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/vr/ - Retro Games


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2099718 No.2099718 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2090937
(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

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: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Cyberpunk Shootdown: https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

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

>> No.2099719

===NEWS===

[11-30] Doom 3DO source recovered: https://github.com/Olde-Skuul/doom3do

[11-29] 3 Heures D'Agonie 2 final release: http://www.doomworld.com/vb/post/1325069

[11-29] The /newstuff Chronicles #469: http://www.doomworld.com/php/topstory.php?id=4275

[11-28] Some recent /idgames releases:
- MAYhem2048 http://www.doomworld.com/idgames/?id=17943
- SecretDoom: The Green Machine http://www.doomworld.com/idgames/?id=17936
- Incineration http://www.doomworld.com/idgames/?id=17934
- Doomkid's Deathmatch 4 http://www.doomworld.com/idgames/?id=17933
- Bloody Graveyard http://www.doomworld.com/idgames/?id=17930

[11-27] Mayan Mishap final version, with Zandronum co-op compatibility: http://www.doomworld.com/vb/post/1324408

[11-26] Pimp My Texture (Doom Graffiti) has released something downloadable. http://www.doomworld.com/vb/post/1304029

[11-23] Total Chaos combat teaser https://www.youtube.com/watch?v=Ta1EGfCQN4Y

[11-21] Push is a full megawad now, congratulations. http://zandronum.com/forum/showthread.php?tid=5423#pid74727

[11-21] Immoral Conduct (ICD-ZD) "unfinished" release: http://forum.zdoom.org/viewtopic.php?t=37985

[11-19] Golden Souls full release: http://forum.zdoom.org/viewtopic.php?t=35135

[11-18] Wrath of Cronos update: http://forum.zdoom.org/viewtopic.php?t=35846

[11-17] New Doom2 world record speedrun by Zero-Master in 23:03: https://www.youtube.com/watch?v=h8j2zj-A5tE

[11-16] Bauhaus, 4 maps by didy: http://www.doomworld.com/vb/post/1322153

[11-15] OneManDoom reviews 200minvr: http://doomwads.tumblr.com/post/102595977700

[11-15] T/nC 468: http://www.doomworld.com/php/topstory.php?id=4264

[11-13] /g/.wad update: http://forum.zdoom.org/viewtopic.php?t=46481

Some dork's been working on a site for us to replace the old, shitty one! http://万板.縮.jp/ Although it seems abandoned.

Here's a music stream that only plays Doom music, 24/7: http://liquiddoom.net/

===

Got something news-worthy? Please reply to this post with it.

>> No.2099736

THE GUN IS GOOD

>> No.2099747
File: 161 KB, 560x450, turkey_dinner.jpg [View same] [iqdb] [saucenao] [google]
2099747

>(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

Well, I once found this awesome Wolfenstein 3D mapset called Castle Totenkopf: SDL Edition, and I loved everything about it, the sound, the graphics, the levels, the weapons, just everything.

I'm asking, is there other SDL mods like that out there? Mods that use ceiling and floor textures, new detailed weapons with cool sound effects, ambient sounds, awesome music, nasty enemies, classic treasure hunting, and lots of violence and gore.

>> No.2099751

>>2099747
Every time I play Wolfenstein 3D I just end up thinking "Man, this would be so much better if it was in Doom".

>> No.2099753

>>2099747

Operation Eisenfaust Origins is an incredible, incredible mod. I highly suggest it.

>> No.2099756

>>2099751
Shut up and eat your turkey dinner.

>>2099753
Well, I've looked at it, but it seems to be a fair degree harder than what I'm used to. Also, it seems pretty dark. I suppose I could give it a try.

>> No.2099760

>>2099747
wolf skevos jones usually makes some of the best damn wolf mods

>> No.2099761

>>2099753
>Look it up
>https://www.youtube.com/watch?v=hKInjNJQu5I
Looks really nice.
Also dat song is fucking great.

>> No.2099763

>>2099761
Gotta admit, the amount of graphical variety they managed to squeeze out of the engine is pretty impressive.

>> No.2099769

>>2099763
Yeah, that's the thing with these kind of Wolf3D mods, they have kind of a minimalist thing going, and there's something really neat about someone maximizing the amount of detail they can fit in these restraints.

>> No.2099770

>>2099769
I wish they had a map button.

>> No.2099772

Any good single map wads that would work under doomgles? Big levels please!

Thanks

>> No.2099773

>>2099761
Holy shit, that's Twin Cobra/Kyukyoku Tiger music.

>> No.2099774

>>2099770
I think some do, it's a matter of whether or not the maker implements the function.

>> No.2099775

>>2099770
>>2099774

The new ECWolf has a fantastic map function.
The only question is, uh, getting mods for ECWolf.

>> No.2099779

>>2099773
All I know is that song is fucking glorious.

>> No.2099783
File: 1.44 MB, 1280x674, tumblr_nfrkctX4Vu1r2to8go1_1280.png [View same] [iqdb] [saucenao] [google]
2099783

Since we're technically in December, what were the best WADs that came from the past month?

>> No.2099785

>>2099775
I wonder if something like dehacked is possible for ECWolf. Like maybe you could compare the EXEs and generate a dehacked file. Much like how the Chex Quest one was made.

>> No.2099817 [SPOILER]  [DELETED] 
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2099817

http://www.youtube.com/watch?v=-iZSzhu9Zx

This is one of those times where I really question whether I have anything else to do but play shitty maps that ACTUALLY, physically make me sick.

The answer is no. No I don't

>> No.2099820 [SPOILER]  [DELETED] 
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2099820

https://www.youtube.com/watch?v=-iZSzhu9Zxo

The answer is no. No I don't


This is one of those times where I really question whether I have anything else to do but play shitty maps that ACTUALLY, physically make me sick.

The answer is no. No I don't

>> No.2099828 [SPOILER] 
File: 97 KB, 800x600, 1417472954568.jpg [View same] [iqdb] [saucenao] [google]
2099828

https://www.youtube.com/watch?v=-iZSzhu9Zxo

This is one of those times where I really question whether I have anything else to do but play shitty maps that ACTUALLY, physically make me sick.

The answer is no. No I don't

>> No.2099829

>>2099820
>The answer is no. No I don't

Is this one of those times where you really question whether you have anything else to do but play shitty maps that actually, physically make you sick?

>> No.2099835
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2099835

>>2099829

Yeah. Third time's the charm.

>> No.2099857

>>2099828
>using scrollwheel to change weapons
>wasting shotgun ammo on trash mobs
2/10 see me after class

>> No.2099861

Equinox with Project MSX is just too fitting.
What's a good .wad to go with GMOTA?

>> No.2099865

>>2099857
You're acting as if ammo management matters in a random wad you just downloaded for a giggle.

>> No.2099867

>>2099857
>using scrollwheel to change weapons
I don't see how this is necessarily bad if you don't have a lot of weapons on you.

>> No.2099868
File: 69 KB, 490x386, hhheeh.jpg [View same] [iqdb] [saucenao] [google]
2099868

>>2099857

>putting effort into playing a nauseating shitstain of a wad

Idk mang, I kinda wanted to get the fuck out of there as soon as possible.

>> No.2099871

>>2099861
>>2099861
>What's a good .wad to go with GMOTA?

The first time I've ever tried GMOTA was with TNT and I felt pretty comfortable with it

Also that one mayan wad that got released recently fits damn well too. Had to delete some things to fit my liking but anyone could really enjoy it mixed as it is

>> No.2099886

>>2099871
I see, Mayan mishap seems really fitting.
I also played it with requiem and I felt some levels did fit pretty well, but GMOTA is just fun to play.

>> No.2099887
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2099887

I remember there were gonna be a 4chan.wad with the already made /pol/.wad and more other threads as levels. Did it happened? All I found was a Yukkuri mod that was supposed to be the /jp/.wad, but that didn't had sense at all.
Pic not related.

>> No.2099891

>>2099887

Just curious, that wad you said also had Gumshoe replacing HUD Doomguy?

If so, then that's Doomhack, which was done WAY before the 4chan wad idea came into place

Also nothing else happened outside of /tg/, /pol/ and the 200minvr.wad

>> No.2099894

>>2099891
Never played /tg/.wad, was it good?

>> No.2099896

>>2099887
there's a tg.wad floating around, it's kinda shit

and this thing is basically g.wad

http://forum.zdoom.org/viewtopic.php?f=19&t=46481

>> No.2099930

>>2099861
The Eye, later maps in Going Down, Unloved, Scythe 2

>> No.2099937
File: 21 KB, 68x88, skel1.gif [View same] [iqdb] [saucenao] [google]
2099937

>>2099891
Yes, that's Doomhack: http://www.youtube.com/watch?v=ZCdzBIuKF6I&list=RDZCdzBIuKF6I#t=3

>>2099896
What a shame there are no more thread wads. /pol/.wad is pretty fun Kudos to whoever is the author.

In another hand: How different is making .wads from maps in quake? Please tell me the interface is not just top-view. It made my head hurt when there was a million lines in the tiny-ass top view from worldcraft

>> No.2099942

Okay /vr/oom, in 2013, I played a WAD on Zandronum that had a bunch of Counter-Strike weapons in it. The graphics for them were frame-by-frame taken from what I think was CS 1.6, maybe it was CS:S, but that's besides the point. I completely forgot what it was called and would like to play it again. Is there anyone here that knows the WAD's name?

And no, it's not RGA, that's CoD weapons. Thanks in advance.

>> No.2099964

>>2099942
Nevermind, found it. It's csweaponspack.wad and csbalance4.4.wad.

>> No.2099973
File: 1.84 MB, 325x244, 1398734197104.gif [View same] [iqdb] [saucenao] [google]
2099973

http://www.best-ever.org/wadstats
>HDoom in fifth place

>> No.2100004
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2100004

>>2099973

>> No.2100019

You guys think we should organize a Quake 1 Community Project sometime?

>> No.2100024
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2100024

>>2100004

>> No.2100031

>>2099937
its top view and 3d view
dont worry, you can edit geometry to some degree in 3d view

>> No.2100032

>no one has made a festive Skeleton image yet

What the fuck. I'm obviously slipping, I'll have to address this later

>> No.2100034

>>2099719
>[11-13] /g/.wad update: http://forum.zdoom.org/viewtopic.php?t=46481
Does it still have the screamer?

>> No.2100037

Technical question: how do I load .deh files into ZDoom? I've only just come across them. Can I drag and drop them like WADs or do I have to mess around in the command line?

>> No.2100054
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2100054

>How far can you go in Infinite Mode?

I could've gone longer, but I just discovered the smiley face nuke and really wanted to use it.

>> No.2100065

>>2099973

228 downloads per week (as of June 1st, which arguably was around the time hdoom had only 2 monsters)

that's allegedly 32 downloads per day.

on the other hand, apparently Push got 337 this week

>> No.2100085
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2100085

>>2100004

>> No.2100094

>>2100065
With so many downloads you'd think more people would be playing.

>> No.2100103 [SPOILER] 
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2100103

>>2100094
For all we know, they're probably playing in single player, if you catch my drift.

>> No.2100147

>>2100094

If you mean Push, then I've noticed that people jump on the server, jump around for maybe five minutes or so, then exit JUST before another person comes in.

It's really kind of funny watching the rcon and seeing all these people that join in, jump around for a few minutes, leave, then five seconds later someone else comes in, goes "hello?", and the cycle repeats.

>> No.2100183

Anyone know if there is any sort of documentation on the format dehacked patches are stored in? I'm sure someone has done a write up somewhere given that most source ports support loading them.

>> No.2100185

>>2100037

Yeah, just drag and drop them.

>> No.2100247

If you like TNT, then you are probably not going to like the upcoming AGDQ.

>> No.2100264

So I've got a quick question, do doom mods have different difficulties available, or just have the same games regardless of the difficult level you choose?

>> No.2100267

>>2100247
Why would someone be upset a game they like is getting speedrun at a shitty event?

>> No.2100275

>>2100267

that's a strong opinion right there, bro.

>>2100264

...depending on the mod. if you got a monster randomizer, then you should bet the difficulty may vary. mods rarely mess up with the monster count.

>> No.2100276

>>2100264
Depends how much effort was put in to the mod.

>> No.2100283

>>2100264

Depends on the mod. Some mods offer different difficulty levels that change everything. Others just have different flavor text. Others don't even bother to change it.

>> No.2100304

>>2099785
What benefit would DEHACKED be when ECWolf supports DECORATE?

>> No.2100331

>>2100264
Depends on the mod. Most that got Cacowards do change monsters/monster placement/items.

>> No.2100352

>>2099718
What was everyone's First megawad they ever played?

Mine was Icarus.

>> No.2100361

>>2100352
SF2012

>> No.2100370

>>2100352

Dark7, though that's not really a megawad.

>> No.2100379
File: 6 KB, 250x232, chefcarmack.jpg [View same] [iqdb] [saucenao] [google]
2100379

>>2100004

>> No.2100391

>>2099719
3do doom mod when? As in other than just music.

>> No.2100419

>>2100275
AGDQ has definitely gone downhill in terms of entertainment. Just watch a run from AGDQ 2013 and then one from AGDQ 2014 and you'll know what I mean.

>> No.2100420

>>2100054
I'm pretty sure I've only made it through standard mode once within the 4 months of having it

>> No.2100430

>>2100361
You played a Slaughter megawad as your first ever megawad?

Interesting

>> No.2100438

>>2100352
Shit, beats me. I do however sort of remember what the first wad I played on Skulltag ;_; was, some sort of co-op Resident Evil thing, though it didn't really have many new graphics.

