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

/vr/ - Retro Games


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File: 156 KB, 489x750, tumblr_n79izcNOto1s2wio8o1_r1_500[1].jpg [View same] [iqdb] [saucenao] [google]
1707443 No.1707443 [Reply] [Original]

Doom thread (Last thread >>1703227)
(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 Nov.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.1707445

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

-Doom 4 Trailer here. It's damn true. http://youtu.be/0C4F1h-HSXU.. Further details will be shown at Quakecon.

-Don't forget to watch this year's Summer Games Done Quick, as it's going to feature Doom 64 and an Ultimate Doom race! Check the schedule here https://gamesdonequick.com/schedule.. The past AGDQ featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch said speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1..

-Doom 2: In Name Only represents everyone's wishes of playing the Doom 2 maps in a more literal way. It just got an /idgames link now! Check the dev. thread here. http://www.doomworld.com/vb/post/1124737

-Metroid Dreadnought IS OUT! GO GET DEM TUUUBES - http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847

-DoomRL Arsenal got updated too - http://forum.zdoom.org/viewtopic.php?f=19&t=37044

-Also The Space Pirate got an update! Check the latest ver. here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing And be sure to check this tutorial http://youtu.be/mrFF8LCZw5Y

-Some anons are doing a 200 min. speedmapping challenge; vanilla compatible (Doom 2 format), no custom textures and MUST be done in 200 mins and have an exit; ask in the thread f/details!

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). These are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE.. He 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

-HDoom has its 5th techdemo! happy now? http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3

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

>> No.1707473

>>1707445
For anyone interested, Pirate Doom and Hideous Destructor got update a while ago too.

>> No.1707474

>>1707090
>she has her own game now and is a tumblr drag queen feminnzi
What.

>> No.1707476
File: 24 KB, 640x360, dyke nukem.jpg [View same] [iqdb] [saucenao] [google]
1707476

>>1707474

>> No.1707478

>http://pastebin.com/UGkv3BR3
I'VE GOT ON MORE SECRET ON E1M3 AND I NEED TO FIND IT SOON

>> No.1707482

>>1707031
This guy knows what Duke's all about.

>> No.1707483

>>1707031
>Duke is: Fond of women. Likes strong/badass women. Has said being a sub is "My kind of party".
>Duke is not: Abusive to women. Obsessed with blonde tee-hee giggling anime schoolgirls. Oozing pheromes that makes all of them drop to their knees begging for a taste of his dick.

Why not both?

>> No.1707486

>>1707476
God Dammit

>> No.1707487

>>1707482
>Duke is: Fond of women. Likes strong/badass women. Has said being a sub is "My kind of party".

This is a misinterpretation of the line. He's just talking about the porn shoot he just stumbled into.

>> No.1707489

>>1707486
The trailer is pretty awful though

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

>> No.1707501

>>1707489
Curse you 3D realms, I'm not sure what's worse her design or the fact that part of me likes it die to my cyborg fetish

>> No.1707528

>>1707489
Okay being purely analytical, "tumbler feminazi" might be pushing, the trailer is clearly made with minimal assets, and what we know of her character consists of
1) she dresses like an architypical punk girl
2) she has a cyborg arm and spinal rienforcment
3) she likes Gin and Motorcycles

I'm not holding my hopes too high but the starting framework isn't specifically bad

>> No.1707543
File: 84 KB, 410x700, 3e8250e2a92f657442c1fa6ebc1132d6.jpg [View same] [iqdb] [saucenao] [google]
1707543

>>1707476
I would like her more if she wasn't bald on one side.

And maybe more heavily armored, but that's just me.

>> No.1707548 [DELETED] 
File: 332 KB, 1280x1024, 1395140055886.jpg [View same] [iqdb] [saucenao] [google]
1707548

This week on MURRICA FUCK YEAR, MURRICA MURRICA MURRICA?

MURRICA!

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

contains MURRICA

>> No.1707554
File: 332 KB, 1280x1024, 1395140055886.jpg [View same] [iqdb] [saucenao] [google]
1707554

This week on MURRICA FUCK YEAR, MURRICA MURRICA MURRICA?

MURRICA!

https://www.youtube.com/watch?v=PmHQFu-_SzE

contains MURRICA

>> No.1707568
File: 237 KB, 800x600, Screenshot_Doom_20140622_012343.png [View same] [iqdb] [saucenao] [google]
1707568

Post screenshots of your adventures and battles!

How do I get to that Megasphere?

>> No.1707570

What are some good wads that work well with DoomRPG and DoomRL-A?

>> No.1707572

>>1707568
git gud

>> No.1707579 [SPOILER] 
File: 232 KB, 708x650, 1403454082960.jpg [View same] [iqdb] [saucenao] [google]
1707579

>>1707572
(How dare he tell me to "git gud"?!)
(I'll show him!)

>> No.1707595

>>1707554
Needs more Stars & Stripes Forever

>> No.1707601

>>1707568
what's the name of the map

>> No.1707603
File: 213 KB, 800x600, Screenshot_Doom_20140622_012241.png [View same] [iqdb] [saucenao] [google]
1707603

>>1707601
Jenesis.
Map 21 or 22 I think.

>> No.1707604

>>1707554
post the link to the wad please

>> No.1707609

>>1707554
The second part is what in my country they would call "americanata".

>> No.1707624
File: 218 KB, 800x600, whitemare2map17.png [View same] [iqdb] [saucenao] [google]
1707624

>>1707568
Quite old screenshot.

>> No.1707660
File: 8 KB, 512x512, caster-wip11.png [View same] [iqdb] [saucenao] [google]
1707660

eh, still a bit shit and has some wonkyish parts, but not too bad for an afternoon's worth of progress.

>> No.1707662
File: 154 KB, 2565x1170, FPSChart.png [View same] [iqdb] [saucenao] [google]
1707662

>> No.1707669

>>1707662
Where is Super Noah's Ark?

>> No.1707673

>>1707669
actually there is a huge amount of games missing from this chart

>> No.1707691

>>1707662
Missing:

- Portal 2 (2011)
- Half Life 2 episodes 1 and 2 (2006 and 2007)
- System Shock (1994) which (according to Wikipedia) did not use the engine from Ultima Underworld as it is commonly believed, but a new, unnamed one.

>> No.1707696

>>1707691
The chart ends with 2010, of course it's going to miss Portal 2
Also System Shock was not an FPS

>> No.1707697 [DELETED] 

>>1707528
still doesn't excuse your /v/shit "insults"

>> No.1707712

>>1707696
It was an FPS-adventure, which makes it an fps. A car painted orange is still a car and not a citrus fruit.

>> No.1707713

>>1707696
System Shock 2 is on there, which is probably why he mentioned it.

>> No.1707714

>>1707662

You made a mistake, there is no Unreal 2.
I FUCKING SAID THERE IS NO UNREAL 2.
DELETE THIS SHIT NOW.

>> No.1707719

>>1707714
>Unreal Tournament 2003
>Unreal 2

Its there.

>> No.1707721 [DELETED] 

>>1707697
What? I didn't even mention /v/

>> No.1707729

>>1707673
The Dark Forces series for sure and on a side note, I wish they'd make a new one, but then again with the way things are looking I don't think it'll happen.
>like the Dark Forces series
>no new installments
>like the Ratchet and Clank series
>it might just become just a CGI movie series now
>like the DMC series
>the reboot looks undesirable as fuck and have no intention of giving it a chance, no clue on DMC 5 ever coming out
Hopefully things will turn around though, that or find a new series to get into

>> No.1707760

>>1707714
It wasn't that bad. I mean you spent every second of it "when will it get better" but travelling planet to planet was fun... only if it wasn't too disjointed.

>> No.1707773

>>1707489

So... She is like Duke Nukem and the other Build protagonists, minus everything that made them interesting?

>> No.1707792

>>1707773

And a wannabe 90s-punk design.

>> No.1707854

>>1707489
the mechanical design is so terrible
the arm is all burly, and then the hand is like soda straws

>> No.1707861
File: 61 KB, 432x216, sleep_promo-copy.jpg [View same] [iqdb] [saucenao] [google]
1707861

Does /vr/ have any zdaemon servers?

>> No.1707875

>>1707861
There isnt, but there should be.. I do enjoy playing a bit of ZDaemon from time to time

>> No.1707881

>>1707861

Nope. Zandronum is generally the best multiplayer option, outside of pure 100% vanilla matches.

>> No.1707891

>>1707854
Yeah either make the rest of the arm spinly or make the hand more chunky.

>> No.1707892
File: 68 KB, 560x560, sandvagina.jpg [View same] [iqdb] [saucenao] [google]
1707892

>>1707875
I run servers on zdaemon currently. I will run some /vr/ ones. I'll start making the scripts and configs today. Any was recommendations?

>>1707881
I disagree whole heartedly but do not wish to start a port war.

>> No.1707901
File: 9 KB, 160x160, th.jpg [View same] [iqdb] [saucenao] [google]
1707901

>>1707892
wad*

>> No.1707907
File: 853 KB, 320x180, Doom The Evil Unleashed project status.gif [View same] [iqdb] [saucenao] [google]
1707907

>> No.1707928

>>1707443
Anyone know how to run custom missions for Dark Forces 1? I own the steam version of Dark Forces, but every time I try to run one of the bat files it fails because of incompatibility issues with 64 bit systems...Someone elsewhere told me to try running the files through DOSbox, but he didn't give any instructions on how exactly to go about doing that.

>> No.1707931
File: 878 KB, 1920x1080, Screenshot_Doom_20140413_111948.png [View same] [iqdb] [saucenao] [google]
1707931

>>1707568

>> No.1707980
File: 238 KB, 2000x470, banner[1].jpg [View same] [iqdb] [saucenao] [google]
1707980

Doom 64 will take place Thursday 26, around 5:45PM central time, and the Ultimate Doom race will begin on Friday 27, 2:15PM central. Subject to change, tho.

It is worth pointing out that Heretic and Quake will be shown too (before and after the UDoom race), and praise the lord Benellus for having them being played on proper difficulties this time.

>> No.1707995

>>1707980
I found D64 to be kind of boring to watch. Still, cool.
>It is worth pointing out that Heretic and Quake will be shown too (before and after the UDoom race), and praise the lord Benellus for having them being played on proper difficulties this time.
Neat.

>> No.1708012

>>1707660
!!!

>> No.1708030

>>1707892

I sincerely doubt anyone will take you up on your offer and join you, but just in case. How about 12-in-1-survival?
It's a compilation of twelve different rough-and-tumble mapsets known for their difficulty, so it should be fun.

http://www.best-ever.org/download?file=12-in-1survival-v1.pk3

>> No.1708036

>>1707892
>>1707901
>>1708030
if we're talking servers
we haven't done samsara ctf in a while, shit was fun

>> No.1708041

Downloading Blood at the moment.
What am I in for?

>> No.1708047

>>1708041
Lots of saving.

>> No.1708048

>tfw just sitting there looking forward to the next HDoom update

>> No.1708049

>>1708041
Sarcastic dry humor, a great laugh, the best explosions in any FPS and a high challenge game.

>> No.1708056

>>1708041
Skull-kicking, hard-as-nails action and adventuring. Prepare to abuse three types of TNT, run from Phantasms with your trusty shotgun at hand, investigate an abandoned carnival in search of Jo-Jo, and ultimately avenge your SO's demise by killing the immortal god of death.

>> No.1708057

>>1708012
yeah, remembered you talking about this sometime back and I've been watching the show lately. Could definitely come in handy if I can make it suck less.

>>1708048
Baroness is most likely coming next

>> No.1708062

>>1708041
Lots of fun, casually disemboweling mimes.

>> No.1708063

>>1708048
This. Literally the only reason why I browse these threads

>> No.1708067

>>1708041

Stupid difficulty, wandering levels, and annoying as shit enemies.
At least Caleb is cool.

>> No.1708074
File: 424 KB, 1033x673, tumblr_n4lq5vOJV11reu4pbo1_1280.jpg [View same] [iqdb] [saucenao] [google]
1708074

>>1708057
this i hope

>> No.1708076

>>1708056
>and ultimately avenge your SO's demise by killing the immortal god of death.
you kinda spoiled him don't you think

>> No.1708079

>>1708076
spoiler tags might as well not exist
people only use them to make reading their posts more annoying

>> No.1708080

>>1708076
It's more awesome than it sounds. And it's the back-of-the-box premise of the game, too.

>> No.1708082

>>1707662
>no hacx
>no super 3d noahs ark
>no maze war

>> No.1708084

>>1708074
I remember the knights were long haired seductresses, the baroness will likely be similar, I do feel like short hair fits them better but all the demons so far have had short hair

>> No.1708087

Is there any good BLOOD mod? Or any mod worth checking out?

>> No.1708089

>>1707861
>>1707875
>>1707892
you should boycott zdaemon on moral grounds. a closed source doom engine is an insult to id's goodwill releasing the code in the first place, and everyone who develops source ports in public.

>> No.1708091

>>1708079
Yes, it's really annoying to have to put in an astronomically tiny miniscule of effort and waste one whole nanosecond to tap/click on a black box to see what they're saying.

>> No.1708094
File: 1011 KB, 500x590, 1403392246484.gif [View same] [iqdb] [saucenao] [google]
1708094

Starting area of Super Metroid

Its only one room, but tell me what you guys think, Because i might not finish it because i'm horrible at map making, maybe someone with more talent can pick this up

https://dl.dropboxusercontent.com/u/20454382/Metroidmap1.WAD

It requires both metroiddreadnoughtv1 and metroiddreadnought_levels_v1

And here's some closet maps that i made earlier

Part 1: https://dl.dropboxusercontent.com/u/20454382/closet.wad

Part 2: https://dl.dropboxusercontent.com/u/20454382/ThereAreNoSkeletonsInThisMap.wad

Part 3: [Unfinished] https://www.dropbox.com/s/qmkiklwt6qskabt/Skeletonbeta2.0.wad

>> No.1708098 [DELETED] 

>>1708089

I don't like ZDaemon, but boycotting it just because it's not >muhopensource!!!!
is fucking retarded unless you're the lowest form of mouthbreather there is.

>> No.1708107

>>1708079
_______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Are you upset?

>> No.1708113
File: 1.04 MB, 312x176, 3FCsa.gif [View same] [iqdb] [saucenao] [google]
1708113

>>1708094
>because i'm horrible at map making

BULL
SHIT
>MFW GOING THROUGH THIS FUCKING LEVEL

I know it's only one room but fucking hell it gave me chills just going through.
Please continue on with this.

>> No.1708123

>>1708091
it also trains the reader to hover over all spoilers as a matter of course and necessity. thus completely defeating their purpose and turning them into some kind of reverse bold tag.

>> No.1708126

>>1708082
>not noticing things that are on the chart

>> No.1708127 [DELETED] 

>>1708098
not using windows makes you the lowest form of mouthbreather there is. giving away your free time to work on source ports only to have the zdaemon developers unprovably steal your work without credit or reciprocation makes you the lowest form of mouthbreather there is.

you're obviously not a programmer. if everyone thought like you, there would be no source ports at all.

>> No.1708130

>>1708123

I'll admit that's a good point.
But in this case, we're in a thread for 90s FPSes. Genuine plot spoilers are kind of, uh, nonexistent.

>> No.1708131
File: 11 KB, 456x97, -vr- - Retro Games.png [View same] [iqdb] [saucenao] [google]
1708131

>>1708079
The magic of CSS
https://userstyles.org/styles/75561/bright-and-happy-4chan

>> No.1708135 [DELETED] 

>>1708127
Gee I wonder what European country YOU'RE from.

You know what to do.

>> No.1708137 [DELETED] 

>>1708127
I'm a programmer.
You're full of shit.

>> No.1708145

>>1708130
we're in a thread for 90s FPSs where new content is being made all the time. the idea that there are never any genuine spoilers here is misguided.

only last week i posted feedback for someone else's 200 minute map under a spoiler tag because it would have ruined the map for anyone who hadn't played it.

>>1708131
thanks for the link. but on the rare occasions people do use spoiler tags correctly (see above for an example) - it fails catastrophically.

>> No.1708153 [DELETED] 

>>1708135
england, if you must know, but i don't see the relevance.

>>1708137
well, you obviously don't care about free and open source software, then.

>> No.1708158 [DELETED] 

>>1708153
Stallman get the fuck out of here.

