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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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1489345 No.1489345[DELETED]  [Reply] [Original]

DOOM THREAD, (Last thread >>1478678)
(other retro FPS games welcome too, chances are we played 'em too)

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 to make 'em compatible with other mods?
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

>> No.1489348

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

-If you feel like trying a new mod, give GMOTA a chance! Go check it here! http://forum.zdoom.org/viewtopic.php?p=742401#p742401

-The past Awesome Games Done Quick featured a playthrough of Plutonia (Go 2 It included) and also a Doom 2 race which was a result of a bid war between that game and Ultimate Doom. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-Guess who received an update? OBLIGE! Now it's in version number 6, and oh man things surely have improved; go check it here! http://oblige.sourceforge.net/forum/index.php?topic=307.0

-CACOWARDS? SURE, HERE! http://www.doomworld.com/20years.. Feel absolutely free to share your thoughts about the works chosen for this edition. And, well, they surely left a lot of stuff to discuss related to the decisions made on some wads...

-ChocoDoom got updated in the 20th anniversary. 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

-Jimmy's Jukebox may be get a new update very soon...get hype!!! http://forum.zdoom.org/viewtopic.php?f=19&t=29117&start=180

>> No.1489352

>>1489345
That's fuckin' adorable.

>> No.1489354

>>1489345
Cute, but I have a feeling the eyes and mouth don't last long.

>> No.1489365

>>1489345
>Last thread >>1478678
>>1484317

>> No.1489369

>>1489345
>IMX fucked up the last thread AGAIN

fucking hell dude

>> No.1489374

>>1489369
Just be thankful he only posts once or twice a day.

>> No.1489380

[01:36] <+GMOTA_Guy> Oh IMX
[01:36] <+GMOTA_Guy> you dun goofed again
[01:36] <+GMOTA_Guy> without fail
[01:37] <+TerminusEst13> Poor IMX.
[01:37] <+TerminusEst13> Never gets the last thread right.
[01:37] <%IMX> dangit
[01:37] <%IMX> dat boi aint right
[01:37] <%IMX> i tell ya hwat

>> No.1489394
File: 401 KB, 483x354, 1395560729355.gif [View same] [iqdb] [saucenao] [google]
1489394

So, I've swapped out Blaz's old footsteps (Link's Boots from OOT) and replaced them with the softer footstep sounds used in the DoomRL arsenal, I'm sure they've been used elsewhere too but that's the first mod that comes to mind.

also gif related is pretty much done

>> No.1489397

>>1489394
That is very clearly the Goddess Bracelet.

Second harder loop confirmed?

I personally prefer no footsteps sounds at all unless sound is an important factor to watch out for

>> No.1489413

>>1489394
Hey GMOTA dude,for the second character you mentioned,you will use stuff from Gauntlet,right?

>> No.1489415

>>1489397
>That is very clearly the Goddess Bracelet.

Ah you fucker. I was hoping I wasn't the only GnG buff up and posting right now. No second harder loop no, but it's going to be rare and powerful as all hell. If I can I want to add the bracelet to the arm sprite.

as for footstep sounds, I really like them, but I'm swapping them out for something significantly softer and easier to ignore for players. Though if I get enough complaints, I'll remove them.

>> No.1489419

>>1489413

I don't think I ever mentioned gauntlet, the second hero is Kuros from the Wizards and Warriors series, and he'll be using sound effects and other assets from Battletoads and all other manner of games made by Rare for the NES.

Now that you mention it though I can use a few sprites from the NES gauntlet for HUD elements and shit, good thinking.

>> No.1489427

>>1489415
I would honestly be surprised if there wasn't GnG buffs on /vr/ at all times.

You don't have to worry about footstep sounds if you want them in there.
I know how to edit them out, and had to do so for quite a few mods because most people didn't have the decency to put in a quieter footstep sound.

It just doesn't feel right in Doom mostly.
There would also have to be that feeling of taking proper steps in Doom and the weaponbobbing isn't quite enough to give that feeling.

>> No.1489429

What are some good maps to play GMOTA on?
As in "flavour-wise".

>> No.1489430

>>1489429
You mean a levelset that matches the weapon theme?

Or do you mean just a fun level set?

>> No.1489434

>>1489430
Both, if possible.

>> No.1489432

>>1489429
I'm currently running through Hellbound with GMOTA and Demonicron.

>> No.1489441

>>1489434
Brotherhood of Ruin

>> No.1489443

I am revamping the third map in my vanilla mapset-in-development. It WAS a remake of E1M2 of Chex Quest, my favourite level from that game, but it's too "open" compared to my other levels and the original level was too repetitive. So now I'm expanding on it in other ways.

Anyway, I'm adding an arboretum to one end of the map; what do you think the best way to do that is using only vanilla objects?

>> No.1489460
File: 551 KB, 1024x768, 1395563588529.png [View same] [iqdb] [saucenao] [google]
1489460

I have an idea for a good discussion here.

We can take screenshots of parts of WAD's that we like and talk about what it was that we liked about them (or even what we did not like) - so as to help anybody else who is making (or wants to make) a map.

I'll start.
Pic related is from "Suspended in Dusk".

I was very impressed at how Espi was able to make levels more detailed with shape alone and using limited textures. You will notice he uses the same textures quite a lot throughout the levels but because he is able to make varied room shapes and layouts the textures do not seem overused at all.

>> No.1489472 [DELETED] 
File: 36 KB, 450x450, 1346278595446.jpg [View same] [iqdb] [saucenao] [google]
1489472

>>1489434
Scythe 2 is mostly castle-themed, if that helps.

>> No.1489486

>>1489472
>Scythe 2 is mostly castle-themed
noeep just tha 1th epsido m80

>> No.1489526

>>1489354
Not with hmod around they will

>> No.1489626

http://youtu.be/7mMBcK6RdGk

THERE'S NO BRAKES ON THIS TRAIN BITCHES.

>> No.1489627

>>1489460
Looks like he made architecture around how textures looked, rather than the conventional way of using textures around the architecture you make. Pretty interesting, I wonder if I could do the same in duke nukem 3D

>> No.1489637

>>1489626
we demonight now

>> No.1489646
File: 337 KB, 1680x1050, 1395573867546.png [View same] [iqdb] [saucenao] [google]
1489646

>>1489460
Let me try.

Pic is from Hellbound wad.
The best and most awe-looking city map I've ever seen in a 2.5D fps.
Now, in essence if you look at it the map isn't THAT detailed, I have seen much more detailed buildings in Duke Nukem 3D with a more varied used of textures. In essence, the map isn't even THAT big : there are two parallel streets linked by a small one.
So, what does make it so good?
Well, even though a coherence is kept in color scheme with that white-ish texture, each building is different. Different in size, in height, and in architecture. Each building having a different height is probably the most important here. Like I said there isn't THAT much detailing but there is enough to keep everything slightly different while keeping a coherent look, and enough to make it just 'realistic, believeable enough'. There was actually no need for more detailing, and with more detailing you'd probably reach the building limit sooner and not be able to make the map so big.
Finally, it LOOKS realisticly sized. It really isn't though, there are more windows than you'd have floors if it was realisticly sized, but the windows still are bigger and more realistic than you're used to see in old 2.5D fps. Like I said before, it's just 'realistic enough'.
All of this, while keeping the most important, interesting gameplay : a part of the look and the realism is even sacrificied for the gameplay (you can see the elevator in the middle of the pic) and the differences in height seem like they are thought especially to go with gameplay since projectile monsters will you shoot from different heights. There are also enough corners and architecture hiding part of the map to keep things interesting throughout : you'd think you'd activate every enemy of the map at the start with such an open area, but you really don't.

>> No.1489851
File: 227 KB, 1024x768, Tribute.png [View same] [iqdb] [saucenao] [google]
1489851

>> No.1489882

Any recommended guides for map building that don't come in the form of videos on youtube?

>> No.1489898

How is that one mod called like MSX2 or whatever with the Halo-like weaponry and models and such.

>> No.1489924

>>1489898
Bretty gud

>> No.1489936
File: 489 KB, 1024x768, 1395588720984.png [View same] [iqdb] [saucenao] [google]
1489936

>>1489851

>> No.1489949

>>1489936
Fuck.

>> No.1489958
File: 313 KB, 1024x768, 1395589865675.png [View same] [iqdb] [saucenao] [google]
1489958

>>1489936
>300 jokes
It's 2006 all over again.

>> No.1489986

>>1489898

project msx

>> No.1490031

Well shit.

I've made some maps with oblige, and they generally come out as a series of squares rather than anything flavorful and intresting.

So,

I have an immensely large collection of maps. I don't know what to use with DoomRLA. Give me some ideas.

>> No.1490038

>>1490031

Do you have OBLIGE v6?

>> No.1490048
File: 374 KB, 1024x768, 1395593667678.png [View same] [iqdb] [saucenao] [google]
1490048

>>1489958

>> No.1490069

>>1489345
I still think the Cacodemon plush is cyooter.
>Now I want a big giant cacodemon beanbag chair.

>> No.1490072

heh, I made a (badly edited, kinda stupid) thing

http://i.imgur.com/ghYLrFV.png

note: believe it or not, that's the actual translation; this is an excerpt from "abyuse counseling" and can be found at One Yukkuri Place

>> No.1490078

>>1490072
Oh god not the yukkuri...

>> No.1490080

>>1490038

Yes. That's the one i'm using.

>> No.1490082
File: 10 KB, 409x356, 1394041102353.jpg [View same] [iqdb] [saucenao] [google]
1490082

>Log onto Zandronum for first time yesterday.
>Minimum ping: 117
>No players on that server.
>Mfw

>> No.1490083

>>1490072
What the fuck am I looking at, disembodied head torture porn?

>> No.1490085

>>1490083
yes

>> No.1490086
File: 55 KB, 640x480, DOOM0002[1].png [View same] [iqdb] [saucenao] [google]
1490086

>>1490083

>disembodied head

Those are yukkuris, utterly obnoxious spherical masses of red bean paste.Think of it like "kawaii" cockroaches

>>1490078

They're actually more related to Doom that you might think

>> No.1490089

>>1490086
Yukkuris as lost souls. Omigawd

>> No.1490091

>>1490089

They're actually Pinky replacements in the mod. I can't remember what were the Lost Souls

>> No.1490095

>>1490086
obnoxious?? i suppose you hate tribbles as well, you beast

>> No.1490104
File: 80 KB, 400x400, 11018930.jpg [View same] [iqdb] [saucenao] [google]
1490104

>Doom thread: Toothoot edition

>> No.1490119

>>1489986

I looked this mod up.

What maps are featured in this trailer - https://www.youtube.com/watch?v=7s8oGz0TUHY

It's not mentioned anywhere in the video description.

>> No.1490124

>>1490104
>>1490089
>>1490086
>>1490078
>>1490072
reimu for samsara when

>> No.1490132

>>1490119

You should've tried looking at the comments, MagSigma himself commented that they were Sunder, Back To Saturn X and Deus Vult

The one that isn't a slaughtermap out of those three is BTSX, so be warned

>> No.1490138

>>1490132

*Deus Vult 2

>> No.1490145

>>1490132
>The one that isn't a slaughtermap out of those three is BTSX, so be warned
the last map of btsx_e1 is kind of a slaughter map
the main part in the cave is in particular

>> No.1490159

>>1490132

Huh I looked over the comments and saw nothing but people complaining it wasn't available for zandronum.

Cheers Anon.

>> No.1490209
File: 464 KB, 1366x768, 1395599463042.png [View same] [iqdb] [saucenao] [google]
1490209

WHAT THE FU-

>> No.1490225

>>1490223
what in the god damn fuck is this shit

>> No.1490223

KB+M or KB? What bindings do you use?

>> No.1490234

>>1490223
KB + M, with mouselook and alternating between disabling/enabling autoaim depending on what i'm playing. Sometimes I don't even bother with mouselook.
Basic wasd + mouse setup. q and e for change item, c for use item, ctrl for crouch, space to jump if the wad requires it, f for use.
When I used KB only I used wasd to move + arrow keys to look around, ctrl to shoot, space to use.

>> No.1490242

>>1490225
>Being this fucking retarded
It's KeyBoard+Mouse or Keyboard.
Bindings refer to the settings that tell what key or button to do what action.
Enjoy your spoonfeeding.

>>1490223
As far as I can tell, most of us use KB+M, but most of us aren't mega-purists either. Some people use KB only as a challenge. Romero himself uses KB+M.

>> No.1490248

>>1490242
shit i thought that k, b, and m were bound to something

>> No.1490263
File: 85 KB, 540x786, 20110217[1].gif [View same] [iqdb] [saucenao] [google]
1490263

>> No.1490265

>>1490209

PISTOLS.WAD CONFIRMED

>> No.1490269

>>1490242
Keyboard and mouse is purist acceptable.
Vanilla Doom could be played as such

It's mouselooking where purists draw the line, not mouseturning.

>> No.1490274

>>1490269
Good to know, thanks.

>> No.1490276
File: 415 KB, 800x1316, 30446508.jpg [View same] [iqdb] [saucenao] [google]
1490276

>>1490209
>Ripper
based

also it looks like arsenal alone doesn't spawn any chainsaws and relies on map spawn

which is a shame since I'm playing using oblige which doesn't seem to spawn chainsaws either

either that or I've been playing 2 maps short of a full doom2 replacement without seeing one

>> No.1490283

>>1490276

Poor cacos. Nobody likes them.

>> No.1490306

>>1490104
I wouldn't mind a wad where you violently destroy Yukkuri's.

>> No.1490335

Anyone have any idea where I can find a download of Hokuto no Doom?

>> No.1490337

>>1490335

http://www.doomworld.com/idgames/index.php?file=themes/hokuto.zip

>> No.1490338

>>1490263
can't wait for quantum computing and the new age of slaughterwads that will come with it

>> No.1490341

>>1490337
'preciate it.

>> No.1490359

>>1490263
how'd he port doom to it with a screwdriver

>> No.1490362

>>1490338
I may be mistaken but I think quantum computing won't have much to offer in terms of gaming advancements. I think it'll mainly be for more secure encryption.

>> No.1490364

>>1490359
Computer Engineering, obviously. Can't you read?

>> No.1490373

>>1490364
:(

>> No.1490379

>>1490364

I...I'm sorry, anon.
It's true.
I can't read.

>> No.1490384

>>1490362
Simply put it will will improve greatly computing power
(read an article saying conventional encryption methods won't work as their core is "this problem is so hard to compute it would take forever to break it")
dunno about GPU based games, but for software mode doom it''ll make a difference

>> No.1490389

>>1490283
I like cacodemons...
Its Archviles no one likes. Except for that fem-archvile that one anon made. That was strangely hot.

>> No.1490394

>>1490389
>Fem-Archvile
>Fucks you to death then revives you for more
It's just like one of my japanese animes!

>> No.1490393
File: 903 KB, 1366x768, 1395604302012.png [View same] [iqdb] [saucenao] [google]
1490393

>> No.1490407
File: 38 KB, 500x428, 1379830883540.jpg [View same] [iqdb] [saucenao] [google]
1490407

>>1490394

>> No.1490432

>>1490269
Mouselook's seen as harmless next to crouching and jumping, which really has no place in most SP/MP wads.

