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/vr/ - Retro Games


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1191658 No.1191658 [Reply] [Original]

DOOM THREAD

Last thread >>1185203

Discuss WADs, stories, projects, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help! We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

If you know about some projects we don't, don't even hesitate to share 'em with us!

======WEBSITE (WITH TONS OF COOL DOOM STUFF, BE SURE TO CHECK THIS SHEIT) ======
http://vrdoom.weebly.com/

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

=====NEWS======

-We're just ONE month away from the biggest event of the year - The Cacowards! Who are your nominees? Share 'em with us!

-Samsara is getting bigger, madder and better. If I were you, I would keep track on future news.

-A long-expected project just got released, Doom II: The Way id Did. Go get it here! http://www.doomworld.com/vb/post/1212412

-Bethesda, for once, is doing something right; go check the Doom-related stuff in their store http://store.bethsoft.com/brands/doom.html

-3 months ago a Doom tournament took place at Quakecon and these were the finals (Jkist3 VS DevastatioN). YOU DON'T WANT TO MISS THIS SHIT! WORLD CLASS DOOMING! http://youtu.be/hcSj0lk-vEo

-OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289 Go wild

-Latest ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19
Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

Steam Group:
http://steamcommunity.com/groups/vrDOOM

IRC channel: irc.zandronum.com, channel #vr
The password is in the FAQ.

Best Single Player WADS of 2013 (so far) - If you want pure vanilla maps go check this list!
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

>> No.1191662
File: 9 KB, 72x96, abom_eat.gif [View same] [iqdb] [saucenao] [google]
1191662

good morning.

>> No.1191667

Watching that doom multiplayer tournament game with the commentary was quite interesting, the commentators seemed to know a bit about how to BE commentators.

>> No.1191670

Also Russian Overkill just got a zappity-zap update, full changelog here

http://forum.zdoom.org/viewtopic.php?p=721770#p721770

>> No.1191671

>>1191509
>>1191658
http://pastebin.com/k1VJkMnk
i am so autistic that i had to work out what you changed

>> No.1191679
File: 1.04 MB, 1024x768, doom_map_cieling.png [View same] [iqdb] [saucenao] [google]
1191679

My ceiling looks like shit but I'm really not sure how to decorate it.

Any ideas?

A big flat texture looks kind of bleh, whatever it is I've got going there now either needs work or to be removed......perhaps just a big window? I dunno.
I posted this in the last thread but I'd really like more ideas on where to go with it.

>> No.1191682

>>1191679
I told you to put fucking computers on it but you never got back to me

>> No.1191684

>>1191662

Poor Lydia

>> No.1191685

>This is as close as we will ever get to an actual Doom Orchestra

E3M1 (sort of)
http://www.youtube.com/watch?v=jsi3NTUAY98

E1M5
http://www.youtube.com/watch?v=HqOyOCYpJQw

E1M8
http://www.youtube.com/watch?v=kV9oQrt6Vsg

>> No.1191686

>>1191682
Hey man, there are computers there, computer textures.

Or do you mean a few large banks of the same computer? Like that 1 hub looking thing in the image?

>> No.1191687

>>1191686
like the screens on the first map of Ultimate DOOM
or make vents

>> No.1191690

>>1191687
Computer screens seems a bit overdone to me but....maybe I'm wrong and I should go about it differently.

As for vents, I was going to use them but on the bottom of the area as enemies would come out of them. Vents in the ceiling with floaters would be a bit too hard on the player I think.

>> No.1191694
File: 12 KB, 616x579, Untitled.png [View same] [iqdb] [saucenao] [google]
1191694

>>1191690
well DOOM uses demons, rework this room to have a blood ceiling
I've given it enough thought, you could put more of those power boxes up there with more cables, or make a grid and instead of having lights as one texture, they're 2 x 2 (so there are 4 lights) raised all over the ceiling to look like proper lights
something like this but more accurate, don't forget to make them stick out like you did with the power boxes, just maybe a little less

>> No.1191702
File: 83 KB, 476x468, 1329796792597.jpg [View same] [iqdb] [saucenao] [google]
1191702

>>1191694
Hmm, a grid might work.
Certainly would look better than what I have there, I was trying to make it look like a server computer with heaps of cables coming out of it.

I'll look at this idea (i usually draw shit first before mapping it) for the roof, but another I was looking at was having it look like it's fallen in. Like on the other side of the map there you can see the wall has fallen away.

>> No.1191750
File: 6 KB, 608x316, Strangler angle work.png [View same] [iqdb] [saucenao] [google]
1191750

So now that I have free time again, I think I'll continue working on this porker again.

>> No.1191907

What's this "grognard edition" that I keep hearing about?

>> No.1191974

When you want to use a texture pack in a map do you just import the whole lot, even if you dont use some?

Or do you just pick out the ones you want and then use them?

>> No.1191979

I tried playing Accessories to Murder but I get this message.
>Script error, "ww-doomnukem.pk3:decorate.txt" line 3:
"weapon.bobstyle" is an unknown actor property
Do I need a specific build? Tried it with ZDoom, GZDoom and Zandronum.

>> No.1191985

>>1191979
Upgrade to the latest GZDoom (or ZDoom) SVN build, it doesn't work on Z&.

>> No.1192000
File: 7 KB, 652x316, Strangler angle work2.png [View same] [iqdb] [saucenao] [google]
1192000

coming along very slowly on this sprite. The hands are pretty tricky. They're going to be a bitch to animate properly too.

>> No.1192004

>>1192000
Do you think you could lighten the body in comparison to the head?

It looks a bit more like a guy wearing a pig head mask.

>> No.1192006

>>1192004
But it is a guy wearing a pig head mask. That's why I used different shades of pink on his mask.

>> No.1192014
File: 48 KB, 378x363, 1327881940861.jpg [View same] [iqdb] [saucenao] [google]
1192014

>>1192006
>But it is a guy wearing a pig head mask.

Well in that case you are doing a good job as that is exactly what it looks like.

>> No.1192015

>>1192014
Thanks man. It'll be a lot more obvious when I get to the back angles, I plan on having some of his hair coming from the mask's opening.

>> No.1192034 [DELETED] 

>>>/v/217681646
I can't believe this shit, now /v/ is going to come here... even more!

>> No.1192038 [DELETED] 

>>1192034
you just posted that thread, and then came here to spam the link to it

>> No.1192040 [DELETED] 

>>1192038
I really fucking didn't, just looks like everyone is ignoring it which is good, really. Forgive my paranoia, I have a fever.

>> No.1192129

What are some psychedelic-ish wads out there? strange maps, vibrant colors all that jazz

>> No.1192157

>>1192129
there are some places in NDCP2 that will give you epileptic fits. of course that wad was otherwise a mess of bugs and poor gameplay, at least i thought it was

>> No.1192161
File: 364 KB, 1152x864, Arachnophobia_01.png [View same] [iqdb] [saucenao] [google]
1192161

I've decided to take on this map once with the Brutal Doom mod.
>Arachnophopia
>http://www.moddb.com/games/doom-ii/addons/aracnophobia1

>> No.1192163
File: 249 KB, 1152x864, Arachnophobia_02.png [View same] [iqdb] [saucenao] [google]
1192163

>>1192161
Well that's not the image I had wanted to upload.

>> No.1192164
File: 79 KB, 1024x576, void.jpg [View same] [iqdb] [saucenao] [google]
1192164

>>1192129
Void is a pretty good example of that.

>> No.1192167
File: 320 KB, 1152x864, Arachnophobia_03.png [View same] [iqdb] [saucenao] [google]
1192167

>>1192163

>> No.1192171
File: 204 KB, 1152x864, Arachnophobia-04.png [View same] [iqdb] [saucenao] [google]
1192171

So that's why it's called Arachnophobia...
Anywayss the map starts off with an arsenal of weaponry and ammo.
There are different branches of "legs" you must clear in order to advance to the next one.
Each leg has monsters crammed in them, some easy to clear and some are tedious as fuck to clear.
Anyways, it's a fun map and I encourage all of you to check it out if you haven't already!

>> No.1192173

>>1192161
I forgot this:
Mods used are
>Brutal Doom
>Doomguy Visor

>> No.1192192

>Doomguy visor

So fucking retarded. Why would you do that?

>> No.1192194
File: 1.34 MB, 1920x1080, Screenshot_Doom_20131111_204931.png [View same] [iqdb] [saucenao] [google]
1192194

Making a map where you're inside a living machine of sorts. Anyone have any ideas of what rooms/features would go with that?

>> No.1192202

>>1192194

So far you're doing good, man. Keep up

>> No.1192204

>>1192194
Living inside a machine?
That sounds like something I'd try out. Will you play from the feet up?
For example, the feet then advance to the thigh, then the abdominal region, etc.

>> No.1192207
File: 517 KB, 1920x1080, Screenshot_Doom_20131111_195207.png [View same] [iqdb] [saucenao] [google]
1192207

>>1192204
No, uh, not an android. More like a really chaotic and insane underground complex with a weird-ass cult attending to and worshipping it.
>40k as fuck.
>>1192202
Thanks. Using black fog and dynamic lights makes everything prettier than it has any right to be.

>> No.1192208

>>1192192
because the doomguy sprite has an helmet
and an assault rifle
but yeah, i really don't like the bars, especially for ammo

>>1192194
a double "stomach" that works like a battery?

>> No.1192214
File: 195 KB, 738x1101, 1383885209660.jpg [View same] [iqdb] [saucenao] [google]
1192214

>>1192207
Ah, I see what you mean.
It looks really good.
Keep it up, yo.

>> No.1192218
File: 1.31 MB, 1920x1080, Screenshot_Doom_20130507_205006.png [View same] [iqdb] [saucenao] [google]
1192218

>>1192129
"The sky may be"
It's pretty fucking weird though.
>>1192164
Void is excellent.

>>1192208
Power room is a great idea! Good excuse for making some mufuggin tesla coils

>> No.1192224

>>1192173
Why would you play Brutal Doom with the visor mod when Complex Doom basically is those 2 put together?

>> No.1192236

>>1192129
Unhinged is a trippy semi-jokewad with a horror theme. It plays pretty well too.

>> No.1192240 [DELETED] 
File: 27 KB, 226x251, DailyReminder.jpg [View same] [iqdb] [saucenao] [google]
1192240

>>1192161
>>1192163
>>1192164
>>1192167

>> No.1192245 [DELETED] 

FIRE IN THE HOLE, AGAIN

>> No.1192248 [DELETED] 
File: 8 KB, 259x194, RubbingSpurdoSpärde.jpg [View same] [iqdb] [saucenao] [google]
1192248

>>1192245
JIDF pls

>> No.1192252

>>1192192
Because Metroid Prime and MUH IMMERSION

>> No.1192256

Neo-80's wad when?

>> No.1192257

>>1192256
Action Doom 1&2 are already released

>> No.1192261

>>1192256
Well, get some bloke to make MIDI's of Purturbator, Mitch Murder, and Power Glove.

>> No.1192285

>>1191658
The Brutal Doom SE in the Community WADs pastebin is outdated. The latest ones are

http://www.mediafire.com/download/v6qbb8b92albugj/Brutal_Doom_v19_SE.zip

http://www.mediafire.com/download/ngwn1luu9o24fgd/Brutal_Doom_v19b_SE.zip

The second one has some alternate weapon sprites and persistent gore.

>> No.1192316

>>1192015

It's idle sound should be something like Regenerators from RE4, just a wild thought...

>> No.1192328

>>1191685

http://www.youtube.com/watch?v=KpkxuKMguGA

Something I figured I'd try.

>> No.1192348

>>1192316
someone also mentioned the quake 2 prisoner sounds might be a cool fit. I'll have a listen too.

>> No.1192362

>>1192328
This is pretty amazing, mad props man.

>> No.1192367

>>1192328
Dude that was great, you should totally do this for other songs.

>> No.1192370

>>1192362
>>1192367

Thanks guys, I have a whole playlist of soundtrack stuff, including some renditions.

I plan on doing more, don't worry.

>> No.1192401

So why isn't Mitchykins banned yet?

>> No.1192415

>>1192285
Could you re-mirror the 19b version? I can download from the first link just fine, but for some reason mediafire refuses to let me download from the second one.

>> No.1192421

>>1192401
<Mitchykins> I'm actually a cacodemon
<Mitchykins> Please understand or I will his
<Mitchykins> hiss*
<Mitchykins> >tfw cacos have no arms and can't give you hugs
<Mitchykins> Cacos could be perfect waifus though
<Mitchykins> I mean, no resistence or anything, and that hole on the back
<Mitchykins> This is getting awkward...

because he's so fucking autistic it would be a shame to waste that much spaghetti.

>> No.1192439 [DELETED] 

>>1192421
>can't understand a joke

Mitch is a huge sissy faggot though

>> No.1192442 [DELETED] 

>>1192439
>he was just joking guys!
yeah uh considering how much he was talking about his snugglable 2hues and posting kawaii desu pics of them and is just going on about misato boobs
clearly it was a giant joke

>> No.1192451

>>1192285
>bother to make the boot green
>Don't change the gloves
Damn it man.

>> No.1192458
File: 279 KB, 1920x1080, 2013-11-10_00012.jpg [View same] [iqdb] [saucenao] [google]
1192458

I've just beaten zdoom, and would like to move onto DOOM II before playing with all the mods and whatnot. Anything I should know? Mods like zdoom for the 2nd game? Play Final Doom?

I don't see any info on it in the pastebin. Anyone care to enlighten me?

>> No.1192461
File: 417 KB, 640x480, Screenshot_Doom_20131111_180715.png [View same] [iqdb] [saucenao] [google]
1192461

so I'm making an innawoods map...

