH0.png
52 KB, 495x128
>>3084567
Almost got it. The secondary fire still jumps back and forth if you hold down the AltFire button, but it works a little better. And you can recover your bolts now.

https://www.dropbox.com/s/3fnq7ir6njmu8f8/XBOWzoom.wad?dl=0
>>
>>3084628
>rocketlauncher vs. shambler

There's your problem
>>
>>3083773
Man I want to kiss Lorelei Ni
>>
>>3084579
Whatmap?
>>
>>3084619
>>3084628
nigger, don't use rockets on shamblers, ever, ever unless you're quad up and got nothing else to back up to

make a shit run for the switch and unload bolts on the shambler behind the grates

use the rockets for the ogres if they're fucking you over, that's how I did it
>>
File: 1458118844742.png (310 KB, 798x875) Image search: [Google]
1458118844742.png
310 KB, 798x875
I need the .pk effect that lets decals (bulletholes) glow like here
https://www.youtube.com/watch?v=WvtdWphBFGI
>>
>>3084640
Good thing I had no other ammo left because of the asshole amount of Death Knights and Fiends that show up in the level to suck up all your shells, then, and if I used the RLs on the first Shamblers instead of the nails there weren't even enough to kill them (I reloaded and tried for shits and giggs).

Fuck, I would have just rocketjumped around them except oops, earthquake mode means you're randomly thrown about and constantly taking damage so no rocketjumping for you.

Eventually just ran by everything including the power switch you don't even need to hit (like >>3084646 suggested afterward minus the part about paying attention to the shamblers), made it to the next episode, and discovered the name of the game for that level is "spawning in multiple Vores around every corner and then more enemies down below if you dare to jump off."

I want to slap whoever made this. Did a different guy make the entire later half of the level sets?

>>3084642
Watch the end of the weebm, HIP2M4- The Crypt, episode 2 map 4 of the Scourge of Armagon expansion pack.
>>
>>3084653

Nigga use infighting to cut down the Fiends and Death Knights. Most of the Quake 1 enemies are piss-easy to bait into infighting and it'll save you a ton of ammo. I try to cause infights whenever I can.
>>
>>3084302
A_CustomMeleeAttack is just the "new" version with more options (misssound, bleed) that are also set in the function itself instead of on the monster, and the version that will be updated if any new flags or whatever are added. A_MeleeAttack and its monster properties are only kept in the engine for backwards compatibility with old mods.
>>
>>3084656
That would be great if they showed up with other enemies to infight WITH, but whoever made the map seemed to enjoy just plonking down four or five Fiends to spawn in wherever you grabbed health or making hallways of six Death Knights spraying sword-shit everywhere.
>>
>>3084648
That would make sense for something like a uranium crossbow bolt (Half Life), but looks odd for regular bullets.
>>
>>3084653

You could've sniped the vores from across the lake with the rocket launcher. The whole lift gimmick is shitty, like most of Scourge's gimmicks, but you have no excuse for getting killed there.
>>
>>3084663
>but monsters can fight in the same type you moron
Yes but when they all jump at you at once and you're standing in a tiny corner because that's where the health pickup was, it's not a matter of using infighting, it's a matter of "You are going to take damage to get out of here and it's better to just not pick up the thingie in the first place," leading to the player saving before picking up even the tiniest ammo box because they don't want to deal with that bullshit.

>>3084667
Probably. I probably could have done something with the biosuit, too (even though there's nothing to look at in the lake other than fucking zombies?), but fuck that shit, I'm too tired for this rubbish.

Give me other good maps/mods to play, I don't want to work through the entirety of quaddicted's archives.
>>
File: Doom_glowing_decals.gif (1 MB, 320x240) Image search: [Google]
Doom_glowing_decals.gif
1 MB, 320x240
>>3084665
it looks fucking cool,
so I don't care.
>>
File: shot before you can react.png (7 KB, 441x353) Image search: [Google]
shot before you can react.png
7 KB, 441x353
>>3084603
There's no excuse for this kind of level design, especially with a Spike Mine, fuck.
>>
>>3084669

I didn't like Scourge either, but I thought the remaining levels in episode 3 were pretty good, the only ones I would consider to be actually good. I say just bear with the first level and finish the rest of the mission pack.

I recommend Beyond Belief if you're looking for a classic-style episode. It has a couple of insta-kill traps in its second to the last level but its free of bullshit otherwise.

Terra is another episodic set of levels that I would recommend. Compared to Beyond Belief, its levels are larger and a lot more difficult. It has a couple of nasty encounters so you better save every now and then.

Sock's maps are also very good. I really enjoyed Fallen from Grace, Metal Monstrosity and The Horde of Zendar. Backstein is another one I've played that I thought was good but if you had already played Arcane Dimensions, then you've likely already played the remixed version of that level, Obsessive Brick Disorder.
>>
>>3084694
Guess I'll keep at it, then tomorrow. Probably have to find the second official pack, too, for completion's sake. I'll look up the various ones you've noted.

>Backstein is another one I've played that I thought was good but if you had already played Arcane Dimensions, then you've likely already played the remixed version of that level, Obsessive Brick Disorder.
Arcane Dimensions is the only pack I've actually played other than this and the base game so far! Here's where you yell at me for being 20 years late to the party. I really enjoyed both of his maps there, though (OBD and Firetop Mountain), will definitely look up his other maps.
>>
>>3083767
>doom babbies
>>
>>3084697

Anon, I only got into Quake recently as well. I actually hated it at first and I wanted to drop it right away for being different from Doom and for being too brown. It's pretty sad to admit but playing AD's more colorful and visually-pleasing maps helped me look past my superficial complaints with the game and appreciate the gameplay of Quake. It wasn't until I developed a taste for Quake's gameplay that I was also able to appreciate the fantastic level design in the base game regardless of how brown and dreary they look.
>>
>>3084669

* The CZG series
* IKSP series
* Soul of Evil
* Contract Revoked if you want to get assraped.
>>
>>3084553
Hey, you're back. What features have you implemented lately?
>>
>>3080471
>slow as fucking ass
>that Halo reskin
Just how Doom shitters like it.
>>
File: The Martian DOOM.jpg (153 KB, 675x959) Image search: [Google]
The Martian DOOM.jpg
153 KB, 675x959
>>3084710
I think that quake was mostly popular due to it's multiplayer. I've watched some quake world pro match from 2007 and holy shit Quake 3 feels slow as fuck compared to that game.
>>
>>3084704
>>
>>3084710
>I actually hated it at first and I wanted to drop it right away for being different from Doom and for being too brown.
I've heard that from more than one person, you're not alone there. I'm vice-versa- despite the much larger popularity of Doom, I feel like the game (and most other 2.5d shooters) has aged like hot garbage, and Quake allows for so much more despite being 'too brown.' That, and I was always an Unreal guy- most of my Quake experience comes from other games way down the lineage, primarily GoldSRC and Source based games, and thousands of hours in those means Quake's standard weapons, various physics quirks, and mouse/movement control are completely second nature by now.

