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/vr/ - Retro Games


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2184856 No.2184856 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2175506
(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
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
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2184858

===NEWS===

[01-17] New Push release v0.6b. Banners for everybody. http://forum.zdoom.org/viewtopic.php?f=19&t=47076

[01-17] Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures: http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

[01-17] Crumpets, 6 maps by Ribbiks: http://www.doomworld.com/vb/wads-mods/69135-crumpets-wad-6-maps/

[01-17] /newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

[12-27] Refrigerator Magnets: http://www.doomworld.com/vb/post/1332124

[12-26] In acknowledgement of its increasingly inaccurate date-based title, Slaughterfest 2013 has officially renamed to Slaughterfest 3. It seems to be a slow news week, or I am not looking hard enough.

[12-26] The /newstuff Chronicles #470: http://www.doomworld.com/php/topstory.php?id=4300

[12-24] Accessories to Murder "bleeding edge" version moves to Github, has dual wielding for pistols, new RL sprite and some new monster behavior: http://forum.zdoom.org/viewtopic.php?t=36877

[12-22] Strife VE 1.2 update: http://steamcommunity.com/games/317040/announcements/detail/215376355260428922

[12-22] New HDoom features http://hdoomguy.tumblr.com/post/105844089822 http://zombie-nsfw.tumblr.com/post/105843041741

[12-21] 32in24-14 single player: http://www.doomworld.com/vb/post/1330738

[12-18] Threshold of Pain II Act 2: http://www.doomworld.com/vb/post/1067497

[12-17] Doom Forever update: http://www.doomworld.com/vb/post/1329812

[12-16] Some modern gaming news site mentions the Cacowards: http://www.rockpapershotgun.com/2014/12/16/cacowards-2014-doom-awards/

[12-16] Vile Shatters update: http://www.doomworld.com/vb/post/1329566

[12-15] Looper beats Doom 2 in 21:55 http://www.doomworld.com/vb/post/1329250

[12-15] Shut Up And Bleed thread/download: http://forum.zdoom.org/viewtopic.php?t=47302
- DISCLAIMER: This mod has nothing to do with 4chan.

===

Please reply to this post with news.

>> No.2184863

OP from last thread here, I also made this thread, and a very kind anon (>>2184525) updated the news post.

>> No.2184871

What are the best uses for Mancubi and Arachnotron for map making? They are pretty similar
Mancubi for long-range area denial and arachnotron for medium-range?

>> No.2184875
File: 35 KB, 636x467, 1418400085689.jpg [View same] [iqdb] [saucenao] [google]
2184875

So, does anyone know why there are so many zandorum servers hosted in Montreal?

As an Ontario fag that lives pretty close to Quebec, my ping is like, 20. Every now and then it people notice it and freak out.

>> No.2184882

>>2184875
Because those servers are hosted from Best Ever, which moved from NY to Monty many months ago, hell I think it's been a year now. I live in the province of Quebec myself and get a pretty low ping too.

>> No.2184884

>>2184882
I should mention, Best Ever is basically a way for player to host their own servers without doing it off of their own machine. It's really useful.

>> No.2184904

Does anyone play Zdaemon anymore or is it all Zandronum?

>> No.2184906

>>2184904

both are based on zdoom anyway so i don't see the point on playing the oldest ver. of both

>> No.2184913

>>2184906
Because the future looks brighter with Zdaemon

>> No.2184914

>>2184913

that's the gamma tho

>> No.2184924
File: 117 KB, 640x480, Chasm.jpg [View same] [iqdb] [saucenao] [google]
2184924

Anyone played Chasm the Rift?
Just found out about it, and it's decent. Not good, just decent.
It was made by russians or something.

>> No.2184927

>>2184904
Zdaemon still gets played, but it's slowly dying. Everything is pretty much on Zandro now. (We even hit 200+ simultaneous players the other day)

>> No.2184937
File: 227 KB, 432x428, joystick.png [View same] [iqdb] [saucenao] [google]
2184937

Did you ever try playing Doom with a joystick back in the day (or even now)?

>> No.2184971

Anyone else here play in 4:3 resolutions?

Even though I have a 1920x1080 16:9 monitor, I often play at 1280x960. Doom just feels off to me in widescreen resolutions.

>> No.2184978

>>2184971
I think the BFG doesnt even work properly in the extra space of widescreen resolutions. At least, when playing PrBoom it doesn't.

>> No.2184980

>>2184937
I think I remember trying it once back when I was in preschool.

>> No.2185038
File: 653 KB, 1000x563, zandronum 2015-01-17 16-54-36-66.webm [View same] [iqdb] [saucenao] [google]
2185038

So a while back it was suggested that I give special attacks to guns as well.

Okay.

>> No.2185074

>>2184937
I've used an arcade stick. It was surprisingly playable that way.

>> No.2185081

>>2184971
Yes. I have a CRT, and I play at 1800x1440.

>> No.2185102
File: 39 KB, 640x480, blood.jpg [View same] [iqdb] [saucenao] [google]
2185102

Anyone every played blood? It's good but short game. IMO. I really recommend it do, really satisfying.

>> No.2185103

Alright, so I just updated GZDoom in an attempt to play DoomRLA and DoomRPG together and I'm having quite a few issues.
Not issues with running the mods together, but with GZDoom itself (Okay maybe I'm having issues with both, but one thing at a time).

First thing first, I was looking around the video options, specifically at the resolution list, and saw that after the end of the list there were blank options that I could highlight by hovering the cursor over. So I clicked one, and now GZDoom only shows a black screen on startup.
How can I set the resolution from the command line? That blank option does not seem to be a valid resolution.

>> No.2185117

>>2185102
Blood would honestly be one of my favorite classics

>> No.2185121

>>2185038
YOOOOO. Really surprised but glad to see you working on it already.
You ever considered adding something like the mag pull from TSP? Would help conserve ammo/souls with out-of-reach enemies.

>> No.2185135

>>2185103
Alright, got that sorted out by changing the resolution in zdoom.ini (it had been set to 0x0, weird).
Next issue. Pressing any button on my mouse stops me from turning, which effectively means I cannot turn and fire at the same time. I can still turn and fire by doing either action with the keyboard, but mouselook just stops whenever I hold any button on my mouse.

>> No.2185139

>>2185102
>short game

Blood (with plasma pak) had 43 levels

Duke 3D Atomic had 39

>> No.2185143
File: 494 KB, 1920x1080, Screenshot_Doom_20150117_060616.png [View same] [iqdb] [saucenao] [google]
2185143

Working on ui textures, I've gotten tired of the plain green.

>> No.2185148

>>2185102
Deathwish mod is supposed to be pretty good.

>> No.2185156
File: 591 KB, 1920x1080, Screenshot_Doom_20150118_005328.png [View same] [iqdb] [saucenao] [google]
2185156

GMOTA has a surprising amount of fire modes and abilities. Played Dissolution through with it, fun stuff.

>> No.2185163
File: 257 KB, 550x690, see blaz, see blaz run, run blaz run.gif [View same] [iqdb] [saucenao] [google]
2185163

>>2185156

I'm glad you're enjoying it bro.

>> No.2185175

>>2184937
I played the Marathon trilogy with a Gravis Thunderbird back when the games came out.

>> No.2185178

>>2185139
And without the developer made expansions, Blood had 34 levels, and Duke 3D had 28 levels.

>> No.2185179

>>2185038
So that's pretty nuts.

That better take a fuckhuge amount of ammo too because that's ridiculous strong.

Cool though.

>> No.2185193

>>2185121

Could be interesting. A not-hookshot in one hand to yank enemies close and the blade in the other. I've got two more weapons to do, so maybe one might become it--depends on what the original creators want them as.
I've also still got a few more special moves to do, maybe the Kharon + Sheathe by itself could have that as a special move.

>>2185179

It's actually ridiculously weak so far, that was a lucky roll.
The bullets behave infuriatingly randomly at the moment, sometimes thudding around into everyone and sometimes conveniently missing every single goddamn fucking asshead enemy while they stand there taunting you.
Gonna need to figure out if I can make it a bit more consistent.

>> No.2185196

>>2185193
You could make the the bullet spawned ricochet towards an enemy when it hits a wall and then have the rest be random.

However this would probably absolutely wreck a single enemy if it was done like this.

I am more curious as to what the shotgun special could be

>> No.2185197

What are some good map packs for demonsteele? Most of the shit I have is way too claustrophobic.

>> No.2185203

>>2185197
jenesis

>> No.2185205

>>2184914
you explained the joke. never explain the joke!

>> No.2185207

>>2185193
Maybe add some autoaiming tic at the bounce, so when they hit a wall, they'd bounce out right at the enemy, if that enemy is withing a certain LOS angle (from bullets perspective). The angle should be relatively low so they dont just autoaim at everything right away.

Maybe make it a chance to reaim at the target at every bounce.

>> No.2185208

>>2184971
yes i use 640x480 software mode, my monitor scales and pillarboxes it in hardware.

>> No.2185209

>>2185197
Hellbound and Vanguard are the best for Demonsteele out of what I know of. I've been trying to look for ones that work well with it, myself.
There's also Newgothic that an anon recommended me not long ago, which is very fun but I got frustrated with it because map03 is completely unplayable due to the insane number of projectiles. Not even because it's hard, but because both GZDoom and Zandronum refuse to run the map. Every time I tried, the game would chug so hard that I would get one frame every 15 seconds.

>>2185193
>maybe the Kharon + Sheathe by itself could have that as a special move.
That could work, but I think having it use a lot of soul gauge would make it not worth using. What about having the input be holding the alt-fire and releasing, like the launcher on Kharon?
I've played Demonsteele religiously the past month, and the only thing that has consistently aggravated me was a combination of many maps having enemies that are difficult to reach and the airdash going too fast or far. I haven't tested the new build with the change to the airdash yet, it sounds like a necessary improvement.

>> No.2185212

>>2184924
Chasm, thought by many as a Quake clone, was actually in development before Quake and is closer to Doom - the levels are not truly 3D, since the engine uses technique similar to Doom. However it has quite some ammount of shootables and cool effects, including enemy dismemberment - you can shoot guy's weapon arm off, so he'll try to hit you with a melee. Shoot off both arms, and he'll try to kick you.

However level design is fairly meh after the first episode. Also I can't seem to find a way to run it on my PC without DOSBox, and in DOSBox it runs slow as hell, even though I have a good CPU.

>> No.2185214

>>2185197
The classics all work well(Scythe series, HR, Alien Vendetta, etc.)
Slaughtermaps work well due to the way the sword damage scales so something like Sunder is good.
Speed of Doom and Hellbound are also the bee's knees.
Whitemare 2 works good.

>> No.2185215

>>2185208
What monitor do you use?
I was looking for a monitor that can scale to integer and letterbox for a long time.

>> No.2185219

>>2185214
>>2185209
I find Hellbound to have great mapdesign, but pretty boring gameplay. Tried to run through it and dropped midway due to being bored. Does playing it with DS spruce things ub a bit?

>> No.2185221

>>2185038
That webm kinda loops nicely.

>> No.2185225

>>2185215
http://www.tftcentral.co.uk/reviews/hp_lp2475w.htm

>> No.2185226

Jesus fucking Christ, Trailblazer's minigun makes mincemeat out of the Cyberdemon and Spider Mastermind in no time.

But I stil don't now how exactly the Nutcracker works. I just picked it up in Going Down's Roof Rage map, and I'm that bit where you are on the outside buildings while the center one is beset with Knights, Revenants, and two Cyberdemons. So they are too far away. Looks like a very, VERY powerful shotgun to me.

Talking about shotguns, I think the dual sawed off ones in Trailblazer are a tad OP. immense damage when fired simultaneously and unlike most other weapons reloading is done manually and really fast.

>> No.2185228

>>2185226
The Nutcracker is basically a very, very picky railgun that sends you flying. It only seems to properly hit a target half the time, a lot of weapons hit walls or nothing at all for me because they're actually coming from my right side rather than directly down center.

>> No.2185232

>>2185203
>>2185209
>>2185214
Thanks guys, gotta go download some of these

>> No.2185234

>>2185228
I'd say that makes sense since the weapons are not placed dead center like unmodded.

>> No.2185235

>>2185226
>Talking about shotguns, I think the dual sawed off ones in Trailblazer are a tad OP
I found them to outclass all other weapons short of the minigun due to the firing rate and reload speed. It feels like it does more damage per pellet than the pump and with a wider spread.
I tried to like Trailblazer, and it's a good idea, but there's so many things where I just feel there wasn't much thought put into it.

>> No.2185236
File: 615 KB, 1920x1080, Screenshot_Doom_20150118_160719.png [View same] [iqdb] [saucenao] [google]
2185236

These sights are cool as fuck

>> No.2185237

>>2185235
Yeah, the machine gun for example feels overall weaker than firing dual uzis.

>> No.2185238

When was the last time there was a /vr/ server and more than 5 people played at once?

>> No.2185241

>>2185235
Play the 1.2a update.

Pump shotgun is now the clearly dominant choice in terms of power.
More piercing shots, more power in the secondary.

Pump shotgun REALLY shines when dealing with crowds now.
To compare, the sawed offs are just a much faster SSG.
The pump shotgun is 1.5x stronger per shot because it uses 3 shells instead of 2 per blast.
Piercing shot instakills pinkies and it goes out about 150 feet so it deals with crowds very well and is much more efficient than the sawed offs.

The sawed offs do trivialize many fights and invalidates weapons like the SMGs, Assault rifle, two revolvers and pistol though.

>> No.2185242

>>2185236
I don't remember sights like those in Doomnukem.

>> No.2185259

>>2185196

The current idea I'm looking at for the shotgun is to spin it multiple times to load up multiple shells at once and then release them all in a single, massive, holy burst.
Boy, magic angel weapons sure makes justifying mechanics easy.