>> No.1192463

>>1192257
Think he meant something like Far Cry 3: Blood Dragon

>> No.1192465

>>1192458
zdoom is not a mod, its a Source Port

>> No.1192467

>>1192461
Your sprite needs more white light, permanent orange never looks good.

>> No.1192470
File: 16 KB, 500x83, mpg6mjMp321rt2h44o1_500.png [View same] [iqdb] [saucenao] [google]
1192470

>>1192458
>beaten zdoom
>mods like zdoom

>> No.1192471

>>1192458

And play Doom 2 without mods or anything. Just play it normally and nothing else.

>> No.1192481

>>1192465
>>1192470

Idk guys, zdoom2 is pretty neat.

>> No.1192483
File: 347 KB, 640x480, Screenshot_Doom_20131111_180847.png [View same] [iqdb] [saucenao] [google]
1192483

>>1192467
my sprite is from an unrelated weapons mod...

>> No.1192484
File: 288 KB, 1280x861, 1382254339207.jpg [View same] [iqdb] [saucenao] [google]
1192484

>>1192465
>>1192470
>>1192471
My mistake, I mean "Source Port." The reason I'm asking is because the default one on steam runs on DOS Box and plays like shit. I'd like a resolution and a smooth port at the least.

>> No.1192485

>>1192484
resolution fix*

>>1192481
>zdoom2
Thanks, I'll look into it.

>> No.1192486

>>1192484
Zandronum and gzdoom are the ones off the top of my head

>> No.1192491

>>1192485
That's a troll post, there is no ZDoom2.

ZDoom supports all the Doom engine games. You can also play Heretic, Hexen, and Strife in it.

>> No.1192498

>>1192491
why do they even call it "zdoom"? It's fucking hexen with some additions to the scripting language + decorate + a doom map lump interpreter.

If anything, it should be called hexen++

>> No.1192504
File: 28 KB, 378x434, mtvdj2p6ye1rxenr3o2_400.jpg [View same] [iqdb] [saucenao] [google]
1192504

>>1192498
>It's fucking hexen with some additions to the scripting language + decorate + a doom map lump interpreter.
And Hexen is just Doom with some additions to the textures/sprites/sounds/maps.

>> No.1192505

>>1192498
Because who the fuck plays Hexen.

>> No.1192506

>>1192491
>troll post
I noticed.

And I didn't know that about zdoom. Does ZDL work with DOOM II as well?

>> No.1192512

>>1192505

Me

>> No.1192509

>>1192506

ZDL is just a launcher, so yes.

>> No.1192510

>>1192498
Because Z is the last letter of the alphabet, and ZDoom is the last source port you will ever need.

>> No.1192513

>>1192505
>2013
>Not playing Hexen

>> No.1192517

>>1192505
Not you

>> No.1192518
File: 6 KB, 45x69, parias walk.gif [View same] [iqdb] [saucenao] [google]
1192518

>>1192505
>not playing the best game ever

>> No.1192519

>>1192510
So, ZHexen then

>> No.1192524
File: 2.96 MB, 640x480, 1383709493263.gif [View same] [iqdb] [saucenao] [google]
1192524

>>1192509
Lovely, everything works like a charm. Off to slay more demons!

Thank you anon.

>> No.1192530

>>1192519
Zexen.

>> No.1192532

>>1192519
ZLetsBeBluntYouProbablyDidntDownloadThisToPlayHexen

>> No.1192539

>>1192530

Sexen

>> No.1192546

>>1192505
I always play hexen until I get completely lost and then die stupidly to some trap and give up

I just don't like the hubworld setup it has.

I think I've listened to "are you ready to die?" over 50 times

>> No.1192547

>>1192415
Alternate link here:
http://www.mediafire.com/download/g2mpcizp932q1tr/Brutal_Doom_v19b_SE(3).zip

>> No.1192548
File: 165 KB, 301x245, 1359755520871.png [View same] [iqdb] [saucenao] [google]
1192548

Let's get a server going.

I need some online dooman' to offset the Monday blues.

>> No.1192550
File: 10 KB, 180x271, 584534.jpg [View same] [iqdb] [saucenao] [google]
1192550

>>1192546
http://www.youtube.com/watch?v=DhREiu1PLlA

>> No.1192553

>>1192461
Hey, cool! I like stuff like that. Post more.

>> No.1192554
File: 204 KB, 1280x1024, Screenshot_Doom_Null_Space.png [View same] [iqdb] [saucenao] [google]
1192554

>> No.1192558

>>1192550
Speaking of hexen, are there any good maps for it?
I want to mace more ettins

>> No.1192562

>>1192548
What about T/VR/! co-op?

http://www.doomworld.com/idgames/index.php?id=11848

>> No.1192575

>>1192562
I'm up for anything.

>> No.1192576

>>1192562
I'm up for some co-op too.

>> No.1192586

>>1192584

I guess I could throw up the Kyle Katarn alpha.
What levelset would you guys want?

>> No.1192584

>>1192576
>>1192575
Hey who's gonna make it?

>> No.1192592

>>1192586
tvr

>> No.1192595

>>1192592

Can you assure me that it's not shit?

>> No.1192594
File: 388 KB, 640x480, Screenshot_Doom_20131111_181000.png [View same] [iqdb] [saucenao] [google]
1192594

>>1192553
last screenshot...

I'm having a shit time with making it the way I want. DoomBuilder is fail under linux, and Eureka is incapable of handling doom-in-hexen format maps like I need (I want a fluid, hub-based game)...

>> No.1192608

>>1192595
>>1192592
>>1192586
>>1192584
>>1192576
>>1192575
>>1192562
>>1192548

Server's up as ":: [BE] New York :: The Samsara Revolution! (Special Guest: Kyle Katarn)".

>> No.1192624

>>1192498
>some additions to the scripting language + decorate + a doom map lump interpreter.

It's been expanded far beyond the original hexen acs and decorate.

>> No.1192625

>>1192608
Thanks.

>> No.1192631

>>1192608
I can't see shit.

>> No.1192639

Whenever I turn on Zandronum my screen gets super contrasted and it's nice.

How can I get that normally?

>> No.1192643

Are there any wads that add lots more weapons and shit? I want vanilla doom with more weapons.

I've done AoD already

>> No.1192647

>>1192639
you could crash z& and it will be permanent.

>> No.1192652

>>1192236
doomguy spider

>> No.1192651

>>1192608
Wait for me.

>> No.1192656

>>1192192
Because having a more immersive hud is pretty damn cool?

>> No.1192670

Is the server gonna come back?

>> No.1192678
File: 465 KB, 1280x1024, Screenshot_Doom_20131111_220411.png [View same] [iqdb] [saucenao] [google]
1192678

>> No.1192683

ZDoom's alternate HUD gives the most information, but it just has one tiny problem: No Doomguy mug.

Is there a way or a wad to add the mug into the alt HUD?

>> No.1192684
File: 395 KB, 1280x1024, Screenshot_Doom_20131111_220933.png [View same] [iqdb] [saucenao] [google]
1192684

>> No.1192685

>>1192608

Swapped to Sunder because god damn that's a lot of dudes.

>> No.1192687

>>1192684
>Dragon Claw

Whenever I see that name, I keep thinking of that really OP robot character for MUGEN.

>> No.1192686
File: 383 KB, 1280x1024, Screenshot_Doom_20131111_221259.png [View same] [iqdb] [saucenao] [google]
1192686

>> No.1192693

>>1192683
http://forum.zdoom.org/viewtopic.php?f=19&t=33079

>> No.1192697

>>1192683
I'd like to have it display secondary ammo as well, like just to the left of the main ammo counts.

>>1192693
Too bad that one has the default ammo names hidden inside ACS, which results in custom ammo always being displayed in red.

>> No.1192696

>>1192686
>>1192684
>>1192678
>not using the bar hud with the weapon bar off

>> No.1192702

>>1192687
OP my ass. He only combos, and nothing else. It's easy to stop his combo attempts since they start only one way, his throws are shit, and he has no mixup options.

>> No.1192704

>>1192693
I mean just adding the mug into the old hud, not a new hud altogether.

>> No.1192707

>>1192683
I would like that too. And keys.

>> No.1192716

I was playing on Doom 2 on Zandronum and the door leading to the second last room on map 28 just straight up wouldn't open. Anyone heard of that bug before?
Also how to use IDCLIP on Zandronum?

>> No.1192714

>>1192707
The alt hud already has keys.

>> No.1192718

Serious Sam in Samsara when?

Kyle was pretty neat. Always love that Concussion Rifle.

>> No.1192720

>>1192718
If he does not have the SBC Cannon I will be massively disappointed.

>> No.1192724

>>1192720
Making him as talkative as Duke would be neat too. and very annoying but who cares. I love banter.

>> No.1192725

>>1192685
>>1192608

Added the lag fix because GOD DAAAAAMN

>> No.1192726

>>1192696
How do you do that anyway? I'd like it so when you just hit +once it goes away.

I usually play with the minimalist HUD though.

>> No.1192732

>>1192725
>Make sure you're using the exact same WADs as the server, then try again.

FUCK.

>> No.1192739
File: 97 KB, 565x272, 1380850623378.jpg [View same] [iqdb] [saucenao] [google]
1192739

>>1192724
>That's what happens when you're not the Duke!
>AAAAUGGGGH
>Blow it your ass!
>HEUGH! UNF!

>> No.1192740

>>1192726
samsara_cl_weaponbar 0

>> No.1192741
File: 186 KB, 1280x960, Screenshot_Doom_20131111_193911.png [View same] [iqdb] [saucenao] [google]
1192741

Does anyone know what's up with the black boxes on the sawblades and Doomguy's face? Sometimes it makes transparent walls opaque so I can't see the monsters killing me from behind them.

>> No.1192743

>>1192716
type idclip while in-game, or noclip on the console.

>> No.1192760

>>1192743
I tried idclip again in game and it somehow worked that time. Weird.
Whatever, finally beat the game in full for the first time!
now to do it again on a proper difficulty

>> No.1192771
File: 395 KB, 1280x1024, Screenshot_Doom_Doom_Resurrection.png [View same] [iqdb] [saucenao] [google]
1192771

>> No.1192783
File: 405 KB, 1280x1024, Screenshot_Doom_20131111_231721.png [View same] [iqdb] [saucenao] [google]
1192783

>>1192771

>> No.1192790

>>1192718
He needs to have those quotes that he does when he gets his weapons in TSE.

Also ''SAM I AM''.

>> No.1192795

>>1192546
Those obnoxious, inhumane puzzles. My God.
Imagine what this game would be like if it had Doom style maps. And no gimmicky centaurs.

>> No.1192803

>>1192795
Centaurs are fine imo. Imagine what it would be like with a Zelda style overmap and explorable dungeons with decent puzzles (not just random switch hunting hell).

Terminus' idea.

>> No.1192804

>>1192803
I have a pretty good idea about making a map like that, but I always drop the idea because I lose motivation during that time.

>> No.1192808

>>1192804
I think it would be fun. Maybe the overmap would be broken into a few 'zones' (maps), each with their own theme (beach,town,mountain pass, cave, etc)

Each dungeon could be similarly themed. Like Zelda you could have some dungeons require certain powerups to access, and the final area could require multiple items from those dungeons to access.

I'd also like to see NPCs you can talk to and get information out of. Not dialogue options or anything, but just useful hints and simple yes or no's to get different answers.

Maybe shopkeeps. There is an RPGeqsue mod for some things, but it's a little meh to me (what with cutscenes and just off-feeling other things). It's a cool attempt though. I'd like to see the Hexen story retold.

>> No.1192814

>>1192803
The centaurs are boring and are there only to slow the game down and make you paranoid about using ranged weapons. The sequence in the final boss fight where they're walking from the walls crawling on the ceiling oh my god it's flood time they're making sure you're not having fun.

>>1192804
>>1192808
I once took part in a community project on Doomworld, maybe we could try that.

>> No.1192820

>>1192814
Everyone get's 1 or 2 levels sorta thing?

>> No.1192821

>>1192814
Would be cool to try making a project like that, and even If we do it among a few people, I know it will need a lot of time.

>> No.1192836

>>1192451
I might give it a shot sometime soon.

>> No.1192843

>>1192814
we might as well do a legend of zelda TC for a start, there's already a few resources available

>> No.1192849

>>1192843
I'd rather not do that. Making levels is a lot easier than making new enemies, weapons, sprites, flats, and all.

>> No.1192853

What other wads have a monster/weapon randomizer like AEOD?

>> No.1192854

>>1192594
Dem textures

>> No.1192859

>>1192853
FKER

>> No.1192858

Kyle Katarn is the best add-on character yet.

>> No.1192865

>>1192224
What fucking Complex Doom are you playing and where can I get it?

>> No.1192871

>>1192858
My wish has come true, some work on it and it'll be good and stuff ofc though, probably too much enjoyment from playing him though (that concussion rifle OP as FUCK)

>> No.1192875
File: 109 KB, 384x307, 546464.gif [View same] [iqdb] [saucenao] [google]
1192875

>>1192783

>> No.1192879

>>1192684

>Green Marine

Motherfucking GDDG was in the server

>> No.1192883
File: 2.84 MB, 350x195, God or Demon, what am I, it&#039;s time for me to choose my path.gif [View same] [iqdb] [saucenao] [google]
1192883

>> No.1192887

>>1192858
Add-on character?

>> No.1192891

>>1192164
That fucking death scene.
http://www.youtube.com/watch?v=w_ep9P_Ew98

>> No.1192896

>>1192887
Yes. A character who is in an add-on mod rather than being in the main mod.

Shitty add-on characters: OP Freeley, Calub, Black Stone, Strifegay
Cool add-on characters for manly people who shit thunder: Kyle Katarn

>> No.1192895

>>1192887
Add-on Character for Samsara.
That .wad that adds in and balances classic FPS characters together for co-op and DM.

