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/vr/ - Retro Games


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1270836 No.1270836[DELETED]  [Reply] [Original]

DOOM THREAD (Last thread >>1265957)

This is the place to discuss anything related to Doom (stories, projects, WADS, etc). Feel free to ask for help in anything related to the game, too. We're here to help and be helped. If you want to show your own project to us, or any other project we don't know about, feel free to do it so

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

======WEBSITE======
http://vrdoom.weebly.com/

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

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

IRC (The password is in the FAQ.):
irc.zandronum.com
Channel: #vr

===TUTORIALS AND UTILITIES===

Wanna learn how to...

Create maps?
http://www.doombuilder.com/index.php?p=tutorials

Open/Edit WAD/PK3/etc?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
http://zdoom.org/wiki

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

Best Single Player WADS of 2013 (needs update)
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

>> No.1270841
File: 150 KB, 500x667, 1386990085000.jpg [View same] [iqdb] [saucenao] [google]
1270841

****************************
NEWS
****************************

-An anon put up recently a very neat website for everyone to upload wads, go check it here
http://pseudo3d.org/wads/

-The past Tuesday (December 10th) marked the 20th anniversary of the release of the shareware version of Doom; there were tons of stuff and special events that were done for it, if you missed 'em all, feel free to ask for links to them!

-No sign yet of the Cacowards; the latest official word is that one of the members of the comitee was suffering "technical difficulties", but nothing else. Also, we do not take part in anything related to rumours and "leaks" of sorts; we're expecting them to be posted as anyone else, yes, but we're not that desperate to see 'em right now to the point of making shitstorms about it. In short, take anything related to the Cacowards with a grain of salt - Use this link to check for any important (and official) updates http://www.doomworld.com/20years

-Samsara is getting BIGGER, BADDER and BETTER. If I were you, I would keep track on future news. Special gore modes have been implemented, but we all feel there's more to come!

-OBLIGE's developer (andrewj) stated before that the final version of it would be released by the end of the year (most likely this month). However, in a very recent turn of events, Andrew changed his mind and he'll keep working on it! (Yay). Go grab OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289

-Reelism is expected to receive an update in certain things such as new levels (so far, a MAP07 tribute has been confirmed) and new "reels", stay alert for any movement regarding one of the wackiest mods in the community

-ChocoDoom got updated in the 20th anniversary, but it didn't stopped there. Now you can play Heretic, Hexen and Strife too! Go grab each version of them here! http://www.chocolate-doom.org/wiki/index.php/Downloads

>> No.1270878

third for scubasteve feeling the burn

>> No.1270881

Which wads are good to play with ww-nazis?

>> No.1270883
File: 927 KB, 1680x1050, o242432.png [View same] [iqdb] [saucenao] [google]
1270883

did you really not like Doom3 anon?

>> No.1270886

>>1270883
Visually it's fantastic.
Especially Hell.
When it comes to gameplay it's below average.

>>1270881
Epic 1 and 2
Scythe 1 and 2 until you get to the Hellish levels.

>> No.1270889
File: 136 KB, 1431x897, unpsx1.png [View same] [iqdb] [saucenao] [google]
1270889

>>1270883

I thought it had a few decent maps.

That's why I'm recreating one of them as a secret E1 map for my project unPSX (though I guess it's not so secret anymore)

>> No.1270892

>>1270886
I dislike Scythe.

Already playing Epic 2 with nazis

Any other?

>> No.1270891

>>1270883

Hell was the best part of the game, and the new monsters in the Expansion

>> No.1270893

>>1270891
the expansion pack was awesome but those boss battles were way too easy.

>> No.1270894

>>1270892
That's pretty much it.
Nazis don't mesh at all with any Doom levels.

>> No.1270907

>>1270892
not to sound like an idiot, but if you can stand how short it is, give epic 1 a spin...it's fairly good.

Also, Vanguard has a lot of ruins themed maps so if you fancy nazis in the indiana jones sense, that could work for you.

>> No.1270914
File: 299 KB, 1366x768, 1386992330782.png [View same] [iqdb] [saucenao] [google]
1270914

>>1270881
Going Down is fun. Balls to the walls hard, but so goddamn good you won't even care.

Also, surprisingly fitting decoration.

>> No.1270917

>>1270894
> Nazis don't mesh at all with any Doom levels.

Neither gameplay-wise?

>> No.1270924

>>1270917
I'm assuming that he wants something that fits the Nazi theme.

For just levels it works with most things. ww-Nazis is fairly balanced.

>> No.1270927

>>1270914
http://www.doomworld.com/vb/wads-mods/65955-going-down-boom-megawad-episode-1/

This one?

>> No.1270930

>>1270927
Yep, that's the one.

>> No.1270939

Talking about nazis wads, I need help to find one

I don't know if it's just one level, or a entire wad, but the level I played was BIG.

I remember that the level had a secret passage, leading to Hitler's coffin. A room close to it had shovels and (I think) another coffins

In a outside part of the level, a giant cross

The soundtrack was kinda... scary. Felt like a neo-nazi music

>> No.1270946

>requesting again
what is the soundtrack of the MAP05 of UACMN?
link for reference
https://www.youtube.com/watch?v=Vo7Jz4JVTk8

>> No.1270948
File: 546 KB, 1920x1080, 1386993295133.png [View same] [iqdb] [saucenao] [google]
1270948

>>1270927
y'know, the music and atmosphere of this wad remdinds me of the fortold office doom wad we all keep talking about making, hehe.

>> No.1270954

>>1270948
>That shotgun sprite
You might need to line up the fingers with the hand a bit better.

It looks a little awkward.

>> No.1270964

Cirno is streaming Doom 64:

twitchtv/cirno_tv

>> No.1270967

>>1266459
>Samus's charge
download the weapon wad demo. Charge works the same way as the BFG9000 in doom3 or doom 2.5. except instead of releasing it loops and once released jumps into spawn projectile. I assume in the loop it just spawns partial effect
Didn't megaman mod did the same?

http://www.youtube.com/watch?v=CTTVCzFqPPE
so legit Super Doom metroid when?
would Samus snusnu doomguy?


Been so long since i made mods, I tired so hard o mimic the the needler in decor only. What i did or try to do is have damage state enemy.

if enemy has more than 3 hits of specific damage in that short time it would go to explode. But i guess i couldn't figure out what was wrong. Never went to explosion. I think i tried to make a inventory for the monster and put 1 point per shard every 3 seconds it resets? or something.
Hopefully someone can do it.

>> No.1270972
File: 353 KB, 1920x1080, 1386993976820.png [View same] [iqdb] [saucenao] [google]
1270972

>>1270954
the shotgun is a placeholder for a different shotgun that isn't finished yet, so it's a bit half-assed at the moment. Strange it would turn out awkward considering the source was a real hand. I've been thinking of scrapping my animations for my double barrel shotgun, so I'll probably wind up scrapping a lot of these animations and placeholders completely. 'cept the pistol.

>> No.1270978
File: 71 KB, 569x510, sudden feel.jpg [View same] [iqdb] [saucenao] [google]
1270978

>yfw E3M2 for the first time

>> No.1270979

>>1270886
doesn't scythe 2 start out in hell?

>> No.1270984

>>1270967
This is... beautiful

>> No.1270987

>>1270979
Starts with Medieval.

>>1270972
It kind of looks like the fingers moved down and seperated from the lower half of the palm, which is why it's kind of weird.

>>1270978
I liked E3M2

>> No.1270996

>>1270978
>E3M2 with FKER
Those barons kicked my shit

>> No.1271005

>>1270979
Scythe 2 starts in a gothic/medieval themed episode. Not necessarilly hell

>> No.1271006

>>1270883
Felt like a bad metoo of Half-Life, especially with the Hell/Xen parallels.

>> No.1271008
File: 1.15 MB, 1520x2688, IMAG0279.jpg [View same] [iqdb] [saucenao] [google]
1271008

just recently got this off a dealer on craigslist.

such good music comparatively to other ports

>> No.1271090
File: 59 KB, 640x480, cha-cha-cha-chainsaw.jpg [View same] [iqdb] [saucenao] [google]
1271090

>>1270883
It was far from perfect, but it was also far from awful.

I enjoyed it for what it was.
The chainsaw was fun as fuck because it felt powerful, it sounded powerful, and it WAS powerful. Really felt like you were doing the demons some great harm with it. Could easily use it to substitute most of the guns.

>> No.1271092

>>1270883
It was a very boring game.

>> No.1271189
File: 343 KB, 714x1119, doom.jpg [View same] [iqdb] [saucenao] [google]
1271189

Here is some Doom art.

>> No.1271194
File: 29 KB, 459x416, doom2.jpg [View same] [iqdb] [saucenao] [google]
1271194

This is some fingernail painting.

Which is probably the most detailed fingernail I've seen.

>> No.1271196

>>1270962
Looks nice, though for the record, aside from hackers, alt-forms kind of killed Prime Hunter's multiplayer

They were cool, but you couldn't hit a small speeding object for shit when they can get easy damage on you fast. The Metroid mod for Halo canned them entirely for that and technical reasons. Why the fuck did they make the mod in Halo when they could have picked a better engine

>> No.1271201

>>1270881
Maybe Eternal Doom. Time traveling Nazis.

>> No.1271215

>>1271194
its a shame its on such a nasty finger

>> No.1271218

>>1270883

1/2 enemies at a time is not the doom way.

>> No.1271219

>>1270964
interdasding

>> No.1271229

>playing coop
>someone asks for someone with a yellow key to open the door
>guy calls him a "newfag" and to do it himself
>I call him stupid for saying newfag on Doom
>he votes to kick me out of my own server
>fails
>starts calling me bad for no reason
>ban him

I bet that retard is here right now too

>> No.1271242

>>1271196

Once I get a demo out, I'll definitely be paying special attention to the morph balls. Last thing I want is for players to be zipping around nigh-invulnerable.

>> No.1271251

>>1271242
Perhaps make Morph Balls slightly more vulnerable to damage for compensation?

>> No.1271259
File: 37 KB, 900x599, an-d58ulyf.jpg [View same] [iqdb] [saucenao] [google]
1271259

>>1271251

That's not a bad idea, actually. Faster movement and smaller hitbox, but your armor is less focused on defending you.

>> No.1271267

>>1271229
i've never understood cooping with random strangers
especially if you get tards like that

>> No.1271283

>>1271242
Add a kick attack that does double damage to morphball'd players and sends them flying.

>>1271267
>that one guy who tries to speedrun every single level, using tricks that wouldn't even work in vanilla

>> No.1271284

>>1271267
Playing co op with people you don't know is fine. I've literally never ran into faggots like that on there before. The only problem with randoms is sometimes they just run to the exit when I'm not ready.

>> No.1271290

>>1271196
But Prime Hunters had different powers for every character, right?

Morph-ball Samus has just the bombs. They are pretty bad to kill enemies

>> No.1271291

>>1271283
>vanilla co op server
>has jumping and crouching for some stupid reason
>retarded mexicans with 400 ping skipping half the level and going to the exit

>> No.1271296

>>1271267
>>1271283
This is why I only play co-op in GZDoom now. Play with the people you want to play with and nobody else, save games if you're not done but have to stop playing, you can actually dodge projectiles and you aren't limited to mods made in 2009 and before.

>> No.1271306

>>1271283
>Add a kick attack that does double damage to morphball'd players and sends them flying.
But how could you expect to kick ballers?

>> No.1271314
File: 1.01 MB, 1200x680, 1368396367156.png [View same] [iqdb] [saucenao] [google]
1271314

>>1271283
>>1271284
that's what would get me, it'd fuck the pacing of the level

it'd be alright if you're bro-ing it up with a bro and taking the demons together, having eachothers backs and talking it out

but if it's just everybody pouring in there and dying over and over and not giving a fuck i think whats the point?

unless it's like, Stronghold or something like that in which case it's probably alright
I think Samsara would be fucking amazing with that mod

>> No.1271318

>>1271306
What do you mean? If you see someone rolling at you, kick. That would force them to be more sneaky, and make morph ball bombs more of an assassin weapon.

>> No.1271320

>>1271314
>unless it's like, Stronghold or something like that in which case it's probably alright
>I think Samsara would be fucking amazing with that mod
Have you ever played Samsara Stronghold before?
It's bretty fun.

>> No.1271325

>>1271290

Still, the ability to curl up into a tiny ball and retreat once things go sour might be a bit of a gamebreaker, if everyone can just turtle up and away the moment things go sour.

>> No.1271331

>>1271325
Oh, maybe morphballing would work a bit like the TF2 spy's invisibility, with a time limit and a cooldown and stuff.

>> No.1271332

>>1271242
Give the morphing animation a sufficiently long delay time so that a player getting their ass beat can't just ball up and run away.

>> No.1271353

>>1271314
>tfw no SoL with cute demons doing evil things

>> No.1271363

>>1271290
Prime Hunters didn't have very good controls, though. And the crosshairs moved around your screen which makes it even harder to hit shit that's moving fast. Combine this with the fact that Samus' boosting hurts and also that she bomb jumps the instant a bomb is laid right next to somebody. It's not hard to wear down somebody by a fair bit while being harder to hit.