>It's pretty sad to admit but playing AD's more colorful and visually-pleasing maps helped me look past my superficial complaints with the game and appreciate the gameplay of Quake.
Nothing sad about it, if it made you want to play other maps or appreciate the gameplay better, fantastic! I was afraid playing AD first would totally spoil me and make every other map look like shit (especially the ones that only use stock assets), but if anything it helped show what makes a good map and what makes a... not so good map.

Hell, it even made me want to try out mapping myself (although all I've managed to do so far is make a horribly blocky, flaming penis), something that was always way too confusing on Source due to endless split debates between brushes and models and all the extra lighting and visibility stuff added and Hammer's convoluted EVERYTHING.
>>
>>3084734

I thinnk Doom's monsters are, for the most part, way too slow to be a threat unless you use them just right. Quake 1's monsters are a lot faster and more interesting to deal with because of things like Ogre grenades bouncing around, Fiends jumping right in your face, Vore bombs, and always making sure to keep a few explosives in reserve for Zombies. Revenants are jokes once you know how to deal with Vores.

>>3084731

Yep. Quake 3 is slow as hell compared to how balls-out fast Quake 1 MP is.
>>
File: id_ranger_by_johnmueller-d8i8oj6.jpg (475 KB, 1920x1480) Image search: [Google]
id_ranger_by_johnmueller-d8i8oj6.jpg
475 KB, 1920x1480
>>3084734 cont

>>3084710
>the fantastic level design in the base game regardless of how brown and dreary they look.
Romero, McGee and the others really did do a good job with the base levels, despite what some people say. It's hard to make a fantastic map, but it's easy to make a horrible one by breaking a few simple common sense rules, which people seem to forget- don't mercilessly fuck the player over, don't punish them for figuring out an alternate path, don't give them cool stuff only to immediately take it away, if player movement must be restricted then to do so with the environment and enemies, NOT by directly limiting the player's movement especially if they're used to a fast paced game that makes full use of all three dimensions, don't expect them to run gauntlets they have no means of fighting against and even want to continue playing afterwards for fear of the same shit showing up again immediately.

That isn't even just FPS design stuff, that's games in general stuff, especially if you're making maps for a game in your free time- you have no reason to make the player want to replay over and over to clear a certain area to artificially stretch out the time of the map. Make them want to replay it because it's fucking fun! Even Arcane Dimensions suffered from that with the nonsense in Cruical and Swampy with teleporting in enemies behind you constantly and the crappy secrets.

Quake may be brown, but it's a smooth, velvety European chocolate brown with a distinct taste. Not a shit brown.

>>3084731
Quake 3 is actually slow in general unless you're watching super high level pro matches with people careening about at Mach 5 and landing railgun shots 180 degrees behind them, which most players aren't exactly capable of playing like 100% of the time. If you've ever played HL1DM, it's a pretty good mix between Q1 and Q3 multiplayer- fast and frentic like Q1, but without the railgun and red armor camping of Q3. Also Gauss jumping is fucking fun as hell.
>>
Hey,

I am looking for certain monster I first saw in Brutal Doom. I think in the vanilla story mode I met it only once or twice.

It is mostly invisible, moving very fast and has shape of very skinny, hooded humanoid. It seems very disturbing for me and I would like to find more. It is very hard to find descriptive list of the enemies in brutal doom.

Does anyone have idea about who I am talking about?
>>
The link for downloading quake isn't valid anymore- I can't get it.
>>
>>3084742
>Quake 1's monsters are a lot faster and more interesting to deal with because of things like Ogre grenades bouncing around, Fiends jumping right in your face, Vore bombs, and always making sure to keep a few explosives in reserve for Zombies.
Speed is a big thing regarding enemies, now that you point it out. Doomguy has no problem backpedaling at 30mph away from close threats while shooting the whole time- on the other hand, get too close to a Knight/HK and it'll chase you down just as fast as Ranger can back up, chopping at you the whole time until you luck out and stun it or it dies, Fiends have no trouble at all keeping up with you, Spawns will bounce all over the fucking place until they explode in your face because you tried dodging and juked the wrong way, and even the big guys like the Shamblers are quick enough to get in more than one swipe if you get too close when trying to kite them.
>>
File: zdaemon-gamma.png (51 KB, 640x400) Image search: [Google]
zdaemon-gamma.png
51 KB, 640x400
>>3084380
>0.0 is the absolute true gamma setting. anything above that will just distort the colors and gradients.
So why do screenshots from Newstuff always look like this? Do people on Doomworld just have really bad eyes?
>>
>>3084743
honestly 180 railgun is not really that difficult to do, at least i do the from time to time on instagib servers
Having a decent aim with LG is much more harder and hitting those air rockets is also a challenge.
>>
>>3084689
>pic
fucking hate when that happens so much
>>
>>3084758
Is it really sosurprising that there are many retards?
>>
>>3084761
The one I hate more is
>go down elevator
>baron/hell knight immediately hits you with a fireball.
>>
>>3084753
Huh, you're right, the mega link is dead. Just Googling it should help or paying TPB a visit, all you need is the \id1 folder and its contents (the two pak files and the audio files including music if the version you find doesn't include the audio tracks).