>> No.1192901

>>1192891
You actually lose your health? I've never reached that point, since I always load before.

>> No.1192904

>>1192896
What exactly is wrong with Caleb and Strifeguy? Seeing as how Strife is a doom engine game, I'm surprised it's not in already.

>> No.1192906

>>1192883
THIS HAND OF MINE GLOWS WITH AN AWESOME POWER

>> No.1192918
File: 85 KB, 300x298, 1381762787308.png [View same] [iqdb] [saucenao] [google]
1192918

>>1192904
>Seeing as how Strife is a doom engine game, I'm surprised it's not in already.

>> No.1192921

Is the Quake ranger supposed to be playable in Samsara? I got the newest version, he's listed and described on the help menu, but he doesn't show up on the character select screen.

>> No.1192927

>>1192918
I've never even played Samsara, I just keep seeing people shitting all over Blood and Strife for no good reason.

I just want to know why they aren't in. Is it a technical reason? Or does the guy who made the mod just hate the games?

>> No.1192925

>>1192921

Zandronum only has seven characters on the main select screen.
Enter game, type "spectate" in the console, select him from there.

>> No.1192934

>>1192927

If you're talking about the add-on characters, Caleb is disgustingly OP, extremely outdated (only works with 0.28), and most of his decorative shit isn't clientsided so he can crash servers.
Strifeguy is stupidly arranged, has a pistol (?), cvars to get the Sigil doesn't work (!), and the add-on creator hates criticism.

Unless you're more interested as to why they're not in the main Samsara.

>> No.1192948

>>1192934
>Unless you're more interested as to why they're not in the main Samsara.
This is what I mean.

As I mentioned I've never played Samsara before, so I can't comment on unofficial characters.

>> No.1192949

>>1192934
I think he means main Samsara. Even if that isn't so, I'd still like to hear why.

>> No.1192952

>>1192925
Thanks, I got it now.

>> No.1192958

>>1192887
remember all those servers that had a dozen made up classes for Ghouls vs Humans, it's like that.

>> No.1192975

Ok, kinda related to all of this samsara talk:

Who the hell is caleb and what is he from? Everyone always talks about him like he's the second.coming of jesus, but who the fuck is he?

>> No.1192979

>>1192975
>Who the hell is caleb and what is he from?
Really?

>> No.1192980

>>1192975
http://www.youtube.com/watch?v=j7AsYxY6nz4
Main character of the FPS Blood

>> No.1192981

>>1192975
Blood, same company that made FEAR

>> No.1192983

>>1192975

The protagonist of Blood, a fairly meh FPS that's pretty much become the definition of a cult class.

>> No.1193000

>>1192981
3DRealms made Blood, not Monolith.

>> No.1193004
File: 41 KB, 640x480, SharkWithSharkHand.jpg [View same] [iqdb] [saucenao] [google]
1193004

>>1192949
>>1192948

Strifeguy isn't in because he can basically do everything. With Sigil/Mauler/Poison Bolts he does more damage than Doomguy, with stamina upgrades he's tankier than Chex, he carries more items than Corvus, the grenade launcher singlehandedly outdoes Duke, with accuracy upgrades he matches BJ's accuracy, with Stamina upgrades his melee out-does all of Parias, basically you can point at what somebody else does and it'd outdo everything.

Caleb has the opposite problem, he isn't in because he wouldn't be able to do a whole lot that's unique and I don't like playing Blood so trying to put him in would be half-assed and I think the Blood community would deserve more than that.

>> No.1193003

>>1193000
>Blood is a PC game developed by Monolith Productions and distributed by GT Interactive. Development was underway at Q Studios, an independent developer funded by 3D Realms, in parallel with a number of other well-known titles.
wikipedia says fuck you

>> No.1193005

>>1192983
>Blood, a fairly meh FPS

This has got to be the only place I've ever seen someone say Blood wasn't at least "good."

>> No.1193012

Blood has no SourcePort

>> No.1193016

>>1193000
Bullshit.

>> No.1193018

>>1193003
It's a well-known fact that 3DRealms sold Blood to Monolith in order to finish Shadow Warrior quicker.

>> No.1193020

>>1193012

Low blow, mang

>> No.1193023

>>1193004
>because he wouldn't be able to do a whole lot that's unique
dual sawed-offs, nigger

>> No.1193025

>>1193023
Security Officer from Marathon pretty much has the same

>> No.1193026
File: 207 KB, 1280x1024, Screenshot_Doom_20131112_005541.png [View same] [iqdb] [saucenao] [google]
1193026

Are there any wads like The The Darkest Hour with Star Wars stuff?

>> No.1193034
File: 81 KB, 415x311, marathon-shotgun.jpg [View same] [iqdb] [saucenao] [google]
1193034

>>1193023

Sup.

>> No.1193047

>>1192718
There's already a Serious Sam doom wad

Someone should transfer the character to Samsara

>> No.1193060

>>1193047
Serious Sam: Retro Encounter? Personally, I felt the levels were made for Serious Sam... and then forgot that the player speed in Doom is way too god damn fast.

>> No.1193069

>>1193060
http://youtu.be/iwBcG9sG3-o

>> No.1193075

>>1193005
It had nice variety of weapons and enemies but the level design wasn't stellar.

>> No.1193082

>>1193069
Was that John J. Dick?

>> No.1193086

>>1193075
The entire first episode was really good.
Then a few good ones were scattered around the remaining episodes.

Kinda like Doom really.

>> No.1193097

>>1193082
look at the shitfest... err i mean comments
apparently it's really his voice, and he did it because he's a fan of this mod

>> No.1193114

>>1192975
blood. build engine game.

>> No.1193156

does /doom/ have a vent/teamspeak/etc. room for when playing online?

>> No.1193279
File: 145 KB, 800x600, Screenshot_Doom_20131112_002858.png [View same] [iqdb] [saucenao] [google]
1193279

Here are a couple screenshots for a little map I am working on. Just getting a feel for Doombuilder.

Mostly vanilla feel. Still need to work on how to go about implementing custom music and a skybox.

>> No.1193280
File: 186 KB, 800x600, Screenshot_Doom_20131112_002910.png [View same] [iqdb] [saucenao] [google]
1193280

>>1193279

>> No.1193285

>>1192510
argh, that is so corny

>>1192595
yes, tvr is great. it's 32 maps around the size of scythe or plutonia but not as hard, and with a sprinkling of new graphics, enough to give it its own flavour, but not too much.

>> No.1193302
File: 574 KB, 800x600, Screenshot_Doom_20131111_224225.png [View same] [iqdb] [saucenao] [google]
1193302

>>1193285
>perspective weapon sprites

In theory, I'm not actually that bothered by the concept. It's just that the execution is often pretty miserable, it usually looks like they're holding the weapon off to the side so they can angle it, rather than pointing it at a target in front of themselves.

>> No.1193315

>>1193302
did you quote the wrong post? i said nothing about perspective weapon sprites (which i also dislike, even if doomguy apparently holding his weapons with his stomach makes no sense...)

>> No.1193327

>>1193315
Sorry, I used your post to bring up the quick post thing and forgot to delete the link.

>> No.1193328

>>1192904
>Caleb
Wouldn't fit into any real role, also has a terrible fanbase that's sent Term death threats for not including him.
>Strifeguy
Too OP, every other character is a bitch compared to fully-upgraded Strifeguy.

>> No.1193332

>>1193315
Also, him holding the weapons to his stomach never bothered me that much. In the case of some, it fits with the old concept of belly shooting. The only place it gets weird is the rocket launcher (which wouldn't be a problem if it was a grenade launcher).

>> No.1193338

>>1193328
I don't think you can blame the entire fanbase for what the few crazy people did.

He wouldn't have a specific role in Samsara though, but then again I feel that most characters have a lot of overlap anyways.

There's not that much you can do to switch up shooting people, after all.

>> No.1193339

>>1193302
>>1193315
Even as kid I hated the way Doomguy held his weapons. Holding it perpendicular to your face is how a woman holds it (a woman untrained in firearms, not all women in general).

>> No.1193341

>>1193339
I think of it like most FPS games where the eye sight is placed at chest level rather than where your eyes actually are.

>> No.1193349

>>1193341
fun fact: doomguy is 56 units tall like most things but your eye height above the ground is 41, so your eyes are apparently your nipples anyway, so holding a rocket launcher in your navel isn't so far fetched

>> No.1193350

>>1193349
Well I guess I wasn't that far off then.

I still like centered sprites either way.

>> No.1193354
File: 7 KB, 244x290, Fmfrp_12_80_p119.png [View same] [iqdb] [saucenao] [google]
1193354

>>1193339
You do know that people used to be trained to shoot like that, right? In fact, they're still trained to do so for some circumstances.

>> No.1193357

>>1193350
me too, since (original) doom has no crosshair you need the muzzle of the gun to aim (which is actually irritatingly slightly off center for some of the weapon sprites)

>> No.1193374
File: 46 KB, 825x347, 3.png [View same] [iqdb] [saucenao] [google]
1193374

>>1193338
no but it's fun to blame the crazy people

>> No.1193378
File: 455 KB, 500x375, you_were_fragged_by_parias.gif [View same] [iqdb] [saucenao] [google]
1193378

>>1193357
The only ones that really matters for is the pistol or chaingun, unless you're trying to snipe with a plasma gun.

>> No.1193380
File: 32 KB, 1228x662, ScreenSnapz0182.jpg [View same] [iqdb] [saucenao] [google]
1193380

>>1193354
I was actually referring to this stance; upright yet with the upper back going back, if that makes any sense. I prefer the stance in FPSs, where the weapon is set to the right side of the screen, as if holding it from the hip.

>> No.1193387

What was that one mod somebody was making for heretic or hexen or something where you play as a dragon and have guns or whatever?

>> No.1193391

>>1193387
I don't know, but that sounds awesome.

>> No.1193393

>>1193378
>filename
>implying the mace can gib

>> No.1193394

>>1193387

Guncaster?

>> No.1193395 [DELETED] 

>>1193380
>as if holding it from the hip

Or shoulder, if you want to get realistic. Though I don't know you would do that with the BFG 9000.

>> No.1193398

>>1193380
>as if holding it from the hip

Or shoulder, if you want to get realistic. Though I don't know you how would do that with the BFG 9000.

>> No.1193404

>>1193349
>holding a rocket launcher in your navel isn't so far fetched

Do you even know what the back end of a rocket launcher does?

>> No.1193406

>>1193404
But it's the future, where a tube can store 100 rockets at a time.

>> No.1193427

>>1193404
a rocket launcher that doesn't shoot flame out the back of it is much less far fetched than a man whose eyes are at nipple height.

also i dislike your tone. if you want to sneer at people, please go to another board.

>> No.1193431
File: 20 KB, 470x600, ClassicGunPOVScribble.png [View same] [iqdb] [saucenao] [google]
1193431

>>1193339
>>1193341
>>1193349
>>1193398
Okay, since it seems like I'm the ONLY ONE who thinks this, I might as well scribble and post it

>>1193427
I always imagined he held the tube under his arm and let the backblast go behind him, but bleh

>> No.1193432
File: 110 KB, 218x227, 1339870081861.png [View same] [iqdb] [saucenao] [google]
1193432

>>1193404
Maybe he's like, holding it between his legs and angling it.

>> No.1193435

>>1193427
Not sneering, just stating a scientific fact. Even in a game where you are fighting demons from hell on Mars' moons you expect some realism.

>> No.1193440
File: 43 KB, 558x655, 1352705360246.jpg [View same] [iqdb] [saucenao] [google]
1193440

>> No.1193441
File: 111 KB, 487x700, 1334863782852 doom.png [View same] [iqdb] [saucenao] [google]
1193441

>>1193440

>> No.1193462

>>1193441

NOW THIS EXPLAINS EVERYTHING

>> No.1193475

>>1193391
>>1193394
Ah yes, it was Guncaster, thanks. Shame it's still a WIP.

Also, nice to see that Lasting Light is getting new content. The new enemy scared the dick off me.

>> No.1193479
File: 3 KB, 205x336, 5641.png [View same] [iqdb] [saucenao] [google]
1193479

>>1193431
i wasn't disagreeing with you, i was pointing out doomguy's actor height is 56 and his eye height is 41.

>> No.1193487

>>1193479
Never thought you were, but you were talking about navel rocket launchers so

>> No.1193545
File: 18 KB, 200x170, 1332752721941.gif [View same] [iqdb] [saucenao] [google]
1193545

Do people still map in Hexen format?

Because I started making a map in Hexen format and now I've gone over to UDMF because I figure it's just an upgraded version of Hexen format.

>> No.1193562

>>1193545
ZDaemon and Odamex don't support UDMF, and Zandronum has some issues with the format, so Hexen format's still used for maps designed for those ports. Also, I'm pretty sure Hexen format maps have much smaller filesizes than UDMF ones. If you're mapping for G/ZDoom (or Eternity, I suppose), though, there's really no reason to use Hexen format.

>> No.1193568
File: 42 KB, 571x263, 1357305100589.jpg [View same] [iqdb] [saucenao] [google]
1193568

>>1193562
Hmmm, well the map that I'm making uses Zdoom features but I would not want to cut out people.

Dont people who have Zandronum have Zdoom or Gzdoom lying around anyway? I thought Zandronum was just for multiplayer.

>> No.1193606

Argh, playing Herian 1 is a goddamn chore. I think MAP31's broken.

>> No.1193617
File: 110 KB, 523x459, ss (2013-11-12 at 02.49.36).jpg [View same] [iqdb] [saucenao] [google]
1193617

>captcha: grim solemnity

>> No.1193623

>playing Hexen as Duke

Why did I even think that would be fun?

>> No.1193631

Hey, Im curious: can you play strife with samsara successfully? I never finished it, so I don't know whether it would be game breaking, but strife with the SO would be fun...