Others were more or less annoying to deal with
>Sylux accelerates quicker than Samus and the top speed is slightly under hers while boosting constantly, motherfucking tripwire bombs to fuck up your shit
>Spire's Dialanche is still faster than biped form
>Kanden has some speed and homing bombs
>Weavel halves his health for his turret, which if hit also takes health off the playable part too, but players still are jumping all over the place while being blasted by the turret
>Noxus and Trace are simply avoided by reaching higher ground, but the latter is probably sniping like a faggot anyway

Matches where people spammed the shit out of them were hardly any fun

>> No.1271415

>>1270883
Gameplay was too slow and predictable. Too many narrow corridors, aswell.

>> No.1271423

What if doom 2 kept the 9 level episode format intact instead of going for a singular 32 level campaign?

>> No.1271432

>>1271423
Nothing would change.

>> No.1271456

>>1271423
It's already kind of broken into episodes, just think of each intermission section to be an episode.

>> No.1271472

>>1271423
I always liked having an episode select in Doom 1, Duke3D, and Blood. I love the scythes and speed of doom because they actually force you to pistol start each episode, but I'd love them even more if they had an episode select list. Simply using idclev/-warp just isnt the same to me.

>> No.1271475

>>1271189
it looks like doomguy is leading an army of cacodemons

>> No.1271476

>>1271456
I think he means have them as completely separate campaigns, like in doom 1.

>> No.1271482

>>1271476
It would probably just have more even distribution of themed maps.

So maybe you wouldn't have to deal with The Pit or O of Destruction.
But I doubt it would change very much.

>> No.1271485

>>1271476
so you'd pistol start after maps 6,11, and 20?

it'd be like scythe or scythe 2 only with more secret levels, probably.

>> No.1271513

>>1270883
I love it actually. While it's not really scary, it feels hellish and evil, and I have no problem with the gameplay. I'm at the point where I can run through the levels rather quickly and get meatshots on everyone. Plus the multiplayer is fun, it's pretty much Quake 3 Arena but with reloading and dark maps.

>> No.1271515

>>1271475
It's based off of the fourth doom book, so that's actually not far off base.

>> No.1271520

>>1270883
Yes, I hated Doom 3. Gave it multiple chances, and never did it come close to even the lowest parts of Doom 1/2. The most fun I ever had with it was playing Classic Doom 3.

>> No.1271530

>>1271520
I would say that the first 2 hours of Doom 3 are better than the entire Episode 2 of Doom 1.

>> No.1271537

>>1271530
Eh, I prefer The Shores of Hell over any part of Doom 3. I prefer it over Inferno, aswell.

>> No.1271546
File: 145 KB, 2048x1523, petersen.jpg [View same] [iqdb] [saucenao] [google]
1271546

>>1271530

ima fuck yo shit up nigga

>> No.1271562

>>1271530
>I would say that the first 2 hours of Doom 3 are better than the entire Episode 2 of Doom 1.
Wow

>> No.1271571
File: 24 KB, 500x372, 1387004450040.jpg [View same] [iqdb] [saucenao] [google]
1271571

Does this have potential guys?

>> No.1271613
File: 13 KB, 277x389, 1386707063691.jpg [View same] [iqdb] [saucenao] [google]
1271613

>>1271546
>>1271571

>> No.1271641

>>1271613
this makes no sense at all.

>> No.1271647

>>1271641
I snagged it from one of the first Doom 20th threads, thought it would fit into the other peterson pics posted, but Ill just get rid of it if its too dumb

>> No.1271649

>>1271641

Are you shitting me

>> No.1271667

>>1271649
It's just the guy's face with "Pepsi" written underneath. I can see it's been copied from the can in the original picture, but other than that what does Sandy Petersen have to do with Pepsi? It's completely nonsensical

>> No.1271679
File: 31 KB, 450x594, 1356363139553.jpg [View same] [iqdb] [saucenao] [google]
1271679

>>1271515
You read the books?

I cant believe that they were like "we'll make it genetically engineered thingies and like aliens n' shit". Like there is no way it can ever be related to Doom because there are no demons.
Why the fuck would they even do that?
They wrote 4 of these books too.

It reminds me of our previous thread where Halo and Metroid players were lamenting that they had fuckheads enter their franchises and just shit things up with changing the lore way too hard in ways that made no sense.

>> No.1271696

>>1271679
I wished the books and the movie were in the style of Event Horizon in the way it keeps Hell mysterious. Maybe it's Biblical Hell, or it could be some nightmare dimension with elder gods.

>> No.1271702

Where can I get a .wad for just Ultimate Doom? For some reason I'm having a hard time finding it.

>> No.1271707

>>1271696
Yeah, that is cool.
It's touched on and implied but never stated directly, it's just a really, really really fucked up place that you dont want to be in.

The unknown is scary because you know it's a threat, but not exactly how.

>> No.1271724

>>1271679
I also read the books. Well I read the first two, the first was all right, the second one was stupid but I wanted to see where it was going. I gave up on the third one when it got *really* fucking stupid.

>> No.1271728

>>1271696
Great, now I'm imagining the Doom movie redone like Event Horizon on Phobos. The last scene where the remaining survivor goes insane/possessed could take place in an area resembling E1M1, just before a military shuttle arrives. Cue Doom 3 theme before end credits

>> No.1271736

>>1271702
You want a copy of doom.wad and only doom.wad ? Is iwads.zip from the faq too big for you to download ? (80MB afaict)

>> No.1271737
File: 282 KB, 1340x1344, doom-novelas.png [View same] [iqdb] [saucenao] [google]
1271737

>>1271724
You should just go ahead and read the last two when you're at it. It's not fantastic, but there's nothing quite like it.

I agree though that the first book is the best.

>> No.1271753
File: 19 KB, 432x352, cacodemon-in-asia.jpg [View same] [iqdb] [saucenao] [google]
1271753

>>1271571
Hah, too good!

>> No.1271768
File: 461 KB, 646x536, 1385241190386.png [View same] [iqdb] [saucenao] [google]
1271768

>>1270883
Despite its shortcomings, the tech really did blow me away at the time, and subsequent FPS games that released after included similar effects and stuff I saw in Doom 3.

>MFW actually navigating the GUI of an in-world computer display for the first time

>TFW any old toaster these days can run it reasonably well

>> No.1271775

http://strawpoll.me/845113

>> No.1271787

>>1271775
>HL and Goldeneye anywhere near the top 10

Shameful.

>> No.1271791

>>1271787
It's /v/, what were you expecting? Good taste?

>> No.1271796

>>1271787
>implying they aren't great
They're not Doom tier or anything, but still, those games were fabulous.

>> No.1271801

>>1271768
Speaking of idTech, I thought for the longest time that DNF was based on idTech 4. Probably would have fared better if it was realeased in its heyday.

>> No.1271804

>>1271667
ERROR! ILLOGICAL! ERROR! DOES NOT COMPUTE! ERROR!

>> No.1271806

>>1271775
doom and doom 2 really ought to be together just under "Doom"

since they're so close together

>> No.1271812

>>1271667
at id software its an inferior choice with the pizza nutrition.

Pepsi is banned but never enforced.

>> No.1271813

>>1271804
I wonder if accidentally drinking a Coke Zero is what made JC leave id.

>> No.1271815
File: 379 KB, 1680x1050, 1364189127693.jpg [View same] [iqdb] [saucenao] [google]
1271815

What map is this?
I saw it posted here once ages ago, it looks really cool.

>> No.1271817

>>1271806
I agree

>>1271813
I think Coke zero was tolerable but Pepsi Max
was probably its doing.

>> No.1271818

>>1271815
doom 3

>> No.1271819
File: 1.59 MB, 1680x1050, 1364189810221.png [View same] [iqdb] [saucenao] [google]
1271819

>>1271815
Pic 2/2.
Man, dat fucking skybox.

>> No.1271821

>>1271815
It's Marsis in WhoDunIt. Hope you're packing some heavy hardware when you play it.

>> No.1271829
File: 31 KB, 664x520, 1380258433676.jpg [View same] [iqdb] [saucenao] [google]
1271829

>>1271815
>MFW referenced in Hellbound

>> No.1271847

>>1271821
>>1271829
The maps just look gorgeous from what I've seen.

I dont even play multiplayer though so I'll just end up looking around.

>> No.1271856

>>1271775
Wheres Blood, and Shadow Warrior?

>> No.1271858

>>1271856
forgotten. its a poll from /v/

>> No.1271859

What's different about the Sperglord Edition of Brutal Doom compared to the original?

The pastebin file also doesn't show the link to the latest version, where is it anyway

>> No.1271861

>>1271858
Bah. I'll just vote for DN3D

>> No.1271862
File: 4 KB, 138x138, kako.gif [View same] [iqdb] [saucenao] [google]
1271862

>>1271821
>nobody runs WhoDunIt constantly like /vr/ used to

>> No.1271863

>>1271862
>play with /vr/ a while ago
>pipe to death on everyround

i loved playing when we were completely clueless.

guess its over.

>> No.1271867
File: 44 KB, 300x400, 1381150733745.jpg [View same] [iqdb] [saucenao] [google]
1271867

>>1271858
>its a poll from /v/

>> No.1271873

>>1271775
I still don't get what people see in Half-life. I mean, its not terrible, I actually find it decent. But I've yet to find anything about it that explains why so many people masturbate over it.

>> No.1271884

>>1271862

WhoDunIt is best when nobody knows how to play.
As soon as people learn shit the entertainment value drops dramatically.

>> No.1271934
File: 45 KB, 288x311, 1372485477088.jpg [View same] [iqdb] [saucenao] [google]
1271934

>>1271873
I think it's a great game and all but I think it was very groundbreaking for it's time.

A nice big long singleplayer game that was (at the time) quite realistic and had some decent plot elements and pretty engaging gameplay.
I'd still play it over spunkgargleweewee of today.

I remember being amazed at the soldiers grenading me around corners.

>> No.1271962

>Memorial.wad
>Arrive to The Living End
>Unforgiven Pt 2 hits

Awww man. Also I guess it really helps that I tolerate Metallica to a certain degree, I can't imagine anyone willing to play all over the maps of Doom 2 consecutively while listening to songs of a band they may not like

To each their own, I guess

>> No.1271979

>>1271962
The common consensus among metalheads is that Metallica were only good in the 80's.

>> No.1271993
File: 94 KB, 640x480, 1387018778293.png [View same] [iqdb] [saucenao] [google]
1271993

That was intense!

>I switched to the plasmagun but I killed him with the bfg

>> No.1271994
File: 625 KB, 1920x1080, 1387018788172.png [View same] [iqdb] [saucenao] [google]
1271994

I can't believe it took me this long to realize this, but the way I made my super shotgun lets me use it in Doom 1 too. Kinda dumb but I'm having fun with it.

>> No.1272000

>>1271993
The plasma gun is actually quite efficient at killing the Cyberdemon. Doesn't take long at all if you can dodge the rockets.

>> No.1272001

>>1271994
Any idea when you plan on releasing this by the way? Or play testing it anyway?

Not that I'm pressuring you. Just curious if I've missed anything.

>> No.1272004

>>1272001
I'm aiming for the full mod to come out next year, but hell, I'll gladly share what I have so far with anyone who wants it. There's this one dude on youtube who does /vr/ gauntlets with doom wads and he constantly uses Lydia. It gives me goosebumps to see other people using stuff I made.

>> No.1272003
File: 141 KB, 496x281, s.png [View same] [iqdb] [saucenao] [google]
1272003

Which font is this?

>> No.1272007

>>1272003
Old mate said them all last thread when another person asked, I'll link the post.


>>1270054

>> No.1272008

>>1272004
Ah. Hadn't realized you released anything yet.

>> No.1272010
File: 62 KB, 640x480, 1387019751432.png [View same] [iqdb] [saucenao] [google]
1272010

Welp, that settles it for me. What a ride it was. It took me more than 7 hours due to me taking pauses and leaving the program running at certain moments, I guess.

Also when I shot the last rocket to the IoS I jumped near the explosions and that killed me, which made it more exquisite. You just can't deny that dying while completing MAP30s is the best thing ever!

>> No.1272013
File: 98 KB, 318x355, JustDoItAlready.jpg [View same] [iqdb] [saucenao] [google]
1272013

>>1272007
I was the person who asked for the fonts.
Yet, I couldnt find any font that was mentioned that looks similiar to the tipbox font

>> No.1272012
File: 2.06 MB, 1920x1080, 1387019955643.png [View same] [iqdb] [saucenao] [google]
1272012

>>1272008
Just core player stuff that is all mostly redone now with better hand graphics. My enemy files are far from finished and I still have a ton of weapon sprites to make, not to mention levels and scripting. My problem is I keep PLAYING doom rather than working on it. I was getting entire spritesheets done in a day when I was in the zone. I guess I should buckle down again.

