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

/vr/ - Retro Games


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1609314 No.1609314 [Reply] [Original]

Doom thread (Last thread >>1603864)
(other retro FPS games also welcome, 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 for mod compatibility?
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 (as of November 25, 2013; 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.1609317
File: 213 KB, 750x750, follow_your_dreams_by_azakachi_rd_17-d6of6bm.jpg [View same] [iqdb] [saucenao] [google]
1609317

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

-DOOM X IS BACK EHRMAGEHRD!!! http://www.doomx.net/

-Have you ever wanted to play as a dog in Doom? No? Well, whatever, here's DogDoom! https://copy.com/o6qu2edIossJb2Av.. wow

-Guess who received a STABLE update? OBLIGE, motherfucker! Now it's in version number 6, and things surely have improved; go check it here! http://oblige.sourceforge.net/i_download.html

-On top of that, The Space Pirate also got an update! Now features a mugface and the best code on the market! Go check the latest version here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing Also be sure to check this nifty tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). Here are the demos https://dl.dropboxusercontent.com/u/88787354/MADE%20at%20GDC%20Zandronum%20demos.zip and these are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE

-Romero was also present at the NYU Game Center to discuss, along with Rand Miller (MYST) about their games, their legacies, and the current status of game developing. You can rewatch said event here http://vimeo.com/92838909

-The past Awesome Games Done Quick featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-HDoom has its fourth techdemo! happy now? http://static.best-ever.org/wads/m12-hdoom-techdemo4.pk3

-Help us test this new mod by Terminus: Metroid Dreadnought (http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847))

-Dakka by ijon tichy is also getting tons of updated. Get it here ijontichy.lostsig.com/wads/dakka-0.051.pk3

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

>> No.1609320
File: 2.08 MB, 1280x1024, dukehardposterht.png [View same] [iqdb] [saucenao] [google]
1609320

>other retro FPS games also welcome, chances are we played 'em too

https://www.youtube.com/watch?v=i37ihICFVNY

http://www.moddb.com/mods/duke-hard/images

>> No.1609324
File: 234 KB, 1344x1088, 1399017355435.jpg [View same] [iqdb] [saucenao] [google]
1609324

/doom/ Image Folder (189MB)
https://mega.co.nz/#!8ZMFRARS!dOsicyVywm1kEmPGYEx9l-T_ILWXsq-B59xRKvG1EMI

The Top 100 WADs Of All Time. 102 handpicked WADs from 1994 to 2003 (+300MB)
https://mega.co.nz/#!4AUG2RjD!M5NuNMnugzM4sp9i9CzE2mt5xnB51yEEiUEPqjcBBVA

Also do not believe on anyone claiming about dropping their projects for the next three months

>> No.1609364

Mystery of the Druids > Doom

>> No.1609371

>>1609317
DogDoom link doesn't work.

>> No.1609391

>>1609364
Mystery of the Fluids > HDoom

>> No.1609394

>>1609320
Did you do some of the work on this ?

>> No.1609409

Fucking hell, I havent played plutonia in a long long time.

What the fuck is wrong with the Casali brothers ? Those levels are fucking infuriating ! (but actually pretty fun)

>> No.1609427
File: 134 KB, 680x459, 1368769743371.jpg [View same] [iqdb] [saucenao] [google]
1609427

I downloaded Samsara 0.3 ages ago, whats this I do to get more gore?
Bloodyhell or something it's called? Or is it still being made?

>> No.1609432

>>1609427
there's a custom cvar, you have to set it to 3 or something. if you set it to -1 everything turns into sparkles and rainbows.

i can't remember what it's called

>> No.1609436

Mapping newbie questions here.

I've been making a few maps using resources from Doom II only. If I wanted to load textures and stuff from Ultimate Doom and Final Doom, to give me a bit more flexibility, how does that affect the wad that I put out, considering that players will be running it with the Doom II IWAD? Are all the textures you use packed into the WAD or would the player have to have multiple IWADs present to load them? I don't understand how all this stuff works, I just make levels.

Also, if I wanted to make a level set for Doom II, which as I understand it, changes the skybox according to the map number, how would I go about working around this to give each level it's own sky texture?

Thanks bros.

>> No.1609439

>>1609394
Yes, started and managing the project. Did the first map and the secret map and other stuff

>> No.1609440

>>1609436
the cross-port way to set the sky is to use linedefs 271/272 which transfer the sky texture named on the linedefs upper texture to the tagged sectors. this works in pretty much anything except chocolate-doom.

zdoom has its own way of doing it if you don't care about other engines.

>> No.1609442

>>1609432
You sure man?

I've looked
>https://github.com/SamsaraDevs/samsaraJunk/wiki/CVars

>https://github.com/SamsaraDevs/samsaraJunk/wiki/Addons

Here and here and I can't see anything.

>> No.1609449
File: 14 KB, 196x160, 1287872048963.png [View same] [iqdb] [saucenao] [google]
1609449

>play Brootal Doom in 12 in a 10 scale of badness difficulty
>Doom2: Hell on Earth as main wad
>at the 19th level it felt like how improved weapons made the game easy, it was tedious and long
>at the 20th level, because of a shortcut I get killed several times (surprise telefrag on a pain elemental through a secret teleporter, it was a blast!)
>at the level end, even backtrack to the big room and watch Spider Mastermind and Cyberdemon fight
>'kay that's still easy, I already know all shortcuts
>21th level in half of my armor, chewed by several shotgunners in mere seconds, large fights gets me dry out of bfg ammo
>head for the last area fight, get slaughtered as I step out from the yellow blocks, several times
>hug the left yellow block so hell knights get hit by mancubus and they retaliate
>open the left yellow block tank some hits and grab radiation shielding suit
>head for platform that hell knights and call it down, then grab invulnerability
>done! clear the area
>step for the 22th level, boost myself to 200 hp (2 secret places as you start) and 88 blue quality (50% absorb) armor, still get slaughered against 2 revenants and like 6 chain gunners
>keep going in the same area via teleporter or normal elevator, get my ass handed to me everytime
and I was thinking it was great comfort to have an improved rocket launcher or plasma gun.

>> No.1609450

samsara_cl_bloodyhell

and it's a Samsara 0.31 thing, so go download the beta

>> No.1609456

>>1609440

Yeah, kinda intending for people to use ZDoom, it seems like it makes things easier all round.

>> No.1609461

>>1609456
sorry to hear it.

>> No.1609464

>>1609450
Thanks m8, where is the download for that?
I can't see it in the Samsara thread.

Is there anything bad about the beta? Like might I get unexpected crashes or whatever?

>> No.1609487
File: 16 KB, 450x375, 1314257892674.png [View same] [iqdb] [saucenao] [google]
1609487

So I've seen screenshots using bloom lighting in Gzdoom, I didn't even think that was possible.

How do you go about including it on specific parts of terrain and not the entire map? Is that even possible?

>> No.1609490

>>1609464
http://static.best-ever.org/wads/samsara-git-4331553d.pk3

>> No.1609505

>>1609490
Can't run it, looks like I need the very latest version of GzDoom to fix that.

I just want it for the gore so I think I'll just wait until the full bloodyhell release is done, anywhere I can go for screenshots of it?

>> No.1609553

>>1609505

You need Zandronum to run the Git version for now.

>> No.1609590

>>1609427
It's in 0.31, and it's samsara_cl_bloodyhell
-1 is sparkles and rainbows, 1 is nashgore, 2 is splattery.

>> No.1609593

>>1609490
>>1609505
http://static.best-ever.org/wads/samsara-v0.31-beta.pk3
Run in Z&
It's bretty stable

>> No.1609604

Is Strife playable on any sourceport yet?

>> No.1609610

>>1609604
No, its broken. You are forced to use DosBox, sorry.
Read the OP you nigger

>> No.1609612

>>1609604
You just step out of a cryo pod?

Has been able to for years bro.

>> No.1609613

>>1609604
as far as i know, yes
but remember, trust no one
and you don't have to go full ninja, just try not to cause too much ruckus

>> No.1609652

>>1609324
Could someone upload this to MF? mega is just plain bad.

>> No.1609672

>>1609604
Chocolate Doom and ZDoom should run it fine.

>> No.1609682

>>1609652
which non-modern browser are you deciding to use

>> No.1609697

What made Doom more popular than Quake?

>> No.1609698

>>1609682
Chromium.
Is my internet rather than my browser, I get microcuts from time to time and that bugs the page. In Mediafire, I can just use wget -c.

>> No.1609702

>>1609697
Doom is better.
In doom you have actual interaction.

>> No.1609703

>>1609697
Coming out first, more monster variety, more monsters in general, COLORs, better weapons, lower system requirements, etc.

>> No.1609709

>>1609697
>>1609703
Also more mods.

>> No.1609716
File: 109 KB, 640x480, Screenshot_Doom_20140509_142504.png [View same] [iqdb] [saucenao] [google]
1609716

>> No.1609718
File: 79 KB, 640x480, Screenshot_Doom_20140509_142527.png [View same] [iqdb] [saucenao] [google]
1609718

>> No.1609719
File: 141 KB, 640x480, Screenshot_Doom_20140509_142607.png [View same] [iqdb] [saucenao] [google]
1609719

>> No.1609724
File: 149 KB, 640x480, Screenshot_Doom_20140509_142645.png [View same] [iqdb] [saucenao] [google]
1609724

>> No.1609728

>>1609719
I prefer vanilla imps, or even the IMX ones.

>> No.1609732

>>1609719
Those things are kinda spooky.

>> No.1609734
File: 145 KB, 640x480, Screenshot_Doom_20140509_142224.png [View same] [iqdb] [saucenao] [google]
1609734

>> No.1609739
File: 125 KB, 640x480, Screenshot_Doom_20140509_144045.png [View same] [iqdb] [saucenao] [google]
1609739

>> No.1609742
File: 80 KB, 640x480, Screenshot_Doom_20140509_144051.png [View same] [iqdb] [saucenao] [google]
1609742

>> No.1609745

>>1609739
>>1609742
>>1609734
Lovecraftian themed? Nice.

>> No.1609746
File: 85 KB, 640x480, Screenshot_Doom_20140509_144110.png [View same] [iqdb] [saucenao] [google]
1609746

>> No.1609747

>>1609746
Deep Ones are more fish- and froglike. And they don't have hooves. Or look like Baron edits.
Sorry.

>> No.1609751
File: 90 KB, 640x480, Screenshot_Doom_20140509_144200.png [View same] [iqdb] [saucenao] [google]
1609751

>> No.1609754

>>1609716
>>1609718
>>1609719
>>1609724
>>1609734
>>1609739
>>1609742
>>1609746
>>1609751
>megawad
You may want to tone it down and focus on just a few maps, then, because that's some very plain jane architecture you've got going.

>> No.1609757

>>1609751
Is this Wolf3D's E3M9?

>> No.1609758
File: 164 KB, 640x480, Screenshot_Doom_20140509_144745.png [View same] [iqdb] [saucenao] [google]
1609758

>>1609747
i got him from realm667. i'll polish up the sprites soon.

>> No.1609762

>>1609758
Oh, sorry. On a more constructive note, IMO a deep one would be closer to something like pinky - sturdy, melee thing. Animating their maddening, inhuman hopping would be a challenge though.

>> No.1609763
File: 99 KB, 640x480, Screenshot_Doom_20140509_144830.png [View same] [iqdb] [saucenao] [google]
1609763

>>1609757
yes, it replaces map32.

>> No.1609767
File: 133 KB, 640x480, Screenshot_Doom_20140509_144848.png [View same] [iqdb] [saucenao] [google]
1609767

>> No.1609776
File: 181 KB, 640x480, Screenshot_Doom_20140509_144947.png [View same] [iqdb] [saucenao] [google]
1609776

>> No.1609790
File: 103 KB, 640x480, Screenshot_Doom_20140509_150206.png [View same] [iqdb] [saucenao] [google]
1609790

>> No.1609794

>>1609790
that's nice, i like that

>> No.1609796

This does look a bit bland tbh, I mean even compared to vanilla. You might want to make less, but more detailed maps.

>> No.1609801

>>1609754
most of it is fine, it just looks plain because it's all one light level

>> No.1609805

Asking again in the faint hope that someone knows:

Why don't HudMessages display in truecolor under gzdoom while all sprites and textures do for me?

>> No.1609808

>>1609697
Doom has better singleplayer, is easier to mod, and ages better than quake.

Quake had some of the best multiplayer of any fps ever though.

>> No.1609813
File: 13 KB, 194x200, 1334216830374.jpg [View same] [iqdb] [saucenao] [google]
1609813

>>1609805
Hey Kodi while you're here, how does the bloom work in that thing you're making?
Does it apply to all lighting everywhere or just the areas you specify?

I'm >>1609487

>> No.1609814
File: 149 KB, 640x480, Screenshot_Doom_20140509_151333.png [View same] [iqdb] [saucenao] [google]
1609814

>> No.1609815

>>1609487
It's a wrapper, much like ENB.

>> No.1609817
File: 2.33 MB, 1920x1080, Screenshot_Doom_20131113_225603.png [View same] [iqdb] [saucenao] [google]
1609817

>>1609487
You have to use it on the entire map. If you tweak it *just right* it should be fine though. Especially if you exercise very good judgment with light levels and textures.

>> No.1609818
File: 138 KB, 640x480, Screenshot_Doom_20140509_151432.png [View same] [iqdb] [saucenao] [google]
1609818

>> No.1609820

>>1609814
>>1609818
yes more like this. with a bit of light and shade, you're golden.

>> No.1609824
File: 129 KB, 640x480, Screenshot_Doom_20140509_151436.png [View same] [iqdb] [saucenao] [google]
1609824

>> No.1609827
File: 1.90 MB, 1920x1080, Screenshot_Doom_20130505_133158.png [View same] [iqdb] [saucenao] [google]
1609827

>>1609813
Whoops, replied to your old post before I saw this one.
The bloom thing is just a couple of files you put in the same folder as gzdoom.exe (or any other opengl executable), so there's no control over it from in-game. You have to tweak a config file with lots of trial and error to make it look anywhere near good.
>https://code.google.com/p/qeffects-gl/

>> No.1609829
File: 149 KB, 640x480, Screenshot_Doom_20140509_151242.png [View same] [iqdb] [saucenao] [google]
1609829

>> No.1609838

>>1609829
lol

>> No.1609853
File: 41 KB, 265x255, 1324226218024.jpg [View same] [iqdb] [saucenao] [google]
1609853

>>1609817
>>1609827
Shiiit. :(

I was expecting it to be possible to dictate mapper side (perhaps just say in a readme "oh enable the stuff for bloom") and then you can specify the amount you want it to bloom and more specifically *where* you want it to.

I'd rather do parts of a map, not the whole thing.
I know you're not the mind behind it but is it possible to even have bloom just apply to certain parts?

Like you're outside and it's bright and shiny but go inside and it's back to normal.

