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/vr/ - Retro Games


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2561093 No.2561093 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2554013
(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

Image database
http://vrdoom.booru.org/?page=post&s=list

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
https://data.archive.moe/board/vr/image/1408/04/1408049162719.png

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 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

>> No.2561094

===NEWS===

[07-24] Doom 4 stuff from QuakeCon: new screenshots, multiplayer, weapons
http://www.gamesradar.com/doom-multiplayer-info-hands-on/
http://www.dsogaming.com/screenshot-news/doom-new-quakecon-2015-screenshots-released/
http://www.ign.com/articles/2015/07/23/quakecon-2015-first-hands-on-with-doom-multiplayer
http://www.pcgamer.com/hands-on-dooms-coolest-new-gun-is-powered-by-sprinting/

[07-23] Another Doom High Resolution Texture Pack release
http://dengine.net/forums/viewtopic.php?p=13849#p13849

[07-23] /doom/ now has a booru.
http://vrdoom.booru.org/

[07-23] Zandronum 2.1.2
http://zandronum.com/forum/showthread.php?tid=6205

[07-23] Crispy Doom v3.0
http://www.doomworld.com/vb/post/1396774

[07-20] Quake I Touch, get it while it's free
http://www.amazon.com/Beloko-Games-Q-Touch/dp/B011YGMBBY

[07-19] After two years, here is ProjectILE v0.08
https://archive.moe/vr/post/2549245
http://www.mediafire.com/download/n15f7ghpbc7mmtu/ProjectILE.zip

[07-19] Classic Arcade (AKA the widely-featured "Doom in Doom" video)
http://forum.zdoom.org/viewtopic.php?t=49057
https://www.youtube.com/watch?v=wbnfYBFKD1g

[07-14] OMG Weapons and Monsters! V5 - Tenth anniversary edition
http://forum.zdoom.org/viewtopic.php?p=847590#p847590

[07-13] AtomicGamer (Doomworld's host) are shutting down, a move is planned.
http://www.doomworld.com/vb/doom-general/73690-

[07-13] SCOOMM (the point-and-click adventure game interface often posted here) is announced
http://forum.zdoom.org/viewtopic.php?t=49027

[07-12] Tiny Tunes Adventures in GZDoom
https://www.youtube.com/watch?v=H4X9mzKkvsw
http://i.iddqd.ru/viewtopic.php?t=7839

[07-09] Prototype, five maps for Ultimate Doom E4
http://www.doomworld.com/idgames/?file=levels/doom/Ports/p-r/proto.zip

[07-08] Doom articles
http://www.eurogamer.net/articles/2015-07-06-22-years-on-doom-retains-the-ability-to-shock
http://www.playboy.com/articles/6-crazy-new-ways-to-play-the-original-doom

===

Please reply to this post with news.

>> No.2561195
File: 554 KB, 589x648, 1432450893117.jpg [View same] [iqdb] [saucenao] [google]
2561195

>>2561094
Andrew Hulshult is teasing a remix for Rise of the Triad!

https://m.youtube.com/watch?feature=youtu.be&v=4R_SuQX1iS0

>> No.2561202

>>2561195
He did the soundtrack of the HD remake.

>> No.2561205
File: 66 KB, 800x600, Doom_1_Captura_PC.jpg [View same] [iqdb] [saucenao] [google]
2561205

>>2561094
>The available level is recognizably Doom, and looks about like what we saw in the gameplay trailer shown at Bethesda’s E3 conference: the interior of a huge refinery, glowing rivers of molten metal painting everything with orange light.
Why yes, that is exactly how I remember Doom.

>> No.2561226
File: 1.83 MB, 1920x1080, Screenshot_Doom_20150724_122351.png [View same] [iqdb] [saucenao] [google]
2561226

Hooray, scoomm runs without error in gloome!

I'll be resuming development now that I have lots of spare time again. The item and interaction scripts need some tweaking and minor additions before they're done, then it's time to implement a dialogue system.

Or maybe I should do the boring thing first and make it support all kinds of resolutions without making the UI graphics look like dogshit in very high or low resolutions, but I've no idea how to accomplish that yet.

>> No.2561252

>>2561202
Not every song was done, though.

>> No.2561329

Would you suck Doomguy's dick for free?

>> No.2561330

>>2561094
>people are still excited for doom 4

>> No.2561350

>>2561330
yes

>> No.2561353

>>2561330
>people are judging a game before it's released
And I thought /vr/ was supposed to be above /v/ standards.

>> No.2561357

>>2561330
Not everything looks perfect, but not everything looks bad either.

I'm willing to actually play the game for myself before making a concrete decision.

>> No.2561364
File: 755 KB, 3456x2109, DOOM-4K.jpg [View same] [iqdb] [saucenao] [google]
2561364

>>2561093
so, will there be Coop and local splitscreen in Doom 4?

and to the anon who wants to play Blade of Agony:

> http://devbuilds.drdteam.org/gzdoom/

download the newest version of gzdoom

>> No.2561367

>>2561202
And he completely butchered Havana Smooth.

>> No.2561379

>>2561367
Havana Smooth should've been kept as Jazz, yeah.

>> No.2561382

>>2561353
/vr/ hates almost anything that came from 2000 onwards.

>> No.2561397
File: 794 KB, 2700x3225, gameinformer 13 07 15.png [View same] [iqdb] [saucenao] [google]
2561397

>>2561353
unless they confirm a fill SDK, I'm not hopeful at all.

>> No.2561405

>>2561397
I can understand discouragement over certain things. I think it's uncalled for to assume that other people share the same sentiment or think the game is bad simply based of marketing material alone. However, this IS /vr/ so it's technically not retro.

>> No.2561414

I gave in, and I'm not sorry for it

https://www.youtube.com/watch?v=af5UUpqzO9A

>> No.2561445

I never played Doom
Should I feel ashamed?

>> No.2561446

>>2561445
It's never too late to start.
I didn't play Doom until 2013 and now it's my favourite game.

>> No.2561449
File: 2.75 MB, 640x350, multiplayer deathmatch.webm [View same] [iqdb] [saucenao] [google]
2561449

https://www.polygon.com/2015/7/23/9027433/doom-4-multiplayer-preview-gameplay-loadouts-unlocks
>customize their loadouts, equipping two weapons from a list of six
> Loadouts also included an Equipment slot
>a Frag Grenade and Personal Teleporter, were available there
>a railgun capable of projecting a long, straight line of destruction, could only be found mid-match
> Downed enemies drop health and armor
> afraid that Doom would move way too fast for my modern sensibilities. Only after playing it do I realize that all shooters are, in their own way, pretty fast — Doom just has a different interpretation of speed.
>Not once during my match was I one-shot-killed by an enemy that I couldn't see.
>The only caveat to that pacing was the appearance of the Demon Rune, a power-up that transforms you into twin rocket-launching, jetpack-strapped Cyberdemon.
>It felt a bit gimmicky — I nabbed an impressive 21 kills thanks to my hoarding of the Rune almost every time it popped up
>there's much more to the multiplayer experience of Doom — most of which hasn't been announced yet.
> Stratton said. "There's whole components of multiplayer that aren't represented in this pre-alpha here at QuakeCon."
>Stratton said that despite the game's classical approach, it shouldn't ostracize the Call of Duty and Battlefield crowd, either.
>"For a player who's only played Call of Duty — I hope they pick it up, and have a fresh, exhilarating experience that maybe they haven't had before," Stratton said.
>Those components will include some form of progression element for Doom's multiplayer modes, although Stratton didn't go into detail about what kind of unlocks players can shoot for.
>"I think it's an important part of a game, that level of personalization, customization, the carrot on the stick"
>"It all kind of gets tossed into a big pot of soup, and you're saying, 'Does it feel fun, or does it not feel fun,' and then you make your decisions along those lines," Stratton added.

>> No.2561460

>>2561449
>twin rocket-launching, jetpack-strapped Cyberdemon
>Cyberdemon
Goddamn.

Anyways, it sounds good. I wanna see what other modes there are

>> No.2561468

>>2561449

Sounds like the loadout thing is like how quake live does it. You can choose two weapons to start with but you can also pick up other weapons and hold all of them.

>> No.2561476

>>2561468
It's not like that.
There are no other basic weapons in the arena, just special ones, and powerups.
In TDM, at least.

>> No.2561485

>>2561414
Heh. Nothing like wasting time with useless fun stuff just because. What's your next project(s) you're considering anyway?

>> No.2561490

>>2561445
You shouldn't feel ashamed but you should play it ASAP. It's impressive even now.

>> No.2561492

>>2561485
Next project? No idea honestly, I've been working on some non-Doom stuff lately

>> No.2561497

>>2561492
>I've been working on some non-Doom stuff lately
Anything interesting to tell us about?

>> No.2561503

>>2561497
Nothing that could be considered on-topic for this thread :p

>> No.2561504

>>2561460
I kinda feel he meant Revenant, not Cyberdemon.

>> No.2561562

There's no way to tell (g)zdoom to only upscale low-res textures and leave hi-res ones alone?

>> No.2561576

>>2561562
No iirc. You're better off scaling them in the TEXTURES lump individually.

>> No.2561609

What's a booru?

>> No.2561616

>>2561446
I first played last year and now it's my favorite FPS.

>> No.2561618

>>2561609
https://en.wikipedia.org/wiki/Booru

>> No.2561686

>>2561609
It's a gallery-style site where you can post images.

>> No.2561725

Since the QuakeCon sales are complete shit, which one should I get
Hexen Collection or Quake Collection?
I never played any (besides Quake Live, but im interested in the campaign)

>> No.2561741

>>2561193
Because the carpet would get their talons snagged into it. It's not as if they have normal person skin.

And also, the masonry was made by undead slaves. Probably. Undead aren't known for their skills at things.

>> No.2561749

>>2560113
yeah but nobody plays on those servers except maybe new players (of which there aren't any)

>> No.2561753

>>2561741
Undead have it pretty tough in Hell you know.

They don't have rights like demons do.

>> No.2561757

>>2561753
They deserve it. If they wanted rights, they shouldn't have died in the first place.

>> No.2561773
File: 160 KB, 1920x1080, kpQAuoo.jpg [View same] [iqdb] [saucenao] [google]
2561773

>>2561757
>>2561753

please explain

>> No.2561776

>>2561773
That's the model number for his armor's gauntlet?

>> No.2561780

>>256177
what

>> No.2561824

>>2561773
>>2561776
I meant the deamon / undead thing

>> No.2561832

Everyones favourite maps?

Mine are

Doom
E1M5
E1M6
E2M2
E2M7
E3M3

Doom 2
M11
M14
M17
M27
M29

TNT (All four Casali maps are my favourites, too)
M01
M15
M16
M26
M29

Plutonia (I love pretty much every map except map11, though)
M12
M16
M21
M24
M27

>> No.2561839

>>2561824
Well, from what we've seen of Doom, there are two different varieties of enemies.
There are Undead, which are the zombies, chaingunners, Lost Souls, etc. They're not actually natives to hell, which means that they'd likely be second-class citizens, if they're even citizens and not slaves. Hell, from the Pain Elemental's name, you could assume that the lost souls it spits out are actually prisoners it had been tormenting.
Then there are demons. You know what demons are. Imps, pinkies, cacodemons, etc. Demons are usually described as selfish and lazy, when they're not murdering folks, so it totally would make sense if the demons had the undead do all that shit they don't want (or don't have hands) to do.

Also, I had an idea. What if the arachnotrons/mastermind are the reasons the demons have cybernetics? What if they're the 'thinker' caste, who designs technology and spells and stuff? Because that would be cool.

>> No.2561878
File: 55 KB, 620x349, Survival Doom Hangar.jpg [View same] [iqdb] [saucenao] [google]
2561878

https://www.youtube.com/watch?v=6-NcBRqhlXk

http://www.moddb.com/mods/survival-doom/downloads

Holy fuck this looks so good. Someone needs to finish this or atleast make another project with it's technology.

Really wish this wasn't shelved.

>> No.2561879
File: 259 KB, 1360x768, Screenshot_Doom_20150724_001018.png [View same] [iqdb] [saucenao] [google]
2561879

Map01 - 03 has some fixes and balanced item placements.

Map04 is playable, only thing to do is finish up the details

http://www.best-ever.org/download?file=gbadmplusv3c.wad

>> No.2561885

>>2561445
I sometimes think of myself as this veteran purist guy, but in actuality my first time playing doom was on the GBA, and then buying the Final Doom set along with the Doom 3 teaser disc.

Its never too late, its like the Seinfeld of video games. People only think it sucks because "everything is like Doom" but that is only because its so great, and you will enjoy the content no matter what decade you are in. It really transcends nostalgia, nostalgia only helps you enjoy some of the weaker maps out of the 1000s already made.

>>2561616
Its really cool hearing about people just getting into it and it still being their favorite game.

>> No.2561890
File: 131 KB, 680x423, stephan_martiniere_03.jpg [View same] [iqdb] [saucenao] [google]
2561890

You are locked in a room on Mars with everything you need to survive, but you are only allowed one game for the rest of your life. It must be either TNT or Plutonia. Which do you choose?

>> No.2561897
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
2561897

>>2561832
Tough question.

I like most of Episode 1, and Episode 2 (which is my favorite of the first game), particularly E2M2 and E2M7.

For Doom 2, I like most of the stuff until about Map 10 or 11, 12 is a noticeable drop in quality and fun, and while it doesn't just go down hill from there, the fun of the game never quite recovers to previous levels after that. Many of the later levels are simply not very fun, when I enter Map 12, it feels like an immediate chore and I get the urge to quit the game.

I always like the feel and atmosphere of TNT, but not all maps are perfect. Map 11 is a favorite here, as is Map 04 and Map 06, to an extent. I liked the ones that felt vaguely like actual locations, like offices, factories, etc. The music in TNT Evilution is among my favorites and it does a superb job of setting the tone of the mapset.