>> No.1272014

>>1272013
>that image name
are you asking me to kill myself for trying to help you?

anyway, failing that ask terminus on the zdoom forums in a pm or something, or wait until he shows up here and tell him

>> No.1272017
File: 75 KB, 408x475, GroverGetsSickOfYourShit.jpg [View same] [iqdb] [saucenao] [google]
1272017

>>1272014
>are you asking me to kill myself for trying to help you?
I love posting random pictures

>> No.1272024

>>1272012
I'm getting that way about nearly everything, so I know those feels. But it's worth a shot. Buckling down. My dad keeps saying that the way to get stuff done is to work on it at least 15 minutes a day. just make sure you set some time aside for it.

It's a lot harder when your schedule is inconsistent.

>> No.1272030
File: 171 KB, 800x368, memorial.png [View same] [iqdb] [saucenao] [google]
1272030

>>1272010

Also for those who may know about it, what I played was Memorial.wad, and it's a well-thought-out compilation of the entirety of Doom 2 in a single map. Boom compatible.

You can download it along with a UV-Speed demo of the map here
http://www.doomedsda.us/wad2085.html

PS. You STILL need Doom2.wad to play this, this isn't by any means an IWAD replacement

>> No.1272029

>>1272017
fair enough, i get you

>>1272024
>>1272012
i keep telling myself it's "research"

>> No.1272042

>>1272030
Fun wad. I haven't made it through it's entirety, but I like how they link some of the wads. I just wish the music switched better.

>> No.1272052
File: 614 KB, 1920x1080, 1387021854470.png [View same] [iqdb] [saucenao] [google]
1272052

>>1272024
While we're on the topic of my work. here it is for everyone to use, I just fixed some ugly pixels with the sshotgun.
http://www.mediafire.com/download/s2uouivsk0a0h8a/lydia.zip
Perhaps someone here could help me with an issue with it, my super shotgun blast sound cuts off when the reloading sound kicks in, it's driving me a bit mad. I thought about incorporating the reloading sounds into the main shooting sound, but that's a bit ghetto and I also might want barrel control later down the road.

>> No.1272051

>>1271979
Weren't a lot of the tracks that were inspiration for Doom from the 90's? I think those songs are pretty nice, particularly Master Of Puppets and Call Of Ktulu.

>> No.1272058

>>1271859
SE modified a few things, mostly sound and a few sprites.
there's also a few small gameplay changes, such as the assault rifle shooting in bursts when you're aiming, the minigun feeling like a real minigun and the plasma getting its 1.8 altfire back (the flamethrower getting moved to the mancubus firecanon, who didn't have an altfire)
so yeah, a few tweaks, sounds and sprites.
i like it.

>> No.1272061
File: 36 KB, 1009x277, short-barreled-shotgun.jpg [View same] [iqdb] [saucenao] [google]
1272061

>>1272052
Nice! The barrels look really proper! Has the rib and everything.

I particularly like the fiber-optic front sight post, this isn't just a gun someone took a hacksaw to in a garage, a gunsmith put some work into this.

>> No.1272062

Could somebody theoretically remake something like, say, Morrowind in GZDoom?

>You will never have an open-world Hexen wad

>> No.1272064

>>1272062
With a metric nigger-ton of hub maps and some clever mapping.

>> No.1272063

>>1272058
Got a link somewhere?

>> No.1272068

>>1272064
What's the size limit for maps in GZDoom, anyway?

>> No.1272070

>>1272062
Gosh, you could try........I think Chubzdoomer was experimenting with something like that a while ago or I might be thinking of somebody else.

I dont really see why not, given what I've seen done in ACS scripting I believe you could program a space shuttle with that shit.

>> No.1272072

>>1272068

the sky's the limit. That, and how powerful the PC in which you're playing it is

>> No.1272074

>>1270883
I passed it up at the time because I didn't have a good PC or an Xbox, and then I ignored it for years after because I heard nothing but bad things and didn't want to see something I love get pissed on. But then I played it recently and thought it was a pretty solid game. The monster placement could have been a little more dense, but it was definitely fun, and it mostly felt like Doom with a 2004 sheen. I'd play Doom 3 with mods over most of the stuff I've seen this last gen, for sure.

Are there mods to increase the number of monsters? Does anyone have any recommendations for single player maps? I liked Classic Doom 3 and the Tower of Babel.

>> No.1272081

>>1271008
so nobody cares? :c

>> No.1272089
File: 189 KB, 2048x1456, 1386703092411.jpg [View same] [iqdb] [saucenao] [google]
1272089

>>1272081
i noticed your post man, i thought "cool" but i thought if i typed just that you'd think i was being condescending
but hey....that's a cool thing you got there

>> No.1272090

>>1271008
>>1272081

how much?

>> No.1272093 [DELETED] 
File: 271 KB, 500x461, feels.gif [View same] [iqdb] [saucenao] [google]
1272093

>>1270978
Feels are not a catch-all reaction face.

Kindly please die in a fire.

>> No.1272096

>>1272089

I wonder which map that is

>> No.1272101

>>1272096

he's at the entrance of E1M7

>> No.1272116

hey dude, someone just posted the torrent. link it here

>> No.1272121

>>1272116

Acknowledged.

Okay, so, here's the link to the thread on /t/ which contains links to the /idgames torrent too. This decision was taken after the results a poll between everyone here regarding its sharing beyond our lands to anyone who might be interested in downloading an entire catalog of custom maps for Doom

>>>/t/582597

Let's hope it doesn't sink by the endless JAV threads

>> No.1272129

>>1272051
Its a mix of 80's and early 90's.

>> No.1272131

>>1272051
Also, Master of Puppets and Call of Ktulu are from the 80's.

>> No.1272136

>>1272063
just do a ctrl+F "flyingdildo" (name) on the archives, you should find it easily

>> No.1272140

>>1272062
the main issue with a fuckhueg world, is that it'd all be active at the same time, so if there's any (non immortal) important NPC wandering around, he'll probably get attacked and die stupidly, breaking quests.
i'm not sure how that "half-life style" smooth loading works, but it could be needed

>> No.1272142

>>1272140
>"half-life style" smooth loading
You mean hubs? Because that's what that was, you're thinking of some other game if there's something that smoothly and seamlessly merges and loads maps.

>> No.1272143

>>1271571
So what the fuzz against him?

>> No.1272147

>>1272143
Ugly maps. Frankly, they were fun and abstract in the right ways, so I didn't necessarily mind.

>> No.1272148

>>1271801
DNF used a modified version of Unreal Engine 1.

This is why the game is so ugly.

>> No.1272184

>>1272142
i'm pretty sure there was a mod for that on /idgames
but i didn't try it, so idk

>> No.1272218

I am not the dude who made this, but I'm reposting it anyway

/g/.wad was posted a few days back (the 10th, actually), here's a link to it
http://www.mediafire.com/download/c9daxf9aczfzfg7/ARCHIE_BETA.zip

A short introduction to it was written here
http://archive.foolz.us/vr/thread/1262556/#1263132

>> No.1272227

>>1271008
It's a really nice thing to put on your shelf.

>> No.1272281
File: 637 KB, 1277x794, Untitled.png [View same] [iqdb] [saucenao] [google]
1272281

I missed the most important DOOM occasion while being away. In memory of the anniversary here is a video to entertain you:

http://www.youtube.com/watch?v=COLbseZl_Y8

>> No.1272298

>>1272281

who ever is playing this is frustratingly bad

>> No.1272313

>>1272298

Not much use playing well when the wad is designed to be a joke.

>> No.1272336

Are there Doomers here who actually do this kind of shit?
http://www.youtube.com/watch?v=S5w51ryEG60

>> No.1272347

>>1272336
What is this "jumping" the title is about? I think it meant "arch-vile jump".

>> No.1272353

>>1272336
jesus christ

>> No.1272354
File: 667 KB, 200x150, 1387037297014.gif [View same] [iqdb] [saucenao] [google]
1272354

>>1272336

>here

we tend to reinforce vanilla settings when playing on servers, so yeah

>> No.1272379
File: 40 KB, 415x360, front.jpg [View same] [iqdb] [saucenao] [google]
1272379

I'm not sure if I've actually asked this before, but has anyone attempted making a WAD based on an album or discography before?

Because I'm totally fucking doing this right now.

>> No.1272386

>>1272336

This is making my brain hurt.

>> No.1272387

>>1272354
Glad to hear.

>> No.1272389

>>1272379
I want to see the end results.

>> No.1272404

>>1272389
Oh, and will it have the music from the album as the music for each level?

>> No.1272420

>>1272404
Oh, definitely!

I'm thinking of making this the menu music
http://www.youtube.com/watch?v=P6pZUvpXaZ0

>> No.1272429

>>1272052
>my super shotgun blast sound cuts off when the reloading sound kicks in
The only way to fix this would be to use a shorter sound, make it all one sound or make the animation a bit longer.

>> No.1272430

>>1272420
pretty good, actually

>> No.1272436
File: 192 KB, 575x573, 1384855482780.jpg [View same] [iqdb] [saucenao] [google]
1272436

>Go to grandmother's for a few days to housesit while they visit old friends
>Don't have a laptop, so I decide to put Doom on their computer and then just uninstall later
>Can't keep a stable framerate during combat
>mfw
How can your computer be so bad it can't play fucking Doom at 60 fps?

>> No.1272443

>>1272436
What sourceport are you using and how low have you put the settings?

>> No.1272447

>>1272443
ZDoom

Max resolution, I didn't know it had other settings

>> No.1272454

Is there any way to mix Hard Doom with Samsara (or Complex Doom with Samsara)?

>> No.1272463

I wonder if someone will create a Serious Sam add-on for Samsara

>> No.1272467

>>1272454
You could, but you would have to create separate monsters for them to be affected by things like the zorchers, or triggering dukes taunts. Kind of the reason why those compat patches had to be made for the Armageddon invasion things.

>> No.1272473

>>1272463
... wow now that I think about it I've seen like zero Serious Sam content for Doom besides that one Kamikaze monster in Realm667.

>> No.1272483

>>1272140
>is that it'd all be active at the same time

Not even morrowind was like this.
iirc, the overworld of morrowind was divided into sub-units called cells (basically maps).

When you would enter a cell, a number of connecting cells would pre-cache (depending on what you have set up in the .ini file) so that the transition between cells would be smooth.

Only like 16 or so cells of the entire morrowind world map are "active" at a given time -- the one you're in + the ones that are cached in memory around that one.

>>1272062
Since doom/doom-in-hexen maps can't precache maps in the same way morrowind did, you can't make a cell-based game exactly like that, although you could make a world give the illusion of being open.

Even though it's not the best game ever made, Postal 2 actually does this very well. Ocarina of Time also does this with many of it's maps (although it does use on-the-fly map loading in some high-detail areas in order to get around the limits of the 64...i.e. the temple of time is actually 2 maps -- the sword room and the foyer, with the map seamlessly loading on the "linedef" at the entryway to the sword room).
Another good one is metroid prime, although the obvious "elevator rooms" should be discouraged.

Basically, you'd need to make "enclosed" areas (i.e. surrounded by mountains or other impassables) that have "tunnels" leading to other "enclosed" areas.

>> No.1272505

>>1272473
There's a Serious Sam mod

>> No.1272507

>>1272467
I will give it a try.

>> No.1272514
File: 32 KB, 300x100, Untitled-4.png [View same] [iqdb] [saucenao] [google]
1272514

>>1272013
>>1272003

>> No.1272529
File: 2.03 MB, 800x500, 4pic.png [View same] [iqdb] [saucenao] [google]
1272529

>>1272505
I... wow.

I have absolutely no clue as to how I haven't even heard of this before.

>> No.1272535

>>1272454
>>1272467
>>1272505
Hard Doom has a new weapon (rail-gun). I guess this weapon should be removed for a Samsara adaptation, right?

>> No.1272538

>>1272529
Now someone needs to rip him and create an add-on, lol

>> No.1272545
File: 8 KB, 150x100, Untitled-5.png [View same] [iqdb] [saucenao] [google]
1272545

Well, this is a kick in the pisser.
I was hoping I could use Super Metroid/Zero Mission sprites and edit them for the skin, but they don't even come close to Doomguy's size. I'm going to need to do something else.

In the meantime, what would you lads prefer to see, weapon-wise?

Would you prefer a Prime 2-esque scheme, where there's only Samus and the weapons are her typical beams? (Only weapons are Plasma Beam, Wide Beam, Wave Beam, etc)
Would you prefer a Prime Hunters-esque scheme, where there's multiple Hunters and the weapons are their different affinities and abilities? (Samus can pick up a Plasma Beam or a...let's say Grenade Launcher)
Or would you prefer a Samsara-esque scheme, where the weapons differ from Hunter to Hunter? (i.e., Samus uses her beams but someone like...uhhhhhhhhh...Anthony Higgs? Would use bigass military hardware)

>> No.1272548

>>1272535
>I guess this weapon should be removed for a Samsara adaptation, right?
Nah.
http://www.youtube.com/watch?v=oengd9ZYJ1c

>> No.1272549

>>1272545
> I was hoping I could use Super Metroid/Zero Mission sprites and edit them for the skin, but they don't even come close to Doomguy's size. I'm going to need to do something else.
What about the 3D games?

