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/vr/ - Retro Games


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File: 87 KB, 1280x549, doomguy thinks he's cactus jack.png [View same] [iqdb] [saucenao] [google]
1759592 No.1759592 [Reply] [Original]

Doom thread, (Last thread >>1753913)
(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...

More about Doom? Check the OFFICIAL Doom Wiki!
http://doomwiki.org/wiki/Entryway

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

To open/Edit WADs/PK3/etc for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.1.0)
http://zdoom.org/wiki

How to 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.1759593

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

-Listen2Doom, 24/7 http://liquiddoom.net/doom/radio

-Some anons did a 200 min. speedmap WAD and this is the result! http://www.doomworld.com/idgames/?id=17781 COMPLETELY VANILLA, tell us what you think!

-Don't forget to (re)watch this year's Summer Games Done Quick, as it featured Doom 64 and an Ultimate Doom race! Ask in the thread for links! The past AGDQ featured Plutonia and a Doom 2 race; to rewatch said games, see this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1..

-Wanna see John Romero deathmatching in 2014? Do you live in England? He will be present at Revival '14 on August 9, see more details here http://www.doomworld.com/vb/post/1283115; for reference, this happened at GDC http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE..

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

-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

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

Mods that also got updated (these links include their respective download links for each mod, by the way)

Doom RPG (not the mobile game) - http://forum.zdoom.org/viewtopic.php?f=19&t=33292
Hideous Destructor - http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom - http://forum.zdoom.org/viewtopic.php?t=32674
DoomRL Arsenal - http://forum.zdoom.org/viewtopic.php?t=37044
Doom The Golden Souls - http://forum.zdoom.org/viewtopic.php?p=661646
GMOTA - http://forum.zdoom.org/viewtopic.php?p=742401

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

>> No.1759610
File: 10 KB, 204x136, agitating_skeleton.gif [View same] [iqdb] [saucenao] [google]
1759610

Let's start this thread off the right way

>> No.1759616
File: 149 KB, 320x276, 1379976363557.png [View same] [iqdb] [saucenao] [google]
1759616

Metal that gets you in a dooming mood, go.

https://www.youtube.com/watch?v=Ac4TtVdYJdk

>> No.1759627

>>1759592
>that fucking filename

>> No.1759640
File: 25 KB, 300x250, fred and velma stumble into a brutal doom server.png [View same] [iqdb] [saucenao] [google]
1759640

>>1759627

>> No.1759650
File: 57 KB, 294x364, brutal_doom.png [View same] [iqdb] [saucenao] [google]
1759650

>>1759640
WOW MAN U SHUR R JELUSS

>> No.1759659

>>1759592
>>1759451
That's pretty awesome, maybe I'll go do that later but the idea is to make those little bastards annoying, as in you have to "kick" them, but out of game once shrunk.

But not tonight...

nope. this is all you get for now.

https://drive.google.com/file/d/0Bx-OZG3Oqlkwa3lpM2Q0eDAzR2M/edit?usp=sharing

>> No.1759675

>>1759604
>>1759634
Well, that explains it, then. What a fucking pain. Could the script numbers hypothetically be made into names with a lot of meticulous editing?

Also, to my understanding, Satanic Redux is significantly different from regular Satanic, though I've never played the original. I have fun with Redux, either way.

Could anyone recommend some good minimally scripted wads with imposing medieval dungeons and occult imagery, then? Satanic is PERFECT for the tone in Unloved and Cheogsh, and it's breaking my heart that I can't play them with it.

>> No.1759683

>>1759659
you have it set to private, also if you're using samsara duke the kicks won't even hit them since you have the little guys using +THRUACTORS

>> No.1759690

>>1759683
It is "anyone with link", I changed it "after" posting.

You can still get +THRUACTORS with hitscans, melees are hitscans. I am "fine" with that but I always find melee damagetype being dealt with puffs pretty awkward.

>> No.1759694

>>1759690
>melees are hitscans

samsara duke kick uses missiles

did you test this m8?

>> No.1759698

>>1759694
>A_CustomPunch (random(2,4)*5,1,0,"BootPuff",64,0)
Why would anyone use Samsara kick?

>> No.1759703

>>1759698

then which duke are you using? To the best of my knowledge samsara duke is the most faithful recreation of duke in zdoom

>> No.1759705

>>1759698
>Why would anyone use Samsara kick?
Because it functions like it did in Duke 3D

>> No.1759712

>>1759698

Because in Duke 3D it didn't fucking jerk your view to the center of whatever you were hitting?

>> No.1759727

>>1759548
>Eventually, I take it it's not set in the game yet?

No, eventually as in "this thing needs a shitton of mods".
Mother-in-law is PPFN.

>> No.1759736

Quick, I need opinions!

Opinions on (As Technician):

Ripper
VBFG 9000
Tactical Shotgun
Hyper Blaster
BIggest Fucking Gun
Micro Launcher

And what about some of the unique weapons around?

>> No.1759740

Okay so if I add a real simple combo thing for Blaz's sword. What would guys want to see? Like a basic slash to a backhand swing ending with a downward chop?

I want one of the charge strikes to be a powerful thrust though

>> No.1759741

>>1759736
>Ripper
If it makes that sexy ass Duke3d noise then yes

>> No.1759759

Also I've been thinking about sub weapon balance. Maybe I should reduce how much mana some of them give and increase how much sword strikes give. Or I guess I could make them use mana even in their unpowered states as well.

>> No.1759765

What's with the Suss gun?

Seems to random to be of any use.

>> No.1759768

>>1759703
>o the best of my knowledge samsara duke is the most faithful recreation of duke in zdoom
>>1759705
>Because it functions like it did in Duke 3D
it doesn't let you kick at the same time you fire weapons
it did in duke 3d

>> No.1759769

>>1759768
>hasn't played 0.31

>> No.1759775

>>1759765
It fucking Wrecks Shit(TM) at close range, you don't even understand how ridiculous it's damage output can get if you facehug something.

ESPECIALLY in Doom RPG.

>> No.1759781

>>1759769
it does? like you can be kicking and firing the gun at the exact same time?
link?

>> No.1759784

>>1759769

I guess if you wanted to be anal and use the strictest terminology, 0.31 isn't for ZDoom yet.
But point being, the functionality's still there.

>>1759781

http://www.best-ever.org/download?file=samsara-v0.31-beta.pk3
Run in Zandro.

>> No.1759785

>>1759698
>Why would anyone use Samsara kick?
why would you play with a duke shrink ray without the rest of the duke attached to it?

>> No.1759827

>>1759759

Off topic about what you're doing (and quite unsurprising) but I've noticed that Custom maps with custom music breaks GMOTA's random Music system.

>> No.1759851
File: 142 KB, 613x3180, telefrag.png [View same] [iqdb] [saucenao] [google]
1759851

Are there any mods to turn cacodemon blood blue and hellknight/baron blood green?

>> No.1759859

>>1759851
Smooth Doom I think.
Maybe Ketchup but that overdoes a bit in my opinion.

>> No.1759863

>>1759859
Nah, smooth doom's latest video shows off a caco and it's all red blood. I don't really want something like ketchup either

>> No.1759865

>>1759759
>Maybe I should reduce how much mana some of them give and increase how much sword strikes give.
Any incentive to slash is nice, but 4~ slashes per boosted atk is already pretty unbalanced as is.
I have to actively ignore my mana bar to prevent fatter enemies from being complete pushovers on vanilla maps.
The cannon's boosted utility could easily cost 100% of your mana and still be broken.

>> No.1759871

>>1759851
does that actually work? I was playing Thu Flesh Consumd and found a Teleport that might have done that, but I beat the Cyberdemon manually

>> No.1759872

>>1759863
That's not the latest version man. I just checked, it works, HK and BoH bleed green, Cacos blue.

>> No.1759880

>>1759872
Oh, okay, I'll try it out then. he smooth animations will be interesting to see in actiion

>> No.1759881

>>1759880
Yep. It has some extra things like more blood, and D64 sprites for the shotty and chainsaw, but you can turn those off if you want.

>> No.1759884

>>1759851

Tons.
If you want only that, though, then uhhhhhhhhh

>> No.1759898

So I just got into Doom because of these threads.
I've got the GzDoom sourceports of Doom and Doom 2, how do I into modding?
I saw a cool katana thing in the last thread and a full Metroid conversion I want to use, but I have no idea how to load .wad's or .pk3's

>> No.1759903

>>1759898
Welcome.
Just drag them onto the GZDoom executable and (for most mods) select Doom 2.
Optionally, get ZDL, it's a front end launcher and it's pretty good.

>> No.1759907
File: 38 KB, 805x657, 1404153365154.png [View same] [iqdb] [saucenao] [google]
1759907

>>1759898

Short rundown, there are two types of wads:
iwads, which hold the commercial games (Strife, Doom, Doom 2). Since you have Doom and Doom 2, they should be doom.wad and doom2.wad. Do not modify these, these automatically load if they're in the same folder as GZDoom.

Then you have your PWADS, which are mods and are (counterintuitively) not always wads. Sometimes they're .wad, othertimes .pk3, or .pk7, or .zip, or whatever.
Take these and drag them onto gzdoom.exe, and run them with what they're designed for (usually Doom 2).

Welcome to the crew. Come hang with us on IRC, if you're so inclined.

>> No.1759910

>>1759851
Awhile back Marty Kirra put together a little wad that gives cacos and knights/barons proper blood colors. Is there a quick/easy way for me to upload it somewhere?

>> No.1759917

>>1759910
Puush can host any file type, you just have to butcher the url or else 4chan thinks it's spam

>> No.1759920
File: 259 KB, 1399x748, pařáta.jpg [View same] [iqdb] [saucenao] [google]
1759920

Latent talent anon here, working on sprites for the power fist, and just wanted to ask, 3 frames are all we need, right?

>> No.1759921

>>1759898
Welcome.

Step 1: Download ZDL here: http://zdl.vectec.net/wiki/Main_Page
Step 2: Set up everything (IWADs and sourceports) via its settings.
Step 3: Load .wad or .pk3 to launcher
Step 4: punch some demons right in the dick

>> No.1759925

>>1759881
So this is pretty cool, but the super shotty doesn't have any sound effects. Got a fix?

>> No.1759929

>>1759917
Ehh, I really don't want to download something just so I can upload a single file though. Are there any sites where I can just do it from the web?

>> No.1759931

>>1759907
Not the new guy, but what's a good IRC client?

>> No.1759934

>>1759931
Hexchat seems to be a popular choice.

>> No.1759937

>>1759931

Hexchat is pretty good.
Mibbit is "good" if you have absolutely no other choice, but it's not actually good and is really just more easy than anything else.

>> No.1759938

>>1759929
There's a site called like filedropper or something
Put it in a .rar and upload it there

>> No.1759942

>>1759929
Filedropper, but again, gotta butcher the url.

Puush is mondo useful though, you should still get it

>> No.1759945
File: 2.07 MB, 640x360, 1394093289124.gif [View same] [iqdb] [saucenao] [google]
1759945

>>1759938
I just uploaded it here: http://www61.zippyshare.com/v/23798082/file.html

This will give cacos/knights/barons the correct blood colors.

>> No.1759946

>>1759920
I've been seeing this powerfist for the past couple of days but haven't actually figured out what it's for. Is it being made just cause or it there a wad or what?

>> No.1759950

>>1759925
Oh, I figured it out and I'm dumb
I was playing doom 1 so of course the super shotty has no sounds

>> No.1759963
File: 876 KB, 335x288, 999gif.gif [View same] [iqdb] [saucenao] [google]
1759963

>>1759907
>>1759903
>>1759921
Thanks, fellas!

>> No.1759965

>>1759945
Man a full conversion MGR mod, replacing the breserk packs with packettes of nanomachines, and the demons with all the cyborg and robot enemies

>> No.1759981

>>1759937
Okay how the hell do i use hexchat
which network do i connect to at startup

>> No.1759983
File: 117 KB, 1363x499, dumdoomdumdee.png [View same] [iqdb] [saucenao] [google]
1759983

>>1759921
So I have ZDL, but I'm not sure if this is set up correctly
I can double-click this Metroid .pk3 and play just fine, but I'm not sure what I'm supposed to do when using ZDL
Ideas?

>> No.1759984

>>1759983
You need the actual Dreadnought, not the Metroid levels pk3

>> No.1759989
File: 52 KB, 658x445, ss (2014-07-11 at 04.44.28).png [View same] [iqdb] [saucenao] [google]
1759989

>>1759981
I told it to connect to irc.zandronum.com and #vr and gave it the password but now I get this

>> No.1759995

>>1759989
try irc://irc.zandronum.com

>> No.1759996
File: 7 KB, 250x160, new_classic_doom_weap_rl[1].gif [View same] [iqdb] [saucenao] [google]
1759996

Behold.

The Graf Zahl Launcher
https://www.dropbox.com/s/8kfkd33b1e7ue48/GZLauncher.wad

>replaces vanilla RL by default, same with missiles.
>proper wepun slot and errythang
>pls gib feedback

>> No.1759998

>>1759989
irc.zandronum.com/6667

>> No.1760001

>>1759984
Oh, I'm silly then
In that case, where do I put the levelpack?

>> No.1760003

>>1760001
Load metroiddreadnought-v1.pk3, then the levels afterwards.

Since the levels are a test map and some DM maps, you might want to forgo the levels entirely though.

>> No.1760004
File: 608 KB, 760x2550, how2IRC.png [View same] [iqdb] [saucenao] [google]
1760004

>>1759989
Sup anon. If you have any questions not answered in this, just ask.

>> No.1760006

>>1759983
>2007

Whoah dude your GZDoom is super out of date.
http://devbuilds.drdteam.org/gzdoom/ - Here, man, download the latest build and give it a whirl.

