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/vr/ - Retro Games


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File: 74 KB, 1079x1228, 1363721644224.png [View same] [iqdb] [saucenao] [google]
2565814 No.2565814 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2561093
(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.2565815

===NEWS===

[07-25] Summer Games Done Quick: Unreal, Scythe.wad, Spear of Destiny, Super Noah's Ark 3D, Doom 64 (30th/31st)
https://gamesdonequick.com/schedule

[07-25] Adventures of Square v1.2 is out
http://adventuresofsquare.com/downloads.php

[07-25] Doomworld forced into early move by DNS issues, some downtime may occur.
** Update (07-26 07:53 UTC): Success! Functioning normally at time of writing, including DNS. But false positives from Avast.
http://www.doomworld.com/vb/post/1400546

[07-24] 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/

[07-24] Andrew Hulshult is teasing a remix for Rise of the Triad
https://youtu.be/4R_SuQX1iS0

[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] /vr/doom 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

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

[07-19] Classic Arcade (the "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
http://www.doomworld.com/vb/doom-general/73690-

===

Please reply to this post with news.

>> No.2565832

I really like Doom

>> No.2565834

I think I might assemble a Kingpin: Life of Crime resources .pk3 for modding use. It's got a pretty cool grimy noir-industrial look and is stupidly easy to rip from.

>> No.2565837
File: 20 KB, 168x166, scrapped doom 4 concept.gif [View same] [iqdb] [saucenao] [google]
2565837

The private Doom 4 demo reveal at last year's Quakecon had the player being killed by the revenant (the very first player death caused by a demon being shown ever, mind you).

That same demo was showcased later on at Bethesda's E3 conference. According to those who attended both shows agreed that little to nothing was changed from the original reveal. Also, the promotional picture made for the event had a cardboard with the revenant's silhouette on it.

Look at the 3 second teaser trailer, the revenant is there. Ignoring the cyberdemon, that was the first hellspawn we ever got to look in a clear, unedited shot.

The promotional stuff made for the E3 conference, the current background picture for the pre-order section in doom.com, and one of the elevators at this year's Quakecon have a full frontal shot of a screaming revenant. At Quakecon, you can take a picture holding the weapons from the new game with a real-life, almost 1:1 prop of the revenant (the only demon prop they did). Plenty of people have done it so far.

The footage we have so far from the game has lots of situations where the revenant is the focus, and the Demon rune from the pre-alpha multiplayer can turn you into one.

The point is, if you think the Pro Doom Monster Strats video (and everything that spawned after it) has not influenced the new Doom or its promotional material, I truly don't know what to tell you.

>> No.2565839
File: 727 KB, 1920x1080, Screenshot_Doom_20150726_185621.png [View same] [iqdb] [saucenao] [google]
2565839

Is this sequence break also possible in vanilla?

I needed to go through the red door then flip the gargoyle switch to raise the bridge leading to the exit, but I was able to flip the switch from the ground, bypassing the door and the need for the red key.

Map is MAP14 from D2TWID

>> No.2565842
File: 42 KB, 215x191, rip_and_tear.png [View same] [iqdb] [saucenao] [google]
2565842

>>2565837
The game is driven by memes.
Agitating skeleton and Rip and Tear must have been the only things written in the design document.

>> No.2565845

>>2565839

There's a couple of sections in Doom 2's world record speedruns where activating switches from the ground is a widely accepted trick; this happens because the player as well as the monsters are infinitely tall in the original .exe

you may be playing with Doom (strict) compatibility set on right now, that's how you got to activate it. However, i don't know if it was intended for you to do such thing, since they had a semi-serious policy when developing the TWID series of "leaving things in" regarding bugs and whatnot

>> No.2565848
File: 1.44 MB, 1500x4340, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
2565848

>>2565842
I'm interested how often they had discussions about Eric and Klebold.
https://www.youtube.com/watch?v=mvh0n3Gfq7c

>> No.2565849

>>2565842

the melee mechanics were going to arrive to the new doom, regardless of the 'rip and tear' fad existing or not. plenty of first person shooters have the same mechanics.

the revenant thing? now that's something a little bit harder to be found in other games.

>> No.2565851 [DELETED] 

>>2565848

If we were to guess, never. Because that doesn't have to do with fuck all.