>> No.1272553

>>1272548
But then all characters would equip the rail-gun, lol

>> No.1272556

>>1272545
why not just upscale them with no filters? Remember, samus is in power armour and would thus end up being bigger than doomguy in terms of width anyway...

>> No.1272570

>>1272556
>upscale them with no filters
oh god
why

>> No.1272575
File: 15 KB, 150x100, 1387042713489.png [View same] [iqdb] [saucenao] [google]
1272575

>>1272570
yeah, you're right....no filters did look shitty. Here's with linear filter.

>> No.1272587

>>1270841

>http://pseudo3d.org/wads/
>BitDefender: Malware site

Source:

https://www.virustotal.com

>> No.1272613
File: 8 KB, 150x100, Untitled-6.png [View same] [iqdb] [saucenao] [google]
1272613

>>1272575
>>1272556

Whether you scale it up with filters or no filters, it's going to look pretty terrible. The only way to do it would be a whole ton of editing for all the sprites.
Which won't be fun since y'know Samus has a whole ton of sprites and I'd need to do three/four new angles for every single one.

>>1272549

I'll admit I have no experience in this area, so I asked someone who's much more experienced than I am--he said that Metroid Prime doesn't have anything remotely resembling a chasecam, and even if it did the HUD is actually just a model hanging three inches away from the camera.

>> No.1272623

>>1272613
Maybe the model download link from this video could help you:
https://www.youtube.com/watch?v=NIimSbSrNRA

Someone ripped her model from Prime 2, and this person fixed it up (apparently had some mesh issues or something) and released that.

>> No.1272640

>>1272613
> I'll admit I have no experience in this area, so I asked someone who's much more experienced than I am--he said that Metroid Prime doesn't have anything remotely resembling a chasecam, and even if it did the HUD is actually just a model hanging three inches away from the camera.
Well, there's Other M and I guess it would be easier since the game is in third-person.

>> No.1272667

>>1272640
metroid prime 2 has multiplayer, and thus world models

>> No.1272701

>>1272623
>>1272640
>>1272667

Converting models to sprites is a dirty business (still getting bad flashbacks from cleaning up Revae's awesome Cyberrunner model), but I'll give it a shot. It's better than nothing.
Thanks, bros.

>> No.1272703
File: 2 KB, 100x148, 1331159639039.png [View same] [iqdb] [saucenao] [google]
1272703

>>1270883

It was a Tech Demo rather than a game

The only good thing is the Plasma Gun and Hell

>> No.1272709
File: 42 KB, 386x530, 2451215542044.jpg [View same] [iqdb] [saucenao] [google]
1272709

>>1271775

>Douk
>69 votes

>> No.1272752
File: 47 KB, 379x311, the gang's all here.jpg [View same] [iqdb] [saucenao] [google]
1272752

>>1272703
I liked the UAC complexes more than Hell.

>> No.1272794

>>1272752
doom 3 irked me so much i never even made it to hell

>> No.1272893

>>1272794
Jesus Christ it wasn't even that bad.

>> No.1272918

I'm looking for some WADs with level design on par of Knee-Deep, the first part of Doom II and No Rest. I goddamn well love those levels, so anything fanmade that can equal those levels.

>> No.1272927

>>1272918
DTWID
Scythe 1
Really just look for any level set based on Knee Deep in the Dead.

>> No.1272939

>>1272918
Doom the Way Id Did

>> No.1272945

>>1272893
nah, it isn't the gameplay...Doom 3's mouse controls feel weird. I can't play it effectively because of this.

If the mouse controls didn't suck, I'd totally go to hell

>> No.1272947

>>1272918
Knee-Deep in ZDOOM

>> No.1272953

I'm currently playing the original Doom on an emulator (for the SNES, I believe). Will I be able to download and play WADs this way, or do I need a genuine PC copy of the game?

>> No.1272954

>>1272927
>>1272939
>>1272947
I've already checked all of these out. They're pretty good, they somehow don't really have that replayability factor for me

>> No.1272957
File: 12 KB, 192x244, Coolbama.jpg [View same] [iqdb] [saucenao] [google]
1272957

>>1272514
lol'd
Thanks bud

>> No.1272962

>>1272953
as i don't think you can extract .wad files from the roms, just click the link in the OP to get the files

>> No.1272963

>>1272927
This; KDITD is basically the most iconic Doom level set ever, so there have been countless "Episode 1/Techbase" level sets that imitate its design and style.

>> No.1272969
File: 160 KB, 1024x768, 1387053399568.png [View same] [iqdb] [saucenao] [google]
1272969

Why do I get all the instagib weapons when I cheat for weapons in Samsara? Am playing on ZDoom.

>> No.1272982

>>1272969
Well you aren't supposed to be cheating for starters.

>> No.1272997

>>1272420
>>1272379
not gonna lie, I love me some Front Line Assembly. Love to listen while I'm reading Dredd comics. Good luck with your project, anon!

>> No.1273016

What are some good city levels?
Already played through Hellbound and loved every bit of it.

>> No.1273025 [SPOILER] 
File: 129 KB, 1280x960, shot00001.jpg [View same] [iqdb] [saucenao] [google]
1273025

Does anyone have the Doom 3: RoE HD menus by 6thVenom WITH the sikkmod options added? I had a bitch of a time hunting this down a couple years ago, and my computer was stolen. Pic related, but in French and without sikkmod options.

>> No.1273030

>>1273016
>Doom
>city levels

If that's one thing Doom sucks at it's city levels. It was already horrible in Doom 2 (the worst thing about any official Doom game), and I don't understand when mappers persist in building some. if I want to play city maps I'll play Duke Nukem 3D

>> No.1273041

How am I supposed to gitgud at Complex Doom?

>> No.1273052

>>1273016
neodoom has some good maps, but...

...it adds a bunch of not-so-good custom weapons and you'd have to edit it painstakingly to remove them.

Mark did just that for brutal v18, but that's the only mod I know of that it's been patched for...

>> No.1273063

>>1271787
What's the problem with Half-Life?

>> No.1273071

>>1273030
You miss the news? There's been good city levels done by the community. Play Hellbound

>> No.1273078

>>1273030
>If that's one thing Doom sucks at it's city levels

realistically speaking, doom sucks at EVERYTHING except for corridors in techbases.

>> No.1273085

>>1273030
You didn't play Dawn of Reality?

>> No.1273091

>>1273016

Vanilla Sky. It gets nasty at the end, but you're already stacked on ammo when you've reached that part

That's one wad that it should receive at least an honorable mention because of how good it is.

There's also this other map in the middle of a levelset which I can't remember the name at the moment. It is quite extensive and it's a pain in the ass to go back and forth looking for the keys. But it is pretty well-crafted

Also, truth be told, Sgt. Mark's city levels are also decent. They may have unnecessary graphic effects, but the design is cool, at least.

Urban Slaughter, while being short and set in Invasion mode all the time, has a pretty well done city design too

And of course, it may not fit into the "city level" mindset, but Planisphere 2 may be considered as one too because, well, it is a city done in Doom after all.

tl;dr : Latin-americans are really good at making cities in Doom for some reason

>> No.1273097

>>1273091
>implying central and south america aren't hell on earth already

>> No.1273123

>>1273041
Complex Doom is just Hard Doom 2.0 right?

No way around it, it was made for co-op.
You could also cheat by giving yourself a rune but I doubt that'll do much in the long run.

>> No.1273118

>>1273041
Play co-op. It's the only way.

Or you can play in lower difficulty levels. It will still be hard.

>> No.1273138

>>1273118
>>1273123
Really? I guess I'll crack open slade so I can play it on single player at least.

>> No.1273162

>>1273030
Talking about DN3D, I wonder if someone re-created DN3D maps for Doom (good re-creations, of course).

>> No.1273170

>>1273138
Well, you can play single-player if the levels that you are playing aren't that hard.

Episode 1 of Doom is good for single-player.

>> No.1273180

>>1273162
do modern engines support true rooms over rooms?

>> No.1273182

>>1273162
Someone completely re-made Caribbean Life (the official add-on by Sunstorm which I consider the greatest thing ever done for Duke3D) but I find it terrible

>> No.1273195

>>1273170
the most I've ever seen is a recreation of E1L1, and that's it...

>> No.1273191

>>1272954
so does anyone have any other cool things for me?

>> No.1273192

What's a good wad for co-op?

>> No.1273198

>>1273192
pretty much any slaughtermap

>> No.1273204

>>1273180
I don't remember rooms over rooms in DN3D.

>> No.1273220

>>1273204
I'm not the most avid Duke player in the world, but I feel like there's at least a bridge you can walk under in the first level.

>> No.1273221

>>1270946
Map05 isn't even used, but it uses Tiny Tim's cover of Livin' in the Sunlight, Lovin' in the Moonlight.

>> No.1273230

>>1272953
SNES doesn't even use the doom engine.

>> No.1273241
File: 61 KB, 640x720, 1358447972265.jpg [View same] [iqdb] [saucenao] [google]
1273241

>>1272969

Heh. There's a bit of a story behind that.

Originally, you used to get every single weapon when you cheated, including not your own. I liked this, since it allowed me to compare weapons side by side for each other for easier balance.
Then ijon created the weapon conversion system--whenever you picked up a weapon that wasn't your class' weapon, it would be converted into the appropriate slot (Firestorm would become the Plasma Rifle, etc). It was originally created by ijon in order to take care of a very specific bug--when people would swap player classes via player setup in the intermission/unloading screen, they would spawn in the next map as the new class with the previous dude's weapons.

It...didn't work.
We kept the weapon conversion thing in, since people liked it (even thought rassle frassle can't compare weapons directly anymore mumble grumble) and it allows the "weapon drop on death" flag to be used, but I don't really care to apply it to any of the special weapons like instagib or punchdrunk.

>> No.1273250

>>1272030
I feel dumb for asking this, but how do I view this demo? A quick search tells me that -playdemo [filename] should do it, but I get an error in the console when the game loads.

>> No.1273256

>>1273250
you download the zip

>> No.1273292

>>1273250
What are you trying to play the demo in? ZDoom?

>> No.1273306
File: 9 KB, 331x124, leapimp.png [View same] [iqdb] [saucenao] [google]
1273306

>>1272613
I remember editing sprites.

I remember i never finished this guy. or the tv mouth bruiser d2.5 version.

What I did was took the sprite and 2x/lowest magnification in MSpaint, it gave me more room to edit the details and in decor i resize it. It was only way to get the eyes and tv mouth (for the buriser) even visible in what I wanted.


The problem i have now is finishing the leap rotation animation and a good death animation. But its been so long, im so rusty and belly in my fire isn't there to finish it...

>> No.1273309

I think it'd still be nice to see conversions of the classical Doom stuff into Doom 64 style and the other way around.

>> No.1273318

>>1272545
see>>1273306


This 2.5 imp is based on one the realm666 imp the one with the seeking fireball. I used that and d64 imp hands and some other doom 64 shit too.

upscaled and edit it. in the decor just put 0.5 or whatever downscale. Filter either compress it or looks like a regular sprite with a bit higher resolution.

>> No.1273324

>>1270883
charming game and excellent environment design. Bland, un-well done gameplay- not just for a doom game, but for any game and especially an id game. Even rage has awesome combat (too bad for the health regen). Quake 4 also had more interesting fights as you could easily dodge all enemy attacks (even hitscan). Anyway I like id games even when they fail, I hope they would just do more games more often instead of multi year overly ambitious projects.

>> No.1273325

>>1273292
Originally I tried gzDoom, but I got prBoom when I realized it was recorded in prboom. Now the demo loads in prBoom, but I get "unknown thing type" messages, and the player just kind of wanders around and shoots randomly until he dies. Do I need the exact version of prBoom?

>> No.1273339

>>1273324
With id being a subsidiary of Zenimax and Carmack leaving, you might just see new id games every other Christmas.

>> No.1273346

>>1273339
the guy who worked on Pacific Rim is the lead artist at id software.

Maybe if they somehow get Del toro to pitch in for doom 4,

isn't tom hall still at id software?

>> No.1273359

>>1273346
damn nope...well i hope some fan or doom person works at id to prevent the integrity not raped by money

>> No.1273369

>>1270836
I'm playing through Doom II in coop with bros, and they are asking me to increase the difficulty (Ultra-Violence is not enough). How to do this without making monsters to respawn?

>> No.1273371

>>1273306
>I remember i never finished this guy. or the tv mouth bruiser d2.5 version.

I thiiiink I know who you are....

>> No.1273374

>>1273250
>>1273325

Yes, you actually need that one version they specify in the demo archive page.

Kinda annoying, if you ask me

>> No.1273381

>>1273369

set the monster's velocity to -fast

They will be pleading you to revert it back, I can see it now

>> No.1273389

>>1273381
Will try it, thanks.

