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/vr/ - Retro Games


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File: 18 KB, 300x282, The_Mona_Romero_small.jpg [View same] [iqdb] [saucenao] [google]
2463627 No.2463627 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2455934
(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
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
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?t=37064

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?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://zandronum.com/forum/showthread.php?tid=5530

>> No.2463628

===NEWS===

[06-10] Zero Master completes a full 30 level Plutonia run on Nightmare!
http://www.doomworld.com/vb/doomworld-news/73116-

[06-10] Another Romero interview
https://www.youtube.com/watch?v=9v_0HD7iOz4

[06-07] Doom4 stream at E3 after all?
>>2456008

[06-07] The /newstuff Chronicles #476
http://www.doomworld.com/php/topstory.php?id=4433

[06-05] Brutal Doom v20 released
http://www.moddb.com/mods/brutal-doom/news/brutal-doom-version-20-released

[06-04] Doom inducted into Video Game Hall of Fame
http://www.worldvideogamehalloffame.org/
http://www.bbc.com/news/technology-33005297

[06-03] GMOTA v0.9.9
http://forum.zdoom.org/viewtopic.php?t=45115

[06-02] Powerslave EX has been pulled (legal reasons apparently)
>>2445279
https://powerslaveex.wordpress.com/2015/05/28/new-release-coming-soon/comment-page-1/#comment-280

[05-31] OMG Weapons and Monsters! V4 release
http://forum.zdoom.org/viewtopic.php?p=838200#p838200

[05-30] D-Touch promo (Android port supporting GZDoom 1.8.6)
https://yadi.sk/d/D1I-unx_gxLnJ

[05-29] Hotline UAC (Hotline Miami mod)
http://forum.zdoom.org/viewtopic.php?t=48703

[05-29] Android port of Xash3D
>>2435656 >>2435685
https://github.com/SDLash3D/xash3d-android-project/releases/

[05-29] GBA Doom Deathmatch Remake v2, map01/02 complete
http://www.best-ever.org/download?file=gbadmplusv2.wad

[05-28] Bloodshedder and The Green Herring chosen as new /idgames maintainers
http://www.doomworld.com/vb/post/1375733

[05-26] /idgames update: maintainer Ty Halderman "alive, but hospitalized"
http://www.doomworld.com/vb/post/1374872

[05-24] Powerslave EX Beta now available
https://dl.dropboxusercontent.com/u/263088376/PowerslaveEX.zip
https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk
http://www.mediafire.com/download/8y9bwt54c85o5sa/Powerslave.rar
http://www63.zippyshare.com/v/ajiyFTab/file.html
https://mega.co.nz/#!ao1yDKqR!TdAweY7kEzLx2oeaT32VdcPKagkcQFMe6b4xAD7FSHM

===

Please reply to this post with news.

>> No.2463634

Underrated maps?

TNT Map07 Prison.

>> No.2463635
File: 31 KB, 452x455, top jew.jpg [View same] [iqdb] [saucenao] [google]
2463635

>that pic

my sides

>> No.2463637
File: 277 KB, 752x1063, doom_girl_marine_by_kaaskop.jpg [View same] [iqdb] [saucenao] [google]
2463637

Why isn't there female doom marines in doom?


Is it monstergirls only?

>> No.2463640

>>2463637
Because (SPOILER) women are less suited to serve as marines

>> No.2463643

>>2463637
Crash only wanted to compete in the Quake tournament.

>> No.2463645

>>2463637
There's Crash

>> No.2463654

>>2463645
>>2463643
Who game's backstory literally describe as a beating doll for newbies

>> No.2463678

>>2463654

Well, she's the one who taught everything Doom(guy) knows so there's that :^)

>> No.2463689
File: 10 KB, 369x300, 1412258975930.png [View same] [iqdb] [saucenao] [google]
2463689

>mfw
https://www.youtube.com/watch?v=xqnS-ipnQFE

>> No.2463690

>>2463637
the UAC hired the marines to risk their lives in the event of the invasion. Females are far less disposable than men are.

>> No.2463708
File: 215 KB, 1920x1408, scrap972_a.jpg [View same] [iqdb] [saucenao] [google]
2463708

>>2463637
There are different skins available that can be downloaded nowdays. The way Doom turned out though having only one playable character, the doomguy, though Tom Hall's design doc was going to feature more playable characters including a couple female ones.

Monstergirls are the 'in' thing so I guess that's why there's a truckload of them showing up.

>> No.2463712
File: 133 KB, 393x369, yerAutisticErry.jpg [View same] [iqdb] [saucenao] [google]
2463712

>>2463689
mfw

>> No.2463731

Does anybody have a link to the interview with Romero where he calls the Ouya shit and says it's going to fail because nobody's going to develop for it or buy it?

>> No.2463742

>>2463637
because go back to the fucking kitchen, stupid bitch.

>> No.2463778

>>2463689
HUP HUP HUP HUP HUP HUP HUP HUP HUP

>> No.2463779

>>2463742
Now that's a wrong thing to say.
kick-ass bitches in non-skimpy armor are my fetish

>> No.2463784
File: 42 KB, 605x328, disappointed female soldier.jpg [View same] [iqdb] [saucenao] [google]
2463784

>>2463742

>> No.2463786
File: 15 KB, 625x626, bait - e3m8.png [View same] [iqdb] [saucenao] [google]
2463786

>>2463637

>> No.2463795

Does anyone have that image guide for doom recommending wads?

>> No.2463805

>>2463795
Half the stuff it recommends are shit. Just go look at the cacowards/top 100.

>> No.2463807
File: 752 KB, 640x360, freddy.webm [View same] [iqdb] [saucenao] [google]
2463807

>>2463779
how do you feel about kick ass bitches in non skimpy armour puking up cats

>> No.2463809

>>2463807
Yeah that's completely fine.
This is fine. There is nothing wrong here.

>> No.2463813

>>2463795
https://archive.moe/vr/search/filename/SoYouWantToPlaySomeFuckingDoom.png/

>> No.2463814

WOLFENDOOM: Blade of Agony

http://www.moddb.com/mods/blade-of-agony

>You are B. J. Blazkowicz, the greatest spy and biggest risk-taker the Allied forces have ever known! Take on the might and fury of the Third Reich as you blast your way to victory! Do battle with the diabolical Adolf Hitler, who is twisting science and the occult in his pathological mission to conquer the world! The fate of all free peoples hangs in the balance - failure is NOT an option. Your standard issue cyanide capsule should be used at your own discretion! Good luck, you'll need it!

>> No.2463832

>>2463814
This is like the fourth time this has been posted.

>> No.2463859
File: 21 KB, 229x199, tails.jpg [View same] [iqdb] [saucenao] [google]
2463859

>>2463807
wat

>> No.2463867

>>2463807
The fuck is this.
i want the whole thing

>> No.2463869

>>2463807
Context please

>> No.2463878

>>2463807
That's an anime bitch though. Those do not count.

>> No.2463889
File: 26 KB, 447x500, 4957_front.jpg [View same] [iqdb] [saucenao] [google]
2463889

Does this shit get any better? I'm like 1/3rd of the way through and it's just not gripping me like Marathon 1 did.

The lack of music, in particular, is actually really bothering me. Marathon 1's soundtrack was fucking great.

>> No.2463898

>>2463867
google Chaika

>> No.2463907

>>2463795
It's more fun if you just ask in the thread, specifying what kind of experience you want.

>> No.2463927

>>2463689
noice

>> No.2463930

>>2463907
Well what I'm looking for primarily would be a megwad or a short campaign with a focus on intricate, detailed level design, difficult but interesting gameplay, and aesthetically pleasing areas.

Do you have anything in mind based on my description?

>> No.2463932
File: 1.98 MB, 1984x1443, gaz-chaika_0cb8b.jpg [View same] [iqdb] [saucenao] [google]
2463932

>>2463898
>not what I expected

>> No.2463951

>>2463930
The Darkening E2.

>> No.2463953

>>2463932
>>2463898
>>2463807
In all seriousness, the show is actually called Chaika the Coffin Princess. It turns out Chaika is a among a few other things. I think it means Seagull in Russian, but don't quote me on that.

>> No.2463957

>>2463930
You should start out with UAC Ultra (shorter campaign, simple but dynamic and well-designed levels, good visuals) and then play Back to Saturn X (megawad, gorgeous levels with all custom textures+palette, extremely well thought-oud architecturally but not quite as good gameplay).

Then there's Cheogsh and Unloved if you want an amazing atmosphere but can stomach average tier gameplay. If you ever want to try out a gameplay mod I suggest Project MSX for it's difference from the vanilla game, high production values, and actually decent balance.

>> No.2463968

>>2463951
Thank you, It looks interesting
Do you think I should play Episode 1 before Episode 2? or should I just jump into Episode 2?

>>2463957
UAC Ultra looks like what I was looking for and Saturn X looks pretty nice
I forgot to mention that I prefer indoor maps to open world maps

I'll check the others out as well
I've played around with Project MSX and I remember enjoying it

Thanks for the recommendations, I'll be sure to play them very soon

>> No.2463975

>>2463953
Yes. Chaika means "Seagull", but it's also a mark of GAZ factory cars. Trabant (her family name) is also name of a car. Lots of names in that anime are car names and references.

>> No.2463982

>>2463889
Yeah, I thought the same until I went back to Marathon 1 and noticed how lifeless it felt in comparison without any sound around me.

M2 picks up, I'm currently on my way through Infinity myself. Only on level 14 and it's getting tough.

>> No.2463992

Le epic greentext
>STAINLESS STEELE HEARTS
can't think of a name more epic
>Chapter E1M1:Rktpwr Agitation

>Just a little while ago the neverending battle of Hell and Heaven seemed a purely hypothetical subject, reserved for theological discussions, but everything changed when the forces of Hell attacked.Very little was known about them, and even less about how to fight them, beside simplest "shoot them until they die".Except for a demon "death" is just a brief interruption between the sessions of slaughter.

>They always came back,in numbers greater than before.But Earth was not going to fall without a fight. Not before half of the world's military bases literally went to hell, UAC's scientific division managed to discover a way to prevent demonic forces from opening more rifts in the fabric of space.The areas around remaining gateways to hell became places of endless struggle, an eternal battlefields where the fate of the world stood depending on the shaky balance between powers of the best Earth had to offer and abominations from the depths of hell.

>UAC became the monopolist.The only organisation capable of providing protection against demonic invasion, and nobody knew what it was that produced such effect.An advanced technology?An artifact?The only thing people outside of UAC knew is that the only safe places on Earth were in 15km radius around the "UAC HellDampener" installations, and that no demonic gate could be opened inside the perimeter.

>In the year 2XXX, UAC got intel that that the new Icon of Sin has taken reign over the demonic hordes, and the fickle balance is about to get toppled. Several teams of highly-trained marines were assembled to infiltrate one of the remaining Hellgates to either find and destroy it, or collect data about that enemy, if all else fails. After several days in Hell, only two marines survived.

>> No.2464014

>Run metroid dreadnought
>get an energy tank, nice!
>Find a 2nd one, try to pick it up
>pass through like thin air

What is with this glitch? Can anyone explain?

Also, I tried to get the 1.1 version from the github, but it's not working out, is it missing a few files?

>> No.2464048

Has any mod used monsters that shoot while moving?

>> No.2464137

>>2464048
It's a pretty tricky thing to do in Doom. Best I can think of might be Demonsteele, whose monsters have a tendency to fling themselves around and then fire shots before their momentum stops.

>> No.2464139

Why does this happen?


https://www.youtube.com/watch?v=nCF5f0hSfKg

>> No.2464151

>>2464139
Because you couldn't find a better bait?

>> No.2464154

>>2464137
couldn't it be done with a dummy actor doing firing, and the monsters having 8x it's normal (not counting mirroring) rotations where each set its offset 1-7 angles?

>> No.2464176

>>2464154
Whad do rotations have to do with monster firing? Also ZDoom can only do 16 rotations unless I'm missing something.

Maybe you want to make a special animation where the monster is moving while firing? Technicaly can be done, but you'd have to make a new moveset for every possible direction of enemy moving while it fires.

>> No.2464197

http://hdoomguy.tumblr.com/post/120996419757/yagamidra-wings-fanart-of-lost-soul-my

http://hdoomguy.tumblr.com/post/121241645337/jiffic-did-some-quick-sketches-working-with

>> No.2464201

>>2464176
>Whad do rotations have to do with monster firing?
So a monster could be temporarly issued the FRIGHTENED flag, backpedalling away from you while appearing to face you for example.
> Also ZDoom can only do 16 rotations unless I'm missing something.
Only for a given namespace, you'd have to essentially make a new set of sprites as for a different monster, where every rotation is shuffled a step.
>
Maybe you want to make a special animation where the monster is moving while firing? Technicaly can be done, but you'd have to make a new moveset for every possible direction of enemy moving while it fires.
Oh, I'm aware of that.

>> No.2464235

>>2463968
>Do you think I should play Episode 1 before Episode 2? or should I just jump into Episode 2?

You can play both, if you want.

>> No.2464247

>>2464151
what

>> No.2464334
File: 2.58 MB, 1920x1080, gzdoom 2015-06-10 23-39-57.png [View same] [iqdb] [saucenao] [google]
2464334

Perhaps fighting the BDv20 Spider Mastermind with Retail Ultimate Doom and Reshade on wasn't the best of ideas.

Meanwhile I decided to make a small custom difficulty set for personal use because I liked BD's concept of realism mode, but then I removed the speed changes, and also altered Nightmare since I'll never play proper Nightmare personally.

>> No.2464347
File: 2.64 MB, 1920x1080, gzdoom 2015-06-10 23-49-11.png [View same] [iqdb] [saucenao] [google]
2464347

>>2464334
It does admittedly look nice at other times, though.

>> No.2464362

>>2463957
I just completed UAC Ultra, it was a lot of fun. pretty much exactly what I was looking for

Though unfortunately in some later levels they decided to throw a lot of enemies at you in a big space which I find quite boring and easy

I got about and over 60% secrets except for two or three where I only got roughly 30%

I played on Ultra Violence and on the earlier levels I found it a little too easy but mid way through it got hard enough to be satisfied with

Good recommendation, thanks a lot
Later tonight I'll get started on Back to Saturn X Episode 1

>> No.2464412

>>2464014
>glitch
nah, bruh

turn off the limiter

>> No.2464414

>>2464334
>>2464347
how the fuck can you play like that

>> No.2464417

>BTSX E2 ending
2spooky

>> No.2464464

>>2464414
The first one's pretty horrible, the second one isn't so bad really. I'm just dicking around with Reshade, but the first one was the result of a map retail mod that added a shitton of fog into some maps.

>> No.2464561

>>2464464
do you use full framework reshade or just sweetfx?

>> No.2464562
File: 24 KB, 640x480, 1434025559.png [View same] [iqdb] [saucenao] [google]
2464562

>>2463634
all right i am willing to entertain the idea of upgrading its status from "unplayable" to merely "very annoying". but the part with the cages can still go take a long walk off a short plank.

>> No.2464563

>>2464561
Framework. The SweetFX options are pretty crap, the options i'm using mainly come from the GemFX options included with framework.

>> No.2464569

>>2464563
i try playing with framework, but i can't mouselook while. any help?

>> No.2464665
File: 1.38 MB, 1920x1080, Screenshot_Doom_20150516_001944.png [View same] [iqdb] [saucenao] [google]
2464665

>>2464347
Jeez turn it down a notch!

>> No.2464667

>>2464412

The limiter?

Where would that be?

>> No.2464682

>>2464667
metroid_nolevellimiter 1

i have no clue why you turned it off if you're playing offline

>> No.2464685

>someone tells you they played through a levelset with a gameplay mod the first time

What is your reaction?

>> No.2464686

>>2464685
Nothing, I do it all the time.

>> No.2464687
File: 83 KB, 384x313, free shrug.jpg [View same] [iqdb] [saucenao] [google]
2464687

>>2464665
>gun has a sight
>crosshair drawn on visor

The future is a mysterious place.

>> No.2464689

>>2464685

Disappointed, but eh, whatever. People can play what they want, how they want.

>> No.2464728
File: 1.05 MB, 1920x1080, 23 MINUTES UNTIL EXTINCTION EVENT.png [View same] [iqdb] [saucenao] [google]
2464728

I had soooooo much fun with this.
This had some goddamn atmosphere, alright.

>> No.2464735

>>2464685
i frown a bit and think "well i hope you know what you're doing and can recognise when the mod is letting you do something that the map's design didn't account for"

>> No.2464738
File: 9 KB, 114x140, Walkin.gif [View same] [iqdb] [saucenao] [google]
2464738

Reposting for shits (also because it'd be cool if anyone got some use out of this):
Made some sprites from a 3D model a long time ago, never colored/finished them. Idea was a new boss monster, but since it's clear I'm not going to use them now: here are the base uncolored sprites for anyone who does want them. (shading and animations are there, just no color/polish). Pic related, idle/floating test I did.

link: http://www.mediafire.com/download/e0thh723b862tzk/GimpDemon.zip

>> No.2464745

>>2464738

Well, if you don't mind, then I'll probably snatch these sprites up and give them a whirl in a project I'm currently playing with.
I'll hit you up on the IRC with details later.

>> No.2464757
File: 79 KB, 640x589, Fuck+chechnya_72cb23_5096534.jpg [View same] [iqdb] [saucenao] [google]
2464757

>>2464745
I absolutely don't mind. That's what they're for :-p. But yeh. Lemme know... I'm interested to see. Lemme know if you need any other obscure poses or something if it's important too.. they're easy enough to pop out so long as it's not /too/ many frames...

>> No.2464759

>>2464738
i remember this. the board hardly had the shine worn off it.

>> No.2464784

>>2464728
I would hate that event in eternall.wad

>> No.2464796

>Heretic Hexen collection only 40% off
I fucking knew this was going to happen

>> No.2464845

>>2464796
>paying for dos games

>> No.2464851

>>2464845
hell ya nigga. i also wanna buy spear of destiny. why that shit only 33% off? the other wolfensteins are 50% off

>> No.2464917

>>2464687
The sight is actually providing up-to-the-minute data to the HUD, compensated, for more accurate hip-firing.

>> No.2464927

>>2464687
Projecting a crosshair in front of a soldiers eye would be amazing, but it's still good to have backup sights for anyone who doesn't wear a helmet like that who might pick use the gun.

>> No.2464928

>>2464685
BTSX + P:MSX master race

>> No.2464929

>>2464796
>>2464851
>Cost doesn't go to original creators
>Steam refuses to fix the games, or at least ship them with a sourceport
I'll stick to pirating them please.

>> No.2464954
File: 1.72 MB, 371x209, 8HkjFrq.gif [View same] [iqdb] [saucenao] [google]
2464954

>Decide to check out the Zandronum forums
>Literally a fucking top thread where people are just shit-talking the software renderer, for being a "Cave-Age" thing

>> No.2464961

>>2464929
nigga copypasting files aint hard i do that shit with Doom. hella lazy tho even noah arc comes with a sourceport

>> No.2464968
File: 382 KB, 640x480, gzdoom 2015-06-11 23-34-40.png [View same] [iqdb] [saucenao] [google]
2464968

Why does nobody seems to talk about the PSX maps? I think that they're superb and really atmospheric.

>> No.2464969

>>2464569
bumping question

>> No.2464972

>>2464928
I did BTSX2 with OW.

It got pretty chaotic because some of the weapons fuck up mad shit, and some of the monsters can randomly make parts super easy or about 9000 times harder depending on what spawns and in what kind of terrain.

>> No.2464978

>>2464961

His other point still stands, though.

What's the point of buying the games when no one who actually worked on them is seeing a single cent of your money?

>> No.2464981

>>2464972
What's OW now again?

>> No.2464989

>>2464978
>His
Dont refer to yourself as a "His"
And your money never went to the developer ever. It went to the publisher who already paid the developer.

>> No.2464993

>>2464989
How can one man express so many pretentious assertions in one post?

>> No.2464994

>>2464989

Shut up, nerd.

>> No.2465003
File: 77 KB, 500x500, 1345809289665.jpg [View same] [iqdb] [saucenao] [google]
2465003

>>2464981
>What's OW now again?
Omg Weapons

>mfw multiple kamikaze demons from multiple directions in a tight maze

>> No.2465013

>>2464989

Dude. Romero doesn't seem to give a fuck.

John "I'm losing control of my faculties" Carmack doesn't even care for what he did yesterday.

>> No.2465020
File: 12 KB, 200x220, john_carmack.jpg [View same] [iqdb] [saucenao] [google]
2465020

>>2465013
>John "I'm losing control of my faculties" Carmack
Mmmm

>> No.2465021

>>2464796
Finished Hexen recently, now playing the Deathkings of the Dark Citadel expansion. 20 new levels! 3 new hubs!

>> No.2465024
File: 185 KB, 800x600, Screenshot_Doom_20150611_024228.png [View same] [iqdb] [saucenao] [google]
2465024

So umm i shotted an invulnsphere and this archangel spawned and revived an army of friendly demons

>> No.2465028
File: 169 KB, 800x600, Screenshot_Doom_20150611_024233.png [View same] [iqdb] [saucenao] [google]
2465028

Poor caged soldiers, they could be helpful

>> No.2465029
File: 189 KB, 800x600, Screenshot_Doom_20150611_024323.png [View same] [iqdb] [saucenao] [google]
2465029

More friends

>> No.2465030
File: 111 KB, 800x600, Screenshot_Doom_20150611_024428.png [View same] [iqdb] [saucenao] [google]
2465030

Friendly barrels.

>> No.2465076
File: 1.50 MB, 1920x1080, gzdoom 2015-06-11 18-17-55.png [View same] [iqdb] [saucenao] [google]
2465076

I love it when I can just gib an entire room. Good gore mods really help make almost any weapon pack feel like it packs a punch.

>> No.2465081

>>2465076

That lighting is beautiful.

>> No.2465353

>>2464685
I personally don't understand people who spend far more time playing gameplay mods than the default gameplay.

It convinces me that the person isnt actually a fan of doom, and is merely a fan of gameplay mods.