>> No.1708159 [DELETED] 

>>1708158
Do NOT respond to the shitposter.

>> No.1708169

>>1708131
as a proud tomorrow user
fuck that, looks like it would rape your eyes

>> No.1708172

>>1708169
Tomorrow brotha!
Fuck yeah, not hard on your eyes, nice, dark and atmospheric!

>> No.1708232
File: 43 KB, 863x703, 1402980255287.jpg [View same] [iqdb] [saucenao] [google]
1708232

>>1708113
Alrighty then

>> No.1708256

>>1708094
this is actually really cool
could use with some different textures, but that can't be helped

lighting is incredible, m8

>> No.1708262

what's the best doom music covers?

>> No.1708267

>>1707928
Still waiting for someone to tell me wtf to do :/

>> No.1708270

Can anyone help here? How the fuck do I remove the screen border in GZDoom? It's starting to piss me off.

>> No.1708281

>>1708270
Use the minus and plus keys on the number row.

>> No.1708292

>>1708262

Dimaension X's

>> No.1708297

>>1708262
Neurological's and Andrew Hulshult's

>> No.1708298

Thanks mate.

>> No.1708303

>>1708267

Not really a whole lot of knowledge for Dark Forces tech support at all, sorry.

>> No.1708308

>>1708256
thanks m8, yea i wasn't feeling the textures either, it was a bit rushed, but glad you like it

>> No.1708321

>>1708041
One of my favourite FPS's of all time.

Don't think you can rip through the hardest difficulty even if you are gud. It, like other oldschool games takes some memorization.
It switches between saving ammo in a survival setting to the later levels where you have so much ammo is feels like an arcade game or a sandbox. The early levels in an episode all have pretty neat gimmicks to them but by end the levels get relatively bigger and more generic.

Some monsters are balanced horribly, but it makes up for it because they are fun to kill. However it still remains difficult because of the awesome level design.

Neat music too but there is only like 10 tracks for almost four times as many levels.

>> No.1708385

>>1708321
>Don't think you can rip through the hardest difficulty even if you are gud.
Noticed that. Tried second to last difficulty and got killed by like the third enemy or so.

>> No.1708413

You know what I hate sometimes? Stuff done out of sheer force of retaliation

http://www.doomworld.com/vb/post/1280231

>> No.1708416

>>1708262
I was gonna say James Paddock but I don't think he actually does covers of original Doom tracks.

>>1708321
>Neat music too but there is only like 10 tracks for almost four times as many levels.

This, the one part where Blood really falls short is that the music is pretty limited and has very little variation.
It could greatly have used some more tracks, and more variation between them, some faster paced tracks.

>> No.1708418

Alright, I just grabbed Blood off GoG. Can I just start it from the get-go, or should I install some unofficial patches like this one here?
http://www.gog.com/forum/blood_series/one_unit_whole_blood_unofficial_patch_for_gogcom_edition/page1

>> No.1708419

>>1708413
You know what I hate? People who try to import drama.

>> No.1708421

>>1708419

but this thing has none; stop being paranoid

>> No.1708434

>Barrels of Fun
This level isn't fun at all...

>> No.1708441

>>1707554
>>1707604

http://www.doomworld.com/idgames/index.php?file=levels/doom2/s-u/saveusa.zip

http://www.doomworld.com/idgames/index.php?file=levels/doom2/j-l/lift2.zip

http://www.doomworld.com/idgames/?file=combos/america.zip

>> No.1708443

http://www.youtube.com/watch?v=rneWVW70Ja4
Lookie what I found.

>> No.1708461

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

Trailer for PSX Doom Lost Levels.

NOT DONE

>> No.1708472

>I'm not going for Mega Man 8-Bit DM where every weapon from the games are implemented, I would really much rather all of the weapons have unique behavior, function, and purpose, so you don't have a lot of overlap in regards to "what weapon does what and should be used when".

And metrood is dead becase of that shitty samsara mindset
>cool stuff? BUT MUH BALENCE

>> No.1708475

Hahaha, so just after BE updated its servers to v1.2.1, the devs push out an update to 1.2.2, glorious.

>> No.1708479

>>1708434
I think it's the hardest level in the game. That part early on with all the Pain Elementals is brutal.

>> No.1708485

Forgive me DooM thread for i have sinned.
I had fun while playing brutal doom.

>> No.1708490

>>1708485

You monster.
It's okay, just don't go preaching about how it's vanilla 2.0 or something.

>> No.1708496

>>1708485
But Brutal Doom is fun from time to time.

However my gameplay changing mod of choice will always be Project MSX.
Everything in that is exactly what I want.

Except for the guy in Power Armor. Totally prefer girls in Power Armor.

>> No.1708498

>>1708485
It's a great mod, which I enjoy putting on sometimes, and I think most people here agree. The only reason it gets flak is because of its fanboys who say things like "Doom isn't even worth playing unless it's Brutal Doom."

Besides, even if it wasn't that good, you've got to give it credit for being a well-crafted gameplay mod. I mean, who many truly complete gameplay mods are there for Doom? Probably 5 or 10 at the most.

>> No.1708506

>>1708472

Is there any conflict?

>> No.1708513

>>1708498
>you've got to give it credit for being a well-crafted gameplay mod

I wouldn't.
I would say it is average at best and doesn't do anything especially new or interesting.
But hey, if you like it, different strokes for different folks or whatever that phrase is.

>> No.1708537

>>1708472

So... what's wrong with Balance? Maybe you should go play MM8BDM if you're into clusterfucks.

>> No.1708567
File: 3 KB, 163x200, 1333973886210.png [View same] [iqdb] [saucenao] [google]
1708567

On a scale of 1-10 how agitating are revenants?

>> No.1708571

>>1708567
0.

I think they are genuinely fun to fight and are one of the only Doom monsters that make encounters interesting.

They also have the perfect amount of HP to not feel like a slog, unlike Barons.

>> No.1708584

>>1708567
At least they aren't as agitating as Archviles.

F*ck those guys...

>> No.1708598

>>1708584

And then there's the diabloist that you find in some map sets.

>> No.1708601

>>1708513
What other mod does what BD does better, iyo?

>> No.1708609

>>1708513
don't be tsundere anon

>> No.1708610

are there any doom RLA and RPG servers on zandronum or can we only use GZDoom for multiplayer?

>> No.1708627

Guys, I'm a casual.

I love the way weapons feel in Doom, and shooting enemies is satisfying. But I don't like the maze gameplay of Doom. I'm too impatient, and the payoff doesn't seem that great - I get to go to another level and get lost on that one instead, or skip ahead a few levels.

Even with a map and a source port, I'd rather not have to deal with all these fucking mazes.

Maybe if the map had a casual-approved objective marker, like all the modern FPSs that you probably hate?

In before absolutely disgusting

>> No.1708628

>>1708610

DoomRLA and RPG don't work on Zandronum.

>>1708627

Play Invasion mode.

>> No.1708629

>>1708627
>Maybe if the map had a casual-approved objective marker
Okay I'm going to help you here.

Open the map and type IDDT twice.

You will see markers in the form of colored walls(Switches and doors) and exits in the form of red. Usually at a dead end or in a teleporter shape.

There you go, have fun.

>> No.1708632

>>1708627
Open map, type iddt.
Enjoy.

>> No.1708634

>>1708627
Play Scythe.

And some levels go overboard with the maze thing, yes. Some of Doom 2's maps were really guilty of this.
>objective marker
Not really casual or anything, as long as it points out the main path and you can still explore other places. I like the idea.

>> No.1708635

>>1708634
Personally I don't like objective markers.

Makes exploring feel tacked on no matter how expansive the level/map/world is.
Because it's telling me where to go.

>> No.1708636
File: 52 KB, 725x269, you are all.jpg [View same] [iqdb] [saucenao] [google]
1708636

>>1708629
>>1708632
Thanks.

>> No.1708641

>>1708598
Diablost?

>> No.1708643

>>1708641
The red archviles with the horns and fireballs/fire trails/Archvile attack that deals damage based on line of sight from the start instead of the explosion at the end.

>> No.1708648

>>1708627
I'm going on a rant because what you are talking about and the (nice) way people have responded to you has reminded me of a topic here.

One reason I love Doom is because its inclusive: you get to choose how to play. If you want to play it like a maze blind, you have that option, if you want to do>>1708632 >>1708629
then you can do that, if you want to open the level editor and study the map from there, you can do that.

Same shit goes with save scumming, you can save after each monster, at level start, or pistol start on death, or completely ironman it. There is no shame at whatever you choose, you can Brutal Doom ,or you can just cheat throughout the game, there is no punishment for whatever playstyle you want.

The people that bitch you out for playing in a more modern style are actually not hardcore, they are missing the entire point of Doom, they don't realize it is actually a very open ended game.

I know that sounds strange but think about how many mods, levels, playstyles there are. Each level is intricate and non-linear, you can choose different ways of playing each level.

If some puritans want you to play a certain style, again, I will say they are missing the entire point of why the game is good even today.

>> No.1708649

>>1708643
>explosion at the end
man this has to be the reason I hate the diablost
not only does he damage you for even being in his line of sight but also has to have to end it with that fucking explosion

>> No.1708656

>>1708479
You lied, I'm at the chasm now

>> No.1708663

>>1708479
Chaingun is your best friend.

>>1708656
Personally I don't think the Chasm was particularly hard, but I can see the issue if you try to fight Cacodemons on the little walkways.

>> No.1708667

>>1708649
>>1708643
oh, so the Archviles in BD are just yellow Diablosts? because in BD they had hornds added

>> No.1708668

>>1708656
chasm is just tedious

>> No.1708679

>>1708667
They have the Diabloist horns but their attacks were not changed.

Diabloists are the red Archviles. They tend to shoot a repeating fireball attack at you when they spot you.

>> No.1708683

>>1708667

realm667 has the diabolist, It's horned, has glwing eyes and has unique sounds that it makes that will make you think "diabolist" everytime you hear it

>> No.1708684

>>1708683
I love their alert sound.
It's great.

>> No.1708685

>>1708683
I'll look it up on the youtubes

>> No.1708715

Okay so I'm trying to play Scythe. I have the iwad in the Zdoom folder where the .exe is but when I launch Zdoom it doesn't recognize the wad. Wat do?

>> No.1708717

so whats with RL Arsenal, and what does it have to do with Doom Rouge like?

>> No.1708724

>>1708715
drag it over zdoom and select doom 2 afterwards you ding dong
>>1708717
it adds some of the rl weapons to doom, adds classes

>> No.1708725 [DELETED] 

>>1708717
Try doing even the absolute barest minimum of research before asking stupid questions with terrible grammar, thank you.
>>1708724
Stop answering people who can't even put forth a bare minimum effort, thank you.

>> No.1708726

so whats the story with HDoom? All I've found is a few screen shots, does it have a site or such?

>> No.1708728 [DELETED] 

>>1708725
>>>/a/

>> No.1708730 [DELETED] 

>>1708726
Try doing even the absolute barest minimum of research before asking stupid questions with terrible grammar, thank you.

>> No.1708735 [DELETED] 

The fuck is this guys problem?

>> No.1708738 [DELETED] 

>>1708735
He needs to feel entitled to being a twat

>> No.1708739 [DELETED] 

>>1708735
A community having low standards results in the community descending to those standards. A community with high standards results in barren elitism. A community with reasonable standards flourishes.

>> No.1708741 [DELETED] 

>>1708735
He got lost on the way to /a/. Just report him and have the mods deal with his ass.

>> No.1708745 [DELETED] 

Do not reply to the shitposter, thank you.

>> No.1708746

>>1708725
>Stop answering people who can't even put forth a bare minimum effort, thank you.
both questions hurt to respond
but i'm the hero newfags need

>> No.1708750 [DELETED] 

>>1708725

No.

>> No.1708751

>>1708726
Some anon found a sexy version of the hell knight and he said "sexy" then made H-Doom/H-mod
>>1708730
>>>/a/

>> No.1708753

>Diabolist
AKA Nightmare Arch-vile AKA The big fucking bitch that will roast your ass with a bigass fire tower and all the enemies it revives become their Nightmare variant[except soldiers and cybernetic enemies]

>> No.1708757 [DELETED] 

>>1708730
Right then, guess I'm not welcome.
The vrdoom site has nothing about it or useful links. The only link in this thread for it is a techdemo. When asking a question I'm told that the question is stupid.

I had thought that my first experience with the vrdoom community being shit and offering no help when I wanted to play zdoom wars was just a bad day. I managed it on my own and had a good amount of fun playing and fucking around in it.
Guess that my impression was right. Thank you for reminding me, good bye.

>> No.1708758 [DELETED] 

>>1708757
He's a troll. Do NOT give him attention.

>> No.1708760 [DELETED] 

>>1708757
>ignores other response informing him about it
>ignores people saying that the other person is a shitposter

but_why.jpg

>> No.1708761 [DELETED] 

>>1708757
Since you now wrote a proper post:
Currently all that exists is a series of tech demos, based off /vr/'s DOOM threads. The creative staff used to be commonly seen in these threads, but I haven't seen them recently. Stapler-san was the one doing the coding, Mike12 was the one doing the graphics.

>> No.1708763 [DELETED] 

>>1708761
Your contribution doesn't erase the fact that you're a fucking elitist cunt and should go back to /a/.

>> No.1708774 [DELETED] 

>>1708763
Wanting a bare minimum standard of grammar from posters is elitism?

>> No.1708776

this feels like a dumb question but nothing I've looked into turned anything up on the matter, has anyone remade doom 1 with the addition of doom 2's enemies?

>> No.1708779 [DELETED] 

>>1708774
Wanting? No.
Being an insufferable cunt to anyone who doesn't follow ~*~*~your special standards~*~*~? Yes.

Get the fuck out, and don't come back.

>> No.1708780 [DELETED] 

>>1708774
man I was on my phone, give me a break

>> No.1708781 [DELETED] 

>>1708774
If you refuse to answer someone because of that, you're a fucking douche. And you're still an elitist because you attacked someone who answered.

Hope you get banned, /a/spie.

>> No.1708785 [DELETED] 
File: 282 KB, 300x300, get out.gif [View same] [iqdb] [saucenao] [google]
1708785

>>1708761
Quit being an ass to everyone, /a/utist.

>> No.1708786 [DELETED] 

And I'm pretty sure he's a certain German too.

You know what to do, people.

>> No.1708787

>>1708776

Remade, no. There's probably a few randomspawners out there that include Doom 2 enemies at Doom 1 spawns, though.

>> No.1708797
File: 40 KB, 640x480, Episode1_intermission[1].png [View same] [iqdb] [saucenao] [google]
1708797

Go play KDITD from start to finish on UV ironman (no saving, restart if you die), then post your final time, ss of finish screen, or even a demo here.

I'll be replying to this post with my own run when I complete it.

GO GO GO

>> No.1708798

>>1708776
There's a mod that randomly replaces doom 1 enemies with doom 2 variants, but it kinda goes overboard with pain elementals imo.

Still... It's called Doom 2 randomizer.

http://www.mediafire.com/download/koaqerjbm9ds9dy/Doom2Randomizer.wad I don't remember where the original download is, so there you go.

>> No.1708801

>>1708797
Also forgot to mention that this isn't sourceport specific. Do it in whatever you want.

>> No.1708804

>>1708797
Gonna try tomorrow.

>> No.1708814

Have you guys ever thought of your own original monster concepts for Doom?

>> No.1708823
File: 9 KB, 114x140, Walkin.gif [View same] [iqdb] [saucenao] [google]
1708823

>>1708814
Yeah, but I didn't get very far. I ought to just texture him and render him to get it out of my head, but I have terminal laziness. Doctors say I only have 50-60 more good years left in me...

>> No.1708826
File: 72 KB, 800x600, av map31.jpg [View same] [iqdb] [saucenao] [google]
1708826

So when it comes to secret levels, do you prefer ones that are special and gimmicky (like E2M9 and E3M9) or just normal, well-made maps (like E1M9 and E4M9)?

>> No.1708831

>>1708094
You did a great job, yo.
I think I love you, closetmapgay.

>> No.1708834

>>1708826
I liked all the secrets except e2m9

So I guess both, but the gimmick has to be good

>> No.1708837

>>1708814
I had an idea.
A pretty strong charging monster that will cut through an area in a straight line, leaving explosive fire pillars in it's wake. Not a line, but several pillars. When it comes into contact with a wall it makes an explosion.

