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File: splatterhouse.jpg (1.51 MB, 1280x1024)
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Continuing on from >>93796 (which will probably disappear in not that long time, maybe some website archives /vip/, I don't really know, and I don't really care). Starting out, this gnarly art depicting the violent arcade beat-em-up Splatterhouse, because I think it's cool as fuck still.
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I'll be using this thread for two things primarily:
1) Development. I like to mod and map for Doom, I like the game a lot, and I like making things for the game a lot as well.
I make levels, I make graphics (mostly by cutting and pasting, or 'Frankenspriting'), and I write code. I have a number of projects that I'm working on and involved with, I may post WIP images, and possibly .webm's if I figure out how to record footage. I am unlikely to post any WIP builds of anything, but I will post links to public releases.

2) Just stuff that I think is cool, interesting, cute, etc. Like the last thread, I may post an image of some cool or interesting gun, some cute girl, some weeb shit, some sick piece of fanart or promotional art, etc. I may do this just to bump the thread if there's long period of inactivity, I may also do this just because I found something that I really like and I want to just write about it.
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To start out with, here's a few screenshots of some levels in progress. Pic related isn't much yet, but it'll become something eventually.

The screenshot is in GzDoom, but the level is in Boom format, and I always make sure to test my levels in both GzDoom and PrBoom+ to make sure they function and look good in both.
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A sprite set I made. This is a 1911 pistol, which I made by painting over the frames for FreeDoom's pistol sprites, and placing them on the original Doom hands. The muzzle flashes are based on muzzleflash graphics from Shadow Warrior.
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The frames for the 1911 pistol, including frames for a silencer, using with one hand, and handless (if one wants to use their own set of hands), as well as pickup sprites, which were painted over some ancient stock photo. There's frames without muzzle flashes if one wants to use their own (or none), and there's a separate set for with the silencer, the muzzle flashes are quite exaggerated, but that suits Doom.

These sprites are free for anyone to use in any *non-commercial* project, as long as it's appropriately attributed. Credits include:
>iD Software
>3D Realms
>The FreeDoom Team
>ChopBlock223
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A double-action revolver. These sprites are based on the revolver sprites from Powerslave (also known as Exhumed in some markets). I used an edited set by a guy named Mike12 (also known as the H-Doom guy) as a basis. Muzzle flashes are just the same as the 1911, from Shadow Warrior originally.

The pickup sprite is made by cutting and pasting some shapes from generic stock photos, turning it into a solid black stencil, then drawing in all the detail.
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File: combat magnum 357.png (126 KB, 480x500)
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The frames for the revolver. Includes some crude frames for reloading, I would suggest to try to hide these down outside the view of the player, just at the bottom edge of the screen, and just kind of insinuate the necessary movement with the frames available. There are not enough workable Doom hand sprites for me to bother trying to do a fully featured reload animation, so I won't, besides that, the truly tactical way to reload would be to keep your eyes forward scanning for further targets while barely looking at the gun as you reload it.

Credits:
>iD Software
>3D Realms
>Lobotomy Software
>Mike12
>ChopBlock223
Same permission applies for non-commercial use, just leave credits somewhere in the ReadMe or something, don't need to ask or anything. Feel free to modify these sprites for whatever purposes you want to, as well.
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File: Zero Tolerance.gif (1.93 MB, 320x224)
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Title/logo from Zero Tolerance, a really inventive first person shooter on the Sega Genesis, which in spite of the limitations of the hardware, makes truly phenomenal use out of what's available to it. There's some truly fantastic attention to detail, and the game even supports multiplayer with the use of a link-cable, as well as two copies of the game, two consoles, two controllers, and two TVs.

For a corridor shooter akin to Wolfenstein 3D, you'd be quite surprised at some of the tricks the game has up its sleeves.
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Here's a little quirk of Federal Laws on firearms in the United States. The 1934 National Firearms Act states that a shotgun with a barrel shorted down to shorter than 18" or an overall length shorter than 26" is a 'Short Barreled Shotgun' and subject to a $200 tax and registration (which was an absolute shitload of money in 1934, mind), creating one without first having your tax stamp ready, or being something like a Type 07 Special Occupation Taxpayer, is a crime that can lead up to 10 years in jail.

Here's a variant of the Mossberg 500, sometimes referred to as a 'Shockwave'
As you can see, it's quite short, yet it's not subject to the NFA, why is this? Mossberg manufactured this gun, and did not declare it to be Shotgun, which it isn't because it lacks a stock, and it's not an Any Other Weapon, the category which things like Smoothbore Pistols tends to get lumped into, and some short shotguns, because it's over 26" in total length.
It never had a stock from the factory, so it's not a Shotgun or Short Barreled Shotgun, it's too long to be considered a Smoothbore Pistol, so the Bureau Of Alcohol Tobacco, Firerms & Explosives, BATFE, or ATF for short (their older acronym), have written themselves into a corner and just refers to guns like these as "Firearms." Legally speaking, a "Firearm" in this context is a category of guns which aren't rifles, pistols, or shotguns, and also doesn't get into any of the subjects restricted by the NFA.

If you took a regular Mossberg 500 and then cut down the stock and barrel to this length, that would be illegal without the relevant paperwork and taxes, but if Mossberg puts it together like this at the factory, and it never had a shoulder stock attached, it gets to be in this goofy little gray area. If you put a stock on it, that's not ok legally, nor is it okay to put a regular pistolgrip on it unless you somehow make the gun overall 26" long.
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You know what could let you use a pistolgrip without making a 'Shockwave' style of shotgun too short? An 'arm brace.'

The arm brace is a part which is intended to strap the form of your dominant arm to an extension on the rear of the gun, so that you can more easily fire a large handgun one-handed. This is completely legal, and the pretext is that it would allow disabled people, such as veterans lacking a second hand/arm, to fire bigger handguns. What these things can also be used as is stocks, and as long as you don't modify the brace to make it more stock-like (such as by putting on a recoil pad or something), this is 100% legal to do.

Buying something like an AR15 pistol, or AK pistol, and putting a stock on it, would mean that you're creating a Short-Barreled Rifle (as the barrel is shorter than 16"), but a brace is not a stock, legally, thus you can do this and it's fine. The same applies for these 'Shockwave' style shotguns, the brace is not a stock, and the overall length is 26", so the shotgun remains a 'Firearm.'
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Here's a Freedom Arms Model 83, this one is chambered for .500 Wyoming Express, a cartridge of Freedom Arms' own design, being one of many high powered .50 caliber revolver cartridges. It's actually a 'belted' cartridge case as well, meaning there's a pronounced ridge above the extractor groove, for more secure headspacing, or rather, that was the original concept of a belted cartridge case, I feel that Freedom Arms just designed their case that way to make it look really cool and different.
A 'light' load of .500 Wyoming Express can be a 370gr projectile going at 1300fps, which is quite spicy as is, and for a heavier load, a 440gr projectile going at 1200fps.

Something Freedom Arms offers as an extra with revolvers in .500 Wyoming Express, is a separate cylinder chambered for .50 Action Express, the rebated rim cartridge most famous for the Desert Eagle (Magnum Research will also offer their own quite fine BFR revolvers in .50 Action Express on order). .50 Action Express is roughly about as powerful as .500 Wyoming Express, with a 330gr projectile doing 1500fps, a decent bit lighter projectile, a decent bit faster, but all in all both .50AE and .500WE have quite comparable footpounds (thus why I figure the belt on the latter's case is just added for coolpoints, as the former seems to headspace perfectly on the mouth of the case and with no rim at all).
If you already had something like a Desert Eagle pistol, and a bunch of .50AE ammunition and reloading supplies, I figure this extra cylinder would be quite an attractive option.
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This is the subgun I made for the 2048 Units Of /vr/ weapon set. The mapset can also be played without these weapons, likewise there's a separate version coded in Decorate which has some more effects and functions (like Duke Nukem 3D-ish reloading for the pistol in exchange for a much higher rate of fire, this pistol is the 1911 I posted earlier, btw). Said Decorate set can also be loaded separately and will work with any other mapset which doesn't also replace its weapons with Decorate coded ones (so, 98% of all Doom maps ever made).