>> No.1193634

>>1193623
Haha, it would feel like evil dead.

>> No.1193639

>>1193631

Yes.

>> No.1193641

>>1193634

In practice it's like pulling teeth since even Ettins take 2,5 pistol mags or 3 shotgun blasts to kill.

>> No.1193649

>>1193623
>playing Hexen without Hexercise
for what purpose

>> No.1193652

>>1193649
because he wanted to play samsara, assumedly
unless that's suddenly a sin, now

>> No.1193656

>>1193649
I hope you're not implying vanilla Hexen isn't worth playing.

>> No.1193661

>>1193652
I'm not saying Samsara's bad, just that it doesn't solve even half the issues Hexercise does, seeing as it leaves monsters unchanged.

>>1193656
I hope you're not implying you enjoy taking 5 years to kill a single centaur out of a horde of 50, or that vanilla Hexen's weapons aren't unresponsive and boring.

>> No.1193663
File: 376 KB, 1280x1920, thatcan&#039;tbegood.png [View same] [iqdb] [saucenao] [google]
1193663

So, I'm having a little trouble with gzDoom. When I'm playing a wad with dynamic lighting effects and "use shaders for lights" turned on, certain transparencies render opaque and black if they're in an area being affected by a light source. Sometimes it just causes ugly black squares around decorative textures, but sometimes I can't see monsters behind grates and bars while they're killing me.

If I have "use shaders for lights" set to off, the transparencies are normal, but the lighting effects look like dookie. There is also a possibly related black square around Doomguy's face in the HUD, regardless of my settings.

I've tried uninstalling my graphics drivers and reinstalling them, but I'm getting the same result. Can anyone halp?

(Sorry, I know the picture is really dark. If you look closely you can see through the window in the upper picture.)

>> No.1193668
File: 2.64 MB, 384x288, Hexen Cleric5.gif [View same] [iqdb] [saucenao] [google]
1193668

>>1193661
Stop hitting centaurs with the mace or sapphire wand and they'll die quicker. The fighter kills them in a second, the Arc of Death is a 1shot, and Wraithverge clears hordes of them in a single shot.

>unresponsive
That's an utterly retarded thing to say.

>boring
See above. Hexen has some damn creative and fun weapons.

>> No.1193702

>>1193663
Open up your OpenGL options and check the sector lighting modes.
Does that help?

>> No.1193706

>>1193702
Unfortunately, the transparencies are still black with all sector light mode settings.

>> No.1193707
File: 1.00 MB, 1920x1080, Screenshot_Doom_20131112_122423.png [View same] [iqdb] [saucenao] [google]
1193707

waggle waggle scroll scroll

>> No.1193710

>>1193668
>The fighter kills them in a second, the Arc of Death is a 1shot, and Wraithverge clears hordes of them in a single shot.
The game sends Centaurs at you before you've got your third weapon (depending on difficulty/class, you might not even have your second one). If you're not playing Fighter, you're going to have one hell of a fun time hitting them once every ten seconds.

>That's an utterly retarded thing to say.
>vanilla mace
>slow as shit
>5 hits to kill an ettin

>hexercise mace
>twice as fast as long as you hit
>can kill an ettin in two hits
>altfire can be used to get yourself out of a swarm

>vanilla frost shards
>only fires about a half-second after the button is pressed

>hexercise frost shards
>fires instantly
>can also use altfire if a full shot isn't necessary or if the target isn't at point-blank range

>vanilla wand
>slow, weak but at least it has range unlike the mace
>if you get surrounded, might as well just suicide

>hexercise wand
>can either be fired at same rate as vanilla or spammed for close-range combat
>also has melee-range altfire that can oneshot an ettin

>vanilla gauntlets
>just a three-hit combo

>hexercise gauntlets
>can either use fast, weak punches or slow, strong punches that absorb health
>can cancel slow punches into fast ones to kill shit even faster

>vanilla axe
>it's just the cleric's mace with more damage and a mana cost

>hexercise axe
>swings even faster than the improved mace
>also has fist altfire that can be canceled into an axe swing with no mana cost

I can keep going, if you like.

>See above. Hexen has some damn creative and fun weapons.
And Hexercise has the same set of weapons, only they're made much more interesting and useful than they ever were in Hexen.

Hexen had good ideas, but Hexercise executes them so much better than the original game ever did.

>> No.1193712

>>1193706
It's got to be something in the OpenGL options, I think you're close.

Are you playing unloved? Check the thread for it and the dev might have said what graphics modes you need to be in.

>> No.1193719
File: 68 KB, 624x645, Marine_and_a_Revenant_by_Coopersville.jpg [View same] [iqdb] [saucenao] [google]
1193719

>"Say "AAAAAAAAA" again, I dare ya, I double-dare ya, motherfucka"

>> No.1193723

>>1193710
>you're going to have one hell of a fun time hitting them once every ten seconds
Well for starters you're grossly over exaggerating, they only keep the shield up for a second. Secondly, the Wand rips through enemies and cannot be de/reflected, allowing you to kill multiple centaur at once. And lastly, there are other ways of dealing with them without the 3rd weapon: the Cleric's flechettes are a god send and can easily control, and kill, large amounts of centaur, the Mage's flechettes if you are within melee range, and Frost Shards' melee "frost touch" 2shots them.

>Hexercise
You basically just said that it's better because it is different. Maybe the mace isn't supposed to be strong? You know, like a last resort weapon such as the Fist or Staff in Doom/Heretic. There's a reason the Serpent Staff only costs 1blue mana per shot and can leech life in melee.

I liked Hexercise and all but to say vanilla is bad/boring/etc isn't fair at all.

>> No.1193724

>>1193328
> Wouldn't fit into any real role, also has a terrible fanbase that's sent Term death threats for not including him.
Do you really think that most people care about 'roles' or 'classes'?

>Too OP, every other character is a bitch compared to fully-upgraded Strifeguy.
BJ and Ranger are stronger than him.

>> No.1193734

I want to know if I'm the only one on /vr/ who prefers to play vanilla/chocolate Doom over any source port.

It isn't a critique to modern source ports, just an honest question.

>>1192883
Holy shit, is that a mod or just a Photoshop edit?

>> No.1193736

>>1193712
Eh, I skimmed through the thread and couldn't find anything. I also checked the WAD's included .txt files again to make sure. I played around with all of the openGL options individually, and nothing made the windows transparent except for turning off dynamic lighting or turning off "use shaders for lights," which doesn't look much better.

>> No.1193743

>>1193734
It's Project MSX. It's one of many reasons people play source ports.

>> No.1193747

>>1192896
>Kyle Katarn add-on
Can someone give me a link to this? Google gives me nothing

>>1193623
Also, I don't understand why ettins and most monsters in hexen take so many hits from guns to die when you're playing as non-hexen dudes with samsara.

do they have some special property or something

>> No.1193751
File: 1.01 MB, 1200x680, 1368396367156.png [View same] [iqdb] [saucenao] [google]
1193751

>>1193734
I used to play on one of those old launchers, even used to play doom on my old mac. Then one day I just wondered "why" and moved around launchers. To legacy at one point, then doomsday, then Zdoom and finally GzDoom.

To be honest now I view the oldest launchers as outdated, I still get the same result (playing doom) but with more functionality. I also prefer playing GzDoom because I prefer the softening of the pixels. Some people dont like that but I can still play it just the way an old launcher does, I have the option to do things a bit differently.
I think the main reason some people use the older ports is more for fashion/political reasons than practical ones though there may just be exceptions I'm not even aware of so whatevs - if we all play doom and be happy then I'm happy for them.

Why this infuriates some I just dont know and I've moved beyond even caring. I remember one guy here was like "Oh yeah you can play it that way.....it's just wrong, but...y'know".

Doom was not designed to be played in DOS, it was designed to be played.

PS: It's a mod.

>> No.1193752

>>1193747
>Can someone give me a link to this? Google gives me nothing

http://static.best-ever.org/wads/samsarakatarn_alphav1.pk3

>> No.1193756

>>1193747
The enemies in Hexen have a lot more health than other games.

For example a Doom Imp has 60h health and an Ettin has 175, a Pinky Demon has 150 and a Centaur has 200, a Zombieman 40 and a Afrit 80.

>> No.1193754

>>1193736
Ask in the Zdoom forums, they seem to know it all there.

Sorry I could not help you better. Are you sure you are even meant to be able to see through them though? Like it might just be the texture and it was not made transparent.

>> No.1193763

>>1193724
>Do you really think that most people care about 'roles' or 'classes'?
Terminus does, and last I checked, he's the one who makes the mod.

>BJ and Ranger are stronger than him.
Not even close. Strifeguy, with full upgrades, has a Doom chaingun that doesn't need to be tapfired to be 100% accurate, has more ammo, and fires a tic faster, 200 default health, melee power at least as strong as Doomguy with Berserk, poison bolts that do 500-2000 damage to any bleeding opponent, phosphorous grenades that spam explosions equal to a Doom rocket every 2 tics, an SSG that fires even faster than Doomguy's, and an ultimate weapon that could teach the BFG a thing or two about wiping out massive crowds. His inventory lets him carry a total of 1275 health and 1300 armor, all of which is automatically used when necessary. His stealth armor lets him become fully invisible, his automap triggers Doom's second level of the IDDT cheat, and he can call in NPC backup.

In short, Strifeguy would make anyone his bitch, without question. He may start out weak, but once the upgrades roll in, there's no stopping him.

>> No.1193768

>>1193763
>but once the upgrades roll in

So take away his upgrades.

>> No.1193776

>>1193768
They're an integral part of what makes Strifeguy unique, though. Taking away his upgrades would be akin to taking away Ranger's Quad Damage, or Corvus's Tome of Power, or BJ's momentum-free movement. Balance might be the first priority of Samsara, but accuracy to source is a pretty close second.

>> No.1193780

>>1193776
Then tone his upgrades down a few notches. Maybe his uniqueness is that he starts weaker than everyone else but eventually becomes really good.

>> No.1193797
File: 5 KB, 365x105, Screenshot 2013-11-12 07.38.54.png [View same] [iqdb] [saucenao] [google]
1193797

>>1193723
>Well for starters you're grossly over exaggerating, they only keep the shield up for a second.
That's an exaggeration, too. Still doesn't make them any less anti-fun.

>Secondly, the Wand rips through enemies and cannot be de/reflected
It still doesn't hurt them if the shield is up.

>the Cleric's flechettes are a god send and can easily control, and kill, large amounts of centaur
Still takes forever, especially in Samsara with the 15-second cooldown on the flechette, but then again you've got more options in Samsara.

>the Mage's flechettes if you are within melee range
A bomb's a bad choice for close range combat, anon. Frost shards are better for it.

>You basically just said that it's better because it is different.
It's not better because it's different, it's better because the weapons are more fun to use and the enemies aren't chores to fight. There's nothing fun about waiting for centaurs to drop their shields so you can get another hit in, and there's nothing fun about a backup weapon that has the worst traits of the other two starting weapons and none of the good ones.

>> No.1193815

>>1193752
>http://static.best-ever.org/wads/samsarakatarn_alphav1.pk3
thanks

>> No.1193828
File: 2.67 MB, 336x251, Hexen Fighter1.gif [View same] [iqdb] [saucenao] [google]
1193828

>>1193797
>That's an exaggeration, too.
No, they hold it up for 1sec max. They could've done done something other than invulnerability, I'll agree with that much. Perhaps when they defend they take 50-75% less damage, not 100%. Or maybe melee attacks against a blocking centaur cause damage to you, alongside deflecting projectiles.

>It still doesn't hurt them if the shield is up.
You conveniently left out the second half of that sentence. The point of the wand is to line them up and kill multiple centaur at once rather than one at a time, and the game gives you so many opportunities to do that.

>Still takes forever
Speed isn't everything. The idea behind his flechettes is to fire and forget; drop one or two down and kill an entire group of centaur while you run off and do something else. And what does Samsara have to do with anything?

>A bomb's a bad choice for close range combat, anon. Frost shards are better for it.
They're not the best option but I was responding you the point you made about that short time you don't have Frost Shards. It's an option, plain and simple. Still, there's no harm in dropping a few bombs while you run in for a frost touch.

So how are the weapons more fun to use, because they do more damage? The mace is shit, that much is evident, but in turn the Cleric has the best final weapon and flechettes. Hexen also throws artifacts at you like candy, especially the Discs of Repulsion. A single Disc can wipe out a group of enemies by flinging them off cliffs and such. There's plenty of ways to deal with everything in the game.

>> No.1193884
File: 47 KB, 602x375, Hi-Point_Model_JHP_.45_ACP.jpg [View same] [iqdb] [saucenao] [google]
1193884

>>1192461
Jesus that Hi-Point looks like shit, and not because it's a Hi-Point (it can't help it), but because that sprite isn't very well done.

Anyone willing to do a quick Hi-Point sprite for this guy, with Doom hands? It's straight-blowback budget gun with a big boxy slide, so basically, you'd only have to paint up one frame for the slide, and you can have it move backwards on the recoil frame and paint a bit of barrel poking out when the slide is all the way back.

You wouldn't even have to put much of a metal sheen on the thing, because most of the gun is unfinished metal (zinc castings, supposedly reinforced with steel) with black paint on it. Shit, if someone is willing to make the lone graphic of the slide for the thing, I'm willing to animate it and put a muzzle-flash on it.

>>1192505
I personally found Hexen to be less than satisfactory.
Sure, it had a lot of cool stuff going for it, but it just wasn't very fun to play.

The switch-hunting, the key-hunting, the annoying enemies. It dragged on really goddamn long.

If the enemies had been less annoying, if the levels had been less tedious, it could have been better. I mean, a lot of the levels were cool, don't get me wrong, but they wear out their welcome with the switch and key hunting.