>> No.1273394

>>1273346
Tom Hall works at Loot Drop with John and Brenda Romero.

Kevin Cloud remains at ID.

>> No.1273413
File: 2.60 MB, 640x360, 1385175977978.gif [View same] [iqdb] [saucenao] [google]
1273413

>tfw I can't bring myself to make a map without going crazy with Quake 2 textures

>> No.1273415
File: 62 KB, 600x450, 1369263473960.jpg [View same] [iqdb] [saucenao] [google]
1273415

>>1273162
> Brutal Duke Nukem 3D will never be made

Think of the possibilities...

>> No.1273424

>>1273413
I want Descent textures for Doom

Anyone?

>> No.1273436

>>1273424
You can open the .HOG files in Slade 3 so perhaps you can get Descent's textures from them. I dunno if there's already a pack available though

>> No.1273441

>>1273371
i made 2 accounts on zdoom becuase first one was my 12 year old bullshit youtube name...
I made lots of weapon sprites, most never finished too. just did the base sprite. All on MSpaint and some yahoo camera toy shitty software. Also try to make a bubble shield, needler, and real sticky grenade. ( Im pretty sure i lost the bubble and sticky, or it saved on the net somwhere. I can't find it.)

Needler was a bust. I tried to make sticky to stick on where it lands but it never worked, had to make hit boxes for each part and that was pretty laggy.

Good old days, I should get back into it but I dont have the time!

Also made a hacky version of the buzzsaw from deadspace just editing and deleting shit from this black and white russian mod. it worked exactly how i wanted, spawn a buzzsaw it followed you as you walk alt fire to immobolize yourself to control/position the buzzsaw (sprite was a rocket)

Never finished my psychic mod, shotgun shell psychic blast and head crushing. Just edited the sprites copy paste basic weapon code and edit what was needed to make it run.

>> No.1273459

>bored, go onto zandronum, look for a server
>pick one, wait for the wads to be downloaded
>FATAL ERROR from the same wads people on the server are playing
What the fuck? The happens every damn time on any server that isn't /vr/.

>> No.1273476

>>1273415
I don't know why I think the funniest part of that picture is the TV on top of the folded dining room table. And that it's tuned into Fox News.

captcha: dabut voices

>> No.1273489

>>1273374
Ugh. I can't find PRBoom v2.5.1.3cl9. The closest I can get is 2.5.0, and that's the one giving me errors.

>> No.1273495

>>1273489
Perhaps it's PrBOOM plus? There's a v2.5.1.3.

>> No.1273513

>>1272545
>Up to Doomguy's height

But Doomguy is apparently less than 6ft tall and the Power Suit makes Samus over that size

>> No.1273548

>>1273513
samus is like 7 feet tall

>> No.1273562

>>1273513
>But Doomguy is apparently less than 6ft tall

Dont tell me you're using the revenants sprite height for comparison.
Doomguys not a manlet.

>> No.1273584

>>1273562
Either way he's still taller than ManlyTears

>> No.1273585

>>1273562
but doomguy is like 6 foot 2 right?

>> No.1273598
File: 139 KB, 1256x537, doombuilder17.jpg [View same] [iqdb] [saucenao] [google]
1273598

>>1273030
"After the Holocaust" was pretty damn good city map I think.
There was also that guy that remade much of New York City........an insane amount of effort.

>>1273180
GZDoom can do room over room.

Pic related.
This is a 3D bridge built over water that you can swim around in and then over that bridge is another 3D bridge.

>> No.1273610

>>1273598
how long till that gets into zan...zandornum...zkulltag or zdoom?

>> No.1273617
File: 172 KB, 382x364, Doom1.jpg [View same] [iqdb] [saucenao] [google]
1273617

>>1273584
Looool, I barely even saw that guy but I always heard about his exploits.
I think there was a thread on /fit/ where a mod came in and was like "excuse me, but you do not meet the minimum height or attractiveness requirements to post on this website", hilarity ensued.

>>1273585
I just know he's not a midget, unless all the other marines are midgets too.
He does not look like a shortass in any media of him (doomcomics included).

Since he's sort of an everyman 6ft seems pretty reasonable, that's a very average height to be.

>> No.1273619

>>1273610
Dont know, Zandronum might be able to do it already as far as I know. I have not updated my GZDoom in ages.

>> No.1273624
File: 492 KB, 1876x2066, autistic fit.jpg [View same] [iqdb] [saucenao] [google]
1273624

>>1273617
Somewhat relevant pic

>> No.1273626
File: 304 KB, 1280x1024, 1387067485713.png [View same] [iqdb] [saucenao] [google]
1273626

>>1273180

>> No.1273635

>>1273495
Thanks for the tip, I think I'm almost there. But what does "cl9" mean? I see that listed with a lot of demos

PrBOOM plus 2.5.1.3 gives me the same results as before, so is "cl9" a setting or something?

>> No.1273646

>>1273617
6 foot tall and that thick.
HE IS FUCKING HUGE.
Like Olympic god huge. Not those 'mr.universe' fit (which is all show not practical).
No wonder he can punch any humanoid into a pulp.

Is their a guy who has doomguy height and physique? I know a marine who is huge but he is pretty short manlet.

>> No.1273650

>>1273624
haha, oh my goodness

>>1273626
welp, that settles that

>> No.1273691
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google]
1273691

Is it possible for me to have a linedef have *multiple* actions associated with it?

Or will I have to have several lines all very close together in the editor?

>> No.1273703
File: 8 KB, 150x100, Untitled-7.png [View same] [iqdb] [saucenao] [google]
1273703

>>1273646
>>1273617
>>1273585
>>1273584
>>1273562
>>1273548
>>1273513

Quake III lists him as 6', which is probably the only "real" "canonical" source for a height.
The Super Metroid Nintendo Power thing lists Samus as about 6'3". Metroid II Japanese manual lists Samus as about 190 centimeters, which comes to about 6.233333 feet, so 6'3" is close enough.
Other M has Samus as about 5'6", but I'm not planning on acknowledging anything in Other M except for the existence of Anthony Higgs.

So, yeah, unless you really want me to make Samus a whole pixel taller.

>> No.1273708
File: 288 KB, 800x1231, 1300428345932.jpg [View same] [iqdb] [saucenao] [google]
1273708

>>1273703
I always figured she'd be higher than the other characters because of her armor, since she is the only one there that is wearing a fully enclosed suit of power armor.

>Other M not being canon
Oh that we can agree on, I dont even play Metroid and I can agree on that.

>> No.1273709
File: 126 KB, 480x320, fusion.png [View same] [iqdb] [saucenao] [google]
1273709

>>1273703
This is from Fusion.

>> No.1273712

>>1273691
If you're using an advanced format which can use ACS you could have a script that calls multiple functions.
Or if you're not you could always use a voodoo doll on a conveyor in an external sector which crosses multiple functions, the only problem is that there would be a small delay between calls.

>> No.1273713

>>1273708
>Oh that we can agree on, I dont even play Metroid and I can agree on that.
It is canon, though.

>> No.1273717

>>1273709
>samus's tiny sprite is the same size as other power armor sprites
I don't get what you're trying to say here.

>> No.1273718

>>1273713
Samus was previously established as this no nonsense independent badass in all previous games that barely if ever talks and then in Other M she's made this whiny, pathetic creature that needs permission and assistance to get anything done.

>> No.1273720

>>1273718
> Samus was previously established as this no nonsense independent badass in all previous games that barely if ever talks
Previously games didn't established anything since she had no character.

> and then in Other M she's made this whiny, pathetic creature that needs permission and assistance to get anything done.
Source: some butthurt Metroid fan

And disliking the game or not, it's canon.

>> No.1273723

>>1273712
>If you're using an advanced format which can use ACS you could have a script that calls multiple functions.

That sounds "cleaner".
Is it that hard to set up?

I mean, I was hoping it would look like

>cross line
>it's function is "execute script"
>the script is something like "actions 1, 5, 7"
>done

>> No.1273724

>>1273717
My point: she was tall in Fusion. Just make her in same size of Doomguy. This will even facilitate the hitbox, I think.

>> No.1273731

>>1273720
>since she had no character.
Not that I disagree with Other M being canon, as shitty as it is, but just because she didn't speak (which she did in Fusion and the manga) doesn't mean she had no character.

>> No.1273727

>>1273720
>calling somebody who said he does not even play metroid a butthurt metroid fan

While not being able to read properly isnt against the rules, your shitposting is. As for "no character" it's quite possible that not talking much and doing a job is as far as the character goes. I've met officers in the armed forces much like that.

>> No.1273735
File: 572 KB, 836x1200, Metroid_pg06.jpg [View same] [iqdb] [saucenao] [google]
1273735

>>1273708
>other characters

Aahh, I'm just planning on doing Samus at the moment.
Maybe other Hunters later on for a Prime Hunters/Prime 3-esque dealio, but at the moment I just want to start simple.

Assuming I do other characters (a big if, please don't take this as a guarantee), who would you guys like to see? New bounty hunters, the Prime Hunters crew, or dudes from other sources (pic related)?

>> No.1273740

>>1273723
It's fairly simple. Basic knowledge of ACS is required, but ACS is really easy to grasp.

What exactly do you want to happen when you cross a line? Maybe I could whip up an example?

>> No.1273749

>>1273727
I said that because he/she is repeating what Metroid fans tend to say. Probably.

> As for "no character" it's quite possible that not talking much and doing a job is as far as the character goes.
But this has nothing to do with her character. Samus was (until Fusion) a self-insertion, not a character.

>>1273731
Even in Fusion, the few words she talks is not sufficient to understand her. So I guess Other M breaks the manga canon? I can't talk about this because I never read the manga.

>>1273735
Inb4 Ridley and "Ridley is too big" jokes

Also, I think that using Metroid Prime Hunters for the models is nice. The graphics of the game are PS1 quality so it would fit well in Doom. engine.

>> No.1273753
File: 1.01 MB, 2610x1800, 1387070635569.jpg [View same] [iqdb] [saucenao] [google]
1273753

>>1273735
You've probably already seen this image but I'll post it again just in case.
As for other characters you'd probably want other ones from other games instead of multiple ones from the same universe. The girl from Unreal?
I dont know much about Metroid I'm afraid, played it once on the gamebody and that's it.

>>1273740
Thanks for the offer but I'm more in the "research phase" of my map at the moment.

Like figuring out if it's actually possible to do some of the things I want to do in the first place instead of mapping all the way up to that spot and then finding myself hitting a wall.
The example thought would have been an earthquake effect happens and then at the same time monsters spawn.

>> No.1273751
File: 146 KB, 640x448, metroid-prime-hunters.jpg [View same] [iqdb] [saucenao] [google]
1273751

>>1273749
Forgot pic.

>> No.1273759

>>1273751
Also you can emulate the game, I think.

>> No.1273763
File: 101 KB, 424x374, samass.png [View same] [iqdb] [saucenao] [google]
1273763

>>1273735

>> No.1273760

>>1273753
> As for other characters you'd probably want other ones from other games instead of multiple ones from the same universe.

Master Chief

>> No.1273771
File: 28 KB, 523x462, the seeds of anger.jpg [View same] [iqdb] [saucenao] [google]
1273771

>>1273753
Flaming Lips guy

>> No.1273773

>>1273751
but anon, that's metroid prime 2

>> No.1273779
File: 52 KB, 429x410, 1359765969498.png [View same] [iqdb] [saucenao] [google]
1273779

>>1273760
please dont

>> No.1273806

>>1273753
You mean something like this?
https://dl.dropboxusercontent.com/u/17640143/quake.wad
This is just a working example. What you wanted is entirely possible

>> No.1273805

>>1273753
Oh yeah, and the format was UDMF.

>> No.1273807

>>1273749
>Inb4 Ridley and "Ridley is too big" jokes

Actually, considering how often Ridley has been blown up, mangled, cyborg'd, and cloned?
I'd imagine if the Space Pirates took one of their human prisoners, spliced a whole bunch of Ridley's DNA/genes in, and gave him/her a draconian power suit, that might be interesting.

>>1273753
>>1273760
>As for other characters you'd probably want other ones from other games instead of multiple ones from the same universe.

Ah, sorry, this isn't for Samsara.
This is a different thing entirely.

>> No.1273810

>>1273807
>Ah, sorry, this isn't for Samsara.

Oh right, well then I'd have no idea, sorry buddy - but good luck with it.

>> No.1273829

>>1272090
about 30 I think, I got it with a link to the past and 3 sorta shitty n64 games including the third turok to 80 all together

>> No.1273830
File: 381 KB, 1024x768, 1387072222835.png [View same] [iqdb] [saucenao] [google]
1273830

PIZZA MOZZARELLA PIZZA MOZZARELLA RELLA RELLA RELLA

>> No.1273836
File: 33 KB, 760x367, doombuilder18.jpg [View same] [iqdb] [saucenao] [google]
1273836

>>1273806
Damn, that was pretty cool.
I'm looking at the script now, can you tell me about the green numbers and what each one means?