As for Plutonia, I can't remember enough of it at the moment to say for sure, but there were parts I do remember liking, even if it always felt a bit too slaughtery to me (but such is always the flavor which is Plutonia). I liked Plutonia 2 a lot, partially because of the amazing music, and though it was typically too hard for me to play without "aiding myself" and outright cheating, I like it anyway.

>> No.2561902

>>2561890
>It must be either TNT or Plutonia.

Sheeit

I guess Plutonia; if I were to spend the rest of my life on Mars I'd better be prepared and actually git gud

>> No.2561905

>>2561890
Plutonia, Why? Because i would spend my entire life trying to beat it in Nightmare

>> No.2561907

>>2561490
use a sourceport though

>> No.2561934

>>2561907
When I first played Ultimate Doom, I used dosbox.
It was still awesome as hell. I say play dosbox then use a source port to appreciate it more. Goes from 9/10 to. 666/666

>> No.2561936

So, how hard would it be to give monsters better AI, using ACS?

I'm thinking stuff like 'look around to see all nearby monsters. If alone, go to this state. If with others, go to that one."

Because I want to make imps into mini-archviles. As in, creatures you don't want to keep alive while you do other things.

>> No.2561943

Whoever's MadoKage on the booru, tags are space-seperated, not comma-seperated. You're breaking everything. Stop that shit.

>>2561934
Relatedly, every time I try to introduce someone to Doom through anything that isn't Chocolate Doom, they're always overwhelmed by complexity. I recall one player using the mouselook to try to headshot people with the pistol because they thought they were always in ADS due to the pistols position and sprite.

>> No.2561945

>>2561885
I'll give it a try, does it have an active multiplayer?

>> No.2561950

>>2561936
To better specify, I plan on giving them multiple abilities - 'imp spells' - that work best in certain situations. When alone, an imp's priority is to defend itself and run away, while alerting other demons. When with a single strong demon, the imp's priority is to heal the demon. When with a bunch of other imps, their priority is to work together to pepper you with fireballs or obscure the battlefield.

>> No.2561954

>>2561943
I didn't have a big problem with dosbox. I used mouse at first and didn't like it so u used arrow keys to aim. Was weird but still loved it. Obviously love it more with gzdoom.

>> No.2561959

>>2561934
Literally no good reason to play on a DosBox when Chocolate Doom replicates the original .exe to perfection.

After one is done with the original game I'd recommend PrBoom or (G)ZDoom. Alternatively Zandronum, if you like playing online (because ZDoom can't into functioning multiplayer)

>> No.2561984

>>2561959
I know dosbox is the worse but whatever, still amazing game that everyone should play regardless of age

>> No.2561986

>>2561093

JC live AGAIN /dqhd on twitch

>> No.2562078

YOU USED MY PUN OP
I'M GONNA GET A SKELETON TO PUNCH YOU

>> No.2562110

>>2561878

>Let's use hilariously un-fitting gun sounds and player models because CLASSIC DOOM

>> No.2562123

>>2562078
i did indeed take the caption from a post.if it was yours, thanks.

>> No.2562160

>>2561094
Quake I Touch is no longer free FYI.

>> No.2562180

>>2562160
oh, thanks. it was still free this morning.

>> No.2562195

>>2561936
It can be really simple and done entirely in decorate, or it can be extremely complex and involving multiple fake actors for sight checks and pathfinding as well as hundreds of lines of decorate.

>> No.2562202

>>2562195
Lines of acs I mean.

>> No.2562206
File: 860 KB, 1920x1920, Screenshot_Doom_20150724_153856.png [View same] [iqdb] [saucenao] [google]
2562206

I think I'm somewhere around the 50% mark now, on the first map.

I feel like I got really lazy with the generator room, so I'm going to try to go to town in the science lab.

I did a quick check, and most of the playable area will fit into a nice, compact 1500x1500 unit block.

>> No.2562225

How's this for a map concept I've been playing with:

Part of it takes place outside.
Outside of a space station.

So you have limited oxygen (complete with a meter) and a time limit before you need to go back inside again or find oxy tanks.

What do you think?

>> No.2562227
File: 639 KB, 1017x639, Survival Doom screenshot.png [View same] [iqdb] [saucenao] [google]
2562227

>>2562110
Okay the gunsounds are shit but hilariously unfitting playermodels?

You fucking wot m8? it looks fine to me.

>> No.2562234

>>2562225

You could easily simulate this with radsuits, but the downside is the green tint and the fact you need to nab one before going outside.

That's how I've seen multiple mods make nuclear reactor rooms dangerous.

>> No.2562238

>>2562225
it could work. similar things have been done before... there's a map in uac ultra that works a bit like that with radiation suits, and mir.wad has a bit where you go outside to fetch a soulsphere from space

>> No.2562273

>>2562225
Make it zero gravity and 0 friction and we're talking. You know an actual spacewalk

>> No.2562276

>>2562273
Why would the UAC gravity generators just plain stop working the moment you walk out?

>> No.2562279

>>2562276
Because it's cooler that way.

>> No.2562306

>>2562276
the station rotates to simulate gravity, there's no generator.

>> No.2562310

>>2562306
(you can simulate this in the map by making the sky texture scroll or something)

>> No.2562357

>>2561504
Oh I know. The "goddamn" part was about that confusion.

>> No.2562360
File: 965 KB, 1920x1080, Doom-feature-2.jpg [View same] [iqdb] [saucenao] [google]
2562360

What gun is this? I love how it appears to be a cyclotron particle accelerator with two prongs that seem to be involved in creating a magnetic lens.

>> No.2562363

>>2562360
/sci/ pls

>> No.2562365

>>2562360

Carmack?? Is that you?

>> No.2562367

>>2562360
Maybe it's the "strafe gun" they've been talking about?

>> No.2562369

>>2562363
I don't know shit, I just look up wikipedia whenever something sciency is mentioned in a book or movie. But I really like when scifi stuff has at least some basis in reality you know

>> No.2562375

>>2561832
>Doom
E1M2 I don't know why
E1M9 music
all the boss levels and it hurts me to say but I haven't played the last 3 episodes all that much so I could recall any particulary good maps
>Doom 2 though
M09 music
M15 music
all through M29 to 32 are all great

I liked master levels of doom 2 too but cannot say much about tnt or plutonias
I liked tnt better tho

>> No.2562376

>>2562360
No piss filter? Nice.

>> No.2562380

>>2562367
Strafe gun is multiplayer only apparently
It's either that Gauss cannon (not sure if that was MP only) or a new gun (because the bfg didn't look like that iirc)
>>2562360
Speaking of new shit, did anyone notice the new enemy in front of the cyberdemon?

>> No.2562381

>>2562206
generator room looks a bit to green for me

what are you using to make the 2nd map?

>> No.2562382

>>2562360
It looks like a spinfusor

>> No.2562390

>>2562380
>Gauss cannon
a gun that fires prime numbers

>> No.2562396
File: 173 KB, 332x328, plasma.png [View same] [iqdb] [saucenao] [google]
2562396

>They're adding a gun that builds up static energy as you move around to fire off a really powerful shot

Hmmm

>> No.2562397

>>2561449
>The only caveat to that pacing was the appearance of the Demon Rune, a power-up that transforms you into twin rocket-launching, jetpack-strapped Cyberdemon.
It's almost like there's another monster with these features, one that isn't a Cyberdemon.

>> No.2562403

>>2562397
It's fucking polygon, they don't play video games.

>> No.2562404

>>2561832
Doom
E1M7
E2M2
E2M4
E2M7
E3M3

Doom 2
MAP02
MAP04
MAP07
MAP12
MAP18
MAP19
MAP27

I've never bothered with final doom but I adore the TNT Evilution soundtrack

>> No.2562405

>>2562397
Eh it's still a cybernetic demon, I think the guy can be forgiven if he's not an old fan

>> No.2562412
File: 1.38 MB, 1920x1080, Doom-feature-2 vibrant.jpg [View same] [iqdb] [saucenao] [google]
2562412

>>2562360
Doom 4 needs a lot more pizazz and style.

>> No.2562415

>>2561832
>Doom
All of E1, E2M2: Containment area, Deimos Lab, none of E3
>Doom 2
Map11: O of destruction/circle of death
>TNT/Plutonia
Haven't played enough to have any favorites.

>> No.2562427
File: 871 KB, 1920x1080, fabulousdoom.png [View same] [iqdb] [saucenao] [google]
2562427

>>2562412
guys no it needs to be fucking FABULOUS

>> No.2562431

>>2562427
hotline dooami

>> No.2562432

>>2562381

gzDoombuilder, it's going to be some kind of cave-y hellscape.

Gen Room is green due to Rad Suit. Without it's very blue, but has hurt-floors.

>> No.2562437

>>2562431
You mean Doomguy's Bizzare Adventures

>> No.2562441

>>2562382
Don't do that to me

>> No.2562445

>>2562380
>did anyone notice the new enemy in front of the cyberdemon?
We saw a little bit of that guy in the hell trailer, but he was only visible for a few moments.

>> No.2562446
File: 247 KB, 687x483, TASpinfusorType1stP.jpg [View same] [iqdb] [saucenao] [google]
2562446

>>2562441
Too soon?

>> No.2562448

>>2562446

shazbot

>> No.2562449

>>2562445
Did we really? I don't remember that
>>2562446
>>2562382
;_;

>> No.2562451

>>2562441
>>2562446
What happened with T:A? I had a blast playing it two years ago.

>> No.2562452

>>2562446
It will always be too soon

>> No.2562454

>>2562449

I dont get it

>> No.2562458

>>2562451
Things slowly started getting p2w due to unbalanced weapon releases and the amount of grinding it took to unlock everything, then the devs put out a GOTY pack that included EVERYTHING in the game for 30 bucks. Pissed everyone off.

>> No.2562459

>>2562412
> that gun
tribes anyone?

>> No.2562465

>>2561094
arstechnica article on the new doom
http://arstechnica.com/gaming/2015/07/hands-on-with-the-new-doom-the-detail-of-doom-3-the-speed-of-doom-2/
>>2562454
The Doom gun looks like one from Tribes: Ascend, a really fast game killed by their developers because of stupid decisions and their focus on a moba game.
>>2562459
Given the replies above you, yes. Tribes.

>> No.2562467

>>2562458
I never had a problem with grinding and didn't think anything except the pre-nerf whatchamacallit air-burst minelayer supergun was 'p2w'. It's a shame automatic guns were so dominant from the beginning though.

I really really loved the in-game community and all the shenanigans one could do in ctf. People who cared about the generator more than the flag was the only thing that pissed me off other than doombringers in TDM

>> No.2562471

>>2562465

I figured that it looked like that gun and I know what Tribes Ascend is I just havent followed it in forever so I didnt know what happened to it. So it's basically dead?

>> No.2562472

So, I'm trying to make it so that Lost Souls can resurrect enemies, self-destructing in the process. I did this part fine. But what I'm trying to do now is to make it so that the enemy, when killed, spits out the Lost Soul again. How do you think I should do that? while not making it so that archie resurrection doesn't give the Assume Zandronum.

>> No.2562479

>>2562472
instead of resurrecting make them spawn an enemy that spawns a lost soul on death.
or give them a token that spawns a lost soul when they die, i guess

>> No.2562482

>>2562472
Make the lost soul use A_radiusgive with a tiny radius upon exploding, giving the freshly raised corpse a custom inventory item (like LostSoulToken or something). In every monster's death state, use A_JumpIfInventory with the LST to jump to state where a lost soul is spawned and the token is removed, and end that state by GOTO the normal death state again.

>> No.2562521

>>2562449
>Did we really? I don't remember that
You can clearly see him about two and a half minutes in. Doesn't get to do much though.

>> No.2562526

>>2562521
Actually I was wrong, around 3:10 in the video I'm watching you can see a red laser come from offscreen, and then shortly after the player kills the same monster.

>> No.2562532

>>2562526
I don't think those are the same monsters. The one in the screenshot looks like some living armor shit with fire inside of him. The one you are talking about is a zombie with a gun fused to his hand. They don't look alike, past the hand thing.

>> No.2562546
File: 467 KB, 1024x640, Blade of Agony Screenshot.png [View same] [iqdb] [saucenao] [google]
2562546

>Wolfenstein : The Blade of Agony

YES, YES, YES!

>Inventory items.
>Puzzles
>a Hub world.
>An item shop.
>Side objectives.
>Dialogue, with options to respond.

My penis is erect. This mod is solid. like my painis.

>> No.2562553

Saw Doom 4 multiplayer at Quakecon and man is it fast. Slower than Quake 3, but only by a bit, I think.

Maps had a good amount of verticallity to them, it seems.

>> No.2562560

>>2562553
were there any cutscene kills in multiplayer?

>> No.2562562

>>2562546
>An item shop.
>Side objectives.
>Dialogue, with options to respond.

Am I the only one who doesn't get excited about this shit in a Doom mod? The dialogue is usually a waste of time or bad, and the item shops go largely unused or I end up buying only one type of item. Looking back at Golden Souls and Stronghold, that is.

>> No.2562565

>>2562553
>Slower than Quake 3, but only by a bit
You should differentiate between the intended game speed and the speed in which the game is actually played.
>>2562560
According to the various sites that reported about the MP preview, yes there are.

>> No.2562569

>>2562562
The dialogue is only in Hub worlds if it makes you feel any better.

The only mandatory dialogue is with the commander guy inbetween. Essentially the only mandatory dialogue is the mission briefing.

>> No.2562586
File: 28 KB, 400x267, eyestrain.jpg [View same] [iqdb] [saucenao] [google]
2562586

>>2562546
>those filters

>> No.2562589

>>2561878
Resident Doom? Neato.

>> No.2562596

>>2562360
My shitty guess is the BFG9000.