>> No.1490430

>>1490393

For anyone curious, That's Demons of Problematique 2.

>> No.1490440

So Eriance was the one working on Doom X all this time, huh?

>> No.1490450
File: 50 KB, 480x320, m1-carbine-30rounder.jpg [View same] [iqdb] [saucenao] [google]
1490450

>>1490432
Why? As long as I don't break sequence, does it matter?

>> No.1490448

>>1490432
no it's not

well, just looking up and down probably doesn't hurt much, but aiming up and down is certainly cheating

>> No.1490449

>>1490430
Read the filename.

>> No.1490459

>>1490450
That's exactly what they fear, that people will break sequence when given the opportunity. So it's not an issue for us, but new players, though I've always saved before deciding to break sequence and see what happens.

Autoaim does most of the work mouselook can do, but I see why people like to use it and have no issue with it.

>> No.1490462

>>1490440
where'd you see that

whois'd doomx.net and it's pierre ramirez http://forum.zdoom.org/memberlist.php?mode=viewprofile&u=2703

different art style anyway

>> No.1490469

>>1490462

OneManDoom's latest post about Doom X. Can't link because blaghpost

>"Eriance's evil twin keeps plugging away."

>> No.1490473

>>1490469
eriance might be working with them but it doesn't necessarily mean that

eriance checks the zdoom forum every day, could pm them

>> No.1490493
File: 521 KB, 922x1229, .30 carbine magazines.jpg [View same] [iqdb] [saucenao] [google]
1490493

>>1490459
>Autoaim does most of the work mouselook can do
Never liked autoaim, I want to place my shots by myself (I tend to use just the Dot, colored red, for aiming), it feels so strange and constricting to rely on autoaim.

And I really never break sequence in Vanilla style maps. Though I do like to use Jump/Crouch/Freelook to better be able to dodge projectiles and enemy gunfire. Works best in OpenGL.

>> No.1490510
File: 551 KB, 1280x1024, 1395607426929.png [View same] [iqdb] [saucenao] [google]
1490510

Have something else.

>> No.1490520

>>1490493
Yeah, the autoaim code always feels like it needs improvement. Some shooting tactics just don't work well from afar; I like to focus on movement with keyboard-only now, since I think that's what most WADs focus on more than simply the shooting aspect.

Also, jumping trivializes nukage/lava, which I don't like.

>> No.1490521

>>1490510
>simplistic level design and architecture
>absolutely NO shading at all

>trying to hide the ugliness with non stock textures

Next time at least try it with good looking textures

>> No.1490525

>>1490521
>talking shit about Hell Ground
that screenshot sucks but ur a faget

>> No.1490527

>>1490493
>Though I do like to use Jump/Crouch/Freelook to better be able to dodge projectiles and enemy gunfire
i think if you do this you should not claim to others you've beaten the game properly.

>> No.1490532

>>1490521

In Hell Grounds defense, that screen has all the gamma up for some reason. As if they were playing it on ZDaemon or something

>> No.1490539

>>1490527
Seconding, the fact that jumping and ducking adds extra dodging options to combat inherently means that you're getting a much easier play experience than intended. If you can't dodge by strafing you should be eating that fireball soldier.

>> No.1490542

>>1490532
I'm pretty sure it does have some shading.

I was never a huge fan of that guys maps, more focused on looking pretty than being fun to play. I tried Hell Ground and a lot of the action happens in dull looking hallways.

>> No.1490546

>>1490527
I didn't know there was enough leeway to dodge projectiles like that, but it sounds antithetical to the IWADs' design philosophy.

>> No.1490549

>>1490542

Have you tried Epic 2?

>> No.1490550

as an example, i think if you aim up/down manually at a monster that is out of autoaim range (the most egregious case being map30, but there are others) this is on the same level of questionability as jumping/crouching.

if you're aiming up at a monster that autoaim would have found, then i guess that's blind eye turnable.

>> No.1490552
File: 234 KB, 1024x682, 12187771945_8b1d42acb0_b.jpg [View same] [iqdb] [saucenao] [google]
1490552

>>1490527
I disagree, but I have played Vanilla Doom multiple multiple times, on a couple of consoles as well as computer.

I just in general want to be able to move freely in an FPS game such as Doom (Wolfenstein 3D is kind of different, since it doesn't really have varying volumes of height).

I'll say though, even without modern sourceports, high resolutions, fancy .wads and mouselook, Doom, as a core game, remains very very fun. I honestly expected modern .wads and mods to spoil me, but I still find vanilla Doom really fun.

>> No.1490554

>>1490549
I played through a few maps of it, but the constant egyptian themed maps got kinda dull after awhile. I really liked Epic 1 though. Map design was more interesting

>> No.1490557

>>1490539
They're so unreliable to dodge with that it really doesn't change much. if you duck, monsters aim lower. Jumping requires extremely good timing. Strafing is much easier. You can use ducking to hide behind a low wall that would not have normally covered you, but that's about it.

>> No.1490558

>>1490552
>I disagree, but I have played Vanilla Doom multiple multiple times, on a couple of consoles as well as computer.
then you've probably beaten the game properly at least once already, so you're probably good to go

>> No.1490571
File: 96 KB, 640x422, 1395608674617.jpg [View same] [iqdb] [saucenao] [google]
1490571

>>1490539
It's not a huge game-changer, I only ever use it to duck below low barriers and shit, so that they can't shoot at me.

Every now and then, a shot that's flying low or high can be dodged by jumping or ducking, but most of the time I'd just move out of the way.
I just like the fluidity it brings.

>> No.1490574

>>1490532

I honestly don't know why it does that in the screenshots. When I'm acctually playing, it doesn't.

>> No.1490580

>>1490532
i didn't even recognise it as hellground, i've played hellground and it didn't have a sky like that

>> No.1490609

>>1490580
>i've played hellground and it didn't have a sky like that

You may have played it on ZDoom, which kind of affects Hell Ground in a way because that skybox has colors that aren't available in the Doom palette

>> No.1490630
File: 30 KB, 961x759, 1372576181504.jpg [View same] [iqdb] [saucenao] [google]
1490630

Can someone extract all MIDI files from Chillax and Dark Tartanus, compress and upload somewhere. (I am currently on my android phone and I want to listen to the music so bad)

>> No.1490652

>>1490630
minute

>> No.1490667

Is Plutonia Experiment supposed to be hard or do I just suck?

>> No.1490669

>>1490630

Only the MIDIs? You'll be missing out on a lot of good music.

>> No.1490671

>>1490667
It's designed to kick you in the dick.

>> No.1490675
File: 122 KB, 400x378, plutonia.png [View same] [iqdb] [saucenao] [google]
1490675

>>1490667

>> No.1490676

>>1490630

Not him >>1490652, but I am uploading it to my Dropbox. Dark Tartarus uses tracked music instead of MIDIs, but I included 'em anyways. This isn't the case with Chillax which uses MIDI only

It's like 20MB or so. It may take a while

>> No.1490687

>>1490676
I compressed it better.

>>1490630
Here, sans .MUS

https://www.dropbox.com/s/7nxit62ug98mmo0/chill.zip

>> No.1490702

Is it possible to assemble a minigun in DoomRL Arsenal? I have power and Firestorm mod packs.
I also have a Gatling gun but that's not really the same.

>> No.1490703

>>1490676
>>1490687

Ah well, anyway, here it is for those that may be interested.

https://www.dropbox.com/s/s0zj14xcx2zebu3/musec_qwerty.zip

>> No.1490712

>>1490675

>Not chillax

>> No.1490714

>>1490702
Minigun's an exotic, you'll have to find one.

>> No.1490716

>>1490714
Damn. Also, I found Malek's Armour but I am already wearing Cybernetic one. Oh well.

>> No.1490776

>>1490714
Okay, how do I assemble:
>autoshotgun
>autoSSG
>assault cannon
>plasma rifle MK. II

>> No.1490781
File: 13 KB, 482x241, yR6zhyX[1].png [View same] [iqdb] [saucenao] [google]
1490781

HAPPENING

>> No.1490784
File: 223 KB, 800x600, 1395614865433.png [View same] [iqdb] [saucenao] [google]
1490784

How come I see people with a cool HUD for DoomRL arsenal, and all I have is the original HUD? What's going on here? Also why don't some of the buttons work? HALP.
>pic related

>> No.1490783

>>1490675
>that one fucking archville

>> No.1490789

>>1490781
aw shit nigga, commander keen source ports when

>> No.1490792

>>1490789
>Keen sourceport
>all of the games runnable from a front-end
>full modern compatability
Fuck yes I'd get that.

>> No.1490798

>>1490781
OH FUCK YEAR

>> No.1490801

>>1490784
It's a fullscreen hud.

>> No.1490802

>>1490784
Press +

>> No.1490807

>>1490792
And the ability to make custom Keen levels

>> No.1490804

>>1490776
>autoshotgun
>autoSSG
shotgun/doubleshotgun + BBF
the current version has a bug that won't prompt you for the autossg unless you apply the firestorm mod last, so be careful
>assault cannon
Autocannon or assault rifle? Assault rifle is just rapidfire weapon + AAA, autocannon is minigun + PPFF
>plasma rifle MK. II
Plasma Rifle + BBT

>> No.1490810

>>1490802
Thanks anon.

>> No.1490816

>>1490804
>minigun + PPFF
Oh god, 2 firestorms AND a minigun. I guess it's worth it for how cheap/strong it is but eh.
Thanks!
>unless you apply the firestorm mod last
So wait, sequence does not matter? You can apply FBB or BFB?

>> No.1490818
File: 200 KB, 539x462, numbers.png [View same] [iqdb] [saucenao] [google]
1490818

If you have Zandronum, would you still recommend getting ZDoom for playing Single-Player mods? Does it make the experience much better?

>> No.1490821

>>1490807
what about the ability to run doom inside comander keen

>> No.1490824

>>1490818
>would you still recommend getting ZDoom for playing Single-Player mods?

Hell to the yes. A reminder that Zandro is still 2 years behind ZDoom in terms of code.

>Does it make the experience much better?

You can bet on that.

>> No.1490826

>>1490818
get gzdoom since there are some mods that require it

>> No.1490828

>>1490818
GZDoom for single player. It supports lots of shit that Zand can't handle, and it's basically just ZDoom with an added graphics renderer that handles looking up and down correctly. It's seriously all in the OP man.

For ease of use grab ZDL and set up the sourceports and DoomSeeker to run from there.

>> No.1490835
File: 1.43 MB, 478x218, doom guys.gif [View same] [iqdb] [saucenao] [google]
1490835

>>1490828
>>1490826
>>1490824
Alright, I'll get GZDoom. Thanks everyone.

>> No.1490839

>>1490821
What abut the ability to run doom with hmod inside commander keen.
Or hell an H level just for Keen.

>> No.1490848

>>1490816
Sequence doesn't usually matter, no, but the assembly for the auto double shotgun is bugged right now so that it does.

>> No.1490851

>E4M1
>Shotgunners dealing maximum damage

ARE THEY FUCKING HARDCODED TO DO THAT IN THY FLESH CONSUMED?

FUCK

>> No.1490859
File: 40 KB, 640x480, .458 Winmag PING.jpg [View same] [iqdb] [saucenao] [google]
1490859

>>1490851
I think they're just placed in such a way that they score full groupings on you at most occasions.

Oh, and you're gonna love E4M2.

>> No.1490868
File: 78 KB, 640x400, e4m2.gif [View same] [iqdb] [saucenao] [google]
1490868

>>1490859
YOU'RE GONNA LOVE ME

>> No.1490871

>>1490868
I love this opening so much.
>Oh, shotgunners, imps. Okay, I can do it.
>SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

>> No.1490873

>>1490859

They should've called this fucking episode "id software discovers Linedef Teleporting for Monsters"

Oh, and I've played E4M2 before, it's just that I'm playing this in a serious way for the first time ever while saving ammo like a motherfucker (i.e. if the Imps do not go down with a single shotgun blast, I pull the pistol and I finish 'em with it)

Oh and I'll be carrying my ammo over the next levels, because fuck purism (for now)

>> No.1490890
File: 25 KB, 375x360, 1333930470731.jpg [View same] [iqdb] [saucenao] [google]
1490890

>>1490873
Why would you ever want to pistol start E4?

>> No.1490896

What sniper mod does in DoomRL Arsenal? I assume it increases accuracy somewhat, but does it lower RoF?

>> No.1490895
File: 77 KB, 640x480, 1395617120371.png [View same] [iqdb] [saucenao] [google]
1490895

54 Health
84 Ammo

This is going to be Pain incarnated. Let's do this

>"hurr no 100% sekrits"

Ah, fuck off. I got no time for that shit today

>> No.1490905

>>1490890
Are you a little girl or something?

Start EVERY map with pistol only.

>> No.1490913

>>1490905

>/doomworld/

Also it turns out I forgot that I've turned of autosaves in ZDoom BEFORE getting to play Thy Flesh, which means that, yeah, I'm doing E4M2 pistol-started

And you know what? Fuck it, I'm doing just this one pistol started, the rest of 'em I'm saving my shit

>> No.1490921

>>1490905
>muh purism
It's not an arcade game.
They removed the extra lives system before the game was done.

>> No.1490926

Hey guys, total fucking noob here.

I got Project MSX up and running, but whenever I pick up ammo, it doesn't get added to my ammo counts. What the fuck am I doing wrong?

I tried googling my problem, but I didn't find anything.

>> No.1490924

>>1490896
>First mod makes first hitscan shot 100% accurate and increases accuracy by 2/2
>Second mod makes all shots 100% accurate
>Gives velocity scaling on projectiles and 100% accuracy
Makes shit really fucking accurate. Put two of them on a Plasmatic Shrapnel SSG for the best sniping weapon ever.

>> No.1490934

>>1490924
Fuck, I put it on my Gatling gun. And no, I can't put another on it anymore. Oh well, live and learn.

>> No.1490929

>>1490921
Who needs extra lives when I can rip and tear my way to the top of the high score!

>> No.1490930

>>1490926
try reloading

>> No.1490942

>>1490890
sometimes you end a level so fucked up pistolstarting the next is an improvement

>> No.1490943

>>1490930
I've assigned the reload button to several different keys, and it doesn't work at all.

>> No.1490950

>>1490048
What's this and why does that gun sprite look so bad?

>> No.1490987

What are the other armor sets in RL Arsenal and what do they do? So far the only ones I've been able to finish are Tactical (Best), Phaseshift, and Cerberus. Oblige just doesn't ever wanna spawn armor.

>> No.1491002

>>1490987
also there needs to be a pastebin or something with the non-wiki assemblies because that shit is impossible to figure out.

>> No.1491007

Speaking of Oblige, is there any setting to force it to make maps in the episodes ram up quickier in terms of monsters it places? I want to fight more than zombies/pinkies on map01.

>> No.1491012
File: 77 KB, 640x480, 1395619553568.png [View same] [iqdb] [saucenao] [google]
1491012

>>1490895
>>1490890

Aaaaand I did it! It took like +10 tries, but I'll be damned, I fucking did it

>> No.1491020

Atuomatic double shotgun is so much fun. Should I slap another Firestorm on it, or maybe Power mod? I'm not sure what the latter does on itself, I mean, is the power increase significant?

