I picked up on how to use Doom Builder faster than I thought I would.
[QUOTE=Durrsly;44663201]I picked up on how to use Doom Builder faster than I thought I would.[/QUOTE]
I always wanted to try it. How's the learning curve?
[QUOTE=Kahgarak;44665456]I always wanted to try it. How's the learning curve?[/QUOTE]
Not very steep, and the site has video tutorials.
Visual mode is a godsend.
Furthermore, do any good step-by-step tutorials or guides exist on making total conversions for DOOM?
[QUOTE=Kahgarak;44667326]Furthermore, do any good step-by-step tutorials or guides exist on making total conversions for DOOM?[/QUOTE]
The Doom Wiki (Doomwiki.org, not the wikia page) has guides for sprite editing.
I use Whacked for changing behvavior, and SLADE3 for graphics.
Speaking of SLADE and Decorate, lemme show off a little what I've been doing, now in webm format:
I've been busily retooling the Ruby Wand into something [B]MANLIER[/B] and more appropriate for Lord Blaz, and with the help of some pretty talented fellas, I now have this wrist cannon:
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/Testing%20new%20armcannon%20frames.webm[/vid]
as you can see there's some pretty neat new animations here
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/power%20cannon%20altfire.webm[/vid]
Here's the powered up form up the arm cannon, complete with some altfire testing
and finally
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/I%20tried.webm[/vid]
Here's the finished animations for raising and lowering the character's arm, along with the charge attacks.
Finally here's the newest thing I've been fiddling with: The boomerang's item crash
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/Boomerang%20crash.webm[/vid]
Wow, long time i don't visit the L4D2 Workshop and i see this [url]http://steamcommunity.com/sharedfiles/filedetails/?id=221200144[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=219786407[/url]
[t]http://cloud-4.steampowered.com/ugc/451785526892265864/2222440810FD2ABB39C707D1AE780A134C2EE344/[/t][t]http://cloud-3.steampowered.com/ugc/451785526892271597/1018EEDE3D68F4218AAECCB66EAEDF66FAD95E7D/[/t][t]http://cloud-4.steampowered.com/ugc/451785526892314751/0C845F379D0E165FE9E0073AAC58544B2C61F4E8/[/t]
I made a giant "FUCK" in Doom Builder out of frustration with my inability to make teleporters work.
I followed the tutorial but nothing happens when I walk over the linedefs. Do I apply the other tag to the destination sector, not the linedefs?
[QUOTE=Durrsly;44684747]I made a giant "FUCK" in Doom Builder out of frustration with my inability to make teleporters work.
I followed the tutorial but nothing happens when I walk over the linedefs. Do I apply the other tag to the destination sector, not the linedefs?[/QUOTE]
The teleporter linedef tag needs to point to the sector tag of the destination. In order to define where the player is teleported to within the sector, you'll also need to place a teleport destination thing within said sector.
Don't worry, teleporters took me ages to understand too, but once you get the hang of things, understanding other features you haven't worked with before gets easier as well.
By the way, which format are you using to map with?
[QUOTE=Doom64hunter;44686208]
By the way, which format are you using to map with?[/QUOTE]
UDMF
[QUOTE=riki2cool;44563195]I can give you a link to my old folder. Most of my wads disappeared after my PC broke in 2008, but I managed to salvage some of them. I've since then collected some while playing Skulltag, and later on Zandronum. (I'm pretty sure I have the first beta of Zombie Horde)
There's also a lot of old skulltag stuff in there, like announcers, demos, skins and screenshots, which I didn't care to filter out. [sp]The original Iwads [B]are[/B] in there, but I trust you already own a legit copy of Doom 1 and 2. I will send the link through PM's[/sp]
It's about 6,08 GBs in size, by the way.[/QUOTE]
I'm thinking of getting back into doom mods over the summer, could I have the link aswell?
[IMG]https://24.media.tumblr.com/c078306b33f4e6d126c3041ca1b328b2/tumblr_n4vn0aHTvg1szent1o1_500.gif[/IMG]
No John, you are the agitation.
and then John was [B][I]AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA[/I][/B]
Goddamn agitating skeletons.
Skeletons you say? How about some more
[IMG]http://37.media.tumblr.com/a2d47eecf3e1109e22294df5f2bac386/tumblr_n4vqx7aK391s3uhtzo1_400.gif[/IMG]
Cross-post from the Wolfenstein thread
Anyone Remember WolfenDoom?
[url]http://www.doomworld.com/wolfendoom/index2.html[/url]
It was mod for Doom 2 that ported Wolf3D + SOD to Doom 2, it also has a bunch of custom campaigns that are pretty fun. it is some what of a Pain to make work on modern Source ports, I don't even remember how I did it, you may have to google.