>> No.2562597

what's a game from the Doom era you would like to see rebooted?
Shadow Warrior and Wolfenstein proved they can be done right and kept in the spirit of the original (and now Doom seems to be heading that way too)
personally I'd like to see either Strife or Hexen (closest I had was just playing Skyrim like a shooter, and that didn't last long)

>> No.2562604

>>2562110
You know it's meant to be a tech demo right? As in just to show off stuff and not much else.

>> No.2562615

>>2562597
I'd prefer the opposite, the superficial looks and themes of a (good) modern game with classic fps gameplay and level design.

If I had to choose Strife is pretty original and I think it could be made into something good. Blood on the other hand is one of the best games of the era but it would probably be terrible if 'reimagined'

>> No.2562617
File: 77 KB, 854x480, big fucking gun.jpg [View same] [iqdb] [saucenao] [google]
2562617

>>2562596
I don't think it is. It might be a railgun or a new weapon

>> No.2562626

>>2562597
I want a modern Powerslave with hub worlds and an increased focus on platforming and collecting items/powerups. I realized first-person platforming isn't popular with most FPS fans but I personally love it, and Powerslave EX made me sad that there isn't more of it around.

>> No.2562629

>>2562617
Ah, good point
>BFG9000 equipped
>Super shotgun in HUD

>> No.2562635

>>2562617
>>2562629
Hah I was about to point that out

>> No.2562641

>>2562412
For some reason, the unmodified pictures cacodemon looks like it would be more fun to shoot. Like it would explode into chunks and shit. Yours doesn't give me that feeling for whatever reason

>> No.2562680

>>2562597
Quarantine.

It's a really cool and awesome game bogged down with some really terrible design decisions and bugs.

The setting, the concept, the themes, the graphics, sound, and music, it's all amazing.
www.youtube.com/watch?v=sQZmfXzARDc

But the gameplay eventually gets very tedious and obnoxious and it gets harder and harder to enjoy the game the more you play it.

>> No.2562681

>>2562680
And that link fucked up.
Lemme try again: https://www.youtube.com/watch?v=sQZmfXzARDc
I really love the music in that game.

>> No.2562698
File: 164 KB, 563x312, 1404905428011.png [View same] [iqdb] [saucenao] [google]
2562698

Hey /doom/ what the hell did I do? Every time I try running GZD or Zandronum, my monitor gives me an error saying the input signal is out of range. My resolution is 1680x1050 which i set in video mode, but after the first time i set it, it consistently gives me the error, even after i tried uninstalling and installing. I'm using the latest versions of each, so what am I doing wrong?

>> No.2562706

>>2562698
Have you tried deleting/renaming your settings INI and restarting from scratch?

>> No.2562712

So uh, hey regarding the particle smasher from combined_arms, I've got the secondary fire reacting in different ways depending what you shoot. Shooting the floor leaves little energy balls that fire out piercing beams that fly straight up after a monster steps on them.

This feels too situational and kinda shit. Anyone have any better ideas?

>> No.2562719

>>2562712
uh, remake the ASMD rifle from UT? And make it pretty shitty if you don't use the shock combo

>> No.2562721

>>2562712
It sounds like cool-ass tripmines, I'd leave them like that.

>> No.2562723

>>2562706
I used the .ini to put it in windowed mode and set the resolution again, and it only happens when its in full screen for some reason. Any clue on how to fix it somehow?

>> No.2562739

>>2562723
Hate to be that guy but update your drivers?

Also, check your monitor settings in windows so they're at a refresh rate your monitor supports, and make sure your graphics control application is set to the same value.

>> No.2562740

>>2562721

The problem is most monsters are fairly slow and this altfire would be useless against cacodemons, lost souls and pain elementals

>> No.2562773

>>2562635
And what if...BFG9000 is only a cinematic weapon and you never get to actually use it

>> No.2562778

>>2562773
You mean like the chainsaw?

>> No.2562784

With DooMRLA, is there any point in making assemblies with the normal pistol versus combat, or even the handcannon for any reason? It just seems like the handcannon would make the best variants of mod assemblies compared to the others (well, maybe except the combat one for ammo capacity/firerate).

>> No.2562795

>>2562740
I see most people using the mines in Complex Doom as traps for monster closets, that's how I'd use it

>> No.2562796

>>2562778
Nah more like you get to a point in the map and a mini cinematic runs, i at least tough this based on the fact that i didn't notice a icon for the BFG on the weapon wheel

>> No.2562816

>>2562795

Fair enough. You think I should make them fire piercing beams or should they just explode? There's gonna be like 8 of these little things on the floor

>> No.2562829
File: 7 KB, 557x185, Which Guy?.png [View same] [iqdb] [saucenao] [google]
2562829

Push server testing with Deathmatch mode. Come join and we can see what breaks!

:: [BE] Montreal :: Presidential Campaign /// Push Dunkmatch with This Guy!

>> No.2562842
File: 967 KB, 245x245, [Turbo Autism 2x].gif [View same] [iqdb] [saucenao] [google]
2562842

>>2562586
>All filters look terrible.
>Muh pure doom grafix

>> No.2562845

>>2562842

Bi/Tri filtering is fine, but HQ up-scaling usually looks like fucking garbage, and in the case Anon was referring to, he's right.

>> No.2562847

>>2562459
>>2562465
>>2562446
>>2562382
mah niggas

>> No.2562853

>>2562842
nah

>> No.2562856
File: 296 KB, 1023x641, Screenshot10840753.png [View same] [iqdb] [saucenao] [google]
2562856

>>2562842
>>2562845
>>2562546
I don't even know how he runs the games with those filters.

I literally had to set all my settings to the lowest eye candy available since the 2nd level lags out the ass. It's probably the rain but I can't be too sure.

Had to set everything to low to run it smoothly.

>> No.2562860

hey is there a megawad besides doom 1 that works for hideous destructor without making me beat my cat

>> No.2562869
File: 1.66 MB, 320x240, tumblr_inline_njp52ywHuB1r95fgm.gif [View same] [iqdb] [saucenao] [google]
2562869

https://www.youtube.com/watch?v=pOIYbQTji-A
I want to see one of you make a level with this corrupted doom music as inspiration.

>> No.2562889

>>2562860
Doom 1 the Way Id Did?

>> No.2562891

>>2562889
doomworld is down >:/

>> No.2562896 [DELETED] 

>>>/wg/6263842
hey

>> No.2562898

>>2562860
>try to run dtwid or on of the megamap wads with doom rl arsenal and doomrpg
>crash erry time 10 minutes in
errytime

>> No.2562901

>>2562891
works for me

>> No.2562903

>>2562901
well doomworld is but it looks like an early 90s website and idgames isnt working at all

>> No.2562905
File: 57 KB, 452x564, tumblr_inline_nfh9qciZQ91r95fgm.png [View same] [iqdb] [saucenao] [google]
2562905

>> No.2562908

>>2561226
Mate please for the love of god turn those texture filters off.

>> No.2562914

>>2562908
in the crt threads everyone tells me that the point is that it hides the pixels and its how the developers intended yet everyones spergs out when someone uses a linear filter what the fuck

>> No.2562917

>>2562903
ok its up now

>> No.2562921

>>2562206
Looks like you're going way overboard with colored lighting.

>> No.2562938

>>2562914
lmao

>> No.2562947

>>2562908
>>2562914
Don't tell people how to play their games. I know a guy that can't play without trilinear now because his eyes are getting older.

Texture resizing filters are fair game though, not sure what anyone sees in those. Trilinear for smoothing is one thing, blobbifying everything is another.

>> No.2562960

>>2562947
i was literally doing the opposite of telling people how to play their games

>> No.2562963
File: 40 KB, 244x248, Doomguy in love.png [View same] [iqdb] [saucenao] [google]
2562963

why is smooth doom so fun?

>> No.2562971

>>2562963
super shotgun gibbing

>> No.2562983

>>2562960
My mistake, didn't mean to accuse. You were just relevant to it

>> No.2562989
File: 160 KB, 500x605, tumblr_mznvgoPHwx1r2to8go5_500.jpg [View same] [iqdb] [saucenao] [google]
2562989

suggestions for the Booru?

>> No.2563008

>>2562989
Can you colorize tags by category? (eg. Danbooru turns artist names red, series names purple, and character names green)

>> No.2563020

>>2562860

Scythe kind of works.

Ancient, easier Megawads might work. (Twilight Zone comes to mind, holy shit I need to play that again.)

Basically it needs to be compact and low in monster count. Levels that have shit cover or rely purely on dodging in big open areas are gonna wreck you.

>> No.2563029
File: 12 KB, 320x200, tz_31.jpg [View same] [iqdb] [saucenao] [google]
2563029

>>2563020
>Twilight Zone comes to mind, holy shit I need to play that again

Oh god, the rose colored lenses. They burn the harshest light.

>> No.2563035

>>2562983

Don't you mean revenant to it?

>> No.2563073
File: 488 KB, 1920x1080, Screenshot_Doom_20150724_204802.png [View same] [iqdb] [saucenao] [google]
2563073

So i started a map out of boredom and now i want to finish it.
So this starting room looks good?

>> No.2563089

>>2563073
Looks pretty fucking neat, Anon, but I wouldn't use chaingunners if I were you.

>> No.2563103

>>2563089
I know it's not the best idea but i wanted to do something different, instead of getting first the shotgun you get first the chaingun

>> No.2563117

>>2563103
Then use only one chaingunner, and drop a chainsaw nearby.

Chaingunners are deadly if you can't kill them quickly. Two of them in the starting room will make someone call bullshit, especially with no cover.

>> No.2563123

>>2563117
this.

>> No.2563125
File: 438 KB, 1920x1080, Screenshot_Doom_20150724_235251.png [View same] [iqdb] [saucenao] [google]
2563125

>>2563117
This is better?

>> No.2563132

>>2563125
Much better. It looks a lot more manageable than what would started with.

>> No.2563149
File: 671 KB, 1920x1080, Screenshot_Doom_20150724_204834.png [View same] [iqdb] [saucenao] [google]
2563149

>>2563132
Thanks for the help, anyway i might be posting some time soon some screenshots of how is the map developing going , i plan on finishing this

>> No.2563210

>>2561094
The Adventures of Square v1.2 is out. Woot!
http://adventuresofsquare.com/downloads.php

>> No.2563243

>>2563073
it looks like a 1994 map that's contracted Tormentor Detailing Guide syndrome, and mixed flats and textures

>> No.2563251
File: 44 KB, 589x313, dXaTkJK.png [View same] [iqdb] [saucenao] [google]
2563251

>> No.2563256

>>2562891
DNS problems. It's available at http://doom.world/ for the moment

>> No.2563257
File: 44 KB, 596x311, anUNwhg.png [View same] [iqdb] [saucenao] [google]
2563257

>>2563251

>> No.2563258
File: 802 KB, 1914x1076, old snake ending.png [View same] [iqdb] [saucenao] [google]
2563258

>>2563251
Was being shit part of Bethesda's plan?

>> No.2563261

>>2563251
>>2563258
what part of "alpha" is it you retards don't seem to understand?

>> No.2563262

>>2563251
>>2563257
>Doom is not Quake
>...but the DM in Doom should be Quake

Okay.

>> No.2563264

>>2562891
>>2563256

are they doing the move?

>> No.2563270

>>2563251
>>2563257
Like he says, Doom isn't Quake.
And "Doom MP dead on arrival" is just a really stupid prediction. People will still play DM, it just won't appeal to Quake fans.
Same with "Strafe jumping is THE key mechanic to DM." Maybe in Quake it is, not here.
And DM is just a small portion of MP. We'll have more modes (they even showed a Killing Floor style thing made with Snapmap) so yeah.

Guy should just stick to QL.

>> No.2563278

>>2563264
They weren't intending to switch over to the new server TODAY, but DNS problems made www.doomworld.com inaccessible and luckily they had mirrored 99% of the site already, so they just made it public so there would at least be some alternative.

>> No.2563295

>>2563251
Literally who cares.
Doom =/= Quake

>> No.2563305
File: 2.63 MB, 640x480, 2chains.webm [View same] [iqdb] [saucenao] [google]
2563305

>>2563117
>>2563125
i think you've softened it too much. this cost me about half my health. i think two medikits would be enough. you could put the saw in a secret room, i suppose.

>> No.2563310

>>2563278
i wonder how many links have just been broken?
this is a disaster.

>> No.2563318

>>2563261

Yes because AAA devs learn from their mistakes oh so well.

>> No.2563321

>>2563251
>>2563257
It is a problem if there's absolutely no advanced movement techniques at all. I don't think strafejumping specifically is a necessity, but there's gotta be something. Original Doom has SR40/50, wallrunning, and other such tricks that see frequent use in the competitive scene. We still need to wait for the game to actually be released, though. It's not like SR50 was in the featurelist for Doom, people had to find it themselves and it took at least a year for them to do it. Maybe there is some form of strafejumping, but the execution is different from Quake's. I have full faith in the autism of speedrunners to find some way to move faster.

>> No.2563332

>>2563305
I know its way more soft that but there are also 2 demons and 2 imps in the stairs and if i feel like it i could switch a imp to a chaingunner

>> No.2563336

>>2563310
Well hopefully it will be a very temporary thing, the plan is for doomworld.com to persist as always

>> No.2563342

>>2563020
>>2563029
Heh, wasn't The Twilight Zone a collection of Pcorf's earliest maps?

IIRC, The Twilight Zone 2 was a more proper attempt at a Megawad.

>> No.2563350

>>2562856
it´s unoptimised like shit

I still love it

> all those screaming americunts
just lovely

>> No.2563361
File: 2.46 MB, 640x480, 2chains.webm [View same] [iqdb] [saucenao] [google]
2563361

>>2563332
fair enough

>> No.2563362
File: 868 KB, 1920x1080, Screenshot_Doom_20150127_083832.png [View same] [iqdb] [saucenao] [google]
2563362

>tfw started a metric fucktonne of maps but never able to keep the mood going for more than a day or two

>> No.2563368
File: 2.43 MB, 640x480, 2chains.webm [View same] [iqdb] [saucenao] [google]
2563368

>>2563361
i'm getting <50% success rate on this admittedly

>> No.2563389

>>2563362
Nice carpet.

