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File: 240 KB, 1078x996, lewd doomguy.png [View same] [iqdb] [saucenao] [google]
2229254 No.2229254 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2223184
(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.2229256

===NEWS===

[02-10] Another BDv20 test release: http://www.mediafire.com/download/p40aj6vklq76tt5/brutal20test-feb10-2015.zip

[02-07] Valiant, a 32-map megawad for MBF-compatible ports, by skillsaw: http://www.doomworld.com/vb/post/1342825

[02-01] 50 monsters E1: http://www.doomworld.com/vb/wads-mods/71625-50-monsters-e1/

[01-30] Hocus Doom update: https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-01-24-15.pk3

[01-29] Eriance retires, releases all remaining Demon Eclipse resources: http://forum.zdoom.org/viewtopic.php?p=809621#p809621 https://www.dropbox.com/s/5cyq8ainn1knnd7/DEHEv01.rar?dl=0 https://www.dropbox.com/s/oh965ifww68270z/DEHE-RES.rar?dl=0

[01-26] You can finally upload stuff to /idgames again, seems like Ty took care of the issue.

[01-26] Devs Play feat. Romero http://www.doomworld.com/vb/doomworld-news/71519-devs-play-doom/

[01-26] Mythbusters does Doom http://www.doomworld.com/vb/doomworld-news/71568-have-you-seen-my-chainsaw/

[01-26] /newstuff Chronicles 472: http://www.doomworld.com/php/topstory.php?id=4329

[01-23] Russian Overkill v2.3 update: http://forum.zdoom.org/viewtopic.php?p=809099#p809099

[01-22] 3 heures d'agonie 3 has been launched a few days ago, no information on how many maps have been done so far. This time rules are a little more strict and a certain quality standart is required to improvave the wad's global quality.

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

===

Please reply to this post with news.

>> No.2229270

Also I don't know if the fellow who was having trouble getting Pr+ to run for any length of time without crashing is still here, but, it seems you are not the only one, there is a bug in some new improved-accuracy rendering code. It is being worked on.

http://www.doomworld.com/vb/post/1343052

>> No.2229352

anybody ever compile zdoom for dos? anybody ever make a source port that runs on dos?

I want something visually vanilla and allows me to play the gorillion wads out there.

>> No.2229358

>>2229352
The original Boom was for DOS. I'm sure there were a few others, too.

>> No.2229373

What's 50 monsters E1?

>> No.2229397
File: 30 KB, 189x235, ohgosh.png [View same] [iqdb] [saucenao] [google]
2229397

>>2229254
>a pic I made as a joke in a /v/ drawthread is OP of a doom thread

I feel so honored, thank you OP!

>> No.2229445

doom is cool

>> No.2229456
File: 95 KB, 500x500, tumblr_nh1twnFku61rtzo8lo1_500.png [View same] [iqdb] [saucenao] [google]
2229456

>>2229254
>Sexy OP
>No QT demons

For shame, /vr/, for shame.

>> No.2229460
File: 1004 KB, 630x360, gzdoom 2015-02-11 18-08-34-97.webm [View same] [iqdb] [saucenao] [google]
2229460

This is simultaneously the funniest thing I've seen all day and the scariest thing I've seen all day.

>> No.2229463
File: 23 KB, 300x300, u gettin tricky wit me u little shit'.jpg [View same] [iqdb] [saucenao] [google]
2229463

>>2229460
dude what

>> No.2229478

>>2229460
the fuck are those

>> No.2229486
File: 80 KB, 367x202, 1411355028463.png [View same] [iqdb] [saucenao] [google]
2229486

>>2229478

They look like doom 3 cyberdemons, but not sure.

>> No.2229489
File: 124 KB, 1032x774, D3_Cyberdemon_model_for_UT2004.jpg [View same] [iqdb] [saucenao] [google]
2229489

>>2229478

>pic related

>> No.2229498

>>2228896

That's just the basic punch combo that's triggered by discarding the sword then tapping the fire button

>> No.2229501

http://i.imgur.com/KCJwNy2.gif

>> No.2229518

>>2229445

This is the best post I've seen all week.

Doom IS cool

>> No.2229531
File: 282 KB, 1366x768, Screenshot_Doom_20150211_221030.png [View same] [iqdb] [saucenao] [google]
2229531

Why?

>> No.2229536

>>2229531
Because you touch yourself at night.

>> No.2229537

>>2229531

because the world needs more engaging gameplay

>> No.2229540

>>2229531
>walk into the red key room in map04 of Jungle Spirits
>know it's a trap
>AAAAAAAAAAAAAA
>`, quit

>> No.2229541

>>2229531
Because you're playing a slaughtermap pack anon.

>> No.2229543

>>2229540

>Jungle Spirits

for a Plutonia pwad, it's pretty easy. and I think sooner or later people are slowly going to hate it because of that

the new monster sprites are awesome though.

>> No.2229545

>>2229543
Oh, it's definitely very easy, but revenant traps are still the bane of my existence. Unpredictable chucklefucks.

>> No.2229548
File: 282 KB, 1366x768, Screenshot_Doom_20150211_221933.png [View same] [iqdb] [saucenao] [google]
2229548

>>2229541
Make sense.

>> No.2229562

>>2229460
what mod?

>> No.2229636
File: 48 KB, 600x480, 3526927988.jpg [View same] [iqdb] [saucenao] [google]
2229636

>>2229489
Wow. It was so jarring to see them flying around in full lighting and colours I couldn't even recognize them.

>> No.2229643
File: 5 KB, 884x19, ss+(2015-02-11+at+06.15.43).png [View same] [iqdb] [saucenao] [google]
2229643

Oh yeah, there's a game of fastdm going on if you want some old-fashioned deathmatch.

I was thinking about the replies I got last thread. I might finally learn to B-E and throw on some samsara invasion and DM/TDM of your choosing.

>> No.2229653

>>2229256
does know that his new gibs are making elevators get stuck and breaking dozens of levels entirely?

>> No.2229658

>>2229562
Hunter's Moon.

>> No.2229660

>>2229653
>does mark know*

>> No.2229662

>>2229653
on the test version uploaded yesterday?

>> No.2229685
File: 80 KB, 1920x1080, Screenshot_Doom_20150212_020229.png [View same] [iqdb] [saucenao] [google]
2229685

Alright, is there anyway to make secret doors less obvious on the automap?
Pic related, the player should not be able to see this.

>> No.2229694

>>2229685
I think you tag the line as secret. It's a checkbox along with impassable, lower/upper unpegged etc.

>> No.2229697 [SPOILER] 
File: 42 KB, 479x720, 1423708914716.jpg [View same] [iqdb] [saucenao] [google]
2229697

>>2229254
>Let's post like gentlemen
this is what i visualize every time i read this

>> No.2229705
File: 67 KB, 1024x768, 1336864525062.jpg [View same] [iqdb] [saucenao] [google]
2229705

Is there anybody here that's really good at ACS scripting?

>> No.2229706
File: 81 KB, 900x810, dudley-ssf4select.jpg [View same] [iqdb] [saucenao] [google]
2229706

>>2229697

It's a Street Fighter quote.
"Let's fight like gentlemen."

>> No.2229708
File: 68 KB, 1920x1080, Screenshot_Doom_20150212_024454.png [View same] [iqdb] [saucenao] [google]
2229708

>>2229694
Thanks, that did it.
For some reason I was thinking secret could only be applied to sectors.

>> No.2229718

>>2229708
Yeah, I didn't know about it myself when I was making my maps for that speedmapping thing a few months ago, so all of my secret doors are viewable on the map.

>> No.2229721
File: 399 KB, 539x573, 13459786533.png [View same] [iqdb] [saucenao] [google]
2229721

>>2229706
I doubt think it's referencing that specific use. That would be kind like saying any odd book that happens to use a common phrase is specifically referencing something else that also uses the same common phrase.

>> No.2229724

>>2229721

It was, since my OP was the first that used it, and I had Street Fighter on the mind.

>> No.2229727

>>2229721

>pic

high level chortling

>> No.2229730

>>2229721
Then you could exactly say that about the fedora man. Its a common expression that he was able to appropriate.

>> No.2229731
File: 12 KB, 522x455, brightmap.jpg [View same] [iqdb] [saucenao] [google]
2229731

Brightmaps on monsters and textures.

Worth using? Or stupid gimmicky bullshit?

>> No.2229732
File: 104 KB, 832x832, 1409963966382.jpg [View same] [iqdb] [saucenao] [google]
2229732

>>2229724
hopefully knowing this will prevent me from cringing every time there is a new thread

>> No.2229734

>>2229731

Brightmaps are cool, but those filters are awful.

>> No.2229740
File: 180 KB, 600x460, buy_my_filters.jpg [View same] [iqdb] [saucenao] [google]
2229740

>>2229731
>>2229734

>> No.2229741

>>2229705
what do you need to know

>> No.2229742

>>2229734

/topic

>> No.2229761
File: 26 KB, 500x500, Explosion-image.jpg [View same] [iqdb] [saucenao] [google]
2229761

>>2229741
I was working on a level a while ago and got sidetracked but now (unless something big happens in the next month) I'm coming back to it.

I want to script an exploding wall in ACS, like it blows up when hit by a rocket, Duke Nukem style.

Normally this is easily enough done (examples showing how to do it already exist) but I want my level to work with gameplay mods as well, otherwise I'd have done it by now. Current examples only allow Doom's rocket launcher.

How I'd see the scenario going is like this.

>there is a separate, invisible actor that controls the wall blowing up, it has size 0 so only blast damage affects it
>When it dies, it spawns a rocket explosion, then triggers a script
>Script does 2 things
>1'st thing is over a couple of seconds it triggers some other cosmetic explosions and the "earthquake" effect
>during the explosion sequence, the wall instantly changes size to be the "hole" in the wall

That's it.

>> No.2229790

>>2229662
yeah, been happening for me all over doom 2

>> No.2229796

>>2229761
Oh yeah, the script's actor exists on the other side of the wall as well, but if it's blown up then the other one sort of "deactivates"....don't know how to do that (unless both are run at the same time? or will that fuck it out?)

If you can't see how to do it, a referral to what specific parts of ACS tutorials I should be reading (or even just an incomplete script) to work from would be great. It's all optional though, I wouldn't make demands of anybody here.

Anyway, I have to go for a lesson now but I'll be back in a few hours, many thanks in advance.

>> No.2229797

>>2229761
You could definitely do it like that, the windows in Hacx are like cacodemon actors.

>> No.2229798 [SPOILER] 
File: 322 KB, 800x600, 1423712481638.png [View same] [iqdb] [saucenao] [google]
2229798

new hdoom update

>> No.2229808

>>2229721
That Revenant boner.

>> No.2229915

>>2229761
That should work, and I think I'm the guy that talked to you before and gave you that barrel wad.

Are you asking if that will work (it sounds like it will) or how exactly to go about it code-wise?

>> No.2229927

>>2229796
>but if it's blown up then the other one sort of "deactivates"....don't know how to do that (unless both are run at the same time? or will that fuck it out?)

Didn't see this post before I replied.

Just have a regular map-scope variable (one declared outside any scripts) and have the script change it to 1, and do nothing if it's at one.

Basically

int wallblownup; //all acs variables are set to zero at initialization

script 1 (void){
if(wallblownup == 0){
wallblownup = 1;
<rest of script> }
else{
terminate; }
}

The other actor will still get die from radius damage but it won't do anything when it does.

You could also go about this by removing the actor itself, but then you have to set a tid for the actors, and it's not foolproof if both get killed in the same tic, since the script then will activate concurrently for both.

>> No.2230014

>>2229915
>Barrel Wad

That's correct, I've looked over that but what I want to do can really only work in ACS.

I know it will work, the main issue is the code.

>>2229797
Is it done in ACS?
I'll look it up.

>>2229927
Did you make this in a level?
Otherwise I'll screencap your post and refer back to it. Though if I can't figure it out after looking over ACS scripts I'll probably have to come back here sometime in the next few weeks.

>> No.2230027

>>2230014
The barrel wad had both acs and decorate to accomplish it, since the "barrel" was actually map architecture.

I've not used that exact script, but basically the same thing in a wad. Having it in a wad wouldn't really help learning it I don't think, since it's basically just what was put there.

>> No.2230046

>>2230027
Sorry, I thought I was talking about somebody else because I had you mistaken.

I was thinking of a map that was a wall of barrels that blew up and it's all in Doom format. Just loaded up your one now, oops.

>> No.2230075

>>2230046
>>2230027
So I'm looking over this script and I have a question.

If you wanted multiple explosions like this would you have to create a new actor for each new explosion? Or 1 actor which you can create multiple times and have different actions for?

Like for example, assign a zombieman to drop a red key, blue key or yellow key. Will a new zombieman have to exist to drop each type of key? Or can I just assign a script to one and say "on this guys death, activate a script that summons a key"?

I'm trying to find the "on death" script line now, I could have sworn I'd have seen it but I don't know if I type it in ACS myself or if that's an option available in the thing editor.

>> No.2230171

>>2230075
>If you wanted multiple explosions like this would you have to create a new actor for each new explosion? Or 1 actor which you can create multiple times and have different actions for?
>Like for example, assign a zombieman to drop a red key, blue key or yellow key. Will a new zombieman have to exist to drop each type of key? Or can I just assign a script to one and say "on this guys death, activate a script that summons a key"?

You could use an actor arg (which you would set in your map editor) to pass to the script as an argument, and then have a switch in the script based upon which number it received to do different things. I'm not sure if you could actually specify the script number itself with the arg, but if not you could always have the script that it calls call other completely different scripts in a switch.

http://zdoom.org/wiki/Actor_properties#Args
http://zdoom.org/wiki/Switch/Case

>I'm trying to find the "on death" script line now, I could have sworn I'd have seen it but I don't know if I type it in ACS myself or if that's an option available in the thing editor.

Just call the script directly in the actor's death state, since you have to create the decorate for the actor anyway. If you want to have the actor be multiple-use, then have it pass the an argument to the script like I said above.

>> No.2230207

>>2230171
>>2230075
> I'm not sure if you could actually specify the script number itself with the arg

I didn't want to leave it at that so I went ahead and tested if you could. You can.

Here is an example wad:
https://drive.google.com/file/d/0BxbbtKR5bll_M1JDeW94VXdsQTQ/view?usp=sharing

>> No.2230212

>>2230207
>>2230171
>>2230075
Did one more search, and it turns out you can actually just set a script on death directly. I was honestly unaware that you could do that.

https://www.youtube.com/watch?v=jVkYkC60xr4

>> No.2230217

>>2230171
>>2230207
>>2230212
Useful advice, I'll screencap them so I can refer to it later.

However the google drive link isn't working, tried it in another browser too.

>> No.2230221

>>2230217
>However the google drive link isn't working, tried it in another browser too.
Is it giving you a 404 or what? It works fine for me, tried logging out and testing too.

>> No.2230230

>>2230221
It just tells me the server wasn't found.
Perhaps it's only for you privately?

Some sites do that, to prevent others from randomly typing numbers and getting to other people's files.

>> No.2230237

>>2230230
It's set to allow anyone with the link to view it.

I can upload it to mediafire though. One sec.

>> No.2230240

>>2230237
>>2230230
Here:
http://www.mediafire.com/download/3zsb9bex9nhm9pq/testwad.zip

>> No.2230241

>>2230240
Ok, got it now, cheers breh. I'll look it over and get back to you in 10.

>> No.2230242

>>2230241
Just fyi the video I linked here>>2230212
shows how to do it even easier than the test wad I made.

Though the test wad method would be useful if you wanted the script to be activated in an actor state other than death, like See or something.

>> No.2230247

>>2229531
rather than use hundreds of savegames i took the text file's advice and played it on itytd. sadly i still had to do the pillar jumping sequences.
>>2229697 >>2229730
as i recall that remark appeared after a previous thread had a particularly bad case of angry shitposting.
>>2229708
i think the linedef flag's name is unfortunate. it has little to do with secret areas other than the fact that it overrides monsters being able to open it (if also a type 1 manual door).

>> No.2230250

>>2230242
I'll try Chubs way (I'm a simpleton with coding, I did it in highschool way back so I have soooome idea about it but now much).

Some people just "get it" when it comes to coding, with me though I have to really try learning it.

