• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
I did, it still gave me that. I deleted the map and re-did it, works for now
[url=https://pbs.twimg.com/media/BuJo03WIgAAQb63.jpg]Id released this for Doom 3's 10th birthday[/url]
[QUOTE=Smug Bastard;45589767][url=https://pbs.twimg.com/media/BuJo03WIgAAQb63.jpg]Id released this for Doom 3's 10th birthday[/url][/QUOTE] I'm as gay for Doom 3 as I am for Doom 1/2. I need more [editline]4th August 2014[/editline] [QUOTE=Doom14;45589712]It really depends on what you're going for. Full realism, mock realism, sci-fi, pure insanity, etc. I mean let's say you have a pistol. Realistically, all you might see are hollow-points. Mock-realism, you might have exploding rounds if the caliber is big enough, or AP rounds that can pierce one or two enemies like a railgun. Sci-fi, you might kick it up to incendiary rounds, ones that act like a tiny shotgun, ones that trade fire rate and damage (big damage slow fire, little damage fast fire.) And then in pure insanity, it could shoot bees, drills, or a marker to call in an air-strike. The sky's really the limit. The only issue I have is that lot of mods make the pistol a complete toss-away weapon, as it is in default game balance as well. As controversial as it is, Brutal Doom got that aspect right along with a few other mods. Some do it in cop-out ways (separating pistol ammo from other slot 4 weapons), or others just accept the fact that it's a low-tier ditch weapon and balance in that way (QuakeStyle's pistol/auto-pistol.) The one nice trade-up I've seen is that QuakeStyle has a very rare silenced pistol that lets you engage enemies one on one without alerting the whole room.[/QUOTE] I agree the sky is the limit, I just wanted to see people's ideas. If I had to say any style, it would be sort of sci-fi mock-realism. Like Doom 3 or Halo or Wolfenstein TNO. Believable and realistic, but I have no problem getting a bit of lee-way for really cool things. Those are some solid ideas, most I've had before (explosive, AP, HP, incendiary) but that bee/drill one I haven't thought of, I really like it though I'm not 100% certain how it would work in gameplay to make it useful. ( any ideas?) I plan on making the pistol useful, I think its hard to balance in the sense that no matter what, unless specifically designed to be really useful I think it will always be a bit lacking. Its just one of those things you know? Even if weapons follow the idea of niches, pistols are always just pistols. Even in a realistic sense; your pistol is a side arm. So its pretty hard to think of "how can we make this badass for a starting weapon?" So I'm definitely thinking ways to make it useful. At the minimum, being a bit more accurate, damaging and a tiny bit faster. I was thinking that certain actions like melee and reloading would be faster, along with a lot of spare magazines. Meaning the player would possibly prefer to use the pistol in close-mid range while conserving shotgun ammo, along with having enough spare mags to keep it as a useful back up. I definitely like the idea of AP/HP ammo to give it an extra push later in the game. I was toying with the idea of a burst fire secondary mode. I'm afraid that might make it feel like a shitty SMG, but I'll try it out and see how that goes. The idea of a silencer is also something I toyed with, and I kind of like it; though I worry about how useful it would truly be. I also was thinking perhaps about duel wielding it, I don't really know if that would be very good though, it might make the gun(s) too good.
make the pistol quick to reload and fast to draw while having other weapons be heftier and slower? like: fire SSG did it die? no? shoot it with the pistol a few times and its dead
[QUOTE=comet1337;45589920]make the pistol quick to reload and fast to draw while having other weapons be heftier and slower? like: fire SSG did it die? no? shoot it with the pistol a few times and its dead[/QUOTE] Yeah, I was thinking perhaps something of that nature. Though I had the weird idea from your post that you could quick draw your pistol and fire a few shots. Like you hold your shotgun with one arm and fire your pistol. While that technically isn't using the pistol as a main weapon, it still gets used. The hard part of this will be determining how it will reload and how to check if the pistol currently has alternative ammo in place, but its an idea worth looking into imo. Thanks for the inspiration! [editline]4th August 2014[/editline] [IMG]http://puu.sh/aEtAY/a12152f091.gif[/IMG] Quite a nice concept, lets see if I can get this playable ingame.