>>2185207

Could be worth a shot. I'll give it a try and see how it goes.

>>2185209

I'll try this as well. The idea of just whipping out a Zelda hookshot and yelling GET OVER HEEEERE makes me giggle.

>> No.2185264

>>2185259
I'm not sure, that massive shot has to be a real powerhouse otherwise I'm just going to do a forward sword special

>> No.2185285
File: 62 KB, 1151x1172, Screenshot - 01182015 - 10:07:43 AM.png [View same] [iqdb] [saucenao] [google]
2185285

I feel like i've tried everything maybe you guys can help

Gzdoom keeps crashing and I cant figure out why. I've autoremoved and manually removed it and tried again several times with many different WADs and pk3s

pic is the error I get but cant ctrl+c from it

it used to work flawlessly

>> No.2185286
File: 958 KB, 1133x823, ns.png [View same] [iqdb] [saucenao] [google]
2185286

>>2185193
>Kharon+sheathe hookshot

In Ninja Scroll, Jubei did some tricky shit with a string tied to his sheathe. Do with that what you will.

>> No.2185304
File: 404 KB, 2688x1520, 0sFLI5T[1].jpg [View same] [iqdb] [saucenao] [google]
2185304

>>2185205

looks more like a burn to me

>> No.2185314

>>2185219
Yeah. Hellbound didn't really do it for me, either.

I also found it inconsistent. It starts off trying to be dark and moody, but by the final few levels, its just typical action packed doom.

>> No.2185315

>>2185264

At the moment, the way the gun specials work is by using only one notch of the soul meter and about 10% of your ammo, so I'd imagine it'd just be utilizing whatever is more available to you at the moment.
If you wanna conserve meter and/or have a whole bunch of ammo, you'll use the shotgun special. If you have a whole bunch/don't care about your meter but are low on ammo, use the forward special willy nilly.

For the folks who somehow never seem to run out of soul no matter how much they burn through the specials (you guys are fucking wizards), I'd imagine this won't change much.

>> No.2185316
File: 232 KB, 800x600, Screenshot_Doom_20141224_211448.png [View same] [iqdb] [saucenao] [google]
2185316

>>2185236
I know, right?

>>2185242
Accessories To Murder

>> No.2185318

>>2184937
I played through all of Ultimate Doom with a ergonomic joystick I got when I was a youngun.

>> No.2185324

Speaking of which, is there any particular PC gamepad which any of you would recommend for Doom, or similar games? I have a cheap DualShock clone, which is ok for emulating old Nes, Snes, and Gameboy games, but the analogs are just way too slow for Doom (and I'd honestly like just a couple of more buttons, as well as 'clickable' analog sticks).

Any of you have any particular success with any gamepad?

>> No.2185328

>>2185314
>but by the final few levels, its just typical action packed doom.

Yeah. Map30 being a slaughtermap with a judas priest midi was particularly a bad move. It just feels out of place

>> No.2185332

>>2185315
fine by me
i constantly drown in ammo and never seem to have enough soul, so i'm happy to have a cheaper alternative

idea for omen special: chucking the damn thing for a long-range hammernuke

>> No.2185335

>>2185315
>For the folks who somehow never seem to run out of soul no matter how much they burn through the specials (you guys are fucking wizards)
It's actually really really easy to keep a stockpile of special.

The trick is to focus on the sword for about 90-95% of kills and when you do go for specials you do back special as a way to get in to do more slicing.

The only time special seems to really ever be an issue is on really empty maps(Special isn't needed in small numbers) and when you use guns.

>> No.2185337
File: 6 KB, 271x206, 1382938353687.png [View same] [iqdb] [saucenao] [google]
2185337

>>2185102
Do you think we'll ever get the source code if Atari finally kicks the bucket? Hell, I'd be happy with Jace Hall's source port.

>> No.2185342

>>2185337

I'm waiting for BloodXL

>> No.2185345

>>2185342
I think that will be vaporware, sadly.

>> No.2185348

>>2185345

I remember when the developer said that the DarkXL beta will be out around the new year. Two years ago.

>> No.2185359

>>2185242
altfire with the salt guns bringeth uppe thie sights of iron.

>> No.2185360

>>2185316
>Accessories To Murder
look at the filename to AtM...

>> No.2185386

What megawads have you guys done full runs?

I remember doing the entirety of Memento Mori and Icarus as a kid.

Recent years, I've played Speed of Doom, Eternal Doom and Hadephobia from start to finish. I'm also currently in the progress of playing Resurgence (on map18 atm)

>> No.2185427

>>2185386
very few, since most maps are designed for pistol starts and doing full runs messes that up.

i do remember doing hell revealed though. the number of savegames i needed to get through map24 was astronomical.

>> No.2185442

>>2185427
>most maps are designed for pistol starts
The stock maps, yes.
Otherwise, user created maps vary in this effort.

>> No.2185450

>>2185427
>most maps are designed for pistol starts and doing full runs messes that up.

You do realise thats so they're balanced for players who die and restart, right?

Also, The only megawads I'd say doing a full run messes it up, (ie, arent designed with full runs in mind at all), are the Community Chests, 1024 mapsets, and similar stuff.

>> No.2185454

>>2185427
>since most maps are designed for pistol starts and doing full runs messes that up.

Err what?

Most maps are balanced for pistol starts because
1: Dying and restarting forces you to do it from pistol start. Only time that isnt the case is if you're using a zdoom-based port, and have autoloading in effect.
2: Speedrunners

Simply being balanced for pistol starts does not mean you're not meant to play them progressively, either. Most 90's/early 00's megawads, and just about any megawad with dehacked patches that modify the text intermissions with story are designed with progressive play in mind aswell.

>> No.2185456

>>2185442
pistol starts are the easiest to test.

not really debating you on there being non-pistol start maps. Just saying...since they're easier to test, more people end up making them that way.

>> No.2185459

>>2185454 >>2185450 >>2185442
all right let's forget "designed for" pistol starts. but the fact remains if you play any sequence of levels without resetting your weapons/ammo then after a few maps you will be starting every one with full health/ammo. >>2185456 "pistol starts are the easiest to test" is more what i meant. designed *by default* for pistol starts because how else are you supposed to test a map, i mean, if i'm making map22 of a megawad i'm not going to keep playing through all 21 previous maps every time.

>> No.2185460

also i have to say _continuing_ from a pistol start seems weird to me. like you do map01, map02, map03 successfully then die on map04, so you restart map04. i'd either reload a save or start again from map01, otherwise it doesn't seem like a fair test to me.

>> No.2185464

>>2185459
>you will be starting every one with full health/ammo

Thats not quite true, either. Ammo/health balance is also a thing maps are designed around. Plenty of megawads will even often have their later levels designed around making sure you run low on ammo, and have to try not to get hurt to conserve your health.

>> No.2185465

>>2185460
There are plenty of doomers who refuse to save outside of when they have to leave the computer.

>> No.2185468

>>2185459
I consider it a sufficient punishment for dying.

>> No.2185470

>>2185468
meant for >>2185460

>> No.2185471

>>2185459
It's actually pretty easy for a tester to give himself equipment he's supposed to have with console comands.

>> No.2185475

>>2185471
>console commands

Not available if you're testing for vanilla or boom. Which is the formats most mappers go for.

>> No.2185478

>>2185475
Then either pop into zdoom for testing balance (not compatibility) with comp settings or put items on playerstart to be deleted before release

>> No.2185491

>>2185478
Well true, you're right.

>> No.2185493

>>2185478
>>2185471

key word is that pistol start is easiER.

What is more simple:
loading your sourceport, IDCLEVing/map commanding to your map and just pistol starting
-or-
loading your sourceport, idcleving to the map, consolecommanding in 9001 different weapons and then starting. (or using a new playerstart set of items for the map).

Pistol start is the easiER of the two options...not that it isn't easy to just command in some items, it's still fewer keystrokes to just pistol start balance it (+ the wonderful benefits such a balance scheme has already for dead players, demomakers and speedrunners.)

>> No.2185495
File: 71 KB, 800x600, 1923_488371aa8d6d5.jpg [View same] [iqdb] [saucenao] [google]
2185495

>>2184924
Speaking of russians

>> No.2185502
File: 205 KB, 900x600, 1419378442553.png [View same] [iqdb] [saucenao] [google]
2185502

>>2185102
I just finished playing through Blood + Plasma pack. It's crazy good. Best level design of the 3d realms trilogy in my opinion.
Now I just started playing Death Wish and god DAMN, this shit is impressive. I'm so glad we're still getting quality content after nearly 20 years!

>> No.2185503

>>2185493
If in zdoom I just use a script I remove before the level is released that gives a bunch of stuff on start so I don't have to type it in, it's like a couple of keypresses to change stuff.

Can even take away health, and have numbers be random in a range if testing of previous levels has shown that amounts at the end vary a bit.

In DB2 you don't have to use warp to test in either ZDoom or Boom

>> No.2185507

>>2185493
>idcleving

doom builder has button that starts you directly on the given map.

>> No.2185526

>>2185502
Yeah nigga, Blood is the fucking GOAT, even with all its unpolished flaws. Death Wish is also incredible.

>> No.2185678

>>2185471
>>2185503
I honestly don't think testing for progressive runs is necessary, if the mapset has proper difficulty progression. If anything, it can potentially be detrimental to pistol start balance, since you could run into situations where a map is too reliant on resources from earlier maps, making it excessively difficult for pistol starters.

The mapper for Map28 from Icarus originally wanted to balance it around progressive runs, but got told off for making the map have way too little resources to the point that it was virtually unplayable from pistol start. And this is a map that even in its final state, is scarce on resources.

>> No.2185728
File: 401 KB, 1280x960, 1421600351.png [View same] [iqdb] [saucenao] [google]
2185728

ZAP 18 Paradox Lost

play this if you like memento mori-style bases.

http://www.doomworld.com/idgames/?id=14993

>> No.2185769

>>2185678
>The mapper for Map28 from Icarus originally wanted to balance it around progressive runs, but got told off for making the map have way too little resources to the point that it was virtually unplayable from pistol start.

that's quite amusing. how do you know this?

>> No.2185781
File: 589 KB, 245x176, 1416513439017.gif [View same] [iqdb] [saucenao] [google]
2185781

>Forced Pistol Starts

>> No.2185784

Why is online Doom so disappointing? It's so difficult just to have a good game of classic deathmatch.

>Odamex
No one plays it regularly enough.
>Zandronum
Just MODs that take away the feel of Doom or change it altogether.
>ZDaemon
Mostly cooperative.


Poor Odamex.

>> No.2185792

>>2185784

Why don't you just accept the fact that your kind is a niche audience and keep playing?

At least be thankful that there's a port that fits your needs and it's also open source

>> No.2185796

>>2185792
because 10 years ago it was all about the classic doom deathmatching and ctfing. bring back the glory days.

also i dont even like odamex that much
i really just miss skulltag and classic skulltag levels :(

>> No.2185875

>>2185781
>IDFA

>> No.2185881

Here it is, at long last. The DOOM source code is released for your
non-profit use. You still need real DOOM data to work with this code.
If you don't actually own a real copy of one of the DOOMs, you should
still be able to find them at software stores.

The bad news: this code only compiles and runs on linux. We couldn't
release the dos code because of a copyrighted sound library we used
(wow, was that a mistake -- I write my own sound code now), and I
honestly don't even know what happened to the port that microsoft did
to windows.

The basic rendering concept -- horizontal and vertical lines of constant
Z with fixed light shading per band was dead-on, but the implementation
could be improved dramatically from the original code if it were
revisited. The way the rendering proceded from walls to floors to
sprites could be collapsed into a single front-to-back walk of the bsp
tree to collect information, then draw all the contents of a subsector
on the way back up the tree. It requires treating floors and ceilings
as polygons, rather than just the gaps between walls, and it requires
clipping sprite billboards into subsector fragments, but it would be
The Right Thing.

Some project ideas:

Port it to your favorite operating system.

Add some rendering features -- transparency, look up / down, slopes,
etc.

Add some game features -- weapons, jumping, ducking, flying, etc.

Create a packet server based internet game.

Create a client / server based internet game.

I don't have a real good guess at how many people are going to be
playing with this, but if significant projects are undertaken, it would
be cool to see a level of community cooperation. I know that most early
projects are going to be rough hacks done in isolation, but I would be
very pleased to see a coordinated 'net release of an improved, backwards
compatable version of DOOM on multiple platforms next year.

Have fun.

John Carmack
12-23-97

>> No.2185892

>>2185875
>having to use cheats to get around a bad design decision

>> No.2185906

>>2185881
>linux

SOMEONE CALL /g/ RIGHT NOW

>> No.2185917

>>2185906

You called?

>> No.2185923
File: 440 KB, 1416x1416, condemned_realms-of-the-ungodly.jpg [View same] [iqdb] [saucenao] [google]
2185923

So I got in contact with the mapper behind the DemonSteele level screenshots, and we've been doing a little bit of a discussion.

Now, let me preface by saying THIS IS NOT A GUARANTEED THING. We remember what happened with the attempted Metrood levels.
But at the moment we're discussing a mini-campaign for DemonSteele, to help address all the "what the fuck do i play demonsteele with" questions and cement what kind of map flow really compliments the gameplay.
I had a lot of fun doing the level for the NES Zapper mod and he's already got a level finished. So I figure if we keep it small, maybe four or five levels or so, then we've got a real chance of making it happen.

So, like always, /vr/, I'd like to hear your thoughts.
What sort of environments do you think would work really well for the \m/ METAL \m/ feel? What sort of maps are you finding contributes the most to the gameplay? Anything that you're finding you especially hate to wade through?

>> No.2185928 [DELETED] 

must you call it a campaign. is there no better word to use

anyway, metal, blood, hell, flesh, fire, all that sort of stuff. over the top.

