• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[QUOTE=Xubs;45095985] Are you on the latest beta or latest stable?[/QUOTE] Stable. Tried beta, that didn't work.
SLADE3 and it's files are located in a folder, and that folder is located in my DOOM WADS folder. My sourceports are located in other folders not inside my DOOM WADS folder.
[QUOTE=TheCombine;45093441]Doom 3[/QUOTE] I would be afraid of that too
[QUOTE=Cows Rule;45089805]I don't mind if they take a liberty hear or there with new designs, but if I can't recognize imps as imps and the pink demons as pink demons we're gonna have some problems. Look through the Doom 3 monsters, the only 3 that look like their original counterpart is the mancubus, archeville, and revenant.[/QUOTE] That Lost Soul tho. I fucking love it. Of all the redesigns in Doom3, that's my favorite. It would be cool to see the Doom 3 original monsters like the Cherubs and the Maggots done in a more classic style.
Didn't they redesign the Lost Souls in RoE to look like the original doom Lost Souls?
Those were a different enemy called The Forgotten ones afaik. The only difference is the design and they had way more health. [QUOTE=Xubs;45097040]I actually don't like any of the designs in Doom 3. The only enemy design I like in Doom 3 is the Brusiers from Resurrection of Evil, otherwise everything felt uninteresting. I kinda feel it was all too muted, everything was too gray. I liked the colorful designs of the demons in Doom 1/2.[/QUOTE] Even the Revenant? It's the closest to the sprite any of the designs got, and I like the transparent skin idea... even though the tech at the time limited that transparent skin to look more like a big ziplock bag.
I liked a lot of the doom 3 creatures, like the revenant, mancubus, lost soul, the hell knight, the weird cacodemon that looked like a duke 3d octabrain, and even the imp to an extent. Though I do prefer the originals, I liked how in Doom 3 they tried to use those transparent textures that stretched to make it look like there was disgusting aliens-like mucous in their mouths and stuff. I can't really remember another game from that time that did stuff like that.
I think in Brutal doom, if any marines you rescue make it to the end of the level with you, they should come with you to the next level. Imagine having an army of marines :v: Then again, they may get in the way pretty easily. The marines can do the same executions you can with the berserk pack, but at any time.
Doom needs demons, the things in Doom 3 - except the Cyberdemon and Archvile - were nothing but aliens and mutants to me
[QUOTE=Xubs;45097040]I actually don't like any of the designs in Doom 3. The only enemy design I like in Doom 3 is the Brusiers from Resurrection of Evil, otherwise everything felt uninteresting. I kinda feel it was all too muted, everything was too gray. I liked the colorful designs of the demons in Doom 1/2.[/QUOTE] the bruisers were super cool as a concept but was kinda wasted in RoE, or even just by being in a doom game in general. the screen displaying disturbing images that also hint towards his current behavior seems like the kind of thing that would work far better in a more stealth-oriented game instead
[QUOTE=Tuskin;45097277]I think in Brutal doom, if any marines you rescue make it to the end of the level with you, they should come with you to the next level. Imagine having an army of marines :v: Then again, they may get in the way pretty easily. The marines can do the same executions you can with the berserk pack, but at any time.[/QUOTE] You can pretend they came with you if you spawn them in the console Summon marine Would be the code if I remember (I use brutal doom sperglord edition with the marine weapons add-on so it's stuff like marine_shotgun)
[QUOTE=PaChIrA;45099784]You can pretend they came with you if you spawn them in the console Summon marine Would be the code if I remember (I use brutal doom sperglord edition with the marine weapons add-on so it's stuff like marine_shotgun)[/QUOTE] WHY WOULD YOU TELL ME THIS [t]http://puu.sh/9sJ6Z/164ed3d8b0.png[/t] [editline]14th June 2014[/editline] [t]http://puu.sh/9sJap/afdbc6f06b.png[/t]
[QUOTE=Tuskin;45099804]WHY WOULD YOU TELL ME THIS[/QUOTE] I love having those guys with me
[t]http://puu.sh/9sJhv/b459d9e5a5.png[/t]
holy shit i gotta try this
I hope the new Doom focuses way less on cinematics and trying to be like other shooters, just be Doom. Great level design, huge weapon variety, fast paced gunplay and lots of gore. Please don't be spooky closet simulator with cinematic set pieces like Doom 3.