The sprite is put together from the rifles and machineguns from Doom's alpha and beta builds, the muzzleflash is from the Atari Jaguar version of Wolfenstein 3D, and the rear end-cap is from a model rip of a Carl Gustaf m/45 subgun. I do not recall who made that 3D model, and I don't recall who ripped it, regrettably, therefore I can't take full credit for these graphics (but I don't take full credits for most graphics I make). The magazine and magazine well I drew by hand, the stock is painted over one of the stocks for the previously mentioned rifles, the pickup sprite was made by bunching a bunch of parts and shapes together with Pimp My Gun, to get the right shapes, then shrunk down and repainted.

All that said, the credits would thus be:
>iD Software
>whoever made the 3D model
>whoever ripped it
>DoctorNoob
>ChopBlock223
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The subgun's frames, as well as the separated parts, for whoever wants to do a reload animation for it or something. It would be firing from an open-bolt position, so the charging handle would be sitting in the middle of its travel when ready to fire, slam forward when firing, and recoil to its rearmost position afterwards.
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I've got this big single-action revolver that I've been meaning to add to a mod project for quite some time. There's a lot of things it needs doing, like all of the code (which could probably be made more expedient by just lifting the code from the shotgun I have and altering it as needed), and reload animations.

One thing I've been pondering is what it should be chambered for. I've considered cartridges like .45 Winchester Magnum, just for the sake of being unusual, .440 Cor-Bon and .429 Desert Eagle for the same reason, but also for power, and I also had an idea of doing something similar to the .357/.44 Bobcat Magnum I mentioned in the past, either using it straight, because it's an unusual cartridge with an exotic appearance, but I also had the idea to do a similar wildcat cartridge which is the .50 Action Express cartridge, not necked down to .44 (or 0.429), like the existing cartridges, but rather for .357 caliber, like the Bobcat Magnum, complete with the polymer sleeve over the case neck.

This would create a particularly exotic appearance, a large rebated rim cartridge with a sleeved bottleneck, and it would make a good excuse for a particularly high powered and loud gun. However, this would mean an awfully big cartridge in a revolver that isn't perhaps quite big enough to fit that, or at least not fitting six chambers. I don't want to redraw the sprites I have, because they're basically finished, and I don't want to make an oldschool-ish six-shooter a five-shooter, that's far less satisfying.

I'll have to ponder this idea further, perhaps I will just settle for the .357/.44 Bobcat Magnum itself, perhaps I'll think of something else. As the gun is currently, it's a single-action revolver, similar to a Ruger Blackhawk (modern adjustable sights and all), with a 4" or 4.5" barrel and matching length ejector-rod housing, wood grips, and a dark blued finish.
I'll repost this image here for reference, if just to keep the cartridge idea in mind.
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File: luger, gorgeous.png (1.15 MB, 1280x1321)
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A Luger pistol with an 'artillery' length barrel, and some very stunning and fine decorative work applied to it.
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The Winchester 1897 was designed by John Moses Browning, and was the first commercially successful pump-action shotgun. Operating much the same as one may expect of a modern one, with a tube magazine under the barrel and a sliding hand-guard running over said tube, for manipulating the action back and forth.

The 1897 is distinct from later designs for its short receiver, rather than housing the full travel of the bolt, it actually comes back out of the rear of the receiver (conceivably you could rap/tear your knuckle if really working the action fast, but as long as you have low grip it's not a risk), the shell elevator also tilts out the bottom of the receiver.
Pictured here is the so called 'Trench Gun' of the First World War, as employed by American forces, featuring a perforated heat-shield running over the barrel (so one would not burn themselves on a hot barrel), as well as sling swivels, and a bayonet lug to let it take the impressively long M1917 sword bayonet, because it had to be made just a little bit more badass.
This gun here is an original gun, not an older 1897 with added parts, or the much later Norinco replica (which isn't bad), it has a fair bit of wear, but is in overall decent shape, and the old 'Flaming Bomb' insignia of the old US Armed Forces' acceptance can be seen on many spots.

Though the action poking its guts out with every cycle wasn't always ideal in muddy trench war conditions, the hardened lead 00 buckshot did very well for itself, particularly given that the 1897 lacks a trigger-disconnect, meaning if you hold the trigger down while cycling it, the hammer will immediately drop as it goes into battery. Some might complain about safety, but others realized this would let you rapidly fire off salvos of shot by holding the trigger down and working the pump-slide rapidly, and at times this was exploited.

Germany complained a lot about shotguns being inhumane, which is funny coming from forces employing flamethrowers and mustard gas.
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File: trenchie09.png (11 KB, 194x38)
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The later clone of the 1897 Trench Gun by Norinco, as expected of most Chinese guns, has a cheaper and rougher fit and finish, but otherwise it's quite authentic, to the point that these clones, just like the originals, really don't like the more modern steel cased or aluminum cased shotgun shells (nor shells with a fully plastic case and hull combination), the extractor claw wants brass. They can also be slamfired.

Here's a pickup sprite of an 1897 Trenchgun which I made by painting over a very low resolution stock photo which had a nice and sharp outline. I haven't made a full set of first person sprites, because someone already made ones like 15 years ago, which weren't fantastic and could need reworking, but then I found out someone already reworked those (or maybe they painted new ones from scratch), and they actually look pretty fucking superb.
Only thing lacking is a version with the bayonet, and the accompanying lunge animation, which would be kickass for Doom.
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>>104450
Further WIP of this level, which I kind of hoped to have made some better progress on by now, particularly given that I now have a deadline in a couple of days.
The initial concept was for this level to be fast to make, and that's what I told others, and myself, about two months ago.
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File: MG13 7.92x57mm.jpg (291 KB, 4000x3204)
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That's a no on that deadline, but I figure I could get it done in not too much more time. Not a hard deadline anyway, just for a demonstration, though I still feel like a fuckup for not getting it done.

Here's a German MG13 machinegun from the interwar/WW2 period, famously, it was given its designation as a means to obfuscate it towards inspecting authorities of the Treaty Of Versailles. Germany was not allowed by the treaty to develop new advanced small arms such as light machineguns and submachineguns, by calling this gun the MG13 they could insinuate that it's actually an older design from 1913 and not a new development at all (it was actually devised in 1928 or 1930, probably).

It's a closed bolt, 7.92x57mm short-recoil machinegun, with a tilting locking block, feeding from a 25rd box magazine. For a gun of its kind and era, I think it's pretty neat.
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Speaking of the MG13, here's a Yugoslavian Zastava M76 rifle, and a WW2 Walther G43 rifle, both with modified MG13 magazines inserted. With 25rd capacity, that gives you quite a lot more firepower than the 10rd magazines typical to either of these rifles, and even the 20rd magazines of the M76. Not necessary for the kind of rifles these are, probably, but I like it.

Modifying old surplus MG13 magazines to work in various 7.92x57mm rifles is something I've seen people do a lot over the years. Guns which I've seen this done with:
>Egyptian Hakim rifles (probably the most common)
>Walther G43 rifles (less common, as these rifles are less common)
>Mauser G41 rifles (even less common)
>K98ks and M48s, etc, various Mauser 98 pattern rifles in 7.92x57mm, I guess you could quickly fill one of these magazines up by using five 5rd stripper clips in sequence
>Zastava M76s, and other Zastava 7.92x57mm AK rifles
>FAL custom built in 7.92x57mm
>FN49 in 7.92x57mm

There's probably more guns which people have done this with, potentially it's doable with the Zb.26 machinegun, and probably various guns in 7x57mm Mauser, as the cartridge dimensions are mostly the same. Possibly doable with an FG42 rifle, which may be a great advantage for one of those lucky persons who has one, as FG42 magazines are supremely rare and expensive items. Could probably also be done with the Walther G41 rifle, if you really insist on shooting it.
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File: Hakim Extendo.jpg (1.18 MB, 3072x2304)
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A picture of the Egyptian Hakim rifle, one with a modified MG13 magazine inserted. Shown beside it is the bayonet, as well as the original 8rd magazine the gun is designed with, and which was supposed to be left in the gun at most times, being filled up with clips or loose rounds (it being detachable was more for a convenience of maintenance and cleaning, you weren't issued a bunch of loaded magazines for these guns).