>> No.2185929 [DELETED] 

The people who worked on "Insanity Doom" were silly when it game to translations for some of their enemies.

>> No.2185932

>>2185923
>What sort of environments do you think would work really well for the \m/ METAL \m/ feel?
gothic cathedrals and lava and shit
the first episode of scythe 2 is basically perfect

>What sort of maps are you finding contributes the most to the gameplay?
wide open areas with lots of enemies, painkiller or serious sam style
demonsteele has a lot of mobility shit so lots of room to jump and move around is a plus

>Anything that you're finding you especially hate to wade through?
the opposite of previous. low ceilings with not a lot of room to jump around really buzzes my fun

>> No.2185935
File: 712 KB, 1600x900, Screenshot_Doom_20150118_140437.png [View same] [iqdb] [saucenao] [google]
2185935

The people who worked on "Insanity Doom" were silly when it game to translations for some of their enemies.

Edit: forgot to upload Screencap, whoops.

>> No.2185938

>>2185935
now i'm radioactive! that can't be good!

>> No.2185947
File: 2.08 MB, 260x207, 1387668297049.gif [View same] [iqdb] [saucenao] [google]
2185947

>>2185935
>Edit: forgot to upload Screencap, whoops.

>> No.2185956

>>2185935

Link for the wad in the pic? I'm certain its Insanity Doom but google didn't help.

>> No.2185960

>>2185956

The wad(s) in the pic are Trailblazer (Obviously) and an enemy pack I'm working on for personal use. I just felt like sharing that bit of silliness.

>> No.2185974

>>2185923
Basically I want to fight on a megadeth album cover

>> No.2185980

>>2185881
I tried to compile the source on Linux machines several times. I still can't get it to work.

>> No.2186004
File: 586 KB, 672x1920, 1419668003989.png [View same] [iqdb] [saucenao] [google]
2186004

Does anyone know which track is used in the first map of Vanguard? The text file says it's from Blood but I'm having difficulty finding the track on any of the soundtracks up online. Help a nigga out.

>> No.2186027

>>2185881
Is it homo to kinda love that guy?

I mean, he clearly chases money, and does things for himself, but then turns around and releases all his work ~5 years later for everyone else to have, something never really seen in software now...

Shame he can't do the same with IdTech6 et al, I think those engines have tremendous capability if they were broken from the bullshit of tickrate physics, etc.

>> No.2186035

>>2185935
That shotgun looks delicious.

>> No.2186065 [DELETED] 

you didnt get this from me

http://forum.zdoom.org/viewtopic.php?p=808180#p808180

>> No.2186119

>>2185923
1) gothic cathedrals and castles are a must. they're such an iconic look.
2) at least one dedicated japan level for the yakuza enemies.
3) make the hell not a generic fire&brimstone pls
4) rocketjumping segments to take advantage of the.....rocketjumping

>> No.2186125

>>2185923
>>2186119
Hell is actually Akihabara and the demons you've been fighting all along were gaijin pigs.

>> No.2186129

>>2186065
Why are people so hateful over BD? It's not my style, but fucks sake, let it be.

>> No.2186141

>>2185923
I'm going to agree with everyone about gothic cathedrals and Japan levels, but since you've used violent straight-to-VHS anime as a point of reference on this before, might I recommend looking to the last act of Berserk for ideas for Hell's landscape.

Also, in the vein of cool, oldschool, violent anime, I think there should be at least one gritty cyberpunk level like the tower in Cybercity Oedo or something. And possibly a post-apocalyptic ruin of a former metropolis, because lord knows that's where 80% of all head-exploding anime between '88 and '95 took place.

>> No.2186142

>>2186129
No fun allowed for people with different tastes I guess.

Next thing you know peope will try to get HDoom taken down.

>> No.2186145

>>2185923

Just do Kill Bill Pt1

>> No.2186146

http://bayeux.datensalat.net/
Make something doom related with this

>> No.2186151

>>2186065
WW is right, it wouldn't work anyway, so the flag being there is a moot point.

Well, you could completely rework both mods to work with each other, but that'd be insane amounts of work, what with Mark's spaghetti code and all.

>> No.2186156
File: 158 KB, 685x600, I__EvilVerySheApeEelWeCloud_YouCloudSheNot.jpg.jpg [View same] [iqdb] [saucenao] [google]
2186156

>>2186146

not hard to guess at all

>> No.2186179
File: 122 KB, 685x600, _WeBeeWeSheDuckAreWeDuckNotAreSheWeBeeWere.jpg.jpg [View same] [iqdb] [saucenao] [google]
2186179

>>2186146

>> No.2186192

>>2186151
also I guess Enjay's never had one of his mods trashed by players zerostarring it for not being compatible with YouKnowWhat

>> No.2186214
File: 418 KB, 1362x768, br.png [View same] [iqdb] [saucenao] [google]
2186214

This may be stupid, but I just started playing Beyond Reality and I got to map 4. Does the map want me to jump to the crate with the key, or am I missing something here?

>> No.2186219
File: 832 KB, 1280x960, 1421622495.png [View same] [iqdb] [saucenao] [google]
2186219

castle meniscus

a large mazey level running on map10. somewhat tedious and obscure to play. killing lots of barons with slow weapons, having to find invisible doors, that kind of thing.

http://www.doomworld.com/idgames/?id=3761

>> No.2186228

>>2186214
It's designed with jumping in mind, yes. Go for it.

>> No.2186229

>>2186214
its text file says it is designed for zdoom, skulltag, or zandronum, and didn't otherwise appear to mention jumping (unless i missed it, i only briefly skimmed the thing) so if it hasn't explicitly disabled jumping via mapinfo or whatever you can assume you're allowed to do it.

>> No.2186231

>>2185728 (me)
>play this if you like memento mori-style bases.
this map is really good by the way. i should have talked it up a bit more.

>> No.2186258
File: 102 KB, 685x600, ripeth.jpg [View same] [iqdb] [saucenao] [google]
2186258

>>2186146

>> No.2186281

>>2186065
>The "Brutal DemonSteele" compatibility patch isn't really even that malicious. A whole bunch of -SOLID revenants that you can run through and can still complete the level with if you speedrun? That's not even that nasty, it's just silly. It's not like I'm stopping you from having fun, I'm just throwing a bunch of screaming skeletons into the mix.

hey term, if you're reading this, would you mind tweaking the revenants a bit, then?
brutal doom's revenant missiles are really particle-heavy and a whole ton of them can actually wreck a lot of low-end computers
it goes from "funny challenge" to "unplayable mess" in a very short span of time

>> No.2186297
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google]
2186297

>>2186281

Sure.
I'll limit them to about 100 or so, too, so people hosting online don't get their servers wrecked.

>> No.2186326

>>2185102
Someone remade the game for Doom and called it Zblood I think.
It's literally the exact same game, just in the doom engine.

There used to be some 24 hour server that played it, but I can't seem to find it now. It was one of my favourites.

>> No.2186327

>>2186326
>It's literally the exact same game

In the same way that dehacked patches are the exact same game, maybe.

>> No.2186338

>>2185769
>I play tested the level until I was completely confident that you pretty much only had enough ammo in the level to half whatever supplies a standard player had leftover from map 27.
>The concept was more along the lines of removal of any significant gain made by the player up to that point in the game. Hence the name, Excavations. The setting of the map reflected this concept. I never really made this public to the rest of the team at that time, it was more of a private joke. I was constantly told by the others on the team that there wasn't enough ammunition in the level, and against my wishes, my father eventually doubled the amount on the map before release, to my cries of, "screw em, real men punch shit to death!"
>-steven

On the doomwiki

>> No.2186362

>>2185781
I take it you don't like the Scythe series.

>> No.2186365

>>2186326
>It's literally the exact same game, just in the doom engine.

I honestly wish that was true.

>> No.2186383

fucking flesh consumed, might as well call it doom souls

>> No.2186407
File: 509 KB, 1366x768, Screenshot_Doom_Winter's_Fury.png [View same] [iqdb] [saucenao] [google]
2186407

>> No.2186416

>>2186407
why does this remind me of halo?

>> No.2186424

>>2186407
Winter's Fury has some damn fine aesthetics.

>> No.2186425 [DELETED] 

even if it got deleted, gang mode has been engaged

my job is done

>> No.2186430
File: 76 KB, 470x531, 1384522757949.jpg [View same] [iqdb] [saucenao] [google]
2186430

>>2186326
>It's literally the exact same game

>> No.2186441

>>2185881
>The DOOM source code is released for your non-profit use
But since the license was changed to GPL, does it means we can use it for profits now?

>> No.2186451

>>2186383

the first two levels are some fucked up shit, but after that Episode 4 chills out

here, Episode 4 in 21 mins
https://www.youtube.com/watch?v=skmhd1v4y9Q

>> No.2186452 [DELETED] 

>>2186425
>gang mode has been engaged
>only two posts directly responding to it

wow man check out this gang

>> No.2186459

>>2185102
What's the best way to experience it right now ? I opened it up on some dos collection I've downloaded awhile back and it kinda ran like ass.

>> No.2186474

>>2185197
I played it with The Eye and it was crazy as hell.
In a good way.

>> No.2186493

>>2186407
is this mod finished?

>> No.2186501

https://www.youtube.com/watch?v=MjdXQ01XUpA

Anyone know the WAD for the maps used in this video? I know the game WAD is Trailblazer but what WAD are the maps from?

>> No.2186508

>>2186441
You can sell a game with a GPL source port, as long as you either release the source code with it, or direct the consumer to where they can get a hold of it.

>> No.2186512

>>2186501
Looks like Unholy Realms if I'm not mistaken.

>> No.2186513

>>2186501

Unholy Realms

>> No.2186534
File: 248 KB, 768x512, ggx-ino.gif [View same] [iqdb] [saucenao] [google]
2186534

>>2185923
You should use Guilty Gear for inspiration. It's just what you need - metal and anime in one crazy package

>> No.2186601
File: 12 KB, 328x343, 1304226561919.jpg [View same] [iqdb] [saucenao] [google]
2186601

>playing No Rest for the Living secret level
>drop down the wall and kill a hundred hell knights and pinkies
>drop next wall
>archvile appears and begins reviving all the monsters I just killed
>spider mastermind and revenants wrecking my shit
>archvile fries me to death
>quickload
>drop all walls, grab megasphere and make a mad dash past all enemies to exit

>> No.2186615

>>2186601
Speaking of NRFTL, what the hell were they thinking with the boss map? It felt like they made it in 10 minutes or something. Its also apparently the only NRFTL map that actually fits within the vanilla limits (the rest of the maps are limit removing)

>> No.2186625

What are some MIDIs you guys think would be cool in a DOOM wad?

https://www.youtube.com/watch?v=02odeuFx3vg

>> No.2186634

>>2186625
Sounds like something out of a DWANGO wad.

>> No.2186635
File: 623 KB, 1000x911, 1420012226128.jpg [View same] [iqdb] [saucenao] [google]
2186635

>>2186625
Not specifically midi files, in fact when I make levels, I usually use chiptunes or mod files. That was one of the things I loved the most about Reelism.
I'd love to see a doom level with music from the unreleased Time Trax game. Tim Follin deserves to have his godly music heard, especially with a kickass level to compliment it.
https://www.youtube.com/watch?v=cEMyullMSME

>> No.2186638

>>2186625
http://www.youtube.com/watch?v=L8tpFRNQhDY

>> No.2186696

>>2185796
How do you feel about stuff like samsara?

Samsara ctf always fills up quick if you put up a server.

>> No.2186724
File: 1021 KB, 1000x563, Zandronum 2015-01-18 23-32-58-52.webm [View same] [iqdb] [saucenao] [google]
2186724

The special attack for the shotgun is done.

Slightly OP.

>> No.2186734

>>2184924
this was my first ever FPS

>> No.2186747
File: 326 KB, 668x832, 1390780406926.jpg [View same] [iqdb] [saucenao] [google]
2186747

>>2186724
>dat spin
hnnnnnnng

>> No.2186749

>>2186724
>slightly

>> No.2186750

>>2186724

BENELLIS IS PLEASED

>> No.2186754

>>2185143
Looks super slick, I dig it!

>> No.2186761

The latest version of Hard Doom just came out. Gonna load it up with Going Down and have some fun.

>> No.2186775

>>2186724
I like it.

>> No.2186796
File: 342 KB, 700x3333, How PC reacts to DM plans.jpg [View same] [iqdb] [saucenao] [google]
2186796

>>2186724
I don'y have a picture of our Lord and Savior Benellis, so have this instead.

>> No.2186835

Any word on the Berserk mod?

>> No.2186912

>>2186338
cool, there's not many doomwiki pwad map articles that aren't just empty templates so i never bother to read them

>> No.2186914

>>2186724
what's the map you're playing on

>> No.2186926

>>2186004
Its actually from Duke Nukem 3D. Its called Snake1

>> No.2186936

>>2186749
I doubt that's a fresh, one shot cyberdemon kill. Judging by all the blood on the walls, I'd say its been tenderized a bit before the recording started

>> No.2186948

http://www.doomworld.com/idgames/?random

I wonder what it could be..

>> No.2186972

>>2186750
>>2186796
It's Benellus

>> No.2186978
File: 75 KB, 640x480, 1421654963.png [View same] [iqdb] [saucenao] [google]
2186978

>>2186948
Protomud

this is a deathmatch level with monsters. some new textures. you can get 100% kills but the symmetry of layout and lack of an accessible exit makes it unsatisfying.

http://www.doomworld.com/idgames/?id=1825

>> No.2187030

>>2186926
He said first map. Snake1 is used in map03.

>> No.2187032
File: 707 KB, 1920x1080, Screenshot_Doom_20150119_035313.png [View same] [iqdb] [saucenao] [google]
2187032

>>2186948
Bath of Hate.
Decent looking level, but I blasted through it pretty easy once I got the double barrel.