>>3084760
Yeah, probably a bad example, landing railgun shots isn't that different from landing ASMD/instagib shots in Unreal other than the lack of shock combo for area damage. Tracking targets is usually much harder than snap shotting targets even if you've got your mouse sensitivity ingrained in your muscle memory.
>>
>>3084763
Didn't Romero had the same thing on his new map? You ride up the small elevator and there's 2 shotgunners and a pinky staring right at you. If you play with -fast orNM you get a double load of buckshot right away.
>>
>>3084764
Alright, I got Quake and spent much too long tinkering with the hud (using the DirectQ engine) but as someone whose only played the first third of Quake 2 five years ago, various doom-engine games, and never anything else, what difficulty should I do? Are there any quality-of-life options or choices I should go with?with?
>>
>>3084768
Hard. What are you, some kind of pussy?

> Are there any quality-of-life options or choices I should go with?
Not really, Quake is a simple game (arguably more simple than Doom). Make sure you've got the keybindings set how you want for movement, jumping, and weapon selection, turn off lookspring and the other related mouse option if the port you're using has them, then go through that slipgate and start killing shit.

You don't have a +use function, so when you see something suspicious that looks like it could be a secret, just shoot it or smack it with your axe if it doesn't open when you run into it.
>>
File: doom.png (341 KB, 1080x1888) Image search: [Google]
doom.png
341 KB, 1080x1888
>>3084763
You know what? I am going to make a fucking list of shit that ticks me off
>>
>>3084776
How does 'room goes pitch black' and 'revenants across the entire fucking world' rate?
>>
>>3084778
Revenants in small rooms with no space to dodge are a fucking pain in the ass
>>
>>3084778
How about that one level in Plutonia in which you get up some stairs and you are greeted with a hallway. You pick up the rocket launcher and the entire hallway FLOODS with Revenants. Fuck that. Fuck people who also put Archviles in an area and you have no cover to deal with them. I think it was one map in TNT that you went down a hallway then one of the floors dropped you into a square room with an archvile.
>>
File: poetry.jpg (498 KB, 1274x716) Image search: [Google]
poetry.jpg
498 KB, 1274x716
This was pretty good.
A couple levels made me want to pull my hair out and the monster closets got old real fast, but the SSG and new enemies made it overall better than Doom 1.

What should I expect from Final Doom?
>>
>>3084774
Well, I beat the first level, and played a bit of the second before I was killed by a chainsaw murderer. Here are my comments:
>Weapons
Having a shotgun as a starter weapon? Amazing. Everybody and everything should do something like this. I mean, look at doom. You start out with a shitty pistol that's immediately outclassed by any other ranged weapon. Hell, it's outclassed by the chainsaw. And in some situations, your fists. But starting out with something useful is always a better change.

The DB-shotgun is pretty cool too. I kept switching between it and the shotgun once I got it, because the instant-weapon-change incentivizes that.

>Enemies
I'm liking enemy design so far. I'm not actually sure how dangerous the puppies are since I didn't let them get near. Soldiers are pretty basic, but one thing I really like is how they can get knocked down and have to spring back to their feet. Flying spleens are super annoying because they like to evade wherever I'm looking and shoot me in the side of the head, and they move way too fast. Chainsaw murderers are fun, too. I'm getting some real 'fishmen from CoC: Dark Corners' vibes from them.

>Maps
I love me some secrets, and these levels have more than enough. Enough to the point where I gave up 100%ing the level. It's also a lot more vertical from what I'm used to, which is taking some adaptation. Also, what the hell is behind that door in the water under the bridge? You know, the one with the +100 healthpack in front of it. And how do I open it?
>>
>>3084758
Probably because PrBoom's default gamma is super-high for some stupid reason.
>>
>>3084797
>And how do I open it?
it's a hittable wall in the exit teleporter room that leads you back to it, which makes no sense and has no actual use whatsoever since you already get the megahealth/kill the grunt once you drop to the water anyways

I know, I know, the word you're looking for is dissappointment
>>
>>3084806
Aww man.

Oh, also, I forgot to mention the knights.

I don't know how dangerous they are, because I ran away while shotgunning them in their faces, so all I can say is that they are MIDGETS. They are VERY TINY KNIGHTS.

Pocket knights!
>>
>>3084792
TNT and Plutonia are both good. TNT is slightly harder than 2, due to increased use of hitscanners. Plutonia is significantly harder than 2, due to increased use of doom 2 monsters, and is overall intended for veterans looking for a bigger challenge.

Play TNT first, and if you aren't using (g)zdoom, don't forget to use TNT31.WAD.
>>
File: morphine administered.png (531 KB, 603x453) Image search: [Google]
morphine administered.png
531 KB, 603x453
>>3084797
You'll find yourself switching between the shotty and SS a lot, at least until you get longer ranged weaponry- and even once you do, the standard shotgun is always a reliable weapon for ranged engagement, if not all that hard-hitting due to the damage falloff once you start shooting at the awoken Old Ones instead of other humans and their dogs. Like Doom's SSG doing much more damage than the normal shotty, the Quake double barrel does a bit more than double damage compared to the normal shotgun, but the spread is also atrocious beyond pissing range so use something else for distance.

> the instant-weapon-change incentivizes that.
You'll find yourself switching weapons a lot, especially if you're low on one type of ammo or another. Some ports and mods do have INSTANT weapon switch like Q3A, where you can swap weapons before the firing animation is even complete, but even when you have to wait for the animation to finish there's no put-away or draw anims to slow you down so go nuts.

>flying spleens
>mfw

>I'm getting some real 'fishmen from CoC: Dark Corners' vibes from them.
Quake enemies are more Lovecraftian in general than Doom's- you won't find any flame-throwing imps or cybernetically enhanced demons here.

>It's also a lot more vertical from what I'm used to, which is taking some adaptation.
You'll get used to it right quick, don't worry about that. Remember you shoot tiny red squares and walk into big red squares that have the Quake logo on them, and don't worry about humping every single wall you see because secrets are usually at least somewhat noticeable.

>>3084808
Yeah Knights are kind of dinky, although I'm not sure if they look taller in software Quake stretched out like how Doom is supposed to be run with a squished aspect ratio. Probably not, given that squishing an image won't change their height.

Their big brothers that you'll meet later on are considerably larger and more annoying, though.
>>
>>3084808
>Level 2

More secrets, more fun. Turns out that I died a few feet from the exit. That opening-door sequence was pretty amazing.