The Hakim is a licensed variant of the Swedish Ljungman AutomatgevÃĪr m/42, itself chambered in the Swedish 6.5x55mm Mauser (of course), the Hakim being designed for the 7.92x57mm Mauser cartridge they were using. It uses a tilting breechblock, and operates on direct-impingement, where there's a tube tapping off gas from the bore via the gasblock, which then just plain shoves the bolt-carrier assembly backwards, a little bit like a short-stroke piston if you just eliminated the piston and let the gas shove on the carrier directly instead. Contrary to much belief, this is the only kind of action which described direct-impingement, though the later AR10 and AR15 uses a similar gas tube, the actual function is quite different and much more controlled.

You kinda get gas spraying a little all over the place with each shot, thus gradually building up carbon on the gun and on yourself, so after a day of shooting you will look like a coal miner. Being able to take the magazine off with not too much difficulty is definitely a nice feature for a gun that gets itself pretty dirty like this one does.
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Theatrical poster for Army Of Darkness. I don't think Bruce Campbell was ever quite *this* buff, but it otherwise captures his face very well. I love the shadow and color in this painting, and details like the little evil mirror clones by his feet.

Army Of Darkness is one of those films which I'll not watch for a long while, and I get this recurring notion to myself that "It's a pretty good movie, but it's not like it's absolutely fantastic or anything." until I give it a rewatch and get reminded that, oh yeah, it's actually extremely fun and satisfying movie that makes me grin ear to ear. I'm more conscious of this now, so I kind of remind myself of this whenever I think of it, but I still find myself pleasantly surprised giving it a rewatch.

I much prefer the S-Mart ending to the post-apocalyptic one, as it's far more heroic and grandiose. The post-apocalyptic ending may have been intended to be a segway to a sequel with Ash fighting deadites in a futuristic wasteland, which could have been quite great, but since that's not a film (or other work) which was ever made, I'm quite content with the S-Mart ending.
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A different poster (though the line of undead knights on horses seems like it's the same as on the other poster). This one depicts Ash, and in extension Bruce Campbell, as even more ripped.
I like the color contrast here a lot, and the detailed depiction of the mutilated and decomposed Evil Ash.
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This image is stupidly cute and adorable.
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A Yugoslavian AK with some modern parts, a pistolgrip and set of handguards by Hogue, an FAL/Galil style skeleton folding-stock by ACE, and a plastic magazine, by Tapco.

The other parts are good and by reputable makers, but Tapco has always had a stigma to it, one that's not unjustified, a lot of really low quality crap was put out under that brand, though some products of theirs were decent/good-ish, like their G2 trigger set, which would eliminate bolt-slap from some AKs which had that (ergo the trigger resets so hard when recocked that you can feel it as a stiff smack into your trigger finger). Their magazines also seemed to have been decent sometimes, I've heard of people with AKs and Mini-14s say that their plastic magazines are ok, but also heard a lot say their AK mags were trash in their experience. Seems like it may depend on the individual gun in question.

With Remington's bankruptcy sale a while ago, they sold off the Tapco brand to someone else, and who knows if that's ever coming back.This was also the bankruptcy sale where Ruger bought the Marlin brand and IPs from them, apparently for as little as $27 Million.
With a nicer plastic magazine, like a Bakelite, or a Bulgarian waffle pattern magazine, I think pic related would be a pretty cool setup.
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This is the actual shotgun which was digitized and used for Duke Nukem 3D, sometimes incorrectly identified as a Mossberg 590 Cruiser, it is in fact a Winchester 1300 Defender with a factory pistolgrip. The shotgun belongs to George Broussard, and he bought it used at a gunshow, it had previously belonged to the Texas Department Of Corrections.

Initially the shotgun was just digitized as is, though apparently when showing one of the demo builds to journalists, it was criticized as looking dull, and like "a grey banana," a criticism which was apparently taken to heart. What was done next was to get some parts to put on the gun, a Tac-Star ventilated heatshield to go over the barrel, and then a Tac-Star vertical foregrip for the pump-slide. The shotgun was then digitized again, in better lighting, and then retouched somewhat in post to accentuate the shading, and to add the Duke Nukem radiation emblem on the side of the receiver.

The Winchester 1200 and 1300 shotguns are pretty cool actually, unlike a lot of other shotguns which use a tilting locking block on the bolt to lock into the top of the receiver or an extension of the barrel protruding into the receiver, the 1300 emulates the AR15, using a steel collar extension on the barrel, and a rotating bolt with radial locking lugs to engage into the collar's locking recesses. This allows the shotgun to use a receiver made out of aluminum, and allows it to be pretty impressively lightweight, which would increase recoil a little, but it also makes it easier to carry around.
Duke Nukem has a pretty cool taste in shotguns.
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Some posts I saw once which I think well describes Duke Nukem as a character and why he works so incredibly well in Duke Nukem 3D.
Duke Nukem Forever I think gravely misunderstand what makes Duke Nukem cool and funny, and makes him come off less like a charming and awe inspiring comedic hero, and instead more like an inconsistent sociopath, probably because whoever wrote him in that game don't understand the difference between narcissism and sociopathy.
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Compilation of photos which were digitized to create Duke Nukem 3D's shotgun graphics. Somewhat small resolution, but the content comes across. If you look closely you can see the radial-lugged bolt-head on the bolt when the action is open, a dead give away of it being a Winchester 1300.

So this is a shotgun without a shoulder stock, meaning there's strictly no easy way to aim this gun at anything but pretty close distance, and being less steady due to not being able to support it solidly against your shoulder, it's thus slightly less easy to pump. Believe it or not, but shotguns like these can actually be viable, if you put in enough practice and training to get really good with them, and I can imagine a dude like Duke Nukem does, and he's certainly strong enough that operating it comes with great ease to him.
IRL, I would suggest putting a laser sight on a shotgun like this to make it easier to 'point shoot' with the thing, but the scatter effect of shot does let you kind of eyeball it, Duke certainly does so.

Speaking of which, Duke Nukem 3D actually depicts shotgun spread in a reasonably restrained and realistic manner, as opposed to many much later 'realistic' first person shooters which depict shotguns with 90 degree spread from the muzzle and as having their projectiles evaporate after 10ft. You can actually get pretty good hit patterns with this shotgun in the game at distances like 35yds, and while we're on this subject, this is something that the pump-action shotgun in Doom and Doom 2 does as well, providing you with some useful 'medium range' capacity.
Funny how older and more fantastical shooters with far less of a focus on realism gets shotguns better than many later ones which claim realism as a main selling point.
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The SITES Spectre M4, a subgun in 9mm Luger, though it operates on just regular blowback, it actually fires from a closed bolt with a striker (or striker-ish) thing. This here is a semi-auto one imported to the US as a pistol, then had its original subgun stock and vertical foregrip (both rare in the US) added to it after being registered as a short-barreled rifle.
This gun has quite a lot of odd features to it, and in construction it's kind of odd itself, being made from a particularly thick gauge of sheet steel (though it's robust as a result). One of the things this weird gun lets you do is to, I don't know how to describe it, "semi-decock" it, and putting it into a pseudo double-action/single-action mode, only it's not actually double-action, and it's more sort of like a Glock's quasi-double-action where it needs to be partially cocked first. I don't really know how to put the mechanics of it into words.