>> No.2187042

>>2185875
>IDFA instead of Ressurect in the fraction of time you died

>> No.2187054
File: 124 KB, 640x480, 1421658318.png [View same] [iqdb] [saucenao] [google]
2187054

>>2186948

Death Murder Kill

there's some stupid Running Man esque plot about reality TV but this is just a map that escaped from 1994 into the far future of 2001. there are some good bits, but only if you can be bothered with traversing a repetitive and copypasted series of thin stone tunnels. and "good" means just "you have a bit more room to move", just rooms with big traps in the walls. after accidentally resetting the level after another irritating chaingunner death, i couldn't be bothered to play it again.

http://www.doomworld.com/idgames/?file=levels/doom2/d-f/dmk.zip

>> No.2187057

Can I make GZDoom always open with autoaim off?

>> No.2187064

>>2187057
yeah i think you can do that from player setup

>> No.2187065

>>2186424
Except for the weapon in that pic.

>> No.2187069

>>2186796
>filename
too true

>> No.2187071

>>2186978
>http://www.doomworld.com/idgames/?id=1825
that map is in H2H-Xmas.

>> No.2187075
File: 771 KB, 640x320, missile effects.webm [View same] [iqdb] [saucenao] [google]
2187075

How's this for visual effects on the magic missile?

>> No.2187076

>>2187075
It's certainly a missle, and it's being shot via magic. I think it works.

>> No.2187084

>>2187054
i hate to leave a map unfinished so restarted and cheated through the rest of it.

not worth it.

>> No.2187085

>>2187064
Thanks.

>> No.2187115

Hey guys, ever wanted to play Doom like you're a one-armed stroke victim?

http://youtu.be/aIvwpV5mejc

>> No.2187120
File: 18 KB, 647x402, 1421663281.jpg [View same] [iqdb] [saucenao] [google]
2187120

>>2187115
that's a fat hand.

>> No.2187135

>>2187075
I like this literal approach, magic missile is usually interpreted as faggy blue ball

>> No.2187136

>>2187135

Visual gags are the best, which is the sole reason why I gave the mage gunner a magic missile

>> No.2187138

>>2187136
Literal magic missiles always kinda amused me - english is not my native language, and I initially learned it from video games, so I associate the word "missile" with the rocket, not with the projectile in general.

>> No.2187142 [DELETED] 

>>2186724
I'm dripping like niagara falls here. github update when

>> No.2187146
File: 450 KB, 1280x960, 1421666100.png [View same] [iqdb] [saucenao] [google]
2187146

DM2MUD.WAD

a compact high density map with a similarly high monster density. there are masses of ammunition and health at the end (remindful of a king reol level) but the start is dry to the point of being unplayable. this somewhat ruins it. awkward monster placement and mandatory secret-finding don't help either. a pity, it would be much better if the resources were more evenly distributed and the map were less cramped.

perhaps the doom version would be better, this is a very early doom2 map and was probably a quick conversion, not playtested well.

http://www.doomworld.com/idgames/?id=1137

>> No.2187154

Okay so. Guys.

Would you guys be able to suspend your disbelief if an Ophidian could shoot black bombs from his spear at closer ranges? I'm contemplating making him the Baron replacement as a Bomb Naga or some kinda clever name if someone else can gimme something else.

though I'll probably remove the horns.

>> No.2187158

>>2187154
Upscale him a bit and work some translation magic and it'd probably be pretty convincing.

>> No.2187162
File: 8 KB, 408x286, 1410890134672.png [View same] [iqdb] [saucenao] [google]
2187162

>>2187158

Translation magic eh? Like a clump of energy turning into a black bomb? Yeah I could probably do something like that.

Though the problem is it looks like the Ophidian has an Xdeath ONLY. Damn

>> No.2187165

>>2187032
Is the hud + gun part of a mod you're working on?

>> No.2187167

>>2187162
No, I meant on the Ophidian spriteset. Make him look different enough from the original and nobody will complain if he has different attacks.

>> No.2187171

>>2187167

Oh. Shit, well I could give him a helmet, if that'd help. I'll look more into this.

>> No.2187224

>>2187171
Change the colour. That's what he's saying.

http://wiki.zdoom.org/wiki/Translation

>> No.2187225
File: 441 KB, 300x900, 1411804918108.png [View same] [iqdb] [saucenao] [google]
2187225

>>2187224

>color related things

>> No.2187251
File: 152 KB, 498x405, 1405399686676.png [View same] [iqdb] [saucenao] [google]
2187251

>mfw currently working on a japan themed mappack

>> No.2187434

>>2187251
Fucking weebs man. Ganbatte!

>> No.2187453
File: 16 KB, 251x344, archvileyr2.jpg [View same] [iqdb] [saucenao] [google]
2187453

IT'S FUN TO STAY AT THE-

>> No.2187459

>>2187251

Outside of the obvious knee-jerk reaction of FUCKING WEEB, traditional Japanese environments might lend itself well to Doom. The architecture tends to revolve a lot around low ceilings with a lot of wide floors, and a multi-level Japanese palace could be very fun to romp through.

>> No.2187462
File: 1.62 MB, 512x321, doom.gif [View same] [iqdb] [saucenao] [google]
2187462

total DooM wads noob here, is there a list of recommended wads/total conversion mods/whatevers out there? I've only played Pirate Doom and I need more.

>> No.2187463

>>2187251
That's pretty cool. I liked Gekokujo for Mount and Blade Warband, despite its very blatant problems.

>> No.2187464
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google]
2187464

>>2187462

>> No.2187469
File: 6 KB, 200x300, Mr.png [View same] [iqdb] [saucenao] [google]
2187469

>>2187453
Hello.

>> No.2187471
File: 392 KB, 800x600, Screenshot_Doom_20140926_055248.png [View same] [iqdb] [saucenao] [google]
2187471

>>2187462
>Pirate Doom
Good start.

I'm gonna suggest Back To Saturn X and Accessories To Murder, preferably at the same time.

>> No.2187472
File: 352 KB, 1280x960, 1421686833.png [View same] [iqdb] [saucenao] [google]
2187472

Fortress of Doom (2)

another entirely too symmetrical wide open castle map. chaingunners everywhere and no cover makes for a frustrating opening until you clear out a couple of sides. then it becomes easy. very top-heavy.

http://www.doomworld.com/idgames/?id=1077

>> No.2187476

>>2187471
i advise playing it without mods first as that's how it was designed

>> No.2187482
File: 996 KB, 862x4478, BestSinglePlayerWads2014.jpg [View same] [iqdb] [saucenao] [google]
2187482

>>2187462

>> No.2187484 [SPOILER] 
File: 183 KB, 309x326, 1421687347817.png [View same] [iqdb] [saucenao] [google]
2187484

>> No.2187505
File: 137 KB, 640x480, 1421688448.png [View same] [iqdb] [saucenao] [google]
2187505

wetwrk2.wad

i immediately recognised this as one of the source maps for 1994TU. it's likely a conversion as there is very little doom2 stuff in it besides chaingunners, and a super shotgun i didn't get until near the end.

http://www.doomworld.com/idgames/?id=1079

>> No.2187510 [DELETED] 

>>2185781
>hurr durr i'm a crybaby

>> No.2187512

>>2187484
looks like it's been caught out trying to sneak somewhere

>> No.2187517

>>2187482
>It Was A Dark And Stormy Night
Anyone have a couple of screens of this? I'm kinda curious, it looks TNT based.

>> No.2187523
File: 347 KB, 1366x768, Screenshot_Doom_Into_Hell.png [View same] [iqdb] [saucenao] [google]
2187523

>> No.2187527
File: 635 KB, 541x354, liquid.gif [View same] [iqdb] [saucenao] [google]
2187527

http://www.doomretro.com/2015/01/doom-retro-v165.html

this is pretty cool effect actually

>> No.2187538

>>2187482
How many of these are 32 level Megawads?

>> No.2187546
File: 6 KB, 228x320, Spiffybaron.png [View same] [iqdb] [saucenao] [google]
2187546

>>2187469
We need an all-suited wad.

>> No.2187587

>>2187538
Whitemare 2
Doom 2 in name only
Going Down
Back to Saturn X Ep 2
200 minutes of /vr/

>> No.2187590

>>2187476

It's generally always best to play levelsets for the first time without gameplay mods.
You can get an idea for what the author aimed for--a tense experience with pressuring enemies breathing down your neck, a hectic experience with lost souls and demons chasing you, or an atmospheric experience with sparse encounters? With this knowledge, you'll better know what gameplay mod compliments it, so you're not stuck trying to play Project MSX on a creepy atmospheric mapset or play SUAB on a slaughtermap.
Plus, if the map breaks, you know it's either the map's fault or the gameplay mod's fault, instead of not being sure whether it's one or the other.

>> No.2187603

>>2187469
>>2187546
nice

>> No.2187613

>>2187546
GNTLMNLY.WAD
do it

>> No.2187614

>>2187590
To provide an alternate viewpoint, playing a mapset vanilla first ruins half the fun of some mods. Already knowing all the encounters and traps really hurts the experience that mods like SUAB or Hideous Destructor offer.

The way I see it, it's fine to play something with mods first, as long as you don't go and complain to the author(s) about map balance being fucked up. You should expect that going in.

>> No.2187637

>>2187527
that's actually neat

>> No.2187689

Is there anywhere/way I can auto-prune any outdated wads I have and download the latest versions? Kinda like no-intro sets? Is there a program or site that does this?

>> No.2187704

>But of course, there's the eternal question one must raise when it comes to new software.
>Can you play Doom with it?

I feel this can also be applied to Tetris.
Is there a Tetris .wad for doom?

>> No.2187705

>>2187527
Neat effect I suppose.

>> No.2187706

>>2187704
Meant for
>>2187115

>> No.2187707 [DELETED] 

>>2187527
>Donate.

>> No.2187764

Why is there only like, one guy seeding the idgames torrent?

>> No.2187796
File: 1.13 MB, 1812x758, LeftVsRight.png [View same] [iqdb] [saucenao] [google]
2187796

Left vs Right
which one is better?
Your answer will determine what I rip.

>> No.2187804

>>2187796

right

and please, for the love of god, try to accommodate the doomguy hands so they match the ones from the rip

>> No.2187805

>>2187796
left pistol, right chaingun

>> No.2187806

>>2187804
Both

>> No.2187813

>>2187796
Right pistol, left chaingun

>> No.2187819

>>2187813
Same here.

>> No.2187820

>>2187819
>>2187813
>>2187806
>>2187804

Only both left or both right. Otherwise the hand will change in brightness as you change weapons. Also all the other weapons are gonna get ripped too.
Pick a side.

>> No.2187825

>>2187820
Right side then.

>> No.2187829

>>2187796
Can't decide on the pistol, but I'll say the right Ripper Chaingun.
Also, I'll hope you'll retouch the rips, pure rips never look good as they are in Doom.

>> No.2187830

>>2187820

standing with what I said in >>2187804 already

>> No.2187832

>>2187820
Rip both
But use the left side

>> No.2187845

>>2187829
>>2187804

I don't retouche things because my actual artsy skill is below zero (I ruin everything I touch), so I'll leave that to anybody who'll actually use my rips.

Also any way to rip the sounds directly out of DoukNukumFurrevur? I don't wanna record gameplay and chop sounds cause that looks like unnecesary hassle to me.

>> No.2187850

>>2187764
i don't see the point of it. it's a year out of date and even so it's easier to do a recursive wget on one of the mirrors isn't it?

>> No.2187853

>>2187845
Then why not rip both?

>> No.2187857

>>2187850

we have folks who don't know how to load things in correct order and you want 'em to do wgets?

>> No.2187859

>>2187853
because it would be time consuming.
I do 720p 35fps rips because reasons
I'll try to find a compromise I guess. Not so many spots in this game where light is not saturated/overbrightening. Damn Unreal 1.5 engine and its HDR.

>> No.2187861

I've been looking for doom trailers and found some I've never seen before.

https://www.youtube.com/watch?v=d3VROCgKbVI
Jaguar, still my favorite

https://www.youtube.com/watch?v=Q3utDPvmzfE
SNES rather spooky, but shows little gameplay

https://www.youtube.com/watch?v=LiPNg8hn_1o
Doom 2 PC, mmm early 90s cheap cgi

https://www.youtube.com/watch?v=kcINs2hJwGs
32x, still lies about the abilities of the 32x.

>> No.2187863

>>2187861
https://www.youtube.com/watch?v=IUAhchRu_Js
I love the radio ad.

>> No.2187865

>>2187861
>https://www.youtube.com/watch?v=LiPNg8hn_1o
>Doom 2 PC, mmm early 90s cheap cgi
that was hilariously terrible, especially the part where the monitor eats the user

>> No.2187867

>>2187861
>Do the math
Shame Atari didn't do the math themselves.

>> No.2187868

>>2187863
>https://www.youtube.com/watch?v=IUAhchRu_Js
>I love the radio ad.
there's a hellknight in that! false advertising!

>> No.2187869

>>2187865
>scared shitless. Won't walk within 3 meters of the PC for several weeks. Parents thought there's something wrong with me

>> No.2187871

>>2187868
at least it's not the Jaguar or 32x's advertising.

>> No.2187875
File: 359 KB, 1280x720, Screenshot_Doom_20150119_161730.png [View same] [iqdb] [saucenao] [google]
2187875

>>2187704

Yes.

>> No.2187881

>>2187875
Was it made by LWM?

>> No.2187884
File: 370 KB, 2812x758, compromise.png [View same] [iqdb] [saucenao] [google]
2187884

>>2187796
A compromise variant (middle) what do you think?
assinine 4chan detects a potential malicious content in the png file. WTF.