[QUOTE=doommarine23;45589943][IMG]http://puu.sh/aEtAY/a12152f091.gif[/IMG][/QUOTE] That's pretty bitchin', really. It doesn't have to be a primary weapon of itself, it's just that many a mod make it so the second you get your hands on the chaingun - goodbye pistol. Brutal Doom turned it into a rife with good accuracy. QuakeStyle gives you a silenced one you can find that doesn't alert enemies. Making it a quick draw/last resort weapon that could be used instead of reloading? Perfect! It's sort of what pistols are there for anyways. Instead of making the fancy animation to hold a weapon to the side (as might be difficult with the bigger ones, sans just lowering them to the left) - you could have a hotkey that throws the current weapon and auto-draws the pistol. For comedic bonus, make the thrown weapon do marginal damage and/or auto-painstate smaller enemies on hit. :v: You can always play around with a lot of weapon mods and call it research. Lord knows there's a gorillion of them out there, but as far as I know, the quick draw pistol idea hasn't really been played with outside of Hideous Destructor.
[QUOTE=Lyokanthrope;45586463]I am having way too much fun with DoomRL Arsenal and DoomRPG and Oblige Like, this amount of fun should be [I]illegal[/I].[/QUOTE] Been doing that too, setting the monster setting to Nuts! in Oblige and then carving paths through tons of monsters with automatic weapons while playing Marine and getting crazy high combo levels is just fun.
[QUOTE=bigmansham;45589073]I was playing some of these levels you guys posted and I was wondering, how do I change the name of a level? I know how to change the music but I never could figure out how to change the title of a map.[/QUOTE] [url]http://doomwiki.org/wiki/MAPINFO[/url] [URL]http://zdoom.org/wiki/MAPINFO[/URL] [editline]4th August 2014[/editline] You're going to need a lump editor (like SLADE3) to add a text lump to your wad called MAPINFO in it with your settings. [editline]4th August 2014[/editline] [QUOTE=Doom14;45590153]For comedic bonus, make the thrown weapon do marginal damage and/or auto-painstate smaller enemies on hit. :v:[/QUOTE] This would be so useful against Archviles (if it's a 100% pain chance)
[QUOTE=Electrocuter;45590780]Been doing that too, setting the monster setting to Nuts! in Oblige and then carving paths through tons of monsters with automatic weapons while playing Marine and getting crazy high combo levels is just fun.[/QUOTE] After getting the two to work properly (btw if you use doomrl monsters a doomrpg compatibility update came out over the weekend) I managed to make things far too easy for myself by levelling luck first I had a Legendary armor drop as early as map03 (brutalized.wad) and around the same time got all the components for a decent shield too Quick question though, how are people launching the game? Using the DoomRPG launcher? I like to add some other wads and pk3s so I use ZDL - but that doesn't support adding folders as mods so I have to zip up each DoomRPG folder beforehand. I'd like to know if there's a better way. [editline]4th August 2014[/editline] Looking at that Doom 3 storyboard it just occurred to me that I don't remember there being a single woman in the entire game - only the computer's voice.
[QUOTE=doommarine23;45589943] While that technically isn't using the pistol as a main weapon, it still gets used. The hard part of this will be determining how it will reload and how to check if the pistol currently has alternative ammo in place, but its an idea worth looking into imo. Thanks for the inspiration! [/QUOTE] might be easiest to hae the pistol as a weapon of its own to fiddle around with it (change ammo, reload) + have a quick fire button on other weapons where if the pistol goes clicky clicky, it goes clicky clicky
[QUOTE=subenji99;45591316]Quick question though, how are people launching the game? Using the DoomRPG launcher? I like to add some other wads and pk3s so I use ZDL - but that doesn't support adding folders as mods so I have to zip up each DoomRPG folder beforehand. I'd like to know if there's a better way.[/QUOTE] A bat file. Mine looks like this: [quote=]gzdoom.exe -file "DoomRL Arsenal Beta 7.9.wad" "DoomRL HUD.wad" DoomRPG\DoomRPG DoomRPG\DoomRPG-RLArsenal "insertrestofshithere.wad"[/quote] Works just fine. [editline]4th August 2014[/editline] My problem with DoomRPG/DoomRLA is that it's too easy, I don't know if it's luck with my gear/weapons or my scaling settings, but I'm level 25 and enemies are level 136, still breezing through every map.