No idea on what kind of damage it would be doing but I'd assume it's at least Baron of Hell tier enemies. Maybe even Archvile.

The idea was an enemy that cuts off routes you can take with more than just projectiles.
It would probably cause infighting like a motherfucker though.

>> No.1708874

>>1708814
I made a couple for a doomed beat-em-up mod:
>Robotic boss monster encased in an invulnerable steel ball. While in this form it can roll around and bump into you for moderate damage. Eventually it comes to a halt and the ball opens to reveal a mannequin-like face and two massive plasma cannons. He packs huge firepower in this state but is also vulnerable to attack.
>Small goblin-like creature that comes in two colors. They are weak individually, but if two of opposite colors touch, they perform a DBZ-esque fusion into a superdemon that will definitely put you through hell. No idea if this is even possible to make.

>> No.1708875

What are the best wads that don't change gameplay but add different sounds/visuals/effects?

I want to play through Jenesis vanilla style.

>> No.1708883

Is ww.nazi.wad the only gameplay mod that replaces hitscan with bullets?

>> No.1708887

>>1708875
Eriguns and Necronomicon or whatever that mod was called.

Or you can just use Perkistan's smooth weapons with a sound mod.

>> No.1708893

>>1708875
Smooth Doom. Includes perk's stuff and smooths enemy animations. Has the Doom64 sprites for the chainsaw, rocket launcher and shotgun, and more blood, but you can turn all of that off in the options.
There's also Particle Fire Enhancer.

>> No.1708895

>>1708883
Perkristian Smooth Weapons + Ketchup Gore mod is my favorite combo for enhanced Vanilla gameplay.

>> No.1708901

>>1708895
Anyone got a link for Ketchup?

>> No.1708905

>>1708776
The PSX Doom TC adds the monsters from the second game to the first one. Check that out.

>> No.1708918

>>1708823
That looks menacing and eerie as fuck. Shame it will never be finished. P-please do

>> No.1708927

>>1708883

Brutal doom does this too actually. There extremely fast so it doesn't seem like it, but at immense distances you can dodge them quite easily.

Also If you circle strafe a hitscanner at close proximity, you can get around their aim.

>> No.1708928

>>1708901
Here you go, anon
http://forum.zdoom.org/viewtopic.php?f=19&t=35614
Say, what happened to Mark anyway? Does he still pass by here?

>> No.1708929

>>1708814
got a couple not even sketches yet, but I'm working

>> No.1708931

>>1708887

*Demonicron

It's on Masters of Doom, gimme a break

>> No.1708934

what is your favorite version of your favorite weapon and monster?

>> No.1708940

>>1708934
BDSE shotgun and plasma rifle are great.

>> No.1708946
File: 387 KB, 1360x768, Screenshot_Doom_20140622_190400.png [View same] [iqdb] [saucenao] [google]
1708946

it looks I accidentally stole something from the shop in doom RPG
also whats the point of the key drop in the arena if theres no locked doors in the outpost map?

>> No.1708949

>>1708918
I might get the sprites done, but there still won't be any scripting to go with.

The idea originally was that it'd be like a boss version of an arch vile. Instead of doing the fire-boom thing it'd toss an array of fireballs in 2 patterns. 3 shots of 3 fireballs, similar to a mancubus, but slightly different, and a swipe that would fire a semicircle of sequential fireballs. It could also would fire yellow sparkles that would raise anything below a mastermind/cyberdemon from the dead - including arch viles - at a distance.

>> No.1708952

>>1708931
I just forgot the name, I'm sorry.

>> No.1708959

>>1708895
Shame you cant use base Smooth with Ketchup due to death animations.

>> No.1708993

G/Zdoomers, what sector light mode do you use? I've been using Standard but it does seem a bit dark.

>> No.1709017
File: 7 KB, 213x255, angry feel.jpg [View same] [iqdb] [saucenao] [google]
1709017

>Doom Metal Soundtrack Mod - Volume 4
>mfw

>> No.1709019

>>1708928
https://archive.foolz.us/vr/search/username/Sergeant_Mark_IV/

>> No.1709020

>>1708946
Yeah, sometimes you can fudge the blocking linedefs and grab stuff, not much I can really do about it unfortunately, although that did give me an idea on how to "fix" it...

The keys are for a secret, you have to find it :P

>> No.1709027

>>1709019
Ah. Good to see he's alive.
Thanks, anon.

>> No.1709029

>>1708934
I do like the Rail Revenant

>> No.1709031 [DELETED] 

Reminder that Doom was one of the first cover shooters.

>> No.1709034

>>1709017

>MAP18
>Expecting "Waiting For Romero"
>get another random track

Dropped like a fucking bass

>> No.1709037
File: 768 KB, 640x320, PERFECTLY SAFE.webm [View same] [iqdb] [saucenao] [google]
1709037

>>1708567

0, you faggots need to grow a spine because Revenants are nothing, in fact if you have any issues with those skeletons you're a complete pu-

>> No.1709041

>>1708567
On a scale of 1-10, we go to AAAAAAAAA

>> No.1709043
File: 33 KB, 225x220, 1402297314429.png [View same] [iqdb] [saucenao] [google]
1709043

>>1709037
That's what happens to Revenant apologists, m8.

>> No.1709045

>>1709037
Always the one Archie hanging around in the revenant stacks.

>> No.1709046
File: 100 KB, 250x250, 1401688787614.png [View same] [iqdb] [saucenao] [google]
1709046

>>1709037
>that Archvile flame before the webm stops

>> No.1709053
File: 1.07 MB, 640x320, Totally boned.webm [View same] [iqdb] [saucenao] [google]
1709053

>>1709043
>>1709045
>>1709046

yOUER ferINEND iS FIEN, JUsT CoEm OTRN thE DoOOR PlEaseGr

>> No.1709058
File: 222 KB, 449x401, laughing imps.png [View same] [iqdb] [saucenao] [google]
1709058

>>>/v/249699632

>> No.1709059
File: 35 KB, 290x705, 1401680083710.png [View same] [iqdb] [saucenao] [google]
1709059

>>1709053
I'm done.

>> No.1709061

>>1709053
that makes me think, we all know of the zombie voice pack, but what about a monster voice pack that makes appropriate monsters babble in some demonic language?

>> No.1709065 [DELETED] 

>>1708724
Since you wrote such a beautiful post I have to respond.

Currently all that exists is a series of tech demos, based off /vr/'s DOOM threads. The creative staff used to be commonly seen in these threads, but I haven't seen them recently. Stapler-san was the one doing the coding, Mike12 was the one doing the graphics.

I greatly enjoy answering any questions that anons might have. Feel free to ask me any questions you might have in the future. I will always endeavor to give you a courteous, polite response.

I love you.

>> No.1709070

Brutal Doom has some nice ideas on how to reinvigorate Doom. Not all of them are great.

>specters are invisible and you can only see their eyes
>detect them from the splash they make in liquids

That shit is genius. Imagine if they did stuff like that in Doom 4 with modern graphics? That'd be so cash.

But we all know that Doom 4 is going to be Doom 3 part 2. Has to have few enemies since it has to work on consoles. Slow. Lots of cinematic set pieces and "story" that gets in the way.

>> No.1709073
File: 806 KB, 1920x1080, Screenshot_Doom_20140622_231248.png [View same] [iqdb] [saucenao] [google]
1709073

How the FUCK do I get to the agitators? I'm to fight these guys on a thin runway, along with two one eyed bastards pushing my shit in from the side. I don't live for more than 10 seconds.

>> No.1709074

>>1709070
Strife is freaking story driven and cinematic, never gets in the way

>> No.1709075

>>1708761
> was
> used to be
> haven't seen them recently

Two or three days/threads is "recently" to you? This is the Doom community; sometimes shit takes YEARS to come out.

The amount of progress and speed of Hdoom is actually remarkable

>> No.1709076

>>1709065
you replied the wrong guy buddy
>>1709073
shoot the switch on the left and an invisible bridge will appear

>> No.1709079
File: 184 KB, 1920x1080, 4362484015_e405179e90_o.jpg [View same] [iqdb] [saucenao] [google]
1709079

>>1709070
Pretty sure that idea originally came from STALKER, a ton of bloodsucker hunts revolved around you looking at the water.

Even worse at night.

>> No.1709082

>>1708717
Since you wrote such a beautiful post I have to respond.

Currently all that exists is a series of tech demos, based off /vr/'s DOOM threads. The creative staff used to be commonly seen in these threads, but I haven't seen them recently. Stapler-san was the one doing the coding, Mike12 was the one doing the graphics.

I greatly enjoy answering any questions that anons might have. Feel free to ask me any questions you might have in the future. I will always endeavor to give you a courteous, polite response.

I love you.

>> No.1709083

>>1709074
>Strife is freaking story driven and cinematic, never gets in the way

Strife is also a completely different game.

I've also never played it.

>>1709079

Yeah, stuff like Stalker has some nice ideas too.

>> No.1709085
File: 2 KB, 104x224, melspritebig.png [View same] [iqdb] [saucenao] [google]
1709085

I've been neglecting my doomsprites lately. Here's my attempt at Mel.

>> No.1709086

Just a reminder of the 200 minute wad compilation. We're nearly done, and I'd like to see a finished version.

I'll probably make one tomorrow.

>> No.1709087

>>1708959
You totally could with a little work. It would literally take 20 minutes of code.

>> No.1709091
File: 448 KB, 1440x1800, GL_Doom_lighting_vs_SW.jpg [View same] [iqdb] [saucenao] [google]
1709091

>>1708993
Settle for no less than Doom or Software lighting.

Also, Standard uses pretty heavy fog. If any mode is too dark, just turn up gl_light_ambient. Default's 20.

>> No.1709092

>>1709086
Do we need more still? I can do another one if you don't want to. I'm a little burnt out but I can still try. Where's it fitting?

>> No.1709094

>>1709058
Who here thinks that nostalgia is a cop out/ buzzword (in this context)?

I notice when people say "oh you just have nostaliga" there is never any additional arguement to add strength to it.

Almost as if they are really only saying that it is only their opinion that they don't like it and other people still can like it.

I love these threads, Doom is my favourite game of all time, and my first experience with Doom was when it was already 10 years old on the gameboy.

>> No.1709095

>>1709085
oo neat
seems smaller than the doom sprite scale, though?

>> No.1709096

>>1708993
>>1709091

PrBoom+'s OpenGL fog is surprisingly better compared to GZDoom, I don't fucking know why.

The other day I tried playing GlBoom I was fucking mesmerized

>> No.1709104

>>1709058
Gee I wonder who made that thread

>>1709094
/v/irgins are generally mentally ill. Only a person with serious mental problems could believe that "fun" is a buzzword.

>> No.1709107
File: 424 KB, 800x498, approving space guy.png [View same] [iqdb] [saucenao] [google]
1709107

>>1709058
>blatant bait thread reaches 300+ replies on /v/
Yeah, that's real fuckin neato.

>> No.1709109
File: 3 KB, 188x244, compare.png [View same] [iqdb] [saucenao] [google]
1709109

>>1709095
Yea, I noticed that too after I finished her. If I were to make a full sheet, she'd need some beef.

>> No.1709112

Okay this is probably the most noob question but

I'm at the end of 'O' of Destruction, at the gate with the Arachnotron and I'm stuck and can't open the gate or get out. There's an elevator to the right that leads up to a wallswtich but it doesn't appear to do anything and turns off too quickly to be timed. I've cleared the level of all enemies completely before I came down here.

Am I just retarded or have I hit a bug? I'm playing on ZDoom if that matters.

>> No.1709113
File: 85 KB, 600x208, It is not illegal to kill demons.png [View same] [iqdb] [saucenao] [google]
1709113

>>1709058
http://www.christiananswers.net/spotlight/games/2000/doom1.html
http://www.edge-online.com/review/doom-review/

was able to grab these two links before i washed out of that thread

>> No.1709118

>>1709112
There are two elevators, and you're not getting to the other one in time to notice what's happening.

>> No.1709119

>>1709113
You don't even need to ask if they are zombies.
They are clearly the undead.

No headshots either.

>> No.1709121

>>1709118
Ah, is that so? Thanks for clarifying so quickly and not calling me a retard.

>> No.1709127

>>1709104
Now that you put it that way I can see it a bit more clearly.

well nostalgia is more a pain of losing the past. The people who really have nostalgia are actually pathetic and pine over things they can/should get over, or under circumstance, cant.

I'm not saying that it is pethitic for /vr/ to go to older games and get what they call "nostalgia -- in fact I am saying the opposite.

I think most of /vr/ doesn't get nostalgia, I think the people -- especially in this thread, truly enjoy mapping and modding. They don't just do it out of respect of the past, but also to live in the moment, and also to produce content for the future.

All of the user content this game gives, exudes something the opposite of nostalgia.

Even when you are playing an old game, you genuinely enjoy it. Many old games have solid air tight gameplay and in a sense -- are timeless in their mechanics.

I think that people misunderstand the fun of old games as nostalgia, when in actuallity it is not nostalgia.

That is what I mean't by buzzword: it is repeated fashionably without using it correctly.

Of course fun isn't a buzzword. There is just a misunderstanding on how old games can be fun.

>> No.1709128

>>1709113
>even your friends!
THEY FUCKING SHOOT YOU FIRST
>>1709107
That's the way people usually start threads as to not get ignored, mostly.
>>1709104
Not me.

>> No.1709129

>>1709121
NP. I hope you enjoy Slayer, the map in Plutonia that takes Circle of Destruction and injects it with nasty-ass action.

>> No.1709130
File: 1000 KB, 500x281, 1403135309133.gif [View same] [iqdb] [saucenao] [google]
1709130

>>1708831

I try my best anon

>> No.1709132

>>1709130
And your best is the best, because you're the best

>> No.1709134
File: 185 KB, 940x1020, 1375587882153.jpg [View same] [iqdb] [saucenao] [google]
1709134

>>1709104
Pic related.

>>1709130
Girl is cute. Where from?

>> No.1709139

>>1709134
fun can be a pretty meaningless word on some contexts though

>> No.1709140

>>1709113
>http://www.edge-online.com/review/doom-review/
>the gameplay is as narrow as it gets: you run along beautifully parallaxed corridors and through stunning 3D rooms shooting at a near endless supply of green lizards. That’s it. Still, we’re not going to deny that there is a worryingly addictive fascination in watching the frantic despatching of those little green guys.
How did a 20 year old review manage to rustle me this bad? Did the guy even play the game?

>> No.1709143

I wish marty would finish that baron sprite in accesories

It was my favorite until someone pointed that it doesn't have its own death sprite

>> No.1709145

>>1709139
>1:Why are you eating shit? That is gross, you are going to die!
>2:What is your problem? You don't like having fun?

>> No.1709146
File: 22 KB, 610x358, 1370757929303.jpg [View same] [iqdb] [saucenao] [google]
1709146

>>1709113
>christian answers begrudgingly gives it a perfect for gameplay

>> No.1709147

>>1709070
Doom 3 had some decent ideas too, like the teleporting Wraiths, or the Cyborg Bruiser monsters

>> No.1709148
File: 566 KB, 704x396, priest.png [View same] [iqdb] [saucenao] [google]
1709148

>>1709113
>it is not illegal to kill demons
>anything that moves is your enemy and should be blasted instantly
>extra points are given for a shot in the head

>> No.1709149
File: 322 KB, 1280x800, Screenshot_Doom_20140622_235928.png [View same] [iqdb] [saucenao] [google]
1709149

So I thought I would just let everyone know that me and my channel are working on a name generator for unique shadow monsters, right now it builds names from 5 template name arrangements, 92 shared prefixes/suffixes, 106 names and 27 boss suffixes.

>> No.1709150

>>1709134
It's Choi Mochimazzi from Tamako Market

>> No.1709153

>>1709113
>illegal to kill demons

Except demons don't actually exist in real life as far as we know.

>no differentation between enemies and friends

Uh, the ones with blood pouring from their mouths trying to murder you.

>bonus points for headshots

Faggot didn't even play the game.


Remember when Jack Thompson claimed Counter-Strike gave you a "highscore" for killing civilians?

>> No.1709154

>>1709109
good start in any case. i like the proportions

would say to keep the hands as mitts, fingers together, but when you scale up you might have more space to work with

>> No.1709165

>>1709149
IT'S THE FINAL JUDGE MEEEEENT

DUN NUNNUN NUH
NUH NUH NUNNUN NUUUUH

Seriously though, kinda neat.