>> No.2230261

pressed submit too early
>>2230247 (me)
>it overrides monsters being able to open it
by which i mean so they won't find secret areas for you.
>>2229706 >>2229724
interesting, i had no idea.

>> No.2230291

>>2229373
Its a 10 level mapset in which every level has exactly 50 monsters. Not sure if that limit counts lost souls or not, considering PEs can create new ones.

Author is aiming for full 32 maps, I believe.

>> No.2230445

How does everyone sort their wads?

I have organised my wads into categories:
>1 map wads
>2-16 map wads
>17+ map wads
>deathmatch/ctf/etc map wads
>zdoom mods
And each wad/mod is in a folder of their own.

>> No.2230447

>>2230445
-iwads
-pwads
-oblige maps
that's about it

>> No.2230557

>>2230445
I just throw everything into my GZdoom folder.

Organization is a mugs game, baby.

>> No.2230568
File: 486 KB, 1024x640, tumblr_njnxqffZxK1szent1o1_1280[1].png [View same] [iqdb] [saucenao] [google]
2230568

>Spot the new stuff in this screenshot.

*gasp* A Doom map made for GMOTA?!

>> No.2230580

Is there like a super basic tutorial for DECORATE? And I mean really, REALLY basic.

>> No.2230583
File: 11 KB, 252x252, 1328067845012.png [View same] [iqdb] [saucenao] [google]
2230583

Can we have a post like this?

>Things mappers can do that you like, why.

>Thinks mappers can do that you hate, why.

Very curious.

>> No.2230587

>>2230580
Looking up the decorate flags and their meanings helped me a lot, then fucking with variables sometimes and seeing the effect helped me too.

Learning decorate functions is easier than ACS, unless you're talking coding behavior in which case I have no clue.

>> No.2230590
File: 87 KB, 1207x554, whatamess.png [View same] [iqdb] [saucenao] [google]
2230590

>>2230445
This is how my every single doom folder looks like.

>> No.2230595

>>2230583

sure why not

>>Things mappers can do that you like, why.

-Custom monsters via DEH/BEX/MBF

Limitations can be great, and traditional custom monsters have been great for the past two years, Dopefish, anyone?

>>Thinks mappers can do that you hate, why.

-Killing cyberdemons by fragging them when you enter a teleporter and you get immediately teleported to the other one, ad nauseam

Yes, we get it, you loved Deus Vult, who cares.

>> No.2230617

>>2230595
>DEH/BEX/MBF

What's this mean?

>Yes, we get it, you loved Deus Vult, who cares

I laughed.

>> No.2230620

>>2230617
Dehacked, and Boom's, and MBF's extensions to it.

>> No.2230626

>>2230620
Ah right, I don't mind players including custom monsters via DECORATE or whatever, just so long as their niche can't be reliably filled by other monsters.

I liked that Mayan themed wad (it got a cacoward) that gave the Barons of Hell rocket launchers on their arms and a more aggressive green shot, they became more of a threat rather than a giant meat shield.

The "medium threat" niche is kind of dominated by the revenant.

>> No.2230628

>>2230595
You'd rather sit there spamming rockets for 10 straight minutes?

>> No.2230631

>>2230583
Oh I got one now.

Good boss battles, I really don't mind boss fights where you see the boss's HP bar and you just lay into the bastard, like in Painkiller. Whether it's done with a Cyberdemon, Spider Mastermind, new monster, whatever, a good boss battle is always fun.

>Dislike

I am so fucking over Icons of Sin.
Then again I have to sort of concede they're the ending trope of 32 level Megawads.

>>2230628
You can have a good cyberdemon battle without having to just lay into him from a standstill.

Though I have to remind myself that some battles were made with only being able to use keys in mind. E2M8 becomes much harder that way.

>> No.2230632

>>2229734
>>2229731
I agree, brightmaps are cool but those filters really don't look that good.

>> No.2230650

>>2230595 >>2230628 >>2230631
usually the telefraggable cyberdemon is placed so that it is awkward, tedious, or outright impossible to shoot with weapons conventionally. thus it remains a threat for the duration of a battle, but can be removed later if 100% kills is desired.

>> No.2230653

>>2230568

No. Fartknocker. The monsters, HUD elements, sword sprites, and the thrown shield.

Maps won't be anytime soon

>> No.2230671

>>2230653

Oops, my bad.

>> No.2230697

>>2230653
That tiny gauntlet icon for red mana looks like a robot facehugger. Neat.

>> No.2230710

has anyone finished valiant on Ultra Violence?
I'm stuck on episode 4

>> No.2230801

Why the mappers are so obsessed with the custom textures?lyuin

>> No.2230805

>>2230801
Because a limited set of textures is still limiting.
Sometimes, people like to see something new.
Though Cyriak did a lot of cool shit with just the standard Doom 2 textures and flats.

>> No.2230807

>>2230801
>lyuin

hah! don't worry i know that feel

also custom textures are awesome and they really help at building an atmosphere you want.

>> No.2230814

>>2230710
I've just finished Valiant's 4th episode and final map turned out to be the easiest one. All previous maps in the episode relied on restricting player's movement with hazardous areas and having not very much space in general but final map grants player pretty huge freedom of movement at all places.

>> No.2230853

>>2230583
>Things mappers do that you hate, why.

>Starting a map with a big group of monsters facing away from you.
I can be forgiving of this if its trying to be an entryway type level, and does it with former humans. But when its a Slaughter map, and does with with hell knights, revenants, etc, it just feels wrong. I want to feel pressured to move from the get go. Not have all the time of the world to sit there and learn the monster placements of the first room.

>BFG (or highest tier weapon) in the last level.
I always felt the BFG should either be secret only, or not found at all in the last map. In Doom 1, E1M8 was missing the Rocket Launcher, E2M8 was missing the Plasma Rifle, E3M8 was missing the BFG, and E4M8 has the BFG hidden behind a wall. Doom 2 and Final Doom all pretty much give it to you at the start in Map30, making it near impossible not to have one unless you deliberately choose not to grab it.

>> No.2230867

>>2230801
Custom textures add more character to the map or mapset. Its why theres a demand for them.

Also, in some cases, custom textures are necessary for the situation. Neither Doom nor Doom 2 have waterfall and lavafall animated textures. Doom 1 also lacks the bloodfall animated texture.

>> No.2230874

>>2230801
Its kinda cool that textures and flats were things you actually could add in additional to the default textures in a vanilla wad.

Doom 2 has 428 textures and flats
Back to Saturn X E1 has 1339 textures and flats.

>> No.2230876
File: 92 KB, 256x240, 876543.gif [View same] [iqdb] [saucenao] [google]
2230876

>> No.2230886

>>2230867
>making it near impossible not to have one unless you deliberately choose not to grab it.

In the case of TNT.wad, it is 100% impossible to not grab the BFG and complete the level, without cheats.

>> No.2230889

>>2230583
>Things mappers can do that you like, why.
cool secrets, even if they break the flow/immersion

>Thinks mappers can do that you hate, why.
>make mapset for (g)zdoom
>jumping isn't disabled by default and can break the map
>(even worse, the modder doesn't tell you if you're supposed to jump or not)
seriously, either make your map "jumpproof", disable it or use it, but whatever you pick, say it in the info file

>>2230876
pretty cool, would use before a bossfight / 10

>> No.2230914

>>2230886
meant for >>2230853

>> No.2230935

Can someone please post the big sprite sheet of a whole bunch of pre-made HUD graphics for Doomguy's hands in different positions?

>> No.2230972

>>2230876

that was made by DrDoctor, right?

>> No.2230975

>>2230972
That's from the game Soul Reaver

>> No.2230978

>>2230975

oh, sorry

>> No.2231108

>>2230853
tried to write this from a 1993 new player POV. unskilled, move slowly, don't know exploits (pressing switches from below etc)

Rocket launcher in E1

11: -
12: -
13: in a secret area, requires careful listening and movement skill (i.e. not reachable by 1993 keyboarders)
19: not secret, but, secret level. also heavily trapped/guarded.
14: in a secret area that requires running through a nukage river
15: in a secret area that requires jumping in a large nukage pool, although the door is quite obvious
16: in a secret area guarded by nukage and a crowd of monsters on one side and a locked door on the other
17: the only one not in a secret area. hidden up a lift in the computer core, though, not just gifted to you
18: -

Plasma gun in E2

21: in a secret area that requires considerable backtracking to reach, also dark and monster-infested
22: in a secret area that is not hard to find but only has a single chance to reach
23: in a secret area that requires jumping into a hellblood pool
24: in a secret area under a small crack in the floor, quite hard to spot
25: in a secret area at the end of a long chain of switches and slime tunnel runs, also well-guarded
29: not secret, but, secret level. just out in the open, but surrounded by high-level monsters.
26: not secret, but on the far side of a very dark maze stuffed with monsters
27: in a secret area that is quite big, pitch black, and has several monsters, unlikely to stumble on it
28: -

BFG in E3

31: -
32: -
33: in a secret area hidden in a maze with a 20% damage floor
34: in a secret area, requires jumping into a lava pit which looks inescapable
35: not secret, but heavily trapped, teleporter in a self-locking room, beyond the exit
36: -
39: not secret, but secret level, and behind a false wall, in hellblood, needs intentional backtracking to reach
37: in a secret area in the blood maze. not that hard to stumble on though as exploring the maze is required and weapon is not particularly hidden
38: -

>> No.2231158

>>2231108
continued because fun. still trying to assume 1993 new player POV

Rocket launcher in E2

21: -
22: in a secret area, well-guarded, and needs yellow key so you're not getting it early
23: -
24: -
25: -
29: not secret, but, secret level. just out in the open, but surrounded by high-level monsters.
26: free gift at the start of the map!
27: in a secret area behind a slime pool, not too hard to spot. fair way into the level though
28: not secret, but you have to pick the right door to go through at the start.

Rocket launcher in E3

31: in a secret area right at the end of the map
32: not secret but hidden inside a rock alcove that's quite easy to overlook
33: in a secret area whose entrance is well-hidden and is quite well-guarded
34: free gift at start of map
35: in a secret area that requires going under a crusher to open
36: not secret but well guarded on an island surrounded by lava (invulnerability available, though)
39: not secret, but, secret level. you have to run past a cyberdemon, then it is a gift. can be obtained from original secret on lower skills.
37: in a secret area, along with a soulsphere, guarded by a flock of cacodemons
38: free gift at start of map

Plasma gun in E3

31: -
32: in a secret area inside a rock on the far side of the map, quite well-hinted
33: -
34: -
35: in a secret area that locks you in with a bunch of demons
36: in a secret area past a jump into a dual-spectre ambush then a guess-the-teleporter puzzle
39: not secret, but secret level. found behind some cacodemons. you have to have done most of the level to reach it.
37: in a secret area that requires the red key and finding the right teleporter, but with this map's required exploration you are likely to stumble on it
38: not secret, almost a free gift in the central hut, but well-guarded obviously

>> No.2231175

>>2231108
>13: in a secret area, requires careful listening and movement skill (i.e. not reachable by 1993 keyboarders)

My dad and I found it in 1994 playing with keyboard. The secrets upon secrets in E1M3 make it still my favorite level to date.

RIP Dad

>> No.2231179

>>2231108
I specially like when the SSG is only available through secrets as well, but "Not guaranteed to pick up the ultimate weapon" and "the last level doesnt have one" are two different things.
Unless the entire wad lacked an easy to get BFG and was balanced without it in mind, removing the BFG from map 30 has absolutely no purpose besides making it harder for pistol starters.

>> No.2231231
File: 57 KB, 718x403, 1423777927735.jpg [View same] [iqdb] [saucenao] [google]
2231231

wad when?

>> No.2231253

>>2231231
>Shell 8, bullet 39
>ammo 8

>> No.2231260
File: 46 KB, 700x525, 190381.jpg [View same] [iqdb] [saucenao] [google]
2231260

>>2231253

>> No.2231273

>>2231231
Are there even any good wads/mods based on television shows?

But fuck that episode of SVU was hilarious though

>> No.2231297

Awhile back there was a WAD pack of all the Doom engine games, such as Strife, Hexen, Heretic, and so on. What happened to it? It was very convenient, I recently lost my hoard if anybody could help a brother out.

>> No.2231301
File: 15 KB, 177x271, spoonfeeding.jpg [View same] [iqdb] [saucenao] [google]
2231301

>>2231297
It's literally the fifth line in the pastebin.

>> No.2231306

>>2231301
I am used to it being in the OP. Thanks for the spoon mang.

>> No.2231307

>>2231260

That is fucking awesome.

Someone notify Yholl. We need something like this in DRLA.

>> No.2231321

>>2231307
Scout already has the Combat Storm pistol.
He doesn't need to outshine literally everyone.

>> No.2231335

>>2231179
>removing the BFG from map 30 has absolutely no purpose besides making it harder for pistol starters.

But that's the point. I want to feel rewarded for progressive playing. Doom 1 did this. Doom 2 didn't, and quite frankly made things too easy for pistol starters on map30.

>> No.2231367

>>2231175
>The secrets upon secrets in E1M3 make it still my favorite level to date.
Oh yeah, E1M3 actually did have quite a few secrets.
Actually stumbled upon one I didn't even know existed last year.

>> No.2231373
File: 879 KB, 200x200, 1423786869573[1].gif [View same] [iqdb] [saucenao] [google]
2231373

>>2230568
>>2230653
>>2230671

anon with the low blow

>>2231108
>>2231158

Interesting info. thanks for sharing

>> No.2231406

>>2231335
The BFG is meaningless in map 30 since you only need to kill a single Revenant.
If you have the BFG on e3m8 you can literally run straight into the Mastermind and win.
Those are incredibly bad examples for opposite reasons.

Most wads now are slightly harder and may very well require you to own a BFG for some encounters, if for the cell efficiency alone. Its not something you can change just to make you to have even more rewards than extra 100/200 and 600 starting cells.
You must feel pretty bad on almost everything outside of vanilla if you HATE mappers for not giving you a colossal edge for playing the game normally.

>> No.2231424

>>2231321
>storm combat
>not Shredder filled with Bulks

>> No.2231437

>>2231424
>not a storm handcannon for 5 times more dps than a measly shredder

>> No.2231442

>>2231437
you can make storm handcannons now?
oh boy...

>> No.2231447

>>2231442
Now as in the last 4+ months? Yes...

>> No.2231491

>>2231321
>>2231424
>>2231437

>not the nuclear super charged plasma pistol with a charge attack potent enough to one shot masterminds
>not the plasma'd up version of the marksman pistol that fires fast traveling laser bolts that gib most lesser enemies in a single shot
>not being a scout and wielding those

Buncha slack jawed faggots around here

>> No.2231493

>>2231491
to be fair i'm the engineer and my friend plays scout

he sure loves his overcharged blaster

>> No.2231498

>>2231491
Right so why the fuck should he get a free ridiculously powerful shotgun that makes Renegade even MORE pointless on top of all this?

>> No.2231502

>>2231493

Speaking of engies. I picture them stuffing those weapons into their mouths, chewing them up and spitting a mod pack out.

>> No.2231505

>>2231498

Because beardman a shit.

And the commando will make everyone look like balls.

>> No.2231509

>>2231498
>free ridiculously powerful shotgun
Because a revolver that uses shells has to be ridiculously powerful, it cant be balanced by any means.
Meanwhile, the revolver that fires rockets is a shit.
SHIT.

>> No.2231514

>>2231498
Renegade will get a truckload of shotguns in the next patch, plus it could be a dual-class weapon like uzis and work for him too.

>> No.2231541

>>2231505
What is Commando?

And what can they do to keep up with Scout's literal 8x damage output on guns that kinda shit on everything already?

>>2231514
A 50% damage boost on shotguns will NOT even keep compare to Scout's damage bonus.

Scout is really powerful. And not even luck based like Technician.

>> No.2231543
File: 2.00 MB, 1366x768, gzdoom 2015-02-12 21-17-20-431.avi.webm [View same] [iqdb] [saucenao] [google]
2231543

Has science gone too far?

>> No.2231546

oh yeah, talking about doomRLA, will there be a way to know what the armor specials do before putting them on in some update?

>> No.2231582

>>2231543
is this being updated?