>> No.1491029

>>1491026
DoomRL Arsenal, of course!

>> No.1491026

>>1491020
What mod are you speaking of in this case

>> No.1491049
File: 210 KB, 1200x528, 1363411019303.jpg [View same] [iqdb] [saucenao] [google]
1491049

>>1491012
>Perfect Hatred
Never has a level name been so apt.

>> No.1491051
File: 77 KB, 640x480, 1395620376769.png [View same] [iqdb] [saucenao] [google]
1491051

>sekrits: 1/22

Are you kidding me? lel

>> No.1491057

>>1491051
If I remember correctly, most of them are stairs and one of them is unaccesible.

>> No.1491061

>>1491020
What class are you? If you're marine, I'd say go for the Firestorm. Otherwise, you're already using a real ammodrain so you should use the Power mod to get as much as you can out of it.

>> No.1491071

>>1491061
Marine, yep. Applied Firestorm, but it's hard to judge the firing speed increase. Well, it kicked plenty of ass even before the mod so yeah, it's just icing on the cake really.

>> No.1491076

How do I set up ZDoom to work with DoomRL? I'm not exactly the best at this and apologize.

>> No.1491085

>>1491076

First things first, download a SVN of either ZDoom or GZDoom, because the "normal", stable version won't be useful for you. Now, as I am picturing it, all you have to do is to drag and drop the mod in the exe.

Not that hard.

>> No.1491090

>>1491049
>tfw getting the VHS rifle in Canada in the coming year

>> No.1491094
File: 77 KB, 640x480, 1395621108721.png [View same] [iqdb] [saucenao] [google]
1491094

Opinion time? Opinion time

E4M2 isn't that hard at all like some people say. Like, it's all about trial and error, once you know

>which monsters are where
>get the plasmagun

And if you actually *know* how to use each weapon the best for each kind of enemy and dodge the baron's plasma you're good to go.

>> No.1491092

>>1491085
I'm playing with "normal" and i got no problems with DoomRL

>> No.1491101

What do Gothic Boots do in DRA?

>> No.1491104

>>1491094
E4M2 has a lot of bullshit moments.

For example, that area that's filled with lots of Spectres.
If you delay jumping down at all then you can't even really get down there since enemies are infinitely tall.

Then you got little room to work with at all points in time and hazard floors.

Not to mention that the secrets are mandatory for pistol starts.
Not optional at all.

>> No.1491106

>>1491101
Nothin until you get the armor

>> No.1491117

And finished by something called "Nightmare Arch-vile". Apparently not even 70% DR and over 100 HP will help you if you stand in that huge pillar of flame they summon. Oh well.

>> No.1491127

>>1491101
50% protection from damaging floors and gives you a set bonus if you find Gothic Armor. Also increases the chances of getting Gothic Armor out of supply crates.

>> No.1491134

>>1491117
yeah but they are incredibly easy to avoid and they are sittng ducks if you do
now nightmare cyberdemons + awkward oblige enemies placement...

>> No.1491147
File: 77 KB, 640x480, 1395622054160.png [View same] [iqdb] [saucenao] [google]
1491147

>>1491104

Not that I want to feel cocky about it, but I can write an idiot-proof guide to E4M2 if you guys want; just to check if I got it right

>> No.1491148

>caring about whether someone beat the game properly

Face it. Playing vanilla with today's sourceports is just a way to cheat by removing the need to manage vertical aiming. Play the game properly using the capabilities of modern sourceports, you fucking idiots.

>> No.1491159 [DELETED] 

>>1491090
Let's hope you do, and that the RCMP doesn't pull more bullshit. I think the VHS-2 looks much more interesting though, even if the VHS-1 looks like a not-shit FAMAS.

>> No.1491161

>>1491147
It's not too unbearable but those bullshit moments are annoying.

I just do the Berserk skip and don't even bother with the right side of the level anymore.

I have more a problem with how terrible the level is design rather than the challenge it offers

>> No.1491165 [SPOILER] 
File: 74 KB, 733x800, VHS-2.jpg [View same] [iqdb] [saucenao] [google]
1491165

>>1491090
Let's hope you do, and that the RCMP doesn't pull more bullshit. I think the VHS-2 looks much more interesting though, even if the VHS-1 looks like a not-shit FAMAS.

>> No.1491182

>>1491148
The limitations prevent the Chaingun from being a sniper weapon and also it prevents you from killing enemies made to be a nuisance to shoot at.

Not to mention a lot of levels are made with the limitations in mind.

A lot of Doom can be skipped with just jumping.

>> No.1491187

>>1491182
>The limitations prevent the Chaingun from being a sniper weapon and also it prevents you from killing enemies made to be a nuisance to shoot at.
So don't do that yourself then? Don't see why people take offense to not playing it "like the creators intended" (a phrase I see thrown around in a lot of questionable contexts).

>> No.1491190

>>1490393
THE TEXTURE FILTERING
IT HURTS

>> No.1491201

>>1490871
Best Cacodemon use in a map ever.

>> No.1491198

>>1490393
much filter such blur

>> No.1491206

>>1491187
>So don't do that yourself then?
Unless you know the range of the vertical autoaim you can't really reliably tell when you're not supposed to hit a guy unless it's really really obvious.

Also with source port additions you make bodies fall off ledges with damage and kills.
This makes Plutonia easier at level 16 because you can use a rocket on the Chaingunners that constantly get revived by Archviles.

Personally I don't mind how one plays Doom as long as they don't do things they were obviously not supposed to be able to do.

Like jumping over monsters, gaps, running on top of monsters, sniping, crawling through windows, etc.

But this is even if you are attempting to play Doom as it's supposed to be intended. If you just prefer to have those things available then more power to you.
Just don't submit speedruns when you do things like that, they don't like it

I have a lot more fun with Doom using Project MSX and Polished Skull with some tweaks.

And maybe one day TSP and v1.0 of GMOTA.

>> No.1491207

>>1490943
When you go to the controls screen, don't assign a key to the first reload keybind, go down and look for the other reload binding, is under Project MSX keys I think.

>> No.1491210
File: 66 KB, 640x400, 1395623531814.png [View same] [iqdb] [saucenao] [google]
1491210

Just found out about zDoom (never paid much attention to Doom on PC, I have had the console ports). For shits and giggles, can I run zDoom vanilla style? I already know about setting it to 320x200 (I set it to 640x400 cause it'll be easier to see on my big resolutioned monitor), but I mean setting the framerate as well as the menu to a more vanilla style (zDoom has alot of options, I remember playing Doom back in the days on Windows 98, and the menu has a bigger text). Is there a way to change the screen-depth to the original? Thanks

>> No.1491214

>>1491201

Dude who is playing thru Thy Flesh here, that little buddy is quite useful to dispatch the imps at the beginning of the level, all you have to do is to provoke the imps so that they throw a fireball at him.

If you know how to provoke infighting, the beginning of E4M2 is a piece of cake

>> No.1491217
File: 71 KB, 640x873, 1395623735690.jpg [View same] [iqdb] [saucenao] [google]
1491217

>>1491206
>This makes Plutonia easier at level 16 because you can use a rocket on the Chaingunners that constantly get revived by Archviles.

I don't see the problem with this.

>Like jumping over monsters, gaps, running on top of monsters, sniping, crawling through windows, etc.

Don't see a problem with this.

>Just don't submit speedruns when you do things like that, they don't like it
Why would I submit speedruns of an edited or changed game? Speedruns are about original games, aren't they?

>> No.1491218

>>1491214
Haha, I'm playing through TFC too and I used that trick yesterday. It was awesome.

>> No.1491221

>>1491217
>>This makes Plutonia easier at level 16 because you can use a rocket on the Chaingunners that constantly get revived by Archviles.

>I don't see the problem with this.
It's playing the level against it's design and bypassing the challenges the level set up for you.

>>Like jumping over monsters, gaps, running on top of monsters, sniping, crawling through windows, etc.

>Don't see a problem with this.
Jumping over monsters means Pinkies are absolutely negated as a threat since they can't ever bite you or ever corner you.
You can't be cornered by anything in any level set even if surrounded by Revenants.

>Gaps
You can skip almost all of any level with a single jump.
You can rocketjump properly to actually skip massive amounts of levels.

>Crawling through windows
Reaching places before you're supposed to be there with ease, getting into places you shouldn't have been able to in the first place and so on.

>Why would I submit speedruns of an edited or changed game?
It was just a joke

>> No.1491224

>>1491210
There was an option somewhere to cap fps, I think there's a console command for it too. Check the zdoom wiki, set it to 35.
About the other stuff, I dunno.

>> No.1491227

>>1491217
Can you stop with the avatarfagging please?

>> No.1491237

Does anyone have any good suggestions for good joke wads?

>> No.1491238

>>1491221
Also to clarify about the level 16 example for Plutonia, you can use the rockets on the Chaingunners with autoaim.

But you can't aim behind them without autoaim in a way that would launch their corpses off the platform, preventing the Archvile resurrection.

>> No.1491241

>>1490839
>Commander Keen /ss/ Edition

>> No.1491249
File: 476 KB, 1366x768, 1395624306354.png [View same] [iqdb] [saucenao] [google]
1491249

IS THIS A GOOD THING?

>> No.1491251

>>1491249
>1 HP

No.

>> No.1491256

>>1491249
SAAAAVEEEEEEE YOUR GAME

>> No.1491252

>>1491251
DON'T WORRY, I GOT A RIPPER.

>> No.1491260

>>1491256
>SAVESCUMMING

>> No.1491261

>>1491249
Yeah, but the nuclear BFG kind of sucks since you only get one shot between charges, while the normal BFG can take two shots before needing to reload. Since you're a marine you'd be much better off using the nuclear plasma rifle.

>> No.1491263

>>1491260
NIGGA THIS AINT NO /RLG/

>> No.1491267
File: 220 KB, 510x585, arch-vile.jpg [View same] [iqdb] [saucenao] [google]
1491267

>>1491221
>It's playing the level against it's design and bypassing the challenges the level set up for you.

I was meaning that in a half serious manner, as in, a dislike of Arch-Viles. I figure that I didn't convey that properly.

>Jumping over monsters means Pinkies are absolutely negated as a threat since they can't ever bite you or ever corner you.
I tend to not want to get close to pinkies (as they're big muscled vicious mouths), so the idea of standing on one never really occurred to me. It'd make you a tall and clear target to any surrounding ranged enemies though, so there's that. Sometimes I'd perhaps run on top of a hoard to get up at some ledge or platform, to get away from them, but I rarely get an opportunity like that even in slaughtermaps.

>You can skip almost all of any level with a single jump.
>You can rocketjump properly to actually skip massive amounts of levels.
Well I wouldn't do that, that's throwing away half the fun of the level.

>Reaching places before you're supposed to be there with ease, getting into places you shouldn't have been able to in the first place and so on.
Well, that'd really only be to get away from overwhelming hordes of monsters or heavy fire, as in, jumping through the window and then ducking down, to not die. I like exploring though, so the thought of reaching a spot the author never intended for me to is a little bit exciting.

>It was just a joke
I see.

>>1491227
It was not my intention. I'll tone it down.

>>1491238
Couldn't you just put a rocket in them and send them flying down into where the Arch-Viles are hiding? I mean, unless you're concerned with getting 100% kills, but I can't remember if you could get that in Vanilla.

Eitherway, it's a bit of a dickmove, level-design wise.

>>1491241
How awful.

>> No.1491269

Any fun assemblies I can make with Nano pack?

>>1491263
But it is now!

>> No.1491272
File: 56 KB, 243x248, 1395624728364.png [View same] [iqdb] [saucenao] [google]
1491272

>>1491260
FUCK YOOOUUUUU!!!

>> No.1491279

>>1491267
>Couldn't you just put a rocket in them and send them flying down into where the Arch-Viles are hiding? I mean, unless you're concerned with getting 100% kills, but I can't remember if you could get that in Vanilla.
In Vanilla it's impossible because corpses aren't impacted in any way. They die where they stand.

I tried to rocket their corpses into the Archvile pit but it didn't seem to work, there might be a minimum height requirement

>> No.1491281

Post some god tier megawads

>> No.1491284
File: 556 KB, 1366x768, 1395624944179.png [View same] [iqdb] [saucenao] [google]
1491284

>>1491261
I HAVE ONE, IT'S GREAT.

PIC RELATED, IT'S WHY IT'S SO GREAT.

>> No.1491286

>>1491281
Scythe and Scythe 2.
Every thread.

They are just such great levels.

>> No.1491282

>>1491279
>there might be a minimum height requirement
Of course there is.

I'm surprised that this concept was only used once in the entire .wad

>> No.1491287

>>1491237

>> No.1491290

>>1491269
Maybe make that automatic super shotgun thing and slap the nano on? I dunno, I didn't find any nano packs either on DoomRL or DRA, so I don't know what can be made with them.
>But it is now!
I'm ok with this. Did you figure out the ZDL thing?

>> No.1491292

Playing Doom "as the creators intended" just leaves you playing an old, extremely overrated shooter; fuck that and the grognards that insist on it.

>> No.1491298

>>1491237
>>1491287

/pol/.wad
that one WAD done by jack101 inspired by Exploding Lips
Mock 2

>> No.1491301

>>1491290
I'd need to find Firestorm first.
>Did you figure out the ZDL thing?
Uh, I just drag DoomRL wads and and a wad I want to play on zdoom exe.

>> No.1491303

>>1491292
GO FUCK YOURSELF WITH A CACTUS
also i politely disagree

>> No.1491312

So does anybody think the 8x damage multiplier for Doom RLs Scout class is a bit OP? I got the high powered hand cannon, and I feel utterly unstoppable with it.

>> No.1491319

>>1491298
I agree with the first two, but Mock 2 is just bad no matter if it was intentional or not, try the TurboCharged Arcade wads instead.

>> No.1491321

>>1491312
>Killing a Baron in six shots
Feels good man

>> No.1491328

>>1491292
But the creators had intended for Doom to be modified and modernized!

Carmack even wanted things like Zandronum to come about:
http://youfailit.net/pub/idgames/idstuff/source/doomsrc.txt

>> No.1491334

>>1491328
You should tel the purists.

>> No.1491338

>>1491334

rep and tel their guts

>> No.1491351
File: 77 KB, 640x480, 1395626219664.png [View same] [iqdb] [saucenao] [google]
1491351

Ah well

>> No.1491353

>>1491206
>Also with source port additions you make bodies fall off ledges with damage and kills.

I distinctly remember shooting imps off ledges (they fell forward) in vanilla doom in 1995.

>> No.1491359

>>1491210
Are you the fuck that wanted to play the original chex2?

Here you go you asshole, I made this for you but you apparently don't have eyes so you didn't see it. Instructions for vanilla doom play in zdoom are included in the rar file.

Copy of my earlier post:

Near perfect recreations of vanilla chex quest 1 and 2 in zdoom have been completed.

From the Readme in the rar (and the About in the wads themselves):

chex_van_zdoom.wad
chex2_van_zdoom.wad

Files are meant to recreate a vanilla Chex Quest 1/2 experience as closely as possibly in ZDoom.
Files are to be run as pwads with Doom.wad (Ultimate Doom)
All resources are from the original Chex Quest 1&2 (chex.wad & chex2.wad) with a bunch of code copy+pasted from Chex3.wad and the ZDoom wiki.