The angry monkeys completely wrecked me, though, and I ended up using like half my shotgun ammo (and fell into the water once) getting away from them. Those things are scary fuckers.

I absolutely hate the nailgun, though. It's just a terrible weapon. Inaccurate, doesn't deal as much damage as the shotguns, and lacks any kind of 'oomph' or feedback. I might use it for longer-ranged stuff, but honestly I might end up just shotgunning things at long range. I love me some shotgun.
>>
File: Orph happy.png (327 KB, 405x396) Image search: [Google]
Orph happy.png
327 KB, 405x396
>>3084808
I'll be the first to say I really dig your enthusiasm for the game

it's almost adorable
>>
>>3084814
>>3084825
Just died in level 4. I was just sitting in the tunnel shooting the spleens, freaked out when some zombies took a few big bites of me, and ran back to the crusher area for some fresh air. Killed the zombies (Which is REALLY COOL, because they keep getting up unless you gib them. I love that.) , started shooting at the spleens, and then suddenly a TEETH YETI came in to fight the spleens with me!

The yeti attacked a few, and then when they died, he just kind of stood at the stairs to the tunnel I was in.
His arms were held out like he wanted to hug me, and he couldn't fit in the tunnel. So I was chortling to myself watching him waddle around, and then he invoked the power of lightning and vaporized me instantly.

Also, apparently I was wrong about the nailgun. It's not as inaccurate as I thought. It seems pretty accurate. It just deals zero damage and runs out of ammo in three shots.
>>
>>3084832
it does like nine damage

(by comparison the ssg does 56, and the shotgun 24)
>>
>>3084786
>that one level in Plutonia

Yeah, it's actually the very first level of FuckUtonia
>>
File: 1403275863745.jpg (191 KB, 451x485) Image search: [Google]
1403275863745.jpg
191 KB, 451x485
>>3084837 (me)

Oh, and speaking of shitty chaingunners in Plutonia... There's that one level where you have the entire top of a wide wall behind a chasm filled with chaingunners. But that's not enough. There's an extra chaingunner on each side of the wall, with a tiny crack in the wall behind them. Hidden behind that is an arch vile that you can't shoot, but it can still infinitely resurrect the chaingunner.
>>
>>3084838
Those fucking archviles are why Dakka has the impaler.
>>
>>3084825
He's a beautiful reminder that there is still good in this world who can play a game for the first time with five types of weapons, no cutscenes, almost to no music and no achievements and have tons of fun.
>>
>>3084845
But there's 8 types of weapons, and plenty of music.
>>
>>3084848
steam version has no music

and is basically five types, with three of them having upgraded versions
>>
>>3084832
>>3084820
THESE
FUCKING
MONKEYS

I mean the yetis are a lot less of a problem. Yeah, he eats a zillion bullets, and deals more damage, but he doesn't dart around the entire world and insta-kill you by pouncing.

Oh, yeah, and the elevator went down soon after I alerted all four, ran away, and I was treated to the sight of a bunch of darting shadows silhoutted against the skybox. It was pretty.
Then I had to load because the elevator didn't go back up again.

Just beat the necropolis. That might've actually been level 3 instead of level 4 like I said above. Oh well.
>>
File: bruhh_by_catwell-d5d6g2b[1].jpg (474 KB, 1131x800) Image search: [Google]
bruhh_by_catwell-d5d6g2b[1].jpg
474 KB, 1131x800
>>3084832
>His arms were held out like he wanted to hug me, and he couldn't fit in the tunnel. So I was chortling to myself watching him waddle around, and then he invoked the power of lightning and vaporized me instantly.
When the Shambler doesn't get hugs, the Shambler gets angry. The Shambler also happens to be covered in thick fur according to Romero and as such is very good at the whole 'zapping people you don't like after rubbing your feet on the carpet' thing.

Shamblers take half damage from explosions (grenade and rocket launchers), so use your shells or even better, nails against them. That isn't actually stated anywhere in-game so the only way to know that is to read the original manual or look it up online.

>>3084848
Shotgun/SSG, Nailgun/SNG, GL, RL, and the Lightning gun. Five types.

Oh, and the axe, I guess.
>>
>>3084851
I hope Anon's playing with music. Quake without music is like a nailgun without nails.
>>
>>3084852

>Then I had to load because the elevator didn't go back up again.

There should be a teleporter that will lead you back to the top
>>
>>3084857
That's a bad analogy, because those nails are more like tinfoil. Or feathers.

I am playing with music, but I've also got a stream that I'm watching, so I might not be getting the full effect.

>>3084859
I did not know that. I mean, after I reloaded and killed the monkeys, I recognized the texture at the top of the elevator as one that was used earlier as a teleport destination, but I didn't know what kind.

I just got a key in the grotto. That was fun.

>>3084853
No WONDER they took a gazillion grenades. The first two shamblers I fought were nearly impossible because I was out of shotgun and nailgun ammo. The nailgun IS useful for fighting the spleen creatures, so at least they do something...

Supernailgun is WAY better, though. Still eats a shitton of ammo, but it actually kills things now. I will be sad if I lose weapons between episodes.
>>
>>3084864
Unfortunately yes, you lose weapons between episodes. However, later episodes are quick to give you your usual weapons within the first map or so, and a shotgun start in Quake is definitely easier than a pistol start in Doom.

>I am playing with music, but I've also got a stream that I'm watching, so I might not be getting the full effect.
It's definitely worth playing with nothing but game audio and music and without any distractions like a stream. Trent Reznor (yes, the one from Nine Inch Nails- take a glace at the nail ammo pickup!) did a damn good job with the ambience and music, not in-your-face MIDI-fied metal tracks like Doom but pretty fitting for Quake's moodier levels.

>Supernailgun is WAY better, though. Still eats a shitton of ammo, but it actually kills things now. I will be sad if I lose weapons between episodes.
Unlike the shotguns, the SNG does exactly twice the damage of the normal nailgun for twice the ammo, so it's pretty much the same gun with twice the DPS- better if you hit the target, worse if you miss because you waste twice as many nails. Generally it's a straight upgrade unless you're low on nails and fighting flying spleens.

i'm sorry that's too funny to me for some reason
>>
>>3084869
Well, I made a point not to look things up, which means I don't know the names of anything. They look like spleens with tails and faces and they fly! What else would I call them?
>>
>>3084879
Their actual name is scrag

but flying spleen is better so I'd stick with that
>>
>>3084879
>Well, I made a point not to look things up, which means I don't know the names of anything.
You could always read the original manual. That isn't cheating.

