• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
Have been working on making the boxing glove thing punchier ( :rolleyes: ) and I made it so billboarded sprites and UI stuff tilts with the camera. (So they won't look like they're on their heads if the camera is upside down) [vid]https://my.mixtape.moe/xzrzwk.webm[/vid] I also was toying around with what kind of music would be appropriate for the game, [url="https://www.youtube.com/watch?v=ALhAXtFR1LM"](You can find it here)[/url] but I [i]know[/i] I want some silly acapella layered over it at different parts :v: What do you guys think?
it didnt take long, but the NES mini [URL="https://twitter.com/i/moments/799298211047317504"]runs Doom[/URL]
Koma just did another take on Rip and Tear and holy shit. [media]https://www.youtube.com/watch?v=MbP3cG5mOuM[/media]
I finally finished that map i posted a while back, had to split it into 2 maps [t]http://images.akamai.steamusercontent.com/ugc/267231170573634627/8809094B81378635FFB4735D47D282183EB80C30/[/t] [t]http://images.akamai.steamusercontent.com/ugc/400086242635124968/F2AA81301DA1BE8F43BCFBCAA07B17D3E596377E/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573566056/ADB498B200121943E6EA827BEB7B03B285FC4CD6/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573565541/0021B731C0A43CB924B6D3B480662C014B5390A3/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573633709/1213A06E02F5D24AA938D4886D598CCC6DA5F204/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573566224/153E91ED01E0DE140F79581610F48E503EB6BDB0/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573235489/85B0969396CD37FC9E3A2BC4CEF93136651404F9/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573236150/BC3BD4D9ED3FFF239577123C35C29A3699C70409/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573240669/9E837A862B32BE2AA56A55B8DAA21D0FFC764EE2/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573234819/A56C119DE24FA92B470215B8D824CDB197C27C5C/[/t] [t]http://images.akamai.steamusercontent.com/ugc/267231170573564842/F96660E08FA9DD88AC4899DD599642A36D95C03B/[/t] All the maps are linked, so if you want to play the full campaign you can do it from Quantum Hazard, MQ6NU6PF On my final playtest all of them lasted me about 40 minutes, but I've played them a ton, and I wasn't getting all the secrets so it'll probably run you from 40-60 depending on how you play and how hard it is for you There's also an entrance to a secret level in one of the maps, post a screen if you find it
so i'm still not too familiar with how snap map works, how do you guys make those big open rooms with skyboxes? I know there's a big grid box to build in for custom stuff, but i cant for the life of me figure out how to make it have a skybox.
It's pretty dumb atm, you gotta use a blocking volume with a skybox texture, then place that all over the walls and ceilings. We need an empty module that's just a 3d skybox like the SP so we can skip the tedium of that.
We should do another game night at some point. That last one a while back now was lots of fun.
[hd]https://www.youtube.com/watch?v=hR8QSJ1shO8&t=0s[/hd] [editline]19th November 2016[/editline] The imps with sombreros cracked me up :v:
Are there any good, creepy/darker remixes of the original Doom 1/2 tracks that you guys can recommend? I've been mostly playing with dark ambient stuff, but it'd be nice to have some moodier versions of the originals that don't go full metal midi.
Oh yeah, I released [url=http://forum.zdoom.org/viewtopic.php?f=19&t=53010]a new version[/url] of my mod. [video=youtube_share;9eWqK4KJQg8]http://youtu.be/9eWqK4KJQg8[/video]
[QUOTE=Johnny Guitar;51370717][t]http://i.imgur.com/lctGtZF.jpg[/t] redid argent energy tower, kinda pissed how some of the top scores on the leaderboards are cheated in, like 21 million yet nobody else has over 10 mil? fuck off.[/QUOTE] I just done this one and got rank 36.