>> No.1609857
File: 125 KB, 640x480, Screenshot_Doom_20140509_152349.png [View same] [iqdb] [saucenao] [google]
1609857

>> No.1609876
File: 135 KB, 640x480, Screenshot_Doom_20140509_151053.png [View same] [iqdb] [saucenao] [google]
1609876

>> No.1609881

>>1609853
Well if you make your sky really bright and tone down the brightness of everything else relative to it while tweaking the config with the right numbers it you should get the desire effect. You'd have to keep the entire wad very consistent though.

I think someone who *actually* know programming could merge it into gzdoom.exe and gain some form of control over it, but that's just me speculating. I don't know of anyone who's wad requires a modded.exe.

>> No.1609885

>>1609876
this one is vaguely reminiscent of Mordeth

>> No.1609886
File: 107 KB, 640x480, Screenshot_Doom_20140509_153930.png [View same] [iqdb] [saucenao] [google]
1609886

>> No.1609890
File: 118 KB, 640x480, Screenshot_Doom_20140509_150918.png [View same] [iqdb] [saucenao] [google]
1609890

>> No.1609893

No offenese dude but this all looks bland and uninteresting as hell.

>> No.1609904

>>1609716
>>1609718
>>1609719
>>1609724
>>1609734
>>1609739
>>1609742
>>1609746
>>1609751
>>1609758
>>1609763
>>1609767
>>1609776
>>1609790
>>1609814
>>1609818
>>1609824
>>1609829
>>1609857
>>1609876
>>1609886
>>1609890
How many fucking screenshots are you going to post?

>> No.1609905

>>1609893
>uninteresting as hell
as HELL hehehe

>> No.1609912

>>1609893
i disagree, i prefer the old school style. modern maps are overproduced imo.

>>1609904
how many is too many? nobody complained when i did a screenshot walkthrough of a wad named Nuclear Power Plant (uploaded 2004, made c. 1996?) a couple of threads ago.

>> No.1609925

>>1609912
Not who you're talking to, I think you need to play around with light levels a bit.
Just think about rooms in your house right now for instance, the light level isn't uniform across the whole place.

>> No.1609927

>>1609912
sorry, i meant "nuke processing plant"
http://www.doomworld.com/idgames/?id=12410

>> No.1609930
File: 23 KB, 249x265, la grannang appla.jpg [View same] [iqdb] [saucenao] [google]
1609930

>That OP image

my sides

>> No.1609935

>>1609925
heh we are of one mind :) >>1609820 >>1609801

>> No.1609946
File: 67 KB, 1024x576, Bloom.jpg [View same] [iqdb] [saucenao] [google]
1609946

>>1609881
Yeah that's the thing, right now it's more a special interest thing that you can do with your own stuff but it'd be harder to produce it and put it out to others.

I'd cream my jeans if it became a new feature in GZDoom, that would be fan-fucking-tastic. I know just the kind of level I would make.

>> No.1609974
File: 243 KB, 569x630, tumblr_n4so7yJJmA1r04068o1_1280.jpg [View same] [iqdb] [saucenao] [google]
1609974

>> No.1610003

>>1609912
>i disagree, i prefer the old school style.
If you mean "bad 94 custom wads" under old school, then sure. Even the original iwad maps have way more detail than anything you posted so far.

>> No.1610020
File: 139 KB, 640x480, Screenshot_Doom_20140509_161224.png [View same] [iqdb] [saucenao] [google]
1610020

>>1610003
that post wasn't me fyi

>> No.1610028

NOVA: The Birth's 10 first maps are rather big and pretty much empty at times, but the thing that make them look better is that they play with a certain level of detail in some parts, go check that wad for examples.

Also truth be told, OBLIGE can lend some useful tips about what kind of textures complement each other, just be sure to avoid selecting "Jumbled Up" or "Psychedelic"

>> No.1610040

So I gave Space Pirate a shot, and I gotta say I like the polish it has but it just feels like too much. There are too many zombie varieties and too many weapon varieties. Not everything needs an altfire, not everything needs to melee, and the 4 attack types for the shotgun and the melee weapon are both just too complex and too many options. It feels almost bordering on AoD syndrome.

>> No.1610061 [DELETED] 

>>1609974
>tumblr
Certainly loolks like it.

>> No.1610068

>>1610040
>too complex
How? an extra button? And everything DOESN'T have an alt-fire anyway, so why are you making shit up?

>> No.1610069

>>1610061
/v/ pls go

>> No.1610072

>>1610040
>>1610068

DoomRL Arsenal feels way more complex than TSP by a long shot

>> No.1610073

>>1610072
Not really. RLA has greater complexity in terms of decisions and long term options, but in combat it's just holding the trigger.
TSP has more complex combat, what with all the alt-fires and shell types.

>> No.1610079

>>1610073

So... that means you're just too stupid to adjust to something OTHER than "Hold M1 to win"?

>> No.1610086
File: 2.44 MB, 480x360, 1354024381017.gif [View same] [iqdb] [saucenao] [google]
1610086

>>1610040
AoD was entirely inconsistent in theme and style though which is what made it so fucked to play.

TSP says what it's doing and sticks in that vein. I understand some might find it complex and too much though, especially considering we're all used to doom and what it has.
Horses for courses, I guess.

>> No.1610114
File: 83 KB, 640x480, doom20.png [View same] [iqdb] [saucenao] [google]
1610114

A friendly advice, the very smallest things such as a sky can change your wad completely...

>> No.1610115
File: 82 KB, 640x480, doom07l.png [View same] [iqdb] [saucenao] [google]
1610115

>>1610114

...be aware of that

>> No.1610117

>>1610079
Why do I have to press multiple buttons just to shoot? Why do I have only 96 shells that I can end up with 4 of one type and 94 of another?

>>1610072
Like >>1610073 said, but I don't play rla anyway.

>>1610086
The rocket launcher looks nothing like the rest of the guns and the rocket explosion looks weird, all the shotgun attacks are wildly different and look like they're coming from different guns, just because they shoot from the same gun doesn't mean they're not like AoD's mutliple guns.

>> No.1610118

>>1610115
>those gloves
wad?

>> No.1610119

>>1610114
>>1610115
Is that UAC Ultra?

>> No.1610120

>>1610114
>>1610115
To be honest I think both look good (prefer the orange one more) but you make a good point.

>> No.1610123

>>1610117

... Because that's the system they have chosen, just because it requires more skill than "Hold M1 to win" doesn't mean it's "AeoD"-level of trash.

I'm still gonna go with the fact that you're too stupid to adapt to it.

>> No.1610126

>>1610123
Doom is about rhythm, like dodging while shooting the ssg. Space Pirate changes that to a clickfest where its button mash to win.

>> No.1610130

>>1610126

If you're button mashing, then you're not gonna get far in this mod, at least not in my opinion.

>> No.1610132

>>1610118

I think it is, just as >>1610119 said

http://www.doomworld.com/idgames/?file=levels/doom2/Ports/s-u/uacultra.zip

>> No.1610135

>>1610126
What do you think of Hideous Destructor (I dont care for it or it's creator myself)

>> No.1610137

>>1610135
I have never played it past 10 minutes in map01, it's not a mod I like at all.

>> No.1610153

>>1610135
It looks hideous but has a heart of gold. I like it just because it plays so diffrently

>> No.1610158

The only thing I don't like about TSP is how vulnerable Mel is. It makes playing anything more difficult than an E1 replacement too difficult to be entertaining. I'm not sure how emphasising close combat whilst removing the player's ability to tank even minor damage works. It suffers from the same problem as WW's earlier mods where combat is slanted towards the early tiers of enemies and becomes too difficult once you've moved on to Hellknights and upwards. This may very well be improved once we get our Plasma gun and BFG replacements though. The alternate shotgun shells are at least good though - Poison can lay down a field of damage and shock-shells are great for damaging big guys (for Mel)

I think it'd benefit from it's own mappack, which I remember Marty saying he would like to do if/when he can learn the mapskills. I think having a stealthy level set would be quite cool, has there been a map where you're encouraged to melee weaker enemies to avoid alerting bigger ones?

>> No.1610163

>>1610158

I found the hitscans to be difficult to deal with, Scroton (the one doing the coding) has implimted a new difficulty that basically is UV with zombies that aren't as bad.

>> No.1610174

>>1610158
It's hard not to get hit by zombies but they don't hurt too much if you have armor.

The real powerhouses of the mod are Lost Souls.
Those guys are RELENTLESS and I kinda like it.

Maybe Mel could start have a higher HP total by default or something?

>> No.1610175

Holy shit UAC Ultra feels like pure sex with OPL Synth emulation on

>> No.1610183

>>1610174
I like the lost souls too, the only issue is if there are more than a couple of pain elementals in a place you can't really kill them the lost souls are ridiculous.

Out of the two new monsters my favorite is the archvile, it made me get actually mad at a doom monster. That son of a bitch. .

>> No.1610196

>>1610175
>OPL Synth emulation

N00b here. What is that?

>> No.1610207

>>1610135
Vaecrius has always been very friendly to me. What's wrong with him?

>> No.1610208

>>1610196
>N00b

don't pull that leg on me, you're not

>> No.1610219

>>1610207
His opinions on what makes a good or bad map and being caustic about it, plus sjw garbage.
Nothing personal he's done to me, just his comments I've read.

>> No.1610230
File: 169 KB, 640x480, Screenshot_Doom_20140509_174147.png [View same] [iqdb] [saucenao] [google]
1610230

This just screams "HUGE ASS BUTTCOMBAT ABOUT TO TAKE PLACE"

>> No.1610232

>>1610230
No, just three Archviles.

>> No.1610234

>>1610219
Please do not try to bring up politics in your argument.

>> No.1610241

>>1610234
The point is him inserting it where it's pointless and divisive to talk about, see the Dorner wad.
If you want to say it's pointless to talk about politics on a doom board, well thank you for agreeing with me. Your reaction just proves the point, so don't ask if you wont like the answer.

>> No.1610246

Where's my Mystery of the AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?

>> No.1610261
File: 2.70 MB, 1024x578, buttpained.webm [View same] [iqdb] [saucenao] [google]
1610261

>>1610230
Buttcombat, you say?

>> No.1610286
File: 415 KB, 636x693, 1391202317293.png [View same] [iqdb] [saucenao] [google]
1610286

>>1609449
>Barrels o' fun + BD

>> No.1610291
File: 27 KB, 158x132, opinion.gif [View same] [iqdb] [saucenao] [google]
1610291

>>1610219
>His opinions on what makes a good or bad map and being caustic about it, plus sjw garbage
>plus sjw garbage

>> No.1610293

>>1610291
Don't give it attention.

>> No.1610310

>>1610174
Fucking love fighting archviles. It can get really intense.

>Be Mel
>Archvile, 2 pinkies, and 2 zombies walk onto my freshly mowed battlefield.
>Low on ammo so I kill the other demons and try to take the archvile mano e mano.
>Archvile raises a pinky right behind me, fucker bites me.
>Turn to deal with hiAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>Fuck, a revenant.
>The shotgunner stands up.
>The spectre stands up.
>The chaingunner stands up.
>SHIT SHIT SHIT EVERYTHING IS GETTING UP
>Run away while loading poison shells into my shotgun.
>Spray poison over everything and cower behind a wall until I don't hear any screams.
>Walk out to see a beatiful green mist covering a small army of corpses.

Poison shells are fucking powerful.

>> No.1610313
File: 20 KB, 400x400, mmmm.jpg [View same] [iqdb] [saucenao] [google]
1610313

>Join Jumpmaze server
>drama in chat
>mfw not surprised

I guess this pretty much applies to nearly every Zandronum server.

>> No.1610323
File: 1.04 MB, 1366x768, Screenshot_Doom_20140505_212019.png [View same] [iqdb] [saucenao] [google]
1610323

>>1610310
Only dreams now

>> No.1610327

>>1610313
AOW, Jump maze and ZDoom wars servers are the worst.
You'll get banned for cursing (just say faggot, and you'll see).
Dammit, back then (e.g. Quake), we would call each other NIGGERS and try spam the chat to taunt foes.

>> No.1610328
File: 100 KB, 200x100, 1399644106501.gif [View same] [iqdb] [saucenao] [google]
1610328

>> No.1610338

>>1610327

That prop hunt server can get really stupid too.

>> No.1610346

>>1610327
>Dammit, back then (e.g. Quake), we would call each other NIGGERS and try spam the chat to taunt foes.

Yeah, you're not convincing me this was quality chat.

>> No.1610347

>>1610338

I do *really* hate to say this, but you just can't go around with your face covered in honey without bees swarming your ass It's the stuff you get for porting a mod from another franchise with the kind of fanbase it has.

/opinion

>> No.1610350 [DELETED] 
File: 11 KB, 213x256, haitch unamused.jpg [View same] [iqdb] [saucenao] [google]
1610350

>>1610346
B-b-but muh edgyness! Those durn SJWs dare moderate our chat! Durr! Hurr!

>> No.1610385

>>1610327
>being kicked for acting like a edgy douchebag
I don't see how this is a problem

>>1610313
out of all my time playing skulltag/zandronum server I don't see this happening often as you make it out to happen

>> No.1610391

>>1610347

Nope I totally get that. I guess the game its played on doesn't really matter.

>> No.1610401

>>1610385
>out of all my time playing skulltag/zandronum server I don't see this happening often as you make it out to happen

Turns out the type of people that tend to complain the most about how dramatic and uptight people are tend to be the ones causing trouble

>> No.1610402

>>1610328
That creepy alien is such a good nakama. ;_;7

>> No.1610404 [DELETED] 

Report:
Remember ignore and.

>> No.1610420

What's the Want To Play Some Fucking Doom image?

>> No.1610425
File: 2.58 MB, 1543x2898, SoYouWantToPlaySomeFuckingDoom.png [View same] [iqdb] [saucenao] [google]
1610425

>>1610420

Been meaning to give this another update for a while (replacing RGA with Hideous Destructor, expanding the categories to include a few more wads, etc), but I keep getting distracted with other things.

>> No.1610445
File: 279 KB, 500x1387, Doomguy gets a birthday gift.png [View same] [iqdb] [saucenao] [google]
1610445

My birthday was yesterday; a buddy of mine whipped this up for me

>> No.1610449

>>1610158
This is actually a side effect of Scroton's patented DECORATE Black Magic™ which smooths out the monsters animations by making them more aggressive. This moooostly seems to have made the hitscanners douches like an earlier version of the mod, which was not the intent. There was a new difficulty implemented that tones them down, though.

>>1610174
Yeah, Lost Souls are assholes. This comes up a lot and I feel the need to at least give it a look, even if for the most part people here seem to like it.

>>1610040
>AeoD Syndrome
Eck, you say that now and I haven't even finished all of the weapons...!

The zombie varieties are only superficial with minimal differences (besides a certain one voiced by me). Think of it like the differences the imps have. As far as the weapon varieties, I suppose you're right, though to me personally it feels like there is not ENOUGH variety at the moment. Altfire and melee just expand your combat options, but it does add a certain degree of difficulty/complexity to the mod. I mean I had to do a tutorial video to explain how the shotgun functions, so there is that. I'm glad you tried it out though!

