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/vr/ - Retro Games


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1503065 No.1503065 [Reply] [Original]

DOOM THREAD, (Last thread >>http://boards.4chan.org/vr/res/1498758))
(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.1503068

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

-Switcheroom is on the verge of being uploaded to /idgames!!! Keep track of said project here! http://www.doomworld.com/vb/post/1230811

-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

-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

ATTENTION! If you know about something news-worthy, reply to this post and mention it so everyone can see it

>> No.1503072
File: 350 KB, 1920x1080, 1396014070277.png [View same] [iqdb] [saucenao] [google]
1503072

Is there any tutorial for making graphics? Not textures but weapons/monsters?

>> No.1503086 [DELETED] 

>>1502775
>Why was that?

They were hair metal. According to Dio himself, "hair metal" almost kills the genre. Also, the one thing that arguably saved metal at the time was the fact that a young boy from New Orleans listened to Exhorder, which later on served him as base to create a sound with this couple of young hair metal boys that were looking to play heavier music and just fired their vocal because of it. Years later they became famous as fuck. The band's name? Pantera

sage for not-so Doom

>> No.1503089
File: 568 KB, 1000x659, 39525911_big_p0.jpg [View same] [iqdb] [saucenao] [google]
1503089

>> No.1503091

>>1503086
>hating on hair metal
faggy black metal kids were just asspained they never got to cruise around on motorbikes, go to parties, screw girls and do drugs.

>> No.1503092

>>1503086
>sage for not-so Doom
you don't need to announce you are saging

>> No.1503101

>>1503091

Erryone and their mothers did drugs in the 80s; also it's not how you live, it's how you will end up living. The 90's arrived and their genre pretty much died without any noise or people that cared about it. Pantera learned that and they kept doing their thing without giving a fuck about everyone else's shit; they got smart and occupied the void left in everyone by Metallica going way too mainstream, and it paid off.

>> No.1503105 [DELETED] 
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1503105

>>1503101
Well whatever.

>> No.1503106

>>1503101
that and the fact there will always be a niche for heavy music, hair metal was more of a mainstream fad
not that I don't enjoy me some motley crue

>> No.1503104
File: 1.47 MB, 659x2426, 1396015099798.png [View same] [iqdb] [saucenao] [google]
1503104

>> No.1503112

>>1503105
>the face on that cacodemon

>> No.1503113

http://www.doomworld.com/vb/post/1253413

>Okay guys I've just uploaded switcheroom to the archive.

Pay attention to this one wad because it might get big. Switcheroom's concept is fine (do a certain level in the style of another, textures included) and it played quite well in their beta phase

>> No.1503117
File: 108 KB, 800x600, savetw01[1].jpg [View same] [iqdb] [saucenao] [google]
1503117

>>1503068

The /newstuff Chronicles #444

http://www.doomworld.com/php/topstory.php?id=4046

A not so great edition of /newstuff this time, because three reviews or so come from lame jokewads. So yeah, while the #445 edition comes, we'll keep seeing this fine ass screenshot from one of 'em in Doomworld's front page.

>And why do they take screenshots that big? It's just a waste of bandwidth

>> No.1503120 [DELETED] 

>same thread constantly remake, cluttering up the front page 24/7
>>>/vg/

>> No.1503124

>>1503120
mootsaiditwasfine.jpg

>> No.1503128
File: 41 KB, 500x375, 1396016079003.jpg [View same] [iqdb] [saucenao] [google]
1503128

>>1503120
Report and Ignore

>> No.1503134

>>1503120
What's the matter, princess Cockgobbler is too good to use the catalog or the 'hide thread' button?

>> No.1503137

>>1503120

no

>> No.1503139

As suggested, I colected all the DoomRL unique modpack effects from the previous thread in a single pastebin. Did I do good?

http://pastebin.com/HQKJxQfA

>> No.1503148

>>1503120
>frontpage
It's your self-made hell, you luddite fuck.

>> No.1503150

If the Bobby Prince ripoff bro wants more inspiration, there was an alternate soundtrack released for DTWID where most of the songs were also Bobby Prince Originals.

link's here https://s3-eu-west-1.amazonaws.com/dtwid/dtwidmus.zip

>> No.1503158
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1503158

>> No.1503164

I bring a couple of stories from my latest Oblige fuckery.

>Be Scout
>Running through UV, having a fairly good time
>Lava set, Plasma combat pistol, Grammatron, Handcannon, and some other dumb shit i dunno
>Get to last room with the exit
>open door
>get on floor
>because spider overmind is here to play
>Know well enough to know I should be ducking away from chaingun
>Stand anyway
>dat fire
>nope the fuck to cover
>eventually get pinned into a stairwell and make it out of the confrontation with literally 2 health

>Grab QTC one day
>Wat this do?
>fire
>die
>reload into open area
>die

Son of bitch. What fuck. Lucky enough to not have met a nightmare cyber, but I'm betting now that I said something, I'm gonna get raped.

>> No.1503229

did anyone ever complete the asteroids automap easter egg?

>> No.1503238
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1503238

>>1503229
not that I know of

>> No.1503241

>>1503105
for those wondering, this is from Chousen Ame 12 (but it's not translated or focused on doom)

>> No.1503329
File: 986 KB, 1280x768, 1396026448658.png [View same] [iqdb] [saucenao] [google]
1503329

What's with oblige and MAP07 rip-offs? This at least has the coolest name: UNMAKER

>> No.1503337

>>1503329
Oblige uses presets for Map07 an Map30.

>> No.1503342

>>1503337
Well, that was just Dead Simple

>> No.1503341

>>1503329
>>1503337
Yeah, this. It's because MAP07 (and Map30) have some pretty specific triggers that other levels don't have. In Map07 if you kill all the Mancubus, a certain sector lowers. if you kill all the Arachnos, another sector raises. Simple as that.

>> No.1503349

>>1503341
it could just build a regular level, and make sure there's a wall tagged 666 in front of the exit and there are one/several mancubi on the map

>> No.1503352

>>1503337
>>1503341
Wasn't there an option to disable preset levels?

>> No.1503482
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1503482

So, I found a Missile launcher... is it worth bothering with, now that I have a "Mother in Law"?

>> No.1503484

>>1503068
>>1503065
>fucked up the last thread link AGAIN
>STILL no hdoom in the news

IMX
SERIOUSLY

>> No.1503487

>>1503139

>chance of not using ammo

That shit is terrible, I'd rather have a fixed reduced ammo cost.

>> No.1503492

>>1503482
Absolutely not.

>> No.1503497
File: 1.02 MB, 1280x768, 1396035508130.png [View same] [iqdb] [saucenao] [google]
1503497

Well, fuck.
At least it's not the nightmare version

>> No.1503509

>>1503492

Thanks, and another question (since I'm a nub at this): What's the best Assembly for a Laser gun?

>> No.1503518

Is there a list of assemblies? I'm a marine and mainly use the plasma rifle, nuclear BFG and UZI right now, and some improvemente would be cool.

>> No.1503520

>>1503518

I just go through the mod's decorate and check there, if you have Slade 3.

>> No.1503523

>>1503518
put ATT on the plasma rifle

>> No.1503519

>>1503509
For a marine? I'd say just stack firestorm and power mods on the thing.

>>1503518
http://doom.chaosforge.org/wiki/Assemblies is mostly accurate for the mod.

>> No.1503537

>>1503518
Drop the UZI, unless you dump at least 4 powermods on that it's shit. The humble chaingun is much more well-rounded and offer some vey good assemblies.

>> No.1503539

>>1503537
B-but it looks fancy.
And the chaingun is slow as hell.

>> No.1503545

I am just playing a mod called darkhell
typical crappy 1994 map, but it had some really neat idea
shame the guy couldn't texture for shit

>> No.1503543
File: 2.23 MB, 700x856, 1396011819140[1].gif [View same] [iqdb] [saucenao] [google]
1503543

>> No.1503548

>>1503545
Like what

>> No.1503556

I just want to mention how the first thing everyone did back when they discovered weapon mods was make a flamethrower.

Just wanted ta say that

>> No.1503560

>>1503556
But I didn't. I made a peanut butter gun that shooted penis butter.

>> No.1503565

>>1503548
there were two really good teleport traps, one was a bfg and some large cells in a narrow room
you go for it because you think the room's too narrow for anything and the map says the walls are fine
then you pick it up and you hear all the monsters, and then when they walk to the edges of their room and you're gonna shoot at them, they disappear because they walked into a teleport line and you're surrounded
the other was in a previous map and it was the only good thing about the map itself
it's got hanging legs everywhere and when you step in the room floods with monsters, there's an invulnerability sphere, but you gotta fight to get to it
some of the levels aren't too badly designed, but that's very few, otherwise they all look and play like crap, but it's the first of the set of wads I've been playing which is a whole episode long

>> No.1503571
File: 1.09 MB, 1920x1080, 1396037213968.png [View same] [iqdb] [saucenao] [google]
1503571

>played through this map for about five times now
>always ended up having to repeatedly enter the room with the red key countless amounts of times and aimlessly hunting for each of the switches that builds the bridge to the key
>in this playthrough, I think I've activated all the switches but now I can't find my way to the red key room

Fucking hell.

>> No.1503574

>>1503560
>560
>>>1503556
>But I didn't. I made a peanut butter gun that shooted butter.

Are you sure you didnt? It was as easy as replacing a frame of the rocket with the first frame of the flame animation. Was obvious and thousands did it.

>> No.1503575
File: 113 KB, 640x480, 1396037189.png [View same] [iqdb] [saucenao] [google]
1503575

>>1503556
Argh, it's true, I did it with Dehacked in 1998

>> No.1503587

>>1503575

There were a few variations on the flamethrower.

The one you posted was my least favorite, actually. It felt overpowered.

There is one where it only does flame damage and the shot is the flame animation...

>> No.1503601

>>1503587
>The one you posted was my least favorite, actually. It felt overpowered.
It is. I play slaughterfest maps with it.

>> No.1503603

>>1503548
>>1503565
there was another trick, where there looks like the guy had misplaced a texture, and it looked like the sky (everywhere around you was the sky) and you had to strafe run into a ledge and when you pressed use on the wall, it was a secret

>> No.1503607

Are you guys calling them Nightmare Cyberdemons because you know their names or is it just a nickname?

I'd love to see some sort of bestiary for DoomRL Arsenal

>> No.1503610

>>1503607
pretty sure it's their real name

oh, and you can always bind linetarget to some key

>> No.1503612

>>1503607
I think they are called that because they spawn on Nightmare mode.

They are also weak to Plasma, like all other Nightmare versions of monsters.

>> No.1503617

>>1503607
If you finish any wad, including Doom 2's original campaign, with the monster pack you'll get a custom castcall with all the monsters. Most of the nightmare enemies are called simply "Nightmare <whatever>", but there are also some original names like Mecha-demon, Mechtre (cyber-spectre), Machine Elemental, Cybruiser and Duke of Hell.

>> No.1503624

>>1503617
Just read up on that in the thread on zdoom forums, definitely gonna do MAP30 and look at em all

>> No.1503625
File: 23 KB, 822x559, effell.png [View same] [iqdb] [saucenao] [google]
1503625

Working on the E1M1 for the music project thing. I think it's going pretty good so far. I'm learning a lot about how to compose in MIDI with my DAW of choice (FL studio) and making it export my patterns as a MIDI file. So far the drums are the most tedious part because each separate "drum" sample is just a note on a single entire piano roll; it's kind of a pain in the ass for someone like me who traditionally programs his drums as individual samples. I have a system though and it's working well.

I plan on doing "remastered" versions of all the tracks too with solid drum samples, and real guitars.

>> No.1503626

It can't be just me... right?
Since GZDOOM updated the sound's been cutting out occasionally and it was NEVER like that before.

>> No.1503630

>>1503626
tried deleting your .cfg file?

