[QUOTE=Alice3173;47497464]We all know fun is just a buzzword.[/QUOTE]
ftfy
[QUOTE=doommarine23;47495755]Somehow I don't really think that remake was made to be completely serious or in a proper redesigned way.[/QUOTE]
I think the thing that makes doom for me is the gritty textures and the skyboxes, especially the skyboxes, they just add that creepy factor to me
[QUOTE=Sepia Gnome;47499059]The [URL="http://www.doomworld.com/vb/doom-general/72388-april-agitation-the-end/"]April Agitation[/URL] is over and the winner is...
[IMG]https://i.imgur.com/BHqoBUFh.png[/IMG]
Tom Hall's pretty happy.
[URL="https://twitter.com/ThatTomHall/status/586576030707486720"]https://twitter.com/ThatTomHall/status/586576030707486720[/URL]
[URL="https://twitter.com/ThatTomHall/status/586598340344745984"]https://twitter.com/ThatTomHall/status/586598340344745984[/URL][/QUOTE]
[t]http://i.imgur.com/kI3UEbh.gif[/t]
Playing Doom RLA and wondering if there's a way to disable autopickup for weapons? Having to drop shotguns every 5 seconds isn't too entertaining.
[QUOTE=spekter;47510573]Playing Doom RLA and wondering if there's a way to disable autopickup for weapons? Having to drop shotguns every 5 seconds isn't too entertaining.[/QUOTE]
gonna have to just delete the shotguns in SLADE so then they never exist.
[QUOTE=cdr248;47510626]gonna have to just delete the shotguns in SLADE so then they never exist.[/QUOTE]
I'd rather have ammo.
if you are able to navigate that maze that is the DoomRLA decorate code then you could probably have all the other shotguns just be replaced with ammo.
If you're playing with Doom RPG you should be able to set normal weapons to autosell via the shop menu in the inventory.
[QUOTE=Lijitsu;47513565]If you're playing with Doom RPG you should be able to set normal weapons to autosell via the shop menu in the inventory.[/QUOTE]
I've had problems getting RLA to work with gzdoom and I've yet to try Doom RPG but I'll give it a shot thanks.
Bloody hell, John Romero truly is the God of Doom.
I did a quick look at the obviously unused maps in Romero's source files dump.
[b]DOOM1:[/b]
E5M1:
[t]http://i.imgur.com/EQkGjNS.jpg[/t]
[t]http://i.imgur.com/hsWFpCw.jpg[/t]
(first shot is a blend of lightamp turned on and off since it was very dark)
SHAWN2: What appears to be a LESS detailed(?) version of E1M11 from the 0.4 alpha.
[t]http://i.imgur.com/qUtDAC5.jpg[/t]
SHAWNMAP: A simple spiral staircase.
[b]DOOM2:[/b]
MAP33: Empty. Just headers.
MAP34: The v1.9 version of MAP02.
MAP35: A very slightly altered version of American McGee's IDMAP01 on /idgames/. A couple of catwalks are wider.
MAP36: An elevator with exits at various levels. Presumably a test map.
RANDY1: Empty. Just a header.
SHITMAP: Two untextured rooms linked by an untextured door.
I'm going to look into the "unused" etc. folders after I get some food in me.
EDIT: Did some more looking while I waited for microwave to do its magic.
OLD/MAP33: I'm not sure what Id was going for here, but it didn't work.
[t]http://i.imgur.com/5DTeJ4e.jpg[/t]
[t]http://i.imgur.com/0Z4vUUj.jpg[/t]
NOTUSED/COMM1: A basic prototype of MAP28. Lots of basic geometry and scrolling textures.
[t]http://i.imgur.com/XcrvLLX.jpg[/t]
[t]http://i.imgur.com/nSYvyW3.jpg[/t]
[t]http://i.imgur.com/RIDUjZx.jpg[/t]
NOTUSED/COMM2: Refuelling Base, before Id really renovated it from it's Doom Alpha origins.
[t]http://i.imgur.com/emUadsO.jpg[/t]
NOTUSED/COMM3: Just headers.
NOTUSED/COMM4: Just headers.
NOTUSED/COMM5: No player 1 start.
NOTUSED/COMM6: Two rooms joined together by a staircase. When you enter the second room the way back seals behind you.
TEMP/MAP01: Chainsaw area is replaced with a new starting location, that leads to the "normal" starting location.
[t]http://i.imgur.com/ihqf1f4.jpg[/t]
So, here's what I'm tooling with right now.
[url]https://dl.dropboxusercontent.com/u/25843724/temp/d2temp.zip[/url]
d2temp_raw is the map files from doom2map/temp, untouched. They're obviously older, unfinished versions of the Doom 2 IWAD maps, and they're very interesting as a result. A couple of maps also have some nasty and weird BSP bugs (MAP02 especially)
d2temp_cleansed is an attempt to fix those minor bugs that also bundles in sgtbaldy's Doom 1 texture pack from realm667 (since the maps still use a lot of doom 1 textures) while changing as little else as I can. Some textures are still missing, which I think means I'm gonna have to dip into the texture dump Romero posted and figure something out. Outside of these minor compiler bugs and adding missing textures, I want to change as little as possible - this is a slight restoration of a snapshot of Id's development process, not my own project. Maybe I'll add a titlepic, but that's it.
If you have any suggestions, or discoveries, or just wanna lol at the state of map28, go ahead. Otherwise, enjoy!