>> No.2100450

>>2100419

Everything PJ does is still quality though

>> No.2100502
File: 12 KB, 177x292, carmack.jpg [View same] [iqdb] [saucenao] [google]
2100502

>>2100004

>> No.2100627

>>2100004
When did carmack ever say MMMMMM?

>> No.2100635

>>2100627
When they tried turning on porn to distract him.

>> No.2100638

>>2100627
It's a tic. He doesn't stop voicing at the end of a sentence, so there's an "mmm" when he closes his mouth.

>> No.2100671

>>2099973
if you add techdemo5 and techdemo6 its only a few short of 1st

>> No.2100712

>>2100627
It's mentioned in Masters of Doom.

Which is a somewhat depressing book. As it all falls apart and so many get tossed under the bus along the way to Romero and others going out in flames and Id becoming dull as shit you find yourself wanting to yell solutions at the damn book.

>> No.2100724

>>2100627
Have you never watched a carmack keynote?

What the fuck is wrong with you?

>> No.2100730
File: 82 KB, 360x400, hohoho.gif [View same] [iqdb] [saucenao] [google]
2100730

>>2100032
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/m-o/nhell_d2.zip

>> No.2100787
File: 1.01 MB, 1200x680, 1368396367156.png [View same] [iqdb] [saucenao] [google]
2100787

>Back to Saturn X, episode 2

So what did you guys think?

I'm on the last level and it's been alright so far but really....it never blew me away. The 2nd last level was painfully boring that I skipped it 3/4 of the way through but much of the rest has been alright.

>> No.2100803

>>2100787

It suffers the problem most middle episodes in trilogies do. It's not quite the beginning, it's not quite the end, so it kind of has to meander along as the middle.

>> No.2100925

>>2100803
And yet D1E2 was the best part of Doom.

>> No.2100928

>>2100803
That only applies when it's trying to tell a story anon.

BTSX ep2 was just a level set, it shouldn't have to be meh in the middle.

>> No.2100930

>>2100925
I have to disagree. I don't even remember most of it.

>> No.2100935

>>2100627
When he had something at Maccas

>> No.2100942

So what's an effective means to randomize the size of a purely aesthetic actor? Like blood spatters, gibs, bone fragments, etc.

I just tried a_setscale (random(xx,xx)) and I didn't get any results

>> No.2100959

What's the best way to enjoy Doom on my samsung galaxy s3?
I'm even ready to spend a few buck.

>> No.2100961

>>2100930
Its impossible to not find e2m2, and e2m8 memorable, mate.

>> No.2100976

Is The Sky May Be the greatest mod or what?

>> No.2100979
File: 619 KB, 1600x900, Screenshot_Doom_20141202_071155.png [View same] [iqdb] [saucenao] [google]
2100979

I've been feeling so lazy the past few days, I'm sorry guys. Have a screenshot in hopes of making it up: It's the Cyberdemon replacement.

>> No.2100983

>>2100979
that's one of the things from lasting light isn't it? what does it do? it can't be worse than invisible evil eyes that do a million points of damage

>> No.2100987

>>2100983

It uses the same sprites, yeah. It uses either a barrage of small blood attacks, a spread attack of larger blood attacks (with a chance to do up to 3 of these) and can throw out a blood-equivalent of a rocket. (Well, the ZD port does, the original just did the spread-attack thing)

It can also pull the player to it when it's put into pain state (so it can melee you). Getting it to work when the player isn't just standing still is sorta tricky at the moment.

And yes, it can't be worse... which makes me feel good for actually making those things a bit more fair.

>> No.2100992

>>2100787
E2 feels a little bit inconsistent to me in some areas. I'm hoping when a newer version comes, theres some tweaks to the difficulty progression and maybe even map order (theres a few jarring spikes here and there IMO).

>> No.2100995

ok lads, strawpoll time
which theme do you prefer
horror and spookness
metal and ass kicking

http://strawpoll.me/3108488

>> No.2101001

>>2100992
I also wish for when they do the final release of E1, that they remove the non-secret area arachnotron, and maybe replace it with a hell knight. It just feels out of place to me.

>> No.2101007

>only two votes

for fucks sake /vroom/ I need direction for my new map

http://strawpoll.me/3108488
http://strawpoll.me/3108488
http://strawpoll.me/3108488

>> No.2101009

>>2101007
Make spooks, faggot. There are too many "metal and ass kicking" maps anyway
.

>> No.2101010

>>2101009
I was thinking of doing Half Life 1 style sci-fi horror, but then again, I prefer metal and ass kicking

>> No.2101012

>>2101001
which non-secret arachnotron

>> No.2101025

>>2101007
it's been comparatively slow lately here

>> No.2101026

>>2101012
Theres only 1 non-secret arachnotron (its near the door to the blue key ledge). The other 3 are part of the super shotgun secret.

>> No.2101029

>>2100979
>It's the Cyberdemon replacement.
Oh. I'm kind of fond of the Cyberdemon as it looks, or, at least the concept of a big bad monster with a big gun.

That flesh wizard thing strike me as a not quite as apt replacement.

>> No.2101030 [DELETED] 

>>2101007
I said horror only because we see a lot of the ass kicking heavy metal and while it's fun.....let's just try seeing a horror-ish map if we can.

>>2101025
I used to post here often but I've been spending board time on Eight Chan due to gamergate, others might have had the same or their on holidays/exams or somesuch.

>> No.2101032

>>2101026
>there is only one non-secret arachnotron in the whole of BTSX E1
go back and read your first post, and realise which essential piece of information is missing from it.

>> No.2101036

>>2101032
Well shit, I forgot to mention that I meant map01. bah, oh well.

>> No.2101041

>>2101036
right i'm with you now, sorry about that. i should have worked it out from the second sentence about the ssg secret.

and yes i can see how that one monster might seem a little out of place if you didn't find the secret. but i don't remember it bothering me at the time, my overriding memory of map01 is the aforementioned secret being twice as hard as the rest of the map.

>> No.2101043

>>2101029

Yeah, I know what you mean, but the vanilla Cyberdemon would clashs, considering there aren't any mechanical beasties in the replaced roster.

>> No.2101047

>>2101043
Well what about some other big lumbering fuckbeast with a gun or some kind of magic?

>> No.2101049 [DELETED] 

>>2101030
this is a shame, because as far as i could tell, gamergate didn't affect /vr/doom at all, i mean i haven't noticed any difference. and 8/vr/doom (the one thread) and 8/doom (the board) are both so slow as to be useless (one post a week). not to mention the site itself is slow, as in, unresponsive, pages took annoyingly long times to load, etc.

>> No.2101052

>>2101049
>8/vr/doom (the one thread) and 8/doom (the board) are both so slow as to be useless (one post a week).
This. Fuck, I remember some fuckboy coming here and saying we should go over there because "it's so much better you guys", when the place is a fucking ghost town, you can practically see the tumbleweeds on the board.
Not to talk about dividing these threads into separate threads would kill a lot of the togetherness and camaraderie I feel around here.

>> No.2101056

>>2101030
>but I've been spending board time on Eight Chan due to gamergate
Are you fucking kidding me?
Whats the point? /vr/ is the only good place to discuss certain mods and Doom in general I'd say. I just had bad experience with other forums.

>> No.2101057 [DELETED] 
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2101057

>>2101049
Person you replied to here.

There was stuff there briefly and while I fully support Gamergate I actually spent a while posting on the /doom/ board over there asking them all to come back here because we've got a nice, small (but close) community here and it would be a shame to split it up just because of sjw idiocy on a bureaucratic level.

So after quite a bit of to and fro I'd like to think I convinced at least some of them to come back here with how much I was geeing /vr/ up, this is a nice place with only a few butthurt-by-design types.

S'pretty good really.

>> No.2101059

>>2100992
You're right, E2 is going to see a lot of changes and finetuning. 08 and 13 will get reworked heavily, because their authors hate the current versions. 04 needs a thorough sanity check, because its pace kinda sucks. Once mechadon finds out people are changing things, he'll probably fix the complaints against 25. I personally think 24 goes way overboard in multiplayer. The secret slaughter arena in 26 needs to be a more interesting fight. Too bad our dev speed is glacial at best. It would probably be a good idea to set another deadline, because that made us work hard for the release candidate, heh.

Difficulty curve won't get smoothed out entirely though, it's meant to climax with every cluster finale and then let go a little. map01 will also stay more difficult than it should be, because Joshy made it too big.

>>2101001
Not very likely. Introducing monsters gradually was pretty low on our list. You can probably tell by starting map01 in multiplayer.

>> No.2101065

>>2101059
>Introducing monsters gradually was pretty low on our list

Its not so much gradual introduction, and more that its the only one outside of the super shotgun secret. If maybe there was an additional one there, I wouldn't be so bothered by it. I dunno. Thanks for the reply, though.

>> No.2101082

>>2101065
odd-one-out syndrome. the single archvile in the crowd of revenants

>> No.2101084

>>2100959
Pls respond

>> No.2101094

>>2101082
well no more like the one different coloured torch that marks a secret door trigger

>> No.2101098

>>2101094
on the side note
who leaves all these secrets in uac facilities and hell itself?
is it UAC hiding shit?
satan fucking around?
some weird hoarder culture?

>> No.2101108

>>2101098
>he's looking for a logical explanation for a certain video game mechanic
shit son, it's just Doom, it's meant to be fun, not to make you think about "why this / why that"

>> No.2101110

>>2101108
you dont get something
I am not asking
>why they be demons
or
>why there be medieval helmets around bases

I am asking, who the hell put these weird secrets in? In wolf3d it makes sense since you are in old castle and these usualy have all sorts of trickery around them.
UAC bases are workplaces, have you ever seen a secret passage to copy paper storage in your school or office?

>> No.2101112

>>2101110
It's not to make sense structurally either, Doom's map design is abstract on purpose.

>> No.2101115

>>2101098
Well, one thing I could think of is if someone is stealing supplies and hiding them, either some of them are paranoid and expect something horrible to go down, or they're hiding them there for later, so they can smuggle them back home and sell them.

Just made it up of the top of my head but it's not an entirely unsound explanation, at least to me.

Now, the places some of these are found at, are rather obscure and odd. I figure some are compartments for accessing lines and pipes and serving mainframes, but other places are just odd.

>> No.2101117

>>2101110
It could be that some things marked as secrets wouldn't be secrets to those in the know.

Like a hidden supply room would be a minor closet somewhere, or a ventilation shaft, or a disused part of the base.

>> No.2101119

>>2101110
>>2101112
But even if you look at it like that Wolfenstein 3D isn't a good example either.

Why would anyone make a floor in a castle nothing but Swastikas?
Why would the UAC have a Swastika room?
Why would Nazis hide their gold everywhere out in the open?
Why would collecting treasure give BJ extra lives?
Why is there extra lives?

You got to cut the line somewhere.

>> No.2101120

>>2101115
>>2101117
Yeah, what the fuck, how would you explain RL secret in MAP01?

>> No.2101121 [DELETED] 

>>2101098
>>2101110
literally autism

>> No.2101123

>>2101110
>UAC bases are workplaces, have you ever seen a secret passage to copy paper storage in your school or office?
Well, the UAC bases isn't your moms workplace, there's secret military research going on there.

There were gonna be offices and locker rooms and all that kind of stuff in the Alpha and Beta, but it was scrapped because abstract levels were found more fun and favorable to demonstrate the capabilities of their engine, rather than essentially making Wolfenstein style levels, for an engine that is really capable of oh so much more.

I really wish someone would make a full E1, and E2 replacement where stuff like that is included, as well as abstract designs.

>> No.2101126

>>2101120
Fairly expensive weapon I imagine, someone might be looking to offload it onto the black market at some point.

>> No.2101127

>>2101126
No, what I meant is the way how you open that secret room.

>> No.2101129

secrets that are on display (soulspheres in windows, weapons on pillars you can't reach) are obviously placed there by hell's malevolence, to taunt you

>> No.2101131

I can't make abstract maps at all. Every room I make should have some purpose. It's annoying as hell. I can't just put a room which does not have any purpose. It's a fucking curse.

>> No.2101132

>>2101120
https://www.youtube.com/watch?v=n3LKadZ4LFU

Because paranoid people keep guns around breh.

Remember doom 3 and why there were guns around? Because staff were getting paranoid and stashing guns after team members kept getting killed?

>> No.2101134

>>2101127
Well fuck, I don't know? Maybe the guy who stowed it there had an accomplice or something.
I guess there's a motion sensor on that light you need to trigger, realistically, you should be able to wave your arm over the sensor to trigger it and open the compartment.
Again, I'm going to assume the compartment is some sort of access space for some maintenance use, and that maybe it's not frequently visited, or it's not even used anymore, so someone figured it a good hiding space.

As for hell secrets, anything goes.

>> No.2101136
File: 39 KB, 400x400, zerg-peek.jpg [View same] [iqdb] [saucenao] [google]
2101136

>>2101132
>Because paranoid people keep guns around breh.

>> No.2101139

>>2101131
solution: make each rooms purpose be "to kill the player"

>> No.2101141
File: 135 KB, 400x422, 1349369604661.png [View same] [iqdb] [saucenao] [google]
2101141

>>2101131
I'm sooorta like that.
My place has to be recognizable as a place, but it's not hyper realistic.

Just like "Oh I guess this is a server room, oh now this is outside in a courtyard, maybe they have breaks here, ok now we're in a room with coolant vats".