>> No.1503632
File: 616 KB, 658x150, PressBtoStart.gif [View same] [iqdb] [saucenao] [google]
1503632

>> No.1503635

I just finished UACUltra and paying attention to the intermission text really paints an interesting picture. Basically you're heading towards the core of mars which has almost entirely been mechanized by the UAC and houses a massive demonic experiment.

The way you got to hell in Speed of Doom was cool as well, basically after fighting shittons of demons, the "Gate to Hell" is nothing but a coffin and a pistol clip with your name. You can figure out what's next.

>> No.1503640

>>1503632
that caco-wagon is perfect

>> No.1503646
File: 97 KB, 535x2453, OC_Donut_Steel_.png [View same] [iqdb] [saucenao] [google]
1503646

Might as well dump my comic here
Wanted to add a 6th panel with /vr/ saying "GIT GUD" or /v/'s rage face, but I cannot into anatomy. Feels bad man

>> No.1503648

Anyone else is having really bad sound issues in Chocolate Doom v2? The sound gets all garbled when I up my screen resolution and I don't know why exactly.

>> No.1503649
File: 14 KB, 127x95, CacoKartDownRight1.png [View same] [iqdb] [saucenao] [google]
1503649

>>1503640
Thanks. Every so often I go back through my DK folder and it really does stand out from the others. The cyberdemons is decent too imo.

I keep trying to think of a good use for these things, but they're just kinda there collecting dust. Ah well. Such is life.

>> No.1503672
File: 34 KB, 800x600, ghjghjghj.png [View same] [iqdb] [saucenao] [google]
1503672

>>1503646

Here we go.

>> No.1503684

I have a mostly-finished version of E1M1's music now. I'm gonna probably tweak it later while I mess with it here and there, and as I go along with making other tracks.
https://www.dropbox.com/s/ewrfp9t4wee37qb/DoomMusic.wad

I'm probably gonna just make a bunch of demos and see what happens. I also need a name. (Ideas so far include 'Knee Deep In The Shred' and 'Thy Thrash Consumed.')

>> No.1503691

I've seen HD sprites for a lot of things... Doomguy, Doomguy's face, Imps, Zombie Men, Demon and the Baron of Hell. Where are the HD Cacodemons? Someone show me.

>> No.1503692

>>1503649
watch the picture from >>1503632
while playing this in the background: https://www.youtube.com/watch?v=MK6TXMsvgQg

>> No.1503694

>>1503692
no

>> No.1503695

>>1503694
your loss

>> No.1503703

>>1503695
my gain, actually

>> No.1503727

>>1503692
This one... https://www.youtube.com/watch?v=XHzlfCpmqsw

>> No.1503735

>>1503727
What 'bout this one?
http://www.youtube.com/watch?v=sbt8V3o9_9o

>> No.1503739

>>1503735
https://www.youtube.com/watch?v=SEgmLVr0zZc&list=PLED530F517531B26B

That's probably enough of this...

>> No.1503741

>>1503684
the chords of hell
dimebag darrell's disco inferno

>> No.1503790

>>1503091
they were too busy taking spray paint to the head and chasing squirrels through the woods with homemade battle axes
>not burning churches
>lrn2kvlt

>> No.1503795

>>1503484

Fuck off, who gives a shit

>> No.1503804

So, are there any decent WADs/Mega WADs I can use with Chocolate Doom?

>> No.1503810

>>1503691
>Where are the HD Cacodemons?

First things first, where are those HD sprite sets right now?

Ah, yep, that's right.

>> No.1503814

>>1503804
I have a similar question. If I wanted to play a wad that used dehacked stuff with chocolate doom, how would I go about doing that? A wad that used it's own .bat and all...

>> No.1503815

>>1503810
Well they all look shit. But no-one can fuck up the cacodemon, right?

>> No.1503835

>>1503814
chocolate-doom -file whatever.wad -deh whatever.deh

i guess replace the batch file with something like this?

>> No.1503843

>>1503815

You just answered your own question. Something's quality equals the overall need of it.

Here, have an example of how it'll surely go.
http://www.doomworld.com/vb/wads-mods/53440-baron-of-hell-high-definition-still-working/

>> No.1503851
File: 18 KB, 309x300, buy1get1free.gif [View same] [iqdb] [saucenao] [google]
1503851

Looks like it's time to enjoy some dog shit for the week with two videos, including one omnibus.

http://www.youtube.com/watch?v=Km1iyFC1X18 (CAUTION: Loud audio!)

http://www.youtube.com/watch?v=0oEbFtxTHTk

>> No.1503852

>>1503843
>But no-one can fuck up the cacodemon, right?
that's why
I don't care about other monsters, I just want the cacodemon

>> No.1503861 [DELETED] 
File: 1.00 MB, 1366x768, 1396044993142.png [View same] [iqdb] [saucenao] [google]
1503861

>>1503691
This is the only HD Cacodemon I know of.

>> No.1503872

>>1503861
Please do not take screenshots at 1366x768. There should be a very similar resolution in the menu which takes screenshots just fine.

>> No.1503875
File: 29 KB, 576x532, 1396045264715.jpg [View same] [iqdb] [saucenao] [google]
1503875

>>1503851
>Athena player sprite

>> No.1503878
File: 936 KB, 1277x691, cacoscreenshot.png [View same] [iqdb] [saucenao] [google]
1503878

>>1503691
>>1503872
Here we go.

>> No.1503876

>>1503861

Oh jesus that's creepy

>> No.1503880

>>1503872
Why the hell does that happen anyways? Really fucking weird.

>> No.1503883

>>1503878
Are...are those sausages?

>> No.1503884

>>1503851

>http://www.youtube.com/watch?v=Km1iyFC1X18

Sweet jesus

>> No.1503889

>>1503883
Looks like a puppet made of human organs.

>> No.1503892

>>1503880
It's a rendering issue that only happens in Zandronum. It was fixed long ago in ZDoom but was never ported.

>> No.1503923

>>1503571
Okay, I'm completely new to the Doom scene, but I have to ask, what specifically is this? I realize it's Doom (II?), but mods, etc.

>> No.1503939

>>1503878
it's poo :(

>> No.1503943

>>1503923
Mod is DoomRL Arsenal. Not sure about map, Requiem maybe?

>> No.1503956

Welp I got a copy of the Id Anthology today. (Too bad the CD's can't install on x86 Win7)

I also got Duke Nukem 3D for $20 and it had the Plutonium Pack and that Nuke It CD with the 300 user made levels pulled from the internet

>> No.1503991

>>1503956
Can you post pics? I'm just curious of what's in the Anthology.

>> No.1503994
File: 1.37 MB, 1936x2592, IMG_0053.jpg [View same] [iqdb] [saucenao] [google]
1503994

Hey /vr/doomers, I just wanted to thank ya'll for the advice you gave us on setting up a Doom LAN. Here's the photos:

https://www.flickr.com/photos/vonguard/13280780435/

We setup an 8-node cluster, but only used 6 for the deathmatch. The remaining 2 machines were setup for 1v1 deathmatch versus Romero. If you got past the 6-man game, you could challenge him. Only one guy beat him, 20 to 19. Another 2 guys lost 19 to 20, but almost everyone else went down with scores like 5 to 20 or -7 to 20.

Romero is a monster. We will be publishing the actual replays of John's fights online in the next month or so. I'll come back and post a link here.

We had asked Tom Hall what maps Romero liked, but in the end, John just wanted Doom 2 regular maps as that gave the other guy a chance. He also wanted the score limit at 20, which took time sometimes, but other times, he still wiped guys up in 5 minutes.

>> No.1504005

>>1503994
>We will be publishing the actual replays of John's fights online in the next month or so. I'll come back and post a link here.

I really want to see him play.

>> No.1504009

>>1503994

>they were asking us for LAN settings for Romero's little deathmatch event all this time

Also really looking forward to those replays. I must wonder, however, in what format they will be. Did you guys used Zandronum?

>> No.1504029
File: 134 KB, 640x480, Idbox.jpg [View same] [iqdb] [saucenao] [google]
1504029

>>1503991
Here's a picture from the Doom wiki. It's missing the phone card and the Cyberdemon is headless

>> No.1504062

>>1504029
What did the cds come in? separate cases or just one case?

>> No.1504067

>>1503104
I hope Doom 4 has a level where the ceiling is so low you can't jump. Or maybe the gravity is higher or some shit, whatever.

>> No.1504076

>>1503994
Most importantly, did Romero (and everyone else) have lots of fun?

>> No.1504078

>>1503739
hell yeah

>> No.1504084

>>1503994
So wait, I missed what happened.

What was this event all about?

>> No.1504085

Guys
GUYS

What if stapler-san is Eric
Consider the following:

Not currently attached to a project
Knows a lot about coding
Sarcastic and smarmy
Posts in lowercase constantly
Knows how to work with artists

>> No.1504087

>>1504085

stapler-san, as far as I know, made the hmod map. and as far as I know, too, Eric isn't a map maker

>> No.1504093

>>1504087
Well to be fair it's not like that map was really hard to make.

>> No.1504096

>>1504085
who the fuck is eric

>> No.1504097

>>1504085
For a while I thought he might have been Eriance but then I realized the reason he's going by "stapler-san" is because he doesn't want his real pseudonym attached to it (for obv. reasons), but it's no secret that Eriance draws porn all the time so it wouldn't make much sense for him to "hide" that.

>> No.1504101
File: 261 KB, 1024x640, 1396050837049.png [View same] [iqdb] [saucenao] [google]
1504101

>>1504096

The guy behind BURL_TUMD and pic related

>> No.1504104

>>1504101
Eric doesn't come off as the kind of guy that would hide his work.

I mean he pretty much shat on Mark's face out in the open with Burl Tumd, so he's not going to back down if he was drawing Doomgirls

>> No.1504125

>>1504085
Stapler-san and Eric were playing on the same server on /vr/'s birthday, so either he's really damn good at doubleboxing or he's not Eric.

>> No.1504128
File: 630 KB, 1280x720, 1396051401848.png [View same] [iqdb] [saucenao] [google]
1504128

Map 20 of Hellbound. Holy fuck.

>> No.1504142

>>1504128
>hellbound
>hard
sure is m80

>> No.1504140

>>1504062
One case. (That thing on the left)

>> No.1504145

>>1504128
Nice architecture, reminds me of Deus Vult

Definitely playing through hellbound with project msx when I get home

>> No.1504148

Okay so I'm playing DOOM RLA and I've found no pistols whatsoever

Why even pick Scout

>> No.1504151

anyone ever played a map called "dmpits"?
that one's pretty good, 1994

>> No.1504153

>>1504148
You start with a pistol that hits like a shotgun and uzis and handcannons are pretty common.

>> No.1504164

>>1504153
I've went through three megawads so far and haven't found any of those.

But I keep finding Miniguns and Plasma rifles.

>> No.1504165

>>1504096
He owns when playing Whodunit, thats for damn sure

>> No.1504168

>>1504164
I want to trade now, I never found a single minigun

>> No.1504169

Anybody play DTS-T before? I got to the map "Vivarium", where you have to kill a ton of monsters to win, but there's one leftover that just isn't there. I tried "Kill Monsters" command, but that doesn't do it either, so I'm essentially trapped in the map, and unable to progress.

>> No.1504171

>>1504164
Also I keep finding lava armor too.

But not a single pistol.
It's infuriating.

>>1504169
That map bugs out most times.
Never was fixed as far as I'm aware

>> No.1504172

>>1504171
Is there any way to skip the map, or force a win state on it? When I try "nextmap" it takes me back to the hub area, but it sorta resets itself as though I'm there for the first time.

>> No.1504181

>>1504087
Mike12 made the map actually, Stapler-san does the coding and made the monster-spawners in the map.

>> No.1504186

>>1504172
You could try changing it to the hub directly instead of doing nextmap.

Changemap whatever

DST-T wasn't very good, I just did the levels and moved to the last

>> No.1504190

>>1504153

are you sure uzis are classified as pistols? They're a slot 4 weapon

>> No.1504192

>>1504186
It's definitely a mixed bag. There are some more interesting levels, and then some dull ones as well.