>> No.2563392

Are there any free to use weapons/monsters to spice up a map that are decent but aren't massively overdone like the shadow etc.?
I was thinking of grabbing the skulltag monsters, weapons and items for the sake of working with something new but most of the weapons are balanced around DM and massively OP anywhere else.

>> No.2563398

>>2563392
i doubt it. demand far outstrips supply for good spritework, so all the good ones are immediately used to death.

>> No.2563405

>>2563398
Oh well. What are the least faggy armory monsters then?

>> No.2563418

>>2563362

I've been doing some "Map or Die" streams as of late, where I map as people tell me stuff to do and I go until I either collapse or I finish the map. It's been super-useful and has been helping me stay productive even when I don't feel like it. Maybe it might help for you, too?

>> No.2563423

>>2563405

try digging the zdoom forums, maybe you can find something there

>> No.2563424

>>2563342
>Heh, wasn't The Twilight Zone a collection of Pcorf's earliest maps?

Yeah, most maps were originally designed throughout '97, with map 1 being from '96 (likely one of the first maps he ever made), and maps 17 and 18 being made later in late '98 to replace the two Dr Sleep maps that the original release had without permission.

Then in 2004 he did a Rerelease that touched up many of the maps, and made the boss in map30 actually function.

>> No.2563428

>>2563418
I'd probably be streaming my stuff already if it weren't for the fact that my upload is far too slow to stream with. I'd be lucky to manage 320p at 15fps.

>> No.2563471

>>2563350
wat

>> No.2563479

I've played shit tons of Doom but never Quake, what's the best source port for each version of Quake? (nothing too flashy, just (G)ZDoom tier

>> No.2563485

>>2562856
>I literally had to set all my settings to the lowest eye candy available since the 2nd level lags out the ass.

Sounds like a Tormentor map, alright

>> No.2563520
File: 2.59 MB, 640x360, 1407274113288.gif [View same] [iqdb] [saucenao] [google]
2563520

>>2563251
>>2563257
What is it with people wanting quake mechanics in Doom?
they have strafe running right?

>> No.2563535

Super 3D Noah's Ark wad when?

>> No.2563541

>>2563479
If we're talking singleplayer?

Q1 = Quakespasm
Q2 = Yamagi Quake 2
Q3 = ioQuake3

Alternatives are Darkplaces and KMQuakeII, but my picks are QS and YQ2. QS's GL renderer is the most accurate I have seen.

>> No.2563542

>>2562784
The ordinary pistol is indeed not very useful except for throwing together a revolver if you get the mods really early and are the right class. Also don't forget the uzi since it's also a pistol and goes bananas on scout with the right assemblies.

>> No.2563557

>>2562784
Pistol has a couple of unique assemblies like the Silenced Pistol, Revolver, or Shredder Pistol. The combat pistol is pretty much a total upgrade over it, though, and that's also true of the assemblies they share.

>> No.2563570
File: 59 KB, 600x600, 1437818613051[1].jpg [View same] [iqdb] [saucenao] [google]
2563570

https://www.youtube.com/watch?v=h9XULy6aqy4

Doom 4 MP footage

thoughts?

>> No.2563574

>>2563570
Looks generic

>> No.2563576

>>2563570
Looks like the guy playing it sucks and is using a controller.

>> No.2563579

>>2563570
Looks good. I saw a medkit for sure.
However the loadout stuff is totally out of place in a Doom game.
The environment is also rather generic and dull, but all we've seen has been industrial and rocky hell.

>> No.2563587

>>2563579
it looks fucking shit tbh

>> No.2563597
File: 93 KB, 1280x720, dwango.jpg [View same] [iqdb] [saucenao] [google]
2563597

>>2563587
It looks far more like quake than Doom I'll admit, with jump pads and all.
Industrial enclosed facilities are not in my mind when I think of deathmatch.

>> No.2563616

>>2562225
What's the point of that gameplay-wise

>> No.2563621

>>2563579
>However the loadout stuff is totally out of place in a Doom game.
What's the difference between a loadout and the classic doom deathmatch mapping trope of spawning every player on top of a super shotgun? Well other than you can't choose your weapon, it's always a super shotgun, but that's what most players would choose anyway I think.

>> No.2563623

>>2563570
Well the piss filter whineres can chill out at least because that's really colorful. I think it looks fun but will probably go the way of quake 4 mp as far as the audience is concerned

>> No.2563627

>>2563597
It doesn't look like Quake or Doom really

>> No.2563628

>>2563587
why? please justify your hatred lest you be dismissed as a crossboarding shitter.

>> No.2563630

>>2563628

Not him but I wouldn't say it looks like shit.

Just very mediocre.

>> No.2563632

What are some megawads that feel like the iwads, without necessarily being designed around copying Romero/Petersen/McGee (This means no DTWID)?

>> No.2563637

Is there any way to change the brightness levels for the GZDoom Builder 3D editor? everything's way darker in the editor than it appears ingame and it's impossible to edit a dark map. There used to be a fullbright setting for Doom Builder but I can't find it in GZDoom Builder.

>> No.2563643

>>2563637
>There used to be a fullbright setting for Doom Builder
Press F i think

>> No.2563650

>>2563632
feel is a difficult thing to quantify.
most classic megawads follow the usual base/city/hell progression of doom2.
you could try realm of chaos, tvr, memento mori 1 & 2, even icarus.

>> No.2563656
File: 368 KB, 990x660, Kustam design.jpg [View same] [iqdb] [saucenao] [google]
2563656

Hey guys, I'm still alive, and while I'm not quite ready to work on him, one thing led to another and Cacobro wound up giving me a sick ass design for Kustam for GMOTA.

Thoughts?

>> No.2563658

>>2563656
looks like General Grievous in a suit of armour.
that's cool, if he's supposed to be a robot knight.

>> No.2563659

>>2563658

Warforged. Robot golem things from the D & D universe.

So yeah a robot knight pretty much, because that's cool.

>> No.2563685

>>2563656
http://vocaroo.com/i/s1xX2AsQxbUA

>> No.2563689

>>2563685

I love that filter, but Kustam isn't a total android, he'd speak like a normal dude.

Just a dude that's faded as fuck, like a "I'm gettin too old for this shit" kinda tone.

>> No.2563697

>>2563689
http://vocaroo.com/i/s0fVFVN7rSP2 ?

>> No.2563698

>>2563697

Oh man. I like that, that's the kinda tone I was thinking of too. Nice one

>> No.2563701

>>2563697
genericamerican/19

>> No.2563702

>>2563701
yep
>>2563698
cheers m8

>> No.2563703

>>2563650
>you could try realm of chaos, tvr, memento mori 1 & 2, even icarus.

Thanks anon!

>> No.2563719

>>2563616
To force the player to be conscientious as to how much time they spend in certain areas, lest they run out of air and start taking damage.

>> No.2563770

>>2563570
does it have strafe-jumping? this is important

>> No.2563772

>>2563770
Is it Quake 5?

>> No.2563773

>>2562225
>Invasion
>moon base
>no oxygen outside
>daemons coming in through various means but going outside means you suffocate

>> No.2563774

>>2563772
Doom 3 had strafe-jumping

>> No.2563792
File: 5 KB, 125x215, Load.jpg [View same] [iqdb] [saucenao] [google]
2563792

>>2563570

>> No.2563793

>>2563773
they teleport in, they haven;t just broken down a wall.

>> No.2563795

>>2561093
Top 100 WADS Of All Time 404s btw
>>2563793
>they teleport in

Boring m8, make new 'entrances' appear and have them come from there.

>> No.2563804

>>2563772
if an id game has jumping, it should be strafe-jumping

I'd be fine with no jumping at all, but not with that slow ass run speed

>> No.2563808

>>2563570
>125%

>> No.2563809
File: 57 KB, 640x400, DOOM10-pcx.jpg [View same] [iqdb] [saucenao] [google]
2563809

Hi play my map please, it should work in chocolate doom and probably everything else

http://temp-host.com/download.php?file=en08nz

thanks

>> No.2563829

>>2563809
Pretty cool short n sweet map. Has a nice classic feel to it. Couldn't run into any issues in chocolate doom, either. Nice job!

>> No.2563837

>>2563774
Did it? Well okay then. Never actually played Doom 3's multiplayer.

>> No.2563871 [DELETED] 
File: 2.28 MB, 3664x2748, 102_0002.jpg [View same] [iqdb] [saucenao] [google]
2563871

> winter break

just kill me lads

>> No.2563873
File: 774 KB, 1920x1080, Screenshot_Doom_20150726_025840.png [View same] [iqdb] [saucenao] [google]
2563873

>>2563809

>> No.2563875

>>2563809
this is excellent. architecture, layout, texturing, and lighting are all largely flawless, and gameplay is quick and fun. i especially enjoyed the teleporter attack. have some demos.

http://a.uguu.se/wchnnr_Quirk_lmps.7z

some bugs/suggestions:

1. the berserk secret cannot be credited as the marked sector is too thin to enter, cf. doom2 map15.
2. it seems possible to lock yourself out of the shells secret, if you get the blue key first, this is unfortunate.
3. the blue key floor lowers too slowly for an effective trap, it's very easy to back out of.
4. please consider replacing the central lift with a small staircase, as waiting for it to lower+raise is slow and harms the pace of an otherwise fast map.
5. two sectors are tagged 5 but have no corresponding linedef trigger. possibly related to item 2, as they are the ones i use to reach the secret.

>> No.2563878

>>2563871
wrong thread?

>> No.2563879

>>2563878

Whops, was for /int/..

>> No.2563883

>>2563873
heh, nice, i missed that

yeah both sets of railings should probably be marked impassible, it won't affect anything because there's no flying monsters

>> No.2563894

>>2563879
/brit/?

>> No.2563896
File: 270 KB, 1920x1440, 102_0002.jpg [View same] [iqdb] [saucenao] [google]
2563896

>>2563894

Nope, I posted this >

It's a good time to learn Doom Builder..

>> No.2563924

What's a good way to make a projectile pass through someone without using Ripper? Because I want a projectile that hurts everyone it goes through only once for X damage.

>> No.2563927

>>2563570
Jeez, that dude playing sure does suck.

>> No.2563932

>>2563689
>Just a dude that's faded as fuck
So he's blowed 24/7 420-5?
Or he does a fuckton of opiates?
Does he bang between the toes or in the eyes.

I need this for LORE.

>> No.2563996

>>2563924
does the THRUACTORS flag work?

>> No.2564021

Playing Heretic
Fuck E1M6. Got so lost I ended up finding the secret exit instead of the actual one.

>> No.2564037
File: 19 KB, 183x184, aint nothing like a hotdog.jpg [View same] [iqdb] [saucenao] [google]
2564037

>>2563570
>Blows himself up with rocket
>Body literally splits in half, spurting blood
It's perfect

>> No.2564051

>>2564021
E1M6 on Heretic was some pretty bad level design. I still get stuck in that damn coffin room from time to time because you don't really have a clue what to do there.

>> No.2564054

>play -solo-net Plutonia map22
>chaingunners literally breathing on me as I begin

>> No.2564056

>>2563368
Thanks for the help but im sticking with the 2 demons 1 changunner, om other han im gonna replace the imps for 2 chaingunners

>> No.2564058

>>2564051
I couldnt find the switch to lower the green stairs.
Infact, I'm still confused. What did the green key do? Let me press the switch? Seems unnecessary cause the switch was far away from the green stairs anyways.

Level E1M9 was good though so I'm glad I ended up finding that.

>> No.2564060

>>2564051

Heretic was pretty bad in terms of level design and gameplay.

My GF and I were on a roll with trying to beat 90s FPS games, and after I saw that there were no new bosses in E4 and E5, we ditched Heretic after E3. What a fucking slog. I mean it was neat initially, but the damage spread turned everything into a fridge and it felt like some cancerous half-child between Doom and Heretic.

>> No.2564069
File: 312 KB, 1768x824, aaa.jpg [View same] [iqdb] [saucenao] [google]
2564069

>>2563149

I like what you're doing with the lights. Would you be upset if I stole/altered that idea? I wouldn't mind giving you credit if I ever finish this map.

I'm trying to make reasonable lighting throughout my level, but I don't have a fetish for it, so I'm quickly burning out of ideas. Mostly abusing wall-light textures rather than doing much on the ceiling.

>> No.2564074

>>2564060

*between Doom and Hexen. My bad. We're going through TNT now, then Plutonia. TNT is getting a little too eccentric in it's level design for my tastes.

>> No.2564075

>>2563924
http://forum.zdoom.org/viewtopic.php?f=19&t=48208
Download this, then open up eriguns_2.pk3 in SLADE. Check out the Nailgun's code.

>> No.2564076

>>2564060
I actually played a community map pack for Heretic once. There was some legit good stuff in there.

Speaking of which, are there any good megawads in the vein of WOS, Hellbound, or Alien Vendetta for Heretic?

>> No.2564084

>>2564060
>and after I saw that there were no new bosses in E4 and E5, we ditched Heretic after E3.

You mean just like in Doom?

>> No.2564085

>>2564084
Not him, but it was probably that and the fact that the level design and gameplay wasn't exactly compelling.

Heretic's freaky damage spread becomes real apparent in Samsara on Doom, when a point blank Crossbow shot can sometimes fail to kill even a simple shotgun guy. Although it is fun to see the dragon claw occasionaly gib one of them.

>> No.2564089
File: 263 KB, 1920x1040, shittechbase at 2015.07.26 01-43-59.867 [R2124].jpg [View same] [iqdb] [saucenao] [google]
2564089

What should I put in this room?