Like it looks like it might be a *place* but not as we know it. Like I'm not looking up coolant vats in real life and designing a map around them because that's just detail crazytown.

It's like what Torm talked about in his detail guide, "arranged atmosphere".

I'm the same, the level has to have recognizable parts and have a flow to it. Some maps (like in BTSX ep 2) just have no flow or anything at all and it's just a big what the fuck.

>>2101136
Not saying everybody who keeps a gun around is paranoid (should have specified that).
But if we were all living on a mars base and my co-workers kept getting killed in the shadows I'd start getting paranoid and wanting a gun around.

>> No.2101147

>>2101139
That would be a very strange techbase then.

>>2101141
>My place has to be recognizable as a place, but it's not hyper realistic.
I'm not sure I can make my rooms recognizable. I mean I sure do know what they are but I don't think anyone else can guess what I intended it to be.

>> No.2101148
File: 18 KB, 400x400, zerg-monitor2.jpg [View same] [iqdb] [saucenao] [google]
2101148

>>2101141
>But if we were all living on a mars base and my co-workers kept getting killed in the shadows I'd start getting paranoid and wanting a gun around.
Get the nuggets!

>> No.2101151

>>2101147
check out zeno clash, then come back

>> No.2101153
File: 11 KB, 321x339, 1333719051542.png [View same] [iqdb] [saucenao] [google]
2101153

>>2101147
>I'm not sure I can make my rooms recognizable. I mean I sure do know what they are but I don't think anyone else can guess what I intended it to be.

A good middleground, just keep this in mind.
Your first map should be short and it won't be your magnum opus...but that's good!

Because you'll be more eager to say why it's not great (or why parts are good) and learn from that.

>>2101148
>you will never defend earth with /k/ and shoot demons with nuggets

Why live?

>> No.2101154

>>2101148
it would be cool to have nugget in doom, primary fire is high damage low refire attack, secondary is bayonet stab

payday 2 got nugget recently and has working bayonet, I could try ripping it from there

>> No.2101158

>>2101151
I tried but it was too boring for me. I can appreciate abstract level design though, one of my fav games (Pathologic) had lots of it.

>> No.2101163

>>2101154
I would like the nugget to have iron sights, with good accuracy, and then firing faster, with some spread, when not using the sights.
Also, it should of course have a bayonet.

Which model would we be looking at? The dime a dozen 91/30, or the M44?

>> No.2101165

things are just there because it's a fucking videogame

sometimes you don't have to overthink everything you see as if you were doing a kekking let's play

>> No.2101167

>>2101147
>That would be a very strange techbase then.
that is true. i am reminded of the demonic eating machine in E2M4. perhaps a techbase where every room trying to kill you is just episode 2.

but seriously though i think you should be considering not "what is this room for" but "how does this room play". perhaps you could start by making a level out of abstract textures? so there's no way your brain can think "this room is meant to be a computer control centre" because all the walls are just gray squares.

>> No.2101170

>>2101163
you have just described 3 weapon modes, and thats a big no-no, long range encounters are rare anyway.

in payday 2 I have no idea which model they used, but the rifle itself comes in 3 length flavors, short (not obrez short), regular and long.
I will pick one that looks the best

>> No.2101185
File: 139 KB, 790x756, 1339123939892.jpg [View same] [iqdb] [saucenao] [google]
2101185

Also keep in mind that hell subverts the base by it's presence and Hell doesn't make sense at all, it's hell. Strange creatures from beyond time and space live there.

Remember E2? How you had tech bases but then they could have hellish themes to them? Like one part is tech and a server room but as hell corrupts the base things can look more like old castles and hell pits.

Take Diemos Lab for example.

>> No.2101186

My rationale for the UAC bases being so obviously not base like is that the head of the UAC is some childish ultra-rich playboy who inherited the company and he wants to make the bases all cool and full of neat things and shit.
I think this because that's what i'd do in his situation

>> No.2101198

Shit, now I want to see E1 remake with "realistic" layouts.

>> No.2101217

>>2101029
The original mod was supposed to be more scary-helly stuff so it fits a bit better

>> No.2101218

>>2100979
I just gotta ask, are you making any changes to those god damned stupid fucking instakill suicide murder bombers?

>> No.2101223
File: 226 KB, 562x800, nugget-babe.jpg [View same] [iqdb] [saucenao] [google]
2101223

>>2101170
>you have just described 3 weapon modes, and thats a big no-no, long range encounters are rare anyway.
Dude, no, the bayonet wouldn't even be a mode, what the hell are you thinking?

You'd have a melee button, like the Mighty Boot in Duke Nukem 3D, and when having the nugget equipped, instead of calling the Boot when hitting that button as it usually does, it calls the bayonet and you do a jab with it.

>> No.2101296

UAC bases have helmets and candles and shit because Hell is bleeding out into it and demons are coming in decorating it for their superiors.

There are ranks in Hell.

>> No.2101332

I know this isn't constructive or anything, and you see them all the time, but can someone post some revenant AHHHHHH pics? I want to get some saved.

>> No.2101340
File: 12 KB, 369x249, 1406138183710.png [View same] [iqdb] [saucenao] [google]
2101340

>>2101332

>> No.2101354

>ssh.pk3 will never update

>> No.2101419

>>2100995

why_not_both.jpg

>> No.2101426

>>2101354
>ssh.pk3 was uploaded only a fucking week ago

>> No.2101496

>>2101426
>way ahead of itself

>> No.2101564

We should do /vr/ community project.

>> No.2101567

>>2101564

I'd be down with another.

>> No.2101587

Idea for a "gotcha" secret another anon is encouraged to steal:

Have a plasma rifle secret where you can see the plasma rifle, but when you finally get to it have a script that removes the actual plasma rifle in the room and places a plasma rifle zombie somewhere in the room poised for an ambush. You still get the plasma rifle after killing him but he might catch you off guard.

>> No.2101589

>>2101567
>>2101567
I have a stupid idea that might somehow work (or may not at all). Somebody makes a quick draft of a map (rather big one) and splits it into different parts and gives them some theme. Then anons take any piece they like and do whatever they want with it. After all that jazz we stitch them into one whole piece. Fuckness ensues.

>> No.2101597
File: 432 KB, 1600x1200, quarry.jpg [View same] [iqdb] [saucenao] [google]
2101597

>>2101564
Sure.

How about a full mapset for Doom 1?

Do we need a theme or something?
Like maybe semi-spooky tech-bases and stuff?
Dark, with intermittent bright areas?
Do we work with Vanilla, Boom, or ZDoom?

Old disused tech-base with rusted out metal panels, dusty floors, broken and worn out lights? There could be outdoors sections too, where it'd also be really dark, leaving a tech-base, into a long winding rocky canyon on Phobos, to reach another base?

Another can be a mining operation on Deimos, a large quarry, the way spiraling downwards into a flattened out field, and then there would be some entrances into mines on some of the levels and on the bottom of the quarry. There'd be some earthmovers and other mining machines here and there.

We could swipe some of the moon textures from Douk and use those, recolor them for Phobos.

>> No.2101610

Are there any midi remixes of the OST?
I'd like to hear something different when I'm dicking about with mods.

>> No.2101615

>>2101610

I think Jimmy's done several remixes of the Doom songs in midi format.

>> No.2101621

>>2101610

there's Project: Doom, but they're kind of a hit and miss

also >>2101615

>> No.2101626

>>2101589
I like this idea but I'd offer two changes

--Original anon does no detailing at all
--Layout is just boxes that anons have as an outer limit. Make them funny shapes to promote creative designs.
--Designate each area to have something at the outset , eg "you get the blue key here", "the blue door is in here, behind it is the red key" so that the level ends up playable.

>> No.2101627

>>2101615
>>2101621
Are there any good playlists for Jimmy's jukebox I should check out?

>> No.2101630

>>2100304
Backwards compatibility with older mods, perhaps.

>> No.2101631

>>2101597
I think techbase is a good theme especially if there will be newbie mappers who didn't make any maps before.
ZDoom is more preferable IMO. Removes any creative limitations and newbie friendly.
I like your themes very much, by the way.

>>2101626
I think original anon should only stitch those boxes AND put all keys/doors/etc himself.

>> No.2101634

>>2101631
>I think original anon should only stitch those boxes AND put all keys/doors/etc himself.
That's what I'm saying, but in a generalized sense to promote creative freedom. Like original anon decides whoever gets section 1 must have the blue key in it somewhere.

>> No.2101647

>>2101627
Is there any power or symphonic metal?

>> No.2101654

>>2101621
I honestly don't like Project Doom that much, the way every track uses the same soundfont and instruments make them all sound too much the same.

It works for Between Levels kinda, and Message For The Archvile, and I guess On The Hunt (I never really liked that track, but maybe that's becaue I associate it with E3M6, which I hated).
Open Season somehow becomes pretty good, even though it radically changes the mood from the original track (which I still prefer), Prison actually becomes really good, probably because it rolls well with the beat and the guitar feels less exaggerated. Steel Works is fine, The Imp's Song is fine, I guess.

A few are great, some are not bad, but too many are bland, and a few are terrible. The hollow, repetitive, single note guitar really bugs me.

>> No.2101658

>>2101631
>Removes any creative limitations and newbie friendly.
I guess, but it also gives newbies too many options at once, so I'm not 100% certain on that.

How about Vanilla/Boom mapping, but with Decorate things?

Also, it would probably be the easiest to make it one episode at a time.

>> No.2101665

>>2101658
>How about Vanilla/Boom mapping, but with Decorate things?
Is it even possible?

>> No.2101668

>>2101665
Yeah, we map withing Boom limits, then we add Decorate objects by entering their respective Thing numbers.

They won't be recognized by the Boom format, but ZDoom will recognize them and they will spawn.

>> No.2101678

>>2101658
We could also have people use whatever mapping format they want, then use WAD2UDMF or doombuilder 2 to put everything into UDMF afterwards.

Since we'd already be using DECORATE it wouldn't be Boom-compatible to begin with.

>> No.2101681

>>2101678
I was more thinking to limit features so that newbies don't get carried away, but maybe I'm just being retarded.

>> No.2101686

>>2101681
I agree with you though; we could just have everyone map in whatever they want/are most comfortable in and then convert them all into the same thing when we compile the project.

>> No.2101703

>barrels o fun
okay who the fuck made this map

>> No.2101705

>>2101703
Sandy.

>> No.2101710

>>2101705
Must be hell to be named Sandy.

>> No.2101743

>>2101710
Why don't you like BoF?

>> No.2101750
File: 23 KB, 500x372, 1412609837048.jpg [View same] [iqdb] [saucenao] [google]
2101750

>>2101703

>> No.2101757

>>2101564
make a steampunk wad

>> No.2101759

>>2101218

I Already did. They're near-fully opaque, their projectiles are easily visible and they fizzle out after a certain amount of time.

... Unless you mean the Lost souls, then yeah, I sorta fixed those too.

>> No.2101760

>>2101757
Pls no

>> No.2101761

>>2101757
Textures?

>> No.2101762

>>2101760
>>2101564
>>2101757

fuck, meant cyberpunk

>> No.2101767

>>2101757
steampunk a shit

>>2101762
yeah thats doable

>> No.2101768

>>2101762

AH BOY

>> No.2101770

AVGN wad when?

>> No.2101771

:: [BE] Montreal :: Push It Down

git in here nigs we haven't pushed in a while

>> No.2101772

>>2101770
never

>> No.2101775

>>2101772
fuck

>> No.2101778

>>2100103
CAAAARMACKKKK

>> No.2101796

Things that make a good mod:

QA

>> No.2101810
File: 48 KB, 640x480, image.jpg [View same] [iqdb] [saucenao] [google]
2101810

Where do I go to get more of Doom 64's atmosphere?

Doom 3 didn't deliver :(

>> No.2101819

>>2101796
Now what the hell does QA mean.
Is this a common word amongst doomers? Because its the first time I hear it.

>> No.2101823

>>2101810
Doom 64 wads?

>> No.2101828

>>2101819
Quality assurance.

>> No.2101839

>>2101828
How is this Doom related?
Sorry, I'm not a native english speaker.

>> No.2101840

>>2101810

Thresold of Pain?

>> No.2101843

>>2101839
Actually it can be applicable to anything. Test things you do, perfect them, let other people test them too. Simple stuff.

>> No.2101852

>>2101843
>Test things you do, perfect them, let other people test them too. Simple stuff.
Alright, thanks.
Yes, I can think of a couple of modders who dont do this.

>> No.2101856

>>2101810
The first few maps from BTSX E2 remind me of Doom 64 actually.

>> No.2101871

>>2101757
>>2101762
Did you guys forget about Cyberpunk Shootdown already?

>> No.2101876
File: 1.51 MB, 1543x4500, 1413414828222-1.jpg [View same] [iqdb] [saucenao] [google]
2101876

>>2101871
Sorry, I just checked the op. I'm new to using doom wads and I couldn't find an cyber punk wads on google or in pick related

>> No.2101884

>>2101871
Someone should continue working on it.

>> No.2101883

>>2101762
We were doing one, but nobody's been talking about it for weeks, months.

>> No.2101885

Did anyone of you guys join /vroom/ lately? I think it would be interesting to know if this community is growing or pretty stale.

>> No.2101892

When speedrunning, what's the difference between UV speed and UV max?

>> No.2101895

>>2101892
UV speed is just running straight to exit.
UV max is 100% run (secrets, kills (no lost souls though, too random)).

>> No.2101898

>>2101030
>that last sentence

Good, we don't need /v/ filth here.