I assume with the quake one is intensity, another duration, damage radius, etc?
What about the imp summoning?

>> No.1273838

>>1272227
yeah it is, the controls are wanky compared to the psx but it's fun either way

>> No.1273843

Just played brutaldoom for the first time

Black metal difficulty is the only acceptable difficulty, no?

>> No.1273845

>>1273836
The breakdown for the quake is Tag, Intensity, Duration, Damage Radius, Tremor Radius and Sound.
>Tag
This is the map-spot tagged 1, which is in the center of the room
>Intensity
Quite simply, how powerful the quake is, 1-9. 9 being the most powerful
>Duration
How long it lasts, 1 tick is approximately 1/35 of a second, so 35 ticks is 1 second approx.
>Damage Radius
A radius effect which causes damage to the player
>Tremor Radius
How far away the shake effect can be felt, if you're further than the radius you won't be affected by the shake
>Sound
A boolean which controls whether the sound is played, 0 = false, 1 = true I believe.

More information
http://www.zdoom.org/wiki/Radius_Quake2

>> No.1273846

So I'm playing Brutal Doom due to it being one of the few mods out with punch combos, and I've been thinking:

Why is the Hook the finisher and why does it look so lame?
Is there any good uppercut sprites out there? I'd rather make the standard punch combo a one-two-uppercut.

>> No.1273859

>>1273836
>>1273845
Delay is pretty self explanatory, it's in ticks [1/35 of a second]
Spawnspot is the second half of the magic, it spawns the Imps [referred to as DoomImp, their internal name]
Here's a quick breakdown of the function: Class, Tag, Newtag, Angle.
>Class
The internal name of the actor you want to spawn, in our case, DoomImp and TeleportFog - the Imp and the Green effect spawned when you enter a teleporter.
>Tag
The tag of the map spot - tag 2, the 8 spots surrounding.
>NewTag
The tag to be assigned to the spawned actor, not very useful here because for the sake of simplicity we do not need to use it. It can be used to modify or control the spawned actor.
>Angle
This is the angle at which the actor is spawned, in byte angles. [http://www.zdoom.org/wiki/Definitions]. 192 = facing south.

For a little more insight: http://www.zdoom.org/wiki/SpawnSpot

>> No.1273860

>>1273845
Cool stuff, I'll copy this down.
So what about the monster spawner numbers?

>> No.1273861

>>1273859
This is certainly useful.

What if I wanted a script that modified a sector?
Like a quake happens and then a few sectors rise up or down?

>> No.1273869

>>1273861
You could use Floor_RaiseByValue and Floor_LowerByValue
The names are pretty self explanatory.

>> No.1273881

>>1273415
>im gonna rip your head off and shit down your neck
>you can actually do that
i think Brutal mod fits more in Duke Nukem than DooM

>> No.1273892

>>1273881
Well you've got that 1 comment from duke, contrasted with the entire doom comic.

Also, it would make Duke look like he's got the worst case of diarrhea ever since he'd be dropping his guts into numerous alien necks per map.

>> No.1273908

>>1273892
not exactly,it would only happen depending on the taunt
that and you can collect shit from the toilets and use them as a weapon

>> No.1273917

>>1273908
>you can collect shit from the toilets and use them as a weapon
So you want DNF 2

>> No.1273919

>>1273908
So Duke collects the shit from toilets (which is other people's shit) and then puts the shit in himself to shit it down the necks of the aliens he said he would shit down the necks of?

>> No.1273920

>>1273836
>>1273753
>>1273845
>>1273859
>>1273861
>>1273869
/g/.wad fag here, I thought about staying here for a while to give free acs/doombuilder/zdoom/gzdoom/slade/etc help. sound good?

just because you mentioned you were doing a quake, I think you want the floor to move up and down quickly. you can emulate this doing the raise/lowerbyvalue specials but you will have to fool around with delays.

a much easier way to do that is floor_waggle or ceiling_waggle. consult zdoom's acs wiki for more on this.

>> No.1273921

>>1272136
The latest version of it can be found on the ZDoom forum thread, but I'll link all the shit for it here anyway. The first two are GZDoom and Zandronum versions, and the second two are mutators for those versions.

http://www.mediafire.com/download/v6qbb8b92albugj/Brutal%20Doom%20v19%20SE.zip
http://www.mediafire.com/download/6m8vdtd8bg6yq33/Brutal%20Zandro%20v19%20SE.zip

http://www.mediafire.com/download/wyt9w74wjkiiwr6/BDSE%20Addons.zip
http://www.mediafire.com/download/628c46up9jf6xep/Addons%20for%20Brutal%20Zandro%20SE.zip

>> No.1273923
File: 139 KB, 1298x673, doombuilder18.jpg [View same] [iqdb] [saucenao] [google]
1273923

>>1273869
Handy information, anyway I've put it in this image for anybody else who wants to read it easily.

I'll be using it myself but not for a while, so thanks for that anon.

>> No.1273927

>>1273920
Never knew of this feature.

Could you add it to a sector with liquid in it so it looked like the water was lapping about?

>> No.1273928

>>1273921
It'd be cool if BDSE made the punch combo better.

Not much of a reason to go outside of the one-two.

>> No.1273934

>>1273927
Yes. But you would have to call floor_waggle/whatever on the 3D dummy sector's tag.

you'd also have to set the time/frequency lower if you hoped to allow the player time to "jump out", etc.

>> No.1273939
File: 61 KB, 396x395, 1384703264516.jpg [View same] [iqdb] [saucenao] [google]
1273939

Jesus christ fighting a baron with just a shotgun is fucking boring as hell, oh my god.

Unless you can make the area you fight them interesting to fight in, like it's all cramped n' shit and it's hard to evade them - then never ever have them out in the open and you just have the SG.

>> No.1273948
File: 174 KB, 1024x636, doom.wad_E1M1[1].gif [View same] [iqdb] [saucenao] [google]
1273948

Pure unadultered secks

>> No.1273956

>>1273948
cool stuff, where did you get it?

>> No.1273954
File: 333 KB, 1024x756, doom.wad_E1M2[1].gif_raw=.gif [View same] [iqdb] [saucenao] [google]
1273954

o yea

>> No.1273972

Is there a way to change difficulty without starting again?

>> No.1273981
File: 327 KB, 1024x745, doom.wad_E1M3[1].gif_raw=.gif [View same] [iqdb] [saucenao] [google]
1273981

>>1273956

I was about to dump 'em all, but I have to buy something for dinner

I'm getting all of these from here
https://github.com/devinacker/dmvis/tree/master/maps/doom

The explanation being, someone developed a Python script that opens a Doom map, and renders it to an animated GIF, starting fron line 0 up to the end. Pretty neat

Here's the link to it
http://www.doomworld.com/vb/doom-general/66593-drawing-doom-maps-start-to-finish/

Not entirely sure if they can render ZDoom in Hexen and/or UDMF maps, someone should check that

>> No.1273993

>>1273703
Okay so that height pic seems fair.


So how long we gonna get Rule34 Doomguy and samus?
we already have 1 cortana in progress.
Doomguy gets all the girls.

>> No.1273994

>>1273921
mutators?

>> No.1274000

>>1273948
http://www.youtube.com/watch?v=Urc9lKFe-m8

>> No.1274016

>>1273981
Someone try memorial.wad on it.

>> No.1274017

>>1273981
I wonder if you could recreate Doom maps fast enough to win Brain Age
http://www.youtube.com/watch?v=GOfcvPf-22k

>> No.1274040

So, has "the Lost Mission" from the BFG edition been made into a mod for the original Doom 3? It'd be cool to play those levels with mods.

>> No.1274045

>>1273635
Anybody? I just wanna watch a demo. ;_;

>> No.1274042

>>1274040
Yeah I played it its ready to download, should be on doom wiki

>> No.1274058

>>1273994
Optional addons that you load after Brutal Doom, in order to accommodate various people's tastes.

>> No.1274063

>>1274042
I'm having a hard time finding it. Could you point me in the right direction, if it's not too much to ask? Nothing on the Doom Wiki entry for the Lost Mission explicitly states that it exists outside of BFG Edition.

>> No.1274064

>>1273981
>The explanation being, someone developed a Python script that opens a Doom map, and renders it to an animated GIF, starting fron line 0 up to the end. Pretty neat

That is pretty cool.
It even lets you see *how* the map got made, like in what order the lines were placed.

Interesting stuff, that's rad.

>> No.1274075

>>1274063
Sorry i read i wrong, i thought the extra levels in for doom 2. my bad.

Lost level use the id tech 4.5 someone should port it o 4.0

>> No.1274076

>>1274045

Try this

Open PrBoom+ normally, then go to Options > General > Miscellaneous, and then go to "Default Compatibility Level" and set it to "Latest PrBoom+"

Now, unzip memorial.wad and the demo inside the PrBoom folder, try double-clicking the demo and if it asks for something to open it up, select the PrBoom+ exe

It plays back for me. If this doesn't work, try with a clean install of PrBoom+

>> No.1274098

Alfonzo just got on IRC guys, you can expect cacowards soon

>> No.1274105
File: 72 KB, 498x467, GOOD.jpg [View same] [iqdb] [saucenao] [google]
1274105

>>1274098

>> No.1274125

>>1273939
Yup, barons make the lists of hated doom monsters because fighting them with anything less than a SSG is just a slog. They're why they made hell knights, barons were just not threatening enough to be dangerous especially in small numbers, so they just turned into boring ammo sinks.

>> No.1274129

>>1274098

the lazy ass got late, tho. kmhxeii or whatever did his work already

http://www.doomworld.com/vb/post/1222626

>> No.1274140

>>1274076
It worked! Thanks, breh.

>> No.1274151

>>1273610
zdoom always gets the updates first, since, you know... it comes straight out of Randy's 'puter

>> No.1274165

Anybody know where I can find Doom II the master levels? I've never been able to find it.

>> No.1274169

>>1274125
I dunno, give me weak weaps and a baron, and I get nervous about how I'll manage to take them down without getting myself killed, especially in small areas. Revs you can just trick into punching air, but barons are too wily for that.

>> No.1274257

>>1274165
Steam has them, iirc.

>> No.1274263

>>1274125
I can tolerate having to SG/Berserk one Baron. Though I agree that in bigger numbers, its extremely tiresome.

>> No.1274271

>>1271008
I've been looking a cheap copy of that. But my girlfriend is like "why would you do that you have doom on everything else" and I'm like "I want it" and then violence.

Ultra Violence.

>> No.1274273

>>1274263
I like using Berserk on multiple enemies.

I liked the Punch Out level in Vanguard a lot.
I wish there was more mods with punch combos.

>> No.1274281

>>1272701
Yeh, sorry about that. I did figure out how to render them so they didn't get floating pixels (just a lighting change really), but you'd already done them all by that point.

>> No.1274289

>>1274016
do it

whoever

>> No.1274338

>>1273626
who is the guy in the middle

>> No.1274372

>>1273846
I thought the right punch was a straight punch.

>> No.1274376

>>1274271
MY GIRLFRIEND

>> No.1274379

>>1273371
I think it's Vader. If so; finish that Shambler, bitch!

>> No.1274409

>>1274165
Use this: http://www.mediafire.com/download/jkh5dh2or3dcxj6/Master%20Levels%20in%20Zdoom.zip It's the master levels injected into a nice zdoom menu. Beats using dosbox.

>> No.1274452

i just typed

prboom-plus memorial.wad 30memdq1833.lmp

and the whole thing played flawlessly

>> No.1274478

>>1271679
They didn't really significantly change the lore of Halo as far as I remember, if really at all. What irked a lot of people was that Halo 3 ends with the chief wearing one set of armor, and then Halo 4 he has a totally fucking different set of armor for no given reason at all.

>> No.1274484

>>1274478
Cortana used nanomachines apparently, getting Kojima all up in that shit.

>> No.1274498

>>1273751
That's Metroid Prime 2: Echoes. Also fuck me, I forgot about how horrible the graphics were dumbed down in the multiplayer of that game.

>> No.1274542

>>1274409
That faux DOS menu is nifty as hell. I kind of prefer the PSX Master Levels, though. Mainly for the change in atmosphere.

>> No.1274653
File: 1.73 MB, 1024x950, memorial.wad_MAP01.gif [View same] [iqdb] [saucenao] [google]
1274653

>>1274016
>>1274289
Almost two hours... but done.
>dat res

>> No.1274656

>>1274653
haha ridiculous

>> No.1274669
File: 163 KB, 1024x1023, name_the_wad.gif [View same] [iqdb] [saucenao] [google]
1274669

>> No.1274672

>>1274669
nuts, i recognised the shape of the curve at the top of the first room before the second appeared

>> No.1274675
File: 373 KB, 1024x1023, name_the_wad_2.gif [View same] [iqdb] [saucenao] [google]
1274675

>> No.1274678

>>1274675
It reminds me of some Quake 3 level for some reason.

