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/vr/ - Retro Games


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2306262 No.2306262 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2297081
(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.2306263

===NEWS===

[03-23] Demonsteele v0.8 released: http://forum.zdoom.org/viewtopic.php?p=823467#p823467

[03-20] The /newstuff Chronicles #473: http://www.doomworld.com/php/topstory.php?id=4374

[03-18] The Golden Boner Awards: GMOTA/DemonSteele/HDoom/LOVELY.WAD/200minvr/MoAaS >>2296201 >>2296203

[03-16] Plutonia 64, a remake of Plutonia for Doom 64 EX: http://www.doomworld.com/vb/post/1348501

[03-14] Another episode in the Favillesco series, by Nicholas Monti, of Eviltech fame: http://www.doomworld.com/vb/wads-mods/72083-favillesco-alpha-episode-2-desecration-on-thebe/

[03-13] As promised: Tabula Rasa, a 5-map wad for any source port, by Dewce. >>2287504 http://www.best-ever.org/download?file=tabula_rasa.wad

[03-13] Zero-Master retakes the Doom2 speed record by an astonishing 83 (eighty-three!) seconds. http://www.doomworld.com/vb/doom-speed-demos/72075-doom-2-in-2032/ https://youtu.be/ghCPOd_V-JE

[03-12] Doomed Space Wars, by Pcorf, 3rd beta release: http://www.doomworld.com/vb/post/1351392

[03-11] OBLIGE v6.20 featuring monster closets: http://www.doomworld.com/vb/post/1351352

[03-09] GMOTA v0.9.8 finally arrives: http://forum.zdoom.org/viewtopic.php?t=45115

[03-08] A mod for Trailblazer from the maker of BD:SE >>2279145 http://www.mediafire.com/download/5ak489t2txom92x/TB_Burst_Pistol.pk3

[03-07] A new direction for The Space Pirate http://forum.zdoom.org/viewtopic.php?t=37064&start=359

[03-05] New E1M8 void glide speed route found by Kpa6, TASed by Looper, and recorded by JCD: http://www.doomworld.com/vb/post/1349403 / >>2272227 (video)

[03-05] Crispy Doom v2.3: http://www.doomworld.com/vb/post/1349499

[03-01] Romero on CNN: http://www.doomworld.com/vb/doomworld-news/71883-

[02-26] Unloved is back, but not as a Doom mod: http://www.doomworld.com/vb/post/1347196

[02-24] Uplink, a four-map Boom set themed around technology: http://www.doomworld.com/vb/wads-mods/71350-

===

Please reply to this post with news.

>> No.2306267

First for
When is Samsara .31 coming out?
When is Combine_Kegan going to stop reworking the same stuff over and over and release GMOTA 1.0?
Why isn't PUSH getting updated any more, has TerminusEst13 dropped it forever just like Nakara, Metroid: Dreadnought and Buttpain?
What happened to Ijon Tichy, why did TerminusEst13 drive him away from Doom forever?
What happened to Cyberrunner?
When is The Space Pirate getting updated and is it still going to copy the sword from Demonsteele?
How come blood in Demonsteele is okay but not in Brutal Doom?
What happened with IMX and why is he not making the threads any more?
Why did TerminusEst13 intentionally disable support for Brutal Doom in Demonsteele by infinitely spawning revenants if they try to load it with Brutal Doom?
Does anybody know of a good model pack for Doom?
When is CyperPunk Showdown getting an update?
What happened to the Berserk Mod?
Does anybody know anything about that Thief mod for GZDoom?

>> No.2306275

>>2306262

>pic

...it just hit me. Pretty clever reference.

>> No.2306278 [DELETED] 

>>2306267

When some people realize their mod isn't getting internet popular, they throw a temper tantrum and start lashing out at other people.

The rest of us grew up out of kindergarten.

>> No.2306279

>>2306278
>When some people realize their mod isn't getting internet popular
Which mod is it that he's throwing the temper tantrum about?

>> No.2306286 [SPOILER] 
File: 256 KB, 658x604, 1427224245774.gif [View same] [iqdb] [saucenao] [google]
2306286

I'm back!

>> No.2306287

>>2306279

The Samsara authenticity add-on guy has always been a dumbass from day 1.
Simply at the start he pretended to be clueless by going "wait isn't terminus a gr8 coder" and "if samsara is supposed to be 100% totally accurate in every way why do pipebombs bounce differently". The progress he's been posting has had lukewarm response at best.

If tail end of the last thread is any indication, he's incredibly angry that he isn't being named the "successor" and wants to post shit about Terminus, Ijon, and everyone.

>> No.2306289

>>2306286
That's a far more intimate embrace than the original.

>> No.2306290

>>2306286
shoo shoo skel---waitaminute, wrong post

>> No.2306292

>>2306287
Are you sure that the shitposter is actually the samsara addon guy and not someone pretending to sound like him to stir up hatred against him because they don't like him?

>> No.2306296

>>2306292

Am I 100%, beyond a shadow of a doubt, concrete and irrefutable evidence? No.
But am I sure? Yes.

Considering the shit he's done in the past, he doesn't have a lot of leeway to say otherwise.

>> No.2306297

>>2306296
But it also seems like it would be easy for someone else to pretend to be him, given that.

>> No.2306301

>>2306292

not him but nobody that i know would bother to pull a false flag against him

>> No.2306303

>>2306297

We'll find out in the future, then.

>> No.2306308

I would like to take this opportunity to remind everyone in this thread about the asshole who created Duke Nukem Eternity for EDuke32. May he rest in piss.

Thank you for your time, good citizens of DOOM.

>> No.2306313
File: 1.28 MB, 1366x768, Screenshot_Doom_20150317_232209.png [View same] [iqdb] [saucenao] [google]
2306313

i believe i screwed something up

>> No.2306318

>>2306313

looks good to me

>> No.2306319

>>2306313

PRAISE JAH

MORE HERB

>> No.2306361

>>2306319
Beat me to it.

>> No.2306425

What you guys use for screen to webm?

>> No.2306439

>>2306425

Fraps to record, Webm for Retards to convert to, well, webm.

>> No.2306445

>>2306439
FRAPS has given me weird issues in the past, I might try it again.

>> No.2306453

>>2306445

Generally, video recording is interchangeable and mostly dependent on "what works".
I like Fraps because it's simple, but takes up fuckhuge filesizes. Dxtory is incredibly powerful, but requires a bit of codec knowledge. Bandicam is versatile, but requires a bit of setting up and keybinds.

>> No.2306459

>>2306453
>Dxtory is incredibly powerful, but requires a bit of codec knowledge.
Have never really had an issue with "codec knowledge" but last time I tried Dxtory with latest GZDoom (with that new OpenGL) it couldn't hook onto it and therefore couldn't record. Then again I am using an older version of the software. You can also use FRAPS' codec with Dxtory if you want to as well.

>> No.2306527
File: 1.42 MB, 568x454, 2015-03-06-1525-13.webm [View same] [iqdb] [saucenao] [google]
2306527

>>2306425
I used Open Broadcaster Software because it's free. You do have to manually change OBS from sending data to twitch or livestream to record as file, and once you are done use WebM for Retards on the .mp4 file.

>> No.2306538

>>2306267
Holy dramatic shit, why do you shitpost like this?

Theres like 2 legitimate concerns in this post, the rest is just stirring shit that isn't even like, a thing.

Stahp

>> No.2306540

>>2306445
>>2306453
FRAPS, Dxtory, Shadowplay, even OBS isn't bad for capturing and recording nowadays.

>> No.2306545
File: 48 KB, 480x320, AAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google]
2306545

>>2306313
Royal Painbow?

>> No.2306550

>>2306159
>Just gonna ask before the new thread if anyone has had a chance to run through map05 of Tabula Rasa and can comment on the final encounter.
>I know one anon said the process for opening the exit was a little vague, and with all the pressure I've added, if that's the case then I'd like to make it a bit clearer.

that was me. to be blunt i hate monster spawners and i really wish you hadn't added one. sorry, that's probably not what you wanted to hear. perhaps you should wait for more opinions, because mine is overwhelmingly negative.

the first time (if you didn't manage to get my demo to play back or couldn't be bothered to sit through nearly 40 minutes) i cleared the area before pressing on the demon face that i correctly guessed was the exit door. finding that locked, i looked around for a switch that turned out to reveal the two boss monsters on their split platform inside the central pillar. i killed them from below, with the BFG. it wasn't immediately apparent from that angle that there were switches up there too. i noticed the switches, but it took a while more - i thought they were maybe shootable - no - or should i strafejump from the side - no, too far - before i thought to jump off the high platform by the exit door.

now with a monster spawner up there too, it's annoying because the high platform is permanently crowded. i think if i didn't know there were switches on the boss platforms i would be more likely to miss them due to running around panicking going "shit there's a monster spawner, have to exit before it renders the area unplayable".

>> No.2306557
File: 832 KB, 1366x768, teaser.webm [View same] [iqdb] [saucenao] [google]
2306557

>> No.2306559
File: 59 KB, 977x719, PDZTEcn.png [View same] [iqdb] [saucenao] [google]
2306559

>>2306459
Unfortunately for now, Dxtory can't detect OpenGL 4.0 which is what the GZDoom past 2.x uses. Officially, at least.

http://forum.exkode.com/index.php?topic=1075.0
I'm on 2.0.126 and it picks up GZDoom 2.x just fine.

Secondly I'd recommend Lagarith set on YV12 + multithreading with 2 threads over FRAPS codec any day. A tad slower, but compresses better.

>> No.2306560

>>2306538
i thought it was a satire, both of shitposting, and all the currently common once-per-thread questions whose answers never change. in other words, a joke, but then there is no tangible difference between a jokepost and a shitpost other than the subjective impression of the reader, if he gets it or he doesn't.

>> No.2306562

>>2306557
whaaaaat.

>> No.2306564 [DELETED] 

>>2306557
im starting to unironically enjoy this hipster retro shit

>> No.2306580 [DELETED] 
File: 999 KB, 410x307, hot chocolate high velocity.gif [View same] [iqdb] [saucenao] [google]
2306580

>>2306564
>using hipster in 2015

>> No.2306583

>>2306538

What're the two concerns?

>> No.2306584 [DELETED] 

>>2306580

I dunno, it seems pretty hip to me.

>> No.2306605

>>2306583

When is Cyberpunk Showdown and TSP getting an update.

>> No.2306610

>>2306557
Could be gud, depending on how much the gameplay changes and if it comes with it's own maps.

>> No.2306612

>>2306583
This post features opinions so beware...

I think Terminus' long list of promising but incomplete abandoned mods is worthy of inquiry (not harassment, or shit stirring, mind you)...

And the borderline bizarre anti-brutaldoom crowd... Mocking them and telling them to fuck off is great in my opinion.

>inb4
I played vanilla Doom when it was current (as a minor, I played it with pc speaker and and 320x240, oh yes... actually beat the damn game that way)
I have revisited doom in its original glory, it's a great game and holds up well. BD is a fantastic mod/addition to the game, plain and simple. Some of it is janky, some of it is unnecessary, but the majority of it genuinely adds to the game/fun factor.

God, what was intended as a short reply turned into a brutal rant. Myyyy baaaad.

>> No.2306615

>>2306605
pretty sure the first is dead

the second is in a throw-everything-away-and-start-again state. which is never a good sign, how many projects survive a full restart.

>> No.2306623 [DELETED] 

>>2306580
Is that actual simulated fluid dynamics, just to make a shit gif? I've seen it before, but I've never sat down and thought about the implications thereof, that someone actually made accurately modeled fluid, to simulate diarrhea... *shiver*, lawd, Hell is quite welcoming compared to these thoughts.

>> No.2306624

>>2306612
>320x240
kek

>> No.2306629

>>2306615
>the second is in a throw-everything-away-and-start-again state. which is never a good sign, how many projects survive a full restart.
Marty's a competent modder that has amassed like 4 or 5 completed mods under his belt over the years. It'll be completed.

>> No.2306631 [DELETED] 

>>2306623
https://www.youtube.com/watch?v=jLKnCeeAW48

>> No.2306638

>>2306629

I've always wondered, what ARE Marty's other projects?

>> No.2306639

>>2306624
Also, didn't play with a mouse until much later, like, 2 pcs and a generation or 2 of games later (quake, et al)... God I wish I could go back and tell young me the glory of mouse aiming and strafing...

>> No.2306646

>>2306612
>Terminus' long list of promising but incomplete abandoned mods is worthy of inquiry

Not really much to say, honestly, but here.

>Ranger: Finished and released
>ZDoom Wars: Not actually mine, finished and released two extra factions, did graphics for main mod
>Samsara: No longer under development
>Cyberrunner: Cancelled
>Buttpain: Finished and released
>Metroid Dreadnought: Finished and released, people offered to map/sprite, didn't
>DemonSteele: Current project
>Push: Current project along with DemonSteele, alternate development so as not to burn out, now that DemonSteele has a new release I'm back to working on this again
>The future: Death, destruction, hurt feelings all around.

>> No.2306654

>>2306612

To be fair, I don't think Term ever truly abandons his work. He comes back to unfinished things and uses resources from them to create something new. Demonsteele uses a LOT of stuff from his old boomerang mod with contra deaths on monsters and the token based HP.

And yeah, while I'm not fond of what Brutal Doom has become or the author. I think flipping shit over it is silly. The majority of its fan base sure is annoying though

>> No.2306657

>>2306638
The Stranger, Diaz, Extreme Measures, a couple other ones I can't remember off the top of my head.

>> No.2306659

>>2306646

Oh, and
>Zapper Master: Finished and released

>> No.2306660

>>2306657

He made Diaz? Man I need to go play these

>> No.2306661

>>2306659

Zapper master sequel when with a super scope upgrade when? Bonus points if you add a second class wielding the master system light gun and Sega Menacer

>> No.2306672

>>2306646
well, poster you're replying to here, that pretty well answers my concerns, I for some reason thought you were going to be mapping and spriting for Metroid, but you know, I was around for people saying that, not you. Not sure how my mind crossed that up.

Anyway, as mentioned, I'm not the guy shitposting like you're Satan himself, just felt like a few mods got hyped then vanished, but researching what's actually happened, doesn't really seem to be your doing.

>have I fallen victim to the shitposting?
[Spoiler]No John, you are the shitposters[/spoiler]
^really isn't relevant, but I like to use that line whenever possible, and it felt right

>> No.2306675

>>2306672
use ctrl + s for spoiler tags

>> No.2306676

>>2306675
I posted that from my phone, however... This IS new information for me and I'll test it the moment I'm on a desktop.

>> No.2306684
File: 3 KB, 44x76, Lydia_crouchpewpew.gif [View same] [iqdb] [saucenao] [google]
2306684

>>2306657
Diaz was by far my favorite. Shit, it flat out inspired me to make my own wad. I'll never forget the automatic pistol that jammed and you had to smack it a bunch to unjam it.

>> No.2306718

>>2306672
>just felt like a few mods got hyped then vanished

Ah, sorry about that.
For what it's worth, I'm trying to be a lot more transparent about stuff that I'm definitely going to do, stuff that might be nice, and etc.
I still slip up every now and then, but you guys have been pretty patient with me and I sincerely appreciate it.

>> No.2306731

>>2306267
1)Never because Samsara is nothing but a pain in the ass to term
2)When Kegan stops being a noodlebrain and fixes the smallest detail
3)Because Term is swapping from DS to Push and vice versa, and he's doing push now that DS .8 is released
4)Buttpained author from rootpain killed the thing
5)Ijon just left because he wanted, nothing that term did
6)Died as it lived, Fast.
7)Whenever you stop being a faggot
8)Because you are a faggot
9)Kidney stones
10)To make you cry like you are doing
11)No
12)Never
13)It boarded the boat
14)Hiding on your ass like a taffer

>> No.2306751

>>2306731

>Why did TerminusEst13 intentionally disable support for Brutal Doom in Demonsteele by infinitely spawning revenants if they try to load it with Brutal Doom?
>9)Kidney stones

>Does anybody know of a good model pack for Doom?
>10)To make you cry like you are doing

wat

>> No.2306770

>>2306731
>When is The Space Pirate getting updated and is it still going to copy the sword from Demonsteele?
>7)Whenever you stop being a faggot

>he will never stop being a faggot
>TSP will never be updated
;_;

>> No.2306778
File: 376 KB, 1280x960, canyoucountallthedifferentmoves.png [View same] [iqdb] [saucenao] [google]
2306778

I think I accidently the whole red cybie

>> No.2306779

>>2306731

>getting the answers in the wrong order

serves you right for replying to that fag in the first damn place, retard.