>>2101892
UV Max goes for 100% kills and secrets while UV Speed is obvious

>> No.2101902

>>2101892
>What is speedrunning
Going as fast as you can through a map/episode/game
>What's the difference between UV speed and UV max
UV speed is just get to the end. UV Max adds on the conditions of getting 100% kills, secrets, and items before you can exit.

>> No.2101919

>>2101902
It doesn't include 100% items.

>> No.2101924

>>2101885
>Did anyone of you guys join /vroom/ lately?

What is this /vroom/ you speak of?

>> No.2101926

>>2101919
Ah fuck that's right.

Guess i've been doing it wrong then.

>> No.2101946

>>2101924
/dg/, /doom/. Basically, this thread.

>> No.2101948

>>2101885
I did. I just got doom and doom 2 yesterday and have been enjoying the hell out of all the different wads. I played doom for the ps1 when I was a kid but that's about it.

>> No.2101952

>>2101885
I did after finally trying out wads for the first time, I'm hooked.

>> No.2101954

>>2101948
Tell us about your most intimate experiences with Doom, anon. What's you fav classic level, what's the best WAD you have played so far?

>>2101952
You too!

>> No.2101956
File: 744 KB, 1920x1080, Screenshot_Doom_20141202_184432.png [View same] [iqdb] [saucenao] [google]
2101956

Look /doom/! It's snowing!

>> No.2101959
File: 1.21 MB, 1920x1080, Screenshot_Doom_20141202_184522.png [View same] [iqdb] [saucenao] [google]
2101959

Doesn't it just fill you with the holiday spirit?

>> No.2101963
File: 126 KB, 1920x1080, Screenshot_Doom_20141202_184715.png [View same] [iqdb] [saucenao] [google]
2101963

There were a little over 3000 monsters at the beginning of this map.

>> No.2101965

>>2101954
I don't remember any of the classic levels because when I was a kid I sucked and couldn't get far. I think I only made it to like the second level. I've just been playing doom 2 and I start a new game every time I try a new wad. So far project msx has been my favorite. I like it better than brutal doom I think.

>> No.2101970
File: 229 KB, 410x410, 1416426633914.png [View same] [iqdb] [saucenao] [google]
2101970

>>2101956
>>2101959
Wait a minute, there are people out there who still play Demonsteele?

>> No.2101971
File: 108 KB, 510x600, 1413783571532.jpg [View same] [iqdb] [saucenao] [google]
2101971

>>2101956
>>2101959
>>2101963

>> No.2101972

>>2101970
>This is a bad thing

AH HAHAHA FAGGOT

>> No.2101975

>>2101970
>not playing demonsteele
fucking lemme at 'em

>> No.2101976

>>2101970

It's a good mod. How is this surprising

>> No.2101982

>>2101954
My favorite level by look alone is either the House of Pain or Unholy Cathedral
My favorite map by gameplay is probably Against Thee Wickedly or Perfect Hatred.
I haven't downloaded many wads so far, but I'm really enjoying Fractal Doom.

>> No.2102000

Strawpoll time cos I'm curious: http://strawpoll.me/3112269
Which Doom monster stresses you out the most?

>> No.2102006

>>2102000
mr bones because he's tough, buff and roughs you up

>> No.2102009

>>2102000
Archvile by far.
Gives me the fucking heebie jeebies, even with god mode.

>> No.2102010

>>2102000
Arch-viles are the only ones that completely change the focus of a battle. A horde of skeletons is just more shit to dodge, but a single arch-vile is an immediate threat that has to be taken out as quickly as possible.

>> No.2102015

>>2102000
And it's not to say that the Chaingunner and Boney aren't threats, they hold high priority, but a Chaingunner is frankly, fragile, they can hurt me, but if I'm quick and reactive, I can kill them before they kill me.
Pelter Skelter is a very high priority threat, and I immediately reassess any situation I'm in if they're introduced, as if they corner you, they can pelt you bad with their fists, and at a distance, they can be a real pain, and cover is mandatory, can't always sidestep their projectiles.

But the archvile, the archvile just scares the fuck out of me, it terrifies me, it's uncanny and creepy, it's imposing, on top of being a high priority threat.

>> No.2102018

>>2102010
>>2102009
>that archvile in /pol/.wad
What other wads use them like that, where they spawn where a ton of enemies were fought before?

>> No.2102025
File: 2.86 MB, 1952x3264, IMAG0080.jpg [View same] [iqdb] [saucenao] [google]
2102025

Ok guys, I'm incredibly close to releasing my five level wad entitled: Tabula Rasa, because they were built as I was figuring out more and more features/ways to create interesting level. In short, its some loosely progressive levels designed for both pistol and progressive starts. Also, "hard mode" is actually a lot harder than the standard playthough with replacing/adding tougher enemies while also removing some stimpaks, medikits, and most other health items.

It's decently long, and I know there will be some gripes about how I used certain textures in weird ways, but that wasn't the point. The point for me was to push my knowledge of mapping as well as experiment with different level styles and arrangements. Additional detail is put into encounters so they're not such sorta surprisingly, but more down right ambushful to keep more experienced players in their toes.

Also, this is the wad with heavy focus on glorifying the chaingun and plasma rifle; there will be the other weapons too, but the chaingun can carry you through a plethora of encounters. Well, I've been rambling too much about my first level wad, but it's coming together in such a way that multiple playthroughs lead to different encounters without feeling like you're railroads through the whole level. Anyway, hope you guys enjoy it.

ETA for Completion: 5 - 7 days, and it'll be sooner if I have an explosion of inspiration.

>what map project are you working on anon?
>we're all excites to hear about them
>its more fun to see what each person brings to the table

>> No.2102032

>>2102025
>>what map project are you working on anon?

I'm toying with the idea of making a couple of levels myslef. I've been making (on paper, haven't yet touched a mapping program) an arctic base, you won't guess, overrun by demons. I'll try to scan it and show it to you guys to have some feedback on it.

>> No.2102051

>>2102025
I've been feeling in the mood to throw together something inspired by Space Hulk. Tight corridors, some open space. Lots of ambushes. Maybe complete it by making a weapon's set of 40k weapons.

>> No.2102056

>>2102025
>what map project are you working on anon?
actually mapping for ep2 source atm, my doom map is put on hold for now

>> No.2102065

What is a good vanilla-esque source port for playing Chex Quest 2?

The chex quest wiki says that for E1M1 that going through the left door crashes the game, but it crashes regardless of which door I open.

If I were to run chodolate-doom/original dos version in Windows 98, I wouldn't get this issue; but I do on Windows 8 with either version.

Any ideas?

>> No.2102068

now this is what I call american dream

http://terminusest13.tumblr.com/post/104192608256/i-accidentally-enabled-item-respawn-during-testing

>> No.2102069

>>2102065
Can't you just run chex quest with prboom+ or some other vanilla sourceport?

>> No.2102072

>>2102069
is prboom+ vanilla?

what are the other vanilla source ports?

ill get back to you once you let me know

>> No.2102073

>>2102018
map author here, I dunno off the top of my head but there are tons and tons that do this and I was aping them when I put that in there.

>>2102065
Oh boy, looks like there might be another person that might have use for this, bringing the total up to 2, hooray:
http://www.doomworld.com/vb/wads-mods/67831-vanilla-chex-quest-1-2-in-zdoom/

>> No.2102081

>>2101759
Yeah I meant the lost souls. Shit killed me at full health and some armor

>> No.2102086

>>2101757
voodoo guns is pretty cool

>> No.2102109

>>2102072
prboom+ is vanilla, some other vanilla sourceports are chocolate doom and CNdoom.

>> No.2102261

>>2102051
>40k
I'm surprised there's no spess muhreen simulator mod yet.

>> No.2102285

>>2102261

how ironic isn't it?

>a mod of one of the franchises most over-regulated by their authors in regards to fanmade content
>using the engine from a game which was encouraged to be modified by their own creators

>> No.2102298

>>2102285
yeah I remember that there was this half life wh40k mod near completion and they got cease and desist letter from games workshop

its like they dont understand that its FREE ADVERTISING

seriously, you are not spending money on creation of content
you are not spending money on marketing
you are not spending money on people making the content
and your brand gets recognition

if they are afraid that mod would bring a bad name to franchise, they could just go with something like
>we are monitoring your progress, and we require you to notify us of game content before release.

>> No.2102307

>>2102285
>>2102298
Just create the mod and then release it for free. They can't tell you to cease and desist then.

>> No.2102315

>>2102307
thats what half life guys wanted to do

also recently some guys got a C&D letter from White Wolf for remaking Vtm:B

>> No.2102327

>>2102315
So I suppose then if someone (or a group) were to do this, they'd need to stay under the radar as much as possible.

>> No.2102332

>>2102315
Well then just do it under a pseudonym and have updates and requests handled on /vr/.

Don't have any kind of website or anything permanent. They can't send you shit then.

>watch GW post in /vr/ "Dear GWliekDICKS, patron of this website, this is a cease and desist letter..."

>> No.2102340

>>2102285
It's ridiculous that they are so oversensitive about fanmade stuff, yet they give the license to make commercial products to some really shitty developers

>> No.2102402

>AmazDoom has been overused to hell and back already
>Hatred fucking happens

god dangit

>> No.2102437 [DELETED] 
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2102437

Under what grounds can you even go after people releasing a free addon to a videogame?

Does GW get pissed at artists every time they make a comic?

>>2102402
>Hatred

Like GTA, Manhunt and Doom itself, that game get's free advertising from idiots who want to ban it because feelings. The thread on Doomworld of people complaining about it made my irony meter explode.

>> No.2102445 [DELETED] 

>>2102437
Considering the makers of Hatred are actual neo-nazis the hate (hue) is well warranted.

But stay believing everything you hear on /v/.

>> No.2102451 [DELETED] 

>>2102445
>implying neo-nazis even exist

Not a real thing.

>> No.2102452

>>2102298
>>2102307
>>2102315
Simple, just work on the mod, post updates rarely and on /vr/ only, don't use a tripcode or anything that can be traced back to you(maybe even use a proxy, but that's already being way too paranoid in my opinion), and when you're done, release it.
People will download it, everyone will have it, and then the creators of wh40k can kiss your ass.

>> No.2102457 [DELETED] 

>>2102445
The gameplay also looks unremarkable as fuck. Game literally has nothing going for it outside of edge that looks like it came out of a highschool sophomore's diary.

>> No.2102461 [DELETED] 

>>2102445
>neo-nazis
No, they are just polish nationalists, actually only the CEO is a confirmed one. That has nothing to do with neo nazism.

>> No.2102468 [DELETED] 
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2102468

>>2102445
>nazis! /pol/! propaganda! memes!

Why don't you just hit the report button like you normally do when you meet disagreement?

I'd get gassed by nazis but really, I'd rather have some slavs make an isometric shooter than have the industry ruled over (shitted up) by butthurt by design busy bodies.

>> No.2102480 [DELETED] 
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2102480

>>2102468
>>2102445
I just looked up the "nazi" connection.

>http://en.wikipedia.org/wiki/Hatred_%28video_game%29#Reception

>http://www.polygon.com/2014/10/20/7020277/ceo-behind-hatred-neo-nazi-anti-islamic-responds

It's from a guy at the company giving some anti-islamic group a facebook like...that's it. The company also said they're against "totaltatarian ideologies"

Wow...it's fucking nothing.

That was 30 seconds of google, but we both know instead of realizing an error, you'll just double down.

>> No.2102489

Tried this in a past threat to no avail, so sorry if I'm bugging you guys. Does anyone know the best way to play SW:Dark Forces? The recent trailer has made me want to play star wars games again, and I've been feeling a Doom itch at the same time.

>> No.2102495

>>2102489
Dark Forces? Best bet would likely just to be with the original version using DOSBox.

>> No.2102504 [DELETED] 

>>2102445
>>2102445
DO NOT be one of those faggots, politics has nothing to do with games, especially retro ones. Just walk away.

>half like btw

>> No.2102509

>>2102495
I've heard things about using the XL engine, that's why I thought I'd ask.

>> No.2102520 [DELETED] 

>>2102504
He and one other guy are our resident shitposters.

Basically they comment on contentious issues and then when they hear things they don't like they abuse the report button. Good example somebody mentions Brutal in the blandest way and then they'll start complaining because it's Brutal...then they'll report everybody that doesn't join their lynch mob and you'll see ghost posts everywhere and afterwards they'll talk about how they "just want to play doom, fuck off" like they didn't start shit in the first place.

Just watch, it will happen again here, they can't help themselves.

>> No.2102527 [DELETED] 

>>2102520
>posts inflammatory shit
>wah people are reporting us and mods are deleting posts
>just watch, it will happen again here

you don't say

>> No.2102531 [DELETED] 

>>2102527
So who mentioned the proven bullshit about nazis first, genius?

You post shit, I'll call you out.

>> No.2102546

>>2102509
Ah forgot about that, last I heard it's still in Alpha for Dark Forces so you could give that a try and fallback to the DOS version just in case.

>> No.2102559 [DELETED] 

>>2102531

I don't know and neither do you. We're all anonymous.
For all I know, you posted it just so you could play boogeyman about "ooohhhhh everyone shitposts Brutal Doom!".

>> No.2102561
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2102561

>>2102546
Okay, thanks for the help. hope you enjoy your night and or day.

>> No.2102576

>>2102315
>also recently some guys got a C&D letter from White Wolf for remaking Vtm:B
They should have ignored it. Half that shit is just scare tactics.

>> No.2102581
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2102581

>>2102561

>SEX
>you're in the wrong industry

>> No.2102584

I'm a cheap bastard and I want Photoshop CS for doom modding. what ver. should I download?

