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/vr/ - Retro Games


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1984748 No.1984748 [Reply] [Original]

DOOM + ASSORTED RETRO FPS THREAD - Last thread >>1975683
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

====WEBSITE/COMMUNITY====

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>> No.1984749

===NEWS===

Doom 2 was 20 years old last week. In celebration, some guy on Doomworld released a megawad: http://www.doomworld.com/vb/post/1309777 / http://www.kitana.org/arena/doom/doom20anniversary.html

Some dork's been working on a site for us to replace the old, shitty one! Will this one thrive or will it flop as well? http://万板.縮.jp/

Got an itch for realism? Shattered Tranquility is a super-early WIP aiming for slightly more realistic weapons and weapon behaviors. http://forum.zdoom.org/viewtopic.php?f=19&t=46650

Here's a music stream that only plays Doom music, 24/7; feel free to listen if you're interested http://liquiddoom.net/

We've been featured on Doomworld! Well, sort of. /newstuff Chronicles gave 200 Minutes of /vr/ a pretty favorable review. http://doomworld.com/php/topstory.php?id=4198

"Ulti Doom" is yet another take on Doom 3 weapons/enemies in Doom, but Skornedemon's known to have made some pretty impressive stuff before. Will this succeed? http://forum.zdoom.org/viewtopic.php?f=19&t=46675

One of our own has just replaced a beta of his megawad. Give it a shot and let him know what you think! http://forum.zdoom.org/viewtopic.php?f=19&t=46676

GMOTA just updated to version 0.9.5. New features include golden boners, imp replacements, and new blood. Check it out below.

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Cyberpunk Shootdown: https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Hocus Doom: http://forum.zdoom.org/viewtopic.php?t=45804

Got something news-worthy? Reply to this post, or it'll likely be missed.

>> No.1984761

What's the advantage of using chocolate doom over DOSbox?

>> No.1984764

>>1984748
Why have you stopped putting "doom" in the subject field?

>> No.1984769

>>1984761
Complete modern compatibility, without having to type in shit in a dos-prompt every time you want to play, Chocolate Doom runs Doom in Vanilla directly.

>> No.1984775

>>1984764
did it ever have "doom" in the subject field?

>> No.1984782

We're not skeletons yet.

>> No.1984783

>>1984775
>>1984764

The past month's thread titles in reverse order (source: first page of results returned from https://archive.moe/vr/search/text/doom+thread/type/op))

FACE YOUR FEARS
WHOOPS
YEP THAT SURE IS A WALL
[WITTY TITLE RELATED TO IMAGE]
YOU WOULDN'T DOWNLOAD A NAZI
SPOOKY SEXY SKELETONS
DOOM THREAD: MAXIMUM ULTIMATE AGITATION [BLACK EDITION] - BROUGHT TO YOU BY FATAL1TY
CAN YOU FEEL THE BURN
Those demon bastards are gonna pay for shooting up my bunny.
Knee Deep in the Dead
HOW HARDCORE ARE YOUR WARS
(no title)
We will fight over two modders getting along.
HOW TO MAKE A MASTERPIECE IN ONE SIMPLE RENDER
RETURN TO BACK TO SATURN X!
WANT ME TO SHOW YOU MY BOOMSTICK?
IT'S LIKE ONE OF MY JAPANESE WADS
RIP AND TEAR YOUR BUTTS
WAIT, I THOUGHT THIS GAME WAS A PLATFORMER
ON YER BIKE
Doom Thread: Krang edition
(no title)

Two explicitly say "DOOM THREAD", two others had no subject field so "DOOM THREAD" from the body would probably show through instead. That's two or four out of about 20.

I agree it would be nice if "DOOM THREAD" could appear consistently in the subject, but in practice it doesn't happen.

>> No.1984784
File: 73 KB, 550x413, 1374931825010.jpg [View same] [iqdb] [saucenao] [google]
1984784

Just DL'd Blood1 off steam, holy fuck man......I want to play the game but DOSbox fucking sucks.

Doomers and Dukers are really spoiled with good source ports, I don't think I'll even play Blood again until that upcoming source port even comes out. No mouselook either.

>> No.1984785

>>1984784
>until that upcoming source port even comes out
I don't know what you are referring to, but it isn't a source port. Atari are being total cunts and have no intention of ever releasing Blood's source code.

>> No.1984787
File: 32 KB, 400x267, 8748722-laughing-old-man-using-laptop-computer-at-home-looking-at-screen-gesturing.jpg [View same] [iqdb] [saucenao] [google]
1984787

I'm thinkan about making a Doom Alpha TC. All other attempts at doing it seem to be abandoned. Should I go for it?

>> No.1984789

>>1984787
Why?

>> No.1984790

>>1984784
There is mouse look, baka.
Purchase One Whole Unit BLOOD

>> No.1984796

>>1984790
One Unit Whole BLOOD*

>> No.1984807

>>1984789
>Asking someone why they want to make a TC
That's literally the dumbest question ever, because there's never a good reason beyond: "Because it sounds cool."

>> No.1984809

>>1984785
http://www.moddb.com/games/bloodcm

I know about Atari ey, why would they NOT release it? It's just taking up space and some people would even buy Blood if a source port came out.

>>1984790
>>1984796
How to enable it?
I can't even find a way in the options to turn off me moving when I move the mouse.

>> No.1984815

>>1984807
there's probably a reason why all previous attempts have failed. the last one was promising until iirc one cunt decided to try to monetize it and everyone else quit on him.

>> No.1984830

>>1984809
It's a button to enable it.
I think it's I, but look in the controls.

>> No.1984835
File: 174 KB, 1024x768, 927361-doom_3.jpg [View same] [iqdb] [saucenao] [google]
1984835

Has anyone ever tried remaking Doom 3 on the Doom 2 engine?

I think it'd be pretty neat.

>> No.1984837

>>1984809
Press "U" in game to enable mouselook.

If you ran setup.exe or read the instructions you'd know this. In setup.exe you can do anything you want, set WASD+Mouse if you want to, you can disable the mouse-moving, you can independantly set the X and Y axis sensitivity, etc

and if after all this you still think the mouselook sucks, you can install bMouse, it works perfectly for Blood and SW. After proper configuration it makes mouselook a bit better in Blood (the only real advantage is for dynamite throw though but that's already a good plus)

BTW there probably never will any Blood sourceport.

Also I recommend to switch from CD to Midi musics, it's a very easy task (just google it) and everyone will tell you it's much better.

>> No.1984838

>>1984835
I think once with the EDGE port.

>> No.1984841

>>1984837
>BTW there probably never will any Blood sourceport.
>>1984809
>I know about Atari ey, why would they NOT release it? It's just taking up space and some people would even buy Blood if a source port came out.

Do they have the code and are sitting on it, or has it been lost?

>> No.1984849

>>1984841
No clue, but I know that Warner Bros. own the intellectual property of Blood, for some reason.

>> No.1984853

>>1984841
>>1984809
BloodCM is not a sourceport, there can be no sourceport if there is no source. It's a recreation of the game in EDuke32 by some Russian team. Which means that any programming (coding) was redone from scratch, all the weapons and enemies behaviour are off, it's absolutely terrible. Same for eRampage.

and yes, they have the sourcecode, it's been confirmed. Jace Hall wanted to do something with it, the new 3DRealms wanted to do something with it, Devolver Digital wanted to do something with it, and iirc any company as well; Atari turned down everything or responded with an offer that they knew was unacceptable (apparently asking 1 million or more for the IP).

The only way we're ever getting the release of the sourcecode is when Atari goes down again (it's just a matter of 'when', not if, Atari always goes under) and someone else buys the IP in the process.
AFAIK getting a sourceport isn't by definition a good news; what Blood needs is the SOURCE released. If only one team is given the rights to make a sourceport chances are it's going to end up as bad as DN3D's Megaton or SW's Redux, with forced 32-bit visuals, in which case I'd stick to DOSbox as far as I'm concerned.

>> No.1984858
File: 52 KB, 650x842, 1349961770660.jpg [View same] [iqdb] [saucenao] [google]
1984858

>>1984841
>>1984849
How do you LOOSE source code?

People even back up their porn ffs. You remember that Wanton Destruction Addon for SW?

That was almost lost entirely as well, it was found by chance on two unmarked discs. All of that stuff, nearly wasted entirely.

>> No.1984863

>>1984858
Speaking of SW and lost add-ons, we should be getting the 3rd lost add-on at some point, Deadly Kiss featuring Lo Wang's sister "No Wang". A team has got hold of it and has been putting it together and it's almost done; the problem is that it seems to have been in the "almost done" status for a year now.

>> No.1984897

>>1984783
I think it would be better to be listed as "Doom thread - randomly listed title or new thingy here"

>> No.1984961
File: 7 KB, 125x125, 1412196555261.jpg [View same] [iqdb] [saucenao] [google]
1984961

>>1984782
they're among us though

>> No.1984972

>>1984961
i find it a great tragedy that i will never see my own skeleton, as it were, in the flesh. out of the flesh, in fact.

>> No.1984975

>>1984972
>Kevin Ware

>> No.1984980 [DELETED] 

>>1984853
on anything reasonably modern you have to emulate an 8bpp paletted surface anyway. you can either do this yourself by drawing palette indexed pixels to a byte buffer, then looking up each byte in a palette table when blitting to the screen, or you can let SDL or equivalent do it for you, but either way, the hardware almost certainly won't support paletted surfaces so something has to emulate them.

>> No.1984991

>>1984835
Legacy of Suffering was this in principle.

>> No.1985001

>>1984858
Back up everything you treasure.

Your game files.
Your pornography.
Your waifu folder.
Your music.

>> No.1985002
File: 102 KB, 640x678, 1358136444425.jpg [View same] [iqdb] [saucenao] [google]
1985002

How do I make Blood's mouse stop being inverted? I've got Bmouse installed.

Even the readme of it says toggling the mouse inversion options in the setup does nothing.

>> No.1985012

>>1985002
Go to setup.exe. In advance mouse settings, set the Y axis to a negative value.

>> No.1985020

Wait, so I can't just grab Blood off some abandonware site and toss it into Dosbox?

What is all this nonsense about having to use setup-configuring a mouse, etc? Nigger I just want to play the game. I still play Dark Forces and Doom to this day and the lack of mouselook never bothered me.

>> No.1985052

>>1985020
You can just grab Blood off some abandonware site, it just has shitty mouse support. Which is why all us kiddies have to go download BMouse.

>> No.1985059

>>1985012
Thanks, the mouse is certainly uh........you have to focus when you use it.

>> No.1985086
File: 990 KB, 1364x2284, screen1.png [View same] [iqdb] [saucenao] [google]
1985086

Hey, same guy who's working on the Alpha TC. How's the Plasma Rifle replacement look? Excuse the shitty pickup model, It's just a placeholder.

>> No.1985089

>>1985002
You can toggle inversion in the in-game control menu.

>> No.1985093

>>1985086
I love the claw design, but the plasma shots look kinda bland. It could just be the screenshot though. Could you possibly post a picture of the sprites themselves?

>> No.1985108

>>1985086
Red claw looks alright, even if it's just a rip from Blood colored in photoshop.
Green flash looks like shit.

>> No.1985118
File: 21 KB, 473x128, sheet.png [View same] [iqdb] [saucenao] [google]
1985118

>>1985093
Here's all the sprites
>>1985108
The green flash isn't finished. It's still going to be colored more to look like what a Baron would actually shoot

>> No.1985124

>>1985118
Why does the second one look kinda blurry? Also, the green flash definitely needs more detail, yeah.

>> No.1985125

I know that what I am going to ask is kinda idiotic, but here it goes anyway.

How come no one "remade" Doom 1/2 in a new engine like CryEngine?

>> No.1985129

>>1985125
You mean Doom 3?

>> No.1985131

>>1985125
Shitload of work.
Posible legal issues.
GZDoom really does everything you'd want anyway.

>> No.1985136

>>1985124
In-game, It looks like the green lightning is starting to build up around the hand. Just looks a little blurry from a distance. I'd post a WebM if I could, but I'm doing this on my shitty laptop, and it can't handle any form of recording software.

>> No.1985140
File: 920 KB, 1024x768, ClassicDOOM3_1.0.png [View same] [iqdb] [saucenao] [google]
1985140

>>1985125
They already remade the first episode of Doom 1 in Doom 3's engine, some 7 years ago as a matter of fact.

http://www.moddb.com/mods/classic-doom-3

There's supposed to be another Doom 1/2 remake in the works with Doom 3's engine and assets, but I forgot what it's called

>> No.1985146

>>1985052
I've seen a Blood download on some abandonware website but it's not as good as the gog version. It's an older version with only four episodes, as opposed to the five episodes given with gog version. gog version also gives you Cryptic Passage expansion. Also other differences with the version being earlier, more bugs, etc. There's more head bob or weapon bopping (can't remember which) which is annoying. Differences in weapon functions, too, like the Life Leach.

Just a head's up that the abandonware shit is an earlier version. Just go with gog/Steam, or get a torrent for those versions.

>> No.1985152
File: 134 KB, 960x540, Tan-man-chuyen-lam-game6.jpg [View same] [iqdb] [saucenao] [google]
1985152

>>1985125
Already been done, sorta.

https://www.youtube.com/watch?v=7fywI2bK61E

>> No.1985153

>>1985146
http://www.glidos.net/blood.html?lang=en

The version here has Cryptic passage and the 5th episode

>> No.1985164
File: 10 KB, 559x173, 1390585681424.png [View same] [iqdb] [saucenao] [google]
1985164

>>1984858
They didn't lose the source code. Jace Hall confirmed he had it like three years back. He even said he could release it if he wanted to, but he didn't. Somebody could have released it in the last 17 years but nobody did. They're all dicks.

>>1984809
>>1984837
This, def switch to midi music. Most of the CD music is terrible.

Also, if you want to set right click to alternate fire, you have to do that in setup.exe, it won't work in the in-game control menu. To do that with gog version, double click 'Launch Settings' and go to the mouse controls section and do it there.

>> No.1985167

>>1985140
Afaik, the team behind this aren't continuing past Ep 1 since distributing replicas of non-shareware maps for free is kind of on the bad side of copyright.

At least, this is what I heard from them. They might've gotten threatened by a C&D to stop there. And since Doom 2 didn't have shareware maps...

>> No.1985168

>>1984853
Yeah BloodCM is terrible.

>>1985153
>One Unit Whole Blood
yeah that's the same deal

What is Glidos? A reference to 3dfx glide? Does that run well? Will check it out when I get home.

>> No.1985169
File: 51 KB, 531x429, doom2bug_2.jpg [View same] [iqdb] [saucenao] [google]
1985169

So apparently the Xbox 360 port of Doom II was released with a bonus episode. Anyone tried it out? How is it?

>> No.1985174

>>1985167
Distributing it to those that have the game wouldn't solve this? as long as distributed for free that's it.
Or just actually send it over to the right holders and negotiate a bit maybe?

>> No.1985175

>>1985169
Crap, I can't imagine playing Doom with dual analog sticks, but the idea of a bonus episode is really intriguing.

>> No.1985181

>>1985125
>How come no one "remade" Doom 1/2 in a new engine like CryEngine?

Thousands of people try to "remake" Doom in a newer engine.
Very few of them succeed beyond a tech demo.