>> No.2306792

>>2306778
looks fine to me

>> No.2306794

>>2306770
rip ;_;7

>> No.2306804

>>2306672
^really isn't revenant

>> No.2306809

>>2306718
Yeah man, not really blaming you, hell, I imagine it's hard to not get excited about projects, I've contributed minimally to the mods on this board (like, very minimally), and I still feel a little excitement about what I pitch in.

>> No.2306817
File: 2.86 MB, 1920x1080, zdoom 2015-03-24 16-14-38-464.webm [View same] [iqdb] [saucenao] [google]
2306817

>> No.2306821 [SPOILER] 
File: 28 KB, 312x312, 1427240875987.gif [View same] [iqdb] [saucenao] [google]
2306821

>>2306804

But what if I am?

>> No.2306826

>>2306817
lower the resolution so you can increase the bit rate, webms dont need to be such a high res

>> No.2306827

>>2306817
I half-expected to see "You gain brouzouf" appear in the top left corner after each kill.

>> No.2306859
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google]
2306859

>>2306731

>2)When Kegan stops being a noodlebrain and fixes the smallest detail

I'm not a noodlebrain...

>> No.2306868

>>2306859

If anything, you're a bonehead

>> No.2306871
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google]
2306871

>>2306868

I can roll with that

>> No.2306883
File: 1.23 MB, 640x480, zandronum 2015-03-24 16-53-09-522222.webm [View same] [iqdb] [saucenao] [google]
2306883

>>2306826
Is that better?

>> No.2306938
File: 2.08 MB, 683x384, gzdoom 2015-03-24 20-27-22-367.avi.webm [View same] [iqdb] [saucenao] [google]
2306938

Considering how quickly I made this effect, it came out surprisingly well. Need to fix it highlighting pickups and dead bodies, but I already have an idea for the latter.

>> No.2306954

>>2306938
can't see shit

>> No.2306959

>>2306938
its purple

>> No.2306961

>>2306959

I thought it was blue

>> No.2306962

>>2306938
Dat purp

>> No.2306965
File: 35 KB, 512x384, can'tseeshitcaptain.jpg [View same] [iqdb] [saucenao] [google]
2306965

>>2306938
webm fuckup or that's how it looks ingame?

>> No.2306976
File: 159 KB, 1366x768, Screenshot_Doom_20150324_205259.png [View same] [iqdb] [saucenao] [google]
2306976

>>2306954
>>2306959
>>2306962
>>2306965
The purple is intentional, yes. The point of it is to highlight enemies, with the drawback being that, well, you can't see shit.

>> No.2306981

>>2306976
i can't see the enemies either

>> No.2306983

Does Demonsteele 0.8 no longer have air juggling? Does it still work like it did in 0.74?

>> No.2306984

>>2306976
>The point of it is to highlight enemies

Houston, we have a problem.

>> No.2306987

>>2306983

Yeah, it's still in.
Having it fire only after holding fire was clunky, though. So now its at its own bind.

>> No.2306991

>>2306981
>>2306984
You guys must have some really dark monitors, then. I can see them just fine even on my CRT.

>> No.2306995

>>2306991

I have a very bright monitor. Your powerup is not working.

>> No.2306997

>>2306991
Not him, but while I can see the enemies easier than the surroundings, I still can't see them for see jack shit and I probably wouldn't see them very well at all in game

>> No.2306998 [DELETED] 

>>2306584
What? Playing video games? Yea, playing video games is totally hipster.

>FACEPALM LMAO GO BACK TO SUBREDDIT VIRTUAL STUPID XXXDDDDDDDDDDDDD

>> No.2307003

>>2306991
i turned off f.lux and increased brightness, still can't see shit
even if i could though, i don't see that powerup being too useful, normal nv would be better

>> No.2307005
File: 90 KB, 500x432, Sizzurp.jpg [View same] [iqdb] [saucenao] [google]
2307005

>>2306976
You should pack into a wad under the title Sizzurp Mode

>> No.2307010
File: 224 KB, 1366x768, Screenshot_Doom_20150324_211109.png [View same] [iqdb] [saucenao] [google]
2307010

>>2306995
>>2306997
>>2307003
Okay, I toned down the opacity on the purple effect a bit. Is this better?

>> No.2307013

>>2307005

what the fuck is Sizzurp, is that some kinda new drug sensation kids made up?

>> No.2307016

>>2307013
google is a pal

>> No.2307018
File: 266 KB, 640x400, 1358579595761.png [View same] [iqdb] [saucenao] [google]
2307018

>>2307016

>PURPLE DRANK

>> No.2307031

>>2307010

It's better, but only by a bit.
I don't think this is something you can salvage, unfortunately. Either you've got purple shit all over the screen, or enemies stand out.

In fact, if you're using Infrared to make the enemies light up, then there's going to be a lot of players who don't have enemies light up anyway, because that's an optional OpenGL-only feature that defaults to off.

Sorry.

>> No.2307036

>>2307013
http://en.wikipedia.org/wiki/Purple_drank#Popularization

Started in Houston, Texas as part of the southern hip hop scene at the turn of the century.

>> No.2307042

>>2307010
I still can't see fucking anything.

>> No.2307045

>>2307010
nope, still swimming in purple drank simulator

>> No.2307094

>>2307010
I see 4 enemies and a fireball, but unless it would be pitch black, this is much harder to see than with no goggles. Also I have absolutely no idea where the walls are.

>> No.2307121

>>2306731
>>2306267
>When is CyperPunk Showdown getting an update?
>Never
;_____;

I wanted it to happen, whyyy?

>> No.2307125
File: 7 KB, 247x281, sweating_doomguy.png [View same] [iqdb] [saucenao] [google]
2307125

>>2307036
>Notable deaths from use

>> No.2307134
File: 224 KB, 1440x900, Screenshot_Doom_20150324_222710.png [View same] [iqdb] [saucenao] [google]
2307134

How can I make this texture transparent in GZDoom Builder?

>> No.2307148

>>2307010
Could you make a test wad that gives the player this effect and link it here? Might make a difference whether it's in game or not.

>> No.2307149

>>2307134
Use it as a middle texture. You may have to scroll it up or down if you just want it there by itself, though.

>> No.2307153

>really like the spritefix/dehfix from Revenant
>autoload works perfectly in zdoom
>autoload in eternity takes priority over any non-autoloaded pwads, causing problems on some mods
>prboom doesnt have iwad specific autoloading (d2 fixes crash d1)
>screw it, I'll just make my own versions of the iwads with these fixes
>they work on everything including chocolate doom without the need for autoloading

>> No.2307165

>>2307148
I'll just put up the current version of the mod.

https://dl.dropboxusercontent.com/u/48332341/SupportDoom.pk3

Couple things to note:
>thermal vision is an inventory item, press whatever key you have bound to that to enable/disable
>you go slow. really slow. in exchange, however, damage taken is reduced by 44%.
>all health and armor spawns are blanked. inventory resets between levels.
>smoke grenades replace partial invisibility but are not yet usable
>all bullet weapons save for the PZ-252 share an ammo pool; this is intentional and accurate to the source material
>all weapons except for the Kyla and SRM will slow you down even more when selected
>tapfiring the Mosok reliably is trickier than you'd think, wait a little bit after the animation stops before firing again

>> No.2307173

>>2307149
Thank you.

>> No.2307174

>>2306883
you can increase the res and bit rate more
the filesize limit is 3 MB

>> No.2307175

>>2307165

>No melee weapon, if you run outta bullets you're 100% defenseless
>that pistol recoil
>so many weapons sharing ammo

Like, don't get me wrong, I salute you for being loyal to the source material, whatever it may be. But jesus christ.

>> No.2307189
File: 1.98 MB, 500x571, rUQNvLzB.gif [View same] [iqdb] [saucenao] [google]
2307189

>>2307175
I may add a highly unreliable knife as a chainsaw replacement, but the Support's life is a hard one and as such he cannot have the luxury of spawning with it.

The source material in question is NEOTOKYO, a free Source mod with a sick cyberpunk aesthetic and superficial similarities to CS. I may expand the project in the future to add the other two classes, but they have far more complex mechanics than the Support and Support is my class of choice, so I started with it.

>> No.2307272

Despite Evolve being inconsiderable pieces of shit, the weapons and some of the monsters could probably be ripped out and then sprited over. They've got some decent designs and concepts.

>> No.2307290

>>2307272
Besides being mired in day 1 DLC and a few sketchy design choices, evolve really had a lot of good everything.

>> No.2307305

What's a good starting weapon for a weapon mod to have? (Not for particular kind, can be regular gunz or sword&sorcery or something like psy stuff)?

How do you feel about multiple normal weapons with very limited ammo as starting weapons?

I guess what I'm asking is what makes a good starting weapon and how to make something fun but also fit that role.

>> No.2307315

>>2307290

Yeah, It's good as a base, (bullshit i payed full into the jewry and dropped the 100$+ on the game) but it does have some nice resources...

As long as we don't go full AEOD on the rips we should be fine...

Seriously, AEOD's rips are the worst quality imaginable. Either sprite over them or get better rips.

>> No.2307326

>>2307305
Depends on the theme of the mod.

Generally a pistol of some sort but sometimes just a melee weapon is the starting weapon.
Usually those mods have decent melee weapons though.

Just remember to have your guns shoot like a single puff that goes through walls and shit. Doesn't have to hurt even.

Lots of levels have shootable switches that doesn't work because of nonstandard ranged weapons.

>> No.2307331

Does anyone know where I could get the full version of Strife?

>> No.2307337

>>2307331
FAQ's iwads.zip has it.

>> No.2307370

>>2306287
>The Samsara authenticity add-on guy has always been a dumbass from day 1.
Heh, isn't that guy supposed to be Donald?

>> No.2307394

>>2307370
Not supposed to, he is.
None of the changes are actually bad though, he just cannot stop shitting from every orifice when interacting with other people.

>> No.2307436
File: 9 KB, 386x145, Boot and amulet overlays.png [View same] [iqdb] [saucenao] [google]
2307436

I think this would be a sufficient enough change to show "Hey, you got boots (over health) and you got the amulet (over armor)"

>> No.2307440

>>2307436
um
why not just put icons next to the bars

like the other side of the screen

>> No.2307443

>>2307440

Because I feel like a small boot icon that grays out would be harder to notice, and there's an armor icon that pops up when you start collecting armor and shit next to the armor bar.

>> No.2307462

>doom 2 has eighteen unique level midis (sixteen if we exclude wolfensetin/grosse midis)
>no rest for the living has nine levels
>only uses six doom 2 midis, three of which are each used twice.

>> No.2307478

>>2306976
>>2307010
can't see anything on 4chan's light blue background, but can if i fullscreen the image or put it on black. might be more visible with movement in-game.

>> No.2307496

>>2307478
>might be more visible with movement in-game.
watching >>2306938 fullscreen, it is. but, not sure i wouldn't be better off without the goggles.

>> No.2307517

Anyone else just like to download a bunch of 94 wads and play them? I'm having a blast

>> No.2307526

>Doom 64 Monster reel lets you rotate the enemies then press fire to show the next
>Doom 2 monster reel kills the monsters and shows the next with ANY single button
Why the fuck nobody bothers in making Doom 2's monster reel to show the angles?
Same shit with intermission screens, it should be like in Doom 1 where you could see your progress [trivia:You can see the Tower of Babel being built when you clear a stage in E2] but in Doom 2's mapping community, nobody thinks in making something like this.

>> No.2307540

>>2307517

Yes.
Doing random wad searches on best-ever or idgames can be surprisingly fun.

>> No.2307542
File: 490 KB, 1280x720, Screenshot_Doom_20150325_040916.png [View same] [iqdb] [saucenao] [google]
2307542

Huge bit of progress today.
Trickster is complete. You can do kickjumps, dodge, and jump higher, among other things.
Psycho is mostly done. The style special button will activate a powered up version of your selected psychic power.
The HUD got some new stuff, pretty obvious.
There's now two CVars, score multiplier (cosmetic) and score accumulator clear cooldown. The latter will make your score accumulator take longer to clear.
Many other changes were also made, mostly cosmetic, pretty things.

>> No.2307551

>>2307462
I never got that, myself. map05 in nrftl I felt D_AMPIE works better than D_IN_CIT

>> No.2307552

>>2307517
Should download Maximum Doom.

>> No.2307557

>>2307526
>Why the fuck nobody bothers in making Doom 2's monster reel to show the angles?
Would be cool, but I imagine an advanced source port would be needed to make this work.

>it should be like in Doom 1 where you could see your progress [trivia:You can see the Tower of Babel being built when you clear a stage in E2]
>but in Doom 2's mapping community, nobody thinks in making something like this.

Because its not possible unless you go for zdoom compatibility. Most of the mapping community prefers going for vanilla and prboom compatibility.

>> No.2307558
File: 1.96 MB, 448x252, 1425959658290.gif [View same] [iqdb] [saucenao] [google]
2307558

>>2307542

Whoa, Psychic is being updated again? Cool.

Meanwhile in the DOOMRPGRLA end, I start a new game and immidiately get 1-monster... Nightmare cyberdemons.

Fuck everything.

>> No.2307562

>>2307558

Actually. This isn't Xaser's work. Marrub, the guy who made shotguns.wad, is doing a spinoff/continuation of Psychic.

Which is pretty rad

>> No.2307565

>>2307562

>Shotguns.wad

guaranteed fun confirmed.

Does anyone think we could try and remake/port most of Evolve in the Doom engine? Would be nice to have it's weapons/monsters/whatever for people to use for resources

>> No.2307567

>>2307562
>Marrub, the guy who made shotguns.wad

Stopped reading there.
My hype is ready.

>> No.2307572

>>2307567

Off the top of my head Murb's adding Devil May Cry styles, hence the D-pad icon up there, a score, the ability to recover blood coins that vanish, blood coins that gravitate toward you, a sword, and some other cool shit

>> No.2307573

>>2307558
My laughter is infinite. So is Yholl's.

>> No.2307579

>>2307526
do you go through the cast call every time you finish map30? i only went through it a couple of times when i was new, i haven't been through it in years. i doubt many experienced players/mappers/modders even think about it.

>> No.2307586

>>2307526
the subtleties of the intermission screen background are lost to most players, who quickly realise that the world setting is mostly tacked-on and irrelevant. it makes no difference to the game overall.

doom doesn't have that kind of graphical story immersion. it may have started out as trying to be that kind of game; tom hall wanted it, but i don't think anyone else did, so they fired him. you can already tell the story was largely vestigial by the time the game was released; and in doom2, aside from a few hastily-added text scrolls, it was optimized out completely.

>> No.2307603
File: 49 KB, 1280x720, 1416171353314.jpg [View same] [iqdb] [saucenao] [google]
2307603

>>2307586
>TFW Tom was just doing was he was told
>TFW Tom will never make Anachronox 2

>> No.2307607

Time for opinions!

Optimal Renegade loadout for DRPG/DRLAM? Obviously after shotguns mostly, but armor suggestions/sets with excellent bonuses or on-use armors welcome

>> No.2307609

>>2307607
The Angelic set. Become the Painkiller.

>> No.2307613
File: 121 KB, 1280x480, 1427274419.png [View same] [iqdb] [saucenao] [google]
2307613

i know it's been fixed but this is still the funniest bug.

also:

- burning barrels only seem to be kickable if you're not berserk. if you are berserk they can't be knocked over.

- unlike all other weapons the plasma gun doesn't have its own pickup sound, you just get the regular item pickup sound.

- it would be nice if the hud replicated the althud feature of showing a berserk box in place of the medikit if you have it.

>> No.2307616

>>2307613
Nice theme, imo

>> No.2307620

>>2307607
Megaton Shotgun and full Nuclear Power Armor.

>> No.2307630

>>2307620
I did not realize the megaton shotgun was in the game - time to cheat to see it, then find out how to get it legit, reload, and torture myself!