>> No.2231589
File: 2.04 MB, 1366x768, gzdoom 2015-02-12 21-39-31-914.avi.webm [View same] [iqdb] [saucenao] [google]
2231589

>>2231543
>[21:15] <TerminusEst13> Yeah, and even assuming best-case scenario if you landed every single main shot and every single spatter (which you are still a fucking wizard for being able to do), the max damage would only be 750.
>the max damage would only be 750.
ayy lmao

>> No.2231592
File: 2.01 MB, 1366x768, wave beam too strong.webm [View same] [iqdb] [saucenao] [google]
2231592

>>2231582
No, I'm just playing it again and making science. Turns out that even though we already knew charged wave beam was broke as fuck (you could oneshot archviles by lining it up right), we didn't know its true potential.

>> No.2231609

>>2231541
Its not 8x damage you stupid fuck, you have no idea what you're talking about. Its 8x BASE damage, which usually translates to around 3 times the damage done.
If a pistol did 1~20 damage per shot, any other class would have a 10,5 average damage and scouts would always do 8.

>> No.2231620

>>2231609
Oh shit, my bad.
It's not 8x flat damage bonus. It's 3x flat damage bonus.

I didn't realize that +300% damage wasn't overwhelmingly powerful compared to +50% as well.

I'm truly sorry about getting this wrong but it's still completely ridiculous considering the power of some handguns that would rock shit as any class.

>> No.2231626

>>2231620
I seriously hope you're just pretending to be retarded.

>> No.2231632

>>2231626
Nice job refuting the point anon.

>No shotgun will one shot Archviles
>No shotgun will have more DPS than the Storm Combat pistol even when they fire 50% more pellets
>No shotgun will one shot Masterminds
But do go on anon.

Do go on about how the damage bonus isn't retarded considering the handguns the Scout has access to.
Do go on about how any other class can keep up outside of Marine with a Demolitions Minigun.

>> No.2231640

>>2231632
I never once said the Scout was not stupidly powerful.
Nice job assuming the proposed handshotgun is going to have enough base damage for the scout to do 3x, even after a basic example showing you how it can backfire and do LESS than average.

>No shotgun will one shot Archviles
Do you even play this mod?
Overcharged plasma, plasmatic super shotgun and heavy double already do.
Yholl even said there would be stronger shotguns on the next update, like more super sg assemblies.

>> No.2231653

>>2231640
>Nice job assuming the proposed handshotgun is going to have enough base damage for the scout to do 3x

Quite literally your own post
>Its not 8x damage you stupid fuck, you have no idea what you're talking about. Its 8x BASE damage, which usually translates to around 3 times the damage done.

The Scout will do 3x damage by your own explanation.
No matter what the numbers are, it will be more than anyone else with it as long as they are getting the Scout modifier on it.

>Overcharged plasma, plasmatic super shotgun and heavy double already do.
Heavy Double does not unless you're lucky.
Only thing I can refute there.

>Yholl even said there would be stronger shotguns on the next update, like more super sg assemblies.
This would be the only thing to keep Renegade relevant.
But not likely since Scout dominates so hard. Also it doesn't help that it mows down crowds second only to Marine

>> No.2231680

>>2231541

Commando is berserk 24/7 once you get him rolling. He's going to be the tankiest son of a bitch, and if memory serves right he's got damage residence up the wazoo.

Plus he's gonna be a stereotypical 80s shirtless action hero that starts with a bottomless supply of throwing knives and will be able to install unique martial arts for his fists

If that isn't the tightest shit you should check your pulse because you might be DEAD

>> No.2231693

>>2231653
>No matter what the numbers are, it will be more than anyone else with it as long as they are getting the Scout modifier on it.
Sorry, I didnt know you were mentally handcapped.
Let me be more clear : all weapons have base and random damages. Base is the minimum ammount it can do, random is everything else. The scout ignores random damage and does 8x the minimum value instead. This USUALLY results in a fixed damage around 3x higher than the average.
If the base value is too low compared to the maximum possible damage, the scout's bonus could even work against him since it would replace a 1~9999 dmg variation with a fixed 8 damage.

tl;dr >If a pistol did 1~20 damage per shot, any other class would have a 10,5 average damage and scouts would always do 8.
Quite literally the second line in my first post.

Also demolition minigun is shit. High power PP minigun has a much better output and actually hurts bosses.

>> No.2231697

>>2231680
Will there be throwable saw blades?

Will Bennett be there?

>> No.2231713

>>2231697
No

No_

>> No.2231714

>>2231693
Considering that there is NO GUNS that do 1-9999 damage I think the Scout is safe from underperforming.

Especially since it shits on all ther classes right now.

>> No.2231716

>>2231680
>will be able to install unique martial arts for his fists

but will he be able to drop them?

>> No.2231717

>>2231713
Hardly a Commando then.

>> No.2231719

>>2231697

>throwable saw blades

Holy shit. That would be awesome

>> No.2231739

Alright, mapping question.
What format should my maps be in? I've been mapping in Doom in Doom, is there any reason to not switch to Doom in Hexen, or any other higher map format?
I want my maps to be playable in as many source ports as possible, but it seems Chocolate Doom is out of the question due to multiple, egregious visplane overflows.

Also, how do I change the gamma in PrBoom? My eyes hurt from playtesting my map.

>> No.2231751

>>2231714
You can keep moving the goalpost all you want. Scout is by far the best class and Yholl wont nerf him, we get it. This has nothing to do with the discussion.

Will any handshotguncannons be instantly overpowered or even a great addition for Scouts?
No.

Is it impossible to make a pistol-shotgun without it being stronger for the Scout than the Renegade?
No.

Did you rage at Scout's core mechanic without even testing pistols with other classes?
Yes.

Am I farting in your general direction?
Probably not, but I am trying.

>> No.2231757

>>2231751
>Will any handshotguncannons be instantly overpowered or even a great addition for Scouts?
Storm pistol is literally two pellets and it shits on shotguns.

>Is it impossible to make a pistol-shotgun without it being stronger for the Scout than the Renegade?
Your idea for it would be to make a wildly random gun instead of consistency.
Which would be awful for everyone.

>Did you rage at Scout's core mechanic without even testing pistols with other classes?
>Yes.
Storm Combat pistol rocks on anyone and it's not even the best pistol.

>> No.2231759

>>2231693
Er

I think I need to provide some info here.
So, pistol is 6d3. That's either 6, 12 or 18 damage, with 12 being the average.

For Scout, he always does 48 damage.
Slow firing pistols do 8x base damage, scaling all the way down to 3x base damage for the Dual Uzis based on firerate.

Demolition Ammo got rebalanced to scale based on clip size and firerate. Minigun is still king of damage, but its explosions are babby tier compared to other guns now.

Also Renegade with a Heavy Super Shotgun or a Megaton Shotgun is an unstoppable force of nature that steamrolls anything in his path.

>> No.2231761

>>2231759
Thanks for clarifying Yholl.

You sure put >>2231751 in his place.

>> No.2231763

>>2231759

Well, this is interesting information.
Thanks very much for the input, this changes things a lot.

>> No.2231764

>>2231759
>Megaton shotgun
I am interested in this. Please tell me more.

>> No.2231769

>>2231759
So basically what you are saying is
>Shotgun pistol will kick ass because Scout gets 3-8x damage based on it's firing rate(Let's say 6x since it probably won't be Uzi's firing rate)
Which makes >>2231751 stupid.

You also explain how the damage formula works, which makes >>2231693 not only wrong but incredibly stupid for assuming that it works as it does because of how Scout oneshots Zombiemen with his pistol(Which DON'T have 8 HP, making that guy's post all kinds of stupid)

Thanks.
Don't even have to nerf the Scout. I am just glad you are addressing Renegade
Technician is balls though

>> No.2231771
File: 530 KB, 1920x1080, Megaton Shotgun.png [View same] [iqdb] [saucenao] [google]
2231771

>>2231764
Triple barrelled shotgun with a capacity of 9 shells, can fire them one at a time or three at once.
Barrels rotate after firing and loading.
Is made of loud and shooty.

And yeah, if you guys feel balance is off or could use work, feel free to discuss it with me. Now's the best time for it, after all.

>> No.2231773

>>2231771
>Triple barrel shotgun with select fire
Oh god yes.

My balance issues from when I last played were:
>Doesn't feel like Technician doesn't have much of a place at the moment
>Scout's damage bonus is maybe too high or maybe the guns are too strong considering the bonus
>Nightmare Archviles feel less dangerous than regular Archviles despite the fire pillar following the player even when they go behind cover
>Renegade is ugly and bald

The last one is a joke and you don't have to change that face
But my hate for bald people is legit

>> No.2231780

>>2231773
>Doesn't feel like Technician doesn't have much of a place at the moment
Whereas the other classes are MAX FOITIN WURDS M8, the Technician is the guy who does everything else better, basically. Hold modpacks? Aw yeah. Hotwire the teleporter? You betcha. Convert weapons into small colored boxes? He's your man.

He's likely to get even more cool stuff in future, what with weapon mods staying on weapons, and planned crafting and unmodding thingos.
Having a Technician on your team is just amazing.

>Scout's damage bonus is maybe too high or maybe the guns are too strong considering the bonus
I'm definitely nerfing a few pistols, like the plasma pistols, because those are just ridonk. Scout really can't deal with groups too well, but a Storm Handcannon is so ridiculous nothing is even a problem anymore. I'm not really sure what to do about that... I coooooould nerf handcannon damage a bit buuuuut... would I get lynched? (y/n)

>Nightmare Archviles feel less dangerous than regular Archviles despite the fire pillar following the player even when they go behind cover
Hahahaha, and if you play as Demolitionist, they can't ever hurt you, no matter how hard they try. I've got giving them an extra attack on my list of things to do.

>Renegade is ugly and bald
such mean very mean wow

>> No.2231786

>>2231780
If modpacks could remain useful in some way after your guns are upgraded then Technician's features would be worthwhile. It's barely a relevant limitation for other classes.

>> No.2231787

>>2231739
>Also, how do I change the gamma in PrBoom? My eyes hurt from playtesting my map.
press F11? which iirc is the same key as in vanilla/chocolate.

>> No.2231791

>>2231759
>So, pistol is 6d3. That's either 6, 12 or 18 damage, with 12 being the average.
i thought 6d3 meant the sum of six independent rolls of a three sided die

>> No.2231803

>>2231787
Yup, that did it. Thanks.

>> No.2231804

>>2231791
It's not actually 6d3, it's 6*1d3.

>> No.2231805

>>2231786
Kyle and I have been talking about a crafting mechanic for later on that takes this into account.

>>2231791
i dont know i cant into dice
3d6 then.

>> No.2231818

>>2231780
I guess I just don't see Technician as something useful.
>Having a technician on your team
>Crafting.
This is multiplayer compatible? This would change my opinion on Tech BIG TIME

> I coooooould nerf handcannon damage a bit buuuuut... would I get lynched?
You wouldn't get lynched and he needs to be nerfed.

>I've got giving them an extra attack on my list of things to do.
What kind of attack would it be?

I will never stop being mean about Renegade's face until he covers his ugly face or something. I think he's nasty to look at
Fortunately I'd never demand that you change it, just damn what an ugly guy

>> No.2231829

>>2231805
What if modpacks just gave you small general benefits for holding them, in addition to their primary usage? Almost like a second, less-specialized class system on top of the class you chose, except you mix and match components on your own. Then Technician gets something that is both more useful to him than someone else, AND the thing he's good at has potential to be actually fun?

>> No.2231834

>>2231829
This might just lead to classes stacking power mods.

>> No.2231838

>>2231834
They wouldn't have to line up perfectly with their weapon-modding effect. That'd be a little dull I agree.

>> No.2231850
File: 1.67 MB, 1920x1080, Team Blue Aura GO.png [View same] [iqdb] [saucenao] [google]
2231850

>>2231818
Of course, it's always been multiplayer compatible.
Having a team of different classes is super fun, and a Technician just fuels the team's rampage even more with a constant supply of modpacks.

Nightmare Vile will likely get a forward whoosh attack, instead of just an upwards floor whoosh attack.
MAX WHOOSH

Heh, Renegade's forehead is weird.
aaagh

>> No.2231852

>>2231818
>This is multiplayer compatible?
Yeah, me and a few buddies play it all the time. One of them mains tech and gets fat loot and crafts endgame shit very quickly compared to everyone else.

A tech on your team is a massive asset to everyone else, since he can craft weps and drop them for you. That's not even counting the damage he does with his own.

>> No.2231858 [DELETED] 
File: 323 KB, 1440x900, modpacks.jpg [View same] [iqdb] [saucenao] [google]
2231858

>>2231852
Here, have a screenshot to demonstrate what a scout gets working with a technician.

>> No.2231859

>>2231850
Modpacks aren't ammo, there's not much they can do with a "constant supply" of modpacks, and it's the only class whose value massively changes based on the length of play - maybe a few extra packs is useful in ~4 maps, but by the halfway point of a complete Doom II level replacement he suddenly has features that aren't doing anything. You mod your guns and it's done. The Technician or modpack system needs to change.

>> No.2231861
File: 323 KB, 1440x900, modpacks.jpg [View same] [iqdb] [saucenao] [google]
2231861

WHOOPS

A screenshot to demonstrate what you get working with a technician.

>> No.2231862

>>2231859
And as I just said before...

>Kyle and I have been talking about a crafting mechanic for later on that takes this into account.

>> No.2231864

>>2231852
>>2231850
I could have sworn I read that it wasn't multiplayer compatible on the ZDoom forums.

This news makes me very happy even if I'm late to the party

>> No.2231868 [DELETED] 

>playing RPGs with other people
disgusting
Doom of Doomcraft here we come.

>> No.2231872

>>2231864
well it does require zdoom, draw your conclusions from there

>> No.2231873

>>2231872
Oh.

Well shit.

>> No.2231879

>>2231861
do you have any tips for how to get good at this mod?

>> No.2231883

>>2231873
if you want to build an army from people around the world, you're probably shit out of luck, but if you just want to play with one bro, it works perfectly fine as long as you both have an okay connection

>> No.2231890

>>2231883
The only people I know that would play Doom with me(Let alone Doom mods) live across the world so it probably would desync.

>> No.2231897

>>2231890
It won't desync unless you are using different things.

It will however, lag the fuck out.

>> No.2231913

Does DRLA, and monsters, work with zDoom? For some reason I thought it was gzDoom only.

>> No.2231918

>>2231913
Yes, it's designed to work with ZDoom.
I make sure it works nice in both ports, rather than dedicate my mod to a port that only 1 in 3 people can actually run.

Certainly worked out in the end.

>> No.2231956

>>2231406
>The BFG is meaningless in map 30 since you only need to kill a single Revenant.

You do know that monsters are constantly being spawned in right? Unless you freelook and cheat the boss, the BFG can still be helpful for dealing with the crowding as you keep going down and up again.

>> No.2231958

>>2231406
>>2231956
Also, I've never played a map30 that actually required the BFG, outside of a few sunder tier maps. Those aren't even as common as you imply

>> No.2231960

>>2231956
For Speedrunners they will blitz through the map really fast.
For nonspeedrunners the level is still relatively short when you understand what you have to do.

The BFG will always be useful regardless of map size or enemy count though so I'm not sure what that anon was going on with calling it meaningless.

But it's a pretty short level that can be completed before too many enemies arrive.

>> No.2232078
File: 606 KB, 1366x768, Screenshot_PirateDoom.png [View same] [iqdb] [saucenao] [google]
2232078

>> No.2232134

>>2230583
>>Thinks mappers can do that you hate, why

Monsters spawning in as soon as you grab a key. Too predictable.

>> No.2232164
File: 49 KB, 597x597, 66798a0940a01c4ccc5c2be810d8a678.jpg [View same] [iqdb] [saucenao] [google]
2232164

So, while a lot of developers of awesome/top mods are here, let me pitch something that will likely be shouted down as stupid/impossible/etc...

DoomRPG, DRLA/M, Brutal, OBLIGE. 4 different mods, one wad generator. How hard would it be to take drpg/rla/rlm in their current state or similar, maintaining variety of weaponry and flavor of progression (statistical and weapon/armor, etc, perhaps add a few classes to the RL architecture), with brutal-esque weapons/hitboxes/modified more annoying AI? Then, oblige or something line it being tacked on as a front end to randomly generate levels based on difficulty parameters, also, maybe a "hardcore" (permadeath) option? Related to that - is there a way to make character permanence a thing? Like to save a character file rather than a save game, so to speak?