The other feature which it's most famous for (besides its cool looks), is the quad-stack magazines, where two double stacks of cartridges sit side by side, then converge at the top into one double stack (with a two position feed), allowing it to fit a decent bit more ammunition for the given length. At a length comparable to a typical double-stacked 20rd magazine, the Spectre's can fit 30rds, and that's the short one, but for one which is about the length of a typical 30rd magazine, it fits 50rds. As cool as this gun is, apparently the magazines are the bothersome part, described by many as very bothersome to load, and usually they go for well north of $100 by their own.

SITES was hoping that they would be able to sell this gun to Italian law enforcement, but found that they weren't particularly interested, as spaghetti cops had been using Beretta M12 subguns for many years, and found those to be very satisfactory guns. Why waste time and money on what's at best a sidegrade?
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Here's a 1920's era Remington Model 11, with the barrel cut down to 20" (it was longer, but had some damage to it), as well as a magazine tube extension to match the length of the barrel, which I believe may bring up the capacity to six or seven plus one.

The Remington Model 11 is a licensed clone of the Browning Auto-5, a long-recoil shotgun designed by John Moses Browning in 1898, and the first commercially successful automatic shotgun ever put to market, coming out in 1900. Long-recoil is a lot like short-recoil, only the barrel, as the name implies, recoils a much longer throw, the length of the entire cartridge, then a fraction of an inch more.
Here's some slow-motion footage showing the action cycling:
https://www.youtube.com/watch?v=LEoDnrtVp2c

It looks pretty slick when the entire barrel recoils together with the bolt carrier; the bolt unlocks from the barrel which then is returned forward with the bolt carrier pausing, and then shortly after the bolt carrier goes forward, picking up the next cartridge and locking into the barrel. It utilizes a tilting bolt which locks into the top of the barrel, and the recoil spring is situated inside of the stock, in a sort of angled recoil-buffer style setup.

The original Auto-5 had a magazine cutoff which would let you easily eject the shell in your chamber without loading the next one from your magazine, so if you needed to switch to a slug on the fly that was easy, this feature is missing on the Remington and Savage copies. It's worth noting that the velocity of the barrel depends some on the setup of the 'friction-rings' which are situated around the magazine tube, so if you're planning on shooting light loads, you need to take off the handguards and adjust the setup of the friction rings, likewise for heavy loads which otherwise may batter the stock. It's not entirely unusual to find a used Auto-5 or Model 11 with a damaged stock as a result, but it's easy to prevent.
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Pictured here is a Browning Auto-5 with a straight-comb stock (and the full length barrel), which was something that was an option for these guns. I think it quite suites the old style aesthetic of these shotguns, and contrary to what some may think, this stock shape is actually rather comfortable (at least in my opinion).
Something which was available from some manufacturers as a police gun was an Auto-5 with a full length magazine tube to go with such a long barrel (and an extra long handguard to match), which would give it a capacity of I think 9 or even 10 plus 1.

The Auto-5 was a very popular shotgun, it stayed in production for a VERY long time, over 75 years I believe, because it just worked very well. Thus, it's very easy to find used Browning Auto-5s, Remington Model 11s, and Savage Model 720s, and often they're not all that expensive, one in decent condition and with an intact stock can go for about $600 or so, while a rougher one can easily be cheaper. These were available in a variety of chamberings, the typical 12-Gauge, but also the smaller 16-Gauge (a less popular shell these days), and 20-Gauge, the yet smaller shell which is the second most common shotgun shell next to 12.

John Moses Browning is said to have considered this gun his best achievement, and it's certainly a good shotgun which has a long history with hunters. Still to this day, people take these out in forests during hunting seasons.
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An Auto-5 with the barrel cut down flush with the magazine tube. As the recoil spring is fitted in an assembly inside the grip of the stock (and the bolt carrier connects to it with a pivoting link), you can't really cut the stocks of these shotguns down very much. I imagine that the drastic reduction in the mass of the recoiling barrel may affect reliability with some loads, but I couldn't say for sure, likely you may want to play with the setup of the friction-rings (potentially you may want a custom set of friction-rings for optimal performance and wear reduction).

Clyde Barrow, fabled counterpart of Elizabeth Bonnie, carried a very short Auto-5 in a shoulder holster kind of rig, calling it his "Whip-It-Gun", as he could rapidly whip out from his coat/jacket and have it shouldered in a second.
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There was one of these left.
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Work In Progress on a set of sprites which I haven't done anything on in way too long. It's a pair of Mini Uzis intended for a project.

They're based on the Uzis from Shadow Warrior, obviously, but also some work by Cory Whittle (the author of Immoral Conduct). There's a lot of cutting, pasting, and recutting and repasting, as well as some rotating, to get the proportions, angles, and shapes just right, as well as a lot of manual touching up and drawing. The folding stocks are completely drawn manually by me, and I feel they fit stylistically, as well as look correct.

These sprites here will be used for the reloading animations, I've yet to do much work on the actual centered sprites (for having a single Mini-Uzi), or the angled sprites (for dual-wielding). I'm pondering if the right gun will have its stock extended, while the left one will have it folded, as dual weilding would be used as a toggled 'mode' where you bring up the second gun on screen quickly, as a means of providing double the firepower immediately.
Otherwise, the Mini-Uzi can be used as a single gun, stock extended and resting against your shoulder, for less spread and easier recoil.

What I really want to do is to split their reloading process and magazines, so instead of just inexplicably having twice the magazine capacity, each gun tracks its own magazine, and the reload (which will be made pretty fast), can be done one at a time, in case you get in a bind in the middle of it.
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OP here this is my fave image im retarded and gay
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The Vz.58 is a rifle developed in the Czech Republic during the Cold War. The Czechs had initially gone with a 7.62x45mm cartridge for their earlier Vz.52 rifles, but being part of the Warsaw Pact, they were pressured to go for the 7.62x39mm cartridge with their new rifle, to retain ammo commonality if nothing else. In hindsight, a better choice, as the 7.62x45mm cartridge didn't offer all that much more power, about 100fps or so more velocity than 7.62x39mm, and with a comparably weighted projectile, so it wasn't exactly a battle rifle or anything, so might as well use the cartridge your allies are using, it's more practical for an infantry rifle anyway.

This one here is fitted with the really old style furniture made out of actual wood, eventually the Czechs would replace it with furniture made from wood chip infused phenolic resin, colloquially referred to as "Beaver Barf" by westerners. I think the real wood looks nicer, but there's a certain odd charm to the later style.

>>105377
That's a nice dog, I hope he feels better soon.
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This .webm demonstrates one of the features of the Vz.58 which is unusual, the ability to take a stripper clip to load the magazine, an SKS stripper clip, in fact. One clip holds 10rds, and thus stripping three clips into a magazine would fully loaded. God knows why the rifle has this feature, but it's there, probably a relic from when the design was still intended for the longer and (barely) higher powered 7.62x45mm cartridge.

Some may assume the Vz.58 to be a weird AK clone at a quick glance, but it actually works entirely differently, and shares no parts.
>AK uses a long-stroke gas piston which is part of the bolt-carrier, the VZ has a short-stroke piston which shoves the carrier
>AK uses a rotating bolt with two lugs (like on an M1 rifle), while the VZ uses a linearly moving bolt with a tilting locking block (like the slide on a P38 or 92FS pistol)
>AK uses a typical swinging hammer, VZ uses a linear striker
>AK has no bolt hold-open and will close on an empty chamber after taking the last round from its steel magazine, VZ has a bolt hold-open tripped by the follower of its aluminum magazine, the gun will lock open after the last shot, and will stay open while you change the magazine

There's even further differences, like the machined steel receiver the Vz.58 always stuck with, yet retaining lighter weight than the stamped steel receiver the AKM settled with, or how the fire control group works, but these are the most significant differences.
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Well, there goes the old thread.