>> No.2307631

>joe-ilya wants maps for his birthday
>when theres already a project surrounding him

Wow.

>> No.2307635

>>2307631
He's a faggot and he's going about it like a faggot, BUT... He's cashing in "personal" points to get maps to the community, so really, that makes it okayish in my book.

>>2307630
I'm too stupid to figure out what it's called, give xxxxxx? Time to bust out SLADE3 :P

>> No.2307637

>>2307635
It's not visible in my files, and I have the most up to date version posted on the zdoom thread, is there a github or RL-specific blog/site I'm missing maybe?

>> No.2307639

Amongst the other things I'm working on for GMOTA, I'm fucking around and attempting to make the various lines Marty did for me sound lower in quality to make an SNES/arcade quality

Just grabbed a longer line so you can hear the difference, I'm most likely going to stick with the grunts and yells he's made, though a few of these one-liners will make it in still

No filter:
http://vocaroo.com/i/s0I1huf0DdxO

Filter:
http://vocaroo.com/i/s0M2VgVuotiL

If anyone has any proper advice on how to make these sound intentionally lower in quality, please for the love of fuck let me know

>> No.2307640

>>2307637
It's not in yet. Yholl's talking about Beta 8.

>> No.2307642

>>2307640
Ah, no test release yet? Been kinda drooling for more stuff to blast stuff with in that, DRPG/RL does things to my penis that it shouldn't.

>> No.2307645

I played like 4 maps of the 200 minutes of /vr/ megawad and I didn't have any fun. Thank you for reading my post. -anon

>> No.2307648

>>2307640
huehue

Also I just finished the second megaboss for DRPG.
Pride will end you.

>> No.2307649

>>2307648
Please share with the plebs, plz.

nah seriously though I'm kinda addicted, and I wish this had a little more polish and was a retail product, I know money + mods usually ends up in disaster but this could really go the distance. Probably as a discrete project obviously inspired by your work here, but just sayin'.

>> No.2307653
File: 787 KB, 1920x1080, Loitnen.png [View same] [iqdb] [saucenao] [google]
2307653

>>2307649
nevaaar
DRLA is still a fair way from 1.0, unfortunately.

Here, have some Pride instead.

>> No.2307656

>>2307653
>14:47 minutes
>of suffering
Model looks interesting, immolated caco & all.

Mostly just after test versions for fun and to help you guys squash bugs, not expecting a full/non-beta release, I mean, it's a free mod that changes shit extensively, my expectations are not stratospheric.

>> No.2307667

>>2307645
ok

>> No.2307669

>>2307656
You'd have to come along to IRC then, I don't generally give out dev versions to random people, but you might be able to convince me.

>> No.2307673

>>2307669
I can do that, actually I should even if you don't give me anything, 'cuz i miss bullshitting with /vr/tards anyway.

>> No.2307701

>>2307645
i had your share when you weren't looking, sorry.

>> No.2307704

>>2307648
The votes are in and Pride scored 100% murdermachine vote victory.

>> No.2307727
File: 285 KB, 1600x900, Screenshot_Doom_20150325_063753.png [View same] [iqdb] [saucenao] [google]
2307727

Powerups?

Powerups.

Now here's a question for you guys: How does this sound for the amulet's effects:

>15% defense boost
>when melee'd, you let out an a_blast in retaliation
>when the amulet breaks, bigger damaging explosion erupts from the player, and you receive 25 armor points for free

>> No.2307769

>>2307727
Sounds good, but maybe give it a different sprite, I've seen the hexen amulet too much.

>> No.2307805

>>2306262
Map30 in Hellbound was probably one of the few legitimately fun maps in the megawad.

>> No.2307817

>>2307769
I think the amulet of warding is really pretty, but being the only one without a black outline it looks out of place.
I suppose you will rarely see it near other powerups so it doesnt matter.

>> No.2307885
File: 1.36 MB, 320x180, 1419435578439.gif [View same] [iqdb] [saucenao] [google]
2307885

Whats the best music to play with Dmonsteele? I have my own playlist but I'm open to suggestions.

>> No.2307887
File: 1.47 MB, 1366x768, Screenshot_Doom_20150308_215559.png [View same] [iqdb] [saucenao] [google]
2307887

disco inferno

>> No.2307891

>>2307885
i just use the jukebox wad

>> No.2307894

>tfw ultimate doom went up on sale on the psn store for £2.50
>can finally play doom with a DS3 controller

comfy, I wish I didnt have so much college work due in tomorrow though

>> No.2307897

>>2306262
I remember there being a huge torrent of tons of retro FPS games that used to be posted in these threads as well. What ever happened to that? If anyone has a link could they please post it? Maybe add it to the pastebin too, I can't be the only one that remembers this, can I?

>> No.2307898

>>2307894
a DS3 will work on a PC with some software mods, and I'm pretty sure the source ports would support it, maybe I am wrong though.

>> No.2307902

>>2307887
>text that is nearly the same color as the HUD bg
what a stellar design choice

>> No.2307929

>>2307898
I dont have a PC at the moment where I'm staying though

>> No.2307931

>>2307898
I'm using my DS3 controller with XInput drivers (through the use of that SCP Driver/wrapper thing) and it's detected in GZDoom and Chocolate Doom. Couldn't seem to get it detected with PrBoom though I could have overlooked something.

>> No.2307935

>>2307929
then you should have said "so I can finally play it without having a PC" or something...

>> No.2307949

>>2306262

Ha! That was quick

>> No.2307982

>>2307935
DS3 controllers are comfy though

>> No.2308064

Just finished Scythe 2. What a great wad. Levels 28-30 felt somewhat easy compared to 26 and 27.

>> No.2308081

>>2308064
yes, they're a different style too, lighter and more airy. i found them quite disappointing after map27. but that's the result of a two year break due to mapping burnout, i suppose.

>> No.2308089

>>2308081
>more airy
That's definitely true, I skipped tons of stuff in 28 and 30, since there's so much space to run around. 27 was straight up easy, even if you killed everything. Hella annoying parts with the lava and no rad suit though.

Then again, if the difficulty trend set in maps 26 and 27 continued for the rest of wad, I would have probably died from aneurysm before finishing it. Map 27 made me savescum more than any other map I've ever played.

What mega is similar to scythe 2 in difficulty? So far I've finished Scythe 1 and 2, AV, Going Down and Valiant. Tried playing through Hellbound but it's been almost exclusively giant dark maps full of hitscanners and I hate that.

>> No.2308090

>>2308089
>27 was straight up easy

29, I mean.

>> No.2308093

>>2308090

I think that was the intention, actually, a nice bit of breathing room between 28 and 30.

>> No.2308103
File: 327 KB, 1110x684, 1427259394399.jpg [View same] [iqdb] [saucenao] [google]
2308103

>decide to finally check out demonsteele
>okay this is pretty cool
>guns feel nice
>special moves are a little weird to do
>discover iron maiden
>pic related

>> No.2308127

Sgt.Mark:
Didn't play for hours long but at the last test beta of Brutal Doom gibs still cause elevators to get stuck.
In my gameplay; I tried level20 and used the shortcut teleporter to BFG tower with Super Charge in it. Enemy gibs blocked the elevator so I had to cheat my way out

>> No.2308143

>>2307394
>>2306287
Where can I download this?

>> No.2308168

>>2308143
https://archive.moe/vr/thread/2223184/#2224615

>> No.2308182
File: 9 KB, 219x93, 1414187510935.jpg [View same] [iqdb] [saucenao] [google]
2308182

Okay guise. I done fucked up.

I've never posted here, but I've been lurking for months. But now I've got a thing.

I was mad psyched when I saw that Mark posted the indev v20 of Brutal Doom and threw it into my doom folder.

Firstly, I noticed some chop/lag in my gameplay (was messing around in E1M1 to get used to the new features), anyone else have this? I'm getting roughly 136 frames, so it's definitely not chopping visually.

So, I tried to fix this by defaulting all of my GZDoom settings. This was a critical mistake. Not only did it fail to fix the chop problem, it changed some setting and has made shit all kinds of blurry. All the menu text and my status bar used to be perfectly crisp, now it's just fuzzy. Halp

Can post screenies if needed. I just want the crispness back. Pls

>> No.2308190

>>2308182
Go into display options, turn off filters.

>> No.2308192

>>2308182
Sounds like you re-enabled texture filtering. You can change it back in the options, something like display options > opengl options > texture prefernces.

>> No.2308194

>>2308182
Check it. Display options, openGL options, texture options. Should fix itself no prob.

>> No.2308201

>>2308190
>>2308192
>>2308194

I love each and every one of you. That even fixed the chop problem. F00kin' fantastic.

I dunno how I feel about the new assault rifle texture. The balance change is great, and exactly, what it needed, but the gun itself kinda looks weird. Shotgun strap too. Kinda wish it either swung more, or less.

>> No.2308208

>>2308201
i admit the first time i saw the strap i didn't realise what it was and wondered why my gun had suddenly grown a scrotum, but i'm used to it now.

>> No.2308219

>>2307639
Only thing I can think of is to make it mono and then resample to 11025 Hz or lower.

>> No.2308220

>>2308208
That was my first thought. I thought it was an artifacting error. Some weird glitch, then I noticed it upon reload. If it moved in response to my movement, that would be pretty sick nasty.

>> No.2308224

Heyo, I'm not sure if this has been asked, but what's the real difference in v20 between Purist and Doomguy? Just the size of the body?

>> No.2308259 [DELETED] 
File: 70 KB, 641x653, 1425281481673.jpg [View same] [iqdb] [saucenao] [google]
2308259

http://www.doomworld.com/idgames/?file=levels/doom2/megawads/200minvr.zip

>This is fucking awful... want a good map you're gonna have to turn to the goons

>> No.2308264 [DELETED] 

>>2308259
does SA have some kind of equivalent of /vr/doom? do they map over there? i'd be quite interested to see a goon community wad.

>> No.2308267 [DELETED] 

>>2308264
They have a retro shooter thread and there are modders and mapmakers who post but it's really more about talking about the games and releases and not really any kind of development community.

>> No.2308272 [DELETED] 

>>2308259

it had an even funnier comment that has been since deleted.

>> No.2308294 [DELETED] 

>>2308267

And even then half the time it devolves into talking about modern shooters or fighting about something or another.

>> No.2308309 [DELETED] 

>>2308259
I want a SU doom mod.
Secret level includes amethyst sitting on the player's face

>> No.2308313 [DELETED] 

>>2308264
AFAIK there are mappers who post there, but they don't do any sort of community mapping or anything

>> No.2308324 [DELETED] 

>>2308309
>tfw you'll never hug her and tell her everything is okay

>> No.2308326 [DELETED] 

>>2308259
I think he needs to visit SA again since it's clear he hasn't been there since the raptor jesus days.

>> No.2308330 [DELETED] 

>>2308259
Why was this deleted?

>> No.2308338 [DELETED] 

>>2308330
Presumably somebody mistook it for a Global 15 violation.

>> No.2308341

>>2306313
JP HUD? Make sure you go into the JP Hud settings and change the positioning/size of the HP bar. I had that issue till I made it smaller to fix my resolution.

>> No.2308346 [DELETED] 

>>2308330
>>2308338

Or he deleted it himself.

>> No.2308360 [DELETED] 

>>2308346
I was the one who made the post AND asked why it was deleted, because I didn't delete it myself.

>>2308338
But Steven Universe has nothing to do with ponies? Mods being stupid, then.

>> No.2308371

>>2307620
Did anyone end up doing angled/reload sprites for the D64-Eriance plasma rifle? That would be an 11/10 gun in my book.

Also if they did could I use them for something?

>> No.2308374 [DELETED] 

>>2308360
>I was the one who made the post AND asked why it was deleted, because I didn't delete it myself.
and, undoubtedly, the one who posted the comment itself on /idgames too.

>> No.2308379 [DELETED] 

>>2308374
Like hell, I haven't even thought of SomethingAwful in years until I saw that and wanted to share it here.

>> No.2308390 [DELETED] 

>>2308264
>>2308267
There are plenty of modders and mappers over there but they communicate via pm or irc or in project-specific websites they create (because they are actually COMPETENT) specifically for each project.

VR waves its dick around because they're mentioned by the last Cacoward in passing and one or two modders from ZDF and Zandronum that happen to post here infrequently have gotten Cacowards.

Meanwhile 60-70% of all Cacowards have gone to goons.SAdomination is eternal.

>> No.2308393 [DELETED] 

>>2308390

Nah, you're full of it.

>> No.2308394 [DELETED] 

>>2308390
I seen someone doing this same brown nosing shit on /v/ a while back for SA.

Stop with this pathetic website wars shit.

>> No.2308395 [DELETED] 

>>2308390
Also forgot to mention:

Your precious TerminusEst13? Goon.

In fact he's been a goon since before this board even existed.

He has even said in the FPS thread that he only posts on here, ZDF and Zandronum because it gets the word out about his mods, but he considers SA his home.

>> No.2308396 [DELETED] 

>>2308395
see
>>2308393

>> No.2308397 [DELETED] 

>>2308379
>Like hell, I haven't even thought of SomethingAwful in years
we have only your word for this, but okay.
>until I saw that and wanted to share it here.
noted. this appears to be a free admission of intent to cause drama, even if you didn't post the original comment.

>> No.2308402 [DELETED] 

>>2308395
people who call themselves goons are just as bad as those "anonymous is legion" types. don't take membership of some website as part of your identity, it's super dumb.

>> No.2308407 [DELETED] 

>>2308395
>In fact he's been a goon since before this board even existed.
so fucking what, a lot of people have had memberships on websites since before /vr/ was formed
>He has even said in the FPS thread that he only posts on here, ZDF and Zandronum because it gets the word out about his mods, but he considers SA his home.
http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=197236
nope
you are REALLY bad at this

>> No.2308408

>>2308168
Hold the fucking phone. Where's the one with the most recent added stuff like Security Officers radar?

>> No.2308409 [DELETED] 

>>2308393
kmxexii? Goon.
Alfonzo? Goon.
Xaser? Goon.
Cyb? Goon.
Linguica (founder of Doomworld)? Goon.
Scuba Steve? Goon.
Esselfortium? Goon.
Tormentor667? Goon.
Cory Whittle? Goon.
Eriance? Goon.
Ribbiks? Goon.
Chris Lutz? Goon.
Fraggle? Goon.
Nick Baker? Goon.
Vader? Goon.
Carn? Goon.

I can keep going if you want.

>>2308396
pic related

>> No.2308410 [DELETED] 

>>2308408

Never released and probably never gonna be since he's more interested in stirring shit than working on it

>> No.2308413 [DELETED] 

>>2308407
>buy a forum account

Is this a fucking joke? I just want to read the link!

>> No.2308415 [DELETED] 

>>2308409
>pic related
>posts no picture
sounds about right for you

>> No.2308416 [DELETED] 

>>2308407
>http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=197236
Wait.
Are you trying to point out the March 1, 2013 date as being AFTER this board existed?
Cause, uh, well...

>> No.2308417

>>2307769

Done. Swapped it out for a pendant from CV harmony of dissonance

>> No.2308418 [DELETED] 

>>2308413
tl;dr: term has said absolutely nothing of the sort and shitposter-kun is just making things up as usual
>>2308416
and now is pretending to be retarded, gj

>> No.2308419 [DELETED] 
File: 9 KB, 216x414, okay.jpg [View same] [iqdb] [saucenao] [google]
2308419

>>2308415
>>pic related
>>posts no picture
>sounds about right for you
>>2308409
This shitty website ate my pic. Sorry your GodEmporer moot sucks at coding.

>> No.2308420 [DELETED] 

>>2308409
just having an account doesn't mean anything. lots of people just have accounts and don't buy into the whole culture of the site or consider it their home. how many of those people consider SA their home?

>> No.2308421 [DELETED] 

>>2308410
What really? This is sad...

>> No.2308434 [DELETED] 

>>2308419
>>2308416
>>2308409
>>2308395
>>2308390

holy shit are you seriously this mad you aren't getting named as the successor to samsara
this is fucking hilarious, you are a literal child throwing the most over-the-top temper tantrum on this website in a long, long time

if you want the fame, actually release a mod for once instead of shitting things up

>> No.2308435 [DELETED] 

What's even the point of this thread if everything is just gonna get fucking deleted?