>>1610126
I disagree. TSP has it's own rhythm that is different than Doom's, sure, and that's due to the new mechanics it introduces. Any mod that you add reloading to is going to have a pace change.

>> No.1610454

>>1610449
Eck, I meant it smooths out animations which in turn makes them more aggressive. <WHOOPS!>

>> No.1610465

>>1610445
Why is he so fat and piglike in appearance?

>> No.1610470

>>1610454
Hint: A_Chase("", "") so that they have no chance to attack when calling that A_Chase

>> No.1610484

>>1610465
>piglike
Mask aside, not really seeing it. To answer your question tho, if I had to guess: he was probably going for an ironman build, since carrying all dem guns/ammo around probably makes for a strong/thick core

>> No.1610521

So it came to mind of some sort of wad or something, fuck if I could remember, of a series of levels that were big fat survival gauntlets. They usually started off small with not a bunch of room, but as you tackled the rounds before the big boss, the place would open up more so you could access new weapons, items and have more space to take on the horde. Anyone know what i'm talking about? If it helps, one of the levels before it opened up was rectangular, stairs at one end, with a Chaingun in the middle you couldn't reach just then. It had Lost Souls for a majority of the early rounds, too.

>> No.1610545
File: 48 KB, 879x1168, douk nukkum.png [View same] [iqdb] [saucenao] [google]
1610545

>>1610310
Glad you like them. Anything you'd like to be different about them?

>>1610174
Glad you them too. What changes would you like to see made to them?

>>1610158
The player's health and armor are the same as vanilla, so nothing got removed, there's just more attacking being done. Would you say it's an issue overall or only when using melee? All enemies or only certain ones? What changes would you make?

>>1610470
That gives less fine tuning ability than a jump chance in the missile state though. But it does have an advantage in that they should look even smoother than they do. I may end up using that. The only issue is that it means more code to replace them, since replacing see states sometimes causes weird issues, though I haven't tested it as far as replacing new monsters, just the vanilla ones, so it may be a non-issue.

What I think I need to do, since >>1610163 was a little backwards now that I think about it, is make the monsters by default less aggressive and add them back in in a difficulty level between UV and NM.

For the monsters other than the hitscanners, would you (or anyone else reading this) say they are too aggressive, just fine, or could stand to be more aggressive? If you want them toned down, do you think down all the way to vanilla, or more aggressive than vanilla just not as aggressive as they are currently?

>> No.1610558

>>1610521

Skulltag's first invasion map.

>> No.1610569

>>1610521
Sounds like you're describing invasion.

>> No.1610576

>>1610558
>>1610569
Ah, thanks for the help.

>> No.1610606

>>1610545
All the nonhitscanners feel at about the same threat level when it came to their aggressiveness.

>> No.1610649

>>1610606
Do you mean compared to vanilla or compared amongst themselves?

>> No.1610672
File: 21 KB, 600x400, c7d361f04671d00abcc14864e623d6d3d3e4fa57[1].png [View same] [iqdb] [saucenao] [google]
1610672

Someone pls add color to it

>don't know the author, I got this from the /v/ booru

http://vidyart.booru.org/index.php?page=post&s=view&id=5579

>> No.1610680
File: 303 KB, 644x786, 5fd4dd828571cbb588b0458e8e122f8807869b36[1].png [View same] [iqdb] [saucenao] [google]
1610680

Bold and Brash YOUR GUTS

>> No.1610687

>>1610649
Compared to vanilla.

I honestly treat them exactly the same, except for Archviles with their new revive thing going on.

It's not very hard to punch a Baron to death compared to Vanilla.

>> No.1610691

>>1610687

Aight, I'll make them tougher in the new difficulty level.

>> No.1610696
File: 205 KB, 1366x768, dp000001.jpg [View same] [iqdb] [saucenao] [google]
1610696

Does anyone know why the fuck Darkplaces keeps fucking adding the default binds back on start-up? It's fucking stupid.

>> No.1610706

>>1610691
not the guy you're talking to, but i guess he just wants a bit more diversity, such as:
various projectiles (size, color...)
various styles of attack (burst, barrage, one shot...)
more or less knockback on you and on the enemies

>> No.1610708

>>1610696
maybe your ini file is read only? change that if it is
also run as admin

>> No.1610712

>>1610706
This is coming once I start doing more monsters. We have a planned Doom RPG hierarchy planned for the mod once we get to that part.

>> No.1610717

>>1610712
>planned x2
Ugh, something about 4chan makes me do some dumb stuff with English. <WHOOPS>

>> No.1610728

>>1610712
if they're anything like what you've done so far, I'm sure they'll be great.
seriously that archvile is boss.

>> No.1610730
File: 247 KB, 1366x768, Screenshot_Doom_PlutoniaRevisited.png [View same] [iqdb] [saucenao] [google]
1610730

>> No.1610731

>>1610728
Make sure to give Scroton the highest of fives for it! The archie right now will probably be the highest on heirarchy for Archviles, but like I said...all in due time!

>> No.1610772
File: 100 KB, 250x250, 2364528490135.png [View same] [iqdb] [saucenao] [google]
1610772

Switcheroom DOOM Episode 4 is hard as fuck

I like it

>> No.1610775
File: 339 KB, 400x300, zandronum 2014-05-09 22-38-51-46.webm [View same] [iqdb] [saucenao] [google]
1610775

I don't even know anymore.

Apparently this code produces webm related in zand 1.2. It does not do this in zand 2.0. I do not understand why.

actor ShrapnelScatter1 : FastProjectile
{
//+CLIENTSIDEONLY
//+NOINTERACTION
RenderStyle Normal //"Add"
Alpha 1.0//0.5
MissileType "ShrapnelScatterTrail"
MissileHeight 8
+BRIGHT
+NOGRAVITY
Radius 1
Height 1
//Scale 8//Scale 0.2
States
{
SpawnUNUSED:
TNT1 A 0
TNT1 A 0
TNT1 A 0
TNT1 A 0
//TNT1 A 0 ACS_ExecuteWithResult(857,12)
//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
Goto SpawnAfterScript
Toaster1:
Goto SpawnAfterScript
Toaster2:
Goto SpawnAfterScript
Spawn://AfterScript:
SHAP A 0 //A_Jump(128,"Spawn2")
SHAP A 0 //A_ScaleVelocity(1.5)
SHA2 A 1
SHA2 A 1 //A_ChangeVelocity (momx+(random(-20,20)/10),momy+(random(-20,20)/10),momz+(random(-20,20)/10), 0)
SHA2 A 1
SHA2 A 1 //A_ChangeVelocity (momx+(random(-20,20)/10),momy+(random(-20,20)/10),momz+(random(-20,20)/10), 0)
SHA2 A 1
Stop
Spawn2:
SHA3 A 0 //A_ScaleVelocity(1.5)
SHA3 A 1
SHA3 A 1 //A_ChangeVelocity (momx+(random(-20,20)/10),momy+(random(-20,20)/10),momz+(random(-20,20)/10), 0)
SHA3 A 1
SHA3 A 1 //A_ChangeVelocity (momx+(random(-20,20)/10),momy+(random(-20,20)/10),momz+(random(-20,20)/10), 0)
SHA3 A 1
Stop
}
}

>> No.1610776

>>1610775
and here's the actor that spawns it

ACTOR ShrapnelShooter1
{
+NOINTERACTION
+THRUACTORS
+NOCLIP
//+RANDOMIZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 0
SHAP A 0 A_SpawnItemEx("ShrapnelScatter1",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)
SHAP A 0 A_SpawnItemEx("ShrapnelScatter1",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)
SHAP A 0 A_SpawnItemEx("ShrapnelScatter1",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)
SHAP A 0 A_SpawnItemEx("ShrapnelScatter1A",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)
SHAP A 0 A_SpawnItemEx("ShrapnelScatter1A",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)
TNT1 A 2
Stop
}
}

>> No.1610785

>>1610775
and here is that messy code with all the commented out parts removed. This behaves exactly the same:

actor ShrapnelScatter1 : FastProjectile
{
RenderStyle Normal
Alpha 1.0
MissileType "ShrapnelScatterTrail"
MissileHeight 8
+BRIGHT
+NOGRAVITY
Radius 1
Height 1
States
{
Spawn:
SHAP A 0
SHAP A 0
SHA2 A 1
SHA2 A 1
SHA2 A 1
SHA2 A 1
SHA2 A 1
Stop
}
}

>> No.1610813

>>1610785
Zandronum 1.2, based off of ZDoom 2.3.1, does the first state of the FastProjectile's Spawn state block every tic, and nothing else.

Fuck your fun.

>> No.1610819

>>1610730
The shit is that?

>> No.1610841

>>1610819

The Icon Of Hiss

>> No.1610890
File: 24 KB, 473x356, I don&#039;t like what I see.jpg [View same] [iqdb] [saucenao] [google]
1610890

>>1610672

Reminds me of this.

>revenant sees Doomguy's ass
>DUN N-AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.1610951

>>1610445
"hey kids! look what you can win in the krusty sweepstakes!"

>> No.1611005
File: 5 KB, 189x267, onepunch.jpg [View same] [iqdb] [saucenao] [google]
1611005

>just started checking out Doom a few days ago
>decide to try out Brutal Doom
>play for a little bit
>check my PC temp afterwards
>50 C+
My PC is pretty middle-of-the-road, but it can run shit like Stalker no problem. But Brutal Doom pushes my CPU, motherboard, and graphics card to 50 C?

>> No.1611008

>>1611005
Brutal Doom is a clutsterfuck of stuff going on and 50 C is really nothing to worry about IMO

Also, you haven't said much about your PC

>> No.1611012

>>1611005
I have a toaster of a laptop that can barely manage STALKER, I play Brutal Doom on it, it'll chug on more open ended maps, and heat my laptop right the fuck up, but it's fine, most of the time.

>> No.1611013

>>1610208

I have no idea what the hell "OPL Synth emulation" is

>> No.1611014

>>1611013
>Five seconds on google
http://zdoom.org/wiki/OPL_synth_emulation

>> No.1611016
File: 61 KB, 706x768, Specs n shit.png [View same] [iqdb] [saucenao] [google]
1611016

>>1611008
>>1611012
I am still pretty fresh to PC gaming. Just got mine near the end of last year. I've been trying to keep it between 20 and 40 when I play video games.

>> No.1611017

>>1611013
Basically makes it sound like you picked SoundBlaster to play midis. Good for that nostalgic feel

>> No.1611019

>>1611016
I have no idea how hot my laptop gets, but if it can handle it I think your desktop will be fine.

>> No.1611024

>>1611005
zdoom is not the worlds most efficient engine. its extreme flexibility comes at a price.

>> No.1611027

>>1611019
If you say so, anon. Guess I gotta calm down a bit and stop worrying so much about it.

>> No.1611028

>>1611016
PCs do fine up to 80c

Make sure your computer is clean regardless.

>> No.1611038

>>1611024
It seems that Brutal Doom is the only one that really made a significant change in my PC temp.
>>1611028
Can do, anon. I clean out dust on a regular basis.

>> No.1611040
File: 23 KB, 435x305, garandtake3.png [View same] [iqdb] [saucenao] [google]
1611040

is this Garand assault clip magazine now with armor piecing boolits high chillin killin capacity good?

>> No.1611082

>>1611038
>It seems that Brutal Doom is the only one that really made a significant change in my PC temp.

brutal doom is, in the end, just a zdoom gameplay mod; it is not capable of doing anything other gameplay mods could not do, it does not have access to secret interfaces that other mods do not know about (unlike say microsoft office having access to undocumented windows API calls that other third party software cannot use)

i suggest to try some other graphically intensive gameplay mods (project msx perhaps? others please suggest some, i am no expert in this area..) and see if you get the same results.

>> No.1611087

>>1611082
theisland_full.pk3
nuts.wad
alienscm.pk3

zdoomwars with bots
soul crusher, particularly the 2nd to last level.

also I think zdoom and zandronum by default use 100% of your cpu when you do not use vsync. Read that this is done so that the game runs as best it can with no hiccups.

>> No.1611095

>>1611087
Try a framelimiter in that case. Nvidia drivers should have them accessible via Nvidia Inspector, and Dxtory and Bandicam have it as a feature. Not sure about fraps. I have mine set to 70 on a 60hz monitor.

>> No.1611105

>>1611095
Naw I am not having any problems, I was just mentioning about the cpu thing because I think I read on the zandr forums about how they let the program run uncapped to give the best performance for the game or something.

>> No.1611110

>>1611105
Aight, but to me it's just not needed to render that fast. All it does is draw more power, make more heat and have more visible fps fluctuations.

>> No.1611114

>>1610545
Well we can only get down to personel preference here, but I think making monsters more aggressive only works if the player is naturally stronger as well (or has some kind of inbuilt healing/shield, like in Project MSX) otherwise you're severely limiting what kind of maps the mod can be played with. There's nothing wrong with making that sacrifice of course, but it does mean I'd play it less often than other weapon mods.

the other issue is that run and gun is far harder - the shells are awesome but you cannot do them run and gun with the existing shell pool system (but you added a CVAR for that so nice work) as it takes a long time to switch to an appropriate shell (The time isn't so much an issue, but reading the text is - if possible, I would definitly recommend having either a symbol or even a picture of the shell-type appear underneath the text so I can immediately see what shell is selected because reading them takes valuable time away from dodging enemy fire)

>> No.1611121

>>1611114
A rare chance of a magazine upgrade for the Zeke could also work for rapid on the fly shell swapping.

>> No.1611126

>>1611121
Yeah that would be cool, although I didn't want to mention upgrades since that's probably beyond the scope of the mod.

>> No.1611128

>>1611040
Cool gun, but the perspective on the clip seems a bit off.

>> No.1611129

WHOOPS

>> No.1611130

>>1611114
That makes sense. We'll look into adding in either something like that to counteract damage, or maybe just keep the stronger and especially strong monsters in higher difficulties and leave UV mostly alone.

Does colored text help or you still think a symbol would be necessary in that case? There's colored text in the next update or you can download it here https://github.com/BlueVertigo/indigoskyline (where it says download as zip, unzip that, then zip everything in the pk3 file)

>>1611121
>>1611126
That's a possibility. We've actually discussed adding a few upgrades for some weapons, which wouldn't be hard. It wouldn't be anything like DRLA, more like the silencer in Burl Tumd, where upgrades are few and each can only be applied to one (or maaaaaybe two) weapons.

>> No.1611134

>>1611130
What kind of upgrades could there be for the weapons?

The magazine for the Zeke was only an idea since I love magazines with shotguns

Knuckles for bare hands maybe?

>> No.1611139

>>1611134

We hadn't gone too far into what exactly yet, but knuckles could be a possibility.

Basically each would be something that would add something significant to a gun/weapon. Like your shotgun reloading example, or an upgrade that lets you use another ammotype on a gun for a completely different fire mode, perhaps another melee ability, etc.

>> No.1611140

>>1611130
Just a picture of the shell just underneath the crosshair will do. Reading takes too much time when you're dodging fire, and the font is pretty hard to read. It would be fine in a slower-paced game, but it can and will get you killed here in Doom where dodging attacks is incredibly important.