>> No.2565853

>>2565851
What do you mean fuck all?
Maybe the devs were trying to prove to execs how the game won't cause another school shooting? Not like the originals ever caused it.

>> No.2565857

>>2565853
>Maybe the devs were trying to prove to execs how the game won't cause another school shooting?

But why the execs would think of such thing? That's nonsense.

>> No.2565859

>>2565857
They're execs.

>> No.2565860
File: 33 KB, 550x407, jdc.jpg [View same] [iqdb] [saucenao] [google]
2565860

Doom 4 was the real reason Robin Williams killed himself.

>> No.2565861

>>2565859

Judging the reaction from a certain opinion made after Doom's showcase at E3, they don't seem to care that much over such thing. Or at all.

If anything, today's mass shootings are being caused by racial issues rather than videogames, but that's quite an off-topic matter and I would rather not touch it here.

>> No.2565863
File: 52 KB, 403x386, creators_of_doom_and_duke3d_meet_for_the_first_time.jpg [View same] [iqdb] [saucenao] [google]
2565863

>>2565860
Who are the real developers behind Duke 3D? Don't tell me that lying crooks like Pitchfork or Broussard could ever create a game that great.

>> No.2565867

>>2565860

Shit, is Trent Reznor next? I'd at least want his last album to be a good one.

>> No.2565875

>>2565863
AFAIK Pitchfork wormed his way during the making of Atomic Edition, that is to say once DN3D was having success.

Broussard is the man. Because he made DNF doesn't mean he couldn't make DN3D, just like Daikatana doesn't nulify Doom and Quake.

>> No.2565878

Any Indiana Jones style wads exploring temples and stuff?

>> No.2565883

>>2565878

Epic 2
Temple of the Lizardmen series

>> No.2565889

>>2565883
Gr8 cheers m8

>> No.2565925
File: 2.73 MB, 640x480, d2twid14-19.webm [View same] [iqdb] [saucenao] [google]
2565925

>>2565839
certainly is. there's also a strafe jump that gets you to the button quicker.

http://temp-host.com/download.php?file=js97pd

>> No.2565939
File: 2.66 MB, 1920x1080, gzdoom 2015-07-26 14-22-12.png [View same] [iqdb] [saucenao] [google]
2565939

>>2565883
>Temple of the Lizardmen series
Bit unpolished but I like them. I'm a sucker for TC's (the real kind, not the way it's often misused in the doom community)

>> No.2565941
File: 708 KB, 1920x1080, gzdoom 2015-07-26 14-43-36.png [View same] [iqdb] [saucenao] [google]
2565941

>>2565939
I really like how it has good sound design, that's something that's often overlooked in otherwise atmospheric wads. The waterfall in that picture sounds amazing for example.

>> No.2566091

I still can't get on the Doomworld forums.
I tried flushing my DNS cache, but still no good.
What should I do?

>> No.2566093

>>2566091
Aren't they changing servers or something?

>> No.2566096

>>2566093
>>2566091
works for me

>> No.2566101
File: 738 KB, 600x882, wl9enLU.png [View same] [iqdb] [saucenao] [google]
2566101

"Digital Retro FPS prequel"

Interceptor/3DRealms are making a FPS prequel to their upcoming Bombshell in Build.

In other words new Build FPS to be released "soon".

>> No.2566109

>>2566101
This is some next level retro. Will any levels be done by Levelord, maybe modders ? Would be radical if so.

The Quakecon gameplay footage of Bombshell looks much better than what was previously shown. Downside is the UI, voice acting and overdone camera shaking.

>> No.2566139

>>2566093
They've already changed. The old server IP just tells you to flush the DNS.

>> No.2566149

>>2566109
>.Will any levels be done by Levelord, maybe modders ? Would be radical if so.
Well they were taking applications on d3d forums for experienced build mapmakers.

>> No.2566161

>>2566149
...and none I great mappers I know got hired.

Unless they just won't tell due to the NDA

>> No.2566170

>>2565837
> if you think the Pro Doom Monster Strats video has not influenced the new Doom or its promotional material, I truly don't know what to tell you.
Is that vid really popular enough to reach bethesda or has it actually spawned derivative works?

>> No.2566232

>>2565839
In e2m2, you can skip most of the level doing a similar trick on a switch that raises the bridge for the exit door.