>> No.1274682

>>1274675
d2twid map01

>> No.1274709
File: 76 KB, 819x753, Metroid DM Map.png [View same] [iqdb] [saucenao] [google]
1274709

I have no clue how to map and it's almost 5 AM here aaaaaaaaaaaa

Is outlining like this accepted? Anything obvious or stupid I'm leaving out? Looks like the flow is decent/shitty?

>> No.1274735
File: 10 KB, 272x216, somemong.png [View same] [iqdb] [saucenao] [google]
1274735

>>1274338

>> No.1274779
File: 101 KB, 700x2000, 1386464157197.png [View same] [iqdb] [saucenao] [google]
1274779

Are there any good city-themed wads for co-op?

Also,
>dat former woman

>> No.1274857

>>1272545
Dude, there's functions in Decorate for scaling the size of things, you can use those smaller sprites and just add
>Scale 1.35
to the code or whatever, modify it to fit, and it'll work.

>> No.1274965

hey look, it's babby's first weapons mod!

>http://pseudo3d.org/wads/uploads/1387120409.wad

>> No.1274989

>>1274857

Oh.
Right.
Scale.

Well now I'm starting to feel all kinds of retarded.

>> No.1275010

>>1274965
Did they remove it?

>> No.1275013

>>1275010
no...it's still there.

>> No.1275026

Holy shit Railgun is awesome.
I wonder why nobody do a Doom in which certain monster are inmune to certain type of weapon. For example inmunity to cell weapon based.

>> No.1275036

>>1273626
wad?

>> No.1275043

>>1275026
It would just fuck up the game.
Imagine that you've wasted your certain ammo and your other weapons doesn't work with certain monsters that could only be killed with that certain ammo.

>> No.1275047

>>1273703
Y'know, I did do a skin of The Silencer from Crusader:No Remorse some time back (i might have to do stuff for an add-on/Samsara character thing of that at some point) - it has some similarities that might make it a good base for a Samus skin.

>> No.1275054

>>1275047

I'd definitely be interested in that.
Do you have a link to the skin?

>> No.1275065

>>1275054
Yeah, gimme a sec. If you want, I could also do the first Samus rotation from it to make things a little easier.

>> No.1275073

>>1274965
My antivirus keeps saying pseudo3d.org is malware, can anyone else confirm this or is Avast being batshit like usual?

>> No.1275084

>>1275054
>>1275065
Here's the original skin for now, anyways:
https://www.mediafire.com/?wtgl0zfimdlt7ms

>> No.1275112

>>1275065
>If you want, I could also do the first Samus rotation from it to make things a little easier.

I'd appreciate that, if you wouldn't mind.

>> No.1275131

>>1275073
I'm running it from my home IP, so avast probably doesn't trust me...

>> No.1275172

>>1275131
>2013
>using an antivirus
Dude, uninstall that shit. Just get Microsoft security essentials if you really feel you need an antivirus.

>> No.1275173
File: 1.24 MB, 1152x864, 1387129297901.png [View same] [iqdb] [saucenao] [google]
1275173

>>1270914
Currently on Map09 and I'm having a real blast so far!

>> No.1275181

>>1275172

>>1275073 is the one that thinks that the site is bugged...as for me, well...I'm the site's administrator. The server is a *nix box, so no need for AV on that end...

Anyway, for the comfort of mr.avast:

>http://wepawet.iseclab.org/view.php?hash=71a672a3141877a852dcb4c618e0ce04&t=1387129384&type=js

>http://wepawet.iseclab.org/domain.php?hash=71a672a3141877a852dcb4c618e0ce04&type=js

shit's clean...avast just doesn't like that the domain resolves to a residential IP...

Besides...the only content on the site is basically WADs and images. Pick the WADs apart with slade and you tell me if it's bugged.

>> No.1275183

>>1275173
>why the fuck are you just standing there
>get me out of here god dammit

>> No.1275261

Doom 3 was the only doom game ive never finished, because i didn't have fun while playing it. So the anniversary rekindled my interest in just finishing that game. Turns out i lost my copy.

So i got the Doom 3 bfg edition... and holy hell i didn't remember doom 3's textures being this blurry, but afterwards i did some research and apparently it always was this blurry. I guess i just needed to take away the rose tinted glasses(despite not liking doom 3 when it came out).

So now I'm wondering if there any good high rez texture packs that you guys might know about. or just general mods that would make the game more fun.

>> No.1275263

>>1275172
why do you not need an antivirus
honest question

>> No.1275274
File: 424 KB, 640x480, 1387133053143.png [View same] [iqdb] [saucenao] [google]
1275274

hey...hey /DOOM/

look what I found...

>> No.1275275

>>1275261
Doom 3 isn't /vr/.

But BFG's textures were worse than the original, and in fact much worse in general than the original Doom3. Go get the original and be happy.

>> No.1275280
File: 526 KB, 640x480, 1387133319866.png [View same] [iqdb] [saucenao] [google]
1275280

>>1275274
TEH LORED AV ALL DED IS UPOM US

>> No.1275303
File: 351 KB, 640x480, spiddle.gif [View same] [iqdb] [saucenao] [google]
1275303

>>1275280
and this spider...stuck on loop.

WAD is https://www..[four]shared.com/archive/U7dPQpQa/idoom[dot]html by the way.

>> No.1275312
File: 71 KB, 100x83, headboom.gif [View same] [iqdb] [saucenao] [google]
1275312

>>1275280

>> No.1275314

EH YO /r&tg/ DOUK AND CHINAMAN ARE ON SALE THIS WEEKEND DEY WORTH IT?

>> No.1275316

>>1275274
I don't know, what did you find.

>> No.1275318

>>1275316
a big ass 3D, AYCH DEE helping of AAAAAAAAAAAAAA!!!!1!!1!1!1!

>> No.1275324
File: 207 KB, 800x309, that's that.png [View same] [iqdb] [saucenao] [google]
1275324

>>1275280
>giant revenant
>GIANT REVENANT
>A GIANT FUCKING REVENANT

>> No.1275329

>>1275280
the revenants, btw, start showing up in map03 of that wad I posted here >>1275303

The wad itself is terrible. Bland maps with illogically placed block-walk linedefs, realm667 spamming everywhere, shitty implementation of custom weapons, and FUCKHUEG textures (hence the filesize) but dem skelligtons...that's worth the chuckle...

>> No.1275339
File: 62 KB, 623x697, SKUL GUN.png [View same] [iqdb] [saucenao] [google]
1275339

>>1275314
HOW MUCH ARE THEY FAGET

>> No.1275341

>>1274709
>not doing it in doom builder
shiggy!

>> No.1275342
File: 1 KB, 41x56, SAMSA1-wip3.png [View same] [iqdb] [saucenao] [google]
1275342

>>1275112
>>1275084
Alright, using my old Silencer skin as a base, here's a mockup/concept frame of Samus in Doom proportions and pallete (though there may be more possibilities pallete-wise)

>> No.1275345
File: 12 KB, 248x267, 1336577734574.jpg [View same] [iqdb] [saucenao] [google]
1275345

>>1275339
$3.74 YOU COCK SUCKING BITCH.

>> No.1275349
File: 24 KB, 320x200, 1385107821136.png [View same] [iqdb] [saucenao] [google]
1275349

>>1275342
Sheeeit, looks good nigga

>> No.1275350

>>1275339
those fucking cans, exquisite

>> No.1275358

>>1275345
THEE ART THOU THOU ART THEE CLICK THE BUY BUTTON DO IT DO IT DO IT!

>> No.1275357

>>1275342
>SAMSA
She's going to be in Samsara?

>> No.1275360

>>1275358
DONE AND DONE MOTHERFUCKER
NOW I JUST NEED TO WAIT TILL CHRISTMAS TO PLAY THEM.

>> No.1275367
File: 4 KB, 36x35, WEPGA0.png [View same] [iqdb] [saucenao] [google]
1275367

>tfw theres no template for the weapon sprites in samsara
pic related

Why cant Terminus include a template of the yellow ring and the number in his mod?

>> No.1275373

>>1275357
beats me, it's just 'SAMS' for SAMUS (shit has to be 4 letters) then A1/B1/C1/D1 and so on.

>> No.1275376

>>1275367
>tfw theres no template for the weapon sprites in samsara
>why can't terminus

maybe if you stopped and looked or just asked him then you'd know that there is

https://www.dropbox.com/s/k8sz0fecj8pf29o/WeaponPickupsTemplate.psd

>> No.1275386
File: 50 KB, 611x501, DispleasedElephants.jpg [View same] [iqdb] [saucenao] [google]
1275386

>>1275376
>https://www.dropbox.com/s/k8sz0fecj8pf29o/WeaponPickupsTemplate.psd
>photoshop file

Great, no way to open this shit.
When will he start using free/open-source software that respects his freedom?
Terminus, if youre reading this, use GIMP you double-revenant

>> No.1275406

>>1275386
Go back to /g/ you homo.
Photoshop is alright if you pirate it, say, the CS3 version.
I'd have preferred a .png or .bmp for a source file myself, but it's not like you can't open it and then convert it to the format you want.

>> No.1275408

>>1275386
>>1275406

wait a sec, how in the world am I able to open up psd files in GIMP, then?

>> No.1275412
File: 5 KB, 640x576, 1387136832.png [View same] [iqdb] [saucenao] [google]
1275412

>>1275386
I'm sure the gimp could open psd files when I last used it (years ago...)

I can definitely open it in imagemagick! This is the output of "montage -background none -font dejavu-sans-condensed WeaponPickupsTemplate.psd $(date +%s).png"

>> No.1275417

>>1275408
Sucks for you. Personally, I hate using Gimp.

>> No.1275425

>>1275412
Well, that doesn't look right somehow, some of the figures seem empty... hmm.

>> No.1275420

>>1275386
>Terminus, if youre reading this, use GIMP you double-revenant

Nah, I'm good, thanks.

>>1275406

I can do a .png. What do you need specifically, the blank octagon? The numerals?

>> No.1275428
File: 4 KB, 49x33, TheGame.png [View same] [iqdb] [saucenao] [google]
1275428

>>1275420
Where are the layers with the black shade and the brighter yellow ring?

>> No.1275442

>>1274989
i usually maginfy the image in MSpaint 2x then scale it smaller. Reason I do that is more room when detailing, able to see words, buttons specific lines on armor etc.

>> No.1275447
File: 5 KB, 270x65, PNGTemplate.png [View same] [iqdb] [saucenao] [google]
1275447

>>1275428

Looks like the program ate those layers.
The bright yellow is layer 1, dark yellow is layer 1 copy 3.
Bright red is layer 4, dark red is layer 4 copy.
Blue is layer 1 copy and layer 1 copy 2.

Not exactly an intuitive naming scheme, but it was just six layers so I didn't expect people to get lost in navigating.
Oh well, it's all moot anyway. Here's the png template.

>> No.1275452
File: 34 KB, 600x422, SuckItDown.jpg [View same] [iqdb] [saucenao] [google]
1275452

>>1275447
Thats why you should use GIMP.
If you need help to install a Linux distro, get the best free/open-source software that is avaiable out there or general Linux questions (Kernel), just go to /g/. It'll be worth it, trust me.

Anyways, thank you

>> No.1275461

>>1275452
Go back to /g/.

>> No.1275468

>>1275342
outstanding work. It's very obviously Samus, yet she fits into the Doom theme so nicely. I hope you do the other 49 sprites.

>> No.1275508
File: 140 KB, 829x611, samusblend.png [View same] [iqdb] [saucenao] [google]
1275508

>>1273703
Yo, Metroid guy. I was actually posing Samus's model from Brawl in Blender to lift a skin from for Doom a while ago. I only ever finished the walking cycle, but I intended to include jumping, ducking (Morph Ball), shooting, pain, death and gib animations.

I like what I've seen of yours so far, and if you're interested I could try to finish this for you (or if you know how to use Blender, just give you the file). It would look a lot better than 16-bit sprite rips, at least.

>> No.1275505

Just started replaying Daedalus using Beautiful Doom. Fuck me I forgot about how confusing this wad is. I think I might just drop it.

>> No.1275510
File: 188 KB, 512x512, 1385573749420.png [View same] [iqdb] [saucenao] [google]
1275510

>mfw quad-quad shotguns in Russian Overkill

>> No.1275523
File: 2.55 MB, 2201x4000, Metroid-prime-3-samus-aran.jpg [View same] [iqdb] [saucenao] [google]
1275523

>>1275508
I always preferred her appearance in the Primes, even in Other M. She just looks so... Chunky in Brawl.

>> No.1275528

>>1275508

Damn, that looks sexy as hell.
I would definitely appreciate it.

>> No.1275550
File: 85 KB, 700x1200, annihilatorbeam.png [View same] [iqdb] [saucenao] [google]
1275550

>>1275523
I liked Prime's design too, but I think I was having a hard time finding a good model to use. I can't quite remember why I settled on Brawl's model.