>> No.1504203

>play Oblige megawads with permadeath conduct
>get good gear
>Oblige spawns keycard in a tiny room with a Cyberdemon, accessible only via teleport
Why do I even bother.

>> No.1504229

>>1503158
i bet japan made that

>> No.1504235

>>1504171
Seriously, two miniguns just popped out of one of those boxes.

Next box I opened? Lava armor/Boots

Level 12 of Alien Vendetta and I am still using the first dinky pistol.

>> No.1504245
File: 164 KB, 800x600, 1396054244530.png [View same] [iqdb] [saucenao] [google]
1504245

I know how to play with Marine and Scout but what advice would you guys give me with Renegade and Technician?

>> No.1504251

>>1504245
Have you tried ripping and tearing?

>> No.1504252

>>1504251
what do you mean?

>> No.1504253

>>1504245

Renegade obviously has perks related to shotguns, but seeing as he can instantly switch weapons, you could work that into your strategy as well seeing as there's some powerful weapons that take a long ass time to switch between.

as for the technician, start writing down the assemblies for some of your favorite weapons, and constantly scrap weapons you find that you don't want, you'll amass a lot of mod packs that way.

>> No.1504258 [DELETED] 

>>1504085
If I adopted a psuedonym to work on a porn mod it wouldn't contain any gay anime shit

>> No.1504260

>>1504245
Ripping and tearing is actually really good advice for the renegade.

He switches weapons instantly, so instead of sitting right in front of a demon pumping shells into your shotgun, you can switch to the ripper and finish the job.

>> No.1504262

>>1504245
Techie feels like you are actually playing Doom the most.

>> No.1504265

>>1504260
You can actually fire shotguns without needing to reload them, just don't hold the button. With the Renegade's instant swapping and an inventory full of single-shot shotguns, you can dish out tons of damage in a really short amount of time.

>> No.1504279

>>1504245
What WAD is this?

>> No.1504281

>>1504279
Looks like UAC Ultra to me.

>> No.1504282

>>1504253
well,im playing Equinox with Technician[i currently have a Chainsaw,Handcannon,Gatling Gun,Supershotgun with firestorm mods,Shotgun with 1 powermod and a plasmarifle with AFB modpacks] and i get a damn lot of battlerifles,which is good because i get lots of modpacks
Im currently stuck with a Nightmare Cyberdemon,i can beat it but i get out of ammo and after that i get in a room with chaingunners

>> No.1504285

>>1504265
That's what I was saying.
It wouldn't do you much good if you took the time to reload before pulling out the ripper, might as well just fire the damn shotgun at that point.

>> No.1504286

>>1504258
Back to /v/ for you

>> No.1504290

>>1504279
UACultra
>>1504260
if you pay attention to the screenshot,im only in map 1 of UACultra[and IIRC:UAC ultra is a short.wad] and i dont think i will find the ripper

>> No.1504292

>>1504258
>bringing it up makes him mad
HOW SUSPICIOUS

>> No.1504296 [SPOILER] 
File: 66 KB, 816x561, 133186 - DOOM victoria_viper.jpg [View same] [iqdb] [saucenao] [google]
1504296

>>1504258

>> No.1504298
File: 14 KB, 650x254, Uzi-1.jpg [View same] [iqdb] [saucenao] [google]
1504298

>>1504190
>>1504190
Well, submachine guns like Uzis shoot pistol bullets. I guess that's why Scouts get the damage buff from them. Slot 4's just because it's a bullet automatic, I guess.

>> No.1504301

Well it took me 15 levels but I finally have a real pistol for Scout.

High Powered Combat Pistol any good or should I do something else with it?

>> No.1504305

>>1504286
what

I don't have a problem with the mod itself. Just saying that if I were to use a pseudonym so I could work on a mod without anyone knowing, it wouldn't be "stapler-san". I probably wouldn't hide my identity at all since I'm already known as "that one asshole that got Mark banned from ZDoom", being "that one nerd that works on a mod where you fuck the demons" would probably be a step up.

>> No.1504306

>>1504298

well yeah but in Doom's universe the chaingun and pistol share the same ammo type, in DoomRLA every single pistol uses the same ammo, along with the minigun, battle rifle, burst rifle, etc.

I think we'd have to check the code or ask Yholl to find out if the scout really does get the damage buff, it never felt that way to me

>> No.1504319

>>1504306
You can test right now

Spawn an uzi
Shoot an imp
If it doesn't go down in two shots or less then Scout isn't getting a bonus

>> No.1504321

>>1504301
Storm Combat Pistol a best

>> No.1504324

>>1504306
>in Doom's universe the chaingun and pistol share the same ammo type
Logically, the chaingun's longer barrel(s) should give the cartridge more of an "oomph" than out of the pistol, but logically, the chaingun should fire about 10 times as fast as it does to justify all those barrels.

>> No.1504330

So guys, I'm trying to remember a doom map... Two of them, actually. One of them was a single map, you start off in sort of a drop pod esque thing, or like a tunneling pod or something, you exit it, and follow a short tunnel into a parking complex, which then leads to a highway of sorts.

The other one, you also start underground, there's some waterfalls and stuff, but it leads out into a more open area with a creek, and a bridge going over it. Later levels take you to underground mineshafts.

I hope my vague-ass descriptions are helpful.

>> No.1504338

I have 3 songs done for the music project so far. They're in E1M1, E1M3 and E1M8, and they do resemble the original songs but they're also totally new. One is based on Painkiller and the other two are based on songs from one of my other music projects.
https://www.dropbox.com/s/ewrfp9t4wee37qb/DoomMusic.wad

>> No.1504345

>>1504321
How do you get that? Or is it something to find?

>> No.1504349

>>1504345
Combat Pistol + BBT

>> No.1504361

>>1504349
Wow holy shit this thing rocks.

Does Firestorm do anything special to it or should I slap a power mod on it?

>> No.1504364

>>1504338
Listening to E1M1 right now, it's Painkiller, right?
Could use something extra though... not sure how to say... like, another instrument or something adding to the beat or rhythm maybe?

Ah, E1M3 sounds pretty great, feels very nice. Can't identify it though. But I really like it.

E1M8 sounds nice too, a little bit Duke3D-ish in the beginning almost. Can't place this one either.

>> No.1504368

>>1504345

you assemble it like that other anon just replied to you with, and it's easily one of the best fucking weapons the scout can get, it's a rapid-fire shotgun pistol that completely shreds everything and perma-stunlocks all variants of cyberdemons. If you're a scout and assemble the storm combat pistol. you pretty much just won.

>>1504361

firstorm DRASTICALLY raises the fire rate, which I think is one of the best things you can do for it as a scout

>> No.1504369

>>1504361
Firestorm makes it shoot even faster.

>> No.1504379

>open area
>4 pain elementals
>only have the rocket launcher
oh god

>> No.1504382

>>1504379
BULLY THEM AND ABORT THEIR CHILDREN, MARINE!

>> No.1504385

>>1504382
OPEN
AREA
I CAN'T JUMP AND YOU WANT ME TO FLY

>> No.1504393

>>1504385
I DON'T HEAR DYING DEMONS, MARINE, I'M HEARING EXCUSES!

>> No.1504405

>>1504393
>>1504379
Okay, I finished. I ate a couple of my own rockets but I survived.

>> No.1504406

>>1504405
That's good work, marine!

>> No.1504418

>>1504245
For weapons, the focused double shotty is great for anything past point blank

>> No.1504443

This probably sounds stupid, but are there any wads that are good for Co-op? I played through Neodoom with a friend recently. it took a while, but we finished. We're looking for something less bullshitty, though.

>> No.1504449

>>1504364
Yeah, it's Painkiller. I'm gonna look into improving that one a little more tomorrow.

The other two are original songs from one of my other music projects that felt like they'd be appropriate to kludge into it. They were already in similar keys and tempos.
http://reapers.bandcamp.com/

>> No.1504453
File: 325 KB, 800x600, Plasmatic Shrapnel blast 2.png [View same] [iqdb] [saucenao] [google]
1504453

>>1504164
I've only played one megawad of oblige and found maybe five uzis

firestorm + three power mod uzi is fun. if a room is full of formers humans you can just fire and shake your mouse to wipe them out instantly

pic related is favorite gun tho

>> No.1504458

>>1504453
Is the combat shotgun actually good?
It felt like a weaker version of the normal shotgun

>> No.1504461

>>1504453
good lord those filters make me want to puke

>> No.1504472
File: 445 KB, 800x600, Perfect targets.png [View same] [iqdb] [saucenao] [google]
1504472

>>1504458
I like it but I think its only cause I know how important it is in the RL. It's not that good in arsenal I bet but I haven't used an unmodded one enough to know

plasmatic shrapnel double shotgun is probably a better choice

>>1504461
I think screenshots add things that you're not actually using, since i don't play with rounded sprites or anything to make the game look like that

>> No.1504520

>>1504443

Have you guys checked Memento Mori?

>> No.1504529

>>1504443
stronghold is pretty fun in multi, but don't forget to +sv_cheats 1 if you don't want to get stuck without lives

>> No.1504605
File: 44 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
1504605

>>1503113

>Hi,
>For SWITCHA, you’re basically saying you’ve copied the original maps and put them somewhere else. Even if you didn’t literally copy them down to the linedef, you can’t submit modified id levels to the archive (this is an agreement with id Software, not just our own rule). If they’re even going to appear to be modified originals it won’t do, and glancing through them in SLADE, that’s exactly what I’d call them.
>Sorry, but I’m going to have to Reject this upload.

>=-Ty

Wooooow, talk about dooming /idgames even further and making people forget about uploading their works to preserve 'em even further for years to come

>> No.1504610

>>1504605
What a sack of bullshit; this is a great project too. I played through the beta a month or so ago.

>> No.1504615 [DELETED] 

>>1503065
Doom objectively was the beginning of the end of videogames. COD is the evolution of DOOM. sorry guys. you are the cancer of the retro community that spread to become the bro vidya culture today

>> No.1504616

>>1504615

at least TRY, goddamn!

>> No.1504626

>>1504605
Why would you use a picture of DSP? Are you trying to make me break my monitor?

>> No.1504627

>>1504615
Do you blame the Germanic tribes for creating Hitler as well?

>> No.1504634

>>1504615
I wish your dad had pulled out in time.
It really brings me great sorrow that he didn't.

>> No.1504636

>>1504615
Pong objectively was the beginning of the end of videogames. DOOM is the evolution of pong.

>> No.1504646

What are your thoughts on Doom 3?
I've thinking to get it but I'm not really sure.

>> No.1504648

>>1504646

Doom 3 is a pretty fun game but a terrible Doom game.
It tries to be a standard jumpscare "survival" "horror", and it succeeds pretty well.
As far as being a sequel to Doom though, it blows on every front.

>> No.1504650 [DELETED] 

>>1504616
Apparently it was good enough ^^^^

>> No.1504654 [DELETED] 

>>1504627
In a biological sense, yes you could most definitely say that. If you disagree you're gonna need some heavy religious bullshitting to back it up.

>>1504634
I'm sorry if I made you realize the cancer that you truly started

>>1504636
I'm talking about the FPS genre in general. Pong vs. doom is not as comparable.

>> No.1504660

>>1504648
>As far as being a sequel to Doom though, it blows on every front.
Can you expand on this please?

>> No.1504662

For the love of fuck. Don't reply to him. Report and ignore. It's the only way we're going to purge /v/'s influence from here.

>>1504660

Not him, but Doom 1 and 2 was more about getting spooked 20% of the time and rocking out and slaughtering hellspawn the other 80% of the time, also about moving fast and dodging projectiles. dodging shit in Doom 3 is a lot harder because you're restricted to corridors so often and you move slower. plus if feels like all weapons are weaker for the sake of "OOH SCARY"

>> No.1504664

>>1504660
It's very slow, enemies aren't very dangerous even in larger numbers, weapons feel pretty lousy and generally it's all very linear.