>> No.2187887

>>2187881

No.

>> No.2187892

>>2187861
http://youtu.be/EQaro-yjBqI?t=31s

Here is a better quality of the Atari one.

>> No.2187903

>>2187884
Middle is good yeah, I was >>2187825, so don't take into account this one.

>> No.2187924

GMOTA guy, I got a question for you. I'm in the process of learning how to do shit in Zelda Classic, and I was wondering if you would let me use Sir Blaz for a little project.

>> No.2188078 [DELETED] 

Demonsteele sucks! Here are 10 reasons why! https://www.youtube.com/watch?v=2heY3oEqozA

>> No.2188084 [DELETED] 

>>2188078
I was about to laugh but then I saw the account name and realized they were autismically serious.

>> No.2188089

for your filtering pleasure
/2heY3oEqozA/

>> No.2188105 [DELETED] 

>>2188084
Dude, they are trolls. It should be obvious.

>> No.2188113
File: 341 KB, 1920x1080, 2015-01-19_00001.jpg [View same] [iqdb] [saucenao] [google]
2188113

ABLUAGGH MY EYES
AAAAAAAAAAAAAAAHHHHHHHHHHHHHHH

>> No.2188118

>>2188113
RIP

>> No.2188126 [DELETED] 

>>2188078
https://www.youtube.com/watch?v=2heY3oEqozA
Bringing back the truth because the clones deleted my post!

>> No.2188150
File: 81 KB, 415x311, marathon-shotgun.jpg [View same] [iqdb] [saucenao] [google]
2188150

Guys

guys

what if you could dual-wield SSGs?

>> No.2188152
File: 237 KB, 800x600, I THINK IM BEING WATCHED.png [View same] [iqdb] [saucenao] [google]
2188152

Mayhem mansion is almost done.

>> No.2188196

>>2187924

Absolutely. Zelda classic was a big part of my adolescence.

Though go for the Link's awakening style of sword attacks. That's a thing in Zelda classic and I like it far better than the normal stabbing

>> No.2188205 [DELETED] 

>>2188126
https://www.youtube.com/watch?v=2heY3oEqozA

>> No.2188209

>>2188196

Agreed. Angled slashing best slashing.

>> No.2188210

THAT'S IT, IT'S OVER

AFTER DAYS IT'S FINALLY GONE!

>> No.2188230

>>2188209

Are you the Zelda classic guy? If so you gotta fill me in on what you're gonna do

>> No.2188250

>>2188230

Nope, but I experimented a lot with Zelda Classic before coming to Doom.

>> No.2188286

>HDoom will never have trap imps or bara hell knights
;_;

>> No.2188332
File: 295 KB, 1366x768, Screenshot_Doom_Interception.png [View same] [iqdb] [saucenao] [google]
2188332

>> No.2188458

>>2185781
underrated post
>have a bunch of shit stored up and everything
>get next to the end of the map
>go back and find some secrets just in case
>death to get to the next level
>pistol whips out and only left with your dick again as all that shit you been storing up is now lost again
this isn't a kawaii desu kagome otaco JRPG damnit
THIS IS FUCKING DOOM

>> No.2188484

>>2188458
>not liking Scythe

>> No.2188487

>>2185781

>playing with the vanilla pistol
>not playing a mod with a good pistol

>> No.2188493

>>2188458
>THIS IS FUCKING DOOM

IIRC, Doom 1 forced you to pistol start the first level of each episode.

>> No.2188502 [DELETED] 

>>2188493

by earraping you, biatch?

>> No.2188507

>>2188152
Nice HOM you have there. And misaligned textures.

>> No.2188513 [DELETED] 

>>2188502

If you really think the Icon of Sin's death cry is ear-raping, I don't know what to tell you.

>> No.2188520

>>2188513

IoS death
+ Doomguy's high impact death
+ Barrels

stop acting dumb

>> No.2188521

>>2188502
In Vanilla/Boom, Romero/barrels is the only sure way to have a death exit and pistol start the next level. I believe Eviltech tried to use a crusher instead of barrels, but this was easy to bypass if you have 200 health/armour.

Megawads like the Scythes and Speed of Doom have death exits because they wanted to have an episodic structure, instead of one continous run thats typical of Doom 2.

>> No.2188564
File: 82 KB, 729x425, id.jpg [View same] [iqdb] [saucenao] [google]
2188564

>>2188286
>bara

too far dude

>> No.2188576
File: 52 KB, 308x232, output_PzvYHh.gif [View same] [iqdb] [saucenao] [google]
2188576

>>2187165
Yup. It's almost more of an art project than a gameplay mod. My goal is to make a scratch make every texture in my wad to the point of using none of Doom's art. I want to git gud at texturing and sprites.

>> No.2188581 [DELETED] 

>>2188520
>tender widdle ears are raped by a whole three sounds playing at once
>in a game where there is at least one gun firing and far more than two monster sounds playing at all times
>s-stop acting dumb ;_;

Heh.
Don't worry, anon, your secret is safe with me.

>> No.2188595

>>2188521

Oh you know, I never thought of scyth like that

It actually makes sense now that the last time you it becomes brutal as fuck

>> No.2188598

How did they nail the map designs of Doom 1 so well on their first try? It has better map design than most of fps games today and it has stood the test of time.

Also, why are Sandy Petererson's maps in Doom 2 so shit. They just feel mediocre

>> No.2188652

>>2188598
Dude had to make like 2/3s of the maps in less than a year. By himself. Because Romero was too busy fucking around playing death match to actually make the game.

If Romero had taken two weeks and gone over all the texture and detail in Sandy's maps, everything would be a lot better.

>> No.2188657

I dunno why, but I like adding bots to Cooperative mode and spectating them running around, killing shit, having no clue what to do while shit-talking to each other.

Would be nice if someone much smarter than me could design a bot that can actually make progress and eventually beat the game

>> No.2188705

>>2188286

don't you mean

BARAns of Hell?

>> No.2188709
File: 519 KB, 1920x1080, Screenshot_Doom_20150119_231807.png [View same] [iqdb] [saucenao] [google]
2188709

hmm...I wonder if this should be the pose I go with for this guy? At least the size and color is to my satisfaction.

>> No.2188765
File: 121 KB, 685x600, 2308716240896.jpg [View same] [iqdb] [saucenao] [google]
2188765

>> No.2188804

>>2188286
I'm hoping for a futa at least. Maybe the arch-vile, or if the armored imps get different animations.

>> No.2188829

>>2188286
>>2188804
>hdoom will never have marine girl on demon girl

>> No.2188848

>>2188576
Well it looks neat so far, at least to my inexpert eye.

>> No.2188861

>>2188829
There's a female Doom Marine in the Quake multiplayer.

>> No.2188881

>>2187527
Why does the water appear to move up and down but the texture doesn't actually move up and down at all?

>> No.2188882

>>2188804
It's already 100% confirmed that it is going to be purely straight sex.

>> No.2188884

>>2188882
Futafags BTFO

>> No.2188904

>>2188882
Thank fuck, I'm so sick of all the futa shit and trap shit these days.

>> No.2188921

Are there any fanmade DOOMwads that play like a hub-based full game? Like Strife?

If you guys are interested in Strife or whatever, check this out.
>>>2186713

>> No.2188956
File: 31 KB, 1920x1080, Screenshot_Doom_20150120_084446.png [View same] [iqdb] [saucenao] [google]
2188956

Jesus.

>> No.2188971

>>2188956
yeah those automap colors are terrible. what were they thinking

>> No.2189052

>>2188956
>using raven colors

>> No.2189053

>>2188598
I disagree. I find Petersen's map were the most fun out of the Doom 2 maps.

American McGee's are the ones I found mediocre.

>> No.2189089

>>2188971
I lke raven automap colors more than vanilla. not so hurtful to my eyes

>> No.2189091

>>2189053
>I find Petersen's map were the most fun out of the Doom 2 maps.
This. I honestly don't understand why Petersen's maps are hated outside of "ugly looking"

Only maps of his that had mediocre gameplay IMO, were Map21, Map24 and Map30.

>> No.2189093

>>2189089
well i can understand that. i don't like the vanilla colours much either. but brown on top of a slightly different shade of brown, there's not enough contrast to make anything out. that said, it's clearer if i view the image unscaled instead of scaled down to browser width. it was stupid of me not to do so before.

>> No.2189105

>>2189093
I personally like to use Strife colors.

>> No.2189107
File: 33 KB, 512x512, Strifepalnew.png [View same] [iqdb] [saucenao] [google]
2189107

>>2189105
Me too. It trades a lot of Doom's ugly browns for some really nice blues and teals, but it does kinda lack some of the stereotypical ultra saturated colors that go hand in hand with dos games so well. I'm disputing if I want to stick with my current palette, switch to strife, or just say fuckit to all of it and use true color textures.

>> No.2189113
File: 177 KB, 894x894, 9987654.jpg [View same] [iqdb] [saucenao] [google]
2189113

>>2188921
RTC-3057
Daedalus
Phocas Island 2
Cheogsh 2
Cold as Hell
Paranoid
Knee Deep in ZDoom

>> No.2189125

>>2188921
Stronghold: On the Edge of Chaos

>> No.2189129

>>2188881
Because you didn't donate enough.

If more people would actually donate then Brad Harding could afford the staggering costs to code things better.

>> No.2189131

>>2189091
Map21 and Map30 were likely rushed in. Especially considering the glaring oversight in Map21 regarding the blue key, and the fact that Map30 is just one big room with lifts.

Map24 had an interesting concept. But it wasnt executed very well. Not enough enemy encounters in the main catwalk areas, the side areas weren't very interesting, and the catwalks themselves overstay their welcome. Red key area was kinda fun, though.

>> No.2189135

>>2188881
Technically it'd be less realistic if the texture moved with it.

>> No.2189139

Any word on the Berserk mod?
Or did it die?

Please say it didn't die ;_;

>> No.2189140

>>2189139
Whats this about a Berserk mod?

>> No.2189142
File: 839 KB, 500x250, 1404609262279.gif [View same] [iqdb] [saucenao] [google]
2189142

>>2189129

>> No.2189143

>>2189139
Mike posted an update on the autocrossbow in IRC just a few days ago.

>> No.2189146

>>2189143
Thank goodness.

I'm still sitting here waiting patiently to play as Guts.
And for the next Project MSX update.

>> No.2189148

>>2189129
>all this mad over Doom Retro

You wish you could use Fraggle's work half as well as Brad Harding does, it takes a lot of skill to use other's code the way he does.

>> No.2189149
File: 38 KB, 480x480, 1412125390231.png [View same] [iqdb] [saucenao] [google]
2189149

>>2188230
Am here now, was at a friend's place playing some Monster Hunter. What do you want to know? I don't exactly have a plan right now, I might do a little quest first, maybe 2 or 3 dungeons. And yes, I planned on using the Z3-styled slash. Also thank you for letting me use Sir Blaz, this will be glorious I promise.

>> No.2189167

>>2187464
Bueno

>> No.2189169
File: 178 KB, 894x894, rage.png [View same] [iqdb] [saucenao] [google]
2189169

>E3M5

>> No.2189175

>>2189169
Northwestern teleporter takes you to the room with the berserk/pinkies. Rest of them takes you to the middle structure.

>> No.2189179

>>2189175
I don't like the doors blocked by teleporters. I feel trapped.

>> No.2189185

>>2189169
>>2189175
Look at the teleporters too, one of them has lights fading.
That's the one you use to continue on.

You can also step on the teleporter in the pinky room to go back to the big teleporter and use the door that way.
Speedrunners do this for the fastest times

>> No.2189186

>>2189179
The doors in the room with the berserk/pinkies are one sided. Outside of that, you should be able to avoid the teleporters.

>> No.2189212

>>2189107
>just say fuckit to all of it and use true color textures.
do this, iirc you said you're redoing everything from scratch anyway so might as well not limit yourself to a palette

>> No.2189220

>>2189169
E3M5 isn't my favorite, but E3M6 is worse.

>> No.2189228

>>2189220
i think e3m6 is the best e3

>> No.2189234

>>2189220
E3M6 is fun. Its just that it also displays Sandy Petersen's ugliest use of textures out of any map he's made.

>> No.2189235
File: 874 KB, 1920x1080, Screenshot_Doom_20150117_060629.png [View same] [iqdb] [saucenao] [google]
2189235

>>2189212
I don't know what it is, but sprites look terrible if you don't limit your palette. Textures on the other hand, I mean, these wall textures HAVE to be truecolor or they look like complete dog shit. Of course I'll get some complaints from users who still cling to software mode for some reason. I can't help but feel like I'm cheating by using truecolor somehow too.

>> No.2189236

>>2189220
No way, E3M6 is nice.

>> No.2189261
File: 1019 KB, 640x480, e3m6secr.webm [View same] [iqdb] [saucenao] [google]
2189261

>> No.2189263

>>2189261
Huh? How does that work?

>> No.2189267

>>2189261
>>2189263

E3M6's UV-Speed WR is still 0:25 so I can only assume he's using ZDoom

Doomworld would've gone crazy at this point if it were true

>> No.2189273

>>2189263
you can press the switch through the wall

>>2189267
>I can only assume he's using ZDoom
i'll try not to take offence at this!

anyway iirc the record is more like 0:06. it might be 0:25 to reach the normal exit, i could believe that.

>> No.2189278

>>2189273
>anyway iirc the record is more like 0:06
yeah, 0:06, e3m6s pacifist by Adam Hegyi
http://doomedsda.us/wad947m136.html
you have to scroll down

>> No.2189279

>>2189273

ooooh this is interesting

http://doomedsda.us/wad947m136.html

what's with E3M6 and E3M6s? Only because of the secret exit?

>> No.2189284

>>2189279
heh we were looking up the same page at the same time. but anyway yes, there's always been distinct records for normal and secret exits on maps that have both, as far as i am aware.