Flemoidus Cycloptis Commonus which face to the wrong side when moving at the player have been kept in as that is vanilla behavior.

////INSTRUCTIONS FOR RUNNING ZDOOM LIKE VANILLA CHEX QUEST 1/2
////////////

////Run as:

PWAD with DOOM.WAD (Ultimate Doom)

////Typed in console:

cl_capfps 35

////Under "OPTIONS" in the Main Menu:

//Display Options
Column Render Mode: Original
Interpolate Monster Movement: No

//Video Mode:
320 x 200

//Compatibility Options:
Compatibility Mode: Doom (Strict)

//Mouse Options
Mouselook Speed: 0

//Player Setup
Autoaim: Always

Download:
https://www.mediafire.com/?jxb9bgayl84iy7n

>> No.1491369
File: 214 KB, 1366x768, 1394774751398.png [View same] [iqdb] [saucenao] [google]
1491369

>>1491292
It's mostly just jumping and crouching around to break maps. Other than that and freelooking to win on map30, I don't think most people here give a shit.

Jumping over a pinky horde when you get your dumb ass surrounded just removes man-card points, though.

>> No.1491379

https://www.youtube.com/watch?v=tdrPus6ScR8

Does anyone have more, better footage?

>> No.1491383

>>1491359
I'm not this chex 2 asshole lol, I was just playing around at the time with the .wad i got from my burnt cd i got years back. Will take a look at this though. Thanks

>> No.1491384

>>1491298
Okay, anything else? I've already played /pol/.wad.

>> No.1491389
File: 34 KB, 294x294, 1254850882934.jpg [View same] [iqdb] [saucenao] [google]
1491389

>>1491359
cl_capfps 35? Why? It's a boolean, 1 = true and 0 = false. 1 means it synchronizes the framerate with the game clock, 1 frame per tic update, which is around 35fps.

vid_maxfps is a framelimiter that only exists in zdoom and gzdoom so far, but is basically a custom fps cap. With vid_maxfps 35, the video update and game timer are running on separate timers, and results will be jerky and not be as good as with cl_capfps 1, which uses only one timer.

http://zdoom.org/wiki/CVARs:Display#cl_capfps

>> No.1491390

>>1491359
I'm the chex 2 vanilla fag, sorry about not replying, that's my bad. Thank you very much for spending time on a fuck like me.

>> No.1491398

>>1491379

The past thread (I think) IMX posted a twitpic video where someone defeats Romero, it lasts like 30 secs or so.

Also I like how nobody over at the known Doom forums have brought the subject, never mind that Romero used Zandronum

>> No.1491405
File: 635 KB, 714x1200, 35234413_p4.jpg [View same] [iqdb] [saucenao] [google]
1491405

>>1491379
>tfw the real Romero is still trapped in the digital world, unable to do anything but look out his fleshy window

>> No.1491408
File: 180 KB, 1280x1024, stop reading my shit.jpg [View same] [iqdb] [saucenao] [google]
1491408

>>1491398
That may be the programer he mentioned in the vid I linked. Cool, thanks.
What's the deal with Doomsday anyways? Is it still updated? Only thing I noticed a while ago when watching a vid of it is that it has a shitton of options for everything, and it's own front end, but is it any good?

>> No.1491410

>>1491390
lol its fine I just was afraid I did the work for nothing.

>>1491389
I don't understand. I forgot it wasn't a bool, but cl_capfps is what he wants since

>but I mean setting the framerate as well as the menu to a more vanilla style

>> No.1491414
File: 449 KB, 300x167, nicetryfaggot.gif [View same] [iqdb] [saucenao] [google]
1491414

>shit Oblige is giving me too many cybs and archies too soon in the game in medium settings.
>change to Obhack
>Mastermind in the opening room of map02
>Oblige's and Obhack's face when

>> No.1491417

>>1491207
That was it... Thanks dude

>> No.1491436

>>1491414
That's some bad luck.
Reminds me of a dude playing DoomRL in a special difficulty setting and going downstairs and finding himself surrounded by arachnotrons.

By the way, which one do you like better, OBLIGE or OBHACK?

>> No.1491445

>>1491414
>DoomRl Arsenal
>Oblige megawad, playing with permadeath rules
>First 15 maps are fairly easy with small encounters here and there
>Suddenly Barons everywhere
>Spend ten minutes killing them all
>Think the worst is over
>Open a door
>30 more Barons with, I shit you not, 10 Archviles behind them
>All my work is rapidly undone
>Ammo and health running out as I frantically try to kill the 'viles
>Barons slowly closing in
>Finally get cornered and beaten to death with nowhere to hide

It's one thing to get hit with a truck right at the beginning. Oblige played me on, making me feel like I was in control, then proceeded to crush my dreams into dust.

>> No.1491454

>>1491436

Current OBLIGE v6 RC blows ObHack away. OBLIGE's developer was looking forward to bring back the prefab placement that was featured in v3, and also a fuckton of features are planned to be included for it (custom music folder, for example)

>> No.1491457

>>1491454
>OBLIGE v6 RC
Anyplace to get it (without compiling, preferably)?

>> No.1491459

>>1491457

uhhhh have you tried looking at the News post?

>> No.1491461

>>1491459
Whoops, thanks!

>> No.1491462

>>1491457
boku no news post

>> No.1491465

>>1491436
While v6 is objectively better obhack makes the almost exact kind of rooms I like.
if only it had less windows...

>> No.1491464

>>1491410
It implies that cl_capfps is a custom framelimit, which is spreading wrong info to people who might not know.

I figured I should explain what it actually does. That's all.

>> No.1491471
File: 345 KB, 598x1000, 1395629043638.jpg [View same] [iqdb] [saucenao] [google]
1491471

Ey Mike, a suggestion for the Archvile.

Make her wear something like pic related, but with her jocks uncovered. Try using the skull gradient of the Doom palette as the color of her dress.

>> No.1491480
File: 541 KB, 1920x1200, 1395629442846.jpg [View same] [iqdb] [saucenao] [google]
1491480

Also if my memory serves me right you said you will be replacing the former troops with armored Imp variants. Here's some concepts I found and I thought they would be useful to ya

>> No.1491491

>>1491292
I may love all the modern crazy mods people are doing, but if you seriously insist that Vanilla Doom, in it's original form, isn't fun as fuck, I'll challenge you to a duel to the death.

>> No.1491506

>>1491505
>Slow paced

Goodbye

>> No.1491505

>>1491491
Slow paced, with sluggish, unresponsive, unsatisfying weapons, and defined by a set of obnoxious technical limitations.

Yeah, nah, fuck that.

>> No.1491508

>>1491369
>unlimited_boomstick_works.png

>> No.1491509

>>1491505
Oh yeah, I forgot. Shitscanning enemies left and right, with the ones that weren't shitscanners throwing projectiles that are effortless to dodge. Along with several of the melee enemies being so effortless to shut down that it actually makes facing them more comedic than threatening.

>> No.1491512

Any news about that h-mod? What's the name of it?

>> No.1491517

>>1491506
Does the truth really offend you that much? Vanilla doom is fucking tedious.

>> No.1491523

>>1491517
Samefagging here, just so nobody thinks they're clever by shouting it.

Proof of this can be found in the fact that it's impossible to make challenging WADs for vanilla gameplay that don't either rely on massive hordes of enemies, bullshit challenges like archvile hordes hidden behind objects, or using the technical limitations of the engine to hobble the player.

>> No.1491526 [SPOILER] 
File: 153 KB, 665x500, 41287792_big_p21.jpg [View same] [iqdb] [saucenao] [google]
1491526

>>1491512
m12-hmod_techdemo2.pk3

>> No.1491534

>>1491526
O-oh my...

>> No.1491538 [SPOILER]  [DELETED] 
File: 399 KB, 806x1137, 41287792_big_p20.jpg [View same] [iqdb] [saucenao] [google]
1491538

>>1491512
>>1491526
[apoiler]almost forgot: http://www.sendspace.com/file/qq23cf [/spoiler]

>>1491534
You ain't seen nothing yet.

>> No.1491537

>>1491517

>Vanilla doom is fucking tedious

Just before you get b&, watch the fucking Doom 2 Tournament finals

https://www.youtube.com/watch?v=hcSj0lk-vEo

And go ahead and tell me this is slow as shit

>> No.1491541

>>1491538
YES
YES

>> No.1491539

saw someone say they set up a script that created a random oblige level, ran it with DoomRL Arsenal, and played the levels like a roguelike

can anyone show me how set up a script like this? sounds really fun

>> No.1491543
File: 148 KB, 985x369, doomguy-stronk.png [View same] [iqdb] [saucenao] [google]
1491543

>>1491505
>Slow paced
>Doom
-10/10

>> No.1491545 [SPOILER] 
File: 399 KB, 806x1137, 41287792_big_p20.jpg [View same] [iqdb] [saucenao] [google]
1491545

>>1491512
>>1491526 (You)
almost forgot: http://www.sendspace.com/file/qq23cf

>>1491534
You ain't seen nothing yet.

>> No.1491542
File: 19 KB, 290x705, Allow me to introduce myself.png [View same] [iqdb] [saucenao] [google]
1491542

>>1491505

>slow paced gameplay

>shotgun
>SSG
>rocket launcher
>unresponsive
>unsatisfying

are you playing the same game as us? I'll agree that vanilla doom certainly feels old compared to all of the new mods, but the gameplay is still rock solid and entertaining. So you're either a troll or a babby who hasn't even got past the first episode of Doom 1 before quitting.

>>1491537

I think he's referring to classic gameplay of a player versus monsters

>> No.1491554
File: 767 KB, 320x240, DOORSTUCKDOORSTUCK.gif [View same] [iqdb] [saucenao] [google]
1491554

>>1491545
You know what, I can't post for shit today. I give up.

>> No.1491557
File: 71 KB, 426x341, 1359778995901.jpg [View same] [iqdb] [saucenao] [google]
1491557

>>1491545

>Those fucking hips

Anon please, no

>> No.1491564
File: 254 KB, 900x1200, are_you_loving_it.jpg [View same] [iqdb] [saucenao] [google]
1491564

Opinion != fact. Others might not agree with you, but don't try to pass off a subjective view as indisputable "truth".

That said, at least you brought reasons to the table to back them up. The way I see it is that each monster is not designed to face the player by itself, but combined with others and the environment to give a player a combat puzzle of sorts to overcome.

I don't like slaughterwads that rely on sheer numbers for that reason. Those maximize what you call "tedious" and make it the sole focus of gameplay.

http://blog.danbo.vg/post/50094276897/the-most-misunderstood-game-of-all-time Give this a read sometime. See the paragraph about the bestiary, it's pretty neat.

Personally I use perkristian's hq sounds to give everything a bit more power. And hey, there's always enhancement wads like Polished Skull to fill in what some people feel as weak points in Doom.

>> No.1491562

>>1491545

Gonna be honest.
I prefer that drawing to Mike's sprite.

Sorry, man.

>> No.1491569

>>1491564
Fuck, I thought I quoted.

>>1491564
This was for

>>1491517

>> No.1491572
File: 992 KB, 350x197, 1395631623660.gif [View same] [iqdb] [saucenao] [google]
1491572

>>1491554
HAHAHA!
I LOVE BULLYING THE PAIN ELEMENTAL!

>> No.1491574

>>1491562
I liked Mike's sprite better. She was bigger. That was nice.

Good to have both though.

>> No.1491580

>>1491572
>try it in DoomRL Arsenal
>get face ripped off
:(

>> No.1491582

>>1491505
Alright, let's bite.
>Slow paced, with sluggish, unresponsive, unsatisfying weapons,
Yeah, no.
>and defined by a set of obnoxious technical limitations.
Explain.
>>1491509
>hitscanners
They aren't bad because they can actually miss sometimes and because they force you to take priorities in combat. Taking cover sometimes isn't a bad thing either.
>throwing projectiles that are effortless to dodge.
They are pretty hard to dodge when there's a group of them, and the level design should use them creatively. Also, not all enemies are imps you know.
>>1491523
>Proof of this can be found in the fact that it's impossible to make challenging WADs for vanilla gameplay that don't either rely on massive hordes of enemies, bullshit challenges like archvile hordes hidden behind objects, or using the technical limitations of the engine to hobble the player.
Doom is a 2.5D shmup, so yeah.
Still, some levels are hard without using hordes and hordes of enemies. Thy Flesh Consumed, as an example. Not all of the levels are hard but some are pretty dangerous.
Never seen the bullshit and engine things you mentioned though.

>> No.1491586

>>1491537
Compare that to a Quake 3 match. It's sluggish as shit.

>So you're either a troll or a babby who hasn't even got past the first episode of Doom 1 before quitting.

I beat every episode. But nice assumption. If people don't like you like, it must mean personal failing on their part. Let me describe Doom combat.

>oh noes, a monster
>shoot at monster, making cheesy sounding pop noise with gun
>wait
>wait while milling about to avoid easily dodged projectile
>wait some more
>still waiting
>oh hey, I can finally shoot again, allowing me to make another cheesy sounding pop

>> No.1491591

>>1491564
perkristian stuff is really good.
I use his smoother animations plus his sounds. I used to prefer the PSX sounds but pk's ones growed on me.
I think I'll aslo download that smoother monster animations thing IMX posted.

>> No.1491594

Playing with Oblige v6 now, I really don't like how it makes a bunch of lava/acid holes you can fall into and can't get out without jumping, but in other places jumping breaks map progression.

>> No.1491601

>>1491586

Quake 3's weapon sounds are shit though, and deathmatch consists of jumping around everywhere.

>> No.1491604

>>1491564
>When John Carmack, the embodiment of id software’s last shred of credibility, goes on stage at QuakeCon 2012 and says "We all know what Doom is about - shotguns and demons", he is met with rapturous applause from the audience. Doom 3 had at least one shotgun and one demon (if not more) and yet has failed to secure the lasting appeal of its forerunners, interesting as a tech demo and little more - so clearly this isn’t the case.

>I, a random blogger know better than the one of game's creators what the game is about.

>> No.1491606 [DELETED] 
File: 190 KB, 1280x1024, 1388948058114.jpg [View same] [iqdb] [saucenao] [google]
1491606

>> No.1491609

>>1491604

To be fair, Carmack has never been about gameplay mechanics, he's an engine maker, that's it.

Which explains why Quake 4 was so bland, along with Doom 3, and RAGE. All of those games are impressive from a technical standpoint but god damn the gameplay is dull as dishwater

>> No.1491616

>>1491609
I'd say all of those games had theoretically solid gameplay, the problems ran deeper than that. Rage for instance just had really bland design and writing; it was very difficult to give a shit about anything, even if the gunplay was solid.

>> No.1491620

>>1491609
Quake 4 was pretty good, it was also developed by Raven.