>> No.1760017

>>1759996
10/10 IGN "It's okay"

>> No.1760023 [DELETED] 

>>1759996
Looks like your mother's vibrator.

Funny, considering that they modeled the Mancubus after her.

>> No.1760024

>>1759675
Eternal Doom 3, which is actually Eternal Doom 1-3. Can't speak for ED4 as it has some nuts scripting

>> No.1760025

>>1760023

hi graf

>> No.1760034

>>1760006
Thanks man, I just got these from a torrent a year ago

>> No.1760036
File: 898 KB, 1280x800, Screenshot_Doom_20140711_201147.png [View same] [iqdb] [saucenao] [google]
1760036

>>1759996
Super HD edition:
New HD sprite with true color

>> No.1760041

>>1759865

Yeah maybe I should tone the power sword's melee strike back a bit. So much balancing to do, I totally need to replace the power cannon's utility.

Oh fuck someone was offering to make me a mobility hookshot for blaz. How would you guys feel if the power cannon a mobility hookshot?

Also Ispook, I'll talk with Vince about that. I'd quote your post but I'm on my phone and too lazy to poke everyone's posts and shit

>> No.1760045

>>1760036

Mod of the year.

>> No.1760056
File: 861 KB, 1366x768, Screenshot_Doom_20140711_201502.png [View same] [iqdb] [saucenao] [google]
1760056

>>1760006
>>1760003
Awesome, I got it working
Thanks for the help, based /vr/

Quick question though, do screenshots just save to wherever I specified where gzdoom was? It's just a little weird that I'm running Doom 2 and the screenshot saved to my Ultimate Doom folder

>> No.1760060

>>1760041

Turns how I am a stupid, and it was this Ambiance music pack I was using was mucking up the music thing. Disregard my post... whoops

>> No.1760073

>>1760056

Yes, they save in the GZDoom folder.

>> No.1760079

>>1760056
Try this in console if you want it to save them somewhere else:
screenshot_dir "C:/whatever"

>> No.1760089

>>1760079
except with backslashes instead because I'm an idiot

>> No.1760105 [DELETED] 
File: 42 KB, 436x237, notthebees.jpg [View same] [iqdb] [saucenao] [google]
1760105

>>1759650
> There are people who actually think Brutal Doom is good.

>> No.1760110 [DELETED] 

>>1760105
I like it. What are you gonna do, tear my opinion up?

>> No.1760112 [DELETED] 

>>1760110
Nope, just make fun of you.

>> No.1760123 [DELETED] 
File: 578 KB, 160x120, angry.gif [View same] [iqdb] [saucenao] [google]
1760123

>>1760110
RIP AND TEAR! RIP AND TEAR YOUR OPINION UP!

>> No.1760128 [DELETED] 

>>1760110

nothing, because you're looking for a reaction :)

>> No.1760137 [DELETED] 
File: 52 KB, 1074x280, BasedModsEtc.png [View same] [iqdb] [saucenao] [google]
1760137

All of you shut the fuck up.

>> No.1760148

>>1760056

Enjoy, nig.
Some great levelsets to go with it are Equinox, Soulcrusher, and Valhalla.

>> No.1760192

>>1759996
Needs a decal for when it hits a wall

>>1760036
got a download?

Is anyone going to put this on the ZDoom forums? I'd love to see the inevitable shitstorm that ensues

>> No.1760197

You know what's the problem with DoomRLA?
The RNG

>playing as renegade
>no modpacks to make better shotguns but have stuff to make pistol better
>playing as scout
>no modpacks or cool pistols[blaster or combat pistol,any of them] and anything but agility or technical mod packs[majority of the pistol assemblies use agilityor technicals]
>playing as marine
>little to no bullet ammo, you are super charged with shotgun
>playing as technician
>enemies don't drop exotic weapons most of the time[and for what i've heard, if the battle rifle stops being an exotic weapon, it will make scarvengingexotic weapons harder]

For a reason most people choose marine, and it's because his perks are better, a chaingun is already saving your ass and a high power chaingun will be your best weapon unless you find a minigun

>> No.1760206

>>1760197
>if the battle rifle stops being an exotic weapon, it will make scarvengingexotic weapons harder
not much harder than it was before every single enemy dropped the damn thing every time

>> No.1760221

>>1760192
>Is anyone going to put this on the ZDoom forums?

No need.

Didn't you got the memo? Literally all the Doom community knows about this place. We've had tons of people among our thread it'd take a while to name them all

>> No.1760227

>>1760206
>not much harder than it was before every single enemy dropped the damn thing every time
That was before the monster pack for what i recall, after the monster pack, battle rifle drops were sorta rare unless you found a bunch of ladies

>> No.1760257

>>1760041
>mobility hookshot
Sounds insanely fun.
Do not want.

I would rather have anything else as an utility instead of a fun shortcut generator. Even if it could be used for combat, it doesnt fit with the cannon for obvious reasons.
If instead of replacing utility you make it fire with zoom or something, then sure. I wouldnt mind Blaz outright flying either as long as its an optional addition instead of "lets trade his X for a wingcap".

Why not make this new hookshot a subweapon instead though? That way you could use it for "legit" reasons.

>> No.1760289

>>1760041
> How would you guys feel if the power cannon a mobility hookshot?
I feel that it's already adding too much as it is.

I don't even use the mace ball thing because it doesn't feel necessary.

>> No.1760354
File: 7 KB, 832x60, errytime.png [View same] [iqdb] [saucenao] [google]
1760354

>>1760197
This.

>playing equinox as a marine
>technophobia difficulty
>early enemies refuse to drop miniguns/rifles
>virtually dont use my ammochain trait for half of the game, instead relying on assault shotguns
>end up jumping straight from uzi to plasma rifle
>get 80~100% secrets every level
>not a single armor stronger than regular commando / nano security / comboless tactical in the entire game
>no armor mods to change the nano either
>ZERO power mods, 5 agility and tons of technicals
>tasked to kill several spider overminds while dodging 200+ projectiles, 10% of which are from cyberdemons
>my strongest weapons are BF minigun, TTTB BFG and plasma rifle / hyperblaster

Alternatively :
>play renegade
>get trigun and cleric on the same run
>play scout
>find quadshot on map 2
RNG god hates me, I swear.

>> No.1760356

just asked it in the last thread, is there a shadow warrior or blood mod for duke 3d??

>> No.1760363

Anybody got any servers going?

>> No.1760376

>>1760289
I use the mace a lot to hit stuff over small obstacles whenever I dont have a subweapon for that.
Ever tried to melee doomrla's black chaingunners? Blaz doesnt seem to like them very much.

>> No.1760378

>>1760354
>that pic
Fucking NetHack man.

>> No.1760392

>>1760376
I always have a subweapon to deal with stuff over obstacles since the only good arm cannon subweapon is that big quake shot

>> No.1760395

>>1760356

There's a blood mod but it's quite bad.
If you're looking for "other game in other engine" mods, pretty much the only decent one is samsara for doom.

>> No.1760421
File: 471 KB, 188x174, 1404884005913.gif [View same] [iqdb] [saucenao] [google]
1760421

SteelBeast + Sniper Mod. Holy shit.

>> No.1760426

>>1760356
Somewhere, someone ported a bunch of Duke stuff (levels, monsters, weapons, etc) to Doom. Beyond that, no clue.

The most you'll probably find is people ripping the sprites for Duke 3D mods.

>> No.1760456

>>1760354
>equinox on technophobia
Let me guess, you wanted that tech futuristic atmosphere

>> No.1760458
File: 108 KB, 640x480, Screenshot_Doom_20140711_230445.png [View same] [iqdb] [saucenao] [google]
1760458

Updated my voxel model from months ago. Only a walking animation this time

https://www.mediafire.com/?od64e7v3zwr41ol

>> No.1760472

>>1760257

No more sub weapons. Blaz has like 9 of them. I'll figure out something else then if all else fails. I'll just have the powered cannon's utility be a farther reaching flail shot or something

I think I'm gonna need to sit down with some folks for some serious balance work. To be perfectly honest I've been fearing this when I started adding more stuff, my mod is a fucking mess

>> No.1760480

>>1760472
Simple solution to balance:
Stop trying to achieve true equilibrium, just make everything useful and fun.

Get rid of that flail shot seriously

Doom has balance issues too but the game is still good despite it.

It's okay to have imbalances, just make it satisfying to use things.

>> No.1760482

>>1760458
There's voxels PLAYA-D in the file but the voxeldef up to PLAYN

did you work on the gray cubes?

>> No.1760485

>>1760480

I like the flail shot. It replaced the force wave the ruby wand had

>> No.1760487

>>1760485
Well I think it needs at least a good hit sound.
It's got a good shot sound but I just don't ever really remember to use it.

>> No.1760491

>>1760480
>Simple solution to balance:
>Stop trying to achieve true equilibrium, just make everything useful and fun.

Do not listen to this man.
Do not ever listen to this man.
Do not ever listen to anyone saying anything like this.

>> No.1760493

>>1760458
arm nubbins make him look like he just walked outta minecraft

>> No.1760505

>>1760491
Right back at you

>> No.1760506

>>1760491
You can not balance things out when things are relatively simple.

I will give an example here.

How do you balance out lances when the dagger is there?
Both are built around chucking a simple projectile.
Even if Daggers hurt a little less it will let you throw like a machine gun and it causes painchance pretty often. Then it has one of the best item crashes bar none.

You can try buffing up the lance but it just won't ever match the daggers unless those get nerfed into oblivion.

>> No.1760512

>>1760506
Then if we nerf the daggers the lances are still going to be outshined by axes and boomerangs because the item crashes will have more practical uses and boomerangs are really good when "sweetspotted"

>> No.1760513

>>1760506
Yes you can.
When things are relatively simple then they're actually easy to balance.

The problem is creating weapons that all have their own sweet spots, rather than creating two weapons that have the same roles.
See, when two weapons have the same roles, then it's not simple anymore.

>> No.1760514
File: 128 KB, 640x480, Screenshot_Doom_20140711_230404.png [View same] [iqdb] [saucenao] [google]
1760514

>>1760482
Well the gray cubes are cause by palette conversion from Duke 3D to Doom and there's nothing I can really do because it's a limitation of the voxel tools I'm using to convert (slab6 and poly2vox). Nothing much I can do except remove them by hand

>> No.1760518

>>1760513
GMOTA's weaponry are all relatively simple.
The example given is the most barebones: Chuck weapon, deal damage.

You can make lances hurt more but the dagger is just going to beat it out due to painchance and firing rate.

And if you just wanted damage then Goddess Bracelet and Axes are going to do it better.

>> No.1760524

>>1760518
Yes, of course the weapons boil down to "deal damage". They're weapons.
The Super Shotgun and the Rocket Launcher also both focus on "click button, deal damage", but you're sure not gonna use the RL up close and the SSG for far away.

Telling him to "ignore balance" when one weapon is clearly outperforming the other is the absolute worst way to address it.
The proper way is to either nerf the overperforming weapon, buff the underpowered weapon, or preferably find more things for weapons to do than just fly in a straight line ahead.

>> No.1760525

SGDQ's Ultimate Doom race between Kubelwagon and Dime

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

While the "official" SDA video gets formatted and uploaded, I'm putting this in the /doom/ playlist for now

>> No.1760543

Does DoomRLA have a random map generator? All the videos I've seen are just doom 2 levels.

>> No.1760553

>>1760524
Well first off,
I didn't say to ignore balance.
I said to make everything useful.

Then secondly
>The Super Shotgun and the Rocket Launcher also both focus on "click button, deal damage", but you're sure not gonna use the RL up close and the SSG for far away.
You should be comparing the SSG to the SG.
SSG basically gives you 50% out of each shell.

Anyways
The problem with GMOTA is that the good weapons do serve more than one use while other ones do not or are just completely outshined by something else.

I bring up Lance vs. Daggers because it is pretty much a 1:1 comparison outside of damage/Firing rate.
And Daggers could deal much less damage than they currently do and they'd still be more useful than the Lance.

Then the item crash?
Just blows everything out of the water. That definitely needs to be nerfed. Hard.

But even if it's doing much less damage the Lance item crash won't even match it.

Lots of weapons have this kind of issue. Daggers are dominant just like in GnG.

>> No.1760569

>>1760553
Although to be fair at least Lances work as a battery since you get a little power meter from it.

>> No.1760571

>>1760525
Cool, thanks.
I don't give a shit about spoilers, did Dime win?

>> No.1760589

>>1760543
http://oblige.sourceforge.net/
http://samiam.org/slump/
you have to generate your own

>> No.1760614

>>1760458
that looks awesome

>> No.1760637

>>1760458
I don't want to sounds like a dick but I think it looks pretty bad.

>> No.1760640

>>1760637
Really? 'cuz I'm actually kinda a dick and I like it.

I mean, it'd be better if it were higher "resolution", but, fuck, it's voxels, man.

>> No.1760641
File: 368 KB, 320x180, ffffack u.gif [View same] [iqdb] [saucenao] [google]
1760641

>>1760514
>Slab6 is the only good voxel editor
>It's open source
>Nobody will work with it because it's in assembly
>Tfw Slab6 will never get more useful features.

>> No.1760642

>>1760589
>http://oblige.sourceforge.net/
Aw yeah son. Would /vr/ be up for playing a fuckhuge random co-op game?

>> No.1760647

>>1760640
IIRC there is a way to up the voxel's resolution while still making it take up the same space in-game but then you have a bigger file and more work.

>> No.1760662

>>1760640
Yup. I know all people don't think like me tho. So good luck to the guy with the project, but I'll just stick to sprites myself.

>> No.1760665

>>1760642
Like, right now?

>> No.1760671

>>1760640
I'm a penis with a keyboard and I think it's alright but needs major work to be as good as the sprites.