>> No.1193905
File: 8 KB, 168x251, 1333559054876.jpg [View same] [iqdb] [saucenao] [google]
1193905

>learn how to make doom maps
>be in map that i'm making, no monsters
>walking around fight arena
>say without any irony "yeah, this whole wall here has just *got* to go, it doesn't fit at all"
>"I think I should just change this whole layout in this room, move this stuff over here..."

The comparisons between doom mapping and interior decorating are quite pronounced.

>> No.1193906

Burl Tumd is pretty sick, I like the standard shotty, but I think the assault rifle is superfluous.

>> No.1193904

>>1193828
>No, they hold it up for 1sec max
See the pic in the last post. That's the Centaur pain state, and it lasts for a total of 51 tics before the invuln is removed. 35 tics is a second. 51 is nearly a second and a half. Not much of an exaggeration, but an exaggeration nonetheless.

>And what does Samsara have to do with anything?
Well, if you follow the conversation back, it started with someone playing Hexen with Samsara and complaining that shit takes too long to kill.

>So how are the weapons more fun to use, because they do more damage?
Doing more damage does help in Hexen's world full of meatshields, but that's not the main reason. They're more fun to use because the melee weapons have more to them than just "hold M1 and watch the same sluggish animation until the enemies are dead", the projectile weapons are more versatile, and the weapons are more responsive in general.

>the Cleric has the best final weapon
A case could be made for the Bloodscourge being the better weapon overall but I won't press the matter.

>There's plenty of ways to deal with everything in the game.
And Hexercise provides even more ways. The Mage isn't totally fucked if he gets swarmed with a variety of inventory-based spells at his disposal, the Cleric has an extra life, and the Fighter can heal simply by punching shit. The Mage's heavy reliance on mana is balanced out by having slow mana regen when wielding Frost Shards or the Arc of Death. The Cleric starts the game with additional supplies, including a Krater of Might, useful for restoring his 1-up, should he die. The Fighter can dual-wield axe and hammer with no mana cost for either, giving him plenty of firepower even if he's completely empty.

>> No.1193907

>>1192594
If you want some critique/pointers feel free to upload what you got. I'm very interested in how to make good foliage myself.
>doom-in-hexen format maps like I need
UDMF has almost the same capability if that works.

>> No.1193908

>>1193905
Man, soon you'll start color-matching textures and accessorizing item spawns. Just give in and be fab

>> No.1193915
File: 33 KB, 177x200, 1355484936710.png [View same] [iqdb] [saucenao] [google]
1193915

>>1193908
Trust me anon, when this map is finished you're just gonna luuuve it.

>> No.1193925
File: 879 KB, 320x240, Sequence 01_1.gif [View same] [iqdb] [saucenao] [google]
1193925

hephaestus.wad is coming together bit by bit

>> No.1193928

>>1193925
Is that meant to be a pump there?

Does every platform you have doing that always make that "chi-kuh!" sound whenever it goes up and down?

>> No.1193939

>Is that meant to be a pump there?
Either that or a part of steam engine. Doesn't really matter as long as it looks machine-y.
>Does every platform you have doing that always make that "chi-kuh!" sound whenever it goes up and down?
No sounds at all I'm afraid. If I want those I'll have to place sound emitting actors when everything else is done.

>> No.1193959

>>1193915
Show us some pics.

>> No.1193962

>>1193959
I'm the guy from >>1191679

Still working on remaking my ceiling and trying new looks, however I draw them on paper first before putting them into doombuilder.

>> No.1193970

>>1193962
Well, what would make sense is to give the ceiling a plain texture, and then only make even patches of light-fixtures, or make the light-fixtures features.

As it stands, it looks too busy, and a little bit goofy.
Especially with with the lights being behind the modeled cable there.

>> No.1193975

Who wrote the storyline for both Dooms and Quake? I can't find any mention of it in the credits.

>> No.1193979

>>1193970
Yes I've been mulling over what to do with it.

One was a combination of the two where there are light fixtures like the other fellow suggested but the roof is sort of caved in like it's fallen away into the acid below.

The thing I was wondering though is the debris on the ground (cover in a boss fight) would be sort of uneven with the appearance of the ceiling, like the rubble is bigger than how it would be if it fell from there.

Though I was wondering if that was nitpicking or not and that nobody would really about that minor detail save me.

>> No.1194038
File: 61 KB, 898x586, doombuilder3.jpg [View same] [iqdb] [saucenao] [google]
1194038

Is it possible to have a teleporter teleport the player up in the air somewhere?

Because I've tried it in doombuilder and UDMF format allows me to have the spawn appear higher up in the air but I automatically spawn on the ground when I go through it.

>> No.1194048

>>1194038
I don't know about level building in doom, but can you put a platform up where you want to teleport and have it slide down really fast so it's like you're falling? It's a crutchy way to do it, but still.

>> No.1194052
File: 586 KB, 1920x1080, Screenshot_Doom_20131023_184042.png [View same] [iqdb] [saucenao] [google]
1194052

>>1193905
It gets worse when you're interpreting an existing map. You just feel like putting personal touches everywhere instead of just copy pasting design.

>> No.1194053

>>1194038
the Final Doom executable (and thus in prboom -complevel 4) teleports do not alter your height above the floor. thus if you teleport from a sector whose floor is above the destination sector's height, you will appear in mid-air.

this is mostly considered a bug or at best a quirk, not to be relied on, and i expect it is not helpful to you at all.

>> No.1194065 [DELETED] 
File: 358 KB, 512x384, SkinnerThinkingAboutVietnamWar.png [View same] [iqdb] [saucenao] [google]
1194065

>>1193747
>>1192896
>>1192887
>>1192858
http://archive.foolz.us/vr/thread/1096023/#1102583
fuck off Doomkartnigger

>> No.1194069

>>1194053
>>1194048
Damn, oh well.
It was not *vital* but I would have preferred the image of it.

Like you teleport out of mid air and hit the ground "oof" and there's the boss.

>> No.1194103
File: 40 KB, 1270x635, 1365558454135.png [View same] [iqdb] [saucenao] [google]
1194103

fug
does anyone know where someone can get v1 of doom.wad?
I want my swastikas, damn it

>> No.1194105

>>1194103

In the OP, read it.

>> No.1194109

>>1194052
is that shaggy from scooby-doo?

>> No.1194130

>>1194038
I know that you're supposed to be able to do that in ZDoom.

>> No.1194147

>>1194105
No, no, no, that iwads.zip has the ultimate doom in it.

I want the original version 1 wad.

>> No.1194151

>>1194147
You can get the shareware version on /idgames. Finding a registered version might prove a little more difficult.

>> No.1194162

>>1193606
Nop, it's not.

>> No.1194179

>>1193752
Unreal prisoner 849 when?

>> No.1194186

>>1193780
>Maybe his uniqueness is that he starts weaker than everyone else but eventually becomes really good.

That would be Ranger.

>> No.1194203

All of these threads make me hate myself. I can't figure out how to run anything beyond D1, D1, Heretic, and hexen on zDoom. I've been using computers since DOS and I'm still a fucking novice.

>> No.1194204
File: 2.31 MB, 540x360, 1343246016445.gif [View same] [iqdb] [saucenao] [google]
1194204

>>1193904

Hexercise is soon going to be the next vanilla+ everyone HAS to play with at all times or else they're a faggot, huh?

>> No.1194213

>>1194203
Download .wad file
drag and drop into zdoom.exe

>> No.1194230

>>1194109
sure, we'll go with that.

>> No.1194232

>>1194204
I see where you're going with this, and it's not the same. Brutal Doom adds tons of retarded gimmicky shit for no real reason. Hexercise just actually fixes Hexen's gameplay problems. Of course, there's still the issue of the maps being ridiculous key/switch hunts, but nobody seems interested in making a proper full-length Doom-style megawad for Hexen.

>> No.1194245

>>1194232
Trying not to spark anything, I just want to say that the thing BD does best is how the guns handle. They feel more fun to shoot than almost any other FPS.
Agreed on the gimmicks though.

>> No.1194260

Which is considered better? Vanilla Brutal Doom or Sperglord Edition?

>> No.1194286

>>1194260
Sperglord Edition?

>> No.1194295

>>1194232
>I see where you're going with this, and it's not the same.

No, it's the exact same.
Going >playing hexen without hexercise
And >not using brutal doom
Are the exact same fucking arguments.
Stop trying to fucking force your mod choice on everyone else. I don't give a shit if Hexercise is the best thing since sliced SSGs, people can play what they fucking want to.

>> No.1194298
File: 440 KB, 1280x1024, Screenshot_Doom_The_Darkest_Hour.png [View same] [iqdb] [saucenao] [google]
1194298

>> No.1194337
File: 309 KB, 1280x1024, Screenshot_Doom_20131112_164359.png [View same] [iqdb] [saucenao] [google]
1194337

>>1194298

>> No.1194354

>>1193754
Yeah, I've played Unloved before on other computers, and they were always transparent. Also, as the screenshot in
>>1193663
illustrates, the textures become transparent again when I turn off shader lighting. There's another spot with a very wide window and a candle on the far left: when shader lighting is on, the section of the window immediately near the candle becomes black, but the part outside the candle's glow is transparent. I also get stuff like
>>1192741

I did find someone with a similar problem to mine on a Doom forum, and their solution was to uninstall and reinstall their graphics drivers. I've tried this to no avail. Now, I might have just done it wrong. Is there something that noobs usually do wrong when they reinstall graphics drivers?

>> No.1194357

>>1194337
Man, I wish the guy making XL Engine would make it(at least DarkXL) opensource already.

All he's being doing for like fucking years is working on DaggerXL, and DarkXL is just sitting there in a kind of shitty state.

I especially want an OpenGL implementation because the game actually had vertical camera movement, and it looks shitty when you do it in a software renderer.

>> No.1194480

>>1194232
>Brutal Doom adds tons of retarded gimmicky shit for no real reason

It also vastly improves upon core gameplay.

>> No.1194490

>>1194480

It changes the core gamplay.

Whether or not it is an improvement is a matter of personal taste, just like with Hexercise.

>> No.1194491 [DELETED] 

>>1194480
>It also vastly improves upon core gameplay
in the words of Shao Khan
"Don't make me laugh!"

>> No.1194575
File: 108 KB, 510x381, groovy-wipanim_m12.gif [View same] [iqdb] [saucenao] [google]
1194575

Well, this is where my morning/afternoon went.

>> No.1194596

>>1194575
Also, just realized I had to move that upper bar thing in towards the center more. Already taken care of, but too tired to be doing the gif thing again.

>> No.1194601

>>1194575
Fuckin' sweet. Great job.

>> No.1194604 [DELETED] 
File: 27 KB, 226x251, DailyReminder.jpg [View same] [iqdb] [saucenao] [google]
1194604

>>1194480
kill yourself

>> No.1194602 [DELETED] 

>>1194491
Quotes are for losers. Take your nostalgia goggles off.

>> No.1194606 [DELETED] 

>>1194480
>playing brutal doom
>anytime
TOPKEK

>> No.1194612 [DELETED] 

>>1194480
>viral marketing brutal doom
HI MARK

>> No.1194613 [DELETED] 

>>1194602
>take your nostalgia googles off
>browses doom thread

LOL I bet you cant play without BD
fucking casual scum. Plebs like you ruin our community

>> No.1194621 [DELETED] 

>>1194613
No, vitriolic little dickbags like you and mark alike are what "ruins" the otherwise well-off doom community.

>> No.1194623 [DELETED] 

>>1194621
>vitriolic
>implying I hate anyone or anything
TOPKEK

>> No.1194630 [DELETED] 
File: 92 KB, 341x348, CyberJIDF.png [View same] [iqdb] [saucenao] [google]
1194630

>>1194575
fuck off kike

>> No.1194645

>>1193279
Looks nice. Music is super easy. There are a million tutorials for it, but I don't remember if you can do it inside of doombuilder or not. Depends on its script editor... thing.

>> No.1194653

>>1193641
Yeah, but it gets waaaay easier.

And Duke in Strife is a god damn joke. He's a wreckin' machine.

>> No.1194658

>>1194596
It should be longer and it should standing at a right angle. At least with the chainsaws I've seen.

>> No.1194685

>>1194658
Yeah, that fixed itself when i moved it towards the center.

>> No.1194686

Thanks, mod. Appreciated.

Has anyone experimented with editing dynamic light shapes? I'd like to see how they behave, thinking square ones could look really cool. Or like.. dynamic light batsigns, pentagrams, what have you.

>> No.1194707

>>1194575
Looking at this made me think: why doesn't the chainsaw use ammo? Shit requires fuel.

>> No.1194714

>>1194707
Could easily be done with nukage barrels, pressing use on them would give you X fuel and render them inert.

Wait a minute

Nuclear. fucking. chainsaw. RIP AND TEAR

>> No.1194725
File: 12 KB, 550x550, x5th756.jpg [View same] [iqdb] [saucenao] [google]
1194725

http://www.youtube.com/watch?v=bIfJU7LUGA4

that fucking -1

>> No.1194764

>>1194725

Fucking ace

>> No.1194769

>>1194725
Term should have used Chex warrior for that -1, it would have fit in so perfectly (But also it was just too good as well)
>>1194707
The chainsaw is fueled by doomguy's rage, it will never stop

>> No.1194774
File: 28 KB, 298x279, 1372558314869.png [View same] [iqdb] [saucenao] [google]
1194774

>>1194725
>Tyrant

>> No.1194776

we shit, Brutal Doom just got made irrelevant
http://www.youtube.com/watch?v=bIfJU7LUGA4

>> No.1194801

>>1194776
Bit l8 m8

>> No.1194820
File: 269 KB, 1280x1024, Screenshot_Doom_Equinox.png [View same] [iqdb] [saucenao] [google]
1194820

>> No.1194838

>>1194776
>>1194725
>implying a nashgore edit done in a few days can outdo brutal doom

>> No.1194843

>>1194838
>implying it cant

>> No.1194857

>>1194725
So terminus is that jelly of brutal doom that he makes his own generic-brand chinese knockoff

Wooooooooooooow gj

choo choo

>> No.1194867

>>1194857
>brutal doom isn't generic
Why are you taking that personal anyway?