>> No.2102589

>>2102109
>prboom+ is vanilla

Not its not. Its a PrBoom fork, and PrBoom was a fork of Boom.

We need to stop using "Vanilla" when talking about traditional doom gameplay, it does nothing but cause confusion when mapping is involved. Vanilla in the doom community strictly refers to the original .exe

Chocolate Doom is allowed to be called Vanilla-esue, because the entire purpose is that its accurate to the original .exe. PrBoom-plus however, is too feature rich in comparison.

>> No.2102591

>>2102584
the newest one...?

>> No.2102607

>>2102584
CS6 works just great for me

>> No.2102703

>>2101810
I'm interested in this as well. I love Doom 64's atmosphere but not many levelsets really capture that style well. Threshold of Pain is one of the few that feels pretty similar.

>> No.2102706

>>2102072
pr+ is demo-compatible with vanilla but does not respect vanilla's renderer limits

i believe it can run chex quest but it requires some extra steps to do so; i believe you need to load fraggle's chex.deh and also pass -exe chex on the pr+ command line

disclaimer: this is all from memory, i have never actually done it.

>> No.2102726

>>2102025
sounds good. what engine/map format ?

>> No.2102806

>>2101895
>no lost souls though, too random

Its because they don't count towards the percentage. Its been like that since 1.666, to accomadate the fact that Pain Elementals can spawn them.

>> No.2102934

>>2102806
Being too random is exactly the reason they change that code

>> No.2102969

Where's the 2014 Cacowards?

>> No.2102979

>>2102969
They still have a week before Doom turns 21.

>> No.2103021

so I have vent shafts in my game, and lost souls get stuck in them, since I cant use them anymore, I have decided to make my own monster in decorate that would be there, idea is to have something like a spider that is a skull on mechanical legs, it moves fast, does fuck all damage, but can fuck player over in groups

now we all know that small fast enemies like this can be really fucking annoying, example of this can be seen in Daikatana, so I intend to limit them to vents and some enclosed spaces where fighting them will not be as annoying as fighting in the open

>> No.2103023

>>2103021
Good.

>> No.2103042

>>2103021
To be fair, Blood also had them.
Though Blood had a steep difficulty curve so there's that.

>> No.2103057

>>2103021
>Spiders
Nope.avi

>> No.2103059

>>2103057
Pussy bitch faggot.

>> No.2103062
File: 35 KB, 640x480, spider.jpg [View same] [iqdb] [saucenao] [google]
2103062

>>2103057
mecha-spider son
gonna start adding details now

>> No.2103072

>>2103062
This looks more like toy spider-tank being ridden by a skull, rather than a mecha-spider.

>> No.2103076

>>2103072
actually I am rebuilding platform and skull right now, model you see was made in few minutes as a starting point, sorta like a sketch.
now I am changing topology on skull, then I will rebuild the platform, and then I will improve legs.
after that animation

>> No.2103093

Fuck speedmaps.

>> No.2103116

>>2102934
Source?

>> No.2103127 [DELETED] 
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2103127

MESQUITE, TX—It was a dark afternoon. Cumulus clouds were directly overhead ready to drench the buildings and citizens of Mesquite.

Minutes before the rain started to pour, John Romero walked up to his
former friend’s house and rang the doorbell. John Carmack opened the
door a few seconds later, and was shocked to see Romero.

"We need to talk," said Romero, holding back a smile. He was really
happy to see his old friend again.

"There’s nothing to talk about," replied Carmack.

"I think there is. Can I please come in?"

Carmack reluctantly let his former friend inside his house. Romero sat
on the loveseat in the living room. Carmack sat in a chair next to him.
"What do you need to say," he asked.

>> No.2103128 [DELETED] 

>>2103127

"I’ve been doing a lot of thinking about my life, and I don’t want to
have any regrets 10 years from now. So as much as it hurts my ego to
say what I’m about to say, deep deep down, I know it is the right
thing to do. So, here goes—I’m sorry."

"What?" Carmack couldn't believe what he was hearing.

"I’m sorry. I’m sorry that I was such a jerk when I worked for id.
I’m sorry that I’ve been worse since I left... the way I’ve let my
feelings about you be known publicly... the way I acted when we didn’t
make Quake an RPG which was the way I wanted to do it."

"Really?" Outside, the rain was starting to sprinkle down.

"My life has been so empty without you. What we shared was so great, so
spectacular, so… special, and I was a fool for leaving it. I was
childish and immature, and I want you to know that I’m truly sorry for
what I did, and I don’t blame you if you never talk to me again."

"John," said Carmack, who stood up and then sat next to Romero on the
couch, "I’m speechless. I’ve felt the same way about us not being
together. Of course I can forgive you." Carmack then put his hand on
the inside of Romero’s hairy thigh, rubbing it up and down. "How I’ve missed you."

"Kiss me," whispered Romero.

Carmack removed Romero’s glasses and threw them to the floor. He
pushed Romero back and climbed on top of him. He could feel Romero’s
hard, throbbing cock poking out of his shorts. Carmack rubbed his hands
through Romero’s full, long mane while Romero slipped his hands into
Carmack’s pants, putting his fingers in Carmack’s butt crack.

"That feels so good," moaned Carmack.

>> No.2103131 [DELETED] 

>>2103128

Eventually Romero’s hands came out of Carmack’s butt crack, and
worked their way to Carmack’s belt. Romero slowly unbuckled Carmack’s
belt, while having Carmack’s tongue in his mouth. He had forgotten
just how sweet Carmack’s tongue tasted. Romero unzipped Carmack’s
pants, revealing Carmack’s stiff railgun. Carmack never wears
underwear.

"Fuck my face with your BFG," begged Romero, who then took Carmack’s
huge pecker into his mouth. Carmack was moaning in ecstasy while Romero
was deep-throating him. Romero rubbed Carmack’s rocket launcher while
gently tugging on his ballsac with his teeth. That always drove Carmack
crazy.

"I MUST HAVE YOU NOW," Carmack screamed.

Carmack stood up and told Romero to bend over. Romero was more than
happy to oblige. Carmack entered Romero’s anus slowly at first, but
once he was in he quickened the pace. Even without lube, Romero’s
hairy hole was so inviting and cozy. They could both hear the loud roar of thunder outside. Neither one cared about what was happening outdoors though.

"Who’s your daddy," Carmack rhetorically asked while smacking
Romero’s bony white ass.

"You are John. You are!"

Romero then reached around Carmack, squezzing his butt cheeks as hard
as he could. There was a bright flash of lightening, so blinding that
it was visible through Carmack’s house, even though only one window
was uncovered.

"I’m going to cum!" Carmack pulled out, shooting his jizz like a
grenade into Romero’s long, stringy hair. He leaned over Romero, and
gave him a kiss on the cheek from behind.

"I guess I could say that you fragged me John," said Romero.

Carmack replied, "I fragged you from behind!"

They held each other for about 20 minutes, and Romero told Carmack that
he had to go. Carmack understood.

>> No.2103132

>Browsing the DSDA
>Look at top 20
>Hell Revealed has the most demos and demo length out of any non-iwad.

>> No.2103134 [DELETED] 
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2103134

>>2103131

"Before I go, I just want to say that I forgot just how beautiful love
and friendship can be," Romero commented. "Maybe we ought to make a
game about loving people sometime, John, instead of killing them."

"Yeah, if we get back together."

"You never know John…you never know."

"Well, thanks for stopping by."

"My plea…I mean, our pleasure." Romero gave John a kiss and made his
way for the door. He walked outside and the sun was out, drying the
damp ground. Romero got in his car, and saw a rainbow over Carmack’s
house.

Today was a very beautiful day.

>> No.2103147 [DELETED] 
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2103147

>>2103127
>>2103128
>>2103131
>>2103134

>> No.2103149
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2103149

>>2103127
>>2103128
>>2103131
>>2103134

>> No.2103204 [DELETED] 
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2103204

>>2103134
http://vocaroo.com/i/s0TtgL8r9AAh

>> No.2103243 [DELETED] 
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2103243

>>2103127
>>2103128
>>2103131
>>2103134
>Carmack didn't even MMMM once

>> No.2103245 [DELETED] 

>>2103243
You're absolutely right, Carmack should have given Romero a hummer!

>> No.2103250

So does anyone out there dedicate themselves to making content for Heretic/Hexen? I always found myself enjoying those ever so slightly more than Doom.

>> No.2103275

Remember that dirty hellknight/imp doom fanfic from a while ago?
is there more of that kind of thing?

>> No.2103283

new to this board, but lifelong doom player. mainly played on the xbox though. can anyone help me get a copy on my pc that i can mod and plays wads with

>> No.2103289

>>2103283
Check out FAQ in OP, nigger. Do two first steps there and basically you're all set.

>> No.2103291

>>2103283
Pirate it like you sailed all the seven seas, seriously, I don't think anyone who actually worked on Doom or Doom 2 will actually get money if you buy it today, they all quit Id, one by one.

Well I guess Tim Willits might still be there, and I think he did some stuff for Doom 2 and Quake, so I guess if you think he should get a fraction of your money, go for it. Not that I have anything against Tim Willits.

>> No.2103293

>>2103291
well i know that the original doom was distributed for free anyway

>> No.2103294

>>2103293
What?

>> No.2103296

>>2103291
he still gets a salary regardless. you're just giving money to zenimax.

>>2103293
>>2103294
the first episode was, the rest you had to pay for

>> No.2103302

>>2103293
No, the first EPISODE of Doom 1 was free, as in, the first 9 levels, it's called Shareware, you get a chunk of the software/game for free, but if you want the full thing you gotta pay up.

You still had to paid for the other episodes.

>>2103296
Well, I suppose.
Who else is still there? Is Donna Jackson or Kevin Cloud still there, or did they move on?

>> No.2103323
File: 195 KB, 640x480, top13.png [View same] [iqdb] [saucenao] [google]
2103323

Why don't more maps use coloured lighting?
Or even fog for that matter.
They look fantastic when used right.

>> No.2103326

>>2103323
I always thought it looked atrocious. That's the main reason I still haven't finished D64.

>> No.2103334

>>2103323
I'd be fine with it if it was used with very faint colors, but it's always very saturated colors, and it just ends up looking weird.

>> No.2103348

>>2103323
>>2103334
yes it pretty much mandates 32bpp

>> No.2103352
File: 142 KB, 1920x1080, bgow7r3.jpg [View same] [iqdb] [saucenao] [google]
2103352

Colored Lighting
http://www.doomworld.com/vb/post/1323748

>> No.2103387

When will ZDaemon die?

>> No.2103390

>>2103387

Probably a decade or two in the future when all interest in Doom has collapsed and there's no need to maintain any source ports.

>> No.2103393

>>2103387
i wouldn't like it to die, i'd like its source.

>> No.2103394

>>2103393
Why?

>> No.2103432

>>2103394
let me turn that round and ask what good would it do if it died? some people obviously still play zdaemon, i can't see why their fun should be taken away from them.

as for going open source, this would likely kick-start zdaemon's development - skulltag as i recall immediately gained half a dozen new developers when it did the same.

>> No.2103468

>>2103250
Is it me, or is Heretic a lot harder than Doom? Maybe it's because I haven't played it nearly as much, but I struggle with anything past Ep1.

>> No.2103490

>>2103468
I mostly find it easier. No hitscanners.

>> No.2103580

>>2103468
Psh, Heretic is easy.
Hexen is annoying but really fun.

>> No.2103620

>>2103468
I strugke with playing Heretic because it has godawful textures. Don't know what's really wrong with them but I think they're repulsive. Pretty irrational, huh?

>> No.2103631

>>2103620
I have the same problem.
I think Heretic is really ugly so I never got into it.
I played through Hexen, which was great looking, but I didn't have fun playing it.

>> No.2103636

>>2103631
>Hexen
>Great looking

You're officially the first person who has ever typed out that sentence.

>> No.2103637

>>2103250
Hordes of Chaos X is a great Heretic wad.

>> No.2103640

>>2103636
Well not FANTASTIC, but it looks good, it's not a mess of graphics and colors, things look like things.

>> No.2103642

>>2103636

Hexen has excellent atmosphere and was always one of my favorites. but even I'll admit that it's pixelated and looks murky.

>> No.2103647

>>2103642
>muh smooth shading and high-res textures
You do know this is /vr/, right? Of course Hexen is pixelated. Name a single FPS from 1995 (or earlier) that looks better than Hexen, Heretic, and Doom.

>> No.2103650

>>2103647
Wolfenstein 3D, Duke Nukem 3D, Blood, Strife and many, MANY more

>> No.2103651

>>2103636
Kinda looks like Doom if it was medieval, don't know how that's ugly.

Not Gothic99 or Crucified Dreams pretty, but it's by no means ugly.

>> No.2103657

Is there any way to beat the first room in Chillax with Doom RPG+RLA+RLM without cheating?

>> No.2103658

>>2103650
>Duke Nukem 3D, Blood, Strife
>before 1995
Nigga, think about what you just said.

>> No.2103659

>>2103647

naturally, it's a product of its time. I just can't see calling it great looking with those limitations.

I think Hexens art direction is just right. I remember seeing a fan project to update it and it looked ridiculous. all that game needs is higher res and more frames for objects.

>> No.2103661

Redneck Rampage, Witchaven and Paintbrawl have really disgusting sprites and textures.

>> No.2103670

>>2103661
Probably because they were pre-rendered absolutely terribly.