>> No.1760672

>>1760665
Nah, still trying to adjust this map maker. It keeps spawning more items than I'd like

>> No.1760676
File: 59 KB, 1024x600, screenshot 43.png [View same] [iqdb] [saucenao] [google]
1760676

>>1760647
It is possible to increase the voxel size to 1:1 with the model, but honestly I don't think it looks too good in game and the resource impact is huge enough that it would be easier to just use OpenGL and the MD2 file (which I can upload if anyone wants it)

>> No.1760679

>>1760571
>I don't give a shit about spoilers, did Dime win?

The Plutonia UV-Speed WR holder against a non-competitive Doom speedrunner. Guess what happened.

Full blown massacre; two map gap between Dime and poor Kubel

>> No.1760683

>>1760676
This looks nice.
Reminds me of Quake.

>> No.1760686

>>1760525
He gave a shotout to us!
>>1760679
Thought so.
>Plutonia UV-Speed
That means UV speedrun right? Not that he did it with -fast? Because that would be insane.

Also, any chance of a Heretic upload? Please? I tried to watch it on twitch but goddamn the player's horrendous.

>> No.1760692
File: 43 KB, 1024x600, screenshot 46.png [View same] [iqdb] [saucenao] [google]
1760692

>>1760683

>> No.1760704

>>1760506
Derp herp.
How to easily balance similar weapons like dagger vs lance :
Make one costly, fast projectile with huge range/precision and at least 100 dmg (one hits lost souls/chaingunners, 4 hits cacodemons).
The second has cheap, spammable weak projectiles that either spread a lot or have a small range limit.

The DPS can be exactly the same. One would still be good for sniping / hitting flying enemies in general and the other for flinching in close quarters.

If you're worried about their empowered versions, get the total damage from that dagger volley, then make the lance deal 1/5 as much and pierce everything.
Dagger is better for stronger enemies because of the pain chance and relatively good overall, while the lance remains more situational but can easily outdamage within large enough mobs.
Another option is a fat lance that costs 50% as much and deals 75% as much. More DPS, more damage per mana, better for enemies that you can easily dodge instead of inflict pain (cybies), crap against groups of enemies.

The beauty of gmota is that you do not have to balance SG vs SSG and find a way to force the player to switch between the two. You can only choose ONE of them and you have to adapt the rest of your arsenal management/strategy.
SSG has the best DPS and bang-for-your-buck, but forces you to fight in closer proximity to hit all pellets and constantly switch to chaingun to pick single enemies without overkilling.
SG has the versatility that everyone loves, but you need to conserve more ammo and your forced-melee encounters are way worse, as you cant even use the RL for dps.
If you pick daggers for the glorious flinch, then you absolutely need to switch to your cannon for aerial conflicts / avoid or lure heavy weapon dudes until close quarters, instead of simply right clicking, etc.

Also I am really drunk and repeating myself. Bye.

>> No.1760716

>>1760704
The daggers dominate right now despite having a shorter range than Lances.
I am not really sure why Lances don't have infinite range personally.

Powered lances piercing would actually make it rock pretty hard. Right now it's able to one shot a Cacodemon when powered but so can the Dagger crash in a single barrage and it has enough extra daggers to dish out more damage afterwards.

I do not feel that the range of Daggers make it inferior for ranged targets, but then again I play Blaz as a close range focused character since that's what he specializes in.

>> No.1760725

Halp, I'm bad at english.
What wad does Dime recommend at https://www.youtube.com/watch?feature=player_detailpage&v=bmaUOWGSbXA#t=1266 ? I can't quite hear.

>> No.1760730

>>1760725
What time?

>> No.1760731

>>1760671

I'm a testes sac and I agree. Especially since it seems to be going off of Ranger's model using a Doomguy skin, rather than Doomguy's sprites.

>> No.1760742

>>1760662
>as good as the sprites
we're talking about a much easier art form, done by one of the best teams in the history of game design, so, expecting equal levels of quality is a bit... Y'know.

>> No.1760745

>>1760676
>the resource impact is huge enough that it would be easier to just use OpenGL and the MD2 file (which I can upload if anyone wants it)

If you're talking about in game slow downs, that only happens in gzdoom, not zdoom.

>> No.1760749

>>1760730
The link takes you to the time he says it (well, 2 seconds less, but still).

>> No.1760752

>>1760742
Eh, Doom sprite quality is good but nothing really spectacular imo. Some enemies look kinda boring.

>> No.1760760

>>1760676
That's because at the OpenGL level you're looking at a generated 3D Model.

In ZDoom or with the GL renderer off it should be much faster.

>> No.1760761

I gave standard lances a limited range to make sure they can't out perform the arm cannon. I can easily make the rocket lance pierce

As for the dagger: how about I make them use mana and take away it's ability to generate it? Forcing you to use the sword if you wanna keep spamming them? I could always make the dagger crash do less damage and make it have less range

All of this gameplay talk makes me happy

>> No.1760762
File: 50 KB, 161x288, bossb2b8[1].png [View same] [iqdb] [saucenao] [google]
1760762

>>1760752

that's why we need HD sprites, right?

>> No.1760764

>>1760762
That makes the sprite look astoundingly more flat than a standard sprite does.

Also a lot of it seems to be untouched hqx work.

>> No.1760765

>>1760762
Jesus christ that mouth looks awful

>> No.1760770

>>1760762
He looks so sad.

Like his dog just died and he got fired from his job or something.

>> No.1760774

>>1760762
Is this an Antoni Gaudí piece?

His later work was really shoddy.

>> No.1760780

>>1760761
I think Lances should go a bit further. Maybe not infinite to keep the Arm cannon as the definitive range weapon, but it should go pretty far for reasons.
> I can easily make the rocket lance pierce
YESSSSS

>how about I make them use mana and take away it's ability to generate it?
Mana as in red bar? Or mana as in dark blue bar?
I call the sword bar the Power meter.

Anyways, I think it should still get some meter for throwing so it is a bit spammable, but it should be making a loss to keep it from being a machine gun you can fire endlessly as long as there's a target.

Dagger crash needs a nerf in some way, no exceptions. It's just too dominant.

Sorry if it sounds like I'm being hyper critical about things, I really do like GMOTA.

>> No.1760785

>>1760762
Quality as in, design, not resolution or whatever.

>> No.1760789

>>1759871
it does. watch this from about 1:00 onwards.
https://archive.foolz.us/vr/thread/1699607/#1702965

>> No.1760797

>>1760780

I could give lances dropoff after traveling a set distance as well. I should probably swap the damage values of the lance and hatchet as well because I'd memory serves right I nerfed them. And yeah the white and blue meter for power sword attacks

Finally don't apologize for this criticism. You're being very civil about this and helping me make my mod better, I may be the one making it but you guys play it more than me (for now at least) so the input is needed. So thank you

>> No.1760801
File: 40 KB, 1024x600, screenshot 47.png [View same] [iqdb] [saucenao] [google]
1760801

>>1760745
>If you're talking about in game slow downs, that only happens in gzdoom, not zdoom.
No, it massively slows down ZDoom to render that many voxels at one time. I've done a test where I spawned as many voxel marines as possible and I could summon only so many in software without killing my netbook where as I could summon many more of the same MD2 model marines in OpenGL. That is the reason I use a 5% scale for the voxel model.

>>1760760
The reason it's slow is because a voxel is rendered as a particle in ZDoom, and a model is composed of many particles. The higher resolution you go the more particles you need. The resources to render a 3D model are far less taxing on the CPU than rendering a bunch of particles making up a voxel model.

>> No.1760803

>>1760725
pls respond ;_;
it's 15 secs of your time

>> No.1760808

>>1760803
Nicholas Monty's Musical Adventure

>> No.1760820

>>1760801
Hmm. I wonder if it has anything to do with hardware (not just power but specific shit) since I have a 2008 netbook and it can render a bajillion voxels fired from a 1 tic gun just fine. Meanwhile gzdoom is slightly laggy even with lowest settings in vanilla, no models or voxels.

>> No.1760825

>Late at night
>Can't sleep
>Doom or SS13
>Doomseeker doesn't want to work

>> No.1760830

>>1760808
Can't find it, damn. Maybe he was making a joke or something.

>> No.1760835

>>1760825
Doomseeker why are you failing us now?

>> No.1760837

>>1760512
>the item crashes will have more practical uses
obviously crash has a different meaning from usual, because i can't imagine how crashing the game is either practical or useful.

>> No.1760841

>>1760837

https://www.youtube.com/watch?v=IJiZlY4CCOo

It's a thing from CastleVania.

>> No.1760853

>>1760841
hmm, thanks. i think i see now.
>crashes
>crushes
...

>> No.1760870

>>1760853

Yeah, the franchise alternates between Crashes and Crushes for some reason.

>> No.1760882

>>1760725
it sounds like "nicholas monti's musical adventure" (? - can't say i've heard of it)

>> No.1760886

>>1760808
>>1760830
oh, too late
nicolas monti (not nicholas, as i first thought) is someone on doomworld, though, and has several wads in /idgames.

>> No.1760918

>>1760886
upon further investigation i think it's this:

http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/eviltecc.zip

google turned up a twitch channel which had (it appears to have been deleted) a video named "nicolas monti's grand musical adventure (eviltech)"

i wish i didn't have to use the nsa panopticon, but duckduckgo always fails at searching phrases.

>> No.1760924

>>1760918
Thanks man, you're awesome.

>> No.1760945

...OBLIGE just released a new update, but I don't think many of you will find it great, or beneficial at all

Go find about it by yourselves.

>> No.1760984 [DELETED] 

>>1760945
What the fuck, would it kill you to link to it?
You come across as an asshole.

>> No.1760985

>>1760918
Oh man, I booted this up to see how it is and damn, these are some solid levels. Y'all should play it

>> No.1760989
File: 34 KB, 242x278, annoyed.jpg [View same] [iqdb] [saucenao] [google]
1760989

>>1760984
http://lmgtfy.com/?q=doom+oblige
Literally the first result
Like IMX said, it's nothing major.

>> No.1761005

it's me or Hell revaled 1 music sounds like it would fit Chex quest

>> No.1761006 [DELETED] 

>>1760984
Pull the stick out of your ass and spend five seconds doing something besides bitching, thank you kindly.

>> No.1761050

>>1761005
It fits ROTT

>> No.1761069

Anyone got any mega-compilation packs or know any sites that host the largest amount, or most comprehensive listing of mods for Quake or Quake 2?

I've been going back to these two games because I missed out on them as a kid (I rented both for the N64...Yea, I know, rough times) and I hear their modding scene is "amazing", but apart from a few decent looking ones on moddb, I aint found dick.

I'm not aware of any dedicated modding sites for either since, again, I'm just getting into them, so can anyone help me out?

>> No.1761087

>>1759920
Get http://slade.mancubus.net/ and check the pk3 file, it is mostly duplicate frames with different positions. You can add more if you want, like a relaxed hand for the "wearing" part.

>>1759946
I noticed there are no/too few powerfists drew one, this selling-himself-too-low anon turns up does fuckawesome job. It will probably end up in realm667 or next /vr/ wad if we go for something more then just maps.

>> No.1761113
File: 319 KB, 1920x1080, Screenshot_Doom_20140712_023049.png [View same] [iqdb] [saucenao] [google]
1761113

Fuckin' a.

Why can't I find these when I'm not running through the first maps to test shit?

>> No.1761120

>>1761113
What armor is that?

>> No.1761124

>>1761120
Fuckin' Angelic.

>> No.1761148

>>1761069
Doth none of you have any mods for a poor beggar ;_;

>> No.1761157

>>1759851
Yes, many mods in fact, it's a piece of cake to do this in ZDoom and GZDoom, there's an actor flag/setting for setting blood color even.

>> No.1761176

>>1759907
Alas, poor Imp! I knew him, Joson; a fellow of infinite guts, of most groovy fancy; he hath ripped and torn me on my back a thousand times; and now, how abhorred in my imagination it is! My gorge rims at it. Here hung those teeth that I have punched I know not how oft. Where be your gibs now? Your gambols? Your hisses? Your flashes of torment, that were wont to set the space station base of the UAC on a roar?

>> No.1761210

>>1760985
the reviews suggest it is full of zdoomisms

>> No.1761212
File: 8 KB, 500x411, tmp_13668232174192102093159.jpg [View same] [iqdb] [saucenao] [google]
1761212

>>1760762
Jesus christ..

>> No.1761215
File: 30 KB, 259x257, 5R6JY.png [View same] [iqdb] [saucenao] [google]
1761215

>>1760762
Mother of god... why do all attempts at making HD versions of the monster sprites look absolutely atrocious?

>> No.1761219

While it's on my mind and before I get some sleep, I got more gameplay question for you fellas:

Right now the unpowered blaz-shot's primary fire is full auto. Should I keep this and look into a method of making the transition from firing to charging less clunky, or should I go full semi auto for button mashing action and charging?

>> No.1761221

>>1761219
Semi auto.
It's much better and would allow charging faster.

>> No.1761225

I'm also contemplating getting rid of the sword getting stronger depending on your HP, this would mean the critical HP swordwaves would be removed completely, but in its place I'll eventually add a basic hacky slash combo thing and some charge attacks too.

I'm taking steps to make shit feel faster and a little more responsive.

>> No.1761231
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google]
1761231

>>1761225

and I just realized something else: If I give the sword some new tweaks: What fucking point is the punch subweapon going to serve? This might be another weapon that's on the potential chopping block now

Plus if I remove it it means I can use punches in sword combos

>> No.1761236

>>1761231
Put punches in sword combos nigga.

Make one combo have Blaz put his sword away, crack his knuckles and start punching like crazy
And then bam, nothing lost and everything gained.