Before the trolls and shitposters come out of the woodwork, I don't want brutal taunts and rolls shit to infest the game, but the better ai, "beefier" sounding/feeling weapons, and the pseudophysics in the mod add a lot for me, personally, and having great rpg mechanics stacked with it sounds like a dream come true. The ketchup aspect of the mod, along with melee executions, I'm indifferent on - executions would be a nice touch, but doing them for all the different styles and colors and palette swaps in DRLM could be nightmarish, and is probably not worth it.

This comes up partially because I've had this idea or something like it for some time, and because mark is talking about adding classes and such to brutal... may be an excellent collaboration project.

>> No.2232165

>>2232134
Hey man that was crazy shocking the first time it was done! You know, in e1m2.

>> No.2232176

>>2232164
Better idea: add brutal weapons to the store/drop table, and armor with an on-use of the brutal doom kick, and a unique property that amps up blood spatter and increases gib chance by some %.

>> No.2232194

>>2232165
i think you are confused, e1m2 is the one with the flashing computer maze, it doesn't have any key teleporter squads

>> No.2232207

>>2232194
He was probably thinking of e1m3, which opens a closet of Imps as soon as you grab the blue key.

>> No.2232217

>>2231771
My balance issues

>Hellstorm Elemental makes Doom II Map 23 (Barrels O' Fun) impossible, they instakill you as soon as you teleport at one part, had to cheat it
>The Hungry makes Doom 2 Map 24 (The Chasm) a nightmare at one point, due to them knock you off easily with no way to get back on (more of the map's fault). Plus 10hp is surprising bulky when most rapid weapons do below that in a shot
>Tech lack good assemblies for Shotguns (other than NanoSSG) and Plasma Rifles (other than Highpower and maybe Hyperblaster)
>Tech have trouble getting Nano modpacks due to no Exotics can give it (they can give all but N and O). Only Uniques and up can give it
>What's the use for the Plasma Rifle MK.II
>Missile Launcher seems pointless. Rockets are slower, do less splash damage and clumsy reload. Seems like a worse Tactial Rocket Launcher other than the increased splash radius and 4 mods (Unless you mod it with PAA due to bugged splash damage (320/160))
>A modpacks seems to be useless on their own for most hitscan weapons compared to B, P and T. Similar thing for S modpack for projectile weapons

>> No.2232228

>>2231769
wait... didnt Yholl just confirmed it was 8x base at best?
48 is exactly 6 x 8.
if anything affected by this bonus had a low 1 base damage it would do a measly 8 damage dude.
why are you still thinking of flat damage increases that make shotgun revolvers insane regardless of the base?

>> No.2232261

>>2232217
>What's the use for the Plasma Rifle MK.II
Its a pretty well rounded weapon actually. It has higher damage per shot than HP plasma but with 50 shots and some knockback.
Ammochain makes it way less attractive though.

>> No.2232361

>>2232228
>if anything affected by this bonus had a low 1 base damage it would do a measly 8 damage dude.
Let's say a pistol shot 4 pellets that do 1-4 damage each.

Let's say the damage bonus on Scout for said pistol is 6x.
So each pellet does 6, which makes each shot fired do 24 damage.
Now let's take Renegade.
Each pellet does 1-4 but now it's 6 pellets.
If each pellet did max damage it would match a Scout's damage which doesn't have to do any dice rolling.

If we take the damage numbers and make the range larger (5-15) and add more pellets the Scout is still going to average out pretty far ahead because he won't have to deal with the dice roll and will get a multiplier.
And if we don't increase the damage the Scout will still do consistently high damage unless each pellet had a chance of doing 1-20 damage.
And there is no reason to assume the pistol is going to have a 3x multiplier when pistols are specifically made for the Scout first, unlike the Uzi which is obviously meant for a hybrid favoring the Marine.

>why are you still thinking of flat damage increases that make shotgun revolvers insane regardless of the base?
A few things:
1) No reason to make a pistol favor the Renegade specifically when Renegade is getting glorious shotguns in the next update.
2) 50% more pellets alone will be pretty tough to turn into the superior bonus when competing with Scout's rather hefty class bonus on pistols.
3) You are undervaluing the rather large damage bonus on pistols even if each pellet is doing something like 6 for a Scout with a shotgun.

It will literally melt crowds of enemies without too much hassle.
Storm Combat Pistol already does this and it's not getting the full 8x flat damage bonus

>> No.2232376

>>2232228
>if anything affected by this bonus had a low 1 base damage it would do a measly 8 damage dude.
This is not how Doom's damage formula works unless Yholl specifically sets the gun to start off very weak
Any gun with 1 damage in it's damage range would be bad on every class but the Scout

>> No.2232393

so with the recent game evolve torpedoing whatever fun it had by selling the toppings separately, I was thinking of finding a way to reverse engineer the game in a few ways, would doom be viable as a starting point?

>> No.2232413

>>2232393
It's worth a try.
You can set player classes with Decorate code for use in zdoom. I'm not sure if you can force a team to play a certain class (hunters only on team 1, monster on team 2)

>> No.2232421

>>2232413
You can. There's a mod called Ghouls Vs. Humans, and it does something pretty similar.

>> No.2232429

>>2232361
Same pistol, same ammount of pellets, same 6x bonus, but 1-11 damage in each pellet :
Normal classes get 4d11, which averages 24, Scout gets 36 fixed damage, Renegade gets 6d11 which averages to 36.

Even with as few as 4 pellets and huge variation, it doesnt get inconsistent for normal classes either. You have 90,7% chance of doing at least 16 damage.

>>2232376
If it shoots a single bullet, sure, it would be horrible, but with pellets you need to win the lottery to get a really bad roll on all of them.
Assuming ofc that it can leave the bell curve to begin with, since regular Doom weaponry doesnt do extremes.

>And there is no reason to assume the pistol is going to have a 3x multiplier when pistols are specifically made for the Scout first, unlike the Uzi which is obviously meant for a hybrid favoring the Marine.
There is no reason to assume the damage is going to be 6x, 8x or any broken value either. Pretty sure Yholl has to manually input the fixed bonus, so he can just make a non-retarded number or consider each pellet a different shot when calculating firerate (so 1 fire per second with 4 pellets = one shot per 0,25, not a slow pistol).

A shotgun pistol is a stupid idea anyway. Not because it wouldnt work, you just need the right numbers for that, but because storm pistols already function as shotguns, the shredder exists and he has ZERO ammo problems already, who cares if he can use shells or not.

>> No.2232442

>>2232421
all that's left is monster and critter sprites then, might even make my own monsters and hunters to add on

>> No.2232449

>>2232442
...Now that I think about it, I remember a mod called "Super Demon", which has one player spawn as a boss-monster who tries to kill the other players.
There's also Beast Incarnation, which has the players spawn as monsters in co-op mode fighting against hordes of marines. That mod has you unlock tiers of stronger monsters to respawn as as you kill more marines, or if you play for a set amount of time.
You could try combining those mods for that project, IF you ask for permission from the mod makers. That's just common courtesy.

>> No.2232453

>>2232164
>how hard would it be to mix two completely unrelated and wildly different gameplay mods together

Pretty fuckin' hard, m8.

>> No.2232458

>>2232164
Doom RPG has it's own enemies.
DoomRLA Monsters is also it's own enemies.

These two mods can work together because the creators put a SHITLOAD of time making it compatible.

Brutal Doom has it's own enemies.
You'd have to manually edit all these enemies to level up and shit while keeping their AI.
If you look at the DECORATE for how this all works you'd see that this is a fucking nightmare of a process and that's with simple enemies.
Then you'd have to deal with compatibility issues and shit.

There's no way to save a character file yet.
Basically what you want is not really possible.

>> No.2232462

>>2232449
naturally, my big ambition is to remake it in proper 3D and look super polished but the doom engine is so versatile that it makes a perfect test bed, I need to get the basics of doom modding first but this is another to keep on the burner till I get to it, and yes I'll make sure to ask people for permission, so there can be doom themed and total conversion styled versions of this

>> No.2232482

>>2232429
>Scout gets 36 fixed damage
that is over 8x damage...
but yeah some values work, even with a huge dmg bonus

>> No.2232507
File: 39 KB, 549x685, Blem.png [View same] [iqdb] [saucenao] [google]
2232507

Blem

>> No.2232510 [DELETED] 

>>2232429
>4d11
>4 times 11
>11-22-33-44
>average value is 24
What the hell anon??? Your math seems to be flawed.

>> No.2232514

>>2232510
dn is dungeons and dragons notation for a uniformly distributed discrete random variable whose range is 1..n. each value has a constant probability 1/n (hence the term uniform).

the expectation (mean) of such a uniformly distributed discrete random variable is sum(1..n)/n = (n+1)/2. when n==11 we have a mean of (1+11)/2 = 24.

4d11 has an expectation of 4*24 = 96.

>> No.2232516

>>2232514
oh turds, i wasted my time, that post was deleted.

>> No.2232520

>>2232429
I don't know how math works, but if scout has 6x damage bonus for every pellet, then a single pellet does 6-66 damage, considering shotgun shoots 4 pellets it does 24-264 damage, where 24 is guaranted 100% possible damage if player hits all pellets in a target. With 8x bonus damage bumps up to 8-88 damage per pellet and 32-352 damage per hit, considering every single pellet hit the opponent. Where the hell did you get 36 I just don't know. At least you correctly counted average number for renegade.

>> No.2232527

>>2232458
>There's no way to save a character file yet.
Kyle did it with DoomRPG.

For regular shit you could use CVars, so long as the author didn't fuck with them.

>> No.2232532

>>2232514
I deleted that post in shame because I suddenly remembered 4d11 is 4 times 1-11 which is 4-44, avg 24, not 4 times 11.
>(1+11)/2 = 24.
It's 6, anon. 12/2 = 6, not 24. If it was 12*2, then yes, it would be 24 without any argument.

>> No.2232538

>>2232532
it's not my day today. roll on tomorrow. no wait, tomorrow is even worse. roll on next month.

>> No.2232542

>>2232482
>>2232520
Shit. I calculated the bonus with 6 pellets.
Four 1-7 pellets then.
Average 16, scout fixed 24, renegade average 24.

For the rest of your post base =/= all damage. The bonus multiplies the base number and replaces the entire dice roll with it. With 6x Its not 6-66 nor 6-11 per pellet, its 6.
That is why the 6d3 pistol with 8x bonus results in "just" 48 fixed damage.

>> No.2232562

>>2230583
>Things mappers can do that you like, why.

Dynamic gameplay with flowing ambent.

>Thinks mappers can do that you hate, why.

Putting a revenant or chaingunner in every nook and cranny.

>> No.2232584

>>2231771
In terms of some really good current weapons:

Napalm Launcher seems to do significantly more damage per shot than the Rocket Launcher and really makes a Nanomachic Napalm Launcher a top tier weapon on ANY class. It can mean sometimes I don't ever use missile ammo.

On the Marine, High Power Laser Rifle, with Firestorm and Bulk Mods. Kill a Cyberdemon in a single clip. Having a Nuclear Plasma Rifle can also be handy in a pinch, and a High Power Minigun is also a great option. Also, the Auto Double Shotgun receives the Ammochain bonus and is hilarious. Yet another good choice is the Plasma Uzi, since it has high base damage and basically takes to empty it's clip on Marine.

Renegade is good with Storm Plasma Pistols (gets the extra bullet) and Heavy Double Shotgun/Super Shotgun. Nano Super Shotgun is also preferable.

Scout as mentioned currently is really strong with Uzis (but that's getting fixed), and Storm Handcannons, Plasma Uzi (also i assume getting sorted).

>> No.2232625

>>2232584
There is also an inherently flaw with nano that is the firerate.
Shotguns are slightly balanced because they get weaker, but other single shot weapons dont.
You already have infinite ammo, it really doesnt need to fire napalm faster than a TT micro launcher weapon ffs.
It boils down to 3 uses for nano mods : nano SSG, nano napalm and mother in law. Everything else is a massive waste.

>> No.2232681

Whats the best way to play BLOOD? Or is it just shitty dosbox?

>> No.2232684

>>2232681
>Or is it just shitty dosbox?

yep.

>> No.2232685

>>2232681
DOSBox unless you have an actual Windows 95/98 machine.

>> No.2232693

>>2232684
>>2232685
Thanks Anons, Happy Friday the 13th <3

>> No.2232708

>>2232681
>>2232684
>>2232685
Speaking of dosbox, someone was making a picture explaining every way to play doom with source ports and whatnot with their pros and cons, and DOSbox was listed on there but all it said was that it was crap without explaining why.

Was there ever an updated version of that picture made?

>> No.2232714
File: 1.94 MB, 840x524, idontunderstandsometimes.webm [View same] [iqdb] [saucenao] [google]
2232714

>Russian Overkill 2.3
I don't understand how flamethrower is now tornado-spewing-headless-suicide-bombers-thrower.

>> No.2232715

>>2232708
>DOSbox was listed on there but all it said was that it was crap without explaining why.

The reason is because if you want an EXACTLY vanilla experience (eg no PrBoom+), then:

>You have a Win98 or earlier DOS-having machine
--Play with Doom2.exe

>You don't have such a machine
--Play with Chocolate Doom. It emulates vanilla Doom 100% on modern machines, including bugs and strange behavior in the engine that other source ports have fixed, includes easier support for pwads and DEH files, config files and other niceties, performs VASTLY better than DOSBox

>> No.2232719

>>2232715
Thank you.

>> No.2232721

>>2232708
>but all it said was that it was crap without explaining why.

>>2232715 just did. the image is listing chocodoom as the best vanilla option already. and nobody bugtests his maps using dosbox anyway

>> No.2232725

>>2232721
LOL

>> No.2232731

>>2232507
Nobody else BLEM?

>> No.2232734

>>2232721
>nobody bugtests his maps using dosbox anyway

Isnt that exactly what the BTSX team is doing?

>> No.2232740

>>2232734
http://doomwiki.org/wiki/Back_to_Saturn_X

>designed to be compatible with DOOM2.EXE

721 must be talking about amateurs.

>> No.2232749
File: 49 KB, 600x375, exhumed.jpg [View same] [iqdb] [saucenao] [google]
2232749

https://twitter.com/NightDiveStudio/status/565983957368324096

Possibly already well-known news already, but it's still interesting for retro FPS players. In case anyone didn't know, they're re-releasing Exhumed/Powerslave -- with the Saturn version playable as well as the BUILD PC version. Saturn version was the first and was pretty interesting for kind of being like a proto-Metroid Prime; you can go anywhere, but might need to find upgrades to unlock further progression in areas. PC was a lot more linear version.

It'd be really neat if they could get the Playstation one as well (it's like a remixed version of the Saturn game), but that's already a pretty solid amount of work lined up.

>> No.2232750

>>2232749
http://forum.zdoom.org/viewtopic.php?f=19&t=47821
Also semi-related.

>> No.2232752

>>2232749
Oh sweet. Especially the fact that the Saturn version is coming to PC.

>> No.2232754

>>2232749
>with the Saturn version playable as well

I'd really like to know how will they end up doing that. As in, how will they make it technically possible. Emulator, or just porting the levels to a modern engine, or what.

>> No.2232759

>>2232749
Night Dive Studios is based as fuck.

>> No.2232761
File: 2.86 MB, 640x399, russianoverkill.webm [View same] [iqdb] [saucenao] [google]
2232761

I wish I had better computer so I could play Sunder/other slaughtermaps with Russian Overkill without killing my performance completely.

>> No.2232762

>>2232754
I think it's the same guy behind the Strife remake and Doom 64 EX, wasn't he working on PC versions of the N64 Turok (different from the PC ports, in other words) engine and the Slavedriver engine (the one the Saturn Exhumed + Duke Nukem 3D ran on)?

>> No.2232764

>>2232761
hahaha I can feel the lag

>> No.2232771

>>2232714

Pillowblaster is a madman

>> No.2232780

>>2232749
This is the best news I've heard in ages. Being able to play the superior version with superior controls will be worth the price alone.

>> No.2232795
File: 132 KB, 640x789, Powerslave.jpg [View same] [iqdb] [saucenao] [google]
2232795

>>2232749
Cool! Maybe I'll play it, I always thought there was something cool about Powerslave.

