• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
I personally think it's perfect.
[thumb]http://i.imgur.com/9iShY4R.jpg[/thumb] Ribbiks and Dannebubinga have released the first few betas of Sunlust. Go grab it [url=http://www.doomworld.com/vb/wads-mods/68089-sunlust-betar1-released/]here.[/url]
[QUOTE=Breezeep;47943487][thumb]http://i.imgur.com/9iShY4R.jpg[/thumb] Ribbiks and Dannebubinga have released the first few betas of Sunlust. Go grab it [url=http://www.doomworld.com/vb/wads-mods/68089-sunlust-betar1-released/]here.[/url][/QUOTE] i see hell invaded the flemoid's homeworld too
[QUOTE=Breezeep;47943487][thumb]http://i.imgur.com/9iShY4R.jpg[/thumb] Ribbiks and Dannebubinga have released the first few betas of Sunlust. Go grab it [url=http://www.doomworld.com/vb/wads-mods/68089-sunlust-betar1-released/]here.[/url][/QUOTE] gave it a quick run through "huh, these map names are quite tasteful and sound original" -me "MAP29 - GO FUCK YOURSELF" stay classy DW i really, really like maps that use one major bright color to contrast dark lighting and texturing
I'm -still- trying to find that mystery wad that I played a while ago. Maybe I'll give it another shot at describing it here in case anyone knows what I'm talking about. I remember the whole thing having generally stellar level design, encapsulated by one particularly awesome level. You started out dropping onto this main platform, with four different bridges leading to different colour-themed areas and lava outside of them. The walls were that weird glowing red/blue texture. [IMG]http://s7.postimg.org/qql8suoy3/mystery_level.png[/IMG] (terrible MSPaint rendition, but you get the idea) It was a crazily complicated map, with each door leading to an area that could've been a separate level in length. I remember dropping down into the green area, as it was the only unlocked door to begin with. There was a large, pyramid-like structure in that part with a weird teleport-cage area inside. The other areas had their own challenges, which I'm still struggling to remember in the hopes someone knows what I'm talking about. There was also a room towards the end that triggered being attacked by four+ archviles, if that helps. It was either a level close to the end of this .wad or a secret one. Anyone?
Mostly finished grass theme! [media]https://soundcloud.com/wauterboi/doom-the-golden-souls-ost-grass-land-of-grass-wip-61315[/media] For reference, this started as an unfinished track from years ago, and was adapted to fit the bill for Batandy. [url]https://dl.dropboxusercontent.com/u/965202/Facepunch/Game/grass.mp3[/url]
[QUOTE=AtomicWaffle;47945019]I'm -still- trying to find that mystery wad that I played a while ago. Maybe I'll give it another shot at describing it here in case anyone knows what I'm talking about. I remember the whole thing having generally stellar level design, encapsulated by one particularly awesome level. You started out dropping onto this main platform, with four different bridges leading to different colour-themed areas and lava outside of them. The walls were that weird glowing red/blue texture. [IMG]http://s7.postimg.org/qql8suoy3/mystery_level.png[/IMG] (terrible MSPaint rendition, but you get the idea) It was a crazily complicated map, with each door leading to an area that could've been a separate level in length. I remember dropping down into the green area, as it was the only unlocked door to begin with. There was a large, pyramid-like structure in that part with a weird teleport-cage area inside. The other areas had their own challenges, which I'm still struggling to remember in the hopes someone knows what I'm talking about. There was also a room towards the end that triggered being attacked by four+ archviles, if that helps. It was either a level close to the end of this .wad or a secret one. Anyone?[/QUOTE] That totally sounds a bit like a level from one of the Community Chest megawads. (I remember fucking hating it, too.) did the teleport cage room have blue-ish computery textures, and did you go down to it via a white corridor and then a lift?
Added wood and made the holes a bit less busy Clean [t]http://i.imgur.com/SgSaOGR.png[/t] Holes [t]http://i.imgur.com/KgOpgbT.png[/t] Side profiles [url]http://i.imgur.com/WfkHNWp.png[/url] [url]http://i.imgur.com/6K7aAHX.png[/url] Agree for clean, disagree for Holes If I get Agrees I might try repainting the holes from scratch for one more try Also sorry if I'm shitting up the thread with this stuff
It's fine.