>> No.2465379

Looks like Sunlust beta will be very soon.

>> No.2465382

>>2465353
>It convinces me that the person isnt actually a fan of doom, and is merely a fan of gameplay mods.
Why can't they be a fan of both?
Also Doom's core mechanics are not really found in too many games so maybe they like the blend of old mechanics and new ones with their gameplay mods.

For example, I don't really see the appeal in something like Real Guns Advanced 2, but maybe they like the slower paced movement and guns alongside movement still being a focus for avoiding damage.

>> No.2465389

>>2465382
>Why can't they be a fan of both?

They can be, if they spend a good deal of time with both. My point was towards people who spend 80-90% of their playtime with gameplay mods, which are the usual suspects for playing a mapset blind with a gameplay mod.

>> No.2465397

>>2465389
Maybe they fell into a no gameplay mod slump and just want something new and kept with that while waiting for vanilla Doom to get back it's old charm.

I went through that for like a year. Now I just alternate between gameplay mods and vanilla based on what I feel like.

>> No.2465402

>>2465353
>It convinces me that the person isnt actually a fan of doom, and is merely a fan of gameplay mods.

Considering how powerful the Doom engine is now with its capabilities in modding, I wouldn't be surprised if there were a lot of people who saw it as a development engine to flex their arms and make things in.

I wouldn't really blame them, either. We've got people making complete and total overhauls that bring in entirely new levels, entirely non-Doom gameplay, and in some cases entirely new games completely.

>> No.2465405

>>2465382
>but maybe they like the slower paced movement and guns alongside movement still being a focus for avoiding damage.
Actually, RGA is as fast as Doom, its just that if you goof up, the monsters are going to wreck you. And the guns stop being slow once you add some rapid fire upgrade (Model 1887 is a crazy good weapon once you fine-tune it) I give you the point of reloading slows down gunplay but i don't agree with it.

>> No.2465420
File: 84 KB, 800x600, Screenshot_Doom_20150611_223512.png [View same] [iqdb] [saucenao] [google]
2465420

>>2465382
I gotta be honest, the ONLY way i will ever play vanilla doom is with every sound replaced by the Tim Allen grunt

>> No.2465492

>>2465405
RGA2 has slower movement than Doom.
I also don't really remember there being healing pickups but that's probably my memory being bad.

The guns are kinda slow even with upgrades.
Wasn't there a weapon limit too?

The point I was trying to make though was that you can't really get that kind of experience outside of Doom.

You could change up Doom's core gameplay a lot but generally in each gameplay mod you need to dodge and move through projectiles while attacking.

While someone who might like CoD's weaponry but not the whack a mole gameplay could get a much more fun experience through Doom.

Or hell, Bulletstorm has a Doom mod and that's way more fun than the actual game because it has fast paced gameplay and dodging to deal with enemies as it's core instead of being a regen shooter.

>> No.2465527
File: 119 KB, 1366x768, Screenshot_Doom_20150612_082123_.jpg [View same] [iqdb] [saucenao] [google]
2465527

>>2465492
>Bulletstorm has a Doom mod
Link?

Also been laying Pirates! and WTF is this shit on the picrelated

>> No.2465529

>>2465527 me
it looks like Pinkie's sprite is composed of two actors stacked on top of each other, and each billboaards on it's own, which looks weird.

>> No.2465543

>>2465527
>>2465529

It's a glitch with transparent 3D floors.
Sprites at the same height as them will clip in two.

>> No.2465545

>>2465420
I think this has been done before. Sounds real familiar.

>> No.2465549

>>2465024
>>2465028
>>2465029
>>2465030
Name of mapset, please?

>> No.2465550

>>2465545
http://www.best-ever.org/download?file=allengrunt2.wad

>> No.2465553

>>2465550
>http://www.best-ever.org/download?file=allengrunt2.wad
I thought so.

>> No.2465569

>>2465527
http://forum.zdoom.org/viewtopic.php?t=32494

Also i'm looking for space/space station and interior-based (like bases or facilities) wads that don't throw a crapton of enemies at you.

>> No.2465572

Is there a mod that makes the Doom enemies smarter? Something like Brutal Doom's enemies, but without all the other big changes, and hopefully compatible with weapon mods.

>> No.2465579

wut was that horror wad where u start in the house and you go thru the mirror and its scary as fuck with creepy music.

>> No.2465580

>>2465579

unloved?

>> No.2465582

>>2465579

Unloved sounds like it fits everything except "scary as fuck".

>> No.2465584

>>2465580
>unloved
>>2465582
thats it thanks guys iono its pretty scary.

>> No.2465586

Is it possible to add an aiming lag to the hitscanners? E.g. when they fire, they fire not straight at you, but at the position you were 1-2 seconds ago.

>> No.2465587

>>2465353
I like Doom, it's fun, it's got a very wonderful atmosphere and feeling to it and the ground gameplay is great, but there's so many mods that can do things that I really love.

>> No.2465609

>>2465569
I think sapphire might interest you
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/s-u/sapphire.zip

>> No.2465618

>>2465492
>RGA2 has slower movement than Doom.
You're thinking of Voltlock's RGA, the refined version (the one that EVERYONE plays) moves faster even if you have a heavy weapon out.
>I also don't really remember there being healing pickups but that's probably my memory being bad.
Again, you're thinking in the non-refined version. In RGH you died so fucking easy, health pickups were irrelevant.
>Wasn't there a weapon limit too?
There is but only for each type of weapons (You can carry one of each, SMG/Shotguns are on the same tier. But grabbing OneManArmy perk lets you grab 2 SMG/Shotguns, 2 Assault Rifles and carry more ammo)

I give you the point you were trying to make, i was just pointing out that RGA2 is not what you described.

>> No.2465620

>>2465586
That's their default behavior...

>> No.2465621

Could somebody please throw the files needed for Quake/Quake 2 up on Mega or wherever?

>> No.2465625

>>2465621
Bro there's a million Quake torrents on the intercunts, you could have effortlessly searched for and started the download in the time it took for me to reply to you, and it was a quick reply.

>> No.2465627

>>2465620
Why do zombiemen and chaingunners hit me when Im running then?

>> No.2465643

>>2465620
No it's not. It takes them a few tics to aim, but then they fire at player's current location, not the one it was when they began to aim. The thing is, their precision is shit, so they will rarely hit you, but whether you are moving or not makes no difference.

My idea: make them spot-on accurate, so they will obliterate you if you stand still, but also give them aim lag, so they will miss terribly if you're on the move.
Kinda remake that "bullets hitting where you just've been" and "running from bullets" action movie feels.

>> No.2465646

>>2465618
Well let me replace RGA2 with SUAB for my example then, my bad.

I'll have to check out RGH, sounds better

>> No.2465658

>>2465646
Also I meant RGH sounds better than RGA2.

SUAB is one of my favorite slow paced mods. I have to try Hideous Destructor sometime still though

>> No.2465662

>>2465572
But the other "big changes" are part of what makes BD's enemies smarter. They have more savage/strategic behavior by pouncing at you or retreating when you get close, evading your projectiles, using the environment as weapons, etc. There is no way to have smarter enemies without changing Doom's core gameplay.

>> No.2465671

>>2465625
My campus blocks torrents, otherwise I'd have done that already.

>> No.2465678
File: 199 KB, 1331x1474, cardoom.jpg [View same] [iqdb] [saucenao] [google]
2465678

>>2465550
This is amazing

>> No.2465684

>>2465662
I'd almost wonder if it'd be possible to remove all the extra attacks and keep the searching AI, but then Brutal Doom isn't exactly known for its clean code...

>> No.2465717

>>>/vg/106189021
Killing Floor 2 General says hi

actually they just had some really cool OC and as a browser of both generals I thought I'd link it here, as it's related

>> No.2465739
File: 3.14 MB, 1200x1877, DOSH.jpg [View same] [iqdb] [saucenao] [google]
2465739

>>2465717
that's good, i like that. let's repost it here.

>> No.2465779

>>2465739
I agree, just wanted the right people to get cross-thread credit, etc

>> No.2465817
File: 255 KB, 377x474, 1429331276919.png [View same] [iqdb] [saucenao] [google]
2465817

>soundtrack question

We're all familiar with the Quake OST. I think it's great but I'm not exactly familiar with what genre you would call it or where you would go to find similar music.

https://www.youtube.com/watch?v=dExAIWPkG2s

Hatred's soundtrack sounds similar in some parts and I was wondering what others here thought of it. Just the music.

It's a shame actually as while I'm sure the devs wouldn't mind somebody using a song from it in a map (still have to ask) the insane controversy around the game makes it inadvisable to use.

>> No.2465821

>>2465353
I've played the default game for 20 fucking years, I think I've earned the right to try something new.

>> No.2465835

>>2465587
>>2465821

You misunderstood me. Theres nothing wrong with liking and playing gameplay mods. I just personally don't understand playing them almost exclusively.

I've been a fan for 20 years too, and while I do like gameplay mods, I still find I'm able to enjoy doom without them.

>> No.2465837 [DELETED] 

>>2464562 (me)
maybe if i play it enough i'll stop disliking it. not sure i can be bothered though.

>> No.2465838
File: 24 KB, 640x480, 1434101597.png [View same] [iqdb] [saucenao] [google]
2465838

>>2464562 (me)
maybe if i play it enough i'll stop disliking it. not sure i can be bothered though.

>> No.2465842

>>2465817
Dark ambient, or industrial ambient.

Ah Cama Sotz, (sometimes) Aphex Twin, Ain Soph, and punk7890 do great stuff like it.
If you want the more industrial stuff, then definitely Ah Cama Sotz.

>> No.2465846

>>2465353
Do these exclusively gameplay mod playing people even exist? Aside from the supposed brutal kiddies, whose existence I'm not entirely convinced of either due to sometimes obvious false flag trolling. While I do personally know some people who wouldn't mind playing nothing besides brootal, they're not the type to interact with any Doom communities ever. (These are the kind of people who you see proclaiming brawtals superiority over vanilla on Youtube comments though)

>> No.2465852

>>2465353
I guess I'm kind of odd because I'm a bit of a purist in some senses. I like maps with a "classic doom" feel, like Scythe or Alien Vendetta, and my main source port is PrBoom+, but I also really like gameplay mods and while I don't play them as much as I play regular old Doom, I still play them quite a bit.

I always play through a map vanilla before hand though, I would rather not have the map painted in a poor light by breaking it in half the first time around.

>> No.2465854

>>2465852
Yeah, you're kinda like me, then. Heh.

>> No.2465858

>>2465817
Trent Reznor was heavily influenced by a band called Coil, while doing his Quake 1 soundtrack.

but yeah dark ambient, maybe mt. fuji doomjazz corporation, or even some contemporary composers like Tristan Murail or Gerard Grisey:
https://www.youtube.com/watch?v=cd-Kyk0d3fE

>> No.2465876

>>2465842
>>2465858
>dark ambient

Excellent, thanks guys. Hopefully I can find a map song. I'll check those bands too.

>> No.2465878

>>2465858
is that why it sucked so much? God it was so soft it was pussy-like, no metal handbanging tracks at all like in Doom. Quake just plain sucked.

>> No.2465907

>>2465878
It was written for the dark lovecraftian horror fantasy rpg quake was originally supposed to be

>> No.2465924

>>2465907
Thank fuck it didn't end up like that.

>> No.2465975

I've been messing around with DemonSteele recently, but I want to try it out with maps that are designed with 3 dimensional movement and aiming in mind. Anyone have recommendations?

>> No.2465979

>>2465858
Quake will always be underappreciated because of it's relation to Doom and people wanting Quake to just be Doom
see: >>2465878
I like Doom and Quake near equally, but in their own way. Everyone will brush off the first Quake though (don't link me to that awful Errant Signal vid).
It felt like a lot of work went in every element. Even TR seemed to have felt a sense of importance by going more closely to his industrial roots, which in my opinion has been lacking in NINs music since TDS.
The 3D design being primitive helped with the games theme dramatically, I just don't think a game like Q1 could be done successfully today if attempted.
There's my ramble

>> No.2465992

So how does MaxED's Re-Exhumed (http://forum.zdoom.org/viewtopic.php?f=19&t=47821)) compare to Powerslave EX? Because I still can't get Powerslave EX to work, even with the patch

>> No.2466010

>>2465979
Any mods to make Q1 more fun? Weapon mods? Enemy behaviour mods?
I really want to like Q1 but I find the gunplay booring.

That one overkill-like weapon mod linked few threads ago also changes the core gameplay into arena-like so... nah to that one.

>> No.2466027

>>2465878
I personally think the quake 1 soundtrack is the pinnacle of id soundtracks, and also of Trent's career.

you can ask for a closer game/score bond that that. some of the best soundscapes and atmopsheres of any game imo.

and I like metal, just always felt doom sountrack was cheesy, just like the game, you're a hardened marine who goes around chainsawing pink demons. quake was ID grown up. moody, dark, a game that seemed to have a real and serious storyline, and a total atmosphere that sold it all (for 1996 at least...)
quake 2 soundtrack was a major disappointment after the first quake. but after time it grew on me, as repetitive and bland as it is (essentially the same tone guitar and drums playing mindless riffs the entire way, with some minor non-atmospheric electronic effects.)

>> No.2466045

>>2466027
you *cant ask for a closer game/score bond *than that

>> No.2466053

>>2466010
>I really want to like Q1 but I find the gunplay booring.

Do you mainly use the double barrel?

>> No.2466062

Is there anything thats harder than Swift Death yet?

>> No.2466094

>>2466062
"Regular Day" if you're a well adjusted person. Jesus christ I didn't know there was shit like that in the doom modding community

>> No.2466095

>>2466094
Looked it up on youtube. Looks pretty fucked up.

>> No.2466138

>>2465992
It's unfinished. Only the first level is done.

>> No.2466151

>>2466138
Does that explain why the first level and training area are so fucking balls hard?

>> No.2466154

>>2466094
> I didn't know there was shit like that in the doom modding community

Ever heard about Grezzo m8?

>> No.2466169

https://www.youtube.com/watch?t=581&v=XvIFPVo00Kw

>> No.2466170

>>2466154
Grezzo is at least sort of funny, especially in an Italian context, and doesn't try to act serious.
Regular Day is just a look into some extremely edgy 15 year old's mind.
That is not a joke. TheBadHustlex is actually an extremely edgy 15 year old.

>> No.2466223

>>2466154
>>2466170
Exactly, grezzo 2 has some much less refined postal 2 type humor (imagine that). Restoring health by masturbating to pokemon and gore in first person view doesn't have any sort of merit.

>> No.2466317

>Regular Day
I looked it up on youtube, it's so edgy it's actually kind of funny. Are there any forum threads I can read to see the assharm about it?

>> No.2466331

>>2466317
http://forum.zdoom.org/viewtopic.php?t=45658

>> No.2466389

>>2465975

Good luck. There's only a small handful of ZDoom-focused projects that are A: really good, and B: don't spam custom monsters/weapons.
Only thing off the top of my head I can think of is Ultimate Simplicity, and even that has the fucking goddamn shit ass piss HUD that it forces you to use.

People need to map for ZDoom more.

>> No.2466393
File: 487 KB, 1280x720, gzdoom 2015-06-09 13-38-45-517.png [View same] [iqdb] [saucenao] [google]
2466393

>>2466389
Workin' on it

>> No.2466403

>>2466317
>it's so edgy it's actually kind of funny
this
it's still so edgy it's retarded, but I giggled a bit looking at a youtube video of it

>>2465979
Quake's biggest problem is the guns.
Shotgun sucks, SSG is mediocre and obsoletes the shotgun completely (it's fast enough that the normal SG's speed advantage doesn't matter as much as in Doom, and you're significantly better off shooting far away enemies with the nailgun than the normal shotgun, unlike Doom's shotgun, which you're only slightly worse off using instead of the chaingun).
Nailgun is neat, SNG obsoletes it completely assuming you don't miss.
At least the grenade and rocket launchers are wonderful and lots of fun. It's much more interesting to use the Quake rocket launcher than Doom's.

in Doom (at least, in Doom 1, since the SSG there is pretty busted), you're cycling through all of your weapons semi-frequently (with the only truly useless one being the Pistol -- zero advantage over the chaingun, doesn't save enough ammo to be worth it)
Quake has pretty much has four guns.

Level design is neat, the game looks nice (maybe too many textures are taken from Doom 2 with a brown+dirt filter slapped on them), water is a wonderful thing (at some point, I want to make a level for gzdoom with lots of water and slopes and shit -- would just make a Quake level, but all of the editors are a pain in the ass, and TrenchBroom keeps crashing on me (and is still a pain in the ass)).

so yeah, Quake really is pretty much Doom but different, and a lot of people really just want more Doom (especially here, in the Doom thread)
but I like what's different about Quake (the more dynamic enemies, the tight layouts, the look -- Doom's textures have this oddly washed out quality to them)

>>2465878
>no metal handbanging tracks at all like in Doom
you know, Doom has surprisingly few heavy tracks itself

>> No.2466416
File: 125 KB, 661x590, quake_fiend_2010_edit.jpg [View same] [iqdb] [saucenao] [google]
2466416

While we're on the subject, does anyone else really like Quake's monsters?
I know they're mostly a product of the game's engine, but I love how blunt and fleshy their designs are.

>> No.2466425

>>2466389
Sucks to hear. Just wanted something that doesn't make jumping seem like sequence breaking.

>> No.2466430

Been trying out Marathon. Is the control supposed to be so floaty? It's a bit awkward to move around.

>> No.2466432

>>2466403
what about the lightning gun? is that any good?

>> No.2466435

>>2466416
The fiends and scrags are cool, the rest are pretty forgettable imho. Well except the shambler too I guess, but I don't really like it.

>> No.2466448

>>2466432
I actually forgot about it. It's pretty much the plasma gun of the game (unless you use it in the water, where it's like an atomic bomb, use that way only when invincible).
Bit rare and ammo's somewhat rare, too.

Neat gun though.

>> No.2466461

>>2466448
It really really shines with quad damage.

>> No.2466471
File: 508 KB, 1280x1440, 1434132416.png [View same] [iqdb] [saucenao] [google]
2466471

HELIPAD.WAD - http://www.doomworld.com/idgames/?id=136

a nicely designed base level which you start outside of. it's pretty disjoint but the two major rooms are well made with good use of height differences.

it's really a puzzle map all about the soulsphere you see on entry. getting this requires pressing a bunch of switches in hidden places in the right order, and it's quite easy to lock yourself out of one or the other. alternatively you can ignore everything and just exit because for some reason the exit door is not locked. it was probably meant to need the red key, which is otherwise unused.

overall i wanted to like this but the odd progression made it unsatisfying. i don't like being locked out of things without even realising it.

note: there is a version in 1994tu which i completely forgot about. i didn't even get the creeping sense of deja vu.

>> No.2466483

>>2466461
i always thought it odd that quake had no bfg equivalent. but i suppose the quad damage plus an appropriate weapon was the replacement (?)

>> No.2466486

>>2466483
Scourge of armagon and dissolution of eternity did bring some meatier guns, but a proper bfg would indeed have been neat. Speaking of the expansions, those gun-stealing gremlins where amazing.

>> No.2466491
File: 791 KB, 2380x1339, fzd_DC68_image_03.jpg [View same] [iqdb] [saucenao] [google]
2466491

>>2465878
>God it was so soft it was pussy-like, no metal handbanging tracks at all like in Doom.
I know that you're trying to get an angry reaction, but I'm not going to give you one.
I'm just disappointed.

>> No.2466493

>>2466486
well, arguably they realised it was a mistake since they added an actual bfg in the sequel...

>> No.2466503

>>2466491

I would kill to have to Doom 4 look that like that -- the style, aesthetics, everything.

>> No.2466520

>>2466491
nice jizzing dick on that Spiderdemon

>> No.2466527

>>2466520
that was intentional on the part of the artist, if i recall correctly.

>> No.2466539

>>2466389
>>2466425
Looking through my ZDoom mapset folder, I've got:

Aeternum
Bella2
Dark7
Dissolution
Impossible: A New Reality
It Only Gets Worse
Mandrill Ass Project
Sapphire
The S Project
Dark Tartarus
Zaero

That's...really kind of a small handful, considering the sheer amount of massive amazing limit-removing megawads.

>> No.2466542

>>2465076
What gore mod is that?

>> No.2466554

Played Going Down. Looking for something similar in terms of unusual level progression, but without custom monsters. Custom soundtrack would be nice too.

>> No.2466571

>>2466491
>>2466503
>>2466527
The guy talked over the making of that in a youtube vid, it's really interesting to watch his work flow. I don't remember what the channel was called though.

>> No.2466587

>>2466571
https://www.youtube.com/watch?v=7fO0XV2Smiw
He's Feng Zhu. I love his cacodemon design.

>> No.2466616

>>2466491
>Giger cock gun
Perfect, although Cacos look kinda meh.

>> No.2466623

Does Grezzo 2 bog down for anyone else? Because I just gave it a shot today and it was nearly unplayable

>> No.2466624
File: 75 KB, 1023x699, larg.jpg [View same] [iqdb] [saucenao] [google]
2466624

Romero posted a few photos on his twatter. Not sure if these are available anywhere yet so reposting.

>> No.2466626
File: 74 KB, 1023x674, larg.jpg [View same] [iqdb] [saucenao] [google]
2466626

>>2466624

>> No.2466627
File: 79 KB, 1023x681, larg.jpg [View same] [iqdb] [saucenao] [google]
2466627

>>2466626

>> No.2466629
File: 113 KB, 1023x701, larg.jpg [View same] [iqdb] [saucenao] [google]
2466629

>>2466627
That's it.

>> No.2466630

giant desk skeleton is watching you code

>> No.2466634

Question.

I want to play some good old Doom again but I forgot the name of a specific WAD.

You could choose from a bunch of levels and it was basically survival where every round would be randomized.

I'd appreciate the help.

>> No.2466636

>>2466634
Reelism?

>> No.2466640

>>2466636

Yes, thanks anon!