>> No.1611141

https://www.youtube.com/watch?v=GWGoXwV9f4o

Have you ever thought Doom needed a little more...cheevos?

>> No.1611154

>>1611140
Aight, I'll pass it along and get marty to whip up a neat looking shell.

>> No.1611159

>>1611130
Have you consider using http://zdoom.org/wiki/Thing_ProjectileIntercept on some projectile shooting monsters to make the player actually dodge while circle strafing?

>> No.1611170
File: 104 KB, 1280x540, master of agitation.jpg [View same] [iqdb] [saucenao] [google]
1611170

Can you guys suggest me some good wads that do NOT suddenly turn in a slaughterwad around map 20? I'm looking at you , Scythe and Hellbound

>> No.1611194

>>1611170
Cheogsh series
Rylaleh
Threshold of Pain
Winter Fury

>> No.1611196
File: 80 KB, 400x400, 1395595563047.jpg [View same] [iqdb] [saucenao] [google]
1611196

So I'm playing Samsara with the music pack, I don't like to say it but the Duke Nukem music is really mediocre except for about 3 or 4 songs that really stand out.

Doom's music (especially Ultimate Doom's) really stands out by comparison.

Marathon has some nifty tunes as well.

>> No.1611198

>>1611196
The only Duke Nukem songs I liked is the one that plays on Hollywood Holocaust and the Abyss.

Lunar Reactor too even if it's kinda cheesy.

>> No.1611204

>>1611196
>the music pack
Wait what? Samsara has a music pack?

>> No.1611207
File: 320 KB, 800x738, 1390016763409.jpg [View same] [iqdb] [saucenao] [google]
1611207

>>1611204
Indeedy do.

https://github.com/SamsaraDevs/samsaraJunk/wiki/Addons

Just on that note, does anybody else reading this know the legality of using quake/duke nukem music in a map that you make?

>> No.1611225

>>1611207
Since when do people care about the "legality" of things ?
You know very well that every modding community (and Doom's probably more than others) is about STEALING various pieces of other games and stick them together in your mod.

That's not even mentionning people who make a crappy edit on the stolen material just to call it their own...

>> No.1611229

>>1611225
>Since when do people care about the "legality" of things ?

Since the ID games archive started taking down wads that it finds out have mp3 rips in them?
Your view is entirely incorrect. Plus you use the word stealing incorrectly, or is the very notion of levels with monsters patented somewhere?

>> No.1611236

>>1611229
> Plus you use the word stealing incorrectly

To Steal :
>To take illegally, or without the owner's permission, something owned by someone else.

Because you give 'credit' doesn't make it not stealing.

That's like stealing a piece of ham and say it's okay because you're mentioning the shop's name while eating it with your bros.

>> No.1611237
File: 26 KB, 1023x767, Freezethrower.png [View same] [iqdb] [saucenao] [google]
1611237

Re: Samsara.
Does Dukes Freezethrower have any decent use?

It seems like a crappy version of the plasma rifle that you could bounce around a corner if you wanted to but other than that niche use it seems pretty crap, especially since it uses the same ammo as the Devastator.

>> No.1611245
File: 50 KB, 640x360, 1376448120747.jpg [View same] [iqdb] [saucenao] [google]
1611245

>>1611236
>To take illegally, or without the owner's permission, something owned by someone else.

Funny then that permission is given if it is not used commercially, genius.

>> No.1611252

>>1611207
Nobody gives a shit, as long as you don't include 100mb of Darknight rises soundtrack with your 10 minute map nobody will complain.

>> No.1611259
File: 67 KB, 480x530, 13331313.jpg [View same] [iqdb] [saucenao] [google]
1611259

>>1611237
The Freezethrower is the only weapon I dislike. Its just crap. Doesnt feel like "TIME TO KICK ASS" at all. We need the Shrinker.

>> No.1611276

>>1611040
looks really good actually
especially the rear sight
where's the cocking lever though?

>> No.1611289

>>1611207

Mp3 music is mostly frowned upon because it artificially increases the file size.

Duke's music should be midi, nobody gives a fuck about midi.

>>1611196

There's a few good tracks in duke's soundtrack but yeah, it's not nearly as good as doom's.

For some reason I really love the duke burger theme though.

>> No.1611307

>>1611170
if you think scythe map20 is a slaughter fest i can't think of a single megawad that fits your requirement. i can't think of a single megawad that is always easier than scythe map20. even the old classics like memento mori have things like map23.

oh wait, hang on, how about tvr? http://www.doomworld.com/idgames/?id=11848

>> No.1611308

>>1611229
anyone else remember when someone from the KDIZD team got a bee in his bonnet and contacted id software over whether it was legal to put doom1 resources in a doom2 pwad? (predictably, they said no, so no getting to use compohso in a map with archviles for you)

>> No.1611318
File: 3 KB, 41x59, ping!.png [View same] [iqdb] [saucenao] [google]
1611318

>>1611040
Looks pretty great, but this part of the ejecting en-bloc stands out a bit. Did a quick edit of it.

I really like how the en-bloc actually looks, and the cartridge lined up and ready to be loaded into the chamber is a very very nice detail, most people wouldn't bother with that.

>>1611276
The charging-handle? It would be all the way to the rear when the breech is open, it should be under the sight there.

>> No.1611323

>>1611252
i disagree. if music or other non-essential data comprises more than 25% or at most 50% of your wad it should be in a separate download.

>> No.1611329

>>1611307
I said 'around map 20'. For Scythe it's map26, for Scythe 2 it's map23, but the concept is the same: up until now the difficulty has been steadily increasing at a decent pace, you have no reason to think the next map will be different, then it loads and WHAM! 20 cybies and 300 revenants in your face!

>> No.1611343

>>1611329
oh, fair enough.

i think scythe 26 is easy enough if you can get through scythe 21-25. i change skill level when i reach scythe 21 anyway. on hntr, scythe 26 gives you an invulnerability for every even remotely difficult part of the map.

>> No.1611345

>>1611170

What you're literally looking for is Dmonfear.

Just a warning, the one map where you fight a Mastermind and then a Cyberdemon has a BossDeath killing telefrag at the end

>> No.1611347
File: 264 KB, 1024x768, 1336959944897.jpg [View same] [iqdb] [saucenao] [google]
1611347

>>1611308
Whats up with that?
You can even download realm667 resources and use them in a map if you release it.

That actually reminds me, the supershotgun from KDIZD is drawn that way because of legal bullshit, I'm not entirely understanding of it all though if the reason the SSG was not allowed the same reason that may or may not apply to textures.

I imagine they'll just reskin an archvile and use him in TSOZD.

>> No.1611348

>>1611170
i also just remembered Rebirth.
http://www.doomworld.com/idgames/?id=12102

>> No.1611360

>>1611347
yes i believe they ended up having to remake the missing resources for kdizd. otherwise you could play a doom1 pwad without owning doom1, which is what id had a problem with. (but if that person from the kdizd team had not kicked up a fuss and actually contacted id and asked the question, we all know they would have continued to turn a blind eye...)

>> No.1611380
File: 75 KB, 251x250, 1371353949488.png [View same] [iqdb] [saucenao] [google]
1611380

>>1611360
Ah right, I getcha. Thanks for clearing that up.

So long as you own a copy of Doom 1 you can use stuff that uses it's resources?

We all own legal copies of those...don't we anon?

>> No.1611395
File: 21 KB, 463x186, ZSoYWdP[1].p.png [View same] [iqdb] [saucenao] [google]
1611395

>>1611380

Define 'legal'. I bought mine two days after Carmack left id software.

>> No.1611409

>>1611318
>The charging-handle
yeah but yeah just realised it would be obstructed
really good sprite mang

>> No.1611413

>>1611395
>Every once in a while, someone gives me $20 for the games they pirated in their youth

Awwww

>> No.1611473
File: 396 KB, 250x175, 1293230454193.gif [View same] [iqdb] [saucenao] [google]
1611473

>>1610286
Yea, I realized that like when I figure out how to step out of that mayhem at the level22.
>ran through the barrels at the first area without problems
>bother with the side platform with a line of barrels and kill everything from a safe distance
>use teleporter, ran through barrels again, then blast everything off
>grab berserker pack laying around.
>yeah! now I can grab barrels with rip and tear mode!
>grab green armor, because I have nothing left of
>teleport to the next area
>pain elemental turmoil
>lost souls everywhere
>grab a barrel, throw it at Pain Elemental
>"oh no chance, son" lost soul steeps forward from its mouth; bites the barrel in the mid-air and blast tears the skin of your face
Even my BFG looks useless since they spit them out so fast, and it dries my bullet and cell ammo.
Yet... I have a fight awaiting me onwards; Spider Mastermind and a couple of Arachnotrons. Guess my only hope is inducing an infighting between'em to weaken Mastermind.

>> No.1611525

Every mod that improves the vanilla visuals significantly fucks up the sounds.
Prove me wrong etc etc.

>> No.1611538

>>1609320
As cool as it is, I think the title is shit. Ironically poor that it is

>> No.1611553
File: 19 KB, 486x311, 1383467645963.gif [View same] [iqdb] [saucenao] [google]
1611553

>Playing Doom RPG
>archvile with the movement speed buff

>> No.1611557

>>1611538
if only it was full of lesbians, then it would be dyke hard

>> No.1611558

>>1611553

>That image
>arcvhile and revenant infighting.gif

>> No.1611562

>>1611558
if only that was what happened in game
still killed it and all but the speed of the fucker was insane

>> No.1611606

So, all of sudden, using A_TakeInventory to remove health or armor doesn't works anymore, for any wad. I can remove any other inventory I want, but I can't remove health or armor. I have tried switching versions, even sourceport, doesn't works with Zdoom, GZDoom, Zandronum, nothing works! What the hell happened? Is there another way to do this?

>> No.1611607

>>1611525
Many mods that improve vanilla don't touch vanilla sounds.

Plus if you're referring to mods using PSX sounds, I totally agree. Those sounds were fine in Doom64 though.

>> No.1611618

>>1611558
>thinking Revenant can attack Archvile in Vanilla DOOM
kill yourself

>> No.1611625

>>1611618

what if I wasn't referring to vanilla doom. Fartknocker

>> No.1611629

>>1611618
Guess what, shitcock, monsters can still hit each other, regardless, and while a Revenant can't fight back against an Arch-Vile, that doesn't mean the Arch-Vile isn't going to flash-fry him for being hit with one of his rockets.

>> No.1611681

>>1611618
Lets reserve this level of annoyance for people who talk drama/politics here and leave those who make jokes alone.

>> No.1611694

>>1611681
Indeed. It also should be reserved for idiots who use buzzwords like "autism", as they are from /v/.

>> No.1611697
File: 1.23 MB, 640x480, archvile-revenant.webm [View same] [iqdb] [saucenao] [google]
1611697

>> No.1611705

>>1611697
http://pastebin.com/sMcgqVL4

>> No.1611712

>>1611705
....wat?

>> No.1611716

>>1611712
the map and demo used to create the webm, for proof of vanilla doom usage, in a zip, uuencoded for pastebin.

>> No.1611730

>>1611694
Oh god yes, the one thing I find more annoying than sjw shit is people using "autism" towards people who are trying to be specific/correct about something.
I even get ticked off when I'm not even involved in the discussion which must make me some kind of autism grand master.

>> No.1611739

>>1611730
>uses the word sjw
The fucking hypocrisy

>> No.1611740
File: 52 KB, 500x143, No.png [View same] [iqdb] [saucenao] [google]
1611740

Stupid question time:
What kind of software did people use back then to create 3D retro FPS like today?
Did they create their own map building programs?
How did they make those great looking sprites / models?
What kind of software did they use to record the sound and modify it?

I'm really curious. What would it be like today to start a virtual machine, run DOS and create your own fucking retro FPS / build game?

>> No.1611751 [DELETED] 
File: 22 KB, 653x281, hypocrisy.jpg [View same] [iqdb] [saucenao] [google]
1611751

>>1611739
sjw nonsense is directly tied in with discussing politics and being deliberately divisive
look up words before you use em' champ

sjw is also a term, not a word in the sense you use it

>>1611740
doomED was made to create doom levels and I know adrian carmack (no relation to john) made models from clay and then took photographs from different angles to do rotations
the wiki would probably have a good amount of this trivia, it's certainly interesting stuff

>> No.1611754
File: 341 KB, 1280x848, CLIPZE.png [View same] [iqdb] [saucenao] [google]
1611754

>>1611128
yeah, its one of many clips

idk if you can follow what i did, but here is the base resource i think the resize % was 90 and 70.
>>1611276
the gun is a rip from Colder than hell I think, which in turn is a COD WaW rip.

Its the base sprite I didn't edit the handle in yet just testing the waters

>>1611318
OH SHIT didnt noticed. It was the first one i edited and wanted to know if the scale looked right I will make a correct or close when pushing it down.

Yeah It was bugging me the sprites didn't have it (I dont think in COD WaW even had it either)
Details like that, i don't many will notice or care, but idk i feel like i should try since i'm editing someone else stuff not making art i should put more effort in.

Down side detail like this is holding my project back...1 man guy! but you guys making it easier

>> No.1611759

>>1611740
they use voxels

>> No.1611762

>>1611754
scaled it 50%. Sadly when scaling it anything but 1/2 it looks ugly...but 1/2 Seems about right

>> No.1611764

>>1611751
>sjw nonsense is directly tied in with discussing politics and being deliberately divisive
i just figured it was the next evolution of trolling.

>> No.1611767

>>1611740
>What kind of software did people use back then to create 3D retro FPS like today?
Stuff like DEU and DETH. Later on Wadauthor and the earlier versions of Doom Builder. ORIGWAD was made with a hex editor. ID had their own editor, DoomED on the NeXTSTEP OS where Doom was developed. It was never released but some things are known about it. http://doomwiki.org/wiki/DoomEd
>Did they create their own map building programs?
Yes.
>How did they make those great looking sprites / models?
They had Photoshop and Paint Shop back in the day. I'm pretty sure Paint was used as well. As for models I think 3ds and POV-Ray were used. ID used clay models for some sprites in Doom.
>What kind of software did they use to record the sound and modify it?
This I'm not sure on.


>What would it be like today to start a virtual machine, run DOS and create your own fucking retro FPS / build game?
Would require a lot of planning, plus utilities listed above.
>>1611759
Voxels were used in Shadow Warrior and Blood though.

>> No.1611783

>>1611607
Like...?

>> No.1611787

>>1611751
not the guy you responded to, but if you delegate people's (perhaps unpopular) opinions to them just 'being a sjw' (as though supporting anything that can be quantified as 'social justice' suddenly merits being slapped with the negative moniker), it's not all that different than using 'autism' in the slang manner in which it is commonly used today. Essentially, they're both cheap insults slung around, so I can see where the perceived hypocrisy might stem from.

>> No.1611789

>>1611767
>Shadow Warrior and Blood
Yeah that's what I meant, sorry did you mean games older than that?