>> No.1985186

>>1985169
>>1985175

No Rest for the Living is really, really good. It's brutally difficult and with wonderful architecture.

>> No.1985193

>>1985175
>I can't imagine playing Doom with dual analog sticks
It actually works pretty well. Give it a go, breeze through E1, you'll get used to the controls.

That is, if you already have it or whatever.

>> No.1985196

>>1985193
I don't even have an Xbox 360.

>> No.1985201
File: 819 KB, 350x300, 1336968421957.gif [View same] [iqdb] [saucenao] [google]
1985201

>oh hey demonsteele got a release
>check it out
>oh god the most adorable tomboy voice
>hnnnggghhh
>stand still for a bit
>RAAAAR, PEW PEW, AAAHHHH
>HNNNGGGHHH
NONE OF YOU CAN HAVE HER
SHE'S MINE

>> No.1985202

>>1985168
IIRC the 3DFX version of Blood and SW have shitty bilinear filtering and no voxel support

>> No.1985203

>>1985196
You might be able to find the .wad online then or something.

>> No.1985204

>>1985175
I downloaded Blood Complete Edition (or something) from PSN.

Playing Doom with dual analogs is actually refreshing. The original games are way too easy for me with KBM on UV. Playing with dual analogs is like half way between keyboard only and KBM controls, so the handicap of non-perfect controls makes the game more challenging in a good way. You can't adjust the X-Axis sensitivity either, it's set in stone. It reminds me of when I was 10, playing through Doom for the first time keyboard only.

Also it's nice to chill back on the couch and play. And the force feedback rumble feels fucking good. Local coop is fun, too.

Solid ports.

>> No.1985206

>>1985204
Wow, that sounds amazing. Maybe I'll get it when PSTV comes out.

>> No.1985207
File: 135 KB, 520x520, cover_large.jpg [View same] [iqdb] [saucenao] [google]
1985207

>>1985204
>Blood Complete Edition
*Oops.

That's supposed to be Doom Classic Complete

>> No.1985213
File: 1 KB, 27x22, category3_family_227_large.png [View same] [iqdb] [saucenao] [google]
1985213

>>1985118
The new "Cell charge" Is a bleeding skull. The Cell Pack will be a pile of skulls. It'll still make sense, as the BFG will also be replaced with a demontech weapon.
Keep in mind that no texture is "finished" yet. I like to get the base for everything, then touch it up.

>> No.1985214

>>1985186
agreeing with this, the map design is truly excellent, i can't fault it at all.

i'm not sure i'd call it brutally difficult though, it's easier than plutonia for instance.

>>1985203
it should be in one of the pastebins, named NRFTL or NERVE.WAD. i know i got it from here a year or so ago.

>> No.1985216

Who actually makes the maps for those XBOX360 levelsets?

Especially if they're good, I wonder if it was somebody who has even a remote relation to the wider community.

>> No.1985218

>>1985216
http://doomwiki.org/wiki/No_Rest_for_the_Living

>No Rest for the Living is the title of the new Doom II expansion set developed by Nerve Software's Richard Heath and Russell Meakim for the release of Doom II on the XBLA. It is also available in Doom 3: BFG Edition.

>> No.1985221

>>1985206
Yeah, it feels great on a 50 inch HDTV. Really nice way of playing Doom. Plus they didn't meddle with the graphics, original pixelated look and all.

The only minor negative is the music. I don't know which version of the music tracks they're using but it's not one of the better ones, like fmod. Still it's not bad though but that aspect could have been better.

>> No.1985224

>>1985218
i don't know either of the names, if they're on doomworld they're incognito.

>> No.1985232

>>1985218
Can this be downloaded for PC?

>> No.1985235

>>1985232
Yes.

http://visionsofdoom.us/

>> No.1985294 [DELETED] 

OK, how many of you fuckers remember the Disney Atlantis movie?

Now, how many of you remember the games that tied into that movie?

Can anyone help me find those things? All I found was downloads of the demo for the first one.

>> No.1985351

>>1984749
>no donutsteel in the news

>> No.1985357 [DELETED] 

>>1985169
I think it's a fantastic wad actually... you can try it out with the pc and it works quite well with an once popular game play mod, whose name cannot be mentioned without causing a puerile shitstorm. ANyway highly recommended. Looks good and plays good

>> No.1985360 [DELETED] 

>>1985357
Are you talking about BRUTAL DOOM?

>> No.1985370

>>1985360
No, I am talking about project MSX

>> No.1985374
File: 56 KB, 1011x722, Underhalls_remix_start.jpg [View same] [iqdb] [saucenao] [google]
1985374

I'll be uploading the Underhalls Remix barebones demo later tonight. This is Stralya time and it's like, 5:30 am here so if anybody of you are interested in testing it I'd appreciate the feedback and you can keep an eye out for it.
Thanks.

>> No.1985415

I got the new Demonsteele, what does the Blind Guardian (invisibility replacement) do?

>> No.1985420

>>1985415
protects your posterior

>> No.1985421

>>1985374
great! i will try to test it tomorrow (9:10pm here)

>> No.1985434

>>1985421
Lol, thanks buddy.....just bear in mind it's pretty barebones at this stage, I'm adding the detail to some areas later after feedback from /vr/ so don't get your hopes up too high expecting a finished product.

>> No.1985436

>>1985374
That sounds interesting. Any plans for more bare-bone maps?

>> No.1985438
File: 22 KB, 250x297, 1390366193721.jpg [View same] [iqdb] [saucenao] [google]
1985438

>Q - Where can I find the newest DOOM thread?
>A - It should be on the front page, or you can look here:
>http://boards.4chan.org/vr/catalog#s=Doom%20Thread

this hasn't worked for the past few threads, and i use this as a bookmark.

>> No.1985454

>>1985436
Oh no no no, it's "barebones" in the sense of "I'm working on layout first, details later" lest I make a layout that sucks and have wasted ages detailing it as well.

>> No.1985461

Alright, enough of this secret club nonsence. How the hell do you wield the dragonslayer blade on DoomRL?

>> No.1985470

>>1984809

That's not a source port. It's a fanmade imitation of the original. Can't support it since I can already guess it won't feel like the original game.

>> No.1985474

>>1985470
I tried it out with an open mind and it is indeed horrible.

>> No.1985479

>>1985438
my bookmark just says doom, without the %20thread part, it works well enough. but point taken. perhaps whoever makes the next thread can change the op to say "doom thread + other oldschool fps" or put "doom thread" in the subject as previously discussed.

>> No.1985490

>>1985201
Voice actress did a fucking fantastic job.
I hear there's also a "psshhh. nothing personnel, kid" line hidden in there that she adlibbed herself.

>> No.1985501

>>1984853
>chances are it's going to end up as bad as DN3D's Megaton or SW's Redux, with forced 32-bit visuals
what's so bad about 32bit?

>> No.1985505

http://strawpoll.me/2616582

>> No.1985510

>>1985501
If you ask me 2.5D FPS aren't meant to be played in 3D, in a 32bit true 3D renderer the sprites stick out and look like sheets of paper, especially when you look up/down.
Speaking of looking up/down, in 32bit you can look further up or down which in some situations mean being able to shoot enemies or see things you're not supposed to be able to.

To be honest it used to be much worse, some improvements were made to these renderers as far as Build games are concerned and now shadows and shading a lot more accurate (it used to be completely messed up); but I still don't like it.

>> No.1985532

http://zandronum.com/forum/showthread.php?tid=5318

Zandro 1.3 is out.

inb4 the inevitable WOOOW IT'S STILL NOT 100% UP TO DATE WHAT THE FUCK

>> No.1985542

>>1985532
>- Added new dmflag sv_sharekeys. When enabled, any keys picked are shared between players. Also, players joining the game get the keys others have as well. [Dusk]
>- The ACS commands TakeInventory, SetActorProperty (only for speed and gravity) and SetAmmoCapacity don't cause network traffic unless they actually make a change to the affected actor. [Torr Samaho]
>- Added a client movement buffer. Instead of processing all movement commands of a client immediately, they are stored in this buffer now. Each tic per client up to two commands in this buffer are processed. This way, players with an instable connection shouldn't appear as teleporting instead of moving to players with a stable connection. Note: This only changes how a player perceives the movement of other players. It has not effect on how a player perceives his own movement. [Torr Samaho]
>- The mdk cheat command can now be used online in cheat servers. Unlike in ZDoom, it is also allowed in deathmatch modes. [Dusk]
OH GOD
OH MY GOD
BE STILL MY THROBBING BONER

>> No.1985543
File: 124 KB, 640x960, 1412543973.png [View same] [iqdb] [saucenao] [google]
1985543

>>1985510
oh when you say 32bit you actually mean fully 3d opengl hardware rendering.

doing 32bpp in software mode, where you're still drawing pixels to a framebuffer, but they're truecolor instead of indexes into a palette, can have great results if done carefully.

e.g. in doom it looks pretty much as you expect except the pink demons remain pink in low light conditions.

>> No.1985551

>>1985542
>deathmatch mdk
hahaha

>> No.1985554

>>1985542
that client movement buffer is straight out of odamex

>> No.1985559

>>1985532
>>1985542
This is most definitely my shit.

>> No.1985624

>>1985532

Nice.

>> No.1985647

Anyone know of a WAD that has more story and custom elements to it? Ex: More custom items, monsters, story, etc.

>> No.1985661
File: 57 KB, 788x1024, 1391143865683.jpg [View same] [iqdb] [saucenao] [google]
1985661

>>1985479
i've done the same in the past, but the problem with that is that every thread with the word doom comes up.
this agitates my autism

>> No.1985682

>>1985661
>brutaldoom fan tries to run demon steele with BD.jpg
sorry had to

>> No.1985705

Crap, I think I hurt my wrist.

>> No.1985761

>>1985705

I'm so sorry to hear, anon.

>> No.1985869
File: 1.95 MB, 200x113, 1399402020224.gif [View same] [iqdb] [saucenao] [google]
1985869

>back to saturn X
>tough skin river
>getting the red key

>> No.1985885

>>1985682
Why exactly does that happen?
Out of curiosity I tried to load Brutal Doom with Demon Steele. Needless to say, I was surprised.

>> No.1985908

>>1985885
iirc the story goes that someone got extremely angry on the forums that metrood and brutal doom didn't work together and that it would totally be just a little bit of work to get them fixed
so he harassed term to fix it for several days in a row
then he went in servers and pestered random people he could find to see if anyone would make a patch

>> No.1985921

>>1985908
>it would totally be just a little bit of work to get them fixed
That someone must be mentally retarded, that would be a shitload of work to integrate two gameplay mods into each other, especially given how large Brutal Doom has become in terms of code.

>> No.1985939

>>1984783
Nah, I like the current format.

>> No.1985963

>>1985461
>He hasn't figured it out!
>laughingsluts.jpg

I've never gotten far enough with a melee character to actually reach the Cathedral. I read somewhere that you have to drop everything else in your inventory, but obviously I have no idea whether that's the real secret or not.

>> No.1985972

>>1985885
>>1985908

Basically, yes.
I usually don't care much about Brutal shenanigans since getting worked up about a mod is kind of silly, but I figure if I intentionally break the two then that'll let people know right off the bat that the two weren't designed to work together and won't be compatible.
Several have gotten irrationally angry over this, which is an unexpected bonus.

>>1985921

Oh, very much so.
Actual quote:
>Say anything to the ordinary person, which dont know absolutely all about Doom and connected, rather than to explain why the problem is not a problem and for some reason, asked what is impossible. (find the reason why Metroid Dreadnought got problems with Brutal Doom)
>On the examples is clearer like this: The Ultimate Torment & Torque dont work with Brutal Doom even if try launch, because ignore him fully but runs the game without any errors. Thats all, I understand why dont fly and dont try do impossible thing.

>> No.1986001
File: 64 KB, 500x325, tips faceplate.png [View same] [iqdb] [saucenao] [google]
1986001

I've been thinking. Wouldn't it be neat if Lord Blaz showed up in Demonsteele as a boss, and Hae-Lin in GMOTA?
Doubt it'll ever happen, but hey.

>> No.1986006

>>1986001
Not really no.

I don't think they'd fight each other for no reason, and fanon says they would be friends.

>> No.1986012

>>1986006
Maybe it'd just a friendly sparring match?

>> No.1986046

>>1986001
>>1986006
>>1986012

Are they even in the same universe?
Lord Blaz fights against Lucifeller's forces using medieval tech, and Hae-Lin fights against...well, whoever those guys are, they've got wizards and steel beasts and shit.

>> No.1986070

>>1986046
They are all fighting Doom demons in Doom levels so yes it's the same universe.

>> No.1986072

>>1986046
Hey, you could always use the Marvel vs Capcom thing. Just have a crossover with little explanation and have them douk it out.

>> No.1986086

>>1984783
>>1984764
I never really had a problem ctrl+f'ing the catalog for "doom." The body of the post almost always starts with "DOOM THREAD," so it's not like it would be much easier to miss for someone who isn't familiar with the local traditions.

>> No.1986096

>>1986006

Fanon? Term and I have talked about Hae Lin referring to Blaz as uncle

>> No.1986104
File: 19 KB, 290x705, 1405732981872.png [View same] [iqdb] [saucenao] [google]
1986104

>>1986096
>Uncle
wat

>> No.1986108

>>1986104

As semi-sarcastic platonic sorta thing.

>> No.1986113

>>1986108
Oh. Well that's pretty cute.

>> No.1986119

>>1986086
bookmark this:

>>>/vr/doom

>> No.1986123

>>1986104
>fleshcoloredsockhands.png

>> No.1986129

>>1986123
Fuck you, now I can't unsee it.

>> No.1986142
File: 2 KB, 31x37, SHLDA5.png [View same] [iqdb] [saucenao] [google]
1986142

Block and shield your butts!

>> No.1986153

>>1986142

>the sprite is centered now

Damn term that really did bother you didn't it

>> No.1986181
File: 219 KB, 477x350, sempai n me.png [View same] [iqdb] [saucenao] [google]
1986181

>>1986001
>>1986006
>>1986012

Hae-Lin doesn't really have that high an opinion of herself--she thinks of herself as just an ordinary farmer, not at all anyone special despite her power as the Angel of Death. So she'd probably be kind of gushing around Blaz, since he's an accomplished holy warrior who's strong and cool and she's so lucky to get to meet him.

'Course, both of them are pretty punch-happy, so who knows what'd happen?
No matter what, though, I'm pretty sure it'd end with them heading to the bar for a drink afterwards.

>>1986153

That wasn't me, but yes it bothered the shit out of me.

>> No.1986202

>>1986181
>Heading to a bar for a drink afterwards
>Not eating burgers with the president
One job.

>> No.1986214
File: 65 KB, 402x393, ss+(2014-10-05+at+09.32.41).jpg [View same] [iqdb] [saucenao] [google]
1986214

>>1986202

They lack the prerequisite FREEDOM and American-ness to set foot with the president.
Sorry, mate. Obama's gonna have to eat by himself.

>> No.1986218

>>1986181

That's funny because Hae-Lin's sword and fighting style would impress the hell out of Blaz.

I love nerdy back story shit and fluff

>> No.1986220

>>1986214
They could eat with zombie Reagan.