>> No.1194878
File: 52 KB, 256x256, jellytrain.gif [View same] [iqdb] [saucenao] [google]
1194878

>>1194857
obligitory

>> No.1194882

>>1194867
maybe he's just jelly

>> No.1194887

>>1194725
I'm not seeing how this is any better than the tedious bullshit of vanilla.

>> No.1194906

>>1194887
>vanilla
>tedious
Nigga, I'm spoiled rotten with ZDoom, but even I get good enjoyment out of vanilla Doom every now and then.

>> No.1194910

>>1194887
u wot m8

>> No.1194916

>>1194887
If it's not better for you - you're in luck!

It can all be disabled with one simple CVAR known as samsara_cl_bloodhell 0 - while others can watch the bloodbath if they want to.

Who would've thought cheap chinese knockoffs could be so convenient!

>> No.1194926

>>1194887
Get the fuck out.

>> No.1194930

>>1193763
>Terminus does, and last I checked, he's the one who makes the mod.
Sure, but the appeal of Samsara are the characters, not the classes. This is why this mod is so liked.

> Everything about Strifeguy

And even yet, BJ's Spear of Destiny is stronger. Damn, my score is SO much higher with BJ than any other character and this is purely because the spear.

Ranger with quad core and weapon 7 kills a Cyberdemon in seconds. Every enemy turns into paper, lol.

>>1194186
BJ and Corvus too.

>> No.1194936

>>1194930
Also, Ranger is already good since the beggining.

>> No.1194945

>>1194162
Yeah, I managed to get past it without idclipping. It just took a lot of running around mindlessly until I tripped over a linedef that did something.

>> No.1194941

>>1194930
>Sure, but the appeal of Samsara are the characters, not the classes. This is why this mod is so liked.
Speak for yourself m80
I like Samsara because of how the mod ISN'T full of randomly-selected characters that are chosen without a care for balance.

>And even yet, BJ's Spear of Destiny is stronger.
what
no

>> No.1194949

>>1194857
It was actually made in response of people constantly asking for brutal doom support in samsara (which is insane).

So it's not about being a knock off, it's about satisfying some aspect of the request.

>> No.1194953
File: 100 KB, 800x600, Screenshot_Doom_20130922_191150.png [View same] [iqdb] [saucenao] [google]
1194953

>>1194820
I still cannot beat the UFO level. Dat lack of ammo.

Great wad however. Love the music.

>> No.1194959

>>1194936

Ranger's average DPS and burst is lower than everyone else in every single capacity until he picks up the Quad.

This is not opinion or "it feels like he's weaker", this is raw damage and rate of fire numbers.
His tipbox even says he starts out weaker, because of this.

>> No.1194960

>>1194958
Equinox

>> No.1194958

>>1194953
And the wad is?

>> No.1194968

>>1194945
MAP09 Cityisle is a pain in the dick.

>> No.1194974

What's a good WAD to play with Project MSX? I rather liked Stardate 20X6, the colour schemed paired up well with the WAD. Any other suggestions?

>> No.1194976

>>1194945
Herian 2 is way better, the cruise ship level is great.

>> No.1194990

>>1194974

The ones showcased in the trailer seem to fit as well too

Sunder
BTSX
Deus Vult II

>> No.1195000

>>1194974
If you can make it through the crazy first level, Going Down works pretty well.

>> No.1195003

>>1194990
Thanks man.

>> No.1195073 [DELETED] 

>>1193339
>(a woman untrained in firearms, not all women in general).

what the fuck is this gay shit? "not all women in general". If you were really this politically correct faggot that your words imply, why would you even bring women into this to begin with? Wouldn't it have been more suitable to simply say "Holding it perpendicular to your face is how someone not trained in firearms would hold it"?

I say shit or get off the pot, nigger. None of this "imma say something sexist, but then dubious disclaimer it"...no, it doesn't work that way. Say, "this is how women hold guns -- ALL women, because by nature they are stupid and inferior, and can't do anything right outside of cooking and cuckholds". Don't do this "women are stupid, but only the stupid ones" bullshit -- no fucking shit! Why even differentiate.

Go balls deep in your sexism, or dont go there at all you pathetic faggot-ass'd nigger.

>> No.1195075 [SPOILER] 
File: 316 KB, 1280x720, 2013-11-11_00001.jpg [View same] [iqdb] [saucenao] [google]
1195075

Boo

>> No.1195082

If you guys want to have some fun, remember the utility DeHacked?

There is a patch that lets you fire crazy fast - me and a friend used to Deathmatch (over dialup -- those were the days ;_;) - although we had one rule, due to the fast ability to shoot, the only weapon that was not allowed was the BFG ....

>> No.1195086

>>1195075
Cirno

>> No.1195096

>>1195075
2spooky4me

>> No.1195098 [DELETED] 

>>1195073
I think he meant how women are shown in movies and such, based on his image.

sage for off topic, reported, blah blah blah. Fuck you.

>> No.1195105

Where can I find Sunder? The links on its development page don't work.

>> No.1195123

>>1195075
Quakeguy looks so silly in there.

>> No.1195129

Have they talked about Sam Stone possibly being made for Samsara?

>> No.1195132

>>1195129
Not happening.

>> No.1195168

>>1193656
It's really not. If you enjoy it, great. But I wouldn't recommend it to anybody.

>> No.1195170
File: 243 KB, 1280x1024, Screenshot_Doom_20131112_232051.png [View same] [iqdb] [saucenao] [google]
1195170

>>1194953
>lack of ammo.
Really?

>> No.1195176

>>1195170
Maybe I'm fucktarded.

Were you just conserving it like crazy with that ragesaw?

>> No.1195179

>>1195170

Funnily enough I had a blast running through it with Psychic a couple years ago

Solves the ammo issues pretty well

>> No.1195189

>>1195176
>Were you just conserving it like crazy with that ragesaw?
haha yeah.

>> No.1195201

>>1195189
>1195189
Good for you, I was too busy running and gunning for that shit.

Now...I kind of regret it.

>> No.1195212

>>1195201
The biggest strategy is to get lots of infighting kills.

>> No.1195223

Pirate Doom just got a fuckload of new content

http://forum.zdoom.org/viewtopic.php?p=721786#p721786

>> No.1195226

Ok, so what is the best Doom mod out there? What mod does /vr/ think will most readily blow my mind, rock my socks, or whatever.

>> No.1195228
File: 191 KB, 1280x1024, Screenshot_Doom_20131112_235306.png [View same] [iqdb] [saucenao] [google]
1195228

>>1195212
Shit.

>> No.1195229

>>1195226

Have you played Doom normally yet?

>> No.1195232

>>1195229
Yes. While good for 1993, I find it pretty lackluster now.

>> No.1195238

>>1195223
>Doom: Caribbean

>> No.1195248

I played the /pol/ and /tg/ .wads. They were p cool. Any plans for a boards.doomchan.org total converison?

>> No.1195247

>>1195226
>>1195232
Just play Unloved, it should give you a good taste regardless of the existence of other mods since there's millions.

>> No.1195252

>>1195248
there's mods based on doomworld and newdoom's shitstorm, all 3 of em, they're pretty big, unique and popular, mostly the 3rd one.

>> No.1195253

>>1195228
A UFO has aliens, who knew.

>> No.1195256

>>1193884
The hi-point should just be a melee weapon, it's no good as a gun. Just chuck it at them or pistol whip them with it.

>> No.1195254

>>1195226
Phobos: Anomaly Reborn

>> No.1195258

>>1195132
And why is that?

>> No.1195264

>>1195258
There's a new official character coming up but her name isn't Sam.

>> No.1195268

>>1195258

did you know
that halo is more retro than serious sam

>> No.1195274

>>1195226
TheCraftyTitan's Doomhack.

>> No.1195278

>>1195268
If you want to split hairs, Halo was released a few months before Serious Sam, but in terms of gameplay, it's not.

>> No.1195280

>>1195264
Her name is Unrealgrill.

>> No.1195281

>>1195278
But SS came out 8 months before Halo CE.

>> No.1195283

>>1195226
Aeons of Death.
People hate it but I don't give a shit. Enemies are randomized, weapons are randomized even has fun modes like Portal Run or does an AI director like in Left4Dead

>> No.1195292

>>1194038
check the "zelda" secret teleporter in doom center, it does that

>> No.1195297

>>1195258
Why would you want him?

>> No.1195317
File: 117 KB, 449x365, 1357548750561.jpg [View same] [iqdb] [saucenao] [google]
1195317

>>1195297
Why not?
I'm not saying making him official, but making him an addon like the Kyle Katarn work in progress.

Just ideas.

>> No.1195320

>>1193649
i just downloaded it and it's pretty shitty compared to korax mod

>> No.1195325

>>1195317
Samsara is for 90's fps characters. That's all. It's nothing against Sam.

You can still make a Sam addon. Nobody else has wanted to though.

>> No.1195337
File: 20 KB, 170x227, 1357305630023.jpg [View same] [iqdb] [saucenao] [google]
1195337

>>1195317
>I'm not saying make him official

>> No.1195349
File: 475 KB, 1280x1024, Screenshot_Doom_Equinox.png [View same] [iqdb] [saucenao] [google]
1195349

>> No.1195359

>>1195349

Good grief. What map is that? (I know it's Equinox already) I might try to loof for a UV demo run just to see it finished rather than bugger myself with killing all that stuff since I'm not that good at dooming yet

>> No.1195362

>>1195283

Aeons of Death in with Oblige generated maps are pretty fun to dick around it

Its also worth mentioning that you should probably check out the older versions as well since they had things that have been exempted (weapons, enemies, player classes, items, and alt-fire and primary fire attacks)

>> No.1195360

>>1195359
>>1195359
>to loof for

*to look for

>> No.1195365
File: 30 KB, 252x281, 1329262266307.jpg [View same] [iqdb] [saucenao] [google]
1195365

So in light of the fact that I've never beaten any Doom higher than the easiest difficulty without cheating, I've been forcing myself to go through Doom 1, 2, and eventually Plutonia (skipping TNT because I hate it) on Brutal Doom's UV

Only on episode 2 of Doom 1, I think I'm on map 5? It's been rough, but if it gets me out of the casual zone a little I'll be satisfied

>> No.1195369
File: 337 KB, 1280x1024, Screenshot_Doom_20131113_010523.png [View same] [iqdb] [saucenao] [google]
1195369

>>1195359
Map13

>> No.1195371

>>1195365
>never beaten any Doom higher than the easiest difficulty without cheating
Really? The game can be saved at any time.

>> No.1195375

>>1195371

I dont believe in saving mid level. All in one go or no go.

>> No.1195376

>>1195369

many thanks

>> No.1195383
File: 333 KB, 1280x1024, Screenshot_Doom_20131113_011404.png [View same] [iqdb] [saucenao] [google]
1195383

>>1195369
>Dat Doomguy

>> No.1195398

>>1195371
Not him, but I have an unusual aversion to savescumming in doom.

Which is weird, because I have no problem doing it on every other game out there.

It just feels wrong

>> No.1195401

>>1195362
Yeah the original versions I fucking loved. So many weapons and shit.

>> No.1195413

I'd like to start drawing each of the angles of a monster sprite. I'm trying to figure out how to do this on a tablet because I travel a lot.

Is the best approach to extract some sprites (a lump?) from a was and then start editing that in any old drawing app? Can we use any drawing app that saves bitmaps?

I'm worried about getting proportions and ranges of motion down and thought it'd be good practice to start on the existing monsters.

Am I approaching this right?

>> No.1195412

>>1195398
Depends for me. I usually end up inadvertently avoiding save scumming in doom.

>> No.1195427

>>1193156
eh?

>> No.1195428

>>1195398
I hate replaying the same level trillion of times.

>> No.1195452
File: 75 KB, 213x171, 1315446749571.png [View same] [iqdb] [saucenao] [google]
1195452

How do you know when there is enough detail?

I think I can tell too much, but too little?

I know we're beyond 1993 now.

>> No.1195458

>>1195452
>I know we're beyond 1993 now.
>First wad: 04/17/94

>> No.1195459

>>1195413
I've done a spritesheet edit before for a monster but first things first.
Are you doing an edit to a monster or making it from scratch?

>> No.1195462

>>1195458
>http://en.wikipedia.org/wiki/Doom_%28video_game%29

>Release date(s)
December 10, 1993

>> No.1195481

>>1195458
>>1195462

I think he meant first custom pwad

>> No.1195491

>>1195481
Well anyway....about that detail?

>> No.1195505

>>1195459

I think I'd like to start with editing an existing minster and then graduate to starting from scratch.

I'm imagining turning a baron of hell arm into a cybernetic sleeve or something like that, maybe slightly playing with proportions but keeping the original gait.

>> No.1195513

>>1195452

>How do you know when there is enough detail?

When you reach Knee Deep in ZDoom levels. That's where you know it's too much

>> No.1195520

>>1195491
IMO, all you need is good lighting. concentrate more on the medium scale (e.g. putting windows between adjacent areas, to give glimpses of places the player can't reach yet) than on the small scale (cracks in the walls and exposed pipes add nothing to gameplay unless they exist to mark the locations of secret areas..)