>> No.2466651

>>2466626
>>2466630
Wonder if he used it as his "rubber ducky" for programming.

>> No.2466658

>>2466651
the image of him talking about torsionally balanced quadtrees and going "mmmm" at a large screaming skeleton is amusing, but he doesn't strike me as the type to need such accoutrements

>> No.2466673
File: 714 KB, 1280x1440, 1434145025.png [View same] [iqdb] [saucenao] [google]
2466673

The Sixth Hour - http://www.doomworld.com/idgames/?id=16747

this is a single E4-style map made in six hours in 2012. while not quite on the scale of Doom E4M2 the start is certainly very top-heavy, throwing large numbers of monsters at you from all directions, and is the most likely place to die. it eased up somewhat after i had acquired the red key - clearing the area around there makes the location of the entrance to the plasma gun secret rather obvious. after this i went the other way to the red door and found a chaingun on a pillar, which i could have done with earlier, but never mind.

we then work our way round to a room overlooking the central platform at the start of the level, this gives you a rocket launcher and teleports more barons onto the platform, adding to those that have been there since the beginning. i chose to leave the initial two alone to save ammo, and was glad i did. a bridge raises to the platform - curiously the barons are not able to walk off it, which makes killing them easier. you then go off and grab the blue key, which you saw earlier on the way to the red, and that's pretty much it.

the final thing i wish to note is the prevalence of encounters with lost souls which are rendered mostly harmless by special thing blockage. this is the one PRO DOOM STRAT that is for some reason not in the video.

a very nice and fun level which i recommend playing.

>> No.2466676
File: 227 KB, 1920x1080, gzdoom 2015-06-12 22-35-36-66.jpg [View same] [iqdb] [saucenao] [google]
2466676

>> No.2466680

>>2466542
Literally, 'Gore Mod', mixed with Droplets mostly for aesthetic value so that the resulting blood puffs aren't stock sprites.

>> No.2466681

>>2466676

I love the attitude of that mod so much

>> No.2466683
File: 2.29 MB, 1920x1080, Screenshot_Doom_20150612_163856.png [View same] [iqdb] [saucenao] [google]
2466683

So it turns out that russian remaster of Hell on Earth uses mostly vanilla textures besides the exception or two. So I decided to mess around and use the high-res texture pack out there.

Too bad the sky textures are borked, it's giving me the Doom 1 vietnam Mars sky, and the D1 skies are all broken or misplaced. Older versions were more stable about sky textures than this I swear.

>> No.2466690
File: 1.14 MB, 1920x1080, Screenshot_Doom_20150612_164039.png [View same] [iqdb] [saucenao] [google]
2466690

>>2466683
Mark making the pixelated blood 'fit in' more with the normal Doom style ironically made it stop fitting in with high-res environments. Then again, all the items, weapons and monsters are low-res sprites anyway so clashing's inevitable.

>> No.2466692
File: 1.61 MB, 1920x1080, Screenshot_Doom_20150612_163315.png [View same] [iqdb] [saucenao] [google]
2466692

>>2466690
Case in point.

>> No.2466695

>>2466683
>russian remaster of Hell on Earth
?
is that a megawad you are talking about?

>> No.2466704
File: 1.03 MB, 1920x1080, Screenshot_Doom_20150612_163800.png [View same] [iqdb] [saucenao] [google]
2466704

>>2466695
http://iddqd.ru/levels?find=HontE%20remastered

It's only 8 maps in, but compared to Ultimate Doom 2 which tried to expand and made the maps less abstract, this is basically the same maps but visually revamped and overhauled.

I recommend finding a flashlight mod of some sort, even on bright standards some of these areas are pretty dark. Ultimate Visor comes with a flashlight at least.

>> No.2466708

>>2466681
can you give us a summary of what's good about it, and how it compares with other refined BD versions such as SE? please forgive my laziness - i looked up its thread but it was 34 pages long...

http://forum.zdoom.org/viewtopic.php?t=47229

>> No.2466719

>>2466708

>Melee is now assigned to a button, you just tap it and start punching shit
>fatalities are something that happen at random, and give you other rewards besides just health like ammo, grenades, etc.
>infinite ammo pistol
>BEST FUCKING BERSERK PACK EVER
>>>/wsg/661279

It feels better designed than Burl dum

>> No.2466725

>>2466223

Is there even a Grezzo 1?

>> No.2466730
File: 698 KB, 1366x768, alien vision.png [View same] [iqdb] [saucenao] [google]
2466730

>>2466554
necropecia, eternal doom series we're all dead here

>>2466623
>>2466623
played it because i saw a yt'er play the mario part & said to myself "i gotta play that"

>that level where you can kill god

other than that, the later levels shoots my framerate in the head & kicks it in a ditch, so that why i discontinued playing it. for now

>> No.2466767

>>2466719
heh, crazy. so you just grunt loudly and the monsters all explode? well i'll try it out sometime soon, thanks for your answer.

>> No.2466784

>>2465020
>John "I'm losing control of my faculties" Carmack
Uh wait you guys you aren't saying what I think you're saying, right?

>> No.2466787

>>2466784
Hm? Twas a story from Masters of Doom. Romero got Carmack drunk for the first time in his life and he simply said "I'm losing control of my faculties.".

>> No.2466789

>>2466784

It's a story on Masters of Doom, back when he was at id developing Keen, iirc.

>> No.2466802

>>2466704
is the darkdoom flashlight good, or do you have a better one in stock?

>> No.2466815

>>2466802
It's the only flashlight mod that even seems to function anymore. Ultimate Visor has a less bright and somewhat more narrow variant of it. Someone was working on a Half-Life-style flashlight, the same guy who did the footsteps mod, but progress on that went quiet a month or so ago.

beam flashlight, the one you're looking at, isn't all that great but it gets the job done

>> No.2466838

>>2466787
>>2466789
Oh thank god, I thought it was a reference to Carmack getting alzheimers. I've seen firsthand how that shit ruins someone and everyone around them.

>> No.2466858
File: 282 KB, 1280x720, 2dO2bg3[1].jpg [View same] [iqdb] [saucenao] [google]
2466858

We were supposed to have an update ALMOST TWO YEARS AGO

I really hope he gets something going to get the hype rolling again

>> No.2466863

>>2466858
for reelism? yeah...
this mod reminds me of smash TV for some reason

>> No.2466867

>>2466858
>Pic

COME ON AND SLAM,AND WELCOME TO THE JAM

>> No.2466985
File: 16 KB, 250x128, 1428077099682.jpg [View same] [iqdb] [saucenao] [google]
2466985

"it seems like it could be fun" -HDoomGuy on his expectations for Doom 4 at E3 2015

>> No.2466996

>>2466985
Honestly i'm not even looking for something mind-blowing, genre-revolutionizing or even stellar. I just want a fun shooter that I can keep coming back to over and over.

>> No.2467015

>>2466985

Sounds about right.
Seems like it could be. Seems like it also couldn't be.

Not like we have anything to go off of, with a grand total of seven seconds of footage between both teasers.

>> No.2467041

I remember a mod that was on the moon and the first level had tyrian music. Anyone know what the mod was called?

>> No.2467063

>>2467041
Mars War? only thing that comes to mind

>> No.2467073
File: 1.91 MB, 1920x1080, gzdoom 2015-06-12 21-14-34.png [View same] [iqdb] [saucenao] [google]
2467073

>>2465076
A day later with Brutal Doom j20 - 'Classic Experience'. Not a big fan, i'd honestly prefer if the weapons were more like their vanilla counterparts since the creator went through the effort of trying to vanilla-tize the enemies while keeping their AI.

>> No.2467086
File: 24 KB, 500x372, fat fuck.jpg [View same] [iqdb] [saucenao] [google]
2467086

>>2466624
Is that romero's jacket? What a homo.

>> No.2467089

>>2467041
Lunatic.

>> No.2467091

>>2467089
that was it thank you

>> No.2467143

>>2467073
>since the creator went through the effort of trying to vanilla-tize the enemies

What did he change?

>> No.2467167

>>2467143
They use special attacks much less (aka the Imps don't spam fireballs and leapslash anywhere near as often), and their speeds were slowed down to more vanilla-like levels. It's strange just how radically different the enemy speeds make things when the gameplay's still Brutal Doom essentially.

I wouldn't say it's a great BD tweak, it's just an interesting alternate variant of BDj. But I don't mind the less dickish enemy speeds and attacks.

>> No.2467196

>>2467063
Mars War is on Mars, not the moon.

>> No.2467212

>>2463628
http://www.doomworld.com/vb/wads-mods/68089-sunlust-betar1-released/ Sunlust beta is out

>> No.2467325

What program is recommended for capturing GZDoom gameplay?

>> No.2467330

>>2467325
DxTory is beast

>> No.2467359

>>2467330
DXtory doesen't always work. Bandicam is sort-of more reliable in this regard.

>> No.2467361
File: 138 KB, 597x592, 1431923328953.png [View same] [iqdb] [saucenao] [google]
2467361

>>2467212
Holy crap, gotta check that out

>> No.2467371
File: 228 KB, 802x640, Screenshot from 2015-06-13 02:03:08.png [View same] [iqdb] [saucenao] [google]
2467371

Holy shit, picked up the Anti-Freak Jackal for the first time while using a pistol scout, this thing is going to be the death of me. EXPLODING BOOLETS.

Pic related, murdered all these barons and accidentally killed the backpack with them.

>> No.2467439
File: 25 KB, 118x158, phallic_knives.png [View same] [iqdb] [saucenao] [google]
2467439

>>2466730

>> No.2467457

>>2466416
I think the fiend is kinda cool and 10x better than Doom's demon but that's it.

>> No.2467464

>>2467371
>accidentally killed the backpack with them.
I know that feel.

By the way, the something awful forumshave a megathread for roguelike LPs. forums.somethingawful.com/showthread.php?threadid=3720568
There's a DoomRL one that's pretty good, including an Angel of Marksmanship (pistol only, basically).

>> No.2467674
File: 421 KB, 467x491, why.png [View same] [iqdb] [saucenao] [google]
2467674

shareware version of this meme. distribute at will.

>> No.2467793

>>2466996
> I just want a fun shooter that I can keep coming back to over and over

Unfortunately too few games like that exist these days. Companies forgot about "fun" and started caring more about "hype & profits" a long time ago

>> No.2467824

>>2467793
For me, a shooter like that was a Borderlands series.
I played the first one through a total of 24 times, with all the DLC's (I maxed out 12 characters, which requires you to play through it 2 times witrh each, on regular and higher difficulties)

The second one - 20 times, all DLC's included (note that all DLCs combined provide about twice as much content as the main game itself)

The "pre sequel" (basically a glorified DLC for the 2nd one) - only 2 times, because it was not made by original devs, and missions got boring fast.

I played the games for about 3 or 4 years nearly straight, so maybe I just burned out on those series, and should come back to them later, but I don't feel like playing them again now.


Actually I was thinking about implementing kind of the same shoot-and-loot mechanics in DooM, but the doubt in my modding skill stopped me.

>> No.2467830 [SPOILER] 
File: 638 KB, 597x575, 1434205172187.png [View same] [iqdb] [saucenao] [google]
2467830

TOMORROW

>> No.2467832
File: 1.34 MB, 320x180, icon of bitch.gif [View same] [iqdb] [saucenao] [google]
2467832

>>2467830
I'm bracing myself.

>> No.2467848

>>2467824
Borderlands series really does have replay value, yeah. I didn't even mind Pre-sequel that much.

I really hope Gearbox keep the humour to being more like it was in BL1 when they make the inevitable BL3. I do like the gameplay in BL2, but the humour was extremely overbearing and unfunny for the most part.

>> No.2467851

>>2467848
revert* not keep.

>> No.2467906

>>2467848
I'm surprised that Gearbox is still in business at all after the shit they pulled with Aliens: Colonial Marines

>> No.2467937

>>2467906
They did it with Sega's money, so the only thing they lost was a consumer's trust (which they already blown by that point anyway)

>>2467830
Get HYP^W AGITATED!

>> No.2467963

>>2464929
>Cost doesn't go to original creators

That's the case with most games. If they are lucky they will get a shitty royalty but most the time they get paid in advance to develop it and then the rest goes towards the publishers.

>> No.2468008

>>2467937
Well, that's not all. They used Sega's money to fund Boarderlands 1 & 2 as well as used it in obtaining the rights to Duke Nukem after 3D Realms' collapse

>> No.2468026

>>2467963
i am fairly sure that kind of deal was not the case with doom

>> No.2468030

>>2468026
Yeah id is the exception, I'm just sick of people using that argument towards almost every video game even if they aren't self published.

>> No.2468034

>>2468026
Bethesda owns id and all of it's intellectual properties though, so I don't see a reason why Carmack, Romero, and the others would get royalties

>> No.2468036

>>2466730
Didn't like it, but thanks anyway.

>> No.2468043

>>2468034
ah i see we are talking at cross purposes. you are speaking of the contemporary situation, whereas i was talking of the situation under which the original games were published.

i agree since id was absorbed/subsumed/appropriated/swallowed by zenimax there ceased to be a reason to hand over money for older titles, and i believe this conversation began over said older titles (somebody complaining about the price of wolf/spear/heretic/hexen on steam).

>> No.2468056
File: 910 KB, 1280x800, Screen Shot 2015-06-14 at 12.12.01 AM.png [View same] [iqdb] [saucenao] [google]
2468056

Hoyl shit, you guys. Brutal Doom v20 brought me to this thread, but my god, fucking Demonsteele. Turned Doom into the first game I played that made me feel genuiely like a superhero.

I'm having way too much fun, you guys.

>> No.2468057

>>2468056
Glad you're having fun!

>> No.2468059

>>2468056
Set your sprite clipping to smarter, for the love of god.

>> No.2468060
File: 1.29 MB, 1280x720, the proper way to play doom.png [View same] [iqdb] [saucenao] [google]
2468060

>>2468056
Demonsteele is pretty great.
turn your goddamn texture filtering off

>> No.2468061

>>2468056
turn off your god damn filters

>> No.2468067

>>2468056
Glad to have another bro hanging around. Hope you hang a while and get to play with more mods.

>> No.2468068
File: 56 KB, 544x468, 7e7.jpg [View same] [iqdb] [saucenao] [google]
2468068

>>2468060
That screenshot.

>> No.2468070

>>2468059
>>2468060
>>2468061
I'm new to this. All I have is Brutal Doom, Demonsteele and a bunch of Skybox mods.

>Set your sprite clipping to smarter
How do I do that? Can't find it in Display
Options

>>2468061
Not using any filters. I've barely touched GZDoom's OpenGL settings.

>> No.2468071
File: 188 KB, 838x727, Gore.png [View same] [iqdb] [saucenao] [google]
2468071

>>2466680
>literally gore mod
Uhhhh...

>> No.2468073

>>2468070
>Not using any filters.

You are, actually, GZDoom defaults to them on for some godawful reason.
Go to Options > Display Options > Open GL Options > Texture Options > Texture Filter Mode > None.

This increases your FPS, reduces system strain, and doesn't smudge up all of the sprites so you can see everything crisp and clear.

>> No.2468074

>>2468070
Display options → OpenGL options → Preferences
Adjust sprite clipping → Smarter

Display options → OpenGL options → Texture options
Texture filter mode → None
High quality resize mode → Off

>> No.2468076

>>2468070
>>2468074
If you need any more info on what different options do, go to ZDoom Wiki.

>> No.2468079
File: 531 KB, 1280x1600, Screen Shot 2015-06-14 at 12.32.56 AM.jpg [View same] [iqdb] [saucenao] [google]
2468079

>>2468074
Thanks.
So top is "Adjust sprite clipping" = Always
And bottom is "Adjust sprite clipping" = Smarter
In this case, wouldn't "Always" be better than "Smarter"?

>> No.2468080

>>2468070
it is a matter of some consternation to many that the gzdoom defaults are to have all the texture filters turned on. gzdoom's developers basically disagree with a significant number of users on the issue.

>> No.2468082

>>2468079
Sprites worked differently in software render, sso no option will be able to replicate original behaviour. Smarter and Always are the best options in my opinion.

From ZDoom Wiki:
Always: Offsets are always adjusted if they make the sprite sink in the ground.
Smarter: Offsets are adjusted in a wider range of cases than with "smart", including if they sink in the ceiling. The amount by which they are adjusted is scaled according to the overall height of the sprite. Very small sprites (such as POB2A0) are visible, contrarily to "smart", even if they are offset in the ceiling (such as CDRP[ABCD]0); and tall sprites (such as TGRNA0) do not seem to hover above the floor, contrarily to "always".

Also, I advise you to set your Sector light mode to Software. Makes lighting closer to the original.

>> No.2468087
File: 310 KB, 1400x1050, Screenshot_Heretic_20150613_143532.png [View same] [iqdb] [saucenao] [google]
2468087

I can't get weapons to display in Heretic using gzdoom (pic related). Is there a solution to this?

It started happening when my GPU (GTX 560) died and I had to replace it with and old Radeon HD 4350 that I had.

I could sometimes make it work by changing the game to fullscreen and back to windowed mode, but now even that doesn't work.

>> No.2468091

>>2468087
Check if Show Player Sprites in Display Options is set to On.

>> No.2468095

I don't need to tag sectors if I use action 1 DR OPEN WAIT CLOSE

>> No.2468096

>>2468091
It is.

>> No.2468097

Is anyone disappointed with Brutal Doom v20?
I don't like the majority of changes including...
Grenades
Dual Wielding
Revenant's Fireball slowdown
Ball sack swinging from shotgun
New aim down sight for assault rifle
nerfed the shotgun
nerfed the BFG
nerfed the rocket launcher
The model for the plasma gun is too boxy
The Chainsaw is worthless now


There's a couple of good things and some things I'm neutral about but it seems to me that v19 is better

anyone else think so as well?

>> No.2468101

>>2468095
right? I forgot to ask my question, sorry. It's fine if I leave the tag as 0, no?

>> No.2468103

>>2468097

Yeah, a lot of the changes in v20 are fucking stupid.
Oh well. Lots of other mods to play.

>> No.2468106

>>2468097
Nerfed Rocket Launcher is the only thing that bothers me right now. Maybe He'll fix some of that stuff in the upcoming update.

>> No.2468109

>>2468106
That's one of my main complaints, It takes 7 shots with the rocket launcher to kill a baron now

>> No.2468110

>>2468097
There's a lot of that I'm forgetting honestly, one I just remembered was that now demons have a chance to survive a "death" and come after you again or bleed out

>> No.2468114

>>2468101
>>2468095
yes, you are right. manual (D1/DR) doors do not need tag numbers, they always act on the back sector of the linedef.

>> No.2468123

>>2466416
I just wish the monsters were more fragile, so the guns would feel more awesome. 2 blasts of a SHOTGUN to kill a STARTING ENEMY!

>> No.2468159

>>2468123
>Quakes guns suck because shotgun is weak

Shotgun in quake is basically Doom's pistol. Your meant to be using the other weapons.

>> No.2468160

>>2468123
If there's one that bugged me about Quake, it's that technically speaking enemies have low health counts, but they made the weapons really weak to compensate besides the Rocket Launcher and Thunderbolt.

The result was a game from the same people that made shotguns awesome in Doom, that had the shotgun as the equivalent of a pistol that you never want to use again after other guns replace it in efficiency. And even the super shotgun is just basically a slower but stronger shotgun that might as well be a straight upgrade.

>> No.2468169

>>2468160
The nailguns are anything but weak. They are actually more effective against shamblers than the rocket launcher.

>> No.2468178
File: 2.54 MB, 680x384, gzdoom_2015-06-12_23-05-39-84.gif [View same] [iqdb] [saucenao] [google]
2468178

>playing doom with reshade
>can not aim with the mouse, only use the keyboard

help

>> No.2468186

>>2468097
being able to unload ammo from a weapon you are not using is occasionally useful

>> No.2468189

>>2468097
Honestly I'm still playing v19 over v20.

I feel like rather than trying to add more features and stuff (unless it's stuff that really really fits the rest and doesn't change existing gameplay too much) Mark should have focused on finalizing v19, making it the best version of what already existed that he could. Touching up/color matching sprites where he felt it was needed, fixing bugs, optimizing, and basically just general polish.

Then after that if he wanted to release later versions of BD that change up a bunch of stuff, go ahead and do that. But I feel like from version to version no version really felt completely polished, it was always a tiny bit more polish and then more features rather than ever reaching a point where the whole thing felt finished.

That's just my >opinion though.

>> No.2468206

>>2468186
Yeah I mean there are some good additions in v20 like the double barrel shotgun knocking down Mancubus now, Marines follow you level to level and some more

But my personal opinion is that v19 is better than v20 currently, the few upsides to v20 will be missed by the many downsides to v20 won't be

>>2468189
Yeah I agree, The problem I've seen with Brutal Doom is that mark likes to add new things and do small but many changes (some pretty important like with the rocket launcher nerf) rather than just polish everything to a fine detail

>> No.2468209

>>2468159
yeah but it's a SHOTGUN, slow firing but powerful. making it weak goes against all expectation.

>> No.2468210

>>2468206
The other issue is that he will sometimes add a feature only to take it out in a later version, meaning that all the time and effort put into the feature ended up ultimately being worthless.

>> No.2468215

>>2468189
>>2468206
>>2468210
i think he knows his audience, most of whom come from outside the core set of doomers and care more about novelty and features than polish

>> No.2468231

>>2468215
I don't think so because every new update there aren't many new features, the majority of his updates are subtle changes to the game

I think Brutal Doom gets a bad wrap because it attracts people outside of the core set or new people to doom, though it is accessible I don't necessarily think he caters to that demographic as much as people say so

>>2468210
That's true, I think instead of adding version after version it would end up being more beneficial to stick to one version and finely tune it rather than advertising new versions with new features

>> No.2468258

>>2468079
I'm late, but just so you know, "always" tries to correct everything including projectiles. This means projectiles won't actually be where they look to be, the sprites will be off-center.

Look at a doom imp fireball, then swap the settings back and forth.

