• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
Hoy Boy, the 80 heavenly pounds of content I got packin for you guys later on this day/week. Not gonna post a lot more until then though. I really don't want to spam and bother you guys with this; this is about doom as a whole, not my subpar animations :v: Hell, I'm gonna be quiet for a while, have a gift; I uploaded this hours ago for friends and debated on if I wanted to post here or not, as I felt I'm clogging shit up. Pistol Reload ingame with custom sounds. [video=youtube;z_iVydI6LUA]http://www.youtube.com/watch?v=z_iVydI6LUA[/video]
[QUOTE=Cryomundus;45503853]If I recall correctly, you have to re-compile the ACS file using [URL="http://zdoom.org/Download"]ACC[/URL] for any edits to show up properly. Blue Shadow from Zdoom has a [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=33079&start=195#p772127"]little tutorial[/URL] on how to set up SLADE to do it easily from there. I [I]think[/I] that's how it works, anyway.[/QUOTE] Well that would explain a lot. All I did was open up the wad's in XWE and change info there, or change the other text files in notepad.
[QUOTE=Super Muffin;45503882]Well that would explain a lot. All I did was open up the wad's in XWE and change info there, or change the other text files in notepad.[/QUOTE] Okay, new OP is officially having a note somewhere near the top telling people to quit using XWE. Sorry it's taking so long by the way.
Are there any mods you guys suggest to enhance Doom 3? I've found my disk (from which I bought years ago) re-installed it and decided to play it again. Graphical enhancements would be nice :o.
[QUOTE=Hazardous Melon;45503931]Are there any mods you guys suggest to enhance Doom 3? I've found my disk (from which I bought years ago) re-installed it and decided to play it again. Graphical enhancements would be nice :o.[/QUOTE] Sikkmod for one. The customization and fancy effects it gives you can tweak the experience quite a bit. The HD texture packs are optional (and the normal maps have a habit of fucking up for me on them).
[QUOTE=doommarine23;45503879]Hoy Boy, the 80 heavenly pounds of content I got packin for you guys later on this day/week. Not gonna post a lot more until then though. I really don't want to spam and bother you guys with this; this is about doom as a whole, not my subpar animations :v: Hell, I'm gonna be quiet for a while, have a gift; I uploaded this hours ago for friends and debated on if I wanted to post here or not, as I felt I'm clogging shit up. Pistol Reload ingame with custom sounds. [video=youtube;z_iVydI6LUA]http://www.youtube.com/watch?v=z_iVydI6LUA[/video][/QUOTE] I really, really love the sounds you used, they really sound punchy and satisfying. Coupled with the reload animation and noises, I want a download ples
[QUOTE=doommarine23;45501547]So, just another small thing for you guys. I know there is lots of animation mods out there but I felt like having some fun and getting used to people/thing sprites instead of hud. So I made a simplistic animation for the Shotgun Sarge, they now pump their shotgun and a shell flies out. [img]http://puu.sh/areWi/b29875b23e.gifi[/img] [img]http://puu.sh/areYF/422d9474be.gif[/img] Slower[/QUOTE] That would blend well with Brutal Doom.
.........I've never heard of........the...........THING Map 9's track in the Playstation version becomes sped up. I've had on it on loop for the last 20 minutes or so and am having a hard time fighting the laughter(because someone is asleep).
[QUOTE=doommarine23;45503879]Hoy Boy, the 80 heavenly pounds of content I got packin for you guys later on this day/week. Not gonna post a lot more until then though. I really don't want to spam and bother you guys with this; this is about doom as a whole, not my subpar animations :v: Hell, I'm gonna be quiet for a while, have a gift; I uploaded this hours ago for friends and debated on if I wanted to post here or not, as I felt I'm clogging shit up. Pistol Reload ingame with custom sounds. [video=youtube;z_iVydI6LUA]http://www.youtube.com/watch?v=z_iVydI6LUA[/video][/QUOTE] ah man, that's some good shit. Loving those sounds, please, keep this up.