>> No.2308443 [DELETED] 

>>2308418
>and now is pretending to be retarded, gj
This board was added March 18, 2013.
You fail at numbers, gj.

>> No.2308448 [DELETED] 

>>2308434
Is this yet another boogeyman?

>> No.2308452 [DELETED] 

>>2308448
no, it's the usual one

>> No.2308453 [DELETED] 

>>2308434
>if you want the fame, actually release a mod for once instead of shitting things up
how? i mean, isn't he literally banned from every doom forum ever?

>> No.2308454 [DELETED] 

>>2308443
>desperately trying to point to register dates to ignore what was said
heh
you're making me respond, but not much else

you played your card too early, mate

>> No.2308456 [DELETED] 

>>2308454
Then what was your link supposed to prove, exactly?

>> No.2308459 [DELETED] 

>>2308456
you said he considered SA his home and only posted on /vr/ for his mods
he never said anything of the sort
you were caught making shit up and are desperately trying to point to something else

this is seriously your grand plan to get him to try and quit doom within a year? this is saturday morning cartoon villain incompetence.

>> No.2308467 [DELETED] 

>>2308459
>this is seriously your grand plan to get him to try and quit doom within a year? this is saturday morning cartoon villain incompetence.
??? What are you talking about?
I WANT TerminusEst13 to continue making Doom mods.

I just want all you chantards to know who that goons run this shit, and you're not the Big Players in the Doom scene you think you are.

For instance: You thought "April Agitation" was a 4chan thing? Seriously??
Nevermind that the video it came from preceded this board by a while and the person that made it had no connection to 4chan.
That's "my friend is the one that came up with this funny O RLY owl, he showed it to me back in 2007" levels of delusion. This board is the 9gag of the Doom world.

>> No.2308472 [DELETED] 

>>2308467
let me guess
>>2306186
and >>2306193 TOTALLY wasn't you, huh

>> No.2308474 [DELETED] 

Do not reply to the post above. Obvious b8.

Remember:
Report and ignore.

>> No.2308483

What do you guys recommend in terms of gameplay mods that add new weapons, graphics, monsters, etc, but don't add new levels? Think of stuff like Doom Expanded or even DoomRPG. I've been itching to play through Doom 1 and 2 with a good gameplay mod recently.

>> No.2308485

>>2308182
Where could I find the indev v20 version?
Not that I like Brutal Doom or anything.

>> No.2308486

>>2308483
Brutal Doom, Samsara + extra heroes, Russian Overkill, Demonsteele etc.

>> No.2308490

>>2308485
in the previous thread. mark asked us not to spread the link outside of it and i think we should respect that.

>>2308483
how different are you looking to make it? i mean do you still want to be a space marine with those kind of weapons or something completely different?

>> No.2308491 [DELETED] 

>>2308472
Nope. I can't even see the posts you're linking to. It's funny that you think that I am though.

I have nothing against TerminusEst13. I just think it's hilarious when you think he's "a 4chan modder" when he's not.

Shows how desperate the neckbeard denizens of this board is to latch onto the fame and accomplishments of others, since they lack any of their own.

>> No.2308492

>>2308486
>extra heroes

so that's the coverup name for the addons now?

>> No.2308493

>>2308492

wait, yes

>> No.2308494 [DELETED] 

>>2308491
lel
try again when he starts crediting SA instead of /vr/ and when he starts explicitly naming SA as developmental influence instead of /vr/

>> No.2308498

>>2308492
Yeah. It's no longer this shitty ass-broken addon. It's now quite decent and fun.
Most people enjoy it.

>> No.2308501 [DELETED] 

>>2308494
i seem to recall most credit of samsara predated /vr/ and in fact went to /v/...

>> No.2308502

>>2308498
>It's no longer this shitty ass-broken addon. It's now quite decent and fun.

it is? honest-to-good question

>> No.2308503

>>2308502

Nope.
It's still bad.

>> No.2308508

>>2308502
Don't listen to this shitter: >>2308503

The addons are okay now, really. Some classes are still boring and feel like a 1:1 copy of BJ, but others are fun and play surprisingly good just like their original counterparts.
Give it a try m8.

>> No.2308515

>>2308502
Don't listen to this suckass: >>2308508

The add-ons are still bad. Classes are redundant, they have the bare minimum of polish, tipboxes and HUDs are fucked up out the ass, and there's still server crashes.

>> No.2308520

>>2308515
>and there's still server crashes.

why are they still allowed in the BE servers? I don't get it

one of these days BE will go kaput and with that, one mod will be finally put to sleep. guess which one I'm talking about.

>> No.2308523

>>2308515
>>2308508
>>2308503
>>2308502

Guys
guys

guys

why doesn't he

check them out for himself and makes his own opinion

>> No.2308525 [DELETED] 

>>2308520
>spoiler
Let's hope it's Samsara. Terminus is not a good programmer anyways, he would never understand ijon's code.
And now...now we wait for Demonsteele to encounter the same problem.

>> No.2308526 [DELETED] 

>>2308525
>Let's hope it's Samsara.

it's not. try harder.

>> No.2308529

>>2308490
I'd still like it to be centered on the normal style.
Space Marines, demons, futuristic guns, etc.

>> No.2308534

>>2308526
mega man death match

>> No.2308537 [DELETED] 
File: 222 KB, 449x401, Laughing Imps.png [View same] [iqdb] [saucenao] [google]
2308537

It's sad when someone who can make good work instead resorts to shitposting because, "you guise aren't as cool as you think you are abloo abloo abloo, and I'm gonna make sure you know you aren't cool!" Like, damn nigga.

I don't think you should be apart of video game communities.

>> No.2308540 [DELETED] 

>>2308537

Let him pretend, it's the only thing he has left.

>> No.2308542 [DELETED] 

>>2308537
https://en.wikipedia.org/wiki/Narcissistic_rage_and_narcissistic_injury

>> No.2308545

>>2308534

Yes__

Back when BE was "closing" last year everyone shat their rping asses thinking it was going to be the end, but it wasn't. You know this to be true, there's rarely a non-BE MM8BDM server these days.

>> No.2308548 [DELETED] 

>>2308537
but then who will say that TerminusEst13 (named TerminusEst13) is worse than hitler (if he was named TerminusEst13)

TerminusEst13

TerminusEst13

have you gotten the name he's trying to shitpost about yet????
it's TerminusEst13
just in case you missed it the first fourteen times he posted about it

>> No.2308550
File: 324 KB, 1280x960, whatishegoingtodobleedonyou.png [View same] [iqdb] [saucenao] [google]
2308550

i've snuck too many monty pythons in this one enemy to be considered healthy

>> No.2308554

>>2308550
Are you the Colorful Hell guy? That looks pretty neat. He bleeds axes doesn't he

>> No.2308558

I like doom, and I wanna make a map. Are there GZDoombuilder tutorials out there? I can't even figure out how to make a flat surface with no walls

>> No.2308559
File: 2 KB, 80x96, 1413892547665.gif [View same] [iqdb] [saucenao] [google]
2308559

>>2308485
y'didnt hear it from me... But I would take a look at the last thread. It might be posted there somewhere :3

>> No.2308569

Just got an older linux box up and running and I am looking for older shooters that are not cs 1.6 and that can also be run in wine or is Linux native.

If the online is active at all, that would be awesome. Thanks if anyone has suggestions off hand.

>> No.2308570

>>2308558
Chubzdoomer has got a fuckton of thorough tutorial videos for a lot of stuff like that on YouTube (slopes, 3d floors, and 3d floor lifts that don't kill you while riding it), plus he's got a deep, soothing southern accent.

>> No.2308572
File: 7 KB, 201x250, 1418044737245s.jpg [View same] [iqdb] [saucenao] [google]
2308572

>>2308569
Have you considered DooM, or DooM II: Hell on Earth?

I've heard both those are good.

>> No.2308573

>>2308520
They made a special autorestart function to Best-Ever for specifically for the addons and some GvH shit crashing all the time.

>> No.2308575

>>2308494
>goons trying this hard to be relevant in 2015
lmao did you pay 10$ for basic forum features and feel the need to justify it?

>> No.2308578

>>2308569
all valve FPSes run on linux

so are UT2004, Quake 1/2/3

>> No.2308579

>>2308570

Thanks bro. I'll start studying tonight

>> No.2308582
File: 59 KB, 498x672, waiting-agitator.jpg [View same] [iqdb] [saucenao] [google]
2308582

Zandro 2.0 stable release when

>> No.2308585

>>2308582
when the planets align

>> No.2308586

>>2308582

Sometime after GMOTA gets all of the custom monsters and before TSP Mk 2's first release

>> No.2308596

>>2308586
Aren't like 3/4 of the custom monsters in GMOTA already?

And how is TSP Mk 2 going? There's been no news since the announcement and I'm not sure if that's good or bad.

>> No.2308597
File: 46 KB, 500x505, 1425524373153.png [View same] [iqdb] [saucenao] [google]
2308597

>>2308582
It'll release never

>> No.2308603

>>2308596

I still got pain elementals, fatsos, the hell nobles, lost souls, cyberdemons, masterminds, archviles, and the boss brain. Hopefully the nobles will come in the next version.

Not sure about TSP though. We gotta get Marty in here

>> No.2308607

>>2308603
Do you already have ideas and resources for those and just haven't implemented them? Or you not sure yet what you're gonna do with them?

>> No.2308638
File: 59 KB, 480x360, acuraterepresentationoftypicaldoomfan.jpg [View same] [iqdb] [saucenao] [google]
2308638

>>2307897
huh... I kind thought more people would be interested in this than me...

>> No.2308657

>>2308638

I'm interested, I just don't remember if it ever existed.

>> No.2308665

>>2308657
I can assure you it did... maybe I should just search the archive
or I would if I could remember it's url

>> No.2308686

>>2307897
>>2308638
>>2308657
>>2308665
I know what it is you're talking about, it was compiled primarily by someone going by the name of Megafaggot !H/n41uFjJo and it was called "Retro First Person Shooter Compilation" back in 2013 (seems like a really long time ago now).

http://kickass.to/retro-first-person-shooter-compilation-t7701264.html

>> No.2308692

>>2308182
Proof nobody likes filters

>> No.2308694
File: 541 KB, 1920x1080, Screenshot_Doom_20150325_201916.png [View same] [iqdb] [saucenao] [google]
2308694

Oblige is one hell of a drug.

>> No.2308701

>>2308694
Don't you just love it when Doomguy's face perfectly matches a screenshot?

>> No.2308728
File: 241 KB, 444x332, dueknukkem.png [View same] [iqdb] [saucenao] [google]
2308728

>tfw can do good spriting
>tfw can do good mapping
>tfw have idea for dream gameplay mod
>tfw have tons of ideas written down

>mfw can't code at all
It hurts

>> No.2308730

>>2308728
ask for help my man

>> No.2308742

>>2307639
You could convert it to SNES format (BRR) then back. There's programs to do that but I can't get them to work. Maybe you'll have better luck.

>> No.2308750

>>2308081
>two year break
it was more a four year break. the original release was 2005. the updated release was 2009.

>>2308089
>What mega is similar to scythe 2 in difficulty?
Speed of Doom and Resurgence.

>> No.2308753

>>2308728
/vr/ has a couple of good coders floating around looking for projects to work on, hop in the irc

>> No.2308767

>>2308089
>Tried playing through Hellbound but it's been almost exclusively giant dark maps full of hitscanners and I hate that.

Yeah. Hellbound isn't quite as good as some people make it out to be. Manyof the maps are a snoozefest.

>> No.2308769
File: 64 KB, 800x500, tenebrae.jpg [View same] [iqdb] [saucenao] [google]
2308769

>>2308728
Same shit here but:
>>2308730
would sound like "pls make me a mod lol".

What I have in mind is a lengthy story-bound "tribute" mod, for many old-school FPSes, very different in gameplay from DooM (slower paced).

It would've had the hero to run through different FPS universes (as ell as mod-universes and original ones) in attempt to outrun the end-of-the-world. The universes are collapsing and are merging into one chaotic mess around him, places mash together, monsters from different dimensions warring against each other, and the nameless hero in the middle of it all.

Also 64 levels, over 32 of which I have most of the concepts (what is map supposed to be like) done.

If anybody is interested in a cool story, I can share. If no - I'll stfu.

Also:
In previous thread somebody talked about Quakespasm as a superior Quake engine. What about Tenebrae?

>> No.2308778

>>2308769
>>2308728
Red "can" as "can't" here.

Basically can't do any good, only have ideas.

Iife hurts.

>> No.2308789

>>2308728
>good at mapping
>good at spriting
Just get someone else to do the rest of the work for ya, think of it this way, you're one of the few people who can do art in comparison to the over abundance of people who want to do coding and that's all they can do if at all.

codefags need artfags and vise versa.

>> No.2308791

>>2308728
It's okay Terminus, we all know that feel
except for ijon

>> No.2308807

>>2308791
>trying this hard to force it

>> No.2308835

>>2308791
You talk about him so much you'd think you'd have a crush on the nigga.

>> No.2308851

>>2308835

tsun tsun

>> No.2308879

>>2308607

I got ideas and resources for the nobles and archvile. An idea for the pain elementals.(winged slimes maybe) and an idea for fatsos (big fat ass armored guys)

I'd kinda like an armored maulotaur for a cyber replacement. And some kinda wizard bastard for the mastermind

>> No.2308952

>>2308769
Nah it's only "pls make me a mod lol" when you can't map, can't sprite, can't code but have "loads of great ideas".

Having 2/3 is great. Hell, if you look at the original Doom team, only John Romero could do 2/3 (coding and mapping). The rest could only do 1/3 each or 0/3 in the case of Doom 2-era Sandy Peterson

>> No.2308995

>>2308952
>Petersen hate maymay
Who do so many people shit on him?
He was an alright dude and his maps were good, especially the ultimate ones (and FUCK Tom Hall).

>> No.2309003

>>2308995
>the ultimate ones

Petersen had nothing to do with E4.

>> No.2309009

>>2308778
I think I could make a mod if I put my heart into it, I just don't have the motivation, so i'll never ammount to anything.

>> No.2309020

>>2308995
Don't be so agitated, I'm just joking around. But I'll note that
1. Petersen didn't make anything for Ultimate Doom
2. The levels that are generally regarded as Doom 2's worst - Tricks and Traps, Suburbs, Nirvana & The Chasm - were all made by Petersen, as were Doom's worst - Halls of the Damned, Mt Erebus & Limbo (although Tom Hall's partially to blame for that).

However Petersen has made really good levels too - Entryway, for example.

The thing about Patersen is that his map design is wildly inconsistent, so his bad maps are much worse than McGee's (and I don't think Romero even has a single bad map to his name). That's not to say all his maps are terrible though.

Overall though, would you dispute that as far as mapping goes Romero > McGee > Petersen?

>> No.2309056
File: 115 KB, 1024x768, TeneBump.jpg [View same] [iqdb] [saucenao] [google]
2309056

>>2308952
>Tried to map. Maps are crap.
>can't sprite. No artistic sense and 0 drawing skills
>barely able to code. Best achievment - "optimising" BD by removing 80% of effects from spagetty to make it run on 1700 GHz Celeron.
>tons on tons of ideas.

Life hurts.
>How does one becomes a gamedesigner?

Also... What about Tenebrae?

>> No.2309082

>>2309020
>Tricks and Traps

Why do people hate this map? Its fun as heck.

>> No.2309101

>>2309056
Is that the engine that took the lighting effects from idTech4 and shoved it in quake?

>> No.2309114

>>2309082
Two reasons, I think:
1. The "fuck you" trick bridge right at the end descending into an inescapable death pool.
2. Most of the map is completely optional with no clue as to which parts are actually required, which can lead to a sense of wasted effort the first time playing it.

>> No.2309117

>>2309082
No idea.
Minus the optional areas, I've always really liked it and The Pit, another map that gets complained about a lot in here.

>> No.2309118

>>2309082
because there are no prostitutes of femmy boys in it
OH HO HO

>> No.2309126

>>2308686
yup, that is the one, and now I remember that guy, mostly for his stupid name and him getting very angry anytime anyone pointed out how stupid his name was.