And that's not to say pre-rendering can't be good, it can be great, Strife had pre-rendered graphics, Diablo, Starcraft, Baldur's Gate, all had pre-rendered graphics and they looked fantastic.

Witchhaven looked atrocious, like it tried to be photo realistic but completely screwed the pooch. Redneck Rampage was intended to be comedic and stylized, so it can be somewhat excused. Nobody gives a fuck about Paintbrawl so that's that.

>> No.2103672

>>2103658
I don't know why this made me laugh as much as it did.

>> No.2103678
File: 37 KB, 576x432, 1410096702280 - Copy.jpg [View same] [iqdb] [saucenao] [google]
2103678

I'm trying to get into RoTT, but any time I try to use WinRoTT, I always get the borders of the window, as if it is playing in windowed mode, and I can't get rid of it for the life of me. Wat do?

>> No.2103683

>>2103678
Press Alt-Enter?
Use dxwnd?

>> No.2103684

>>2102726
It's the Doom engine in vanilla format. My first two maps were in full vanilla, so I thought I'd round them out with a couple others to get some more experience on architecture/encounters in maps. Next I'll be working with z(Doom in Hexen).

>> No.2103686

>>2103650
>Hexen is pixelated
>Strife isn't

They use the same engine you goob.

Also, Build (Duke3D, Blood, etc.) is 1996 tech.

>> No.2103693

>>2103650
>Wolfenstein 3D looks better than Hexen
As someone who doesn't like Hexen that much, but likes Wolfenstein 3D a lot, I have to tell you, you're wrong.

Duke, Blood, and Strife, all came after 1995, by the way.

>> No.2103698

>>2103620
i sometimes get this "oh no, not cc4-tex again" from modern doom wads. although i think due to overuse rather than uglyness

>> No.2103728

>>2103683
I spammed the hell out of Alt-Enter. No luck. About to check out DXWND.

>> No.2103739

>>2103684
great, i assume you've tested it with an appropriate engine. looking forward to it

>> No.2103754

>>2103323
spoonfeed me

what wad this be

>> No.2103756

What changed to doom's visual design would you make?

Me:
>sharp edged panels for ep1 instead of smooth bevels
>levels be more logical like ep2 instead of ep1 having nukage fucking everywhere
>remove that goddamn seizure inducing red and blue texture in ep3 because what the fuck was that meant to be?
>clear labelling in maps so the player knows where they are and what shit is instead of Sandy's abstractness for earth level

>> No.2103764

>>2103754

Threshold of pain

>finally got the name right

>> No.2103774

>>2103756
>>remove that goddamn seizure inducing red and blue texture in ep3 because what the fuck was that meant to be?
I agree, it contrasted with the flesh, wood, and stone in the levels in a bad way.

>> No.2103775

>>2103756
Nothing, because I think the PS1 port is perfect.

>> No.2103780

>>2103756
How do you dare not like fireblu you bitchnigga? Cunt.

>> No.2103786

>>2103756
>clear labelling in maps so the player knows where they are

Agreed. A lot of levels don't even really match the name; I don't recall seeing an abundance of computers in Central Computing, for example.

>> No.2103789

>>2103756
Turn off that fucking stupid invuln tint.

>> No.2103796

>>2103756
>>2103789
I'm sure no one will agree, but I would remove the red effect when you grab a berserk pack. It makes my eyes hurt.

>> No.2103801

>>2103796
That too nigga.

>> No.2103908

>>2103756
Make city maps that don't suck ass like Doom 2's

>> No.2103910

>>2103756
>clear labelling in maps
>wanting your hand held
Nigger just have Romero-style maps that have distinctive "landmarks" to aid navigation.

>> No.2103964

>>2103764
DL links are broken on the ZDoom forum thead. What do?

>> No.2103979

>>2103964
NVM I just found a working link to the special edition

http://www.mediafire.com/download/ex8fpgt95x1kvxf/scl_tops.zip

>> No.2103981

>>2103964

Sure?

http://forum.zdoom.org/viewtopic.php?f=19&t=45877

>> No.2104003

>>2103756
Probably make the chaingun an assault rifle thingy.
Change the powerup tints, they're ugly.
Make levels, even if still abstract, adhere to their theme more.

And yeah, the FIREBLU texture sucks.

>> No.2104020
File: 57 KB, 513x388, 1b8b3e2175a7bec6600f1cb3d17330e2.png [View same] [iqdb] [saucenao] [google]
2104020

>>2103979
God dammit

>> No.2104065

>>2104020
Update GZDoom, you're a year and a half behind.

>> No.2104080

>>2104065
Did they switch sites or something? because I got the same version on their DL page.

>> No.2104085

>>2104080
Get a beta.

>> No.2104089

>>2104080
IIRC Graf can't edit the main site, so the version there is way outdated. "Stable" versions are posted here: http://forum.drdteam.org/viewforum.php?f=23

Devbuilds, which some mods may require for their bleeding-edge features (and aren't as unstable as you may be led to believe), are posted here: http://devbuilds.drdteam.org/gzdoom/

>> No.2104091
File: 50 KB, 560x443, rifle-grenades.jpg [View same] [iqdb] [saucenao] [google]
2104091

You know what would be kickass for Doom?
Rifle grenades.
Select one from your inventory, slide it over the muzzle of your rifle, and fire it off, detonates on impact.

You wouldn't need to load the rifle with blanks or anything, as modern rifle grenades can be made with bullet-traps, making them safe to discharge with a live round.

You could have a regular fragmentation grenade for splash damage, you could have an incendiary grenade that goes up in a big fireball and leaves a long lasting fire, and there could be a grenade with a shaped charge, with little splash damage but doing a shitton of damage inside it's radius.

>> No.2104120

>>2103132
Compet-N might have been a major factor in that. Especially when the MMs, Requiem, and AV rank fairly highly aswell.

>> No.2104125
File: 67 KB, 627x620, what.jpg [View same] [iqdb] [saucenao] [google]
2104125

>>2104091
>mfw the thumbnail made those look like buttplugs to me

>> No.2104126

>>2103636
No he isn't.

>> No.2104137

>>2103908
I thought Downtown and Industrial Zone were actually pretty fun, myself.

>> No.2104169

>>2104091
>Rifle

Er.
Pistol grenades?
Also,
>not just using it as a melee weapon

>> No.2104225
File: 93 KB, 650x339, 1411628618610.jpg [View same] [iqdb] [saucenao] [google]
2104225

>>2104169
>implying you couldn't add a rifle
We're already talking Decorate here anyway.
You could base a rifle on a graphic from the Alpha or Beta.

Also, a melee function could be implemented relatively easily anyway, like pistol whipping, or banging someone/something in the face with the butt of your rifle. There's also bayonets.

>> No.2104234
File: 213 KB, 625x834, darkness.jpg [View same] [iqdb] [saucenao] [google]
2104234

>>2104125
They are if you want.

>> No.2104235

>>2104225
>>2104091
This is sounding a lot like something that would jive well with space pirate.

Please don't tell Marty though, waiting until January 2016 is already too long.

>> No.2104270

>>2104235
>January 2016

Anon I think that's being a bit unreasonable, spreading false release dates like that. As I've already posted in a past thread, Space Pirate is slated to be updated in January 2015 for sure. Work on it has been going great, and the update is well underway. There's no way it's will be delayed so you will definitely see it no later than May 2015. There's been a lot done to the mod, and it's really a fully complete Doom experience now. In addition to a new character and new weapons (including the impressive curve beam I'm sure you've all seen), there's also a full suite of monsters. I'm really, really excited about this forthcoming update and I can't wait until you all get to see it July 2015.

>> No.2104305

Has anyone ever tried bunny hopping irl? I can sorta do it but my shins keep getting sore every time I do it (ergo I'm currently in the market for some shoes that can improve my landing, prolly something with shock absorbers).

>> No.2104342

>>2099718
>start map
>press fire
>cyberdemon/spidermastermind loudly awakes

Why do mappers do this? Whatever happened to having an element of surprise?

>> No.2104369

>>2104342

Only unexperienced mappers do that shit. The worse of it is having to cope with a fucking cyber making noise with his stomps aaaall over the map.

I'm looking at you, Nova The Birth

>> No.2104391

>>2104369
>Only inexperienced mappers do that shit.

I've experienced it in stuff like Alien Vendetta, Speed of Doom, though.

>> No.2104468

>>2104342
>Fire once
>GRRROUUUGHH x 100
Alt F4

>> No.2104596

>>2104342
an unfortunate consequence of boss sounds being hard-coded as level-wide.

the easiest and most general way to make an off-map teleporter requires the monsters in it to be awake. there are other options, but they are situational, or require source port features that are prone to breakage.

>> No.2104642

http://www.doomworld.com/vb/post/1326083
cacoward nomination tallies

>> No.2104652

>>2104596
I just don't like it when its at the very beginning of a map after first shot, and they don't end up having any use until much later. All it does it make me go "oh, theres are bosses in this level, hmm" instead of going "oh fuck" when its time for them to appear.

It is not required to have off-map monster rooms wake up until its getting close to when they're intended to spawn. Which is why it bothers me that mappers just make them wake up from the start.

Only time I'm forgiving of this is if its a Sunder or Post-Mortem style map, where Bosses are practically a given, anyhow.

>> No.2104664

>>2104642
>PSX Doom TC has 14 votes

Pretty sure that came before 2014.

>> No.2104673

>>2104652
it's advisable to ensure all teleporting monsters are awake from the start, otherwise the possibility of exploits remains, by remaining quiet at certain points. i consider the ability to bypass an entire large battle more of a design error than an errant boss roar, although this is subjective, of course.

>>2104664
yes, the post points this out, did you notice "old?" in the notes column?

>> No.2104680

>>2104673
>otherwise the possibility of exploits remains, by remaining quiet at certain points

This is easily fixed by using a required shootable switch, or commander keen when the time comes.

Another way of waking up the monsters is have them able to see you from a wall through a required path.

>> No.2104683

>>2104673
>yes, the post points this out, did you notice "old?" in the notes column?

I noticed that, yes. But its still silly that 14 people nominated an old wad.

>> No.2104706

>>2104683
Has it been updated recently?

>> No.2104710

>>2104683
i think there's a certain amont of "me too"ism that goes on there. one person plays a wad, likes it, nominates it, others read the post, it triggers their memory, they "me too" the nomination

>> No.2104714

>>2101956
>>2101959
>>2101963
wat wad

>> No.2104727

/doom/ needs to make its /doom/'s recommended wads/mods because not every good wad gets a cacoward and not every cacoward wad is good.

>> No.2104735

>>2104680
I thought the way to do it was to have the two sectors made into one, and then have one sector outside the map, yet by being a same part of the inside sector it'd let the enemy activate. Having that tiny pipe-line hole looks weird and let's lots of annoying enemy noise into the sector.

>>2104652
It's like this guy said, it'd be better to have off-map monster rooms awaken during later, small sectioned, rooms. That way the monster can activate, and teleport, all within a quick amount of time. Also, I don't know about you guys, but I like to progressively block sound at certain areas because, in my head, sounds shouldn't be able to travel all the way across a huge base like the noise was made next door.

>> No.2104737

>>2104680
Another fix is going boom format, and have conveyor belts. Makes "waking" them up to spawn no longer a requirement.

>> No.2104738
File: 8 KB, 80x116, who will take home the golden boner.png [View same] [iqdb] [saucenao] [google]
2104738

>>2104727

we still need to look into hosting the skellies

>> No.2104742

>>2104735
I'm more talking about boss monsters. And you can have that hole covered by a texture on one side. But i agree, its not the best solution

>> No.2104752

>>2104737
i have to recommend against using boom conveyor teleporters. they are extremely fragile and prone to breakage. you must know exactly what you're doing, all the things that can go wrong, and how to work around them and build the correct fail-safes.

>> No.2104760

>>2104752
Whats an example of them breaking? I'm a bit confused, cause i've seen them used perfectly fine in a number of projects

>> No.2104805

Could someone recommend me a good WAD for MSX and another for HD?

>> No.2104806

>>2104805
Eviltech
Eviltech

>> No.2104808

>>2104805
Scythe

>> No.2104810

>>2104806
>>2104808
Thank you.

>> No.2104826

>>2104806
Eviltech is weird

First 11 levels look very 90's, and even go as far as having only D1 enemies.

Then when you get to the middle maps, its a very jarring change of quality and size.

>> No.2104839
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google]
2104839

>>2104727
>/doom/ needs to make its /doom/'s recommended wads/mods

>> No.2104841

>>2104839
Too bad that image has questionable choices on it, like Doom 2 Reloaded

>> No.2104842

>>2104841

Doom 2 Reloaded is great and I will fight anyone that says otherwise.

>> No.2104843

>>2104839
/doom/ STILL needs to make its /doom/'s recommended wads/mods because everything in that picture was already done to death then again.

>> No.2104846

>>2104843
>because everything in that picture was already done to death then again.
as opposed to what
mods that nobody knows about?

>> No.2104848

>>2104826
>I started this megawad in 2002! then I abandonned the project and reassumed it in 2011. back in 2002 I made the following maps: 01-11, 21, 23, 26, 70% 0f 24 and the drawing for 25. at that time my computer sucked and I used doome42 for editing, doomed42 is by far the crappiest doom editor ever, it's buggy as hell and too way primitive. it seems that my maps 24 and 25 could'nt be built with it because of its limitations, they crashed every time so I left the project due to dissapointment.

Also I guessed that Scythe was for HD, horrible mistake.

>> No.2104851

>>2104842
>Doom 2 Reloaded is great

No, its not. Its average at best.