The art style is fine though, and Hell looks great.

>> No.1504695
File: 287 KB, 1024x640, 1396065929367.png [View same] [iqdb] [saucenao] [google]
1504695

I really fail to see the point of Doom trigger.

in fact I fail to see a lot of shit because there's a dark overlay over the fucking screen

>> No.1504702

>>1504695
It's a guy who wanted CoD sounds and killstreaks in a Doom 3 weapon set.

It's really lackluster for the most part because the weapons feel weak and Doomguy is constantly going RELOADING RELOADING GRENADE THROWING GRENADE RELOADING

>> No.1504757

>>1504151
yep, modified e1m6 made in the days before nodebuilders so you couldn't move any of the vertices

>> No.1504785 [DELETED] 

>>1503851
Helpo, I stole your idea. Playing random doom wads seems fun.

>> No.1504792

>>1503851
Helpo, I stole your idea. Playing random doom wads seemed fun.
https://www.youtube.com/watch?v=1zALooWlp3A

>> No.1504794 [DELETED] 

Hey pre-COD fags, what was it like to be a pre-bro in the late 80s/90s ?

>> No.1504808

>>1504605
that's so stupid

with luck, hopefully someone will record demos on it, and it will at least get hosted on the DSDA

>> No.1504825

>>1504792

Dat fukken architecture.

>> No.1504946
File: 204 KB, 1280x720, 1396072404544.png [View same] [iqdb] [saucenao] [google]
1504946

spooky

>> No.1504968

Whats a good recording program?
Specifically for doom

>> No.1504969
File: 925 KB, 1920x1080, 1396073008518.png [View same] [iqdb] [saucenao] [google]
1504969

I wonder what happens when you step on the glowing spots?

>> No.1504974
File: 280 KB, 1920x1080, 1396073086928.png [View same] [iqdb] [saucenao] [google]
1504974

Oh...

>> No.1504978

>>1504968
FRAPS, Dxtory, or Bandicam.

>> No.1504982
File: 515 KB, 1920x1080, 1396073358807.png [View same] [iqdb] [saucenao] [google]
1504982

Pretty clever for a wad from '95. You port into a voodoo doll, which kills you both!

>> No.1505004

>>1504982
when are you gonna release that pistol, spritenoob?

>> No.1505016

>>1505004
it's been released for a while yo
http://www.mediafire.com/download/s2uouivsk0a0h8a/lydia.zip

>> No.1505194
File: 492 KB, 740x1000, 1396085119615.jpg [View same] [iqdb] [saucenao] [google]
1505194

>> No.1505201

Is it me or are Doom 2 levels a bit too disorientating?

>> No.1505215

>>1505201
Only some of the middle ones. The automap helps.

>> No.1505217

>>1505201
Disorientating? How about nauseating?

>> No.1505230

>>1505201
I never felt they were disorienting.

Some levels were just completely unfun though, like Tenants and Chasm.

>> No.1505260
File: 79 KB, 716x594, qyLdgHZ.jpg [View same] [iqdb] [saucenao] [google]
1505260

>> No.1505263

>>1505260
That game needs to be much much much more blurry to be accurate.

Cute though

>> No.1505270

just played E1L5KO.WAD
apparently it's supposed to have some edited imp or something? guess I'll never get to play it properly

>> No.1505295
File: 434 KB, 500x767, 1396094587008.png [View same] [iqdb] [saucenao] [google]
1505295

>> No.1505304

>>1505295
Oh my god, I've died and gone to heaven. God I wish they still updated.

>> No.1505306

>>1505304
Same here

>> No.1505330

Why does everyone try to make hyper-realistic remakes of the DOOM monsters? They were pseudo-realistic cartoon-esque.

>> No.1505331

Ugh.. I've been searching for Doom on deviantArt.. I've been scrolling for so long, I've been getting less doom related stuff and more Scout x Sniper yaoi

I need eyebleach

>> No.1505337

>>1505330
I actually think Doom 3 did a decent job of reimagining some of them (imps, hellknights), though some were just shit (cacos).

>> No.1505340

I just beat Doom 2!
Woooo!
Man, getting those shots at the Icon of Sin was hard. Also fuck lost souls and pain elementals. Annoying little shits.
Off to Evilution we go!

>> No.1505354
File: 105 KB, 1024x606, 1396099083144.jpg [View same] [iqdb] [saucenao] [google]
1505354

>> No.1505358

>>1505337

Yeah.

The re-designs were pretty cool. I'd like to see those de-made into Doom sprites and it's artstyle

>> No.1505364

>>1505358
>'d like to see those de-made into Doom sprites and it's artstyle
they already have been

>> No.1505376

>>1505354
haha

>> No.1505382

>>1505364

Not him but that's half true and false

>Z-Sec were done already (they're in R667) and they're quite nice, same with the Forgotten One's (Lost Soul remake)
>Cacodemon's sprites are decent, only thing they need is a small rearrangement in some pixels and more clarity, also you can tell they're based on the Doom 64 Cacodemon sprites; the projectile sprite is....eehhhh, weird, I guess?
>Describing the Imp's sprites as "they suck" is a big understatement. Someone grabbed the Doom 64 Imp sprites, colored 'em black, added some eyes without further thinking and called it a day. Laziest spritejob ever
>HellKnight/Baron? Don't get me started on it. All it has been done are A1 sprites and just some rotations that aren't even in Doom style and someone have 'em as avatar

At least, that's about the original monsters' re-designs. (Some) of the original D3 monsters have been already done in Doom style (done decently) and they're in R667.

For the Imp sprites someone should take the Demonicron's Imp sprites as base for the D3 Imp (I mean, hell, the "Devourer" -which was just a cleverly rotated mouth pastejob in the rest of the frames- got like 4, maybe 5 request to be frankensprited! If that isn't a sign of keeping an eye on that thing then I don't know what that is)

>> No.1505383

>>1505382
>Not him but that's half true and false
there's a DOOM3 mod for DOOM2
I played it, it's got the guns and the monsters, just not the levels in DOOM format, which is what I assume he wants

>> No.1505392

If I want faithful to vanilla gameplay with smooth weapon animations and fixed monster sprites, I should go for Beautiful Doom, right?

>> No.1505407
File: 115 KB, 1162x688, 1396103404567.jpg [View same] [iqdb] [saucenao] [google]
1505407

>> No.1505434

>>1505407
Oh man, this should've been the ending to Doom 2.
https://www.youtube.com/watch?v=EBW_R61WGYU

>> No.1505439

>>1505407
I never liked seeing blue shorts with a red shirt and a yellow hat. Such bad color co-ordination...

>> No.1505448

>>1505392
Supposedly. It adds a bunch of other stuff like destructible objects, etc.

I honestly should finish up my own stupid "enhancement" mod and release it because these things are honestly so easy to make it's not even funny.

If all you want is smooth weapon anims and corrected sprites, just use the Sprite Fixing Project and Perk's Smooth Weapons.

>> No.1505451

>>1505448
Yeah, I should probably just use that since Beautiful Doom replaces sounds too and I'm attached to vanilla PG too much.

>> No.1505549

>>1505451
You should also be using Perk's HQ sounds too because they try to be as vanilla as possible and just recreate the original sounds from the same sound libraries, just in better quality. I honestly can't play without it anymore.

>> No.1505640
File: 1.07 MB, 1280x768, 1396111789932.png [View same] [iqdb] [saucenao] [google]
1505640

MOTHER OF CHRIST.

>> No.1505669

>>1505549
God, and here I am downsampling my custom sounds so they fit the "Doom atmosphere"...

>> No.1505707
File: 32 KB, 509x369, 1362380094230.jpg [View same] [iqdb] [saucenao] [google]
1505707

>>1505260

>four wires going into TV
>NES Controller
>SNES Controller port
>only one controller port on the console

>> No.1505719

Do we have a list of the hands-down best weapons for each class in DRA? The only one I'm certain of is power/sniper modded Storm Combat Pistol for Scout. That thing is a monster.

>> No.1505728
File: 105 KB, 716x594, squiddoom.jpg [View same] [iqdb] [saucenao] [google]
1505728

>>1505263
This better?

>> No.1505751

>>1505728
i tried doing the same earlier but i think it looks worse to be honest

>> No.1505752

>>1505707
>RGB + headset
>not a nes controller (and it'd be a famicom one anyway)
>
>right.

>> No.1505784

hey guys, i remember a while ago one of you left some bots active and alone on a quake server for a good amount of years, to the point where they made some kind of alliance, stopping killing eachother and brutally destroying the server owner (to the point of crashing) when he tried to get in.

did you send the story (or even better, some logs) to carmack after all? i'm curious...

>> No.1505794

>>1505784
its fake

>> No.1505804

>>1503851
Lol at plane crash

>> No.1505806

>>1505784
please tell me how those bots managed to achieve sentience?

>> No.1505810

>>1505784
>>1505806
It's just that - a story. There's no truth in it. The files described in it for learning don't actually exist. The bots don't have adaptive behaviour.

>> No.1505871

>>1505784

Fake.

https://twitter.com/ID_AA_Carmack/status/352192259418103809

>> No.1505903

So, I think this may be a dumb question, but I feel compelled to ask it all the same: what's the benefit of using the chocolate Doom sourceport over just using a regular Doom install with dosbox?

>> No.1505906

>>1505903
Not having to deal with dosbox?

>> No.1505919

I'm wondering... there has to have been this, right?
A Teminator 2 midi used in a DOOM wad
I've had Star Wars before, but I really wanna hear Judgement Day's theme.

>> No.1505920

>>1505903
Modern compatibility and not having to fuck around with DosBox?

>> No.1505927

What do yo guys think of that DRPG mod Kyle's working on? I can't be the only one that plays it.

>> No.1505926

>>1505919
https://www.youtube.com/watch?v=J7dUF1h1P1Y

>> No.1505928

>>1505920
or deusf, or dehacked, since choco can deal with those issues itself

>> No.1505937

So what the fuck happened with the steam group?

>> No.1505932

>>1505926
I'm gonna watch this

>> No.1505939

>>1505937

Ded. If you want to talk with Doomfags or arrange a game to play. Just get on the IRC

>> No.1505941

>>1505939
I still dont know how to use irc the last time someone told me to

>> No.1505942

>>1505941

just get mIRC and ignore the nag messages

>> No.1505948

>>1505941
you only need to know 2 commands to use irc

/server irc.whatever.net
/join #butts

Replace whatever.net with the site and replace butts with the name of the channel you want to join.

It gets more complicated if the channel has forced registration, but that's for another day.

>> No.1505954

>>1505926
>old ass 90's sprites
>annoying sounds for picking up stuff
>random shit haphazardly thrown into everything
>shotgun/smartgun grenadelauncher pumped twice every time

No thank you.

>> No.1505964

>>1505948
how do I put in the password

>> No.1505970

>>1505964
right after the channel, i.e. /join #butts dicks

>> No.1505983

>>1505942
(or if you don't want to dl a client, use mibbit)

>> No.1506072
File: 195 KB, 1366x768, 1396125101471.png [View same] [iqdb] [saucenao] [google]
1506072

Oblige in a nutshell.

>> No.1506076

>>1506072
>cheesing

>> No.1506079

>>1506072
Is it just me or does Oblige just LOVE to put a cyberdemon to guard every little key and switch, often in a minuscle room with no room to dodge?

>> No.1506081

>>1506076

Not him but taking on a nightmare cyberdemon in a tight space with no cover is suicide.

>> No.1506082

>>1506072
And some other times it puts a room with three archviles right near the spawn.

>> No.1506084

>>1506076
It's either that or what >>1506079 said, and I prefer this to teleporting into a small room and dying to one rocket in the face.
I guess I should change difficulty from "Tough" or something since I guess for Oblige "Tough" means "Fighting cyberdemons in melee range" and that doesn't work well with permadeath conduct but eh.