>> No.2309129

>>2309117
Wait, people don't like The Pit? I thought that was an example of one of the good Doom 2 levels. Way way better then the awful city levels.

But I generally like doom 1's levels better so I don't know.

>> No.2309135

>>2309082
Tricks and Traps is like a pinball machine was substituted for a dungeon in a Zelda game. It makes no sense, you're not using any of the skills you've developed up until then, it doesn't play like the rest of the game, and you have no way of knowing what it's about when you first try it. It's possible to like it. I'll even say there's nothing wrong with liking it - it's just that liking the level is almost completely unrelated to whatever you like about Doom.

>> No.2309145

>>2309129
Yeah I love the Pit, too. Most action packed Doom 2 level for sure.

>> No.2309151

Doomero made it again.

https://www.youtube.com/watch?v=kPvMqo4rZYs

>> No.2309152

>>2309114
>1. The "fuck you" trick bridge right at the end descending into an inescapable death pool.

I will admit that this caught me off guard, back when I first played it as a kid.

>> No.2309197

>>2309114
Both of those should've stopped being issues two decades ago since they only apply to your first run, but even then :
>player gets mad that a map named TRICKS AND TRAPS has a single lethal trap in it
>playing a game known to have lots of secrets and sometimes multiple routes; hates exploration and combat that only awards supplies
Who the fuck is this person and why is he still playing Doom?

>>2309135
>you're not using any of the skills you've developed up until then
The majority of the map is fighting hordes of enemies. Flying horde, weak teleporting horde, melee horde, surrounding melee horde, you-should-really-let-those-infight horde and AAHH GRAB THE INVUL SPHERE horde.
The falling bridge is complete bullshit and the correct path is also pure trial and error, but so are most maps to a lesser extent. Compared to the city levels this is a very straightforward map.
What skills are you talking about exactly? The only maps that fucks up everything you've learned is the spirit world and obviously icon of sin.

>> No.2309259

>>2308791
Terminus can't map though :^)

>> No.2309267

>>2309197
It's not that it has a lethal trap in it. It's that the lethal trap is right at the end, that every previous trap is escapable and that every previous trap has given rewards for triggering it. The rest of the level teaches you that traps are escapable with skill and doing so will give you a reward (even if it is just supplies) and then it ends with an inescapable trap that gives you nothing. It's entirely reasonable to see the bridge descending and think that there'll be a reward in the death floor because that's what the level's taught you so far and, anyway, every other death floor in the game and in Doom 1 were escapable.

Also, on an unrelated note, it's not that they only give out supplies, it's that the supplies are weaksauce (usually less than you'll spend actually getting to them) unless you find the secret in the reward area. Without the secrets, each optional arm is just a tax on your health and ammo for picking the wrong door. No other level in the game does this. When they have sidepaths, they're either shortcuts or give a greater reward than what you spent getting there.

>> No.2309285

>>2309267
>every other death floor in the game and in Doom 1 were escapable.

I forget off the top of my head about Doom 2, but in Doom 1 there were a couple of inescapable ones, for instance the 2 in e1m3

>> No.2309287

>>2309056
>replies to the guy that says that can sprite and map saying "same here"
>can't actually sprite, map, OR code

>> No.2309324

>>2309285
Ok, yeah, forgot about those ones. But the pools at the start of e1m3 were right at the start and really obvious. No traps there.

>> No.2309345

>>2309267
Granted that you have a split second to react, but I would never think about getting a reward by skillfully not doing anything on a lowering plataform on top of a damaging floor.
If anything the level teaches you that you have to react fast to not die, not outsmarting the traps. It also teaches you to save your damn game, even if you have invulnerability and only one door remains, your ass still can be kicked.

>> No.2309369

>>2309197
>What skills are you talking about exactly? The only maps that fucks up everything you've learned is the spirit world and obviously icon of sin.

Sorry, could you explain how these maps contradict everything you've learned? I know them too well to judge, I lost new player perspective a long time ago.

>> No.2309412

>>2308554
>>2308550

>bleed axes

Why not bouncing, homing axes?

>> No.2309415

>>2309369
MAP30 is obvious, you never had to fire rockets into a small hole in a wall before, and it's not terribly obvious.

MAP28 requires you to shoot a random wall in order to open the door to the exit. It's a very bullshit thing to do.

>> No.2309418

Just beat MAP29. Pushed me to the absolute limit. John Romero is a fucking genius.

>> No.2309419

Kind of want to make a compatibility mod for DRPG-RLA and Colourful Hell.

Obviously the higher difficulties would only spawn the relative rarity and difficulty enemys in place of the normal enemys.

AE:

Armageddon: Reds, Blacks, and Whites only.

>> No.2309421

>>2309415
The walls with the scribbling in the meat pillar room? That should be obvious enough.

>> No.2309434

>>2309287
see >>2308778
misreading happens because sometimes our brain shows us what we want to see instead of whats actually there.

>> No.2309439

>>2309101
idk maybe. It also added quite a lot of environmental effects (smokes, lightshafts, etc.)

>> No.2309454

>>2309369
>>2309421
Spirit world : "secrets" are required for level progression. The fake wall is obvious if you saw enemies cross it, while the gap in the wall and chair are easy enough to find. Shootable wall isnt. If you missed the secrets in tricks and traps you probably dont even know shootable walls exist.
Icon of Sin : the only way to beat the level is to deliberately and repeatedly fall into damaging floor so you can fire in midair into a gap in the wall that doesnt match any of the available heights. You dont have to do anything remotely similar in the game.
Infinite enemies outside of archie revivals and N! too.

>> No.2309465

>>2309454
Suburbs was the level that really confused and annoyed me. Fuck that ending structure with the imps

Also I think shootable walls are mandatory in at least a couple Peterson maps before MAP28, like The Courtyard

>> No.2309467

>>2309454
>deliberately and repeatedly fall into damaging floor so you can fire in midair into a gap
>fire in midair
Dude, you fucking WHAT.

>> No.2309469

>>2309415
>MAP30 is obvious, you never had to fire rockets into a small hole in a wall before, and it's not terribly obvious.

Oh, Yes, now you mention it I think I only knew the proper way to do this one because I read it on the internet. I don't recall ever having trouble with map28 though. No idea why. Guess I got lucky.

>> No.2309471

>>2309465
i think to beat the citadel you have to run at a soulsphere or armor to trigger teleports for 2 of the keys, and for the soulsphere you only trigger the teleport going one way. at least that's how i experienced it in chocolate doom. i didn't need either and ran around for an hour trying to figure that shit out

>> No.2309478

>>2309465
I cant recall any besides The Courtyard, but it has a switch texture, not just a random wall.

>> No.2309483

>>2309469

I never figured out how to defeat the Icon of Sin until I consulted a walkthrough. I just couldn't understand why this demon head wasn't dying.

>> No.2309490

>>2309020
>Tricks and Traps
It's gimmicky as fuck, but I like it.

>Halls of the Damned
I'd put it in my top 5 if it weren't for the earliest parts. Overall I'd say the map has fantastic atmosphere.

>> No.2309492

>>2309471
oh yes, you need to get into the big secret in the north west to get the blue key, unless you can do a really awkward strafe jump off the red key platform, which i've never managed to do, but i think i've seen done in TAS runs.

>>2309483
heh, quite.

>> No.2309507

>>2309483
i knew about idclip before i knew the proper way.

>>2309490
once again we see the impossibility of ranking the maps in the game. for every player who hates some map, there is someone else who thinks it is one of the best. for my part, i think mount erebus is great and can't understand its inclusion on "worst map" lists.

>> No.2309512

>>2309507
>i think mount erebus is great and can't understand its inclusion on "worst map" lists.

I think Mt Erebus is a very important map, Romero said it was the first map that gave him a sense of 'open exploration'.
It probably led to the decision to make the city levels in doom 2 and head the levels in an even less linear design direction.

>> No.2309520

How do you make menu graphics?

>> No.2309532

>>2309520
i have a script that calls imagemagick to do it. but you probably want DoomWord, i think it's called?

>> No.2309535

>>2309520
http://www.doomworld.com/vb/post/1345299
maybe this thread will help, i dunno

>> No.2309540

I beat the Icon of Sin! I shoved my rockets up Hell's ass!

>> No.2309541

>>2309540
you have an unusual interpretation of Doom demon anatomy.

>> No.2309586

>>2309507
Mt Erebus gets included on "worst maps" lists because it's ugly as fuck. The same reason applies to Suburbs (although the ending structure at the end also gets flak for being confusing, see >>2309465 ) and Nirvana (although that's just all-around crap).

I don't want to give the impression that people hate some of the maps mentioned because they have a confusing bit. Industrial Zone has a confusing bit (go into a teleporter then walk back into the exit to go to somewhere else again) but it's redeemed by the rest of the map being high quality.

>> No.2309601
File: 4 KB, 96x50, weaponone.png [View same] [iqdb] [saucenao] [google]
2309601

>>2309540
dude what.

Also, working on a boss of sorts. Thoughts? This would be one of it's weapons from the side.

>> No.2309604

>SF2012 Map 19
>Probably the most atrocious map[ugh, lava textures EVERYWHERE] with a big bunch of monsters
>Project MSX already makes the experience worse
HOWEVER
>Throwing a super charged greanade to the ceiling kills the Romero head and skips the level
And that's how i managed to get past the fourth most impossible part of SF2012+MSX
Pics are going to be shown in the next post

>> No.2309605
File: 387 KB, 800x600, Screenshot_Doom_20150326_032827.png [View same] [iqdb] [saucenao] [google]
2309605

>>2309604
[1/3]
Gee look at this piece of shit design.

>> No.2309607
File: 477 KB, 800x600, Screenshot_Doom_20150326_032839.png [View same] [iqdb] [saucenao] [google]
2309607

>>2309605
[2/3]
Now i aim up the super greanade in that stupid gap

>> No.2309610

>>2309607
>>2309605

>that texture layout

fuck sakes how did that get in there. whatever. i can't map worth a shit and i still wouldn't pick such unmatching textures.

>> No.2309612 [DELETED] 
File: 705 KB, 800x600, Screenshot_Doom_20150326_032841.png [View same] [iqdb] [saucenao] [google]
2309612

>>2309607
[3/3]
And now the big OOOOOOOOOOOOOOOO sound that icon of sin makes triggers hear along with 25 revenants, 15 imps and 1 cyberdemon killing me which makes me death skip.
WHOOPS.

>> No.2309613

>>2309612
Maybe tomorrow i will post the third, second and first most impossible parts of SF2012+MSX
But for now. Fuck this.

>> No.2309614

>>2309607
how come your doomguy is able to look upwards

>> No.2309615
File: 497 KB, 800x600, Screenshot_Doom_20150326_033620.png [View same] [iqdb] [saucenao] [google]
2309615

[3/3]
Wrong screenshot, mean to post something more clean

>> No.2309617 [DELETED] 

>>2309604 >>2309605 >>2309607 >>2309610 >>2309612 >>2309613 >>2309615
i love TimeOfDeath's crazy texture themes. i wish i had the balls to release a map that looked like that.

>> No.2309624

>>2309586
>Mt Erebus gets included on "worst maps" lists because it's ugly as fuck.
yeah, going to have to agree to disagree there.
>>2309604 >>2309605 >>2309607 >>2309610 >>2309612 >>2309613 >>2309615
i love TimeOfDeath's crazy texture themes. i wish i had the balls to release a map that looked like that.

>> No.2309628

>>2309624
I think it's that red & blue splodgy texture. The one that looks like a Jackson Pollock painting done just in red and blue. That's what it is for me. I like it in small amounts, just not in huge walls of the stuff.

>> No.2309639
File: 13 KB, 434x222, HDoom addon confirmed.png [View same] [iqdb] [saucenao] [google]
2309639

So uh. Doomguy's hand looks kinda interesting if you erase most of it except for the ridge of the glove

>> No.2309645

>>2309639
Newsflash: things look like dicks when edited to look like dicks.

>> No.2309649

>>2309454
Yeah that's a good one. I remember being stuck on MAP28 The Spirit World for hours. I had to ask someone who beat the game for help. This was only a couple years ago.

That chainsaw secret in E1M2 Nuclear Plant was always confusing to me too. Sometimes it was open and sometimes it wasn't, and I could never tell what caused it.

>> No.2309651

>>2309628
HOW DARE YE BESMIRCH FIREBLU-- yeah all right i see your point. but i will note uglyness is subjective. on which subject, i will also recommend Doomworld Mega Project 2012 map16.
http://www.doomworld.com/idgames/?id=17115

>> No.2309652

oh yes and i am eagerly awaiting 50 Shades Of Graytall

>> No.2309661
File: 133 KB, 800x600, 1354678.png [View same] [iqdb] [saucenao] [google]
2309661

time for another round of "go to the doomworld pictures thread and bring something back"

http://www.doomworld.com/vb/post/1354678

>> No.2309662
File: 357 KB, 640x800, 1354889.png [View same] [iqdb] [saucenao] [google]
2309662

>>2309661
http://www.doomworld.com/vb/post/1354889

>> No.2309663
File: 28 KB, 640x360, 1355180.jpg [View same] [iqdb] [saucenao] [google]
2309663

>>2309662
http://www.doomworld.com/vb/post/1355180
(bit weird...)

>> No.2309664
File: 263 KB, 640x1440, 1355291.png [View same] [iqdb] [saucenao] [google]
2309664

>>2309663
http://www.doomworld.com/vb/post/1355291
someone pass this on to 88alice

>> No.2309670

>>2309661
>>2309662
These look nice

>> No.2309820 [DELETED] 

>>2309645

Newsflash: if that theory is correct, then ur ghey xdddd

>> No.2309828

>>2309454
>fall into damaging floor so you can fire in midair into a gap in the wall that doesnt match any of the available heights.

Its easier to time your rockets as the pillar is going up, you know.

>> No.2309856

>>2309828
pretty sure its easier to do both

>> No.2309932

>>2309856
>easier to do both

Easier than what?

>> No.2309958

Why is GZDoom Builder called that? A lot of its additional features arent even limited to GZDoom.

>> No.2309984

>>2309958
It's just a name, does it really matter. But I agree it's somewhat misleading, I know of specific instances of people who never thought to try to use it because of the name.

>> No.2310031

>>2309932
I wouldnt say easier since I almost never score a hit on my way down, but doubling your attempts to hit the brain means the source of endless demons dies faster. I dont see a reason not to do it.

>> No.2310045

>>2310031
Oh, I do agree that doing both is a good idea. My original post was merely pointing out that he could do an easier method.

>> No.2310049

Mark of the BD fame, are you still here? have some bugs.

>> No.2310052
File: 1.16 MB, 1920x1080, quake2[1].jpg [View same] [iqdb] [saucenao] [google]
2310052

Hwat port is picrelated is from?

>> No.2310070

>>2310052

Looks like just Quake II.

>> No.2310085

>>2310070
>RT shadows
>Bloom
>godrays
>bump mapping
>HighRes weapon texture and model
>High Res fonts and icons
>Pad icon from Doom3

>Looks like just Quake II

ORLY?

>> No.2310091

>>2310085
YARLY

>> No.2310114

One thing I learned from playing Epic wads and Heretic is that just a dash of green or dark green vegetation can make even the most brown structures look absolutely awesome, and the blue water helps as well.

So, are there any maps in Quake that utilise this? I kinda dislike vanilla Quake for its extremely brown palette.

>> No.2310117
File: 198 KB, 480x640, tumblr_m0f2ngvsD41qb30dwo1_500.jpg [View same] [iqdb] [saucenao] [google]
2310117

>>2310114
This link is somewhat related
http://www.barrypopik.com/index.php/new_york_city/entry/architects_cover_their_mistakes_with_ivy/

>> No.2310235

Hey faggots. Need some map pack downloads to run through with DRPG-RLA

>> No.2310276

>>2310235
http://www.doomworld.com/idgames/?dir=levels/doom2/Ports/megawads/

>> No.2310278

>>2310235
I've been enjoying the modified Doom 1/2 campaigns for coop, I was going to link them but I actually can't find them.

It's just a lot more monster closets and more monsters, but it's really enjoyable.