>> No.2104852

>>2104851

Fight me IRL 1v1.

>> No.2104856

>>2104848
Even with the time difference between maps, the first 11 maps and middle maps offer a very different style of gameplay.

>> No.2104867

>>2104852
That would be 2v1, m8
Doom 2 Reloaded is meh.

>> No.2104868

Could someone clear up two questions I have about HD?
First, what is the point of used 7.76mm rounds? I can pick them up for some reason.
Secondly, what are those little green flashes or light that appear around me sometimes?

There's several little features the readme doesn't explain properly and I had to scour that thread for most.

>> No.2104874

>>2104868
>First, what is the point of used 7.76mm rounds? I can pick them up for some reason.
You can combine them with spare 4.26 ammo to make new Liberator mags.
>Secondly, what are those little green flashes or light that appear around me sometimes?
They're vileshards, they fly around and resurrect corpses, provided the monster is weak enough. Stronger monsters require multiple shards to be resurrected. I think they also have a chance of spawning a turrette, a little floating thing that spits fireballs at you and is generally a pain in the ass.

>> No.2104883

>>2104874
Thanks, I occasionally found monsters resurrecting without a tiny imp anywhere near and had no idea why.
Found out about turrettes the hard way in doom2.wad. I thought I was looking at an invisibilty power-up instead it started moving and nearly fried me. Looks like it randomly spawns out of enercy cells, too.

>> No.2104885

>>2104867
2vs2
not my fave mod but as far as the countless "let's remake doom 2!!!!!!" wads it's one of the gooder ones

this is also a good demonstration of why we shouldn't have a "/doom/ recommends" thing
none of us can agree on anything

>> No.2104886

>>2104883
>>2104874
Also, looking at a single old post, the combination for 7.76mm mags happens automatically between levels, right? I'm guessing it consumes 4.26mm rounds? The post I read said that 'the game assumes that you pick up spare ammo to cannibalize along the way'.

>> No.2104889

>>2104886
Yes, but it can also be done while playing if you have sufficient brass and loose 4.26mm rounds by simply holding the Liberator and waiting.

>> No.2104891

>>2104885
It doesnt even succeed at being a "remake", though.

Too many maps are too different to doom 2.

>> No.2104898

>>2104885
I prefer D2TWID.

Though, D2 Reloaded is still better than D2INO.

>> No.2104901

LOL https://www.youtube.com/watch?v=TSdm_6EKzow&feature=player_embedded

>> No.2104904

>>2104760
the trap is triggered. the monsters are carried over the teleport line by the conveyor. the destination point is occupied so the teleports fail. nothing unusual here. but in a traditional teleporter, the monsters are awake and will wander around. eventually they will walk over the teleporter line again. you can design the shape of the teleporter sector to maximise the frequency of retries.

what of conveyor teleporters? since the monsters are not awake, they just all get stuck at the end of the conveyor. if enough queue up they will block the teleporter line completely.

so you start trying to add failsafes. you put in a second teleporter to move the monsters back to the start of the conveyor. but then these can block each other teleporting just as well, leading to more stuck monsters, unless the conveyor is fast enough to get them out the way in time.

but if the conveyor tries to move the monsters too fast, the faster they're moving the more likely it is that they will skip the teleporter lines anyway (cf. linedef skipping speedrunning tricks. there is a theory that angled lines are harder to skip, but i've not seen proof of it.)

the only fully safe solution is to build one teleporter apparatus and destination point per monster teleported, which is a lot of tedious work, building sectors, setting actions, assigning and checking tags, and so on.

but wait. even if you figure all this out, then you want to try to teleport a floating monster. at that point, you find that they aren't affected by conveyors unless they are also under water. so you start having to make your entire teleporter apparatus the lower part of a boom deep water sector as well!

you have to do all this for every monster you want to teleport, remembering all these fiddly things that can go wrong. it's technical knowledge, effort, and attention to detail that is beyond most mappers. it's easier to just say "don't use boom conveyor teleporters, they're too fragile and prone to breakage."

>> No.2104906

>>2104901

Those voiceclips will never not be funny

>> No.2104917

>>2104904
If its too tedious for a whole group, then just do it for the loud bosses, and use the normal method for non-loud enemies.

>> No.2104947

>>2104901
I always loved that little cutscene at the end of episode one.

>> No.2105004

>>2099718
>wad is advertised as a mapset/megawad
>only new GFX are textures, and possibly statusbar
>still insists on having annoying custom sounds

I literally just made a wad thats all the default sounds, so I didn't have to deal with this shit anymore.

>> No.2105006

>>2105004
Did not mean to quote OP

>> No.2105010
File: 44 KB, 451x392, LAUGHINGCRYINGFACE.jpg [View same] [iqdb] [saucenao] [google]
2105010

>>2100024
11/10
Good job john.

>> No.2105035
File: 275 KB, 640x480, Image1.png [View same] [iqdb] [saucenao] [google]
2105035

Currently working on a RTCW/Wolf3D "kit" for Gzdoom modders (textures/enemies/weapons/etc) to make Wolfenstein style maps... anyone interested?

>> No.2105037

First week of HD, I'm loving it.
Mostly because despite all the 'realistic' mechanics, the dev made sure to add plenty of fun stuff like derpbots and the particle beam gun.

>> No.2105073

>there is a thin chance Terminus takes TWO cacowards this year

>Donutsteele as gameplay mod award
>Push as multiplayer award (if it ever gets mentioned more than once and gathers enough attention)

This place would explode if it happens.
But here's a thing...

Both mods come from a guy that posts in 4chan
GMOTA comes from a 4chan guy

...Do you think they will open two slots for gameplay mod?

>> No.2105075

>>2105073

and with 'explode' I meant to say it in a good way, as in cheers and all that. sage for doublepost.

>> No.2105138 [DELETED] 

>>2105073
why do 4channers always try to attribute awards and shit to themselves

>> No.2105139

>>2099828
That's the first time I've heard DOOM's instrument set used to make such upbeat music. I feel enlightened, but fuck my eyes.

>> No.2105228

>>2100054
What mod is this? I want it so badly.

>> No.2105229

>>2105228
Reelism

>> No.2105230

>>2105229
Thank you kind anon

>> No.2105247

>>2104714
demonsteele
http://forum.zdoom.org/viewtopic.php?f=19&t=46787

>>2105073
imo the biggest competition for gameplay mod this year is smooth doom
but that doesn't even modify gameplay

>> No.2105264

of the gameplay mods nominated there are a disproportionate amount of vr-originating ones

>> No.2105280

>>2105264
it could be just visibility, the /vr/ mods all seem to have cross-posted their promotion threads on doomworld. there's plenty of stuff like doomrla, hideous destructor and so on that i wouldn't even have heard of if i only read doomworld

>> No.2105283

>>2105280
Hideous Destructor dates back to 2007 at the least, so I don't think it can really be eligible for a Cacoward anyway.

>> No.2105297

>>2105247
>but that doesn't even modify gameplay

Yeah, but Doomworld hates gameplay mods so that doesn't really matter.
Mark my words, Smooth Doom will get best gameplay.

>> No.2105310

>>2105247
>>2104714

As has already been said, I'm playing with demonsteele. The mapset is Speed of Doom.

>> No.2105394

>kill tough enemy in HR
>it releases a green thingie that clips around the map aimlessly until it randomly resurrects enemies I killed, sometimes almost instantly after the death of said enemy
maybe i should give up

>> No.2105426

>>2105394

Welcome to Hideous Destructor.
I hope you prepared your anus.

>> No.2105429

>>2103756
I would
>make Baron of Hell's horns longer
>add more detail to the skybrush
also non-related:
>I would carry Doom2's SSG to a much later level, that thing ruins the single player experience.

>> No.2105441

>>2105429
>>I would carry Doom2's SSG to a much later level, that thing ruins the single player experience.
FUCKING THIS

>> No.2105445

>>2105441
IT'S A FUCKING LATE GAME WEAPON

>> No.2105449

>>2105445
WHOEVER DECIDED TO PUT IT INTO MAP02 COMMITED AN ATROCITY

>> No.2105451

>>2105445
its in MAP02
in optional room
near entrance

>> No.2105456

>>2105449

>AN ATROCITY

I wouldn't go that far.

>> No.2105457

>>2105451
What I meant it should have been a late game weapon.

>> No.2105459

>>2105456
WORSE THAN HITLER

>> No.2105469

well if the game ever took weapons away from you it wouldn't be so much of an issue

>> No.2105532

>>2105469
I always thought that was a cheap way of making the game more difficult in Doom 1, though.
>Oh you got all weapons and you're good at the game? Fuck you, now you don't have shit in this episode.

>> No.2105546

>>2105532
yes just to be clear i think my post would have been a terrible idea but it would avert the complaints seen above us.

i'm interested to hear: how late-game a weapon should the ssg have been, and what should you have instead of it to fight doom2's new tougher monster set? since if all you had was the shotgun / chaingun i imagine you would be complaining about doom2 introducing so many bullet sponges before you get a "late-game" weapon that can deal with them...

>> No.2105565

honk

>> No.2105572
File: 433 KB, 1024x1200, 1416747815070.jpg [View same] [iqdb] [saucenao] [google]
2105572

>>2105565
>have multiple tabs open
>everything becomes honk

>> No.2105592

>>2105264
>>2105073
Here are all the ones with 4chan ties:

32in24-13: A Thanksgiving without Burgers 2 Multiplayer
The Space Pirate 2 Gameplay mod
Metroid Deadnought 2 Gameplay mod
GMOTA 3 Gameplay mod
Demonicron 1 Gameplay mod
DemonSteele 7 Gameplay mod
ARCHIE 2 Mockaward
Push 1 Multiplayer
Fractal Doom 1

>> No.2105596

>>2104885
>>2104852
>>2104842
It's not bad, in my opinion, but it's not very fantastic either.
It's average, boilerplate, run of the mill, 5 out of 10, nothing's really bad, but nothings really great either, it's just ok.

>> No.2105598

>>2105592
Isn't Demonicron just a resprite/recolor thing?

>> No.2105601

>>2099718
OH I KNOW THIS HONK THEME?

Anyone remember that one mod with like unlimited ammo, like it helix lab or soemthing.

Had large amount of monsters, cyber demon was common, and levels and music were nice

>> No.2105606

>>2105598
It does other stuff too.

>> No.2105608

>>2105601
>OH I KNOW THIS HONK THEME?

i don't know, i'm not you.

>>2105598
>>2105606

if i recall correctly, the zdoom ver. literally turns half the monsters in -fast, but the main focus is the sprites thing

>> No.2105614

>>2105601
found it...but its wront theme.

https://www.youtube.com/watch?v=ILw2mJo5K2A

reminded me of this....is this gundam? It was a fun map.

>> No.2105629 [DELETED] 

which demon wud u fuck???

>> No.2105631

>>2105606
>>2105608
I remember now it turning the spectres into little cute sanic demons.

>> No.2105635
File: 513 KB, 1920x1080, pGRzUr6.jpg [View same] [iqdb] [saucenao] [google]
2105635

Hey Terminus, if you're around

Any chance we can get some Shadow Warrior style fortune cookies?

>> No.2105645

>>2105073
>>2105592
I just realized Ultimate Doom 64 wasn't included on Linguica's list, but that's probably because despite being nominated twice it hasn't materialized yet.

>> No.2105647
File: 29 KB, 225x220, jesuscristhowagitating.png [View same] [iqdb] [saucenao] [google]
2105647

Not a single Quake 2 TC balance the damage, because it makes it harder and so more challenging gameplay guys!
Meanwhile

>Running out of ammo because it takes at least 3 shells for imp
>Combat that should be fast paced take an eternity
>because no ammo have to rely more on starter pistol that is even worse than doom

fucking hell

>> No.2105649

>>2105592
You forgetted Doom Kart

>> No.2105650

>>2105635

That was suggested to me just yesterday, actually.
I've been wondering what to do with the Skulltag runes and what to replace them with, and Shadow Warrior fortune cookies would be perfect.

The only question is getting a sizable amount of randomized lines for it, but that's nothing a few nights of brainstorming and/or 4chan digging won't solve.

>> No.2105651

>>2105649
That's not on linguica's list though.

>> No.2105652

>>2105035
Looks like it could be cool.

>> No.2105653

>>2105647
Both Quake enemies are bullet sponges.

>> No.2105656

>Eviltech map12 on HD
Okay this is no longer fun.

>> No.2105659

>>2105653
yeah but you hardly face a lot of them at the same time

>> No.2105668

>>2105659
Yeah but it still boring. Not to mention the guns feel like crap.

>> No.2105738

>>2105656
Yeah, pretty much. Just go for something like DTWID, D2INO or other sort of iwad-balanced mapset.

>> No.2105740

>>2105653
Quake 1 enemies are barely spongey at all. They just feel spongey because the double barrel isn't nearly as a powerful as Doom's, and some enemies have resistence to explosives. Nail Guns can kill a shambler pretty quickly, for example.

>> No.2105746

>>2105738
D2INO is not what I'd call "iwad balanced". It has its moments, but a lot of maps feel nothing like the iwads.

>> No.2105749

>>2105740
Doom shotguns are more powerful yeah. Still the game feels so sluggish to me. A shotgun blast kills a group of zombieman in Doom, while the same thing just half damages a grunt. Kind of the same with chaingun/nailgun.
They balanced this by making the guns shoot faster but all they did was making them feel like peashooters to me.

>> No.2105753

Are there wads with very good unique boos fights?
Or even pretty/fun icon of sin arenas?