>> No.1986224

>>1986220

>zombie Reagan
>not skeleton Washington and ghost Lincoln

>> No.1986226

>>1986220
>zombie Reagan

Sounds like something some would put on a Wolfenstein mod.
Fund it

>> No.1986229

>>1986224
They don't like burgers.
They like steak.

>> No.1986237

>>1986229

Bullshit they'd love hamburgers

>> No.1986238

>>1986229

Are you trying to tell me that our forefathers would not like the most American food there is?

>> No.1986251

>>1986238
The most American dishes are as follows.
Roast beef and mash
Apple pie and vanilla ice cream
Meat loaf
T-bone steaks
Milk shakes

>> No.1986284

I know it's old news by now, but I think the Doom 4 Announcement news just for easier access to the pastebin of the confirmed features to show to our friends/doom 4 nonbelievers. Or at least put the pastebin link on the OP from now on as a separate thing for the same reason. My two cents, tho.

>> No.1986287

>>1986284

*the Doom 4 Announcement news should stay on the OP for easier access

>> No.1986304

>>1985175
dunno about doom, but I did play the demo level for Marathon II's port to the 360...

old school shooters feel weird as fuck on sticks.

>> No.1986404
File: 1002 KB, 1366x768, Screenshot_Doom_20140804_001557.png [View same] [iqdb] [saucenao] [google]
1986404

Right, so you know the numbers you get with ZDoom's default fullscreen HUD?

Could anyone tell me what the sprite names are for those numbers?

>> No.1986482

>>1984784
bmouse.exe

>> No.1986484
File: 225 KB, 800x315, tnt.jpg [View same] [iqdb] [saucenao] [google]
1986484

So was it a running joke in Team TNT to end their levels with a fake exit hiding a single revenant? Several levels in a row at the start of the game end like that.

>> No.1986524
File: 118 KB, 699x748, ss.jpg [View same] [iqdb] [saucenao] [google]
1986524

>>1986238
Having lunch at the Wac

>> No.1986542
File: 156 KB, 728x518, 1412553611002.jpg [View same] [iqdb] [saucenao] [google]
1986542

>>1986524
welp

>> No.1986563

>>1986484
Here's how I'd like to end a map: You throw the exit switch. The screen melts and takes you to the "MAP FINISHED" screen... The screen then shoots open upwards as a door would and a revenant starts beating the shit out of you - as you've never actually left the level.

>> No.1986576
File: 81 KB, 256x327, DEMONS.jpg [View same] [iqdb] [saucenao] [google]
1986576

>>1986563
genius

>> No.1986590
File: 66 KB, 198x169, 1406571979749.png [View same] [iqdb] [saucenao] [google]
1986590

>>1986524
Oh man, that's great.

>> No.1986605

>>1986524

I wanna see a follow up where Blaz smashes the burger through the visor.

I gotta add a burger powerup...

>> No.1986645

>>1986484
i think you exaggerate a little
only maps 2 and 3, and they're hardly "fake exits"

>> No.1986762

>>1984748
Anyone got links to the Eric Harris DOOM levels?? Also is it true that he made a map of the columbine school?

>> No.1986767

>>1986762
>Anyone got links to the Eric Harris DOOM levels??
http://www.doomworld.com/10years/bestwads/infamous.php
>Also is it true that he made a map of the columbine school?
no it is not.

>> No.1986798
File: 109 KB, 320x240, 1407943498795.png [View same] [iqdb] [saucenao] [google]
1986798

Hello everybody, my demo/alpha of Underhalls Remix is ready to try out for anybody that wants to help me sus out how it’s developing so far since this is the first map I’ve made.

Fair warning, this is only one half of the level and much of that half needs detailing so if you’re expecting a completed map with everything ready I’m afraid I can’t help you there. It ends shortly after you get the red keycard. What I am looking for here is feedback on the “flow” of it before I go about detailing rooms, like how do the fights play out? Although ideas on detailing are welcome too.

Here is the link

http://www.speedy_share.com/8ySus/Underhalls-Remix-demo.wad

>remove the _ between speedy and share as for some reason 4chan thinks the link is spam

In the next post I’ll outline my plans for the future development of the map in a screenshot of it and my thoughts on how existing things are and if and how they should be changed.
Feel free to comment here but if you think I might not see your comment as these threads are up for a long time my name on the Zdoom forums is “Cauldron” so you can send me a PM there, though even if this thread get’s archived I’ll come back and see what people said.

Thanks.

>> No.1986802 [SPOILER] 
File: 93 KB, 552x520, 1412584015578.jpg [View same] [iqdb] [saucenao] [google]
1986802

>>1986798
The image is a screenshot of the whole map in Doombuilder, spoilered so nobody gets my own preconceptions going in. I’ve placed letters over sections as I discuss them.

A: I’m quite happy with this area to be honest, it’s detailed enough and simple enough. Can’t think of much more to add here.

B: I’m looking at changing these corridors to the more unified ones seen above the map in the image. Thoughts?

C: I’m quite happy with this section but how do you think it would look if the stairs were going upwards when the player first went here? Worth the effort of changing it all about?

D: Not much to say here, this is much like the SSG area from Underhalls but I’ve made it a bit bigger, comments on style welcome.

E: This area is under construction, I don’t mind it’s “flow” the texture used to be the large brown bricks (as in the original Underhalls) but lining them all up with extra detailing was a pain in the butt but now I’m thinking the current look is “too much” without extra details in the room, thoughts on this welcome. I’m wanting to put some more detail on the outside of the building (like some water coming down it). Same for the L shaped grey area.

F: This place needs major work. I like the flow of the fight (go in, surrounded, big battle) but the detail in the room is nowhere near what I would like. I toyed around with it for a while but reverted back to the current bare bones look pending feedback. The water part at the back will be detailed out as well. Being limited to vanilla Doom’s abilities can be nice for encouraging innovation, but some things are totally off limits in it too.

G: I spent way too long working on this area and then after all that found I hated the look anyway, I had an idea for how I wanted the detail but found right near the end of it that vanilla Doom’s limits won’t let me. I’m wanting to change this area to three interconnected little islands with the teleporter in the middle.

>> No.1986804
File: 56 KB, 960x600, cyclone_001.png [View same] [iqdb] [saucenao] [google]
1986804

Anyone know if a sourceport for CyClones exists? Really enjoying the game, but sometimes the mouse "sticks" when I play it in DOSBox and I have to repeatedly click to unstick it. Google is obviously of little help here.

>> No.1986843

>>1986798
http://temp-host.com/download.php?file=ru69qo

here is a first attempt demo. it doesn't exit. i reached the exit at around 4 minutes. i then spent 2 minutes trying to find 2 missed secret areas and the last 8 monsters before falling into a pit i couldn't get out of.

>> No.1986847

>>1986843
You fell into a pit? Where?
I'll have to fix that by final release.

I'll watch your demo file just as soon as I figure out how to run it.

>> No.1986862

>>1986847
>>1986843
Tried to get your demo running man, but it desynchs, I'm running it on Chocolate Doom.

>> No.1986865
File: 69 KB, 640x480, 1412588872.png [View same] [iqdb] [saucenao] [google]
1986865

>>1986847
here, once the bridge rises you can't get out of the gap between it and the wall behind

>> No.1986870

>>1986862
% prboom-plus Underhalls_Remix_demo.wad Underhalls_Remix_demo_fda.lmp

% chocolate-doom -file Underhalls_Remix_demo.wad -playdemo Underhalls_Remix_demo_fda.lmp

in chocolate doom i got a visplane overflow towards the end.

>> No.1986875
File: 74 KB, 640x480, 1412589414.png [View same] [iqdb] [saucenao] [google]
1986875

the waterfall bleeds into the floor here

>> No.1986878

>>1986875
this is fixable by changing the light level by ±1 on one side i think.

>> No.1986879

>>1986847
>>1986862
>>1986843
Nevermind, I figured out how to run your demo.
Just had to use a copy of Chocolate Doom I'd forgotten all about.

>>1986865
I will fix this, that is certainly a problem.

>>1986870
>>1986875
I was worried at those texture errors I saw, they never showed up in what I used to test so I thought I was thorough.

I'll use Chocolate Doom from now on.

>> No.1986882

>>1986862
it might look like it goes wrong at the start because i spin around a lot and then hump the wall for possible secrets

i assume you haven't modified your copy of the map at all since uploading it

>> No.1986886

>>1986879
>I'll use Chocolate Doom from now on.
if i were you i'd use prboom-plus -complevel 2 and forget about vanilla rendering limits.

you obviously like detail but you're going to get super frustrated by visplane limits if you carry on the way you're going.

>> No.1986895
File: 136 KB, 456x337, 1316569498941.jpg [View same] [iqdb] [saucenao] [google]
1986895

>>1986882
No, not at all.
I first loaded your demo and saw you running around in circles in Entryway and knew something was up.

>>1986886
You're probably right, originally I wanted to use GZDoom features just for details (like being able to have a 3d waterfall) but reverted back to vanilla standards because I figured I'd learn best with some limitations I also didn't want to cut out guys who cant use OpenGL.

However I didn't expect weird texture errors and other crap, the first time I even saw those was in your demo.

Would PRBoom+ remove those texture errors we saw?

>> No.1986904
File: 202 KB, 640x480, 1412590421.png [View same] [iqdb] [saucenao] [google]
1986904

>>1986895
>Would PRBoom+ remove those texture errors we saw?
it would if you ran it in OpenGL mode. 2s middle texture bleeding is a quirk of the original software renderer (i hesitate to call it a bug).

>> No.1986909

>>1986904
>OpenGL mode

I have always used it myself but for the sake of exclusivity is there any way at all to have that waterfall in, just the way it is without using OpenGL?

>> No.1986923

>>1986909
change the light level of the sector immediately behind the waterfall to anything other than 192.

the floor in front of, and behind, the waterfall have identical properties (texture, height, light level) so the engine merges the planes together. if you change at least one of these properties it will split the visplane there, which then generates the clipping information for the texture that you want.

>> No.1986929

>>1986923
>change the light level of the sector immediately behind the waterfall to anything other than 192.
(that means sector 401 by the way)

>> No.1986932

>>1986923
I see, thanks for that. What about the texture error when you're going down to where the SSG is?

Any others after that?
Also, I'll get PrBoom+ and use that for testing this map now.

>> No.1986939
File: 65 KB, 640x480, 1412591897.png [View same] [iqdb] [saucenao] [google]
1986939

>>1986932
>What about the texture error when you're going down to where the SSG is?
you must mean this? i completely missed it at first. but it's the same problem, you need to force a visplane split. the most unnoticable way to do this is to adjust the light level on one side by ±1 as i said earlier.

>> No.1986940

>>1986224
I'd love to have a burger with Skeleton Washington and Ghost Lincoln.

While we're at it, we'll invite Poltergeist Jefferson, he was my favorite.

And you'd be damn sure of the fact that they'd eat burgers, it's a fat sandwich with a grilled cut of meat, there's nothing to not like.

>> No.1986942

>>1986939
I didn't see that one :\

But I meant the one near the door, you can see inside the room when you shouldn't be able to.

There are probably some we've both missed, or ones that will definitely come up as I make more of the level.

>> No.1986994

>tfw HDoom baroness is almost finished, release coming pretty damn soon

>> No.1987006
File: 167 KB, 1000x667, 2-Salsiccia-3-1-of-1.jpg [View same] [iqdb] [saucenao] [google]
1987006

>>1986994
Have you seen the latest Imp-tan animation?
Doomguy has the biggest fucking dick, it's amazing!

>> No.1987017

I posted a message about nerve.wad (2008 official doom 2 addon for the xbox version) being really good and worked well with a notorious gameplay mod, but the mod deleted it for some reason. Anyway it's really good, Really interesting architecture wise and good playability, highly recommended

>> No.1987018

does anybody remembers if the original doom was supposed to be really hard? Now we all "grokked" fpseses and doomseses, so it feels like easy fun compared to doom2, final and various megawads, but I wonder if anybody remembers if it was more scary and tense back then

>> No.1987035
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google]
1987035

>>1987018
It was new and fast paced back in it's day, and a lot of people played without mouse back then too.

Now, we're all used to Doom, most of us play with a mouse (be it freelook or just horizontal turning), because it's just nicer and smoother feeling to play with, and we've all played the levels so many times, so we know how that song and dance goes.

It's easy for use now, that's for sure.
The exception is Episode 4, that shit gets pretty damn tight at places, even for experienced players.

Plutonia and TNT also gets hairy in places, particularly Plutonia. Pic related.

>> No.1987083

Anyone know where I can actually download Doom 64 EX, IWAD and everything?

I had it before but I completely forgot where I got it from.

>> No.1987138

>>1987018
Doom was never really THAT hard once you know how to strafe.

Arrow keys and < > master race.

Thy Flesh Consumed was the only official Doom content made to kick your ass.

>> No.1987142

>>1987018
I remember playing Doom 1 and 2 as a kid. It was tense as fuck and I had nightmares, I was so scared of those monsters and the sounds they made. Oh god, the sounds were terrifying for my young mind back then. And the moments were lights suddenly went out made me NOPE away from the game many times. I still loved it.

>> No.1987154

So what version of doom do you guys run? I'm assuming you guys don't grab a Dos rip and just throw it in dosbox. I remember a few years playing I think an open source port called Zdoom or something like that? Is it still any good? I'm looking to get back into Doom, so which version of the original game should I get?

Really, all I want is horizontal mouse look more than anything.

>> No.1987158

>>1986798
I am in what I consider an interesting position here.

I hate Underhalls. I think it's the single worst Doom 2 map. I hate the layout, it's ugly, it's not very fun to play, the music sucks, its encounters are boring, and it's just not a great map in my opinion. I don't fucking like it.

Unfortunately, this map doesn't do much to change it. It's not what I would consider a "remix" at all; this is more akin to a "remake." The layout is almost entirely identical; I was not shocked or surprised by anything in the level, which is, IMO, a complete misstep. Why remake the level at all if all you're going to do is do it exactly the same as the original?

Similarly, everything I hate about the original is still intact here--the way-too-early-in-the-game SSG, the stupid amount of hitscanners, the boring predictable traps, and the ugly texture usage are all identical to the original.

I love how you claim this is "bare bones" and "lacks detail" when several of the rooms have more detail than some of my finished maps. What you have is good enough, you don't need any more than this.

It's obvious that you have mapping talent, I'm not trying to take away from that. But I don't like Underhalls and subsequently, I don't like this, because...well, it's Underhalls. A map that's attempting to "remix" another existing map (your words) should make me like the original map more; I should find a new appreciation for the original by playing yours, or at least think yours is pretty damn good. And, on a technical level, it is. There's no texture misalignments and any problems I have with texture choice or gameplay all stem from the original map's choices, not yours.

tl;dr make your own maps, you have talent, you just need to actually make new shit instead of remaking shitty maps

>> No.1987164

>>1987083
Don't do that, just download D64EX from the website, and then grab a Doom64 ROM from coolrom or emuparadise and make the wad from that

>> No.1987167
File: 3.68 MB, 1543x4500, doom.png [View same] [iqdb] [saucenao] [google]
1987167

>>1987154
Zdoom is one of the more advanced source ports for Doom available, and is required for newer complex maps and gameplay mods.
Chocolate Doom is the source port that emulates vanilla doom the closest, if you want to run doom through windows.