Look at this cover, it's colorful, there's action, it shows the hero fighting the monsters, it does everything right, just like the cover of Doom.

>> No.2232808

>>2232795
>blue and orange

>> No.2232817
File: 228 KB, 750x750, 1422144840841.png [View same] [iqdb] [saucenao] [google]
2232817

>>2232808
Don't make me fucking come over there.

>> No.2232827

>>2232808
>1990s Shooter - blue and orange
>2015 - brown brown and brown, or battlefield blue (3 and 4)

>> No.2232829

>>2232808
>green and purple, green and purple, green and purple

>> No.2232839

Is there a way I can play all of Hell to Pay without having to buy it? That shit is fucking retarded.

>> No.2232842
File: 42 KB, 334x397, Term playing Brutal Wolfenstein while eating a corndog.jpg [View same] [iqdb] [saucenao] [google]
2232842

>>2232761
I hope Pillowblaster lives a long and prosperous life.

>> No.2232843 [DELETED] 

>>2232817
fuck you shit le shit

>> No.2232847

>>2232839

Is there even a place that still sells H2P?

>> No.2232853

>>2232839

By downloading it?

>> No.2232885

>>2232853
Where?

>>2232847
I don't think there is but there is the demo floating around obviously.

Damn I found something finally

http://doomwadentryway.weebly.com/hell-to-pay-zdoom.html#/

That was bugging me for the longest time

Anyway lets talk about Perditions gate and Hell to Pay!

Good levels or just shit shovelware?

>> No.2232892

>>2232829

Thanks doc

>> No.2232910

Oh hey, Samsara deathmatch going on for Friday Night Fragfest if anyone wants.

GET IN HERE

>> No.2232919

>>2232910

How long does that go on for? I won't be home for another 5 hours

>> No.2232923
File: 1.33 MB, 3605x2703, LostFlirt.png [View same] [iqdb] [saucenao] [google]
2232923

Who else is hoping for a special Valentine's Day update for HDoom?

I know I am.

>> No.2232937

>>2232923
I am hoping for a Valentine's Berserk release

>> No.2233040

>>2232923
Well shit, I dunno if Mike has one planned but I guess you could just grab a dev build from the Git repository: https://github.com/DaZombieKiller/hdoom

(Follow the instructions on the page)

>> No.2233069

>>2233040
It's a holiday miracle.

>> No.2233081

>>2232681
http://ykhwong.x-y.net/
Set the cycles to max and enjoy

>> No.2233115
File: 13 KB, 239x258, 1308220286589.jpg [View same] [iqdb] [saucenao] [google]
2233115

>>2230583
Can't believe I forgot.

Having monsters ambush you every single time you get a key, bloody hell. It's becoming less of an "ambush" now anyway as we all know it's coming.

>> No.2233142
File: 1.39 MB, 1366x768, Screenshot_Doom_20150214_030800.png [View same] [iqdb] [saucenao] [google]
2233142

What's the point of this WAD?

>> No.2233147

>>2233142
Ya gotta save the day, the American way.

>> No.2233154
File: 10 KB, 150x151, 1334005994467.jpg [View same] [iqdb] [saucenao] [google]
2233154

>>2233142
>Shooting an angry fetus with a bfg

It's goofy to even type.

>> No.2233158

>>2233142
nothing, play buttpain, it'll be fun

>> No.2233163

>>2232808
>>2232817
>>2232827
>1990s Shooter - blue and orange

http://tvtropes.org/pmwiki/pmwiki.php/Main/OrangeBlueContrast

>> No.2233164

>>2232885
http://visionsofdoom.us/

>> No.2233167

>>2233158
>buttpain

I never understood this name.

First time I heard it I assumed it was a jokewad and I ignore jokewads completely.

>> No.2233171
File: 45 KB, 399x464, 76543.jpg [View same] [iqdb] [saucenao] [google]
2233171

>>2233142
Drama.

>> No.2233174

>>2233171
>buttplug

Do they have an NSA themed one?

>> No.2233186

>>2233164
Awesome!

I made a retarded post and asked while simultaneously finding a link, however yours is the legit ISO that's great!

>> No.2233187
File: 117 KB, 1600x720, Buttpain.png [View same] [iqdb] [saucenao] [google]
2233187

>>2233167

Because Zygo is a dramawhore who gets asswrecked very easily.

>> No.2233189
File: 1.86 MB, 3264x2448, IMG_20141225_003205.jpg [View same] [iqdb] [saucenao] [google]
2233189

>>2232808
They go well together anon

>> No.2233191
File: 879 KB, 625x790, doom_ctrl_alt_del.jpg [View same] [iqdb] [saucenao] [google]
2233191

>>2233187
What's this? Our version of CAD?

Besides, I thought Terminus made it.

>> No.2233195

>>2233191
zygo made rootpain and sent angry pms to everyone who didn't like it
it's fucking awful

https://www.dropbox.com/s/nyqma5ey9tucr72/ROOTPAIN.wad
run in gzdoom

terminus made buttpain for an april fool's joke

http://www.best-ever.org/download?file=buttpain.pk3
run in zandronum w/ a levelset

>> No.2233196

tfw can't enjoy GZDoom mods because fucking AMD and their shitty drivers with shitty OpenGL support

>> No.2233202

>>2232919

Until it dies on its own, really. I think they leave the server up for a day or two regardless.

The mapset got pretty bad, though. Plenty of maps had hilariously bad BFG placement, so it became "king of the BFG hill". Either that or similar setups where a guy could run into a dead end area, grab plasma/rockets, point it in a direction, hold the trigger and rack up the kills.

Was still fun in the maps that weren't like that.

>> No.2233210
File: 14 KB, 251x168, 1289908936784s.jpg [View same] [iqdb] [saucenao] [google]
2233210

>>2233196
I have a Radeon HD 5670, a pretty old card. Runs just fine. Try downgrading your Catalyst to 13.12 though, 14.x destroyed Dxtory's performance in OpenGL games including GZD. Made me learn that with AMD, newer != better. Might help you too.
http://support.amd.com/en-us/download/desktop/previous?os=Windows%207%20-%2064

Here's a link if you want. If you do this, uninstall the old ones properly with Display Driver Uninstaller. Good luck.

>> No.2233213

>>2233210

Try playing Re-Exhumed and tell me if it runs at a constant 60 FPS with dynamic lighting

I have a 6670 and it runs like dogshit

>> No.2233216

Luckily I have an nvidia card so Re-Exhumed runs at 90-100fps for me usually, and 120-130fps with additive lighting forced

>> No.2233229
File: 383 KB, 1272x712, gzdoom 2015-02-14 00-14-38-450.jpg [View same] [iqdb] [saucenao] [google]
2233229

>>2233213
I can't explain why, but I get 200-250fps on this pretty much placeholder system I have, with an FX-4100 and the 5670. Dips down to 80-90 when particle spam's all over the screen.

Also, this shit is fucking rad. I might give Powerslave a go now.

>> No.2233234
File: 369 KB, 1280x720, Screenshot_Doom_20150214_033305.png [View same] [iqdb] [saucenao] [google]
2233234

Happy Valentine's day, mates.

I give you all a inverted crucifix of burning holy fire.

>> No.2233235

>>2233229

The problem is that I'm running the game at 1920x1080.

>> No.2233237

>>2233234
St. Peter's cross or secret unholy cross grenades?

Pretty neat either way.
Any new sword stuff planned? I love sword stuff

>> No.2233238

>>2233235
Yeah, I usually play singleplayer in windowed mode. I can see how 1080p could become a problem.

>> No.2233243

>>2233237

It's St. Peter's cross, but it looks more hardcore this way so sssshhhhh.

Aside from the dramatic uppercut rehaul on the git, I've been experimenting with dashing moves, such as the oft-requested Stinger. I'm not happy with the result, though, so I haven't pushed it.
I like the idea of different moves when you slash mid-dash, though, and it gives the swordfighting a little bit more depth than beat-'em-up-style mashing M1.

>> No.2233249

>>2233243
You want dash moves?

Have you ever played Hagane?
It let you do three forward flips, if you attack after each flip you do a different move.
Each flip made you do a stronger attack.

So this is probably a stupid idea but how about:
>Break the big dash into three smaller dashes
>After each dash is it's own unique attack

If not then maybe you can have a running attack like how Crossfire did it.
Where going faster during a sprint charged up a meter for your melee attack that made it do ridiculous damage at full charge.

What's the uppercut rehaul?

>> No.2233253
File: 39 KB, 500x333, 1422657964704.gif [View same] [iqdb] [saucenao] [google]
2233253

>>2233249

>Hagane
>Robotic ninja
>strider-esque action
>boss battles out the ass
>all dem weapons
>those flip attacks

>> No.2233257

>>2233249

I'm not fond of the idea of reducing the big dash, especially considering how many people use it for the sake of quick and extreme mobility, but multiple different attack chains to press the attack would be cool.
If this works out, I'll experiment with that down the line.

The uppercut rehaul is kind of simple--the previous system was tedious to use because it required being perfectly still and setting up the uppercut, instead of being able to naturally use it whenever. Plus, a lot of people simply wanted to decide against using a special attack instead of being forced to uppercut.
Since the uppercut isn't a vital move required to do things with, it's getting moved to optional keys. Because of that, it can be used much faster and more often--from rest, after shooting guns, or still while holding attack.

>> No.2233260

>>2233257
crossover with trailblazer when

>> No.2233264

>>2233257
Well my idea wasn't really to make the big dash removed completely, only to segment it somehow.

Whether it is 3 seperate dashes or 1 big dash where the time you push the attack button changes the move you get, the idea I was mostly thinking was to have multiple dash attack options.

However I think the second thing I said there wouldn't work on laggy servers since the dash becomes like a teleport

I am just happy to hear there will be a proper dash attack regardless. I love the concept of blowing through projectiles and smacking a monster for considering it.
And I'd love a Stinger move but I can see why it wouldn't fit too well considering a katana isn't really made for stabbing.

>Seperate button to do the uppercut
This is a change I really like since launching enemies felt inconvenient even though it would be pretty handy to dash in and launch a demon I don't like to keep it incapacitated while I kill everything else without doing a special.

>> No.2233268
File: 20 KB, 320x168, CHNGA0.png [View same] [iqdb] [saucenao] [google]
2233268

>>2233260

Probably never. Sorry.
Have this as a consolation.

>> No.2233274
File: 9 KB, 72x96, abom_eat.gif [View same] [iqdb] [saucenao] [google]
2233274

>>2232795
Every time I see Power Slave posted, I feel like watching that history of the Build engine video on youtube. I don't know why that makes me feel so relaxed.

>> No.2233283

>>2233264
>>2233257
Also technically wouldn't it be possible to have two dash attacks as is by having a dashing uppercut and dashing normal attack?

Would it also be possible to have a direction + uppercut button for more kinda special but not super moves available?
Or a mix of normal slashes and maybe a combo finisher with the uppercut button now?

I am not sure if any of this is feasible or even good ideas, but I was wondering.

>> No.2233296

>>2233264
>I am just happy to hear there will be a proper dash attack regardless.

Well, keep in mind this is still "working on". Something might suddenly break horribly and it'll turn out to be unfeasible. But it's an idea I really, really want to do, and one of the reasons v0.75's been taking a while is because I'm trying to figure out how to properly do this.

>>2233283

Technically speaking, yes, it would be extremely possible. Just do a check for the uppercut item + dash dummy item instead of the fire state + dash dummy item, and viola, your attack count is doubled.
Doubling the amount of unique attacks and making sure (almost) all of them are (relatively) useful and applicable is definitely a key for a minor aneurysm, though.

Still, while we're in pipe dream mode, I wouldn't mind being able to lunge in with a dashing uppercut, M1 an enemy while they're in mid-air, and then finish with a special uppercut move that sends them down into ground for a stylish death.

>> No.2233305
File: 341 KB, 1920x1080, 2015-02-14_00001.jpg [View same] [iqdb] [saucenao] [google]
2233305

Why did they make so that the Sigil drains your health every time you fire it? you never have enough health to finish off a boss. I am so fucking done with this game.

>> No.2233306

>>2233296
I think you can do a dash attack.

You should check out Crossfire for reference on how it made it's melee attack get stronger with the sprint meter.

Maybe it would show a way to do a special dash specific attack?

I'm not very knowledgeable of how DECORATE works unfortunately or I'd try to actually provide something tangible instead of speaking what is probably incorrect information.

Personally I'd like to go in with a lunging stab attack and then do like an upward slash with like a jump.
Think FF7's Climhazzard.

I mean honestly with that sword sheathing for supers you're throwing in and that uppercut slash the only thing I could really want at that point are like DMC style combos involving timing(Nothing over elaborate, just the few slash combos) and maybe some cool stuff punches unique to Iron Maiden mode.

Also I really really love Iron Maiden mode. It has some of my favorite punches in any first person game. I just wish the specials had their own punch style moves instead of being reskinned sword specials with cutting waves.

Not that the back special doesn't fit in, but I just love that feeling of impact on the punches and wish the specials reflected that kind of oomph.

>> No.2233308

>>2233268
brb making this an addon

(17/22 frames done)

>> No.2233309

>>2233305
How do you have so little health? Git gud.

>> No.2233318

>>2233309
I'm playing on the hardest difficulty

>> No.2233321

>>2233305
The idea was that the weapon was so powerful that it needed to have a limited ammo pool.

It would also not fit the setting or story to collect "Sigil shells" or "Boxes of Sigil rockets" or any sort of ammo.

That's why it takes health.

If you're playing on the hardest difficulty then you really need to limit your mistakes as much as possible and try your best. You might have to redo whole areas too

>> No.2233325

>>2233318
Well there's your problem, the highest difficulty is like Nightmare in Doom, only even more retarded because of Strife's greater emphasis on hitscanners.

>> No.2233334

>>2233306

I'll check out Crossfire, thank you.
Don't worry about not being knowledgeable about Decorate--half the fun is thinking up of crazy ideas and wild possibilities. A lunging stab and a jumping uppercut is perfectly possible, for example.

Glad to hear you like Iron Maiden, I have a lot of fun with that punching. I'm looking into completely replacing the HUD sprites with something punchier--with them, I'll be able to redo the specials to have a lot more impact.
For example, I'm looking to have forward special be a forearm smash leading into an exploding punch. If done in mid-air, it will be a Rider Kick.

If the artist doesn't come through with the new sprites, though, this is another "might be nice" thing that may not happen.

Still, I like to be optimistic.

>> No.2233338

>>2233321
>>2233325
I just finished it and got the bad ending. lol

>> No.2233339
File: 30 KB, 399x468, 1308113076941.jpg [View same] [iqdb] [saucenao] [google]
2233339

I'm getting a new computer soon.

When I get a video card, isn't it best to get Nvidia because they pay attention to OpenGL better than other card devs?

>> No.2233341

>>2233334
>Forearm smash into exploding punch
>Rider kick
Oh my god that sounds really amazing.
I hope the artist does go through with it, I'd love to see that in action.

>> No.2233343

>>2233339
Nvidia generally has better drivers, too.

>> No.2233345

>>2233308
All frames done, now to add the decorate and the other stuff

>> No.2233347

>>2233339
I'm not an nvidia shill, but i've been switching between my 6870 and my 560ti over the past 4 years and comparing the two.

You will most likely have far less trouble with Nvidia cards. Just make sure you get a good brand card that has a good cooler on it. In my personal experience while AMD have improved their drivers quite a bit since the days of old when everybody used to make fun of them, you still have more issues with games on amd.

for instance, i could only get max payne 1 to run on my nvidia card. Whereas on my 6870 it fails to even run. Even running it in Win98 compatibility mode and all that shit fails to do anything. With nvidia it just werks.

The only thing i can fault Nvidia for is their jewish gimmicky bullshit for things like G-Sync. Freesync is a far better implementation and nvidia have flat out said that they won't be supporting the VESA fressync standard so fuck them.

TL:DR; Go with nvidia. you will have less problems.

>> No.2233349

>>2233347
>I'm not an nvidia shill
THAT'S EXACTLY WHAT A SHILL WOULD SAY THOUGH, ISN'T IT

I believe you, just pulling your leg.