>> No.2468308

How do I get Brutal Doom v20 and Plutonia to launch correctly through ZDL? Each time I select Plutonia to launch it takes me to its main menu but loads up Doom 2's first level. What am I doing wrong?

>> No.2468312

>>2468308
is it being loaded as an pwad instead of iwad?

>> No.2468313

>>2468308
You load Plutonia as the IWAD, you don't load it as a PWAD over Doom2

>> No.2468314

>>2468231
>stick to one version and finely tune it rather than advertising new versions with new features
that seems to be pretty much what the offshoots are :)

>> No.2468316

>>2468312
>>2468313

I'm retarded when it comes to this stuff, sorry. It's on the left side of ZDL as an IWAD, is that you're referring to?

>> No.2468318

>>2468314
Pretty much but I still like Brutal Doom

>> No.2468319
File: 15 KB, 501x438, IWADs in ZDL.png [View same] [iqdb] [saucenao] [google]
2468319

>>2468316
I dunno what version of ZDL you have, but Plutonia should be where the IWADs are like Doom, Doom2 and ext

>> No.2468320

>>2468316

fuck me, I'm actually retarded. meant RIGHT side, not left.

>> No.2468323
File: 167 KB, 1696x555, ZDL.jpg [View same] [iqdb] [saucenao] [google]
2468323

>>2468319

Yeah, sorry, I'm an idiot. Here's what it looks like for me

>> No.2468325

>>2468323
Remove Brutalized Doom and see if it works for you.

>> No.2468328

>>2468325

Yep, that worked. Thanks m8

>> No.2468329

>>2468323
>loads brutalized doom 2 levels in plutonia

No wonder you were getting Doom 2 levels.

>> No.2468330

>>2468323
jeez, that's a lot of addons...

>> No.2468334
File: 16 KB, 1017x242, 1434227797.png [View same] [iqdb] [saucenao] [google]
2468334

that guy has the worst case of self-importance. imagine posting an entire thread about how you're officially not using some mod anymore.

>> No.2468338

>>2468319
>Doom64
How do you get that to launch from ZDL?

>> No.2468339

Zandronum mouse fucking sucks. I don't know why, but it feels like there is some kind of smoothing and input lag. I tried everything. Nothing helps. I'm done with Zandronum.

Is GZDoom multiplayer stable enough for 2 players. I saw reports of successful 2 player multiplayer in GZDoom. Any advice? I know how to set it up. Going to test it tonight. Hope everything works out. Had some issues before, but didn't took enough time to test everything properly.

>> No.2468345

>>2468339
yes, as long as you're playing a map that doesn't contain anything that needs random numbers to function, there's nothing to go out of sync.

>> No.2468346

>>2468334
>Random Deaths & Decorations
>Literally Smooth Doom with less features.

nuff said

>> No.2468354

>>2468346
I thought Smooth Doom was based off of Random Deaths & Decorations, no?

>> No.2468368

>>2468354

Nope. Smooth Doom was actually started by Mark, but after he was banned Gifty took over. Random Deaths & Decorations appeared after Smooth Doom.

>> No.2468378
File: 27 KB, 990x490, MrHands.png [View same] [iqdb] [saucenao] [google]
2468378

More straight rendered monster sprites (not cleaned up though these ones have color) for general community use.

It's a multi-armed no-legged creature with sharp teeth that I saw in a dream once (in the dream they were friendly). An old model (probably 5-6 years) I decided to make monster frames from.

Animation frames:
Idle
Walking
Bite attack
Hanging from ceiling
Climbing along ceiling
Attack from ceiling
Pain state
Ceiling pain state

No death animation, since it flopping on the ground would be boring and animating limbs falling off would be better suited to aseprite or some other spriting program. 176 frames total.
Link:
http://www.mediafire.com/download/dj2xr2mjvdub8cf/MrHands.zip

>> No.2468394

>>2468097
Pretty much, yeah.
Feels like a metamod to BD rather than BD itself, if you know what I mean.

>> No.2468397

>>2468394
Yeah I know what you mean

>> No.2468413
File: 57 KB, 74x98, groovin pepe.gif [View same] [iqdb] [saucenao] [google]
2468413

>>2463627
>tfw you were born in 1994 and will never frag your friends after school in lan death matches

>> No.2468447
File: 170 KB, 1024x768, Screenshot 2015-06-13 23.04.08.png [View same] [iqdb] [saucenao] [google]
2468447

Well this is surreal

>> No.2468479
File: 169 KB, 640x480, first_person_view.jpg [View same] [iqdb] [saucenao] [google]
2468479

What would you guys think of a mega-wad that turned everything in Doom, Doom II, Plutonia, and Evilution into clay-like environment ala the Neverhood?

>> No.2468483

>>2468378

This is rad as hell, thank you.

>>2468479

Foreverhood was making great progress, then stopped for some reason.

>> No.2468489

>>2468483
>Foreverhood
Sounds interesting, I'll be sure to check it out

>> No.2468541
File: 28 KB, 305x260, 1432659962491.jpg [View same] [iqdb] [saucenao] [google]
2468541

>>2468483
No problem.

>> No.2468572

>>2468479
That would be rad.
Replace the music with covers similar to Neverhood's tracks as well. All guitar replaced with either acoustic or kazoo.

>> No.2468596

Doom 4 reveal tomorrow niggas.

You hype?

>> No.2468606

>>2468596
Rather anxious, if anything.

>> No.2468612

>>2468596
niggas?

>> No.2468614

>>2468596
>>2468606
More interested in getting my hands on that Doom 4 beta that you get for pre-ordering The New Order.

>> No.2468619

>>2468606
don't worry it's gonna be great, I can feel it. I'm good with these things

things cant be shit forever, the tide must turn some time. doom 4 will be very good anon. believe me. not as great as the originals obviously, but damn good in its own right.

>>2468614
I had an access card with the code to the doom 4 beta that i got with wolf tno but I lost the fucking card. I cant believe i did that either.

>> No.2468621
File: 340 KB, 1280x720, Screenshot_Doom_20150613_195638.png [View same] [iqdb] [saucenao] [google]
2468621

>boss on first round
>get this motherfucker

Welp, nice knowing you guys.

>> No.2468623

>>2468612
I'm hype. I seem like one of the few people on /v/ and /vr/ that is though.

>> No.2468628

>>2468596

Not really, no. Still going to watch it just in case it's better than I expect.

>> No.2468635

>>2468619
Unless It's Doom 1 & 2 .5 then I'm not excited in the least

If it's an atmospheric horror game (doom 3) then I don't care at all

>> No.2468646

>>2468623
Most people on 4chan thrive on negativity because they're sexually frustrated retards. They also think it gives them brownie points to turn their noses up at everything. It seems they harbour a strange misplaced sense of elitism despite being literal shitters that aren't good at video games; Doom included.

That's why they call everything shit without even giving it a chance. Don't let the spergs get you down friend. This is all they have.

>> No.2468659 [DELETED] 

>>2468646

Or, alternatively, because Bethesda's put out nothing but shit lately.
But your theory is more conspiracy-friendly, so let's go with that.

>> No.2468673

>>2468659
>nothing but shit
There's that patented 4chan negativity again. Keep up the good work anon.

>> No.2468692

>>2468621
wait wait wait, i never saw that boss before

>> No.2468695

>>2468621
I swear I saw a fucker like this replace the Spider Mastermind in Demonsteele, infact it may be the same boss.

>> No.2468702

Does anyone know of any gameplay mods without hitscan other than GMOTA? I'm really digging it, but I want to find something more doom-centric. .

>> No.2468705

>>2468702

DemonSteele doesn't have any hitscans, but it's decisively not Doom-centric.
In fact, I say it's probably even less Doom-centric.

>> No.2468707

>>2468673
Hey dude, I was that pessimistic before I played in the chan.
A bit of respect pls.

>> No.2468712

>>2468673

Thanks, douchebag. At first I had doubts about this patent, holding onto a monopoly of being the only people in the world allowed to call games "shit", but it turns out it's been fantastic.
Every time I insult a game, I get paid a nickel because only 4chan is allowed to dislike a game.

>> No.2468715

>>2468635
they say its not going to be an atmospheric horror game. They said its going back to the originals. I mean they even had the same door opening sound effect as the originals

but holy fuck im nervous.

>> No.2468729
File: 20 KB, 516x276, ceILZMZ.png [View same] [iqdb] [saucenao] [google]
2468729

>>2468695
That it is. Kinsie revealed him on page 80 of the Reelism thread on Zdoom

>> No.2468746

>>2468702
Brutal Doom

>> No.2468760

>>2468596

I'm hype, because I was there for the Quakecon reveal and want to see more.

>> No.2468778

Beat
DOOM
DOOM 2
Plutonia
TNT
DOOM 64

now im bored, is plutonia 2 worth it? any other good vanilla doom wads?

>> No.2468785

>>2468778
crusades

>> No.2468794

>>2468785
>melee w/ weapon
>up and down mouse movement
>reloading
>new guns

thats not vanilla anon

>> No.2468797

>>2468760
Judging from that, you think it's solid enough for a genuine gameplay reveal tomorrow? And i'm guessing you really want to play that Doom beta?

Infact this is probably the perfect time for Bethesda and iD to announce when the beta will occur.

>> No.2468798

>>2468702
Wild Weasel's NazisV2

>> No.2468801

>>2466858

So glad that he finally got up his arse and stopped fucking around with SFM faggotry. Reelism is one of the only reasons I have ZDoom in my computer

>>2468621

>that pic
>Nothing on the zdoom thread
>implying tumblr keeps filenames

Hey sup Kinsie.

>> No.2468803

>>2468778

Doom the way id Did
Jenesis
BTSX series

>> No.2468819

>>2468803
they're lookin good thanks anon

>> No.2468820

>>2468646
I'd hate to say it but eh, I don't have much faith in Doom 4, just high hopes more than anything, but when it comes out we'll see if it can be as good as the hype can live up to.

>> No.2468914

>>2468794
what? you can't possibly be talking about CRUSADES.wad

>> No.2468939

Look, I am not the kind of dude who does media references on the internet but...

Rest in peace hex11. The hero the Doom community deserves, but not the one it needs right now

>> No.2468949

>>2468939
whois hex11 abd why should i car

>> No.2468950

>countdown timer on doomworld forums

o man the hype is real AND IM FEELIN IT

>> No.2469000

>>2468950

I had to turn off ublock to see it. Shouldn't be happening. Anyway, here's the thing to whitelist, in case people might care

###doom4countdown

>> No.2469023

>>2467832
the first few times I looked at it, it kind of looked like his arms spun more than 360 degrees around his whole body when punching

>>2468715
I'm so nervous. I want it to be good. I want to see something fast and exciting again. Looping map design with keys and monster closets and secrets and shit.

>>2466863
upon reading those words, I downloaded it
and hot fuck, it really does

so great

>> No.2469043

What would would make Doom 4 not a disappointment in your eyes?

>> No.2469046

>>2469043

Sick-ass monster designs

>> No.2469049

>>2468338
Sorry I'm a bit late, had work. Add Doom64EX to the source ports and the generated Doom64EX to your IWADS

>> No.2469054

>>2469049
Add Doom64.wad to the IWADS is what I meant

>> No.2469068

>>2469043
Awesome design and aesthetics
Fast pace
High replayability
Carrying all the weapons at once
Reloads that don't interrupt gameplay, if they exist at all
Fast movement

>> No.2469071

>>2469043
Return to classic gameplay with necessary modern updates. Also mods

>> No.2469089

>>2469068
>>2469071
No reloads are confirmed, carrying all weapons is confirmed. Pace and movement depends, we only have what those who went to Quakecon stated to go on. And replayability.. Well, I hope it's more than Wolfenstein The New Order's kinda half-assed attempts at replayability.

>> No.2469174

>>2468621
>Devildriver
>revelation machine

someone likes metal

>> No.2469229

>>2468378
reminds me of a shivan from freespace

>>2469043
mod-ability and mapping tools. Even if the initial released sucked, then at least the fanbase could churn out some decent content

>> No.2469261

>>2468479
Agree, that would be supremely rad.

>> No.2469276

MAP03 almost complete

http://www.best-ever.org/download?file=gbadmplusv2c.wad

>> No.2469295

>>2469043
make a game that feels something like Doom 1 or 2 but with nice, modern graphics
That's it, really.

ideally it'd be easily moddable, but that's getting my hopes up too much

>> No.2469303

Are Quake levels designed to be pistolstarted? After playing Doom like this was the most amazing shooter experience I ever had, playing Quake feels boring, it's like you SHOULD be able to pistolstart it, but there's the autosave thing.

>> No.2469347

>>2468413
>doom and halo were the only multiplayer games people managed to sneak onto the schools computers when I went to highschool on 2004-8
>had studyhall wide lan parties if you had a classroom with computers and a teacher who didn't give a fuck

sometimes the teachers even joined in, I had a teacher give me pointers when I was playing nethack

>> No.2469361

why dont we see new indie fps made in the same vein as wolfenstein/doom

>> No.2469371
File: 168 KB, 640x480, DOSBox%202014-09-30%2016-43-37-08[1].jpg [View same] [iqdb] [saucenao] [google]
2469371

>> No.2469372

>>2469361
Because everyone tries to shoehorn in procedural generation and RPG guff.

>> No.2469389

>>2469371
What is this, a furfag shooter?

>> No.2469394

>>2469371
I recognize this, but I don't know where from.

>> No.2469395

>>2469361
Wrack. Made by former DooM modder. Its... Fairly meh IMO. Overall design is boooooring.

>> No.2469401

>>2469389

lol bruuh that's far from being that

nitemare 3d, look it up

>> No.2469423

>>2469401
Well, the guy being blasted looked like some furry to me

>> No.2469470

>>2468950
>>2469000
Hilariously using exactly the same style as "/b/'s favorite" website, motherless. Linguica is a pervert...

>> No.2469475

>>2469470
>exact same style

it's a fucking countdown

>> No.2469484

>>2469395
None other than Skulltag's very own Carnevil

>> No.2469486
File: 3.21 MB, 477x344, K2Ygwrp.gif [View same] [iqdb] [saucenao] [google]
2469486

looks like doomkart is alive and well

>> No.2469491

>>2469486
Lol, now I've seen everything.

>> No.2469518

>>2469486
What is this and where do i get it

>> No.2469519

>>2469491
https://www.youtube.com/watch?v=7RDML2IGG1g

>> No.2469528

>>2468797

Well the reveal had a good amount of gameplay already, so I would hope they would have new stuff to show everyone. I was very impressed considering I expected it to be shitty.

I would like to play the beta, but I never got Wolf TNO so I don't really have a means to play it when they come out with it.

>> No.2469542

>>2468939
yes, please to be explaining what you are talking about.
>>2468949
hex11, the purist's purist. wants every mod and map to be vanilla or at least have the low-fidelity look of the early years of mapping. thinks too much detail ruins maps (and on that score i agree with him).

>> No.2469546

Honestly I'm more excited for Shadow Warrior 2 than Doom 4.

>> No.2469549

>>2469546

What the fuck ever happened with the No Wang project? Did Cropsy ever got the money?

>> No.2469551

>>2469546
Is that actually happening? Will it have better level design?

>> No.2469552

>>2469546

The whole "70+ WEAPONS AND RANDOMLY GENERATED LEVELS" has me worried though

>> No.2469565

>>2469519
Thanks, you owe me several dozen IQ points.

>> No.2469575
File: 650 KB, 2200x2286, A GIANT CYBERNETIC TWO.png [View same] [iqdb] [saucenao] [google]
2469575

>>2469551
The teaser came out a couple days ago.
https://www.youtube.com/watch?v=1-PfKun0R70

>>2469552
Wild guess but I suspect they'll be going for something like Binding of Issac and Payday 2, where you get a random arrangement of tiles that have various configurations.

As to weapons, if there's going to be the same types of weapons, that means 10 swords, 10 pistols, 10 machine guns, 10 sniper/bow weapons, etc, so I'm not hugely worried about that. Worst case scenario is Borderlands style bullshit, at which point I'm not going to buy it and I'll send a actual physical paper letter to Flying Wild Hog's CEO asking him why he's a idiot.

>> No.2469687

>>2469372
I don't understand why progression and procedural generation are bad - just *do it fucking right*, make a real campaign mode, real levels, real game, then ADD a random generated mode and mod support to extend the life of the game

>> No.2469692

>>2469687

People usually don't have the time and resources for that, it's an all our nothing deal.

>> No.2469718

>>2469687
>make a real campaign mode, real levels, real game
This is the part they never do because making real content is hard but making a generator to shit out tons of samey looking dungeons with no interesting designs is easy.

>> No.2469721

>>2469361
i've seen a few tries at it, but i think people really misunderstand what made doom good, which is why so many games miss the mark.

>> No.2469728

>>2469395
yeah. it's not terrible, but there's nothing interesting about it _at all_.

>> No.2469731

>>2469687
The thing is, rarely anyone ever uses proper /iterative/ procedural generation.

What I mean: First we get room's shape, then for that shape there's several visual variations (textures/props), then for that combo of texture/shape there's several variations of decoration placements, then several different hazard/enemy placements etc. iirc that's how OBLIGE does stuff.

Usually they just have a preset number of rooms/tiles without any additional generation going in within those tiles, so everything ends up being repetitive. Nearly all "procedural generation" games commit this sin.

>> No.2469761

>>2469731
I feel this is worthy of another thread's worth of discussion, but in general I agree.

Yeah, it's harder, but do you wanna make a game and quickly cash out, or do you wanna make a fucking platform that will be an immortal gaming legend and sell millions?

Levels and gunplay first. Always. Guns are the primary way you interact with the world, so they *need* to feel good. Levels are like, puzzles, and well designed levels can tell a story on their own.

I gladly welcome RPG mechanics and procedural generation, but only as additions, the core mechanics of the game still have to be on point.

>> No.2469859 [DELETED] 

>>2469552
>RANDOMLY GENERATED LEVELS

I don't think its going full-on OBLIGE on us. I expect it'll more just randomly decide which paths are available, and which are blocked. L4D2 does this in some levels.

>> No.2469987

>>2469361
Wrack and Strafe comes to mind.

>> No.2470027

>>2468619
I hate to call people shills outside of /v/ but
>don't worry it's gonna be great, I can feel it. I'm good with these things.doom 4 will be very good anon. believe me.
Come on now, wait until we get to see some gameplay footage before hyping it up.

>> No.2470038

>>2469575
Shadow Warrior would be such a great modern shooter had they put some more effort into interesting level design.

>> No.2470040

>>2470027
this is why doom4 discussion on /vr/ should be deleted. it attracts the wrong sort.

>> No.2470046

>>2468646
>>2468673
So after being fucked in the ass year after year by an industry in which games are being made just to make money people shouldn't be skeptical about upcoming titles ? Fuck off with your hype / preorder culture, i'll wait until we get to see the game in action.

>> No.2470051

>>2470027
The hype. It affects your brain somehow. You stop thinking, you start shilling.

>>2470040
It does in no way interfere with the discussion about the originals and their mods.
If the game is good the discussion might get transplanted to /vg/. Currently there's simply not much to talk about.

>> No.2470089

>>2470038
Would have been nice if they released some mod tools for it. The engine seems pretty capable, it would have been great to see how far the community could push it.

>> No.2470093

>>2470089
The game's running on UE3. Of course it's moddable.
With multiplayer being in the second I think it's possible mod tools will too be supplied.

>> No.2470097
File: 207 KB, 280x906, road hog.png [View same] [iqdb] [saucenao] [google]
2470097

>>2470093
>The game's running on UE3
uwotm8

>> No.2470102

>>2470097
ok sorry

>> No.2470114

>>2470093
It runs on same engine as Hard Reset.
Seen any mods for that one?
Me neither.

>> No.2470128

>>2469395
I feel the enemy design is its biggest downfall. Nothing is that threatening, and the AI is worse than Dooms.

>> No.2470129
File: 444 KB, 1280x960, image.jpg [View same] [iqdb] [saucenao] [google]
2470129

>>2466416
I love the Quake monsters. They have given me more "Oh shit!" moments than the Doom has.

>> No.2470131

>>2466683
Fuck, if only Gzdoom's 3D model pack wasn't so fucking ugly I'd be all over that.

>> No.2470134

>>2470129
The Shambler and the Vore are certainly the more formidable foes. They can kill you within seconds if you're not careful.

I actually wouldn't mind if Doom 4 brings back some Quake 1 things, considering nowadays Quake is more associated with 2 and 4's Strogg.

>> No.2470138
File: 231 KB, 900x900, image.jpg [View same] [iqdb] [saucenao] [google]
2470138

>>2470134
Yeah, Vores will just fuck my shit up if they get the jump on me.

>> No.2470148
File: 22 KB, 578x438, 1367765765992[1].gif [View same] [iqdb] [saucenao] [google]
2470148

>yfw you realised Devolver was founded by the guy who invented the bitch slogan for Daikatana

>> No.2470160

>>2470138
i dont like that pic

Vore always seemed more feminine.

>> No.2470162

>>2470160
DFC Vore.

>> No.2470172
File: 1.07 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]
2470172

TODAY

>> No.2470173

>>2470172
IS GONNA BE THE DAY

>> No.2470207

>>2470162
Huh?

Delicious flat chest Vore?

>> No.2470218

>>2470207
Yeah, that's the joke.

Also, H-Quake when?

>> No.2470247
File: 75 KB, 1280x720, Tonight at 7.jpg [View same] [iqdb] [saucenao] [google]
2470247

>>2468596
https://www.youtube.com/watch?v=DMSHvgaUWc8

>> No.2470261
File: 677 KB, 650x960, 1432240779283.jpg [View same] [iqdb] [saucenao] [google]
2470261

>>2469043
Fantastic modding flexibility and performance management.
Tense atmosphere without gimmicky monster closets.
Varied visual , level and music design.
Explorable, sprawling levels with many exciting secrets to find.
Expansion to the story with some grand scale, but story-telling like HL1. Martians like Doom 3, and maybe some paradise lost or divine comedy inspiration
Quicksaving, please for the love of god.