>> No.1987171

>>1987154
Yes, ZDoom is still a thing, and yes, it's pretty much a standard, especially if you want to use horizontal mouselook like you said. You can also get GZDoom, which is ZDoom with an OpenGL renderer, so it looks slightly more fancy, but it's optional.

Failing that, if you want a slightly more "authentic" experience, both Chocolate Doom and PRBoom+ are highly recommended. Honestly I recommend having all three, just for the convenience of being able to play three different versions of the game for comparison.

Chocolate Doom will basically just emulate the original game as much as possible, down to crashing over visplane limits and the weirdest of bugs.
PRBoom+ is the best Boom port so it has some extended support for mappers, but mostly it just makes it look better than Choco can while still keeping things relatively vanilla behaviour-wise. There are also compatibility options to turn back on some of the quirks it removes by default.
ZDoom can fuck with some gameplay shit here and there but the average end user won't give a fuck. Get ZDoom if you want the fanciest shit like weapon mods, Brootal Duum, Demonstool, Guhmoda, etc.

Oh, and if you want to play multiplayer, get Zandronum, it's the new Skulltag. It's basically just an old version of ZDoom with actually good netcode

>> No.1987175

>>1987158
>I hate Underhalls. I think it's the single worst Doom 2 map.
wow this isn't something one hears every day

>> No.1987178

>>1987164
Are you telling me to play an emulated n64 version of Doom instead of a normal, conventional, functioning pc port?

What the fuck is wrong with you?

>> No.1987183

>>1987171
>ZDoom is still a thing, and yes, it's pretty much a standard, especially if you want to use horizontal mouselook like you said
zdoom's "horizontal mouselook" is somehow better than others'??

>> No.1987184
File: 13 KB, 789x799, BY SANDY PETERSEN AGE 6.gif [View same] [iqdb] [saucenao] [google]
1987184

>>1987158
>I hate Underhalls. I think it's the single worst Doom 2 map.

That's not Suburbs.

>> No.1987187

>>1987184
eww

every map sandy makes is a piece of shit

>> No.1987190

Hey, Doom general. I stopped playing doom right before the release of BTS2. Has anything good came out since than?

I was browsing another board and realized that doom general was may favorite.

>> No.1987192
File: 17 KB, 805x799, 17.gif [View same] [iqdb] [saucenao] [google]
1987192

>>1987187
At least the shittiest map is immediately followed-up by one of my favorite maps.

>> No.1987193

I have some trouble using demonsteele's foward slash

everytime I use it I get confused for some moments in where the hell I ended up, which can be very painful if there's as much as an imp around, Do I need to git gud ?

>> No.1987194

>>1987190
Well, BTSX 2......

Not much has changed, there's some new wads in development over at Doomworld though, Demonsteele got an official beta release, and GMOTA got an update

>> No.1987209

>>1987190
Going Down (final version, currently featured DW megawad club)

Resurgence (from the authors of Speed of Doom - mostly just one of them though)

>> No.1987210
File: 76 KB, 640x480, BY SANDY PETERSEN AGE 14.png [View same] [iqdb] [saucenao] [google]
1987210

>>1987184
I disliked his edgemaster phase more.

>> No.1987214

>>1985213
As an experienced modder and also someone who has toyed with a "Doom Alpha/Doom Bible" project in the past:
You're doing it wrong.

The bible explicitly mentions both a plasma rifle and the BFG, so replacing these weapons outright is a bad fucking idea.
In addition, any good Doom Bible project WILL need new maps anyway, and if you're doing new maps then you don't need to "replace" the existing ammo types at all, you can just add more. You are not required to "only" use 4 types of ammo, you can use 5, or 6, or even 10 if you wanted to.

Also, the original bible specified that using demon or demontech weapons would hurt the player and/or require "souls" to use so just randomly replacing the plasma ammo with skulls is fucking retarded. Try harder.

>> No.1987227

>>1987178
>What the fuck is wrong with you?

Are you...new?
The ROM is required for D64EX, dude.

>> No.1987229
File: 74 KB, 608x375, Calico M960 9mm smg H.png [View same] [iqdb] [saucenao] [google]
1987229

So I decided to have a go at trying to make that Calico SMG for the Cyberpunk shootdown, and I copypasted the grip for the vertical foregrip, looks passable enough, but it still looks like a rip from a render (which it is).

No matter how I tried to redraw it or draw over it, I couldn't make it look right, I guess what little artistic skills I had have completely atrophied in these past years.

If anyone else wants to give it a go, feel free, I'm at the end of my rope.
The cylinder on the top, on the rear of the gun, is the magazine, the casings eject straight down, and the charging/cocking-handle is the little hook-shape on the left side of the gun.

If anyone needs images of the gun without the magazine or anything if they wanna finish it, I'll go dig something up.

>> No.1987231
File: 24 KB, 500x372, abstract kind of hell.jpg [View same] [iqdb] [saucenao] [google]
1987231

>>1987187
Hey!
They're ugly but they're all fun in some way!

>> No.1987232

>>1987193
Yes. The amount of distance you go is always the same, it's just a matter of predicting.
If you want to be sneaky, you can do it just behind a slightly-raised wall, which will send the wave forward but keep you in place.

>> No.1987253
File: 2.66 MB, 520x324, cyberdemon.webm [View same] [iqdb] [saucenao] [google]
1987253

Brutal Doom is just so much fun.
I wish Deus Vult II wouldn't have so many problems with it. Some maps are outright unplayable...

>> No.1987259 [DELETED] 

Do NOT respond to the post above

>> No.1987260

>>1987183
The only other ports I know of that do horizontal mlook are shit like Doomsday or EDGE

So what I'm really saying is "other ports have this feature but they suck dick"

>> No.1987263

>>1987178
No, I'm not saying that. I even explicitly told you to go get Doom64EX in the post. What the fuck is wrong with YOU, you illiterate fuck?

>>1987227
>The ROM is required for D64EX, dude.

If you are retarded enough that you cannot find a Doom64 rom yourself and run the tool (literally included with Doom64EX) to make a Doom64EX wad from a Doom64 rom, then fuck you, you don't deserve to play it

>> No.1987264

>>1987260
okay obviously i am misunderstanding what you mean by horizontal mouselook, because to me "horizontal mouselook" is a strange way of saying "turning with the mouse" which the game has always had since day one.

>> No.1987275

Hey! I've just Finished my e1m3 and I'm starting to think about other maps. I've always thought secret maps were for special things and I think that could be some good fun to get it done by some anon!

So just a few requirements: Doom format
Biggest monstrer is baron
Slot is E1M9
Max weapon is plasma gun
EP1 style
No new graphics/sound but new music if you want

Once you're done sent your to wad.anon@laposte.net and HF!

>> No.1987282
File: 1.20 MB, 320x232, 1410472142593.gif [View same] [iqdb] [saucenao] [google]
1987282

>finally getting around to playing Cyberrunner for the first time

Oh, what fun.

>> No.1987287

>>1987158
Underhalls is a nice map. What a crappy opinion.

>> No.1987302

These Dooms the way ID did them are the bee gees knees

>> No.1987304

>>1987282
You do know that it was dropped`?

>> No.1987306

>>1987304
Yeah, that's a shame.

>> No.1987308 [DELETED] 

>>1987306
>misspelling "thank god"

>> No.1987312

>>1987282
Yeah, that was a cool project. Shame it broke Doom.

>> No.1987321

>>1987308
Okay.

>> No.1987370

>>1987275
Dibs.

I got some ideas I've been meaning to try so we'll see what happens

>> No.1987449
File: 108 KB, 300x449, 1408111226591.jpg [View same] [iqdb] [saucenao] [google]
1987449

>>1987158
I'm the mapper.
Thanks for explaining your position, sorry to hear you didn't like it. Funny you mentioning disliking Underhalls though as I always thought the map was a good short romp with combat that I liked. I liked it's setup too and figured that it would be a good place to remake to cut my teeth on as it wouldn't be a super long project and it would be more about learning my way around an editor before making my own map choice in earnest.

I've been keeping close to vanilla limits because I've wanted to be like the original but as I was panning things out I'm worried it will be too much like the old so I was thinking of migrating over to UDMF format and being able to include more and varied encounter types, that and what another anon raised about graphical glitches I think the details that I want are more difficult to implement in vanilla than I first thought.

The monster choice is the same lineup that was in the original Underhalls but I've felt adding in different enemies might be too big a change, do you think it would be alright to add the next tier up? (cacos, chaingunners, hellknights, souls).

Regarding the bare bonesness of parts, I refer more to the contrast between the area just before the SSG and say, where you hit the switch to raise the platform leading to the building with the red key.....that entire area is plain, I liked it's combat encounter though.

What name do you release maps under so I can see the style you approach from? I'd like to finish the map off though, do you have any other thoughts on planning the layout?

>> No.1987467

>maps designed around a central "hub" room

I... really like this.

>> No.1987491
File: 131 KB, 849x501, Columbine_High_School.jpg [View same] [iqdb] [saucenao] [google]
1987491

>>1986762
>is it true that he made a map of the columbine school?

No. It wouldn't even be possible with Vanilla Doom and its limitations. It's a huge, two-story building for upper class snobs that would have absolutely dwarfed any of the levels in Doom 2.

>> No.1987504

>>1987491
exactly, it's just scare mongering garbage like all cable outlets do

though nowadays it's more exaggerating things for comedic effect

>> No.1987508

>>1987491
Replace stairs with teleporters?

>> No.1987512

Fucking amazing. I started on a map, got on a real roll, when my power went out. I never saved it because I only had about an hour's work in it, but I skipped a lot of bullshit like texturing, lighting and line specials in favour of layouts and room design, so I had a good like 6-7 rooms done. Extremely pissed about this.

>> No.1987515

it's 2014 you live in a first world country but the power supply still isn't 100% reliable

>> No.1987516

>>1987512

Sorry to hear that, dude, but let this be a lesson. Even if it's only an hour or two, save often. Hell, save every fifteen minutes.

>> No.1987528

>>1987512

>every fifteen minutes

must be my paranoia but I save for almost every line I draw, sector I make, it costs around 0.2 seconds to press ctrl+s so I do it almost every time I change something, even when I do nothing it happens for me to save :^|

>> No.1987539

>>1987253
is that scythe 2? that will probably be a nightmare with BD once you reach map 20ish

>> No.1987541 [DELETED] 

>>1987253
you're really bad btw anon lol

>> No.1987543

>>1987512
>power went out
wtf? where do you live?

>> No.1987554

>>1987543

A place with power, I'd assume.

>> No.1987558

>>1987554
I live in the UK. Our power never goes out. That's considered to be fucking weird here.

Maybe he's in Nigeria or some other third world shithole that has power cuts.

>> No.1987583

>>1987558
Or... maybe it's just weather. Up north, snowstorms/blizzards and the super high winds that come with them liked to knock down power poles. You've never seen that happen before? Or maybe you just live downtown somewhere where the power lines are underground?

>> No.1987617

>>1987467
You mean like Tricks and Traps?
Or a hub like Hexen?

>> No.1987634

>>1987467
>>1987617
the hub: a 90s mapping cliche. a central room with 4 doors, 3 of which were locked, each leading to a key or the exit. all sections being completely disjoint and separate from one another; it was more like 4 small maps joined together, than one holistic world.

i am glad nobody does this any more.

>> No.1987648
File: 55 KB, 636x306, erect.jpg [View same] [iqdb] [saucenao] [google]
1987648

>Buttsex2
>Map15
>37minutes in
>killed 150 out of 330 something monsters
>including a cyberdemon, several revenants, a number of viles, and a bunch of pain elementals
>haven't taken a single point of damage yet
>still have 200/200 from the megasphere on the previous level

This must be what it feels like to be a god.

>> No.1987649

>>1986942
i think i've worked out what you meant here.

the linedefs around the doorway down to the ssg are all double-sided and have backsectors, when they shouldn't. you need to delete their backsectors and make them single-sided. this affects linedefs 233, 240, 251, 219, and 700.

there is also linedef 552, which is marked as two-sided but has no second sidedef.

>> No.1987652

>>1987648
gods play faster than that!

good going though, congratulations.

>> No.1987653

>>1987634
He meant like using ZDooms/Strifes/Hexens built in hub system, as in, having maps being connectible between each other, where you can travel back and forth as necessary across maps and stuff.

>> No.1987669

>Realm667 is down

Just in time.

>> No.1987691

>>1987669
It's been like that since september dude.

>> No.1987823

>>1987508
>Replace stairs with teleporters?
Maybe... but you'd still have two fuckhuge maps, one for each floor.

It could probably be doable if you only made the bottom floor, since of course, the attack was in the morning when none of the students would have been upstairs.

>> No.1987852

>>1987823

anyways real buildings are always boring as fuck in video games, as it's often the same room repeated over and over and over.

>> No.1987876

>>1986006
It would be the classic superhero crossover misunderstanding, where they fight and then unite against some greater threat

>> No.1987881

>>1987852
case study: e2m7

>> No.1987943

>>1987881
E2M7 is great tho

>> No.1987965

>>1987539
Read his post anon.

>> No.1987975

Hey, a while back there was an anon who did a MIDI cover of Quad Machine that was much better than any of the alternatives out there.

Is that anon still out there, and if so, do you still have the song?

>> No.1987980

>>1987975
I'm interested as well.

>> No.1988013

Are there any texture wads that contain nothing but solid color "textures"?

>> No.1988021

>>1988013
this is not quake 3 anon

>> No.1988031

>>1988013
Why would you want that?
In fact, why couldn't you just make that yourself? That would be piss easy, like a 128x128 square of pure red.

>> No.1988032

>>1987558
>I live in the UK. Our power never goes out

O RLY?

http://www.dailymail.co.uk/news/article-194118/Travel-chaos-power-cut-hits-London.html

>> No.1988075

I could use a good laugh.

Anyone know any UNIQUELY shitty wads they'd like to share? Something beyond simply ugly architecture.

>> No.1988084

>>1984787
Doom would have been cooler with the alpha weapons IMO. A semi-auto rifle and bayonet are cooler than a pistol and fists. The alpha BFG was too much for any PC back then though. I would have preferred an assault rifle to the chaingun too. Most Doomers would disagree with this but I think it would be cool with some realistic and some sci-fi weapons.

>> No.1988091

>>1987184
That's not the Chasm.

Suburbs is kind of bland looking, but I dig the feel of demons infesting a small town. It's also not as big as Downtown, which can be a good thing or a bad thing depending on my mood.


Except for the exit. That part's silly looking.

>> No.1988096

>>1985542
>sharekeys
It has babbymode now?

>> No.1988097

>playing term's mod on doom
>facing e2m8
>"Meh, how hard could it be?"

I just faced one of the most badass and complex bosses ever.

>> No.1988103

>>1988097
>e2m8
The Cyberdemon?
DemonSteele's cyberdemon isn't changed that much...

Are you thinking of E3M8?

>> No.1988104

>>1988097
The Cybie wasn't that much harder than normal. The stuff term did to it was cool, but it's still the same fight more or less.
On a different note;
>Archviles
JESUS TITTYFUCKING CHRIST TERM, WHY

>> No.1988106

>>1988104
>Back special
>Dash in
>Slash like crazy
*Sheathes katana*

>> No.1988110
File: 113 KB, 262x313, 1408523644950.png [View same] [iqdb] [saucenao] [google]
1988110

Hey people, how do you Doom?
I'm a mouse and keyboard guy but I guess many use joypads or maybe keyboard only right?