>> No.1491621

>>1491616

Some of the weapons felt lackluster to me at least, but really more than anything I'm butthurt that wingsticks break and you can't get an infinite use returning one. God damn it I want another razorwind

>> No.1491626
File: 321 KB, 565x600, Lancer.png [View same] [iqdb] [saucenao] [google]
1491626

>>1491508

>> No.1491627

>>1491609
Can't talk about Q4 and D3, but RAGE guns felt great.
The problems came from hitscanners, the aiming being shit, the fact that to compensate for regenerating health your HP is so low is ridiculous, and that gunplay last about 3 minutes before you have to drive 10 fucking miles to shoot stuff again.
The writing and quests sucked too.

>> No.1491628

>>1491609
>implying he didnt ask for input from quakeworld clan members and "professional" players like thresh to balance the mechanics for Quake III Arena

Refer to Carmacks 1998 and 1999 .plan files:
http://floodyberry.com/carmack/plan.html

Don't say shit that isn't true.

>> No.1491632

>>1491627

yeah, that low HP amount sucked dick. From a design standpoint I dig the weapons though, they all certainly LOOK cool.

>>1491628

I never mentioned Quake 3, just 4 and Doom 3.

>> No.1491636

>>1491621
I don't remember the weapons that well, but I do recall that the assault rifle and pistol were very satisfying to use.

>> No.1491646

>>1491632
>I never mentioned Quake 3, just 4 and Doom 3.

Misread, my mistake, friend.

>> No.1491643

>>1491627
A vid I saw a while ago that explained all this shit: www.youtube.com/watch?v=eVFrAsxjxLs

There's a second part too.

>> No.1491651 [SPOILER] 
File: 2.28 MB, 1500x2000, 34689934_big_p0censored.png [View same] [iqdb] [saucenao] [google]
1491651

>>1491574
I think she was based on this artist's rendition.

It's on pixiv

>> No.1491661

>>1491646

It's okay, and I feel like a cunt for mentioning that all players do in Quake 3 is jump around, there's a lot more to it than that. But I grew up with Unreal Tournament, so I can't say anything more.

and I do like Quake 4's blaster WAY more than quake 2's blaster, it looks cool, and sounds cool. Too bad it's pretty useless on harder difficulties.

>> No.1491668

>>1491586
>Compare that to a Quake 3 match
You mean "JUMPING LIKE A FAGGOT THE ENTIRE TIME: THE GAME" ?

>> No.1491671

>>1491564
That article was pure masturbatory bullshit. He's providing after the fact justifications for things that the creators didn't put even a quarter that amount of thought in.

Also, it's hilarious that he says Brutal Doom isn't more of what made Doom good, then goes on to mention an aware which the mod has received as proof of this.

Also, to call the BFG a weapon of "nuance" rather than a piece of shitty design work is just pants on head retarded.

That article was the purest essence of asshurt grognardia.

>> No.1491673
File: 47 KB, 640x448, 1385437969105.jpg [View same] [iqdb] [saucenao] [google]
1491673

>>1491609
I-I liked Doom 3 and Rage...

>> No.1491675

>>1491668
>I've never seen a quake 3 match between skilled players

That's terrible.

>> No.1491679

>>1491673
Doom 3 with the duck tape mod was decent.
Unmodded Doom 3 is just a pain in the arse.

>> No.1491681

>>1491673

while I really dislike Doom 3, and Rage let me down. I can't be giving people shit for what they like. God damn it this is /vr/, not /v/.

>> No.1491686

>>1491671
Further, the idea that there is intelligence and forethought in the design of the Doom monsters is just fucking absurd. The hit and miss nature of the original WADs, with most of the levels and campaigns of the first two Dooms that aren't KDinD sucking endless amounts of shit, stands testament to this. No, what there is to the Doom monsters is a set of uses that overly dedicated fanboys looking for an easily used engine for making levels have cooked up for them. If this level of fandom had happened with literally ANY OTHER shooter, you'd have the same style of puffed up, self-important jerk off as that fucking blogger claiming subtlety where there is none.

>> No.1491710

>>1491704
Are you using a dev build of ZDoom? Get that.

>> No.1491704

The HUD for DoomRL isn't loading properly for me.

Also, is the Obsidian armor really good or is it a joke? Maxed at 999 armor.

>> No.1491713
File: 322 KB, 1024x640, 1395634535213.png [View same] [iqdb] [saucenao] [google]
1491713

>>1491704

Did you disable the alternate fullscreen HUD in your HUD options? If your fullscreen HUD looks like this, go disable it

>> No.1491717

>>1491713
>>1491710

Thanks to both!

>> No.1491719

>>1491704
Onyx armor is indestructable but only provides 20% protection. It's nice for a backup, I guess.

>> No.1491723

>>1491710
Not OP but what is wrong with the stable zdoom

>> No.1491729

>>1491723
It doesn't have the newest features, and DRA requires some of them. Stable will run fine for a while but some shit will bug or just flatout won't work.

>> No.1491748

Does the Medical Power Armor flatout make you invincible?

>> No.1491762
File: 95 KB, 1000x1000, chainsaw.jpg [View same] [iqdb] [saucenao] [google]
1491762

>>1491679
Yeah, it helps transform the game from "oww I banged my shins in the dark again" to an alright shooter. I think having a Half-Life style flashlight was one of the better decisions they did for the BFG Edition.

Plus, the chainsaw was just perfect, I really wish they gave it to you earlier in the game.
Or at all in the expansions.

>>1491681
Don't get me wrong, neither of them are perfect, but I appreciate them for what they are. It's a shame they'll probably never revisit Rage again, because even through it's shortcomings, I thought it had interesting things going for it.

>> No.1491803

>>1491748
Nah. 40% protection, slow health regen when under 25%, and 50% increased health from pickups. It's good, but it's hardly the best. If you're interested in becoming invincible, look into Shielded Armor for bullets and melee and Lava Armor for fire and plasma.

>> No.1491804

>>1491803
I had 9999~ or so Health, which is why I ask.

>> No.1491814

>>1491480
I was hoping he could put in modern armor kind of like the what the zombies were to show that they replace them

>> No.1491820

>>1491369
Jumping over a pinky horde when you get your dumb ass surrounded just removes man-card points, though
then i lost that man-card a long time ago,just replace pinkies with revenants and the fact that i used MSX[i was playing Slaughterfest 2012]

>> No.1491830

What makes a gun satisfactory?
A)The sound[rated from 1=peashooter to 5=recorded real gun sounds to 10=REAL GUN SOUNDS]
B)The power of the gun and the feel of killing enemies with few shots because POWER

>> No.1491834

>>1491830
A and B

Real gun sounds are terrible on their own, they need to be upgraded

>> No.1491840

>>1491830
A good mix of both. If a gun has a badass sound but it's actually shitty, it'll still feel like shit. Likewise, even a gun that murders everything in seconds isn't fun to use if it has a wimpy sound.

>> No.1491843

>>1491834
i think with REAL GUN SOUNDS,i meant that the weapon has badass sounds that will feel satisfactory even if the weapon is shitty by some standards[i.e. MSX shotgun is useless at mid range but the sounds are 10/10 would fire]

>> No.1491848
File: 320 KB, 1024x640, 1395639496827.png [View same] [iqdb] [saucenao] [google]
1491848

Oblige, you're an asshole sometimes.

>> No.1491854
File: 1.41 MB, 1600x783, 40137138_p0.jpg [View same] [iqdb] [saucenao] [google]
1491854

>>1491848
>Scout's face is just doomguy with a lopsided beret

>> No.1491857

>>1491854
God why are cacodemons just the most adorable things ever?

>> No.1491858
File: 97 KB, 500x596, 33798925.jpg [View same] [iqdb] [saucenao] [google]
1491858

>>1491857
They just are.

>> No.1491860

>>1491830
What makes shooting a satisfying experience is the sensations associated. Feeling power over something is a trifling matter to experience; any child with a magnifying glass and some ants can pull that off.

So with that in mind: A is infinitely more important than B.

>> No.1491862
File: 1.01 MB, 1200x680, 35441481.png [View same] [iqdb] [saucenao] [google]
1491862

>>1491848
>But anon, I brought all your friends back!

>> No.1491869

>>1491858

I own a damn plush of one of the things and they're my favorite monster.

Also the new pain-sound they're given to be a quick chrr doesn't help.

Cacodemons. Everything is sunshine and lollypops to them.

>> No.1491867

is something wrong with the RL arsenal monster pack? it doesnt seem to load for me
im using the latest svn build of gzdoom

>> No.1491868

>>1491862
Oh god even the archvile is adorable.
>>1491858
>You'll never hug a caco
;_;

>> No.1491871
File: 210 KB, 720x720, that&#039;ll do caco, that&#039;ll do.jpg [View same] [iqdb] [saucenao] [google]
1491871

>>1491869

>> No.1491873

>>1491871

what the. The thumbnail didn't have any text.

>> No.1491880

>>1491843
I changed MSX's shotgun sound to one with more oomph.

It went from kinda nice to OH FUCK YEAH AUTOSHOTGUNS ARE MY SHIZNIT NOW AND FOREVER

I also changed the pistol sound to get a more.. Powerful shot since I'm shooting explosive bullets.

It's not that I didn't like the default sounds, but I had found some even better sounds in another place to use.

Thanks whoever that guy who did The Specialists weapon mod on youtube is, your weapons were kind of lackluster but the rips were amazing and you had some great sounds to work with

>> No.1491885

>>1491880
pls upload it

>> No.1491897
File: 28 KB, 392x297, 16064979.jpg [View same] [iqdb] [saucenao] [google]
1491897

>there exists more than one image of doomguy riding a caco

>> No.1491901

>>1491897
Every Doomer wishes they had their own pet Cacodemon to ride.

>> No.1491905
File: 335 KB, 720x1038, 34601443.jpg [View same] [iqdb] [saucenao] [google]
1491905

>>1491901
It would be relaxing, especially since their flesh is probably very soft and tender, but man it would be a slow ride

>> No.1491907

>>1491905
>but man it would be a slow ride
more time with your pet caco
#winning

>> No.1491908

>>1491905
OMIGAWD. THAT CACO IS BLUSHING. IT'S SO CUTE.

>> No.1491916
File: 129 KB, 467x325, 1395641978587.png [View same] [iqdb] [saucenao] [google]
1491916

sides obliterated

>> No.1491918

Guys, guys, wait.

What if we had a Doom wad based on Overlord?

Exept the minions are cacodemons.

>> No.1491917
File: 311 KB, 750x1134, 35234413_p2.jpg [View same] [iqdb] [saucenao] [google]
1491917

demon taming mod when

its all that spider mastermind's fault
the demons are innocent

>> No.1491921
File: 6 KB, 236x256, 2363405920945.png [View same] [iqdb] [saucenao] [google]
1491921

>>1491854

That's my favorite DOOM photo

>> No.1491920

Anybody have a good hi-res image of the Doom Box art. All the ones I find on Google Images have an odd line going across the O and M in the title.

>> No.1491927

>>1491920
Fuck, I remember some anon making a proper HD one but I don't know if I saved it. Gimme a sec.

>> No.1491930
File: 357 KB, 1366x768, 1395642305967.png [View same] [iqdb] [saucenao] [google]
1491930

>>1491917
There's a Pokemon Doom wad that lets you capture the demons and use them instead of traditional guns.

>> No.1491931
File: 938 KB, 620x523, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
1491931

>>1491927
That'd be cool, thanks. That line just gives me total OCD.

>> No.1491934

>>1491930
kewl

>> No.1491936

>>1489345

That's like the ultimate 'u mad bro?' reaction image.

>> No.1491940
File: 490 KB, 1280x1024, 1395642524551.png [View same] [iqdb] [saucenao] [google]
1491940

Oh for- OBLIGE YOU BITCH!

>> No.1491938
File: 34 KB, 306x157, 25968069_m.png [View same] [iqdb] [saucenao] [google]
1491938

>>1491930
Interesting. I wonder...

>catch Arch-Vile
>revives corpses out of instinct??
>fights revived enemies???

>> No.1491941
File: 2.26 MB, 1606x2425, DOOM.jpg [View same] [iqdb] [saucenao] [google]
1491941

Best game

>> No.1491943

>>1491941

Such a classy package.

>> No.1491948
File: 103 KB, 800x800, 1395642844959.jpg [View same] [iqdb] [saucenao] [google]
1491948

>>1491940
why are they blue

>>1491941

>> No.1491958
File: 2.27 MB, 1927x1210, DOOM.jpg [View same] [iqdb] [saucenao] [google]
1491958

>>1491931
>>1491927
>>1491920
Here it is.
I don't know shit about image formats and shit so if it's bad that the pic is a jpg tell me and I'll upload it with some other format.

>> No.1491978

>>1491930

So do you start out with a demon or something? Or do you throw rocks like safari zone?

>>1491948

Because those are plasma troopers, each of those guys is packing a plasma rifle

>> No.1491980

<ven> SetActorVelocity(0, 12*normX, 12*normY, dicks, butts, cocks);
<ven> ???
<ijon> dicks = 0, butts = 1, cocks = 0
<ven> #DEFINE dicks 0
<ven> #DEFINE butts 1
<ijon> useful constants
<ven> #DEFINE cocks 8===D
<ijon> wait
<ijon> I got it
<ijon> #define dicks 0
<ijon> #define butts 1
<ijon> wait no
<ijon> #define dicks 0
<ijon> #define d dicks
<ijon> #define butts 1
<ijon> #define cocks 8==D
<ijon> s/\<d\>/D/

DOOM MODDING.

>> No.1491993
File: 949 KB, 1680x1050, 1395644459225.png [View same] [iqdb] [saucenao] [google]
1491993

01:56 < ijon> http://ijontichy.lostsig.com/wads/dakka-0.04.pk3
01:56 < ijon> changes
01:56 < ijon> - seperated ammo out
01:56 < ijon> - new ssg sounds
01:56 < ijon> - chaingun grenades rebalanced, should no longer perpetually explode without doing any damage for no reason online
01:56 < ijon> - some heretic and strife compat

also new punching sounds, and the ssg should hopefully desync a bit less online (not that it did all that much harm but still)
wallclimbing with the plasma lasers is no longer all that viable

>> No.1492005
File: 168 KB, 339x264, trons.png [View same] [iqdb] [saucenao] [google]
1492005

>>1491978
oh. oh my.

does that .wad just "upgrade" all monsters to fiercer ones or do they count as separate monsters that oblige works with in spawning

>> No.1492009
File: 12 KB, 476x411, doomguy arms crossed.png [View same] [iqdb] [saucenao] [google]
1492009

>>1490789
>>1490792
I wouldnt get my hopes up about anything being made with it.. the Blake Stone source codes were released nearly a year ago and we havent seen anything new made with them.

>> No.1492012

>>1492005
option 2 I think

>> No.1492017
File: 79 KB, 800x600, Heretic_ironlich.png [View same] [iqdb] [saucenao] [google]
1492017

>>1492012
neat

>> No.1492019

>>1491916
>caco is about to shoot a second lost soul after the first lost souls crashes to Caco's blast
that's going to cause in-fight

>> No.1492021

>>1491948
ZPTroopers
they are dangerously cheesy in small rooms

>> No.1492023

>>1491978
You start with either an Imp or a Zombieman - you're supposed to be able to choose Grass, Water, or Fire like in actual Pokemon, but the author only ever implemented the Fire starter, so Water and Grass give you a Zombieman, which is the equivalent of a Bug-type. Your only personal defense mechanism is the recall beam, which will do 1 damage and briefly stun if used on enemies.