And for the ultimate 1996 experience, you can open the console and type
gl_texturemode gl_nearest
for that pixelated, unfiltered goodness.
>>
I've finished brutal doom recently (with it's hell on earth map pack) and while i liked overall style of maps i've noticed that health and armor is really really scarce, one level literally had almost none and it had tons of monsters and two large bosses at the end of it. I'm not sure whether i was not looking good enough or not but i couldn't find a BFG until the very last level.
And also some of the levels were literally: here fight those cyberdemons surrounded by pain elementals and imps firing at you, oh wait here is also a mechanatron with his little mini copies.
>>
I just killed a yeti with an axe because I'm amazing.

Also, rockets + pentagram + low gravity is loooots of fun.

Question: Do the chainsaw murderers adjust for gravity when they aim at you? As in, in a low gravity setting do they throw aiming more 'downward'?
>>
What is your favorite level of all commercially-released installments?
>>
>>3084889
>Question: Do the chainsaw murderers adjust for gravity when they aim at you? As in, in a low gravity setting do they throw aiming more 'downward'?
Depends. In the original game, Ogres only aimed horizontally, so if you were even slightly above or below them they'd usually miss. Lots of source ports fix that with varying accuracy, but in general they'll adjust their aim, yes.
>>
>>3084889
I finished the lowgrav pyramid level aaaannd the game crashed. I have a save from just before I got the silver rune key, but I think I'm done for now. The game hurts my eyes, and I'm not sure why.
>>
>>3084902
might be the gratuitous amounts of screen tilting
>>
>>3084902
Weird. Did it just crash to desktop or spit out some sort of error message?
>>
>>3084905
I don't think that's it.

>>3084907
It went immediatey to console, spammed a bunch of multicolored garbage, then Host Error: CL_ParseServerMessage: Illegible Server Message.

It's happened a few times.
>>
>>3084897
TFC is underrated in general.
>>
>>3084898

> Lots of source ports fix that with varying accuracy, but in general they'll adjust their aim, yes.

I think that's only true for DarkPlaces. I know GLQuake and Quakespasm don't change their behavior.
>>
>>3084897

Vivisection
>>
>>3084897
Doom 2 map29, Plutonia map24 and map27
>>
>>3084915
Really? Huh. Gonna go test that right now, actually, guess I remembered wrong.
>>
>>3084915
Darkplaces doesn't do it either
>>
>>3084926
>Doom 2 map29
This one takes the trophy for me.
>>
>>3084941
I feel if it just had a tag 666 door for the Cyberdemon battle, it'd be perfect.
>>
Made a quick map to test and it turns out what do you know, I was wrong.

>>3084938 is right, darkplaces doesn't change it. man DP's red crosshair looks like SHIT in Shadowplay
>>
>>3084956
Quakespasm doesn't change it, either.
>>
>>3084804
>Changed default gamma correction to 3 (only affects people with a missing
>default.cfg -- I hope there are no objections -- it's just I hate having to
>turn up gamma correction everytime I start with a fresh default.cfg).

Lee Killough's laziness in 1998, that was never reverted.
>>
>>3084962
maybe it made sense back in the CRT days, but now?
>>
>>3084960
>didn't cut the webm late enough to cut the desktop
Fug. That's what happens when you have to use Shadowplay in desktop mode because it doesn't work with OpenGL games.

Anyway there are of course various mods to make Ogres aware of the z-axis; I think Arcane Dimensions includes it by default which is why its superpowered Ogre variants can be so annoying.
>>
>>3084967
Is that username Helena, or Hellion?
>>
>>3084786
>in which you get up some stairs and you are greeted with a hallway. You pick up the rocket launcher and the entire hallway FLOODS with Revenants
>>3084837
>Yeah, it's actually the very first level of FuckUtonia
i don't think this is correct. there is a bit with 4 revenants which appear when a button is pressed, and the rocket launcher is behind one of the revenants in an alcove.

i'm not sure which map exactly the original poster was referring to.
>>
File: Helios_infolink[1].jpg (6 KB, 150x150) Image search: [Google]
Helios_infolink[1].jpg
6 KB, 150x150
>>3084971
Helios.
>>
>>3084962
It was likely never reverted because its easily fixed anyway by either editing the cfg, or pressing F11.
>>
>>3084864
Have you played original Unreal (or Unreal Gold) yet? If not - then you're in for a real treat.

I consider it to be the best of the late oldschool shooters - the map design is moving towards realism, so you can recognise what areas are supposed to be, while still being abstract enough to allow lots of creative freedom to the mappers.
>>
>>3084808
>>3084804
That door you reach from the exit was put there to make the map work better in Deathmatch. It's indeed useless in single player.
>>
File: Plutonia Map11.gif (1 MB, 285x285) Image search: [Google]
Plutonia Map11.gif
1 MB, 285x285
>>
File: 1433588531362.png (152 KB, 261x295) Image search: [Google]
1433588531362.png
152 KB, 261x295
>>3084758
Because it's Doomworld
or they're playing on monitors with no backlight
>>
>>3084978
that's not an excuse. programmers love to say "oh the default doesn't matter, people can just go into the options" but 99% of people don't go into the options.
>>
Does anyone have a template for the RIP AND TEAR comic panel?
>>
>>3083767
I feel I should mention that The UAC Fucked Up Yet Again is actually a DUMP 2 submission.
>>
File: benis.png (50 KB, 918x775) Image search: [Google]
benis.png
50 KB, 918x775
Rate my OC, /vr/
>>
File: 1404449786854s.jpg (2 KB, 80x116) Image search: [Google]
1404449786854s.jpg
2 KB, 80x116
Did we get a golden boner awards this year?
>>
>>3085108

everyone forgot about march 18, so no

just assume dump won it and that's it
>>
Why does Alien Vendetta start off a great mapset, then turn into pure shit about 14 maps in?
At that point I was like:
>Oh look, an item on a pedestal
>Pick up item
>Oh look, revenants, lots and lots of revenants.
>>
File: A0RkUBrCQAAPltD.jpg (72 KB, 482x800) Image search: [Google]
A0RkUBrCQAAPltD.jpg
72 KB, 482x800
>>3085107
>>
File: 1444080833033.jpg (181 KB, 1066x799) Image search: [Google]
1444080833033.jpg
181 KB, 1066x799
>>3084731

That makes me wanna try out Quake 1's MP. Too bad there aren't a whole lot of good servers to play on IMO, unless there's some kinda special group of Q1 servers that I don't know about. Is there like a good source of Q1 servers somewhere that are easy to connect to?