[img]http://i.imgur.com/ZbjCmTp.jpg[/img]
[QUOTE=TerminusEst13;47573990]Bloody hell, John Romero truly is the God of Doom.[/QUOTE]
as time passes by Romero seems more and more like a super cool dude who just fucked up with that one Daikatana ad
he honestly might be my favorite person involved with Doom's creation
It'd be amazing if more retro game developers just opened up with all their source code, alphas, betas, WiP, and so on. They lose basically nothing in the process, and it makes the community happy.
[QUOTE=The Kins;47574941]So, here's what I'm tooling with right now.
[url]https://dl.dropboxusercontent.com/u/25843724/temp/d2temp.zip[/url]
d2temp_raw is the map files from doom2map/temp, untouched. They're obviously older, unfinished versions of the Doom 2 IWAD maps, and they're very interesting as a result. A couple of maps also have some nasty and weird BSP bugs (MAP02 especially)
d2temp_cleansed is an attempt to fix those minor bugs that also bundles in sgtbaldy's Doom 1 texture pack from realm667 (since the maps still use a lot of doom 1 textures) while changing as little else as I can. Some textures are still missing, which I think means I'm gonna have to dip into the texture dump Romero posted and figure something out. Outside of these minor compiler bugs and adding missing textures, I want to change as little as possible - this is a slight restoration of a snapshot of Id's development process, not my own project. Maybe I'll add a titlepic, but that's it.
If you have any suggestions, or discoveries, or just wanna lol at the state of map28, go ahead. Otherwise, enjoy!
[img]http://i.imgur.com/ZbjCmTp.jpg[/img][/QUOTE]
I love how Map02 overall looks much better than what we got in the final version.
Map03 is the polar opposite though.
Also, holy fuck Archviles and Arachnotrons on map03?
[QUOTE=M.Ciaster;47575865]as time passes by Romero seems more and more like a super cool dude who just fucked up with that one Daikatana ad
he honestly might be my favorite person involved with Doom's creation[/QUOTE]
Iirc the ad wasn't even his idea, PR ran it past him before he could say or do anything about it.
Looks like Map06 is completely different as well.
Kind of cool how you are at first stumbling around in completely foreign territory, and suddenly part of the final map shows up again.
Downtown used to have a docks area. Probably made no sense given the downtown theme, but it does explain the dead end pathways with powerups in them:
[T]http://i.imgur.com/2Cofgp9.png[/T]
Also there's multiple teleporters for the pinkies in the rocket launcher trap, so all of them spawn at once instead of one at a time.
Map 22 of the pack Kins posted is an early version of the Spirit World, and it'd probably be the pinnacle of bad map design in Doom2 had it made it in.
Huge long boring sectors with zero partitioning, one texture splattered over every wall in the same sector, large enemies in cramped spaces, no room to move around, and key locked doors that lead to nowhere.
Boy am I glad that most of that map got cut.
Feels weird looking at files older than oneself.
[QUOTE=Zang-Pog;47576841]Does anybody here know anything about making 3D models for GZdoom or something? I'm interested in starting modelling work and I'd love to make a doom-thing with 3D models, props and stuff.
If possible add me on steam or PM me wonderful tutorial informations, I've been trying to find the best way to get started but I'm apperently not good at finding things[/QUOTE]
I don't know the exact details but in my experience it'd be a better idea to turn 3d renders into sprites instead of just using 3d models because the models increase load times by a completely absurd amount.
Here's [url=https://dl.dropboxusercontent.com/u/25843724/doom/d2temp.zip]an updated version of the pack[/url] that redoes the Doom 1 texture porting business to fix a stupid bug that broke vanilla compatibility, and adds some extra textures from the Romero asset dump to fill in the blanks.
so someone else is taking a crack at [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=48392&sid=7758d1f27f57ded9543d7a3362ae7bea"]making a Contra Doom[/URL]
and it's pretty damn great, you guys should give it a look.
Also more GMOTA stuff soon, promise
[QUOTE=Kegan;47580410]so someone else is taking a crack at [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=48392&sid=7758d1f27f57ded9543d7a3362ae7bea"]making a Contra Doom[/URL]
and it's pretty damn great, you guys should give it a look.
Also more GMOTA stuff soon, promise[/QUOTE]
I've been playing it all day. Somehow, besides how loud the enemy deaths can be, it's a really great mod, and the game remains damn hard yet the reaction times, low health thresholds, and dodgeable projectiles make things like Final Doom a whole lot less evil when it comes to swarms of enemies.
except theres no way to actually die, you just respawn and take a hit to the score
which can go to a negative value
Is there a way to respawn a player in ZDoom?
[QUOTE=gufu;47580861]Is there a way to respawn a player in ZDoom?[/QUOTE]
well there's the resurrect console command
and if you're doing something like say a "lives" counter it's probably possible to do via an ACS script or something (don't know shit about ACS so I can't help you there)
there's also the A_Respawn function which just plops you back at the starting point and resets your stats, though that's probably not what you're looking for
whatchu tryin' to do?
[QUOTE=gufu;47580861]Is there a way to respawn a player in ZDoom?[/QUOTE]If you mean via scripts, no. It's one of those things that's been turned down by the developers repeatedly.
If you mean via cheatcodes? As mentioned, "resurrect" will pop you back up where you died with full health. (If you're wondering why they don't just make a script command for resurrect, it's because it's a cheat and as such doesn't have to work perfectly.)
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