Here's a picture of Roger Moore with a Vz.58 rifle, in the James Bond movie Octopussy, riding down a bannister and gunning down goons. Some people don't like how the 007 movies with Roger Moore are more light hearted, with more fantastical plots and more goofy humor added in, but I actually find them pretty charming. I like that those movies are so different, that they're such a contrast to the Timothy Dalton movies, which are much more grounded and far more serious and brutal.

I appreciate how each of those eras differ in style, and I like Moore's and Dalton's the very most, particularly for being opposites.
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A nice fanart of Samus Aran. The waistline on the suit does look extreme, but she would actually fit inside of it comfortably. The morphball part is still up to your imagination though.
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2048 Units Of /vr/ is finally updated to Version 1.5
https://www.doomworld.com/forum/topic/116497-new-update-v15-2048-units-of-vr-boom-megawad-for-doom-ii/
Pictured is a screenshot from one of the levels, played with a mod project I've been working on for quite some time.

This should be the last things to fix with this project. Errors included the keys on Map 24 not being tagged to spawn on Easy and Medium difficulties, as well as a linedef trigger which *I* fucked up on another map when I was supposed to fix it before. Let's pray this shit doesn't need any more work done to it, I really want to move on, I think both me and the other people on /vr/ have better things to do and can do better maps in the future.

If you're interested in further Doom level sets by /vr/, there's also a project called Hard Fast Faggot Maps, which should be due pretty soon. Regrettably I didn't have any real time to contribute any levels to that, but I did help a guy with his own map.
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>>105979
Oh nice, good work
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Goofy mockup I did once, because I always thought the prototype cover art for Shadow Warrior looked kinda like some of the cover art for some NES games, such as Wizards & Warriors. It bears the Apogee logo, as that's the name 3D Realms would have gone as if they had made a game for the NES around say, 1990. Still uses the later Shadow Warrior logo though, as it just looks more striking and gives more contrast against the backdrop. Probably missing some copyright text and what not, but the Nintendo seal is still there.

Shadow Warrior actually started development as early as 1992, and the very earliest Alpha build which has been released was straight up a Wolfenstein 3D style game, 90 degree walls and everything made in fixed squares, so to say (though there was barely anything to this build aside from a very basic demonstration). Shadow Warrior coming out in 1997, it had quite a long development cycle, and changed quite a lot over this time, from the beginning it was much more 'classic' ninja stuff with the black garbs and all, like you'd see with oh so many 1980s home computer games such as the Last Ninja series.

There was some fair bit of emphasis on magic, something which is almost gone in the final game, but is focused on a lot more with the 2013 reboot. It also seems like it would have been far less crass and not nearly as violent, but this gradually changed as Apogee/3D Realms grew larger and larger balls with Rise Of The Triad and then especially Duke Nukem 3D.

>>105980
Another /vr/ regular, or a passerby?
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The full painting as would have been used for Shadow Warrior. This art was painted by Julie Bell, body builder and wife of fabled master painter (and hedonistic body builder) Boris Vallejo. They have similar tastes and styles, but she's a damn good artist in her own right.

This art would later be sold on and used for some novel of some sort, which I think had no actual association with Shadow Warrior at all (which is fun, as the design of the dude on the cover, his weird arm guard weapon, and particularly the big serpent demon, the latter who made it to the finished game, were all based on Shadow Warrior concepts). Bell also painted covers to many other games, such as Wolfenstein 3D, as well as a bunch of titles for the Sega Genesis.
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Oh goddammit, I just found out there's a bug in Map 29 (the best map in the set), which softlocks you. It never ends this shit, someone else will have to fix it this time, I'm way too busy to do that now, and Repugnus better not drag his fucking feet on submitting it to iDGames this time.
Next time, I'll just say that version 1.6 is out, and not jinx myself again. Making this statement, I've condemned us to having to keep working until version 2.0 or something like that.

Pic is the origin of the current /vr/ Doom Project. They didn't make it up to 32 maps, more like I think 18, but I've tested some of the levels and they're sick as fuck. One in particular is extremely novel and well made, I've never been so stressed and excited by a Doom level before
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Some art of Jill Valentine from I think Resident Evil 5, where she's evil for some reason (I couldn't get into that game).

This image features a very nice butt, also the MAC M11 pistols (or subguns without stocks?) are given very accurate detail overall, the sling swivel plate on the front hangs down with gravity, the bolts are locked back in the open position, ready to fire, and the front sights are even properly depicted as the crude cut-out stamped shapes they actually are.
The magazines seem to feature two wedges serving as over-insertion stops stamped into them, which isn't a feature for the magazines of any of the Military Arms Corporation, Cobray, or SWD guns that I know of, rather this is the style of over-insertion stops you would see on Uzi magazines. Perhaps they are modified.
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... aaand there the old thread dropped off of the site's archive.

Here's the 1.6 Version of 2048 Units Of /vr/
https://www.doomworld.com/forum/topic/116497-new-update-v16-2048-units-of-vr-boom-megawad-for-doom-ii/
I will say nothing about it.
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Smith & Wesson's "third generation" automatics are some of my favorite pistols. Most are all stainless steel (with some aluminum frames), they're all hammer-fired, and they're DA/SA or DAO, with some classic 1911-ish looking slides.

Pictured is the Smith & Wesson 4506, featuring some rubber Hogue grips. The 4506 is chambered for .45 Auto, and can with an extra strength recoil spring be used to shoot .45 Super, it has an 8+1 capacity. This is what I call a fucking pistol, all steel, large bore, hammer fired, full sized, you could use it as a club if you had to and it wouldn't be worse for wear.
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The Smith & Wesson 1006, much like the 4506, but chambered for 10mm Auto, with a 9rd magazine. These are fairly sought after, due to the hardcore cult following of the 10mm Auto cartridge.
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The Smith & Wesson 5906 is the version in 9mm Luger, with a slightly shorter barrel and slide, and with a double-stack 14rd magazine. With the all steel frame, the weight and and lack of flex in these pistols makes them noticeably softer shooting than any of the later plastic framed pistols which replaced it.

With the Glock 17 coming out in the 80s, at a low cost, light weight, and with a 17rd magazine, it became very popular and took over a lot after guns like these, which gradually fell by the wayside. These days, you can get high quality, flush fitting 17rd magazines by MecGar, and these fit flush in the 5906, letting these old things be pretty competitive still (especially if you don't mind the weight for carrying, or if you outright prefer the feel of it and the hammer, like I do).
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The Smith & Wesson 5904 is much the same as the 5906, only the frame is anodized aluminum, and the slide is blued steel. It'd be lighter, though I suspect it doesn't have as long of a lifespan, steel slide riding on an aluminum frame, and it probably has a little bit more felt recoil. I like the dark finish on the gun overall though.
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This cute little thing is a Mini Revolver by North American Arms, one of many kinds.

They make quite a wide variety of small revolvers in .22 caliber rimfire cartridges, including .22 Short, .22 Long Rifle, and .22 Winchester Rimfire Magnum, and in a variety of configurations. Most have you pull out the axis pin to remove the cylinder for loading and unloading, but they do make a few different ones, like a swing-out cylinder hand ejector, and a top-break (I think actually automatic) ejector. They're all single-action, though they lack any kind of transfer bar, they have a really oldschool feature where there's a slot cut between each chamber on the cylinders which the blade-style rimfire pin on the hammer can be rested, leaving the action securely locked and the hammer unable to hit any of the cartridges (a bit like on some old cap and ball revolvers).
They also have some neat unusual ones, like one with a grip which the gun folds into, kind of like a folding pocking knife, and one which comes fitted into a belt-buckle, I guess if you wanted to open-carry in a really unusual way (you can just pull it out of its mount and use it as a 'normal' gun).