>> No.1492025

>>1492009
ECWolf is working on implementing Blake Stone support.

>> No.1492028
File: 51 KB, 251x251, 1343289489535.jpg [View same] [iqdb] [saucenao] [google]
1492028

>>1492025

>> No.1492032

>>1492005

Yeah.

There's three "nightmare" type difficultys in DoomRLArsenal:

Nightmare: New nightmare enemys, pain in the ass, prone to fucking you in a heartbeat. No respawns. Tougher enemys.
Technophobia: New Cyber enemys. Even more of a fucking pain. Thank GOD there's no nightmare cyber.
Fall of Man: Hidden beneath Technophobia. This is both above and some of its own new monsters blended in. You will die.

The nightmare archvile and the nightmare cyberdemon will cause you to turn into an angry marine.

>> No.1492039

>>1492032

What's the nightmare archie do?

>> No.1492041
File: 473 KB, 1366x768, 1395646164087.png [View same] [iqdb] [saucenao] [google]
1492041

>>1492039

>> No.1492043

>>1492041

Oh the red fuckers? at least you can dodge their flames. Also what font is that?

>> No.1492045
File: 212 KB, 525x525, e40.gif [View same] [iqdb] [saucenao] [google]
1492045

>>1492032

>Nightmare cyberdemon

"Oh, A thamuz. How hard could it b-"

VVVVVVVVV-CHOOOM
VVVVVVVVV-CHOOOM
VVVVVVVVV-CHOOOM

"....Fuck."

>> No.1492048

>>1492043
It's the font used by BTSX.

>> No.1492051

>>1492032
Wait, this is normal DRA or with the added monsters addon?

>> No.1492056

>>1492032
Also, do Tech and Fall of Man have respawning enemies?

>> No.1492059

>>1492043
>>1492039

You misunderstand.

Normal Archie: Break eyesight.
Nightmare Archie: RUN. FUCKING RUN.

Also nightmare archies resurrect any non-nightmare enemys into nightmare versions [unless they are technophobia ones]

HAVE FUN.

>> No.1492060

>>1492056
>>1492051

With monsters addon.

No, Not a lot of diffrence either way. You will die just as much.

>> No.1492061

>>1492045
You should play Scythe MAP 26,you will love them
>oh shit son,lots of enemies but i has nuclear BFG and Nuclear plasma rifle
>VVVVVVVV-CHOOOM
That lazer beam sound effect will make you shit your pants

>> No.1492064

>>1492059
>Also nightmare archies resurrect any non-nightmare enemys into nightmare versions [unless they are technophobia ones]
Oh my god

>> No.1492068

>>1492059
>Also nightmare archies resurrect any non-nightmare enemys into nightmare versions [unless they are technophobia ones]
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>Room filled with cacodemons
>suddenly nightmare archie
>everything is now blackodemons
those teleporting faggots are worse than hitler,and on top of that,the fucking Nightmare revenants in large groups

>> No.1492069
File: 346 KB, 1024x640, 1395647474441.png [View same] [iqdb] [saucenao] [google]
1492069

FUCK this guy was waiting for me when I came out of the teleport, thank christ the combat pistol makes him flinch.

>> No.1492078
File: 683 KB, 1280x1024, 1395647933784.png [View same] [iqdb] [saucenao] [google]
1492078

>>1492068
>>1492064
>>1492061
>>1492069


TRUE SUFFERING IS NOT KNOWN.

>> No.1492086

>>1491938
I'm pretty sure it works the same as Summonfriend. (ie. Archie revives monsters who then turn friendly)

>> No.1492089

>>1492069
That combat pistol is tiny.

What makes it so special?

>> No.1492092

>>1492089

In the scout's hands, you can wreck shit. Fast firing, fast reload, good damage that's heightened further by the scouts ability to multiply pistol power by 5. I kill the cyberdemon with like, 3 magazines for 15 shots each

>> No.1492105

>>1492089
With 8x damage on pistols, even the piece of shit you start with hits like a truck.

>> No.1492110

>>1492105
>>1492092
You've never truly had fun until you get a PPPP uzi as a scout.

64 damage per shot. 32 shots in a magazine.

That's two barons melted down in a couple seconds.

>> No.1492112
File: 118 KB, 400x500, GvH_Jitter_ride_by_Eriance.png [View same] [iqdb] [saucenao] [google]
1492112

>>1491905
>>1491901
>>1491897

>> No.1492114

>>1492110

Burst-Fire uzi is basically a high-powered shotgun.

>>1492078

Is that the fucking Judge of the Dead?

>> No.1492117

Would it be okay /doom/ if you could try my shitty map?
It's the first one I've ever made and I want everybody to give it a try.
Once again I apologize for it's terrible quality.
https://www.dropbox.com/s/odhxbduto1bt8ik/1stmap.wad

>> No.1492120 [DELETED] 

>>1492117
>https://www.dropbox.com/s/odhxbduto1bt8ik/1stmap.wad
% prboom 1stmap.wad -warp 1

prboom v2.5.0 (http://prboom.sourceforge.net/))
[...]
P_SetupLevel: map01: Hexen format not supported

oh well. i'm not interested if i have to use zdoom, sorry.

>> No.1492130

>>1492117
I promise I'll look into it tomorrow.
>>1492120
>not having every source port known to man installed
Pleb.

>> No.1492132

>>1492130
He's using Linux. ZDoom isn't really an option.
>>1492120
However, ZDoom has a large enough Linux community that there are a bunch of guides here.
http://forum.zdoom.org/viewtopic.php?f=4&t=10436

>> No.1492135

>>1492120
But why?
I thought everyone had zdoom/gzdooom in conjunction with another source port.

>> No.1492139

>>1492135
If he's on Linux, getting g/zdoom means compiling from source, and I can tell you from experience that it's a fucking bitch.

>> No.1492145

>>1492139
Couldn't he dual boot though?

>> No.1492147

>>1492145
Ask yourself this: would YOU go through the process of stopping everything you're doing, rebooting your computer, and loading a different OS just to play some anon's first map?

>> No.1492148 [DELETED] 

i'm perfectly capable of using zdoom if necessary.

the point is, i don't _want_ to.

someone's first map shouldn't require exotic zdoom features, so i ran it in my favourite port, but it didn't work, so i apologised because i couldn't help him.

>> No.1492153

>>1492147
Good point.
>>1492148
By exotic you mean a bitch to run right?

>> No.1492158

>>1492148
Hexen map format is not zdoom specific. Many ports support doom-in-hexen format maps.

>> No.1492161

i should never have said anything, i've derailed the thread too much :-(

sorry, everyone, please consider deleting your replies.

>> No.1492170
File: 295 KB, 771x752, squish and fondle.png [View same] [iqdb] [saucenao] [google]
1492170

Found this in the /v/idyart booru

>> No.1492178

>>1492170
Why boner?

>> No.1492274

Has anyone ever attempted to make a Doom STG?

>> No.1492285

>>1492274
Super Tuper Shotgun?

>> No.1492289

>>1492285
Is it a vertical shoother, a horozontal shooter or a Run 'n' Gun?
Or is it a danmaku?

>> No.1492292

>>1492289
There was a ZDanmaku

>> No.1492315

>>1492303
No our Doomguy is caco-tan all the way

>> No.1492317
File: 7 KB, 189x198, 1395658560009.png [View same] [iqdb] [saucenao] [google]
1492317

>>1492303
>"I liked the part with the guns." - NRA

>> No.1492338

>play random Oblige v6 maps
>Marine, get a start in a room with a couple of arachnotrons and a chaingun
>grab chaingun, kill arachs, no prob
>next room has mods, make a high-powered chaingun
>this is gonna be good
>teleporter
small room with a key and a cyberdemon
but why

>> No.1492364

>>1492338

That happened to me here >>1492069

Oblige is an asshole.

>> No.1492369

>>1492330
>not doomWOMAN

gotta be progressive

>> No.1492372

>>1492369
>not doomWYMYN

Stop oppressing me!

>> No.1492375

>>1492372
>doomXIR

Respect my personal pronouns, cis scum!

>> No.1492376

>>1492364
Yeah but now it spawned laser rifle which I powered up, and high-power laser rifle is some impressive shit.

>> No.1492385

>>1492376
>high power laser rifle
>firestorm and sniper mods
rip everything
my cells included

>> No.1492391

>>1492385
What's the point of putting sniper on it? It's already pinpoint accurate and hitscan.

>> No.1492394

>>1492391
It's not quite perfectly accurate. The sniper mod fixes that.

>> No.1492398

>>1492376
>>1492385
>High power

What's the point? Two power mods makes everything do the same damage without the magazine reduction.

>> No.1492405

>>1492398
Cooler sound.
I didn't know that since, unlikei n the RL, you can't just compare stats. It's pretty dumb if it's true.

>> No.1492428

My dearest /doom/
I need some suggestions. I have a hunger to play DoomRL Arsenal, but have already played it on quite a few wads. Does anyone have any suggestions on wads to play it with?
Already played with SoD, Scythe 1/2, Hellbound, Epic 2, Hell Ground.

>> No.1492434

>>1492428
Back to Saturn X is really good with it. There's none of those annoying inventory resets like in Scythe 2, and the only map that gets all slaughterwad-like is the last one.

>> No.1492438

>>1492428
If you want some classic action there's nothing better than Doom 2 The Way Id Did. The four Comunity Chests are also good.

>> No.1492446
File: 85 KB, 640x480, DOOM15.png [View same] [iqdb] [saucenao] [google]
1492446

ChocolorDoom(my ChocolateDoom source mod) using the HSL color model. Will probably take a long time till it's finished.

>> No.1492448

>>1492438
>recommending Doom 2 The Way Id Did
>even implying that it's the best at any one thing
It's only worth downloading to see the secret levels and say "huh. that's pretty cool.". Then you never touch it again, unless you've got a hard-on for mediocrity.

>> No.1492457

>>1492446
that's great, more software mode ports should do fun things with 32 bit colour. how is it choosing the colour for each sector?

>> No.1492462
File: 81 KB, 640x480, DOOM33.png [View same] [iqdb] [saucenao] [google]
1492462

Before I forget - dropping some impressions of my megawad for DoomII... all droppings are tm'd by AlGore.
Map16

>> No.1492480

>>1492448
I agree. DTWIDD was really good, but D2TWIDD was not only mediocre overall, but completely off the point of what Doom 2 was like.

>> No.1492491
File: 73 KB, 640x480, DOOM29.png [View same] [iqdb] [saucenao] [google]
1492491

At the moment it's "oldschool" - open a text editor and type away. floor/ceiling/low/mid/high color/light are now independent from each other - much like Blood/Duke.
I tried to write a plugin for Doombuilder2 but the abysmal C# annoyed me so much that I nearly melted down into Fedora goo. After that I started my own map editor and realized - that's not as easy as I thought! We'll see...
32bit color is not supported by most because it's slow. I use SIMD where I can (blending(scaling) and OpenGL(minimalized backscaler with an alpha option for overlays ala Mame). I have yet to support internal resolutions bigger than 320x200(external aka upscaled are "unlimited") which will have to be further optimized. I lack the tech know how to split up the renderer into SIMD-able chunks taking advantage of e.g. 2 fixed point operations per clockcycle enabling multiple drawsegs at once.
HSL enables you to use some primitve form of overbrighting and the dynamic range from light to dark is fantastic... though currently the color is kinda "flat".
My Chocolor Experiment is into the Mame territory. I'm a designer type person so the tech is hard for me.

>> No.1492493
File: 12 KB, 330x250, actionbastard.jpg [View same] [iqdb] [saucenao] [google]
1492493

I want to make a shadow warrior version of DWANGO called LOWANGO or just WANGO

>> No.1492567

>>1491562
A drawing and a sprite are pretty different beasts. The sprite is directly based on that design.

>> No.1492580

And to think they gave D2TWID a Cacoward because "it met its purpose". If by meeting its purpose they meant "to suck compared to the second one", then sure.

Gawd knows what's going to happen with FDTWID, but I'm not keeping my hopes up.

>> No.1492582

>>1492580

*compared to the first one. Damn

>> No.1492803

>>1491237

>> No.1492874

are there any good assemblies I can make with the blaster in DoomRLA?

>> No.1492880

Is there a TC of Marathon yet?

>> No.1492910

>>1492880

Nope.

Closest you'll get is to run through the SO in Vrack.

>> No.1492914
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google]
1492914

>nightmare cyberdemons

No that's fine, I was tired of that run anyway.

>> No.1492921

>>1492914
dark cardinals in complex doom are basically this but they fly too

>> No.1492924

>>1492921

isn't complex doom essentially "No fun mode"

>> No.1492929

>>1492803
TurboCharged ARCADE!
Community Is Falling 3
Arsdoom
Doomguy's pimp ventures II: The More,The Merrier.
Doomguy's pimp ventures III: Cybie Dreams
Doomguy's pimp ventures 3.5: Moar Futa
PAMELA ANDERSON in DOOM
Vanessa the killer bitch
AOL Girls Museum
School
School Doom II
pol.wad
Spacia - A silly Doom space Adventure

>> No.1492935

>>1492924
considering everything can easily kill if your not careful? yes

>> No.1492951
File: 233 KB, 1024x662, 1393787261216.jpg [View same] [iqdb] [saucenao] [google]
1492951

Does anyone have pictures of the models used for Doomguy, Baron of Hell, Cyberdemon, Arch-Vile, Mancubus, and Revenant?

>> No.1492956

>>1492921

Dark cardinals wish they were nightmare cyberdemons.

Jesus christ. That sound...

>> No.1493013
File: 1.18 MB, 371x209, 1395685837876.gif [View same] [iqdb] [saucenao] [google]
1493013

>>1491834
>Real gun sounds are terrible on their own, they need to be upgraded
That seriously depends.
The report of a gun can vary heavily depending on the acoustics of where you discharge it, as well as barrel-length, muzzle-device and cartridge, and not to mention where you stand in relation to the muzzle.

>Firing a gun in a field
>Firing a gun in an alley
>Firing a gun in a house
The same gun will sound radically different in these different environments.

In a field, the sound would be free to travel, and it'd echo across the plains.
In an alley, the sound would almost vibrate through the air, you'd feel it.
In a house, the sound would feel dense, soft yet heavy (the smaller the space, the more it'd damage your hearing, by the way).

Also, something that can be difficult to convey, is the feeling of the operating action, as if you could sense the bolt unlocking, slamming back into the rear of the receiver and then back home, locking again, all in the blink of an eye, but you'd feel it.
You could add the very subtle noise of the action to the gunshot to try and convey this.

>> No.1493024

>>1492914

>Nightmare Cyberdemons

Now imagine them with a lack of painstate, super-aggressive and 2x the fire rate.

... Kinda want to make this a thing, just for the amusement of everyone complaining about the NCD.

>> No.1493034

>>1493013
>tfw the rifle in that gif is Canada legal

Anyways, a good example of great sound design for guns is the Battlefield games since the first Bad Company. Whether or not you like the games, there's no denying that they've got absolutely fantastic sound design.

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

>> No.1493041

>>1492951
>dat pic
"Rawr, Come at me, you nigger!"