>> No.2566262
File: 233 KB, 1024x642, Demonsteele.png [View same] [iqdb] [saucenao] [google]
2566262

It's just like one of my japanese animes!

>> No.2566280

>>2566091
tell your ISP to flush its cache, it's no good if you flush your cache only to have your ISP carry on giving you outdated information

>> No.2566304
File: 21 KB, 513x429, 1423684711950.jpg [View same] [iqdb] [saucenao] [google]
2566304

>Hype for Doom 4
>Wait for one entire year
>Three second trailer released
>Revenant looks cool as shit, super shotgun looks cool as shit
>Watch E3 demo
>Looks awesome as fuck, can't wait to play it
>Think back, everything begins to deteriorate
>Limited loadouts for multiplayer
>I'm still excited for Doom 4

I think I'll just kill myself before it's released. If I'm lucky, Satan will see how much Doom I've played and give me a shotgun.

>> No.2566312

>>2566304
I don't think loadouts ruined Quakelive, even when after getting reduced to one initial weapon instead of two it's still fun for me (technically it's three if you count Gauntlet, Machine Gun and a special weapon).

What is bad is the two weapon holding limit. That's no fun and locks you into same strategy for all the round or your life. It reduces gameplay dynamism and that is not fast.

>> No.2566320

>>2566312

Loadouts did ruin Quake Live. Everyone spawning with their preferred weapons killed the point of position control and everyone just runs around like morons shooting rockets. Having to fight for your weapons, having to stay alive so you don't respawn with nothing, controlling areas for weapon spawn. Quake Live is shit now.

>> No.2566326

>>2566320
>>2566312
Here's hoping Quake comes back, and that it's as good as the UE4 Unreal Tournament.

>> No.2566327

>>2565834
I recall the dialogue in Kingpin consisting of "fuck fuck motherfucker fuck shit fuck fucking" etc

>> No.2566331
File: 919 KB, 1680x3224, Screenshot_Doom_20150726_123158.png [View same] [iqdb] [saucenao] [google]
2566331

Cleaned up the rooms a little and got a little locker room hammered out.

Knowing my new-found computer station fetish, the next segment is going to take forever since it's a lab. I'll tuck away a weapon's testing range or something, then the big-bad teleporter, and the map is done! Well, beyond balancing, fine-tuning, etc. It's unfortunately likely only going to work with zDoom/Zandronum. So far, it seems 100% compatible with gameplay mods, except those that fuck with keys in a dumb way (old qstyle for example) because scripted switches call on them.

>> No.2566335

Has anyone attempted to recreate the first episode as it was described in the doom bible?
Doom as an exploration focused action-adventure game with multiple characters sounds interesting.

>> No.2566338

>>2566335
Yeah. But most of the projects on Moddb appear to be dead or abandoned.

Or in the very rare case they just started and will probably take forever to fucking make any progress.

>> No.2566339

>>2566335

There's been an innumerable amount of projects based off the Doom Bible.
None of them were finished.

>> No.2566345

>>2566331
How'd you get the floor textures aligned so nicely? I'm using doom builder and if my floor/ceiling textures end up misaligned, I have to basically rebuild the entire room.

>> No.2566363

>>2566345

gzDoombuilder allows you to align ceiling and floor textures by aiming at them and using the arrow keys. Not sure if normal DoomBuilder can, because it's a zDoom feature.

If I had to go back to vanilla Doom, I would likely be working much more strictly based on a 16/32/64 grid and/or building big boxed rooms with the ceiling/floor textures I wanted to align first, then cutting my rooms out of them.

>> No.2566367
File: 428 KB, 760x900, 3897cbd85d025bf0f2b77a722c13f3b6.png [View same] [iqdb] [saucenao] [google]
2566367

Okay, who thinks this is a good idea?

Sometime in the future, I want to make a sprite-based FPS with UbiArt-level graphical quality. Individual sprite costumes would be made for roughly 20 angles or so of looking at enemies (above, below, to the sides, what have you,) It would be fast, violent, and probably have grappling hooks.

>> No.2566370

>>2566367

Good idea, yes, but good ideas are dime a dozen.
Are you going to actually do it?