>> No.2105759

>>2105749
>Kind of the same with chaingun/nailgun.

What? The nailguns feels more powerful to me.

>> No.2105760

>>2103756
Actually make Doom 2's starbase levels look like starbases. I seriously didn't know I was meant to be on a starbase at the start of Doom 2 until I was told via text that I'd just left one. We know from Episode 2 that Sandy can make starbases that look like starbases, so why didn't he? Did he just become so obsessed with brown that it had to be everywhere? And, for that matter, make hell levels look like fucking hell levels in Doom 2 as well. Nothing in late-game Doom 2 looks like hell except The Spirit World.

>> No.2105772

>>2105753
They're not really unique, but Doom the Way iD Did has a Cyberdemon fight that makes it harder to circlestrafe him and a Spider Mastermind fight that doesn't let you run right into her face and BFG her, so if you want to play them without cheese, it's worth a shot. Also the prelude to fighting the Cyberdemon is great.

It also makes the Bruiser Bros fight a Bruiser Trio fight with an atmospheric setup, but that's less new.

>> No.2105780

>>2105760
>We know from Episode 2 that Sandy can make starbases that look like starbases, so why didn't he?
That was Tom Hall, Sandy just added in monsters.

>> No.2105829

>>2105738
>D2INO
I'd like to see someone complete that maze at the end of Map06.

>> No.2105835

>>2105780
Yeah, you're right. The maps that were Sandy only are the brownest and least-starbase looking ones in Episode 2.

>> No.2105852

>>2100419
Sounds elitist to me. I still enjoy them.

>> No.2105873

>>2105650
take it straight from D4

http://www.trueachievements.com/a190399/crunchy-fortunes-achievement.htm

>> No.2105895

>>2105780
>Sandy just added in monsters.

He often changed the textures aswell. And I think in the case of E2M7, actually redesigned a few areas.

>> No.2105986

>>2105873

Actually I just ended up brainstorming with a friend and got like over fifty in a few hours.

http://pastebin.com/qE11AY29

Gonna see if I can make it to a hundred without relying on ten-year-old memes.
This is surprisingly fun.

>> No.2105998

https://twitter.com/NightDiveStudio/status/540671183952154624

Strife is officially confirmed as alive.

>> No.2106006

>>2105998
>https://twitter.com/NightDiveStudio/status/540671183952154624
FINALLY SOME GOOD NEWS TODAY!

>> No.2106015
File: 104 KB, 1256x1075, I+dunno+what+you+re+talking+about+bro+_a9dc782d5a7e579a6e264df93d014d3b.png [View same] [iqdb] [saucenao] [google]
2106015

>>2099718
Newfag here. I've never played doom before. I played a few games in dos before (xcom, ultima, quake, etc.) but I have never been encouraged to play doom. Is this dated ?, Still continues to feel well?

>> No.2106038
File: 408 KB, 908x630, Cyberdemon, the hedgehog.png [View same] [iqdb] [saucenao] [google]
2106038

Why is /g/.wad so lame? I downloaded it a while ago and though it has some cool custom textures, it is mostly words words words featuring the creator bitching about how his friend uses a version of Linux that he doesn't like. I enjoyed /tg/.wad, and I loved /pol/.wad, but /g/.wad just doesn't live up.

>> No.2106039

>>2105746
This. D2INO was not attempting to be a doom 2 remake or anything. The concept was to make a new map based solely on the name of the corresponding map.

>> No.2106050

>>2106015
Very solid, and mods have been able to do everything imaginable and more. Try playing through the base game first with Chocolate doom, then grab some of the recommended wads and GZDoom from the pasta.

>> No.2106051

>>2105998
Holy shit WHAT
>>2106015
It's awesome, and there are mods that make it prettier and functionally the same if that's your thing.
You don't even need DOS btw.

>> No.2106052

>>2106015
Vanilla Doom will probably feel dated as fuck to you but any good sourceport will solve that problem. I recommend GZDoom for singleplayer and mods, Zandronum for multiplayer if you're into that.

>> No.2106092

>>2106015
Play Doom with PrBoom+ or GZDoom

>> No.2106125

>>2106015
Honestly, the core gameplay is pretty gosh darn solid, the balance and feel is top notch, I think that's the reason it's still pretty popular today, it's plain fun, even if you're playing the butchered GBA ports.

Now, as for dated, it has one certain quirk that dates it in particular, and that's aiming.

Basically, there's no crosshair or on screen target, your gun is centered, and there's kind of an auto-aim thing going, because you can't look up or down (mouse-look only allows horizontal turning), where the game sort of aims your shot the direction of the monster closest to the center of the screen, this is to help you shoot monsters that are above or below you (within your field of view).
Say there's a monster up on a ledge, you see him mulling about up there, if you center your gun at him and shoot, the game will place that shot up at (or as close as possible) him.

Now, this can certainly get used to (though if anything, this feels more natural with a gamepad than with a keyboard), but it's very understandable if you are put off by this, I recommend you give Vanilla/Chocolate/Boom a try, but if you can't get past the aiming, there are sourceports that add proper free-look, and the option to turn off auto-aim, as well as using a crosshair.

Personally, I use GZDoom, and play with freelook, auto-aim off, and with a small red dot as my crosshair, because later FPS games spoiled me on that point. I'm still good with regular controls, but I just feel so much more freedom this way, it just feel natural to place my own shots by my own.

>> No.2106132

>>2106125
>balance
SSG
>feel
Chaingun, Pistol

>> No.2106140

>>2106132
I remember a while ago, someone said they couldn't play doom because it didnt have the SSG.

I honestly don't understand that. Most doom 1 enemies are weak. Caco's and Barons are the only sponges, and even then, Caco'd can get killed by two SSG shots anyhow. SSG would only make Doom 1 too easy

Doom 2 added it because most of the new monsters were tougher than Cacodemons, alongside making mobs are lot larger.

>> No.2106153

>>2106140
My only problem with the SG is the sound.

Ever since I heard the explosion sound in it I can't listen to it no more.

I switched it to the PSX sound.

>> No.2106156

>>2106153
I'm alright with it.

My problem comes from the fact that it doesn't fire instantly.

>> No.2106163
File: 147 KB, 1366x768, psxskies.png [View same] [iqdb] [saucenao] [google]
2106163

>>2106132
Chaingun sounds good with PSX sounds.

Hell, everything sounds good with PSX sounds. Shame they feel so out of place with Hideous Destructor, or I'd always autoload them.

>> No.2106169

>>2106132
>>2106140
Speaking of SSG, I dislike how early you can find it in Doom 2. Map02 has it in a non-secret hard to miss sidepath. And then Map05 has it right in front of you on UV. It's particularly ridiculous because these levels are a walk in the park with it. They should of made it secret-only in the first 5-6 maps.

In doom 1, The Rocket Launcher appears only in secrets until E1M7 (E1M9 has it in a non-secret sidepath, but thats a secret level anyhow). in E2, Plasma Rifle is secret only until E2M5.

>> No.2106175

>>2105998
>brings games back from the dead
what does this mean for strife
is it just going to be a dosbox package on gog or some shit

>> No.2106176

>>2106163
Eh. The reverb makes some guns sound like shit and others fine, and if you remove it you get the same situation, reversed.

>> No.2106296

>>2100019
Doom mapping is way more practical than Quake mapping, I doubt that it will turn out as well as the Doom projects have

>> No.2106306

this is pissing me off too much. I downloaded Hdoom and am running it, but i dont know what the fucking controls are. The buttons to make the sex scenes work are not mapped in the menus. Can anyone help?

>> No.2106314 [DELETED] 
File: 56 KB, 339x298, 1417495662815.png [View same] [iqdb] [saucenao] [google]
2106314

>>2105649
Do it Donald

>> No.2106408

>>2106306

Hit F1.
Bind Use.

>> No.2106421

>>2102000
fucking pain elementals with their endlessly spawning skulls FUCK THEM FUCK

>> No.2106435

>>2106175
i bet it means some cunt has taken chocolate hexen and is going to sell it

>> No.2106439

>>2106435
>hexen
lol i'm an idiot

>> No.2106448

Just gave hell 2 pay a try today. Level design fits in the mid-high tier of 90's standards, so thats pretty aight. Music is pretty good, too.

Too bad the custom sprites and sounds are awful. I made an alternate version without those, and its much better that way, IMO.

>> No.2106521
File: 79 KB, 600x400, My Wad Backlog.jpg [View same] [iqdb] [saucenao] [google]
2106521

>> No.2106558
File: 400 KB, 488x519, HERE WE GO.gif [View same] [iqdb] [saucenao] [google]
2106558

https://twitter.com/NASA/status/539814651404754944

Are you ready?

>> No.2106581

>>2106448
Heh, I remember hell 2 pay. The custom sprites were pretty janky, I agree.

>> No.2106623
File: 144 KB, 640x480, 1417770867.png [View same] [iqdb] [saucenao] [google]
2106623

>> No.2106628

>>2106623
(source: nordhell map03)

>> No.2106694

>>2106521
ikr. Theres just too many.

>> No.2106705
File: 31 KB, 400x300, I seriously hope you knaves don't do this.jpg [View same] [iqdb] [saucenao] [google]
2106705

Are we back yet? If so, I updated GMOTA

http://forum.zdoom.org/viewtopic.php?f=19&t=45115

>> No.2106758

Is there a map pack made specifically for HD? The farthest I can make it in vanilla is Map07.

>> No.2106789
File: 157 KB, 683x528, 7e725bb31203a71bd7b435cd31d735a693e92704.png [View same] [iqdb] [saucenao] [google]
2106789

>>2106628
...There's more than one level?

YOU MEAN TO TELL ME I'VE BEEN PLAYING THE SHIT VERSION FOR THREE YEARS NOW?

>> No.2106847

>>2106558
Is NASA the UAC?

>> No.2106853
File: 119 KB, 1024x768, anger.jpg [View same] [iqdb] [saucenao] [google]
2106853

>mfw gzdoom eats 100% of processor power when minimized

>> No.2106874

>>2106847

some Doom fan theories agree on the subject of UAC overpowering NASA and other scientific entities around the world

but in reality, who knows?

>> No.2106947
File: 77 KB, 440x330, ALIENSTC.jpg [View same] [iqdb] [saucenao] [google]
2106947

HALP

How do I get Aliens TC to run on ZDoom? So far I got sounds and levels working, but enemies are only half-right, and weapons and music are still from Doom2. I tried the Doom1 version, I got enemies, music and sound working, but the levels are from Doom1.

>> No.2106959

Is Mayan Mishap any good?

>> No.2106969

>>2106521
I know how you feel.
I have tons of megawads, start a lot of them, then drop them.
>>2106705
Hey, neat.
>>2106558
Shit son.

>> No.2106981

>>2106705
Living armor and chaos revenant look awesome, but magebane a shit. Attack animation is awful, mana drain is meaningless unless you're surrounded... At least give him a faster movement speed if you dont want cloaking.
Revenants need immunity to their own boners too, mobs infight way too easily.

Sword throw is devastating, but doesnt feel nearly as good as the two older throws, specially in larger battles. It pretty much ignores the intended target and flies wherever the fuck it wants.
Cyberdemon in one side, huge army at the other, Blaz in the middle. I aim at the cybie and fire with nothing else in my line of sight = the sword instantly flies backwards, kills almost everything and disappears without touching the cyberdemon. It would be fine if the animation was similar to shining knight, with Blaz instead imbuing the sword with life or something, but not as a throw.
Speaking of cyberdemons and brainless devastation, one throw is enough to kill a lone cybie. One throw is enough to kill up to two masterminds. Quite frankly I have no idea why you even bothered to nerf the rocket-lance if you were adding something even better that could be paired with the shield. Was this update supposed to include the ripper immunity you mentioned earlier?

Almost all of the small quality of life changes are great. Gauntlet pellets always bursting upwards on impact looks weird to me though.

Overall I say its a pretty meh update. I give it a 9/10.

>> No.2106985

>>2106789
eternal uploaded the 3-map version under the same filename and the frontend never updated to match the new text file http://www.doomworld.com/idgames/?id=15175

[ or are you playing the gzdoom version? http://www.doomworld.com/idgames/?id=15167 ]

>> No.2107019

>>2106959

If there's any indication to go by judging the past threads, I would say that yes.

>> No.2107096

>>2106985
GZDoom. Welp, might as well play it now, especially since Payday 2 fucked up.

>> No.2107124

>>2107096
map3 is nasty. it's not quite slaughtermap territory, but a bit above plutonia.

>> No.2107131

NEW THREAD

>>2107128
>>2107128
>>2107128

>> No.2107141

>>2107124
actually a lot above plutonia, it has scythe2 ultrasonic plasma marines

>> No.2107178

>>2102018
Tons of wads do that.
I know Scythe and Epic do it.

>> No.2107246
File: 19 KB, 436x333, 568045404.jpg [View same] [iqdb] [saucenao] [google]
2107246

>>2102068

>> No.2107386

>>2105998
S-STRIFE?
W-what are they g-gonna do with Strife?

I'm excited! So excited!

>> No.2107627

>>2106981

I think I'll make them move faster and give them a draining knife throw. Can't help the attack animation though. Sorry.

I'll look into tweaking the sword throw one more time. But cool visual effects don't come essay for me, but I might remove the ripper effect and just have the sword flip out and pinball on monsters

And no, no ripper immune enemies yet. I'll be working on that in the future

>> No.2107732

thread is ded

doom is ded

>> No.2108725

>>2107732
>i'm a blind dumbass and haven't gone to the new thread