You could also make one combo use the arm cannon as a finisher with a quick blast or something

>> No.1761238

>>1761236

I'm not gonna do combos that complex. I want Blaz to be kind of a simple "Argh smash and slash" kinda guy in melee, when I say combos I mean hit the attack button a few times to execute a chain of different strikes.

Plus GMOTA is eventually going to have tougher monsters and I'm gonna try to make the action faster, and I don't know about you but in pressed situations I usually resort to "fuck it, hammer the attack button"

But then again I'm kind of a fucking neanderthal with vidya sometimes.

>> No.1761242

>>1760679
I'm way late, but here's the Heretic:
https://www.youtube.com/watch?v=XTSAGcN5XIo

>> No.1761243

>>1761238
Well simple combos are okay as long as they feel good.

D&D Shadow over Mystara had some nice ones with Fighter.

I am not one of those hammer the attack button guys though, can't end combos in a flashy manner if I'm doing mashing.

>> No.1761250

>>1761243

That's exactly what crossed my mind, in fact I'm going to replace the BROYAUGH and Magic Sword slash sound with the whippy, whooshy sounds from the Fighter's Sword in D&D.

As for feeling good, I think I make shit crunch well enough and make enemies react to it, but making the combo LOOK cool is gonna be kinda hard, as I'm no artist. I'm gonna sleep on this, mull it over, and hopefully come back with a fresh look at this crap later.

>> No.1761254

>>1761250
How about a way to end a combo with an upward slash somehow?

The best way to end Fighter combos in D&D arcade easily.

>> No.1761257

>>1760989

>it's nothing major.

WELL, AndrewJ just killed one of our most intimate traditions (which goes back all the way to the early days on /v/), I wouldn't exactly say it's something minor. A lot of people are surely going to miss it

>> No.1761262

So I've read Doom 2 In Name Only sucks. What's the consensus here?

>> No.1761263

>>1761262
Overwhelmingly meh.

Some levels are straight up unforgivable though.

>> No.1761267

>>1761262

Not bad. The fucking spikes in the difficulty are atrocious. Crusher and Dead Simple are big offenders.

Love MAP31, though

>> No.1761270

http://www.doomworld.com/vb/post/1286199

Making people aware of this wad. Promises to be a huge contender for a Cacoward for the big sprite replacement that this is

>> No.1761282

>>1761270
You must be part of the team, because the screenshots look like shit, whether it's the levels are the new art.

>> No.1761286

>>1761282
Personally I thought the Chaingun looked nice.

>> No.1761287

>>1761282
Eh, it looks decent enough.

>> No.1761291

>>1761282
It doesn't look THAT bad.

I question the notion of a belt-fed pistol though.

>> No.1761293

>>1761262
I wouldn't say it sucks, but it definitely suffers consistency issues. Particularly has some levels that dont have progressive play in-mind.

>> No.1761301

>>1761282

>not knowing who was NMN

The dude's spritework is literally everywhere. This got mentioned in the past year's Cacowards, what makes you think it won't -at least- be mentioned in this year's once it gets done? Also remember that the weapons were made from scratch, watch as how everyone in the next months are going to nix from this for their frankensprites.

Also seems that you never played that 3-level demo. Gameplay is quite good.

>> No.1761305

>>1761301

And here's the ZDoom thread with the demo

http://forum.zdoom.org/viewtopic.php?f=19&t=45279&p=748021&hilit=stomper#p748021
https://www.dropbox.com/s/bc3rl8sfy6wcg47/Stomperdemo.wad

>> No.1761318

>>1760692
How??? Did you repaint all the model for that???

>> No.1761328

>>1761215
That's an interesting thing to analyze.

HD sprites are not a stupid thing, and in some non-retro titles they look pretty awesome. But somehow, when making HD versions of pretty much everything in doom, it goes wrong.

Is it because the geometrical simplicity of the game is not fitting? Or is it because we got used to the pixelized look?

The texture on your pic look great to me tho.

>> No.1761329
File: 328 KB, 1024x768, Screenshot_Doom_20140626_102935.png [View same] [iqdb] [saucenao] [google]
1761329

>>1760820
i have a potato as a pc and i can confirm it
pic related: what happens in gzdoom with voxels

>> No.1761337

>>1761329
Is it weird that what bothers me the most with your screenshot is the gamma you play in?

>> No.1761339

>>1761329
Jesus fucking Christ alive, how horrifying. My soul weeps for you.

maybe. I just want nice things to happen to people on this board ;_;

>> No.1761356
File: 412 KB, 800x600, zdaemon_on_other_doom_ports.png [View same] [iqdb] [saucenao] [google]
1761356

>>1761337
No.

>> No.1761375

>>1761356
>newstuff-chronicles-screenshot.jpg

>> No.1761419

>>1761329
"Reality is tearing itself asunder, and I must slay the demons"

>> No.1761453

>>1761329
open your console and type "png_gamma 1", if you would be so kind.

>> No.1761465

>>1761231
Well you could make berserk packs give you option of punching as a primary weapon for the remainder of the level, sort of how it worked after you had the chainsaw.
Gonna need to tweak something other than damage, perhaps mobility or damage reduction like the goddess, to prevent it from being just a definitive and dumb upgrade over the sword.
Pls dont remove that punching entirely, its FUN

>> No.1761473

>>1761113
The only angelic I found replaced that exact blue armor, wtf.
It was also before the patch that changed it from only 100 durability, so it was one of the worst rare armors...

>> No.1761496

>>1761113
Welcome to what we in the channel have termed as "Test RNG"

Happens to us ALL THE FUCKING TIME while tweaking values and testing shit. Get all the uniques and legendaries we could possibly want, but OH NO, NOT DURING A NORMAL PLAYTHROUGH, THAT WOULD BE HERESY.

>> No.1761520

> Someone has to pay for what happened to Daisy, your pet rabbit
Just finished Ultimate Doom for the first time.
Feel good man.

>> No.1761564

>>1761328
It's because they just filter it and do a shitty paintover. There's no real detail, they look like a blurry mess.

It takes more time than anyone is willing to put in to get decent high res sprites

>> No.1761570

>>1761520
Now beat it on Nightmare.

>> No.1761575

What's the most hardcore .wad? In both terms of difficulty and violence?

>> No.1761582

>>1761570
;_;

>> No.1761614

>>1761570
I've done that.

>>1761582
Don't bother m8. Savescumming is not fun.

>> No.1761631

>>1761614
You dont' have to do that to beat nightmare.

>> No.1761647

>>1761614
So you've done it, but you used savescumming?

>> No.1761662

I'm looking for the version of BDSE for Zdoom, but can only find GZDoom

>> No.1761665

>>1761662
BD doesn't work in ZDoom I think.

>> No.1761669

So I'm playing through Doom 1 and 2 for the first time, and I just want to be sure, E4M2 is the worst map in any Doom game, right? It can't get worse than this, right?

>> No.1761676

>>1761665
well I have BD already but you mean their's no ZDoom version of the sperglord edition? darn, the Weapon sounds are so much better.

>> No.1761683

>>1761676
No, it does work. I mean BDSE does work in ZDoom.

>> No.1761689

>>1761683
so so GZDoom version will be fine?

>> No.1761693

>>1761689
Just try it m8.
Does GZDoom not work in your PC or something? BD, SE or not will look like ass in ZDoom.

>> No.1761698

>>1761693
it's what I got first, still new here, played a vanilla run and am trying other things now

>> No.1761705

>>1761698
You can turn GZDoom in ZDoom with one console command.
Just get GZDoom, it's better.

>> No.1761706

>>1761669

Pretty much, although all its shitty aspects will show up again and again. I will never understand how that piece of shit got included in the game. E4 in general is pretty poor though, has a couple decent levels though.

>> No.1761708

>>1761689
Yes, it won't have some of the graphical niceties one might expect from an OpenGL version, but it will work. It works for me, anyway.

>> No.1761713

>>1761705
does that mean the collection of mods I have is worthless now? I'd rather not have to go out looking for GZD versions of all of them

>> No.1761719

>>1761669
Worst? Hardly.

Hardest? Maybe. Perhaps if not counting Final Doom, because id didn't make Final Doom.

>> No.1761721

>>1761713
You don't have to, because GZDoom is an Open GL version of ZDoom.

>> No.1761726

>>1761713
No, you can use them with GZDoom as well mate. GZDoom is ZDoom with OpenGL support, meaning true dynamic lightning, brightmaps and freelook doesn't look like shit.

>> No.1761729

>>1761719

Not him, but really? What do you consider the worst? I don't see how you can get worse than platforming, pointless lava pits, hitscan and spawning massive enemies in your face all concentrated in one fairly short level. It was like a primer on how not to make a Doom map.

>> No.1761737

>>1761726
I'll look into it, thanks for the tips, should be easy enough to find right?

>> No.1761739

>>1761729
I think the worst level in Doom and Doom 2 is Nirvana.

>> No.1761740

>>1761575

The Eye. Go look any playthroughs of that thing

Protip: You won't find any.

>> No.1761759

>>1761737
http://devbuilds.drdteam.org/gzdoom/
Download the top one. They are the latest, beta, versions of GZDoom. They're pretty stable and some mods will require you to use them.

>> No.1761761

>>1761740
theres one by the creator he uses russian overkill
https://www.youtube.com/watch?v=JcJVepewpzk

>> No.1761762

>>1761669
>E4M2 is the worst map in any Doom game, right? It can't get worse than this, right?

Worst as in hard? Nooot that much.

E4M6 is the REAL pain the ass, even Dime acknowledges this; for speedrunning purposes you NEED to preserve a blue armor that you get like in three previous levels.

Also both M2 and M6 have a cyberdemon, and you don't really get to "fight" the first one, while you MUST kill the second one to exit the map, so this makes the latter level harder compared to Perfect Hatred.

>> No.1761773

>>1761759
That last time they uploaded a build, it had a smaller file size than usual, then they removed that one and there hasn't been a new build since. What the hell happened?

>> No.1761776

>>1761762

Not for being hard, just for being annoying. All its difficulty shouldn't exist.

>> No.1761789

>>1761729
>platforming

a couple of 64-wide gaps to jump over/through and some equally wide ledges is "platforming"?

did you miss the switch that greatly enlarges the platform around the yellow switch?

>pointless lava pits

how are they pointless? a hazard, to demand of the player a greater skill in precise movement control, is the whole point of damaging floors.

>hitscan enemies

hardly any.

>and spawning massive enemies in your face all concentrated in one fairly short level

the storm of cacodemons at the start forces you to get a move on instead of cowardly lingering at the start of the map taking potshots at things.

the one thing about e4m2 is that it shows up the gap for a demon whose strength is mid-way between the imp and the baron and that can't fly away from the platform it was placed on. it's easy to see how they came up with the idea for the hellknight.

>> No.1761796

well Im trying GZDoom and SE for some reason my visor mod stopped working

>> No.1761804

>>1761796
try loading it after SE not before

>> No.1761805

>>1761739
>nirvana
>that fucking shotgun at the beginning
it shouldn't have taken me so long but damn id, you stone cold

>> No.1761806
File: 245 KB, 365x318, 1388112357051.png [View same] [iqdb] [saucenao] [google]
1761806

>>1761669
>mfw E4M2

>> No.1761818

>>1761805
true, i never made the connection either. but i was never into that kind of music.

>> No.1761820

>>1761739
The first time I played courtyard as a kid it took me like 30 minutes to find the yellow key.
That's the worst level to me just for that.

>> No.1761827

>>1761820
i love that level, because you just let everything out and watch the carnage.

but i appreciate your sentiment. the yellow key placement is stupid. although handy for speedrunning.

>> No.1761837

>>1761827
>i love that level, because you just let everything out and watch the carnage.
that said, the first time i ever did it from a pistol start i carefully went around activating one trigger at a time and retreating back to the beginning.

it was utterly shameful.

>> No.1761841

>>1761804
thanks I also nabbed an updated version for good measure but it has this bothersome and distracting bloodstain on one side

>> No.1761848

>>1761841
Post a pic.
Also what HUD are you using? I recommend NC HUD.

>> No.1761862

Woke up and found this in my subscriptions on youtube.
https://www.youtube.com/watch?v=-k3rKBRyxss

>> No.1761871

>>1761069
>>1761148
Still here....Doesn't anyone have any reference sites or downloads or torrent links or anything?

>> No.1761880

>>1761848
I don't know how to screen cap but I'm using the latest version of Ultimate Doom Visor, because I like the helmeted look, in my haste I deleted the last version and the pc Im borrowing doesn't seem to have a recycle bin icon

>> No.1761882 [DELETED] 

>>1760762
>That feeling when playing ZDOOM
>All the sprites look like this
>You try your damndest to make them look as pixelated as possible in the options

>> No.1761905 [DELETED] 

>>1761669
>Im playing through doom 1 and 2 for the first time

Just curious, how old are you?

>> No.1761916 [DELETED] 

>>1761882

ZDoom? I think you meant to say GZDoom, don't you??

>> No.1761926 [DELETED] 

>>1761882
You can turn that off in GZDoom you know
Go to OpenGL options>Texture options and turn off texture filtering

>> No.1761929 [DELETED] 

>>1761916
Yea, I guess, Skulltag and Zandronum are the only ones I play, I have the other two around just incase one of the fuck-off modders decided to make their wad exclusive to one of the fucking emulators.

>> No.1761930 [DELETED] 
File: 162 KB, 348x249, hex-maniac-misdreavus.png [View same] [iqdb] [saucenao] [google]
1761930

>>1761882
Turn off smoothing and filtering in the graphic options.