>> No.1709167

>>1709113
>you are a futuristic Space Marine on a rescue mission to a distant planet to find out why a Marine base has lost contact with Earth.

Is that actually the game's plot? I've seriously never heard that before. I always thought Doomguy was stationed on Phobos to begin with.

I prefer to think of him as having been there from the start. It makes him seem more like a survivor, and less like a stereotypical save-the-world type hero.

>> No.1709170

>>1709086
Hey, are we keeping the skies? I was thinking at least the "city" sky could probably be replaced.

>> No.1709173

>>1709129
Sounds great. 'O' Was one of my favorite levels so far, and although it did introduce the Archvile he wasn't really a major threat in the map and it felt a tad lacking.

I've hit a brick wall at Downtown though. Too many enemies, 13% Health starting. I'll pick it up fresh tomorrow.

>> No.1709174

>>1709153
Seriously,

>Doom
>points

>> No.1709175

>>1709173
There is a Berserk pack to the left from the start of the map.

>> No.1709179
File: 17 KB, 288x306, 1397032133813.jpg [View same] [iqdb] [saucenao] [google]
1709179

>>1709113
>So, in this game the player fights a furious battle against evil. If we are to do some real role-playing, if you had the determination and ability would you just hide in a corner and let the demons destroy God's creation? I should hope not. —Jason Shuler, age 18

>> No.1709181

>>1709167
He and his team were sent to Phobos, they all got slaughtered and became the zombies in the first few levels.

>> No.1709189
File: 2 KB, 120x240, melspritebig.png [View same] [iqdb] [saucenao] [google]
1709189

>>1709154
I was thinking along the same lines

>> No.1709190

>>1709181
>He and his team were sent to Phobos, they all got slaughtered and became the zombies in the first few levels.

I think they're the dead marines you find throughout the game.

>> No.1709194

>>1709153
>>1709174
Why do they always get that wrong and assume games are about points? Also if you plan on slamming a thing have thegood desency to bother understanding it, play it or watch some one play it, and why do christians object to this kind of thing anyway, you are slaying the agents of satan, how is that immoral, heck one of the game devs was morman and took no issue

>> No.1709201

>>1709179
jason knows what's up

>> No.1709204

>>1709194
>christians
>sensationalist media
>caring about or even remotely trying to accurately portray the truth

>> No.1709214

>>1709139
Which ones?

>> No.1709224

>>1709149

Niiiiiiiiiiice.

>> No.1709228
File: 191 KB, 367x1090, n7i1wqH4UI1sl0rr2o1_1280.jpg [View same] [iqdb] [saucenao] [google]
1709228

Satou is a sempai after my own kokoro.

>> No.1709229

>>1709204
Well thr truth would sell as then you actually benafit people and gain a reputation for integrity

Also I'm a christian and I care about the truth

>> No.1709232

>>1709127
this is a good post

>> No.1709246
File: 175 KB, 417x600, 34601443_m.jpg [View same] [iqdb] [saucenao] [google]
1709246

>>1709113
>it's illegal to play video games
>America

>>1709232
Thanks

>> No.1709249

Quick, someone give me a random WAD to try that isn't part of the top 10.

>> No.1709250

>>1709229
>Well thr truth would sell as then you actually benafit people and gain a reputation for integrity
This is what non-journalists ACTUALLY believe

>> No.1709253
File: 144 KB, 640x480, 2031310.png [View same] [iqdb] [saucenao] [google]
1709253

>>1709249

Classic Rivalry.

>> No.1709257

>>1709249
Hellbound

>> No.1709258

>>1708094
Ceres Station is the starting area of Super Metroid, not Crateria

>> No.1709260

>>1709149
>21000 health
what is this casual shit?

>> No.1709261

>>1709167
>I prefer to think of him as having been there from the start. It makes him seem more like a survivor, and less like a stereotypical save-the-world type hero.

Doomguy WAS stationed there from the start. He was reassigned to Phobos for attacking his CO, who was ordering him to fire on civilians.

When shit went down, the rest of his team went in first and he was supposed to guard the rear with his pistol. Doomguy hears screaming and gunfire, and that's where E1M1 starts.

>> No.1709262

whats the strongest weapon a marine can use in doom RL that doesnt eat up ammo

>> No.1709264

>>1709262
Highpower Battle Rifle + 2 Power Mods is pretty high up there. Great accuracy, very little ammo consumption, kills shit good.

>> No.1709265

>>1709262
Playing a Marine, I got a lot of mileage out of High Power Battle Rifle and High Power Plasma Rifle.

High Power Minigun really makes quick work of an entire room in a pinch, but it definitely eats more ammo than anything else.

>> No.1709267

>>1709250
So am I a chump for thinking that news should actually try harder?

>> No.1709270

So in one of the sub circles of the Malabolge, Thiefs are cursed to be bitten by snakes, and with each bite have a bit more of their identity stolen and replaced with that of the serpent, short version is I want to do a snake demon, should I go for a naga like builg or a more humanoid snakeman?

>> No.1709273

>>1709270

My penis says naga.

>> No.1709275

>>1709261
That's the novels, not the games.

>> No.1709282

>>1709262
Weapons with the nano- prefix have infinite ammo and ridiculous firerates.

>> No.1709283

>>1709267
You're a chump for expecting it. Everyone wants the news to not be run by shitlords but we're resigned to our fate. ESPECIALLY if you go by American news as a metric.

>> No.1709284

>>1709282

Too bad nano packs are rare

>> No.1709286

>>1709270
Why not a semi humanoid mass of inter connected snakes, a central body but all its many limbs are snakes

>> No.1709287

>>1709283
It just seems like a sane direction, the one its going in now feels self destructive, like its slowly killing itself, does no one think in long term?

>> No.1709292
File: 186 KB, 495x693, doom1instructionbooklet.jpg [View same] [iqdb] [saucenao] [google]
1709292

>>1709275
No, that's in the manual.

>> No.1709295

>>1709275
>>1709261
>>1709167

In the games he is stationed to Mars for attacking his CO, then he and a group of marines are sent to Phobos after a distress signal is sent from Phobos (and shortly after the signal Deimos vanishes from the sky). He is put on guard duty as the rest of his group goes in, he hears gunfire and sounds of fighting over the radio until it's just silence, then he goes in himself.

>> No.1709304

>>1709284
Yeah but it's well worth it to save the few you find. As soon as I built a Nano-SSG the difference in difficulty was like night and day.
I stopped using it because I felt like I was cheating

>> No.1709310

>>1709304

>nano-SSG

all rise for the boner-choir

https://www.youtube.com/watch?v=vd3cgaifvHs

>> No.1709314
File: 890 KB, 640x480, a.webm [View same] [iqdb] [saucenao] [google]
1709314

>>1709112

>> No.1709320
File: 77 KB, 640x690, 1403001299806.jpg [View same] [iqdb] [saucenao] [google]
1709320

>>1709258
Yea i realised it after posting, also i sorta gave up on the crateria layout and just went for a map with a metroid feel to it, instead of making it just a long straight map

>> No.1709325
File: 54 KB, 500x605, 500px-Lost_episodes_of_doom.jpg [View same] [iqdb] [saucenao] [google]
1709325

Anyone play this, in the past or recently?

After a few months of having it kicking around, I decided to run through it with SmoothDoom for flavour and found it to be pretty damn alright, especially for its time. Some of the levels get stupidly obtuse and the guy has a few texturing and flat quirks I'm not fond of (he has this weird thing with doing doorways with a texture from the next room, and he doesn't change floor heights when he changes floor texture) but they're decently challenging and the Hell levels in E3 are especially cool--lots of weirdo imagery and shit like I like to see, with weird architecture and shit.

If you want to find it, look for JPTR_V40.wad; there's also a ZDoom "compatibility patch" that adds a terrible 4th episode with a DECORATE boss and crap, ignore that but use the patch anyway because it does fix a few things.

>> No.1709329

>>1709314
That's one of the things in the game that got me to start paying more attention to sound when I hit switches.

>> No.1709341
File: 1.74 MB, 1400x1050, Screenshot_Doom_20140623_004322.png [View same] [iqdb] [saucenao] [google]
1709341

>>1708753
To be honest I would rather take on a bazillion Diabolists then a single Archvile.

Except these.
Fuck these.

>> No.1709351

>>1709341
Doom RLA's Diabloist is painfully easy

>> No.1709358

>>1709351
Indeed they are but you know, you can still dodge all variations of Diabolists if you can see the fuckers and they don't zip all over the map like sonic hedgehog on speed.

>> No.1709360

>>1709358
I think what makes Diabolists dangerous normally are the trails of fire along the ground and how they are guaranteed damage if they go for the classic Archvile attack.

I think they make pretty good minibosses/full bosses as a result.

>> No.1709367

>>1709360
If nothing else they do straight up area denial with the fire pillar thing. In a game where you rely on moving around as primary defense it serious business.

>> No.1709374

>>1709367
I know Diabolists are just a recolor + minor edit, but they are one of my favorite enemies because of their attacks.

Also that laugh.
Really dig them.

I wish more custom monsters were that memorable.

>> No.1709376

>>1709351
due to unforeseen consequences I acquired the modpacks to make a nanomachic gun
whats the best weapon to give infinite ammo in RLA?

>> No.1709379

>>1709376
Can't go wrong with Super Shotguns or Miniguns(As a non-Marine)

>> No.1709381

>>1709376
I assume super shotgun. What happens if you use it on the rocket launcher?

>> No.1709389
File: 548 KB, 1360x768, Screenshot_Doom_20140622_230711.png [View same] [iqdb] [saucenao] [google]
1709389

>>1709376
didnt mean to reply
also I made a nanomachic napalm launcher and its seems pretty hot

>> No.1709393

>>1709286
>>1709273
Ill go with a mix, mostly naga but with some odd snake heads in odd areas, how should they attack? Melee? Fireballs? Some form of contemporary weapon?

>> No.1709395

>>1709389
Does it come with a mapset and if not, whioh one should I play DRLA with?

>> No.1709396

>>1709393
They could actually fling snakes at you, like a pain elemental.

>> No.1709397

>>1709374
As a hopfult future modder with plans for original and reimagined monsters, what would you suggest as a means of making them memorable?

A friend of mine suggested folloing how they designed kratos, they wanted him to be the visual personification of "fuck you", he suggested, find a phrase and find a way to personify that in my monsters

>> No.1709403

>>1709396
So like Snakeman from Megaman 3

>> No.1709407

>>1709395
the map im on is from doom RPG

>> No.1709415

>>1709393
FKER has a naga-like imp variant. It has a ranged spit attac that makes you lose additional health over time.

>> No.1709418

>>1708434
>>1708479
There was a map I played once years ago, I think it was called something similar. The first room you had to shoot a barrel through a narrow gap you couldn't walk through, which explodes and pushed another barrel, mid-explosion, onto a teleporter that drops it right next to you. I could never figure out how to proceed. Does this ring any bells with anyone?

>> No.1709423

>>1709415
Not a bad way to go, though visually I'll want to take it away from thr imp look, it should be a great base

>> No.1709426 [SPOILER] 
File: 54 KB, 517x130, 1403504749454.png [View same] [iqdb] [saucenao] [google]
1709426

>>1705964
(pic related)

>>1709113
>http://www.edge-online.com/review/doom-review/
>But the gameplay is as narrow as it gets: you run along beautifully parallaxed corridors and through stunning 3D rooms shooting at a near endless supply of green lizards.
>GREEN LIZARDS

>> No.1709438

>>1709397
A memorable activated sound for starters.

Cyberdemon is memorable.
Especially because the first time you go on that level and fire a shot and it's just GRROWWRGH and you know you done fucked iup.

Next it needs some good attacks.
If it's just like the standard demon(Imp/Hell Knight/Baron/Cacodemon) it won't stand out among the Doom classics.


Hard to say what it could bring that's unique but the idea is that it shouldn't be basic.

>> No.1709447

>>1708567
What kills me with revenants are my own rockets and their huge ass hitbox. Revs are to rockets what a 7' NBA guard is to a basketball, except jam is what you become.

Anyone else walk around the open area at the end of Bermuda for a couple of minutes, collect about 50-100 homers, and then nearly one-shot the cyberdemon with them?

>> No.1709461

>>1709329
romero seems to like the "run fast to catch a lift" trick.

the plasma gun on map15 is an almost identical setup. but in that case, at least it's optional.

i remember having all kinds of trouble with both back when i still used to play keyboard only...

>> No.1709462
File: 157 KB, 697x1000, 1402992216755.jpg [View same] [iqdb] [saucenao] [google]
1709462

Quick, which source-port is the best for LAN? As in the least problematic to set up

>> No.1709463

>>1709438
That is very good advice, thanks, wanna avoid anything feeling like the Doom 3 Maggot, a dull fodder enemie that brings nothing unique to the table, or the Vulgar, whish was the imp but with green fireballs and a lower profile, what's worse is that visually they are great designs, with unique silloettes wasted on lazy mechanics

>> No.1709465

>>1709461
>romero seems to like the "run fast to catch a lift" trick.
as i clicked submit it occurred to me the secret exit on e4m2 is a third example. although the lift in that case is a lot shorter and more like a door.

>> No.1709468

>>1709389
I kept killing myself so I reloaded and made a nanomachic minigun
if I put a firestorm mod on here will it make it shoot faster?

>> No.1709471

>>1709462

I've never had a problem with Zandronum's lan.

>> No.1709475

>>1709468
4 mods are max and nanomachic is BBBN.

>> No.1709516
File: 79 KB, 640x480, doom32.png [View same] [iqdb] [saucenao] [google]
1709516

>>1708797
https://dl.dropboxusercontent.com/u/66496479/d1e1lel.zip
I've tried to do it as fast as I could, but everything went wrong on early levels so I had to get cautious.

>> No.1709521
File: 212 KB, 489x1136, 00-sleep--dopesmoker-2003-cover-fuffens.jpg [View same] [iqdb] [saucenao] [google]
1709521

>>1708030
Ok I will make it.

>>1708089
Funny thing is I actually strictly use *nix operating systems and throughly believe open/free source is better. Problem is I can't stand zandronum, it's community nor the wads that everyone plays on it, on a regular basis 24/7.

Odamex is amazing but dead.

This leaves me with only zdaemon for multiplayer doom. Thank god it runs phenomenally via WINE.

>> No.1709537

>>1709381
your chances of dying stupidly from a rocket fail increase a lot

>> No.1709545

>>1709537
It's amazing if you have Lava Armour. Of course, now it's more rare so yeah.

>> No.1709547

>>1709521
> I don't like what they play
Make your own fucking server then, BE isn't dying after all so get on that shit, faggot

> b-but what if no one shows up?
Come in here, tell us you're gonna make a server, then tell us which one, and we'll show up and play. I just did it a few weeks ago for my birthday, it wasn't a big deal, I just said "Hey at 7pm est I'll be running a server," and lo and behold, I think we had like 6 people in there at one point.

>> No.1709553

>>1709547
>Make your own fucking server then

That's what he's doing?
He's using ZDaemon though, so watch as nobody actually shows up.

>> No.1709557

>>1708797
heh. i thought i remembered doing this already. but it turns out it was on HNTR...
>>/vr/thread/S907383#p914682

>>1709516
three minutes per level seems pretty quick. i'll watch your demo.

>> No.1709568
File: 110 KB, 400x400, shitwindsastirring.jpg [View same] [iqdb] [saucenao] [google]
1709568

>>1709547
I already run a bunch of servers on zdaemon. I like the fact that I can look at the list of people playing on zdaemon and join pretty much anybodies server because I like the wads they play. Zdaemon needed some canadian servers anyway. Also, I'm not here to argue ports or be persuaded to move back to zandronum. I understand zandronum is absolutely perfect for others and you should be able to understand it's not my cup of tea. I've been lurking here since you guys started making these threads pretty much and It's basically the first time I post, one mention of zdaemon and already the shit storms are a brewing.

>> No.1709570

>>1709557
>i'll watch your demo.
this demo is very weird. are you using slow motion and -turbo 10 or something?

wait, i think i recognise your dropbox number. were you the one who did the 1:00 TAS run of Ye Mighty And Despair?

>> No.1709574

>>1709568
>one mention of zdaemon and already the shit storms are a brewing.
sorry, that's my fault. i'm strongly opposed to a doom engine being proprietory and closed source.