I think what's bugging me about the heat shield holes is that they're so large considering what a heat shield usually looks like. Simultaneously something looks too clean about clean, not sure what. Decided to mess around and throw up a little mix-n-match concept. [t]http://i.imgur.com/rPghuwo.png[/t]
Repositioned the UVs and gave myself more space, got rid of some of the polys and redid the holes and I think I'm pretty happy with it now [t]http://i.imgur.com/Uc3yIJh.png[/t] [t]http://i.imgur.com/3tZumNA.png[/t]
[QUOTE=Bloodshot12;47949615]Repositioned the UVs and gave myself more space, got rid of some of the polys and redid the holes and I think I'm pretty happy with it now [t]http://i.imgur.com/Uc3yIJh.png[/t] [t]http://i.imgur.com/3tZumNA.png[/t][/QUOTE] Yeah, now that looks real nice.
[QUOTE=Bloodshot12;47949615]Repositioned the UVs and gave myself more space, got rid of some of the polys and redid the holes and I think I'm pretty happy with it now [t]http://i.imgur.com/Uc3yIJh.png[/t] [t]http://i.imgur.com/3tZumNA.png[/t][/QUOTE] This really makes me wish I could learn 3D modelling, but it always ends with having to use YouTube tutorials for Blender that barely make sense. I just gave up. This looks incredible though, can't wait to try out the mod.
[QUOTE=TheRealRudy;47948348]So, I'm trying to figure out how to insert a simple prop into my map. I've looked on the ZDOOM wiki, made a DECORATE.txt file, but then I just don't know how to put it. The wiki mentions something like this; [code]actor CEye 10242 { Height 40 Radius 20 +SOLID States { Spawn: HAW6 A 10 HAW6 B 10 Bright HAW6 C 10 Loop } }[/code] But I have no idea what it actually means. I've been looking up, but nothing gives a really clear image to me. This is the image I'm trying to transform into a prop btw; [IMG]http://i.imgur.com/zOfSanu.png[/IMG] [editline]gtdfgsgsyhsyh[/editline] Anyone?[/QUOTE] Firstly, get this: [URL="http://slade.mancubus.net/"]SLADE3[/URL]. This is your go-to editor for decorate stuff. Right, so the wiki is kinda shit about actually explaining this sort've thing and expects you to just "know" what it's talking about. First and foremost, for anything to be included into the game, you need to have a "decorate.txt" file that has the path to your prop. For this example, it might be something like (#include "decorate/props/CEye.txt"). This is the MOST important step, or nothing will change. An "actor" is a base class used by all Decorate actors. It's essentially a parent class that provides basic functions. More here: [URL="http://zdoom.org/wiki/Classes:Actor"]http://zdoom.org/wiki/Classes:Actor[/URL] "CEye" is the actor name. You can bring in the actor in Zdoom by opening console and typing "summon CEye" and it will spawn in front of you. "10242" is a DoomEd number, it's used by maps to determine what objects are placed where. The numbers range from 1-32767, and not all 32767 numbers are used by anything. So, with that in mind, if you go into an editor and put in 10242, you'll find the actor. In this case, since the actor "CEye" replaces nothing, it needs to either be manually placed in a map or summoned. For testing, I'd use the "summon" command to check that it can appear ingame. More can be found here, including a link to a list of already used DoomEd's: [URL="http://zdoom.org/wiki/Editor_number"]http://zdoom.org/wiki/Editor_number[/URL] Height is pretty obvious. Radius is used to determine an actor's width, and all actor's are cubes, not circles. +SOLID is an actor flag, and is a special property. In this case +SOLID means that nothing can walk through this actor. There's a lot of special properties you can give actors. Again, more here: [URL="http://zdoom.org/wiki/Actor_flags"]http://zdoom.org/wiki/Actor_flags[/URL] "Spawn" is an actor state, and in this case, it tells the game "make me appear ingame". [CODE]HAW6 