>> No.1611802 [DELETED] 

>>1611764
i wish it were bro but sadly it's not, it's a story that is truly cringe inducing and posting it here is being way too OT but encyclopeda dramatica might have it, (think about it as a perfect example of people pretending to be stupid shit for a laugh, then people who really are the stupid shit being mocked arrive on the scene and take it seriously and become cult like about it)
i was going to put out a longer post talking about it but i think it's best we all leave it there before they start slithering out of the woodwork
first it's snide remarks, then it's arguments, then it's running shrieking to the mods

>>1611767
>>1611740
>This I'm not sure on.

you guys might like this
http://doomwiki.org/wiki/Robert_Prince

there is also some ancient tour video of the ID offices from back in the day

>> No.1611812 [DELETED] 

>>1611730
>the one thing I find more annoying than sjw shit
That's pretty autistic of you.

>> No.1611817 [DELETED] 

>>1611787
i see your point, i've only used the term in cases where it might merit usage such as hearing somebody say we're all secret hitlers because video games are all catering to white males and the penisocracy so we should all check our privilege or some other bullshit, or video games are sexist because a female zombie got shot (remember that infamous kotaku article using the doom difficulty selection screen to talk about this crap?...why did i go there...)

and i'm saying this as somebody who would very quickly find himself on a railcar if actual nazis took over anyway

i think we're all better off if we just talk doom and leave everything else outside of it, you could be saddam husein behind that screen for all i care
it also feels like an "evil eye" scenario happens where even talking about this stuff brings it to the fore

>> No.1611823 [DELETED] 

>VIDEO GAMES
Report and ignore

>> No.1611825

>>1609371
New DogDoom Link:
https://copy.com/o4kYFNMdcwoFqYO6

Right click the origami and save.

>> No.1611834 [DELETED] 

>>1611817

Nobody gives a shit about your political or social beliefs.

>> No.1611838

just on dooms music production it's interesting to see that because bobby prince was a lawyer, he knew exactly how far he could go in getting "inspiration" from many of the metal songs used as comparisons

>> No.1611839

>>1611834
We have a report button for a reason. USE IT.

I regret ever accidently starting this discussion because it triggered these faggot /v/irgins.

>> No.1611843

>>1611834
>talking tough and stern to feel like you're putting somebody down

just as well i didn't mention my political beliefs then and wanted to be apolitical, hey meathead?

>> No.1611846

Hey guys
I'm going to just leave this here
http://store.steampowered.com/sub/18397/

>> No.1611847

>>1611839
remember when it was an actual easy to reach button and not buried under seventeen layers of stupid pull-down menus

>> No.1611848 [DELETED] 

>>1611839
>start discussions
>dont like answers
>cry to mods

Most juvenile thing I've ever seen.

>> No.1611862

>>1611846
Does the Steam version play nice with sourceports and any other things I might want to try?

>> No.1611865
File: 116 KB, 497x510, penis joke.png [View same] [iqdb] [saucenao] [google]
1611865

>Play Prophunt on Zandronum a few days ago
>Spectators telling hunters where props are
>wtf stop
>Continues
>People starting to get kicked from the server
>[Whining intensifies]
>Would you like some cheese with that whine

So uh, how's HDoom?

>> No.1611867
File: 50 KB, 1006x759, Sunder_map_11.jpg [View same] [iqdb] [saucenao] [google]
1611867

So simple in it's detail but so striking in it's appearance.
Sunders map 11 I really, really like.

>> No.1611869

>>1611867
alternative interpretation: it's a bunch of giant boxes with a million linedefs worth of copypasted detail. but still underneath a bunch of boxes with grids of monsters dumped in them

>> No.1611874

>>1611869
Perhaps the same could be said of all religions.

>> No.1611879

>>1611869
if you think greater complexity means better style then you must be a huge fan of Torms maps
the maps music also really adds to the atmosphere

>>1611874
lol

>> No.1611894

>>1611846
>tfw Steam doesn't accept your country's credit cards
Feels bad man.

>> No.1611897

>>1611894
where are you?

>> No.1611901
File: 171 KB, 625x790, doomguyvisitandoanamorada.jpg [View same] [iqdb] [saucenao] [google]
1611901

What are some good balls to the walls co-op maps to go with Samsara? Is there something with huge bosses and huge guts?

>> No.1611902

>>1611862
You'd still be using the doom/doom2 wad files just like you normally would.

>> No.1611903

>>1611901
Stronghold is supposedly multiplayer.

>> No.1611904

>>1611894
Don't want to use paypal?

>> No.1611912

>>1611897
Small town in Argentina.
>>1611901
Deus Vult 2 is really fun. There's this mod that combies Samsara and Stronghold, Samsarahold I think it was called.
Hell Revealed and Swim with the Whales/Stargate are fun too, and pretty.

>> No.1611913

>>1611862
you can just take the wads from the steam folder and move them to where your source port is for better playing

>>1611901
>>1611903
i'd love to play stronghold with samsara in multiplayer

>> No.1611916

>>1611912
>Small town in Argentina.

Did you happen to add somebody from /int/ to your steam friends a little while back after he made a few posts that you like?

>> No.1611925

>>1611916
Nope. Only went to /int/ like 4 or 5 times, and only lurked.
>>1611912
Oh, also Hellbound and Plutonia 2.

>> No.1611929

>>1611925
>Nope. Only went to /int/ like 4 or 5 times, and only lurked.

Ah k, I ask because I met such a guy on /int/ and he told me he played doom, was just gonna see if you were him and we'd chat. Just in case you were wondering where the heck that left field question came from.

>> No.1611934
File: 674 KB, 414x317, sides divided by zero.gif [View same] [iqdb] [saucenao] [google]
1611934

>>1611874

>> No.1611935
File: 601 KB, 1600x1200, url.jpg [View same] [iqdb] [saucenao] [google]
1611935

>>1611130
>>1611139

For the shotgun, perhaps one of the upgrades could be getting a second tube to load another set of ammo (or double the amount of ammo loaded), Like the kel-tec shotguns

>> No.1611939

>>1611879
>if you think greater complexity means better style
no i think i was saying the opposite. giant boxes are still giant boxes even if you hide them under huge amounts of copypasted detail - the detail doesn't affect the gameplay

>> No.1611946

>>1611939
>implying detail doesn't make a difference
Would anyone remember Crucified Dreams or Deus Vult II nearly as fondly if they weren't fucking gorgeous?

>> No.1611952

Okay, I am playing Doom 3 and already in hell, and I think I found what fucks it the most.
Painchanse is just a joke. You can make enemies stop shooting at you for a second, not put them to dance.
I mean, the chaingun is almost irrelevant thanks to this. It only works for prolonged assaults.

>> No.1611964

>>1611946
i can't speak about crudream but dvii had good map layouts that were a lot more than boxes full of monsters, as well as (an arguable excess of) eye candy.

eye candy is nice-to-have but far from essential, although i agree one does need a certain amount of detail to avoid excess blandness. many of my favourite wads are very plain by modern standards.

>> No.1611965

>>1611865

see >>1610347

>> No.1611972

>>1611965
why would the bees go for your arse when the honey is on your face?

>> No.1611973

>>1611846

and still not a single penny will go to the original devs

>> No.1611975
File: 43 KB, 390x274, chainsaw-good.jpg [View same] [iqdb] [saucenao] [google]
1611975

>>1611952
Try the chainsaw. It's fucking godlike.

>> No.1611978

>>1611972

BECAUSE YOU'RE A HUGE ASS
THAT MEANS YOU HAVE A BIG BUTT

>> No.1611981

>>1611978
STING AND PRICK
STING AND PRICK YOUR BUTT

>> No.1611982

>>1611972
Because you are so much of a special snowflake than you shit premium honey (C)
>>1611975
If is only really usefull for cacodemns. You are so much of a damn gimp that even with full armor (And you'll always have full armor) a single hit can take 30 HP.

>> No.1611985

>>1611978
i read your post and laughed, then i noticed your hidden message and you're not joking but being a jerk?

>> No.1611995
File: 29 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
1611995

>>1611982
>If is only really usefull for cacodemns
Git gud nigga, I've taken on almost the entire bestiary with the chainsaw.

Just fucking sprint in and dominate.
A commando slings his tentacle at you? Sprint forward, duck down and split his abdomen.

Hellknight? Dance around him, jab him with the saw, dodge his swipes and projectiles.

Arch-vile? Dodge between pillars, sprint up to him and fuck him up. Show no mercy, be quick, agile and merciless.

Be the king of guts.

>> No.1612002

>>1611985

hey, I'm just being reciprocal. If he goes ironic while replying to a well-minded post, then I'll go ironic too.

>> No.1612005
File: 481 KB, 1280x720, Screenshot_Doom_20140510_120747.png [View same] [iqdb] [saucenao] [google]
1612005

Anybody play Whitemare 2? I got to map 19 and I'm stuck here, there's no apparent way to progress beyond this point.

>> No.1612007

>>1611995
I haven't played for twenty years like a lot of anons here goddamit, I am a lot better in games than I used to be, but I've only doomed for five years or so.
But, some day, I will be the king of guts. Never 4get 4chan, Some Day I will appear over a hill, mounting a white cacodemon, and announce myself king of guts.
;_;

>> No.1612015

Fuck it, making an image; it's no science but people keep asking ("congrats, anon, you just discovered why infopics are made!"

>> No.1612051

>>1612005
Nevermind. I looked it up. There's a soulsphere that you pick up, which is SUPPOSED to lower the gate in the pic, but I broke it, somehow, so I just noclipped through.

>> No.1612067
File: 609 KB, 1280x720, Screenshot_Doom_20140510_122352.png [View same] [iqdb] [saucenao] [google]
1612067

>> No.1612072

Some anon on /v/ just gifted Doom 3 to me!
If I want the best experiece, should I go with Sikkmod or Doom 3 perfected?
pls don't bully
Oh, and if you guys don't have it Doom 3 is at $2.50 and Doom 3 + Expansion at 3.24$ on Steam.

>> No.1612073

>>1612067
That looks pretty sick. What WAD? (If it's a WAD screenshot series just link to original post)

>> No.1612074

>>1612073
Whitemare 2. Has some very impressive levels.

>> No.1612087

>>1612072
Did you get Doom 3 or Doom 3 BFGE? This matters. Because if it was the basegame, GET THE DUCT TAPE FLASHLIGHT MOD RIGHT THE FUCK AWAY

>> No.1612093

>>1612087
Base game. I heard BFG edtion was unmoddable so I asked for that one.
BTW is the expansion worth getting?

>> No.1612120

>>1612007
It's not even that hard, you just gotta learn what a certain monster will do when you approach it.
A hellknight will lunge at you pretty much immediately as you make physical contact with him, so you only have a brief window to use the saw on him before you have to step back.

You basically have to jump back and forth, poking him with the saw as you go along, circling him helps.

The mancubi are a lot harder in that regard, they're pretty fucking agile for fatsos, they'll flail in a sort of horizontal arc with a lot of reach, you don't really have a good opportunity to sneak up on them or attack them from behind, they turn pretty fast too. It can be done, but it's usually pretty tricky.

It's pretty easy to get a hang of the chainsaw and it makes Doom 3 a whole lot more fun.

>> No.1612124

>>1612087
>GET THE DUCT TAPE FLASHLIGHT MOD RIGHT THE FUCK AWAY
fucking casual

>> No.1612126
File: 39 KB, 332x412, revenant-stuck.png [View same] [iqdb] [saucenao] [google]
1612126

There. Sorry if this comes off as harsh -totally not my intention-

>> No.1612127
File: 724 KB, 1280x720, Screenshot_Doom_20140510_125130.png [View same] [iqdb] [saucenao] [google]
1612127

Neat.

>> No.1612129

>>1612127
That fucking repeating texture. Fuck.

>> No.1612132 [DELETED] 

>>1612126
if you want to really get into it get the original demo and play it in prboom-plus or whatever.

demo watching on youtube is for /!\ buzzword alert /!\ casuals

>> No.1612134

>>1612132
at least you admit you're mentally ill

>> No.1612136
File: 347 KB, 1280x720, Screenshot_Doom_20140510_125658.png [View same] [iqdb] [saucenao] [google]
1612136

>> No.1612142
File: 332 KB, 1280x720, Screenshot_Doom_20140510_125757.png [View same] [iqdb] [saucenao] [google]
1612142

>>1612136
I really dig the sense of scale a lot of Whitemare 2's maps have.

>> No.1612147
File: 443 KB, 1280x720, Screenshot_Doom_20140510_130126.png [View same] [iqdb] [saucenao] [google]
1612147

>>1612142
AAAAAAAAAAAAA

>> No.1612148

>>1612127
>>1612067
>>1612005
Whitemare really needs more detail.

No no, not crazy detail but...more detail. So it looks a bit more like the place it's representing.

>> No.1612150
File: 560 KB, 1280x720, Screenshot_Doom_20140510_130318.png [View same] [iqdb] [saucenao] [google]
1612150

>>1612148
What kind of detail would you add?

>> No.1612152

>>1612072
You should do the first run with sikkmod only ( try not to change too much the gameplay)
If you ever feel like playing it again, or hate the vanilla gameplay but want to give the game a second chance, try the perfected one ( it's almost a whole new game)
if you play custom maps share the experience with us

>> No.1612160 [DELETED] 

>>1612134
maybe, but i'm still right :-)

>> No.1612161

>>1612152
Will do.
Do you know any good custom maps?
preferably if they don't use resurrection of evil resources because i was too shy to tell about it to the /v/ anon

>> No.1612164

>>1612150
Just some custom textures would be good.

>> No.1612173

>>1612150
It's hard to be strictly objective about but nothing that would impede the flow of the level.
Though when you have big open areas, most times you have to have more detail.

That does not even have to be more sectors it can even just be the lighting (though I'd add more sectors for the areas that are wide and out in the snow).

>> No.1612186

>>1612161
I don't remember it's name and my doom3 folder was lost several times, but look for a medieval castle one.

>> No.1612228
File: 458 KB, 1280x720, Screenshot_Doom_20140510_133629.png [View same] [iqdb] [saucenao] [google]
1612228

>> No.1612297

>>1611606
Damagething for health and I think a_takeinventory works if you do it for basicarmorbonus, which is what the player has when they have any amount of armor.

>> No.1612309

>>1611323
...but that was my point as well dude.. As long as it's not a fucking stupid size compared to the length of the map, than who cares what it is. I have broadband so I don't care, but whitemare 2 so far has had a bunch of full MP3/ogg music tracks for levels that are like barely 5 minutes long, which is dumb. If it was a TC with a story or some shit and/or the music was original I wouldn't care, but for what otherwise is an ordinary megawad it was a dumb idea.

>> No.1612325

>>1611323
>if music or other non-essential data comprises more than 25%
or at most 50% of your wad it should be in a separate download.

I generally agree, but sometimes this can happen because you are good at keeping filesize down rather than because you've added too much. You can compress even truecolor pngs down pretty well with a textures lump, but you can't do anything to compress sounds/music.