[QUOTE=Tuskin;45099841][t]http://puu.sh/9sJhv/b459d9e5a5.png[/t][/QUOTE] [media]http://www.youtube.com/watch?v=kR1SDsvdyEA[/media] This is the only real way to play doom.
[IMG]http://i.imgur.com/Cf0V90n.png[/IMG] So i've got some mutators here. Does anyone know how can i make a fancy shortcut to my desktop that opens brutal19.pk3 and one of the mutators with gzdoom.exe?
I really like the marines in Brutal Doom. It's nice to have that little help.
[QUOTE=LaTrefle;45100929][IMG]http://i.imgur.com/Cf0V90n.png[/IMG] So i've got some mutators here. Does anyone know how can i make a fancy shortcut to my desktop that opens brutal19.pk3 and one of the mutators with gzdoom.exe?[/QUOTE] Use the -file command line argument with the wads you want listed after it. EG: -file brutal19.pk3 BDMutator_noreloadsv2.pk3
[QUOTE=TheCombine;45095262]If SLADE3 ever gets an editor on par with (GZ)Doom Builder 2, I'm switching forever. Though I imagine DB2 getting a lump editor is more likely than that.[/QUOTE] How do you figure? Slade3 has had a map editor in the works for awhile. As far as I know DB2 has never had a lump editor planned.
So where do I actually find the lumps that have weapons/monster behavior? I've been poking around and I can't find anything.
I'll probably start looking at the original stuff to get a feel for how they work and make subtle changes to get started. Thanks a lot.
[QUOTE=Xubs;45100945]it's best to use a launcher, like IDE (which has support for singleplayer) or ZDL. Personally I use IDE because it allows you to make presets which you can then load with a click of a button.[/QUOTE] ZDL does this too with .zdl files You can also associate them so double-clicking a .zdl file will load your chosen source port with chosen mods
[QUOTE=Alice3173;45102296]How do you figure? Slade3 has had a map editor in the works for awhile. As far as I know DB2 has never had a lump editor planned.[/QUOTE] It's just has been so long that I don't see it happening.
[QUOTE=Bloodshot12;45090331]I was watching this video about the Doom movie and I noticed something [video=youtube;t7qHrfYZpKw][/video] skip to 8:19 then listen to this [video=youtube;p2loRPdi_Aw][/video][/QUOTE] I'm surprised I just noticed this now.
Playing with DeHacked is almost as fun as playing Doom on it's own.
[QUOTE=Zackin5;45102069]Use the -file command line argument with the wads you want listed after it. EG: -file brutal19.pk3 BDMutator_noreloadsv2.pk3[/QUOTE] This. Goddamn this. Wow i can addd every single mutator inside the folder, the game just got more and more enjoyable Look at this [IMG]http://i.imgur.com/XNYMhOj.png[/IMG], I can safely say i played it more than Blacklist. oh man. i wonder if it conflicts with other custom made .wad's
I've decided my first forray into Doom modding shall to be make a weapon that shoots imp fireballs. It's probably just end up to be some copy pasting but if it works I'll be happy. [editline]14th June 2014[/editline] Alright well my Screen Recorder has a problem with Zdoom and didn't actually capture any gameplay. I'll see about actually getting a video but here's [URL="https://dl.dropboxusercontent.com/u/43026495/DECORATE.txt"]what I got.[/URL] [CODE]ACTOR ImpShot : RocketLauncher 2000{ Weapon.AmmoGive 20 Weapon.SlotNumber 2 Weapon.SlotPriority 1 States { Ready: PUNG A 1 A_WeaponReady Loop Deselect: PUNG A 1 A_Lower Loop Select: PUNG A 1 A_Raise Loop Fire: PUNG B 4 A_GunFlash PUNG C 4 A_FireCustomMissile("DoomImpBall") PUNG D 5 PUNG C 4 PUNG B 5 A_ReFire Goto Ready Flash: Goto LightDone } }[/CODE] You'll have to save target as and drag it onto the exe. Summon it in the console with "summon ImpShot". It uses rockets for ammo is bound to slot 2 after the pistol. I'm uploading a video now.
Hey there! You guys remember Wrack? The doom/quake-inspired singleplayer game by the Skulltag guy? I'm helping out with it! (we're trying to get the game released before the end of this summer but shhh) We're in the polishing stages right now. [media]http://www.youtube.com/watch?v=Xr3Px1YV_lc[/media] We're also working on rehauling the combo system into a gameplay mechanic that is going to be loads of fun, so stay tuned. I think you guys will really like what it's become since last time you heard of it.
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