>> No.2189287

oh and in this case the speed record is listed under pacifist, the player of the actual "speed" record must have gone out of his way to shoot something i guess.

>> No.2189304

>>2189236
>>2189234
>>2189228
I don't know what to tell you, I just did not enjoy E3M6, sure, it's ugly, but that's Petersen to you, something about how it plays rubs me the wrong way.

>> No.2189310

Anyone here remember Bad Toys 3D?

>> No.2189323
File: 953 KB, 500x305, wat.gif [View same] [iqdb] [saucenao] [google]
2189323

>>2189278
>>2189279
>.LMP files
wat is dis

>> No.2189329

>>2189323
demo lumps
wad files are made of lumps
i find this nomenclature amusing

>> No.2189331

>>2189329
>WAD
>Where's All the Data
>LMP
>lump
They did know how to name stuff. How do I play them, though?

>> No.2189335

>>2189331
doom -playdemo blahblah.lmp

>> No.2189337

>>2189331
this must be on the wiki somewhere

>> No.2189350

>>2189335
>cannot play non zdoom demos
What port should I use then?

>>2189337
I didn't search, sorry.

>> No.2189354

>>2189350
probably prboom+ or choco

>> No.2189510 [DELETED] 

this video fucking sucks
leave some nice comments on it
https://www.youtube.com/watch?v=2heY3oEqozA

>> No.2189525

>>2189350
>>2189354

PRBoom+ is usually the demo engine of choice. ZDoom demos break every single release, I don't know why they just haven't gotten rid of the function yet.

>> No.2189530

>>2189525
if you record a demo on a given version of zdoom you need to keep that version to play it back. you already have to keep around the same version of a map on which a demo was recorded; keeping around the engine is merely an extension of what you must do already.

>> No.2189537

>>2189525

ZDoom demos work as proof for bugs reporting for each version

Also the only way ZDoom demos would be accepted (even if at all) in DSDA would be if they're in stable ZDoom versions.

But yeah, demo recording in PrBoom+ is THE way to go even for non-competitive purposes

>> No.2189538

>>2189530

Yeah, but for passing demos around for the sake of showcasing, it's really a giant pain in the ass to try and coordinate exactly what engine/revision people should use.
A lot of people tend to give feedback on maps in the form of demos, showing how they played and where they stumbled--this is pretty easy to do in vanilla or Boom maps, but for ZDoom/GZDoom-specific maps, this is much more complicated than it needs to be.

>> No.2189546

>>2189538
well i can't disagree with that. it's not broken but it's terribly inconvenient especially in the stark contrast of other engines that do remain demo compatible.

>> No.2189552

>>2189538
yeah but
why would you ever map specifically for zdoom
zdoom is for gameplay mods
if you want to map you'll want to do a more accessible engine like boom

>> No.2189562

>>2189552
>why would you ever map specifically for zdoom
>zdoom is for gameplay mods

There are a lot of ZDoom specific features for maps, stuff like 3D floors and scripts.

>> No.2189569

>>2189552
ZDoom and GZDoom have support for room-over-room architecture. That said, I asked a couple of threads ago if there were any wads that made good use of this functionality but got zero replies.

>> No.2189574
File: 59 KB, 640x480, 1421792078.png [View same] [iqdb] [saucenao] [google]
2189574

icarus map12 is quite pretty, but very poorly balanced, as in, starts off frustratingly luck-based - if there's a guaranteed successful way to get past the barrels i'd like to hear it - but becomes almost trivial, with great swathes of plasma, later on.

>> No.2189575

have we ever collaborated much with /k/? I've heard of sourcing some sprite content from them, and im looking through the archives to see what sorts of FPV pics there are.

wanted to let /doom/ know theres a thread here:
>>>24418332
does anyone have a sense of how to better get cool spriteable pics from actual gun owners? even airsoft would work well for our purposes.

>> No.2189578

>>24418332

whoops bad link

>> No.2189587

>>2189578
I think you meant to do this
>>>/k/24418332

>> No.2189597

i find the more advanced a map is, the more annoying it is. the advanced features get in the way. although i don't mind some light, subtle boom feature usage that fits in with what the original game could do already, i note that nearly all my favourite maps are at most limit-breaking.

>> No.2189608

>>2189569
Maps by Shadowman, like Cheogsh series use lots of ZDoom-specific functions, room-over-room included.
You should also look for ZDoom-specific maps on ZDoom forums. Obvious, right?

>> No.2189621

Can I somehow play with the extra monsters spawns from coop in single player?
I need to know.

>> No.2189631

>>2189597
agreed. doom's gameplay just isn't designed around anything much more involved than boom scripting. true-3D architecture is nice but not honestly is not a killer feature that makes things particularly more fun or interesting.

>> No.2189634

>>2189608
I've only been playing Doom for about a year, so I'm still not 100% initiated into the various mappers and forums. Thanks for the pointers though.

>> No.2189660

>>2189149

Z3? The sword attack in ALttP covered a half circle, whereas the sword attack in LA covered only a quarter of a circle around Link.

I'm ashamed of myself that I remember all of these dumb nuances

>> No.2189665

>>2189660
In Zelda Classic it's called Z3-style, but it use the GB/C Zeldas slash.

>> No.2189671

>>2187115
What a load of bull, I own a far worse tablet and I already tried playing doom with it.
Guess what, it works just fine, just chage the commands a little and there you go for tactile fun with doomguy+Hdoom.

>> No.2189676

>>2189235

spritenoobsaibot, i love your work! your female figures remind me verymuch of Joanna Dark. Do you ever post any sprite sheets of your female sprites/NPCs?

>> No.2189865
File: 334 KB, 1366x768, Screenshot_Doom_Interception.png [View same] [iqdb] [saucenao] [google]
2189865

>> No.2189921

>>2188332
does that room look like a giant cunt on the automap?

>> No.2189927

>>2188493
shiiieeet. doom forces you to pistol start every time you die. and yes, doom 1 requires pistol start on episode change.

jump off that zdoom shit for a minnit and play some chocolate.

>> No.2189935

this strafe thing Romero tweeted about looks pretty fun


i'd help fund it if i had a proof it'd be DRM-free and if kickstarter could handle paypal

>> No.2189946

>>2189935
There was a a long thread on /v/ about Strafe today. Essentially half-interest, half crying about viral marketing and Kickstarter scams.

Their homepage made me kek
http://www.strafe1996.com/about.html

>> No.2189963

>>2185526
I feel that Blood suffers from shareware syndrome as much as Doom does (1st ep being ultra-GOAT since it needed to advertise a game in the early internet age). 2nd ep is great until the last or last two levels, 3rd and 4th falter after the fourth or fifth level. Plasma Pack was breddy gud except the boss which was horrendous, Cryptic Passage is the typical Sunstorm Interactive shit and I'm not a fan.

>> No.2189969

>>2189946
I think the biggest concern is that it will have random generated levels. I'm not sure how well randomly generated levels for an FPS work in exectution.

>> No.2189971

>>2189969
>I'm not sure how well randomly generated levels for an FPS work in exectution.
http://oblige.sourceforge.net/
See for yourself.

It's not horrendous, but nothing too good, either.

>> No.2189972

>>2189969
I'll be happy as long as they can at least keep up with something like Oblige-tier level generation.

>> No.2189980

>>2189946
I wish we still developed web pages like this, to be honest.

It's kinda jarring, though, to see faux period web design with obvious post-5th gen graphics technologies and faux retro art direction.

>> No.2189998

>>2189946
dude, have you seen what happens when you click on "no" on the page where they ask you if you're over 18?

>> No.2190002
File: 47 KB, 497x640, 1393373309250.jpg [View same] [iqdb] [saucenao] [google]
2190002

>>2189998
I have now
Devs confirmed for master rusemen

>> No.2190007

>>2189998
top fucking kek

>> No.2190037

>>2188861
Playing as a futa doomgirl would be cool, but would require way too much work to implement, I'm guessing.

>>2188882
Ah well, That's cool too. It's not a fetish for everyone. I guess I'll have to settle for wating on BBW Mancubus, 2spooky revenant girls, and cyberdemon musclegirls with huge guts. I think I'll live.

>> No.2190057

>>2189597
>>2189631
This, and the fact that most of todays big name mappers like to make speedrunner friendly maps, is why there aren't that many zdoom/gzdoom mapsets that offer classic gameplay nowadays.

Hell even TCs have dwindled over the years. Most Zdoom/Gzdoom required stuff nowadays tend to just be weapons and gameplay based.

>> No.2190061

>>2190057
What is the criteria for "speedrunner friendly"?
Quick, walk-over-triggered doors and lifts?

>> No.2190063

>>2190061
It means it must be compatible with an engine thats reliable for recording and playing back demos. Vanilla, Chocolate, and PrBoom-plus, basically.

>> No.2190074
File: 27 KB, 512x422, Laughing Black Joker.jpg [View same] [iqdb] [saucenao] [google]
2190074

>>2189998

>adventure time

>> No.2190089

>>2190063
Pretty much. Zdoom based ports are not for demos, because each new version breaks them. Meaning to playback demos from older versions, you'd have to rollback which isnt exactly preferable. Zdoom-based ports also have "fixes" that remove certain speedrunning tricks regardless of compatibility settings. Because of all this, Speedrunners simply avoid using zdoom for this purpose, which in turn leads to zdoom required classic gameplay maps fall into obscurity.

>> No.2190102

>>2189935
Regarding Strafe, I always had a technical question regarding PC games. Would it technically be possible to create a PC game that could run on a wide variety of (Windows) hardware? By that I mean, could it be possible to make a game work for something as lowly as the Pentium Pro and Voodoo, and have options to support up to the i7 and GTX980, and beyond? Essentially, the game's options could be modified to look like Quake (lowest settings) to Wolfenstein TNO (highest settings), depending on the hardware available and settings chosen.

Of course, the answer to something like this would probably be "if you had to ask for something like this, you're retarded", but eh.

>> No.2190106

>>2190089
> remove certain speedrunning tricks regardless of compatibility settings

To be specific, I'm talking about the red key glitch in E4M1. It is impossible to do it in Zdoom even with "Doom (strict)".

>> No.2190119

>DOOM 3 BFG EDITION HAS STOPPED WORKING

WHY DIDNT I LISTEN

>> No.2190132

>>2190102
>Would it technically be possible
On that scale of 20 years of hardware, no. On a smaller scale (2000 and on), maybe; but it'd take far more time and resources than it's worth.

>> No.2190140
File: 58 KB, 398x396, 1417112412157.jpg [View same] [iqdb] [saucenao] [google]
2190140

>>2190119
It's the future you chose.

>> No.2190142

>>2190102
you can't even run zdoom on super old systems without tremendous lag...

>> No.2190149

>>2190102
The Source engine can more or less run on any hardware from the last 12 years or so. you can scale in-game detail levels using console commands and stuff.

>> No.2190165

>>2190102
It might be possible, but it'd likely be very time consuming and an absolute bitch to code an engine to do that. Besides, most PC gamers don't own obsolete hardware, unless the only games they play have low-end requirements and have no interest in high-end games to begin with. So game devs dont even see the point in catering to people with very old hardware if they're aiming for graphics fidelity.

>> No.2190169

>>2190149
Source engine is also not a high-end engine by todays standards. Anyone who has trouble running games on it by now, do not have hardware made within the past 4-5 years.

>> No.2190171

>>2189935
Looks okay. Though I'm interested in gameplay from the time more akin to Unreal/Thief as opposed to Quake 2. Never got into Q2...

Still. Could be fun.

>> No.2190179

>>2190169
does*

>> No.2190186

>>2190169
I'd extend that even further to 6-7 years, actually. Forgot that we were in 2015 now.

>> No.2190187

>>2190102
Theoreticaly - yes.
Practicaly? - no.

Also dev's these days struggle to optimise their games to modern hardware, and often fail at that (wash_doge, fer christ 4 etc). I doubt they'll be able to optimise their shit enough for older hardware too.

them lazy devs

>> No.2190192

>>2190187
>wash_doge, fer christ 4
>Not even mentioning the biggest offender, AssCreed Unity

>> No.2190196

>>2190192
2014 was the year Ubisoft returned to my Shitlist. I'd even argue that they're WORSE than EA now.

>> No.2190202

>>2190187
but they already optimize their games for outdated hardwares like consoles

>> No.2190209

>>2190202
consoles are current gen, and its not that hard to optimise for a specific set of hardware that are consoles, than it is for a wide range of hardware that is PC.

>>2190192
>AssCreed
haven't even touched that turd

>> No.2190226

Missed the /v/ thread, can somebody enlighten me on what exactly is STRAFE?

Also will it work on a toaster?

I mean 1.6 GHz 2GB Ram GeForce 4 toaster

>> No.2190372

>>2190187
Plus it's not only a matter of optimization. At a very early point, if you're targeting ancient hardware, the gameplay itself is constrained by that decision. No optimization would suffice to fulfill a modern design on ancient hardware.

You can scale down graphical techniques (to a point) but not gameplay. Some games attempt the latter with poor results, e.g. the battle scales in Total War and Mount & Blade series, the trouble being the games change fundamentally at lower scales. It ceases to be the same game.

>> No.2190478

>>2190226
it appears to be one of many among the new trend of faux retro procedurally generated games. This one's a first person shooter.

>> No.2190525

>>2189621
Yes, start a multiplayer game by yourself.

>> No.2190531

>>2189621
>>2190525
with pr+ you only have to add -solo-net to the command line

>> No.2190723
File: 5 KB, 168x354, jd unfinished.png [View same] [iqdb] [saucenao] [google]
2190723

>>2189676
>Joanna Dark
speaking of unfinished shit.
I occasionally do, but a ton of it is mostly concept stuff. Right now the only real full sprite sheets I have are of Lydia and her mug. I only ever really post that stuff here, every now and then I post in the zdoom forums' sprite parade, but it doesn't interest me as much.