[QUOTE=Agent 47;45503959]I really, really love the sounds you used, they really sound punchy and satisfying. Coupled with the reload animation and noises, I want a download ples[/QUOTE] When they're ready, sure. As a whole, its for a mod I'm doing. But the sounds and animation I can send over soon. I just need to make the reload less sharp, it actually makes my ears kind of do that weird uncomfortable pop thing. [editline]26th July 2014[/editline] [QUOTE=Kegan;45504125]ah man, that's some good shit. Loving those sounds, please, keep this up.[/QUOTE] Everything you've been telling me has been very encouraging (along with everyone else), thank you. I promise to show more stuff, I suppose I'm not really being annoying here. I'll post often after all (maybe) instead of going quiet. [editline]26th July 2014[/editline] [QUOTE=coverop;45503996]That would blend well with Brutal Doom.[/QUOTE] I assume its a joke as brutal doom is a pretty popular punching bag but I believe the mod already includes a similar animation. (which I assume is also the joke :v:) [editline]26th July 2014[/editline] [QUOTE=Hazardous Melon;45503931]Are there any mods you guys suggest to enhance Doom 3? I've found my disk (from which I bought years ago) re-installed it and decided to play it again. Graphical enhancements would be nice :o.[/QUOTE] sikkmod as suggested is just like an overall great enhancer. There is a few other mods out there too you'd really like, like high poly heads. Please give me awhile and I will hunt them down, I used to merge mods like crazy with Doom 3. [editline]26th July 2014[/editline] [QUOTE=Smug Bastard;45503906]Okay, new OP is officially having a note somewhere near the top telling people to quit using XWE. Sorry it's taking so long by the way.[/QUOTE] Need any help?
we dont mind if you spam the thread with high quality content
I really wanna make maps for Doom but every time I start (like, just doing a test map) I give up half way and never come back to it again. Anyone got any tips since I feel like doing it again?
[QUOTE=ZeroTimesCookie;45504491]I really wanna make maps for Doom but every time I start (like, just doing a test map) I give up half way and never come back to it again. Anyone got any tips since I feel like doing it again?[/QUOTE] Try putting in skeletons. Like, a lot of skeletons.
[QUOTE=ZeroTimesCookie;45504491]I really wanna make maps for Doom but every time I start (like, just doing a test map) I give up half way and never come back to it again. Anyone got any tips since I feel like doing it again?[/QUOTE] What editor? Did you also view any tutorials? Beyond this, its good to get ideas, but I'd actually suggest something strange and its just, think of a cool theme or idea, and then an abstract shape. I can't promise it will work, but E1M1? is a rough horse-shoe shape, if you were to walk in a straight line, you'd roughly go from the spawn to the exit. But its a fun and quick level
Before I call it a night, let me share with you the new sounds and shit for the Blaz shot: [video=youtube;VmDNJ8EFPBA]http://www.youtube.com/watch?v=VmDNJ8EFPBA[/video] that fucking https leaves me so [B][I]AGITATED[/I][/B]
Its pretty spiffy, love how its like a cluster fuck of 50 different zelda sounds for the switch, thats really creative. :quagmire:
[QUOTE=doommarine23;45504672]Its pretty spiffy, love how its like a cluster fuck of 50 different zelda sounds for the switch, thats really creative. :quagmire:[/QUOTE] Five actually, three from OOT: the ice melting sound sped up, the shield up sound, and the shield down sound, mixed with the hawkeye sound from TP, and a wingflap sound from Kirby superstar. :v:
[QUOTE=Kegan;45504700]Five actually, three from OOT: the ice melting sound sped up, the shield up sound, and the shield down sound, mixed with the hawkeye sound from TP, and a wingflap sound from Kirby superstar. :v:[/QUOTE] I'm starting to piece it together now. You fucking love Nintendo; I just kind of thought it was creative art usage, but now it all makes sense.
[QUOTE=ZeroTimesCookie;45504491]I really wanna make maps for Doom but every time I start (like, just doing a test map) I give up half way and never come back to it again. Anyone got any tips since I feel like doing it again?[/QUOTE] heres a few tips 1)START WITH VANILLA DOOMBUILDER 2! i cannot stress this enough. It is a lot easier to pick up compared to GZDoombuilder, which has a lot more shit to keep track of 2) give yourself a theme, and a time to make a map, ie 2 hours to make a tech base map. This is an amazing map making exercise. 3) dont worry about texturing or looks until youre happy with the gameplay and layout 4) look up the tutorials on how to use doombuilder. visual mode is a godsend among men, and this is essential for making a map in a reasonable time frame without it being really tedious and bad. thats about it. feel free to pm me or leave a visitor message if you have any questions about doombuilder!
[QUOTE=doommarine23;45504710]I'm starting to piece it together now. You fucking love Nintendo; I just kind of thought it was creative art usage, but now it all makes sense.[/QUOTE] and old Capcom too. But yeah I love mashing sound resources together and making new sounds
[QUOTE=Kegan;45504749]and old Capcom too. But yeah I love mashing sound resources together and making new sounds[/QUOTE] Yeah, Old Capcom is the sexy nips. As for sounds, same here; sound mixing gets some nice results, great stuff you've done.