I also want to keep that Jackhammer for a while because holy shit is it good.

>> No.1506090

>>1506072
that'll teach you to play maps with gameplay mods the maps weren't designed for :P only joking!

>> No.1506094 [DELETED] 

>>1506090
>:P only joking!

>> No.1506091

>>1506084
Did you know that with a firestorm mode it goes full-auto? >>1503139

>> No.1506092

>>1506084
I've just seen a Cyberdemon walk into a teleport he was guarding. Now I hear his footsteps there somewhere. Walking. Waiting.

That was a good run I guess.

>> No.1506095

>>1506091
Yeah, I was planning to slap it on if I ever got one.

>> No.1506101

>>1506084
Won't work. I've tried setting monster strenght to Normal and on MAP02 I faced at least 2 cybies and an Overmind. Ando on MAP03 >>1506082
happened, and two were nightmare.

>> No.1506098

>>1506090
Wouldn't a regular Cyberdemon have the same problems right there anyways?

>> No.1506103

>>1506098
i doubt it, i don't know what those black cyberdemons do differently, but in vanilla the wall would probably block the splash damage - you need line of sight between the explosion (x,y,z) and the player (x,y,z)

>> No.1506104
File: 276 KB, 1366x768, 1396126157722.png [View same] [iqdb] [saucenao] [google]
1506104

>>1506092
Everything went better than expected.
>>1506101
Welp. I really wish somebdoy would tweak Oblige to make sensible maps for DoomRL. Would be a better roguelikelikelike than most roguelikelikelikes on market.

>> No.1506106
File: 110 KB, 488x519, GIVE HER THE DOOM.png [View same] [iqdb] [saucenao] [google]
1506106

>>1506104

>jackhammering a cyberdemon's ass

>> No.1506107

>>1506106
And without the H-mod!

>> No.1506114

>>1505354
nice one

>> No.1506120
File: 378 KB, 1366x768, 1396127000240.png [View same] [iqdb] [saucenao] [google]
1506120

>>1506104
Thank you based Nightmare Cacodemon.

>> No.1506127

>>1506107
>>1506106
did someone say jackhammering a cyberdemon
cause it turns out the CONBACK graphic cuts off at the perfect place

http://anonmgur.com/up/4ef5618f5511d73e55b0a746384863ff.png

>> No.1506131

>>1506127
have to say those boobs are kind of a gross shape. sorry.

>> No.1506135

>>1506131
Gravity does that to big breasts, kid.

>> No.1506136

>>1506127
so is the stretching gonna be fixed

>> No.1506140

So how does modding unique guns work? You can just stick one mod to them?

>> No.1506142

>>1505392
Get the sprite fixes here: http://forum.zdoom.org/viewtopic.php?f=19&t=36713
Get perkristian smoother weapon animations here: http://forum.zdoom.org/viewtopic.php?f=19&t=32628
(perk's original download is ded, so you'll have to use this one)
Get perkristian hi-res Doom SFX here: http://www.perkristian.net/game_music.shtml
And this one http://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-4 modernizes the music a bit. That's all I can think of. There's also a high res textures mod but it makes stuff look out of place.

>> No.1506138

>>1506131

that's how the console in ZDoom stretch the TITLEPIC in turn. He has posted a fixed version previously in our threads

>> No.1506139

>>1506127
Fuck yeah Stapler-san is back! What news do you bring, oh sublime artist?

>> No.1506147

>>1506140
Yup, and exotic modpacks have unique effects. See here
>>1503139

>> No.1506143

>>1506139

I think stapler san is the coding guru, Mike's the one doing the sprites.

>> No.1506145

>>1506140
Yes

>> No.1506148

>>1506143
But then who was artist?

>> No.1506150

>>1506136
it can't be herped
the picture was made at 16:10
using a 4:3 resolution squishes it

here, enjoy it at 16:9
http://anonmgur.com/up/acd79d73552b053541c17384f0314d12.png

>> No.1506153

>>1506148

The person who drew that title pic Cyberbabe? I haven't a clue.

>> No.1506154

>>1506142
Thanks! I already got those except for music, but thanks anyway!

>>1506147
So, laser rifle. I've seen people make a burst version out of it, is it purely for bigger mag/less ammo consumption? Because I'm a Marine and I'd rather have a fast weapon that can stunlock enemies.

Also I can assemble nano-shrapnel SSG if I find one more bulk module. That's gotta be somewhat useful, right?

>> No.1506157

>>1506154
Nano-shrapnel is PPN, not BBBN. Hope you haven't already committed to that.

>> No.1506159

>>1506157
Right! no, I didn't. I have two power mods and nano mode. Is it worth it? I know SSG is nerfed in DRLA, but rapid-fire should make it a good option still?

>> No.1506161

>>1506153
Stapler San is the coder, Mike12 is the spriter and design/direction guy, and Mystical is the artist.

>> No.1506170
File: 62 KB, 640x480, 1396128175462.png [View same] [iqdb] [saucenao] [google]
1506170

>2014
>caring about lower unpegged textures when E3M1 had one

>> No.1506171

>>1506159
Is it an actual Super Shotgun or just a Double Shotgun? If it's a super shotgun then go for it, it's one of the best weapons you can make. Otherwise I'd recommend you hold off.

>> No.1506172
File: 10 KB, 492x328, 766.png [View same] [iqdb] [saucenao] [google]
1506172

>>1506161
>Mystical is the artist.

REALLY? I didn't know that.

He draws nice.

>> No.1506174

>>1506159
Rapidfire AND infinite ammo with no need to reload.
>>1506154
Burst weapons deal double damage but lose a little accuracy. But the laser rifle is already pinpoint, you won't even notice the little drop.

>> No.1506181

>>1506142
Offhand, do you know if those sprite fixes come with glowmaps?

I know it's not strict vanilla, but I love seeing the glowing eyes of my enemies peering out of the dark.

>> No.1506186

>>1506171
Aw damn, I went and did that. Well, I needed to do something with those mods.
>>1506174
DOUBLE damage? Nice, I didn't know that. Any chance you can spoil me on how much does a single power mod increase damage? What about high-power weapons?

>> No.1506185

>>1506181
No, sadly.
GZDoom comes with the brightmaps thing but the enemies eyes don't glow I think.

>> No.1506192

>>1505640
wad?

>> No.1506202

>>1506170
Since you bring that up, has anyone made a package of bugfixed vanilla levels? There's a level in E1 with a doughnut shaped hallway around a center area, and on part of the doughnut, the wall and floor aren't attached, so you can fall into a tiny ass inescapable pit where the floor doesn't have a corner but the wall does.

>> No.1506197

>>1506161
>>1506172
Who is Mystical?

Is there a place with his/her art?

>> No.1506203

>>1506159
Double Shotgun is not the Super Shotgun.

The SSG of RLA is using Doom 64 sprites and the Double Shotgun is a sawed off version of the sprite you normally see.

>> No.1506208

>>1506203
Oh. Oh, I see.

Doesn't matter anyway, got splatted by a surprise window Cybaron rocket while I was messing with the inventory trying to equip boots. That was a little bit anticlimactic.

>> No.1506219

>>1506186
I don't know if Yholl followed the formula to the letter, but in the roguelike a powermod increases the lower of dices or sides by 1 (so, a 3d6 would become a 4d6 or a 4d3 would become a 4d4) while the high-power mod increases sides by 2.

>> No.1506221

>>1506150
not convinced. they still look saggy and the nips point skyward.

however as everyone else likes the picture i will disappear quietly into the night... after all, a hentai gameplay mod for doom is too "/d/" for me. good luck to you.

>> No.1506220

>>1506219
Wouldn't that make little sense in DRLA? Since you can just throw 2 power mods on and it would have the same effect without making your mag smaller?

>> No.1506226

>>1506197
His art's on Paheal, I don't know if he's weird about sharing his other URLs.

>> No.1506227

>>1506202
which e1 map? what you described sounds more like the plasma gun secret in e2m4 than anything

>> No.1506239

>>1506219
Just take a look at the DECORATE.
>>1506220
Is spot on, high power weapon is mechanically pointless.

>> No.1506242

>>1506239
That's awful, I like how HP chaingun looks.

>> No.1506293

What do you guys think about Doom 2 new enemies? I heard some fellas dislike them because they force you to take cover.

>> No.1506308

>>1506293
They are good and make Doom a better game. Only archies really force you into cover (well, hitscanners in some cases but hitscanners existed in vanilla as well), and archies should be used sparingly.

>> No.1506306

>>1506293
well
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.1506312

>>1506293
They're good because they add variety, which Doom 1's cast was sorely lacking. They don't "force" you to take cover unless you're bad at the game.

>> No.1506310
File: 79 KB, 640x480, 1396131602658.png [View same] [iqdb] [saucenao] [google]
1506310

Yep, perfect way to kick off a run. Only way to go, to boot.

>> No.1506317

>>1506310
You must circlestrafe until all that plasma is yours.
>>1506312
Archies kind of do.

>> No.1506323

>>1506312
Archviles and chaingunners do. You can pillardance them though, same with revenants.

>> No.1506325

>>1506293

They're great, but I feel some mappers use them in really abusive ways.

It's all about balance really.

>> No.1506336

>>1506310
Rip and tear harder anon.

>> No.1506339

http://forum.zdoom.org/viewtopic.php?p=753828#p753828

i can whip up a room similar like that in 20 mins; keep the fugg up or just drop the thing m8

>> No.1506342

>>1506293

Revenant top-tier.

>> No.1506365

How can one game be so based

>> No.1506392

Is there a list of what effects boots have in DoomRL? I'm not sure what makes one 100% boot different than another 100% boot.

>> No.1506394

>>1506392
DoomRL Arsenal, I mean

>> No.1506430
File: 1.23 MB, 1024x768, 1396135310456.png [View same] [iqdb] [saucenao] [google]
1506430

2 of them? FUCKING 2? HOW?

>> No.1506440

>>1506430
You know what you must do, anon.

https://www.youtube.com/watch?v=L54yvs7mVRc

>> No.1506441

>>1506430
Welcome to Oblige!

>> No.1506448
File: 1.20 MB, 1024x768, 1396135765744.png [View same] [iqdb] [saucenao] [google]
1506448

>>1506440
>>1506441
This and my plasma combat are all I have to use!

I want to get off Mr. Overmind's wild ride!

>> No.1506451

>>1506440
So that Ripper thing is good? Huh.

>> No.1506456
File: 1.28 MB, 1024x768, 1396136086573.png [View same] [iqdb] [saucenao] [google]
1506456

>>1506448
...Can I go home yet?

>> No.1506459
File: 115 KB, 1366x768, 1396136265753.png [View same] [iqdb] [saucenao] [google]
1506459

So... this is good, right? I can put sniper in it for more bounces...

>> No.1506462
File: 907 KB, 1024x768, 1396136356350.png [View same] [iqdb] [saucenao] [google]
1506462

>>1506456
No!

Map07's music is playing too, I don't find this fun anymore!

>> No.1506468

>>1506462
Make them do the Gotcha thing.

>> No.1506473

>>1506468
Little late for that I'm afraid.
Plasma is such bullshit.

>> No.1506475

>>1506127
What are they going to do for zombies?

>> No.1506478
File: 967 KB, 1024x768, 1396136783009.png [View same] [iqdb] [saucenao] [google]
1506478

>>1506473
Gah. I forgot the pic.

>> No.1506483
File: 207 KB, 660x577, 1396136994103.png [View same] [iqdb] [saucenao] [google]
1506483

>> No.1506485

>>1506440
Won't work. Last hotfix gave the Overmind a new "evil eye" attack just to counter that kind of thing.

>> No.1506487

>>1506475
Imp recolors. Both for a thematic thing and because it's easier with scenes.

>> No.1506490

>>1506459
It'll kill everything in a room. That means you too if you stick around.

>> No.1506498

>>1505383

Pics then.

No. I don't want the maps.