>> No.2310291

>>2310278
Yep, fuck it, might as well dropbox it, give me a sec

>> No.2310301

>>2310235
>>2310278
>>2310291
https://www.dropbox.com/s/ddnbiixmcj876q8/doomcoop2-bd-ok.wad?dl=0

Just run it with d1/d2's original maps, enjoy the rape. Tons of XP, nice difficulty bump as well.

>> No.2310365

>>2310070

Pretty sure its BeserkerQ2

>> No.2310379

>>2310276

lazy bastard. i asked for map packs, not that shit. i want suggestions.

>>2310301
thanks

>> No.2310446

Am I the only one who used to think that those white blotches on the basic grunts in DN3D were it's eyes instead of the tiny red spots?

>> No.2310450
File: 351 KB, 1280x960, whatdo.png [View same] [iqdb] [saucenao] [google]
2310450

Well
We're gonna need a bigger shotgun

>> No.2310453
File: 96 KB, 475x582, LORD BELLENUS.jpg [View same] [iqdb] [saucenao] [google]
2310453

>>2310450

>My brainchild has come full circle.

i am proud. here you guys used to hate me.

>> No.2310470

>>2310379
>lazy bastard. i asked for map packs, not that shit. i want suggestions.
heh, sorry. honestly i have no idea what goes well with those mods. hell revealed, perhaps. it has a nice difficulty ramp, it doesn't start off super hard, so you've time to hopefully collect a decent weapon set before the bigger maps kick in. on the other hand being from 1997 it is a little underdetailed by modern standards, if you prefer your doom with masses of detail and such.

>> No.2310481

>>2310450
http://en.wikipedia.org/wiki/Canister_shot
Load this faggot into the rocket launcher, I don't care about logic

>> No.2310483 [DELETED] 

>>2310453
>>2310450

Where the fuck is that doom thread in a nutshell comic that had bellenus in it?

daily reminder that despite people's hatred for SArais, they DID bring benellus into existence.

>> No.2310507

>>2310453
I thought it was Benellius.

>> No.2310535

>>2310507

The name varies.

>> No.2310543

>>2310470

I like masses of detail, but they shouldn't be the main focus.

>> No.2310549

>>2310483
>daily reminder that despite people's hatred for SArais, they DID bring benellus into existence.
nope
still trying to take credit for accomplishments he never did

>> No.2310606

>>2310549

>he never did

thats bullshit. they slapped the invulnerability sphere onto the image over the doomguy face and it snowballed from there.

>> No.2310617

>>2310606
oh shit he put two completely unrelated images together and people did stuff with it
oh shit
oh
shit

>> No.2310620
File: 305 KB, 480x530, nerd4.png [View same] [iqdb] [saucenao] [google]
2310620

>>2310606

So fucking what?
Even in the off chance that a shitposter so notoriously bad at art that he fucked up his attempted revival of the SYWTPSFD image so badly that it had to be completely redone somehow managed to put two images together that other people built on, that doesn't make him the author of the final image. And it doesn't suddenly make him immune to the faggotry he did.

Besides, if you're really that intent on picking nits, then it didn't "snowball from" putting the invuln sphere over the Doomguy face. It started from whoever put the Doomguy face on and whoever did the nerd.png sequence of images.

>> No.2310621
File: 322 KB, 1280x960, Screenshot_Doom_20150326_235115.png [View same] [iqdb] [saucenao] [google]
2310621

well if you guys want to play around with this shotgun god I uploaded him here;
http://www.mediafire.com/download/0ul5dxa90aox49w/Benellus.wad
Just type "Summon Benellus" without the ""'s in the console and cry.
don't expect too much tho

>> No.2310624
File: 57 KB, 1140x700, mmd_absolute_best_angel_wings_by_amiamy111-d5ex3w7.jpg [View same] [iqdb] [saucenao] [google]
2310624

>>2310453
>>2310483
>>2310606
>SArais' brainchild
>SArais brought benellus into existence
>still have the resources used to make it

Heh.

>> No.2310626

>>2310620

pff, i was shitposting, hilarious.

>> No.2310629

>>2310624

Technically the entire community did, but it was him that added the invulnerability sphere, otherwise we'd still have doomguy with two shotguns.

>> No.2310734
File: 371 KB, 1440x900, Screenshot_Doom_20150325_170630.png [View same] [iqdb] [saucenao] [google]
2310734

Purple of Hell rimming a Cyberple Demon

>> No.2310739
File: 377 KB, 1920x1080, Screenshot_Doom_20150326_160349.png [View same] [iqdb] [saucenao] [google]
2310739

>>2308694
Knee Deep in the Cacodemons.

>> No.2310745

Guys. wait.

no, guys.

guys wait,

guys...

fractal doom + colourful hell + shotguns.

>> No.2310751

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

>> No.2310808

>>2310751
https://youtu.be/XBq4HQJooyM

>> No.2310813

>>2310049
Just post them whenever you find. I usually lurk here everyday for one week after I release a beta.

>> No.2310876

Here's a new map from Joe Ilya. I've played this, and it seems to be an improvement over his previous works.
http://www.doomworld.com/vb/wads-mods/72203-wad-of-the-wads/

>> No.2311035

>>2310876
Still needs to work on his aesthetics. But gameplay was alright. Cyberdemon room was a bit of a dick move, though.

>> No.2311164

>>2310876
That midi gets annoying after a while.

>> No.2311176

>>2310813
I had one zombieguy just disappear after being shot.
Only regular zombieguyz that fell to the side and can be rolled do react to kicks - Most heads, corpses and gibs don't react to kicks and fists, only to guns.
Shotgunguys in the same position as rolling zombies don't roll (don't react to neither kicks or guns).
Some gibs don't react to anything.
Sitting-at-the-wall enemies do react to kicks, but it requires very precise aiming.
Nonn-rolling zombiemen corpses jump when kicked, but don't fly away, staying at one place.

You really need your gib physics revised.

When playing KDiZD with it (i know its wrong) the activatable markers didn't show up and the blue key platform on map 4 didn't lower.

>> No.2311203

>>2311176
Also with KDiZD some of the effects (like deep water are broken - the resurfacing from deep water teleports you below the water, when you're supposed to be teleported above (Z coordinate is screwed)

>> No.2311385
File: 12 KB, 184x184, pout.jpg [View same] [iqdb] [saucenao] [google]
2311385

>try to set up the Aliens mod

>first nothing work

>then some tetures load

>then everything loads well except the aliens

>then the aliens load but the game crashes 2 minutes into it

Jesus christ

>> No.2311416

>>2311385
Hm, didn't have such issues... What port are you using?

>> No.2311431

>>2310813
I noticed that when playing E1M3 the central toxic pit won't raise properly when you hit the switch. The ground will convert to non-damaging floor, but only a small part of the ground near the switch will actually rise up. Was this an intentional change, or is the ground raising up messed up? I think it may occur with the secret bridge at the beginning of the level as well.

>> No.2311474
File: 34 KB, 609x242, Untitled.png [View same] [iqdb] [saucenao] [google]
2311474

This guy gets it, shame it's a COOP server though.

Deaths in coop have literally no meaning, just go ahead like a mad man without care.
If you drop dead, you respawn and repeat this, because there are NO THREATS in coop.
Bonus: If you respawn, just collect ammo and powerups on your way, oh golly, isn't that motherfucking great?

People without fucking patience and skill should stick to coop, because they tend to spam quicksave without actually adjusting the skill level, everything gotta be finished in motherfucking UV mode. Dumb retards.

>> No.2311483

>>2311474

If I wanted to play a game mode where I'm forced to start over when I die, I'd just play single player.

This on top of being forced to wait as the last person is taking his sweet time makes Survival incredibly boring.

>> No.2311503
File: 135 KB, 465x478, Romero.jpg [View same] [iqdb] [saucenao] [google]
2311503

>>2311483
>If I wanted to play a game mode where I'm forced to start over when I die, I'd just play single player.
If you turn off the autosave function, yes.
But the major difference between multiplayer and singleplayer survival is to overcome these hardships as a team, you see? What's the point in playing all alone if there are people out there who need your help to pass hard maps in survival mode? This is the thrilling fun that makes your adrenaline rush through your veins.
This is what makes the acid kick in.
This is the fucking fun, not retarded "infinite lives" mode.

>This on top of being forced to wait as the last person is taking his sweet time makes Survival incredibly boring.
What the bubbling fuck are you talking about? You never played survival before, have you? Hm??
If you die, it's your fucking fault. Now is your task to study the map by noclipping, spying the current player who's alive and killing the demons and think of "learning by watching".
You can also talk to other dead players and discuss certain map aspects or architectures, what you liked so far and did not.
Jesus, it's like I'm introducing you to multiplayer 101. Get a motherfucking grip, will ya.

>> No.2311523

>>2311503
I've played survival before, and I've hated every minute of it. And depending on the map, dying will most likely not be "My fucking fault".

Also 9 times out of 10 the map pack being played has been played to the point where it doesn't need to be discussed and/or studied, so all you're left to do is wait for the last player alive to be killed so we can start the map over again.

No, playing "co-op single player" is not fun. It's fucking boring and I would rather play Co-op mode.

>> No.2311537
File: 354 KB, 1024x1575, 8469574284064.jpg [View same] [iqdb] [saucenao] [google]
2311537

>>2311523
Not him but I agree survival becomes droll as the playercount rolls up because both teamwork cohesion and waiting times get exponentially worse as it does.

If you have a few teamplayers, maybe up to 4 or 5, who take on a hard mapset together as a team in the same vein of Left 4 Dead, it can be great fun.

But yeah, general pub can be very very boring.

>> No.2311541

This thread has gone full STOPLIKINGWHATIDON'TLIKE, man...

Look, Survival is good among friends, or among a few competent players, co-op is good mindless fun. They're both completely valid gamemodes.

Yes, co-op can be brainlessly bashing your head against an obstacle rather than learning how you're actually supposed to overcome it.

Yes, Survival can be ruined by 1-2 assholes that go really slow but can't actually solo the map, only to die after 10 minutes of wasting everyone's time.

Both of you, stahp.

>> No.2311545

>>2311541
Oh I get that. I wasn't saying that he should stop survival... It was more like I didn't like how he was saying it, if that makes any sense.

>> No.2311572

not even SArais shitposting was this bad

>> No.2311580
File: 44 KB, 511x511, 1418103778400.png [View same] [iqdb] [saucenao] [google]
2311580

>>2310606
I was actually the one who requested the guy in the photo have an additional shell holder strap on his other arm. The guy who posted the original photo got cheeky and duplicated the arms. Good times were had all around, and then the invuln face got slapped on. A god was born that day.

>> No.2311616

>>2311572
dolan pls

>> No.2311648

Sooo... Trying to make a Borderlands mod with actually visually variable guns...
Worth the hassle or not? And there will be a LOT of hassle and spagetty code, since I don't know jack about how to make inventory system work without making duplicates for every weapon possible, so I'll have to figure that one as I go.

Or anybody already did such thing?

Has anybody ever made a borderlands-style inventory system, where any weapon can be equipped in any slot for Doom?

Or better yet, an RPG grid-style system?

>> No.2311661

>>2306263
/newstuff 474:
http://www.doomworld.com/php/topstory.php?id=4383

>> No.2311664

>>2311537
well yeah coop with a lot of players in general is an unfun clusterfuck. but i mean respawning just defeats the purpose of defending yourself at all so i agree w/ him too

>> No.2311671

>>2308694
Now imagine this with Colorful Hell and everything is dead

>> No.2311735
File: 27 KB, 640x480, 1427454649.png [View same] [iqdb] [saucenao] [google]
2311735

glad to get this one out the way.

>> No.2311740

>>2311735
now all i have left is map24.. probably another 5 years

>> No.2311742

>>2311740
Isnt map24 notorious for hiding helpful supplies in an untagged secret?

>> No.2311745

>>2311742
yes, and also for being stuffed full of revenants and having barely enough ammo even if you do find the stash. it's the only one left from requiem i haven't managed a UV max exit.

>> No.2311761
File: 110 KB, 344x278, 1366951457512.png [View same] [iqdb] [saucenao] [google]
2311761

HOW DO I AIM VERTICALLY??///

>> No.2311764

>>2311761
It would've worked better if not for the fact that almost everyone plays on source ports

>> No.2311769

>>2311735
Requiem is such a mixed bag for me.

The maps from Matthias Worch, Thomas Moeller, Adam Windsor, Eric Sambach, and Dario Casali are all great fun to play on.

Maps from Anthony Czerwonka, Iikka Keranen, Ian Quick, Anthony Galica, and Adam Williamson were a bit of a chore.

Everyone else's maps kinda fall in the middle.

>> No.2311770 [DELETED] 

http://www.doomworld.com/idgames/?file=themes/x-rated/i_am_old_enough_to_look_at_this/b4nm.zip

>Base: New from scratch
>Build Time: Around a year
>New levels: 35 (2 secret, 2 other)

Humanity is doomed.

>> No.2311817

>>2311770
Nah, just terrybaded.

>> No.2312084

Turdal Boom bug for Mark:
Pinkie's gibs still block elevators some times.

>> No.2312089

>>2312084
And gibs/bodies of some other monsters too.

(GZDoom version)

>> No.2312230

>>2309605
dat hud tho
can anon tell me what's that hud wad btw?

>> No.2312259

>>2312230

It's Project MSX.

>> No.2312270

>>2312259
thanks anon!

>> No.2312287

Is there any reason my idgames link got mysteriously removed? It didn't break any rules whatsoever.

>> No.2312290
File: 319 KB, 1920x1080, 2015-03-27_00002.jpg [View same] [iqdb] [saucenao] [google]
2312290

Boneheads tried to take A

>> No.2312295

>>2312287

Terry nonsense is not welcome here.

>> No.2312296

>>2312290
Wait a minute... Is that..? Is that de_dust2? Holy shit! Finally someone decided to do this!

>> No.2312297

>>2312290
those textures do not match the doom sprites at all

>> No.2312303

>>2312290
Is that gmDoom?

>> No.2312305

>>2312303
yep

>> No.2312310

>>2312296
its a doom mod for gmod

>> No.2312316

>>2312295
Is linking to a terrywad let alone insulting it part of the rules? No.

>> No.2312330

>>2312316

Terry nonsense is not welcome here.

>> No.2312358
File: 29 KB, 500x470, 1427487071.png [View same] [iqdb] [saucenao] [google]
2312358

>> No.2312364

>>2312358
that's pretty bad tbh.

>> No.2312379 [DELETED] 
File: 1.98 MB, 331x248, GOd9PCN.gif [View same] [iqdb] [saucenao] [google]
2312379

>>2312358

>> No.2312410

>>2312290
I actually saw a deathmatch de:dust 2 map in the doom servers a while ago

>> No.2312412

okay so im a bit stoned and had a bit of a thought

what if we did something like fucking hdoom and like

toked it up with the demons instead of shooting them. yeah.

your huge. that means you have huge lungs, light and toke, light and- holy shit these brownies are delicious.

>> No.2312414

>>2312410
>>2312296
>>2312290
Here you go guys, I uploaded the map I saw in doomseker to mediafire, maybe we could set up a server with this.

http://www.mediafire.com/download/2wwish4dkf9wknh/dedust2v1.3.wad

>> No.2312420

>>2312414
legit. neat

>> No.2312425

>>2312412
>wasting your high on 4chan
>esp with this stupid shit
i'm glad i don't act this stupid stoned

>> No.2312429

>>2312425
it's what happens when the nerds from school try weed

>> No.2312434

>>2312358
A new HDoom weapon? Gas powered full auto pleasing.

>> No.2312437

>>2312358

The great communicator

>> No.2312448

>>2312434
It's already in the mod actually.

>> No.2312462 [DELETED] 

So why is Aquarius such a faggot and how do we get rid of him?

>> No.2312467

>>2312448
pretty sure similar things have been in several wads. cybie had a razor dildo.

>> No.2312471

>>2312448
Does it have a real mean jackhammer sound when engaging it? Like that shield gun from UT.

>> No.2312475
File: 17 KB, 462x663, wut.png [View same] [iqdb] [saucenao] [google]
2312475

>>2312358
how long has my stuff been posted here?