>> No.2190757

>>2190723
You're still one of my favorite artists ever, I remember seeing this (I think?) back in the day! Sweet stuff!

>> No.2190767
File: 187 KB, 720x720, 1394581835070.jpg [View same] [iqdb] [saucenao] [google]
2190767

i've learned something about doom.

i love everything but its confusing as fuck level design. more so the last half of doom 2.

switches to doors no where near you. like fuck.

>> No.2190770
File: 3 KB, 412x124, Different Lydia hairstyles.png [View same] [iqdb] [saucenao] [google]
2190770

>>2190757
and you're still one of my favorite modders ever. Shit, mkww-ah was the reason I wanted to make sprites for Doom in the first place.

>> No.2190807

GMOTA's mage gunner is getting a special voice.

http://vocaroo.com/i/s0hcJIbaceio

>> No.2190859
File: 237 KB, 500x657, twinkle.gif [View same] [iqdb] [saucenao] [google]
2190859

I'm about to give Doom on the SNES a shot. Wish me luck.

>> No.2190863

>>2190859

Expect shit garbage visuals and gameplay, but pretty good music.

>> No.2190864

>>2189608
How does the automap work on room-over-room maps?

>> No.2190865
File: 59 KB, 500x361, guns.jpg [View same] [iqdb] [saucenao] [google]
2190865

>>2190859
>FPS with SNES controller
inb4 pic related

>> No.2190868

>>2190865
It's not a big deal, since I used to play Doom without the mouse as a kid. I'm emulating it on my phone, though, and I won't go on hard.

>>2190863
>good music
Different versions or a brand new OST?

>> No.2190869

>>2190864
The map displays whichever floor the player is standing on.

>> No.2190872
File: 13 KB, 415x467, power of friendship and huge guts.png [View same] [iqdb] [saucenao] [google]
2190872

>>2190869
Nice. And how hard is to do maps like this?

>> No.2190873

>>2190868

Different versions, some tracks came out pretty good on the SNES sound processor

http://youtu.be/hh5lqB-JUL0

>> No.2190876
File: 2.00 MB, 399x173, delicious.gif [View same] [iqdb] [saucenao] [google]
2190876

>>2190873
This sounds really nice.

>> No.2190878

>>2190876
Eeeeeeeeeeeeeeeeeeewwwwwww

>> No.2190879
File: 9 KB, 150x150, 1347432053367.gif [View same] [iqdb] [saucenao] [google]
2190879

>>2190868
>FPS
>on SNES emulator
>using a phone
>probably Android
>probably doesn't even have physical buttons
Just thinking of what you're doing makes me want to dive feet first into a running woodchipper and have someone turn it off when I'm only halfway through it.

>> No.2190881
File: 407 KB, 250x250, wow.gif [View same] [iqdb] [saucenao] [google]
2190881

>>2190879
Ok.

>> No.2190882

>>2190872
It's a little unintuitive because it involves creating "dummy" sectors that carry the height information for the actual ingame sector the player interacts with. Works just fine though.

>> No.2190909

>>2190878

That's its foot, relax.

>> No.2190915

>>2190865
It can be done, it's just not 100% ideal.

Personally, for any FPS, I want a gamepad to at least have as many buttons as a DualShock, as in, two sticks (if they can be "pressed" that's all the better), two shoulder buttons on each side, at least 4 buttons on a pad, a directional cross (usually useful for weapon and inventory quick select), and the at the minimum there should be a start and select button.

The sticks should be smooth to work, and their sensitivity should be highly adjustable, nothing is worse than sensitivity being set to maximum and then you turn at medium speed.

>> No.2190927

SNES dude here. The FPS on this is shit. Was it like this on the real hardware or is my emulator fucking shit up?

>> No.2190929

>>2190927
That's the original hardware you're emulating, they even had to add extra shit to the cartridge to get it to run.

>> No.2190930
File: 117 KB, 1282x987, implying i can't see you.png [View same] [iqdb] [saucenao] [google]
2190930

>this guy

>> No.2190967

I'm trying to build a map. I've read up on Skyboxes but when i make a basic room and try to find the SkyViewpoint actor, it's not in my Things section. Am i missing something? I've been using the DOOM configuration. Should i be using Zdoom? is it the best option because it is more advanced?

>> No.2190976

>dustt of the doom folder with a new mod
>uh why doesnt it start?
>check GZDoom build
>2010
Gee, got the new one of course, but has a lot changed in these 5 years?

>> No.2190978

>>2190927
That cart was a technical marvel! A marvel, I say!

>> No.2190985

>>2190976
the most recent ones can only be ran by NASA computer so most people stick to 1.9
that's about it

>> No.2190986

>>2190985
>NASA computer
So an 8800 GT is overkill?

>> No.2190990

>>2190985
Ugh, the "super computer" joke is getting old. OpenGL 4.0 is compatible with fairly low-end GPUs from even 5 years ago.

>> No.2191009
File: 210 KB, 800x581, doritos pope and gaben.jpg [View same] [iqdb] [saucenao] [google]
2191009

>>2190929
Was it that slow back then? I get a frame rate up when I deactivate music and sounds. It sounds ultras slow ingame. In the automap mode it plays normally. It's nowhere near what I've seen from gampelay footage on youtube.

https://www.youtube.com/watch?v=j6-beSWGoMY

>>2190978
It had a special chip, hadn't it? Maybe that's what's fucking up my emulation. How much did it cost back then?

>> No.2191038
File: 7 KB, 359x862, cacosneak.png [View same] [iqdb] [saucenao] [google]
2191038

>>2190930
>"Oh man, he totally can't see me, I'm gonna surprise the shit outta him!"

>> No.2191063

>>2191038
it's more the other way round. the reject table prevents sectors 154 and 61 from being able to see each other

>> No.2191065
File: 81 KB, 510x382, lolhard.jpg [View same] [iqdb] [saucenao] [google]
2191065

>>2191038
>>2190930
Nice. Why are Caco jokes so funny?

>> No.2191067

>>2190990
Go home Count Number.

>> No.2191072

>>2190976
[NO]

>> No.2191081

http://www.doomworld.com/vb/doom-general/71416-forget-oculus-rift-play-doom-with-a-toaster/ relevant title

>> No.2191087

>>2190990
>Ugh, the "super computer" joke is getting old.

If anything, what's getting old is your "b-b-but it's FIIIIIIIINNNEE!" when it clearly isn't.
It'll stop being funny when I can start running GZDoom.

inb4 inevitable "u-u-upgrade your t-t-toaster!"

>> No.2191093

>>2191087
w-w-w-ell, i-i-i-t's-s-s- i-i-i-mpossible t-t-t-o r-r-r-easonably d-d-d-iscuss a-a-a-nything w-w-w-ith s-s-s-omeone w-w-w-ho t-t-t-hinks a-a-a-ll d-d-d-isagreements a-a-a-re i-i-i-n t-t-t-he f-f-f-orm o-o-o-f s-s-s-tuttered b-b-b-lubbering.

>> No.2191095

>>2191093
Well to be fair, there's nothing to discuss with this topic, Graf's decision to move to OpenGL 4.0 was a stupid one.

>> No.2191096

>>2191093
Damn nigga, I'm not the nigga you niggin' about, but damn nigga; you spent all that time to type that out.

Go home Count von Count.

>> No.2191098

>>2191095
true, but the fact remains if he presents any disagreement with his opinion in howling baby speak, it's impossible to have a civilized discussion with him, and he might as well be shitposting.

>>2191096
no i didn't, i typed it normally and then ran a regexp search/replace on it. you can see where it fucked up because of the apostrophe in "it's".

>> No.2191105

>>2191098
Go home Count.

>> No.2191115

>>2191098
>if he presents any disagreement with his opinion in howling baby speak

Because, in the end, that's all the disagreements boil down to.
The move to OpenGL 4.0 was stupid, an upgrade that excludes a chunk of people for no net gain.
The people that think it's fine have no other argument other than "it runs fine on most computers (note: most computers may not actually be most)" or "upgrade your toaster", both of which are just completely dismissing the issue.

In the end, it's just a petulant fit that people aren't accepting the massive throbbing german wienerschnitzl.

Well, there's one other argument saying Graf can do whatever he wants with his port, which is completely correct but doesn't stop the decision from being stupid.

>> No.2191125

>>2190990
Except when modern high end computers inexplicably chugs down.

OpenGL 4.0 will run on any half-decent computer, but not if it's not well implemented.

>> No.2191126

>>2190187
>Watch_Dogs

I didn't believe people when they said that WD was a badly optimized PC port (granted, I'm aware of some of the controversies surrounding the graphical tone down), since I could easily run that game on medium settings and hit 60FPS with a 760. Then I dropped a 970 in there, and it STILL is stuck at Medium at 60FPS. I'm content with playing a majority of PC games on medium/60FPS with a $200 760, not with a $350 970. The only game I saw a noticeable improvement was GTA4 with Icenhancer, it can actually hit 60 now but still dips in the 40s.

>> No.2191152

>>2191081

holy shit that video is as fake as Hell Revealed III

>> No.2191172

>>2191009
The pope looks so happy there, still full of the joys of the world. His soul is still intact. I wonder when his dream turned into a nightmare?

>> No.2191175

>>2191152
yeah it was more that people were talking about toasters and super computers at exactly the same time i was reading the forum index.

>> No.2191180

>>2191152
for some reason, the way doomworld embeds videos produces nothing in my web browser. i mean there's no link or any visible indication there was a video embed there. i have no idea why and i'm not sure how long it's been that way.

>> No.2191184
File: 237 KB, 500x400, caco-cola.png [View same] [iqdb] [saucenao] [google]
2191184

>>2191065
I think it's because they have such a likeable smile.

>> No.2191186
File: 87 KB, 300x300, Swedish-Chef-swedish-chef-16861480-300-300.jpg [View same] [iqdb] [saucenao] [google]
2191186

>>2191115
Wienerschnitzl? Hordy bordy! In der lurve der wienerschnitzl! Herd da bork de wort wort wort.

>> No.2191206

I just beaten neodoom, i never play it through and through till now, 100% secrets and kills.

I like neodoom, nice simple fun levels and good music.

Whats your favorite mods?

>> No.2191224
File: 293 KB, 1920x1080, WIN_20150121_145713.jpg [View same] [iqdb] [saucenao] [google]
2191224

>>2190879
Doom touch actually kinda kicks ass. I used to use the PSP doom port for my mobile doom, but ever since I mapped my use and shoot keys to the volume up and down buttons, the android port feels fucking amazing to control.

>> No.2191237

>>2191180

try this
https://www.youtube.com/watch?x-yt-cl=84359240

>> No.2191240

>>2191237

huh

https://www.youtube.com/watch?v=vI7tWd7B3iI

>> No.2191298

ah boy, and i also killed the thread. go me

>> No.2191305

>>2191298
everyone must be fucking around their toasters, i bet

>> No.2191316

>>2191298
>>2191305
i'm only a minute:15 in, i'm not sure if he's a joke or not....

usb toasters..?

"wireless blender" confirms it

>> No.2191320

is there a version of smooth doom only for enemies?

>> No.2191323

>>2191316

he's probably a kid who tried to ride into the "everything can run doom" fad while adding youknowwhat on top of it

and to nobody's surprise it killed the momentum the thread had

stupid me

>> No.2191327 [DELETED] 

Do you guys play Megaman 8-bit deathmatch?
It's fucking awesome, which upgrade is your favourite?

>> No.2191330 [SPOILER] 
File: 39 KB, 320x320, 1421874599775.jpg [View same] [iqdb] [saucenao] [google]
2191330

>>2191327

i prefer to play kdizd myself

>> No.2191343 [DELETED] 

>>2191298

Fuck off, we don't have to respond to everything you post in the time you want us to.

>> No.2191350
File: 157 KB, 480x254, 1391831406955.png [View same] [iqdb] [saucenao] [google]
2191350

>>2191343

Wrong answer.

>> No.2191352

>>2191350
"Negative, I am a meat popsicle."

>> No.2191361

This series seems worth watching:

https://www.youtube.com/watch?v=ygp4-kmjpzI

>> No.2191367

so, which mods do you like to mix most?

>> No.2191369

>>2191361
i just finished watching it, it was pretty nice

>> No.2191378
File: 1.26 MB, 800x450, zandronum 2015-01-21 16-50-56-53.webm [View same] [iqdb] [saucenao] [google]
2191378

This was an accident but I think I'll keep it in.

>> No.2191383
File: 33 KB, 640x480, 1421878453.png [View same] [iqdb] [saucenao] [google]
2191383

>> No.2191385

>>2191378
http://youtu.be/Rv_OykUNS64

>> No.2191390

>>2191378
Is that Sayaka?

>> No.2191392

>>2191385
damn that's repetitive

>> No.2191393

>>2191390
yeah she's a placeholder until they get proper sprites, i actually thought that'd happened already, but evidently not.

>> No.2191396

>>2191378
what is happening here, is that a swarm of bees?

>> No.2191398

>>2191393
I thought you were making a madoka mod. I don't remember what is Sayaka's power.

>> No.2191405
File: 52 KB, 227x663, Eb1DQZR.png [View same] [iqdb] [saucenao] [google]
2191405

>>2191390
>>2191393

Yeah, it's placeholder sprites. I've been told it's Sayaka Miki from Madoka.

I've got a whole lot of one-frame concepts from a lot of different people who tried their hand at it, but getting an actual set has been a surprisingly difficult hurdle to actually jump over.

It's understandable, considering it's a whole ton of work (45+ unique frames!) for something that isn't ever going to be seen in singleplayer, but it still tickles my autism something fierce.
I'm probably gonna end up needing to pay someone to do it.