>> No.2566371

>>2566370
Seeing how everything is going at the moment? Yes, in the future, I probably will be able to do such a thing, assuming I can find an artist. I'm studying software engineering, and everything is going pretty well in that direction.

>> No.2566372

>>2566331
I haven't been lurking /doom/ in a few months. Is this part of an ongoing project? Looks neat.

>> No.2566380

>>2566170

well, there's plenty of revenant pictures made after people watched that video, specially here. and it has spilled to other doom forums as a result.

my educated guess is that someone high enough or influential enough at the PR team at id software saw the hype built around the revenant and went to town.

there hasn't been so much focus built around a single monster since Doom 3 picked the hell knight as his mascot.

>> No.2566387
File: 458 KB, 1920x1080, aaaa.png [View same] [iqdb] [saucenao] [google]
2566387

>>2566372

I'm just making my first map. It has a lot of dumb amateur mistakes like being too small, but I'm having fun with excessive detail because gzDoomBuilder. It wouldn't be as easy to bullshit this stuff in vanilla, which is what I'll try for after this map and it's second part is done.

I was going to do lighting like this, but gzDoom's interpretation of 3D Light Sources is frankly awful and it'd take a lot of time for something that looks like garbage.

>> No.2566392

>>2565837

I'm wondering how does Rottking (Pordontae) feels right now

>> No.2566432
File: 20 KB, 320x200, DOOM21.png [View same] [iqdb] [saucenao] [google]
2566432

So I decided to try mapping for the first time and made some crates. They all worked great until I started adding linedefs to an existing sector nearby and now suddenly the textures on the small crates screw up. I tried removing the linedefs I made, but this graphic problems persists.

I am using chocolate doom for map testing. This problem doesn't appear in any other doomport.

>> No.2566445

>>2566387
Right. Well, keep at it and good luck!

>> No.2566449 [DELETED] 

>>2566392
Not his fault if brutaldoomkiddies are 12 and have to robotically repeat shit for humor.

Can't fault the guys original inspired sense of humor.

>> No.2566453 [DELETED] 

>>2566432
i believe in general vanilla/chocolate will not vertically tile textures correctly unless their height is 128.

>> No.2566454

>>2566449

and what do they have to do with anything?

>> No.2566460

>>2566432
i think at the same time you must have changed the crates sector height from 16 above the surrounding floor to 32 thus requiring CRATINY to tile vertically. i believe in general vanilla/chocolate will not vertically tile textures correctly unless their height is 128.

>> No.2566469
File: 1.34 MB, 2448x2448, IMG_1065.jpg [View same] [iqdb] [saucenao] [google]
2566469

I'm back from quakecon and I have doom experiences and and shitty pictures to share.

>> No.2566470

>>2566327
That's true. Some good things it did actually have was very, very nice level design and relatively good AI for the optional followers you could hire. The guns all felt like absolute shit though, and soundtrack had 3 tracks. Many of it's shortcomings should be blamed on the dev team having to rush the game out, they'd planned a much more complex game with strategy and rpg elements. Oh well.

>> No.2566472

>>2566363
>because it's a zDoom feature.
Specifically an UDMF map format feature.

>> No.2566473

>>2566469

I see you did good with your blood brah. Did you saw that Icon of Sin rig?

>> No.2566474 [DELETED] 

>>2566454
They force shit, and the devs pick up on that to know what they "should" put in the game. Why would you focus your game on one enemy just because of one small youtube vid if it didn't have a community reaction?

>> No.2566476

>>2566474

I'm no fan of Brutal Doom either, but if you honestly think AGITATING SKELETON RIP AND TEAR is solely the fault of brutalbabbies, you are sadly mistaken.

>> No.2566478

>>2566474

I still don't know how 'brutalkiddies' would be interested to latch on the 'agitating skeleton' fad when they're playing a fad mod themselves.

The crowd pushing each fad couldn't be any more different.

>> No.2566480

>>2566371
>Yes, in the future, I probably will be able to do such a thing, assuming I can find an artist.
You need an artist that can program too, so he can automate the sprite rendering process from an animated model. You could also consider my long-time idea of using a shader to render 3d models as a low-res pixel mosaic, which would be like infinite sprite rotations that all work with dynamic lights.