>>3085115
>Try it to play. It's gonna stimulate your old emotions.
>>
Doom mapping noob here
When I'm trying to get a floor to lower while walking across a linedef the ceiling lowers too
How do I make it so it doesn't do that?
>>3084851
I don't like the amount of fuckery it takes to get music running on the Steam version out of the box
Dark Places made it so much easier
>>
File: Hell.png (373 KB, 923x562) Image search: [Google]
Hell.png
373 KB, 923x562
>>3085147
Which linedef trigger are you using? I use Platform Lower, which makes it so that only the floor moves.

>>3085096
I have a new update up for my DUMP 2 submission. Let's hope Terminus sees it this time.

I'd love more feedback. I'm pretty sure I pinned all the doors and marked all the secrets...

If anyone finds any problems, I'll fix it ASAP.

>>The UAC Fucked Up Yet Again
>>www.mediafire.com/download/atixtqd84686ptc
>>
>>3085073
>that's not an excuse.

Yes it is, actually. It is something that can be fixed very easily by the user themselves. I see no good reason why a programmer should prioritise changing something so minor, when they could be worrying about other bigger things for the source port.

>programmers love to say "oh the default doesn't matter, people can just go into the options" but 99% of people don't go into the options.

What an exaggeration. Most people who use PrBoom+ as a primary source port generally do go into options. And most people who are bothered by the default gamma usually figure out how to fix it.
>>
>>3085149
>Let's hope Terminus sees it this time.

I'm here, so yes.
>>
>>3085157
>I see no good reason why a programmer should prioritise changing something so minor, when they could be worrying about other bigger things for the source port.
ah, the ole "but there are starving kids in africa" defense, always a favorite
>>
>>3085123
alien vendetta is brilliant all the way through, sorry.
>>
>>3085157
Yeah. I mean, changing a default config is gonna take you YEARS of hard work and effort.
>>
>>3085198
>I can't formulate an argument, so I'll make a bad analogy instead.
>>
>>3085204
Well, it takes literally seconds to fix yourself, so why should the programmers care?
>>
>>3085203
kek
>>
bottom line, gamma ruins doom's graphics and you should be ashamed of actually keeping an old monitor that can't calibrate itself for shit
>>
>>3085207
If we're going to get philosophical here, the net benefit would be larger if the developer were to fix the default to a more sane one, because it would take one person a few seconds instead of a thousand.
>>
File: sky mapping.png (3 MB, 1706x3601) Image search: [Google]
sky mapping.png
3 MB, 1706x3601
So, the tutorials on mapping I've read were all for indoors maps. I want some outside maps too however. I know that the sky is generated by putting the F_SKY1 texture on the ceiling, but how about skyboxes? Pic related was a tutorial I found with a section on skies and it mentions how to create an actual skybox, but not how to show it. Does anyone have a link to a good/comprehensive outdoors mapping tutorial/skybox tutorial?

As for the specific thing I'm doing now, it's the level that segues into an outside. For the final bit of the level, you open the door that goes outside, and you see the "vast outside", but it's inaccessible. Scripted event happens that spawns two mancubi, you have to fight them, and once they're dead and you touch the door, the level is over. (Next map has you starting outside though, with closed door behind you).
>>
>>3085220
Is it really that big of a deal that the programmer HAS to do it, though? I mean, yeah, it would be nice. But a few seconds for thousands of people isn't going to kill them.
>>
Here's a question: when playing hard WADs, do you prefer going HMP+pistol start, or UV with continuous weapons? I only recently started going with pistol start, and I find that it makes things way more fun.
Also, how often do you quicksave, if at all? I'm going through Sunlust right now(it's excellent btw), and I find myself quicksaving at least 10 times per level. I try not to save during battles, but I simply don't have enough time or motivation to study these maps and do them flawlessly in one go. Is this haram?
>>
>>3085226
it saves my eyeballs from everyone who doesn't change it from the default, so yeah I'd say the three second change is worth it
>>
File: proto v.jpg (909 KB, 900x675) Image search: [Google]
proto v.jpg
909 KB, 900x675
>>
>>3085229
You seem to forget there are a lot of doomers who deliberately use a gamma setting higher than 0, even to this day.
>>
>>3085238
Is it really that big of a deal that the user HAS to do it, though? I mean, yeah, it is nice. But a few seconds for one person isn't going to kill them.
>>
>>3085149
Thanks
I was using Lift instead of Floor
I was also about to ask about making outdoors areas but the image in >>3085221 answered it for me
>>
>>3085221
http://www.zdoom.org/zdkb/skybox.html maybe?
>>
>>3085241
What is even your argument here? All you did was copy+paste what I said earlier, without even thinking about it making any sense to this context.
>>
https://www.youtube.com/watch?v=4nyrtaPCQ3A
>>
>>3085259
You appear to have issue with humor and reading comprehension.
>>
File: Doomguy wiping guts.png (7 KB, 247x281) Image search: [Google]
Doomguy wiping guts.png
7 KB, 247x281
A long time ago I modified Doom version of this thing and now I've improved it by making the keycards more prominent. Any opinions or this or is it wasted effort?
>>
>>3085237

so, as it turns out, once quake was released people wanted HD mods for Doom.

hmm.
>>
>>3085271
Okay, fill me in on what I'm missing.
>>
@3085264
>Compared to brutal doom/brutality
Discarded, no >you for you
>>
>>3085283
Are you Doombro?
>>
>>3085297
If that's someone's username, no.
>>
File: Screenshot_Doom_20160323_141347.png (338 KB, 1680x1050) Image search: [Google]
Screenshot_Doom_20160323_141347.png
338 KB, 1680x1050
So, how does everyone feel about Final Doom?
Because I'm attempting to play through TNT right now and its just...not very enjoyable.