>> No.2470267
File: 71 KB, 600x450, 67b.jpg [View same] [iqdb] [saucenao] [google]
2470267

>>2470261
>Story Telling
>HL1
>No monster closets
You fucking what

>> No.2470275
File: 32 KB, 320x320, soap dropped nigga.jpg [View same] [iqdb] [saucenao] [google]
2470275

>>2470267
I mean story telling that's in the background. That way you can breeze through the game without having to break flow if you go through the game quickly. I'd have liked doom 3's audio logs if they weren't mandatory to listen to.

also I mean doom 3 level monster closet design, were nearly all encounters are monster popping out from walls, corners, doors or teleporting in right behind you. I want to frightened by the sounds of a baron thudding around and wondering if it's around the next corner. It makes far better use of open, sprawling levels.

>> No.2470339

>>2469043
Level design and gameplay flow needs to be good. And modding support.

>> No.2470345

>>2469043
>Despair and being helpless against hordes
>Game starts by trying to evade their main teleportation sites where they come in dozen
>At the start you should move slower yet combats are fast paced and happens in a blink
>Game should let you go close and personal if you have guts to 1on1 a Imp and perform execution moves when you're at the brink of being disarmed or dismembered.
>There should be a sleek and sharp difference between Hell Knight and Baron of Hell. One should rely on green plasma balls while other should charge and bash you to death, thanks to its brute nature.
>Fast movement speed and goin Usain Bolt only happens when you find a hellish artifact. I think Dark Claw must return with this.
>Other parts of the hellish artifact may give slow time ability and perhaps invisibility.
>I think there should be reloads for low tier weapons like Machine Gun and high pure dps weapon like Plasma Gun

>> No.2470347

>>2469043
Going fast.
Weapons are satisfying to use.
There won't strictly be one weapon that outshines the others (even though I love the Super Shotgun).
Enemies are reminiscent of their older selves.
Modding tools that aren't terrible.
I'm not too fussed over Steam Workshop and whatnot, but as long as it's simple and effective to switch over mods freely. Also fuck them if they bring back paid mods.
There isn't a dodgy plot shoehorned in at every opportunity.

>> No.2470351

>>2469043
Option to turn off the finishing moves that we heard about
Fast movement
Enemy variety and similarity to classic enemies
Weapon variety and lack of redundancy in weapons
A powerful level editor, or ease of modding
If there is a plot don't let it get in the way, or make it completely optional. Don't have it take centre stage

If they add in new mechanics then I want new mechanics that are fun to use. If the jump and double jump is real then the player should be able to make use of it in order to evade enemies and projectiles.

>> No.2470353

>>2470345
>Going slow unless you get a powerup
No thanks

>> No.2470368
File: 90 KB, 479x479, adrian agitated.jpg [View same] [iqdb] [saucenao] [google]
2470368

>>2470345
You're not really serious are you?

>> No.2470369

>>2470351
>Option to turn off the finishing moves that we heard about

I'm sure they'll pull a Hatred and require you to do them in order to heal.

>> No.2470372

>>2470368
It's like any bullshit written here can change the designed doc of game.
And yes, I was serious so what? Wanna blaze through Mars at fullspeed like in Doom2? I wouldn't say no either, but I rather see Doomguy earns this one.
I wanna see Unmaker and Darkclaw too, they mentioned in the Doom Bible yet never made it into the game officially.

>> No.2470385

>>2470369
Well the way they were described by people coming from the quakecon presentation seemed that the finishers are drawn out. In Hatred they're pretty quick, more so if the camera doesn't do a close up.

>> No.2470405

Terminus, if you ever get here i want to tell you something.

I love Demonsteele but fuck man, besides the Devil Driver and The Blackened, every enemy is super easy to beat.
Thing is, enemies have a VERY FUCKING SLOW reaction time, SLOW projectiles or attacks that don't do nothing but look cool (I'm looking at you, Emperor)

Like, damn man, buff up those enemies. For example: Baron of hell is a boss monster (E1M8), he could get to take less damage from sword/weapon special and give him projectiles that can't be blocked (though they can be reflected with the scabbard) and better projectile speed, afterall he is like the super beef version of the imp, he could throw flames at a nice speed.

I could go on and make a big list on what could be buffed or added for the enemies but it would do nothing. I just want Terminus to address the issue with Demonsteele's monsters.

>> No.2470419

new kura drawing GET IT WHILE ITS HOT
https://www.dropbox.com/s/i8f3bar834k6v9i/valiant1080.png?dl=0

>> No.2470420

>>2470419

Holy fuck that's good.

>> No.2470423

>>2470419
Whoa

>> No.2470427

>>2470419

Hello new desktop wallpaper.

>> No.2470429

>>2470419

would love to see more custom monsters from valiant in kura's style

please kurashiki if you're reading this make it happen

>> No.2470434
File: 16 KB, 134x136, 1434302652.png [View same] [iqdb] [saucenao] [google]
2470434

>>2470429
i'd like to see what happens when her usual friendly cacodemons meet this evil-looking thing

>> No.2470458

>>2470405

Yeah, the Emperor is a big ol' bag of dicks at the moment that I want to dramatically rehaul. The DevilDriver is a nasty boss that really forces you to either break the flow of everything for a 200 Omen charge or abuse the shit out of specials, and then you get the Emperor and he...uh...makes it rain.

Also I've been experimenting with a cvar that makes every single monster harder/faster/beefier and gives them one or two extra attacks.

>> No.2470463

>>2470345
Reloading is fine, if it's quick and efficient.
There can be a drawn out and elaborate animation of the player looking over a gun and loading it up when he finds it for the first time.

>> No.2470471

>>2470463
>There can be a drawn out and elaborate animation of the player looking over a gun and loading it up when he finds it for the first time.
not if doom4 is meant to be as replayable as the the original. imagine sitting through it for the ten thousandth time twenty years later!

>> No.2470479

>>2470471
I just mean a couple of seconds, like he looks over the left side, then angles it to look over the right side, then putting in the magazine/shells/battery/rocket/etc, pulls back the charging handle/pump-slide, holding it for a very brief moment, then letting it go, or in case of an energy weapon, tuning a dial or pressing a button.

A brief but nice looking animation that shows off the model, it's just long enough that you get a good look, but not so long as to be tedious, and besides, it'd only play once per playthrough.

>> No.2470481

>>2469371
This reminds me, someone had some progress on a ZDoom version of it
http://forum.zdoom.org/viewtopic.php?f=19&t=35311&start=30
Though doesn't seem to have been updated in a while.

>> No.2470486

>>2469303
Even the original game had the autosaves. The game might've ended up possible from pistol start anyway since it makes map testing so much easier if you don't have to load up beforehand, but the only way you'll be able to do that is to just "map exmx" each time you finish a map.

Although the problem with doing that is it won't keep your runes between episodes, so you'll have to just do "map end" after you finish all four episodes instead of being able to enter it properly.

>> No.2470503

>>2470419
>dropbox link
you know this is an imageboard right? or has the artist asked you not to post it here?

>> No.2470536

>>2469371
God, I always forget just how hideous Nitemare 3D is.

>> No.2470550

>>2470458
The emperor should be the "FUCK YOU" monster
Add these
-Dodges your specials (blocks swordwave)
-Blast damage is reduced
-Motherfucker steals your sword in close range and throws it back at you
-Also steals your soul meter
-Summons a Blackened when teleporting

>> No.2470569

>>2470550
>-Motherfucker steals your sword in close range and throws it back at you
haha I'd like to see that!

>> No.2470579

>the samsara addons were featured in zandronum's saturday night survival

BOB SAGET

>> No.2470584

>>2470579
>those hacks ran Valiant with a gameplay mod
>fucking Valiant, quite possibly the best argument against gameplay mods
>they couldn't even run it with a good one, it had to be fucking Samsara with the addons that are loaded on every single shitty server
Riot when? This heresy can't go unpunished.

>> No.2470585

>>2470584
>>those hacks ran Valiant with a gameplay mod
JEsus weeps.

>> No.2470598

>>2470585

>jesus weeps

you couldn't even get it right smh

>> No.2470605

>>2470598
Sorry.

Hitler's spinning in his grave.

>> No.2470638
File: 1.33 MB, 1920x1920, 1434310955.png [View same] [iqdb] [saucenao] [google]
2470638

SEWERS - http://www.doomworld.com/idgames/?id=13407

this starts off not too badly in a grand hallway with some staircases, but quickly degrades into a monotextured simply-constructed maze - it seems like the author became impatient with detailing. the fight in the exit room is rather good, though, and the yellow key room isn't too bad either. however, do remember not to try to save time by raising the floor of the pit therein by pressing the switch from the top, because the key won't rise with it and you'll be stuck. sadly, you have to jump in, get the key, and then wait for it to raise.

trivia: this is of course the bonus map from XBox Doom, added by the author who found himself later in life lead developer of the port and decided to thoroughly abuse the privilege! when screenshots of the bonus level first surfaced, it was a very strange feeling realising i had played it before as wadpak something or other.

>> No.2470642

>>2470584
>fucking Valiant, quite possibly the best argument against gameplay mods

How in the world is Valiant an argument against gameplay mods?

>> No.2470645

>>2470642
Because it includes its own gameplay modifications and is exceedingly well-balanced around those changes?

>> No.2470646

>>2470642
i guess he meant it's like a zdoom wad with custom monsters so gameplay mods break it

>> No.2470650
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google]
2470650

>>2470645

But how does that make it an argument against gameplay mods? Just means they're packed together, like Pirate Doom and Zen Dynamics.

Trying to load it with a gameplay mod is fucking stupid, yeah, but I'm not really sure how that could be considered an argument against the existence of them.

>> No.2470659

>>2470650

i think whoever made that post was being ironic and salty about it

>> No.2470662

>>2470650
>>2470646
Yeah, that's more what I meant, didn't really phrase it right. Valiant is one of the few wads I don't think I'd even consider loading with a gameplay mod. Especially considering the author specifically said not to. It just seems rude at that point.

>> No.2470671

>>2470662

I can see why people would want to, considering Valiant's "gameplay mod" changes basically amount to an early 90s dehacked patch, but it's still a dumb reason.
It's a standalone thing with everything packed in. Trying to load in any extra weapons or any extra maps or any extra anything defeats the point in the first place.

Like loading Hexen in Chex Quest or something.

>> No.2470681

>>2468939

is he duke nukem in disguise?

>I'VE GOT BALLS OF STEEL

>> No.2470723
File: 175 KB, 304x408, 1427088160844.png [View same] [iqdb] [saucenao] [google]
2470723

Pete Hines:
The stuff you're gonna see on DOOM tonight is just...it's insane.

Some Guy:
@DCDeacon So excited to see @DOOM again. That reveal at @QuakeCon last year was epic.

Pete Hines:
@joshhoppes this>>>>>>that

>> No.2470725

>>2470662
>Especially considering the author specifically said not to. It just seems rude at that point.
that kind of instruction is informative, not normative. instead of "you must not do this" it's more "you have been warned, don't go crying about it all over the internet when it breaks"

>> No.2470751
File: 661 KB, 1280x720, archvile_beautyShot2_720.jpg [View same] [iqdb] [saucenao] [google]
2470751

>>2470723
Hi guys, sorry to ruin the surprise for you but...
It's just called DOOM because it's based on the movie, sorry. But we replaced Karl Urban with Jackie Chan in Master Chief armour.

>> No.2470763

>>2470751
>Jackie Chan in Master Chief armour.

I'd still watch it

>> No.2470769

>>2470723
>The stuff you're gonna see on DOOM tonight is just...it's insane.
>insane
turning doom into a call of duty clone was insane. "insane" does not imply good!

>> No.2470771

>>2470247
It's 10 EST but close enough.

>> No.2470785

http://forum.zdoom.org/viewtopic.php?f=19&t=48845

I did something for TGDDG's birthday. He liked it. So I'm posting it.

>> No.2470797

>>2470785
>Super Shotgun: All bullets veer to the left of the crosshair. Autoaim renders bullets flat. All sounds play five tics late. Random 12-tic delay on refire.

you're a monster

>> No.2470802

>>2466403
On your point about Quake mapping, I agree that most editors suck, but if you wanted to get back into it I would wait for Trenchbroom 2 which will be coming out at some unannounced point, it seems like it will be a bit more streamlined and will introduce an (optional) 2D view. Just figured I'd let you know if you still had an interest in it.

>> No.2470804

>>2470797

Fuck that, look at the plasma gun

Term I'm gonna fucking hunt you down.

>> No.2470812

>>2470785
Oh my fucking god

>> No.2470832

>>2470785
THE CHAINSAW
WHY

>> No.2470842

>>2470785

Hmm. It's cool I guess

>> No.2470850
File: 2.67 MB, 480x270, fa11703.gif [View same] [iqdb] [saucenao] [google]
2470850

>>2470723
It's finally here and I'm actually hyped for once.
I'm going to watch it regardless of if it's trash or not.

>> No.2470857

>>2470763
I could imagine Jackie Chan using Halo weapons and using martial arts at the same time

>> No.2470876

>>2470723
At what time are they going to show Doom gameplay?

>> No.2470880

>>2470876

9PM central daylight

>> No.2470881

>>2468479

Everything in Plutonia is already a clay-like environment though

>> No.2470893
File: 62 KB, 1600x1200, titlepic.png [View same] [iqdb] [saucenao] [google]
2470893

hello all,

the current thread has hit bump limit. when E3 happens it will likely have dropped several pages. it is also likely that there will be a significant rise in posting rate as information is revealed. it would therefore make sense to create the next thread just before E3 starts.

however at that time i will unfortunately not be available. due to the special circumstances i thought it best to give some notice not to wait for me this time. i don't want you all sitting there waiting for a new thread as this one expands by hundreds of posts while falling off the board. on the other hand if no-one cares i will just post a new thread tomorrow as normal.

thanks, and i hope everyone gets to see what they want to see tonight.

>> No.2470895

>>2470880
https://www.youtube.com/watch?v=6bbIBs0P2t0

>> No.2470909

>>2470893
btw here is what i have for the next news post, if someone does make a new thread in my absence, feel free to use / add to it

http://pastebin.com/WkYHLwYG

>> No.2470915

>>2470893
We only just hit 500, we've got a massive amount of time before page 6/7

>> No.2470926

>>2470909
>>2463628
See >>2470785
Comfy Doom, new vanilla-resources gameplay mod

>> No.2470943
File: 427 KB, 200x198, wait.gif [View same] [iqdb] [saucenao] [google]
2470943

>>2470785

>> No.2471028
File: 54 KB, 350x350, D3 HellKnight with a wig.jpg [View same] [iqdb] [saucenao] [google]
2471028

This thread has gotten a bit quiet.
Would a mantling mechanic be possible in zdoom?

>> No.2471063

>>2470785

This isn't comfy
This isn't comfy at all

>> No.2471156

It's only a few hours until the Bethesda conference. Anyone up for a game of DOOM 1 co-op? I got a server ready to go so we can play until the conference.

>> No.2471169

>>2471156
Of course!

>> No.2471179

>>2471169
Cool, we've already got a nightmare game going. The server is No Fun Allowed on Doomseeker or connect to 99.147.141.178:10666

>> No.2471240

>>2470785
I played about 45 minutes before I realized it was a troll, I thought it was an exceptionally badly designed mod...

guess I got trick't. Wish I had a clever comment for it

>> No.2471249

http://www.doomworld.com/vb/post/1382500

someone give him the straws already

>> No.2471263

NEW WEAPONS

THEY POSTED SOME NEW WEAPONS ON TWITTER

>> No.2471264

>>2471263

Details man. Details

>> No.2471267
File: 74 KB, 1920x1080, ezert_nem_doom_4_az_uj_doom_1-doom-4-2015-can-id-software-make-it-better-than-rage-jpeg-154392.jpg [View same] [iqdb] [saucenao] [google]
2471267

Guys, once DOOM is revealed, I want EVERYONE to post their literal faces when you saw it. I know I sure as hell will.

Also, >>2471263 link?

>> No.2471269

https://pbs.twimg.com/media/CHgJeMcVAAAy31b.jpg:large

https://pbs.twimg.com/media/CHgJZ4-UwAAu0P3.jpg

https://pbs.twimg.com/media/CHgJHqiUMAAHDJG.jpg:large

>> No.2471275

>>2471269
dat chainsaw

>> No.2471290

>>2471269
That's just the fucking plasma rifle from 3.
I mean it's probably the best weapon in the game, but it's still just the D3 one.

>> No.2471294
File: 455 KB, 881x893, stream.png [View same] [iqdb] [saucenao] [google]
2471294

Anon 1 on standby.

>> No.2471307

Am I the only one who kinda liked Quake 4?

>> No.2471308

Anyone watching E3 at the moment? Bethesda is just about to start.

>> No.2471314

>>2471294
200k people in the channel, I'm watching the youtube stream instead, I've never actually been lagged by spam before

>> No.2471315

It's begun to happen.

>> No.2471317

>>2471307
I liked it - just not as a Quake game, y'know? Kinda the same way I felt about Doom 3

>> No.2471318

>>2471314
I just plugged the twitch stream into mpv so I don't need to depend on my web browser or flash.

>> No.2471325

>>2471318
any way to do that with mpc
i know you can with vlc but fug that

>> No.2471326

Who Fallout 1 master race here?

>> No.2471327

>>2471325
VLC is actually built for streaming video content. The 'L' stands for LAN after all. MPC beats out VLC for normally playing videos, but VLC beats it out for streaming video online or over LAN.

>> No.2471329

>>2471325
Apparently you can use this tool to pipe it into MPC.
https://github.com/chrippa/livestreamer/releases

>> No.2471340

I'm on the bethesda twitch, when does DOOM come on?

>> No.2471341

DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM

>> No.2471342

>Sessler saying that there's finishers in the game
Fuck me, if this is ANYTHING like Brutal Doom, I will be fucking pissed

>> No.2471346

>>2471340
Just did.
Spooky skeletons apparently are no longer agitated, they are excited.
>>2471342
Fuck I hope not. I don't mind ADSing or lots of weapons, but executions kind of detract from the feel of Doom.

>> No.2471347

>>2470638
>it seems like the author became impatient with detailing.
According to doomkid, thats a 94 wad. Hardly anyone had the patience for detailing back then.

>> No.2471348

Are you fucking kidding me

They played the teaser four times

All this waiting and hype, and that's it

>> No.2471350

>>2471346
wait is that it? no gameplay WHAT THE FUCK!?

>> No.2471351

>>2471348
They were just looking at what Bethesda already posted anon, they did the same with Fallout 4.

>> No.2471354

THEY SHOWED THE FATSO
DID YOU CATCH IT

>> No.2471357
File: 476 KB, 800x800, Russian Overkill.jpg [View same] [iqdb] [saucenao] [google]
2471357

ARE YOU GUYS READY FOR INCREDIBLE DISSAPOINTMENT?

>> No.2471359

>>2471357
who here is honestly /hype/ ?

what are your current feelings doomg

>> No.2471360

>>2471357
NO

>> No.2471361

Tonight let's testify how I changed Doom forever.

>> No.2471362

THIS IS IT

>> No.2471363

Happening!

>> No.2471364

>>2471346
>>2471342
Don't know how accurate it is but apparently it's not brutal-esque executions, it's lightning fast (but still fantastically gory) executions

>>2471361
While I think your ego needs to be taken down a peg or 50, you did clearly inspire a little bit

>> No.2471365

>>2471362
im scared

>> No.2471367

IT'S
TIME

>> No.2471368

IT'S HAPPENING

>> No.2471369

>>2471361
Not today Mark.
Today is not a day for you to shitpost.

>> No.2471370

HOLY SHIT THEY'RE OPENING WITH DOOM 4
I WASN'T PREPARED

>> No.2471372

Isn't that the guy from friends?

>> No.2471374
File: 31 KB, 640x480, awww.jpg [View same] [iqdb] [saucenao] [google]
2471374

>>2471365

>> No.2471375

>>2471361
NOT NOW,WE'RE TOO HYPED TO PAY ATTENTION TO YOUR SHIT

>> No.2471378

omfg

>> No.2471389

MUH DIIIIIICK

>> No.2471390

That skeleton sure looked agitated

>> No.2471391

I dont know....guys what did you think. Im so confused. I dont know how to feel

>> No.2471392

THAT DEATH SCENE, AHAHAHAHAHAHAHA

>> No.2471393
File: 6 KB, 63x66, 1394977872286.png [View same] [iqdb] [saucenao] [google]
2471393

I
have mixed feelings.

>> No.2471394

My hype is maximum

Time for DM show

>> No.2471395

spoiler:DOOMGUY GETS KILLED BY A FLYING AGITATING SKELETON

>> No.2471396

Jesus christ that was awful
>nigger's standing still while shooting
>slow af
>chainsaw is just cutscenes

>> No.2471397

>YOU CAN BE THE SKELLINGTON
OH MY GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD

>> No.2471398
File: 1.06 MB, 640x360, 1414744566209.gif [View same] [iqdb] [saucenao] [google]
2471398

>YOU CAN BECOME AN AGITATED SKELETON IN MULTIPLAYER
HOLY FUCK

>> No.2471401

MODDING TOOLS

>> No.2471402

Isn't this the trailer they showed last year on Quakecon?

>> No.2471403

apparently they're going to use the demonic rune [seen in BDSE V18] to make you turn into demons for the multi

>> No.2471405

Why is it so slow?

>> No.2471406

MODDDING TOOLS
CONFIRMED

>> No.2471407

>>2471396
i think i agree with you...i wish i didn't ... WAIT THE MAKING YOUR OWN MAP THING LOOKS AMAZING

>> No.2471408

>>2471391
I'm confused too.
but MOD SUPPORT HYPE

>> No.2471409

Modding tools? Did someone say game of the year?

>> No.2471410

BUILT IN MOD SUPPORT

SOLD

SOLD

SOLD

>> No.2471412

Holy shit. Forge for doom.

>> No.2471413

It looked very linear. It looks like a hallway shooter

>> No.2471414

YOOOOOOOOOO

>> No.2471416

>>2471407
iunno man, it looked like a bunch of prefabs with some scripted stuff you can do, I'm still skeptical

>> No.2471417

NO JOHN, YOU ARE THE DEMONS.