>> No.1988115

>>1988104
dunno why you guys say archie is bad. I usually sacrifice 1 token to get close to him but then it's done.

barons and pain elementals on the other hand...

>> No.1988116

>>1988110
I'm a Mouse+Keyboard kind of guy.
If I had a less shoddy gamepad, with a larger degree of sensitivity adjustable for the analogs, I'd probably play a lot with my gamepad.

It's good enough for emulating Nes, Snes, Gameboy Color and Gameboy Advance games though.

>> No.1988117

>>1988104
>JESUS TITTYFUCKING CHRIST TERM, WHY

note that the back special blocks projectiles
so a sword wave followed up with a dash to come in and wreck his shit is a good way to deal with them

>> No.1988120

>>1988104

Darn it, you are right, I was talking about e3m8's spidy, got it all mixed up.

>>1988106

>Archviles

Oh god, the nightmares, I still can't figure out a way to kill them without taking damage at all. It's the only one thing that I dislike from that mod, tho.

Pain elementals are fine, you just have to avoid their souls spam and you are good to go.

>> No.1988123

>>1988116
You know, even though I use a gamepad for virtually every game I always go for keyboard and mouse for Doom.

>> No.1988124

>>1988110

When playing vanilla I go keyboard only using the default binds.

I tried joystick a few times, it just doesn't work for me, FPS and joysticks doesn't fit on the same sentence imho.

When playing modded doom, I go for the classy mouse + keyboard (WASD bind)

>> No.1988127
File: 2.53 MB, 300x219, 1407451570022.gif [View same] [iqdb] [saucenao] [google]
1988127

>>1988110
Mouse only

>> No.1988128

>>1987184
Fun fact: playing Suburbs on Ultra-Violence on the PlayStation port will often make the game crash from having so many infighting monsters. It can even crash on Hurt Me Plenty. This is despite the PlayStation version of the map not having any Arch-Viles or Mancubi.

Great work Sandy!

>> No.1988129

>>1986563
only way I can see that happening is if you have an animated texture on the wall that does the melting thing. Also doomguy would have to be locked in place.
Couldn't do anything about the gun or the resolution though...

>> No.1988131

>>1988120
>>1988115
How to deal with Archviles in Demonsteele
>At eye level at close range
Forward special, instakills if you get them in the center of the wave
>Above you
Grenade spam

>Below you
Grenade spam

>At a distance
Back special, dash behind it, slash like crazy or forward special.

>>1988115
If you are in the wrong position the flames it calls can hit you multiple times and drain anywhere from 5-7 tokens at once.
Instakills with no exceptions if you are right next to it as it spawns it and they all explode.

Barons can also drain 3 tokens at once up close.

The important thing about Barons of Hell in Demonsteele is to hit them with their back to a wall.
They are toast if they can't backdash.

>> No.1988136

>>1988128
Sounds more like a limitation on the part of the PS than the game design.

>> No.1988147
File: 12 KB, 369x249, 1406138183710.png [View same] [iqdb] [saucenao] [google]
1988147

>>1988110
I'm playing on a racing wheel sometimes.

>> No.1988154

>>1988136
It's just an example of how many monsters the level has. Rather than placing the monsters intelligently so that they cause the most threat, Suburbs just throws hordes of them in your face and then kills them for you when the inevitable infighting starts about 10 seconds in to the map. The best strategy for winning on high difficulties is just to run around in big circles confusing the monsters. It's not fun. It's just running laps around the map, stopping only to kill the 2 archies, until the monster count is low enough to play it normally.

>> No.1988172
File: 204 KB, 850x1109, 1410910143266.jpg [View same] [iqdb] [saucenao] [google]
1988172

>>1988127
So I initially posted this as a joke but then it dawned on me that this is actually totally possible. Theoretically. So I'm totally giving this a shot. On Ultra-Violence, of course.

Lookspring: on
Forward/backward speed: 2.5
Fire: mouse1
Use/open: mouse2
Strafe: mouse3
Next weapon: mwheelup
Previous weapon mwheeldown

That's all I need.

Let's rock.

>> No.1988187
File: 185 KB, 1366x768, Screenshot_Doom_20141006_170842.png [View same] [iqdb] [saucenao] [google]
1988187

Stupid sexy archvile

>> No.1988191

>>1987634
is this guy serious? if so, he really needs to play map 4 from hellground

>> No.1988197

>>1988131
What if there's four of them, and there's not enough grenades to spam?

>> No.1988203

>>1988197
I'd need to see the layout but basically Special meter is going to be your best friend.

If you have none at all for WHATEVER reason then please ration your Special meter better, it's the bane of Archviles and Pain Elementals

>> No.1988219

I can't work any of the GZDoom git builds past September 16

I keep getting something about shaders not compiling or something...does anyone else get anything like this?

I'm using the one right under september 16, hope I'm not missing anything

>> No.1988224

>>1988187
What is this?

>> No.1988231

>>1988154
Well, I guess it's a bit like the first slaughtermap then.

Not the best though.

>> No.1988234

>>1988224
Gene-Tech: Before the Storm
http://forum.zdoom.org/viewtopic.php?f=19&t=46718

>> No.1988236

>>1988224
Looks like Enjay's recently released Gene-Tech.

http://forum.zdoom.org/viewtopic.php?f=19&t=46718

>> No.1988252

>>1988236
>>1988234
Pretty sweet.
He really should do a few more maps for this some day, it's a great base to work with.

>> No.1988257

>>1987558
The power can cut out in smaller towns and villages. It happens even in Sweden.

Big cities like London having an outage is rare, but I assume you don't live in a tiny town.

>> No.1988291

>>1988075
There's Mock 2, but that's bad on purpose.

>> No.1988293

>>1987543
Well, to be honest, my house is in a transitionary period, we're redoing some of the electrical stuff

And my computer is on the same breaker as the bathroom, my girlfriend plugged in a hair dryer and blew a fuse

>> No.1988301

>>1988257
>Live a few miles out from the nearest town.
>Power will randomly blink about once every two months.

I mean, I wired up all my stuff to a server rack UPS, but it still sucks. Even worse is the fiber line that took forever for my ISP to run out here occasionally gets damaged by imbeciles that can read "WARNING DO NOT DIG HERE WITHOUT CONSULTING LOCAL ISP FIRST" and break the line, and since there's only a few people out this way, they're slow to fix it.

That's one thing I liked about living in Houston, the internet was good and something as simple as not having the power go out randomly (Well, it did when this black guy committed suicide with his toaster in our apartment, but that only happened once). It's just I hate everything else about the city.

>> No.1988304

>>1987669
>>1987691

And just you wait, I got notice that id software just bought The Plutonia Experiment!

What's going to happen now?

>> No.1988305 [DELETED] 

>>1988293
Ah, well that makes a lot more sense rather than a power outage lol. Funny seeing all these spergs go off about it as though it's a perfectly normal and expected occurrence in developed countries.

>> No.1988330

>>1987018
Yes Doom was considered a scary game in it's day, just as Alone in the Dark was.

Also if you want even the original game to be hard try the -fast command some time, it makes experts sweat bullets.

>> No.1988331

>>1984749
Yo, Smooth Doom got some updates. Bosses are finished, some decorations too, and more Doom64 sprites were added (with full animation), which is awesome. Lots of other shit too.
Thread:
http://forum.zdoom.org/viewtopic.php?f=19&t=45550&sid=76ea25714000df1d3238ee538e03f5a5
Vid: https://www.youtube.com/watch?feature=player_embedded&v=virD-uLknLU

>> No.1988334

>>1987158
I usually get bored of Doom 2 when i hit MAP05.

>> No.1988338

Getting a feel for opinion on this:

Mod has special/alt deaths for monsters.

Mod implements Brutal Doom deaths for monsters under a CVar which override normal and xdeaths for monsters. Defaults to off. Y/N?

>> No.1988339

>>1988127
Graf Zahl pls go.

>> No.1988346

>>1988338
>Mod implements Brutal Doom deaths for monsters under a CVar which override normal and xdeaths for monsters. Defaults to off. Y/N?
That's great, I don't see why it would default to off personally tho. Unless you're Smooth Doom.

>> No.1988352

>>1988346
>That's great, I don't see why it would default to off personally tho.

The mod is completely unrelated to Brutal Doom in aim, flavor, and the people working on it.

>> No.1988356

>>1988127
Meme elsewhere.

>> No.1988407

So what happens if I try to load Demonsteele and Brutal Doom at the same time?

>> No.1988409
File: 193 KB, 1487x1111, 1387492784518.jpg [View same] [iqdb] [saucenao] [google]
1988409

>>1988407

>> No.1988410

Can someone post the /doom/ comic pls

>> No.1988412

>>1988334
Haha, that's usually where I stop too if I'm just not feeling it.

>> No.1988415

>>1988356
That's a meme?

>> No.1988419
File: 15 KB, 297x317, tumblr_4nhnf5unf85nf58n5f.jpg [View same] [iqdb] [saucenao] [google]
1988419

>>1988407
I tried it and it seems like there are many invulnerable Revenants chasing the player.
This sucks, why is there not a Brutal Doom patch? This would make the cool mod even more popular, and Demonsteele too......really....
Imagine, a great cool mod, Brutal Doom gameplay and Demonsteele weapons and gameplay, FUCK YEAH

>> No.1988424

>>1988407
You're forced to play gone home until you realize you can't play the two together

>> No.1988447

>>1988424
Why would I want to play the two together? They're pretty different. Brutal Doom is a rehaul of the vanilla experience, but still oriented around the same basic style of gameplay; Demonsteele is entirely new experience.

At most I can see wanting to combine Ketchup and Demonsteele, but I think I'd rather just play Demonsteele.

>> No.1988453 [DELETED] 

>>1988447
>Brutal Doom is a rehaul of the vanilla experience, but still oriented around the same basic style of gameplay; Demonsteele is entirely new experience
uhhhhh no?
Brutal Doom is supposed to be an improvement of the vanilla experience, using modern elements.
Its okay if you hate it or love it, because not everyone likes modern elements.
Demonsteele is just a silly, but fun mod. They should be compatible.....
Really, Demonsteele changes monsters and adds a new fun class, Brutal Doom manages gore and fatalities and the effects.
Whats not to get????

>> No.1988454

>Load Demonsteele with Epic 2
>Get to map 12
>Level doesn't end
>Get to map 14
>Can't shoot through some obstacle to hit a switch
How does this even happen?

>> No.1988461

>>1988454
Because Demonsteele is broken as fuck.
Dont play it, wait 2 more months m8

>> No.1988463

>>1988454
>>Get to map 12
>>Level doesn't end
If I had to guess, maybe the different-sized player causing issues with voodoo dolls? Epic 2 uses ridiculous amounts of voodoo-doll scripting.
>>Get to map 14
>>Can't shoot through some obstacle to hit a switch
Projectile bullets. It could be solved by making the pistol fire a single, no-damage hitscan in addition to its normal bullet.

>> No.1988465

>>1988454
>>1988463

I'll fix the bullet thing, thanks.

>> No.1988472

>>1988465
Yeah the bullet thing is all that really bugs me.

Even just making the pistol shoot through those kinds of obstacles would be fine. Since you always have the pistol.

It's a great mod by the way and I'll just end the map manually for 12 and noclip a little past the start in Map 14 but man I was more curious as to how it even happens.

Which was answered here >>1988463 and thank you for answering.

>> No.1988475
File: 18 KB, 420x300, 1407653139475.jpg [View same] [iqdb] [saucenao] [google]
1988475

>>1988453
>not being able to handle a few revenants

>> No.1988483

>>1988472

Thanks, glad you enjoy it.
I'm not very familiar with Epic 2, so I'm afraid I can't really answer about map12; I just cracked it open and went through and couldn't find any voodoo dolls, so I'm stumped as to what's causing it. If that anon is correct and map12 is dependent on voodoo dolls' height, though, then I'm afraid there's not a lot I can do about it. All I can suggest is just nextmapping through it once you reach the end.
Sorry.

At least the bullet thing will be an easy fix.

>> No.1988485

>>1988453
>Brutal Doom is supposed to be an improvement of the vanilla experience

In what way...?

>> No.1988489

>>1988485
Don't give him what he wants.

>> No.1988493

>>1988483
No problem if the voodoo doll thing can't be fixed.

It's the only map I can think of where this really even comes up and I've been playing Demonsteele with everything.

>> No.1988496
File: 87 KB, 1032x774, b46.jpg [View same] [iqdb] [saucenao] [google]
1988496

>you will never make anything as good as Going Down
Why even live?

>> No.1988501

>>1988496

If you use others as standards for your success, you'll never reach it.
Don't aspire to have the greatness others have. Aspire for your own. Only one in the world.

>> No.1988520

>>1988496
DKG pls go

>> No.1988536

>>1988485
By making it mechanic-wise more like shooters just before the regenerating health corridor-shooter era started. Basically like Serious Sam. Whether you think this is a good thing or not depends on whether you prefer Serious Sam-style mechanics or original Doom-style mechanics. A lot of focus on BD is the gore, but that's not really the core of it. The core is the gameplay changes.

If you prefer SS-style mechanics to Doom-style mechanics, BD > Vanilla Doom.

If you prefer Doom-style mechanics to SS-style mechanics, BD < Vanilla Doom.

It comes down to preferences and so arguing over whether it's good or not is pointless. You're not going to change people's preferences either way.

>> No.1988548

>>1988536
>preference

I hope you're not the same person because that post claimed it was an improvement.

I thought BD discussion was looked down on now?

>> No.1988556

>>1988536
You are wrong. Doom is objectively bad.
The skill levels are fucked up (wayyyy too easy), monsters have weird AI, weapons need to reload, stupid time wasting shit like fatalities and ear raping death screams.
This shit is "Edgy Edge la Edge : The edgy wad"

>> No.1988559

>>1988556
>Doom
*Brutal Doom

>> No.1988560

>>1988548
I'm not the same person. I'm saying why some people consider it a straight improvement and some people consider it a straight downgrade.

It's the same divide over something like Hideous Destructor. The only reason Brutal Doom gets shit here and Hideous Destructor doesn't is because Total Biscuit is in the camp claiming it's a straight upgrade and some people treat the word of internet celebrities as universal law.

>> No.1988563

>>1988560
>The only reason Brutal Doom gets shit here and Hideous Destructor doesn't is because Total Biscuit

I have no clue who Total Biscuit is, so you're wrong.

>> No.1988565

>>1988560
>Total Biscuit
literally who

>> No.1988569

>>1988560
>The only reason Brutal Doom gets shit here and Hideous Destructor doesn't is because Total Biscuit is in the camp claiming it's a straight upgrade and some people treat the word of internet celebrities as universal law.
He doesn't.

>> No.1988570
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google]
1988570

What if I like weapon reloads as long as they're satisfying?

https://www.youtube.com/watch?v=6aQuYnYxq24&feature=youtu.be

>> No.1988571

>>1988560
Yeah nobody could possibly dislike it because it's a Justin Bieber tier mod, it has to be author/celeb drama!