>> No.1612350
File: 51 KB, 510x471, 1359017054851[1].jpg [View same] [iqdb] [saucenao] [google]
1612350

>can't stop thinking about this sick ass midi I just listened two days ago
>can't help but still listen to that little voice in my mind "make a goddamn map with that midi in mind, you double bastard"

please help me /vr/, should I kill myself?

>> No.1612357

can we get confirmation on this?

>>>/v/243038483

>> No.1612359

>>1612357
Yep.

>> No.1612362

>>1612359

wow, what a well-thought and fully-documented post you just did there.

>> No.1612372

>>1612362
>wow, what a well-thought and fully-documented post you just did there.

He was asked for a confirmation. "Yep." is a confirmation. If you wanted paragraphs of explanation, why not ask for them in the first place?

>> No.1612380
File: 1.98 MB, 640x360, zandronum 2014-05-10 18-38-21-03.webm [View same] [iqdb] [saucenao] [google]
1612380

>> No.1612392

>>1611865
Server's fault for allowing specs to talk to players.

>> No.1612395

>>1612380
An actor in each of the alcoves that only takes tank fire damage and runs a script on death that changes the window texture and spawns the fiery rubble?

>> No.1612396

>>1611865
>>1612392
I would like to imagine I could hold the doom community to a higher standard than, say, the GMod community since it's full of 9 year old autists, but some times I guess I'm just asking for too much.

>> No.1612401

>>1612380
Looks pretty cool, the smoke effects look a little odd and the aiming reticule flickering like that looks kinda strange.

>> No.1612407

>>1612380
That looks like it would be unbelievably laggy on low-end computers.

>> No.1612410
File: 1.98 MB, 640x360, zandronum 2014-05-10 18-55-11-89.webm [View same] [iqdb] [saucenao] [google]
1612410

>>1612395
you are right on the actors part. But there are no scripts running here... It's a pretty simple Decorate trick that allows an entire level to be destroyable like this in minutes.

>>1612401
That's a way to tell that the canon still is loading, and you can only use the machinegun.

>> No.1612414

>>1612410
Could you make the flickering more uniform? It's distracting to have it seemingly randomly flash like that.

>> No.1612417

>>1612410
>you are right on the actors part. But there are no scripts running here... It's a pretty simple Decorate trick that allows an entire level to be destroyable like this in minutes.

Ah, I thought the alcoves were 3d and not a graphic (which seems not to be the case from the webm you just posted.) Are you actually changing the level texture or is that just a billboarded actor sprite?

>> No.1612418

>>1612410
>It's a pretty simple Decorate trick that allows an entire level to be destroyable like this in minutes.
>entire level is loaded with active Decorate actors

RIP FPS

>> No.1612420

>>1612407
Not really. theresn't actually much stuff going on. One rocket in Brutal Doom spawns twice as much more actors than one acove exploding, so if you can run BD, this will run fine.

Unless if you are exploding this many >>1612410 at the same time of course.

>>1612414
sure.

>> No.1612421

>>1612410
>That's a way to tell that the canon still is loading, and you can only use the machinegun.
Why don't you have something like Battlefield where you have an indicator on the HUD that says CANNON: READY and when you fire it says something like CANNON: RELOADING - it'd make much more sense than say, making the hud flicker like your tank has had a power outage

>> No.1612428
File: 86 KB, 800x600, [Dusk]_ZH_in_a_nutshell.jpg [View same] [iqdb] [saucenao] [google]
1612428

>>1612396
Mods like that pretty much generate their own community. Guy finds mod, tells likeminded buddies about it, brings them in, etc.

Then you get shit like Zombie Horde's community.

>> No.1612429

>>1612417
decals.

>>1612418
They don't have a graphic to be rendered, and they don't have gravity to be calculated. This will work fine.

>>1612421
yeah, seems like a better solution. Thanks for the suggestion.

>> No.1612468
File: 201 KB, 1360x768, Screenshot_Doom_20140510_172739.png [View same] [iqdb] [saucenao] [google]
1612468

I guess I'm pretty cool myself.

>> No.1612486
File: 98 KB, 600x850, 1398213281589.jpg [View same] [iqdb] [saucenao] [google]
1612486

Aight guize geddin here:

:: [BE] New York :: Cerulean Horizon Modern

>> No.1612493

>>1612380
That's... actually incredibly fucking sick.
You have my interest.

>> No.1612495

>>1612410
>>1612380
Love it. Nice work.

>> No.1612496

>>1612486
Doom: Angry Marines Battle Arena.

>> No.1612501
File: 39 KB, 165x106, misdreavus-amazed.png [View same] [iqdb] [saucenao] [google]
1612501

>>1612410
>all that construction dust
>all the scattering rubble
That really is fucking cool as shit.
I'd say the huge clouds of dust would persist at least two or three times as long, realistically, or, at least have a chance of sometimes persisting longer.
Fires would emit pillars of smoke too.

But either way, that's genuinely really really cool.

>> No.1612530

Man, Doom 3 really is different to the previous games. My thoughts on it so far:
I like the atmosphere but I hate the weapon sounds so fucking much.
The hitscanners can go suck a dick.
The new pinky is pretty scary.
The No Duct Tape on Mars thing. I feel it's pretty stupid, and doesn't contribute much. I'll try a mod and then see if Iike it better.
>>1612410
Just a question, what kind of gamemode would this go with?

>> No.1612547

>>1612530
>I like the atmosphere but I hate the weapon sounds so fucking much.
try this
https://www.youtube.com/watch?v=douuiUdyGEI

>> No.1612552
File: 80 KB, 402x496, back_of_the_knee_edit.jpg [View same] [iqdb] [saucenao] [google]
1612552

I tried

>> No.1612560

>>1612547
>that shotgun sound
Fuck, it sounds familiar. Isn't it the Deus Vult 2 shotty sound?
And yeah, they sound meatier. Thanks for the rec.
>>1612552
Haha, I like it.

>> No.1612562

>>1612552
10/10

>> No.1612563

>>1612486
servers back up

>> No.1612568

>>1612552
I don't get it.

>> No.1612569
File: 267 KB, 440x440, 1399240175447.png [View same] [iqdb] [saucenao] [google]
1612569

>>1612552

>> No.1612572
File: 93 KB, 600x2300, 1376478028590.png [View same] [iqdb] [saucenao] [google]
1612572

>>1612568

>> No.1612576
File: 24 KB, 400x405, tendlelkar 2.jpg [View same] [iqdb] [saucenao] [google]
1612576

>>1612552

>> No.1612578

>>1612572
Oh, now I remember that.

>> No.1612581

>>1612568
Duke is doomed

>> No.1612586

>>1612568
douk can't into sex

>> No.1612589

I need a drawfag. I am the guy who would like higher painchance in doom 3 and I really need someone to draw this:
>Betruger as a kid, already lacking hair
>He has a cliche evil hat and cape, and a paint mustachio
>He laughs evily while throwing little sticks and dirt to a monster truck

>> No.1612595
File: 2.22 MB, 290x595, 1365310098502.gif [View same] [iqdb] [saucenao] [google]
1612595

>>1612589
>I need a drawfag. I am the guy who would like higher painchance in doom 3 and I really need someone to draw this:

What the hell does any of this have to do with each other.

>> No.1612598

>>1612595
I don't really know, but it is probably related to this cold I have.
My brain just refuses to work how it is supposed to.

>> No.1612634
File: 17 KB, 320x220, slugworth[1].jpg [View same] [iqdb] [saucenao] [google]
1612634

Do it, /doom/

Go steal that formula

>> No.1612653 [DELETED] 

>>1612420

Namefag.

>> No.1612654
File: 265 KB, 763x600, Hypnotoad.png [View same] [iqdb] [saucenao] [google]
1612654

Hey Faggots, My name is HypnoToad, and I hate every single one of you. All of you are fat, retarded, 16-year-olds who spend every second of their day working on stupid ass mods. You are everything bad in the world. Honestly, have any of you ever fought any duels? I mean, I guess it’s fun making fun mods for people because of your desire to have a good time, but you all take to a whole new level. This is even worse than not joining playing on the SUNS server (where all the cool 4channers like you hang out.)

Don’t be a stranger. Just hit me with your best shot. I’m pretty much perfect. I'm captain of the SUNS team, and have the most kills on my zandronum account out of everyone in my clan. What sports do you play, other than “mod and map and enjoy doom on 4chan”? I also have a perfect record in 1v1, and have a banging hot girlfriend (She just blew me; Shit was SO cash). You are all faggots who should just kill yourselves. Thanks for listening.

Pic Related: It’s me and my bitch

>> No.1612657

>>1612654
10/10

>> No.1612658

>>1612657

10/10

>> No.1612659 [DELETED] 

>>1612653
What's wrong with that?

>> No.1612665 [DELETED] 

>>1612659
don't

>> No.1612674 [DELETED] 

>>1612659

Sgt. has shown to be a huge ego maniac over time. He's a pretty big attention whore.

>> No.1612681 [DELETED] 

>>1612674
I'm well aware, but he has a right to.

>> No.1612695 [DELETED] 

>>1612681

Yeah, but we shouldn't make it easy for him. He kind of makes us look like dicks.

>> No.1612696 [DELETED] 

>>1612681
>but he has a right to
No, nobody has a right to.

>> No.1612697 [DELETED] 

>>1612696
goodbye
>>>/v/

>> No.1612702 [DELETED] 

>>1612697
>he does not have a right to be an ego maniac
>go to /v/
???????????

>> No.1612703 [DELETED] 

>>1612697

He does have the right to get banned from nearly every Doom forum he signs on to.

>> No.1612704 [DELETED] 

>>1612695
And we give a fuck since when
Fucks appart, this guy is a living proff of the faggotry being reversible. A very, VERY strange thing to happen, but still a thing.

>> No.1612705 [DELETED] 

>>1612702
I meant that he had a right to trip.

>> No.1612707
File: 204 KB, 404x416, 1377044467408.gif [View same] [iqdb] [saucenao] [google]
1612707

>>1612552
>dat pic

>> No.1612708 [DELETED] 

>>1612705

Perhaps we should just stop. Everytime somebody discusses Sgt's douchiness he grows in power. Soon he'll be able to unleash the ancient, long buried, magnificent twenty evils buried beneath the earth's soil.

>> No.1612720

https://www.youtube.com/watch?v=uIwCxEbhQJ4
What the hell, why this appeared as a suggested video?
And that comments!

>> No.1612723
File: 27 KB, 367x451, AH HAHAHA FAGGOT.jpg [View same] [iqdb] [saucenao] [google]
1612723

>>1612720
>That mouse pointer on the screen

>> No.1612730

>>1612658
/1010

>> No.1612731

>>1612720
>Looks like Costco on a Saturday morning

>> No.1612756 [DELETED] 

>>1612730
21/12

>> No.1612759

>>1612720
I don't know what's worse, the poorly done wad, or the poorly done video.

>> No.1612797

>play doom 3
>realize my sounds are played on slow-mo (shoot the shotgun, the shot is heard while I'm fucking reloading, for example)
>uninstall
>go play Doom
>the problem persists
>restart, everything's fine now
>realize I have to redownload Doom 3 on a piss poor connection if I want to play again
Goddamn.

>> No.1612846

Well fuck I WAS gonna have a flamethrower thing bound to the zoom key for the arm cannon, but it turns out you can't just hold the zoom key and keep it held in a particular state. So that's a bust.

Would you guys be okay with a short range flail attack that launches out of the barrel of the arm cannon and smashes into fuckers before retracting?

>> No.1612860

>>1612846
Dude, it's your mod, do whatever you want. But that does sound fucking awesome, I'd love to have it in GMOTA. It'd be even cooler if it were on fire.
Keep up the good work.

>> No.1612864

>>1612860

a flaming spiked ball on a chain? I could probably do that.

and it may be my mod, but I still wanna give you guys a heads up lest I'm letting folks down who might have been hyped for the flamethrower thing. Cus really at the end of the day, you're the ones playing it more than me for right now, so your input is important.

>> No.1612868

>>1612846
aw yeah
time to go no country for old men on fuckers

>> No.1612872 [DELETED] 

>>1612864
>>and it may be my mod, but I still wanna give you guys a heads up lest I'm letting folks down who might have been hyped for the flamethrower thing. Cus really at the end of the day, you're the ones playing it more than me for right now, so your input is important.
Yeah, I guess that's true. But the way you said
>Would you guys be okay for some reason made me feel bad. Anyway, keep up the good work, and good luck on the flaming spiked ball, that sounds rad. Do you have an estimate as to when the next major update might be.

>> No.1612876 [DELETED] 

>>1612872
for some reason made me feel bad. Anyway, keep up the good work, and good luck on the flaming spiked ball, that sounds rad. Do you have an estimate as to when the next major update might be. Shouldn't be quoted, my bad.

>> No.1612885

>>1612864
>and it may be my mod, but I still wanna give you guys a heads up lest I'm letting folks down who might have been hyped for the flamethrower thing. Cus really at the end of the day, you're the ones playing it more than me for right now, so your input is important.
Yeah, I guess that's true. But the way you said
>Would you guys be okay for some reason

made me feel bad. Anyway, keep up the good work, and good luck on the flaming spiked ball, that sounds rad. Do you have an estimate as to when the next major update might be.

>> No.1612897

>>1612872
>>1612876
>>1612885

Boy you borked the second half of that post pretty badly, anon.

as for an estimate, I'd like to least get this shit finished before July. The longest part of this is gonna be gettin player sprites for Blaz, and as long as I stayed focused and keep the goofing off to a minimum, progress stays steady. Here's what I got left to do:

>Retool a few of the subshot projectiles and give them new sprites
>make help screens
>get those new sword sprites implemented,
(though I gotta wait for Mike on this one, but from the WIP image he's shown me, it's gonna be well worth it)
>get Blaz some player sprites
>get a new font
>replace the invuln sphere with some other shit
>implement arcane chicken, mystic wine, and food barrels
>maybe look into a points system
(Ijon's really got me warmed up to the idea)
>Get some better monsters for better difficulty shiz
(Vince is on that, I don't doubt his abilities, though I pray he doesn't go full sadist and implement a flying chaingunner equivalent for GMOTA)

v1.0's gonna be the big motherfucker of updates.

>> No.1612906
File: 7 KB, 247x281, sweating_doomguy.png [View same] [iqdb] [saucenao] [google]
1612906

Hey /vr/, Doombro here.

I'm working on a couple of new comics! The first one should be out by the end of the week (or the next couple days if I'm lucky).

Happy DOOMing!

Also, does anyone know if Reelism support multiplayer?

>> No.1612914

>>1612906
>Also, does anyone know if Reelism support multiplayer?
Someone ported it to Zandronum, but it sucked. You can play over GZDoom's multiplayer if you know how to work that.

>> No.1612917
File: 10 KB, 347x444, salami.png [View same] [iqdb] [saucenao] [google]
1612917

>>1612914
Yeah I can probably Hamachi it.

