[QUOTE=bloboo;46653753]why does he have an M16[/QUOTE]
Whoever made the art probably interpreted it as Vietnam, not World War II. Or Imagineer literally took a random art piece that invoked 'badass gunman' when they published it and didn't realize how inaccurate it was. Publishers tend to do both a lot.
Anybody know any good hexen/heretic custom levels (preferably a full episode) that's just for the vanilla games?
I want to find a level set to play through for either using [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45036"]wrath of cronos, merged with the hexercise weapon mod[/URL]
[QUOTE=Alice3173;46615369]The original Doom engine wasn't 3d though. I don't remember the exact details but they did some really tricky coding to basically approximate 3d using a 2d engine. That's why the Doom engine has never supported corridors that go over or under each other.[/QUOTE]
This isn't entirely accurate. The reason DooM can't have rooms above rooms is because the map data is stored on a 2D plane. If the maps were stored differently, DooM could theoretically handle rooms above rooms.
[editline]8th December 2014[/editline]
Unrelated, has anyone ever played the homebrew DooM port for DS? It's actually one of the best DooM experiences I've had, aside from playing it in the 90's.
[editline]8th December 2014[/editline]
Someone made a DKC game on the DooM engine. It's really nifty, but going back go the rooms above rooms thing, you can see the level design suffers from only having one plane for platforms.
[video=youtube;ypeTDtm0cZI]http://www.youtube.com/watch?v=ypeTDtm0cZI[/video]
Not sure how you guys feel about self-promotion, so please yell at me if I'm being a dumbass.
That being said, I've released a new build of DemonSteele, with new stuff--new weapons, new bugfixes, aerial juggling, more items, and neat things all around.
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=46787&start=240#p799337[/url]
[url]http://zandronum.com/forum/showthread.php?tid=5302&page=3#pid75503[/url]
Please enjoy.
[QUOTE=TerminusEst13;46673246]Not sure how you guys feel about self-promotion, so please yell at me if I'm being a dumbass.
That being said, I've released a new build of DemonSteele, with new stuff--new weapons, new bugfixes, aerial juggling, more items, and neat things all around.
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=46787&start=240#p799337[/url]
[url]http://zandronum.com/forum/showthread.php?tid=5302&page=3#pid75503[/url]
Please enjoy.[/QUOTE]
P. sure self-promotion is fine in this case since it's related to the thread, and the thread is just casual discussion.
Happy 21st birthday, Doom!
Also the [URL="http://www.doomworld.com/21years/"]2014 Cacowards[/URL]
A real Brutalist Doom map pack would be pretty neat I think
Happy 21st, Doom.
Let's all get smashed in honor of the legal drinking age.
[url]http://store.steampowered.com/app/317040/[/url]
What
[QUOTE=TheCombine;46688616][url]http://store.steampowered.com/app/317040/[/url]
What[/QUOTE]
Oh god, that bloom and the light around the fire. On the [I]bright[/I] side, now I can finally complete the collection of games that G/Zdoom supports.
I thought the re-release of Strife was running on the same engine as Doom64EX
and as far as I know, the wads from that engine don't work in G/Zdoom.
[QUOTE=Dantz Bolrew;46688794]I thought the re-release of Strife was running on the same engine as Doom64EX
and as far as I know, the wads from that engine don't work in G/Zdoom.[/QUOTE]It's using Chocolate Doom as a base, with the devs of that port's Strife fork handling dev duties on this. The Doom64EX guy is one of those devs, and I suspect he handled mapping duties for the new multiplayer stuff.
[QUOTE=Dantz Bolrew;46688794]I thought the re-release of Strife was running on the same engine as Doom64EX
and as far as I know, the wads from that engine don't work in G/Zdoom.[/QUOTE]
[url]http://zdoom.org/About[/url]
[quote]Can play all Doom engine games, including Ultimate Doom, Doom 2, Heretic, Hexen, and Strife.[/quote]
However iirc it doesn't properly support Strife yet. You can play it with surprisingly few issues however. I got fairly far in it before the game broke and/or I just overlooked something.
I knew G/Zdoom could play Strife,I meant Doom64EX uses a modified doom engine but you can't use the wad in that in G/zdoom, I thought it was the same case here.
[QUOTE=The Kins;46688821]It's using Chocolate Doom as a base, with the devs of that port's Strife fork handling dev duties on this. The Doom64EX guy is one of those devs, and I suspect he handled mapping duties for the new multiplayer stuff.[/QUOTE]
Thanks for clearing that up.
[QUOTE=TerminusEst13;46685655]Happy 21st, Doom.
Let's all get smashed in honor of the legal drinking age.[/QUOTE]
[url=https://twitter.com/romero]Romero went on a binge of art assets from Doom's development on his Twitter in celebration it seems.[/url] Includes the original mass projectile-spewing BFG sprites!
goddammit marphy are you an AI that is savvy to all time and information at once
[QUOTE=TheCombine;46688616][url]http://store.steampowered.com/app/317040/[/url]
What[/QUOTE]
Dat High-Res mode.
[editline]11th December 2014[/editline]
I hope it includes this when starting it up.
[video=youtube;Ysku6WD1tOA]http://www.youtube.com/watch?v=Ysku6WD1tOA[/video]
[editline]11th December 2014[/editline]
From Quasar on Doomworld [URL="http://www.doomworld.com/vb/showthread.php?s=&postid=1327902#post1327902"](source)[/URL]
[QUOTE]All new or modified resources are in their own WAD file. The IWAD is v1.31, SHA-1 unmodified.