>> No.2233378
File: 446 KB, 1440x900, theres_no_ammo_in_this_game.jpg [View same] [iqdb] [saucenao] [google]
2233378

>>2233321
Well, you trusted the green alien spooky raspy masked guy. Yeah. Try kicking his shit in first next time, the bad route skips a big chunk of the game.

Anyway, for the Sigil, just get medkits and look for secret caches (they're everywhere), or buy from shops if all else fails. You automatically heal yourself, so load up and Sigil away.

http://doomwiki.org/wiki/Skill_level#Strife_skill_levels
Oh yeah, the highest difficulty is pretty much bullshit mode for masochists. Not impossible, but Elite is fine for a first playthrough.

>> No.2233383
File: 591 KB, 1600x900, Screenshot_Doom_20150214_214851.png [View same] [iqdb] [saucenao] [google]
2233383

It's done.

Since it uses the sword's damagetype (so that it dismembers enemies), it makes the sword kill sound whenever you kill an enemy. Not much I can do without needing to change the monster actors.

>> No.2233385

>>2233383
>Minigun that shoots flying blades
Bam, explanation for sword kill sounds.

>> No.2233387

>>2233385
i approve of this.

>> No.2233389

>>2233378
meant for
>>2233338

>> No.2233402

>>2233268
what's with the pink ribbon

>> No.2233420

>>2233383
Here's the addon if anyone wants it: https://dl.dropboxusercontent.com/u/70702956/Doom/DemonSteele_Skullthrottle.pk3

Replaces BFG, and it's in slot 6.
I'm too lazy to make ammo more common, you'll just have to find more BFGs

>> No.2233438

>>2233378
That's the thing. I killed the oracle but macil still somehow went crazy and turned on me when i went back to the front

>> No.2233452
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google]
2233452

Is there a way to enlarge the proportions/dimension of a map selection?

It's hard to center details in a large room I'm making where the details have to be symmetrical, is there a kind of "trick" to it?

>> No.2233459
File: 51 KB, 1327x583, zygo.png [View same] [iqdb] [saucenao] [google]
2233459

>>2233142
Pretentious edge, really.

>> No.2233461

>>2233305
It is absolutely necessary that you stock up on as many health packs, stimpacks and first aid kits and surgery kits as possible when you go off to face a boss.

>> No.2233462
File: 72 KB, 1337x796, 99percent.jpg [View same] [iqdb] [saucenao] [google]
2233462

>>2233459
cool, so we can have "art wads" as a means of pushing shitty social commentary?

>> No.2233487
File: 1.56 MB, 696x627, rub2m3.gif [View same] [iqdb] [saucenao] [google]
2233487

Happy Valentine's day, VRDOOM. How's everything?

>> No.2233489

>>2233487
Trying to psyche myself up into getting back into mapping.

I've invested that much time in learning how, may as well keep going and make a product.

>> No.2233490

>>2233487
Unreal? Quake 2? What engine is this based on?

>> No.2233492

>>2233490

Quake 1..

>> No.2233494 [DELETED] 

You know what really pisses me off in terrytards? They really do think they DO put efforts in their WADs. What the fuck?

>> No.2233495 [DELETED] 

>>2233494
That's okay buddy. Let the tears flow, you'll feel better afterward.

>> No.2233496 [DELETED] 

>>2233495
>Let the tears flow
Oh, you sure got me there. The only thing that made me tear a little today is that stupid fucking recaptcha.

>> No.2233501 [DELETED] 

>>2233496
Sure, sure, let's pretend you weren't crying earlier when you whined about terryfans.
That's okay, I understand, you're afraid for your virility.

>> No.2233502 [DELETED] 

>>2233494

I've seen at least three times in our threads how they play devil's advocate when their works get shat on

And speaking of passive-aggresive posts...

>> No.2233503 [DELETED] 

>>2233501
No, you can't alter my memories.

>> No.2233504 [DELETED] 

>>2233503
That's too late, my newfriend.
Now repeat after me: "I love Big Brother".

>> No.2233506 [DELETED] 

>>2233504
namboner, is that you?

>> No.2233507 [DELETED] 

>>2233494
>>2233495
>>2233496
>>2233501
>>2233502
>>2233503
>>2233504
It started out shit but got funny at the end.

>> No.2233508 [DELETED] 

>>2233506
No, my name is O'Brien.
Do you like rats?

>> No.2233510

>>2233452
Try to select sectors you want to change and press E.
Usually there's a little dash in the line's center which shows where the line is facing. You can also divide room in parts or just count distance with 64x64 grid.

>> No.2233512 [DELETED] 

>>2233508
No.

>> No.2233513 [DELETED] 

>>2233512
Good.

>> No.2233514

>>2233489
what kind of thing do you want to make?

>> No.2233517
File: 746 KB, 5000x5000, 1349603385930.jpg [View same] [iqdb] [saucenao] [google]
2233517

>>2233510
Huh, not exaaaaaactly what I had in mind but I think this will give me a workaround, thanks breh.

>>2233514
A level where you kill shit up like a mad cunt.

>> No.2233519

>>2233490
Its Quake 1 using the Quakespasm sourceport in a map pack called Rubicon 2. I used gifcam to make this.

>> No.2233520

>>2233517
Show your map because I don't get what you're trying to achieve. Also, I hope you use grid size to your advance.

>> No.2233521

>>2233520
>Show your map

But it looks poo atm :P

I'm more in the process now of remember how I did everything and catching up to my train of thought as to where I was when I stopped late last year, I appreciate your sentiment though mate.

>> No.2233525

>>2233420
Updated the file, now replaces the chaingun instead of the BFG, since the Iron Maiden is meant to replace the BFG

>> No.2233534

Was GMOTA updated?

>> No.2233548

I have a question about GZdoom.
Are the settings saved on the same file each time? For example, if I play Brutal Doom, and bind reload to R , if I play another mod and rebind R to another thingy, will I have to reset everything each time?

>> No.2233551
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google]
2233551

>>2233534

Not yet. Sorry. I still have a few more things that I'm dragging my lazy ass on with. Specifically:

+Make POW status loseable from melee attacks, mage gunner charge shots
+finish up HUD sprites for shield
+Implement crash charge drops (replace weapon spawns, maybe)
+get sprites for crash expanders
+add animation for super sword throw


No more crunching either, so 1.0 isn't gonna be the for realsies finished thing because trying to cram another like, 8 monsters into the next two updates would be pretty fucking hard

>> No.2233558

>>2233551
>+Make POW status loseable from melee attack
Oh dear god no, Cave Story had a similar system and it was a giant bitch.

>> No.2233560

>>2233551
With your indecision and laziness, I'll be surprised if Gaymota ever reaches 1.0 status before tsp reaches 4.0 at this rate!

>> No.2233562

>>2233560
I think every time I talk to Kegan he's working on GMOTA, so it's definitely not laziness. Dude is trying hard to make things fun and also have balance/depth. That takes experimentation and trial + error.

I'm releasing something TSP-related today. Not a new build or anything, just...something else.

>> No.2233564

>>2233560
Yes, it's way better to never go anything and act smug when someone actually tries to do something, amirite?

>> No.2233570

>>2233564
Oh I work on plenty of things, Drive and motivation has been depressingly low for a while now, to be honest.

>> No.2233571

>>2233570
>Oh I work on plenty of things
>says Anonymous
Yeah, and I'm Queen Elizabeth.

>> No.2233590

>>2233570
:^)

>> No.2233603

>>2233571
Let's see:
1.) Slowly working on a enemy mod, although that's more personal use at the moment
2.) Slowly developing a mod that involves fisticuffs.
3.) I tinker with a mod involving fighting both marines and demons as a rebel
4.) I stare hard at a mod where you play as an overly shaky punk that got juked in the side by a bum who wouldn't take his shit no more, as if staring at all the code I did would make trying to salvage what was done by it's original author worth it.

So... I dunno, whatever you want to believe, I guess.

>>2233590
Hah.

>> No.2233608

>>2233603
Let's see :
1.) Waking up in the morning, listen to the Prime Minister's whining
2.) Have to listen to the Scots' whining.
3.) Watch a fight between a Britannic boxer and an Irish boxer : have the winning Irish assassinated later.
4.) Receives phone call from European Union about how the Commonwealth isn't good

>> No.2233624

>>2233548
you won't have to rebind every time, different mods save their key bindings in different settings in your zdoom.ini.

>> No.2233629

>>2233624
Awesome!

>> No.2233654

>>2233603
>got juked in the side

Nigga broke his ankles?

>> No.2233665

>>2233654
No, he was stabbed. These were the author's words, not mine... I dunno what he was thinking when he wrote the lore for this mod.

>> No.2233691

>>2232923
how about alternate death animation, where her collar brakes, and the rest of the body reappears, allowing our dicking friend to do his job?

>> No.2233710

>Hdoom

So what's the deal with this if I download it?

I got around jabbing demon poon?

>> No.2233760

>>2232176
>an armor set that basically activates Bloody Mess in Doom
That would be pretty cool, actually.

>> No.2233771

>>2233402
bitch it's kawaii

>> No.2233786 [DELETED] 

>>2232164
>Before the trolls and shitposters come out of the woodwork, I don't want brutal taunts and rolls shit to infest the game
Mm? You can roll in brutaldoom? First time I hear of this.

>> No.2233820

>>2233710
You shoot girl-demons with water guns. Sometimes they fall to their knees with hearts around them and you press "Use" to sex.

>> No.2233830

>>2233820
Sounds boring.

>> No.2233842

>>2233820
Sounds strangely funny.

So what does the sex serve?
Or is it just for it's own sake?

>> No.2233863

>>2233786
>rolling in brutal doom

It's probably one of the only things I like about it. It's funny how people will say that the rolling action is bad, ruins gameplay, blah blah blah, but then Demonsteele has a "dodge/dash" move that's perfectly a-ok.

I'm just saying it's funny to me, and that rolling is pretty cool, no matter what.

>> No.2233868

>>2233830
Sounds like Doom would be boring to you then. At the moment it's quite literally Doom's gameplay with anime-esque demon sex added on. It's supposed to have dialogue and such later, supposedly.

>>2233842
It's there for its own sake. Although, it would be cool if having sex charge up a meter, or something, and you could unleash sexy supers or something. GET ON IT!

>> No.2233874

>>2233868
Well, if I want to wank, I'd rather play a real sex game than playing the "do the mini-game and get 5 second of the doomguy fucking a succubus in the ass while she's screaming 'NOT THAT HOLE YOU MORON'."

At least it's not that retarded kinda game where your pistol looks like a penis.

>> No.2233879 [DELETED] 

>>2233863
>that the rolling action is bad, ruins gameplay, blah blah blah, but then Demonsteele has a "dodge/dash" move that's perfectly a-ok.

Yet another "people hate x in brutal but love y in demonsteele" post.
Boy, you are just begging for an asswhooping.

>> No.2233880
File: 22 KB, 501x600, et tu.gif [View same] [iqdb] [saucenao] [google]
2233880

>>2233842
>So what does the sex serve?

Nothing but to fuel the degeneracy of society, to attempt to add substance to your life, to suffer the heartbreak afterwards, and to spawn the world with more useless and spineless people to suffer in this nihilistic world.

Oh sorry you meant the mod?

>> No.2233907

>>2233487
Replaying that Doom mod that basically makes you a scaredy little grunt instead of the tornado of death known as doomguy. Limited stamina, bleeding, more lethal enemies, fall damage, weak healing, all good. Finished first chapter.

>>2233820
Doesn't sound too interesting.
Call me when I can get spitroasted by Baron of Hell and an archvile, get my intestined ripped by cyberdemon, shoot an imp into a limbless mess and force it to fellate me, or have my half-dead body ravaged by sunderful of imps and demons.
Or maybe that's just me.

>> No.2233924

>>2233907
>spitroasted by Baron of Hell and an archvile
>spitROASTED by [...] archvile
heh

>> No.2233945

>>2233879
>>>2233863
>>that the rolling action is bad, ruins gameplay, blah blah blah, but then Demonsteele has a "dodge/dash" move that's perfectly a-ok.
>Yet another "people hate x in brutal but love y in demonsteele" post.
>Boy, you are just begging for an asswhooping.
Why erasing your post?

>> No.2233949 [DELETED] 

>>2233945

I didn't erase it.
I guess mods didn't like me calling him out. Oh well.

>> No.2233954

>>2233907
>spitroasted by Baron of Hell
I like how you think.

> shoot an imp into a limbless mess and force it to fellate me
Okay, maybe not

>> No.2233964 [DELETED] 

>>2233863
brutal doom's roll is slow, forces chasecam, screws your aiming the whole time, and iirc freezes you so you can't do anything else
demonsteele's is fast, doesn't fuck with your vision, and you can do other things while dodging

i'm just saying that there's perfectly reasonable grounds to hate one and like the other

>> No.2233970

>>2233954
Just jesting about that though.

>> No.2233991 [DELETED] 

>>2233949
Nice try, but /vr/ has no moderation.

>> No.2234010 [DELETED] 

>>2233991
>Nice try, but /vr/ has no moderation.
my experiences using the report function suggest otherwise.

>> No.2234012

>slaughter maps
>creative or imaginative in any way

>> No.2234018 [DELETED] 

>>2234010
My attempt at reporting all these "who are you quoting" and baneposts went unanswered.

>> No.2234021 [DELETED] 

>>2234018
>moderators don't respond to the posts I don't like
>ergo moderation does not exist
Nice try.

>> No.2234026 [DELETED] 

>>2234021
>he actually thinks "who are you quoting" is a constructive addition to a thread
Holy shit, the retards boards are leaking again.

>> No.2234035

>>2234012
any idiot can make an impossible battle. it takes considerable skill to make a battle which seems impossible but only the best players can beat. i am not a fan of such choreographed battles, but i can appreciate it in others.

>> No.2234036 [DELETED] 

>>2234026
>he actually thinks I was saying that
Yeah, looks like they are. Go back to /mlp/ where you belong, you autistic cocklord.

>> No.2234040 [DELETED] 

gee i wonder what west european nationality this guy is

>> No.2234045

>>2234035
Personally never been fan of them either. Sunder's maps however are very beautiful.
Too bad some maps devolve into annoying switch-hunt ( fucking Furnace )

>> No.2234049 [DELETED] 

>>2234040

Probably not the one you think.

>> No.2234060

>>2234045
if you're talking about beauty, i'll tell anyone who'll listen to have a look at Slaughtenstein (SF2012 map28). it's Phml's masterpiece. although he probably doesn't think so.

>> No.2234063 [DELETED] 
File: 36 KB, 256x256, ao_Avatar1.jpg [View same] [iqdb] [saucenao] [google]
2234063

>>2233970
>You know, as a joke. ha-ha

>> No.2234082

hey dudes. new here, so first off thanks for the resources.

i'm a half-dozen levels into plutonia and it seems to have a hardon for hitscan enemies. spawning them in large rooms with no cover (often on distant ledges) and surrounding you with them in traps. this is unfun for me: when i take damage, i want it to be my fault, even if that fault is not having perfect planning or tas-level reactions.

so does this change later on? if that's how all of plutonia is then i'd rather move on. also, any recommended wads that don't use hitscanners like that? i figured i'd try one of the compet-n sanctioned ones next, but any additional direction would be appreciated.

in case it makes a difference: been playing on uv (uv max, but not speedrunning) with vanilla settings. played doom 1, 2, evilution, and nrftl. nrftl has been my favorite so far.

>> No.2234091

>>2233558

Don't get hit by melee attacks. Though I'm up for other ideas, the POW system needs to be loseable somehow though

>> No.2234092

>>2234091
Losing it at the start of each level isn't bad enough?

And the problem is that the AI never misses a melee attack. If you rush against a goblins and he's aware that you're here, he'll pounce you and causes damage first.

>> No.2234093

>>2234082
>if that's how all of plutonia is then i'd rather move on.
It's best you move on, then. Plutonia is designed to be grueling and painful, it's a pain in the ass from beginning to end.
If that's not your idea of a fun time, then don't worry. There's plenty of other mapsets available. If you liked exploring and wandering, try Hellcore 2.0, but if you liked firefights and hectic run and gun then go to Scythe.