>> No.2564091

>>2564084

We had fun in Doom E4. We were looking for any excuse to quit Heretic, so we found one. TNT and Plutonia, due to a technicality, we need to beat - but we called Heretic "done" after E3 because the big bad was dead and we didn't want to play anymore.

>> No.2564093

>>2564085
So there is damage spread?
I thought maybe I was using that gun wrong. Sometimes I feel like I can kill a Bat thing in 1 hit, but sometime it's 2

>> No.2564094

>>2564089

> :0

Bridge is going to be going over a liquid or something, right?

>> No.2564096

>>2564089
Two barons of hell that rise up from the floor on those black squares

>> No.2564097

>>2564089

More obstructions? Looks way too open and empty.

>> No.2564105

>>2564093
Heretic is known for having a massive spread of damage on your weapons. For the crossbow for example

>When fired, it launches a spread of three bolts, the central one dealing 10-80 damage and the other two dealing 2-16, for a total of 14-112 damage.

>> No.2564106

>>2564105
That's fucking insane.

>> No.2564108

>>2564094
I was going to put entrances to the other areas down there but I can't figure out how to make a staircase that flows into it decently.

>>2564097
I'd dump a bunch of crates but crates are boring.

>> No.2564109

>>2564106
The Dragon Claw does 4-32, while the Phoenix Rod (on direct hit) does 148-288 damage.

Heretic's damage spread was insane. It just becomes more apparent when you play as Corvus in Doom.

>> No.2564112

>>2564093

Yes and it's fucking bonkers.

The crossbow can do between 14 and 112 damage. The Hellstaff aka Plasma Gun can do somewhere between 3 and 24 damage per projectile. It's really quite horrible.

For comparison, the plain Doom shotgun is 35 to 105 on a meat shot, and plasma gun is 5 to 40. It also has some horrible spreads, but the total damages are often higher and the enemies less meaty. Heretic was just a victim of bad balancing/scaling - and I'm surprised there isn't a mod that unfucks the spread little.

>> No.2564124

>>2563570
looks like the rise of the triad remake to me

>> No.2564128

>>2564112
well tbf, it had to be a little bit powerful since that thing that throw magic axes can take 4 hits before dying.

>> No.2564131
File: 95 KB, 500x497, Diabolical Pondering.png [View same] [iqdb] [saucenao] [google]
2564131

>>2564089
Probably a couple of hell knights and a few imps, depending on what weapons you gave the player already.

>> No.2564132

>>2564089
A cyberdemon

>> No.2564135

>>2564069
No problem if you take the idea of the lights after all i take the idea of the lights from another wad

>> No.2564143

>>2564128
Because on average the Heretic weapons are actually weaker than Doom weapons.

It's just real damn jarring when your point blank crossbow shot fails to kill even a lowly flying imp or a generic shotgun guy.

>> No.2564146

>>2564135

It woulda just felt dirty to take without asking.

>> No.2564149

>>2564146
I understand so go ahead and take them, no need to credit an Anon

>> No.2564158

>>2564089
spider mastermind with 2 groups of imps on each side

>> No.2564179
File: 360 KB, 1920x1040, shittechbase at 2015.07.26 02-29-14.501 [R2124].jpg [View same] [iqdb] [saucenao] [google]
2564179

I found some things that aren't crates.

>>2564131
They've only got a shotgun, but I'm sure they'll be fiiine.

>> No.2564181

>>2563719
Okay, but I generally hate time limits.

>> No.2564187

>>2563597
I love how abstract all the textures were in doom 1/2
like that green rocky wall
what is that supposed to be?
I don't know but seeing that I immediately hear "running from evil"

making these kind of places would really be hard to recreate so it wouldn't be silly looking tho wouldn't it

>> No.2564192 [SPOILER] 
File: 112 KB, 1024x664, 1437849825475.png [View same] [iqdb] [saucenao] [google]
2564192

Oh Shiga...

>> No.2564194

>>2564187
>what is that supposed to be?
A green steel or concrete wall which the paint is eroding from, and with stains from filthy water running across the surface

>> No.2564197

>>2564192
haha that yellow landing strip

>> No.2564198

>>2564192
i don't go to dw, what kind of autist is that

>> No.2564202
File: 370 KB, 1842x836, aaaa.jpg [View same] [iqdb] [saucenao] [google]
2564202

>>2564179

I like you. I'm still working on my first (real) map, and I spent about the last 10 minutes making a computer station by abusing the little 16 x 64 strip of cabinets on a single computer texture. I don't know why I love doing that.

>> No.2564205
File: 484 KB, 959x639, 0317pod04.jpg [View same] [iqdb] [saucenao] [google]
2564205

>>2564187
I'm unsure if you're being sarcastic or not. That's just a military green wall.
As for the shape, I'm not sure. I think you could remake it as a tent.

I was hoping that the new doom could go off in a bizarre direction that nobody would suspect but allow a massive range of freedom.
My suggestion would be a comfy Martian colony with terraformation and recreational areas. It could be colourful, unique and comfy.
Imagine blowing up demons in a moonlit botanical garden and watching everything get wrecked up.

>> No.2564206

>>2564198
He's the guy that made Swan Fox, a DOOM/Ragnarok Online crossover wad.
It's not that good, honestly, but the amount of effort and enthusiasm he puts into his work makes him pretty endearing.
He's the fun kind of autist.

>> No.2564212

>>2564198
The kind that makes Swan Fox.

>> No.2564215
File: 84 KB, 194x106, augh.png [View same] [iqdb] [saucenao] [google]
2564215

>>2564192
Are people just not honest with him and lie to his face and tell him his art ISN'T shit?

>> No.2564219

>>2564194
>>2564205
no no I mean that's the thing
it is great because it can be used in so many contexts
man, that sounds sarcastic too but I swear I'm not trying to be a dick
anyway, try to do a texture like that today in hq and it looks off just because it needs more shape than just a block, right, but giving it more shape makes it look silly

>> No.2564220

If you wanted to use ZDL and Steam at the same time to track game time, how do you think you'd go about that? I own the doom games on steam.

>> No.2564231
File: 291 KB, 894x894, seamless_stone_cliff_face_mountain_texture_by_hhh316-d68i26q.jpg [View same] [iqdb] [saucenao] [google]
2564231

>>2564219
Well the higher definition the whole game is, the more level geometry the mapmaker must actually model instead of leave to textures.

>> No.2564239

>>2561832
the level I hate the most is map4 in doom 2
followed by the second worst level map5
I don't know what it is with these levels exactly but I really dislike the music in map 4

>> No.2564240

>>2564206
>>2564212
Alright.

zdoom's autists are more creepy and disturbing than endearing

>> No.2564253
File: 26 KB, 500x500, doomguyandfriend.png [View same] [iqdb] [saucenao] [google]
2564253

>>2564220
nvm fixed

I renamed zdl.exe to dosbox.exe and put it in my steam ultimate doom folder

feels pleasant

>> No.2564258

>>2564253
Works on all Doom games btw, but Doom II doesnt let you take screenshots.

>> No.2564268 [DELETED] 
File: 155 KB, 1095x704, myhero.png [View same] [iqdb] [saucenao] [google]
2564268

>>2564192
I swear Swan-Fox is the same person as Omegalore.

>> No.2564281

>>2564268

nah, they're two completely different entities, from what we've gathered.

>> No.2564284

>>2564268
they should totally do a collab

>> No.2564286

>>2562110
The gun sounds are straight from resident evil

>> No.2564294
File: 1.07 MB, 1920x1080, Screenshot_Doom_20150726_032404.png [View same] [iqdb] [saucenao] [google]
2564294

>>2564179
I spend way too long on single areas.

>> No.2564302

>>2564268
Good lord why do they even allow him on there.
What the fuck is his avatar supposed to be anyway?

>>2564284
I think it would be cruel and unusual to subject the Swanfox kid to that kind of treatment.

>> No.2564306

>>2564294
get rid of the two imps and put a baron up there or a hidden chaingunner behind the console if you want to be a dick if the player decides to try to run through the thing

>> No.2564308

Dunno if I like all out war tbh

>> No.2564309

>>2564294
No you don't because it looks great. Your wall textures clash a bit though, don't they? Not color-wise, but they look kinda clutterered when tiled vertically.

>> No.2564314
File: 1.19 MB, 600x1066, joeilyathemanthemyththelegend.png [View same] [iqdb] [saucenao] [google]
2564314

>>2564268
Joe Ilya, Swan Fox, and Omegalore do a collab together.
FUND IT.
>pic related: the only known photo of Joe Ilya

>> No.2564317

>>2564314
Oh, add thebadhustlex to the mix too and we got ourselves a dream-team!

>> No.2564320

i wish ulillillia made doom maps

>> No.2564323

>>2564320
Proper weird bloke, does he have autism or what?

>> No.2564324

>>2564320
Not that you'd ever EVER get to play one or see any code. Just endless gushing about the worlds most advanced skybox that's actually 1024 skyboxes chained together

>> No.2564328

>>2564323
He has extremely severe OCD and takes anti-psychotic medication. Heard voices and had delusions as a kid. But he's not autistic.

>> No.2564329

>>2564328
Poor man

>> No.2564330

>>2564306
Baron's a good idea, but I don't want to give the player the chaingun in the first encounter.
On UV there's chaingunners poking out of the rooms near the bridge visible in >>2564089

>>2564309
I'll do a beauty pass before finalizing it to try to do something about that but right now I don't want to dump too much time exclusively into detailing.

>> No.2564332

>>2564324
Would make for one hell of an awesome parallax scrolling effect.

>> No.2564334

>>2564215
Is that mastermind edit a usable monster?
I want to frag it right now.

>> No.2564345

>>2564323
probably, or hes just weird, i think theyre synonymous at this point though
>>2564324
thats true, but itd be nice to imagine

>> No.2564352

>>2564330
>I'll do a beauty pass before finalizing it to try to do something about that but right now I don't want to dump too much time exclusively into detailing.
Good call.

Anyway is there anywhere I can find complete enemy sprite rips from Daggerfall?

>> No.2564358
File: 57 KB, 516x365, 19196.png [View same] [iqdb] [saucenao] [google]
2564358

>>2564334
I'm almost certain that's only a one-frame edit.

>> No.2564378
File: 140 KB, 368x368, 1433988572938.png [View same] [iqdb] [saucenao] [google]
2564378

>>2564358
No place for love...

Also.
>Ecclesia (2008)
Time flies.

>> No.2564384
File: 12 KB, 284x276, 1424057244004.jpg [View same] [iqdb] [saucenao] [google]
2564384

The DOOM panel at Quakecon is at least 10 minutes late now.
GG NO RE

>> No.2564406

>>2564378
I still remember the day when the rom came out and tons of people on /v/ were freaking out
>crab battle
>STUPID DISCIPLE

>> No.2564428
File: 727 KB, 800x1300, 1408780139982.png [View same] [iqdb] [saucenao] [google]
2564428

>>2564384
Hugo said 'cinematic version of the doom we love'

>> No.2564430

>>2564428
not the same anon but my mind caught that too

>> No.2564437

>>2564384
>>2564428
link to the stream?

>> No.2564451

>>2564437
twitch bethesda

>> No.2564458

aaand stream goes down

>> No.2564461

>>2564437 (me)
ugh, nevermind. I'm fucking retarded.

>> No.2564462
File: 74 KB, 557x489, 2161012-portrait-of-a-scared-man-with-hands-on-head.jpg [View same] [iqdb] [saucenao] [google]
2564462

Stream went down and it's still not back up.
No new footage was shown.
This is a trainwreck.

>> No.2564464
File: 93 KB, 640x471, 5413513.jpg [View same] [iqdb] [saucenao] [google]
2564464

>>2564462
>>2564458
>>2564451
A truly bethesda quality service.

>> No.2564468

Now they're just reusing E3 footage.

>> No.2564479

>>2561832

Why didn't you include 64?

1: Phobos Anomaly, Nuclear Plant

2: The Inmost Dens, Circle of Death, The Spirit World

64: Alpha Quadrant, Even Simpler, The Bleeding, Dark Citadel, Eye of the Storm, Dark Entries, The Spiral, Pitfalls

Plutonia: Hunted

TNT: Wormhole, Metal

>> No.2564480
File: 35 KB, 500x458, 1430681854652.jpg [View same] [iqdb] [saucenao] [google]
2564480

I just bought Doom: BFG and the Quake Collection. I want to play with my xbox 360 controller, any software recommendations?

>> No.2564482

>>2564480
ZDoom/GZDoom works just fine with the Xbox controller.

>> No.2564486

>>2564468
they keep showing off the cinematic kills

>> No.2564491 [DELETED] 

>>2564486
doom was always about the cinematic kills.

>> No.2564496
File: 56 KB, 401x372, visable panic.png [View same] [iqdb] [saucenao] [google]
2564496

>>2564491
They keep banging on about the glory kills.
They're not answering the worries that people are having, only reinforcing some.

>> No.2564504 [DELETED] 

>>2564496
you know you love the cinematic chainsaw

>> No.2564508

>>2564504
shame the cinametic kills arent pre-rendered
it'd look better tbh fam smh

>> No.2564509
File: 2.89 MB, 812x480, press x to win.webm [View same] [iqdb] [saucenao] [google]
2564509

>>2564496
and now they're showing the cinematic chainsaw.
They haven't answered if you can stop sawing them halfway through.

>> No.2564512

>>2564504
Honestly I would prefer you had to tap in a very quick combo to do the cinematic kills, while otherwise keeping the saw like it was in Doom 3.

>> No.2564513

RL nerf confirmed

>> No.2564521

>>2564513
explain
nerfed in conmparison to the originals, or are they going to nerf the doom 4 rl they showed

also how? just less damage?

>> No.2564524

they just keep going back to the brutal melee kills
even when the host did not even ask how great it is

>> No.2564527

>>2564521
Apparently it's a point of contention between Duffy and Stratton, Duffy feels the Rocket Launcher in multiplayer isn't strong enough. He apparently bugs Stratton about it "every day."