>> No.1761938 [DELETED] 
File: 198 KB, 547x333, casual.png [View same] [iqdb] [saucenao] [google]
1761938

>>1761929
Are you using Zandro for singleplayer
pls dont do this

>> No.1761941 [DELETED] 
File: 136 KB, 640x480, lsd_091.jpg [View same] [iqdb] [saucenao] [google]
1761941

>>1761938
But there's no reason to use ZDoom or GZDoom unless you need the cutting edge features which most of the time you don't

>>1761929
>emulators

>> No.1761945 [DELETED] 

>>1761938
Skulltag is the only one that plays without that annoying fucking "wavy" glitch where whenever I turn the walls and ceiling start bending and contorting and Zandronum is the only one which has proper lighting and gamma correction for some mods.

I don't play the other two because they look and feel even more awkward.

Is it really too fucking hard to get a perfect emulation of DOOM up and running on a sourceport?

>> No.1761949 [DELETED] 

>>1761929

...Okay, you made me stop playing Faxanadu, let's dissect what you just said

>Skulltag
>Zandronum
>emulators

They aren't emulators, they are source-ports. Emulators are hardly done using the source code of the original consoles or whatever system they're emulating, ports are created based on the source code from the original game (in this case, Doom)

>>1761929
>one of the fuck-off modders decided to make their wad exclusive

it's not that they make 'em "exclusive", some ports are better for certain features compared to others. It's not their fault that ZDoom, for example, lacks proper multiplayer code, or that Zandronum lacks a lot of DECORATE functions.

>> No.1761953 [DELETED] 

>>1761905

Irrelevant. There are tons of people who haven't played Doom before.

>> No.1761956 [DELETED] 

>>1761941
Yea, they're emulators, say what you want, but they are, they are emulating the original game to run on modern hardware.

>> No.1761957 [DELETED] 

>>1761945
>Skulltag is the only one that plays without that annoying fucking "wavy" glitch where whenever I turn the walls and ceiling start bending
>glitch
what the fuck am i reading
just use gzdoom

>> No.1761961 [DELETED] 

just waiting for him to pull the "lol so gullible" card. any moment now

>> No.1761962 [DELETED] 
File: 2.20 MB, 357x238, disgusting.gif [View same] [iqdb] [saucenao] [google]
1761962

>>1761957
He can't into opengl I guess

>> No.1761965 [DELETED] 

>>1761956
>Yea, they're emulators
It's not emulating any machine. It's interpreting the game data on modern hardware you dumbass

>> No.1761968
File: 48 KB, 508x381, Untitled2.png [View same] [iqdb] [saucenao] [google]
1761968

I'm trying to play through Mega Man Deathmatch with the selectable classes, but I'm an idiot about these kinds of things.

What am I doing wrong?

>> No.1761970

i too would love to know what this wavy thing is.

maybe it's something i'm so used to that i don't even see it as an error.

>> No.1761972 [DELETED] 
File: 2.22 MB, 290x595, 1365310098502.gif [View same] [iqdb] [saucenao] [google]
1761972

>>1761956
>they are emulating the original game to run on modern hardware.

Actually, they're not!
There's no emulation going on, they're playing exactly as normal. What source ports do is just expand it to work on platforms they weren't designed for, instead of emulating the original's functionality.

>> No.1761975

>>1761968

Looks like you're loading the classes first, instead of 8-Bit DM first. See, what's going on is that the classes are looking for the weapons in 8-Bit DM, but they don't exist, so it stops with an error.
If you load up 8-Bit DM first, then the classes, you should be fine.

>playing 8-Bit DM

>> No.1761979 [DELETED] 

>>1761945
>Skulltag is the only one that plays without that annoying fucking "wavy" glitch where whenever I turn the walls and ceiling start bending and contorting
I assume you're talking about the warping effect from looking up and down in software mode.

>> No.1761980

I figured it out, the blood and visor damage is dynamic and it just needed me to overheal for it to register that I was unhurt

>> No.1761982

>>1761970
http://zdoom.org/wiki/Free_look
There it explains it.
TL;DR Just use GZDoom.

>> No.1761985

>>1761975
I think it's a good distraction and Topman is god tier I just wanna bash skulls in while spinning like a retard

>> No.1761991 [DELETED] 

>>1761949
>They aren't emulators, they are source-ports

Quit being a faggot about it, who the fuck cares?

>it's not that they make 'em "exclusive", some ports are better for certain features compared to others. It's not their fault that ZDoom, for example, lacks proper multiplayer code, or that Zandronum lacks a lot of DECORATE functions.

Irrelevant, since there are people who make their wad's exclusive simply to raise awareness and promote a certain source-port.

ZDoom and Zandronum aren't the only "SOURCE POTS" out there, and further-more, I find it hard to accept exclusivity when there are multiple source ports that use identical rendering methods.

>> No.1761998 [DELETED] 

>>1761991
>Irrelevant, since there are people who make their wad's exclusive simply to raise awareness and promote a certain source-port.
What the fuck.
>ZDoom and Zandronum aren't the only "SOURCE POTS" out there, and further-more, I find it hard to accept exclusivity when there are multiple source ports that use identical rendering methods.
It's not about the rendering.

I find it hard to believe you aren't baiting.

>> No.1762000

>>1761982
oh that. i wouldn't have used the word wavy to describe it. but, fair enough, thank you.

>> No.1762002

>>1761985
top man is gr8 for bullshitting around

>> No.1762006 [DELETED] 
File: 2.98 MB, 420x216, dante_sees_DMC.gif [View same] [iqdb] [saucenao] [google]
1762006

>>1761991
Just because there are other ports besides Zandro and GZDoom doesn't mean they're good

>> No.1762009

>>1762000
first result for doom distorted look

>> No.1762020

How often do you guys save? Do you run through the whole level clean? I find the less I save the more exciting it gets. Someday I'd like to manage a whole run through without dying once.

>> No.1762025

>>1762020
I save when I need to quit and want to resume play later. Other than that, no saves. If I die, back to the start for take two. Not a pistol restart unless that was MAP01 or I'm doing a pistolstart run though.

>> No.1762032

So for those that were wondering the other day about Romero's mapping style, these are his self-imposed rules

http://doomwiki.org/wiki/John_Romero#Design_rules

-always changing floor height when I wanted to change floor textures
-using special border textures between different wall segments and doorways
-being strict about texture alignment
-conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
-making sure that if a player could see outside that they should be able to somehow get there
-being strict about designing several secret areas on every level
-making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
-creating easily recognizable landmarks in several places for easier navigation

>> No.1762035

>>1760762

Really reminds me the sprites from the FF VI ios port.

>> No.1762045
File: 200 KB, 550x309, blog_thumbnail_12826023.png [View same] [iqdb] [saucenao] [google]
1762045

>>1762035
Those were all new sprites though, not just blurry messes

>> No.1762047

>>1761328
The lack of detail forces one's mind to imagine the rest of the detail. Such phenomena is difficult to measure, but it is powerful.

>> No.1762054

>>1762020

i also save in the middle of a level to quit the game and restart later, plus sometimes i use savegames to learn a large level i've not played before if i get too frustrated from repeatedly dying doing without saves.

once i've finished a map and learned it, i try to avoid using saves to beat it again.

but just do what you like really, you evolve your own metagame rules. the game doesn't care. as long as you don't try to claim you've done something you haven't. like if you came here and bragged about doing E4M2 on nightmare but didn't mention you used millions of save/reloads that would be deceitful.

>> No.1762067

>>1761465

I don't want to remove the punching entirely either as I love those satisfying THWACKS and crunches. But as it stands the punch subweapon is kinda useless, and I don't like the idea of replacing the sword with anything else, even for the duration of a stage.

>> No.1762163

>>1761210
Who cares?

>> No.1762169

>>1762163

Players who prefer to play vanilla?

>> No.1762178

>>1760918
>i wish i didn't have to use the nsa panopticon
>Searching for doom wad's

Get out.

>> No.1762185

>>1762067
>give you option of punching
>sort of how it worked after you had the chainsaw.
So basically you will always have the sword, but can cycle between sword and fists in maps where you collected a berserk pack.
Again, the fists wouldnt be a clear upgrade from the sword, but have more mobility/something else instead of higher damage.

>> No.1762189

>>1762169
It's just a few missing tags, it's not like he went full Knee Deep in ZDoom. And really, I can't understand why people wouldn't use a limit removing sourceport.
But whatever I guess. Opinions and all that jazz.
I agree with the other anon that the maps are great. I think vanilla users are missing out.

>> No.1762197

>>1762189
Some people also yell "git off my lawn" at least once a day.

>> No.1762198

>>1762185

I don't want another weapon to cycle through though. I need to figure something out though

>> No.1762220

Is Strife worth playing? It sounds kind of cool...

>> No.1762223

>>1762220

Mos def. It's not perfect but it's fun.

>> No.1762224
File: 252 KB, 1366x768, DTWID_The_Lost_Episodes.png [View same] [iqdb] [saucenao] [google]
1762224

>> No.1762238

>>1761337
>>1761453
Maybe he has an unusually dark monitor.

>> No.1762239

>>1762224

>Episode 1 textures clashing with Episode 2 ones

My inner autism is tingling

>> No.1762253

>>1762198
Here is an idea;
Combine arm cannons primary with secondary, so it becomes a charge weapon. At tap it shoots as usual, and if held half a second shoots like its current alt.

Which frees alt-fire to punch, which deals little damage but has the utility of pushing back or staggering enemies.

>> No.1762260

>>1762253

I like the charge shot too much though, and thought of holding the fire button to fire a secondary shot sounds clunky as fuck. That's how the Ruby wand used to work in really old versions of GMOTA, and it felt like crap.

>> No.1762261

>>1762239

I'm sorry to hear that, son.

>> No.1762263

>>1762238
Maybe he shouldn't be using a CRT monitor in this day and age then?

>> No.1762279

>>1762260
Yeah, it would also make the non-charge shot unusable.

You might be able do the brace thingy I had in E.Y.E. I don't remember how it exactly worked, but there is a decorate code somewhere which checks he distance of actor on players crosshair. You can make Handcannon punch instead of shoot if target is too close. Worths checking it out I guess.

>> No.1762281

>>1762279

I actually wanted to use that sort of gimmick for Kuros though.

I've had a lot of this shit planned ahead in advance, I really think I should just trim things down a little

>> No.1762282

>>1762279
Pretty sure Hexen already does this with the hammer.

>> No.1762285

What's the deal with this swingshot I keep hearing about? Is this an actual thing or not?

>> No.1762290

Guys I think I might have autism or something because when I try to map nothing ever looks good and I have no idea what to use for wall textures. It's like all the wads I played fade away and I have never played a level in my life.

>> No.1762292

>>1762282
huh... hammer always shoots if it has mana. I guess you can't see it if you are hammering away in close range.

>>1762281
Characters sharing gimmicks is not a bad thing, it is "a home" to fists if you can't figure out or decide on something else.

>> No.1762295

>>1762282
>>1762292
huh... I am horribly wrong.
http://zdoom.org/wiki/A_FHammerAttack

>> No.1762301

>>1762239
dont you mean OCD?

>> No.1762304
File: 148 KB, 320x276, napalm-doom-v2.png [View same] [iqdb] [saucenao] [google]
1762304

>>1759616
>using the outdated version

>> No.1762318 [DELETED] 

>>1761975
>not playing 8-Bit DM
>playing leljustliektf2 classes instead

Confirmed underage.

>> No.1762371
File: 468 KB, 1476x716, ss13wad.png [View same] [iqdb] [saucenao] [google]
1762371

>>1760825
>Doom or SS13
Por que no las dos?

>> No.1762390

why has the sodom soldier become the poster boy for doom I'm just curious?

>> No.1762397

>>1762371
HELP TRAPPED IN GREEN BOX AT ARRIVALS, FUKKEN SHITMIN GRIFFON ME

>> No.1762401

>>1762371

will we be able to shoot eachother's butts off?

>> No.1762413
File: 81 KB, 256x327, 1404064639548.jpg [View same] [iqdb] [saucenao] [google]
1762413

https://www.youtube.com/watch?v=0POMpJcP3k8

>> No.1762419
File: 2.95 MB, 300x231, 1405087740521.gif [View same] [iqdb] [saucenao] [google]
1762419

>>1760762
Mother of God!

>> No.1762447

>>1762371
plz don't Jobban me frome doomguy

>> No.1762463

Newer to doom, Just finished 1 and 2. Give me a wad to play! Not plutonia, though. Not ready for that.

>> No.1762468

>>1762463
TNT or Master Levels.

>> No.1762478

How does Duke Nukem 3D compare with Doom, objectively? I personally find myself preferring the latter, but I suspect that's only because I'd grown up with it.

>> No.1762480

>>1762463
Evilution?
And just select a lower difficulty if you think Plutonia's too much you pussy.

>> No.1762493

>>1762304
I liked it more when he was actually holding that gun.

>> No.1762517

>>1762463
doom the way id did

>> No.1762559

Hey /vr/
Been trying to run Deus Vult.
Can I get some tips?

>> No.1762569 [SPOILER] 
File: 15 KB, 808x540, 1405206450893.gif [View same] [iqdb] [saucenao] [google]
1762569

>>1762371
I like this.

>> No.1762576

>>1762559
shoot stuff till they die before they do it to you

>> No.1762589

>>1762478
As a die hard Duke Nukem 3D fan and mapper I think Doom (and even more so Doom2) has better enemies. They have a better AI and they are more versatile. There are some situations you can build with Doom's enemies that you really can't with Duke3D's enemies, Duke3D enemies get pretty retarded if you try to come up with more advanced combat scenarios and it doesn't really work.
Not to mention that 'stayput' Duke3D enemies are really bad (they will very often just keep trying walking past the sector even though they can't and only shoot once in a while), while Doom's way of limiting enemies to a certain area is a lot better.