>> No.2566484
File: 1.31 MB, 3264x2448, IMG_0986.jpg [View same] [iqdb] [saucenao] [google]
2566484

>>2566469
This is the DOOM booth, the gun in the forefront is the new BFG.

4 teams of 6 would play against each other, and the winning teams would go on to fight each other with a giant screen showing random players and sometimes shoutcasters would be there.

I went on stage 3 times and won each time, but to my eternal shame I fell in the lava with quad damage and heard the shoutcaster's and crowd's dismay behind me.

>>2566473
Yeah it was sick. I might have a picture of it.

>> No.2566492

>>2566484

how much they were asking to take pictures with the revenant?

>> No.2566493

>>2566484
it doesn't look very big

it looks more like the one from the movie and/or the skulltag one

>> No.2566496

>>2566493

you need to see some of the pictures people took from it; it is quite big for the average human to handle.

>> No.2566503

>>2566493
>it doesn't look very big

Judging by the size of that grip and trigger, if that isn't very big then I'll eat my coffee cup.

>> No.2566504
File: 1.52 MB, 3264x2448, IMG_0984.jpg [View same] [iqdb] [saucenao] [google]
2566504

>>2566484
The BFGs description.

As you all know the game uses loadouts. The weapons available were the super shotty, plasma rifle, rocket launcher, static rifle, a cod rifle (vortex rifle?), and rail gun. Each gun a mod, which just translates to an alt fire.

The super shotty hit really hard...if you were 3 feet from the opponent. Otherwise it was pathetic. I get the sense you're only supposed to get the enemy down to execute range and then glory kill them. The alt fire zoomed, which I was told increased the damage but I'm not sure if that's true.

>>2566492
It was free

>>2566493
It looks much bigger in real life

>> No.2566509

>>2566460
It is weird though that it seemed like Chocolate doom was properly tiling the CRATINY texture properly until I started to mess with the height of another sector. I guess I will stick with the height of the texture and try not to rely on vertically tiling textures that are smaller than 128

>> No.2566513

>>2566484

>4 teams of 6 would play against each other,

within a 6-minute time limit, right?

>> No.2566519

>>2566504
Hesus that description is so gimmicky I love it.

>> No.2566526
File: 1.41 MB, 3264x2448, IMG_0985.jpg [View same] [iqdb] [saucenao] [google]
2566526

>>2566504
The rocket launcher only dealt 55 damage on a direct hit, and if you were going for splash damage at the feet then somewhere in the 30s. The alt fire detonated the rocket at anytime, which was extremely useful for hitting people above you, as you could shoot above the edge of the platform they were sitting on and detonate in their face. This the go to weapon for the majority of the people playing.

>>2566513
Yeah, it was short but it kept the line moving.

>> No.2566537
File: 21 KB, 320x200, 1437939409.png [View same] [iqdb] [saucenao] [google]
2566537

>>2566509
weird, are you sure you didn't just lower a sector, causing more CRATINY to be exposed than before? i'm not getting a correct tile even with the simplest map architecture.

>> No.2566538
File: 2.00 MB, 3264x2448, IMG_0982.jpg [View same] [iqdb] [saucenao] [google]
2566538

>>2566526
The plasma rifle was ok. I found it was best used for area denial as most people were afraid to enter an area being showered with plasma. The alt fire played into this strength, it lobbed a big ball of plasma in an arc that laid down a circle of damage over time. I used this to great effect several times when a large group of enemies was moving down a hallway. The ground damage was color coded based on the team that fired it. I think the alt fire did 20 damage on direct hit against an armored opponent.

>> No.2566547

>>2566492
the one in the back room in the sailor uniform with zettai ryouiki cost extra

>> No.2566554

>>2566526
all right that looks a lot bigger, fair enough, never mind.

>> No.2566559

>>2566537
Well I was making a CRATINY sector at 32 height to stack 2 boxes together.

It doesn't show any errors in doombuilder 2 so what probably happened is that I just used the visual mode in that and not actually test it until much later. Which then confused me as I thought it was working before when in reality it never worked in Chocolate DooM in the first place.