>>1275528
You're the Metroid person, right? What exactly did you have in mind here? Were you just doing a weapons/HUD mod? What new weapons were you planning on using? How mighty is your Decorate-fu? How far along are you? Do you like answering questions?

I can try to finish this up, but I've been busy lately and it may take a little while. I'll try updating my progress here.

>> No.1275554

>>1275461
>>1275452
>>1275412
hey guys, what's going on in here?
afaik gimp can open .psd, I tried this with a friend a couple years ago and it worked. but they may have changed the format

>> No.1275558

Alert everyone.
report and ignore

>> No.1275559

>>1275558
report what?
the Other M fags?

>> No.1275572
File: 2.73 MB, 426x240, makesomewaves.gif [View same] [iqdb] [saucenao] [google]
1275572

>>1275550
>You're the Metroid person, right?

Aye, sir.

>What exactly did you have in mind here? Were you just doing a weapons/HUD mod?
To be entirely frank, I'm not sure yet. The original idea was just replicating the Morph Ball/Power Beam since I'm getting kind of burnt on Samsara, but the reaction has been incredible so I'll probably turn it into a full-fledged mod. DM or coop, we'll find out once I get the weapons done and host some testing.

>What new weapons were you planning on using? How mighty is your Decorate-fu?
So far I'm just replicating the existing Metroid weapons (see pic for choppy footage of everyone's favorite swing-wildly beam), but Chainsaw/BFG slot at least is going to require a brand new weapon.
And I'm fairly familiar with Decorate, I suppose. I've done a lot of crazy stuff in Samsara/Cyberrunner.

>How far along are you? Do you like answering questions?
I only started this three days ago, so not terribly far, sorry. I just have the morph ball, the Power Beam, the missiles, and part of the Wave Beam.
And yes.
I like questions.

>> No.1275575

>>1273749
Even if she barely speaks throughout the games, she behaves in ways in Other M that she just wouldn't realistically behave. She faces ridley several times in the past... and then goes all PTSD 'Nam flashback in Other M. Actions speak louder than words, and judging by Samus' actions in previous games, she shouldn't be such a pussy in Other M.

>> No.1275612
File: 24 KB, 700x500, tubular.png [View same] [iqdb] [saucenao] [google]
1275612

>>1275572
That's cool. I'm still fairly inexperienced with Decorate, though I know enough to build on and when I started this I was planning on doing Decorate myself. I had a few ideas, though admittedly I'm not sure how easy some of them would be to implement:
* The main weapons would be replaced with the standard beams (Power, Wave, Ice, Plasma), Missiles, and Super Missiles.
* Ducking would be replaced by going into Morph Ball mode. Normal weapons would be disabled, Bombs and Power Bombs would be used instead. It'd be cool if the camera could switch to 3rd person while in Morph Ball mode.
* Charge attacks for all beam weapons. If not possible to charge by holding down the trigger like in actual Metroid games, a secondary fire would work too.
* I wasn't sure what to do for the chainsaw or BFG. I thought the BFG could be like the Hyper Beam from Super Metroid, a rapid-firing rainbow laser of death. For the chainsaw/fist, I couldn't come up with any good ideas, but considered either Samus "punching" with her arm cannon, or possibly the Grapple Beam, which could pull enemies closer to you and drain their energy or something else, I have no clue.

That was just what I had in mind at the time I started this. I'm not 100% on all of those ideas now, but there they are. As someone with more experience you could probably come up with better ideas than those, or improve on them.

I won't be able to get started up on this again for a day or two, but as soon as I can I'll try capturing Samus's walking animations and posting them here as a sheet.

>> No.1275629

So are we going with the custom sprites or model rips? Haven't done the first rotation for that sprite yet, but if you're going with model rips i can probably just put it on the wayside till I have time to do the rest of it.

>> No.1275687

>>1272058
>>1273921
Those minor gameplay changes and sounds are nice, but the real draw is the mountain of bug fixes.

>> No.1275693

>>1275612
>that pic

Hehe, took me a minute to get it.

>> No.1275739

>>1275612
The beam charging could be done with A_Refire above the lines where the weakest beam would shoot. Tapping the trigger would skip over A_Refire and go on to the normal shooting routine, while holding it down would trip A_Refire and go to the Hold state, where the charging happens.

>> No.1275758
File: 2 KB, 131x36, WhoCouldThisBe.png [View same] [iqdb] [saucenao] [google]
1275758

>>1275452
>>1275447

HUD, mugshots, weapon sprites and everything visual done. Coding next.
Lets hope I can finish this whole addon class next week.

>> No.1275760

>>1275693
I imagine it'd look something like

Fire:
Shot A 5 (whatever initial muzzle flash animation)
TNT1 A 0 A_Refire
SHOT B 5 A_FireCustomMissile("PeaShooterTime")
Goto Ready

Hold:
SHOT CDED 2 (whatever the fuck animation)
TNT1 A 0 A_GiveItem("ChargeLevel", 1)
TNT1 A 0 A_Refire
TNT1 A 0 A_JumpIfInventory("ChargeLevel", 1, "FireLevel1")


You can mess with the different inventory jumps and fire levels to get varying degrees of beam power.

>> No.1275763

>>1275760
Was meant for >>1275739

>> No.1275767
File: 1.12 MB, 1440x900, 1387147055485.png [View same] [iqdb] [saucenao] [google]
1275767

This map really demonstrates the /g/ experience.

>> No.1275765

>>1275758
>Who could this be
Link?

>> No.1275769

>>1275612
>The main weapons would be replaced with the standard beams (Power, Wave, Ice, Plasma), Missiles, and Super Missiles.

I plan on this to start, yes.

>Ducking would be replaced by going into Morph Ball mode. Normal weapons would be disabled, Bombs and Power Bombs would be used instead. It'd be cool if the camera could switch to 3rd person while in Morph Ball mode.
Morph Ball is Use Inventory, but otherwise this is already done.

>Charge attacks for all beam weapons. If not possible to charge by holding down the trigger like in actual Metroid games, a secondary fire would work too.
Power Beam can charge by holding down fire, secondary fire shoots a missile.

>> No.1275771
File: 2.02 MB, 1440x900, 1387147141878.png [View same] [iqdb] [saucenao] [google]
1275771

>>1275767
Just look at all that infighting.

>> No.1275781

>>1275771
kek

>> No.1275789
File: 2.00 MB, 1440x900, 1387147408177.png [View same] [iqdb] [saucenao] [google]
1275789

>>1275771
My computer can barely handle this room.

>> No.1275786
File: 52 KB, 222x222, WesleySnipes.jpg [View same] [iqdb] [saucenao] [google]
1275786

>>1275765
Yno

>> No.1275794

>>1275758

Grondoval.
No wonder you were insistent on someone else using GIMP for nothing other than your convenience.

>> No.1275804

>>1275789
there's a shitty glitch that I've already fixed, but haven't distributed yet. the massive amount of setcolor scripts causes the game to run slower after about five minutes. won't freeze the game, but it's amazing how floor_wagglan' 100+ sectors is fine but oh no, don't change the color!

if you want to get around it for now, restart that level and noclip into the main area. yeah

>> No.1275818
File: 41 KB, 640x480, SharkWithSharkHand.jpg [View same] [iqdb] [saucenao] [google]
1275818

>>1275629
>So are we going with the custom sprites or model rips?

Depends on what looks better, honestly.
I've learned how nasty model rips can be, so I'd like to see how clean they are and/or how easily they can be edited first before putting my chips in.

>> No.1275841
File: 721 KB, 1440x900, 1387148699980.png [View same] [iqdb] [saucenao] [google]
1275841

>>1275789
Holy crackers, that's one detailed ThinkPad.

>>1275804
Much better.

>> No.1275850
File: 251 KB, 1440x900, 1387148869256.png [View same] [iqdb] [saucenao] [google]
1275850

>>1275841

>> No.1275882

>>1275841
>>1275850
the secrets:

the keyboard is just one huge texture, like 500px or so, over everything
the key sectors aren't even joined so it was just cuntpasting them

>> No.1275885

>>1275850
Holy shit.

>> No.1275993

>>1270883
got bored about 2 hours in

>> No.1276002

>>1275786
The guy from Dark Messiah then?

>> No.1276010

>>1275993
Ditto. Darkness Simulator 2004 was hardly a good idea.

All these people saying that the game got better once you get to hell makes me wonder if I made a mistake though. Guess I'll just find a video and watch someone else play that part so I don't have to trudge through the first part of the game.

>> No.1276030
File: 55 KB, 500x1600, Thardus_by_doodlegarmander.png [View same] [iqdb] [saucenao] [google]
1276030

>>1275769
Cool beans.

Keep an eye on these threads, I'll post my sprites sooner or later.

>> No.1276094

>>1276010
Hell didn't change the gameplay up or anything, it just looked great.

>> No.1276105

>>1276094
the difficulty spiked in hell

>> No.1276109
File: 7 KB, 214x223, 1386726624389.jpg [View same] [iqdb] [saucenao] [google]
1276109

>>1275510
>That shotgun which is a bank of shotguns that rotate
>That giant spent shell filled with spent shells
Even the code is full of absurdity.

>> No.1276125

>>1276094
I only vaguely recall an area in Hell where it sort of references the old Doom gameplay where you're running around a semi-open area with a bunch of imps and stuff chasing you around. There wasn't any hiding or creeping around, just running and gunning.

>> No.1276218

>>1276125
Sounds like the final battle.

>> No.1276295

>>1276109
Holy bollocks.

>> No.1276319

>>1275386
>>1275452
>>1275758
>>1275794

it'd be shit, like everything you do.

>> No.1276329

>>1276319

Shhh, let him dream. Anyway, back to topic

Has anyone tested how much NOVA: The Birth has changed?

http://www.doomworld.com/vb/wads-mods/66581-nova-the-birth-beta-playtesting-thread-were-ready/

They're on beta-testing now. I haven't played it yet but from what I've heard they have nice and compact maps

>> No.1276337

>>1275767
thanks doc

>> No.1276353

http://www.doomworld.com/vb/post/1222746

And the /idgames archive is back online. This means all projects who were waiting for their respective /idgames upload shall do it now. (From the top of my head, D2TWID and Mayhem Mansion were waiting for this)

Also I'm not quite sure what does this means for the /idgames torrent.

>> No.1276358

anyone here is hosting a server?
>if yes
password pls

>> No.1276367

>>1276358
I would love to see an Armadosia server. Maybe with Samsara.

>> No.1276432

>>1276109
If Romero thought Brutal Doom was hilarious, wait till he witnesses the Shellpocalypse.

>> No.1276445

>>1276432
He thought it was hilarious?

>> No.1276461

>>1276445
he said so on the IGN video

>> No.1276484

>>1276461
Like "Haha this is so bad" hilarious or "Haha those wacky modders" hilarious?

>> No.1276490

people not ironically like Sandy Peterson's map

>> No.1276519

>>1276490
what map

>> No.1276523

>>1276490
all of his maps, missed an s

>> No.1276554

>>1276490
why are they so shit

>> No.1276562

>>1276554
>Dead Simple
>Shit
Serious?

>> No.1276564

>>1276562
yeah, seriously

are you implying big open spaces with shit tons of enemies is good?

>> No.1276569

>>1276564
It's not even that big of a space.

And it's perfect for Deathmatch.

>> No.1276572

>>1276569
i thought doom was a singleplayer experience for most people

>> No.1276575

>>1276564
Not normally, but Dead Simple is a very good level.

>> No.1276581

>>1276572
I had the full Doom experience with co-op and deathmatch alongside singleplayer.
I still do with people locally
Even if you ignore multiplayer, Dead Simple is a nice simple map with decent action in a small burst.

I wouldn't say it's the smartest level design ever, but it's still a good level.

>> No.1276698

>>1276572
Nowadays, Doom is mostly a single player/coop thing. But back when Doom was new, it was pretty common for people to play deathmatch, even at work.

>> No.1276727

http://www.youtube.com/watch?v=1JxN1JtrOBQ

Probably the craziest mod I've ever seen....

http://forum.zdoom.org/viewtopic.php?f=19&t=39023

>> No.1276740

>>1276727
>opens video
>Edward850
>Nope
>closes video

>> No.1276756

>>1276727
Ergh, they sound so annoying.

On the topic of the mod, looks kinda dumb. But then again, I've never been a fan of weapons mods.

>> No.1276797
File: 446 KB, 1024x1023, dtwid-le.wad_E2M8.gif [View same] [iqdb] [saucenao] [google]
1276797

I have so much mapping skills that my maps draw themselves!

>> No.1276852

Ah fuck, I almost forgot. Making thre new thread

>> No.1276886

NEW THREAD HERE

>>1276875

HOP IN!

>> No.1276902

>>1276886
Bit early, you could have left it until this afternoon.... oh well.

>> No.1276987
File: 29 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
1276987

>>1276105
It sure did.

Hell, even the caves before hell were bustin your balls.

>> No.1278653

anyone know what wads are compatible with brutal doom

>> No.1279073

Any 'Aliens' wads or total conversions?