Duke3D shines in many other departments though. For instance, you can do pretty much anything you want with the textures set of the original game if you are creative, while Doom's textures are very limited. Doom mappers use 'new' textures all the time and it's not a problem, while in the Duke3D mapping community using custom textures for simple maps is disregarded and has become almost an unwritten 'forbidden' rule (it doesn't help that Doom's "wad" system is a lot better regarding custom textures; in Duke3D you can't have your new textures be part of the file with the map, it's seperate so you'd have to keep keep replacing texture files to play several maps with different new set of textures; although EDuke32 has improved on that but hardly anyone uses the function).
You can also do a lot more with textures in Duke3D, as it's not limited to "floor/ceiling" textures on one side, "wall" textures on another side, and "sprites" on a 3rd side. You can use anything as a texture for any surface, including sprites.

As a whole you can do a lot more with DN3D due to the freedom it gives you in terms of mapping, with its effects, etc and if we're talking about coding and advanced mods, you can do pretty much anything you want with EDuke32.

>> No.1762598

>>1762463
Pirate Doom is fun.

>> No.1762607 [DELETED] 

>>1762478
>>1762589
Now if we're purely talking about the original game themselves; I guess it's a matter of taste. Doom is more simple, but has a more direct pure action gameplay which I can easily understand one would like over Duke3D's action, which is more slowly paced. In Duke3D the environments matter as much as the gameplay, while in Doom the environments are an excuse for the gameplay. There are plenty of moments in Doom where it feels like the level is built the way it is just so that you can use the enemies in those certain ways, and it's more so the case in Duke3D (and in both cases that carried over to an even more greater degree to usemaps)

>> No.1762612

>>1762478
>>1762589 (You)
Now if we're purely talking about the original game themselves; I guess it's a matter of taste. Doom is more simple, but has a more direct pure action gameplay which I can easily understand one would like over Duke3D's action, which is more slowly paced. In Duke3D the environments (the semi 'realism', the interactivity, the humour, etc) matter as much as the gameplay, while in Doom the environments are an excuse for the gameplay. There are plenty of moments in Doom where it feels like the level is built the way it is just so that you can use the enemies in those certain ways, but it's not really the case in Duke3D (and in both cases that carried over to an even more greater degree to usemaps)

>> No.1762626
File: 77 KB, 320x276, i_think_he_tried_to_make_the_rifle_look_like_the_one_on_the_sprite.png [View same] [iqdb] [saucenao] [google]
1762626

>>1762493

>> No.1762703

>>1762589
>>1762612
I greatly appreciate your sincere response. Thank you!

>> No.1762717
File: 246 KB, 578x578, entering_dis_ass.jpg [View same] [iqdb] [saucenao] [google]
1762717

Quakecon's in a few days. Anyone here going? I wanna see that "Exclusive" doom footage!

>> No.1762735

Just wondering, has anyone made a mod where Arch-Viles can resurrect ANY dead monster? (with proper animations for monsters that really need them)

>> No.1762770

>>1762717
>Quakecon
>No Carmack
>Nobody left from Id
>Doom reboot
I can't really say I'm excited.

>> No.1762780

>>1762717
Don't get your hopes up m8. Expect a sequel to Doom III rather than to the original Doom games. It's gonna be slow, clunky and shit mark my words.

>> No.1762782

>>1762770

Don't forget the focus on the Elder Scrolls Online.

>> No.1762805

>>1762782
All of my ugh.

Like anybody wants to hear anything about that abomination they call a game.

>> No.1762842

>>1762717
>always wanted to go to quackcon
>everything that was good is gone
>this was the year I could have gone
well looks like it's a no go then

>> No.1762897

>>1762559
>>1762576

try to watch the UV-max of MAP05, that might give you some tips

>> No.1762927

>>1762717
>>1762770
>>1762842

I'm only going to check out the exhibit hall and get my case of Bawls this year instead of staying for the BYOC like I did the past 4 years.

It has gone to shit ever since the Zenimax buyout.

>You used to be able to use a server browser to see all the hosted games on the entire LAN
>They changed the network setup so you can't see games beyond your own table, so now you have to constantly pay attention to IRC for IP addresses just to join games you want to play.
>They banned DC++ sharing
>On top of the above, they now charge $50 just to get into the BYOC

I could have tolerated the entry fee if the network wasn't a pain in the ass, but fuck it.

>> No.1762939

>the reboot
I'll probably just look at one single article just to see what it's going to be like, then forget about it forever.

Until it ends up on google everywhere because Bethesda can't into actually naming their games.

>> No.1762973

>>1762463
If Plutonia is too much for you, just play on HMP, or even HNTR (IIRC, the Casali brothers compared Plutonia's HNTR to Doom 2's UV)

>> No.1762983

>>1762263
What else am I gonna emulate my retro games on?

>> No.1762991

>>1762983
A phone.

>> No.1763013

>>1762991
>playing Doom on a phone
That sounds so stu-

Wait, does this actually work out for some of you? I keep seeing a whole bunch of doom ports on the android market.

>> No.1763025

>>1763013

There's a few.
If you get an attachment to add buttons to your phone, you can get a tiny GBA on the go and not have to deal with the shitty phone controls.
If you jailbreak your phone you can even load up source ports and a few wads.

Nothing's quite like being on the bus to work and whipping out some Scythe to pass the time.

>> No.1763026

>>1763013
Some guy is porting GZdoom to Android
http://www.youtube.com/watch?v=L_-LyPsL3nM

>> No.1763039

>>1763013
I emulated Doom for the PSX on the Xperia Play... So yea. I don't know about the android ports as I just wanted to try the PSX Doom

>> No.1763043

>>1763013
I like Doom Touch more than the others I've played, it tends to get more things right and it has a Chocolate Doom mode.

If I were you I'd get a controller either way if I were going to Doom, or maybe even emulate the PS1 version because the PS1 D-Pad is actually a lot better on a touchscreen than one would think.

>>1763026
This is pretty neat. I was wondering why no one ported even ZDoom yet.

>> No.1763051
File: 834 KB, 1280x720, Screenshot_Doom_20140712_185343.png [View same] [iqdb] [saucenao] [google]
1763051

This is probably the most bitchin' map of ALT.

>> No.1763097

>>1763026
>running brutal doom
what the hell
bd lags even on good pcs and it removes autoaim completely
sounds like a pain in the ass to play

>> No.1763132

I need good tech maps for inspiration, any recommendations?

>> No.1763139

>>1763051
turn on anisotropic so that the walls aren't shimmery death pls

>> No.1763143

>>1763139
Where can I find that?

>> No.1763159

>>1763143
graphics options -> opengl options -> texture options

it's anisotropic filter
also in the same menu, mipmapped textures helps massively with the shimmering issue too

>> No.1763161

>>1763143
under there

>> No.1763163

>>1763159
Awesome, thanks

>> No.1763172

>>1763051
What wad does this map belong to?

>> No.1763173

>>1763172
Read the post, man. ALT.wad

>> No.1763192
File: 863 KB, 1280x720, Screenshot_Doom_20140712_193424.png [View same] [iqdb] [saucenao] [google]
1763192

Oh man, that looks so much better.

>> No.1763193

>>1763132

Equinox.

>> No.1763201

>>1762020
I save at the beginning of every level and cycle through each slot, so I can go back several levels if I want to for some reason. Otherwise I only save when I'm quitting

>> No.1763207

>>1763132
Check >>1760918 out, it's great.

>> No.1763221

>>1763132

Hedrox. The detail might not be of your liking, so be warned.

>> No.1763258
File: 42 KB, 512x384, welp.png [View same] [iqdb] [saucenao] [google]
1763258

This happens every time I try to boot up doomrpg with doomrl-a, any fixes? (note: I tried messing with the actor files for the keys but they don't work for some reason)

>> No.1763310

>>1763258
Update.

>> No.1763316

>>1763310
Tried that, still didn't work

>> No.1763319

>>1763316
What's your load order?

>> No.1763349

>>1763319
doomrl-a > monster pack > doomrl-a rpg patches for both > doomrpg

>> No.1763356

>>1763349
Load RLA, then RPG, then the patches.

>> No.1763360

>>1763356
Where does the monster pack and it's respective patch go in the load order?

>> No.1763361

>>1763360
RLA, RLAmonsters, RPG, RPG patches

>> No.1763363

>>1763361
Nope, not working. (someone get kyle I think I found a bug)

>> No.1763374

>>1763363
Is it just for that pwad, or for all wads? That pwad you're trying to load has a DEH patch, that might be fucking things up.

>> No.1763379

>>1763374
All wads I try

>> No.1763387
File: 1012 KB, 320x240, doom4leak.gif [View same] [iqdb] [saucenao] [google]
1763387

Predictions for doom 4? i think it'll be Doom 3 with faster movement speed and slightly better monster design

>> No.1763396

>>1763387
>faster movement speed
lolno
it's gonna be a slow clunky mess

>> No.1763402

>>1763387
This discussion isn't /vr/.

>> No.1763404

>>1763396
It'll be clunky for sure but not slow, they have to have the token GOTTA GO FAST to attempt to appease us

>> No.1763420

>>1763387
It will never be Doom fast. I hope it's at least D64 fast.
>>1763402
We even allow DoomRL discussion, why not this?

>> No.1763432

>>1763420
But Doom 64 has more speed than old Doom if you do the stick glitch.

>> No.1763447

>>1763432
Which is not intended mate. You know what I meant.

>> No.1763459

>>1763404
>appease us
>implying bethesda give a shit about /vr/
>implying anybody gives a shit about /vr/ apart from /vr/
Nigger please. It will be slow. They can't make movement speeds as fast as the original Doom games anymore. That would be 'unrealistic'.

As I already said, this game will be the sequel to Doom III and will be designed according to that game's philosophy. It will be nothing like the original games. Don't be an asshat.

>> No.1763476

>>1763387
Hell, if it ends up anything like Wolfenstein: The New Order, I'll be pretty satisfied.

>> No.1763483

>>1763447
Well neither was straferunning but we got a happy accident.

>> No.1763502
File: 8 KB, 633x586, Imadeagraphfigure.png [View same] [iqdb] [saucenao] [google]
1763502

>>1763387

>> No.1763508

>>1763459
They put the original stock Doom Door in the trailer which would be annoying as fuck if every door did that in D4.
Yeah, they're going to pander to the highest caliber.

>> No.1763514

>>1763502
label it faggot

>> No.1763516

>>1763514

Nah.

>> No.1763530

So I'm playing Strife on ZDoom and I can't hear Blackbird for some reason. HALP.

>> No.1763534

>>1763530
Do you have VOICES.WAD?

>> No.1763535

>>1763534
uhh
I have whatever comes with the iwads in the OP

>> No.1763537

>>1763535
and that apparently does not include VOICES.wad
which is weird because my character still says NOPE

>> No.1763540
File: 269 KB, 597x562, 1388282443508.jpg [View same] [iqdb] [saucenao] [google]
1763540

Where are Doom RPG character saves located? I've looked throughout the Doom RPG folder, can't find it. I want to backup my character save.

>> No.1763541

>>1763537
Here, take this
http colon slash-slash www dot filedropper dot com slash voices

>> No.1763542

>>1763537
Because the NOPE is just an overwrite of Doomguy's UNF.
If you didn't hear Spock talking when you spoke to him, you don't have VOICES.WAD.

Let me go fish that puush I made of it..

>> No.1763553

>>1763459
>That would be 'unrealistic'.
More importantly, hard to control in consoles.

>> No.1763571

>>1763553
FUCK CONSOLES, why cant any devs just say fuck consoles and go for full quality?

>> No.1763574

>>1763571
Hopefully that's what the new UT will be.

>> No.1763576

>>1763396
what makes you sure of this?

>> No.1763582

>>1763574
The new UT is going to be a QL Cash-in. Their marketing strategy is "Not Free-To-Play, but Free!!!"

Which, by the way, will not come without a catch.

>> No.1763587

>>1763582
why do all the good IPs end up in the hands of assholes who don't give a shit?

>> No.1763589

>>1763537
>>1763542
Found it. http://puu.sh/a93WT.WAD

>> No.1763590
File: 495 KB, 600x450, wwhu9l.jpg.png [View same] [iqdb] [saucenao] [google]
1763590

>>1763571

Well, more money is nice.
Money is kind of useful in this world. You need it to live.

>yfw Shadow Warrior, the best shooter of 2013, is coming to consoles

>> No.1763609

How do I as a seedling game dev hang on to my integrity and not in the pretencious mass effect way?

>> No.1763623

>>1763609
Work on your own
Don't have anyone above you.

>> No.1763627

That sounds incredibly difficult to the point of borderling impossible

>> No.1763634

>>1763609
Run.

>> No.1763635

>>1763609

Make vidya that you're passionate about.

>> No.1763641

>>1763634
Where and why? What will it accompish?

>> No.1763649

>>1763641
Anywhere but game development. It's an oversaturated market, fella; and game development is hell. Unless of course you don't care about making a living off it; then by all means.

>> No.1763663

>>1763649
I just want to bring good games into the world, be the kind of person that made doom and metal gear, the kind of person who turns limits into something amazing and never stopes giving a fuck, also how does one solve the problem of oversaturation?

>> No.1763672

>>1763363
It's not a bug, you're just loading it wrong. and a screenshot of the tail end of the log really doesn't tell anybody shit.

Post the full log on pastebin or something.

>> No.1763681

>>1763663

The only way to truly solve oversaturation is to somehow purge both the indie and AAA scenes. Just make vidya that you love and contribute with quality

>> No.1763694

>>1763609

You don't.
At some point in your life, you will need to choose between making ~*~ART~*~ or making enough money to have a decent life.

If you choose ~*~ART~*~, you will not be able to make a good living.
If you choose money, neckbeards will get angry at you for perceived slights and will whine about everything you ever did "wrong".