>> No.2312486

>>2312475
oh is it yours? i got it from hdoomguy.tumblr

>> No.2312497

>>2312330
I for one, have become enlightened by the knowledge that someone blew a year of their life making a terrywad.

>> No.2312518
File: 160 KB, 460x750, tumblr_msrrqc9bae1ssotb3o1_500.png [View same] [iqdb] [saucenao] [google]
2312518

>>2312486
still getting notes from his reblog

>> No.2312521

>>2312518
that's cute

>> No.2312532

>>2312497
Actually, playing this makes me want to know if there's any good bullethell style wads.

>> No.2312586

>>2312532

Well, chillax is usually less "bullet hell" and more "HOLY FUCK ALL THESE ENEMYS COMING OUT OF FUCKING NOWHERE"

You know those moments where you pick up an item and suddenly a monster closet shits out thirty revenants out of nowhere?

That's a chillax trap.

>> No.2312613

Is this Batman mod for Wolf3D any good?

>http://www.moddb.com/mods/batman-vs-bane
>inb4 baneposting

>> No.2312619

>>2312532
There's Claustrophobia: The Walls Close In.

It has bosses with lots of bullet spam.

>> No.2312624

>>2312619
>It has bosses with more invincible frames than the final secret boss of Demon's Crest.

Fixed.

>> No.2312625

>>2312518
that's good to hear - your art is pretty neato

>> No.2312629

>>2312624
But the final secret boss of Demon's Crest doesn't have a lot of invincibility unless you fuck up and don't kill the one form that spams invincibility when it's the only remaining form first.

>> No.2312648
File: 40 KB, 302x376, WeepingMan.jpg [View same] [iqdb] [saucenao] [google]
2312648

http://www.destructoid.com/doom-4-and-the-10-unholy-commandments-288559.phtml

Oh dear god.
I hope id don't listen to people like this.

>> No.2312670

>>2312648
I think No.2 is absolutely right though.
I'm so fucking sick of newer installments or remakes having the EXACT SAME NAME as the original game, that's fucking annoying.

>> No.2312679

>>2312670
Agreed, shit's annoying. Even if Doom 4 DOES end up being called just Doom, I'm going to call it Doom 4 anyway.

Unless an actual Doom 4 comes out later, but until then...

>> No.2312704

>>2312648
These are pretty spot on though, especially #3

>> No.2312707

>>2312648
I was fine with this until 8 and 10.

>> No.2312709

>>2312648

Most of those commandments are reasonable.

Then I started seeing the brutal doom screenshots.

Then I saw the tenth commandment. Fuck this.

>> No.2312717

>>2312648
Why are people so obsessed with Doom 4 taking notes from Brutal Doom? Was there ever a case before where the developers took inspiration from a mod (and it wasn't already originally a mod)?

>> No.2312726

>>2312709
There's nothing wrong with brutal doom, except that it adds reloading.

>> No.2312730

>>2312717
skyrim had a lot of features that were added to oblivion with mods

>> No.2312731

>>2312726
Don't like the rifle, feels out of place.

>> No.2312732

>>2312648
>weapon wheel
That's really not a bad idea though, it's just practical.
Hell, that's practically how it's handled in the PS3 ports of Doom and Doom 3, the D-Pad is used for selecting weapons.

>no minimap
Ok, fuck that guy.

>Title
Has a point, if they're not gonna number it (which they fucking SHOULD), they can at least give it a fucking subtitle.

>painkiller
Haven't played it, but I do think that shouldn't have to kill all the enemies to progress. I think you should be able to, however. I like to make sure everything is dead when I play Doom, I'm just more methodical about it.

>Doom 3
It wasn't an atrocious game, but it's certainly among the weaker entries. One thing they should take from Doom 3 is the chainsaw, because good god the chainsaw in Doom 3 was kickass.
The monsters were kinda cool too, they could maybe lift the Ticks and Trites, with a slight redesign they'll work. The Hellknight was always really cool, even if I'm fond of the old designs.

>Don't be like Call Of Duty
Good point.

>Call of Duty might still be way better than Doom 3
Nigger I'll kill you.

>the monsters should be scary or threatening
I agree.

>Weapons should sound and feel good
I agree, I want a shotgun that booms with authority, and a healthy CHUCK noise when you work the pump. I also want the shotgun to be able to at least score a consistent pattern at 25ft, unlike in Doom 3 where it literally spread more than a blunderbuss loaded with birdshot at 5ft.
I want the Plasma to make a PEW sound, but I also want it to make a soft, yet high-pitched BANG noise with each pew. I want the chaingun to make a real loud and overwhelming tearing/ripping noise as it fires, like a real minigun. I want the rocketlauncher to make a fucktastic BOOM when the rocket hits, I want your hearing to briefly cut out and your ears to ring a bit if you stood next to that, to convey the sheer might of that blast.

>> No.2312740

>>2312726

It's an unbalanced mess. And it radically changes Doom to focus on one aspect to the detriment of others. Doom is more a maze game as it is an action game.

It could work as a totally new game though. But it''s too different from doom.

>> No.2312741 [SPOILER] 
File: 2.04 MB, 5000x5000, 1427499256817.jpg [View same] [iqdb] [saucenao] [google]
2312741

>>2312648
>read list
"yeah there's quite a bit of stuff i agree with on he--"
>number 10
>mfw

>> No.2312745

>>2312732
Painkiller is basically first person geometry wars. I don't understand when people lump games like painkiller, serious sam, and doom together like they have the same gameplay.

>> No.2312750

>>2312732
>>Call of Duty might still be way better than Doom 3
>Nigger I'll kill you.

That's not saying much since 3 is pretty boring.

>> No.2312751

>>2312740
>>2312731
I mostly associate doom with the improved sound/graphics/gore, which was what the mod did originally as far as I know. The actual gameplay changes are much more based on personal preference.
I would much rather doom 4 take after brutal doom instead of doom 3, and I think that's what the writer was trying to get at. A fast paced gory and difficult shooter, instead of a slow paced shooting gallery with jump scares.

>> No.2312756

>>2312751
>I mostly associate brutal doom*

>> No.2312762
File: 245 KB, 600x300, PK.png [View same] [iqdb] [saucenao] [google]
2312762

>>2312745
Painkiller is very much like Serious Sam, except for size of the levels. The coliseum was huge almost serious sam tier.

>> No.2312767

>>2312717
>>2312730
Ditto with the newer Fallouts. Part of the X3 dev team were X2 modders who recreated their content. There's probably other examples too.

>>2312726
The features that it does add don't gel with the original mechanics. For example, there's nothing wrong with fatalities and headshots per se, but in a game based around continuous movement and auto-aim there is.

The point of Doom isn't for each enemy to provide a challenge. That's what Doom 3 tried, and Doom 3 is crap. The point of Doom is for the level as a whole to be a challenge. The challenge is not in how well you kill, it's in how well you stay alive. So things that make it harder to kill like taking away auto-aim and encouraging slow movement (in a game based around projectile dodging) fundamentally change what Doom is about, and make it basically more like Serious Sam, if anything.

>> No.2312771

>>2312762
That's what I was trying to get at. Doom is really different from those other games. No that they're better or worse, just totally different styles of FPS

>> No.2312775

>>2312767
I can agree with that. I think that people like the overal feel of brutal doom, and that's what they want carried into 4, not the specific mechanics of brutal doom. Although they might work better if they were part of the game's design from the beginning.

>> No.2312776

>>2312771
Agreed, Painkiller is pretty entertaining besides Redemption, fuck that.

>> No.2312778

>>2312732
Call of Duty, Call of Duty 2, and Call of Duty 4 are all better than Doom 3 (and also are all good to great games). BLOPS2 might even be better than Doom 3.

>> No.2312780

>>2312732
I want the pistol to have a bit of authority, it shouldn't be overpowered, but it shouldn't be absolutely useless, you should be able to hit decently at 20ft, and it shouldn't take an entire magazine to drop a low tier mook. You should also be able to shoot it as fast as you can click/tap the button.

And again, the chainsaw should be mighty like in Doom 3.

>big levels with open spaces and secrets
>Good looking environments aren't enough, give me mazes, traps and secret tunnels! Old Doom level design is the tits and sticking to that style is very, very important.
Yes, I like this,

>singleplayer/multiplayer shouldn't cramp each other's style
I agree, they shouldn't sacrifice one for the other, that would be all too sad.

>Muh Brutal Doom
Oh god, I knew there was something bad waiting for me. I like some parts of BD, but it should certainly not be the mold for Doom 4. I like that there's ironsights for the shotguns and rifles, but you don't need them at all for gameplay, they're just there if you want to, and I think that's how it should be.

I'm fine with reloading, in fact I encourage it just because it's cool to see a weapon reload in an action scene, but make it fast, don't make Doomguy fuck around, he swaps the magazine quickly then racks the slide/bolt, he loads two shells at a time to fill the shotgun then rapidly pumps. The chaingun should run on one continuous belt so that you don't have to reload it. To balance things out, make it so that there's a chance for enemies (zombie mooks) to have to reload or they can experience a jam or something, just for added flavor.

But things I don't want from BD is the shitty one-liners, the absolutely annoying as fuck gore (I mean, I want violence, but a small injury shouldn't produce an absolute bloodbath, bloodspurts should NOT be louder than gunshots and explosions), etc.

>> No.2312783

>>2312780
>>2312732
I guess my point is, the list isn't all bad, but there's certainly things I think the author is 100% wrong about.

>> No.2312785

>>2312780
the pistol being useless is absolutely required for weapon scramble maps.

>> No.2312793

Why the fuck not use the DoomRL mod system for DOOM 2015?

>yfw the worthless starting pistol can be modded into a fucking minature railgun

>> No.2312805

>>2312793
how about they make doom 4 a real doom game, and you mod in the weird stuff

>> No.2312806

>>2312771
>>2312762

I think this was right during the shooter drought of the 00s, when every shooter was regenerating health and military weapons and epic plot. Painkiller was wildly against that, and people instantly associated it with Doom because of it--it went back to the old-style sensibilities without regenerating health and overpowered unrealistic weapons with evil demons that are evil because demons are evil.

Now that we're delving more into game design and "retro" is more seriously a thing in games nowadays, people are really starting to compare the two to realize that outside of that initial comparison, Doom and Painkiller aren't really alike at all.

>> No.2312825

>>2312780

>wanting the pistol to be useful
>respecting doom 3's chainsaw

Good taste there

>> No.2312832

>>2312726

My gripe was what that fuckstain went on how brutal doom is "jizz of the gods" and how Doom 4 should take after it. That's a horrible attitude

>> No.2312837

>>2312648
I agree with many of the things on this list.
And I'm not a sperg that freaks out about Brutal Doom.
I know I'll certainly be pleased if Doom 4 lets me rip and tear.

>> No.2312849

>>2312717
Skiing in Tribes originated from players in the first game making a script that allowed players to do so, and was a mainstay since

>> No.2312861

>>2312805

As long as it's built to be modded.

>> No.2312863

>>2312793
Slows down the game somewhat

Half of the time in DoomRL Arsenal I end up worrying about what I can craft and upgrade than actually shooting

>> No.2312868
File: 57 KB, 200x179, 1409005861055.png [View same] [iqdb] [saucenao] [google]
2312868

>>2312648
>"Please make the next game a payed version of a mod I get for free."

>> No.2312873

Now that I think about it though, is there a point to making Doom 4 if it doesn't change the gameplay somewhat? If you want Doom 2 gameplay but with significantly better graphics, sounds and effects that's just Beautiful Doom isn't it? Some change has to be made to justify it.

>> No.2312880

>>2312868
Hey, that business model works great for Valve.

>> No.2312894
File: 224 KB, 1920x1080, Screenshot_Doom_20150327_181811.png [View same] [iqdb] [saucenao] [google]
2312894

Please test my map and tell me if it's fit for release or not.

It's my first map I ever made, it took me a LONG time because of my inefficiency, and I was learning a lot along the way. I also quit several times and came back to it.

The MIDI music is also composed by me, took me like 30 minutes to write a doom metal song in FL studio.

I tried as hard as I could for making it as quality as possible, I think it came out pretty decent especially for a first time mapper who set his sights out a bit too ambitiously for just a map to learn on.

https://mega.co.nz/#!gBlFwYwB!fK4T1Gv6Fty985-jWOM0Zsz5dAvMjwPpZGdb3tB_mIM

My next maps I am going to aim for something a lot more simple, and elegant like Doom 1 vanilla maps.

>> No.2312904

>>2312880
They used to just give the games away, though. If you activated a HL key on Steam, you got CS, DoD, TFC, and Ricochet free. I think you also got the official expansions (OpFor, BS).

It sucks now, because the less-popular Valve games are total wastelands. When everyone got DoD free with HL2, there were tons of players. Now, I guess they'd have to make it F2P or something.

>> No.2312906

>>2312894
Oh yeah I cant figure out how to force no crouching and no jumping, so dont do that stuff

also I didn't design the map around having freelook, so it's preferable if you played in a completely vanilla old school way

>> No.2312919

>>2312904
>When everyone got DoD free with HL2, there were tons of players. Now, I guess they'd have to make it F2P or something.

Yeah, it's fucking weird

>TF2 becomes F2P
>TFC and DoD remain dead as shit and you still have to buy them

Fortress Forever is now on Steam but I doubt it will have a stable playerbase

>> No.2312924

>>2312785
It would really only be useful for zombies and imps, lone pinkies in a pinch, you run into a baron, mancubus, or anything like that, you'd have to look for another weapon.

Oh, something else I want is hand-grenades, but I want them on a quick-button, rather than having to select them like a separate weapon.

Melee button would be nice to have (pistol whip, cracking an enemy's skull with the stock of your shotgun/rifle, if holding a heavy weapon it could be a kick)

>> No.2312937

>>2312863

What about those times when you're not shooting?

Also, adding roguelike components to the doom reboot would add a lot of re-playability right off the bat.

Who doesn't like re-playability?

>> No.2312964

>>2312904
No, I mean that every one of Valve's games except the Half-Life series started out as a free mod that they then bought out and made commercial.

>> No.2313078

>>2312894
item placement is a little retarded and the music is repetitive and boring.

>> No.2313090

>>2312964
Portal and L4D weren't mods. They weren't internally developed by Valve, so your point still stands, but they weren't just mods.

>> No.2313102

>>2312648
I think most of those are completely reasonable.
I don't agree with mazes, personally, but most everything else seems alright, nitpicking aside. Yes, even taking a page from Brutal Doom.
>>2312731
I feel the same way. But on the other hand I really hate the vanilla pistol. Thank god for the pistol mutator.
>>2312767
>For example, there's nothing wrong with fatalities and headshots per se, but in a game based around continuous movement and auto-aim there is.
I agree that some mechanics don't mix well but those are bad examples imo. Headshots aren't required (hell, most enemies die fast in BD than in vanilla) and in general I find them easy to make. Same with fatalities, they can be deactivated in-game.

>> No.2313103

>>2313090
I'm almost certain they bought Portal from someone.

>> No.2313106

>>2312767
>auto-aim
Given that Brutal Doom is made for ZDoom, you can turn it off, and get a way better experience.

Personally, the auto-aim in Doom was always the aspect I liked the least, I understand that it was a concession made around the limitations of the renderer, but I just feel so much more free with mouselook, even if it's the limited, distorted kind you get with ZDoom.

I really hate auto-aim.

>> No.2313113

>>2312732
Agreed about Doom 3's chainsaw and monsters.
>>Weapons should sound and feel good
>I agree, I want a shotgun that booms with authority, and a healthy CHUCK noise when you work the pump.
I recall reading that at the first shotgun blast the crowd lost their fucking minds
Gives me hope

>> No.2313114

>>2313090

Left 4 Dead was conceptualized when some guys were playing counter strike with knife wielding bots.

>> No.2313118

>>2313102

Deactivating fatalities gives you a disadvantage seeing as you no longer get the invuln frames and extra HP rewards though

>> No.2313120

>>2312648
https://archive.today/uSz7s
Don't give clickbait sites clicks.

>> No.2313121

>>2313118
During the invul frame you usually get surrounded or put in a worse position I find
Never used the cruelty bonus knowingly, either.