>>1709521 (i assume that's you as well)
yes, i also wish odamex had a player base. people do use it but generally you have to organise a game and reach out to people. you can't just go and join a server whenever you feel like it, because it will be empty.

>> No.1709579

>>1709570
>this demo is very weird. are you using slow motion and -turbo 10 or something?
It's actually -turbo 1, though I'm not sure if any value lower than 10 makes any difference.
>were you the one who did the 1:00 TAS run of Ye Mighty And Despair?
Yes, that's me.

>> No.1709582

>>1709087
Or you could just remove those stupid death animations from Ketchup

>> No.1709602

>>1709516
Thanks for recording a demo!

I actually meant to have mine done already, but after dying twice on e1m7 on two separate runs I gave up for the night. >>1708804 isn't me so it means we got 4 anons on this so far.

>> No.1709603

>>1709579
>It's actually -turbo 1, though I'm not sure if any value lower than 10 makes any difference.
you are right, it does not.
https://github.com/chocolate-doom/chocolate-doom/blob/master/src/doom/d_main.c#L1244

>> No.1709712

>wolfendoom
>wolfenstein 3d tc
Which do you guys prefer?

>> No.1709713

>>1709712
WolfenDoom

>> No.1709721
File: 2.86 MB, 320x240, E1-01.webm [View same] [iqdb] [saucenao] [google]
1709721

>>1708797
let's play Episode One.

>> No.1709723
File: 2.86 MB, 320x240, E1-02.webm [View same] [iqdb] [saucenao] [google]
1709723

>>1709721

>> No.1709725
File: 2.86 MB, 320x240, E1-03.webm [View same] [iqdb] [saucenao] [google]
1709725

>>1709723

>> No.1709727
File: 2.86 MB, 320x240, E1-04.webm [View same] [iqdb] [saucenao] [google]
1709727

>>1709725

>> No.1709728
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1709728

>>1709727

>> No.1709729
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1709729

>>1709728

>> No.1709730
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1709730

>>1709729

>> No.1709732
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1709732

>>1709730

>> No.1709734
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1709734

>>1709732

>> No.1709736
File: 2.86 MB, 320x240, E1-10.webm [View same] [iqdb] [saucenao] [google]
1709736

>>1709734

>> No.1709738
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1709738

>>1709736

>> No.1709756
File: 176 KB, 1280x960, Screenshot_Doom_20140623_010513.png [View same] [iqdb] [saucenao] [google]
1709756

>>1708797
I tried rushing through quickly and died four or five times. Damn hitscanners hurt. Also tried recording a demo of it all, but that desynced like crazy and I'm too dumb to manage video recording. Still managed to get to the end stage, but it's a good reminder that shotgunners are a very dangerous threat unless you get rid of them ASAP.

>> No.1709765

>>1709756
not that I'm complaining but why do you take so many pictures of demon ass?

>> No.1709773
File: 320 KB, 1280x960, Screenshot_Doom_20140623_014600_01.png [View same] [iqdb] [saucenao] [google]
1709773

>>1709756
I love me some demoness ass. It's a bit harder to screencap while playing though and playing with chasecam is rather obtrusive (though I did do a run of KTITD with chasecam on, but demo desync ruined it)

>> No.1709804

>>1709773
>Quake 2 shotgun in Doom

I hate to complain, but that feels so... unnatural.

>> No.1709814

Anyone wanna play vanilla Doom in co-op?

>> No.1709821

>>1709804
Now I'm thinking about a Q2 mod that got canned that was trying to make a Doom/Quake1/Quake2 mashup. I recall seeing a couple of levels ported from Doom before they got hit with a C&D. Kinda sad, but Doom and Quake were id's fairly recent property and *copyright law* so I can kind of understand why.

>> No.1709984

>>1709821
I think there was a mod - 'generations' or something - for Q3 that got past the copyright infringement issues; it was multiplayer only (last I checked), but had the trans-game combat.

>> No.1710078

>>1709756
That's one touch I like about BD and its variants, no hitscan weapons of any kind

>> No.1710082

So what do you guys think of a demonic language sound mod?

>> No.1710089

>>1709984
Generations Arena.

>> No.1710090

>>1709712
WWNazis

>> No.1710091
File: 34 KB, 640x480, 1403537666.png [View same] [iqdb] [saucenao] [google]
1710091

>>1710082
IRONICUS

>> No.1710115
File: 16 KB, 320x200, aggravatingly-cramped.png [View same] [iqdb] [saucenao] [google]
1710115

presenting "AGGRAVATINGLY CRAMPED", a 200 minute mapping challenge entry.

this is a tiny but utterly vicious berserk-fist-only map. after two previously failed attempts, i decided the only way i would make a complete map in <300 minutes with yadex would be to make it very, very small.

there are skill levels implemented, and even on UV, i know it can be maxed, since i already have a demo - indeed, i wouldn't have posted it if i didn't know it was beatable. it might also be disqualified under timing rules - it was made in under 300 minutes but i went over the time limit making balance tweaks (and dying a lot during demo recordings...)

however this map might be considered far too fiendish, and thus inappropriate for the project, and i will cheerfully withdraw the submission if consensus deems it so. i can imagine it breaking up the "flow" of the megawad and people quitting when they reach it.

i await your judgement - good luck...

http://temp-host.com/download.php?file=hl80te

>> No.1710125

>>1710115
but why

>> No.1710128

>>1710082
What would it sound like?

>> No.1710131

>>1709086
>>1709092
the current status is that there is one slot empty; two if we decide that doom2map is too broken in vanilla. it doesn't crash but it has HOM everywhere due to drawsegs overflow. (dead cargo [redux] also has a bit of drawsegs overflow but only in one place, not pervasively)

there's next to no replacement music. a few maps were submitted with music so i built them in, but other than that i don't ever play with music and have no working knowledge of available MIDIs. if someone cares to post a file of midis and the maps they should go with, feel free; i will do my best to incorporate them. but please be very specific, because i won't listen to any of them.

other than that, and a few little things i want to take care of like single-use teleporters and missing reject lumps, it's basically done.

>>1709170
i don't mind replacing the skies. but i don't think we should replace just one of them, it's all three or none. otherwise, the one replacement will stand out awkwardly.

i don't want to mess with texture1/pnames, so please suggest or post suitable 256x128 sky images. sky3 should be red, sky1 and sky2 more "normal".

thanks.

>> No.1710136

>>1710125
because i had fun doing it. need there be any other reason?

>> No.1710145
File: 14 KB, 200x198, _.jpg [View same] [iqdb] [saucenao] [google]
1710145

Are there any good mods that are less gory and dark?

>> No.1710168

>>1710131
>the current status is that there is one slot empty
let's be a bit more explicit

map01 (03) >>1621846 book_it.wad
map02 (15) >>1634641 2.wad
map03 (05) >>1623892 vanillalvl.wad
map04 (18) >>1643196 Computer_Array.wad
map05 (09) >>1625686 200minutesmap.wad
map06 (01) >>1620705 1.wad
map07 (23) >>1672457 Opening_The_Gates_Of_Hell.wad
map08 (06) >>1624095 200minmap.wad
map09 (31) >>1689609 Archives.wad
map10 (02) >>1620765 200mins.wad
map11 (04) >>1623806 200.wad
map12 (34) >>1700863 200_min_map.wad
map13 (33) >>1696604 200minsoftech.wad
map14 (10) >>1626139 Cathedral_of_Pain.wad
map15 (17) >>1639179 Valley_of_Hatred.wad
map16 (12) >>1630095 200minutes_map2x.wad
map17 (14) >>1634845 HomeSweetHell.wad
map18 (26) >>1696703 deadcargo.wad
map19 (32) >>1695761 duck_and_cover.wad
map20 (22) >>1671108 punch_it.wad
map21 (29) >>1683252 DemonHQ.wad
map22 (08) >>1625242 doom2map.wad
map23 (20) >>1647636 Ye_Mighty_And_Despair.wad
map24 (16) >>1637891 BloodRiver.wad
map25 (13) >>1630560 200mindance.wad
map26 (19) >>1647454 walls_of_jericho.wad
map27 (11) >>1628558 200minutesofgoingdown.wad
map28 (21) >>1666871 200minsofhell.wad
map30 (28) >>1682969 Carousel.wad
map31 (24) >>1674748 Brutto.wad
map32 (07) >>1625094 Sneek.wad
map33 (b1) >>1648614 anachronism1.3.wad

>> No.1710171

>>1709113
> But the gameplay is as narrow as it gets: you run along beautifully parallaxed corridors and through stunning 3D rooms shooting at a near endless supply of green lizards.

But then not half a paragraph later:
>Well, that’s one generalisation that Doom shatters: walking through the computer centre with the lights flashing slowly and rhythmically, and turning to see one of those hideous pink beasts running behind you is a seriously intense videogame experience.

Did the writer just have a stroke while writing the line about green lizards?

Now this is a point I don't think is that bad, considering the author probably only had the shareware episode available:
>It’s just a shame that the number of enemies is fairly limited. After a while, the multiple pump-action, blood-spraying demise of yet another pink monster is only marginally satisfying. lf whenever you turned a corner you could be met by some new, more grotesque|y deformed creature than the last, then at least Doom could boast that it had replaced gameplay with real horror.

E1 only has 5 types of enemies plus an appearance by Barons (with 2 Barons fiirst appearing at E1M8, but not E1M9), and the spectre is just the pinkie anyways, so for most of E1 you see only 4 enemies; Sergeants, Troopers, Imps, and Pinkies/Spectres.

>> No.1710183
File: 15 KB, 512x512, caster-wip35.png [View same] [iqdb] [saucenao] [google]
1710183

>>1707660
starting to look a bit less shit now

>> No.1710207 [DELETED] 

>>1709602
i didn't record shit

>> No.1710219
File: 1.74 MB, 1400x1050, BlackChestsHaveDrugsInThem.png [View same] [iqdb] [saucenao] [google]
1710219

Super lame DoomRL Arsenal Chests compatibility patc... hac... abuse.
1. You need DoomRPG Launcher
2. You need to hijack DoomRL Arsenal Randomizer.txt with a new one
in ../DoomRPG/DoomRPG-RLArsenal/actors/doomrl
3. Unpack DoomRPG-RLArsenalChests.pk3 into your GZDoom folder
and select it under Mods/Patches in DoomRPG Launcher along with DoomRL Arsenal.

Changes
-Powerups no longer in chests, their chests however became super rares which drop a lot of useful stuff.
-Useless trash are not completely useless anymore, they give credits.
-Stimps, Shield parts, augs... etc. added to drops.
-Chests are still use activated but don't block actors anymore.
-Seperated Droplists.txt and ChestDroplists.txt for easier tweaking for the curious.

https://drive.google.com/file/d/0Bx-OZG3OqlkwVkMySmtiSndQNEU/edit?usp=sharing

>> No.1710223

What's the best mapset for RPG+RLA ?

>> No.1710225

>>1710223
memento mori 2
or just obligue

>> No.1710252

I've noticed that with Ketchup the Cacodemons (the same goes for the Barons and Hellknights) bleed red as you shoot 'em. If you change the BloodColor to blue, only the blood that sticks to the walls is sometimes blue. Is there any way to change this? I'm pretty sure that you have to mess around with Ketchup itself.

>> No.1710258

>>1710252
i believe there's a modified version of ketchup that fixes the blood color

it's called something with "noob" in the filename (the modifiers username iirc)

>> No.1710285

>>1710258
Thank you! For anyone that's interested: http://www.mediafire.com/download/guf1he59ssl5k44/ketchuptest4_modified_noob.pk3

>> No.1710295

what maps do you reccommend playing with DoomRL Arsenal?

>> No.1710298

>>1710145
Chex Quest, HDoom, GhostBusters, Batman

>> No.1710313

>>1709738
>>1709736
>>1709734
>>1709732
>>1709730
>>1709729
>>1709728
>>1709727
>>1709725
>>1709723
>>1709721
>speedrunning
>not destroying evil

>> No.1710325

>>1710298
Thank you anon.

Does HDoom go by another name, though? I can't find it on yahoo.

>> No.1710329
File: 8 KB, 256x128, sky1a.png [View same] [iqdb] [saucenao] [google]
1710329

>>1710131
I made 4 different actual skies with some colour variations, totaling 8 in all. Use them if you want! Or give me some suggestions as to how to make them better. Credit Onslaught Six.
https://www.dropbox.com/sh/854lej9aahi4dhw/AABFTFaS-vkVbCX3xw4Zil25a/Doom%20Stuff/Skies

>> No.1710332

>>1710325
It's in tech demo form right now; read the news post for links or find a test server on Zandro and get it

> 2014
> using yahoo
ishygddt

>> No.1710336
File: 644 KB, 864x540, huehue.png [View same] [iqdb] [saucenao] [google]
1710336

Hey doomers

Has anyone done anything with sprite billboarding where you can decide which spirtes do it?

For instance, I'd rather have dead bodies always face me, while tall things like lamps, posts, or cyberdemons stand straight regardless.

>> No.1710340
File: 178 KB, 1024x768, Screenshot_Doom_20140623_141110.png [View same] [iqdb] [saucenao] [google]
1710340

>>1710329
Also I forgot to mention, they all tile and look pretty good in-game.

>> No.1710350

>>1710336
You would have to make replacement actors in decorate with either the +FORCEYBILLBOARD or the +FORCEXYBILLBOARD flag.

>> No.1710360

>>1710340
That would look better if it was way further down

>> No.1710371
File: 241 KB, 1024x768, Screenshot_Doom_20140623_142113.png [View same] [iqdb] [saucenao] [google]
1710371

>>1710360
Unfortunately, you're right! Forgot to account for that when I was making it; the others look better though. I'll make a fixed one.

>> No.1710393

http://doomwiki.org/wiki/Entryway

>The official doom wiki is lower google ranked than the old one

This is dumb.

>> No.1710401

>>1710340
why is the sky, the ground?

>> No.1710435

>>1710401
Shitty perspective on the original pic; I messed up on that one. There's a bunch of others that are servicable (my attempts to fix that one just now did not turn out as well as I'd hoped) so I guess just ignore that one.

>> No.1710448

>>1710393

We can fix that a bit by adding the doomwiki.org link to the OP of our threads. Having it repeat a bunch of times in the /vr/ archives would increase it's google rank.

>> No.1710456

>>1710448
That isn't necessarily how Google calculates it anymore. Google calculates results partially based on how "successful" the link is, which in cases like this, kind of leads to a self-perpetuating cycle--the Wikia is higher ranked on Google, therefore more people click on the results to it (as opposed to doomwiki) therefore it stays at the top...

If you really want to rise the rank, you'll have to convince everyone to stop clicking on the Wikia links when they google it

>> No.1710461

>>1710456

It can't hurt nigga.

>> No.1710465
File: 2.35 MB, 640x480, barrel2-ouch.webm [View same] [iqdb] [saucenao] [google]
1710465

>>1709418
this could only be one thing: barrel2 by cameron newham, who specialised in fiendish puzzle maps.

http://www.doomworld.com/idgames/?file=levels/doom/a-c/barrel2.zip

>> No.1710473

>>1710313
i think a webm in eleven parts was long enough. too long, even. i'm surprised i wasn't banned for spamming.

>> No.1710506

Someone on the EH thread is asking if it's possible to get HDoom to run on a Mac and I don't have an answer for him.

I'm guessing no, but is there a way?

>> No.1710509

>>1710223
I've been having fun with RLA and Hellbound.

RPG & RLA are compatible with eachother?

>> No.1710516

Did they not re-use the music for Doom PSX and Doom 64 because they feared legal issues? The songs are really remixes of existing songs they did not get the rights to. They got away with it so far, but maybe they feared a big console release would spurn complaints.

>> No.1710520

So... I made this shit: http://www28.zippyshare.com/v/94617649/file.html

For everyone that likes Ketchup, this is a fixed version with the true colors for Cacodemons, Hellknights and Barons of Hell (it removes the blood from Lost Souls). Not only that, but as you can read, it adds the smooth animations.

>> No.1710527

>>1710509
iirc in the last thread the authors said they were working together to make sure the two are compatible. (something about yelling at each other on skype..)

>> No.1710539

>>1710527
I should keep that in mind for when I finish Hellbound.
How would one load them together?