[QUOTE=bigmansham;45579981]Hey I made a few maps about a year ago, never found a reason to upload them until now [url]https://www.dropbox.com/s/5754bf6v5rpyhyo/R.C.D.wad[/url] [/QUOTE] I don't know if you want to turn your Map02 into something or not but here's my opinion. This level was quite hard. New mobs sure add variety but new weapons are perhaps unnecessary. Didn't help that I couldn't choose them after using another weapon ( I think they weren't bound to weapon slots, couldn't choose them with number keys nor mouse wheel ). Going through the left teleporter at the spawn is pretty much a death trap. Even with that secret megasphere ( which I might add you can't get after going through teleporter ) there are hard hitting mobs on the other side. Though I did notice that you can probably ignore them all except that rocketguy for they are facing away from you. But for that you'd have to know that jumping off the linedef11 raises the bridge. And if you jump off that platform from the wrong side ( as opposed to linedef11 ) you're stuck in a pit. That soulsphere + rocket launcher after going through right teleporter is also a one time chance only for you can't get into this room afterwards. This is a personal kink though. I like when I can return to secret loot whenever I please. Floor here and in some other rooms doesn't damage you even though texture suggests it could. Also review the texturework in this room or pretty much in all rooms for mismatching or misaligned textures. Big room with blue door. Pretty hard combination of many hitscanners and tough projectile mobs ( that bloody plasmazombie ). Other than that and some texture mishaps this room works. Then there are bunch of passable rooms/hallways until that room with one BoH and lost souls and imps etc. [url="http://i.imgur.com/mTk27jq.png"]This[/url] - maybe have some indication that this is the one and only elevator to get back up. This [url="http://i.imgur.com/hk6Pq5o.png"]room[/url] is quite bland and that teleporter needs to be visible. I ran into it randomly. Now the final fight with cyberbaron needs some supplies here and there. Mandatory medkits/stimpacks, maybe some rockets or cells. Thankfully you only put projectile mobs + pinky in here. It's a manageable fight. But also you can just dash past the cyberbaron and hit exit switch. Overall - this is a fun map but a little touch up would be nice if you ever want to turn this into a proper map.
[QUOTE=LoLWaT?;45588175]Other ports were taken down in the past because they were supplying the full game illegally. This is a GPL port brought about from the source release and as far as the gzdoom engine goes, most of the resources have been sitting for a while now though parts of it had to be rewritten for compliance. It's mainly just come down to someone actually bothering to port the engine over themselves since it wasn't going to happen officially. Incidentally this leaves just about every other mobile port in the dust sadly.[/QUOTE] I can understand source ports/emulators for phones, but who in their right mind would charge for an emulator?
Question here, how do I make a 3D bridge when mapping in the (Doom in) ZDoom format? Switching to (Hexen in) ZDoom format, like all the tutorials have, completely fucks up the map.
One way to switch format I believe is to open your map in current format and select everything (sectors and things) and copy them into a new map in new format.
[QUOTE=TheCombine;45591537]A bat file. Mine looks like this: Works just fine. [editline]4th August 2014[/editline] My problem with DoomRPG/DoomRLA is that it's too easy, I don't know if it's luck with my gear/weapons or my scaling settings, but I'm level 25 and enemies are level 136, still breezing through every map.[/QUOTE] It's the damage scaling that occurs per level in DoomRPG. Every level you gain about +7% increased damage and it becomes a really insane bonus. I think it needs to be toned down. It's also complete separate from strength.
[QUOTE=valiant1k;45592883]One way to switch format I believe is to open your map in current format and select everything (sectors and things) and copy them into a new map in new format.[/QUOTE] So there's no way to make bridges otherwise?
[QUOTE=riki2cool;45592985]So there's no way to make bridges otherwise?[/QUOTE] [url="http://i.imgur.com/5ORUAdH.png"]These things under Bridges[/url]. I checked and they aren't available in ZDoom (Doom in Doom format). In GZDoom builder they are available but you can't change their Z height and they probably won't work anyway. Unless there's another way ( which I couldn't find on google ) you probably have to change to Doom in Hexen format.
Just a question, can you trigger the end of a level by shooting a switch (instead of going up to it and pressing "use")?
I was supposed to test out a mod for DOOM II really quickly, but then I accidentally played it for 16 maps. Without realizing I had bent my wrist into a strange angle and kept it there for the whole time and now I have Carpal Tunnel Syndrome.