This is their smallest one, in little .22 Short, with some coins for scale. Most wouldn't look at a gun like this as anything else but an adorable novelty, but it is still a firearm, and it's one which could be concealed even on the beach.
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A stainless steel Colt Combat Commander 1911, with a Seecamp conversion. These pictures show the thing in a little bit more detail, like the hinged front trigger setting when the hammer is cocked.

These conversions were devised by a Ludwig 'Louis' Seecamp, who was trained as a master gunsmith in pre-WW2 Germany, then served in the Wehrmacht during the war, on the Eastern Front. In a combat encounter, he saved his own life with his issued Walther P38 pistol (bearing a lifelong scar from the incident, a bullet cutting the side of his cheek and taking out a couple of teeth in the process).

This experience had a big impact on him, the double-action/single-action trigger he felt was a substantial advantage with the P38 pistol over most other service pistols at the time, being able to carry the gun with the hammer down, but then still be able to just draw and fire immediately. Given that he came to the strong opinion that point shooting was much more valuable for really close distances than using the sights, likely the situation involved him drawing and shooting from the hip, just in time, killing his opponent and shifting their aim, just lightly wounding Seecamp instead of surely killing him.

Surviving the war, and then moving to America in the 1959, he found work at Mossberg. He came to be quite appreciative of the 1911 pistol, he thought it was a very good handgun, however, the 1911 is a single-action only pistol, and he always felt that it would be even better if it was double-action/single-action, like the P38. Retiring from Mossberg in 1971, he decided to open his own business, he had patented a method to convert a 1911 pistol into a double-action/single-action automatic, and gunsmithing like this would be what his own business was all about.

Ludwig Seecamp's 1911 conversions would become the world's first DA/SA automatics chambered for .45 Auto, he would do them through his shop, as well as have them done by other gunsmiths he trained and licensed to do it.
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Another Colt Combat Commander converted by Seecamp. About 2000 or so 1911 pistols were converted like this by Seecamp and by licensed smiths. These days, the company is more widely known for their small all steel pocket pistols.

I think I would very much like a 1911 like this, particularly with a pinned down grip-safety and a relief cut on the trigger guard, to allow for a higher grip and easier recoil control (the grip safety only interacts with the trigger anyway, not with the sear or firing-pin).
Other nice things to add would be a squared firing-pin stop and lightweight 14lbs recoil spring (makes the slide tougher to cock while the hammer is down, but instead reduces felt recoil and wear, also the double-action trigger can assist with this if really necessary), as well as an enlarged slide release lever and some Novak sights.
Though one could on forever about what they'd like in a fully personalized 1911 pistol if they had the money to get it done, so maybe I'll stop here.

Don't actually have any kind of real devlog stuff to show for now, have been very busy, but I have gotten some stuff done here and there.
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Well, my left cornea is detaching, so tomorrow I'll have to go and get poked in the eye for that. Anesthesia is always a small risk, but my odds should be pretty good.
If you're nearsighted, and if you're VERY nearsighted, don't ignore odd spots or phenomenons showing up in your vision, don't brush it off and hope it goes away, get to a doctor and have it checked as soon as you can, and really just have your eyes looked at by an eye doctor once a year anyway.

This pic isn't strictly anything new, but here's a screenshot from me playtesting some gameplay mod changes. The mapset is Suspended In Dusk, a large four level mapset for Doom 2, which has some really phenomenal texture usage and architecture, and is overall fun to play as well. It's one of my favorite mapsets ever, it's so unfathomably well made.

Suspended In Dusk was made by a guy named Espi, a ridiculously talented mapper who knew the ins and out of the original engine, employing all sorts of novel tricks in his levels, many which still remain uncommon or obscure. Espi had to have his arm amputated for cancer, but kept mapping with the one he had left, but would eventually pass away in 2009.
He's regarded by many as one of the most talented Doom mappers to have ever lived. His levels inspire me quite a lot (at least stylistically, I've yet to really map in pure vanilla), it's like you look at every single aspect of SID, and it all feels incredibly deliberate, nothing was just done because, or with little thinking, even the small things, down to texture choice and alignment.

I hope that I can be half as talented as he was with just the two of my arms.
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Boy, is my left eye still sore. Ended up not being done the scheduled day, because someone else was ahead of me in line, and they had some kind of acute problem which had to be done right that second, and which ended up taking quite a lot more time than they thought.
If you're going in for surgery, bring your phone, a charger, and like a Game Boy or 3DS, Switch, anything, because there's a good chance you'll be left waiting for a long time doing basically nothing, they'll have TV, but how many channels they'll have is a crapshoot, and daytime TV hasn't gotten better since I used to watch it as a kid/teen (if they had just kept airing episodes of Quincy M.E or Buffy, that would have been fine, but they didn't). You'll also not get to eat, so you need something to distract from the ever worsening hunger.

The surgery itself wasn't so bad, hell, I was out for that, but the oxygen mask made my throat and nose dry as FUCK, that shit took days to resolve. After surgery I was in a constant cycle of waking up, drinking a bit of water, then going to take a piss, then going back to my bed to sleep.
I'll have to get the other eye done on Friday, and I'm planning ahead for that.

In Kentaro Miura's memory, here's an original Berserk piece by him, featuring Guts in combat with Zodd The Immortal. The composition and colors are exquisite.
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My plan for Berserk was that Miura would complete it sometime when I was in my late 50s, whereupon I'd sit down regularly to go through it all, starting from scratch.

Of course, that wasn't gonna happen, because Miura was an obsessive perfectionist who worked himself to the bone, on the art at least. See the spiny ridged tentacles in the foreground here? No shortcuts or shit here, he sat down to do all of this, hence why the manga took so much time, even when he did use digital tools, he'd still go down to pixel by pixel to get it just right (which is often kind of how I sprite, actually, except my scale of work is tiny).

Apparently quite a lot of the story and setup was kind of made up as he went, which is amazing for how good the entire era with the Band Of The Hawk was, but would also explain some of people's complaints about later parts, like being stuck on a boat (I haven't read that far, so IDK what the complaints are). Apparently he had some ideas jotted down and had a vague plan for where he would take it all, no idea how much was actually left, or if he wrote down all of his actual ideas.
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>>107329
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A pretty picture of a blued Ruger Redhawk, featuring some nice and handfilling wood grips (possibly by Hogue). I'm hoping that I'll maybe shoot a bit better after my eyes are healed up, but that may take some time.

>>107330
A daring supposition.
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I really hope they aren't gonna do the same surgery on my right eye tomorrow, my left eye still hasn't recovered that much, so if they did that, I would be nearly blind for at least a short while.

The "Bigot" was an odd weapon developed by the OSS during WW2, as a means of converting a standard M1911A1 pistol into a quiet (enough) dartgun. It required fitting a sleeve into the bore of the pistol (and if memory serves it was machined to engage into the rifling grooves of the pistol, requiring some strength and effort to install and to remove), and a dart was loaded into the sleeve.
The dart was powered by a blank cartridge (.25 Auto, I think), and it would telescope out in flight, the fins shown at the muzzle of the pistol being dragged to the rear of it to provide some means of stabilization.

Though I imagine this may have not been that loud, I also wonder exactly what they attempted to achieve with this, precision must have been poor, the dart can't have had very good terminal effect compared to just regular 230gr FMJ (which is subsonic, pairing well with typical suppressors, also retaining the faster loading and shooting of the normal pistol, and the better precision to boot).
I have seen some mockup projectiles which look like they were intended to be explosives (like tiny rifle grenades), but I don't see why these would be all that desirable either. I guess it's one of those strange things which they just tried to see what would happen. The name is unusual too, but may have just been a random codeword drawn from a hat.
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Phew, no more surgery (for now), it turns out.
I'm helpless enough with just one usable eye, and having to do almost nothing physical (I'm no active athlete, but it does make me antsy to not even cook or walk the dog).