>> No.1710562
File: 663 KB, 1400x1050, Screenshot_Doom_20140623_222451.png [View same] [iqdb] [saucenao] [google]
1710562

>>1710509
This is how I am rolling at the moment;
DoomRPG+DoomRLArsenal+Monsters+Chests
On Memento Mori with hi-res addon and Doom Metal.
All I need is some ketchup but... eeh...

>> No.1710576

DEAR WHOEVER WHO IS IN CHARGE OF DOOM RLA

Why the heck i can't make a plasma sharpnel tactical shotgun?
I know the tactical shotgun and assault shotgun are pretty much the same weapon but assault shotgun has a slower reload speed, but this is not the point here,the point here is: Tactical shotgun still has 2 slots for modpacks,and to assemble the Plasmatic Sharpnel is 1 Power + 1 Sniper,if i can assemble a storm plasma [insert type of pistol here],then why i can't make a Plasma Tactical shotgun?

>> No.1710604

>>1710576
You can't use assembled weapons as bases for more assemblies. It's just the rules.

>> No.1710610

>>1710506

Yes. Zandronun and its mods run perfectly fine on a Mac.
I can't do tech support for him, but I play constantly not HDoom, admittedly with a Mac friend.

>> No.1710626 [DELETED] 
File: 117 KB, 640x960, 1403553747.png [View same] [iqdb] [saucenao] [google]
1710626

>>1710329
these two are nice. nothing that really works as a boiling, twisted, deep red hell sky, though. they all look too human. especially the one with the cars in it :).

>> No.1710635
File: 243 KB, 640x960, 1403553747.png [View same] [iqdb] [saucenao] [google]
1710635

>>1710329
these two are nice. nothing that really works as a boiling, twisted, deep red hell sky, though. they all look too human. especially the one with the cars in it :).

>> No.1710640

>>1710626
>they all look too human. especially the one with the cars in it :).
Somehow I completely missed that. Fuck. Time to make another one, I guess!

>> No.1710652
File: 56 KB, 1024x768, doom01.png [View same] [iqdb] [saucenao] [google]
1710652

>>1709602
>>1708797
Here's mine.

PrBoom+ Demo:
https://drive.google.com/file/d/0BxbbtKR5bll_ZlprNURPQVdNUVk/edit?usp=sharing

>> No.1710665

>>1710652
Also for people wondering how to make a demo in PrBoom, just create a shortcut to the .exe and then modify the shortcut to have the following

"[path]" -file [wad] -complevel [number] -skill [number] -warp [number] -record [demoname]

so for instance to make the demo there >>1710652 my shortcut was

"C:\Program Files\prboom-plus-2.5.1.3\prboom-plus.exe" -iwad doom -complevel 9 -skill 4 -warp 1 -record vre1

>> No.1710669

>>1710652

How do you get something that shows total time for the episode? Or was it always there and I didn't notice it?

>> No.1710673

>>1710669
always there

>> No.1710678

>>1710673

I NEVER NOTICED THAT

NOT ONCE

>> No.1710681

so for some hell environs I was thinking of using other religion's/mythologies versions of hell as inspiration, what are some good ones?

>> No.1710686

>>1710681

Buddhism's and Norse Paganism's versions of the netherworlds are pretty rad.

>> No.1710687

>>1710669
It's a feature of advanced ports (e.g. PrBoom+). Vanilla and Chocolate Doom don't show you summary time for episode.

>> No.1710709
File: 11 KB, 256x128, sky5.png [View same] [iqdb] [saucenao] [google]
1710709

>>1710635
Did a new one.

>> No.1710710

Guys, in RL Arsenal, how do I drop items and packs from my inventory?

>> No.1710713
File: 31 KB, 640x480, 1403555920.png [View same] [iqdb] [saucenao] [google]
1710713

>>1710709
heh i just made this thing in two lines of imagemagick. doesn't tile vertically but neither did the original.

>> No.1710720

>>1710710
Z is the default for dropping stuff, you need to select items to drop them from your inventory. Dropping worn armor and boots must be bound to keys.

>> No.1710719

>>1710710
Use item and then press the drop weapon button

>> No.1710723

>>1710709
Fuck, it doesn't tile. Hold on...

>> No.1710724
File: 53 KB, 640x480, 1403556281.png [View same] [iqdb] [saucenao] [google]
1710724

>>1710709
>>1710713 (me)
yours is probably better. but it doesn't tile horizontally, which i think is pretty important.

>> No.1710730
File: 25 KB, 256x128, sky5.png [View same] [iqdb] [saucenao] [google]
1710730

>>1710724
Hence my post, "Fuck, it doesn't tile. Hold on...."

Fixed it.

>> No.1710734
File: 255 KB, 1024x768, Screenshot_Doom_20140623_165434.png [View same] [iqdb] [saucenao] [google]
1710734

>>1710730
Looks better in-game too.

>> No.1710738

>>1710131
make this the soundtrack for every map please

http://www.free-midi.org/song/psy-gangnam_style.html

>> No.1710747

>>1710738

How about "fuck no".

>> No.1710751

>>1710730
...which hadn't appeared when i submitted the post.

>>1710738
haha this isn't the IDL wad.

>> No.1710759
File: 43 KB, 640x480, 1403557581.png [View same] [iqdb] [saucenao] [google]
1710759

>>1710730
>>1710734
fair enough then, thank you.

>> No.1710760

>>1710730
>>1710759
by the way: is there some clever way to make an arbitrary image tile, or does one have to do it, as it were, by hand?

>> No.1710769 [DELETED] 
File: 32 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google]
1710769

200 minute test build

http://temp-host.com/download.php?file=im12qd

>> No.1710773
File: 32 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google]
1710773

200 minute test build

http://temp-host.com/download.php?file=ny29ux

repost: sorry, i had my cramped berserker map in there for testing, but it shouldn't go in until it's approved.

onslaught six: if you are around, i would appreciate it if you would play 200minutesofgoingdown again and tell me if you think it is now reasonable. i think it was you who complained last time.

>> No.1710785

>>1708797
Got to e1m8, on track for about ~25 minutes, died like a retard ;-;

Oh well, I'll try again later.

>> No.1710786

>>1710604
Well,that argument can be wrecked,i assembled a storm plasma pistol unless you tell me that only pistols get that privilege

>> No.1710796

>>1710786
Nuclear Plasma Pistol is an exotic, not an assembly.

>> No.1710801

i got laid off last week and instead of looking for a job on this fine monday afternoon, i'm playing through plutonia again

feels
good
man

>> No.1710804

>>1710801

cool blog bro

>> No.1710823
File: 19 KB, 347x387, 12345.jpg [View same] [iqdb] [saucenao] [google]
1710823

>>1710801
Fuck I know the feel man. In my case I've just gotten bored of everything else, and then remembered "oh shit I remember seeing loads of cool doom shit on /vr/"

I'm having so much fun with RL Arsenal and Metroid Dreadnought, just playing through community map packs with extra gore and heavy metal.

>> No.1710834

>>1710760
You could offset in photoshop and select/content aware fill. You'd still need to clean up a little most likelt.

>> No.1710841
File: 14 KB, 256x128, BLUESKY.png [View same] [iqdb] [saucenao] [google]
1710841

Since we're posting skys... I made this, but can't open SlumpEd because of some .dll error (though I have the .dll file) and can't see how it looks in game.

>> No.1710872

>>1710760
I do it all by hand. I have an old version of Paint Shop Pro that I've used for years and I'm comfortable with where everything is laid out; using anything more recent would interrupt my workflow.

Here's what I did to make all of the skies I posted:
-Find a picture you like (I used one or two of my own sky photos because I'm a pretentious faggot who does that, and the rest were from Google Images)
-Resize it to 256x128. I did not worry too much about fucking the aspect ratios up or losing much details because even the vanilla skies messed with them a little and were obviously just downscaled photos.
-Make a new 512x128 image and paste the sky twice, side by side, like it would if it were tiled
-Start a new layer and paste the sky again, in the middle this time. Sometimes I mirrored it and sometimes I didn't.
-Use the erase tool to erase parts of the sky and ground until it looked reasonably seamless and didn't obnoxiously repeat anything within the same image (the image will tile so it'll get repeated then but whatever). This should be done so that the edges of the third sky texture on the new layer are reasonably fading into the sides of the bottom layer (if this makes sense)
-Use "canvas size" (I dunno what it would be called in Photoshop if it even has this feature) to change the size of the image to 256x128 while centering it. This will cut off the edges of the bottom layer and ensure you have one solid 256x128 image that tiles
-Merge layers and save

Then there's various stuff I do after that to make it look good after I pallete it or make it look better for the game but that's boring. The big thing is basically to make that center image on the new layer seamlessly go into the background ones at about the midway point because then you're not just mirroring the sky and making it look shitty and repeated

>> No.1710881

>>1710841
Did you do this with the intent of using it with regular Doom's aesthetic? Because it's kind of cartoony looking and hand drawn for that. The best way to do skies (IMO) is to do it from photos. You can just grab sky pics from Google Images (nobody will notice or care) but if you are adamant to do it yourself, go outside with a camera (fuck it even your phone will work) and take pictures of the sky. But it should be when the sky actually looks relatively interesting--clouds, sunlight, sunset, sunrise, whatever.

>> No.1710885

>>1710773
I'll give it a shot, what the hell. Like I said before, just because I wasn't too fond of it and couldn't beat it shouldn't mean it should be moved out. I think I proved a few weeks ago when I absolutely sucked at all E2 and E3 maps and IMX had to save my bitch ass

>> No.1710894
File: 220 KB, 1280x720, that par is bullshit.jpg [View same] [iqdb] [saucenao] [google]
1710894

>>1708797
>>1710785
did it. 22 minutes is okay but i could get under 20 if i could go fast without being clowned by shotgun guys.

prboom+ demo in case anyone wants to see me play doom badly
https://docs.google.com/file/d/0B3d8MboB9Ll5aWV4c3BERkdyV3c/edit?pli=1

>> No.1710903

>>1710881
>Did you do this with the intent of using it with regular Doom's aesthetic

Sure didn't. Just wanted to test a blue sky and get the gradient right.

Originally was going to be an orange blue gradient, but doom doesn't palette that well.

>> No.1710925

>>1710773
I'm playing through the whole thing again, just for kicks.

-There's a problem with Map06; there's a door that closes down preventing you from getting to a switch, and enemies come teleporting into the room. Then, after a while, the door opens again. The problem happens because it's possible to run very fast into the room with the switch and have the door close behind you, effectively sealing you in until it opens up again. (I also don't know what causes the door to open up again. I usually just run around the small area I have available to me until it opens again.) This could be fixed simply by having the other end of the door be openable--it'll still kind of break the encounter but the player won't be stuck there.

>> No.1710930
File: 91 KB, 1024x768, Screenshot_Doom_20140623_184044.png [View same] [iqdb] [saucenao] [google]
1710930

>>1710925
Oh and the switch graphic breaks (in ZDoom at least) when you push it. Not sure about other ports.

>> No.1710938

>>1710925
Last version I played, blood river had a secret closet you could get locked in. Just needs to be door stay open, or have a door tag on the inside.

>> No.1710939

>>1710903

Original Doom palette doesn't have that much orange, or even purple

ADRIAAAAAAAAN

>> No.1710947

>>1708797
Well, E1 is easy for almost any kind of retarded and not so gameplay.
https://dl.dropboxusercontent.com/u/66496479/e1iseasy.zip

>> No.1710954

>>1710939
>purple
they saved it al for quake

>> No.1710970
File: 58 KB, 640x544, 0c7c1ca56da7.jpg [View same] [iqdb] [saucenao] [google]
1710970

>Se7enNytes will never release a new verison of crossfire

>> No.1711019

>>1710773
Hey dude, did you mess with Valley of Hatred (Map15) and remove my liteamp goggles and super-dark corridor? That was something that I thought made the level a lot more interesting; without it, that part of the level is pretty dull and easy to get through.

Also I'm pretty sure I said something about the music but I'll go back through the archives later and check

>> No.1711040

>>1710773
Dead Cargo's yellow key door texture is upper unpegged, which leads to it looking like it evaporates when it opens.

>> No.1711057

just idle thoughts, for HDuke, the enemy that craps out bombs could be reimagined to be giving birth to them instead, just a random thought

>> No.1711065

>>1710773
surprised at how good most of these maps are

most of them play really well

>> No.1711079
File: 213 KB, 1024x768, Screenshot_Doom_20140623_195419.png [View same] [iqdb] [saucenao] [google]
1711079

>>1710773
Made it to going down again. Still couldn't beat it. I must just suck.

I will say though that I thought I had a chance until these pillars prevented me from getting rocket launcher hits on the Archvile, so maybe if those were gone I could do it. But whatever; don't change it to conform to me, I'm just terrible. If other people can do it, then good.

>> No.1711114

>>1711079
Play with Doom (Strict) compatibility flags. Pillar's, light post's, torche's and whatnot's hitbox will be lower and rockets will pass over them with ease.

>> No.1711142

>>1711079
I had a hard time on going down when I played pistol start only. It's not easy, especially that area. But it is possible to pull it out and 100% kill that shit.

>> No.1711169

>>1710894
Impossible

Pistol start it and rushing to the shotgun with luck that you didn't got ralentized by pinkies, you already lost 25 seconds with strafe50

>> No.1711216

Has anyone thought about making a boxing wad, sorta based around Rocky and Punch-Out?

>> No.1711223

>>1711216
The Space Pirate has some nice fighting moves.
There's also Action Doom 2 but that's more Streets of Rage than anything.

>> No.1711226

>>1709341
huehue

>> No.1711231

>>1711223
I mean based on the sense of you climbing up the ranks, with beginning levels based on training, like jogging around a city, or being in a freezer beating the crap out of a chunk of meat. Then after that, you enter an amateur boxing circuit.

>> No.1711245

>>1711216

Doom Fighters was something like that.
It's not too good, though.

>> No.1711257

>>1711245
http://www.youtube.com/watch?v=SmCaMHQAXxc
It looks like it had some potential. As it is though, it looks pretty samey, and not all that appealing.

>> No.1711271

>>1711114
Aren't those actors just infinitely tall then as opposed to not as tall?

In any case, that should be noted in the .txt when we release this, then

>> No.1711289
File: 52 KB, 1084x631, howdoieditimages.png [View same] [iqdb] [saucenao] [google]
1711289

Anyone want to try making a voxel for heretic? I promise it's fun. If you want you can make one that someone already made, no pressure.

>> No.1711324

>>1710562
>>1711226
hue?

>> No.1711356

http://forum.zdoom.org/viewtopic.php?f=19&t=46132
Jesus fucking christ, what the hell is going on?

>> No.1711370

>>1711356

Some dude being a douchebag and Ednerd flaunting his homemade "it works for me ergo it's fine!!!" netplay videos.

>> No.1711386

>>1711289
Those look awesome dude!!

Necronomicon's gonna look badass

>> No.1711389

>>1711356
Why don't you go ask them?

>> No.1711392

>>1710773
https://dl.dropboxusercontent.com/u/62697468/Doom%20Stuff/vr%20Music.wad

Here's a music WAD for /vr/speed. There was some replacement music for D_BETWEE which was one of my levels but I didn't like it so I replaced it. The first four are all my levels: D_RUNNI2, D_SHAWN, D_BETWEE and D_DOOM2.

D_BETWEE - D_E2M3 remix by Jay Reichard (Zorasoft.net) from prjdoom.wad
D_RUNNI2 - D_E3M5 remix by Jay Reichard (Zorasoft.net) from prjdoom.wad

Credit for D_BETWEE and D_RUNNI2 to Jay Reichard; originally taken from D_E2M3 and D_E3M5 from prjdoom.wad

D_SHAWN and D_DOOM2 are Slayer midis; I don't think we'll need to credit those because they're goddamned everywhere and I couldn't even find credits on the sites I found them on

I also took the liberty of adding a few more MIDIs that I placed in strategic places, mostly chosen based on the MIDIs I chose and where they fall in the level set. (I thought it would be weird to have the real South of Heaven and then the "fake" one on D_SHAWN2 and D_SHAWN3.) Feel free to use these or not; I would like it if someone who actually cared about the music in Doom gave it a once-over though.