[QUOTE=The Kins;51398335]Oh yeah, I released [url=http://forum.zdoom.org/viewtopic.php?f=19&t=53010]a new version[/url] of my mod. [video=youtube_share;9eWqK4KJQg8]http://youtu.be/9eWqK4KJQg8[/video][/QUOTE] For some reason hearing a dog with a quake fiend sound made me lol. It feels especially wierd since quake had dogs EDIT: I made this shitty thing [video=youtube;a9okWrCGpWk]https://www.youtube.com/watch?v=a9okWrCGpWk[/video] I finally made a map that doesn't break in coop
I beat my previous score, which is on the Necropolis like last time, and I did it on Ultra Nightmare instead of Ultra Violence [T]http://images.akamai.steamusercontent.com/ugc/140004481109142317/E3EA9B2938122E58F03A6EEEF8954F44DA613C7F/[/T] Unlike my UV score, which I actually accomplished on my first try, this took me a few attempts to get it right, as it's pretty much one hit until the effect from the Rich get Richer rune is no longer in effect, and it's difficult to recover the armor.
This is pretty cool [url]http://calavera.studio/en/games/minidoom/[/url] [url]http://calavera.studio/en/minidoom-2/[/url] [editline]20th November 2016[/editline] Oh the first one came out in May, I only just heard about it now.
New bombshell prequel screen [t]https://i.imgur.com/XdLcSGP.png[/t]
[video=youtube;6i0AYHCWRTI]https://www.youtube.com/watch?v=6i0AYHCWRTI[/video]
Where was MiniDOOM reported on recently that everyone seems to be spreading it around? It's not new.
[QUOTE=Bloodshot12;51404088]New bombshell prequel screen [t]https://i.imgur.com/XdLcSGP.png[/t][/QUOTE] It's bound to be better than how the actual Bombshell turned out. After all, wasn't Bombshell kind of crap, both storywise and mechanically? Even if it's still no original Duke3D, this Build engine Bombshell might still be good.
[QUOTE=Su_Bu;51405688]Where was MiniDOOM reported on recently that everyone seems to be spreading it around? It's not new.[/QUOTE] I heard about it from PCGamer. I haven't seen anyone discuss it here before. It was new to me so I figured others would like to know about it as well.
[video=youtube;GD0L46y3IqI]https://www.youtube.com/watch?v=GD0L46y3IqI[/video] Didn't know the touchbar on the new MacBook was a full screen. There's another version that displays the game on the monitor, but the HUD on the touchbar.
Jesus christ, the doom mod scene is amazing
23 years in the making, man. 23 years of open-source goodness. (and badness)
It's a shame the next logical step in the evolution of the modding scene got cockblocked by Denuvo. Bethesda even decided to not use the fucking DRM on fallout 4 just so it could support mods, but they decided to opt in for Doom even though it's just as known for mods as Fallout is by now ???
Hell if I know. Maybe someone forgot to run the memo up the flagpole and along the washing line, and the suits overseeing Doom 4 went forward with "locking it down". ...and also forgot to re-send the memo even when they realised that they goofed. (or worse, they never realised that they goofed)
Jesus, competition got shrekt with this one [video=youtube;MLjZjxRVJHM]https://www.youtube.com/watch?v=MLjZjxRVJHM[/video]
Dude that's almost a year old
IDDQD and IDKFA work in MiniDoom though IDDQD does not give you god mode, just fills up health and armour
Does anybody experienced with zdoom mapping know how i would trigger a level ending after you've destroyed all objectives? They are just new monsters that are invisible but take damage and throw other actors and play voice acting on death, so any way to get a monster to end a level will do. Quake 1 had counters for this type of thing, but so far all I've found is to use the cyberdemon or romero head instead, but I have 4 of them.
[QUOTE=Bloodshot12;51407615]Does anybody experienced with zdoom mapping know how i would trigger a level ending after you've destroyed all objectives? They are just new monsters that are invisible but take damage and throw other actors and play voice acting on death, so any way to get a monster to end a level will do. Quake 1 had counters for this type of thing, but so far all I've found is to use the cyberdemon or romero head instead, but I have 4 of them.[/QUOTE] I think [URL="https://zdoom.org/wiki/ThingCount"]ThingCount[/URL] is what you're looking for. As for ending the level, put "Exit_Normal(0);" at the end of your script.
Hmm, interesting. How would i give my custom actor a TID?
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