>> No.1493059

>>1493013

Real firearm discharges generally sound mechanical and tinny, and if you ask me, scary as hell.

What kind of gun is that, by the way? Google image gave me nothing.

>> No.1493072 [DELETED] 
File: 97 KB, 1000x664, GM6_1.jpg [View same] [iqdb] [saucenao] [google]
1493072

>>1493059
GM6 Lynx. Semi automatic .50 BMG rifle with a recoil system that allows it to be fired from the shoulder with ease.

>> No.1493081 [DELETED] 

>>1493072

How is an anti-materiel rifle, even a relatively low-caliber, low-power one, legal in Canada?

>> No.1493082
File: 244 KB, 1366x768, Screenshot_Doom_AMBIENT.png [View same] [iqdb] [saucenao] [google]
1493082

>> No.1493104 [DELETED] 

>>1493081
Well, it's not really anti materiel. But basically a lot of guns here are banned purely by name. The GM6 Lynx isn't one of them, and it meets a lot of the requirements to be a legal gun here. 5 round magazine capacity, barrel length, etc.

Our gun laws are weird, and straight up dumb, but we get some advantages over Americans.

>> No.1493109 [DELETED] 

>>1493104
>Our gun laws are weird, and straight up dumb
Like Canadian people too, huh?

>> No.1493194
File: 342 KB, 1366x768, 1395690041447.png [View same] [iqdb] [saucenao] [google]
1493194

>>1493082

>> No.1493353
File: 202 KB, 1366x768, Screenshot_Doom_AMOK11T.png [View same] [iqdb] [saucenao] [google]
1493353

>> No.1493358

!VOTE NOW! !VOTE NOW! !VOTE NOW!

PSX DOOM Ultimate DOOM/DOOM II/Plutonia/TNT music
PSX Final DOOM Master Levels music
DOOM 64 music

!VOTE NOW! !VOTE NOW! !VOTE NOW!

>> No.1493393

>>1491464
Ah, gotcha.

Also
> I forgot it wasn't a bool
I fugged it up again, it's the other way around

>> No.1493397

>>1493358
pgup

>> No.1493401

>>1493358
what

>> No.1493417

>>1493401
I don't get what there is to "what" about. It's pretty self explanatory.
Vote for your favorite.

>> No.1493429

>>1493024

Make it fire nine of those beams in a spread, and continuous fire instead of those pauses.

>> No.1493456

What are the best multiplayer Doom mods?

>> No.1493469

>>1493456
Shotgun Frenzy and Who Dunnit

>> No.1493467

>>1493456
coop?
try stronghold.
don't forget to activate cheats

>> No.1493474
File: 39 KB, 640x426, toz66-591024.jpg [View same] [iqdb] [saucenao] [google]
1493474

In DoomRL Arsenal, is there a key for dropping something directly out of your inventory? I'm sick of having to equip armors/boots in order to drop them, or having to use up mods to make room for a specific assembly combo.

I must have some reading comprehension issues because I haven't seen any mention of a way to do that.

>> No.1493484

>>1493474
activate the item in your inventory and it will ask you if you want to equip it or drop

>> No.1493482

>>1493474
Use the item once, then press the "drop weapon" button.

>> No.1493485

>>1493474
It's weird, when I customize controls, the place where in vanilla it says "drop item" in inventory now just says "unused."
I have no idea why this is necessary.

>> No.1493496
File: 852 KB, 1920x1080, 1395696310787.png [View same] [iqdb] [saucenao] [google]
1493496

>>1493482
>>1493484
Well, I'll be damned, it does say that.

I knew I was just being retarded about something.

Thanks, fellas.

>> No.1493509

>>1493485
To avoid confusion. DoomRL Arsenal hijacks the Zoom bind for its drop weapon function. Using ZDoom's drop button would fuck up the mod, since it just removes the weapon from your inventory, and won't take any of the dummy items (for things like keeping track of the weapon limit) associated with that weapon.

>> No.1493507

>>1493485

It means the one that's Zoom. which I have mine bound to middlemouse

>> No.1493510

>>1493469
>Whodunit
SHIT YEAH
man i really want to play whodunit now, shame its been so long since /vr/ got its murder mystery on

>> No.1493519

Is there a version of Russian Overkill for the most recent zdoom or gzdoom?

>> No.1493521

>>1493456
Samsara.

>> No.1493514

>>1493510
people played it to death and then slowly dropped it and then stopped hosting servers all together, but anyone can set one up if they wanna

>> No.1493515

>>1493510
why not get it on right now?

>> No.1493517

>>1493358

Isn't the Doom 64 music just the PSX tracks? (PSX Doom came first, for those that may don't know)

>> No.1493526

>>1493517
>Isn't the Doom 64 music just the PSX tracks?
No. That's why I made 3 different entries.

>> No.1493528

There a DoomRL Wiki? The wad, not the actual RL. Some of the assembly combos don't work and I just wanna be sure.

>> No.1493561

I know there's that WAD that's a port of Doom 64 for the PC.

But what about a WAD based on PS1 Doom? Does that exist?

>> No.1493564

Is it possible to get rid of all the annoying as fuck Oblige signs everywhere?

>> No.1493579

>>1493564
yeah, save the map and then open it up in builder and use the resources and replace the sign with the texture next to it (if it suits it). But why would you do that? Making an oblige map and then say it's yours?

>> No.1493580

>>1493561
>But what about a WAD based on PS1 Doom? Does that exist?

You bet, there's a link in Doomworld

>> No.1493581

>>1493564
depends if it's an added texture or a replaced one.
if it's just replaced, load the dhtp after the oblige map, else see: >>1493579

>> No.1493582

>>1493579
Oh, I'd never do that. It's just annoying to see "OBLIGE!" everywhere. It's like going for a walk in the park and having flashing coca cola ads every three steps.

>> No.1493584
File: 237 KB, 500x400, caco-cola.png [View same] [iqdb] [saucenao] [google]
1493584

>>1493582

>> No.1493587

>>1493584
Well played.

>> No.1493585

>>1493582
I like things like that sometimes

>> No.1493593

>>1493358
Ultimate Doom.
It's great to listen to even outside the game.

>> No.1493597

>>1493528
http://doom.chaosforge.org/wiki/DoomRL_Wiki
google works pretty well for stuff like this

>> No.1493601

>>1493597
>There a DoomRL Wiki? The wad, not the actual RL.
>The wad, not the actual RL.
>not the actual RL.

So does reading.

>> No.1493605

>>1493597
>the wad, not the actual RL
anon pls

>>1493528
you could open the WAD up in SLADE and find them there, i don't know of a resource for DoomRL Arsenal outside of the wad itself.

>> No.1493610

>>1493582

Open up the OBLIGE wad in SLADE, and look for the stock texture (while you're at it give a glance at the skybox which most likely is one of the best thing of OBLIGE by far). Now take a look at its filename, and then create a new WAD with whatever texture you want, and name it after that texture

>>1493601

RL is not my cup of tea (too many fucking guns and mechanics for my liking), but from what I know, the stuff from the original game *should* work with the Doom version of the roguelike, as Yholl is doing what he can to keep it as accurate.

>> No.1493618

>>1493564
what version of oblige are you running?

>> No.1493621

>>1493610
>too many fucking guns
>too many guns
Does not compute.

DoomRL Arsenal adds assemblies that aren't in the original RL & won't be found on the wiki, which is why I presume the anon was asking for a DRLA resource

>> No.1493624

Got some more work on BJ scene number 2.

http://i.imgur.com/tiWtXjp.gif

Also implemented bloodless hud mugshots and death sequences for the player

>> No.1493628

>>1493624

>hand on pocket
>he's all like "ehhh yeah, yeah, like that. I don't give a shit, really"

Knee Deep in the Kek

>> No.1493626

>>1493624
what the fuck man

>> No.1493631

>>1493624
>that boot move
hah, excellent
but seriously, that fucking long-barrel

>> No.1493634

>>1493624
can you do the armored zombie replacer imps next?
>tfw armor and monster fetish

>> No.1493630

>>1493519

>> No.1493646

>>1493624
>dat foot twitch

>> No.1493650

>>1493634
the imps are gonna be colorswaps first for quick gameplay implementation, but i'm gonna armor them eventually. already got a concept for the chaingunner

>> No.1493703
File: 71 KB, 500x627, 1392225397948.jpg [View same] [iqdb] [saucenao] [google]
1493703

>>1493624

>> No.1493731
File: 290 KB, 653x542, 1336559807947.png [View same] [iqdb] [saucenao] [google]
1493731

>>1493624
>http://i.imgur.com/tiWtXjp.gif

>> No.1493734
File: 3 KB, 28x33, 1394403335981.gif [View same] [iqdb] [saucenao] [google]
1493734

>>1493519

>> No.1493768
File: 594 KB, 400x225, 1379290900442.gif [View same] [iqdb] [saucenao] [google]
1493768

>>1493624

>> No.1493771
File: 2 KB, 109x126, 1332834731685s.jpg [View same] [iqdb] [saucenao] [google]
1493771

>>1493519

>> No.1493787

>>1493771
Well, is there?

>> No.1493810
File: 4 KB, 147x147, 1378872292683.jpg [View same] [iqdb] [saucenao] [google]
1493810

>>1493519

>> No.1493829

>>1493787
>>1493519

You're going to have to elaborate.
Does your version somehow not work with the most recent ZDoom/GZDoom?

>> No.1493835

>>1493829
Yep

>> No.1493840

Am I the only person who absolutely detests the chaingun? I'd much rather it as an SMG, or really anything other than a fucking minigun. Pistol caliber miniguns that fire at such a leisurely rate are fucking stupid on every level.

>> No.1493847

>>1493840
The chaingun is vanilla Doom's sniper rifle.

>> No.1493849

>>1493847
Which just makes it even stupider.

>> No.1493850

>>1493840
Yeah, it's weird. You have a minigun that fires slower than most modern day SMGs and then you have a Rocket Launcher that fires as fast as a pistol.

>> No.1493852

>>1493849
>>1493850
The two of you are upset about realism?

>> No.1493860
File: 26 KB, 476x478, 565435.jpg [View same] [iqdb] [saucenao] [google]
1493860

>Paper-thin-walled maze that doesn't show on map.

>> No.1493862

>>1493852
Believability. I can swallow the rest of the shit as game mechanics, but that shit is just fucking stupid.

>> No.1493864

>>1493852
>getting upset about realism
>in Doom
Yes, yes I am.

>> No.1493875

>>1493840
>>1493850
>>1493862
I think they made the chaingun intentionally wimpy in Doom. Look at Wolf3D, that chaingun is one of the best-feeling guns ever. But Doom had a whole bunch of weapons that were even stronger, and if the chaingun felt as good as the one in Wolf3D, who would use anything else?

>> No.1493885
File: 67 KB, 300x136, 1378534277313.gif [View same] [iqdb] [saucenao] [google]
1493885

>>1493860

>> No.1493890

>>1493860
>>1493885

>intentionally blanked out linedefs in the automap

And let's not get going on Legacy of Suffering

>> No.1493894

>>1493875
You bring up an amusing point. I'm tempted to load up Samsara to play E2M8 as BJ.

But I'd probably have to use cheats so I'd have enough ammo to use the minigun exclusively.

>who would use anything else?
While all your points are excellent, the different types of ammo in Doom make a difference.

>> No.1493905

>>1493840
then go play brutal doom

>> No.1493909

>>1493890
>>1493885
IDDT?

>> No.1493915

>>1493909
>Cheating

>> No.1493923

>>1493915
You want to see what the map looks like
Might as well see what the map looks like after you've beaten the level

>> No.1493930

>>1493860
>Hunted ripoff
Fuck you, Doom 2 In Name Only.

>> No.1493948

Does anyone know where to get castlvania sprites?
I'm thinking of doing Doomtslevania wad eventually

>> No.1493954

>>1493948

http://www.spriters-resource.com/

Go wild

>> No.1493964

>>1493521
>>1493456
Also, that Stronghold + Samsara mod. It's pretty awesome.

>> No.1493973
File: 949 KB, 1366x768, BestWadEver.png [View same] [iqdb] [saucenao] [google]
1493973

>> No.1493981

>>1493973
>cacoward2014Contender.png

>> No.1493982

>>1493610
>RL is not my cup of tea (too many fucking guns and mechanics for my liking)
Funny considering how it's considered one of the simplest roguelikes, if not the simplest.
Also,
>too many fucking guns
wat
>mechanics
Shoot dudes, strafe to dodge, pick up consumables and ammo, corner shoot if that's your thing and go to the exit. It's not hard at all.

>> No.1493989

>>1493973
Do skulls shoot out of the walls and transform into revenants after killing the Cyber and Spider?

>> No.1493992

>>1493989
Quiet, don't give them any ideas.

>> No.1494005

>>1493973

Still plays better than D2TWID

>> No.1494025
File: 62 KB, 1366x768, Screenshot_Doom_Atica.png [View same] [iqdb] [saucenao] [google]
1494025

>>1494005
Really? This wad is horrible.

>> No.1494031

What's the samsara console command to display the skull weapon pickups? I always forget

>> No.1494036

>>1494025
D2TWID had very few good levels and was just shoddy at many points.

Lots of levels shouldn't have been allowed in the level set.

>> No.1494038

>>1494036
So just like Doom 2 then?

>> No.1494040

>>1494038
Sort of.

Doom 2 had better levels than D2TWID.

>> No.1494054
File: 205 KB, 961x915, classt barron.jpg [View same] [iqdb] [saucenao] [google]
1494054

>>1493982

Ah come on, don't speak as if DoomRL Arsenal isn't the wad with the most extensive set of weapons and armory out there (while STILL being fun to play)

>wat

Ya hear me, too many guns (at least for me) "Exotic"/"Unique" weaps? The fuck is that? Just gimme a goddamn shotgun, a chaingun, a RL, plasmagun and a fugg-u-all gun and I'm all set.

And fuck you, do not ignore

>the dropping weapons/items/modpacks button
>Armor/boots system
>Bonus item set boost
>Standard AND Exotic "modpacks" that boost your weapons at a certain degree depending the type of guns that you're currently carrying
>Weapon assemblies that may/may not screw your weapon depending if you actually know what you're doing

Don't get me wrong, I respect Yholl in every aspect and his work too (which is great to see the DoomRL being "backported" to Doom, and also BIG props to SoloSpaghetti because the spritework is really fucking great), but this just isn't my cup of tea. I can get used to the weapon reloading (this is other people's bane, however) and the classes, but...I just want to kill demons, not to play Legos with my guns.

I do STILL recommend it to everyone to give it a try because all the DECORATE work involved in it is worth of being recognized.

>> No.1494062

>>1494054
Oh, I was talking about the actual DoomRL, not DRA, and I thought you were too. My bad, sorry.
Also I didn't mod shit in DRA for almost half an OBLIGE campaign because I didn't notice my modpacks. I need to start paying attention and maybe play Heretic or Hexen more, damn inventories.

>> No.1494113

Ok, so excuse me if I'm being dumb. But is this OBLIGE business a rogue-like Doom?

>> No.1494119

>>1494113
If you want it to be, yes.
It's a random map generator.