[QUOTE=valiant1k;45591895]I don't know if you want to turn your Map02 into something or not but here's my opinion. This level was quite hard. New mobs sure add variety but new weapons are perhaps unnecessary. Didn't help that I couldn't choose them after using another weapon ( I think they weren't bound to weapon slots, couldn't choose them with number keys nor mouse wheel ). Going through the left teleporter at the spawn is pretty much a death trap. Even with that secret megasphere ( which I might add you can't get after going through teleporter ) there are hard hitting mobs on the other side. Though I did notice that you can probably ignore them all except that rocketguy for they are facing away from you. But for that you'd have to know that jumping off the linedef11 raises the bridge. And if you jump off that platform from the wrong side ( as opposed to linedef11 ) you're stuck in a pit. That soulsphere + rocket launcher after going through right teleporter is also a one time chance only for you can't get into this room afterwards. This is a personal kink though. I like when I can return to secret loot whenever I please. Floor here and in some other rooms doesn't damage you even though texture suggests it could. Also review the texturework in this room or pretty much in all rooms for mismatching or misaligned textures. Big room with blue door. Pretty hard combination of many hitscanners and tough projectile mobs ( that bloody plasmazombie ). Other than that and some texture mishaps this room works. Then there are bunch of passable rooms/hallways until that room with one BoH and lost souls and imps etc. [url="http://i.imgur.com/mTk27jq.png"]This[/url] - maybe have some indication that this is the one and only elevator to get back up. This [url="http://i.imgur.com/hk6Pq5o.png"]room[/url] is quite bland and that teleporter needs to be visible. I ran into it randomly. Now the final fight with cyberbaron needs some supplies here and there. Mandatory medkits/stimpacks, maybe some rockets or cells. Thankfully you only put projectile mobs + pinky in here. It's a manageable fight. But also you can just dash past the cyberbaron and hit exit switch. Overall - this is a fun map but a little touch up would be nice if you ever want to turn this into a proper map.[/QUOTE] I agree with you're opinion and thanks for the feedback. I might just fix it up now, but I will have to make a copy of the map as the only reason I have left it the way it is, is to see how far I have come at making maps. Also just read you're feedback on map01 I completely agree will fix when I have the Time, oh and thanks for showing me how to cover up those grid size 32 texture offsets.
[QUOTE=RockmanYoshi;45593362]Just a question, can you trigger the end of a level by shooting a switch (instead of going up to it and pressing "use")?[/QUOTE] Yes, what editor are you using?
[QUOTE=Electrocuter;45590780]Been doing that too, setting the monster setting to Nuts! in Oblige and then carving paths through tons of monsters with automatic weapons while playing Marine and getting crazy high combo levels is just fun.[/QUOTE] I've been trying to get a more roguelike style thing going on with it. Large, mazelike maps with rare loot and tough monsters. Only problem I'm running into is that there's TOO MANY monsters!
Haven't been keeping up, is the quakecon trailer leaked yet and is the beta's release date disclosed?
[QUOTE=subenji99;45591316]After getting the two to work properly (btw if you use doomrl monsters a doomrpg compatibility update came out over the weekend) I managed to make things far too easy for myself by levelling luck first I had a Legendary armor drop as early as map03 (brutalized.wad) and around the same time got all the components for a decent shield too Quick question though, how are people launching the game? Using the DoomRPG launcher? I like to add some other wads and pk3s so I use ZDL - but that doesn't support adding folders as mods so I have to zip up each DoomRPG folder beforehand. I'd like to know if there's a better way. [editline]4th August 2014[/editline] Looking at that Doom 3 storyboard it just occurred to me that I don't remember there being a single woman in the entire game - only the computer's voice.[/QUOTE] I'm using the DoomRPG launcher and it does have the ability to add extra pk3/wad files in its mods/patches tab, unless I'm misunderstanding what you want.
[QUOTE=riki2cool;45593554]Yes, what editor are you using?[/QUOTE] Doom Builder.
Also in Doom RPG, in the Doom RPG options there an option called "Are you a bad enough dude?" and by default it's set to "no". What does that option do? Sounds like a difficulty increase.
How well does Brutal Doom play with Deus Vult II?
[QUOTE=Rakmon;45594793]How well does Brutal Doom play with Deus Vult II?[/QUOTE] Try it, it's like Epic 2 + Nazis!.
[QUOTE=Rakmon;45594793]How well does Brutal Doom play with Deus Vult II?[/QUOTE] I really want to see someone beat a slaughter map with Hideous Destructor. Farthest I've gotten is playing through Scythe for about 20 maps, but that's not a true blue slaughter sorta thing. Maybe I should see how far I can get in sunder.wad. :v:
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