>> No.1612925
File: 26 KB, 312x750, 1399177505769.png [View same] [iqdb] [saucenao] [google]
1612925

>>1612552
>back of the knee maybe

>> No.1612927

>>1612897
That point system sounds really cool, it would fit the mod IMO, and it could make a really fun multiplayer mode, first person to 10 000 wins or something.

>> No.1612932

>>1612917
I genuinely wish you good luck, I don't know why, but ZDoom has atrocious multiplayer support.

A genuine LAN would probably be the easiest option, but even at that point, there's a multitude of things that will just refuse to work. I don't know why they don't fix it.

>> No.1612934

>>1612927
Theres a doom port that had a score system. I do not remember what it was called, but I agree a point system would be a nice way to spice things up.

>> No.1612935

>>1612927

If I get points added, it'll probably be ijon's wizardry, and I'll want to make sure point values come flying up out of slain monsters and picked up baubles

>> No.1612936

>>1612897
>points system
FUCKING YEAS DO IT!
I love being able to work up points and score, not for any reason, but just because it feels good, benefits or not.

>> No.1612939

>>1612932
Not him but I never had any problem with it. You just type some shit and poof, multiplayer.

>> No.1612963
File: 6 KB, 200x200, 1335064333607.gif [View same] [iqdb] [saucenao] [google]
1612963

>>1612939
>>1612932
Will try, thanks.

>> No.1613001

>>1612897
>New sword sprites
I was not aware this was going to be a thing.

So no more Quietus?

>> No.1613007

Anyone got the fixed Doom box art?

>> No.1613013
File: 2.69 MB, 652x368, Livestream Procaster-20140510-170937_696.webm [View same] [iqdb] [saucenao] [google]
1613013

fuckin' afrits.

>> No.1613017

Non-Doom question coming up because I don't think this warrants its own thread (unless anyone is in the mood to talk about Build engine games):

What in the world determines weapon drops in Blood? Sometimes I kill an enemy and get a shotgun/tommy gun, other times I get nothing.

>> No.1613021

>>1613017
We're all in the mood to talk about Build games.
This is just as much a 2.5D FPS shooter general as it is a Doom general

>> No.1613028

>>1613013
That looks cool; What is it?

>> No.1613039

>>1613028
RGA2 on Scythe2 and vrskins. There's a server that has it all set up in the browser. Not sure if they'd be that bad in vanilla since RGA2 makes a lot of modifications to enemy behavior though.

>> No.1613041

>>1613039
Afrits are a part of Scythe 2, not RGA2.

They act the same way.

>> No.1613049
File: 39 KB, 337x450, bruce-dickinson-pop-singer-of-rock-band-iron-maiden[1].jpg [View same] [iqdb] [saucenao] [google]
1613049

Ey /doom/, how many sidedefs E1M1 has?

>> No.1613074 [DELETED] 

>>1609314
is there a place to keep up with Hdoom besides this general?

I'd rather not nag the dev or anyone else, but it would be nice to have a place to keep track of it

>> No.1613087

>>1609449
Yeah I'm stuck on Map 22 as well and I'm only playing on Full Ultra-Violence. Those fucking chaingunners man. And if I immediately drop off the platform into the hurt floor to try and dodge around I always accidentally run into a spectre because I'm looking at the chaingunners and then a revenant's homing missile hits me. I'm getting pretty agitated now.

>> No.1613143

>>1611553
>doom RPG
>invisible cyberdemon with 64000 health
>takes 10 minutes of circlestrafing to kill

>> No.1613156
File: 31 KB, 640x400, shit was knee deep in the cash.png [View same] [iqdb] [saucenao] [google]
1613156

>>1612654
Hey Demons,

My name is Doomguy, and I will RIP AND TEAR every single one of you. All of you are disgusting, satanic creatures with HUGE GUTS who spend every map getting shot. You are everything bad in Hell. Honestly, have any of you ever gotten any Megaspheres? I mean, I guess it's fun hiding in closets for a while to ambush people, but you all take to a whole new level. This is even worse than being telefragged by the Icon of Sin.

Don't be a free kill. Just hit me with your best projectile. I'm pretty much perfect. I was the captain of the straferunning squadron, and went through Hell and back out. What difficulty do you play, other than "I'm too young to die"? I also get BFG9000's, and have a piece of blue armor (She just protected me; Shit was SO DYNAMITE). You are all things who should just infight yourselves. Thanks for nothing.

Pic Related: It's me and my rabbit

>> No.1613163
File: 18 KB, 1000x700, 1399787257.png [View same] [iqdb] [saucenao] [google]
1613163

>>1613049
well i never

>> No.1613170

>>1613163
Every time I see pics of map editors I think "Hey, that looks like a roguelike". Then I think how cool would be a Doom Roguelike.
Then I realize there's one already and roll my eyes at my stupidity.

>> No.1613176
File: 45 KB, 1265x239, Doomguy and his rabbit.png [View same] [iqdb] [saucenao] [google]
1613176

>>1613156
Infinitely better, thanks anon.

>> No.1613178
File: 24 KB, 256x256, 1316609384824.jpg [View same] [iqdb] [saucenao] [google]
1613178

>>1612380
Looks pretty noice m8.

Thought about making the turret mouse sensitivity lower though so it feels more like you're aiming this huge, slow cannon?

Not realistic tank turret speed slow, but slower so there is a bit more of a of a disconnection between the player being on foot and then suddening in a bigass tank.

>> No.1613179

>>1613176
man, yotsuba b is ugly as sin

>> No.1613181

>>1613179
Tomorrow is the only scheme that doesn't hurt my eyes just to look at.

>> No.1613191
File: 46 KB, 1269x237, Doomguy and his rabbit.png [View same] [iqdb] [saucenao] [google]
1613191

>>1613179
>>1613181
Wow, I need to check the settings further... Anyways.

>> No.1613207

>>1613181
True. Photon is the worst one imo. Just... ugh.
There's also that AppChan thing to add more themes, which is nice. But I like 4chanx better.

>> No.1613212
File: 28 KB, 376x514, cap.png [View same] [iqdb] [saucenao] [google]
1613212

>>1613176
I made that copypasta a year ago anon.

>> No.1613220
File: 28 KB, 377x515, This is you.png [View same] [iqdb] [saucenao] [google]
1613220

>>1613212

Oh yeah well I made you 24 years ago.

>> No.1613224

>>1613212
>An exact year from now.
So you samefagged both versions of the pasta or it was a macabre coincidence?

>> No.1613228

>>1613224
The latter

I do not understand the appeal of samefagging and sockpuppets either. If anything I wish to see IDs on more boards

>> No.1613307
File: 12 KB, 177x196, 1365219960260.png [View same] [iqdb] [saucenao] [google]
1613307

Havent heard much about CyberRunner.. whats going on?

>> No.1613314

>>1613307
Ijon stopped coding, nobody mapped for it, it could barely be played on any mapsets, glitches kept popping up nobody knew how to fix, Terminus quit.

>> No.1613327

>>1613307
It can only be played on very specifically made maps, which nobody wanted to make, so the creator abandoned it and is now working on a very bitchin' Metroid mod for Zandro.

>> No.1613360

>>1613228
as a lifelong anxiety sufferer i think the ability given by anonymous posting to "fail in public" with no lasting consequence is highly precious and desirable. "samefagging" and "sockpuppets" are downsides that i am willing to live with.

>> No.1613370

>>1613314
>>1613327
if some people were willing to map for it would he someday return to it?

>> No.1613374

>>1613370
Maybe? You'd have to ask him.

>> No.1613389
File: 64 KB, 1103x361, 4chan.jpg [View same] [iqdb] [saucenao] [google]
1613389

>>1613179
I need everything to be dark or else I go fucking blind. I got a custom theme from a guy in Metal Gear general on /vg/ and I've been using it ever since.

>> No.1613396

>>1613163
Why do so many of the maps look like fancy super soakers?

>> No.1613403

>>1613396
a better question is why super soakers look like doom maps

>> No.1613409
File: 110 KB, 786x1017, baron_of_hell_by_laggyzaki-d6ltje3.jpg [View same] [iqdb] [saucenao] [google]
1613409

Mappers, how do you go about using Barons properly and not stupidly?

Players, what are some good examples you've seen/can think of of using Barons well, what are some examples of using them in stupid ways?

>> No.1613425

>>1613409
>Using Barons well
E4M1 on UV
E3 in general on UV
Scythe and Scythe 2 use them pretty well overall.

They are best in pairs or trios

>Using Barons stupidly
E4M2
Throwing them in groups as a massive HP wall.

>How to use Barons well
Pincer attacks are fun.
The idea is to make them a threat instead of just some tough guy.

If you are spawning monsters in do it steadily and pepper Barons in there so they can trickle in.
If you just make a bunch at once it becomes tedious instead of fun.

Same goes for Hell Knights too really even if they have like half the HP.

>> No.1613432

>>1613409
Barons are often treated as walls or tanks. They're best used sparingly unless you have set up the player to have some heavy ordinance or some way to deal with them, like crushers or infighting.

Also, back them up with other monsters like Demons to limit player movement, Imps, Chaingunners or Shotgunners to make players prioritize killing the smaller things while keeping away from the baron attacks, and also consider that Hellknights do the exact same damage while not being as time consuming to take down.

If you have a place where the player is just ducking back and forth around the same corner over and over shooting the Baron until it dies, that's probably not a very good baron placement. Using pillars as cover is a little bit more interesting,(especially with multiple barons) or making it so you don't have cover and need to keep moving around hazards or limited space helps make the barons more threatening.

Remember that a baron by itself is not really dangerous. Most seasoned Doom players can easily anticipate their slow movements and attacks so if you're going to use them, find a way to make them dangerous instead of just a ammo sink.

>> No.1613438
File: 48 KB, 354x279, 1387258840463.png [View same] [iqdb] [saucenao] [google]
1613438

>>1613425
>>1613432
Good posts.
Just on their usage, I'd imagine using them up close in an area they're closing in on but I'm not sure what the line is between bullshit use and cool fight.

For example in a hallway with some room to maneuver but not enough to allow circle strafing and the shots are usually coming from 20-30m away at most.

>> No.1613490
File: 509 KB, 1600x1200, Chibi Doom 2.png [View same] [iqdb] [saucenao] [google]
1613490

Oh my god, this is so awesome, found it in the doom image folder
Is there anything like this for real? I'd play the shit out of that

>> No.1613491

>>1613490
I remember downloading something called Doom RTS. I don't remember it being good, though.

>> No.1613509

>>1613491
Yeah this thing. It didn't get too far but might be fun for a few minutes.

http://www.doomworld.com/vb/doom-general/48029-doom-rts-downloads/

>> No.1613548
File: 57 KB, 600x543, 1295409140987.jpg [View same] [iqdb] [saucenao] [google]
1613548

Just finished Brutal Doom in "12 in a 10 scale of bad-ass" difficulty at Doom2.
Ask me anything har har

>At the end of Living End have just 100 hp when I'm climbing the stairs
>try to decide if I want to fight the Cyberdemon or not
>Give it a try
>splattered and he made pasta out of my intestines a few times
>Kill it after 4-5 tries head to the last level
>Oh hey it's not "real" icon of sin how could it be hard anyway?
>I'll pump a few rockets and I'll be fine
>teleport
>Revenant raining misilles on me
>reach the elevator button and I heard a familiar flamboyant martian shriek
>Arch-Vile, damn thing spawned an Arch-Vile just to deny me out
>Try to call the elevator, as elevator came down I attempted to step closer
>Nope, denied and blasted away
>get on the elevator again
>nope, denied and blasted away as elevator goes up
>Burn like a bitch and melt in acid a few times because of the fixated Arch-Vile spawn
>finally once killed the first Arch-Vile it sends with Plasma burst fire
>It took me 2 elevator visits to rock it up
>but still made it just before it spawns another Arch-Vile to go "lol denied"
What's a good balanced wad to play BD with? Don't suggest a slaughter wad because with the current state of Arch-Viles and Revenants I don't think it'd be fair. Revenants snaps in two and still keeps throwing misilles at you, waddling on their hands around, and Arch-Viles hit really hard until you hug a wall

>> No.1613553

>>1613548
Since Brutal Doom has mouselook on why call the elevator at all? Why not just cheese the Icon?

>> No.1613563

>>1613553
Not as fun? Also, I think he's playing the optional bonus level that Mark made as a replacement for D2M30 (because frankly, as cool as the Baphomet was when I first saw him, as a boss battle, he's kind of lackluster)

>> No.1613568

>>1613553
Guess I wanted to do things right. Even it would cost me getting killed a few times.
Brain hole is abit smaller compared to the original in BD as I remember to prevent abuse from lower levels. At least have to stay at the top level while taking revenant misilles to face.

>> No.1613575

>>1613563
It wasn't Baphomet I cannot stand fighting that thing more than like a minute at higher difficulties.

I either have to cheese it out by going "BFG to the face from up close" all the way from the start by jumping on the altar and dropping down, looking for cell ammo like a madman and grabbing all soulcharges in the process
>or
I doom myself to stay at the small gate under the stairs to altar (because lightning attack is not fair at all) and around the end of the fight I have to grab invulnerability at the right side by jumping on shit load of step stones then have to cheese it with BFG to the face tactic again.

I can't stress that.

>> No.1613612

And let's not forget the AAAOOOOOOOOOOOOOOOOOOOOOUUUUUUUUUUUUUUUUUUUUUUURRRRGGGHHH that ALWAYS drains your health without you having much else to do about it - 62 HP no less

>> No.1613629

>>1613612
it is the end boss of hell, it's remarkable you can even stand in its presence and not take damage constantly

>> No.1613642
File: 54 KB, 641x729, 1398842997914.jpg [View same] [iqdb] [saucenao] [google]
1613642

>> No.1613649
File: 424 KB, 888x1200, 1310511383425.jpg [View same] [iqdb] [saucenao] [google]
1613649

>>1613553
I use mouselook but if I know some part of the level clearly never expected it's use (like an icon of sin) I don't use it.

I'm also sick of fighting icons and I think many others are as well, custom boss monsters are much more acceptable now.

Just on Brutal Doom though that huge boss level that Mark made as a sort of experiment a while ago looked pretty damn cool as a concept.

>> No.1613661

>>1613612
You can take cover behind the small stones for scream attack and kill small foes with minigun to heal (cruelty bonus if you chop them off and shit on them with minigun)

But if you wanna hide from lightning attack as well, you have to stick to the small gateway under the altar and fend off the mob with super shotgun (shoot single shots with altfire) and plasma gun. Kick them off when needed it deals really nice damage (Remember to bind kick button from the controls; there are no default value for that, my bind is Q. you picked up berserk pack already right?)

To damage Baphomet be on the open, and on the move. swap to rocket launcher or plasma gun, aiming for head. To not waste cell ammo any further; going close and whacking a few BFG shots once in a while would be cool. Remember his direct flame attack deals tremendous amount of damage.

Remember to go at the right side of the map and pick the invulnerability or megasphere (I can't remember well, but it was a valuable pickup) from the up high stepping stones

>> No.1613673

>>1613661
>You can take cover behind the small stones for scream attack

that won't stop you from receiving damage. and yes, I DID played Sgt. Mark's IoS; WE DID played when it was out.