A 10 HAW6 B 10 Bright HAW6 C 10[/CODE] Now, this chunk here is what the actor actually does, and in this case, it's telling the game to go through sprites HAW6A, HAW6B, and HAW6C for 10 tics. Tics are essentially "Doomtime", and its how long it should play that frame. "BRIGHT" just means illuminate the sprite, or literally make it brighter. "Loop" is there so that the game will repeat those 3 commands indefinitely, otherwise without "Loop" it would play through each command, and the prop would be stuck displaying HAW6C forever. Now, for your gumball machine, you need to name the sprite something like this: GMBLA0 You'll also need to surround it with 2 markers called SS_START and SS_END, this let's the game know where the sprite sheet starts and ends. And then this [I]should[/I] work for at least testing purposes: Name this file: "GUMBALL" [CODE] ACTOR Gumball replaces BlueTorch { Height 60 Radius 16 +SOLID States { Spawn: GMBL A 10 GMBL A 10 Bright loop } }[/CODE] The DECORATE file should have (#include "GUMBALL"), sans parentheses. After that, in Doom 2, start a game, open console, and type "map map03" and head for the 1st set of torches past the lift. The gumball machine should replace the blue torches. Alternatively, you can just start a game and type "summon bluetorch" or "summon gumball". Oh, and one last thing. "Replaces" is a special keyword that means "this actor will always appear in place of this one." Meaning, you can replace cyberdemons with Revenants/medkits/BFG9000, literally anything. It's fun to mess with, really. Anyway, I hope this helped? There's a thing for you in the spoilers if you get stuck btw, I'd recommend trying to put it ingame yourself first tho. [sp] and here's a .wad with it already made: http://www.mediafire.com/download/op19v146vgink0p/GUMBALL.wad[/sp]
Now make it empty gumballs everywhere.
Honestly it'd be piss easy and a lot of fun to do so.
[QUOTE=wauterboi;47951595]Now make it empty gumballs everywhere.[/QUOTE] And enemies slip on the gumballs. Like the Double Dragon movie.
[t]http://i.imgur.com/4XabtrL.png[/t] [t]http://i.imgur.com/oGDQ6Np.png[/t] RL with bonus WIP hand
Was thinking about making a new rocket pack that latches to the side but was too lazy ATM so Qguy just places them on the rack by hand so fast you can't see it
Its basically just Quake 2/Doom 3. I wouldn't really worry about it. [editline]14th June 2015[/editline] Infact just look at how Quake 2 does it to figure it out
[QUOTE=Bloodshot12;47957247][t]http://i.imgur.com/4XabtrL.png[/t] [t]http://i.imgur.com/oGDQ6Np.png[/t] RL with bonus WIP hand[/QUOTE] The side profile is good but it loses something when tucked to the side of the screen. I'd personally make it look more like a Panzerfaust, myself. Shotgun looks incredible do not change it
Trying to make sprites can be a bitch and I've still got a long way to go, but besides the stock I think I did decently in this attempted contribution for Contra Doom. [img]http://i.imgur.com/jT3iG5v.png[/img] Too bad it's so large doubled up that it's cumbersome for your view. and the stock looks pillow-shading ugly as sin [t]http://i.imgur.com/mhtRCiZ.png[/t]
Friendly reminder that [URL="http://www.twitch.tv/bethesda"]Bethesda's E3 stream[/URL] will start somewhere between half an hour to an hour from now, and may include new Doom 4 footage/a reveal. - It's now live, but it's all Fallout 4. :v: -- And now they're on Doom.
Gameplay is being shown right now
OH GOD MY DICK
This actually looks pretty good, thank god they didn't go full Brutal Doom.
Wow that looked mediocre.
The Plasma Gun design was similar to the Doom 3 Plasma gun
MAPPING IT HAS CUSTOM MAPPING SUPPORT [editline]14th June 2015[/editline] OH GOD IT'S HELL
I'm not sure what to think. Confirmed mapping/scripting tools is pretty cool, though.
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