The replaced MIDIs and credits are:

D_SHAWN2 - Aliens, Say Your Prayers! (Duke Nukem 3D E2L7) by Bobby Prince
D_SHAWN3 - 'Darkness' from Castlevania: The Adventure remix by Jay Reichard (Zorasoft.net)
D_ROMER2 - 'Annihilation Awaits' original by Jay Reichard (Zorasoft.net)

>> No.1711397

>>1711356
>>1711370

He literally JUMPED at the moment someone spoke of ZDoom multiplayer

what the hell dude

>> No.1711402
File: 745 KB, 160x120, BEET_DEBRUH.gif [View same] [iqdb] [saucenao] [google]
1711402

>>1711386

At this point you're pretty much doing it on purpose

>> No.1711407
File: 93 KB, 480x530, 1394575454587.jpg [View same] [iqdb] [saucenao] [google]
1711407

>>1709179
Jason has the right mindset.
When playing Doom, you're doing what god wants you to do, combating evil, preserving yourself against it, and in extension, saving others from it.

It's like Sandy put it, "...they're the bad guys!"

If you believed in god, do you think he would really want you to sit idly by and do nothing as evil triumphs? Sounds like something a shitty god would want, better prove yourself, to your god, unto others, and prove unto others your god.

>> No.1711409
File: 274 KB, 320x480, 1397796481266.png [View same] [iqdb] [saucenao] [google]
1711409

>>1711397
Edward850 in a nutshell.

The moment someone mentions ZDoom multiplayer in any capacity, he's there to shill how awesome it is and his videos.
The moment someone mentions Zandronum, he has to talk about how terrible it is. The most fucking obnoxious moments are when he posts "Zandro.PNG" or "Zandro.TXT" moments, where he links completely random pictures/topics that essentially boil down to "they don't do things my way".
He also begged for ops for a good while.

>> No.1711412

>>1711409
man ZDoom is just what my friend gave me and it seems to work, I dont even care about all this warring

>> No.1711415

Speaking of multiplayer, is it possible to have taunts in a single player game?
I know that Brutal Doom does it, but I just want to wear my Cultist skin in single player and shout
>GERO SHAY CRUO
at demons while I blow them to bits.

>> No.1711417

>>1711415
i know samsara does it
you may want to look at how that works

>> No.1711430

>>1709146
It objectively does.
You can twist and turn motives, reason, plot, set-up, intent and context, but at the end of the day, Doom still has great gameplay.

>> No.1711432
File: 2.04 MB, 1230x1115, lol.png [View same] [iqdb] [saucenao] [google]
1711432

>>1711412
Zdoom is really good.
Just the devs are total dickwads.

But as long as you never actually personally interact with them it's gr8

>> No.1711437

>>1711412
ZDoom/GZDoom is a great port, nobody is questioning that, it's just that it has shit for multiplayer support.

Zandronum, which is derived from ZDoom, is made specifically for playing Doom in multiplayer, and does this well.

>> No.1711439
File: 306 KB, 1366x768, Screenshot_Doom_20140623_195729.png [View same] [iqdb] [saucenao] [google]
1711439

Doom IV needs more creepy hell levels made from skin and shit

>> No.1711448

>>1711439
OH GOD THE GAMMA
MAKE IT STOP

>> No.1711450

>>1711439
Turn your fucking gamma/brightness down

How can you get scared when everything is so bright

>> No.1711451

>>1711448
>>1711450
I'm playing on a shitass laptop, so I need the gamma turned up to nuclear hellfire brightness to see anything.

Jeez, its the 21st century - be a bit more tolerant.

>> No.1711468

>>1711451
pro tip: png_gamma 1 will take screenshots that don't actively murder the viewer's eyes

>> No.1711481

>>1711468
It's called being open minded.

>> No.1711483

>>1711481
No, it won't change for you at all. It'll just make your screenshots not look like ass.

>> No.1711484

>>1711481
it's called respect our retinas :(

>> No.1711486

>>1711481
>being open-minded

What
How is giving you a console command that doesn't affect your in-game play but makes your screenshots actually better for other people not open-minded

>> No.1711492 [DELETED] 
File: 541 KB, 1280x800, what.png [View same] [iqdb] [saucenao] [google]
1711492

>>1711483
>>1711484
>>1711486
Settle down you sperglords - I already changed the ini so any future screen I post doesn't inflame your autism

>> No.1711503

so I'm browsing Mod DB for stuff to try, how is NewDoom?

>> No.1711504

>>1711492
>someone suggests how to make something look better extremely simply in a way that does not change gameplay
>AUTISM SPERGLORDS EVERYONE BUT ME IS RETARDED
Please go back to /v/ with that attitude

>> No.1711507

>>1711492
>autism

Sorry, but this is an 18+ site. Come back when you're a few years younger.

>> No.1711514 [DELETED] 
File: 12 KB, 231x290, 134793353795991.jpg [View same] [iqdb] [saucenao] [google]
1711514

>>1711504
>>1711507
No need to act like a bunch of elitist cunts, either.
Fuck, what did I expect - every slowish board on 4chan is like this.

>> No.1711521 [DELETED] 

>>1711514
>uses le epic autism meme
>calls people elitist

>>>/v/
>>>/a/
>>>/reddit/
>>>/b/
>>>/pol/
>>>/ksg/
>>>/lol/
>>>/dota2/
>>>/srg/
>>>/fgg/

goodbye
don't let your fucking yankees fedora hit you on the way out

>> No.1711528

at this point the serious sam addon won't be finished, not that we were expecting it to be anyway ;)

>> No.1711532

>>1711528
??????

What does that have to do with anything?

>> No.1711572
File: 79 KB, 545x642, Trans_Total_Progress_01[1].png [View same] [iqdb] [saucenao] [google]
1711572

I won't lie, it boils me up a little bit seeing stuff like this getting dismissed; like, someone single-handedly is doing rotations for the classic Wolf3D enemies, and a mid-quality collage of Megaman edits gets shared on "gaming" websites and such, as if it were a ground-breaking thesis on human evolution

There's gotta be a point in time where graphic stuff you see in Doom mods gets the recognition it deserves

>> No.1711575

>>1711415
If you make a directory in your Zandronum folder called "skins" and throw your favorite skins in there you should be able to use them anytime in single player.

>> No.1711589

>>1711572
not sure, Doom isn't exactly in the public eye much right now save the new reboot coming up, I'm browsing Mod DB for anything promising, trying Doom Rising, still down loading

>> No.1711590

>>1711572
that is actually pretty awesome, people are probably more into the Mega Man stuff because its more widely recognized even by non-Doom fans

>> No.1711592

>>1711572
>someone single-handedly is doing rotations for the classic Wolf3D enemies

That's nice, it really is, but the problem are those sprites are "okay" quality at best. They don't look the least bit professional, and have a ton of stray pixels, awkward shading, and...
Well, really, the most notable thing about them is that someone is that dedicated to do them.

I had to fix every single Hitler sprite for a project.

>> No.1711594

>>1711572
>I won't lie, it boils me up a little bit seeing stuff like this getting dismissed; like, someone single-handedly is doing rotations for the classic Wolf3D enemies, and a mid-quality collage of Megaman edits gets shared on "gaming" websites and such, as if it were a ground-breaking thesis on human evolution
>There's gotta be a point in time where graphic stuff you see in Doom mods gets the recognition it deserves

Protip: A lot of those websites rely entirely on user submissions and stuff that their editors/writers see on other websites

If you want to see this shit on Kotaku or Destructoid, you need to start actively following them on Twitter and yelling at them occasionally with links, like, "Hey, check out this thing someone made in Doom!"

"But I don't want to have Twitter, it's for social normalfags!" Get over yourself; it's 2014, if you want shit to get mainstream press then you need to interact with the mainstream press. Personally, I'd rather that not happen anyway because then you're just going to get another influx of retards like when Brootal Duum got all that Kotaku coverage last year.

>> No.1711606

I'm currently playing with Doom RPG for the first time, but I'm not really seeing any significant gameplay changes other than adding a bunch of random shit to the HUD. Do new monsters or weapons show up eventually?

>> No.1711614

>>1711592
Yeah, there's that too, especially, for example, those side frames. They just look like shit.

>> No.1711618

>>1711606
No, that's not what RPG is for, it's just stats. If you want weapons and monsters, you want DoomRL Arsenal.

>> No.1711623
File: 114 KB, 960x719, 1385184797895.jpg [View same] [iqdb] [saucenao] [google]
1711623

>>1711594
>>1711572
>mfw cracked.com described MM8BDM as a hack created by hackers hacking doom to play MM8BDM online together

>> No.1711625

>>1710681
http://en.wikipedia.org/wiki/Naraka_%28Buddhism%29
here are some cool ones

>> No.1711634
File: 30 KB, 764x569, Untitled.jpg [View same] [iqdb] [saucenao] [google]
1711634

I'm a huge newfag when it comes to doomseeker

What order do I put the files to run ALIEN VENDETA RGA on my own server

thx

>> No.1711636

>>1711634

Generally the load order will always be Levels > Gameplay Mod > Patches.

>> No.1711638

Guys is there a mod or something to allow local 2-player co-op? Through a LAN or something? I'd love to play through Doom 2 or one of the popular mods with a buddy and not have to connect to a server to do so.

>> No.1711642

>>1711638
I believe all you'd both need is Zandronum and the stuff you both wanna play. Could even use GZDoom for local play too I think.

>> No.1711647

>>1711638
you can just use GZoom (and ZDL), start a 2 player game and tell your buddy to join the localhost?

>> No.1711651

>>1711642
>>1711647
>GZDoom
I'll look into it, thanks. Is it compatible with most of the stuff Zdoom is? I assume so based on the name.

>> No.1711659
File: 569 KB, 1920x1080, Screenshot_Doom_20140623_213950.png [View same] [iqdb] [saucenao] [google]
1711659

>>1710773
small oversight on map 10:

this sector damages you even though it probably shouldn't

>> No.1711663

So,i tried to connect to a zandronum server and it says the version it uses is 1.2.2,did they updated the thing again?

>> No.1711667

>>1711651
Gzdoom is just Zdoom with more graphical features/options. If something can run in zdoom, then it should run in gzdoom, with few exceptions.

>> No.1711689

>>1711216
last map of Vanguard (not serious)

>> No.1711709

>>1711651
almost everything, yes (especially if you use the most recent PR)

you could use zdoom too, but you won't have that sweet lightning and that non-distorted freelook

>> No.1711739

>>1710773
Map6 is just... terrible. I hate to say that about any usermade content, especially one done on such a timebudget, but it's pretty much the worst thing about every bad Doom 2 map.

Huge amounts of enemies placed everywhere with no though? Check

Doors that open into enemy hordes you cannot possibly react to in time or move through, with nowhere to retreat to and take cover? Check

Darkness covering over half of the map for no reason? Check

And it's so bad to, because I loved Map5 and 4 and pretty much everything up to this point felt like a better version of Scythe. It doesn't really ruin the whole .wad or anything and maybe my opinion is terrible but I just can't stand Map6.

>> No.1711747

>>1711709
>GZDoom has non-distorted freelook
WHY DID NOBODY TELL ME ABOUT THIS EARLIER!?

>> No.1711761

>>1711747

OpenGL stuff.
Same thing with Zandronum in OpenGL.

>> No.1711767

>>1711739
it's possible to get through that map really quickly though

anyway, is anyone working on a map for the last slot? if not, i might just put another one together tonight (i made map12)

>> No.1711792
File: 21 KB, 640x960, 1403589013.png [View same] [iqdb] [saucenao] [google]
1711792

>>1710925
>There's a problem with Map06; there's a door that closes down preventing you from getting to a switch, and enemies come teleporting into the room. Then, after a while, the door opens again. The problem happens because it's possible to run very fast into the room with the switch and have the door close behind you, effectively sealing you in until it opens up again.

oh, yes i see what you mean. i've just been running into that room, firing a gun and running back out again, so i don't see the door at all.

>(I also don't know what causes the door to open up again. I usually just run around the small area I have available to me until it opens again.)

it's just a 30 second door - it just opens by itself again after 30 seconds.

>This could be fixed simply by having the other end of the door be openable--it'll still kind of break the encounter but the player won't be stuck there.

i will try this but i think the whole area needs a bit of a rework - the monster teleporter isn't optimal either.

>>1710930
>Oh and the switch graphic breaks (in ZDoom at least) when you push it. Not sure about other ports.

i'm very sorry but i cannot reproduce this. (as pictured: it seems to work fine for me.)

>> No.1711793

>>1711761
>Zandronum has OpenGL
WHY DID NOBODY TELL ME ABOUT THIS EARLIER!?

>> No.1711802

What are some relatively bright and open as opposed to dark and cramped megawads?

>> No.1711803

>>1711792
>>Oh and the switch graphic breaks (in ZDoom at least) when you push it. Not sure about other ports.
Also playing on ZDoom and I've had that happen, but it was in Map5 I believe. Didn't make the switch stop working but the graphic changed on a significant delay - 2 or 3 seconds after pressing.

>> No.1711807

>>1711767
>it's possible to get through that map really quickly though
That's true of almost every map in Doom, it doesn't really make up for bad design, especially when getting through it superquick requires you to have played it a couple times to know where everything is and playing through it is just painful.

>> No.1711816

>>1711793
It's based off gzdoom.

>> No.1711827
File: 1.93 MB, 1920x1080, Screenshot_Doom_20131117_234402.png [View same] [iqdb] [saucenao] [google]
1711827

>>1711793
GZDoom can look quite neat!

>> No.1711835

>>1711802
nuts.wad

>> No.1711837

>>1711827

Not with those filters, though.

>> No.1711838

>>1711827
> filtered sprites
Filthy.

>> No.1711853

>>1711838
Yeah, I've since stopped that shit.

>> No.1711857

>>1711169
to be fair, the original doom did not show an intermission screen for ExM8. so the par times for those maps aren't strictly defined.

this is why the compet-n time for doom episode movies only includes ExM1-7. you were allowed to take as long as you wanted for ExM8.

>> No.1711872
File: 191 KB, 640x960, 1403589359.png [View same] [iqdb] [saucenao] [google]
1711872

>>1711019
no, they're still there. i am quite sure i have not touched map15 at all - i have no changes file for it, and i've been very careful about maintaining them.

in fact i don't think i've had to touch any of your maps*. there was that business with the soulsphere on Computer Array, but you fixed that yourself.

________
* the one thing i'd like to do is move some of the secret areas on map07. i think the megasphere and invulnerability are meant to be secrets, not the plasma gun - i get the idea the intention was the far-off pillars are secrets. also i'd like to make the hidden lifts behind the switch platforms give you credit for secrets without actually having to go up the lift, to make the map more amenable to max and nm100s runners. i haven't made these edits yet though.

>> No.1711889

How many of you prefer Zdaemon over Zandronum?

>> No.1711890

>>1711872
>no, they're still there. i am quite sure i have not touched map15 at all - i have no changes file for it, and i've been very careful about maintaining them.

My bad. I must have grabbed it and seen the effects and assumed otherwise, although a second run seemed to imply it wasn't there. Weird!

>* the one thing i'd like to do is move some of the secret areas on map07. i think the megasphere and invulnerability are meant to be secrets, not the plasma gun - i get the idea the intention was the far-off pillars are secrets. also i'd like to make the hidden lifts behind the switch platforms give you credit for secrets without actually having to go up the lift, to make the map more amenable to max and nm100s runners. i haven't made these edits yet though.

Did I tag the plasmagun and chaingun as secrets by mistake? They are relatively easy to get from the switch pillars themselves, so I dunno about actually moving the items. I'm fine with them not being marked as secret. The same with changing it to the lifts instead of the actual item sectors

>> No.1711893
File: 136 KB, 640x960, 1403591190.png [View same] [iqdb] [saucenao] [google]
1711893

>>1711040
thank you, fixed.

>> No.1711898

>>1710938
oh yes, thanks for the reminder. fixed now. (making the door stay open was easiest.)

>> No.1711917

So one of my ideas, probably already been done, was a total conversion remake of doom in the EDuke engine, making use of EDuke's abilities

>> No.1711941

>>1711079
>I thought I had a chance until these pillars prevented me from getting rocket launcher hits on the Archvile [...]

>>1711114
>Play with Doom (Strict) compatibility flags. [...]

>>1711271
>In any case, that should be noted in the .txt when we release this, then

i'll try to remember.