Give us maximum faith. We've tried to do the exact opposite of every kind of mistake made with BFG Edition and other re-releases.
There are new features, some are in the WAD as scripts and others are hard-coded because we didn't have time.
The project will be open source. You will receive the source code with the game.
There is not cooperative, but there is a new game mode. I'm not going to say what it is, you need to wait and find out. Three new maps are included for play in this mode. Due to problems with P2P netplay and lag, they are not promoting multiplayer as a feature, but it is supported in the code both through Steam lobbies and via UDP (if you use command line params only, not officially supported).[/QUOTE]
To those of you that downloaded the latest version of GMOTA. You may want to go get the hotfix on the Zdoom forum page, I goofed up in making chests immune to telefrag so they can actually clog teleporters :v:
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=45115[/url]
[QUOTE=RikohZX;46689618][url=https://twitter.com/romero]Romero went on a binge of art assets from Doom's development on his Twitter in celebration it seems.[/url] Includes the original mass projectile-spewing BFG sprites!
goddammit marphy are you an AI that is savvy to all time and information at once[/QUOTE]
Hope someone makes a resource pack with these, some nice stuff in there.
[QUOTE=TheCombine;46690941]Hope someone makes a resource pack with these, some nice stuff in there.[/QUOTE]Your homeboy Xaser has you covered: [url]http://static.angryscience.net/doom/1993res.wad[/url]
Alternatively, I just shrunk all the raw images down to native resolution (they were blown up 1000% for twitter) for editing purposes: [url]https://dl.dropboxusercontent.com/u/25843724/doom/doomart1993_resized.zip[/url]
[QUOTE=RikohZX;46689618][url=https://twitter.com/romero]Romero went on a binge of art assets from Doom's development on his Twitter in celebration it seems.[/url] Includes the original mass projectile-spewing BFG sprites![/QUOTE]
High res PNG versions [URL="https://www.dropbox.com/s/r4hjj10r4xdx2u3/DOOMART1993.zip?dl=0"]here[/URL]
Thank you, I got cool shit planned for that.
[editline]11th December 2014[/editline]
* Thanks to both of you.
[editline]11th December 2014[/editline]
THERE IS SO MUCH COOL ART HERE I AM GOING TO USE HOLY FUCKING SHIT
Also, I recently found about a [URL="http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/0-9/30kmaps.zip"]wad[/URL] which supposedly consists of [B]30 THOUSAND[/B] maps. Anyone care to try it out?
[QUOTE=riki2cool;46691296]Also, I recently found about a [URL="http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/0-9/30kmaps.zip"]wad[/URL] which supposedly consists of [B]30 THOUSAND[/B] maps. Anyone care to try it out?[/QUOTE]Why would anyone want to inflict that sort of suffering upon themselves by playing that?
[QUOTE=Durrsly;46690360]Dat High-Res mode.
[editline]11th December 2014[/editline]
I hope it includes this when starting it up.
[video=youtube;Ysku6WD1tOA]http://www.youtube.com/watch?v=Ysku6WD1tOA[/video]
[editline]11th December 2014[/editline]
From Quasar on Doomworld [URL="http://www.doomworld.com/vb/showthread.php?s=&postid=1327902#post1327902"](source)[/URL][/QUOTE]
[video=youtube;8p0jmewhXeU]http://www.youtube.com/watch?v=8p0jmewhXeU[/video]
Another piece of content.
This is the Doom 64 shotgun that I've just animated the pump of. The actual sprite/frames are by someone else (need to find credits) and are based on the Doom PC ones. But I did the actual animation.
Anyone here else love Doom 64? Our time is coming, I promise.
[img]http://puu.sh/drriT/2875b6dbbb.gif[/img]
Hey Marphy, Romero just dug these up and I think you were looking for them a while back: [URL="https://www.dropbox.com/s/ww91p023bajxnmj/possessed.zip?dl=0"]the "missing rotations" for the Zombieman, Shotgun Guy and Heavy Weapons Dude![/URL]
[IMG]http://i.imgur.com/Hw1G25j.png[/IMG]
EDIT: [url=https://www.dropbox.com/s/vrvfeddm9zka3mp/doomguy-all-rotations.zip?dl=0]The Doomguy, too![/url]
[QUOTE=riki2cool;46691296]Also, I recently found about a [URL="http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/0-9/30kmaps.zip"]wad[/URL] which supposedly consists of [B]30 THOUSAND[/B] maps. Anyone care to try it out?[/QUOTE]
[QUOTE]Yeah go ahead and leave me to watch My Little Pony which is not made for you[/QUOTE]
cool WAD
3 hours until Strife is available to buy on Steam.
[QUOTE=Durrsly;46698214]3 hours until Strife is available to buy on Steam.[/QUOTE]
I bought Screencheat so I'll have to wait for a bit.
I remember trying Strife on GZDoom once but whenever I tried to infiltrate that one place you go to after talking to a guy at the beginning, the alarm kept going off so I wasn't sure what to do.
Was that an emulation problem or did I miss something?
[QUOTE=ZeroTimesCookie;46698668]I remember trying Strife on GZDoom once but whenever I tried to infiltrate that one place you go to after talking to a guy at the beginning, the alarm kept going off so I wasn't sure what to do.
Was that an emulation problem or did I miss something?[/QUOTE]That always happens, don't sweat it. Just get to grips with your shiny new crossbow and kill some Acolytes.
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