>> No.1195524

>>1195459

Is there a spritesheet template portioned into each different angle? I'm trying to think of the quickest way to construct a monster. I'm worried about being overwhelmed by the need for distinct angles and am trying to think of the best way to manage that challenge. I think I can hyperfocus on the drawing but then thered the bookkeeping part to make sure I'm drawing within the constraints of the doom build

How do you approach that? 16-20 distinct BMPs?

>> No.1195530

>>1195520
what is atmosphere

>> No.1195535
File: 102 KB, 340x484, 1325809241903.jpg [View same] [iqdb] [saucenao] [google]
1195535

>>1195505
Ok, I just went and found my old paperwork I used to remind myself of how to sprite.

I'll type to you how I did it but I think there might be some differences. Namely because I was editing a zombie to change it's gun (I made a Zsec SpecOps edit with Ghastly) whereas you are editing a sprite just on it's own.

Are you familiar with GIMP?

>> No.1195538

>>1195520
>(cracks in the walls and exposed pipes add nothing to gameplay unless they exist to mark the locations of secret areas..)

I'd totally disagree with this considering you may be trying to suggest what the place actually is. Like computer terminals beeping or acid leaking out of ruined areas. They suggest an atmosphere to the place.

I've played spartan detailed WAD's for years to be honest.

>> No.1195556

>>1195535
Yes! downloading it to my tablet as I type!

>> No.1195558
File: 268 KB, 1200x800, 1383245801962.jpg [View same] [iqdb] [saucenao] [google]
1195558

>>1195524
>Is there a spritesheet template portioned into each different angle?

You can get the sprites with an editor like SLADE.

I started by opening up the monster I was going to edit in SLADE, then selecting all of it's sprite files and exporting them to a folder so I could edit them outside SLADE.
From there I would open them up in GIMP (they're png files, keeps the transparency).

The next part is, will your sprite be larger than the sprite you are editing?

>> No.1195578

>>1195558

I'd say no for my first attempt but I'd like to eventually draw a giant creature like the cyberdemon or something like that.

What size canvas do u use in GIMP?

>> No.1195584
File: 253 KB, 679x960, 1370093851645.jpg [View same] [iqdb] [saucenao] [google]
1195584

>>1195558
>>1195578
Ok the next part (assuming your sprite edit goes over the edges of what you are working with) is.....

(in GIMP)

Image - set canvas size - then change the size. (Check all the layers are re-sized as well) because otherwise you will look at your sprite in game and it's in half.

>What size canvas do u use in GIMP?

It depends on the monster. Make it too big and the game will give it a too big a hitbox. It has to be limited to the edge of the sprite.

Also, if you cut stuff out you will want to turn off anti aliasing because with such small pixel amounts GIMP tries to help and makes these weird faded artifacts. Stop that crap by...

Windows - dockable dialogus - tool options - turn off anti aliasing

Once you are happy with your edit you open SLADE (to the monster you are editing) and then import your sprite. It has the same name and replaces the sprite name you are going for.

From there you check the offsets of the original sprite and then replace them so your sprite appears where it should. This is up in the top left of the window.

Whamo, you're about done. Now you can open the monster in game and see that for that select sprite your sprite appears instead.

I hope that helps you, I lurk the forums for Zdoom and R667 (just waiting for Ghastly to code our edit so we can submit it there) but I mostly prefer hanging out here.

>> No.1195595
File: 1.07 MB, 320x240, yikes.gif [View same] [iqdb] [saucenao] [google]
1195595

>>1194069
yesterday* i tried to implement >>1194048
http://pastebin.com/raw.php?i=n1msPNDD
frankly it's not great and i expect there's a much better way to do this with zdoom features.

________
* hence the weird upload site. it does work, just right-click, save-page-as. just got back from a 24-hour ban for the heinous crime of posting a wad on s p e e d y s h a r e (not taking any chances here)

>> No.1195602

>>1195595
You made that just to see? Well thanks dawg.

Some fellow suggested a wad called doom center with a zelda secret area that does that. I'll probably have to find that and dig around there to see how they did it. It may be something with transferring heights or something.

>> No.1195604

>>1195602
most recent versions of doom center are on best ever, and require zandorum.
there's an old version laying around that you can use with zdoom.
as for the secret, unf on the snes in the house near the game center

>> No.1195614

>>1195595
>http://pastebin.com/raw.php?i=n1msPNDD
http://pastebin.com/download.php?i=n1msPNDD
why didn't i think of that before.

>>1195602
my pleasure, it was fun to do the experiment regardless.

>> No.1195620

>>1195365
>Hating TNT
b-but...that's the best one.

>> No.1195656
File: 12 KB, 560x407, 1332326869717.png [View same] [iqdb] [saucenao] [google]
1195656

Has anybody ever played "NeoDoom"?

I loved the fuck out of it, only realized years later that the port I played it on disabled the items in the game but I think it played better without them anyway.

>> No.1195686

>>1195520
>mark the locations of secret areas
>secret areas
>secret
Oh wow so secret and challenging.

>> No.1195690

>>1195595
>>1195614
>>1194038
>>1195292
Ok I figured it out, cant believe it was so simple.

It's a teleport thing (z height) whereas I was just using a regular teleport. Didn't realize the new features of UDMF.

>> No.1195691

>>1195686
I mean marks for secrets? that fucking chink cant design shit for shit
secrets are supposed to be hidden not marked, all you have to do is pay attention with these supposed "secrets"

>> No.1195693

z math and puzz related to sec

>> No.1195721

>>1195686
>>1195691
marks as subtle hints. nobody likes completely unmarked secret areas.

>> No.1195731

>>1195721

Unless they're more of an easter egg than a secret. The charlie the unicorn room from CC4 comes to mind.

>> No.1195764
File: 36 KB, 359x404, 1357302539735.jpg [View same] [iqdb] [saucenao] [google]
1195764

For secrets it depends how you hide them.

I'd have them so as to encourage exploration and looking around, less so much walking past a wall and seeing a misaligned texture.

Speed of Doom had some well hidden ones early on like you would go into an area with a lot of small pillars and at the back of one pillar is a tiny switch that opens a secret wall.
You would only see it if you grabbed the items near the switch and turned around.

>> No.1195873

>go into samsara testing server
>huh let's see what this blood system is about
>samsara_cl_bloodyhell 1
>seems good, staple nashgore, can't go wrong with that
>samsara_cl_bloodyhell 2
>AAAAAAAAAAAAAAAAAAAA IM THE FUCKING CHAINSAW OF THE NORTH STAR
>samsara_cl_bloodyhell -1
>AAAALWAAYSSSS I WANT TO BE WITH YOU AND MAKE BELIEVE WITH YOU

>> No.1195895

If I could make one criticism of Reelism it's that you never seem to have any ammo.

What you have you use really fast against the hordes and you cant store a lot so the only times you can really get down to the slaughter is if you get certain rolls like being a tank, a dog or having unlimited ammo.

>> No.1195936
File: 122 KB, 400x378, plutonia.png [View same] [iqdb] [saucenao] [google]
1195936

>>1195256
Nah, it's alright for a gun.
It's not refined, it's not comfortable, it's not pretty, but then, it's cheap, it's simple, and it always manages to go bang.

That said, it would qualify as a good throwing weapon thanks to it's weight. Hell, just tie a string around the trigger-guard and use it as a flail, and then reel it in and load it when you gotta shoot it. You can even modify stock 1911 magazines to work in a Hi-Point, that way you don't have to worry whether or not the magazine you found/bought is good or not.

>>1195075
Agitated skellington popped out

>> No.1195949

>>1193018
>3DRealms sold Blood to Monolith in order to finish Shadow Warrior quicker.

Poor choice on their part, but maybe that explains why Blood is so much better than Shadow Warrior.

>> No.1195984

It amazes me a little how we went to 220 quality posts per day after a period of having week-long threads. Hopefully this will stay

>> No.1195987

>>1195949
They probably got more money from selling the ip than they would've from retail sales. Blood isn't very well known and is generally considered a cult classic, after all.

>> No.1196002
File: 6 KB, 99x128, CyberDoom.png [View same] [iqdb] [saucenao] [google]
1196002

>>1195620
No one understands our love anon...

http://www.youtube.com/watch?v=7t1cLsD7xuQ

Probably the best track ever done.

>> No.1196007
File: 6 KB, 63x66, 1499hgfd.png [View same] [iqdb] [saucenao] [google]
1196007

>>1195656
I've played it, and while it has it's things going, it's seriously flawed.

For one thing, it's got way too much fucking shit going on, way too many weapons, I mean, if you played every map from pistol start, the amount of weapons would have been appropriate, maybe.

Also, lots of lifted content, some which hardly makes any sense.

>> No.1196008

>>1196007
It seemed more like a TC to me so I didnt mind the weapons.

>> No.1196013

>>1195620
>>1196002
I've always preferred the Master Levels

>> No.1196021
File: 236 KB, 380x201, 1363892928688.gif [View same] [iqdb] [saucenao] [google]
1196021

>>1195984
I'm even more amazed at the actual quality of these threads. We've been here for I don't even know how many months and we still talk about Doom daily in a somewhat civilized manner.

These threads deserve a "least cringe-worthy general" award or something.

>> No.1196030

>>1196021
>We've been here for I don't even know how many months

Minutes after /vr/ was born. I'm not even kidding. At least three Doom threads popped out and they were the very first threads ever made in this board.

So yeah, we're as old as this board

>> No.1196034
File: 5 KB, 103x158, Z9dDu.png [View same] [iqdb] [saucenao] [google]
1196034

>>1196030
/vr/ represent

>> No.1196035

>>1196030
>and they were the very first threads ever made

Fuck, allow me to rephrase

They were PART OF the very first threads ever made. Like, part of the 100s or maybe 200 posts

>> No.1196036
File: 9 KB, 80x62, donut-goliath.gif [View same] [iqdb] [saucenao] [google]
1196036

>>1196035
What's important is that we're here, and that we get along (decently).

>> No.1196041

>>1195984
>220 quality posts per day
argh, don't mention that, you'll jinx it.

(seriously though, are you aware of just how many posts get deleted every day...?)

>> No.1196042

>>1196041
Like that guy that always posts /pol/ memes. What's up with him?

>> No.1196043

>>1196042

just a shitposter and nothing else.

>> No.1196046
File: 53 KB, 584x819, 1316729831490.jpg [View same] [iqdb] [saucenao] [google]
1196046

>>1196021
Probably because we're less likely to pass random retards like happened on /vg/ and /v/.

In fact I'd say the same would apply to many of our fellow /vr/ posters in other game threads.

>> No.1196048

>>1196042
>>1196043
/pol/ memes?
are you talking about the /pol/ map? because that was actually a good map

>> No.1196051

>>1196048
maybe he's talking about the guy that posts the cyberjew.

>> No.1196067
File: 250 KB, 600x473, punch and missile your guts.png [View same] [iqdb] [saucenao] [google]
1196067

>>1195936
>filename

Don't you mean hell revealed.png?

>> No.1196072

>>1195936
>>1196067

More like

>every slaughtermap ever

>> No.1196073

>>1196072
What's a slaughtermap? I hear it alot.

>> No.1196076

>>1196067
>>1196072
plutonia 1 permanently turned me off revenants, honestly fuck those guys

>> No.1196078

>>1196073

If a wad has

>Hundreds of monsters packed in a single map
>Scarce ammo that you can use/A lot of ammo and high-tier weapons right at your disposal very early/Nothing but cellpacks and the BFG

That's one of 'em

>> No.1196079

>>1196073
It's a map that relies on throwing retarded numbers of enemies at the player for difficulty, instead of interesting and thoughtful placement. Revenants tend to be a favorite because they're the same size as imps but far deadlier.

>> No.1196085
File: 322 KB, 1008x1764, ITS_HAPPENING2.jpg [View same] [iqdb] [saucenao] [google]
1196085

Slaughtermaps are an acquired tasted I think.

I like them very rarely, maybe as a 1 off but they require a sort of different way of playing them. You dont look it so much as individual/small groups of monsters but instead as a swarm to deal with if that sort of makes sense.

Sunder had great slaughtermaps, but I never finished it. Sooner or later I want to load slaughtermaps with different weapons - like russian overkill.

>> No.1196096

>>1196085

The only slaughtmap I have finished is Holy Hell, and that thing is fuck huge.

>> No.1196094

>>1196048
>>1196051
I'm talking about that one guy who's always posting that /pol/-tan thing.

I haven't actually played the /pol/ map, so I can't actually say, but if there was any sort of quality control involved in it, I'm willing to bet it's kinda funny.

Haven't played the /tg/ one either. Wish there was a /k/ one.

>> No.1196108
File: 2 KB, 60x71, skullegs.png [View same] [iqdb] [saucenao] [google]
1196108

>>1196085
>all those revenants immediately wheeling around to open fire
Jesus.

You know, with an insanely powerful rig and nashgore.wad, that'd be fucking spectacular.

Don't know what kind of computer that'd be though, I remember Plutonia 2 would sometimes lag a fair bit when I played it with WildWeasel's Diaz (especially on the secret levels), and my laptop isn't really on the lowest end of the spectrum (though to be fair, it's not new either).

>> No.1196112

>>1196108
I think there is a certain doom port that has nuts run alright. Something to do with how it processes, I've never tried it but I saw it mentioned here.

>> No.1196110

>>1196108
>>1196036
where can I get these monsters from?

>> No.1196113
File: 138 KB, 1015x736, ioncannon.jpg [View same] [iqdb] [saucenao] [google]
1196113

>>1196108
Nuts really is a great place to test apeshit weapons, that's for sure.

>> No.1196114
File: 5 KB, 63x66, cacomastermind.png [View same] [iqdb] [saucenao] [google]
1196114

>>1196110
Picked them up from the ZDoom forums.
They're pretty much just one-shots, simple sprites and the occasional animation, made just to be amusing, or just as a concept. They don't usually get developed further.