[QUOTE=doommarine23;45504608]What editor? Did you also view any tutorials? Beyond this, its good to get ideas, but I'd actually suggest something strange and its just, think of a cool theme or idea, and then an abstract shape. [/QUOTE] GZDoom Builder. Might go back to Doom Builder to get used to things again. I've used a couple of tutorials but I've been self teaching. I'll try a shitty sci-fi base full of skeletons, thank you for the inspiration I've always been needing
[QUOTE=ZeroTimesCookie;45504894]GZDoom Builder. Might go back to Doom Builder to get used to things again. I've used a couple of tutorials but I've been self teaching. I'll try a shitty sci-fi base full of skeletons, thank you for the inspiration I've always been needing[/QUOTE] Yes Doombuilder 2 would be best, [url]http://www.doombuilder.com/?p=tutorials[/url] has some very good ones, a bit wordy but concise if you just follow along and skip anything you already know. Easy to follow. I assume your end was a bit of a joke? I can't tell with text, but I wish you luck.
There's just... so many Doom Wads. Can anyone recommend any good wads to play? I'd prefer total conversion mods. I already played Brutal, Duke64, Grezzo and Nuts.wad.
[QUOTE=Pappi_man;45505946]There's just... so many Doom Wads. Can anyone recommend any good wads to play? I'd prefer total conversion mods. I already played Brutal, Duke64, Grezzo and Nuts.wad.[/QUOTE] Pirate Doom.
[QUOTE=Doom14;45498242]Every time I slightly consider mapping, I run into a level set that just makes me go: [B][I]"welp, fuck that"[/I][/B] [t]http://i.cubeupload.com/wka7K9.png[/t][t]http://i.cubeupload.com/Q1aWQl.png[/t] I know everyone has to start somewhere, but god damn if some people out there aren't absurdly good.[/QUOTE] Good gameplay always goes before good looks, once you get an understanding of which monsters work best when paired with other monsters you'll be able to make some solid maps. Just don't spam the same monsters over and over again. For example: Barons have a lot of health and very hard to stun, but they move slow. You could pair it with revenants, who are fast, but have little health and are relatively easy to stun. Chaingunners are good at both offensive and defensive roles. Having a few could easily force the player to switch focus to them instead.
[QUOTE=Pappi_man;45505946]There's just... so many Doom Wads. Can anyone recommend any good wads to play? I'd prefer total conversion mods. I already played Brutal, Duke64, Grezzo and Nuts.wad.[/QUOTE] alien vendetta, epic 2 [editline]26th July 2014[/editline] [QUOTE=riki2cool;45507155]Good gameplay always goes before good looks, once you get an understanding of which monsters work best when paired with other monsters you'll be able to make some solid maps. Just don't spam the same monsters over and over again. For example: Barons have a lot of health and very hard to stun, but they move slow. You could pair it with revenants, who are fast, but have little health and are relatively easy to stun. Chaingunners are good at both offensive and defensive roles. Having a few could easily force the player to switch focus to them instead.[/QUOTE] i love chaingunners so much, they do a shitload of damage so you cant ignore them for very long. Pair that with an archvile for an instant dickish yet challenging encounter
[QUOTE=Mike Tyson;45507531]alien vendetta, epic 2 [editline]26th July 2014[/editline] i love chaingunners so much, they do a shitload of damage so you cant ignore them for very long. Pair that with an archvile for an instant dickish yet challenging encounter[/QUOTE] Remember Hard Doom? A single chaingunner could kill a player with a megasphere in less than 2 seconds. That mod was crazily unbalanced, but it was fun after all. Now every single active gameplay modifier has to include these gimmicky reload functions and completely change the weapons (complex doom changed the shotgun pellet pattern, so it's pretty much useless after you get the SSG)
Playing completely through Doom 2 with Brutal Doom (as opposed to lightly dipping into various wads as I was previously). It occurred to me that I don't remember any of the secrets as well as I used to :/ Missed the bonus levels, so reloading a save to trawl through MAP15 to find the entrance.
[QUOTE=Mike Tyson;45507531]alien vendetta, epic 2[/QUOTE] If you do play through Epic 2, I recommend using the [url=http://forum.zdoom.org/viewtopic.php?t=29815]Nazis![/url] mod with it, fits perfectly.
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