Legacy of suffering was a gob of shit.

>> No.1506503

>>1506490
Didn't kill a Cyberdemon in 5-7 shots. Oh well.
>Captcha: tingscis sandy
Even Sandy's levels didn't make you fight Cyberdemons in such conditions.

>> No.1506508

>>1505784

Yeah, and then they had a rousing conversation about which different flavors of ice cream they liked

I believe most of them liked vanilla

>> No.1506509

>>1506483
Heh.
Heretic Skellies were easy as shit tho.

>> No.1506524

>>1506521
>shield faggot being obstructive and annoying

>> No.1506521

>>1506509
All of Heretic's enemies were easy as shit.

Hexen's too.

>> No.1506526

>>1506524
And not even dangerous in the slightest.

>> No.1506530

>>1506521
True.
Thank goodness for Samsara. Though I wish the dev implemented the sprite fixes thing.

>> No.1506539

>>1506530
>Though I wish the dev implemented the sprite fixes thing.

Elaborate?

>> No.1506549
File: 175 KB, 1280x720, 1396138788735.png [View same] [iqdb] [saucenao] [google]
1506549

>>1506539
I guess he's talking about shit like this.
Though the sprite fixes don't include Hexen.

>> No.1506572
File: 34 KB, 367x310, ThatFuckingResizing.png [View same] [iqdb] [saucenao] [google]
1506572

>>1506549

I'm afraid the only sprite fixes I'm aware of is an add-on which turns Duke's sprites into the Duke 64 counterparts, complete with an absolutely disgusting Explosive Shotgun edit.
If there's Hexen widescreen edits out there, I'd be more than happy to wriggle them in.

>> No.1506595
File: 549 KB, 1024x768, 1396140155696.png [View same] [iqdb] [saucenao] [google]
1506595

dead nigga walkin'

>> No.1506640

https://www.youtube.com/watch?v=uPX3ZTW-BeE

>> No.1506643

>>1506640
Nice SSG sound.

But whenever I look at the barrel it kind of looks like it goes into a point at the end.
Makes it look funky.

>> No.1506647
File: 7 KB, 408x260, doubledefense.png [View same] [iqdb] [saucenao] [google]
1506647

>>1506643
Yea, it's all perspective since the barrel is a bit longer. Not really sure how to improve it other than shortening it.

>> No.1506654
File: 195 KB, 1024x768, supershotgun and son.jpg [View same] [iqdb] [saucenao] [google]
1506654

>>1506647
>>1506643
It looks more or less like a side-by-side hammerless shotgun would look from that perspective.

>> No.1506660
File: 8 KB, 541x403, unf.png [View same] [iqdb] [saucenao] [google]
1506660

>>1506595
>biggest fucking nuclear gun

>> No.1506665

>>1506647
You should shorten it a bit.
Would look much better.

>> No.1506674

>>1506647
who voiced lydia?

>> No.1506683

>>1506665
I might in the future, or I might just make a totally different SSG. I really wanted it to be long..
>>1506674
Those voice samples are stolen from Street Fighter 3. More or less placeholders until I get some original stuff going for the megawad.

>> No.1506684
File: 73 KB, 1280x1064, side-by-side.jpg [View same] [iqdb] [saucenao] [google]
1506684

>>1506665
It's already short enough to be maneuverable, any shorter and you'd have less mass to handle recoil, and you'd get less muzzle-velocity.

I personally think it's nice to see a sawed-off that's not super short, rather, just practical short, like 12 or 14 inches of barrel.

>> No.1506687

>>1506684
It's more about making it look better visually.

For some reason I can't help but think the barrels are just getting really thin at the end.

>> No.1506691

>>1506683
How about have slightly thicker barrels towards the bottom so it gives a better view of perspective?

>> No.1506692

>>1506643
>>1506665
It looks fine as is

>> No.1506694
File: 232 KB, 1280x646, super_shotgun.jpg [View same] [iqdb] [saucenao] [google]
1506694

>>1506687
Barrels on some shotguns do taper a little bit, so that would be natural.

It's not immediately apparent in the picture, but the thickness tapers off after the chambers.

>> No.1506696

>>1506665
>>1506687
Oh shit nigga I think I found out why I'm not getting the perspective right.

My eyes are following the pixellated edge of the barrels and towards the top there's one that looks longer than the rest.

>> No.1506698

>>1506694
Damn, that's a pretty one. Not normally a fan of shotguns but that is sweet.

>> No.1506710
File: 37 KB, 783x238, 1396083505100.jpg [View same] [iqdb] [saucenao] [google]
1506710

>>1506698
Yeah, I find a lot of shotguns look pretty terrible when they saw down the stock, because they almost always do it in a way that's terrible for ergonomics.

Commonly, they'd remove the stock entirely and just make it into a grip kind of like a flintlock pistol, which isn't ideal for a shotgun, as they usually kick too hard, without some really good grip-tape or grip surface, the recoil can make the gun "roll" or "slide" in your hand, stabbing the latch or safety into the webbing in your hand (which fucking hurts).

You'll get a much better grip by either leaving the stock alone, or leaving a chunk of the stock hanging off the end of the grip, the gun will be much steadier.

>> No.1506760

>>1506503
Well, duh. It's splash damage. Bosses don't give a fuck about splash. It's a room killer, not a boss killer.

>> No.1506862

>>1506293
Revenants are a ridiculous enemy concept if you ask me.

>> No.1506871

>>1506862
Explain.
You mean their attacks or their artwork?

>> No.1506879

HISSSSSSS

>> No.1506892
File: 1.34 MB, 2079x2953, 1396151024087.jpg [View same] [iqdb] [saucenao] [google]
1506892

>>1506862
I don't think so, personally. They're the elite shock troops of the bestiary and (should be) placed as such. You know, like being used for forcing the other player to take cover to let itself and other forces to close in to punch you in the gabber. Arachnotrons are kinda the same but more like surpressive turrets to distract you from the main force.

I'm not really a fan of the way some mappers like to spam them as a horde. Shit's worse than Kleers.

>> No.1506894
File: 194 KB, 2048x1526, 1386706717674.jpg [View same] [iqdb] [saucenao] [google]
1506894

You know, we have a lot of talent here on /doom/. I wonder if we could come up with a new enemy worthy of id-level designs. I haven't really seen any custom enemies that were as noteworthy as the Revenant and Archvile. Doom X had some pretty original stuff, but that's probably never coming out.

>> No.1506907

>>1506308
Yeah, archviles are an amazing monster, but one problem is that they lose their impact if they're overused.

Nothing in Doom beats the "OHSHIT" feeling of hitting a switch or opening a door, and hearing the sound of an archvile revving up.

>> No.1506916

Does anyone have a link to /pol/.wad? I saw a video of it and i want to play it.

>> No.1506942
File: 595 KB, 800x600, Phocas Island 2 uhh.png [View same] [iqdb] [saucenao] [google]
1506942

>>1506916
http://www.wad-archive.com/wad/2781793ecb5b60b0dc40ba37c1572c05

>> No.1506956

>>1506894
that fatso's face is priceless

and mike, don't forget: 6 tits!

>> No.1506962

>>1506894
How about making our own version of Freedoom

Granted, nobody cares about it because anyone can just pirate Doom easily, but I'd like to see a /vr/ take on Doom 1/2 enemies with more consistency and quality

>> No.1506971

>>1506962
hey, we could make it more japanese themed, for the hell of it
onis could make good barons, i guess

>> No.1506975

>>1506871
I mean both.

Must be because of how bland they seem to me. Oh well.

>> No.1506978

>>1506962
>I'd like to see a /vr/ take on Doom 1/2 enemies with more consistency and quality

That's *sort of* the aim of demonicron, isn't it? a more twisted look on the classic roster while staying close to the original design

>> No.1506982

>>1506978
I think he means an all new monster with Doom quality.

>> No.1506987

>>1506978
>>1506982
Oh shit I thought you were talking about >>1506894's response

My bad

>> No.1506997
File: 82 KB, 600x350, vrdoommonster.jpg [View same] [iqdb] [saucenao] [google]
1506997

>>1506894
>I wonder if we could come up with a new enemy

6billion hours in mspen and paper.

Its small, fast, shoots projectiles, and on death it explodes dealing blast damage.

There aren't enough rage inducing enemies in Doom.

>> No.1507000

>>1506997
>Spider things
Nope.avi

>> No.1507001

>>1506975
They're certainly... different. They also seemed kinda weird to me. They are original though, I'll give them that.
Attack wise though, I personally think they're great.

>> No.1507005

>>1506997
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.1507009

>>1506894
>I wonder if we could come up with a new enemy
Ideas are a diamond dozen. I shit ideas for breakfast. It's having someone who can sprite the fucking thing that's the hard part.

>> No.1507012

>>1507010
>Melee only monster
Weak and useless

>> No.1507010

>>1506997
alright I have an idea
its like a golem made from human flesh covered in faces
its as tough as a baron and the size of a mancubus
its only attack is to hit you, because we dont have enough melee monsters in doom
its a little bit slower than a demon

>> No.1507015

>>1507012
fine he rips out parts of his flesh and that damages himself
but the projectiles are fast and damaging so that makes it up for it

>> No.1507018

>>1507015
>Just stay back and watch it kill itself
>Shoot it with a bullet when it's too weak to take a shot

Too gimmicky.

If you want a melee only monster to be good it needs to dash and jump and shit
If you want it to shoot then it needs patterns or dodging maneuvers

>> No.1507025

>>1507012
>Weak and useless

How about, wait for it, we make him as fast as the Pinky when playing on -fast

Everyone in the known knows how fucking scary the Pinkies/Spectres are when playing on -fast

>> No.1507030

>>1507025
Pinkies on fast can still be danced around easily since their bite is still not very fast.

The movement is nice but they are still kinda helpless.

How about.. A melee monster with a bit of range?

>> No.1507031

>>1507018
alright fine
how about something like a gorgon
it functions kind of like the archvile where it only needs to look at you
the longer it looks at you the slower you get but it doesnt do any damage and goes away when you break his line of sight
when you cant move at all he starts moving to you and punches you
he would have something like 750 and have to move pretty fast

>> No.1507035

>>1507030
ok heres something new
how about a huge ass medieval knight or something like that
he has a big ass sword and a chain that he throws that brings you straight to him
he has a slow windup for the chain and is vulnerable while he does
he would have something like 500 health

>> No.1507039
File: 107 KB, 402x510, vrmon2.jpg [View same] [iqdb] [saucenao] [google]
1507039

>>1506997
and here's the thing that spawns them.

Its slow moving, but tough, it can climb walls/hang upside down and shoots a projectile that temporarily slows the movement speed of the recipient

>> No.1507042

What modpacks should I put on the nuclear BFG? The one shot nature of it makes it seem kind of pointless in most doom wads.

>> No.1507041

What's a good "Welcome back to Doom" wad? Just felt that maddening lust to rip and tear!

>> No.1507043

>>1507041
Scythe

>>1507042
Nothing, replace it with a normal BFG as soon as you can

>> No.1507048

>>1507041
>What's a good "Welcome back to Doom" wad?

Hellbound, son

>> No.1507051

>>1507041

I'm a huge fan of Scythe and Scythe II. The quintessential Doom experience, to me.

>> No.1507053
File: 46 KB, 640x480, Stalker-strife.png [View same] [iqdb] [saucenao] [google]
1507053

>>1506997
That gives me an idea though; why not something like the Hatspiders from Strife, except they stay attached to the ceiling and drop explosives? Maybe make them even quieter to catch the player off guard.

>> No.1507057

>>1507039
Reminds me of the Mother Demon from Doom64.

>> No.1507071

Does anyone know how to get AEoD v6 [the newest one] to work correctly?
The inventory doesn't behave correctly. None of the icons show up..
I'm running the newest GZdoom build.

here's a link:http://forum.zdoom.org/viewtopic.php?t=20500

>> No.1507074

>>1507043
Well I just got a nuclear plasma rifle and now I have nuclear fusion and they recharge a lot faster now. I think I might keep them.