>> No.1196201

>>1196036
oh, a donut

>> No.1196210

>>1196036
All I can think of when I watch this gif is Homer's face in that one Treehouse of horror episode.

>> No.1196223

>>1196112
prboom can run it because it doesn't have an infinitely flexible runtime garbage collected class heirarchy, you don't collapse under the weight of dozens of layers of abstractions because it just hardcodes everything and consequently is doing much less unnecessary processing per gametic

>> No.1196250
File: 7 KB, 189x198, Nice-eyebrows.png [View same] [iqdb] [saucenao] [google]
1196250

>>1196210

>> No.1196254

>>1196250
Oh please no
>Dat pig nose
OH PLEASE NO

>> No.1196262
File: 23 KB, 189x198, Nice-glasses.png [View same] [iqdb] [saucenao] [google]
1196262

>>1196254

>> No.1196265
File: 1.07 MB, 5000x5000, 1364997684018.jpg [View same] [iqdb] [saucenao] [google]
1196265

>>1196262
NOOO

>> No.1196284
File: 34 KB, 800x399, 1378525824769.gif [View same] [iqdb] [saucenao] [google]
1196284

>>1196262
That is something I can't comprehend.

>> No.1196314

>>1196250
NOPE.wad

>> No.1196316

>>1196250
heh somehow it looks like a cat's face
>>1196262
ahaha

>> No.1196468

>>1192328

http://www.youtube.com/watch?v=5A7H4axy06o

It's not really orchestral, but it sounds okay I guess.

>> No.1196495
File: 286 KB, 1280x1024, Screenshot_Doom_Vrack2.png [View same] [iqdb] [saucenao] [google]
1196495

>> No.1196514
File: 681 KB, 800x600, Screenshot_Doom_20131113_121209.png [View same] [iqdb] [saucenao] [google]
1196514

So, what's /vr/'s general consensus on Project MSX?

I was pretty unimpressed at first, but I've warmed up to it rather considerably. It's a pretty ambitious piece of work. My only major complaint being how it doesn't fit with most WADs at all. Other than that, I have some minor complaints about the sprites used (I think the Doomguy enemies look kinda bland and out of place with the mod, and I dislike the front sight post on the assault rifle).

>> No.1196639

>>1196514
I guess it'd fit okay with Equinox, or other squeaky clean techbase wads.

>> No.1196672 [DELETED] 
File: 27 KB, 500x500, MrCrabsChokingOnTheD.jpg [View same] [iqdb] [saucenao] [google]
1196672

>>1196514
>viral marketing your mods
fuck off

>> No.1196674

>>1196514
I love the suits powers, but I hate the weapons.
The shotgun feels so wimpy I can't stand it. I wish I could have the special powers but with the standard doom weapons.

>> No.1196675 [DELETED] 
File: 18 KB, 626x551, PffffttttHEHEHE.png [View same] [iqdb] [saucenao] [google]
1196675

>>1196514
>Project MSX
>I just play Doom because of the GRAFIX
TOP LEL

>> No.1196678 [DELETED] 

>>1196514
>viral marketing
topkek

>> No.1196679 [DELETED] 

>>1196514
Stop viral marketing nigger

>> No.1196685 [DELETED] 
File: 12 KB, 396x385, 1307980196001.jpg [View same] [iqdb] [saucenao] [google]
1196685

>not playing brutal doom
Plebs detected

>> No.1196683 [DELETED] 
File: 8 KB, 240x240, GmanRapeface.jpg [View same] [iqdb] [saucenao] [google]
1196683

>>1196514
>playing any mod except brutal doom
AHAHAHAHA

>> No.1196690 [DELETED] 

Why would anyone play BD what the fuck

>> No.1196686 [DELETED] 
File: 25 KB, 329x302, DailyDose.gif [View same] [iqdb] [saucenao] [google]
1196686

>>1196514
Hi Mark, fuck off with your project you filthy subhuman nigger kike

>> No.1196689

>>1196674
Really? I find it pretty handy for clearing out groups of little things. It doesn't feel too wimpy against them.

>>1196675
Oh get back in your time machine and return to 1993 from whence you came. Things can be aesthetically pleasing in old games.

>> No.1196693

>>1196689
Don't reply to that asshole, he's a notorious shitposter who samefags constantly. Report and ignore his posts.

>> No.1196692 [DELETED] 

>>1196514
>this is what ZDoom babbies actually believe

>> No.1196695 [DELETED] 

>>1196514
>MSX
>unimpressed
shut the fuck up, its great

>> No.1196694 [DELETED] 
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1196694

>>1196514
Get out you double revenant ass

>> No.1196697 [DELETED] 
File: 44 KB, 500x555, 1366235642249.jpg [View same] [iqdb] [saucenao] [google]
1196697

I HATE ZDOOM BABBIES

>> No.1196698 [DELETED] 
File: 12 KB, 252x192, EvenThePastThinksYoureGay.jpg [View same] [iqdb] [saucenao] [google]
1196698

>>1196695
Faggot detected
git gud

>> No.1196702 [DELETED] 

>playing any mod that is not open source
Top meow

>> No.1196703 [DELETED] 

>>1196686
Thx doc

>> No.1196706

>>1196693
Is it that dude who made the malicious doom kart wad or whatever?

>> No.1196715
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]
1196715

>>1196706
Yes, and he's been shitposting on here for a while.

I've posted this thing millions of times so I don't know why I'm posting it now lmao

>>1196514
It's okay. It looks great in techbase maps but looks sorta odd in brick, urban and hell enviroments.

>> No.1196719

>>1196715
To be fair, it can sometimes be a bit difficult to tell the difference between a shitposter and someone with a contentious opinion.

>> No.1196727

>>1196719
Indeed. Though what this guy does is just out and out shitposting (hence the /pol/shit and daily dose)

>> No.1196772

new thread, someone.

>> No.1196775

>>1196772
no rush, we're only on the second page

>> No.1196779
File: 1.98 MB, 1920x1080, Screenshot_Doom_20131113_225619.png [View same] [iqdb] [saucenao] [google]
1196779

playing winters fury

Fuck, this is some pretty fucking well designed gameplay. Looks gorgeous to boot. Just beat the first boss, the triple one.

>> No.1196780

>>1196775
posts in this thread tend to be very slow.

before you know it, poof, ded.

>> No.1196784

>>1196779
Man, that is some sweet map design. I should grab the .wad soon.

>> No.1196787

>>1196780
that's not the issue, we've hit the bump limit. it's not like this is a very fast board though, so we have a while.

>> No.1196792

>>1196779
From what mod is that shotgun?

>> No.1196814

>>1196223
just say it runs on fucking magic like the rest of us

>> No.1196826

>>1196514
I think MSX can be good fun from time to time, it's just the enemies that really bother me.

Unless there's a way to play with vanilla Doom enemies on it that I don't know about, that'd be nice.

>> No.1196852

>>1196826
Run it with ketchup loading after it.

>> No.1196854
File: 2.33 MB, 1920x1080, Screenshot_Doom_20131113_225603.png [View same] [iqdb] [saucenao] [google]
1196854

>>1196784
Yeah, I marvelled at that room too. Surprisingly, this detailed architecture is almost never in the way when you're fighting, and monster placement/layout of battles is very well done.
>>1196792
Winters fury :P

>> No.1196863

>>1196826
>>1196852
>Project MSX with vanilla enemies
2ez4me

>> No.1196924
File: 37 KB, 735x470, Douk.jpg [View same] [iqdb] [saucenao] [google]
1196924

>>1196792
It's the quad-barrel shotgun from Duke Nukem Advance.

>> No.1196929

>>1196924
Ah, I did look like something from duke nukem

>> No.1196958

>>1196863
To be fair, vanilla enemies are kinda easy even with vanilla. That's why it seems most wads designed to be challenging resort to either large numbers of them or highly confined spaces.

>> No.1196969 [DELETED] 

>>1196924
As usual they cant fucking come up with anything by themselves and must use shit from other games.

>> No.1196974 [DELETED] 

>>1196689
It already is aesthetically pleasing, the sprites just need to be cleaned up but that's too hard for you retards.

>>1196715
>lmao
fag

>> No.1196976

>>1196969
Calling winters fury out for being made lazily is pretty silly though.

>> No.1196978

>>1196958
Well back then it was hard designing good AI, but that gives the posibility, as you said, to use a large amount of enemies, and that is much more intimidating than one powerful enemy.

>> No.1196995

>>1196976
I have standards.

>> No.1197007

>>1196978
>and that is much more intimidating than one powerful enemy.
Nope. Just make that powerful enemy have more health combined than all those huge amounts of enemies and be able to one hit you.

>> No.1197029
File: 1.51 MB, 1543x2719, Original Picture.jpg [View same] [iqdb] [saucenao] [google]
1197029

Uploaded Doom megapack to tpb.
https://thepiratebay.sx/torrent/9191392

>> No.1197068
File: 100 KB, 250x250, 1366210644246.png [View same] [iqdb] [saucenao] [google]
1197068

>>1197007
Well considering that point is true, but I think we both can agree that diferent things intimidate everyone of us in diferent levels, for example, I recently played through Speed of Doom, and duude, that fucking MAP32, I didn't know what the fuck to do while being blasted away by a thousand demons.

>> No.1197089

>>1196978
I'm not judging. It's a 20 year old game, of course it's not gonna be perfect. Personally, I'd rather a handful of decently capable enemies to swarms of less capable enemies. For one thing, doom enemies look kind of silly in large numbers due to the fact they all look the same and have a very limited range of actions.

>> No.1197148

>>1197089
I like large-ish maps with labyrinth-esque areas. With good placement you can have imps taking unpredictable paths and ambushing the player while he's busy fighting high threat enemies in close range.

>> No.1197170

Has anyone seen that .wad that allows players to play Mortal Kombat INSIDE Doom? What kind of fucking coding sorcery is that.

>> No.1197180

>>1197170
>What kind of fucking coding sorcery is that.

Pretty fucking terrible coding sorcery, actually. It's nigh-unplayable.

>> No.1197209

>>1197148
>unpredictable
I can predict them.

>> No.1197216

>>1197209
This. When you've played a lot of maps, you can predict when the mapper has prepared an ambush, but still, you can't be fully prepared and still can die just because reasons.

>> No.1197221

>>1197209
>>1197216
>key/weapon/powerup all by itself in the middle of a medium-large room
I WONDER WHAT'S GOING TO HAPPEN WHEN I GRAB IT

>> No.1197228

>>1197209
Not when you can't see them move closer due to walls and stuff, and they take different paths each time you play. E4M1 is a prime example for this, there's a million things that can go wrong there.

>> No.1197230
File: 20 KB, 312x321, 1367394248151.png [View same] [iqdb] [saucenao] [google]
1197230

>>1197221
Exactly this. But if the mapper is clever he can create some good surprises, but even then... you can still detect them.

>> No.1197237

>>1197221
>grab it
nothing happens
leave the room
music stops
hear a door opening sound that you didn't trigger
you frantically search around paranoid as fuck about what may have opened
BOO

>> No.1197248

>>1197237
>>1197221

>>grab it
>nothing happens
>leave the room

You were good at this before the music part, allow me to fix it

>door won't open
>suddenly you hear a scratch, damaging you
>ZDoom stealth barons

>> No.1197274

Is there anyway to favorite a server or check what servers you've been too with Doomseeker?

>> No.1197293

>>1197148
To each their own. I personally prefer ambushes to be the exception rather than the rule. There's nothing that makes me cringe more than those maps where I'm rolling my eyes at every item because it's probably trapped.

>Oh hey, an armor bonus.
>YOU'VE ACTIVATED MY TRAP CARD!
>Two cyberdemons, a spider mastermindl, 4 hellknights, 8 revenants and an archvile hidden behind a wall paneling or something just for spice up my asshole later.
>Oh boy, what a fun wad, thank you sir, may I please have another?

>> No.1197324

Hey faggots, apparently prboom runs doom more efficiently?
Is there a best of both worlds?
Ie, like prboom but with a better framerate?

>> No.1197437
File: 180 KB, 800x600, KYLETIP1.png [View same] [iqdb] [saucenao] [google]
1197437

Just the tip.

>> No.1197507

cl_bloodyhell is a command or a wad or wat?

>> No.1197510

>>1197507

Samsara's command

>> No.1197513

Making the new one again; I'll try once again to add/clean more stuff in the OP

>> No.1197592

HERE IT IS

>>1197591

>> No.1197615
File: 737 KB, 960x904, 2013-11-07_00001.png [View same] [iqdb] [saucenao] [google]
1197615

>>1197221

>> No.1197627

>>1197615
name of wad?

>> No.1197635

>>1197627
d2twid

>> No.1197642
File: 187 KB, 800x600, KYLETIP2.png [View same] [iqdb] [saucenao] [google]
1197642

>>1197437

>> No.1197658
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1197658

>>1197615

>> No.1198737
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1198737

>>1196265
>>1196284

>> No.1198740

>>1198737
that looks like it'd be a good idea for a "switch" monster.
like, a kinda fast one with only melee attacks that you have to taunt and shoot in the mouth to kill him and open a nearby door (not sure if it's possible to do tho...)

>> No.1198805
File: 3 KB, 63x66, caco-aaaa.png [View same] [iqdb] [saucenao] [google]
1198805

>>1198740
What, having a monster get killed to trigger a switch? Yeah, that's totally possible, with ZDoom or any other sourceport with some sort of advanced features.

Hell, in Doom 2, there's two sector tags that makes the sector lower to the closest floor when all Mancubi in the level are destroyed (666) and when all Arachnotron are destroyed (667).

So for instance, when all Mancubi on the level are killed, all sectors with the tag 666 will lower to the nearest floor.

An advanced sourceport such as ZDoom would let you customize that to work for any monster, any sector, and any action.