Game development is a job just like any other. No matter how much you want to make the games you love, the grind is still a grind, and sometimes you gotta push yourself through the wringer.

>> No.1763695

>>1763530
>>1763534
>>1763535
>>1763537
http://www.abandonia.com/en/games/418/Strife.html
you can get voices.wad here

>> No.1763726

>>1763694
Then how do I keep all that from breaking me?

>>1763681
The worry I have there is that technically I fall under indi at the moment, my goal is for AA, no need for triple, if its good enough it'll sell itself and I won't need to spend dev budget on ads

>> No.1763739

>>1763726
>if its good enough it'll sell itself and I won't need to spend dev budget on ads
Ever heard of Spirit Engine 2?

Exactly.

>> No.1763746

>>1763726

>how do I keep that from breaking me?

You harden up and learn to go hungry for the sake of your craft.

What kinda vidya are you gonna make anyway? Like what genre?

>> No.1763765

>>1763726
>how do I keep all that from breaking me?

Don't let it break you, really. It's as simple as that.
It's just a question of will and persistence.

See, you have three options as to how you can react:
You have someone like Kojima, who is probably unbelievably burnt out and just wants to make movies already or at least not Metal Gear games, but he pushes through and focuses on what he loves about making the games. And then he creates new stuff that some dudes really like and makes a lot of cash.
Or you have someone like Konjak, who makes incredible indie hits which are full of talent and fun, but don't bring in any money worth a damn. But he takes on side jobs, continues to do it for a hobby, and just puts out indie classics that don't bring in a lot of money but sure are great to play.
Or you can try and figure out if there's some way to go the middle road and alternate back and forth.

>> No.1763773

>>1763746
I got a few, the plan was to build a reputation with total conversion mod in zandonum, maybe a couple silly games in source, then the meat, an open world game where you play as a time traveling cowboy who tames and rides dinosaurs

>> No.1763778

> I'm out of gum and need to download eduke stuff
> click pastebin
> pastebin says under heavy load, try later
> it's ok, based /doom/ plans for everything
> go to vrdoom.weebly.com
> full copies - pastebin link

I guess I'll try later

>> No.1763780

>>1763726
>Then how do I keep all that from breaking me?
You either have a strong character or you break.

There's nothing in between.

>> No.1763784

>>1763739
I'm just sick of seeing games that could have been good if they half halved their ad budject and put it into the game itself, then again I'm also sick of games with amazing trailers, that also lack any gameplay footage of anykind

>> No.1763804

>>1763784
>I'm just sick of seeing games that could have been good if they half halved their ad budject and put it into the game itself

Fun fact: Half the time, the budget a game has is completely out of the development team's hands.
Budget is a theory at best, decided entirely on the whims of higher-ups who are looking to maximize the audience and get the most amount of guaranteed sales with the least amount of losses.

>> No.1763807

>>1763773

Godspeed anon. That's what I'm doing: practicing game design through mods and then I'll branch out later on

Should probably drop the name for now as I got nothing for GMOTA right now, just mulling stuff over for now and trying to think of shit that'll work well for the sword

>> No.1763814

>>1763807

Gonna be honest, it feels really weird seeing you as "GMOTA guy" when you've always been Kegan in my heart

>> No.1763817

>>1763814

Okay this is either term or mystical, either way, don't go gay on me now

>> No.1763820

>>1763817
TOO LATE

>> No.1763823

>>1763817

I'd just happened to be subscribed to you while you were still doing TF2 shorts, actually, before GMOTA was even a thing.

>> No.1763830

>>1763823

I have no reaction images right now. But what a small world

Alright I'm dropping the name now

>> No.1763840

>>1763830

Yo, doing a playthrough of Innocence series with Gmota. You should bug me on IRC for the playlist link sometime.

>> No.1763843

Not sure if this is a glitch or a feature but while playing BDSE I unlocked the superchotty while playing knee Deep in the dead

>> No.1763847

>>1763843
>unlocked
What.
Did you use idkfa?

>> No.1763851

>>1763840

Noted. I can at least a few games I snagged music from:
Final fantasy mystic quest
Lagoon
Super castlevania 4
Magic sword
Ys 3 (or 2, I forgot)
Knights of the round
Super ghouls n ghosts
I think I added something from soul blazer too, if not, I should.
And act raiser. I think

>> No.1763853

>>1763847
No I found it like I would any other weapon

>> No.1763876

>>1763851
Soul Blazer does have a track in there.
So does Terranigma

>> No.1763881

>>1763778
That site should have been a good resource for the board, but it is never updated

Perhaps >we need a wiki instead.

>> No.1763969

>there are people in the doom community who still use the wikia and not doomwiki.org

>> No.1763976

>>1763540
Look inside the "zDoom-USER.ini" file and search for "drpg_char" that's where your character is saved.

>> No.1763978

>>1763969

>there's actual people -not bots or stuff- updating the wikia

>> No.1763979

>>1763969
wikia still ranks higher on search engines, which means it'll stay there for a while.
wikia fucking sucks, there's a lot of other communities where this same shit happens.

>> No.1763984
File: 706 KB, 1200x840, tumblr_n8moryl2iN1stiygdo1_1280[1].jpg [View same] [iqdb] [saucenao] [google]
1763984

LUA modding is so damn easy, I just managed to insert UDoom's theme settings in Doom 2 in OBLIGE v6, and I recently played through 5 decently textured Episode 2 levels using Doom 2 as IWAD. (With no missing textures, btw)

Might probably post the results today, since I just got Deimos working, and I feel too tired to post it now. Also please remind me tomorrow about finding a way to insert FreeDoom's SSG as a functional weapon for UDoom

>> No.1764014

>>1762189
> It's just a few missing tags, it's not like he went full Knee Deep in ZDoom
That's not what "ZDoomism" means, it's when shit doesn't work properly in other ports

Even if you're running in a limit-removing sourceport, like PRBoom+, that doesn't mean that everything will still run hunky dory

A "vanilla" mapset that was only tested with the least vanilla engine is not a vanilla engine at all, and is poorly made for what it claims to be. If you only intend on using ZDoom to test it, then make it a ZDoom mapset. Otherwise, test it in chocolate or DOSbox.

>> No.1764018

>>1762239
What E2 textures? What, the cement? That shit is pure techbase, you can use that anywhere.

>> No.1764025

I've been fucking smashing my head against my god damn desk trying to figure out how to get DoomRLA working.

What I'm saying is that I'm a stupid fucking assclown who can't do shit right and needs a fucking walkthrough on how to set shit up.

>> No.1764028

>>1764018

look at your left

>> No.1764029

>>1762290
> nothing ever looks good and I have no idea what to use for wall textures

Do what I do. Rip shit off.

Open up Doom (or Doom 2) and warp to a level. Any level will do. Walk around until you find the room that you think looks the best in the level.

Don't take a screenshot, don't make a webm, just remember that area. Remember it real good.

Now open up your editor (Doom Builder 2 is the best, fuck anyone who says otherwise) and recreate that room, as best as you can, from memory. Because it's from memory, it won't be exact, and in Doom, if it's even a little different, it's a lot different.

Now build out from there, and every time you come back to that room, change the architecture a little bit. Add or remove rooms or details. Do cool shit.

If you can't decide on a wall texture, look at the floor and ceilings, which can continue on from the last few rooms. Pick a wall texture that will look alright with it.

>> No.1764030

>>1764014
>make mapset that takes advantage of ZDoom's modding capabilities
>"overmodded shit 0/10"
>make mapset that only makes use of ZDoom's built-in bugfixes that make things easier on the mapper
>"zdoomism-filled garbage 0/10"

>> No.1764049

>>1762290
>and I have no idea what to use for wall textures.
>>1764029

Dude, use OBLIGE. No, really, trust me, you cannot miss this shit.

AndrewJ got some really good tables at what texture combination looks better in certain themes. Don't believe me? Go generate a single map WAD, make sure you do it as big as possible with a mixed up theme, so you can get to see hell, tech, urban themes with proper texturing

>> No.1764052

>>1761087
Honestly want to see it in DRLA or Brutal, my 2 favorite mods.

I can see both being completely different, and still fuckawesome.

Replace the chainsaw with Powerfist for Brutal (or make it an auxiliary for after you get the saw), and then let the "who needs a zerker pack?" begin. (Oh god, what if it and the zerk stack, and this is accurately represented in the "physics model" scripting... oh jesus... Just punch a zombieman's heart out through his chest, kill the one behind it with the flying viscera, etc.)

and in DRLA, maybe a secret assembly? TTTT mod your fists, first 3 do nothing, 4th gives you the PF, a strong ass melee weapon (I know, you already have the baratus fists, I know, there aren't great melee characters in DRL, but fuck, how cool would that be?).

In both/either cases...

>MUH DIK

>> No.1764057

>>1764030
>>make mapset that takes advantage of ZDoom's modding capabilities
>>"overmodded shit 0/10"
i agree this is stupid.

>>make mapset that only makes use of ZDoom's built-in bugfixes that make things easier on the mapper
>>"zdoomism-filled garbage 0/10"
this on the other hand is fully deserved.

>> No.1764058 [DELETED] 
File: 196 KB, 600x800, 1405229659966.jpg [View same] [iqdb] [saucenao] [google]
1764058

http://en.inkei.net/vagina/a/DoomGuy!Samus_Aran!20140709

Doomguy x Samus OTP

>> No.1764068 [DELETED] 

>>1764058
http://en.inkei.net/anus/a/Yholl!Kyle873!20140713

It was inevitable

>> No.1764071

>>1764052
Yeah well that's up to DoomRLA and Brutal Dooms devs.

>> No.1764073

>>1764028
...The blue and tan texture? What, that's not E1?

Who gives a fuck, it's got computery shit in it, don't be a fag

>> No.1764076

>>1764071
Obviously. Either that or we mod it in ourselves, but personally I'd rather wait 'til development slows down on either/both before I start tooling around with it.

secretly hoping, since both dev teams browse here, that they'll think it's a good idea and run with it

>> No.1764102 [DELETED] 
File: 28 KB, 520x534, inevitable.png [View same] [iqdb] [saucenao] [google]
1764102

>>1764068
Oh god.

>> No.1764104

>>1764030
If by bugfixes, you mean removing engine limits, then there are still far better engines to use for playtesting than zdoom.

>> No.1764109 [DELETED] 

>>1764068
http://en.inkei.net/vagina/a/TerminusEst!Alice88!20140713

It had to happen

>> No.1764113

>>1762559
Watch a run on youtube to start out. Might help.

Save when you first enter a new room (I save-scum on my first runs, sue me), conserve medkits and ammo. Also, use that berserker extensively, I believe it is the first weapon you get, helps you get by early on.

>> No.1764115 [DELETED] 

>>1764058
>>1764068
>>1764109
This website is /b/ tier shit for 14 year olds, stop posting it.

>> No.1764125
File: 8 KB, 389x371, 1330742721930.png [View same] [iqdb] [saucenao] [google]
1764125

>>1762717
From what I've read and heard, I'd love to go just to get some merch and some DOOM information. Maybe next year.

>>1762780
They said themselves they are trying to stray from the DOOM 3 path and make it feel more like the classics. Until we see some gameplay, your word is invalid. That's assuming they aren't just speaking hebrew behind the scenes and lying to our faces about it. I'm praying they completely abandoned their "Call of Doom" project.

>> No.1764134

It's no surprise Doom4 ended up a CoD clone; the "industry" recruits a bunch of fresh 20 year old gamer programmers who grew up on Halo/CoD and never played the original, that's what they think a FPS is meant to be like.

>> No.1764135 [DELETED] 
File: 31 KB, 460x405, TERMINUSHASAPOSSE.png [View same] [iqdb] [saucenao] [google]
1764135

>>1764109
Poor Terminus, doesn't even get off once

>> No.1764137 [DELETED] 
File: 22 KB, 441x594, 1b8.jpg [View same] [iqdb] [saucenao] [google]
1764137

You guys keep thinking that Doom 4 is gonna take after Call of Duty.

Post yfw Doom 4 takes after Brutal Doom

>> No.1764140 [DELETED] 
File: 265 KB, 575x874, brutal_doom.jpg [View same] [iqdb] [saucenao] [google]
1764140

>>1764137

>> No.1764143

>>1764134

No matter how bad it will turn out, expect modders to take what they did; recreate it in doom 2, fix the shitty design decisions, and expand on it.

It's just too sweet of an opportunity to show up modern game designers.

>> No.1764145 [DELETED] 
File: 30 KB, 252x239, 129979563851.png [View same] [iqdb] [saucenao] [google]
1764145

>>1764137

>> No.1764148 [DELETED] 

>>1764115
alright, I'll stop

>> No.1764153 [DELETED] 
File: 89 KB, 800x759, ehhhhhh.jpg [View same] [iqdb] [saucenao] [google]
1764153

>>1764137

>> No.1764161 [DELETED] 

>>1764137

Doom 4 @ Sgt mark IV stop being jelly.

>> No.1764162 [DELETED] 

>>1764135
Asian women do nothing for Terminus.

>> No.1764163

>>1764140
I still don't understand; the game is about murdererizing demons whose daily routine torturing, eating and possesing humans in random order.

And then people throw fits about a gore mod.

>> No.1764167

>>1764163
It's the creator people throw fits about, not the content.

>> No.1764170

>>1764167
They throw plenty of fits about the content too man.

>> No.1764171

>>1764163
Sgt. Mark is kind of a shithead.

>> No.1764175

>>1764170
I've never seen serious complaints about the content other than nitpicking.

That said, there are legitimate things to complain about. It's just that Sgt. Mark being a shitter really outshines those.

>> No.1764179

>>1764125
I've actually had a (tiny) amount of contact with the team, expect more like if Doom 2 and Wolfenstein:TNO had a baby.