>> No.1988584

>>1988570
>reloading
>satisfying
pick none

>> No.1988586

>>1988419
I'd say, if you really want to play them together, you could try making it work yourself.

>> No.1988592

>>1988584

But anon, the SSG requires reloads

>> No.1988601

>>1988571
You're misinterpreting. I've already said in >>1988536 that many people have good reasons for disliking it. I'm saying that the reason the divide has become so bitter (see >>1988556) is because BD has a bad fanbase who seem determined to push it onto everyone.

It's the same with other things: is the hate for MLP, for example, actual hatred for the show itself, or hatred of bronies (who are terrible people)? Definitely the latter. Same with Touhou.

I'm saying that if Brutal Doom didn't have fans who constantly say that it's indisputably the evolution of Doom, it wouldn't have anti-fans who constantly say that it's literally the worst mod ever made for Doom. If it had a normal fanbase it would be "just another gameplay mod" like Hideous Destructor.

>> No.1988612

>>1988584
I pick both.

>> No.1988618
File: 84 KB, 600x857, free shrugs.jpg [View same] [iqdb] [saucenao] [google]
1988618

>>1988601
>MLP
That's a good comparison, because as someone who doesn't give a fuck about either side all I see is a bunch of antiskubfags bitching endlessly about skubfags - none of whom actually come here - and jumping at the chance to bite every bait that floats by.

>> No.1988625

>>1988618
alright

>> No.1988629

>>1988618
>hating on skub master race
kill yourself

>> No.1988634

>>1988618
>none of whom actually come here

Lol sure.

>> No.1988638

>>1988618
>none of whom actually come here
confirmed for newfag

>> No.1988681

>>1988618
What you see is the bitterness that remains after the damage has been done. With both matters, the subject has reached the point where bans have been issued and the subject is considered hazardous enough to avoid discussing for fear of further bans.

At this point, people would rather just leave people to like or dislike what they please on this matter while holding whatever option they do on the other side. Which is pretty damn ideal if you ask me.

>> No.1988752

>>1988032
lol you read the daily mail

>> No.1988754

>>1988075
dickwad2 map04

>> No.1988760
File: 270 KB, 600x400, BeVM62nCcAA_v6A.png [View same] [iqdb] [saucenao] [google]
1988760

>>1988091
>Except for the exit. That part's silly looking.

>> No.1988787

>>1988154

"underhalls is a bad map"

"massive infights aren't fun"

now i've heard everything. this thread is going for some kind of record on questionable opinions.

>> No.1988791

>>1988128
>>1988136
no it's obviously sandy's fault that a popular console of the time had highly limited computing resources and processing power.

>> No.1988795

>>1988231
sandy petersen
- invented infighting (e2m9)
- invented slaughtermaps (map16)
bow down all ye who are naught before him

>> No.1988805

>>1988787
>>1988791
>>1988795
You can type more than one thing per post.

>> No.1988806

>>1988301
if i made the law, crimes would be proportional to the number of people they affect. so if you dig through the town's only internet fibre line, you affect the entire town, and thus you are to be taken from this place and strung up outside the town hall by your testicles for a time not less than 24 hours.

>> No.1988810

>>1988304
team tnt are fucking sellout cunts

we can make a better megawad in a couple of months. it will be called "memento mori" and people will still speak of it in 20 years' time

>> No.1988821

>>1988483
>I'm not very familiar with Epic 2, so I'm afraid I can't really answer about map12; I just cracked it open and went through and couldn't find any voodoo dolls, so I'm stumped as to what's causing it.
sector 722
- crush barrel
- knock player over special line
how to do voodoo doll scripts in vanilla, without having boom conveyors available to you

it can be broken if the player has damage reduction and thus does not get moved as far by percussion. i recall another of eternal's maps (bbb.wad) being broken in skill 1 because the reduced damage from barrel explosions failed to knock a voodoo doll far enough.

>> No.1988830

>>1988805
it's much easier to reply to one post at a time. shit web browser interface. browsers aren't text editors.

>> No.1988905

>>1988787
Infights are fun but so is killing things. Suburbs is basically just infights. Now, E2M9 is basically just infights too, but in E2M9 you have to figure out how to cause the infights. In Suburbs the infights basically just happen without you doing anything due to the sheer number and variety of monsters.

>> No.1988918

>>1988905
point taken, i guess i am lazy and enjoy watching the monsters do all the work for me :)

>> No.1988924

What are some maps that are similar to Deus Vult and Holy Hell?

As in, Fuckhuge map with lots of opposition.

>> No.1988930

>>1988810
Wasn't Memento Mori before TNT, though?

IIRC, it was initially released in 95.

>> No.1988943

>>1988924
Sunder.

>> No.1988952

>>1987449

>needs new format to do good map

vanillacan give variated encounters too dude, you just need to be skilled at placing the monsters and pacing your fight/ammo/health

>> No.1988957

>>1988952
I never said I needed a new format, I said using a new one would allow more variation.
The worry is the map is becoming too much like vanilla underhalls and using new features allows new things to be tried that vanilla couldn't do....though the most I can think that I'd actually use would be bridges.

>> No.1988975

>>1988957
if it's a mreake it's kind of normal to get it looking like the original.

>> No.1988983

>Playing Demonsteele with Epic 2
>Never really use special meter too much unless it's a big fight
>Get to a level I absolutely hate(Map15)
>Decide to extensively play with Iron Maiden mode on this level

>tfw killing a Cyberdemon in four punches due to Slayer ranking
>Punching shotgun guys and they fly into walls before going splat
>Everything breaking apart violently
>Punching holes in Mancubi
>Hell Knights breaking apart
These punches are fucking incredible, holy shit.

>> No.1988989

>>1988975
Yeah but there is a fine line between a remake and a remix and I'm worried I'm more towards the former than the latter. Most of the new stuff I was wanting to try would be in the second half of the map but I might scrap it all and start over in an entirely new direction.

You can try it out if you like and tell me how you think it's shaping up.

>> No.1988991

>>1988930
i believe evilution was made first because it was touted as being the first full 32 map doom2 replacement before it was bought.

>> No.1988992

Dumb question: is Buttsex a nickname for BTSX? Becase I've seen it thrown around with screenshots of some very gothic looking map, more in the style of Scythe.

>> No.1988996

>>1988992

Yes.
Buttsex = BTSX
Mansex = Project MSX
Donut steel = DemonSteele
Metrood = Metroid Dreadnought
burtl = Brutal Doom
zimbabwe = Zandronum
etc

>> No.1988998

>>1988991
But TNT was bought out very late in 1995.

Memento Mori was already out by then.

>> No.1989000

>>1988992
yes, there's one guy who keeps calling it that.

>>1988996
please note these nicknames are far from universally recognised and this post should not be taken as official doctrine.

>> No.1989002

>>1988943
Should've mentioned, I've already played that.

>> No.1989003

>>1989000
>this post should not be taken as official doctrine
No shit?

>> No.1989004
File: 73 KB, 1155x1155, Ruger Mini-14 20 round magazine.jpg [View same] [iqdb] [saucenao] [google]
1989004

>>1988584
I pick both.

>the sound and feel of the bolt being opened and a clip being stripped into the magazine of a rifle in one smooth push, then the bolt being closed
>a double-barrel being broken open, the shells ejected, new shells inserted, and then closed (and then the hammers cocked if they are of the exposed type)
>the magazine of a carbine removed and replaced, the player rapidly racking the charging handle or hitting the bolt-release to quickly get back into action
>the player pushing shell after shell into the loading port of the shotgun, and the satisfying chunk noise of a pump-action being worked, showing the player pumping the gun good
>the player dropping the magazine from his SMG, inserting a new one, and locking back the bolt

That shit is BEAUTIFUL.
Reloading gives any and all weapons a wonderful realistic detail to it, making it feel more genuine.

>> No.1989007

>>1989002
Slaughterfest maps.

>> No.1989010
File: 508 KB, 1024x640, Screenshot_Doom_20141007_020915.png [View same] [iqdb] [saucenao] [google]
1989010

God damn was pirate doom always this pretty? I'm playing through it again on a machine that isn't a fucking potato and man. This is gorgeous

>> No.1989015

>>1989007
Only a small few of those are actually fuckhuge.

Plus, the quality is all over the place in those megawads.

>> No.1989024

>>1988810

Memento Mori was already in development before TNT was bought out, so it couldn't have been started as a free answer to TNT. Icarus was the free apology for TNT Evilution being commercialized.

>> No.1989026

>>1988924
Europe
Newgothic
Ndoor city
Planisphere 2

>> No.1989032
File: 199 KB, 1024x640, Screenshot_Doom_20141007_022959.png [View same] [iqdb] [saucenao] [google]
1989032

>>1989010

Seriously man. What the shit, I do NOT recall it being this pretty

>> No.1989056

>>1988998

tnt press release about commercialisation, oct. 1995

https://groups.google.com/d/msg/rec.games.computer.doom.playing/Fhfl5PHTbVk/0eSgX8fkDJcJ

mm apparently released dec. 1995, can't find announce post but see below for a reply that fully quotes it.

>>1989024

but it was certainly promoted as freeware on release.

https://groups.google.com/d/msg/rec.games.computer.doom.playing/URgLt1zLXfw/B63oObh6F9gJ

>> No.1989108

>>1989056
>but it was certainly promoted as freeware on release.

A lot of wads did that in 95-97 as a jab at TNT. TeamTNT themselves did it, aswell.

>> No.1989119
File: 2.93 MB, 320x240, the-transformer.webm [View same] [iqdb] [saucenao] [google]
1989119

you won't believe who made this level

>> No.1989123

>>1989000
I hope it won't agitate your autism, but even the btsx team uses buttsex as the internal codename.

>> No.1989126

>>1989119
Where's your viewbob and weaponbob? It looks like you're floating forward on ice or something.

>> No.1989185

>>1989119
Graf Zahl?

>> No.1989201
File: 8 KB, 546x566, 1314029819767.png [View same] [iqdb] [saucenao] [google]
1989201

>>1988419
>This would make the cool mod even more popular,...
>mfw

If by "popular" you mean "ruined by immature obnoxious idiots", sure.
unless you mean Brutal Doom by "the cool mod"

>> No.1989204
File: 23 KB, 599x486, I can&#039;t even reach the fucking keyboard, what am I doing.png [View same] [iqdb] [saucenao] [google]
1989204

Okay so after much thinking and headbuttingthewallinsheerfrustration I've decided to go with this idea for a POW'd up shield in GMOTA:

When you got a POW up and block with the shield, you fire some kinda short-ranged beam that either:

>lifesteals
>gives armor as you zap fuckers
>regens arcane energy
>inflicts knockback

or maybe something else if someone else has a better idea.

>> No.1989216

>>1989204
Have it give armor.

If it steals life it becomes the definitive subweapon for survivability.
If it recharges arcane energy it won't be particularly useful because Blaz doesn't use arcane energy that much
Knockback would also be alright.

>> No.1989219

>>1989216

arcane energy is useful for item crashes, power sword attacks, and shining knight though

Should I maybe make item crashes stronger and use more energy?

>> No.1989221

>>1989219
Aw shit, I thought Arcane was the red meter.

My bad.
Might be a little too powerful if you get to item crash all day

>> No.1989223

>>1989221

Nah mystic is red mana. and mystic energy is good for subshots and everything involving the power cannon.

and fair point, armor regen it is then

>> No.1989245

>>1989010
looks disgusting if you ask me...

>> No.1989247

>>1988536
talking out of your ass, bd plays nothing like serious sam

speaking of serious sam I think it actually perfected the slaughter map gameplay formula

>> No.1989249

>>1988485
more responsive gameplay and more aggressive and slightly smarter monsters

>> No.1989254

I'm playing Knee Deep in Zdoom, and that ACTUAL final boss made me quit the game in disgust at how crappy it looked. Neat and impressive mod in many ways though, recommended, there were a few cool unexpected moments.

>> No.1989304

Gents, I'm going to try and do a nightmare run of these two games. No savescumming obviously. Have beaten both games on UV some am fairly comfortable with them, but nightmare is clearly a fucking order of magnitude harder

What do I need to focus on, what are some essential tricks and what maps are going to kick the shit out of me?

>> No.1989305

>>1989304
referring to Ultimate Doom and Doom II, apologies.

>> No.1989318
File: 328 KB, 1280x1024, help2.png [View same] [iqdb] [saucenao] [google]
1989318

Anyone know how to fix this?

>> No.1989339

How's Strife?

>> No.1989374

>>1989339

10/10

>> No.1989376

>>1989318
change system DPI display size to 100%

>> No.1989386

>>1989339

Far from perfect, but really interesting.

>> No.1989428

>>1989339

I hope you like shitscanners.

>> No.1989441

>>1989339
don't bother unless you are incredibly bored and with a LOT of spare time. Interesting but ultimately not worth it

>> No.1989445

>>1989126
I'm just imagning Doomguy using a jetpack for a very low hover along with skis or something.

>> No.1989451

>>1989339
Incredibly ahead of its time. Weak gameplay, unfortunately. Make sure you get the voice pack when you play it, the voice acting is particularly good.

>> No.1989453

>>1986804
I doubt there's source port for this...
Try playing with just keyboard. Remap the keys in dosbox (Control-F1) if need be. You can save keymap for later use.

>> No.1989458

Doom: The game where a double barreled shotgun multiplies the pellet count on each shell with magic, a Rocket Launcher fires faster than a Pistol, and a Minigun fires slower than a M60.

>> No.1989473

>>1989458
That really depends on what pistol and what rocket launcher we're talking about here.

>> No.1989482

>>1989339
if you get the good end you get a kiss scene

>> No.1989486

>>1988110
I play on laptop and don't have mouse.
Keyboard, always just the keyboard in these games. But not the default keybinds.
I use touchpad for point & click games and shit like that.

>> No.1989487

>>1989458
Yes, so?

That's a stupid thing to say. Old FPS are based on irrealism and it's exactly what makes them fun.

>> No.1989495

>>1989458
and you are a cuboid-shaped human with eyes at chest height and weapon arm protruding from stomach

>> No.1989523

>>1989000
>yes, there's one guy who keeps calling it that.
The dev team calls it that and more than 1 people ITT calls it that.

>> No.1989559

Smooth Doom is so damn great.
Only thing it needs is an option for Doom 64 plasma gun. And maybe better plasma. Then it would be perfect.

>> No.1989561
File: 2.97 MB, 320x200, cyclone_001.avi.webm [View same] [iqdb] [saucenao] [google]
1989561

>>1989453
>Try playing with just keyboard.
I don't think that would be possible. CyClones is...more than a little bit mouse-oriented.

>> No.1989573

>>1989318
Update to a newer version from http://dukeworld.duke4.net/eduke32/synthesis/

>> No.1989574

>>1989561

THAT LOOKS RAD AS FUCK.

>> No.1989576

>>1989561
I wonder if that kind of interaction (not sure what to call it) could be replicated in GZDoom.

Also, when you mean it "sticks" you mean like it just stays in the same spot until you're able to unstick it? What version of DOSBox you using?

>> No.1989597

>>1989576
>Also, when you mean it "sticks" you mean like it just stays in the same spot until you're able to unstick it?
I mean the mouse buttons will get stuck sometimes, which either makes me waste a bunch of ammo or fucks up my movement because if you hold right-click it activates a mouse movement thing sort of like Ultima Underworld. It's not a problem with the mouse itself, obviously. As for DOSBox version, I'm using 0.74.