I just played through Doom & Doom II on Ultra Violence and didn't have much trouble, and the parts I did have difficulty with, I thought were fair. Figured I'd complete Final Doom before moving on to custom mapsets.

I don't think the levels have been terrible, but there are so many things with the level design that just feel like trial and error. The screenshot is from Map 7 "Metal", and that room in particular is a good example of what I'm talking about.

Please tell me Plutonia Experiment isn't the same thing.
>>
>>3085308
Metal is map08, and yeah, its pretty bad. Most maps arent as bad as that one, outside of map22.

Plutonia has very different level design, so don't worry.
>>
>>3084731
> and holy shit Quake 3 feels slow as fuck compared to that game.
Friendly reminder that Quake had Doom movement speed during most of it's development time. I can't even imagine
>>
>>3085313
My bad, map08.
Good to hear Plutonia is different.

I think my biggest problem is how much time is just straight wasted on all that trail and error bullshit.
>>
File: extralife.png (10 KB, 431x310) Image search: [Google]
extralife.png
10 KB, 431x310
Can anyone tell me where's the resurrection script? I can't find it.
>>
>>3085362

There isn't one. Or if there is one, it's not there.
What are you trying to do?
>>
File: Screenshot_Doom_20160323_201027.png (2 MB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160323_201027.png
2 MB, 1920x1080
Super duper early WIP of a cyberpunk project. The scale isn't immediately obvious but the ad sign is 384 feet wide according to the conversion table I have for the custom viewheight used.

>>3085362
Check in the death state of the actor being ressurected, maybe there's a inventory checking loop.
>>
>>3084809
>Play TNT first, and if you aren't using (g)zdoom, don't forget to use TNT31.WAD.

Different anon: is this to say that if I use GZDoom I don't need this?
>>
File: 458435783.png (20 KB, 540x413) Image search: [Google]
458435783.png
20 KB, 540x413
>>3085386
Thanks, I think this is it.
>>
File: 1450237531342.jpg (10 KB, 240x219) Image search: [Google]
1450237531342.jpg
10 KB, 240x219
>>3085107
>>
File: Yeah.png (10 KB, 528x410) Image search: [Google]
Yeah.png
10 KB, 528x410
>>3085362
If that's Samsara, it's in the WolfenPlayer definition.
>>
>>3085387
tnt31.wad restores the missing yellow key. zdoom-based ports have some magic in zdoom.pk3 that detects you're playing tnt map31, and restore the yellow key themselves.

A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
{
setthingflags 470 2016
}
>>
File: I am honestly clueless.jpg (725 KB, 1920x1080) Image search: [Google]
I am honestly clueless.jpg
725 KB, 1920x1080
>>3085247
I looked at the example wad, I tried something for myself but I'm just missing something. Pic related is my setup. I just don't know what I'm doing wrong man
>>
File: railgun.jpg (143 KB, 1024x768) Image search: [Google]
railgun.jpg
143 KB, 1024x768
>>3085401
Thanks for the info anon
>>
>>3085308

I actually prefer TNT. It has a good mix of industrial and hellish levels, and it's not punishningly difficult. It has one of the few genuinely great Brutal Doom levels. Lev09 Stronghold is filled with regular grunt enemies and it's fun to mow them down with the chaingun, picking up more ammo constantly.
>>
>>3085308
Metal isn't that good of a level, but most levels aren't as bad as that.
>>
>>3085264
>Brutal Doom & Project Brutality

Aren't those the same though.
>>
>>3085476
Project Brutality is the BD equivalent of Realm667 randomizers.
>>
File: Screenshot_Doom_20160323_212106.png (334 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160323_212106.png
334 KB, 1920x1080
>>3085386
Looking cool.

I still need to detail my skybox buildings. Which is not something I'm looking forward to.
>>
What's the best way to use revenants when designing a map?
Better yet, what are bad ways to use them?
>>
>>3085386
reminds me of the first level of Perfect Dark
>>
>>3085386

Looks dank, would play. What kind of fidelity are you aiming for - first Deus Ex level of aesthetics? The world really needs more atmospheric cyberpunk shooters.
>>
>>3085484
You don't really need to detail it much if you keep the contrast in it fairly low so it doesn't draw too much attention. UDMF texture scaling and nice enough texture goes a long way.

My skybox on the other hand is/will be about as complex as possible. They're currently two skyboxes with one referencing the other, and in the end there'll probably be three. I can do some pretty crazy effects with the system though.
>>
File: BOAND.jpg (126 KB, 700x700) Image search: [Google]
BOAND.jpg
126 KB, 700x700
>>3085505
So it's going to be Doomcenter levels of complex? That actually does the same thing and has three skyboxes as well. I actually think I will lift the city panorama texture from there. For some distance bits. It's supposed to look kinda like this later.
>>
>>3085495
Haven't played that. I probably should though since I loved the entire TimeSplitters series.

>>3085498
Thanks. Me and my teammate are aiming for a mid 2000's FPS quality level, so the screenshot is just the first stages of blocking the level in, testing out textures etc.

We have a decent amount of quite novel tricks that haven't really been used in zdoom before between the two of us, so by summer there should be some cool shit to show off.
>>
File: 300px-monster_quake_spawn.png (20 KB, 300x300) Image search: [Google]
300px-monster_quake_spawn.png
20 KB, 300x300
These have got to be the shittiest monsters I've ever encountered in any game ever. D3D sentry drones ain't got shit on Quake's Spawn. I can't say a single positive thing about them, why the fuck were these even made? They look like out of place dog shit and they are the single most annoying enemy to fight. Every time one of these things kills me, I feel like flipping my desk over. This is my first playthrough, I'm nearing the end of E4, and I'm starting to think I don't like Quake 1 very much.
>>
File: Screenshot_Doom_20160323_165844.png (635 KB, 1680x1050) Image search: [Google]
Screenshot_Doom_20160323_165844.png
635 KB, 1680x1050
Attempting to understand sky textures for the first time. How do you do the horizon effect that's in the first level of Doom II?
>>
>>3085562
lower a ceiling with a sky texture on it
>>
>>3085562
>Attempting to understand sky textures for the first time. How do you do the horizon effect that's in the first level of Doom II?
Normal doom takes a 512 width texture and wraps it twice on the inside of a virtual cylinder, which is then displayed on any sky sector or line. I think. There's no actual skybox.