>> No.2564545
File: 57 KB, 369x405, 1426431680387.png [View same] [iqdb] [saucenao] [google]
2564545

I am afraid of the words I am hearing during this conference.

Is id really dead?

>> No.2564547
File: 441 KB, 1572x1040, Screenshot_Doom_20150725_162007.png [View same] [iqdb] [saucenao] [google]
2564547

I really fucking hate this one room I made in my level. How can I unfuck it?

Does it just need more detail?
Different texture selection?
Should I give up on it and move on anyways?

It's meant to be a secondary lobby before a lab.

>> No.2564549
File: 102 KB, 400x395, 1427425633085.png [View same] [iqdb] [saucenao] [google]
2564549

>>2564545
It's over.
Carmack was all that was holding them together as a unique studio.
Id is now just another toy of Bethesda.

>> No.2564551

>>2564547
It looks good anon

>> No.2564554

You'll still fucking buy it or pirate it anyway.

>oh no, someone's saying the truth!

>> No.2564558

>>2564547
are there lights?

>> No.2564559
File: 25 KB, 289x289, john-carmack-scientist-quote-story-in-a-game-is-like-a-story-in-a.jpg [View same] [iqdb] [saucenao] [google]
2564559

>>2564549
Sporty Strap-on and the others aren't really selling the game to me that much. R. A. Duffy is the only one on the couch I can respect (I also talked with him on IRC back in the Q3A-days), but I don't know. They seem too restrained.

Pic related, a glorious Carmack-quote.

>> No.2564561
File: 65 KB, 300x349, 71fc2850d78a53e69487daf5acc4a9735e005661.png [View same] [iqdb] [saucenao] [google]
2564561

>>2564554
No, I'm going to preorder it and fallout 4 too.

>> No.2564562

>>2564545
It's been dead for years mate
Debatable when, maybe when Romero left, maybe when the buyout happened. But still definitely dead.

>> No.2564565

DAMN RIGHT

THE TOUGH QUESTION GOT IN

>> No.2564567

>>2564559
>Pic related, a glorious Carmack-quote.
they just talked about that actually
the story's going to basically be you're here, kill demons apparently

>> No.2564569

>>2564547
take the UAC off the floor, it's cheesy.

>> No.2564570

WEAPON LIMIT IS FORCED.>>2564565

>> No.2564572 [DELETED] 
File: 32 KB, 337x338, feelium.png [View same] [iqdb] [saucenao] [google]
2564572

>QuakeCon-audience
>All guys my age

I feel so at home... But I don't know any of them IRL.

Anyone wants to be my friend? I need friends.

>> No.2564573

>>2564547
Put in a carpet in the center and a ceiling lamp.
Maybe add a computer screen/panel somewhere in the room.

>> No.2564574

>>2564559
Carmack is beyond based, i mean it was the reason Tom Hall hated him so much.
Youve all heard the convuluted story they had before hand and Carmack is like "no too slow" hes also the reason they got rid of dragging dead bodies in Wolfenstein in order to make it faster.

>> No.2564578

>>2564572
>>All guys my age
which is?

>> No.2564579

Okay, advanced modding confirmed

>> No.2564580 [DELETED] 

Hey optimism fag, where the fuck are you now, let's see you defend this train wreck.

>it's an alpha!
>stop being like /v/
>it'll be fine

>> No.2564581
File: 973 KB, 312x213, 7drHiqr.gif [View same] [iqdb] [saucenao] [google]
2564581

MORE TOOLS FOR MODDING CONFIRMED.
MODDERS WILL BE GIVEN THE TOOLS TO MOD.

>> No.2564586

>>2564569
>>2564573

Alright, thanks. I'll give that a whirl and get back to you.

>> No.2564589

>>2564578
You're not watching the stream are you? They're mid-20s to early 30s.

>> No.2564590

>>2564579
>>2564581
Any specifics?

>> No.2564591

>>2564579
>>2564581
Are we talking full WAD file system and SDK? Or just snapmap

>> No.2564594

>>2563932

I used the wrong word then because I'm fucking retarded.

>> No.2564595

>>2564581
that sounded pretty cool actually, i only caught the end


anyone can give me a tldr of the press conference?

>> No.2564598

>>2564579
>>2564581

I mean, even if they don't want to, they have the obligation, since they're using idtech6(66)

>> No.2564603
File: 33 KB, 500x375, Wow-its-fucking-nothing.jpg [View same] [iqdb] [saucenao] [google]
2564603

>that stream
>no new footage
pic related

>>2564554
I'll preorder it. It doesn't LOOK bad, but obviously not as good as the originals. Still looks like it could be a fun time. And besides, whether it's shit or not, I'll always have the ability to go back and play the originals, with user-made content still being made.

>> No.2564604

>>2564589
No, unfortunately I'm not able to, there's something else on. I'm double-booked.

>> No.2564606

>>2564595
we love the brutal kills now

>> No.2564607

Is it just me, or Hugo Martin has that old id software spirit on him?

>> No.2564608

>>2564595
Abandon all hope as Bethesda has full control on the final decisions. You can see how well it works out for F4llout

>> No.2564610

>>2564606
>>2564608
Ahh fuck
I have nothing against Brutal Doom but I feel people think thats what Doom is all about now, especially the guys running things at BethIDa

>> No.2564613

>>2564579
>>2564581
>Mods to make the game what it should've been in the first place
Just like all my other Bethsoft games.
So what's our estimated timeframe for the community to take out color-correction, remove the weapon limit, remove cinematic kills, remove health/ammo drops, and change the physics?

>> No.2564617
File: 66 KB, 180x188, kakkoiimon.png [View same] [iqdb] [saucenao] [google]
2564617

>>2564610
Brootle Doom is OK as a mod. But just not let it become cannon.

>> No.2564618

wait there was actually NO gameplay
didn't they say some of those guys talking were going to play for us?

>> No.2564619
File: 2.13 MB, 2000x1576, 1430258942244.png [View same] [iqdb] [saucenao] [google]
2564619

>>2564606
I know I only play doom for the cinematic kills.
I love getting all of my health back from a qte death animation

>> No.2564621

>>2564613
666 hours

>> No.2564623
File: 27 KB, 614x328, 1437860230955[1].png [View same] [iqdb] [saucenao] [google]
2564623

>caring about "Doom" 4

oh well hopefully at least the SP won't be complete trash

>> No.2564624
File: 12 KB, 250x236, 1405334767777.jpg [View same] [iqdb] [saucenao] [google]
2564624

my shiternet literally kept dying on me throughout the entire fucking stream

I bet it was still crap, but still what's all this bullshit about modding tools I hear

>> No.2564626

>>2564617
i agree its ok as any other but i agree with what youre saying. Itd be just as ridiculous as following any other wad that came out as cannon

>> No.2564628 [DELETED] 

No guys stop being so cynical! Surely we can carry more than two weapons!

I'm taking far too much joy in rubbing this in optimismfag's face but I don't care, he had it coming

>> No.2564629

>>2564623
I thought it's called D44M

>> No.2564631

>>2564623
wait, is this true?? are you shitting me?

>> No.2564632

>>2564628
you sound just as retarded

>> No.2564634

>>2564628

I, too, am greatly incensed over someone on the internet having a different opinion.

>> No.2564639
File: 26 KB, 587x229, ffs.png [View same] [iqdb] [saucenao] [google]
2564639

>>2564631
it's true

>> No.2564641
File: 264 KB, 260x146, 1403180459306.gif [View same] [iqdb] [saucenao] [google]
2564641

>>2564623
oh deary me.

>> No.2564643

>>2564639
>no strafe jumping
literally actually what?

>> No.2564648

>>2564639
Strafe Jumping is a Quake thing.
As long as we have SR40 straferunning I'm good.

>> No.2564649

>>2564639

So I am supposed to take the opinion from a quakefag about what Doom multiplayer has to be?

>"but he's this and that"

That means jack. One thing is Quake (Live) multiplayer and other is Doom multiplayer, which actually made the former possible in the 90s

>> No.2564657

>>2564639
Doom isn't Quake.

>> No.2564662

>>2564648
you won't

>> No.2564665

hey guys what if instead of Doom 2016 we called it Doom 201666

>> No.2564668

>>2564643
>>2564648
>>2564649
>>2564657
you guys have seen the MP footage right? the run speed is slow as fuck and strafe running hasn't been a thing in id games since the Doom engine

strafe jumping was the only hope

>> No.2564670

>>2564668
It looks around the Quake's intended speed.

>> No.2564679

>>2564668

I've seen Quake Live matches slower compared to the footage (which by the way it keeps being taken down by zenimax)

>> No.2564684

>>2564679
>(which by the way it keeps being taken down by zenimax)

and speaking of which, has anyone converted to WEBM those small leaks?

i mean come the fuck on, it's 2015, don't disappoint me 4chen

>> No.2564692

>>2564684
I saw it in a /v/ thread I think

>> No.2564693 [DELETED] 

>bethesda don't need people approving doom 4 since they got a fuckton of retards shilling for their post-apocalyptic cooking mama simulator 2016

holy fuck.

>> No.2564694
File: 2.93 MB, 400x225, 1437843353573[1].webm [View same] [iqdb] [saucenao] [google]
2564694

>>2564692
here

>people actually defending this

>> No.2564702

>>2564679
what do you mean slower?

the strafe speed looks about the same, and that's half as fast as a single circle jump will make you in QL

it's slow casual shit accept it

>> No.2564703

>>2564693
>shill

back to containment you go

>> No.2564704
File: 1.02 MB, 1600x900, Screenshot_Doom_20150725_180226.png [View same] [iqdb] [saucenao] [google]
2564704

Playing plutonia for the first time and at map02. Is this bridge supposed to be invisible? It took me a moment to realize there was something there to walk on.

>> No.2564706

>>2564694

I stand by my original post, I've seen Quake Live matches being more slowed-paced compared to that.

It's UT2K4 levels of fast; not Doom fast (and they've still ways to go before releasing the game), but enough fast to keep the game away from COD levels of boredom

With that being said, the fucking bloody screen needs to go. Yesterday.

>> No.2564707

>>2564694
I'll say it before, I'll say it again: whoever is playing sucks massive amounts of dick.

That ending though. I wouldn't mind being a revenant in multiplayer.

Also, why are there people focusing on the standard DM they're showing off as if it's the end-all-be-all of Doom4 multiplayer? Shit man, I barely touched WC3's normal multiplayer gameplay; I was way too focused on playing the millions of custom games that were fun as fuck.

>> No.2564710

>>2564704
Yes

>> No.2564712
File: 353 KB, 1920x1080, Screenshot_Doom_20150725_171204.png [View same] [iqdb] [saucenao] [google]
2564712

>>2564586
>>2564569
>>2564573

Lookin' better now. Thanks guys.

>> No.2564713

Christ, finally made it through The Pit. I wasn't expecting it to be this difficult, knowing that there were at least three armor pickups and two soulspheres.

What I wasn't expecting was the forty extra imps guarding the yellow key - this is where I was consistently stuck since there's next to no room to run around in there and imps don't attack each other. What finally worked was getting imps to attack the elementals and then racing through them to activate switches and grab the key. Once I escaped that room with the key the first time, I actually went on the finish the run right there - the exit is barely guarded.

On to the Refuelling Base and its legion of hitscanners, ha ha. HA HA HA.

>> No.2564715

>>2564694
Thank you for uploaded the worse quality video on the internet.

>> No.2564716

>>2564704
IIRC the invisible bridge is supposed to be lined with candles but I may be misremembering

>> No.2564718

>>2564712

(I accidentally undid some texture alignments, like up top. I'm fixing that now.)

>> No.2564720

>>2564712
That's a gorgeous room anon.

>> No.2564724

>>2564706
>ut2k4 levels of fast
Kind of. 99 would have been a better example. Dodgejumping made 2k4 a lot different

>> No.2564726

>>2564712
That lobby receptionist doesn't seem very nice.

>> No.2564727

>>2564574
Tom Hall didn't have as much hate for John Carmack, it was more Adrian Carmack he had major disagreements with, they were like polar opposites in personality, Tom was cheerful, upbeat, silly and childish, Adrian was moody, reclusive, gloomy and serious, he hated Commander Keen, which was Tom's baby.

Also, it was John Romero's idea to ditch the thing about dragging dead bodies, because he felt it was breaking the flow of the game when they were really moving in the direction of a faster paced shooter.

>> No.2564734

>>2564628
>I'm taking far too much joy in rubbing this in optimismfag's face but I don't care, he had it coming

Who the fuck are, Dean Domino?
Why do you seem so offended that someone is trying to be hopeful and look on the bright side?

>> No.2564738

>>2564628
Anon don't bully

Also, they confirmed both stronger modding tools and modes with the normal gun acquirement process after launch.

>> No.2564743

>>2564727
Adrian seems to get along well with sandy since they're still working together with /tg/ stuff.

Does masters of doom tell anything about adrian anyway? He gets almost no exposition.

>> No.2564750

>>2564703
sweet cop-out, retard. sure called me out.

>> No.2564756

>>2564707
>Shit man, I barely touched WC3's normal multiplayer gameplay; I was way too focused on playing the millions of custom games that were fun as fuck.

This so fucking much. I want them to show off some more custom stuff and modding tools instead of showing the same shit over and over.