>> No.2234095 [DELETED] 

>>2233964
>screws with your aim
Doesn't mess with mine, then again I see it as more of a defensive roll than a combat roll.
>forces chasecam
Doesn't metrood do the same for morphball? If so, another thing that's ok for other but not BD.
>its slow
BD has you playing as a human. Humans do not roll around at the speed of sound. Rolling is clunky and slow, but BD rolling is way faster/smoother than that.

Really though, I could say that Demonsteele's roll is too fast and abusable thus, "there's reasonable grounds to hate one over the other," since opinion goes both ways.

>>2233945
I haven't erased anything. That was probably someone else.

>> No.2234098

>>2234095
>Doesn't metrood do the same for morphball? If so, another thing that's ok for other but not BD.
My little anon can't possibly be this pleb. You have to be trolling.

>> No.2234102

>>2234093
You suggest Hellcore 2.0 because it has firefights, but he said he hates hitscan enemies flood.

>> No.2234104
File: 102 KB, 640x480, 1423948821.png [View same] [iqdb] [saucenao] [google]
2234104

i feel like i've seen this scene somewhere before.

>> No.2234105

>>2233560

You'll get it in due time. Just bear with me. Marty is right, very rarely do I have a night where I don't work on GMOTA in some way.

>> No.2234106 [DELETED] 

>>2234098
>b-but i hate BD...

>> No.2234110

>>2234092

Yeah. It's too easy to cling to the POW status by hanging back and shitting fury at a distance. And melee attacks are easy to bait man, I've made imp melee attacks a little slower, plus you gotta remember you have a generous reach with Blaz's sword

>> No.2234112

>>2234102
>You suggest Hellcore 2.0 because it has firefights

nothing of the sort was suggested. i think you need to read posts more carefully.

>If you liked exploring and wandering, try Hellcore 2.0

>if you liked firefights and hectic run and gun then go to Scythe

>> No.2234115

>>2234106
>what is metroid prime

>> No.2234118

>>2234110
Only if you turn on the psi C'tan force blade or whatever it's called.
Otherwise, the enemy just shoots at point blank his shit in your face, and the sword drags you closer to him.

>> No.2234119 [DELETED] 

>>2234115
>what is Metroid prime

Utter shit compared to Other M. That was the last real Metroid we've had in years.

>> No.2234120
File: 136 KB, 400x304, vlcsnap-2014-11-29-00h26m58s67.png [View same] [iqdb] [saucenao] [google]
2234120

>>2234119
Even Herr Goebbels is offended.

>> No.2234124

>>2234118

All melee weapons in my mods fire invisible projectiles instead of using a_custompunch. I hate that view pull shit. Plus you have a wide range of attacks that cause flinch and knockback.

>> No.2234131 [DELETED] 

>>2234098
>pleb
>trolling

God forbid someone likes something in BD. I'll make sure to run all my thoughts by your "stop liking what I don't like" department when I need a gold stamp of approval for my opinions. Seriously, all I said was that I liked that you could roll in BD, and apparently I should've included a trigger warning for you.

>> No.2234134 [DELETED] 

>>2234131
Don't pay attention to the drama whore.

>> No.2234139 [DELETED] 

>>2234095
>Really though, I could say that Demonsteele's roll is too fast and abusable thus, "there's reasonable grounds to hate one over the other," since opinion goes both ways.

So you admit there is perfect ground to like one but not like the other. Then there's no reason to get upset over why people don't like BD's rolling but DemonSteele's dodging is a-okay.
Seriously, if you're going to join the "w-w-why do people hate Brutal Doom b-b-but like Demonsteele!" posters, at least bring up something that's actually mechanically similar. Last anon brought up blood, maybe you can try that next time.

>> No.2234147 [DELETED] 

>tr*gg*r w***ing

yeah, that's grounds for the nuclear option

and people wonder why brutal doom discussion is more often then not discouraged

>> No.2234148

>>2234110
I am perfectly fine with melee and strong projectiles taking away POW, just dont give lost souls ability.

>> No.2234151 [DELETED] 

>>2234147
>discussion is more often then not discouraged
More often THAN not, you fucking newfag.

>> No.2234153

>>2233868
Well the sex does affect gameplay a little bit. Horny, stunned demons can block movement and projectiles, so it add another random element to combat and can both help (using them as shields) and hinder you (getting suck on them so you can't dodge shots).

Also, I swear the Spectres are faster than normal in hdoom.

>> No.2234154 [DELETED] 

>>2233863

>It's funny how people will say that the rolling action is bad, ruins gameplay, blah blah blah, but then Demonsteele has a "dodge/dash" move that's perfectly a-ok.

It's okay when /doom/ does it

>>2234147
>and people wonder why brutal doom discussion is more often then not discouraged

The most ironic thing here is, the version of brutal doom that people play the most is actually Sperglord's, which in reality is /doom/'s very own version of BD minus some crap and more compatibility added; the author literally came from here and made the thread on ZDF later.

the sole existance of Sperglord edition completely debunks the accusations of /doom/ hating BD.

>> No.2234156

>>2234154
>It's okay when it isn't a clunky piece of shit

Fixed that for you.

>> No.2234157

>>2234093
fair enough. and thanks, i'll look into hellcore 2.0. not so sure about scythe.

i'm all for hard, but unavoidable damage doesn't sit well me for whatever reason. maybe i'll warm up to it eventually and revisit plutonia then.

>> No.2234158

>>2234153
Oh, and another difference from vanilla: there's less hitscan enemies. All former humans are replaced by various impgirl flavors that replace rifles, shotguns, and chainguns with single, spread, and rapid-fire fireballs.

>> No.2234159 [DELETED] 

>>2234154
It's okay when a mod I like does it, but it's a blight when a mod I dislike does it.

>> No.2234161

>>2234154

>BD:SE is actually BD:/vr/E

I wonder how many people ignored this.

>> No.2234165 [DELETED] 

>>2234159
it's okay when a mod does it well
it's a blight when a mod does it poorly
your victim complex is staggering

>> No.2234170

>>2234161
perhaps they just didn't know. it wasn't widely advertised as such. also /vr/ isn't poorly regarded by the rest of the community, the few that hate anything to do with 4chan notwithstanding

>> No.2234175

>>2234157
if you stick with doom, put a few hundred hours into it, start finding it "easy" even on UV, start playing maps from pistol starts without savegames instead of continuous play/ammo carried forward with saves... you'll probably also find yourself warming up to plutonia, and all the things it influenced heavily (HR, AV, Scythe/2, KSutra, not to mention all the direct fan-made sequels like PL2 and PRCP)

i advise some caution with hc2, though, it's kind of more like a graphics techdemo and doesn't really play like doom at all. play it, but if you love it, don't expect to find many wads like it. it was quite widely criticised on release.

>> No.2234179

>>2234170
>it wasn't widely advertised as such

as a matter of fact, when it came down to naming said 'fork' we built at the time, both 'vr' and '/doom/' were thrown but we collectively decided against it, just because

the fact of the matter is that we CAN discuss brutal doom like any other mod in this place, but it all comes down to finding the right moment where one of our many shitposters are not around the place (just like a few minutes ago)

once again, people are solely waiting for v20 so SigFloyd can work on the changes that may be needed to do. no wonder why people put SE as the best version.

>> No.2234193

>>2234179
>as a matter of fact, when it came down to naming said 'fork' we built at the time, both 'vr' and '/doom/' were thrown but we collectively decided against it, just because

oh right, thanks for the information. i don't remember its name being discussed, i only remember it as being someone (who always posted a humorous picture of an exploding bag of dicks)'s BD edit, and then it just became sperglord edition one day. perhaps i wasn't paying sufficient attention.

>> No.2234195

Mmm? There's a new Brutal Doom going out? Where can I find it? Still Modb?

>> No.2234207

>>2234195
every month or so since december mark has come here and posted a v20 test release. check the news post for a link to the latest. i don't know if it's being discussed anywhere else but here at the moment (maybe inside facebook?)

>> No.2234214

First time here.
How could i never know of this place?

I also never knew Brutal Doom had test builds.
Anyway, guess i found another doom place to hang out.

>> No.2234216 [DELETED] 

>>2234214
Fuck off, namefag.

>> No.2234218
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google]
2234218

>>2234214

Hi, welcome.
Have a thing.

>> No.2234220

>>2234218
>giving the wads away
I thought I was supposed to buy Doom to get the wad?

>> No.2234221

>>2234220

Nobody who had a hand in developing Doom is left at id. Carmack has gone on record saying he doesn't care.
Buying games to support devs is nice and all, but when it doesn't actually support the developers, then just downloading them is pretty fine.

>> No.2234223
File: 52 KB, 590x351, Screenshot 2015-01-03 00.51.09.png [View same] [iqdb] [saucenao] [google]
2234223

>>2234220
Carmack don't give a fuck. Nobody who actually worked on the game is going to see your money.

>> No.2234226

>>2234221
>>2234223
Oh... Well, damn.

>> No.2234228

>>2234223
Who's BillB?

>> No.2234234

>>2234082
I'm honestly surprised you got through TNT without problem if its the Hitscanners that bug you in Plutonia. TNT was almost as bad with them.

>> No.2234236

>>2234228
Are pk3 like wads? I can just drag them over my gzdoom.exe?
What are exactly the differences between pk3 and wad?

>> No.2234240

>>2234236
>I can just drag them over my gzdoom.exe?
For that purpose, yes.

>What are exactly the differences between pk3 and wad?
A whole ton, but the tl;dr of the matter is
.pk3s are essentially renamed .zips and have file structures and filetypes.
.wads are Doom's own native way of holding data.

>> No.2234241

>>2234220
this might have been true 5 or 10 years ago but times have changed. if you buy the wads now you're basically encouraging zenimax and bethesda to do god knows what. also if you buy it now you are likely to get the bfg edition, which fixed none of the bugs in the originals and introduced a whole lot more.

>>2234236
from a user's point of view they are much the same. wad is a very simple container format invented by id specifically for the game. pk3 is a zip file with a different extension and a specific layout of files inside it.

>> No.2234243

>>2234218
>STILL has Doom 2 Reloaded in it

These are better
>Speed of Doom
>Resurgence
>Unholy Realms
>Jenesis
>Reverie

>> No.2234253

>>2234234
Yeah. Hitscanners were generally problematic in all of Final Doom. TNT in fact has far more Shotgunners than any other iwad. And only slightly less chaingunners than Plutonia.

What makes Plutonia more infamous than TNT was its hard-on for Revenants, Arch-viles,

>> No.2234257

>>2234218
Thanks a lot, i already knew of that and already had all of this content.

I found weird that no one here mentioned Hunter's Moon. Its a pretty nice Q3-like mod for Doom, it also has lots of blood, 3d models and difficulty, it also works with lots of Doom wads and maps.

>> No.2234263

>>2234257

I point you to this post.
>>2229460

>> No.2234264

>>2234243
No.

>> No.2234265

How do I play Christmas Doom? I have the WAD.

>> No.2234268

>>2234265

Gonna have to be a lot more specific than that, chief.
You should be able to just drag and drop the wad onto your source port of choice.

>> No.2234276

>>2234161
why was it deleted?

>> No.2234283

What do you guys think of Complex Doom?

>> No.2234284

>>2234283
Kinda complex.

>> No.2234285

>>2234283

Not a fan.

>> No.2234286

>>2234283

Ripoff of a ripoff of your generic r667 randomizer

>> No.2234287

>>2234283
Doesn't live up to its name in the slightest. If you want a real "Complex Doom", play Hideous Destructor.

>> No.2234293

>>2234283
Lame.

>> No.2234296

>>2234283
Yet another mish mash of r667 content into a single pk3 and call it complex
Samsara Monster Mixer does what complex don't anyway

>> No.2234301

well, that was fast.

>> No.2234306

>>2234268
Thanks!

>> No.2234307

>>2234301
What?

>> No.2234317

>>2234264
Doom 2 Reloaded is not that great, anon.

>> No.2234319

>>2234264
I don't mind Doom 2 Reloaded myself, and have no issue with it being in the pic, but that anon is correct in saying those are better.

>> No.2234329

>>2234148

Of course not.

I'm giving lost souls ripper immunity and I'm gonna make their charge attack inflict knockback on par with the chaos revenant's punch. Have fun with narrow walkways

>> No.2234330

>>2234253
TNT has the most hitscanners overall.

Doom - 1040 (384 zombiemen, 656 shotgunneers)
Doom 2 - 1046 (290 zombiemen, 483 shotgunners, 273 chaingunners)
TNT - 2085 (443 zombiemen, 1041 shotgunners, 601 chaingunners)
Plutonia - 1105 (86 zombiemen, 315 shotgunners, 704 chaingunners)

>> No.2234332

In other words, The greatest doom mod of our time was just released. grab it here: http://www.doomworld.com/vb/wads-mods/71767-instadoom-screw-nofilter-rc1/

>> No.2234336

>>2234332
>selfie doom

my sides.

>> No.2234340

>>2234332
Think we already have a winner for this years mockaward.

>> No.2234341

>>2234332

Well I may as well give up because this is the best thing

>> No.2234356

>>2234175
heh, i figured it was something like that. i've seen some speedruns that were damned impressive and lurked here long enough to hear talk of pistol starts and such, so i have no problems admitting i'm still scrubby and probably don't get it yet (plus, i used to be an avid shmupper, so i've been on both sides of these sorts of exchanges). worse, i'm a perfectionist to a fault, so it'll definitely need those few hundred hours before i can see myself flying through levels and accepting that taking damage is a given.

anyway, i have a feel for what i currently like, so it's nice to get a little more of that. hardcore wads might very well be pearls before swine.

>>2234234
yeah, i found a lot of it to be ugh, but there were parts that i really enjoyed, so i kept at it. while i've hardly enjoyed any of plutonia so far, i'm probably being less lenient with it since it's more "not this shit again" than "let's see if it gets better".

>> No.2234359

>>2234332
I haven't even played it and I know it's the best mod I ever played.

>> No.2234373

>>2234218
God damn every time i see this image it's different and has more/less wads and mods.
Is that one the latest?

>> No.2234380

>>2234264
Speed of Doom and Resurgence really should be on there, IMO. Easily the best Alien Vendetta clones I've ever played.

>> No.2234393

>>2234104
https://www.youtube.com/watch?v=FtIUSEEZgBI

>> No.2234402
File: 373 KB, 1357x766, Switcheroom E4M5.png [View same] [iqdb] [saucenao] [google]
2234402

Ffffffffffuck this map.

>> No.2234403

>source port gives teleporter lines a color of its own

Problem with this, is that it essentially tells you the correct platforms to step on at the beginning of TNT map30.

>> No.2234412

>>2234220
Theres honestly no reason to buy them, unless you want steam to count your hours, or you're buying off ebay to have a physical box for collecting purposes.

Each iwad is like 15MB each, so its pretty easy to find downloads.

>> No.2234421

>>2234264
I really don't find D2 Reloaded that fantastic, the level design is average in both gameplay and in terms of aesthetics. It even uses stock Doom 2 skies and doesn't even have any replacement music (not even picked from existing iwads).

It's not bad, there's just nothing about it that's very interesting.

>> No.2234425

>>2234421
It's called Doom 2 Reloaded, so why would it be surprising to see stock textures and sky?

>> No.2234427 [DELETED] 

>>2234421
>"guys i dont get it, im playing doom 2 reloaded, but it doesnt add any new monsters"
Try to think about it for a while.

>> No.2234428

>>2234425
But it's not much like Doom 2 in any way in terms of map style, nothing really looks like or feels like original Doom 2 maps.

I'm not saying it has to use an entire new texture set, but do you have any idea how boring that brown clouded sky is? How dull it is to hear the same music in the exact same order as in Doom 2? Replacing the sky textures and the music goes a long way towards giving a .wad that extra bit of flavor.

>> No.2234432

>>2234428

How do you feel about other Doom 2 remakes?

>> No.2234435

>>2234427
>but it doesnt add any new monsters
Which is not at all what I said.

>> No.2234436 [DELETED] 

>>2234435
Nice backpedaling bro.

>> No.2234442

>>2234432
Haven't played many, but for a megawad, it's just very average.

>>2234436
Point to where in my post I said that it had to add new monsters.

>> No.2234443 [DELETED] 

>>2234442
>"please spoonfeed me because I'm too stupid to read my own post"

>> No.2234447

>>2234443
>I really don't find D2 Reloaded that fantastic,
Don't see any mention of monsters here.