Turns out you can't pick the Megasphere without resorting to jump, and there's no point in getting the soulsphere at the altar if the IoS will automatically scream at you after doing the taunt.

Also who the fuck puts the backpack at the end of a MAP30 corridor?

>> No.1613691

What's the proper loading order when playing maps that use texture packs such as the CC4 one?

First the map and then the textures?

>> No.1613697

>>1613691
i'd load the textures first in case the map overrides anything in it

>> No.1613698

>>1613673
>You can take cover behind the small stones for scream attack
>that won't stop you from receiving damage
You need to crouch behind those stones.

>> No.1613707

>>1613673
man, I just tried (at the same difficulty and he handed my own ass to me, but) it works! Taking cover behind will prevent you from taking further damage from scream.
Take the soulsphere and take cover between a stone if you don't like it. I prefer stand there and take pot shots at its head with RL

>Also who the fuck puts the backpack at the end of a MAP30 corridor?
Because, IoS area have shit load of ammunition already?

>> No.1613710
File: 777 KB, 245x223, giphy[1].gif [View same] [iqdb] [saucenao] [google]
1613710

>> No.1613740

>>1613548
A good balanced was to play BD with?

Use BDSE first
Then try something like Unloved.
I thought they work together pretty well.
Scythe 1 is alright but it becomes a slaughterfest towards the end.

DTWID works fine.
Switcharoom too.

I don't use Brutal Doom or BDSE that much though.
There are other mods I enjoy much more.

>> No.1613743

>>1613698
>>1613707
how does that work? decorate calls A_Explode and crouching down blocks line of sight?

>> No.1613746

>>1613691
Textures > Maps > Gameplay mods

>> No.1613749

>>1613743
After I trigger his rise by approaching the altar at the middle I turn to my left and get behind that small pillar at the back, and hug it (not the mega armor pillars). If you go behind the pillar that's at the right, you have to crouch behind it.
Also that sunuvabich spawns Arch-Vile at the higher difficulties to deny you out from the small gateway under the altar

>> No.1613758

>>1613749
yeah that's what i did, and it worked. i just wondered *how* it worked. i suppose A_Explode is the equivalent of rocket splash damage which means it only works if you have line of sight to the thing that is "exploding".

>> No.1613786
File: 11 KB, 428x410, 1330633616282.png [View same] [iqdb] [saucenao] [google]
1613786

So I'm playing Samsara as Duke and kill a spiderdemon with the freezethrower.....and hear a totally different death sound.

Repeated it again and get the same sound, the cyberdemon also has a different death sound when killed by the freezethrower.
Other monsters just play the standard "freezing" sound.

They sounded pretty neat, the spiderdemon had this metallic sounding shriek like a mechanical archvile or something while the Cyberdemon had a different type of fading roar.

>> No.1613793
File: 4 KB, 190x200, 1399672011495[1].jpg [View same] [iqdb] [saucenao] [google]
1613793

Pffft.

>>1613758

Radius_Quake, actually. Here's the DECORATE straight from the file itself.

See:
TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
TNT1 A 0
ICOS ABCCBA 5

TNT1 A 0 A_PLaySoundEx("brain/sight", 4, 0, 2)

ICOH ABCBABCBABCBABCBAABCBABCBABCBABCBA 6
ICOS AB 5
TNT1 A 0 A_PLaySoundEx("ICOBREAT", 4, 0, 2)
ICOS CCB 5
//rawr
TNT1 A 0 A_PLaySoundEx("CLOVERFI", 4, 0, 2)
TNT1 A 0 Radius_Quake (22, 170, 0, 64, 0)
ICOA ABC 5

ICOA DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 5 A_Explode(2, 5000)
ICOA DDDDD 5
ICOA CBA 5
Goto Summon

Radius_Quake works as ["intensity" -from 1 to 9-, "duration" (in tics), "damrad" (damage radius in 64x64), "tremrad" (tremor radius in 64x64), and finally "tid" (which is the Thing ID for the foci, if it's 0 then whatever activates it is the focus)]

As you can see from the line itself

>TNT1 A 0 Radius_Quake (22, 170, 0, 64, 0)

The roar plays in 170 tics while doing damage by the tremor alone, also here's the roar that plays every now and then too

Roar:
TNT1 A 0
TNT1 A 0 A_StopSound(4)
TNT1 A 0 A_PLaySoundEx("ICOBREAT", 4, 0, 2)
ICOS ABCCB 5
TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
TNT1 A 0 A_StopSound(4)
TNT1 A 0 A_PLaySoundEx("CLOVERFI", 4, 0, 2)
TNT1 A 0 Radius_Quake (22, 170, 0, 64, 0)
ICOA ABC 5

ICOA DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 5 A_Explode(2, 5000)
ICOA DDDDD 5
ICOA CBA 5
TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
Goto Ready

>Yes, the Cloverfield scream plays at full volume; lovely :^)

also

>damagefactor "BFG", 0

Just to be sure, I guess?

>> No.1613806

>>1613017
I'm pretty sure it's just pure RNG.

>> No.1613819

>>1613740
Beyond Hell on Earth. It's an official Brutal Doom expansion in progress (but not made by me). Currently it has a 14 maps done out of a planned megawad. It also features new guns and new monsters.

https://www.dropbox.com/s/lj4jugvfa0o7lge/BYHAE.pk3

>> No.1613824

>>1613819
>Currently it has a 14 maps done out of a planned megawad

Are you making all or some of the maps?
I quite like your style.
I have not played BD in ages (since v18a) so I'd play this to check out whats new in BD.

Not who you're talking to btw.

>> No.1613829

>>1613824
No. This is made by a different guy. I just help him with a thing or other, but he is making 95% of the work alone.
You can follow his progress on his facebook page. pages/Brutal-Doom-Beyond-hell-and-earth/609278359086854

About me, yeah, I have a planned megawad called Extermination Day in progress, I got 12 maps done, but I don't think I will able to make past 20 maps (I'm looking for quality over quantity, and I think it's pointless to make 10 rushed maps just to call it a megawad)

If you haven't played BD since 18a, I highly recommend you to not play v19, and wait a bit longer for v20. v19 will look like shit when compared with v20.

>> No.1613834

>>1613829
>>1613819
So hey I was wondering, did you try out Brutal Doom SE?

If so, did you agree with the balance changes it came with?

>> No.1613838

>>1613829
I'm in no rush, playing Samsara at the mo and working on my own level anyway so I'll wait.
Agree on the megawad and not going to 32 maps. I don't see the appeal in filling all 32 slots anyway, it seems more just for the sake of saying "ID did 32 so I'll do 32".

You see some mapsets that try to get that many done and it just stretches things out and things don't seem so fresh and cool.
Does this thing have it's own moddb page?

As for the 12 maps, you mean they're finished and ready or planned along with the other fellow?

>> No.1613842

>>1613834
Yes, but I didn't noticed anything different besides the chainsaw alt fire and old plasma alt fire. Or did I missed something?

>>1613838
These 12 maps are already finished and playable, but at least 5 or 6 needs a revision (detail-wise).

>> No.1613846

>>1613842
Rocket grenades and I think some enemies were weakened slightly.
I notice Chaingunners in particular don't hurt much at all in BDSE.

My favorite thing about BDSE is the grenade altfire for the rocket launcher.

>> No.1613864

>>1613842
Ah right, I'm happy to wait around for them to see what you and he have cooked up.
I'll check the FB page as well.

>> No.1613954

>>1613846

That thing broke maps pretty hard though.

>> No.1613957

>>1613842
Doubled bullet capacity I think.

>> No.1613960

>>1613490
http://www.doomworld.com/vb/doom-general/67798-doom-wars-v1-3-rts-in-doom-universe/
I guess we could organise and play few matches.

>> No.1613974

Hey Mark, is there any chance you could make some mutators into CVARS for v20?

>> No.1613986
File: 188 KB, 960x1209, John Romero.jpg [View same] [iqdb] [saucenao] [google]
1613986

>>1613403
>Hangar
>Shaped like a Super Soaker
I knew I wasn't alone in thinking this.

>>1612552
Change Johnny to Duke, that'll make it best.

>> No.1613991

>>1613409

am I the only one who likes fighting walls of barons? I love slinging rockets at them.

>> No.1614013
File: 501 KB, 800x1045, 4d7.jpg [View same] [iqdb] [saucenao] [google]
1614013

>>1613986
>Change Johnny to Duke
That's what he was trying to do.

>> No.1614018

>>1613991
no you are not, i also find it quite satisfying

>> No.1614024

>>1613786
Yeah, Samsara is chock full of neat little touches and polish.
my favorite: summon chicken2 and then use BJ's flamethrower on them.

>> No.1614070

>>1613178
is this even possible?

>>1613974
No. I would need to learn how CVARs works first. This would be something that would probably eat a lot of time. Better spend this time fixing the sprites and sounds, and working on my Tank mod. CVARs can wait until v21.

>> No.1614078

>>1614070
Hm, alright then.
What are you doing with the sprites?

>> No.1614103
File: 4 KB, 200x90, 125236.png [View same] [iqdb] [saucenao] [google]
1614103

>>1614078
improving them.

>> No.1614131

>>1614103
I would...not call that an improvement.

>>1614070
>No. I would need to learn how CVARs works first. This would be something that would probably eat a lot of time.
Seriously just ask Terminus already.

>> No.1614151

>>1614103
I don't think that looks any better, but I'd have to see it in motion to say for sure.

Really like the destructible buildings though.

>> No.1614162
File: 73 KB, 640x480, Vaporware_Demo.png [View same] [iqdb] [saucenao] [google]
1614162

>> No.1614170

>>1614131
Well, you can see that the blood is sharper and more detailed, and have more colors. I think it's looking much better now.

And I don't think Terminus is available to be my particular CVAR teacher. I will learn these stuff after I finish v20.

>>1614151
The destructive buildings are not from Brutal Doom. It's for a completely different mod.

>> No.1614173 [SPOILER] 
File: 401 KB, 666x789, 1399833731431.png [View same] [iqdb] [saucenao] [google]
1614173

Skulltag

>> No.1614183

I need help. Long time ago, I posted my wad here and I want to know if anyone still has it. My harddrive died, dropbox got wiped and I made no backup. It was called MFM.WAD. Does anyone still have it?

>> No.1614201

>>1614173
which are you talking about
the old source port or the game mode?

>> No.1614204
File: 270 KB, 1366x768, Screenshot_Doom_Lunatic.png [View same] [iqdb] [saucenao] [google]
1614204

>> No.1614212

>>1614204
indestructible, too

>> No.1614227

>>1614170
I know. I'm just complimenting you for it, I think it looks pretty rad.

>> No.1614235

>>1614204
>>1614212
;_;7

>> No.1614241
File: 782 KB, 701x418, 1399096366944.gif [View same] [iqdb] [saucenao] [google]
1614241

>>1614204

AMERICA

>> No.1614246

>>1614241
That thing between minigun and backpack shouldn't really move, it doesn't look like a belt but rather a sleeve that houses the belt.

>> No.1614249

>>1614204
dog bles merica

>>1614246
I'm so glad someone noticed the feed-chute.

>> No.1614258

>>1614235
>>1614204
come on admit it, you shot that flag just like i >>1614212 did, hoping something funny would happen.

>> No.1614263

How are you guys playing Switcheroom? I'm kinda burned out of vanilla gameplay , I don't know if I should wait it out or play it with a mod, suggestions?.

>> No.1614273

>>1614246

I think that's the lighting, not it moving.

>> No.1614285

>>1614263
>How are you guys playing Switcheroom

I just played the first three episodes; clearly E4 ain't for me. (E4M8 is merciless, be warned) I would say that if you're keen to melee in vanilla gameplay, go try Episode 1 first because you'll be using your fists and the chainsaw pretty often during the levels.

I would vote for you giving a non-modded playthrough of Episode 1 just so you can get to appreciate the level design in general (E1M5 is my favorite level of the wad by far); I'm not sure if I'm the only one (yeah yeah, 7 billions, yadda yadda) but I feel like Switcheroom's Episode 1 got the "id software" feeling better compared to DTWID's KDiTD

>> No.1614329

Doom 3 and Doom 3 BFG is on sale
What does the BFG edition add? Does it justify being 5 dollars more expensive?

>> No.1614334

>>1614329
No, not at all. Get the Doom 3 complete thing.
Then get sikkmod and the flashlight mod.

>> No.1614345

So, I used to play Doom 64 a lot as a kid and I loved it. I never really got around to playing the originals though so last night I downloaded Dosbox and Doom 1 and I'm loving it so far.

I was curious what the general consensus was of Doom 64 though, did people like it or see it as a shitty console port?

>> No.1614348
File: 1.26 MB, 1920x1080, Screenshot_Doom_20140511_154957.png [View same] [iqdb] [saucenao] [google]
1614348

Anyone know what I might be missing here? I got the red skull key but I still get this when I try to use it on it's door. Wad is Demons of Problematique.

>> No.1614351

I remembered something.
>Be me, arround 2008
>A kid at that moment, I somehow discovered doom
>Follow a tutorial to play online using zdaemon
>Get sad because the program I downloaded is not like the one of the guide I followed
>My brother enters, and tells me something about we already having nero
>I had downloaded Daemon tools
Eventually I got it right, but I sure was confused at the moment.

>> No.1614356

>>1614345
It's pretty neat. It's a bit slower but the atmosphere is awesome. Pretty much what Doom 3 should've been imo.
Also, get a modern sourceport like GZDoom.

>> No.1614357

>>1614348
Fucking trip keeps showing up in the name box...

>did people like it or see it as a shitty console port?

A lot of people here loved it. In fact, it's been fully ported to PC as a mod for the original Doom.

>downloaded Dosbox and Doom 1
I'd strongly recommend getting a source port, like GZDoom, and the ZDL3 launcher, GZDoom adds lots of modern features to the game, such as OpenGL graphics rendering, and mod support. It's also not a total bitch to use like Dosbox.

>> No.1614368 [SPOILER] 
File: 436 KB, 500x502, 1399838398561.png [View same] [iqdb] [saucenao] [google]
1614368

Reminder:
Wish YOUR MOTHER all the best this mothers day

>> No.1614404

>>1614345
Relatively few have played it, but it's usually quite appreciated. I'm just not *that* fond of the monster design.

>> No.1614442

>>1613548
>not beating brutal doom on black metal
>with the brutalized overkill mod
git gud scrub

>> No.1614460

>>1614442
>not playing brutal doom: sperglord edition
git gud scrub

>> No.1614476

>>1614442
>playing brutal "seven rockets" doom
>calling anyone a scrub

>> No.1614490

Making the new thread

>> No.1614505

Take your time

>> No.1614537

It's not that I am taking time or whatever, I need to confirm two things before moving on in the News post. Just be patient

>> No.1614557

Forget about it, nothing could be confirmed

NEW THREAD
>>1614552

>> No.1616243

>>1613661
>>1613698
>>1613707
>>1613749

what have you guys done