>> No.2566562
File: 1.40 MB, 3264x2448, IMG_0995.jpg [View same] [iqdb] [saucenao] [google]
2566562

>>2566538
The static rifle was interesting. It was basically a rail gun that you had to charge by moving, which was represented by a circle that formed around the reticule. At full charge, which took around 3-4 seconds, it would deal 60 damage. This isn't all that good on its own thanks to its slow charge time, but if you had teammates assisting (which you should) then the quick damage was very useful. Its real strength was pairing it with the cod gun, which fired a 3 round burst and alt fired a single shot. The developers played the people with the most wins on the last day and absolutely annihilated people with this combination.

I just realized I never used the alt fire on the static rifle. I have no idea what it does.

>> No.2566572

>>2566562
From this side now it looks more like the BFG featured in the videos.

>> No.2566573

>>2566562

It shows very little, but from what I can see, the top of the gun is fairly reminiscent of the original BFG9000 sprite

>> No.2566581

>>2566562
all those old people with beards and hipster shirts

>> No.2566585

>>2566474
Woah there Evel Knievel, that's quite the leap.

>> No.2566586
File: 771 KB, 2448x2448, IMG_1008.jpg [View same] [iqdb] [saucenao] [google]
2566586

>>2566562
The map had several powerups including the demonic rune that transformed players into a revenant, quad damage which is the purple orb thing you've probably seen, invisibility, armor, something that maxed health and armor (which I believe doesn't go above 100 each), and a weapon called the gauss rifle.

The first rune spawned 30 seconds into the game and was a big focus of the map. The revenant was fast and getting hit by its rockets meant certain death. It has 250 health(?) and its jetpacks gave it absolute air dominance. The transformation had a time limit, but if it was killed it dropped the rune which when picked up reset the time. It couldn't pick up other power ups, so no quad damage revenants (it one hits anyway).

>> No.2566593
File: 43 KB, 300x400, ROCK1[1].jpg [View same] [iqdb] [saucenao] [google]
2566593

>>2566562

Having those guys around the prop really helps to give an idea of how really big the gun is. It is much bigger compared to the BFG that Dwayne Johnson held on tv shows and the movie

>> No.2566608
File: 890 KB, 2448x2448, IMG_1004.jpg [View same] [iqdb] [saucenao] [google]
2566608

>>2566586
Quad damage used the quake sound effect, which was awesome. It had a face inside like the soul sphere and purple flames came off of it.

The quad and invisibility spawned in the same spot and alternated. The invisibility looked really cool. It has the same colors as the classic one but the blue in the center is an eye that is constantly looking around. The invisibility effect looked like the predator shimmer or Halo camouflage. If your reticule passed over an invisible enemy it would light up.

>>2566581
This is probably Fallout's fault. Speaking of Fallout, the line for the Fallout 4 presentation was over a quarter of mile long. I decided to spend my time watching the Quake tournament instead.

>> No.2566610

>>2566586
that sounds like, oh what's it called, terminator mode or some such?

>> No.2566613

>>2566586
>>2566608
are these people's personal machines that they brought with them?

>> No.2566616

>>2566304
He'll give you a shotgun, and then put you in maps with 80k chaingunners approximately eight miles away from you in towers.

>> No.2566635
File: 719 KB, 2448x2448, IMG_1064.jpg [View same] [iqdb] [saucenao] [google]
2566635

>>2566608
A Quakecon hoodie which I had to get in a large because they were out of mediums. The quality is very high.

I forgot to mention the that the quad and invis would drop when the person carrying it was killed. The only armor I found was a green shield and and a green cuirass, The shield gave 15 armor and the cuirass 25(?).

The last pick up was the gauss rifle. The gun required absolutely no skill. It was basically an instagib rifle with huge amounts of bullet magnetism. I would compare it to the golden gun in destiny (I don't recommend playing destiny). I don't remember how many shots it had. The alt fire let you see enemies through walls. If 2 people were close enough one shot would kill both of them. Useful for taking down revenants.

Speaking of revenants, I forgot to mention that the best tactic for dealing with him was to lay down as much damage from around a corner as you could, and if he decides to come after you just put on as much damage as possible. You'll die, but at least your team will be much closer to taking control of the rune. Never bunch up against a revenant, you will all get killed instantly.

>>2566613
Yes, they were for a case mod contest and id themed was one of the divisions. One of the divisions was to build a case from scratch in 24 hours on site.