If you want just Wolf3D+SOD, there is this
[url]http://forum.zdoom.org/viewtopic.php?t=4608[/url]
But WolfenDoom has updated Sprites and textures. That TC uses the original Sprites and textures.
[QUOTE=Kegan;44691644][IMG]https://24.media.tumblr.com/c078306b33f4e6d126c3041ca1b328b2/tumblr_n4vn0aHTvg1szent1o1_500.gif[/IMG]
No John, you are the agitation.
and then John was [B][I]AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA[/I][/B][/QUOTE]
obligatory:
[video=youtube;9IxZKAdLLHg]http://www.youtube.com/watch?v=9IxZKAdLLHg#t=241[/video]
So are Revenants considered the worst monster, then?
[QUOTE=Ghost101;44696363]So are Revenants considered the worst monster, then?[/QUOTE]
archviles are worse
[QUOTE=Mike Tyson;44696381]archviles are worse[/QUOTE]
Especially since revived gib monsters can walk or fly under closed doors :tinfoil:
Hacx's mapping was good to decent in MAP01-04 then MAP05 was abysmal.
I really want to like Herain2, but MAP26 is so goddamn awful. Just, imagine switch hunts but with no indication of whats the right switch, what the switch does, and what door it opens OR opens a random section of the wall in a place you never ever thought to look. Also, add in 6 cyber-demons in a really small area. Also, make everything eye-bleach white. It's the literal shit stain on an otherwise fun wad. If you do want to play it, stop after MAP25, or just skip MAP26.
So I played the PS1 version of DooM the other day, and I was legitimately surprised by how well done it was for the time. Having Doom 1 and 2 in the same game is really cool, I actually prefer the gun sounds to the PC version's, they sound more punchy and powerful, and the music makes it a lot tenser and creepier. I might actually buy it to play on my PS3, it's pretty damn good.
There is a PS1 mod for the PC version
[url]http://www.doomworld.com/vb/showthread.php?s=&postid=1074676#post1074676[/url]
It requires the GZDoom source port.
[QUOTE=Starlight 456;44706593]So I played the PS1 version of DooM the other day, and I was legitimately surprised by how well done it was for the time. Having Doom 1 and 2 in the same game is really cool, I actually prefer the gun sounds to the PC version's, they sound more punchy and powerful, and the music makes it a lot tenser and creepier. I might actually buy it to play on my PS3, it's pretty damn good.[/QUOTE]
My main problems with the PS1 port, having owned it for years, were the framerate and darkness. I mean, it's not Doom 64 dark, but it got to be a pain in the ass to play in the middle of the day to say the least. Still, for what it is it's a great port, and the mod that ports the PS1 content also includes the Final Doom map sets at that.
My favourite bug, which I think most source ports fix, are monsters attacking themselves if self damaged
It is hilarious watching a Lost Soul try and ram itself.
There was also a bug where if a monster got crushed by a door and then revived it would basically go into noclip mode and pass through everything.
Seems strange, since monsters of the same type are immune to their attacks. I guess melee ignores that?
[QUOTE=Ghost101;44709244]Seems strange, since monsters of the same type are immune to their attacks. I guess melee ignores that?[/QUOTE]
If I recall correctly melee attacks are actually very short range hitscan attacks. Hitscan attacks can affect enemies of the same type. (See: shotgun guys and such killing other shotgun guys.)
[QUOTE=Xubs;44709653]According to the Doom wiki, barrels are a special case for monster infighting. I think that barrels transferring targets doesn't take into account monster class, as I've seen barrel suicides from ranged attacks, which in normal circumstances ranged attacks don't cause infighting among same-class enemies.
It probably ignores monster class entirely and just transfer the identity of the monster who caused the first hit on the barrel (assuming it didn't explode on the first hit, which according to the Doom wiki doesn't cause a target transfer), but I wouldn't know exactly since I haven't taken a look at Doom's code and am not a coder and the Doom wiki doesn't seem to explain the relationship between monster class and barrel suicides.[/QUOTE]
It's more like "when hit seek out and attack whoever dealt the last blow", which can result in some amusing infighting when dealing with 2 monsters from the Baron family (such as Archon of Hell and Hell knight) will try and hurt each other if one blew up a barrel near the other.
When it's one monster blowing up a barrel on itself, it treats it as being "hit" by another enemy (think like recursive damage), thus being the last one to deal damage, and begins attacking itself. Self-suicides don't exist anymore, but there are occasions of family-infighting(including ranged monsters), which is both amusing and sad to watch.
GODDAMN IT HACX
It just loses all momentum with the [sp]cyberspace[/sp] levels.
MAP10: Anarchist's Dream was a bit better better than MAP05: Cyber Circus, but it trades better mapping for being hard on the eyes.
Sorry, you need to Log In to post a reply to this thread.