Also, shit looks slow so they can showcase things. MP looked fast as fuck.

>> No.2471418

Oh my God, that was fucking awful. Sorry guys.

>> No.2471420
File: 8 KB, 276x277, 1433880543144.jpg [View same] [iqdb] [saucenao] [google]
2471420

>slow as shit
>lame doom 3 corridors
>cutscenes to pick up new weapons/push buttons/etc
>most of the guns dont even look like guns and sound like shit
>cinematic executions so epic
>giant icons for items on the ground
>radial weapon menu that slows the game down when you open it

Thanks Bethesda.

>> No.2471421

>Using the minigun against a hell knight and the SS for a imp.

Triggered

>> No.2471423

All that cinematic bullshit, looks like they ripped off Chubz more than Marky Mark.

>> No.2471424

wub

>> No.2471425

Looked like they were ripping off Brutal pretty hard with the fatalities

>> No.2471426

>>2471420
I'd assume it doesn't slow down on harder difficulties.

>> No.2471431

Okay, now it looks a lot better after that. Looks a lot more open.

>> No.2471434

OKAY THE FIRST DEMO WAS ASS BUT I'M SOLD NOW

>> No.2471435

>>2471408
i take it back im fucking HYPE that looks like old school doom. man holy shit that was amazing. Fast paced, super shot gun action.

>>2471418
I take it you didnt' like the original dooms? Maybe if you want slow pace cover simulators go play some cod or something

>> No.2471436

I really hope the section they showed before hell was played on a lower difficulty so they can show off the environment because fighting at most four guys on screen looks boring. The hell section looked more like how I wanted Doom 4 to be.

>> No.2471437

the slowdown for the weapon wheel was fucking irritating.

>> No.2471439

>>2471426
Honestly, this is the one thing I doubt. This is an (unfortunate) necessity for consoles being like, playable.

However, I'll allow that as long as I can fast switch like I'm accustomed to on PC

>> No.2471440

>>2471420
>slow as shit
it's not, the guy was just trying to showcase the graphics and he sucked as well.

>cutscenes
there will be a mod fix

>cinematic execustions
mod fix will get rid of them

>slows game down weapon switch
mod fix

>> No.2471442

>>2471403
ah i see mark took some inspiration from skulltag's runes and some inspiration from that one mod where you play as demons

>> No.2471443

>>2471396
>chainsaw is just cutscenes
if that was a pun, I fucking hate you

also, it looks like Doomguy can be fast, the guy playing just isn't moving at all

the slowdown for weapon select is dumb, but that's a console-ism and the PC version will probably just let you press 1-9 like normal and keep the pace up (and there's no way to do that slowdown in multiplayer), unless Bethesda is fundamentally retarded
there are too many console-isms though, shit needs to be faster overall

>> No.2471445
File: 40 KB, 303x450, 1432858492741.jpg [View same] [iqdb] [saucenao] [google]
2471445

So what did you guys think?

>> No.2471447

Greetings guys,
I never played a doom game so I'm here to ask, since I can't tell, what do you think about the new Doom?
how does it compare to the others?
Do you think it'll be good?

>> No.2471448
File: 272 KB, 1280x960, image1.jpg [View same] [iqdb] [saucenao] [google]
2471448

>>2471267 here, you know what to do.

>> No.2471450
File: 17 KB, 158x207, yeah.jpg [View same] [iqdb] [saucenao] [google]
2471450

Well, at least we still have original masterpieces forever. I think I shall play right now, in fact. I love you guys.

>> No.2471451

>>2471443
it was

>> No.2471452

>>2471435
/v/, go back to bed.

That shit was meh at best.

>> No.2471453

I think the player moves way too slow, and the gore doesn't feels "messy" enough. But hell, it has mod support from the box, I'm pre-ordering it.

>>2471437
He was using a joystick. I bet this won't happen when using a keyboard.

>> No.2471456
File: 115 KB, 326x226, Military-grade why.png [View same] [iqdb] [saucenao] [google]
2471456

I'm...not feeling it as much as I hoped I was going to be feeling it.

>> No.2471457
File: 23 KB, 420x315, 1433189896127.jpg [View same] [iqdb] [saucenao] [google]
2471457

>>2471448
>>2471267

>> No.2471458

>>2471447
GOTY

>> No.2471459
File: 375 KB, 1280x960, IMG_0097.jpg [View same] [iqdb] [saucenao] [google]
2471459

>>2471448

Also mfw the second half

>> No.2471460

>>2471452
This game obviously isn't for you. This is old school doom. (minus weapon selection)

>> No.2471461

>>2471445
Looked like doomguy runs a good speed. Weapons looked great and all acted like they needed to.

I just hope all those health drops on enemies arent so numerous on greater difficulties.

>> No.2471462

That second demo was waaaay fucking better than the first.
>That panic SSG shot while wheeling around trying to spot the invis pinkie
HA
I'm curious as to what the weapon attachments were, and if every weapon has one.
The only thing I'm upset about is A) The corridorness of the first trailer, B) the chainsaw is a cutscene killer instead of a wall of damage you put in front of you, and C) The amount of executions. HOWEVER, they're way less LOOK AT THIS FUCKING GORE style than Brutal Doom. And they're decently fast for the imps and zombies.

Ultimately, it looks like fun.

>> No.2471463

>>2471445
Action was lacking in speed in SP, hopefully just because it was a showcase. MP and built in modding tools looked cool though. Cautious as fuck.

>> No.2471464

Doom 4 looks better than Wolf TNO.

I noticed some Metroid influences.

>> No.2471465

>>2471447
It lacks the purpose the original doom has.
Not to say inability to read wads and paid mods will cripple the modding capabilites.

>> No.2471467

Well, that was fucking shit.

>> No.2471468

>>2471456
I was honestly disappointed until the second gameplay half, suddenly I was beaming like a guy watching his kid win the fucking olympics.

Also the mod tools look great.

>> No.2471469

>>2471453
I'm not sure if it's really mod support. Sure, it's literally Far Cry 3/4 Map Maker, mixed with Timesplitters Map Maker and Halo Forge, but honestly, if RAGE and Wolfenstein weren't really moddable (RAGE was, but horribly so), I don't have high hopes.

>> No.2471471

Looks alright. Not as good as I hoped tbh.
I couldn't tell what was a zombie or an imp. The rabid fire shotgun looks odd too.

>> No.2471472
File: 208 KB, 298x368, belt mfw.png [View same] [iqdb] [saucenao] [google]
2471472

>>2471267
The first half was somewhat meh despite some cheap pops but that second half was satisfying.

>> No.2471473

>>2471462
>HOWEVER, they're way less LOOK AT THIS FUCKING GORE style than Brutal Doom.

They seem to be about the technique and not the amount of blood.

>> No.2471474

>Bethnet
Paid mods confirmed.

>> No.2471475
File: 932 KB, 1600x900, mako.png [View same] [iqdb] [saucenao] [google]
2471475

>>2471361
You cheeky kunt

>> No.2471476

>>2471462
well when you think about it, the chainsaw in the original does sorta locks you on the monster
and i honestly think the BDSE chainsaw swipe spoiled us

>> No.2471478

>>2471435
not him, but I seem to doubt he would be posting here if he didn't like the original doom games. Honestly it looks like an average consolized experience to me. Even the mod tools didn't get me excited in any way. Maybe if it was open source I'd care.

>> No.2471479

>>2471445
UAC looked boring, but it looks like the guy was barely pressing forwards on the controller he was using.
Chainsaw and Plasma rifle seem shit. Super Shotgun sounds neat though.
MP looks interesting.
Light modding tools seem decent, but I'd prefer a full on editor.
Hell looks like it'll play much better than UAC.

Problem is they've dumbed it down so people on consoles can play it. If there are settings to make it play like classic Doom on PC then I'll be much happier.

>> No.2471480

I hope there is an option to turn off the cutscenes.

>> No.2471481

>>2471467
second half was amazing and exactly what I was hoping for

>> No.2471482

>>2471435
>>2471460
I don't know about you but I remember fighting way more than three guys on screen at once in Doom 1 and 2.

>> No.2471483

>>2471456
Too many imps and slow showcasing of enviroments.
Second half was better.
>>2471453
>and the gore doesn't feels "messy" enough
Agreed. It's too "dry". Needs more blood and shit, not just gibs.

>> No.2471484

>>2471463
>lacking in speed
You could see his real speed in a few instances. He moves pretty fast. The showcase moves slowly to show off graphics and other things. If they had someone play it like normal that section would have been done in about two minutes.

>> No.2471485

the plasma rifle needs to be LOUDER
the shotgun needs to be THINNER
where are my HITSCANNERS
and my NUKAGE
and where is my DIFFICULTY

>> No.2471487

I'm slightly reserved. Finishers are always fun for a while but become repetitive really fast. I would like to see how well the game performs when there are dozens of monsters around at once, but this is always part of the consequences when catering to everything alongside a PC version. I can't wait to see what modders can do with the game.

>> No.2471489
File: 12 KB, 284x276, 1424057244004.jpg [View same] [iqdb] [saucenao] [google]
2471489

>BUILT IN MOD SUPPORT
>FAST GAMEPLAY
>OPEN LEVELS
>SLIGHT PUZZLE ELEMENTS
>ONLY SCRIPTED CUTSCENE IS TOTALLY OPTIONAL
I feel almost exhausted after seeing that. That was incredible.

>> No.2471490

>>2470463
just bringing attention to what this guy said being a little too spot-on to what we actually saw

they're among us lads, don't lower your defenses

>> No.2471491

>>2471485
The Plasma Gun looked like it was firing fireworks into enemies and barely doing anything.

But I LIKE my shotguns thick, thank you.

>> No.2471492

>>2471485
>where are my HITSCANNERS
gone, i hope, fuck these guys

>> No.2471493

>>2471489
>open levels
you what

it had a small arena and you call that "open"?

>> No.2471494

>>2471479
I hope they put a full mod toolset into it, I'm *great* with there being casual mod tools as well

>> No.2471495
File: 1.09 MB, 1694x1133, stopsign.jpg [View same] [iqdb] [saucenao] [google]
2471495

>>2471490

>> No.2471496

I hope there are mods that make it like the original games because I don't like things that are different.

>> No.2471497

>>2471479
>>2471485
>Plasma rifle seems shit
The curse of Doom.
How can they fuck up so often
Just use polished skull shit and that's it

>> No.2471498

>>2471492
i'll fuck you up WHERE'S MY OPEN SKIES AND SHOTGUNNER TRAPS

>> No.2471501

I'm like 90% certain the modding is going to be severely lacking in depth, like it'll just be premade map sections and some small amount of scripted stuff you can do

>> No.2471502

>>2471361
You probably wouldn't have conceived of Brutal Doom if it wasn't for the comic.

>> No.2471503

The gameplay looks pretty fun especially the multiplayer, looks like they're really trying to appeal to brutal doom fans with the executions. Fortunately they're fast enough to not interrupt the flow of the game too much. Hopefully you can disable that weapon switch slowmo because that looks really abuseable.

What I am most worried about is level design. Seeing as how monsters now drop all health and ammo, you can bet there will be little effort put into actually designing the maps. Another thing is the mod tools, we definitely will not be able to mess with the game to the degree that we've enjoyed so far with the doom engine, and you can bet your ass the source code will be released in your life.

And it's going to be locked down on Bethesda's own little DRM platform. Yuck. Cautious enthusiasm.

>> No.2471505

I don't know about you, but that show has completely destroyed my hope for Doom 4. Everything is grey and dull, the weapons just don't look or sound right, and the enemy design reminds me of Doom 3's generic designs, which is not good at all. In summary, I think the only way I could describe Doom 4 based on what I've seen is "soulless". Sorry if it seems like I'm being upset for the sake of it, but I don't think I can accept this game as "Doom".

>> No.2471506

>>2471495
>stop exposing me! then i'll have to get a real job instead of being paid to shill on anonymous imageboards :^(

>> No.2471507

So how long is until we remake DOOM in DOOM and then make DOOM in DOOM?

>> No.2471508
File: 907 KB, 1650x1240, mastermind_by_valentrisrrock-d6wbsmq.jpg [View same] [iqdb] [saucenao] [google]
2471508

>>2471445
>Upsides:
-Weapons are big and beefy, apparently customizable/upgradeable
-Player moves fast, lots of movement options
-Executions are relatively fast, don't drag out as much as Brootal
-Built-in mod support which will probably be improved by the community

>Downsides:
-Weapon-switch slowdown looks annoying and too exploitable.
-Executions have repetitive animations, probably fixable
-Chainsaw is auto-execution only. Can't swipe or cancel animation
-Demon designs are pretty uninspired-looking
-For that matter most of the game doesn't really have character. I could exchange almost any techbase environment I saw with almost any other scifi game. Hell is better, but it still mostly looks like a pile of brown rocks
-That fucking Mancubus was the least intimidating pile of shit I've seen. Piddly little fireballs that are easily avoidable

>> No.2471509

>>2471503
*Will not be released in your life.

>> No.2471514

>>2471501
didn't they say it was the lightweight editor? maybe it's the tool they'll give at the beginning (and to consolefags) but i hope we'll see a true editor à la doombuilder

>> No.2471515

>>2471493
As if a shitload of doom maos arent hallways and small arenas into more hallways. Theres several with large zones, sure, but we also were just shown onky two areas. Imagine if I only showed e1m1. I could make Doom look linear too.

Not saying doom 4 cant end up being linear, but dont judge just yet.

>> No.2471516

>>2471508
>Player moves fast
He moved slow as fuck, but in one of the multiplayer videos they were moving faster so maybe he wasn't running

>> No.2471517

>>2471514
If they did, I must have missed it. I really hope so.

>> No.2471520

>>2471508
>Demon designs are pretty uninspired-looking

Were people really expecting anything else here?

>> No.2471523

>>2471516
He was deliberately walking slow to show the environment methinks.

>> No.2471526

>>2471520
Well, the original sprites were all memorable, unique and stood out well. So I would say "yes".

>> No.2471527
File: 75 KB, 1364x754, New_Bitmap_Image_-_Copy.jpg [View same] [iqdb] [saucenao] [google]
2471527

>>2471515
>but dont judge just yet.

Trailer had me from HYPE to DISAPPOINT in 10 seconds flat.

Those clips running around open BROWNORANGE tech areas with like 3 dudes on screen? Yeah. Take a snapshot of that and I'm 99% certain you could fool someone into thinking it's a hot new Indie FPS. It looked like garbage and I only hope it also played like garbage because it was an E3 presentation designed to be scripted and "ooh wow look at this stuff super slow molasses camera tilt oh wow."

I'm fucking agitated.

>> No.2471531

WHERE ARE THE BLUE CARPETS

>> No.2471534

>>2471491
I am assuming that's because it's early, that was the Quakecon footage...

I hope they get better reactions out of the plasma in the full release, as the bullets and shotguns seemed to.

>>2471527
Oh come on, they had 5 on screen early on

>> No.2471536

>>2471482
did you even watch the second part? Did you ever play the original doom on low difficulty? Have you ever seen a showcase?

>> No.2471537
File: 365 KB, 774x1160, let_s_do_doom_pt7__imp_by_mechanubis-d5sgy7b.jpg [View same] [iqdb] [saucenao] [google]
2471537

>>2471520
I expected them to try. It's not like you *can't* make Doom's demons look interesting.

>> No.2471538
File: 189 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
2471538

>>2471534
>Oh come on, they had 5 on screen early on

>> No.2471539

>>2471526
the originals were pretty generic imo

>> No.2471540

>>2471536
The last time I played Doom on anything below Ultra-Violence was when I was like 8.

>> No.2471542

>>2471538
Yeah, I played Doom 1 and 2 as well, and thousands of mods.

Sprites are a lot different than fully articulated 3d models, and I'm certain it will *ALLOW* for shittons of enemies. Levels that look early like that... I mean, c'mon. Monster spam is important to us, it is not something that is important to the gaming public at large. Deal with it.

>> No.2471543

>>2471538
I could show e1m1 and throw just as much of a fit.

We saw plenty on screen in the hell video.

>> No.2471545

>>2471542

I'm just shooting shit, I'm not actually trying to argue either way.

There's a fine line between a health amount of insanity before you go full Serious Sam - I think they're just scared to attempt it.

>> No.2471546

>>2471545
Sure, no, I'm not like, mad, just sayin'.

Also, it has mod support, unless enemy amounts are hardcapped or something, we *will* see it.

>> No.2471547

>>2471526
>unique

I love Doom, but really? A large portion of Doom's monsters weren't very original.

The Cacodemon is literally a rip off of two DnD creatures.

>> No.2471549

>>2471538
>how come this game with high definition 3d models, physics, particles and gore everywhere can't render more than 5 enemies at once?

Come on now. It sucks that there weren't enough enemies on screen at once, but what the fuck did you expect?

>> No.2471551

>>2471489
>BUILT IN MOD SUPPORT
But Snapmap is a mapmaker.

>> No.2471552

>>2471440
>just mod it

Just like every shitty Bethesda game.

K

>> No.2471554

>game isn't exactly the same as Doom 2
>its shit

Just fucking play Doom 2, then.

>> No.2471558

>>2471547
I meant unique in terms of their attacks and characteristics. The DnD stuff looks way above average by the way. You certainly can't call it uninspired if it was inspired by something.

>> No.2471559

>>2471547
I agree, though at least they were instantly recognizable. From this footage I could barely tell any of the bipedal man-sized enemies apart.

>> No.2471560

>>2471551
You can change game logic.

I fully expect the full tools anyways. Every other iD gane had them.

>> No.2471562

>>2471554
I will.

>> No.2471563

>>2471549
>>2471542

In this day and age, ~three deeeee~ is not an excuse to cut back.

If you have issues rendering more than a handful of creatures doing their thing, you have some kind of serious flaw/fetish stuck in your renderer/AI Logic. Serious Sam handles, and has handled, 3D spam just fine.

I was kinda expecting something more shocking out of id. Doom 3 blew me away when they first released it, and so did Rage (without the texture popping.) Doom 4 did not excite, sad to say.

Still gonna buy it regardless though, because I'm a sucker for little easy relaxing map makers like that.

>> No.2471564

only problems with Doom 4 reveal
>movement speed not fast enough in teaser
may not be an issue at luanch but... not good vibes from it
>weapon wheel crap (it's a fucking FPS stop showing it on the worst platform possible)
>not colorful enough
reality is boring and so is a game that doesn't have enough color being shown off, doom 1's maps were pretty colorful to where enemies stood out like a sore thumb like they should in a game, here they just kinda blend in more than they should
>ripping off of Serious Sam 3's quick fatalities
just because it was ok in Serious Sam 3 doesn't mean it has to be in Doom guys, and on top of that where are the ammo pick ups and health pick ups? enemies should not be pinatas filled with ammo and health because you took them out with a cutscene
>level editor looks kinda one dimensional
first off it looks to be only 3d, secondly it looks like you can't expand upon it as much as you could with say doom builder and such, and thirdly what about modeling and creating new enemies?

other than those things it's pretty solid representation, I just hope things get ironed out along the way

>> No.2471565

>>2471558
>I meant unique in terms of their attacks and characteristics.
>Attacks

Wow, throwing fireballs and clawing your face is so unique...

>> No.2471567
File: 250 KB, 600x473, 1382496162199.png [View same] [iqdb] [saucenao] [google]
2471567

>>2471546
Can't wait for nuts.wad in Snapmap

>> No.2471568 [DELETED] 
File: 20 KB, 264x264, cacodemon_pumpkin.jpg [View same] [iqdb] [saucenao] [google]
2471568

>>2471547
And who fucking cares? I know what a Cacodemon looks like I can recognizable it from miles across a map. I can't say the same about the grunts and imps here. Especially when they're the same color as the environment.

>> No.2471569

>>2471563
Three deeeeee, fully articulated physics, subskeletal models, and I would hope much more advanced AI, gore physics, blah blah.

Yes, you can have a billion braindead low-poly monsters on the fucking screen at the same time.

>doom 3 blew me away
Uh, okay, opinion can be safely discarded. Forget I replied.

>> No.2471573
File: 6 KB, 80x80, 1395795118853.gif [View same] [iqdb] [saucenao] [google]
2471573

>>2471547
>>2471568
Fuck me.

>And who fucking cares? I know what a Cacodemon looks like, and I can recognize it from miles across a map. I can't say the same about these brown and gray samey-looking zombies and Imps.

>> No.2471575

>>2471569
>Uh, okay, opinion can be safely discarded. Forget I replied.

oh ok, sorry I was impressed by those graphics in 2004

y'know, where HL2, Halo 2, UT2k4, and GTA:SA were all hot shit. Doom 3 looked pretty good back then.

>> No.2471576

oh wow. I am almost certain that freaking MDickie can do better than bethesda on this.

>> No.2471584

>>2471558
>I meant unique in terms of their attacks and characteristics.
Imps are still basic, but Hell Knight jumped and did ground slams, skelly had missile spam, flight and guided rockets, and there was that guy with the laser thingy

>> No.2471587

>>2471576

PerditionGuy

ObeseDemon

TechHelldude

>> No.2471589

>>2471569
>"fully articulated" physics
>subskeletal models
>more advanced AI (featuring the dynamic stand-and-shoot approach)
>gore physics (ie some decals and gibs)
>blah blah

There are healthier ways to cleanse your colon than to pull this shit out of it.

>> No.2471593

>>2471589
Oh okay, so their is no skeletal modeling in Doom 4? Interesting how the physics work then. Hm.

Physics work that way, if they've innovated some shit that doesn't work that way, please fill me in.

The AI is *NECESSARILY* more complex than it was in Doom, as Doom was 2.5D, and had specific constraints for good reason, it's now fully 3d, and has a higher... I dunno what you'd call it, "map resolution"? Smaller things to get caught on and navigate, and an entire new dimension. AI complexity scales geometrically, so, it's necessarily much much more complex, and is likely (and hopefully) deeper than that.