>> No.1494123

>>1494119
What's the version everyone uses?

>> No.1494125

>>1494123
>>>/google/
http://oblige.sourceforge.net/

>> No.1494126

>>1494119
Oh, so what's this business with the people that all have funky equipment fighting really funky versions of Doom monsters?

>>1493496
Like this.

>> No.1494132

>>1494126
DoomRL arsenal. Doom had a roguelike fangame, and this mod essentially brings that to actual Doom. Oblige completes the roguelike experience with random levels.

>> No.1494162
File: 734 KB, 1426x836, 1386654058099.png [View same] [iqdb] [saucenao] [google]
1494162

>>1494132
>mfw Oblige levels are better than levels I could make.

>> No.1494163

>>1494123
the dev version available on the forum

>> No.1494184

>>1493840
It's conceptually retarded on every level, yeah, but keep in mind, this game was never about 100% realism, 75% of the game will fit on a metal album cover.

Hold on, I'll throw something together, I'm feeling generous.

Anyone have a website where I can host a tiny .wad file on?

>> No.1494213

>>1494123
>>1494163
Link is in the OP.
>>1489348
>-Guess who received an update? OBLIGE! Now it's in version number 6, and oh man things surely have improved; go check it here! http://oblige.sourceforge.net/forum/index.php?topic=307.0

>> No.1494214

>>1494184
bayfiles? dropbox?
google?

>> No.1494297
File: 669 KB, 820x631, 1374275719886.png [View same] [iqdb] [saucenao] [google]
1494297

Everyone get in here for invasion craziness.

:: [BE] New York :: Presidential Onslaught /// Metroid: Dreadnought on Armageddon2v63 Invasion

>> No.1494304
File: 160 KB, 1366x768, 1395713935186.png [View same] [iqdb] [saucenao] [google]
1494304

Really? A room filled with trees? What a shitty secret.

>> No.1494306
File: 15 KB, 650x275, 1395713948239.jpg [View same] [iqdb] [saucenao] [google]
1494306

>>1494214
>>1494184
>>1493840
Open your mouth babby here comes the spoon!

https://www.dropbox.com/s/3bowebtk3fkh7w6/machinegun.wad

From one /k/ommando to another.
Pic somewhat related (except I think the gun in my picture is actually just semi-auto, but whatever, it looks like your standard 9x19mm stamped metal, straight-blowback gun that fires from an open bolt).

>> No.1494307

>>1494297
I'll be there in a while, gotta wait for my shitty internet do download these wads.

>> No.1494336

I'm looking for a good arcadey mod like the reelism stuff. Any suggestions of similar ones?

>> No.1494364

>>1494297
Well, shit. Being in the middle of Oregon sucks if you wanna play with other Doomers, I guess.

Anyone else got this predicament?

>> No.1494406
File: 542 KB, 1500x909, magazines-everywhere.jpg [View same] [iqdb] [saucenao] [google]
1494406

>>1494306
Also, if you don't like the pistol magazine sprite, just open the .wad in Slade and delete CLIPA0

The submachinegun should perform exactly like the chaingun, same damage, same spread, same rate of fire, etc.

>> No.1494435
File: 83 KB, 800x600, Doomguy 8th slot weapon.jpg [View same] [iqdb] [saucenao] [google]
1494435

>>1494304
appreciate the outdoors

>> No.1494440

>>1494306
>https://www.dropbox.com/s/3bowebtk3fkh7w6/machinegun.wad

Cool beans man, that's pretty neat.

>> No.1494441

>>1494440
If you put it in your Skins folder, in your GZDoom or ZDoom directory, it should load with every wad you play.

>> No.1494519

how do i remove the armor and boots im wearing in DoomRL Arsenal?

>> No.1494524

>>1494519
Bind keys to the functions at the very bottom of the controls list.

>> No.1494528

>>1494524
thanks

>> No.1494531

>Pick up armor in the beginning of a DoomRL Arsenal map
>See other armor I want
>Hit drop armor
>You aren't wearing any armor
>Can't pick up the other armor
What the fuck man.

>> No.1494532

>>1494531
Do you actually have the armor equipped?

>> No.1494535

>>1494531
You have to equip it after you pick it up, I think it was with the use item key.
Just select it in your inventory and use drop item or whatever it was. Or equip it and then drop it, I can't remember the fucking controls.

>> No.1494547

God I'm not sure if it's because I don't have the patience for a full 32 map wad, or if it's the wad itself, but I'm getting so bored of Back To Saturn X.

It could also be because I'm playing with Doom RL Arsenal, which I think is a very awesome mod, but holy shit you become SO overpowered with pistols as the scout class. I think next time I'll just roll as the marine.

>> No.1494558

>>1494547

BTSX has pretty long maps, you aren't the only one with that complaint. It's super cool but I feel like there are too few break maps.

>> No.1494560

>>1494547
Back to Saturn X goes on for a little too long so it ends up tedious towards the end.

>> No.1494567

>>1494547
Mod a couple of rapid weapons and it becomes pretty bullshit too.

On weapons like the chaingun, plasma gun, and other versions of the two, you literally never have to worry about ammo. Nevermind the Nanomanufacture assembly, all it takes is one good high powered plasma gun or demolition ammo battle rifle to make you overpowered too.

Of course, each class is overpowered in its own right, so take that how you will.

>> No.1494573

>>1494567
That automatic super shotgun thing on Renegade.
Hnnng.

>> No.1494575
File: 408 KB, 1280x720, 1395722685498.png [View same] [iqdb] [saucenao] [google]
1494575

>>1494558
>>1494560

Yeah I think that's probably what it is. I actually just decided to cheat my way through the last 3 or 4 levels to see if there was anything cool at the end, and the whole sinking to the bottom of the ocean bit was pretty cool.

I just seriously hope they improve the pacing for whatever comes next.

>> No.1494585
File: 35 KB, 474x316, 15958863.jpg [View same] [iqdb] [saucenao] [google]
1494585

>>1494531
You've probably already figured it out already but use the [ and ] (normal binding) keys to cycle through inv. items until you have the armor and hit the Activate Item key (don't know what normal binding is). You can only carry one armor in addition to the one equipped so that's why you're blocked from picking up another one.

If you're just interesting in equipping the one that's on the ground, just cycle through your items till you get the armor you have right now, press Activate Item ONCE, and then press Drop Item (you need to hotkey this to a familiar button since you will be using it a lot). That way, you can pick it up again as a backup armor instead of having it destroyed by equipping it and then trying to remove it, which breaks it.

>> No.1494597

Do Nano Assemblies exist in DoomRL A.? Are they just fuckoff rare? I've found tons of Firestorm and Sniper ones.

>> No.1494617
File: 222 KB, 600x457, 2934026_m.jpg [View same] [iqdb] [saucenao] [google]
1494617

>>1494597
They definitely seem more rare than those, which are already rare. Which makes sense - I don't think I've ever found one (maybe no more than one?) in DoomRL and I've played it a bunch.

But yes there are Nano mod packs and I found one in Arsenal. I wasted it on a Plasma Shotgun because I figured "free.... cells?"

>> No.1494626

nightmare.
archevils.
i'm not even playing on nightmare

>> No.1494657

>>1494184
>Anyone have a website where I can host a tiny .wad file on?
uuencode it and put it on a pastebin

>> No.1494661

What would be the command to spawn a Nano Assembly in DoomRL A.?

Wanna do some testin'.

>> No.1494664

>>1494661
summon RL[type]ModItem, where type is the mod you want - power, nano, firestorm, etc.

>> No.1494665

>>1494547
>I'm getting so bored of Back To Saturn X.
>It could also be because I'm playing with Doom RL Arsenal

i think you've answered your own question there :-)

i suggest not to play maps with gameplay mods before playing them as designed

>> No.1494667

>>1494661
i guess you can try typing "items" to get a list of... well, you guessed it.

then a classic "summon "

>> No.1494670

>>1494665
I don't think playing it through vanilla would make it any less boring, actually I think it would make it MORE boring.

>> No.1494675

So GMOTA V1.0 when?

>> No.1494679

>>1494665
The only way I can enjoy Back to Saturn X is with Project MSX

The mapset just never clicked with me.

>> No.1494701

>>1494679
I tried it awhile back with Project MSX. MSX is great, very well made, but a little too sanic for me. I later played through most of it with Accessories to Murder, but like my recent attempt with Doom RL Arsenal, I just got dreadfully bored of it, and gave up.

>> No.1494706

>>1494670
>>1494679
i'm sorry to hear it. i have fond memories of spending hours carefully exploring every btsx_e1 level until the hud told me i'd killed everything and found all the secrets. on the other hand, it's not a mapset i could play over and over again, repeatedly on the same day, because the levels are too long.

>> No.1494709

>>1494706
That's mainly what gets me, maps are too long, and not many of the maps feel particularly interesting.

I've been really digging Hellbound so far, because all the maps feel very unique from each other, and are full of really nice details.

>> No.1494741
File: 41 KB, 1280x720, yesthisisHR2.png [View same] [iqdb] [saucenao] [google]
1494741

Let's do this.

>> No.1494749

>>1494741
Level 1 music is best music of the entire wad

>> No.1494752

What are the best Doom and Quake 1/2/3 source ports for Android? I recently got a Galaxy Note 10.1 from my polytech, on contract.

>> No.1494753

>>1494749
i prefer level 29 music

>> No.1494756
File: 296 KB, 1920x1080, 1395731285120.png [View same] [iqdb] [saucenao] [google]
1494756

>>1494741
Right off the bat I get lucky, an actual super shotgun spawned.

Good news, in armageddon difficulty, every single zombieman has a plasma gun.

Bad news, they use them before dying.
Worse news. Every chaingunner has a tristar blaster.

>> No.1494758

>>1494756

Even worse news: They don't like you.

>> No.1494759

>>1494756

I find the distinctive report of the plasma rifle extremely relaxing.

>> No.1494764

>>1494753
I like level 29 but the music? I change it to 01

I also think Map 01 has the best balance of challenge and pacing out of most megawads I've played.

>> No.1494767
File: 505 KB, 1920x1080, 1395731728734.png [View same] [iqdb] [saucenao] [google]
1494767

>>1494756
Lovely welcome into the second map.

>> No.1494778
File: 330 KB, 1920x1080, 1395732277072.png [View same] [iqdb] [saucenao] [google]
1494778

>>1494767
Cyber and nightmare baron at once, fun.

>> No.1494784
File: 546 KB, 239x179, 1334529269654.gif [View same] [iqdb] [saucenao] [google]
1494784

>Start up a DoomRL/OBLIGE run because all the cool kids are doing it
>Rooms are generated and such
>letsdothis.jpg
>1st room spawned into has a supply crate, a zombieman mook, and some ammo
>Open supply crate
>Minigun and BFG get
>mfw

This looks promising!

>> No.1494793

>>1494784
if you are a Muhreen,the minigun will become your best friend

>> No.1494794
File: 408 KB, 1920x1080, 1395732774566.png [View same] [iqdb] [saucenao] [google]
1494794

>>1494778
Mother.

>> No.1494796

>>1494794
You can trigger that trap without actually going down there.

From your image this may look COMPLETELY necessary

>> No.1494801

>>1494793
Sadly, no. I backed Technician this time around because muh modpacks.

Funny thing is, I finished Jenesis a little while ago with a Muhreen too. Some fucking luck.

>> No.1494806
File: 526 KB, 1920x1080, 1395733305198.png [View same] [iqdb] [saucenao] [google]
1494806

>>1494796
It's k, I did it.

Anyway, hyperblaster and missile launcher get.

>> No.1494807

>New Oblige, pick Marine this time after I finished with Scout
>Hand Cannon and Minigun on first level
>Enough Mods to make Highpowered

>> No.1494812
File: 317 KB, 1920x1080, 1395734330507.png [View same] [iqdb] [saucenao] [google]
1494812

>>1494806
Now here's where things get hairy.

>> No.1494813

>>1494812
You gotta do the rapid door flip.

>> No.1494815
File: 398 KB, 1920x1080, 1395734743181.png [View same] [iqdb] [saucenao] [google]
1494815

>>1494813
I actually squeezed by the first cyber knight, and kept it stunlocked while the others were stuck behind.

And fact. Nightmare archviles are immune to rockets. Splash and impact damage.

Fortunately, tristar counts as plasma damage.

>> No.1494818
File: 309 KB, 1920x1080, 1395735067318.png [View same] [iqdb] [saucenao] [google]
1494818

>>1494815
I forgot about this trap. Died a little bit between instantly and immediately.

>> No.1494821

What do they symbols to either side of a weapon name mean in doom roguelike? Are they like quality in Dorf Fort?

I mean like
=Shotgun=

I can't find anything in the thread or on the wiki

>> No.1494825
File: 526 KB, 1920x1080, 1395735827776.png [View same] [iqdb] [saucenao] [google]
1494825

>>1494818
Cyber mancubi seem to be a little too tall to function with the ceiling this low.

>> No.1494827

>>1494821
Doesn't mean anything. Just there to look good, I guess.

>> No.1494831

>>1494815
I love the diabolist so much.

>> No.1494839
File: 404 KB, 1920x1080, 1395736636016.png [View same] [iqdb] [saucenao] [google]
1494839

>>1494825
So, decision time, guys. I want this BFG, but I need to drop something. I have both a rocket and missile launcher. Should I drop the RL and stick with the missile laucher, or drop the missile launcher and try to eventually make the mother-in-law out of the RL, if I get lucky enough to find a nano and firestorm mod.

>> No.1494846

>>1494839
drop rocketlauncher unless you have modpacks to assemble microlauncher[dat fast reload,man]

>> No.1494849
File: 27 KB, 640x432, 2142264-7796_full.jpg [View same] [iqdb] [saucenao] [google]
1494849

>>1494793
>Start up a DoomRL/OBLIGE run because all the cool kids are doing it
>Big terrace with no cover, a platoon of chaingunners on a distant ledge and a pain elemental bearing down on me
>Run inside like a motherfucker, it's full of cacodemons and arachnotrons. Also two barons, because fuck you anon
>By some miracle (in the form of a gatling right off the bat) I manage to survive
>Second level is just walking around, hitting switches and killing some monsters
>Hey, it's starting to get pretty fun!
>Big door at the end of a long, straight corridor
>SURPRISE NIGHTMARE CYBERDEMON!
>Pic related before I can even start backpedaling

>> No.1494853

>>1494849

Someone should make a mod where you can play Doom as Kenshiro.

>> No.1494854
File: 375 KB, 1920x1080, 1395737901178.png [View same] [iqdb] [saucenao] [google]
1494854

>>1494846
>Not making the MIL.

Once you know the secret behind that baby, there's no other rocket launcher that compares.

Anyway, I ditched the RL, since I'll very likely find another later on if I scrounge up the mods for the MIL.

Moving on.

>> No.1494856
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1494856

>>1494854
>Next map
>Firestorm mod right the fuck there.
I immiediately regret ditching the RL.

>> No.1494861

NEW THREAD, sorry for the delay

>>1494858

>> No.1495089

>>1494853

I'm pretty sure there's one. Hokuto no Doom I think, I remember it being pretty shyte.

>> No.1495501

>>1495089
Yep Hokuto no Doom

And it is pretty shyte.