>> No.2191412

>>2191378
Are all korean pancakes made of metal?

>> No.2191416
File: 248 KB, 1185x788, 20120915_Hepinstall-Boc_43463.jpg [View same] [iqdb] [saucenao] [google]
2191416

>>2191396

Currently working on making special moves for the weapons as well, for a little bit of variety and to appease the people who keep running out of soul and want a cheaper way to use it.
I was experimenting with the Legion and trying to figure out what would make for more interesting bouncing, but I accidentally made it home in on the player instead, ripping everything around her.

NEAT.

>>2191412

Yes.
Pictured.

>> No.2191432 [DELETED] 

>>2191361
>they show gameplay footage from an omegalore level
why.jpg

>> No.2191465 [DELETED] 

today i learned: deus vult 2 was made by omegalore

>> No.2191507

>>2189631
>true-3D architecture is nice but not honestly is not a killer feature that makes things particularly more fun or interesting.

I've long suspected 2.5D architecture is a boon to level design quality, and helps explain why no game met the Doom series' quality of level design, even when wads/mods are included. Humans evolved on the savannah, and have greater awareness to the horizon than up or down. 3D is inherently repetitious and encourages plain buildings.


>>2191009
Depends on your phone. SuperFX SNES games seem to require emulation hardware many times more powerful than for straight SNES emulation.

>> No.2191527 [DELETED] 

>>2189935
>strafe
>Can I mod STRAFE®? - No plans for modability at the moment. We don't believe that people yet have access to the technology and knowledge base that is required to make such realistic environments.

http://www.strafe1996.com/faq.html

Fuck' em. No multiplayer, no modding, no handcrafted levels. It's shit.

>> No.2191537

>>2191527

whoosh

>> No.2191542 [DELETED] 
File: 28 KB, 225x350, doctor fazbear.jpg [View same] [iqdb] [saucenao] [google]
2191542

>>2191537
>MFW HE CHANGED HIS PROXY AGAIN

>> No.2191543

>>2191537
They don't mention mod support or multiplayer anywhere on their kickstarter either.

If I'm missing something please link to where they said the game will be moddable and have multiplayer.

>> No.2191547

>>2191543

He's just acting high and mighty because they tried to integrate their "it's 1996! Technology!" joke into "No we can't have mods" and he's assuming you missed that.

>> No.2191548 [DELETED] 

>>2191542
What? Who do you think I am?

>> No.2191550 [DELETED] 

>>2191548

Some desperate nerds think that there's only one single shitposter on /doom/ and that everything negative or disagreeable comes from this one single person.

>> No.2191551

>>2191542

the fuck are you talking about

>>2191543

to me that line sounds a bit sarcastic

>We don't believe that people yet have access to the technology and knowledge base that is required to make such realistic environments.
>realistic environments

of course they're going to have mod support, there's games that not even need it and they have it

they just can't drop the ball that hard thinking no-one would want to mod for their game

>> No.2191552

>>2191547
What good does it do anybody that they are making jokes about not having mod support when the reality of it is that they actually do not have mod support.

>>2191550
Oh.

>> No.2191554

>>2191551
>of course they're going to have mod support
[citation needed]

>> No.2191556

>>2191554

let's wait and see, then. and if they don't then good and if they do then fine too.

>> No.2191560

notbad.jpg

http://forum.zdoom.org/viewtopic.php?f=19&t=47539

>> No.2191561

>>2191551
But the other info in that FAQ is truthful. They also don't mention it as a feature on their kickstarter.

They are trying to be cute about it but there's nothing that indicates they are lying. Maybe they will make it a stretch goal. That's still a possibility.

The ironic thing here is that games in the 90s often had mod support while this apparently will not.

>> No.2191567

>>2191556
>if they don't then good
What's good about no modding?

>> No.2191569
File: 226 KB, 1366x768, Screenshot_Doom_Interception.png [View same] [iqdb] [saucenao] [google]
2191569

>> No.2191574

>>2191561
>The ironic thing here is that games in the 90s often had mod support while this apparently will not.

That's the thing I don't get. Retro games have that, and even if they weren't made and meant to be modded like Doom people quickly figured out how to mod them. If they're going to appeal to the retro crowd then don't half ass it, makes you look ridiculous

>>2191567

I meant it in a "ok, good, fine, don't let us mod for your game" way

>> No.2191613

>>2191527
they also mentioned on twitter that the game will be distributed trough steam
that's no fun

>> No.2191620

>>2190990
>>2191087

You can find a GT630 for 50 usd, and it has OpenGL 4.3. These people saying that they can't run GZDoom just need to find a fucking job.

>> No.2191642

>>2191620
Yes, lets ignore all the modern gaming rigs that for some reason chug on this flawlessly implemented renderer.

>> No.2191643

>>2191378
What is this? First time in /vr/ and in a doom thread.

>> No.2191649

>>2191643
demonsteele

>> No.2191667

I know I mentioned it already but getting deeper into the ps1 final doom there is some down right haunting music in this game.
I've had my ps2 shit itself a few times because I've entered an open area full of enemies and it couldn't keep up so I can see why over half the levels were cut.

>> No.2191670
File: 222 KB, 1280x720, Screenshot_Doom_20141208_130714.png [View same] [iqdb] [saucenao] [google]
2191670

>>2191643

Hi, welcome.
It's DemonSteele, a little melee mod I made ripping off Shadow Warrior that grew into a love letter to retro animu and 90s metal albums. Basically what happens if Not-Lo-Wang-with-tits popped on the set of Bastard!! while Testament was playing the whole time.

I like it. A few other people do as well.
You can check it out here: https://github.com/TerminusEst13/Folded1000Times

>> No.2191698

>>2191670
>Not-Lo-Wang-with-tits
thanks for reminding me of No Wang, that makes me giggle every time

>> No.2191705

>>2191670
What do you mean when you say, "Not-Lo-Want-with-tits"? Did you change the voice tone to make him sound like a girl or something?

>> No.2191714

>>2191705
yeah the demonsteele MC is hae-lin (or something) aka "badly dubbed girl from an old animu"

>> No.2191720
File: 265 KB, 1366x768, Screenshot_Doom_Interception.png [View same] [iqdb] [saucenao] [google]
2191720

>> No.2191726

>>2191714
That's pretty funny and awesome

>> No.2191728

>>2191726
>That's pretty funny and awesome
that's the whole mod in a nutshell

>> No.2191764
File: 454 KB, 500x327, iR49reHedYGHw.gif [View same] [iqdb] [saucenao] [google]
2191764

Tried the new update and I fucking love the black imp. I just wish I could see her full body for more than a second.

Who was the artist?

>> No.2191771

>>2191764

Hdoom is nice and the new animations are 10/10, but...

>every girl shows nips except hellknight

Can someone explain me what's up with that?

>> No.2191779
File: 2.70 MB, 500x365, scared_girl_stone_manip_1_by_stonelad-d41gijp.gif [View same] [iqdb] [saucenao] [google]
2191779

>tfw I cannot decide between BD and Demonsteele

>> No.2191781

>>2191779

Play whatever appeals to you, anon.
It's not like you have to choose one and leave the other to rot.

>> No.2191784
File: 330 KB, 1280x720, Screenshot_Doom_20150119_204902.png [View same] [iqdb] [saucenao] [google]
2191784

>>2191779
why_not_both.png

>> No.2191786 [DELETED] 
File: 236 KB, 980x600, tumblr_ni7kz9Ju2P1slx3t6o1_1280.png [View same] [iqdb] [saucenao] [google]
2191786

>>2191779

>playing snowflake attention whore mod

And you wonder why so many teams are making sure their wads are not compatible with BD

>> No.2191794

>>2191779
flip a coin?

>> No.2191805

>>2191779
http://decider.skizzers.org

Brutal Doom | DemonSteele

>> No.2191883
File: 3.90 MB, 519x283, 1411838725954.gif [View same] [iqdb] [saucenao] [google]
2191883

>>2191779
Demonsteele

>> No.2191920

Is it just me, or fucking captcha and posting is slow as shit

>>2191779

GMOTA

>> No.2191934

>>2191125
>>2191642
It'd bee nice if you guys actually stated what your hardware is.

I have a GTX 770, and an i7 4770, and can run new GZDoom perfectly fine.

My old computer with GTX 550 Ti, and Intel Core 2 Duo can run it perfectly fine aswell.

>> No.2191939

>>2191934
Those two setups don't even cover 1% of possible rig combinations.

>> No.2191941

>>2191779
Accessories To Murder

>> No.2191946

>>2191939
What's your hardware?

>> No.2191958
File: 610 KB, 857x1200, rip_and_tear_safe.png [View same] [iqdb] [saucenao] [google]
2191958

>Doom Marine found a berserk pack

Imp-Tan appears in to be in trouble.

>> No.2191971

>>2191958
Who drew this?

>> No.2191973

>>2191958

Maybe she should have been nice instead of throwing fireballs.

>> No.2191974
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
2191974

>>2191920

>GMOTA

>> No.2191983

>>2191973

I'm going to tell Tumblr about your rape apology, Anon

>> No.2191985

>>2191958

This would have been a lot better if she had been a Hell Knight or Baron of Hell.

>Lowly human, you think you can oppose me?... What's that black box? w-wait where you think you are grabbing?! Nooo!

>> No.2191993
File: 820 KB, 1366x768, Screenshot_Doom_20150122_011528.png [View same] [iqdb] [saucenao] [google]
2191993

>> No.2192005

>>2191993
Is his long, large johnson spontaneously combusting?

>> No.2192013

>>2191993
Wow, look at the size of his palsma rifle!

>> No.2192015
File: 111 KB, 478x252, 1375617911831.png [View same] [iqdb] [saucenao] [google]
2192015

>>2191983
It's not rape if she's tsundere

>> No.2192032

>>2192005

Lost Soul girl is sucking him off

>> No.2192089

I only just found out that there were three different v1.9 vanilla executables.

One for Registered Doom and Doom 2
One for Ultimate Doom (Lost souls now bounce off floors/ceilings, compatibility for Thy Flesh Consumed episode)
and One for Final Doom (Same as Ultimate, but with buggy teleporters not checking height of the teleport destination)

>> No.2192160

alfonzo on soocide watch as we speak

>> No.2192173

>>2185102
So am I completely inept, or are there others that have a hard time running this on steam?

>> No.2192181
File: 458 KB, 806x1137, 1421176192004.jpg [View same] [iqdb] [saucenao] [google]
2192181

>>2191771
i believe the hellknight's look was imported from the piece of artwork which inspired the mod`s creation. in said artwork, the hellknight has convenient censor hair. on the other hand, all the subsequent monster designs were apparently concocted by someone with a chubbies with short hair fetish.

>> No.2192185

https://dl.dropboxusercontent.com/u/8380892/WEbms/CMAWN%20BOAY.webm

CMAWN BOAY.

and now the Mage Gunner is pretty much ready.

>> No.2192189 [DELETED] 
File: 96 KB, 800x600, Screenshot_Doom_20150122_005447.png [View same] [iqdb] [saucenao] [google]
2192189

So I had a couple of spare hours tonight for Doom and rather than work on of the the dozen or so projects I ought to be I did this instead.

Addon for H-Doom (m12-hdoom-techdemo6b.pk3 -- the latest one)

Booty Blaster can be found in weapon slot 8

Cvars:
--hd_playerdance: makes the player dance with the music, removes some (not all) movement speed, defaults to true
--hd_changecolor: changes colors during booty music, defaults to true
--bool hd_strobe: light levels strobe during booty music, required for colors to change, defaults to true
--bool hd_bootyonl: all grills dance with booty towards player at all times, defaults to false

ZDoom version:
https://drive.google.com/file/d/0BxbbtKR5bll_VlRJeUxDUmRZZDg/view?usp=sharing

Zanbooper version:
https://drive.google.com/file/d/0BxbbtKR5bll_M1NGYkY5ejdtS0E/view?usp=sharing

Only tested offline.

Enjoy. I'm off to bed.

>> No.2192191
File: 96 KB, 800x600, Screenshot_Doom_20150122_005447.png [View same] [iqdb] [saucenao] [google]
2192191

So I had a couple of spare hours tonight for Doom and rather than work on of the the dozen or so projects I ought to be I did this instead.

Addon for H-Doom (m12-hdoom-techdemo6b.pk3 -- the latest one)

Booty Blaster can be found in weapon slot 8

Cvars:
--hd_playerdance: makes the player dance with the music, removes some (not all) movement speed, defaults to true
--hd_changecolor: changes colors during booty music, defaults to true
--bool hd_strobe: light levels strobe during booty music, required for colors to change, defaults to true
--bool hd_bootyonly: all grills dance with booty towards player at all times, defaults to false

ZDoom version:
https://drive.google.com/file/d/0BxbbtKR5bll_VlRJeUxDUmRZZDg/view?usp=sharing

Zanbooper version:
https://drive.google.com/file/d/0BxbbtKR5bll_M1NGYkY5ejdtS0E/view?usp=sharing

Only tested offline.

Enjoy. I'm off to bed.

>> No.2192196

>>2191958
thanks for butchering the image whilst it remains not remotely "safe for work". i can't see why they have such a problem with the occasional bit of "on-topic" nudity. but no, instead you have board rules induced stupidity like this.

>> No.2192197

>>2192196
i'd much prefer it if the rule said "spoiler the lewds and add a [nsfw] tag somewhere in your post" but c'est la vie

>> No.2192272

NEW THREAD

>>2192268
>>2192268
>>2192268

>> No.2192281
File: 640 KB, 1664x678, moot must die.png [View same] [iqdb] [saucenao] [google]
2192281

>>2184856
in memorial to moot. my shortest game ever.

>> No.2193642

>>2191224
what emulator do you use? it lets you use your volume buttons to shoot?