>> No.1507081

>>1507071
Have you tried using an older build?

>> No.1507134

Deepest reaches may be my least favourite map in Evilution thus far.
The next map was fun though.

>> No.1507165

>>1507134
Wait until level 28

>> No.1507178

>>1507165
Heck's good shit; then again, I think Mill's less up to snuff than half of the other maps (both Casali maps looks good, though).

Prison's the true sucky map.

>> No.1507208
File: 595 KB, 1366x768, 1396160975586.png [View same] [iqdb] [saucenao] [google]
1507208

So, in Doom RL Arsenal, how do you get that minimalist hud working? This is the HUD I get.

>> No.1507209
File: 73 KB, 792x612, 1396160858802[1].jpg [View same] [iqdb] [saucenao] [google]
1507209

so how long until we make this game

>> No.1507210

>>1507208
press +

>> No.1507214

>>1507208
Deactivate alternate hud in the hud options if you haven't already, then press +

>> No.1507215

>>1507178
I honestly thought Heck was terrible.
Mill too.

I liked level 10.

>> No.1507216

>>1506521
HeXen enemies become more powerful with hexercise

>> No.1507219

>>1507216
very punny

>> No.1507227

>>1507215
Anything Mustaine did will at least be well-designed, if easy.

I have to wonder what you think of Plutonia, lol. Playing through it at the moment (just finished the secret levels), I prefer Milo's maps, though they're all fuck hard at UV.

>> No.1507235

>>1507227
Plutonia is kind of a mixed bag to me.
I think it's mostly kind of lackluster unless I'm looking purely for challenge.
I think the pacing is kinda fucked for a lot of the levels.

Both TNT/Plutonia are worth a playthrough, but I just can't go back to them.

>> No.1507240

>>1507235
I thought the Dead Simple replacement (Caughtyard) got off to a great start before throwing Revenants at me. That itself isn't an issue, but the only reliable way to fight them in the castle is to go up the lifts and SSG them. And since there's only one way to get back down—heavily guarded by the skellies in the first place—I either have to circle around the inner area, hoping I don't get rekted by an errant missile, or brave the risk that I might get cornered upstairs. If there were switches to lower the lifts, none of this would have been an issue, but the map as-is feels needlessly frustrating. Dario makes so many more mistakes as a mapper than his brother...

That said, I like Plutonia much more than Evilution. It's still the more consistent product.

>> No.1507247

>>1507214
Thanks a bunch man.

>> No.1507252

>Playing Doom RLA with Alien Vendetta as Scout
>Find a Grammaton Cleric Beretta
>Dat Muzzle flash
That's pretty rad

>> No.1507256

>>1507252
Also what mod should I put on it?

>> No.1507259
File: 9 KB, 63x106, Dancing_Cultist_by_Wrim.gif [View same] [iqdb] [saucenao] [google]
1507259

>> No.1507261

>be Renegade
>have heavy shotgun, heavy double shotgun, overcharged plasma shotgun
Are there any other good shotgun weapons? It seems that I am just unstoppable at this point.

>> No.1507263

>>1507261
Jackhammer
Autoshotgun and Double Auto Shotgun

>> No.1507270

>>1507261
At the moment I've got a nano super shotgun.

You just hold down the button and it rapes everything. Unlimited ammo too. This shit has to be broken.

>> No.1507268

>>1507261
Super Shotgun's the same thing as a Heavy Double Shotgun, but it's not an assembly so you can put 4 mods on it or use it as a base for other assemblies. Plasmatic Shrapnel with two sniper mods is a personal favorite of mine, and you can pretty much win the game if you make a Nano Super Shotgun.

>> No.1507269

>>1507009
I'd be willing to give it a crack if the idea sounds really good. Most of the enemies up on realm667 do the same things as regular doom enemies, but just with more hitpoints or speed.

>> No.1507275
File: 71 KB, 423x304, vrmon3.jpg [View same] [iqdb] [saucenao] [google]
1507275

Another monster design

>> No.1507279

>>1507275
>MGS4's speech with Big Boss

>> No.1507289

>>1507279
>MGS4's cutscenes as a whole

>> No.1507315

>>1507269

I've got a load of ideas too but can't sprite worth a damned.

We need enemys each representing the deadly sins, sans mancubus as it's already gluttony.

Then there's the Xenomorph-Demon hybrids, or vice-versa.

>> No.1507328

>>1507315
should revenant be wrath?

>> No.1507330
File: 726 KB, 1280x768, 1396166043175.png [View same] [iqdb] [saucenao] [google]
1507330

Oblige in a nutshell, part deux.

>> No.1507337

>>1507330
whats the difference between the heavy shotgun and regular shotgun? also how do you get it

>> No.1507341

>>1507337
Shotgun + BB, more damage and more pellets.

>> No.1507345

>>1507341
is it also the same to get the heavy super shotgun

>> No.1507349
File: 586 KB, 1349x1228, slawth.jpg [View same] [iqdb] [saucenao] [google]
1507349

>>1507315
How's this for Sloth?

>> No.1507352

>>1507345
There's no heavy SSG, but you can make a heavy double shotgun.

>> No.1507354

>>1507352
get those two confused sometimes but thanks

>> No.1507373

>>1507043
>>1507048
>>1507051
Thanks guys, I'll check out Scythe and Hellbound.

>> No.1507449
File: 664 KB, 800x600, Oblige - Hitler3.png [View same] [iqdb] [saucenao] [google]
1507449

>Not using Psychedelic seeds for Oblige everytime

>> No.1507452

>>1507449
Reminds me of the Fifty Hitler Post

>> No.1507461

>>1507449
My god, it's like Petersen knocked out his diet Pepsi over his keyboard, frantically tried to dry it up, and then got a corrupted BSP tree or something.

>> No.1507463
File: 1.01 MB, 172x162, 1345614232298.gif [View same] [iqdb] [saucenao] [google]
1507463

>>1507461

>> No.1507474

>>1507349

A literal sloth demon.

Oddly, I like it.

>> No.1507497

any doomers play blood? I know it has a strong following on /vr/

>> No.1507504

>>1507497
I did, it was pretty crunk.

I was playing it on easy, but I was amazed at how hard it would bust my balls even then. Those werewolves late in the game, man, they didn't fuck around, never run backwards so much before.

>> No.1507519
File: 440 KB, 600x600, 318564012.png [View same] [iqdb] [saucenao] [google]
1507519

So are people playing the same package of wads itt or i'm missing something here? Doom rla, oblige, zdoom, what else?

>> No.1507525

>>1507519
The DoomRLA monster pack is also a new favourite, mainly for the Nightmare Cyberdemon and Nightmare Archvile.

>> No.1507550

>>1507519
vrdoom does have its flavours of the month, and it can be tedious for readers whose interests do not coincide with said flavour.

>> No.1507580
File: 301 KB, 1400x1050, demon3.png [View same] [iqdb] [saucenao] [google]
1507580

>>1507315
how about this for wrath

>> No.1507587

Project MSX is the most beautifully perfect gameplay mod I've ever played on Doom, it's breathed so much life into levels I've beaten hundreds of times, just played through Scythe and had a blast

Is he going to update it? It's pretty much perfect right now anyway, but still

>> No.1507590

>>1507580
how is it standing? on that stump thing? it's tail?

i think rabbit legs would go well on that

>> No.1507608

So how do I into technician for DoomRL Arsenal? I've just been building random assemblies that come to mind and that's it. Is there a certain ultimate weapon I should have in mind and armor as well?

>> No.1507614

>>1507587
How the FUCK do you reload, man? I've tried every single key

>> No.1507620

>>1507614
Project MSX has its own little reload key you have to bind.

>> No.1507618

>>1507519
project msx

>> No.1507624

>>1507614
yeah snoop around the bottom of the customise controls screen, there's some extra stuff you need to bind

>> No.1507631

Project MSX isn't working for me. Do I need an earlier GZDoom? My current GZDoom is 1.8.2.

>> No.1507640

>>1507631
so is mine and it works for me
what happens when you drag project msx onto gzdoom

>> No.1507643

>>1507640
It doesn't load MSX.

>> No.1507648

>>1507643
do you have the latest msx? projectmsx_v0.2a.pk3

>> No.1507652

>>1507648
Yes, but its in a rar format.

>> No.1507656

>>1507652
easy solution then, download and install winrar, extract the pk3 from the rar, put it in your gzdoom folder, then drag the pk3 onto gzdoom

>> No.1507716
File: 453 KB, 1240x1024, 1397049393898.jpg [View same] [iqdb] [saucenao] [google]
1507716

I was surprised noone made a map of the comic yet:
https:// DELETE_ME anonfiles. DELETE_ME com/file/44d2837fdb97fa22a73b169b569e8b59

Its quite linear and small, sorry. But it was hard to rebuild the map just by reading the comic. Enjoy.

>> No.1507789
File: 659 KB, 720x540, 1394826082720.png [View same] [iqdb] [saucenao] [google]
1507789

>>1507656
>winrar
>not 7zip

come on dude

>> No.1507793

>>1507519
Doom RogueLike Arsenal is the weapon/gameplay pack wad, and some people are using the optional monsterpack with it.

OBLIGE generates maps "randomly", for extra rougelike fun.

And most people here use the ZDoom or GZDoom source port to play.

We tend to go through phases. We'd be happy to discuss other wads, it's just that most of us are using that setup right now.

>> No.1507803

>>1507789

Sundowner, is that you?

>>1507793

Well once TSP, GMOTA, and Metrood get updates, we'll probably start talking about those again

>> No.1507881
File: 43 KB, 480x500, 1394755583164.jpg [View same] [iqdb] [saucenao] [google]
1507881

Why do people make such kawaii art of Doom's enemies?

>> No.1507885
File: 168 KB, 339x264, trons.png [View same] [iqdb] [saucenao] [google]
1507885

>>1507881
cuz they're already kawaii

>> No.1507892

>>1503646
You should just remove the 4th panel instead.

>> No.1507929

Why does it take me 4-5 BFG shots to kill a cyberdemon? Shouldn't it be like 2 or 3?

>> No.1507932

>>1507929

2-3 is the absolute ideal damage output. The chances of actually doing it are minimal.

>> No.1507934

>>1507929
lrn2BFG, i guess.
no seriously, there isn't a BFG FAQ in the main one for nothing

tl:dr:get closer

>> No.1507935

>>1507885
I don't think Hellspawn, especially a brain with eyes, is very kawaii.

>> No.1507940
File: 118 KB, 396x615, 1391145749419-2.png [View same] [iqdb] [saucenao] [google]
1507940

>>1507935
>>1507885

B-but hell knight is mai waifu.

>> No.1507950 [DELETED] 

>>1505784
Go back to reddit, you retard.

>> No.1507954
File: 322 KB, 1366x768, 1396202476964.png [View same] [iqdb] [saucenao] [google]
1507954

>>1507716
rip, tear, huge guts, guns for wusses, dynamite, etc. etc.

>> No.1507959

>>1507716
Actually, we ought to make a machinima movie of the comic with custom graphics and action. Could be rad.

>> No.1507984

>>1507932
3150 damage is the average BFG output. Given the 600 ray calculations done, the only real variation you'll be getting is in the impact damage, which takes it down to a bare minimum of 2800 damage (2700 from rays (average), 100 from ball).

But yeah, >>1507934
You gotta be hugging the fucker to get all the damage to actually hit the cyberdemon.

Maximum damage output on the BFG is 5600. That's effectively impossible in ZDoom (we're talking 1 to 5.716e543), and literally impossible in Doom.

>> No.1508065
File: 153 KB, 665x500, 41287792_big_p21.jpg [View same] [iqdb] [saucenao] [google]
1508065

>>1507940
You're waifu a shit

>> No.1508073

>>1508065
both are great in their own ways

>> No.1508071

>>1507984
>literally impossible in Doom
Why is that? What does ZDoom do differently?