But continue to spam ignorant bullshit as an excuse to hate it for no reason, see you on /v/ (no I won't, lol, fuck that board)

>> No.2471601

Hopefully it isn't completely crippled due to consoles

Looking forward to scripting and other fun stuff

>> No.2471604

That Cyberdemon looked like a monster from Warcraft with a rocket cannon strapped on

>> No.2471605

>>2471593
Please explain how any one of the three things you mentioned weighs on your processor.
For that matter, explain what "fully articulated physics" means, because that sounds you slapped a handful of marketing buzzwords together that means "ragdolls."

>> No.2471607

>>2471601
>slow movement
>time stops when you change weapons
>enemies barely react when you shoot them.
>cinematic kills
These are all console features

>> No.2471610

>>2471593

You were literally just spewing buzzwords.

Instead of using SS for an example, look at the L4D series. Can easily handle upwards of half a hundred zombies on screen, even on shitty systems, each having their own pathing animations, unique AI, dynamic gore models, dynamically generated texture variants, 200+ something death variants that end in a ragdoll, all which can handle lighting, sounds, and physics to a lesser extent.

It has nothing to do with ~~3D~~, it has to do with how you optimize it. (And Valve was pretty fucking smart/sneaky about how they handled it.) Id does some fucking fantastical engine magic, but they're been scared to show too many enemies on the screen as of late. It could purely be a gameplay design thing (days of monster spam long since gone) - but I'm pretty sure it's also an engine limitation thing.

>> No.2471613

>>2471607
I know that it will never live up to one and two. I might play it for a few months and mess around with the mods, but as they want all mods to work on consoles, everything will be severely limited with a Spore style complexity limit probably. We should be glad for what we have.

>> No.2471614

>>2471605
Yes, more advanced version of ragdolls is exactly what it is. Let's break this down.

ar·tic·u·la·tion
ärˌtikyəˈlāSH(ə)n/
noun
1.
the action of putting into words an idea or feeling of a specified type.
"it would involve the articulation of a theory of the just war"
2.
the state of being jointed.
"the area of articulation of the lower jaw"

This definition will be working on number 2. Joints. Skeletal physics. Shit only bends one way unless it's got enough force applied to it to go in another direction (I have no idea if Doom allows for that, ouside of gibbing).

Fully, well, if you don't know what that word means we can continue this conversation in your native fucking language.

>>2471610
Okay... And Doom is incapable of this how? They're showing an early level from a build that's like a year old.

As of late? They didn't show that shit in trailers for Doom 3, Q4, Dishonored, Wolfenstein... (although in all of those cases, game ran fine with tons of monsters/enemies, but did not have it in the campaign, that I can remember, wolfenstein kinda did, like 8 as a max, which isn't really a big number)...

You're making broad assumptions about a fucking extended trailer

>> No.2471617

>>2471613
>The game industry has gotten so bad that a mediocre effort is considered a blessing to have

>> No.2471618

Honestly, this looks less like Doom and more like they took what worked with RAGE, took out what sucked, and mixed it with Quake 4 and Doom 3.

>> No.2471621

>>2471614
Bone constraints and IK are not new things. Doom 3 had them. Ocarina of Time had them. They're not advanced, they're standard.

>> No.2471623

>>2471617
At least they can't take away the modding scene for the current games. Until Bethesda goes completely semetic, removes GPL, and sends a cease and desist to the developers of all major source ports and modding websites that is.

>> No.2471624

>we didn't want the player to feel on their heels at all

so no excitement? :(

>> No.2471625

They go on talking about how the game is all about speed yet they include that weapon changing slowdown

>> No.2471626

>>2471625
Guy was playing on a controller.
They probably have dedicated keybinding on pc.
I didn't hate it personally (I thought that part where he switches to SSG when an imp charges him and blasts him off was nice) but I can see why people would.

>> No.2471627

>>2471621
L4D2 was the best counter example that's been come up with - it's the only one with non-canned animations that requires enemies navigate actual 3d spaces that has "articulated" physics that actually runs well on mid-tier systems.

Honestly, I'm not that worried about it, UNLESS... if they cap monsters at some stupid number for the mod tools, I'll be goddamned furious (on PC. I understand why there would be caps, despite still disagreeing with them, on the consoles).

It does not look like GAME OF THE YEAR ALL YEARS like I, and I assume we all had hoped, but people are furious about some shit that's completely unconfirmed and unfounded. And I was not saying shit has become more complex as an excuse, just as an explanation as to why this is not an apples to apples comparison, posting a sprite based 2.5d game from 1995 when 30fps was fucking acceptable, versus some shit 20 years later in 3d when 60fps is a minimum standard.

Things change. If you want them to be exactly the same, *keep playing doom 1 and 2* (I'll be playing 4, however, I will also keep playing 1 and 2 because I love them.

>> No.2471628

>>2471625
I think there will be an alternative way to change weapons. I don't recall the wheel showing up when the player changes to the BFG at the end.

>> No.2471629

>The new Unreal Tournament is a faster game

It shouldn't be like this

>> No.2471630
File: 6 KB, 84x87, 1404769235109.gif [View same] [iqdb] [saucenao] [google]
2471630

>>2471614
Most physics don't have to be calculated on the fly, and can be swapped out for cheaper effects or baked animations depending on what's happening on screen. (ie. most giblets don't have to tumble realistically through the air in the middle of a firefight, because the player won't be focused on them)

Also holy shit, you're trying to argue that the game can and can't do these things at the same time. You're either shitposting or legit retarded.

>> No.2471636

Remember guys, all this footage was recorded with a controller. And the game was purposely made easier so it could be better showcased.

>> No.2471637

>>2471627
>it's the only one with non-canned animations
All the animations are canned, they just blend between or combine them at runtime. None of it is truly procedural. If you're looking for that then GTA4 is right up your alley.

>that requires enemies navigate actual 3d spaces
Navmeshes and A* pathfinding. Dead simple.

>that has "articulated" physics
Again, bone constraints. Also dead simple.

>> No.2471638

>>2471623
>removes GPL, and sends a cease and desist to the developers of all major source ports and modding websites

Its far too late for them to do that.

>> No.2471639

>>2471636
The player recorded obviously would've died on the Hell fight, but he stayed at 10 HP.

>> No.2471641

So how many people are inspired by Doom 4 to mod stuff into Doom 1?

>> No.2471642

This thread is becoming /v/ tier levels of bad what with all these childish trailer reactions.

>> No.2471643

>>2471636
Pretty much this.
Enemies don't seem to be as slow as some people make them to be too. Imps shot fast and then bumrushed you.
>>2471639
He even shot a pillar in front of it with the rocket launcher.

>> No.2471645

>>2471641
Eh, if anything I'm more interested in recreating Doom 1 in Doom 4.

>> No.2471646 [DELETED] 

>>2471641

heh, i know one...

>> No.2471648

>>2471630
I'm arguing that people are making assumptions that they can't make based on a showcase built for average plebs.

And I am aware canned animations exist, I would hope to god they aren't too reliant on them, or that they're sufficiently varied enough that they don't look scripted after a few hours of play.

>>2471637
I'm trying to convey these concepts to people that are on the level of "IT WASN'T IN THE TRAILER, THEREFORE SOMETHING I OBSESS OVER IS UNPOSSIBLES", you clearly actually understand the topic at hand, or at least googled model rigging and used the words correctly, therefore I'm not *really* talking to you in the majority of my posts on the topic.

And I'm sorry, maybe I am misinterpreting what you're saying, but are you pointing towards GTA4 as a performance optimization benchmark? Because that really makes my head hurt. I am misunderstanding you, or you're trolling.

>>2471639
kek, and he had a habit of rocket-launchering walls right the fuck in front of him.

>> No.2471650

>>2471645
It can will and should happen in both ways.

And I'll gladly play both ways and love it.

>> No.2471652

My ONLY complain...

angled weapons? really? gotta appeal modern fps, rite?

>> No.2471656

>>2471645
Should be rather easy to do I think, I'm excited.
Could be fun to make some little additions for more verticality too

>> No.2471657

If you consider controller, and demos struck on very easy (and the fack I've never seen an fps nowadays with that little movebob at fulll sprint), then they really tried to make a game with good demons, good guns, and fast

we'll see if they succeeded

>> No.2471658

>>2471648
I'm pointing towards GTA4 as a non-canned procedural animation example for its implementation of the Euphoria engine.

>> No.2471662

>>2471652
Angled weapons are okay. Angled weapons that take up a quarter of the screen are bad.

>> No.2471664
File: 176 KB, 1024x843, revenant_by_emortal982-d65kwck.jpg [View same] [iqdb] [saucenao] [google]
2471664

>>2471648
You started your argument by saying that the engine can't handle dozens of monsters at once, and now you're trying to blame other people for assuming that the engine can't handle multiple monsters at once.
You are a fucking idiot.

>> No.2471665

>>2471648
>I'm trying to convey these concepts to people that are on the level of "IT WASN'T IN THE TRAILER, THEREFORE SOMETHING I OBSESS OVER IS UNPOSSIBLES"

Pretty much.

Just look at all the people complaining about movement speed when in several instances, just for a scant few seconds, you see how fast Doomguy can run (and we don't even know if that was max speed). Such as when he was on the catwalk and then jumps up to that next level.

We also know now, from the post show, that the UAC level was just the second level, and that the hell level was about half way through the game. We have a lot more level design to see, and a lot more potential in terms of maps. I'm totally scared we're going to get linear maps, for sure, but we'd be idiots to jump to conclusions at this moment based on only about 5 minutes of gameplay. As I've said through the thread, I could make Doom itself look bad if all I showed was a 3 minute stroll through E1M1.

>wow so linear
>so few monsters on screen

Could just as easily be the reaction against that.

My major complaint is against the chainsaw and the health drops on death. It seems that health drops on death is the primary way of getting health back, and you apparently don't regenerate health (which is good).

>> No.2471673

>>2471658
Ah, okay, okay, that makes more sense, thanks for clarifying.

But, I think it's an example that supports my point on fully procedural physics is really hard to do well without impacting performance significantly.

That being said, R* hasn't really been known for their optimization, but I think MP3 and GTA5 used Euphoria as well, to MUCH better effect.

AFAIK there isn't really another example, feel free to counter that if you're aware of another though.

>>2471664
I never said that, other posters did. I did say it's gotten exponentially more complicated, and that early footage may not include it.

If I said that, I misspo... Mistyped, or more likely, I said some ambiguous shit and you seized on an interpretation I didn't intend.

Can't and "year old footage and showcasing of shit and it's a lot less easy than you assume by citing doom 2" aren't the same thing.

>>2471665
In fairness, MOST of it looked slow as balls, but the fact that he has the ability to move quickly makes me think it's just a shitty player or playing methodically to show things.

>> No.2471680

>>2471665
>My major complaint is against the chainsaw and the health drops on death. It seems that health drops on death is the primary way of getting health back, and you apparently don't regenerate health (which is good).
He grabbed some yellow boxes in the first gameplay thing. Was that ammo (which apparently drops from enemies too, an imp gave him rocket ammo for example) or health?
>>2471673
>In fairness, MOST of it looked slow as balls, but the fact that he has the ability to move quickly makes me think it's just a shitty player or playing methodically to show things.
I think B. Holy shit he sucked. They prepped the game so he couldn't die, it was obvious. Also, controller.

>> No.2471683

>>2471249

how fucking ridiculous

yeah Donna Jackson is still in id software, that will totally make me buy the game on steam

suck my chubber and choke like rubber

>> No.2471684
File: 1.06 MB, 640x360, 1416451792944.gif [View same] [iqdb] [saucenao] [google]
2471684

I just noticed that enemies drop ammo and health.

That shit will fuck over ammo efficiency hard.

>> No.2471686

The moral of the story is that we should look at Doom 4 with extreme caution and hope that it'll be acceptable on release.
And that it comes with some kind of skin pack to make the weapons look more like the originals.

>> No.2471690
File: 1.01 MB, 1200x680, 35441481.png [View same] [iqdb] [saucenao] [google]
2471690

>>2471673
>I never said that, other posters did.
Please explain this:
>>2471569
>>2471593
And don't try to back out and say these aren't you when the conversation follows directly from these posts.

>> No.2471692

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

Do you guys think this is sped up, or just that they just didn't go sanic enough?
>>2471684
Yeah I'm not sure I like that bit.

>> No.2471693

Who hopes to see mappack remakes in the map maker?

>> No.2471695

>>2471680
The yellow boxes gave ammo, shells and bullets to be precise. Judging by the videos the ammo drop system seems to work in a similar style to Ratchet and Clank, where it will give you ammo for the weapon you currently have equipped and a random choice from something in your inventory.

>> No.2471698

>>2471554
the game looks super slow and dull

>> No.2471702

>>2471693
At the very least E1M1, if the devs themselves don't slip in a remake as an easter egg. People make E1M1 in just about every shooter they can, really.

>> No.2471705

>>2471692
Looks about right to me. He moved fast at particular points in the trailer, but most people don't pay enough attention to notice. It was really fucking clear from the way he moved and how he moved the camera (slow movements instead of snapping to directions like most people) that it was done on purpose to give a particular mood and to show the world off. This is trailer making 101 for most games these days. Its like getting mad at a Witcher trailer having Geralt walk through town when basically every player runs.

>> No.2471707

In ZDoom, if I move my mouse forward, I also move forward. It's pretty irritating, how do I turn it off?

>> No.2471710

>>2471695
>Judging by the videos the ammo drop system seems to work in a similar style to Ratchet and Clank, where it will give you ammo for the weapon you currently have equipped and a random choice from something in your inventory.
I have to rewatch but I think when he killed the imp at the beginning of gameplay #2 he had shotty out and it just gave him rockets..
>>2471698
Might be the controller. Parts of the gameplay and MP looked faster. Looks like they were showcasing stuff.
See >>2471692 too

>> No.2471712

>>2471692
There's so many cuts in that trailer I can't really judge anything for speed.

>> No.2471714
File: 31 KB, 324x311, 1268965009271.jpg [View same] [iqdb] [saucenao] [google]
2471714

Oh great, now we're going to get another fanbase split. Those who like doom 4, and those who don't

>> No.2471715

>>2471707
m_forward=0 in the ini

>> No.2471716

>>2471698
>>2471692
The player was going mega slow to show off graphics.
Hell portion and Deathmatch clips were much closer to how fast it'll be when you actually play it.

>> No.2471717

>>2471707
Options, Mouse Options, turn forward and backward speed to 0.

>> No.2471718

>>2471715
>>2471717
Thanks!

>> No.2471720

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

>> No.2471721
File: 12 KB, 236x236, 34.png [View same] [iqdb] [saucenao] [google]
2471721

>>2471714
>fanbase split

>> No.2471723
File: 928 KB, 1280x720, 55306_2_1.jpg [View same] [iqdb] [saucenao] [google]
2471723

Caco

>> No.2471724
File: 4 KB, 127x126, 1345101031110.jpg [View same] [iqdb] [saucenao] [google]
2471724

>>2471714
>Believing this will happen over a single game
This statement could've been applied to Doom 3, everyone was fine then and here we are now because the original two sill exist.

>> No.2471725

>>2471723

That's a lotta teeth.

>> No.2471727

>>2471714
You mean like the fanbase split between DE and DE:HR?

Wait...

>> No.2471728

>>2471723
Jesus, that Caco is incredible.
I hope the dangly little claw hand tries to scratch at you.

>> No.2471729

>>2471723
That ain't cute at all!

>> No.2471734

>>2471723

That cacodemon just hit the biggest blunt in all of mars

>> No.2471735

>>2471723
>caco
>hands
One job, id. Just one.

>> No.2471737

>>2471723
Those zombies/imps are bugging me. They're all so bland and indistinguishable, but the moment the more powerful enemies jump in you can immediately tell those apart.

>> No.2471739

>>2471690
I don't need to back out of anything. The takehome message was that it is harder, not impossible... You're putting words in my mouth and concepts in my posts that were not explicitly or implicitly stated.

All 3 linked posts are me. I should have stated that I expected that of the "old" (first half) trailer, as the game was earlier in development and likely less optimized, so you would expect fewer monsters.

Second half, player was shit *and* playing on a controller, so, it kind of follows that the monster count would be lower. And they were showing off the bigguns, and they aren't gonna spam you with Cyberdemons or even Mancubi in the campaign/SP, Doom 1/2 didn't do that either.

>>2471684
>>2471692
My hope is that that's significantly lower on higher difficulties.

>>2471724
I'll be playing 4 *and* sticking with the classics, personally. Imagine I'm not alone or close to it.

>>2471737
not white knighting them, I think they look kinda shitty too, but that *might* be intentional

>> No.2471740

>>2471735

Doom 64 Cacodemon. Get your ass outta my face you poser

>> No.2471741

Anyone else left wanting a thrusting part on the chainsaw section?
Seems like all he did were overhead swings.
>>2471723
Neat.

>> No.2471746

The DoomMaker tool has me interested. It means they've either dropped the megatextures or replaced them with something that doesn't take a week to bake.

>> No.2471748

>>2471737
Not like you need to distinguish between them, though

The monsters that can actually kill you look fairly distinctive, which is fine enough

>> No.2471751

look at how past the bumplimit this thread is lel

>> No.2471752
File: 53 KB, 500x378, 1405137191940.jpg [View same] [iqdb] [saucenao] [google]
2471752

so.

What are your thoughts on idTech 6?

>> No.2471754

>>2471752
For me it looks nice but too early to really tell how well it actually is.

>> No.2471756

>>2471752
Indeterminate. Doesn't appear to be anything special. Needs closer examination upon release.

>> No.2471757

>>2471737
Looks like the Imps/Zombies have a lot of different models because they're the foot soldiers of the game and they want them to look different to break up the monotony.

I instantly recognized the caco, the pinkie/spectre, mancubus, revenant, and even cyberdemon (though he seems to be heavily redesigned, probably because the original model's eyes look like shit in 3D).

>> No.2471761

>>2471748
>Not like you need to distinguish between them
Says who? If I'm up against an imp and a shotgunner and they look the same, does that put me at a disadvantage?
YES IT DOES.
Now maybe Doom 4's grunts aren't as much of a threat, but the fact that I can't tell them apart from generic demons means I can't prioritize targets. I can't tell the difference between the thing that's going to throw a slow-moving fireball and the thing that will tear me apart with hitscan weapons, and in a firefight that is a Fucking. Problem.

>> No.2471767

>>2471761
Those zombies are the ones that rush you, nothing else.
Imps and the zombies that actually shoot look pretty different to me

>> No.2471768

>>2471761
The zombies aren't hitscan in this, though

If you watch the trailer they shoot faster projectiles

>> No.2471770

>>2471768
There were the laser guys

>> No.2471771

>>2471531
oh fuck I love the blue carpets

that proves it, the game looks too generic
it has nothing that stands out from it
even the demon desings are all the same color

It won't be THE next that is for sure

>> No.2471772
File: 52 KB, 254x90, 2015-06-14_21-27-17.png [View same] [iqdb] [saucenao] [google]
2471772

Does this mean the chainsaw has two modes and the only option won't be INSTAGIB CINEMATIC

>>2471761
D4's imps shoot faster fireballs, and the zombies aren't hitscan, they shoot fast red projectiles, or are melee.

>> No.2471775

>>2471539
atleast they were more colorful and the walltextures were pretty abstract too

>> No.2471781
File: 160 KB, 296x304, Untitled.png [View same] [iqdb] [saucenao] [google]
2471781

the bits in the trailer when he went fast got me excited. the looking around and stopping to stare at eye candy was the worst. I realize the game looks good but please go fast. That deathmatch footage looked great with how fast you went

I'm cautiously excited

>> No.2471783

>>2471361
That us why no one likes you cunt

>> No.2471784

>>2471573
this
>>2471567
and this

>> No.2471787

>>2471783
I am not interested in being liked by people like you.

>> No.2471790

>>2471714

People having different opinions on things isn't really anything new or surprising.
We have people who think Doom 2's maps are shit, we have people who think Doom 64 needed more action, we have people who think brown water should damage you, etc.

We won't have a fanbase split any more than we have a fanbase split over Doom 3.

>> No.2471791

What did you guys think about Hell? I don't hate it but I'm not sold on it. Kind of liked D3's better, but that one was a lot more claustrophobic.
>>2471772
>D4's imps shoot faster fireballs
They seem to move directly afterwards too. Either to you or a dodge to the side.

>> No.2471792

>>2471567

Was just about to mention NUTS.WAD

I think there's a chance of seeing MOCK 4. SPEED OF STUPID HD as well

>> No.2471793

>>2471791
>>2471772
Also yeah, weapons seem like they have attachments and modes. Like those mini-missiles things, or the autoshotty thing.

>> No.2471794

I mean really the best thing about this is that anything we dont like, (like the weapon wheel) can and WILL be modded out if there isnt already an option for it on PC.

>> No.2471795
File: 11 KB, 232x197, 1376198741320.jpg [View same] [iqdb] [saucenao] [google]
2471795

I was hoping to see a berserk pack or some form of punching shit that wasn't a takedown. Kinda bummed.

>> No.2471798
File: 187 KB, 343x342, 1404528718143.png [View same] [iqdb] [saucenao] [google]
2471798

>>2471795
Still don't understand why they didn't reserve the takedowns for berserk mode

>> No.2471801

>>2471798
I goess much like myself they just never considered it.

though then again, mods could prolly fix that.

is there even berzerker mode?

>> No.2471804

>>2471801
>is there even berzerker mode?

Who fucking knows, we didn't see any powerups from what I remember

>> No.2471805

>>2471795
>>2471801
There were a couple of instances were the takedown (if you can even call it that) was a punch square on the jaw that gibbed the head, and that's it.
It does seem like there's no fists as a weapon anymore though.

On the other hand, you can turn into an agitating skeleton in MP so I guess you can punch shit there

>> No.2471816

Something about the clean aesthetic for the techbase stuff made me think Unreal Tournament 4, especially with the high multiplayer speeds as everyone jumped around going all Quake 3 on eachother's asses.