Here's some old album art.
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An old magazine ad for Shadowrun, on the SNES.

Kind of a cool game, combining RPG-like stat building and point and point and click adventures. Has a cool as FUCK setting and atmosphere, most things feel run down and shitty, yet with edges of high technology, a great Used Future aesthetic permeates throughout the game, and the groovy as fuck soundtrack is a big part of it. The best part is that it's built on older perceptions of futuristic and advanced technology, as well.
An aspect I really like, also, is the supernatural and fantasy-like elements, trolls, orcs, elves, dwarves, and then vampires, ghouls, zombies, ghosts (some which are digital), as well as divine spirits, dragons, mermaids, all along with spells and magic.

However, how good of a videogame is it? Eeeh, eh, it's kind of ok, I guess? There's virtually no choices for the player in terms of storytelling, with just a single path, all the same characters, and it's quite grindy, which isn't exactly lovely with how the combat is mildly clunky and awkward. The worst part is early in the game, where you're forced to grind cash and/or levels to exit a place you're stuck in, and you're pretty much stuck with the starting handgun for doing this, with no magic, which is uh, actually extremely tedious and unfun.

Still, for its flaws, I love it a lot for its style and aesthetics. I've never played the P&P games, though I hear the newer editions evolved the technology a lot, so now all the Matrix and Decking stuff is a billion times less cool because it involves smartphones and shit.
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Movie poster for Stargate, which is probably the only good movie Roland Emmerich has made. It's not as good as the resulting Stargate SG-1 television series, but I find it's still enjoyable and fun, good action, good costumes, good props, good effects, nice visuals, etc. Kurt Russel and James Spader do fine performances, though I hear Spader thought the movie was complete trash and didn't like it at all, only doing it for the money. Roland Emmerich hated the TV series and says he doesn't consider them canon to his movie, or something like that, and that he wants to make his own proper sequel to it, which to my knowledge hasn't materialized.

Had a licensed 16-bit game on the SNES and Genesis, which actually is pretty decent too, once you learn the controls, they're quite fluid and nice, you can maneuver and move pretty well, and shoot in all eight directions, as well as throw hand grenades like a mad cunt, which is always good.
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Art of Ranger, from Quake 1, depicted with what appears to be the Rocket Launcher from Quake 3 Arena.
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A very large raygun prop of some sort. I like the stereotypical 'Handheld-Minigun' style of setup, with the one up-turned grip, and the chainsaw bar on the front.
I have no idea who made this prop, and for what, or what it's actually supposed to be, but I vaguely get the impression that it could be a magnetic accelerator. Presumably it could be reverse image searched.

No more surgery for quite some time, they'll get back to me in fall to look at the other eye. They figure that a detachment may have been on its way on my right, but it wasn't happening soon, so it turns out those 'reinforcement welds' were a good call. Still see somewhat fuzzy with my left, and it's still offset/canted, but it's getting better.

Haven't tried to play any Doom yet with just one eye, but maybe it could be done. I suspect that my more limited vision will be a hindrance, however.
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So Advance Wars is getting remade, 1 and 2 as a single game for the Switch. On one hand, I'm somewhat excited, because it means the series isn't gone and forgotten, and maybe there'll be nice new fanart. On the other hand, the visual style of the remake isn't exactly excellent, as of now anyway.

Stylistically, it's still got the somewhat exaggerated proportions and scaling, and it's appropriately colorful, but it kind of lacks detail and it could really use some stark shading, maybe even add straight up cartoony black outlines. I don't LOVE the style which the new CO portraits are drawn in, but they're all fully animated and rather expressive, which I think is pretty cool.

The animation of units I think could be a LOT better, looking at infantry their upper bodies kinda just shake back and forth as muzzle flashes are vaguely in front of their guns. If you look at Mechanized Infantry, they all slowly raise their launchers over their shoulders, out of sync, yet the actual firing and flashes take place at a set time, regardless of if they've all gotten on target. It looks weird, sloppy, and janky, compare to the original, where they all wait to get in position and ready, then fire off. Overall, a lot of the unit animation is very lacking in weight and timing, and flashes and sounds should sync to the animations for more satisfying results.

One can hope that things like these will be improved upon by the time of release in December, but that seems rather optimistic of me. First it makes me think I'll get a Switch after all, but maybe I'll hold off still, maybe that rumored improved model will come, maybe it won't have analog stick drift.
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On that note, here's a cool piece of art of Lash. It's one of the best made fanarts I've seen of the game, and I like it a lot, though it's kind of a shame that one of the best fanarts also is something with a made up outfit like this.

Also, looking over the footage of the remake again, maybe I'm slightly harsh, it's not all quite floaty at all times, but it seems depending on terrain, the accompanying animations are a lot worse (Mechanized Infantry firing from a mountain looks extremely bad, there's no pause as the recoil bottoms out and the vehicle suspension 'halts' it on Artillery in general).
I still think the animation can use a bunch of tweaking overall though, and stronger shading would really improve the visuals overall, since a lot of detail which is actually there on these models ends up kind of disappearing otherwise. Black cartoon outlines would also work well with the aesthetic.
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The T249 Vigilante was an attempt at an advanced mobile anti-air system in the 1950s, consisting of a motorized terrain chassis (made from a modified M113 APC), fitted with the T250 cannon. It was a huge, six barreled Gatling cannon, the largest Gatling gun ever built, using a 37x219mmSR cannon shell, and driven by a hydraulic system, allowing for a variable rate of fire between 150rpm, and 3000rpm.

The Vigilante project was abandoned around 1960, as it was found that Surface to Air Missiles were a far more practical approach for taking down enemy jet planes. Presumably part of it was the setup being built for a 192rd drum of linked cannon shells, which would last all of 5 seconds at max RPM, a somewhat narrow margin. Presumably a larger drum fitting a longer belt could be made (though crew would have to be able to handle and load it as well), and likely multiple of these guns would have been used in one defensive position, also not necessarily at the highest RPM.
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Today is Fourth Of July, and by goddamn am I going to eat a hamburger. Maybe even two. Happy Independence Day!
https://www.youtube.com/watch?v=eX_k5_egUAo

Here's an old magazine ad for Burger Time Deluxe, the Game Boy port of Data East's 1982 arcade clasic. It speaks for itself, I think.
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/doom/'s "Hard Fast Faggot Maps" are finished, and are awaiting upload on iDgames (who knows if that'll happen).

It's quite a lot of fun, the maps are quite hard, and they certainly are very, very gay, being full of Gachimuchi stuff, both soundbytes and custom sprites. The reskinned monsters are by Captain_Mozzarella, and I think they're fantastic, they give the mapset a lot of fun character, fitting well with the various sound replacements, a lot which are Gachi soundbytes, but then you've got the simple things, like the Revenants (now Gimps) still sounding like Revenants, only muffled, due to the leather masks they wear, also making cartoonish whip and lash noises for their punching.

It has a lot of heart, in all kinds of ways, I've played through it once, and I'm giving it another go now, just because it's so fun.
I didn't really contribute directly, beyond some playtesting as well as advice, but I wish I had the time to submit a map for it.
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It's also merciless as hell with any mod which makes monsters more aggressive. Some people have managed to take it on and beat it while playing it with Hideous Destructor, which is quite impressive to me.
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https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfun

Hard Fast Faggot Maps got an idgames release after all. I'd hold off on downloading though, they needed to do one last update, also this upload is the censored version without using the word Faggot.

I'd say it's a must play, though. Extremely well made maps, and full of fun gachimuchi stuff. Can't wait for this to show up on the DSDA Twitch channel one day,.
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An old and worn CZ75 pistol.
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Magnum Research Desert Eagle, chambered for .50 Action Express, this pistol has a color case hardened finish, which I think makes the pistol look absolutely beautiful, like it was sculpted out of some sort of black/metallic colored marble, somehow.