>> No.2566645
File: 510 KB, 2448x2448, IMG_0998.jpg [View same] [iqdb] [saucenao] [google]
2566645

>>2566635
The picture is really dark but its supposed to be shub-niggurath.

In addition to the 2 weapons you could choose there was also an equipment slot. You could only choose a frag grenade or a personal teleporter.

The grenade dealt a lot of damage over a very large area. It replenished after a certain amount of time.

The personal teleporter was far more interesting. It was thrown like a frisbee, stuck to walls, and didn't bounce. When activated again you instantly teleported to the thrown device. after 10 seconds or so the device returns to you and you have to throw it again. Very useful for escaping hairy situations or quickly getting behind enemies (they often didn't realize what was happening but that's bound to change). Most importantly though, you can telefrag enemies. Not sure if you can telefrag a revenant.

>> No.2566646
File: 92 KB, 1280x534, EraserEM-Railgun-4.jpg [View same] [iqdb] [saucenao] [google]
2566646

>>2566635
>gauss gun (as in a gun using electromagnetic coils to project a missile at high speed, like a railgun)
>The alt fire let you see enemies through walls
Ah, that's like the EM-1 railgun in Eraser.

>> No.2566653

>>2566635
cool, i figured the rocket box one couldn't be official since it has the proper UAC logo :)

>> No.2566662
File: 999 KB, 2448x2448, IMG_1054.jpg [View same] [iqdb] [saucenao] [google]
2566662

>>2566645
Rapha wins the grand final, Evil hugs Tim for comfort. Rapha won 3-0 but there were a lot of great plays by both of them. Cheering in a massive crowd for awesome moments was the highlight of my trip (my shameful display at the DOOM booth was my 2nd favorite moment).

>> No.2566664

>>2566646
>EM-1 railgun in Eraser
oh lol
https://www.youtube.com/watch?v=RhrrJEN6ygo

>> No.2566665
File: 1.90 MB, 2688x3062, MAP04.jpg [View same] [iqdb] [saucenao] [google]
2566665

MAP04 is done

MAP05 is also in, but no changes yet

http://www.best-ever.org/download?file=gbadmplusv3d.wad

>> No.2566668

>>2566662
>Evil hugs Tim for comfort
a turnaround from the death glare from 2 years ago

>> No.2566670

>>2566662
thanks for the spoilers feggit

>> No.2566674
File: 966 KB, 2448x2448, IMG_1014.jpg [View same] [iqdb] [saucenao] [google]
2566674

>>2566662
I'm gonna wrap this up because I have to leave soon.

Enemies dropped about 10-15 armor when killed. I believe anyone could pick this up, including other enemies. Glory kills gave more of course. The crowd went crazy for glory kills on revenants. There were plenty of health and ammo pickups on the map. They came in small and large sizes. Ammo pickups were universal.

>>2566670
As if Evil ever stood a chance

>> No.2566675
File: 247 KB, 741x380, 6c338302-e659-462f-bf1d-1b07addf085d[1].png [View same] [iqdb] [saucenao] [google]
2566675

>>2566635
>The last pick up was the gauss rifle. The gun required absolutely no skill. It was basically an instagib rifle with huge amounts of bullet magnetism. I would compare it to the golden gun in destiny (I don't recommend playing destiny). I don't remember how many shots it had. The alt fire let you see enemies through walls. If 2 people were close enough one shot would kill both of them.

Reminds me slightly of Gauss gun in Half-Life. It can shoot through walls, the beam could bounce off walls, multi kill enemies, shooting it while in air would propel the player forward so you could easily fly through the map or climb heights.

https://www.youtube.com/watch?v=5qKgi-dcN4k
https://www.youtube.com/watch?v=cZFw1G2a62Q

>> No.2566681

>>2566674
How did the glory kills work in MP? Is it a one hit kill melee?

>> No.2566684
File: 269 KB, 2448x2448, IMG_1028.jpg [View same] [iqdb] [saucenao] [google]
2566684

>>2566674
This is a computer.

The gameplay was fast but somehow felt slow. If you got caught in a firefight it was difficult to disengage without a teleporter. Double jump felt pathetic at first but moving around the map with it and mantle felt great. Definitely do not use the halo tactic and jump around like a retard to avoid shots. It makes you far too predictable and slows you down if you try to double jump dodge shots in the middle of a firefight. I had a lot of fun, but 6 minute intervals of playtime on one map makes it hard to form a full opinion.