>> No.2564763

>>2564639
OK, DOOM seriously isn't Quake, and it doesn't have to be, although I do enjoy Doom 3's Quake 3 style MP. Two weapon limit I can take because arena FPS has elements other than weapon pickups. TDM has the armors and the powerups which teams will want to control in classic arena fashion, so arena shooter gameplay is still there, as far as I can see so far. But no ranked mode and a focus on the console version? I actually didn't get that from the panel I watched, I'll have to rewatch just to see if this guy is looking too much into things or not, but if it's true, that's deeply disappointing on so many levels. People need to fucking load the feedback on id software during alpha and beta stages. The PC version is always the best version for arena shooters and I want fucking ranked modes

>> No.2564782

>>2564743
Yeah, Masters Of Doom does talk about him to some degree, a bit of his upbringing, his job in his youth of copying hospital photography for archival (a lot of horrid and grisly, gory injuries for him to look at, a lot of the horrid shit he saw he later got an outlet for with games such as Wolfenstein and then Doom).

And yeah, it makes sense that he would get along with Sandy, they both have a flair for dark themes and horror, Sandy loves H.P Lovecraft, and I picture the stuff would appeal greatly to Adrian as well.

>> No.2564785

>>2564763
I like the vertical map design and edge mantling and think those are good ideas. Many people, like the guy you quoted, seem to have decided in advance the game is shit and then bend every single feature or thing shown to be evidence of shit no matter what.

Compared not with doom but with every other recent or upcoming fps I think doom 4 looks really neat.

>> No.2564790

>>2564782
Sandy seems like a jolly and reasonably sociable guy though. Maybe they're different and alike at the same time which is why they get along well.

I wish there were interviews, blog posts or whatever about the monster and art asset design for everything ID between doom and doom 3.

>> No.2564794

>>2564785
>Compared not with doom but with every other recent or upcoming fps I think doom 4 looks really neat.

Hell yeah. All my friends are getting Doom4 and it's going to be fun as fuck sharing our creations and shit. I'm pretty hype for the console version since it'll help revive some of that couch multiplayer for consoles.

I'm getting flashbacks to playing Timesplitters 2. It'll be glorious.

>> No.2564801

>>2564763
I can deal with 2-weapon limit for deathmatch, as it's kind of easier to focus on the two weapons you have on you rather than picking up a bunch of weapons you might not even use (I have this problem a bit with deathmatch games where I'm scrolling through a bunch of weapons I don't really need).

I would however have preferred at least a 3 weapon limit.

>> No.2564806

Was it me or were those Quakecon presentations totally tedious and content-free

>> No.2564818

>>2564794
>I'm getting flashbacks to playing Timesplitters 2. It'll be glorious.
I'm vaguely feeling it too. I don't expect any game ever to be as absolutely fucking crammed with content as TS2 though. It was almost a bit ridiculous how much variation and fun they managed to stick in a single game.

>> No.2564827

>>2564806
It was just recycling old footage and spouting shit from the press releases. It was clear that they are just reading from a PR script.
They only answered two real questions, mods and weapon limits.

>> No.2564830
File: 64 KB, 1339x616, sandy.png [View same] [iqdb] [saucenao] [google]
2564830

>>2564790
There's quite a bit with Sandy.
Go to Youtube and simply search for Sandy Petersen

And yeah, he's a jolly guy. Lots of kids and grandkids.
He's a mormon, though he has a very firm grasp on what fiction and escapism actually is, which can't be said for a lot of others of his kind. In his mind, there was nothing that was actually controversial with Doom, it was cartoons to him, and you as the player are the hero fighting the forces of the devil, who are portrayed as the ultimate evil, which to him is absolutely reasonable, while at the same time a lot of other christian conservatives condemned Doom for depictions of satanic imagery

He's an OG fa/tg/uy, a bona-fide nerd, and that's what I love about the guy, way before Doom he was doing pen & paper stuff, he even wrote a Call Of Cthulu RPG out of his admiration for Lovecraft.

Sure, his levels were frankly really ugly, but they were also fun, and I can never hate the guy, he's too cool.

>> No.2564832
File: 314 KB, 1023x639, Wolfenstein BOA.png [View same] [iqdb] [saucenao] [google]
2564832

>>2562856
I won't lie I'm really digging it.

Gives me alot of Medal of Honor vibes.
Man so many memories of playing MoH on PS1.

>> No.2564835

>>2564806
Maybe they had sudden technical difficulties and were trying to save face?

>> No.2564848

>>2564763
Ok so I'm rewatching the panel and one guy (in response to a question about competitive and ranked modes) said something close to "the key focus right now is the millions of guys sitting on their couch playing on it"

So yeah, one could take that as a sign that they're focusing on consoles, I'm not going to try and do mental gymnastics around that; unfortunately consoles are a big focus for developers nowadays. Although he could just mean they want to get it out for the console players to jump into single and multiplayer casually and then a focus on esports could happen afterwards, I really don't know. I think ranked modes and competitive play is going to happen though. The demand from PC FPS players during alpha and beta is probably going to be considerable. The guys in the panel seem to be trying to make it clear that it's not their #1 focus, "they want to get the game on the shelves first, start looking at it as soon as the game hits", something like that, citing time restraints I guess.

Marty Stratton said some interesting things about bringing the multiplayer to QuakeCon, testing it, seeing reactions. I mean really, they brought it to QuakeCon for a reason, they want feedback and reactions, and if they cared enough about the MP to do that then I think the MP is still worth keeping an eye on. Seems to me that some reactions include a disliking of the two weapon limit, and they will need to take all feedback and consider it I think.

Take that as you will if you're worried about DOOM multiplayer. or just go watch the panel yourself on twitch bethesda channel, they talk about the mp in the later moments of the vod

>> No.2564850

>>2564848
>I mean really, they brought it to QuakeCon for a reason, they want feedback and reactions, and if they cared enough about the MP to do that then I think the MP is still worth keeping an eye on.

this
this
this
this

>> No.2564872

>>2562842
look at the Luger man it looks like someone smeared vaseline all over it

>> No.2564874

>>2564848
>I mean really, they brought it to QuakeCon for a reason, they want feedback and reactions

Quakecon-goers will gobble up anything doom-related because it's doom-related

it's doomed. no pun intended

>> No.2564887
File: 63 KB, 586x587, Thats just dandy.jpg [View same] [iqdb] [saucenao] [google]
2564887

>>2564874
>it's doomed.

What is doomed? Doom? QuakeCon? Feedback? Reactions? The goers? Anything?

>> No.2564890
File: 75 KB, 1280x720, 2884179-screen+shot+2015-06-14+at+7.12.53+pm+(2).jpg [View same] [iqdb] [saucenao] [google]
2564890

>>2564887
id and bethesda

>> No.2564893
File: 805 KB, 450x286, luger-toggle-action.gif [View same] [iqdb] [saucenao] [google]
2564893

>>2564872
I'd put vaseline on one of them sexy Luger Parabellum pistols~

>> No.2564897
File: 48 KB, 500x400, 1415136695239.jpg [View same] [iqdb] [saucenao] [google]
2564897

>>2564887
yes

>> No.2564909
File: 462 KB, 500x351, spill.gif [View same] [iqdb] [saucenao] [google]
2564909

Doomworld is now totally ded.
Not a single page will load.
RIPIP

>> No.2564910 [DELETED] 

>>2562842
>All filters look terrible.
Basically yes.
I'm glad we can see eye to eye on these matters.

>> No.2564919
File: 984 KB, 922x704, sonic and tails venture into plutonia.png [View same] [iqdb] [saucenao] [google]
2564919

>>2564909
Looks like they're moving servers, but then,
Avast has bitched at me recently when I've tried to go there.

>> No.2564925

>>2564734
I'm fine with optimism. But the attitude that guy had was more along the lines of blind faith

>> No.2564926

>>2564919

false positives

>> No.2564942

>>2561353
I'm not the person you're replying to, but I'm kinda not so hopeful either to be honest.
The reason being: id usually comes out with mind blowing graphics that blow away the competition.
That's what happened with doom, and doom 3, the graphics for doom 4 look pretty good for our time, but they're not bar raising, and that's what we know carmack for.

>> No.2564952

>>2564942
>that's what we know carmack for.

The fuck does carmack have to do with Doom4? I thought he was helping us fuck data.

>> No.2564953

>>2564874
>Quakecon-goers will gobble up anything doom-related because it's doom-related
Devs have already acknowledged feedback about the loadouts, and the feedback would've had to have existed in the first place to be acknowledged, so you're wrong there. Considering that it's QuakeCon, I would think that the Quake players are the ones who would be most excited to try DOOM and that makes the most sense to me. People do care about that matter, and additionally the devs said they will talk about that. I think that something that could happen is they add in duel with loadouts disabled, have to wait and see though

>> No.2565013

>>2564952
He's built the engine for most of ids games, I thought he was making the engine for doom 4

>> No.2565016

>>2565013
Dude's gone, man.

>> No.2565040

>>2565016
Yeah but he did substantial work on the engine while he still worked there, that you can't deny.

>> No.2565053

>>2562739
Which specific drivers? That's totally possible, I haven't updated in a while.

>> No.2565115

>>2564893
Fuck, Considering becoming a /k/omrade just by looking at this gif.

>> No.2565125

What does /VRDOOM/ think of ASS (Abyssal Speedmapping Sessions) / Speedmapping in general?

>> No.2565137

>>2565125
>What does /VRDOOM/ think of ASS (Abyssal Speedmapping Sessions)
>implying hivemind

That being said, ASS is generally the same as other community projects. You've got some good and you've got some shit.

>speedmapping in general

Gets ideas out and going before they succumb to "I'll fix it later" or "I'll do it tomorrow" syndrome, but cuts short time to polish or refine them.

>> No.2565149

so did the dude making h-doom quit or is dev just slow on it

his blog is mysteriously devoid of h-doom things lately

>> No.2565157

Have any new sp stills or footage come out of Quakecon?

>> No.2565159

>>2565149

Mike12 has always been slow, not to mention he's got a lot on his plate. Be patient. Or send him an anon ask nudging him along.

>>2565157

Nope. Nothing. Not a single thing.

>> No.2565161

>>2565159

nah, I was just curious, I don't mind waiting

just seemed like he dropped the project, but at least thats not the case, so thats cool

>> No.2565165
File: 13 KB, 620x250, 131698-thiefheader.jpg [View same] [iqdb] [saucenao] [google]
2565165

So considering the direction that Doom 4 is going, should we start calling it Do4m or something?

>> No.2565213

>>2565157
They released a few single player screenshots a couple days ago, if you haven't seen them already check the last thread or the news post for the link.

>> No.2565253

>>2565165
Call it Doomed.
Because it was Doomed the moment someone thought of a Doom 4.

>> No.2565278

hey i'm trying to play blade of agony but even though i'm using the latest devbuild there's an error

Script error, "wolf_boa.pk3:actors/monsters/nazis.txt" line 498:
Invalid state parameter a_setspeed

and i don't know what's what

>> No.2565281

>>2565278

Update your G/ZDoom.

>> No.2565304

>>2565281
okay i already did that but then i did it again and i got a new error
Could not realloc 1288 bytes
and i'm probably messing up somewhere really obvious

>> No.2565327

>>2565304
Your RAM is shit. Close a few programs and try it again.

>> No.2565369
File: 57 KB, 838x392, gdqlogo.png [View same] [iqdb] [saucenao] [google]
2565369

>>2561094
Summer Games Done Quick starts 11 hours from now.
Thread relevant runs are grouped together in Thursday 30th: Unreal, Scythe.wad, Spear of Destiny, and Super Noah's Ark 3D.

>> No.2565375

>>2565369
Doom 64 is also happening ~12 hours after these runs.

>> No.2565376

>>2565327
my computer may simply be too shit to do it
rip oh well

>> No.2565378

>>2565369
Forgot the schedule link:
https://gamesdonequick.com/schedule

>>2565375
Oh yeah, I forgot to put that one in. Wasn't that peaches guy running it?

>> No.2565380

>>2565378
Peaches dropped out of the race, from what I heard. But I'm sure Grav will have a good run.

>> No.2565406

>>2564704
MOTHERFUCKER
So THAT'S how you finish that level
I always got stuck there!

>> No.2565413

>>2565253
ecks dee

>> No.2565416

>>2564479
>Why didn't you include 64?

I Haven't played it all that much.

>> No.2565421

>>2564704
Yes, the bridge being invisible was the whole idea.

You don't even need to press the swich to raise the logs if you know exactly where it is.

>> No.2565425

>>2564713
If you love hitscanners, You should play TNT map09. Absolutely insane level.

>> No.2565445
File: 601 KB, 1200x800, tumblr_ns2kfzgXtY1tkah1uo2_1280.png [View same] [iqdb] [saucenao] [google]
2565445

You ever wonder what Blaz looked like under the helmet?

Take a look at the top right.

Also please note the Cyber waifu, ubermutant, and the scary martian lady

>> No.2565449
File: 460 KB, 1280x853, tumblr_ns2kfzgXtY1tkah1uo3_1280.png [View same] [iqdb] [saucenao] [google]
2565449

and this one was something Cacobro drew on a whim.

>> No.2565456

>>2565445
>K-On!
what

>> No.2565459

>>2565456

Fucked if I know, ask Caco-bro, though Term mentioned Shihong having shit taste in anime

>> No.2565467

>>2565459
that is simultaneously terrible and adorable

>> No.2565473

>>2565445
>heavenly_blaz_looks_on_while_archie_eats_his_descendant.png

>> No.2565476

>>2565449

He's sad that you're not working on him. :(

>> No.2565480
File: 2.78 MB, 354x163, Redford.gif [View same] [iqdb] [saucenao] [google]
2565480

>>2565473

Doing this?

>>2565476

To be fair he's pretty much done, the little manlet just needs a voice, and a final subweapon tweak

>> No.2565507

>>2564603
What is wrong with you, why would you preorder, at least wait to buy it day 1 jesus christ.

>> No.2565536

>>2565380
Heard peaches was well liked, but never watched any of his runs. Will watch his other runs I guess.

I don't know Grav either, but I'm hype for Dime's Scythe run

>> No.2565581

uhh is the retro community really saying doom 4 is shit because you cant do a certain kind of jump in a fucking DOOM game

like have any of you actually played classic doom outside of gzdoom

>> No.2565584

Looks like coop is a no go in the main campaign in Doom 4.