>>1989574
Raven's games tend to be like that.

>> No.1989602

>>1989561
That's no problem. I move like that in Doom with just the keyboard. And someone posted a keyboard-only Descent config screenshot here a month a two ago that works amazingly well for that game.

I also play SP Quake with keyboard only. But DM has too much fast rocket-jumping at odd angles to be doable with just keyboard.

>> No.1989620

>>1989597
I see what you mean now, I gave a test run and messed about to see if I could get it to stick. Also it seems to have support for joysticks/controllers, so if you don't want to do all keyboard you could try doing using a controller. I know at least the SVN-Daum DOSBox builds can detect my PS3 controller (which is using XInput so it'd detect Xbox 360/One too I assume), should be able to pick up DInput controllers too.

>> No.1989621

>>1989561

I played the shit out of the demo when I was a kid.

Tried giving it a go recently, but I can't get past the keyboard configuration and low res. Source ports really spoiled me when it comes to 3d games.

>> No.1989672

The PC version of Doom 64 is pretty Gud!

https://www.youtube.com/watch?v=FvOq2hy3Yb0&

>> No.1989684
File: 8 KB, 320x200, cyclone_003.png [View same] [iqdb] [saucenao] [google]
1989684

>>1989621
My keyboard setup is actually pretty serviceable. I'm having a tougher time with these enemies, which just went from manageable projectile shooters and slow hitscanners to all hitscanners fighting like it's Nightmare difficulty. That, and the questionable hit detection. Sometimes I've unloaded 50+ rounds into an enemy directly ahead of me and hit jack shit. Other times I'll take the most ridiculous corner shots and get a kill in three shots.

>> No.1989716
File: 35 KB, 300x226, 1366382392148.jpg [View same] [iqdb] [saucenao] [google]
1989716

>>1989004
This guy knows what's up.

>> No.1989719

Hey! I've just Finished my e1m3 and I'm starting to think about other maps. I've always thought secret maps were for special things and I think that could be some good fun to get it done by some anon!

So just a few requirements: Doom format
Biggest monstrer is baron
Slot is E1M9
Max weapon is plasma gun
EP1 style
No new graphics/sound but new music if you want

Once you're done sent your to wad.anon@laposte.net and HF!

Will repost this each day just so everybody can see it

>> No.1989737

Hay, /doom/!

>demons just killed your bunny
>yfw
post it

>> No.1989745

>>1989716
If by knows what's up you mean he's a faggot who thinks "realism" has any place in an actiony shooter and wants everything to be codbabby shitfest, sure.

>> No.1989752
File: 29 KB, 600x400, 343784205-sep-20-2012-1-600x400.jpg [View same] [iqdb] [saucenao] [google]
1989752

>>1989737

>> No.1989756
File: 608 KB, 150x113, hahahano.gif [View same] [iqdb] [saucenao] [google]
1989756

>>1989737

>> No.1989761

>>1989684
So what I've done is I made it so the right-mouse button is mostly no longer needed. I have my setup using WASD for forward/back & turning, E for interact, and the side mouse buttons for strafing. The game didn't recognize the side mouse buttons (naturally) so I used that microsoft mouse software that came with it.

>> No.1989804

>>1989761
Decided to swap Q/E with the side mouse buttons, which now that I think about it, if you have similar mouse software (assuming you don't have a microsoft mouse) you could have it so right-click is bound to something else for DOSBox. Could fix up the sticking issue since the game wouldn't be using right-click.

>> No.1989835
File: 488 KB, 802x1052, 1372878531550.png [View same] [iqdb] [saucenao] [google]
1989835

>>1989737

>> No.1989908 [SPOILER] 
File: 422 KB, 1280x720, 1412712141379.png [View same] [iqdb] [saucenao] [google]
1989908

Y'know, I really like what DemonSteele's become, but there's something...missing.
Something a little...tinnier.
Something a little...cheesier.
Something a little more...90s.

...Yes, I've got it.

>> No.1989912
File: 203 KB, 400x324, 1392583350151.png [View same] [iqdb] [saucenao] [google]
1989912

>>1989908
You glorious bastard

>> No.1989917
File: 62 KB, 484x461, vomiting-goose.jpg [View same] [iqdb] [saucenao] [google]
1989917

>>1989908
>nu metal

>> No.1989921

>>1989908
Oh my god
My fucking sides

>> No.1989923

So I hate to be a request fag, but one of my drives bit it; anyone have the picture of the rule63 hellknight? Can't find it anywhere, sadly, totally would appreciate it.

>> No.1989930
File: 82 KB, 428x510, Comedy Platinum.png [View same] [iqdb] [saucenao] [google]
1989930

>>1989908

>> No.1989932

>>1989923
http://archive.moe/vr/thread/1576807/#1578614

>> No.1989935

>>1989932
wait that is obviously an imgur filename
https://i.imgur.com/dJ6BNVt.png

>> No.1989937

>>1989932
>>1989935
Thanks a ton! I guess I'm a bit retarded.

>> No.1989947

>>1989937
not necessarily, you're not necessarily retarded just because you don't instantly remember that the first time that image was posted, the post read "here, have some tits"

in fact the fact i remembered that says more about me than about you, let's be honest

>> No.1989973
File: 15 KB, 600x600, Untitled-0.png [View same] [iqdb] [saucenao] [google]
1989973

Do you guys think GZHexen is ever going to be up to date with Odamex?
I know it'll never be able to support the classics like Zeonic Front Monsters and Doomguy's Warzone, but I just want its netcode to have a chance to shine.

Who knows, maybe if we show enough support, id will finally release the sourcecode to Doom II, and we'll have something to look forward to during the wait for that new Blood reboot.
(Why did they just go with "Blood", anyway? Did putting "4" on the cover put them over budget?)

>> No.1989989

>>1989973
>GZHexen
>up to date
Shut up and get Odamex, anon. Then you can play Brutal Hexen like the cool anons do.

>> No.1989992

>>1989973
I don't get why people are even giving second thoughts to Blood. Caleb's always been a boring protagonist, just an average mild-mannered guy thrown into wild circumstances. Maybe the reboot will give him a smidgeon of personality, and then maybe we'll finally have a plot that does the FPS genre justice.

>> No.1990002
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google]
1990002

>>1989992
>then maybe we'll finally have a plot that does the FPS genre justice.

That's one of the things I really loved about Doom. God damn, Tom Hall's vision was pretty much perfect in every single way. It really felt like you were there in the action, feeling the anxiety, feeling the anguish, and then came the plot twists one after the other.
Doom II had better level design, but it just wasn't the same without Hall's writing at the helm.

At least it gave us this guy, though. Best personality for an ally NPC in gaming yet.

>> No.1990013

>>1990002
something about that guy always... I dunno, what's the word
disturbed me?
unnerved me?
perturbed me?
troubled me?

>> No.1990030
File: 1.86 MB, 375x283, 1407360715310.gif [View same] [iqdb] [saucenao] [google]
1990030

>>1989973
>id will finally release the sourcecode to Doom II
>yfw id will never release the sourcecode
>yfw Doom will never get its full potential realized
>yfw modding for Doom will always be a massive sack of shit
>yfw nobody who mods for it will ever get recognized
>yfw Hexenworld's Koraxwards will never feature a Doom mod
>yfw everyone will always flock to Hexen or Strife servers
>yfw nobody will ever realize the coolness of a lone badass space marine with his shotgun

why even live, \rv\

>> No.1990061

>>1990013
Are you on crack? He's a bro, whose all too few and brief appearances fill me with a huge sense of relief and confidence that I'm really going to beat this level this time.

Also, I am typing in proper capitalisation and using my shift key.

>> No.1990083

>>1990030
>nobody who mods for it will ever get recognized
That's not true, anon.
Doom 2 is still far off, but Odamex recently branched from Hexen to support Doom, and the amount of projects popping up on their modding subforum is incredible.

>> No.1990086

>>1990061
Agreed 100%.

>>1989992
In my opinion the big strength of Blood has always been its moddability. There's been a ton of fantastic projects, a lot of which rehaul them from the ground up. Hell, that one crossover mod whose name I can't remember even showed that you can recreate other characters from other games in it!
I just hope someday he'll add Doomguy.

>> No.1990095

I'm on a new computer (Windows 8) and the reload key in Brutal Doom doesn't work for some reason. If I hit R, nothing happens. I have to run out of ammo and let the game reload automatically. Anyone else have this problem?

>> No.1990104

>>1989973
Where did Edward425 get the idea of making GZHexen's netcode Client/Server based? Clearly P2P is superior and it works with ZDaemon and the always mexican filled Zandronum

>> No.1990106
File: 141 KB, 535x565, 1384490566080.jpg [View same] [iqdb] [saucenao] [google]
1990106

>>1990030
>yfw first person punchers are everywhere because of Hexen, yet nobody took inspiration from Doom

>> No.1990123

>>1990086
>>1990061
>>1990030
Jesus christ, the thought of living in a world like this makes me want to stab myself.
You guys are just making this up? Right? Right?

>> No.1990124

>>1990095
Brutal Doom has its own reload key. Go to the bottom of the list, you will find a section called "Brutal Doom - Advanced Actions".

>> No.1990126

>>1990123
>The Sourcecode for Doom, Hexen, and Heretic suddenly disappears from the face of the Earth, no trace left, with all sourceports and mods destroyed as well

What the fuck do you do?

>> No.1990132
File: 2.69 MB, 504x279, hang.gif [View same] [iqdb] [saucenao] [google]
1990132

>>1990126

>> No.1990207

>>1990126
Use dosbox instead of Chocolate Doom.
And find or code a nice DOS wad front-end. Wouldn't be too hard, using the old Borland IDE/TUI library.

Oh, I guess the LinuxDoom *binaries* would still exist, eh? Ditto with Doom95 and all the other in-house ports.

Anyway, whatever man I'd be okay with the DOS versions. And if people think they're too limited, well there's still DeHackEd, and the Doom+ hacks (just binary patches). You could do a lot with just that...

>> No.1990224

>>1989004
I came

>> No.1990251

>>1990126
People reverse-engineered worse things. But what's this about unlocking Doom II's full potential? I thought Doom 1 and 2 used basically the same code?

>> No.1990254

>>1990126
Reverse-engineer the binaries and generate source yourself. Someone did that with Keen.

>> No.1990274

>>1990254
Explain to the somewhat uninitiated why this hasn't been done with Blood.

>> No.1990278

>>1990251
>Doom 1 and 2 used basically the same code?
They do, everything after Doom version 1.2 started introducing Doom 2 code.

>> No.1990280

>>1990274
Because lack of interest from serious people willing to take on the job.

http://xlengine.com/
http://www.youtube.com/watch?v=KPYvmC2WqIo

Just cross your fingers and hope it doesn't turn vaporware, or at least for him to release the source.

>> No.1990283

>>1990280
Hm, I mean, CKeen was a cool game and all, but you'd *think* there'd be a lot more interest in Blood.

Wish I had any marketable talents to offer to the project, I'd be glad to help but I don't know fuckall about reverse source extraction, nor the presumable programming knowledge required.

Although this discussion does vindicate me a little tiny bit, as about 3 years ago, discussing this same topic, asked if source code couldn't be reverse engineered, and people acted like I was a fucking retard and it was impossible. Guess I was at least conceptually correct.

>> No.1990289

>>1990283
Blood was never really popular.

>> No.1990295

>>1990289

You'd think it was the savior of FPSes, with how much people tout it as the best and recoil with shocked gasps whenever you criticize it.

>> No.1990307

>>1990295
Blood fans are a little bit fanatical like that. It probably wouldn't be too far-fetched to call them a cult.

>> No.1990309

>>1990295
It's a good game.

But it never caught on with a lot of people because Quake and it was a 2D game during the 3D craze.
It's not perfect though but definitely worth giving a fair chance.

>> No.1990310

>>1990283
It's pretty easy to RE "clean" asm code (self-modifying and other tricks make it harder).
It's not easy to accurately RE compiled code, which is what most of Doom is.

>>1990289
But Elder Scrolls series was, and yet people still have trouble playing it in dosbox.
Doom however runs flawlessly in dosbox, so less practical incentive to RE.

If you want to see how much work is involved in RE, check out this site:
http://dmweb.free.fr/
They started with Atari ST Dungeon Master (written in m68k asm) which is a much smaller, less complex game, with a 1-to-1 equivalence between binary and code.
Doing same with Doom would be much harder.

>> No.1990359

>>1990295
It was a really, really good game.

Unbelievably shittastic difficulty curve, however, and a lot of problems.

>> No.1990370

>>1989973

Has anyone tried the newest version of Go Redneck On Their Butts? I like the new crowbar whip but he fucking nerfed the moonshine, it's too hard to build up man-r now

>> No.1990371

>>1990124
Woah, thanks. Don't know how I missed that.

>> No.1990380

what is the music in 200minvr's map 16?

It's rockin as hell, is it self composed?

>> No.1990391
File: 158 KB, 1280x720, gaim41release.jpg [View same] [iqdb] [saucenao] [google]
1990391

>okay, so people want something to turn down the effects in project, no problem
>start copy/pasting the code from other project, which works fine
>doesn't work fine in this project
>acts as if it's always on
>nothing is giving effects anymore
>have been wrestling with this for four hours
>have no clue why and am not getting any error messages
>still erroneous behavior

>> No.1990410

>>1990030

Wait, Doom 2's source code?

How is it different from the source code we already have? Don't we already have it if Doom 1's source code is already out? I mean, there's not much of a different between D1's and D2's engine, right?

>> No.1990413

>>1988830
Hours after the fact, might I recommend "It's All Text" for Firefox/Palemoon? It lets you pipe pretty much any textbox into an editor of your choice (e.g. GVim).

>> No.1990414

>>1990410
The Doom source code is Doom 1 and 2. You can run doom2.wad on the doom executable and it wouldn't matter.

>> No.1990415

>>1990414

Yeah, so how do you explain this?

>>1990030
>>1989973

Are these guys just agitating us or what?

>> No.1990417

>>1990370
what are you talking about? got a link?

>> No.1990418

>>1990414
Not the original code. There are different level names for each and events hard-coded in for special events (mostly boss related) for each game that source ports have basically pulled in and applied to whatever doom it's running.

>> No.1990419

>>1990415

Look at the picture of the final post you linked.
Look really, really hard at it.

>> No.1990421

>>1990419

Oh whoops, didn't notice. That's actually pretty funny now that I see it.

>> No.1990426

>>1990370

I think he did that primarily to keep up with The Sparse Private and try to integrate its stealth system.
Which is a neat idea, I guess, but GROTB is primarily about combat, so Sparse Private is probably the least applicable mod to take inspiration from.

>> No.1990434

>>1990426
>primarily to keep up with The Sparse Private
>trying to keep up
>with a mod that updates nearly daily
ishygddt

>> No.1990448

>>1988570

Now I've got a hankering for unrealistic reload animations, they're friggin hilarious.

Can anyone help satiate my hunger for this?