Can't wait for the qcon footage, personally, as the entire 2 people I know on the team won't say shit besides very vague details, but both seem fucking excited as shit

>> No.1764180

>>1764175
>>1764167
>>1764171
Floyd Mayweather is a stupid, annoying, cocky n* who I wish would get raped to death with a cactus.

He's still a great boxer.

>> No.1764183 [DELETED] 
File: 1.04 MB, 960x720, once again the assault rifle copyright pays off for the jelly modder.png [View same] [iqdb] [saucenao] [google]
1764183

>>1764137
mark's face

>> No.1764185

>>1764180
Floyd Mayweather is not creating content for distribution.

A more fitting metaphor would be Stuart Snyder, the complete shitlord who, BY BEING A COMPLETE SHITLORD, ruined cartoon network.

>> No.1764186
File: 64 KB, 900x503, 1330760307947.jpg [View same] [iqdb] [saucenao] [google]
1764186

>>1764179
I really hope you ain't shitting me. This will be affect my overall happiness for the next few years. This could be a showstopper.

>> No.1764189

>>1764180
This analogy makes no sense, especially since the majority of Brutal Doom's content isn't Mark's in the first place. It's lightly edited and, in coding terms, very poorly stitched together content from other mods.

>> No.1764191

>>1764163

I feel it's the attitude brutal doom brings with it. I've always gotten a campy and goofy vibe from the doom comic. If I was im charge of brutal doom I would've kept the corny one liners and made things over the top and silly as hell

>> No.1764192

>>1764180

We also get the pleasure of seeing Floyd get clobbered in the fucking kisser.

>> No.1764194 [DELETED] 
File: 284 KB, 334x574, we want the brutal doom audience.png [View same] [iqdb] [saucenao] [google]
1764194

>>1764137

>> No.1764197

>>1764175
>I've never seen serious complaints about the content other than nitpicking.
Then you may have not been paying attention.
Too much blood and gore; those annoying death sequences, gun balance all over the place, headshots, etc. are common complaints.

>> No.1764198 [DELETED] 

>>1764194
this reminds me
what is /doomgens/ opinion on Wolfenstein TNO? Is if worth getting for PS4?

>> No.1764201

>>1764197
But you can work with a lot of that in the options menu so those complaints aren't particularly valid

>> No.1764203 [DELETED] 

>>1764198

PC too potato to run it anon?

I know that feel all too well

>> No.1764205 [DELETED] 

>>1764198

wait till it goes in sale, worth the second playthroughs

>> No.1764207 [DELETED] 

>>1764198

Gr8 game, probably will be bastardized on PS4.

>> No.1764208 [DELETED] 

>>1764203
>>1764205
>>1764207
[PS4 Dust Collecting Intensifies]

>> No.1764212

>>1764025
Okay. First thing you should let us know when you run into a problem is what kind of errors are you getting?

If you mean just launching it, then the load order is:
DoomRL_Arsenal_Beta_#.wad DoomRL_HUD.wad DoomRL_Monsters_Beta_#.#.wad

Just remember to load maps before mods, if you wanna play on custom maps.

>> No.1764216

>>1764197
Forgot about the reloading and BLOODY SCREEN SO REAL
And in past versions, the slower movespeed.
Probably forgetting some other shit, but you get the point.
>>1764201
You can't alter any of those in the options menu.

>> No.1764224

>>1764216
>reloading
I'll give you this
>BLOODY SCREEN SO REAL
It isn't a problem at all and doesn't get in the way. Not sure what the problem with this is other than being contrarian
>Too much blood and gore;
That's the entire point of the mod. Why would you complain about this, just don't play Brutal Doom
>those annoying death sequences,
I can see how some people would dislike this
>gun balance all over the place
I believe Mark is working on this? You can ditch the assault rifle pretty easily and that's a big part of it. BFG needs to be fixed though. So this is sort of a semi-problem
>headshots
And again, what exactly is the problem with this? That it's too much like current gen shooters? So? It isn't like Cyberdemons die in one headshot or anything. Again this is contrarian.

So yeah there are definitely some valid complaints, but the majority of problems with Brutal Doom comes from Mark's attitude.

>> No.1764227 [DELETED] 

>>1764216
This is kinda like bitching why the book in pic. doesn't have Terminators in it.

>> No.1764230
File: 307 KB, 1764x920, futureshock.jpg [View same] [iqdb] [saucenao] [google]
1764230

>>1764216
This is kinda like bitching why the book in pic. doesn't have Terminators in it.

>> No.1764231

>>1764224
For starters, I was just correcting you, not trying to start a debate.
>reloading
It's whatever, there's an addon for removing it. There's lots of addons actually, which is a problem in and of itself but Mark said he will learn CVARs for v21.
>BLOODY SCREEN SO REAL
Addon.
>too much blood and gore
Actually, even Mark agrees. He's toning shit down next version. Gibs aren't as frequent, blood decals are smaller.
>death sequences
The screams get old very quickly.
>It isn't like Cyberdemons die in one headshot or anything.
No, they die in eight, at least from rockets. It's still bad.

>> No.1764234

>>1764231
About the headshots: to be fair, most enemies in doom are complete bullet sponges anyways. I don't see the harm in letting me get by with only one minute of repetitively circle strafing around a Cyberdemon in place of spending 3 minutes doing the EXACT same thing.

>> No.1764241

>>1764192
Feel free to make a mod where Mark gets shot in the dick repeatedly. I will play it. And laugh.

>>1764189
Would you like a full fucking bibliography with every mod? How about we copyright free mods made for a game that's old enough to drink?

>>1764185
Sadly, I have no idea what you're talking about, but if he hurt adult swim I'll have his nuts in a jar

>> No.1764246

>>1764186
My only valid input was please make it fast paced, and don't be afraid to be abstract as fuck like they were with map design in the first two (moreso in the first, but, yeah).

I have great confidence in the team, and the project is showing a lot of promise, and I'm still terrified.

Also, in unrelated not-retro news, new KF2 trailer, while we're veering off the "old shooter" rails https://www.youtube.com/watch?v=888YZjapV6Y they're being rather tight lipped about the project, but my dick is still rock hard.

>> No.1764247

>>1764241
Snyder is the guy who made CN stop airing cartoons and killed Toonami

>> No.1764249

>>1764231
>gibs aren't as frequent
I don't mind them.

>blood decals are smaller
fucking thank you jesus those got awful after long firefights on some maps

>screams get old
Couldn't agree more.

>cyberdemons, headshots, et al
I believe that's being addressed in v21? Also, isn't it more a problem of AI at this point? If you can hit something in the head with a (relatively) slow moving projectile 8 times, without feeling threatened, it's not a good enemy. Yeah, it unbalances ammo counts in maps, but that's not really what difficulty/fun is about, is it?

>>1764247
Oh. Then I disagree with what he did, well, mostly, anyway. Kinda think the parent network could afford to make Toonami it's own channel, and Adult Swim it's own channel, and put CN back to it's roots. But, that's a lot to ask, I know, but I'd watch AS 24/7, and I know a lot of people who'd do the same for toonami who have little/no interest in CN.

>> No.1764252

>>1764249
>Parent Network
Uh, you do realize CN IS the Parent network, right?

>> No.1764254

>>1763132
Back to Saturn X
Shit's bitchin.

>> No.1764258
File: 2.97 MB, 1280x1600, bD3ruVg[1].png [View same] [iqdb] [saucenao] [google]
1764258

Dayum Eriance

>> No.1764259

>>1764258
Woah, pretty. What is it from?

>> No.1764261

>>1764252
they aren't still owned by Turner?

>>1764258
That's good looking work, link?

>> No.1764263
File: 69 KB, 433x352, fml.jpg [View same] [iqdb] [saucenao] [google]
1764263

>>1764258

>eriance will never make weapon sprites for your mod

>> No.1764265

>>1764259
>>1764261

Demon Eclipse, something that Eriance has been working on since forever.

http://forum.zdoom.org/viewtopic.php?p=772287#p772287

Most of his spritework is outstanding -once again, you may have seen his monsters in a lot of mods- and it always ends up being used as base for yet more variants, frankensprites and what have you.

There's a beta of sorts in /idgames. Somewhat outdated.

>> No.1764268

>>1764265
Tought so. I had forgotten the name though.
Does he plan a different set of weapons for each episode?

>> No.1764281

>>1764268

Yes. He's going to have military tech for episode one, hell tech for episode two, etc.

>> No.1764382
File: 147 KB, 900x1350, marinael_by_yarryozzo-d51ef6o.jpg [View same] [iqdb] [saucenao] [google]
1764382

>>1764137
To be fair, that'd be much better than it being a CoD clone.

>> No.1764395

>>1764258
>Eriguns won't ever get updated
>Eriance won't ever release the human/demon weapons as two seperate packs for enjoyment outside of DE

>> No.1764406

>>1764382
No it wouldn't be better, it'd be just as bad

>> No.1764425

>>1764265
>>1764258
I really wish Eriance with the bone armor concept for episode 2 of DE

>> No.1764432

>>1764265
so it's basically Zdoom communities' equivalent of Mordeth?

>> No.1764440
File: 179 KB, 800x600, Screenshot_Doom_20140713_140209.png [View same] [iqdb] [saucenao] [google]
1764440

>>1764432
Aside from the fact that Eriance has been consistently showing off results for years, and not having his PC stolen in the night by a burglar? I guess.

Is Mordeth still even being developed?

>>1764406
>no regen health
>hitscanners are actually sons of bitches instead of bulletsponges to plow through

I don't love Brutal Doom, but it's miles better than calladoody.

Shitchucking aside, I just finished Jenesis with Accessories To Murder, shit was knee deep in the cash, it had two cool bosses in the final map. First an interesting take on the regular Baphomet, then, a rather cool final boss, that would pretty much had to be seen.
Boss battles were rough as fuck though, they did not fuck around.

>> No.1764492

>>1763851
>Knights of the Round
OH SHIT I REMEMBER THIS

I liked the armor upgrading thing that went on as you got stronger.
Don't know if it actually changed anything but it was pretty sweet.

>> No.1764497

>>1764440
And if it were to be based on brutal doom it'd still be just as shitty as if it were to be based on COD the only difference in the score would be a 2/10 instead of a 1/10
>overly loud and unnecessary noises from demons
>edgyguy sounds like a retard trying to be hardcore
>massive amounts of gore that makes enemies feel like they are ketchup packets
miles away and yet so close

The only thing it needs to be based off of is DOOM and nothing else

>> No.1764506

>>1764497
DOOM NIGHTMARE EDITION
Doom 4 is Elder Scrolls with guns
>Steam only
>Romancable Shotgun
>Diverse NPCs (all dialouge options result in butt-secks)
>Day one hentai doom dlc
>Day one cyberdemon armor dlc
>No mod tools

>> No.1764510

>>1764506
Sounds like it's based off of brutal doom
:^)

>> No.1764543

>>1764382
Fucking this, basing it on a decent if over rated mod is far better than yet another CoD clone

>> No.1764563

Well I just finished Knee Deep in the Dead with Sperglord Edition, fucking day and night compared to normal Brutal Doom, the weapons feel beefy without being ear rape, the enemies and marine have better, sounds, I feel like weapon balance is better and even more versitile, they all have subtle downsides that can make others more apealing for different situations, at times it feels like what Mark is striving for on his bettter days, when he's not being an asshat

>> No.1764564

>>1764506
>>No mod tools

No lies, that would turn me upside down and boost me up into maximum autism

Not doing The Right Thing with Doom 4 would be a huge disaster and a giant insult towards the legacy of DOOM and John Carmack

>> No.1764570

>>1764564
Well they don't like Carmack.
So they will do anything they can to shit on him.

>> No.1764580

>>1762626
yeah, that's more like it. I fucked up and tried to put in the rifle from the doom player sprite - needless to say, i couldn't really make it fit right.

>> No.1764582

>>1764564
Uh, did you actually had any hope for mod tools on Doom 4?

To optimize a game to make it able to run mods requires more development time, which in consequence, increases the budget. id has been developing Doom 4 for a long time, they had 3 reboots, the budget must be hitting the roof, and they can't afford it. Plus, id Tech 5 is not exactly made to be easily moddable. Expect Doom 4's modding to be limited to stuff like loading skins and textures to override the game's content.

>> No.1764593

>>1764570
Why not? Why hate him?

>> No.1764621

>>1764593
They have a lawsuit against him and the Occulus Rift

>> No.1764624

>>1764621
Dare I ask why?

>> No.1764641

>>1764624
They say Carmack left Id with their code and shit.

>> No.1764648

Making new thread. Feeling like compressing the OP a lot more, might do some polls about it

>> No.1764649

>>1764641
I say if Carmak made it, it's his code

>> No.1764653

>>1764582
>id Tech 5 is not exactly made to be easily moddable
a carmack engine that's not easily moddable?

>> No.1764657

>>1764624
Old habits die hard, need I remind you ID started by "lifting" Softdisk's computers during closed hours.

>> No.1764667

NEW THREAD

>>1764664
>>1764664
>>1764664

>> No.1764916

>>1759592
this picture kills me

>> No.1765368

>>1764241
>Would you like a full fucking bibliography with every mod?
Yes. Go look at Samsara's credits list.

>How about we copyright free mods made for a game that's old enough to drink?
You couldn't copyright them anyway, except for stuff like sprites, sounds, and textures that are completely original and not derivative work. ACS and decorate code can't be copyrighted.

This is beside the point though, since nobody is asking for that, just that the modder in question keep track of who did what and credit them appropriately for their free work. He has done absolutely nothing to make it clear that the bulk of the work in the mod aside from compiling was done by others, and is fine sitting back and letting people think the G/ZDoom sourceport IS Brutal Doom and made by Sgt. Mark IV.