>> No.2565585

>>2565584
Source?

>> No.2565587

>>2565581
Doom 3 had strafejumping, there's fucking precedence

but no, it's not shit just because it doesn't have strafejumping, it's shit because there's no advanced movement techniques at all, because there's a two-weapon limit and loadout garbage, and because for all the emphasis on verticality they talk so much about, judging by >>2564694, maps are completely flat and require no jumping whatsoever.

>> No.2565590

>>2565584
thats not surprising. i just want co-op at all for custom levels

>> No.2565592

>>2565587
wasnt the two-weapon limit a gamemode option

all i'm really seeing here is
>grrrr it's not literally quake 3!!!!
based on a shitty camera filming a blurry screen for like 30 seconds

>> No.2565596

>>2565587
>no advanced movement techniques
Double jumping, climbing.
>two-weapon limit
There isn't one.
>loadout garbage
This is a legitimate concern (fuck you bethesda you ruined quake live), but this is also just one deathmatch mode and they haven't shown anything else. This is more than likely optional.
>verticality
Yeah, but that's one map. If all of the maps were the same or there was only one map, I'd fire every single person on my design team.

>> No.2565603

>>2565596
>Double jumping, climbing.
I meant meta shit like strafejumping, SR50, wallrunning etc. Un(?)intended techniques that require skill to learn and execute. What skill is required in "jump towards ledge" or "press jump button again while in midair"?

>There isn't one.
see >>2564623

Other points, yes, we'll have to wait and see. But it's not looking good so far.

>> No.2565605

>>2565473
you know this bugs me.

he creates a female archvile character with a distinct design and personality

then goes and names her "archie", the most generic, unimaginitive name for an archvile character there could ever possibly be.

>> No.2565606

>>2565592
>all i'm really seeing here is
>grrrr it's not literally quake 3!!!!

If you're seeing what nobody is saying, then it's quite likely you're just looking for people to say that and I doubt anything we say will dissuade you.

>> No.2565607

>>2565603
Ah, I see.
The problem, however, is that idtech 6 is rock solid as an engine. It is very likely that things like that will not come to be simply because the engine is too good at handling movement already.
In other words, DAMN YOU KIDS AND YOUR MODERN TECHNOLOGY GET OFF MY DAMN LAWN etc.

The two weapon limit is indeed worrying. But it could be that it as well as the loadout system are part of a deathmatch mode made to act a bit like quake live.

Only time will tell.

>> No.2565612

>>2565596
>There isn't one.
There is. At launch, we won't have the option for "normal" deathmatch.
>(fuck you bethesda you ruined quake live)
The loadout was implemented rather poorly but it was an okay step to take. FFA was always casual, and try and time items and weapons with pubs.
>>2565587
>it's shit because there's no advanced movement techniques at all
>>2565603
>I meant meta shit like strafejumping, SR50, wallrunning etc. Un(?)intended techniques that require skill to learn and execute. What skill is required in "jump towards ledge" or "press jump button again while in midair"?
Doom isn't Quake. You're basically mad that the game doesn't have glitches.
And yes, they were unintended.
>>2565607
>The two weapon limit is indeed worrying. But it could be that it as well as the loadout system are part of a deathmatch mode made to act a bit like quake live.
No, it's a two weapon limit. There was talk of a gamemode that removes the limit post release, but that's it. The mod tools (not snapmap) should help with that anyhow.

>> No.2565614

>>2565606
>>2565603
sure looks like it to me

>> No.2565616

>>2565612
Thank you for clarifying.
The mod tools being that powerful gives me quite a bit of hope.

>> No.2565617

>>2565614

Advanced movement techniques are not exclusive to Quake III, or even to arena FPSes.

>> No.2565621

>>2565616
The problem I see with them is that, according to Carmack before he left, they were rather hard to use compared with UE4 and Unity

>> No.2565624

>>2565621
As a modder, that's fine by me. I kind of like that.
Challenging tools can generate quite a bit of creativity.

>> No.2565629

>>2565617
and by "advanced movement techniques" you mean physics bugs popularized by games like quake 3

>> No.2565637

>>2565629

No, I mean movement techniques that are not exclusive to Quake III or even to arena FPSes.
Wavedashing was not "popularized" by Quake III. Rocketjumping was not "popularized" by Quake III. Biorifle boosting was not "popularized" by Quake III. And yet all of them are still staple movement mechanics that high-tier players use and abuse for higher levels of play.

This is exactly what I mean, you're seeing what is simply not being said just so you can rail against what you think is being said.

>> No.2565639

>>2565612
>>2565629
These techniques have precedence in Doom as well. Doom 1 and 2 have SR40/50 and wallrunning, both of which are very popular in the competitive scene to the point where you're basically fucked if you try to enter without knowing them. Doom 3 has strafejumping. The "doom isn't quake!!!" defense doesn't work. Find something new.

Of course they weren't intentional at the time of the games' creation, but IIRC Carmack knew about strafejumping by Quake 2 and decided to leave it in. He also could've patched Quake 1's rocketjumping, but instead decided to leave it in and it became a series/genre staple. They're glitches, nobody denies that, but they're ones that greatly raise the skill ceiling, which in turn gives the game more longevity. Doom 4 is looking like a fun distraction for a few months, not a 21-year-strong phenomenon. A Doom 4 tournament won't steal the show at Skyrimcon 20 years from now.

>> No.2565641

>>2565637
>x isn't like y

This is all I'm reading. You want what isn't in, and that's ok, but some people don't want it so they don't care; however, at this point it sounds like you'd complain about anything because it isn't how you envision it.

You might be able to put all that dumb shit in, which takes away from the actual running and gunning part of the whole fucking game, with the mod tools anyway so fuck it.

>> No.2565642

>>2565639
By Quake 3, Carmack tried to remove strafejumping. The solution he tried was not allowing an inmediate jump after landing from another. He didn't like this solution so he left it in.
I'm fairly sure the solution is still in the source code, commented out. Something along the lines of "fixes the strafe bug, but feels bad"

>> No.2565645

Are there any mods for Quake that change things up the way Brutal Doom/Demonsteele/etc do for Doom? Also what's the best sourceport for Quake nowadays?

>> No.2565648

>>2565645
there was a "so you want to play some quake" infographic in the previous thread, check it out.
>>2560128

>> No.2565651

>>2565648
This is perfect, thanks a ton

>> No.2565653

>>2565641
>at this point it sounds like you'd complain about anything because it isn't how you envision it.

This >>2565606 was my very first post in this line of conversation so, no.
Doom 4 is what it is. I know I'm just another anon and we've all been blending together in a sea of greentext, but I haven't spoke much about the game and I've been waiting to voice what I think should or shouldn't be in until the game actually is out. Lord knows I'm more than familiar with changing gameplay in my own mods before the release comes out.

So if you're reading anything else from those posts other than "stop making up what isn't being said", then I don't know what to tell you.

>> No.2565657

>>2565653
i guess i just dont see how exploits make or break a game

>> No.2565665

>>2565657
i think it's a matter less of "more exploits mean a better game" and more a matter of expanding a potential field of moves that a player can do, which allows for more intricate gameplay.
if you'll forgive probably the faggiest comparison possible, think of it like chess. you can easily have a really fun game of normal chess with all the normal moves. however, with the inclusion of additional moves and methods, like en passant, castling, pawn storm, and etc, smart and skilled players have plenty more options they can use to play the game more intricately.

now let's add guns. strafejumping and bunnyhopping by itself are just kind of dumb exploits. but in the hands of a smart player, they can use it to cross the field faster, get more pickups, and gain more equipment over an opponent, resulting in more intricate play when people who know these moves go against each other.

does the fact that they're exploits make them inherently more valuable? no, not really. you could say the same about Just Frames in fighting games, or a good poker face, or being able to powerslide in Mario Kart. by removing or excluding advanced techniques, you limit longevity because there's not going to be a lot of things for hardcore players to strive to master, outside of the typical run and gun.
of course, who knows, maybe they've got such moves already planned.

>> No.2565685
File: 2.84 MB, 640x480, 2chains.webm [View same] [iqdb] [saucenao] [google]
2565685

>>2564056
so three demons, three chaingunners, and a saw?

seems easy, probably doable without taking damage, with a bit of luck with infighting; i was careless here. but then again i suppose you don't want too hard a start to your map, so there you go.

>> No.2565692

>>2565641
>>2565657
>which takes away from the actual running and gunning part of the whole fucking game
>i guess i just dont see how exploits make or break a game
You obviously have no experience in competitive FPS gameplay, which makes me wonder why you're weighing in on this subject at all, but I'll break it down for you. Strafejumping (and other such techniques, strafejumping just makes the best example) increases the skill ceiling because it's difficult to execute, especially when you also have to focus on killing enemies and not getting yourself killed (and then stack that on top of everything you have to keep track of in arena FPS games, like when a powerup is going to respawn, where weapons and ammo are located, where teleporters lead and how to intercept your enemy if he uses one, etc). This keeps people playing the game longer, trying to perfect their technique. A competitive scene can form around this, allowing players to test their might against comparably skilled players, rather than just using it to stomp clueless newbies in public games. This keeps the game living, as people make new maps to compete on, tournaments are held, and those aforementioned clueless newbies gain an interest in reaching the level of play shown in those tournaments. A healthy competitive scene is key to a multiplayer game's longevity these days. Mod support helps, but it's not enough on its own. Just look at the RoTT remake for an example of that.

>> No.2565695
File: 1.26 MB, 1280x720, Cube_2_Sauerbraten_eternal_valley_screenshot2.png [View same] [iqdb] [saucenao] [google]
2565695

>>2563251

>strafe jumping is the key mechanic in doom
>implying doom mp should be like quake

I think it's fine without it.

many games didn't have it and they were great games on their own

ex. Cube 2 Sauerbraten

>> No.2565708
File: 203 KB, 640x356, 95232-carmack2.jpg [View same] [iqdb] [saucenao] [google]
2565708

https://twitter.com/ID_AA_Carmack/status/623880519890173953
Zenimax must really not like Carmack for leaving.

>> No.2565715

>>2562963
Wow this looks really fun

>> No.2565727

>>2565708
he should just wear a fake beard and sunglasses and go anyway

>> No.2565739
File: 18 KB, 500x400, john smith.jpg [View same] [iqdb] [saucenao] [google]
2565739

>>2565727
"I think you have me confused with someone else."

>> No.2565740

>>2565739
>"I think you have me confused with someone else. Mmmm."

>> No.2565745

>>2565739
>>2565740
haha nice one lads

>> No.2565765
File: 57 KB, 500x305, carmack cosplay.jpg [View same] [iqdb] [saucenao] [google]
2565765

>>2565727
he should try to cosplay and get in that way.

>> No.2565770

>>2565708
Must feel like shit knowing some big tycoon grabed the show from you.

>> No.2565774

>>2565770
Now it's just a bethesda convention now.
Aside from the pathetic panel for doom and the tournament I can't even a real connection to id Software any more.
All of the games they advertise there are bethesda games that everyone already knows about.

>> No.2565779

I'm having an issue with Quake 2, I want to jump to a particular level, I tried using the "map *mapname*" command in the console, but it just gets me an error message in the console. What do?

>> No.2565786
File: 104 KB, 1366x768, 2015-07-26_00001.jpg [View same] [iqdb] [saucenao] [google]
2565786

>>2565779
Screenshot might help

>> No.2565787

Where can I find the Quakecon Doom press panel recording?

>> No.2565796
File: 531 KB, 3072x1728, luger-p08-parabellum-pistolet-1683.jpg [View same] [iqdb] [saucenao] [google]
2565796

>>2565115
A 'mix-master' Luger in decent condition, which you can shoot, shouldn't be particularly expensive, if no parts have matching serials it might go for less than 1000 dollars.
If you're willing to settle for a 7.65mm variant that could be even cheaper, given that ammo isn't as common as for the 9mm.

Collecting Luger pistols is a pretty advanced affair at a point, but if you don't care so much about the veracity of your actual gun, a Luger pistol assembled out of spare parts and refurbished would not be too expensive, and you wouldn't be afraid of shooting it since it wouldn't really have much historical value.

They have interesting history, not only with WW2 and Nazi Germany, but also WW1, and did you know that the US Army had trialled Luger pistols at two different points in time? First in 7.65mm, which they didn't quite like (Georg Luger then developed the 9mm out of the 7.65mm, so we have that wonderful cartridge because America thought the other one was a bit meek) , and later in .45ACP, where it lost out to the Colt 1911.

>> No.2565804

>>2565786
Try doing it without the .bsp file extension, so just "map biggun"

>> No.2565809

>>2565787
Go on twitch slash bethesda and look in the past broadcasts section. twitch dot tv slash bethesda/v/8544322 . I can't provide a direct link because 4chan thinks it's spam.

>> No.2565810

>>2565796
Does anyone make repros of them by the way?

I'd collect and shoot guns for sure if my country wasn't so big on FUN control. When I get some more money though I could buy an antique black powder revolver since those are completely unrestricted. And cool as hell.

>> No.2565812

>>2565809
Huge thanks.

>> No.2565816

>>2565804
Aha, that worked. Thanks.

>> No.2565818

NEW THREAD

>>2565814
>>2565814
>>2565814

>> No.2565847
File: 2.00 MB, 500x281, luger-toggle-action.gif [View same] [iqdb] [saucenao] [google]
2565847

>>2565810
There are, in a way, but you'd either settle for a .22LR clone by Umarex, which is a complete piece of shit, or a Kreighoff made replica, made to spec, in small runs, but those cost like 17 000 dollars (low supply, high demand, and the Luger is really a very complex and antiquated design today, not to talk about expensive compared to what's common today).

Your best bet is really to find an old one, I recommend one which is non-matching and refurbished as they're much cheaper and you wouldn't be afraid of ruining any possible historical value.