>>2471805
Apparently it's been confirmed you can be more than just a Revenant, it's just the one they showcased.

>> No.2471818

Did the Revenant not have homing fireballs or am I blind?

Seemed like he tracked your position for a bit then stopped and shot straight-line fireballs at where you were

>> No.2471825

>>2471818
I'm not sure. In the first gameplay it looked kinda homing-ish but in the second he was focusing on direct fire instead.

>> No.2471827

>>2471816
Oh, neat.
We could make L4D Versus but with demons. Could be interesting.
>>2471818
Seems like he had missile spam and then that laser tracker that if you stood in it for too long it would fire homing, but I'm not sure.

>> No.2471828

>>2471818
In the hell footage you can see it point red lasers at you, so I'm assuming that's homing mode.

>> No.2471831
File: 148 KB, 250x400, Flying Boners.gif [View same] [iqdb] [saucenao] [google]
2471831

>>2471818
Maybe it homes in on higher difficulty?
Honestly I wouldn't mind the rockets not being homing, because having a flying boner shooting homing missiles all the time when it could hide out of site in the air seems a tad bit unfair, considering how squishy you are.

>> No.2471837

>>2471827
With Snapmap and the logic work, who knows? We very well could make an objective-based multiplayer map where one side is a bunch of demons while the other are marines trying to fight through, interspersed with hordes of imps and zombies as cannon fodder.

>> No.2471838

>>2471361
>>2471787
Apparently you're not interested in being liked by anyone who isn't willing to unquestioningly stroke your grossly-inproportionate ego.

Love it or hate it, the fact is that BD takes a lot of shit from modern FPS conventions.Doom 4 also takes some shit from those same conventions, just like you did. That does not mean it drew influence from your mod.

BD seriously isn't that original, or that special. Doom modding and development does not fucking revolve around you.

>> No.2471856

Rewatching the gameplay reveal in HD on youtube. Honestly, while it doesn't look perfect, I think people are being a bit harsh on it.

>> No.2471860
File: 51 KB, 419x750, 1417813376331.jpg [View same] [iqdb] [saucenao] [google]
2471860

>>2471856
The graphics look so damn good in 1080p that I am definitely getting another GPU upgrade for it.

>> No.2471867

>>2471856
>>2471860
I just hope id tech 666 is scaleable and doesn't shit out in larger environments.

Seemed to do okay on that large shot (not necessarily large level, but there was a lot in the shot) when Doomguy was up on the cliff in hell.

Game seriously looked good enough I thought it was pre-rendered at first.

>> No.2471868
File: 232 KB, 1280x646, super_shotgun.jpg [View same] [iqdb] [saucenao] [google]
2471868

>>2471490
>just bringing attention to what this guy said being a little too spot-on to what we actually saw
I'm not paid to be here by anyone if that's what you're thinking (god, I fucking wish), I just said what I would like, brief reload animations with one showy one the first time you find a new weapon. I couldn't quite tell in the gameplay trailer if that was the case (but the trailer looked pretty good, certainly not terrible).

I'll say that I would have wished for the Super Shotgun to have an actual stock, I hate the sawed off 'pirate pistol' style grips on shotguns. The Doom 2 Super Shotgun having an actual stock on made it different from other ones you'd see at the time.

>> No.2471869

>>2471856
Who cares how it looks. the graphics look fine.
What matters is that the gameplay and level design are exactly like Doom 3.

And people are actually defending this. They didn't even try to take at what made the Doom1/II gameplay so great to this day and then try to work off of that.

They just took doom 3, slapped a new coat of paint on it and added some modern bullshit like scripted looking at weapons and scripted chainsaw kills.

It's not terrible. The game looks good, but I'm once again disappointed that it's not doom.

>> No.2471874

>>2471869
>the graphics look fine
Could do with a splash of color though. Brown is so 1996.

>> No.2471875

>>2471867

Yeah, this is actually important. I hope we won't have nasty texture pop-in. From what they showed off the game's graphics look great. I also hope you can tweak a shitton of settings on PC. Much like Wolf and the other idtech 5 games at least.

Also, it's 666 now? Shit.

>> No.2471879

>>2471856
I will have to say, though. The guy playing is really shit.

>> No.2471882

>>2471879
Yeah, it's presumably easy mode and he would have died multiple times if it wasn't for the invincibility

>> No.2471884

>>2471867
>id tech 666
I giggled when they said that.
Also really excited for the multiplayer, you get to play as the demons!!

>> No.2471886

>>2471875
Really it's called id tech 6, but the dev team likes to call it 666

>> No.2471887

>>2471875
>Also, it's 666 now? Shit.

The iD guy said they have taken to internally jokingly referring to it as 666.

>>2471879
>>2471882
I really wanted him to look down and try to rocket jump to get up to the ledge, but we unfortunately never saw that.

>> No.2471890

Did anyone else notice that you didn't have to reload the shotgun at all?
No pump, no internal ammo counter, 20 shots, and you could fire multiple shells in one burst fire

>> No.2471892

>>2471869
I've played Doom 3, and I don't remember it being anything like what the reveal trailere showed.

>> No.2471896

>>2471890
I don't think he reloaded any weapon at all besides the SS and that rocket launcher attached to the machine gun.

>> No.2471897
File: 500 KB, 576x1024, doom4weapons.png [View same] [iqdb] [saucenao] [google]
2471897

>>2471267
They look -ok- I guess.

Green - What the hell is this thing? It looks like it'll dig into your wrist when you hold it and shoot it.

Red - That looks goofy and stupid as fuck.

>> No.2471901

>>2471869
>implying Doom 3 was a fast hack & slash with GNUS to kill DEMNS
>you have to kill the DEMNS to live
>it's either you or them and there is no wussing out

sounds like doom 3 alright

>> No.2471902

Doom 4 hype so real it brought back CutmanMike from his self-imposed exile

>> No.2471903

>>2471887
>>2471886

I see. Thanks doombros!

>>2471890

That was the first thing that I noticed when I saw the stream. Good on them for making good on that.

>> No.2471905

>>2471869
Have you even played Doom 3? Was much slower than that. And the Hell level they showed had much more monsters than I ever encountered at once in Doom 3.

>> No.2471910

>>2471905
The first level they showed was a pretty early one, and the hell one is apparently only half-way through the game.

So this is basically "we're only getting started" levels of carnage.
hopefully, that is

>> No.2471914

>>2471890
No reloading had been confirmed for a while.

>> No.2471916
File: 128 KB, 1920x1080, chainsawspikes.jpg [View same] [iqdb] [saucenao] [google]
2471916

>>2471892
Yeah. Doom 3 was much slower, had reloads, had terrible fucking melee (chainsaw was okay), basically no jumping, and less enemies at one time.

>>2471897
>red
Felling spikes are a real thing, anon. They're for pushing into stumps/trees as you cut through them.
https://www.youtube.com/watch?v=R8GO-PS0bWk

>> No.2471920

>>2471897
>goofy and stupid as fuck
you have an odd way of spelling "fucking metal"

>> No.2471925

>>2471916
>Doom 3 was much slower, had reloads, had terrible fucking melee (chainsaw was okay), basically no jumping
>Meanwhile we have DOUBLE JUMPING IN A DOOM GAME
>Melee is an blazing gorefest
>Great guns, except the ?stunmode? plasma rifle and the questionable heavy 'assault' thingy
>Health drops from monsters which ties in with melee very well
>The combat is pretty fast even though all gameplay was played with a controller

This is nothing like Doom 3.

>> No.2471927
File: 115 KB, 800x602, Capture.jpg [View same] [iqdb] [saucenao] [google]
2471927

>>2471920
Shit, even real ones look metal as fuck.

We get to have our cake and eat it too.

>> No.2471929

>>2471361
Fun fact: I suggested to you way back in the early days of Brutal Doom the idea of berserk executions, and then fatalities happened. By your logic, I am the one who changed Doom forever.

Also, the idea I had was pretty much exactly what this Doom has done. First-person, quick, and to the point.

>> No.2471930

>>2471925
Not sure why people are complaining about the plasma rifle. Seemed okay to me, though I could do with it being louder.

>> No.2471931

>>2471564
>weapon wheel crap
The wheel style is pretty much the best way to have quick weapon selection on a console game like that.

I'm sure it won't have the wheel on the PC version.

>> No.2471935

>>2471916
>felling spikes
Oh, well I guess that makes sense.

I still wonder about that green marked thing that looks like it'll push into your wrist though.

>> No.2471936
File: 14 KB, 96x161, 1405135157441.png [View same] [iqdb] [saucenao] [google]
2471936

>watch the stream
>retards shilling for FO 4 and shitting on everything else
>re-watch the footage on youtube
>people shilling for BD and shitting on the game
>come here
>people saying it looks and plays like shit alongside discussions regarding whether it's a blatant D3 copycat

I don't usually get my PTSD triggered this hard but holy fuck

>> No.2471937

>>2471930
It seemed weak and piddly in the techbase gameplay, but then you see the Hell gameplay and it becomes real obvious - the guy unloaded at least a dozen shots into a Mancubus and it just ignored them all like it wasn't even being shot in the first place, not even burns or blood splatters. The weapon looks pathetic.

Also goddamn were those Hell Knights pissed.

>> No.2471942
File: 232 KB, 240x162, minigunner_DEChaingunModel2.gif [View same] [iqdb] [saucenao] [google]
2471942

>>2471929
minigunner is the secret mastermind behind doom 4

>> No.2471947

>>2471937
I hope they actually have pain states, otherwise the balance on weapons gets thrown for a serious loop.

>> No.2471949

>>2471573
I agree with this, the monsters should be more recognizable.

In Doom, you can typically tell at a glance, at a distance, what something is.

Doom 3, as much as I like it, it had flaws, a lot of the monsters looked too gray, too similar, this was not a good thing in my opinion.
Even just subtly reskinning the monsters to have slightly different color and texture to them can do a lot I feel.

>> No.2471953

>>2471947
I think they probably do, plus I saw in the techbase an imp got shot and the fireball it was about to throw got flung into the ceiling instead, and then it got shot again and died.

>> No.2471954

>tfw 4chanx is sperging so hard you're doing the new thread just to get rid of this big thread

prolly you shitasses are fine with it

>> No.2471956

>>2471361

Thanks for inspiring this garbage with your shit mod, Mark.

>> No.2471960
File: 402 KB, 798x435, Plasmagun3.png [View same] [iqdb] [saucenao] [google]
2471960

>>2471930
I think it has to do with how it acts a lot more like a Quake hyperblaster than Doom's plasma guns.

Doom's plasma guns fired slower, hit harder and flew slower. Kinda like the difference between the the Doom 3 machinegun and chaingun, I can see how people could think it's piddly in comparison. The sound and lack of reaction from monsters didn't help.

Also, the thing didn't have a cool prototypical look to it. No plasma jets, no blocky angular design, no glowy bits. I heard someone say it basically looked like an assault rifle that shot plasma, and I can agree.

It also looked like most of the weapons were samey. In Doom 1/2/3, each gun had its own colours and design. Machinegun? Olive. Chaingun? Yellow. Plasma? Blue. RL? Red.

>> No.2471961

>>2471954
At least we're sperging about Doom 4 here and not in a new thread.

>> No.2471962

>>2471618
Yeah, kinda, actually.
When I saw the trailer, it felt like Doom 3, but like they were trying to make Doom 3 a much better game than it was.

>> No.2471965

>>2471960
TBH I prefer the hyperblaster to the PG.
PG just feels worse, imo. Multiple projectiles that go somewhat slowly, hit for moderate damage each, with pewpew firing sounds never felt good to me.

>> No.2471969

>>2471954
well feel free, but i'm awake now so i can do it if you want. just got to come up with some kind of summary for this E3 thing

>> No.2471970

>>2471954
pls keep in mind new news updates

>> No.2471973

>>2471969
"Doom 4 trailer revealed at E3"?

>> No.2471979

>>2471973
yes i can manage that much by myself, haha. more than that, like, what the main points are. "some mod support confirmed" and so on.

some links to the footage would be good. i searched on youtube but there's too many to choose from.

>> No.2471980

>>2471954 (me)
>>2471969


sure, go ahead please

>> No.2471997

NEW THREAD

>>2471994
>>2471994
>>2471994

>> No.2471998

>>2471979
http://www.youtube.com/watch?v=galOoNQ483Q

>> No.2472009 [SPOILER] 
File: 45 KB, 368x480, 1434348727845.jpg [View same] [iqdb] [saucenao] [google]
2472009

>>2471771
This, needs some blue carpeting.
And some concrete.
And some ceramic hexagonal tiles.
I can't be the only one who wants a kitchen with some sweet ass hexagonal ceramic tiles, can I?

But yes, Doom 4 definitively needs a bit more variation, it's too much metal plating and computers/machines, there should be some carpeting, some acoustic ceiling tiles with spaced lamps, (sometimes painted) concrete walls, floor tiles, you know, stuff you'd want in places where people are doing work every day.

Of course not in the industrial areas, you can't have carpeting there, but in offices and living areas and shit.

>> No.2472015
File: 154 KB, 350x633, 1421533341491.png [View same] [iqdb] [saucenao] [google]
2472015

>>2471772
>chainsaw
>SUPER chainsaw

>> No.2472025

>>2471838
No. I just don't care about not being liked by someone so easily offended that can get upset by a simple joke like >>2471361. People like you only make me laugh.

>>2471929
Executions were planned from the start. The original idea was to make them first person since the beginning, which was later scraped and changed to third person to make things easier to draw. The only reason v1 didn't included it is because I lacked the knowledge to perform them by 2009.

>> No.2472029

>>2471831
>>2471818
For fucks sake did none of you stop to consider that it sometimes shoots rockets straight and sometimes shoots homing rockets, like it does in Doom 2?

I know it was technically an oversight/bug there, but it still became ingrained into people's mind as how they're supposed to work, because that's how they always worked.

>> No.2472036

>>2472025
No offense Mark, but it's sometimes pretty hard to tell between when you're joking and when you're stroking your ego.

>> No.2472040

>>2472025
not him but when i read your initial post i laughed and thought, if it was anyone else saying that, it'd be obviously a joke. but when it's mark, you just can't be sure! haha, all in good humor, carry on.

>> No.2472052
File: 414 KB, 373x269, tumblr_mzhusfwdy71sfnuq8o1_400.gif [View same] [iqdb] [saucenao] [google]
2472052

>>2471869
>What matters is that the gameplay and level design are exactly like Doom 3.
>gameplay
>exactly like Doom 3
>EXACTLY like Doom 3
Was there a special version of Doom 3 that I missed somewhere?

>> No.2472059

>>2472052
Expansion pack, maybe?

>> No.2472072

>>2472040
>>2472036
Combination of him having signficant ego, and english being a second language, and people hating him *way* more than he deserves conspire to make things like this happen.

But yeah, if it was a joke, kek, good 'un.

>> No.2472073
File: 29 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
2472073

>>2472059
I played Resurrection Of Evil.

It did not feature melee finishers of any kind, weapon modifications, etc.
Fuck, RoE didn't even have the chainsaw (my biggest gripe with the Expansion, because the chainsaw was the best weapon in Doom 3, no, the grabber thing can go fuck itself it wasn't fun, the chainsaw was better in every way)

>> No.2472076

>>2472073
>the grabber thing
obvious executive meddling. half life had this, it sold well and was popular, therefore we have to have one too or people won't buy our game

>> No.2472091

>>2471905
There is one single difference between Hell and the rest of the game of Doom 3: Hell's level layout is made of big rooms with some pillars for cover, where you can move freely also thanks to the infinite stamina. Most people I know think Hell is the best part of Doom 3. I really don't have any problems imagining why.

>> No.2472097

>>2472076
I agree fully on this, and I wish execs in general would fuck off out of design they aren't actually participating in.

I in no way work for any related industry, and have not developed this opinion over executive meddling. That's a lie.

>> No.2472115
File: 43 KB, 390x274, chainsaw-good.jpg [View same] [iqdb] [saucenao] [google]
2472115

>>2472076
May or may not have been a thing.
id said that they had the idea of the grabber at the same time, or before HL2, but that HL2 just came out before them.

It's also not really strange leap to make, "hey guys, we have a physics engine and shit now, look at that box going flying and that guy falling off a ledge", it really isn't an unusual or illogical leap to think "hey, what if you could pick up things and chuck them at enemies?", anyone would have thought the same thing.

That said, the Gravity Gun was a way better weapon in terms of feel and gameplay than the Grabber, which I hated, because it replaced my beloved Chainsaw and I never used the Grabber outside of the game making me because it was painfully unfun.

>> No.2472135

>>2472115
well, you don't know if what they said is true or them just bullshitting, there's no way to prove it either way. but, fair point nevertheless, it might just have been steam engine time.

>> No.2472142

>>2472115
They already had their gimmick to show, the lighting, or better, the complete lack of it.

>> No.2472159

>>2471420
This.

Shit looks like a slightly updated Doom 3.

>> No.2472218

>>2471937
Got a link to the hell gameplay? I only saw the techbase thing.

>> No.2472328

>>2471960
You sure? It fired pretty fast in Doom 1/2, its drawback being projectile based, meaning you may have trouble hitting stuff from afar. Doom 3's plasma fired pretty slowly, and projectiles flew kinda slowly too, but it wasn't a problem due to every level being pretty cramped anyway. It may have sounded bad, but Doom 3's sound is just atrocious, so it's no surprise.

>> No.2472351

>>2472159
Yeah I definitely remember the double jumping and fast paced action and actually visible levels in doom 3.

Oh wait.

Jesus fuck this has been refuted like 3 times in this thread alone, get a new troll already.

>>2472328
I didn't like doom 1, 2, 3's plasma rifle, and I'm not liking 4's. Why is it so hard to make a compelling plasma rifle before modders get their hands on it?

Sound and visuals are fine in 4, but the complete lack of hitstun or flinch from it kinda robs it of any feeling of power. And the total non-interaction with physics, which I'm assuming is bugged or not yet implemented.

>> No.2472382

>>2472351
>Jesus fuck this has been refuted like 3 times in this thread alone, get a new troll already.

Are you blind? It looks eerily similar to Doom 3. The rounded and blown up design of the UAC labs, the bulky, bulbous, ugly weapons that sound and feel like little squirt guns, the dark as fuck shadows everywhere, the animalistic moving enemies on all fours, the fucking holographic dot signs on every fucking weapon

It has jumping, platforming and finish moves now, yes. That's why I said updated version of Doom 3. But it still looks just like Doom 3. Especially the shiny plastic look of everything. It's worse than UE3 games.

>> No.2472385

>>2472382
Oh, so in every way besides gameplay.

Okay, yeah. Given that's the only "full 3d" reference aesthetic they had is probably the cause for that.

Also they've severely lessened most of the issues that I actually had a problem with in 3.

>> No.2472390

>>2472385
>Oh, so in every way besides gameplay.

Nigger, did I say it PLAYS like Doom 3? I said it LOOKS like Doom 3, which it fucking does.

Reading comprehension, motherfucker.

>> No.2472396

>>2472390
In that reference frame, "Looks like (thing)" could mean LOOKS, or it could mean PLAYS. As I value the gameplay and mechanics over the visuals, I automatically assumed it to mean play.

And I can see common gripes between the two, but honestly, look at screens of doom 3 and 4 side by side. Only complaint that stands up to scrutiny is the weapons being all... I dunno, bulbous is a good word.

>> No.2472409

why are you guys not in the new thread

>> No.2472482

>>2472409
Because some faggot idiot there is saying ad hominem is legit arguing because you shouldn't take the advice of pedophiles on how to raise kids.

>> No.2472496

>>2472396
Just shut the fuck up, you self important nincompoop.

>> No.2472573

>>2472482
is reporting really that hard?

>> No.2472592

>>2472573
i've already reported 30 posts, it won't let me do any more

>> No.2472619

>>2470463
Didn't id do that with Rage? Pretty sweet animation of the player examining new guns, twiddling knobs, pushing buttons etc. Felt more like genuinely discovering a new toy and having to figure out what it does rather than being immediately au-fait with it

>> No.2472794

>>2472573
Let me put it this way, calling the cops only works if the cops are around to pick up the call and a patrol to send.

If they're all on leave and there's nobody available, calling them doesn't do you much good, ya dig?

>>2472619
Yeah, like that.
Rage was quite flawed, but I found it pretty fun and cool at times.

>> No.2473048

>>2472496
>using "nincompoop"
Holy shit, I'm a bit old for being on this board, but haven't they passed out the drugs at the rest home?

Also your mastery of conversational english is questionable, at best.

>> No.2473115

>>2470369
the gameplay showed enemies dropping health and ammo regardless of how you kill them and the executions seem to require you to press a button to use them so it looks okay to me

>> No.2473196

>>2472025
No, given how hard you sperged and took credit Doom 4 ideas in the past, I don't think it's reasonable to expect people to think you're joking.

>> No.2473214
File: 30 KB, 399x212, Plasma_Gun.jpg [View same] [iqdb] [saucenao] [google]
2473214

>>2472351
>I didn't like doom 1, 2, 3's plasma rifle, and I'm not liking 4's
Only game who did it right was Q3. You know it to be true, everything melts before you when you get ahold of this babe here.

>> No.2473442

is this the longest thread in /vr/ history??

>> No.2473459

why are you not in the new thread

>> No.2473475

>>2473459
who says i'm not? only i still have this one open as well.

>> No.2473678

I just watched the doom gameplay video
doom is kill
good night fellows

>> No.2473704

>>2473678
>what is mod support

>> No.2473778

Does anyone know a version of monstermashupv9 that adds even more monsters like monsters from hexen and heretic not just ones from chex and strife?

>> No.2474267

>>2473196
I admit I was acting like a faggot on Quakecon's reveal. If Doom 4 sucks, then I can rest assured that Jewmax is not making money out of my ideas. If Doom 4 succeeds, I will be hailed as the man who saved Doom from becoming Call of Duty and I will demand a statue of me to be built in front of id's headquarters. It's a win-win situation for me, and I had absolutely no reason to act like that.

>> No.2474303

>>2474267

You're not as funny as you think you are, dude.