>> No.1990475

>>1986994

That's not the only thing coming


BJ

>> No.1990478

>>1990380
bumpt

>> No.1990686
File: 23 KB, 410x308, george_costanza.jpg [View same] [iqdb] [saucenao] [google]
1990686

>>1989745
>not wanting to hear a loud thunk while loading another magazine into your rifle, as demons and the damnable fusions of meat and steel spill the guts of your allies
>not wanting to toss a containers worth of ammunition into your M240, and madly fire shots of death upon the cursed scum spilling out of the gates of hell
>not wanting to inject hot canisters of electric fire into your rifle, loud sirens blaring in the background as you run from nuclear missile silo, ready to fire radioactive destruction upon Satans realm of sin and evil, in the name of god and all that is holy!

>> No.1990746

>>1986142

I just picked it up and I still don't know what it does, it makes the same projectile spread alteration like the original invisphere?

>> No.1990764

>>1990746
It protects you projectile hits from behind.

>> No.1990767

>>1990746

It blocks and shields your butt.
Is there something confusing about that?

>> No.1990778

http://strawpoll.me/2727231

>> No.1990781

>>1990778
>no nothing option

>> No.1990784

>>1990781
In which case, you choose Unique sounds for all monsters.. the most minimal change

>> No.1990786

>>1990778
I don't like how I can't pick more than one thing, since there's a few things on that list that needs fixing.

>> No.1990815

>>1990767

No, but the name was kinda confusing to me, tbh I firstly tought it was some kind of shield that "tries" to reflect/absorb most of the projectiles, spining around you, after I tried it in-game.

>> No.1990825

http://strawpoll.me/2733802

>> No.1990832

>>1990825
Aren't Noah and the HacX guy just reskins of BJ and Doomguy?

Like no differences whatsoever.

>> No.1990841

>>1990832
In hacx all of the weapons are faster

>> No.1990846

>>1990841
Seems like it would make Doomguy pointless to play as then.

>> No.1990865

>>1990825
>no master chief

>> No.1990928

>>1990865
get out

>> No.1990967
File: 62 KB, 489x720, 1409735070566.jpg [View same] [iqdb] [saucenao] [google]
1990967

>>1990928

>> No.1990986

>>1990380
the original map submission post is here
https://archive.moe/vr/thread/1626443/#1630095

and the music was submitted inside the wad. there was no other information.

this isn't the first time this question has been asked. the author remains silent, however.

>> No.1990996

>>1990986
damn

>> No.1991028

>>1990832
>>1990841
Hacx 2.0

>> No.1991074
File: 23 KB, 400x240, HNI_0086.jpg [View same] [iqdb] [saucenao] [google]
1991074

I tried making Doomguy in Smash, based off the status bar face. How did I do?

>> No.1991075

>>1991074

Should give him the Meta Knight mask as a helmet.

>> No.1991076

>>1991074

Shoulda given him blue eyes

>> No.1991078
File: 15 KB, 445x404, status bar face.png [View same] [iqdb] [saucenao] [google]
1991078

>>1991075
Don't have it unlocked yet. Is it a random drop or challenge-specific?

>>1991076
Do you think so? I'll give it a try now, but as far as the sprites are concerned there's no blue

>> No.1991079

>>1991078
>but as far as the sprites are concerned there's no blue
Look at the top-left corner of the spritesheet.

>> No.1991080

>>1991078

Blue eyes is a Blazkowicz family thing, they all have piercing blue eyes. Even Commander Keen

>> No.1991081
File: 60 KB, 400x240, ouch face i guess.jpg [View same] [iqdb] [saucenao] [google]
1991081

>>1991079
>>1991080
Well, fuck. I just used the 'standard' sprite by itself. I'll give it a shot.

>> No.1991083

>>1991081

When you get it, used the helmet with the visor, it looks like the masked man's helmet from mother 3.

>> No.1991094

>>1989745
>attention to detail is being cowadoody
Nice strawman.

>> No.1991098
File: 58 KB, 400x240, Marathon poses in front of a spooky JPEG fortress.jpg [View same] [iqdb] [saucenao] [google]
1991098

Lore-friendly edition, only changed the eyes to blue and nothing else. How's this?

>>1991083
Only helmet-shaped hats I have at the moment are the American Football and Samus helmets.

>> No.1991105

>>1991098

Much better.

>> No.1991106

>>1991098

I'm sure you'll get it in due time bro.

Wanna smash later? I'm a fucking mean Wario main and I love this game to death

>> No.1991109
File: 46 KB, 480x679, damgoy.jpg [View same] [iqdb] [saucenao] [google]
1991109

>>1991106
I would like to play online more often in general, but it seems my shitty New Zealand internet has gotten even worse. I can't even play AoE2 online with a friend who lives ten minutes away from me.

Have the QR code, though. I might make some other retro FPS characters

>> No.1991151

>>1991109
>shitty New Zealand internet
Don't despair! You can still play with Edward850!

>> No.1991157

>>1991151
Einz einz einz

>> No.1991175
File: 189 KB, 500x350, ACK.png [View same] [iqdb] [saucenao] [google]
1991175

>>1991151
Oh god fuck no

>> No.1991184

>>1991109
>>1991151
>>1991157
>>1991175

Received All Here, sending ACK.
Received All Here, sending ACK.
Received All Here, sending ACK.
Received All Here, sending ACK.

Best netplay.

>> No.1991197
File: 166 KB, 760x600, 1352740738923.png [View same] [iqdb] [saucenao] [google]
1991197

Am I the only one that thinks Hideous Destructor is wanky crap?

>> No.1991201

>>1991197
Yes, but the situation changes once you replace Hideous Destructor by Brutal Doom

>> No.1991202

>>1991201
>the situation changes once you replace Hideous Destructor by Brutal Doom

So I'd think Brutal isn't wanky crap?

>> No.1991204

>>1991197
I think it's okay.
I only played it once.
It's not really my thing but I really like what the guy did with the Doom engine.

My favorite Doom mods are Demonsteele, GMOTA and MSX.
In that order.

What I really want right now is that Berserk mod.
And an Iron Maiden mode for Demonsteele, those punches are so good

>> No.1991205 [DELETED] 

Mentioning Brutal Doom again?
Why do the mods not ban the german shitposter?

>> No.1991208

>>1991205
I don't see why people shouldn't be allowed to talk about a doom mod in a doom thread.
It seems to be about some old forum drama I don't care about that people say it can't be mentioned.

It's almost acquired a "knights who say ni" air to it.

>> No.1991210
File: 87 KB, 800x441, Don&#039;t say it!.jpg [View same] [iqdb] [saucenao] [google]
1991210

>>1991205

HE SAID BRUTAL DOOM AGAIN

AUGH, NOW I SAID BRUTAL DOOM!

>> No.1991212

>>1991204
Terminus has finished with Samsara hasn't he?

Demonsteele is still in beta as far as I know.

>> No.1991214 [DELETED] 

>>1991212
No, Samsara is not finished yet. Theres still the one class missing from UT99.

>>1991205
Stop iwth your fucking boogeymans, not every shitposter is Donald. You guys seem more paranoid than /pol/ and their beloved JIDF shills.

>> No.1991216

>>1991214
>No, Samsara is not finished yet. Theres still the one class missing from UT99.

I thought that was only a rumor, though I wonder if her pistol tier weapon would be dual enforcers... and the impact hammer as her melee

oh man and she'd have the shock rifle and flak cannon too, holy shit

>> No.1991217

>>1991216
The 3D model rip might look too tacky, though.

>> No.1991218

>>1991214
>>1991216
Really? What about Caleb? He deserves to be included...

>> No.1991219

>>1991217

Works for quake guy

>> No.1991220

>>1991214
>>1991216
Even if the UT99 character isn't added, there is still the gore system that needs to be finished.

>> No.1991221

>>1991214
who are our trolls again?
- doom kart guy
- doom babbies guy
- report and ignore guy
- no generals on /vr/, go back to /vg/ guy
who am i missing

>> No.1991223

>>1991219
Eh, I never liked the look of his weapons either.
Though if other people don't mind it then it's probably alright.

>> No.1991225

>>1991221
You.

>> No.1991226

>>1991221

The report and ignore retard is thankfully gone, it was sarias and he lurks /vg/ nowadays


>>1991223

My only gripe with quack-man's weapons was that recoil, which thankfully can be disabled

>> No.1991227

>>1991221
- Guy that has a hissy fit anytime B.D get's mentioned because he hates Mark and wants us all to join him.
- Butthurt Marathon and Build fans who are jealous of Doom's success

As for kart guy, I haven't seen hide nor hair of him in ages.

>> No.1991228 [DELETED] 

>>1991221
Sorry, but I read your post as:

>who are our trolls again?
>- doom kart guy (aka Donald)
>- doom kart guy (aka Donald)
>- doom kart guy (aka Donald)
>- doom kart guy (aka Donald)
>who am i missing

>> No.1991229

what is the link to demonsteele other than https://github.com/TerminusEst13/Folded1000Times/ ?

>> No.1991232

>>1991229
http://www.best-ever.org/download?file=demonsteele-v0.72.pk3

>>1991228
>>1991227
>>1991221
>gotta boogeyman fast
nice samefagging

>> No.1991234

>>1991232
thanks, i also found http://zandronum.com/forum/showthread.php?tid=5302

>> No.1991237

>>1984748
What do you guys think of the cut map from the original version of Alien Vendetta "Valley of Echoes"?

It was in the MAP25 slot (final version has original's MAP24 as 25, with a new map in 24's slot).

I reckon it was sorta average in its first act. But then the valley itself was kinda fun (if a bit overdone with the Cyberdemons near the dam). Aesthetically, its pretty unremarkable, though.

>> No.1991248

>>1991237
i don't really remember much about it, it's been years

but if they cut it for being too excessively long in a megawad that contains demonic hordes and whatever map27 is called (edit: stench of evil), well...

>> No.1991258

>>1991248
IIRC, the reason it was removed was because Anders Johnson simply deemed it his ugliest map in the project.

The map that replaced it in the final compet-n friendly version is significantly better than it.

I wish they removed and replaced map21 aswell, since that map felt very slow and out of place for an AV map.


The DSDA should have a link with the original version of AV if you want to revisit it.

>> No.1991265

>>1991258
>The map that replaced it in the final compet-n friendly version is significantly better than it.
>I wish they removed and replaced map21 aswell, since that map felt very slow and out of place for an AV map.

fully agree on both points. pablo dictter's maps are very good, but his AV map is far from this best one and it doesn't fit the megawad's style at all.

>> No.1991268

>>1991265
>far from this best one
far from *his* best one

>> No.1991274

>>1991237
>>1991248
>>1991258
>>1991265
Speaking of AV, I still can't believe the guy who made map20 passed away 2 years ago.

>> No.1991318
File: 65 KB, 1014x723, Alien_Vendetta_Map_20.jpg [View same] [iqdb] [saucenao] [google]
1991318

>Alien Vendetta

I wanted to like map 20 but at points it gets hard to navigate or know where you're going and absolutely murders the flow.

>> No.1991323

>>1991318
>tfw do it legit once
>Skip it every time afterwards
It's pretty but it's confusing at the final stretch since there's no real hint on where to go even though it wants you to go kind of near the beginning.

>> No.1991325

>>1991318
>>1991323
i prefer the version in avmovfix

>> No.1991328

>>1991318
I'm pretty sure being hard to navigate was the point.

>> No.1991329
File: 2 KB, 142x138, 1363236402623.png [View same] [iqdb] [saucenao] [google]
1991329

Is it possible to have a swimmable sector but still be restricting the players ability to jump?

>> No.1991331

>>1991329

It worked in Pirate Doom

>> No.1991340

>>1991325
Why? It was only made so that full megawad run demo's could actually be recorded in the vanilla executable.

>> No.1991345

>>1991331
Interesting, I shall check that out.

>> No.1991347

>>1991345

for reference the swimming section is in the circus stage

>> No.1991349

>>1991340
because the key is just there, instead of having to climb the mountain, which looks nice, but goes on for too long whilst being very linear and same-y.

>> No.1991350

>>1991325
But it removes the best part of the level.

>> No.1991353

>>1991350
i don't think it's the best part of the level. it amounts to one long thin corridor.

>> No.1991354

>>1991349
You should play map29 of HR2.

>> No.1991356

>>1991354
i have.

>> No.1991360

>>1991349
I dunno. I just feel the yellow key is obtained far too easily in the movfix version. Like being spoonfed.

>> No.1991369

>>1991197
I feel the same way. I WANT to like it, but I just can't.
>>1991214
Yo, that guy is baiting.

>> No.1991372 [DELETED] 

>>1991369
>Yo, that guy is baiting.
trying to stir up shit again, Donald?

>> No.1991379

>>1991354
HR2 is disappointing.

Its not awful, and certainly has its share of great fun maps. But it also had a few moments that sorta "miss the mark" if you get what i mean. They kinda went too far with the sequel maps, too. Like they wanted an excuse to have Hell Revealed in the name.

Alien Vendetta, Kama Sutra, Scythe 1&2 (in the relevant episodes), and Speed of Doom were all more successful at doing HR-Style gameplay

>> No.1991506
File: 41 KB, 641x544, 2014-10-08 12_59_00-_vr_ - FACE YOUR FEARS.png [View same] [iqdb] [saucenao] [google]
1991506

Help, I grabbed the newest dev build of Gzdoom and now it won't stop shitting itself. Tried clean installs and everything - it just refuses to run. ECWolf's giving me the same problems. I think I'll need to revert to the 1.9 builds, that seems to be running on a clean install.

>> No.1991507

>>1991506

GZDoom recently updated to some super-advanced hyper-graphics-processing system only available for the people that can run Crysis.
Everyone else is shit out of luck.

>> No.1991514

>>1991507
>only available for the people that can run Crysis.

I can run Crysis. Might give it a try

>> No.1991516

>>1991318
I liked that map, it felt like a great adventure.

>> No.1991517
File: 37 KB, 116x178, doomguy calls bullshit.png [View same] [iqdb] [saucenao] [google]
1991517

>>1991507
>updates to fancy new graphics system
>only works for people who can run Crysis
>all this for a game that doesn't even have 3D models without modding
jesus christ how out of proportion

>> No.1991518

>>1991517
German coding at its finest!

>> No.1991532

>>1991514
Hmm, I'm not noticing a difference.

>> No.1991538

>>1991532

Yeah, and that's the real punchline behind this.
It really seems like there's barely any difference in processing speed, power, and ability.

So GZDoom just locked out a good chunk of its playerbase for.........????

>> No.1991541

>>1991532
>>1991538
Hey, GZDoom guys. Can you make this fancy rendering system optional? Or, maybe, just maybe, make GZDoom not crap its pants over an unnoticeable update?

>> No.1991568

>>1991538
Its disappointing to find that its still not as optimized as prboom-plus is when it comes to large open maps.

>> No.1991572

Say, how about that bump-limit, ey?

>> No.1991576

>>1991572
i will make a new thread, i prepared one earlier to incorporate some suggestions made at the start of this one. i have also added dates to some news items so it is easier to tell when they become "old" as it were.

>> No.1991581

NEW THREAD

>>1991579
>>1991579
>>1991579

>> No.1992483 [DELETED] 

>>1991214
>>1991232

>boogeyman
>samefag

nice buzzwords

>> No.1992665

>>1987449
>>1987158
Hey, no idea if you'll read this but if you do, mapper again......contact me on the ZDoom forums if you can, I'd like to ask you some stuff.