>the level design is average in both gameplay and in terms of aesthetics.
No monsters here either.

>It even uses stock Doom 2 skies and doesn't even have any replacement music (not even picked from existing iwads).
Nothing.

>It's not bad, there's just nothing about it that's very interesting.
Doesn't look like I said anything about monsters here either.

>> No.2234449

>>2234443

Not that I agree with him (D2R is awesome), but at this point you're being a faggot.

>> No.2234450 [DELETED] 

>>2234449
>at this point you're being a faggot
Stop projecting your fantasies, it's embarassing for everyone.

>> No.2234451

>>2234449
I'm not saying it's bad, I just see it praised often, and I just don't think it's as great as people say it is.

>>2234450
So you're just shitposting then?

>> No.2234452

>>2234451
Coming from the guy who complains that Doom 2 Reloaded is just a remake of Doom 2, that sounds like double standards.

>> No.2234457

>>2234452
>guy who complains that Doom 2 Reloaded is just a remake of Doom 2

Are you confusing me for someone else? Because I literally have not said that in any post.

>> No.2234459 [DELETED] 

>>2234457
Nice damage control, bro. But whatever, let's pretend you're another guy, if that makes you happy.

>> No.2234460

>>2234451
>I just see it praised often
That's surprising to hear, I thought most people hated it and that I was unique for liking it.
Well, I'll have to look around a bit harder.

>> No.2234461

>>2234428
I was just thinking that Doom 2 Reloaded is more of a complete reimagining of Doom 2 rather than trying to be something all it's own like what AV and HR2 and such tries to do.

But I don't really know anything about it's development process.

>> No.2234462

>>2234459
Yeah, you're just shitposting, nevermind you then.

>>2234460
I don't know, I've seen people talk about how great they think it is on multiple occasions here, I mean, I guess it's just a difference in taste, but still.

>>2234461
Well, I guess it's kind of like that.

>> No.2234464 [DELETED] 

>>2234462
>"oh shit i've been proved wrong"
>"better call him a shitposter"
Nice going mate.

>> No.2234465

>>2234461

That's exactly what it is, I think. People I talk to complain that it isn't "unique enough", but it's not supposed to be "unique". It takes the terrible maps of Doom 2 and redoes them entirely, keeping the same basic "hell on Earth" concept and re-applying it in a new framework.

It's not like Scythe 2, a romp through different episodes that's completely unrelated in any sense to Doom, it's not like Doom 2 The Way Id Did where it's supposed to be a complete recreation of Doom 2 in the style of Doom 2, it's more like D2INO or Switcheroom than anything else.

>> No.2234467

>>2234465
>terrible maps of Doom 2

>> No.2234468

>>2234283
Hard-Doom 2.0 with Brutal assets with an mspaint-mangled ww-doomnukem HUD where everything is invisible, fires fast homing projectiles, instakills, or firing fast homing instakill projectiles invisibly.

It's okay, I just don't get what others see as so good in it.

>> No.2234470

>>2234373

Yes. There should be an update down the line, sometime, a lot of good stuff has come out since its last update.

Not really a lot to add in 4chan's own category, though.

>> No.2234472

>>2234467
Yeah, Doom 2's maps are pretty damn bad. The city maps are the worst.

>> No.2234473

>>2234380
>clones.

Yes, they are clones. That's why D2 Reloaded is better, because it's way more original, even for being a D2 remake.

The battles, the semi-realistic architeture, the new textures, the continuous level design... everything go great. It even has a nice stealth level. I'd take it over any AV clone any day.

>> No.2234479

>>2234465
Well, it kind of has it's own style, but just isn't a very interesting style, if that makes any sense.

>>2234467
Don't know about you, but I didn't enjoy Monster Condo, Factory, Nirvana, or Tenements.
Not saying that Doom 2 is bad, it's not, but it has some really dull levels.

>>2234472
Doom 2 had some good maps though, like Refueling Base, The Crusher, Tricks & Traps, Industrial Zone, or O of Destruction. I guess The Chasm in a pinch, but it had some parts that I wasn't too fond of.

>>2234473
>the continuous level design
That's actually one of the best part of Reloaded in my opinion. Not nearly enough .wads do this, and it really helped cement the feeling of progression.
It was a while since I played it, but I remember the gray cement slat texture being used very frequently throughout all the levels, am I remembering that right? Because I recall something like that and finding that boring.

>> No.2234481
File: 167 KB, 770x747, Untitled.png [View same] [iqdb] [saucenao] [google]
2234481

>>2234332
Being honest, 5/10
+Can photograph consumables and objects.
+Can make a group photo (apparently an Us-ie, wtf)
+All filters
+Increased rage by monsters because they are those people who bulldoze through everything to stop whoever is about to take a photo of them
+Includes the Impse app
-No option for a duckface
-Can't put my witty, Ow the Edge phrases in my photos.
-Can't upload them for my oh so many friends on HellBook or UACitter.

>> No.2234487

>>2234479
Confession: The only Doom 2 map I liked is the Wolfenstein maps.
I hope we can still be friends, anon.

>> No.2234489

>>2234465
I like Doom 2's levels until the Chasm. Map 24 onward just isn't fun to me.

>> No.2234491

>>2234487
It's fine.
I like a lot of the early levels of Doom 2, but as you get further in the game there's more and more levels with lesser quality.

Doom 1 had way better level design overall in my opinion.

>> No.2234514

>>2234283
only good for coop servers w/ a lot of people

>> No.2234540

https://www.youtube.com/watch?v=34N_D2ecAFc
Best track from the original Doom iwads Y/N

>> No.2234563

>>2234540
Hell yeah. TNT may not have been the best, but it had some damn fine music.

>> No.2234571

>>2234540
That isn't E3M2.

That was just my favorite song tied with E2M1

>> No.2234584
File: 509 KB, 1600x1200, Doom Battlefield.png [View same] [iqdb] [saucenao] [google]
2234584

***The Plutonia Experiment***

After Hell's catastrophic invasion of Earth, the United States took steps to prevent such an invasion from recurring. The old UAC corporation was refounded, under completely new management (since the old trustees and stockholders were all dead, this wasn't much of a problem), and sent to research tools and technologies to prevent such an incursion from happening ever again.
Though the invasion had been stopped, and the remaining demons were gradually being exterminated by mopping-up squads, it was clear that the powers of Hell remained strong. While the Spider Mastermind and Baphomet seemed to no longer threaten, who knew what else lay Outside? Waiting. Watching. Preparing.
The new UAC began working on quantum Accelerator devices, intended to close
interdimensional gates at a distance and so prevent future incursions forever. The project began innocently enough. Naturally the scientists, in order to learn how to close Gates, had to relearn Gate technology first. This ability was rapidly regained. Perhaps too rapidly.

>The Terror
Soon, beings from Outside had their dire attention drawn to the new experiments, and then, one day, a Gate opened in the heart of the research complex. Unnatural horrors from the pit poured in, ravening for destruction. But the UAC scientists had learned their trade. The Quantum Accelerator Device performed perfectly in its maiden test -- the invasion Gate was closed instantly and permanently when the Accelerator flicked on. A cyberdemon, halfway through, was snipped in two when the Gate closed. Earth would now be safe from literal invasion by Hell. At least, once the technology could be set up around the globe.
The next day, a ring of seven Gates opened, throughout the base, and a monstrous legion rampaged through. The Quantum Accelerator began putting out the Gates at once, and within an hour, six were closed. But the hellish army was now too strong, too numerous. The marines fought like mad dogs, but were

>> No.2234586
File: 1.09 MB, 2415x2195, Doomguy Victory.jpg [View same] [iqdb] [saucenao] [google]
2234586

>>2234584
(continued)

were finally pulled down by the enemies' claws. The scientists, marines, and bureaucrats were all slain or transformed into undead mankillers.

>The Task
The Quantum Accelerator and its prototypes are deep inside the ravaged complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The government, frantic that the Quantum Accelerator will be destroyed or used in some alien fashion upon us, has ordered all marines to the site at once, regardless of their location.
You were on leave at the beach, only a few minutes from the complex, when you got the word. You suited up, grabbed a pistol, and raced your pickup truck to the complex. When you arrived, flashes of light, howls, and chanting could be heard from the interior. Corpses were scattered everywhere. Obviously the Gatekeeper was doing something inside -- something that would soon reach some kind of awful climax.

You know that within an hour or two, an entire division of marines will arrive to assault the base with full artillery and air support. You also know that they will be too late. Far too late. The airplanes will be plucked from the sky by floating terrors, the cannons melted by diabolic rockets and fireballs, the soldiers blasted to shreds as they charge into the armored shell of the UAC buildings. In an hour or two, the monstrosities inside will have finished their awful task, and will be prepared, once more, to take on the world.

It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.

>> No.2234594

>>2234473
>reloaded is better because its not a clone, and more original

Outside of that stealth map, Reloaded isn't any more original. Plenty of vanilla mapsets in the 90's and early 00's did the exact same gameplay and level flow. So this argument doesn't work for me.

>> No.2234598

>>2234491
Am I the only person who hates Doom 2's early levels more than the rest of game?

American McGee's maps quite honestly weren't that fun, and were largely formulaic.

>> No.2234605

>>2234479
>Monster Condo
>Tenements
>Bad

They're my two favourite doom 2 maps, honestly.

>> No.2234632

>>2234594
Besides, being a clone of Alien Vendetta shouldn't even be a bad thing. Speed of Doom and Resurgence don't only show AV influence either. Theres plenty of influence from Scythe and Kama Sutra aswell.

>> No.2234657

Has anyone else tried "AEOD-Lite"?
I don't think the game does it justice. It's a randomizer mod, but it is actually pretty balanced.
Link:
http://forum.zdoom.org/viewtopic.php?f=19&t=47440

>> No.2234658

>>2234657
>I don't think the name* does it justice.
Oops.

>> No.2234687
File: 137 KB, 288x334, Quake1cover.jpg [View same] [iqdb] [saucenao] [google]
2234687

Hey so I bought Quake on steam and was wondering why when I add joequake to the steamapps/common/quake folder that it won't show the option to launch joequake like it does for quake.exe, quakeworld.exe and the gl versions of those two. Is there a way to change this so my speedrunning hours count in with the rest of the hours I've spent playing Quake, thanks in advance.

>> No.2234739

>>2234687
Nope, those options are hard-coded and you can't remove or add any to the menu. You CAN however change joequake's filename to match one of the launch options though, like renaming it to quake.exe by example.

>> No.2234745

>>2234332

Should I feel bad for thinking that some of these filters actually make Doom look cool?

>> No.2234768

>>2234739
Hey thanks that worked.

>> No.2234769

>>2234563
I loved the set up for it, both sides learned from it

>> No.2234771

>>2234745
instagram built a whole business around filters making things look cool, so not really

>> No.2234808

>>2234332
oh my god how do people come up with ideas like this

>> No.2234902

>>2234332
Hot damn, this just makes every other mod better.

>> No.2234945

>>2234228
https://en.wikipedia.org/wiki/Bill_Budge

>Budge said "I wasn't that interested in playing or designing games. My real love was in writing fast graphics code. [...]"

no wonder carmack likes him...

>> No.2234962

>>2234330
these figures check out according to my tests, but i'm curious where you got them from. the wiki again?
>>2234402
heh i agree entirely. amazingly it was even worse in the original release (the one rejected from /idgames) - there was far more lava. it seems like switcheroom tried to go for E4M2 difficulty on nearly all its E4-style maps.
>>2234403
heh, eliminating an annoying jumping puzzle and allowing the player to get on with charging around like a maniac and killing monsters is hardly what i'd call a problem!
>>2234428
>do you have any idea how boring that brown clouded sky is
i like it, it actually looks like a sky although a strange colour. well more so than some others i've seen anyway. mostly though it's just another thing that after many years my brain has filtered out completely.
i'm not a fan of the white sky from the start of plutonia, though, it's too bright.
>>2234470
it seems we get a new map by anon every month or so, i hope someone is collecting them because i have singularly failed to do so

>> No.2234975

>>2234657

Too many shotgun variations yet all of them feel weak as shit

>> No.2234981

>>2234975
Yeah, I noticed that but I think that is attributed to the monster's randomized health. The creator posts the shotgun stats in the thread and they are all very similar in damage, but certain ones like the DBS and the regular shotgun get extra "point blank" that allows them to gib monsters. The upgraded shotguns are -very- powerful, so try upgrading them. The 1887 can go, IMO.

>> No.2234983

>>2234975
>>2234981
and yeah, the auto shotgun is piss weak but I think that is to balance out the fact that it can squeeze out a 3 round burst into monsters. Try the riot shotgun and the standard one. The upraded Tactical Shotgun seems to get point blank damage at all ranges but has lower spread than the quad shotgun.

It's still work in progress, but it seems that the foundation is pretty solid so far.

>> No.2235001
File: 421 KB, 477x601, wow.wad.comic.png [View same] [iqdb] [saucenao] [google]
2235001

>>2234332
nice one traversd, you've turned alice's picture into a comic

(that thread is too perfect, it should be preserved in amber. it has mark trying to troll it and everything)

>> No.2235012

Selfie Doom is quite literally one of the greatest things I've ever seen.

Kinda wanna make a custom version using ACS and the like to make it even more comical

>> No.2235043

AAAAAAAAAND WE'RE BACK

>> No.2235046

>>2234962
>heh, eliminating an annoying jumping puzzle and allowing the player to get on with charging around like a maniac and killing monsters is hardly what i'd call a problem!

But I liked that puzzle. I even know it off by heart.

>> No.2235050
File: 86 KB, 640x480, Screenshot_Doom_20150215_145544.png [View same] [iqdb] [saucenao] [google]
2235050

Hello /vr/.

>> No.2235058

>>2229721
Posts like these are why Tumblr is worth going to.

>> No.2235063 [DELETED] 

>>2229254
Friendly reminder that Sgt. Mark IV stole mods from other modders without giving credit for his Brutal Doom.

>> No.2235074

>>2235012

You know what would be cool? If you could make the thing ACTUALLY make an image out of the part you took a picture of and put it in the sourceport folder, just like regular screenshots. I'm not sure if G/Zdoom allows this.

>> No.2235080

>>2235063
talking about him, i had a (vague) idea on how to improve the bike "jump" on that mod he was working on

say, is there a way to check if an actor is touching the floor and what's his vertical speed (or alternatively check the dimensions and proprieties of the sector an actor is in) ?

>> No.2235083

>>2235012
do-it.wad

>> No.2235084

http://www.huffingtonpost.com/2015/02/15/doom-selfie-stick_n_6687620.html

Most users ever online was 9847 on 02-15-15 at 17:24. (CET)

And then doomworld died. RIP!

>> No.2235085

>Play Survive in Hell
>find it pretty cool
>dislike the idle states
>go into slade to fix that
>turns out the idle frames of every monster is used on one of the new monsters.

bah.

>> No.2235087

>>2235084

>linking to wikia

hpost pls

pls

>> No.2235101

>>2235074
Would there be a way via ACS or something to have it run the "screenshot" command like if you were to hit whatever key you bound to "screenshot"?

>> No.2235147
File: 38 KB, 942x224, 982163612.jpg [View same] [iqdb] [saucenao] [google]
2235147

RIP Doomworld.

>> No.2235158

>>2235147

Linguica's game so strong it brings a 15-year old website to its knees

>> No.2235173

>>2235147
Thank god, I thought the entire /VR/ board was gone. Oh and by the way, Instadoom is bringing lots of traffic to doomworld.

>> No.2235185

>>2235158
he's killed his own child!

>> No.2235259

>>2233339
iirc amd did a thing with their drivers recently that improved things quite a bit

>> No.2235268

>>2234332
Some look pretty neat.

>> No.2235363

>>2235173
Yeah, lots of people talked about it. I know TB tweeted about it

>> No.2235516
File: 287 KB, 1366x768, Screenshot_Doom_WOOO2.png [View same] [iqdb] [saucenao] [google]
2235516

>> No.2235670

NEW THREAD

>>2235667
>>2235667
>>2235667

>> No.2237306
File: 93 KB, 288x343, Heretic.jpg [View same] [iqdb] [saucenao] [google]
2237306

>e4m9

Hold me /doom/

I don't want to drop it but I don't want to play it either

What do