>> No.1508092
File: 228 KB, 1366x768, 1396207126521.png [View same] [iqdb] [saucenao] [google]
1508092

Steady now.

>> No.1508104

>>1508065
Them's fighting words, boy.

>> No.1508115

>>1508071
i think it's the way zdoom calculates intercepts.

doom considers the bfg tracers to have collided with a monster if they go through a diagonal line across the monster's radius square that coincides with the one 128x128 blockmap square the monster's centre is in.

zdoom considers all four sides of the monster's radius square and all blockmap squares the monster overlaps.

thus in zdoom you can get all the tracers to hit the monster but in doom some of them will always miss.

>> No.1508185

How do I assmeble Mother-In-Law? Is it good?

>> No.1508205

>>1508185
Rocket Launcher + PPNF

it's pretty good, but personally I prefer nanomachic napalm launcher or rocket launcher, since the Mother-In-Law's splash ignores the tactical armor set bonus.

>> No.1508209

>>1508205
Well I have Lava Armour. Hmmm, Nanomachic RL sounds great, what's the assembly, something like BBBN? Because I do have BBBN but no P or F.

>> No.1508214

>>1508209
Yeah, BBBN is nanomachic.

>> No.1508216

>>1508214
Cool. I also have Trsitar Blaster, I guess I can Nanomachify that too but I'm not sure it's worth it, I never used it in combat.

Well, or I can make nano-SSG. This time I have actual SSG, even.

>> No.1508223

>>1508092
what's the map pictured there?

>> No.1508224

>>1508216
I never thought the Tristar blaster was particularly good.

I just view it as Technician fodder for the hardest difficulties.

>> No.1508229

>>1508115
Really? I read that and my impression was that it was because doom uses a precalculated array with random values instead of an actual PRNG algorithm

>> No.1508230

>>1508216
The Tristar Blaster would be able to harm nightmare archviles while a Rocket Launcher can't, but it's also riskier since you've got three explosions to worry about instead of one and Lava Armor provides less protection against plasma. If you want to play it safe, go for Nano SSG, though that's PPN, not BBBN.

>> No.1508234

>>1508223
Random Oblige map.
>>1508224
Yeah, thought so. RL does Fire damage, right? So even if I catch myself in an explosion or two I should be fine as long as I have full HP.
>>1508230
Oh, I don't have power mods to spare.

>> No.1508237

>>1508224
Nanomachic Tristar Blaster with the Cerberus set becomes absolute god-tier. It's pretty much a rapidfire infinite ammo triple rocket launcher, except it does plasma damage so nothing is immune to it.

>> No.1508249

>Mother-In-Law
>Rocket Launcher + PPNF
>Lava Armour
>Nanomachic RL
>BBBN Is Nanomachic
>Tristar Blaster
>Nano-SSG
>Technician Fodder
>RL Does Fire Damage
>Nanomachic Tristar Blaster
>Cerberus Set

Are these threads even about Doom any more?!?

>> No.1508254

>>1508249
Isn't that the greatest thing about Doom? While it's a great FPS on its own, the community and the mods they constanrtly produce keep it alive and fresh for over 20 years!

>> No.1508259

>>1508249
This is all Doom stuff.
Thanks modding community, you are the raddest motherfuckers I have ever seen.

>> No.1508260

>>1508254
i suppose it's no different from how nobody plays anything except mega man deathmatch on skulltag...

>> No.1508264

>>1508249
Doesn't bother me any to hear about DoomRL. I tried it, and I really like the idea behind it, but I found it WAY to easy to become totally overpowered.

>> No.1508270

>>1508264
That's why you play it with Oblige and enjoy teleporting into Cyberdemon rooms at level 3!

>> No.1508285

>>1508260
Nobody plays Megaman Deathmatch anymore anon.

>> No.1508307

>>1508285
Not even that Slyfoxhound fuck could keep it alive for long. ;_;

>> No.1508341
File: 490 KB, 800x600, 1396213333709.png [View same] [iqdb] [saucenao] [google]
1508341

Why in the name of Terry Funk am I playing this?

>> No.1508342
File: 307 KB, 1366x768, 1396213460241.png [View same] [iqdb] [saucenao] [google]
1508342

>set monsters and level size to Progressive
>this is Map04
t-thanks oblige

>> No.1508346

Oh my fucking god I just found a Plasmatic combat shotgun just lying around what the fuck

>> No.1508353

>>1508341
Name of the wad?

>> No.1508360

>>1508353
Doom: Rampage Edition

The first Worst WAD Cacoward winner I think

>> No.1508362
File: 265 KB, 1366x768, 1396213829886.png [View same] [iqdb] [saucenao] [google]
1508362

>> No.1508368

>>1508362
i think i remember that, if i recall correctly there's a cyberdemon on it that's quite easy to kill.

>> No.1508378
File: 389 KB, 1920x1080, 1396214228024.png [View same] [iqdb] [saucenao] [google]
1508378

Can someone tell me what the fuck this thing is supposed to do?

>> No.1508380

>>1507315
Aren't Mancubus lust?
Ironical, yes, but still.

>> No.1508385

>>1508378
It teleports things, to where I don't know, probably DM or Co-op spawnpoints like the banishment device in Hexen.

>> No.1508395

>>1508378
It teleports whatever you point it at somewhere else. Always a laugh in co-op.

>> No.1508401
File: 404 KB, 800x600, 1396214688704.png [View same] [iqdb] [saucenao] [google]
1508401

beautiful

>> No.1508402

>>1508368
Yep.

>> No.1508408

>>1508401
>Doom: Rampage Edition
Enjoy your ride.

>> No.1508418
File: 305 KB, 800x600, 1396215039750.png [View same] [iqdb] [saucenao] [google]
1508418

>>1508408

>> No.1508428
File: 386 KB, 800x600, 1396215352219.png [View same] [iqdb] [saucenao] [google]
1508428

Hao
>>>/fit/
Cybo Damons?

>> No.1508448
File: 297 KB, 800x600, 1396215707873.png [View same] [iqdb] [saucenao] [google]
1508448

Everytime you cross through here, GZDoom autosaves.

Every.
Time.

>> No.1508461
File: 475 KB, 800x600, 1396215959331.png [View same] [iqdb] [saucenao] [google]
1508461

More minelaying fuckers

IM GOIN OFF THE RAILS

>> No.1508474

>>1508461
where can I download this?

>> No.1508482
File: 208 KB, 800x600, 1396216511134.png [View same] [iqdb] [saucenao] [google]
1508482

>>1508474
http://www.mediafire.com/download/ikcat3sdl5trz1g/Doom+Rampage+Edition.rar

It's hard to find (Due to it using copyrighted MP3s it couldn't be uploaded to idgames) but I found a download link by scrounging through foolz.

Enjoy your wild ride.

>> No.1508483

>>1508474
http://www.mediafire.com/download/ikcat3sdl5trz1g/Doom+Rampage+Edition.rar

>> No.1508489

Is there any way to disable forward and backward movement with the mouse in Zandronum without using the console command m_forward 0 ?

>> No.1508490
File: 508 KB, 800x600, 1396216831424.png [View same] [iqdb] [saucenao] [google]
1508490

Peligro

>> No.1508495

>>1508490

What the fuck is that ?

>> No.1508497

>>1508495
A shitty wad.

>> No.1508501
File: 129 KB, 349x222, 1396217152752.gif [View same] [iqdb] [saucenao] [google]
1508501

>>1508495
That's not even the first time it happens in this wad.

>> No.1508519
File: 291 KB, 800x600, 1396217536200.png [View same] [iqdb] [saucenao] [google]
1508519

>> No.1508535

OK, what resists do Nightmare Cybers do have?

>> No.1508536
File: 450 KB, 800x600, 1396217899572.png [View same] [iqdb] [saucenao] [google]
1508536

I'm surprised he's able to do useable cameras

>> No.1508542

>>1508482
>>1508483
thanks

>> No.1508558

>>1508519
>texture resizing

>> No.1508561

>>1508535
Like all nightmare versions they are vulnerable to plasma

>> No.1508569
File: 283 KB, 800x600, 1396218773637.png [View same] [iqdb] [saucenao] [google]
1508569

"Plasmuh cyannon actuhvayted."

I think their pain sounds are ripped from KOF, sounds like it

>> No.1508572
File: 306 KB, 1366x768, 1396218900454.png [View same] [iqdb] [saucenao] [google]
1508572

So this is the good shit, right? The question is: how good is this shit?

>> No.1508579

>>1508482
>>1508483
Are there any versions without all of the copyrighted mp3 files and in pk3 or wad format?

>> No.1508584

>>1508572
The only thing you'll actually be hurt by now are bullets.

>> No.1508585
File: 218 KB, 1366x768, 1396219252783.png [View same] [iqdb] [saucenao] [google]
1508585

>>1508572
No, no, THIS is THE good shit.
Now I only need Firestorm.
>>1508584
Huh? It confers resistances?

>> No.1508595

>>1508585
No, but with Lava Armor you're protected from fire and plasma, and the ripper heals you fast enough that the only thing that'll actually out-damage it are bullets.

>> No.1508601

>>1508585
Lava armor has 40% protection.
It gives 75% Fire and Plasma resistances.

So you can take a rocket to the face pretty easily

>> No.1508604
File: 334 KB, 800x600, 1396219870207.png [View same] [iqdb] [saucenao] [google]
1508604

>>1508579
There probably are, but I'm not sure.

I would like to commend the author of this WAD on his sterling sound design by getting some classmate of his to record the marine sounds, as well as his great soundtrack, such as in this map, which has a MIDI of the chorus of rock band Trapt's 2002 hit, Headstrong. Not the whole song, the chorus. Though he could've just used an MP3 of the whole song like he did with some other levels in this WAD, to preserve the "shit I downloaded on Kazaa in high school or heard on MTV, the local rock station in Chattanooga or a WWE PPV commercial" feel of parts of the soundtrack.

>> No.1508607

>>1508604
why is your hand glowing green?

>> No.1508612

>>1508607
Can't you fagots tread the thread? you must be the third guy asking.

>> No.1508614

>>1508604
Is there a version in a wad or pk3 file?

>> No.1508617

>>1508614
See >>1508612

>> No.1508641

>>1508612
Noone asked that before.

>> No.1508645

>>1508607
Because you play as a Baron of Hell in this wad. Who wields infinite ammo shotties and chainguns. Also his hand is actually a rocket launcher with no proper firing frame, unlike other Barons.

>> No.1508650

>>1507580

Oh, really nice man.

>>1507590

I assume it's using those pointed legs.

>> No.1508703
File: 87 KB, 106x147, 1391229190548.gif [View same] [iqdb] [saucenao] [google]
1508703

>>1508617
I meant already out of a rar format, m8.

>> No.1508707

>>1508346
Huh, I just found a HP Pistol. Was it by a corpse?

>> No.1508718

>>1508703
Just decompress the thing mang.

>> No.1508727

>>1508707
Tech corpses have a chance of dropping assemblies, the other classes have a chance of dropping exotics they specialize in.

>> No.1508743

>>1508641
No, but a bunch of guys asked how the wad was called.

>> No.1508747

>>1508718
What are some good programs to decompress the folders?

>> No.1508750

>>1508747
7zip?

>> No.1508753

>>1508750
Download link?

>> No.1508756

>>1508753
boku no google

>> No.1508771

>>1508756
Found it and extracted the it and MSX.

>> No.1508806

>>1508803

NEW THREAD

>> No.1509898

>>1504298
Not trying to go /k/ on here, but technically, all submachine guns are chambered in pistol calibers. If it's chambered in an intermediate cartridge, like the 5.56 NATO, it's technically considered a PDW, which is a similar but separate classification.

>> No.1509902

>>1509898
No, then it would be considered a carbine.
PDW would be 4.6 or 5.7 (both somewhat lackluster rounds).

In my opinion, the best PDW was made in WW2, it's the M1 Carbine.