[ the remainder of this post is a personal rant and can (and probably should) be ignored, or dismissed as excessive purism. ]

i'm generally against making explicit notes for this kind of thing. bluntly: the wad was designed for vanilla game physics. if it doesn't work in a source port, the source port is broken. it's essentially a zdoomism, zdoom changing the default game physics, not a mapping issue. i think source port users should be aware of how their source port changes the game, and be able to account for it themselves.

however, i suppose i can't hold the rest of the world to my own obsessive standards and one extra line in a text file can't hurt.

>> No.1711961

>>1711659
thank you, fixed. for consistency i also made the sector in front of the switch in the slime that raises the bridge into a damage sector, although it's too thin to enter.

>> No.1711983

>>1711941
The way I see it nobody is obligated to test something in every port, but if something is untested in a port, say so in the read me, at least as far as mentioning it's only been tested in _______, other source port users beware.

If you're aware of issues you discovered during testing, the courteous thing to do is list them. I don't feel it's much different than specifying which PrBoom+ complevel to use.

>> No.1711995

>>1711739
it might interest you to know that map06 was the first map submitted after the project was announced. i will concede that it perhaps doesn't quite live up to the standards set by some of the later submissions, but when it was made there was no pace set, as it were. i do plan to make some edits as detailed in >>1711792.

however, i don't agree with your assessment of its difficulty. i played it on the day it was made. i got eaten by demons at the top of the first lift on my first go*. now expecting that kind of thing, i exited with 100% kills on the second**. i think this is fine; i often think maps i can beat on the first attempt are too easy, unless i was aware that i had been extremely lucky, of course.

________
* https://archive.foolz.us/vr/thread/1614552/#1620672
** https://archive.foolz.us/vr/thread/1614552/#1620734

>> No.1712007

>>1710773
On Map seven, one of the Arachnotrons in the 2nd wall will spawn on top of the switch, making it impossible for it to move or attack.

>> No.1712010

>>1711767
>anyway, is anyone working on a map for the last slot?
i made >>1710115 but no-one's given any feedback yet :(

>> No.1712014

>>1712007
Oh, and you should maybe think of moving the teleporters in that level to the opposite side of the stage - they're really in the way of navigating when you first open the door to the Cyberdemon

>> No.1712015

>>1711803
okay i have absolutely no idea why that would happen. sorry.

>> No.1712023

>>1711827
Winter's fury....is it actually good? I played it and liked it, but once the 'it's new' effect wears off I have to wonder if it's as good as everybody says it is. The new weapons are fairly shit and the bosses are atrocious to fight.

>> No.1712042

>>1711890
>Did I tag the plasmagun and chaingun as secrets by mistake? They are relatively easy to get from the switch pillars themselves, so I dunno about actually moving the items. I'm fine with them not being marked as secret. The same with changing it to the lifts instead of the actual item sectors

not quite. to clarify: the plasma gun and megasphere pillars are secrets, the chaingun and invulnerability pillars are not. this means the two pillars affected by the right switch - both near and far - are secrets, but neither of those affected by the left switch are secret.

i propose to make the megasphere (far pillar from right switch) and invulnerability (far pillar from left switch) secret, and plasma and chaingun (pillars near to switches) not.

i don't intend to move the items themselves, just change which pillars are considered secret. i see the purpose of the switches as giving you the weapons, but also having additional, secret effects.

>>1712007
i believe this is intentional. the arachnotrons don't spawn up there, they walk into the teleporters and then get stuck and are trivially telefragged. i consider this a legitimate strategy for playing the level - you can also telefrag four of the mancubi this way - and don't want to change it.

>>1712014
i think the intention is to actually go in the final room instead of trying to fight the monster through the doorway, which would be terribly tedious. (i usually save the invulnerability for this.)

>> No.1712048

>>1711370
>>1711409
I really kinda want to post this to see how he reacts. I have a profile there I barely use except for the odd times I point out a glitch in a mod, or ask a question.

>> No.1712052

>>1712042
>they walk into the teleporters and then get stuck and are trivially telefragged
Maybe, but in my playthrough of the level when I got one stuck up there, using the teleporter didn't frag it. Might have been just a random discrepancy, who knows.

>> No.1712058

>>1711659
Ah, yep, figured that's where I was when that happened to me a few minutes ago.

>> No.1712061

>>1712048

He already knows he isn't liked on 4chan, so copy/pasting that won't really do much.

>> No.1712063

>>1712061
Well, it's not like I'd be announcing that I'm from 4Chan. But eh, prolly not worth it.

>> No.1712070

>>1712063
some brown-nosing /vr/ lurker would probably PM the zdoom forums mods to show them that it was a premeditated trolling attempt, and get you banned, anyway.

>> No.1712073

>>1712052
i have noticed that when i do telefrag a stuck arachnotron, in both chocolate doom and prboom i don't actually hear its death sound. i currently have no explanation for this, it is mystifying.

however, i've never actually teleported onto one and got stuck inside it: the telefrag has never failed to kill the monster.

which engine are you using?

>> No.1712075

>>1710773
>map ten
>that archvile
Fuck me man, that's probably a better use of the Archvile than any of the Doom 2 maps. Only problem is the big main hub that you basically have to lure him into to fight him doesn't really have any cover - and neither does the hallway where he spawns.

I'm not sure exactly what's MAKING him spawn either, it's a pretty clever surprise for your 1st time through. I assume it's the same trigger that opens all the Cacodemon rooms?

Also, is the shotgun in Map ten obtainable? The one that has you activate a switch, and then hop across some platforms to get to it. The platforms go down very quickly and I don't seem to be able to actually jump up to the platform the shotgun is on even from a sprint.

>> No.1712078

>>1712073
ZDoom. I didn't get stuck IN the arachnotron, but it didn't kill it, I just spawned a little off from it. The teleporter is putting me out right in front of the Switch, not on top of it like the arachnotron. Although again I only had this occur once since I beat the level in one go and it could have just been some minor discrepancy I can't even replicate. I didn't realize he had teleported up there and thought a spawn was misplaced is all.

>> No.1712084

>>1712070
Yeah, true enough. That edward guy seems like such an ass though, I don't get how people put up with him.

>> No.1712094

A minor suggestion for DoomRL Arsenal, I'd like to see letters on the mod pack sprites to easily tell which is which. It would make it easier to use with the assembly recipes.

>> No.1712095

Hello /vr/,i am AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.1712096

someone should probably make a new thread

>> No.1712098

>>1712078
>[...] The teleporter is putting me out right in front of the Switch, not on top of it like the arachnotron. [...]

oh wait i see what's going on. i totally misunderstood before. you mean the thing is stuck up in the air, suspended on top of the switch. i can see how that can happen.

thanks for your patience explaining this. leave it with me, i will try to figure out a workaround. if not i suppose i'll just have to deal with it and make the teleporter inaccessible to monsters.

>> No.1712102

>>1712098
>oh wait i see what's going on. i totally misunderstood before. you mean the thing is stuck up in the air, suspended on top of the switch. i can see how that can happen.
Oh shit it just hit me that you didn't realize what I meant! I should have thought of that the minute I teleported up there myself, the arachnotron is obviously larger so it's gonna get stuck on the top whereas the player just drops down. I'm sorry that took so long for me to specify.

>> No.1712105
File: 9 KB, 1024x1024, 1377950621563.png [View same] [iqdb] [saucenao] [google]
1712105

>>1712084
>seems

I assure you, anon, he is in fact an unbelievable ass.

>> No.1712108

Hey guys, newfag reporting in.

What's your thoughts on Deus Ex? I have the game but haven't played it since I'm fucking addicted to Doom.
Also, what about Redneck Rampage? I've heard some good things about it.

>> No.1712110

>>1712108
1)it's excellent but its the kind of game that gets better after the first tedious sections,give it a go
2)Play it immediatelly

>> No.1712113

>>1712108
deus ex is one of the best games ever, play it

>> No.1712114

>>1712108
>What's your thoughts on Deus Ex? I have the game but haven't played it since I'm fucking addicted to Doom.
>Also, what about Redneck Rampage? I've heard some good things about it.

Not meaning to be a jerk here but don't those belong in a different thread? And besides, it's better to play them yourself and form your own opinion rather than rely on info from other people.

I haven't heard of Redneck Rampage though so I'ma check that out. If you like Deus Ex, Hexen and Strife are actually sorta proto-Deus Ex games so you'd probably like them immensely.

>> No.1712117

>>1712114
>Not meaning to be a jerk here but don't those belong in a different thread?

What's the very second line in the OP?

>> No.1712120

>>1712117
to be fair, Deus Ex isn't really your typical FPS, it needs its own place to be discussed in depth. Redneck Rampage on the other hand looks like an awesome Douk clone and I wish someone had brought that to my attention sooner.

>> No.1712124

>>1712117
i always took that to mean "of a similar age and technology level as Doom itself". that is, software-rendered 3d with sprites and such. newer stuff with polygons like q2, half-life, unreal etc. seems a shade too off-topic.

>> No.1712129

>>1712102
no problem. to be fair to you, you did say "will spawn _on top of the switch_" in >>1712007 at first. i didn't pick up on this, being too busy thinking "they don't spawn up there, they teleport up there".

but no matter, we got there in the end. :)

>> No.1712138

>>1712010
I'll check it out right now.

>> No.1712141

>>1712110
>>1712113
Great, might as well give them a try now, thanks.

>>1712114
>it's better to play them yourself and form your own opinion rather than rely on info from other people.

Good point, although I just wanted to know what other people think about them, was gonna play them anyways.

>>1712120
From what I know Deus Ex it's like a FPS-RPG kind of thing, right?

>> No.1712146

>>1712010
>>1712138
Well. I actually can't beat it without a lot of luck. I'm not the best doom boxer though.

>> No.1712153

>>1712075
>Only problem is the big main hub that you basically have to lure him into to fight him doesn't really have any cover - and neither does the hallway where he spawns.

map spoiler there is a monster blocking line at the left end of that hallway which might be useful - the thing can't follow you all the way to the pillar raising switch, if you can run past it.

>I'm not sure exactly what's MAKING him spawn either, it's a pretty clever surprise for your 1st time through. I assume it's the same trigger that opens all the Cacodemon rooms?

yes that is right. map spoiler if you never fire your weapon after the cacodemon rooms open, the archvile will never wake up and you can just run to the exit

>Also, is the shotgun in Map ten obtainable? The one that has you activate a switch, and then hop across some platforms to get to it. The platforms go down very quickly and I don't seem to be able to actually jump up to the platform the shotgun is on even from a sprint.

yes - map spoiler press the switch four times. on the fourth raise, run across the pillars while they are still moving up.

i'm not sure how you got to the red key without doing this, to be honest...

>> No.1712161

>>1712075
>>1712153
>>Only problem is the big main hub that you basically have to lure him into to fight him doesn't really have any cover - and neither does the hallway where he spawns.
i just rewatched my demo, it turns out i used the yellow door itself as cover...
https://archive.foolz.us/vr/thread/1614552/#1621071

>> No.1712163

>>1712153
Speaking of that archvile... I just noticed the sector that links to the archy spawn room shouldn't be visible on map.

>> No.1712168
File: 534 KB, 798x400, 2013_small.png [View same] [iqdb] [saucenao] [google]
1712168

>>1712163
OH WELL.

>> No.1712170

>>1712163
good point, fixed, thank you.

>> No.1712189

>>1712170
I did the same thing on map. home sweet hell.

I wouldn't worry about it. These things happen.

>> No.1712196

>>1712153
>i'm not sure how you got to the red key without doing this, to be honest...
I play with manual jumping because I'm a fag.

The first time that I jumped up to the cliff and all those Cacodemons came out I went fucking nuts.

>> No.1712201

>>1712141
>From what I know Deus Ex it's like a FPS-RPG kind of thing, right?
Kinda, but with a lot more RPG than FPS. You don't really just go around blasting stuff. It's hard to explain, hence why it kinda needs its own thread to discuss it in depth.

>> No.1712203

>>1712196
heh i should have guessed. i thought maybe you'd rocket-jumped or something.

i think there's a way to turn that sort of thing off in a mapinfo lump or whatever they're called, but, opposed as i am to "spoon-feeding" source port users (>>1711941) i am also strongly opposed to restricting player freedom - if you want to jump, crouch, or fly around a wad under the power of your own farts, who am i to stop you? :) i mean, people wouldn't use source ports if they didn't want the facility to be able to do all that if they choose to.

>> No.1712213

>>1712203
I try not to use it in areas where it clearly breaks the map, like in The Gantlet, but sometimes things like pressing a switch 4 times isn't very clear and I just cheat my way through.

>> No.1712217

>>1711827
What wad(s) are you playing in this screenshot?

>> No.1712225
File: 987 KB, 1920x1080, 2014-06-24-184814_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
1712225

Where is it
Please
God I can't find it I've been humping walls for three days now I give up I can't god damn I give up

>> No.1712230
File: 1001 KB, 1920x1080, 2014-06-24-185157_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
1712230

>>1712225
SON OF A BITCH

>> No.1712256

>>1712225
where is what?

>> No.1712260

So guys, why has nobody made a Fallout 3-based Doom?
It's easily the most linear Fallout in terms of the main quest, and adopting each of the main quest areas/levels into the Doom engine and removing the dialog would be extremely easy. Hell, I can even think of ways to implement cities - just have all the NPCs be Zombies or Sergeants who are locked out of aggroing until you do something specific in the level, like grabbing a secret weapon that would be considered "stealing".

It'd probably need an overhauled inventory or something to really work well, and the proper weapon reskinning and additions of things like magazines, but those have been done a bunch before. Every Vanilla Doom 2 weapon could easily be reskinned to be a Fallout 3 weapon with the exception of maybe the BFG which could be a weapon you only get from a 'sidequest' special map.

And hell, lots of the enemies could just have their sprite changed to work as Fallout 3 enemies or NPCs. Chaingunners can be both Super Mutants and Enclave soldiers, Cyberdemons can be Behemoths, Pinkies can be Radscorpions or Yao Guais, Imps and Barons of Hell can be different robots or even Centaurs, Cacodemons can be Eyebots and Lost Souls can be Bloatflies. You'd just have to have someone willing to do lots of custom sprite work and that'd be the most difficult element.

And hell as I'm typing this I realize that the powerups even work really well! Invisibility can be Stealth Boys, Berserker can be a Power Fist, Armor and Super Armor can be Combat and Power Armor respectively, and the biohazard suits can just look the way they do in the game. Megaspheres and such are stimpacks and etc. Probably need to remove invulnerability though.

Shit if I knew the first thing about .wad making I'd be on this hardcore right now.

>> No.1712263

>>1712260
Why would you recreate a shitty game in a good one?

>> No.1712265

>>1712263
recreate the levels, not the gameplay. The DC ruins, the irradiated wastelands, and the underground vaults would all work really well in the Doom engine

>> No.1712273

Making new thread

Is it just me, or the threads are moving really fast this time?

>> No.1712281

>>1712273
makes a change from last summer.

also please see >>1710448 if you missed it.

>> No.1712296

>doomRL+ oblige
>open crate
>pistols, pistols everywhere
me and my friend laughed at that for a good two mins

>> No.1712302

>>1712168
the fuck is that creepy shit
it'd make a nice monster, i bet

>> No.1712303
File: 162 KB, 1004x924, overviewportcataedit.jpg [View same] [iqdb] [saucenao] [google]
1712303

>>1711432

>Mexican shitty Zdaemon rip off

Sorry posting source from original creators. Still relevant, and the jokes make sense.

>> No.1712305

>>1712303

not as unbiased and objective as the one you quoted, sorry

>> No.1712309

>>1712305

>Bias

Who is it slanting in favor of?

>> No.1712320

>>1712303

>going to ED

>> No.1712324
File: 1.12 MB, 1004x922, overallcommunityandport.png [View same] [iqdb] [saucenao] [google]
1712324

>>1712320

>ED

It originated from Altdeath by Mobius when he was trolling Odamex. Pic related, it's the original.

>> No.1712325

>>1712324

sure

>> No.1712328 [DELETED] 

>>1712325

Ironic shit-posting is still shit-posting.

>> No.1712336

>>1712328

how am I shitposting?

>> No.1712339

NEW THREAD

>>1712327
>>1712327
>>1712327

>> No.1712490

>>1712124
>newer stuff with polygons like q2, half-life, unreal etc. seems a shade too off-topic.
According to the rules they are retro, and they are fps. So they are welcome.

>> No.1712592

>>1712217
Just Cold as Hell.

>> No.1712759

>>1712302
Christmas ornament.