You also can't choose the sky in vanilla I believe, it's hardcoded per episode.
>>
>>3085537

Episode 4 is just shitty in general. The rest of the game is still solid gold.
>>
>>3085562
behind the horizon there is a closed sector (ceiling at floor height) with sky on its ceiling, so you have a line with sky on its ceiling at front and back, so the upper texture is not drawn and the sky shows through.
>>
>>3083767

Is there a good monster wad that's compatible with Legendoom ? I tried Colorful Hell but the temporary sprites look like arse, and the RNG can propel the game into Hideous Destructor levels of difficulty.
>>
>>3085184
While you're here, did you get my pm about how to fix the broken switch texture? And is the deadline for map fixes still the same?
>>
File: Screenshot_Doom_20160323_173229.png (396 KB, 1680x1050) Image search: [Google]
Screenshot_Doom_20160323_173229.png
396 KB, 1680x1050
>>3085581
GOT IT! Thanks alot!
>>
File: 20160323171237_1.jpg (486 KB, 1920x1080) Image search: [Google]
20160323171237_1.jpg
486 KB, 1920x1080
>>3085578
Yea, it was pretty ok, but jesus what a lame endboss. Quake is pretty good overal, but it didn't scratch the itch Doom did by a long shot. I'm hoping I'll have more fun with the two mission packs.
>>
>>3085615

I personally find it hard to go back to Doom after playing Quake. I'd rather be fighting a handful of nimble and tough enemies than a horde of slow and stupid ones. It just feels like a slog to fight through a dozen imps in Doom when Quake would just use a couple of ogres to produce the same level of threat.
>>
So what with all the Quake talk I wanted to set it up for myself, but the Quake image's MEGA link is down.
What file(s) specifically did it lead to and where do you guys prefer to get them?
I hear the Steam version of Quake is missing some music files and stuff right?
>>
>>3085627
My problem with those monsters is that they don't have good death animations, so fighting them feels more like a chore
>>
>>3085642
yea, but there's a "steam patch" that restores it as well as updates it to use darkplaces.
>>
File: seriouslybonfire.jpg (44 KB, 720x540) Image search: [Google]
seriouslybonfire.jpg
44 KB, 720x540
>get bored of/fed up with TNT's constant, predictable ambushes
>try Plutonia
>mfw

How did ID think this bullshit was good enough to warrant being sold as a seperate game?
>>
>>3085675
plutonia is for those who thought doom2 was too easy. it may not be to your taste.
>>
What is your favourite gun mod?
>>
>>3085689

LegenDoom
>>
>>3085689
doomrla because of variety and experimentation
russian overkill because it's funny
>>
File: 1458565997803.png (552 KB, 1073x788) Image search: [Google]
1458565997803.png
552 KB, 1073x788
>>3085407
>filename
>>
>>3085675
Shit man, I enjoyed both of 'em. I also played through them with gameplay mods, so that's probably why.
>>
>>3085415
I like the atmosphere of TNT a lot, it's very dark and industrial, it has a very particular feel to it that the other iwads don't have.
>>
>>3085537
>>3085578
I love episode 4. It's scarier than hell. I thought fiends where spooky until I saw those spawn blobs.
It also has a nice level of darkness.
>>
>>3083767
So coming back to topic from last thread - how would you guys feel if people slated to make Quake reboot were People Can Fly? (Painkiller/Bulletstorm people)
Apparently a lot of Painkiller gameplay was inspired by devs playing Quakeworld a lot (while the story was inspired by Doom) - could they give the game treatment it deserves?
>>
Making a cutscene when the player activates a certain door. Is there a way to set the player at a sepcific coordinate in front of the door?
(Cutscene uses a fade to camera during which the player will have to move for it to be "seamless")
>>
>>3085494
best way to use them is 'sparingly'

no one enjoys fighting 50 revenants in the open, or just 50 revenants without something else going on; it's overused, tired, and tiring

similarly, sticking revenants on a pillar 500 feet away, or having a firing squad of revenants you can't hide from, is just the fucking worst, never do that
>>
>>3085726

I just hate spacious and symmetrical corridors with right angle turns and the lack of verticality, I think it's very boring level design.
>>
>>3085715

>>3085415 (me)

I'd also argue that TNT uses all of the good songs from Doom 2, and all of TNT's original music is kickass. As much as people dislike the level "Metal" -there isn't a much more suitable name for its music.

Also I must be autistic or something, because I was a small stupid kid the first time I played through TNT, and I figured out the torch maze of "Last Call" instantly.

Oh and "Evilution" is a great, if a bit cheesy subtitle.
>>
Ketchup would be a perfect gore mod if Cacos bled blue SgtMark that fucking hack was so close to making something good for once
>>
File: Screenshot_Doom_20160323_233352.png (249 KB, 1280x720) Image search: [Google]
Screenshot_Doom_20160323_233352.png
249 KB, 1280x720
Progress on blue base. Mapping is weirdly addicting.
>>
>>3085293
>@
>>
@3085754
> >>
>>
File: Screenshot_Doom_20160323_183847.png (289 KB, 1366x768) Image search: [Google]
Screenshot_Doom_20160323_183847.png
289 KB, 1366x768
>>3085751
How ancient is the version you're using, anonymous?
>>
File: 1443770390160.png (61 KB, 493x1326) Image search: [Google]
1443770390160.png
61 KB, 493x1326
>>3085308
Oh it's THAT part. Skip to the next level. You've seen the worst the wad has to offer. Plutonia is much better too. It's also harder overall, but goes heavier on revenants and archviles. Pic related. I think the author had TNT map07 in mind when he drew this in paint.
>>
>>3085763
that's not Ketchup that's Droplets you dumb fuck
Thread replies: 255
Thread images: 136

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

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