This is one of the options you can get ordering a pistol from them these days, and to me it's far more aesthetically pleasing and sophisticated than the gaudy and ugly (faux) gold tigerstripe finish which gets memed about. I only wish that they still made barrels without the picatinny rail on top, as I think this doesn't suit the pistols with this finish.
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Here's a production still of lovable gun nut Burt Gummer (Michael Gross), from the Tremors film series. I have only watched the first four, and they're all quite fun, but apparently they're still making these movies, no idea if they're as good.
The first movie is extremely competent and well made, strong characters, strong acting, strong script, strong effects, strong pacing, strong jokes, lots of attention to detail. I find it hilarious that Kevin Bacon originally freaked out and thought he had ruined his career on "some stupid worm movie!" when it's such an excellent film, but I guess that's what allowed Gross to become the star of the series.
Maybe it's less obvious during the actual shooting, after all, many good films were actually saved in editing, but Tremors is so very well made from top to bottom.

Burt here is posing with an M240G machinegun (7.62x51mm NATO), also known as the FN MAG-58. It's a pretty heavy gun, but it's also borderline indestructible and runs like a sewing machine, and when down on its bipod, the weight makes it keep pretty steady. Initially the MAG-58 was adopted by the US as the M240, to be mounted on tanks, because they found the M60 wasn't entirely suited for that role, then eventually the US Marine Core would adopt it because they weren't entirely happy with the M60 either, the M240 working better as a vehicle gun, and still being well usable for infantry on foot. Eventually the M240B (Bravo) comes to replace the M60E3 in US Army service as a GPMG, and it's a heavier gun, but it doesn't beat itself up like M60 was still doing by the E3 iteration.

These days, they're up to the M240L (Lima) iteration, which uses things like a titanium receiver, shaving as many as 5.5lbs(!) off of the beast, down to 22lbs, without affecting durability and longevity. The plan is that the M240L will replace the M240B, but considering the cost of titanium, and the fact that the M240B still works excellently, I don't see that happening any time soon.
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Well, my other eye is being a cunt this time, so I'll have to get surgery very soon.

Have this bump and a screenshot of HFFM, the last version is out now, maybe even on iDgames. If you like Doom, if you like hard maps, and if you like GachiMuchi, you owe it to yourself to give it a play. Had a wonderful time, definitely my favorite levelset of the year.
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Picture of a Navy SEAL from during the Vietnam War, holding a Stoner 63A.
The Stoner 63 was the brainchild of Eugene Stoner, Bob Fremont, and Jim Sullivan, the old AR10, AR15, and AR18 gang. The vision was a modular receiver which one could bolt on different things to as to configure it for different purposes, rifles, carbines, machineguns, using magazines or belts, firing from a closed bolt or open bolt, etc. Initially developed as the Stoner 62, a 7.62x51mm NATO weapon, but by 1963 it was readily apparent that interest was shifting much more towards 5.56x45mm NATO and that patch was chosen instead.

The US Marines tested these and didn't find them satisfactory (partially due to unrealistic expectations and demand), but the Navy SEALs did grow the like them, the rifle somewhat, but *particularly* the belt-fed light machinegun configuration, they had never had a belt-fed squad automatic weapon in 5.56mm before, and they thought it was just THE coolest fucking thing, because the recoil is nothing and you can carry so much ammunition. There were 100rd belt boxes, but later 150rd belt drums and 200rd custom belt boxes would be used.
Even as the project was cancelled, the Navy SEALS kept these in inventory, having done a bit of development on it, and keeping it as the Mark 23 Mod. 0 (not to be confused with the later .45 caliber pistol by Heckler & Koch, given the same designation, for some reason). They kept these in use until the 1980s, when it was finally replaced by the FN Minimi as the M249.
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The carbine and rifle configurations weren't of much importance, as they had M16s and CAR15s, but the beltfed LMG was very useful and very liked. It was a bit maintenance needy, and probably it could have been a better gun if they had dropped the multi configuration stuff early and instead focused on developing it solely as a SAW, but still it did pretty admirably.

In the machinegun configurations, it's remarkably easy and steady in its recoil, maintaining a sight picture during a long burst is trivial, part of this is probably some of the efforts to buffer/dampen the bolt going back and forth, the bolt carrier itself containing a setup with an array of Belleville washers which compress as it comes to the rear of the receiver, then flex back, along with the piston having a sliding tungsten rod inside of it, giving a sort of deadblow effect.
It uses a long-stroke piston, like an AKM, but a rotating bolt with radial lugs like the AR15 and AR18, built with a stamped steel body and plastic furniture.
Pictured here loaded with a belt of dummy cartridges, feed cover up. There was a setup for a left side feed, and a setup for a right side feed.

I actually found some pretty good sprites someone made of the Stoner 63, which I want to work over and do something with for some Doom thing, it's a pretty cool gun.
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Well, got the other eye done last week, because that retina had to hurry up and do that now. Recovery feels rougher than last time, both in swelling and pain, and also the fact that now my pair of glasses don't fit either of my eyes in prescription anymore, so I can't see for shit now. I mean, the glasses help, a little, but I've still gotta be real close to read something.

I may try to make a level for the /vr/ Halloween Doom mapset, and I have a pretty firm idea for one, but I think I'll have to wait a while to start doing this shit, because I have to sit close as fuck to my screen to see, and the codeine makes me a little hazy.
Hopefully I can get back into the groove of making maps after that. Vaeros was kind enough to let me add some of my own textures to do it with, which I appreciate, though I wish others could add some of their own (just to see what they'd do), but also I hope I don't get stuck making textures and shit here.
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This screenshot isn't anything special to look at, but it's an early peek at my submission for the 2021 Halloween project on /doom/. It's a long way to go, but I have like 50 days to get it done, I have a good idea for a level, now it's just to carve the thing out, I feel maybe I can get over my mapper's block here.

As we're doing it in MBF21 compat, I figured I would finally have to transition towards Ultimate Doombuilder, which thankfully is not very different at all from the GzDoombuilder (bugfix) which I'm used to and have done my previous work in. A big bonus is that the 3D mode doesn't have the blurry linear filter to it like GZDB does.
MBF21 ("Modder's Best Friend 2021), is a new compat level for updated Boom ports, which fixes some ancient bugs (such as generalized walkover crusher actions doing nothing at all), and adds some new functions and features. It has a lot of things I've wanted since I started getting into mapping for real like a year ago, and I hope to be able to do even more fun levels with this.

Combine MBF21 with the new Universal MAPINFO format, and the Extended DeHacked, and Boom mapping is entering into a new renaissance, I'm so very excited for the future of cool Doom level making. Finally so many convenient and handy simple features are now available to a less advanced format which allows demo recording and play on low end machines, without having to be forcefully tied to GzDoom. I like GzDoom, but features like these should have been standard a very long time ago.
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Another sneak peek at my Halloween submission, haven't gotten much more done on it yet, because of other things (like a doctor's appointment). The new version of the texture pack is fixed up now, from being fucked up before, so that's nice. The guys even added some ambient sound effect stuff, which I think is gonna be really cool to play around with.

>>109310
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4
Updated link for this, btw, as they fixed that up a while ago. Definitely my .wad of the year.
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An old Colt Diamondback chambered for .22 Long Rifle, bearing some Pachmayr grips. Blued finish and with a 4" barrel.

This thing is probably extremely easy and pleasant to shoot, the Diamondback is essentially the Colt Python, just scaled down very slightly, and only available in .22 Long Rifle, .22 Winchester Rimfire Magnum, and .38 Special, none of which is strong enough to beat up on the internals which hefty loads of .357 Magnum is wont to do in a Python, thus it's easy to find them in good working order.
These were a deluxe target shooting revolver in their day.

It's October now, so I have 29 days to finish my Halloween Doom map. Let's hope I do.





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