>> No.2313132
File: 91 KB, 1280x720, Screenshot_Doom_20150327_221424.png [View same] [iqdb] [saucenao] [google]
2313132

>>2312894

Digging the 90s Candlemass vibe of the song.

The actual map itself is kind of standard on layout, with monsters and corridors and a fairly staple progression (run into area, see colored door, run into other area, get key, return back to colored door, etc).
It's playable, it's fun, nothing too offensive or groundbreaking, though there are a few questionable item placements. Rocket launcher in tight corridors and hallways?

Would this be ready for release, though? I say no; while the gameplay certainly isn't bad, the texturing is just...cringe-inducing. While pic related isn't the only questionable mark, there's plenty of areas with misaligned textures, strangely-looping textures, or just mis-applied textures.

While aesthetics aren't the most important part of the map (that would go to gameplay), they are still absolutely vital. A wad that looks okay but plays good can still be fun (see: Fragport), and a wad that looks good but plays bad isn't going to be redeemed just by looking nice (see: a lot of ZPack).
That being said, a wad that just looks bad is going to be a slog to play through.

Keep going at it, anon; this can turn into something promising, but you've really gotta tighten up the graphics on level 3.

>> No.2313134

Is there a specific reason why some mods do support Brutal Doom compatiblity?
Hell, even some gameplay mods have Brutal Doom compatibility, even though someone mentioned two gameplay mods are never compatible.
What the hell?

>> No.2313147
File: 101 KB, 320x240, 78946456.gif [View same] [iqdb] [saucenao] [google]
2313147

>>2313134
It takes a lot of work to get two gameplay mods to coexist without overriding/conflicting with each other and breaking everything from scripts, graphics, monsters or most likely just crashing on startup because ZDoom doesn't know what the fuck you're doing.

The mods that do work their code around Brutal from the get-go or have fanmade patches that makes one capable of meshing with Brutal without having one mod overwrite and break the other. Either way it takes a disproportionate amount of work to make two gameplay mods mesh together perfectly.

>> No.2313212

>>2313147
Alright. But you did not answer my question:
WHY is there compatibility in the first place?
Do the fans demand it, because else they won't play it if it does not support Brutal Doom? Or the mod creator himself because he loves it?
This must be a huge pain in the ass to merge all contents of two entirely different mods, personally I'd never do that. But why them?

>> No.2313218

>>2313103
Narbacular drop, I believe

>> No.2313224

>>2313212
>Do the fans demand it, because else they won't play it if it does not support Brutal Doom?

Yes.

>> No.2313227

>>2313212
Searching for people's motivations can be hard. Maybe the mod more fits brutal than vanilla, maybe it's a marketing angle to get more popularity, maybe it's author is a fan, who knows.

>> No.2313235

>>2313147
>>2313224

Well, once I made a compatibility patch for NeoDoom, it wasn't too hard, and it worked wonders.
Maybe after I release v20, I could start working on compatibility patches for some gameplay mods.

>> No.2313268

>>2313134
>>2313147
What do people want out of the compatibility though? The gore? Most gameplay mods I know of replace the enemies already

>> No.2313270

>>2313235
>Well, once I made a compatibility patch for NeoDoom, it wasn't too hard, and it worked wonders
If anything, that would be necessary, because Christ the weapons in that was a huge mess.
Quantity over quality essentially.

>> No.2313287

>>2313235
>Well, once I made a compatibility patch for NeoDoom, it wasn't too hard, and it worked wonders.

That was more a question of necessity than anything else assuming that it was even really needed in the first place due to the inventory items, weapon spawns, and more which were required for the maps.

Running with a different gameplay mod is an entirely separate set of issues.

>> No.2313313
File: 241 KB, 796x756, 1400698223431.jpg [View same] [iqdb] [saucenao] [google]
2313313

>>2313268
That's basically what I wonder too. Most gameplay mods replace everything complete with monsters, weapons and items. Having one loaded after another wouldn't even do anything even if they didn't break. So yeah, I guess the gore?

Some guy wanted Metroid Dreadnought to be compat with Brutal for what I assume to be no reason besides the gore, even though that's not really Metroid's thing anyway.

Guess some people just really don't want to take a mod out of their autoload lists or something.

>> No.2313321

>>2313120
>https://archive.today/uSz7s
Thank you

Glad to know there's a real gamer around in this thread

>> No.2313337

>>2312648
This blogger si not funny in the slightest and it's making me mad

>> No.2313363

>>2312648
Well if you made something and people said it was the jizz of the gods, would you get an ego? Can't really blame Sgt. Mark now.

>> No.2313407

>>2313363
Basically this.
The retarded fans are the reason why he became a massive faggot.
On the contrary, the mod was made for kids anyways, and if your entire fanbase is made of underage b& angsty teens you only have to blame yourself.
Mark called it upon himself.

>> No.2313420

>>2313407
At least he finally came around, I probably would've gotten a huge ego in his place too.

>> No.2313424

>>2313132

Yeah I don't know how to texture, I just did what seemed right.

There are misaligned textures and stuff but on terms of aesthetics there really isn't much to choose from in vanilla doom 2 that can make the scheme I was going for (mix between industrial and office space).

It is my first map I probably took it too far, but now I have it in my head what I think a good Doom map is after playing Scythe and I want to make a map that is just trying to be good in vanilla classic gameplay.

>> No.2313425

>>2313420
>At least he finally came around
Heh.

>> No.2313436

>>2313425
Well he's less of a dick on here, most definitely.

>> No.2313440

>>2313436
Heh.

>> No.2313450

>>2313425
>>2313440

>heh

Heh

>> No.2313471

>>2312648
>wants the game to be open and explorable
>minimaps are probably a bad idea

Minimaps are the only way to get casuals to enjoy open explorable levels, though.

>> No.2313505
File: 359 KB, 1280x960, Screenshot_Doom_20150328_072017.png [View same] [iqdb] [saucenao] [google]
2313505

noclip agitator pls go
pls

>> No.2313587

>>2312894
i was going to demo this but it seems riddled with zdoomisms.

>> No.2313618

>>2313424
>Yeah I don't know how to texture, I just did what seemed right.
at the very least, for goodness' sake, don't mix textures and flats.
>I want to make a map that is just trying to be good in vanilla classic gameplay.
then i strongly suggest to use prboom-plus in the appropriate complevel to test, and to learn to use your editor. assuming you are using doom builder 2, i believe it can be told that you are making a vanilla gameplay map and will restrict the options it offers you accordingly.

>> No.2313721

>>2312894
>https://mega.co.nz/#!gBlFwYwB!fK4T1Gv6Fty985-jWOM0Zsz5dAvMjwPpZGdb3tB_mIM

crashes Chocolate, PrBoom, and Eternity. Is this a Zdoom map?

>> No.2313749

>>2313721
Just played it in zdoom.

Outside of the 3D bridge, I dont think I saw any zdoom features. I also dont like the use of textures and flats on the wrong surfaces. Not only does It look off, but not every port can even do this.

If you're new to mapping, and want to go for something traditional (which is what it appears to be your intention), I recommend using PrBoom+ for testing, and going for Doom+ (-cl 2) or Boom+ (-cl 9) compatibility.

>> No.2313775

>>2313235
If you make it DRPG/DRL Arsenal/Monsters compatible I will love you forever.

>I fully realize this is asking a lot, as it does replace every monster in the game, every ammo type, and has a fuckload of content
>however, sandwiching great mod A and great mod B and adding a good map pack may actually make me complete orgasm

>> No.2313778
File: 66 KB, 184x184, 1411805939595.png [View same] [iqdb] [saucenao] [google]
2313778

it has now just occurred to me that while I have a behavior in mind for the lost soul replacement in GMOTA.

I have no fucking idea on what sorta sprites I wanna use. I mean I still want it to be a very distinct "little flying bastard" sorta sprite, but this thing is gonna have three attacks, the typical lost soul charge, a special, slower charge that if it hits something, they're gonna go flying, and maybe a little wimpy but annoying projectile.

Anyone have any ideas on what this thing should look like? I recall reelism having a neato skull with wings though

>> No.2313779

>>2313749
Oh and if you want Vanilla/Chocolate Doom compatibility (this includes being within the original limits), then use Chocolate Doom for playtesting, not PrBoom+.

When making the map...
Doom(+) would be done in "Doom in Doom (2) format"
Boom+ would be done in "Boom in Doom (2) format"

>> No.2313787
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2313787

>>2313778

Ah here it is. Looks kinda cool but I'm not sure how fitting it'd be, I'm not even sure if it has a full set of animations other than flapping

>> No.2313851

>>2313235

Why not take a break and try something new?

And yes, a DRPG-RLA compatibility would be lovely, if not a lot of work

Barring that, just make things for it and see if it's liked.


I've always wanted to see a mod where a new rival corperation pops up in the wake of the demonic invasion and makes weapons and shit reverse-engineering shit. Demontech would be cool.

>> No.2313854

Hey guys, any new maps with autistic levels of detail and high monstercounts?

Kind of my thing.

>> No.2313872

>>2313854
not that i am aware of. the last big release was probably valiant. sf3 seems to have stalled.

>> No.2313874
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2313874

>>2313787
Well you could use Hexen's afrit, there are several color edits flying around, red, purple and blue ones look gorgeous.
For the charge atk it could morph back into a ball and fly at you, Kano style.

>> No.2313928

>>2312648
>10th
Ugh no... Also they are already making that. All those executions and berserk shit will be added into the game.

>> No.2314006

>>2313851
Guy with the idea you're referencing, if not a "compatibility" patch, collaboration with yholl/kyle to make a DRL armor set that functions like Fallout's Bloody Mess perk, and port brutal weapons over to RPG/RLA. And a dukeboot like brutal has would be fan-fucking-tastic.

>> No.2314008

>>2313928
It's very likely not going to be mandatory, and as long as the game is fun, moddable, and has good level design, I could give a shit about the rest.

>> No.2314092
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2314092

>>2311735 >>2311740 (me)
spoke too soon :) now i never have to play this thing again heh.

>> No.2314213

>>2313851
>Why not take a break and try something new?

Because Brutal is the only project with any sort of success he has.

>> No.2314245

>>2314213
this.
everything else he made died faster than the XFL.

>> No.2314246

>>2313778
Medusa Head from CastleVania.
Oh, the joys of occasional petrification...

>> No.2314249

NEW THREAD

>>2314243
>>2314243
>>2314243

>> No.2314286

>>2314213
you mean the most successful Doom mod ever made, you like it, or not.

I plan to remake ArmageDoom someday.

>> No.2314290

>>2314286
Brutal Hexen when ;_;
Also I liked that Alien concept thing

>> No.2314293
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2314293

>>2314286

Keep tooting your own horn, Mark.
It's the only thing you can claim relevance with.

>> No.2314297

>>2314293
The best thing about facts is that they don't require recognition or belief in order to be true, it's just up for you to accept them or not.
You can deny BD's success how much you want, it won't make a difference for me, or anybody.

>> No.2314330

>>2314297

No, I can accept the facts.
Congratulations, out of all the free fan-made modifications to a 21-year-old game, you have made it on the most clickbait sites, are the most popular with 12-year-olds, and have let it get to your head. Out of all the small fries in a McDonald's fry box, you stand out higher than the rest. An accomplishment if there ever was one.
Unfortunately, it's still the only thing you can claim relevance with.

You have no other notable projects. You have nothing else that's good, noteworthy, or even remarkable in any way. All you can do is just slap "Brutal" to another game name and hope you can leech off of your existing fan-base, which inevitably fails because you're too drunk off your perceived success to actually know how to code something fun. I mean, how many fucking years has it been, working on this? And corpses STILL block elevators.

You're more interested in defending your supposed "success" than to free yourself from the "burden this mod has become". It apparently makes quite a difference for you, because you've thrown a fit every time someone criticizes your precious baby, and here you are now reading this and hastily typing out a reply to try and dismiss everything that was said.

>> No.2314342

>>2314330
>You have no other notable projects. You have nothing else that's good, noteworthy, or even remarkable in any way.

Is this something that I should be worried about?

>> No.2314346

>>2314342

Hey, some people are fine with being a one-trick pony.

>> No.2314349

>>2314346
Well, you can call it whatever you want, but I'd rather have only one huge ass accomplishment, bigger than everyone else's and known by everyone, than having thousands of meaningless small accomplishments know by a very select few. If you want to call me a one-trick pony, okay, as I said, it changes nothing.

>> No.2314361

>>2314349
>I'd rather have only one huge ass accomplishment, bigger than everyone else's and known by everyone

And that's why you keep tooting your own horn.
You seem to think that the Doom community is much larger than it actually is, like you've actually accomplished something vast, wide, and notable.
You're the biggest McDonald's fry in the box, but it's still a tiny box, and you're still a small fry.

And to continue parading yourself around as some gigantic accomplishment is laughable. If that's how you want to brag about yourself in the face of an anonymous commenter on a message board talking about a 21-year-old game instead of doing something actually more interesting, be my guest.
It changes nothing. You still have nothing else to your name.

>> No.2314365

>>2314330
>>2314346
>>2314361
And the Brutal butthurt reaches critical mass, or, critical ass...

Jesus Christ fuck off with your insipid trolling attempts, nobody cares. And mark, check your ego, and don't dignify their idiotic screeching with responses

>> No.2314371

>>2314365

I answer his asspained responses to my initial statement, and I'm the one trolling and butthurt?
If he felt the need to respond with "I'M IMPORTANT ON THE INTERNET AND TO THIS COMMUNITY", then he's probably the one ass-ravaged.

>> No.2314402

>>2314349

Alternatively you could try toking up and see what comes to mind

>> No.2314407

>>2314371
your initial statement (presumably >>2314213) was, by any reasonable definition, a clear case of trolling and baiting. so yeah, i think, you are the one trolling and being a dick (even if you're not butthurt, you're still being an asshole).

>>2314286
and you, on the other hand, you get baited way too easily. please for goodness sake learn to suppress the urge to defend yourself from anonymous trolls. they will always outnumber you so it is a battle you cannot win, you'll just make yourself look bad.

>> No.2314413

>>2314407
Not him, but it isn't bait if it's true.

>> No.2314421

>>2314402
I actually have lots of (non brutal doom related) projects on development hell, the AVPVT remake, ArmageDoom, Extermination Day... I just lack the motivation to work on them right now.

>>2314407
I'm not "trying to win". I'm not "being baited". I'm just clarifying some points on a dead thread that will be archived in 15 minutes. If I was "trying to defend myself", I would have already pulled my 4824 internet awards and summoned the Jelly Train. Just relax, as I said, everything will be gone in a few minutes.

>> No.2314437

>>2314421

Why'd you think I told you to toke up?

Motivation right there

>> No.2314443

>>2314421

>the jelly train

That goes down the tracks?

You're going pompous self-entitled douche again, SMIV.

i'll let you in on a little secret tho man.

just relax and let it all flow

>> No.2314449

>>2314443
>going
This is what he always was, anon.

>> No.2314456

>>2314421
>that will be archived in 15 minutes.
You're not very observant are you?

>> No.2314470

>>2314437
Weed is used to get creativity, not motivation.

>> No.2314473

>>2314407
>your initial statement was, by any reasonable definition, a clear case of trolling and baiting

I was making a joke similar to how we rag on Kegan for flip-flopping all the time, but I can see how it'd be construed as trolling.
My bad.

>> No.2314481

Do any of you use custom soundfonts? If so, what program do you use (BASSMIDI, TImidity, etc.) and what OS are you using?

>> No.2314521

>>2313874

Say now. That's an idea, you wouldn't happen to know where I can find this blue Afrit would you

>> No.2314565

>>2314481
>>2314521
i think you guys should move to the new thread. this one has, thankfully, finally died.

>> No.2315832

>>2312358
>cybie.wad

>> No.2316967

April is going to be such a stellar month

>> No.2316971

>>2316967

It always is, for the Doom community.

>> No.2316973

>>2316971

Whoosh

>> No.2316979

>>2316973

woosh

>> No.2316987

>>2316967
>>2316971
>>2316973
>>2316979
I guess the new FOTM is to hang in the previous thread and make snarky/vague comments moments before it dies in a vain attempt to seem cool by getting the last word in.

>> No.2316990

>>2316987

stop reading too much into things, jesus.

>> No.2316992

>>2316990

Whoosh