>>2566675
Just to clarify, I don't think it shoots through walls. If it does then god help us all.

>> No.2566689

>>2566684
How does the double jump feel compared to Scout's double jump in TF2? Can you direct your movement while in air ?

>> No.2566694
File: 277 KB, 2448x2448, IMG_1031.jpg [View same] [iqdb] [saucenao] [google]
2566694

>>2566684
Another computer.

>>2566681
You have a melee, I have no idea how much damage it does. The melee is a gun bunt (no fists? really?) When the enemies are low health (20?) they glow and when meleed are kill in a butal but quick manner. They are context sensitive. I saw someone get kicked over a railing. Another person got kneed in mid air. I don't know much more because I didn't bother with that shit.

>>2566689
I don't know about air control but you can change directions with the second jump. You can do the second jump at any time but you should really wait until you get some air from your first or you'll get nowhere.

>> No.2566696
File: 473 KB, 1920x1080, Screenshot_Doom_20150726_154957.png [View same] [iqdb] [saucenao] [google]
2566696

Hashed out a lab. I don't think I can do much more today. I'm really excited to kill two or more days just making a spooky teleporter.

>> No.2566703
File: 464 KB, 2448x2448, IMG_1022.jpg [View same] [iqdb] [saucenao] [google]
2566703

>>2566694
A dinosaur looks approvingly at a man chugging Bawls.

I tried to experiment with rocket jumping but it didn't seem to do much beyond damaging myself. This was disappointing to say the least as the game feels more like quake than doom, especially since there was no strafe running.

>> No.2566704

>>2566694
>You have a melee, I have no idea how much damage it does. The melee is a gun bunt (no fists? really?) When the enemies are low health (20?) they glow and when meleed are kill in a butal but quick manner. They are context sensitive. I saw someone get kicked over a railing. Another person got kneed in mid air. I don't know much more because I didn't bother with that shit.
Sounds good to be honest.

About the Gauss, I vaguely recall that it can shoot through walls, but I could be mistaken. I'll read the previews again later I think

>> No.2566712
File: 1.21 MB, 2448x2448, IMG_1059.jpg [View same] [iqdb] [saucenao] [google]
2566712

>>2566703
The Ventrillo raffle winners, lucky bastards.

During an earlier raffle for $2500 one of the winners was in the BYOC when it was announced. His friend ran to get him, and as the winner sprinted with all his might towards the stage the announcer was counting down the time before he got rid of the ticket.

When I was outside at an asian food truck Rapha and Cooler came to get some food. I overhead them saying they hoped to meet each other in the duels division. I made myself not stare at them. It was interesting seeing them in real life.

>> No.2566715
File: 378 KB, 2448x2448, IMG_1026.jpg [View same] [iqdb] [saucenao] [google]
2566715

>>2566712
The ghost busters computer backpack. This beat the TF2 sentry in whatever division it was.

I'm going. If I forgot to talk about something quote me with a question and I'll answer it.

>> No.2566758

>>2566469
the blood donation promo was a great move for id/bethesda

>> No.2566770
File: 807 KB, 536x820, biggest fuckest gun.png [View same] [iqdb] [saucenao] [google]
2566770

>>2566493
>it doesn't look very big

>> No.2566789
File: 741 KB, 500x322, boner assaults a scared woman.gif [View same] [iqdb] [saucenao] [google]
2566789

>>2566586
>quad damage which is the purple orb thing you've probably seen
They're turning health powerups into damage
powerups?

>> No.2566797

>>2566789
manlet skeleton

>> No.2566802
File: 24 KB, 684x737, 1410097856938.png [View same] [iqdb] [saucenao] [google]
2566802

>>2566703
>there was no strafe running.
This can't be happening.

>> No.2566805
File: 10 KB, 429x410, 1391483231484.png [View same] [iqdb] [saucenao] [google]
2566805

>>2566586
>the purple orb thing earlier suspected as a supercharge actually turns out to be a damage multiplier

I don't know why but this makes me slightly pissed

next they're telling us the floating evil-looking, eternally grinning green sphere with a demonic face with red eyes on it is actually a discount coupon accepted in any wallmart establishment in hell

>> No.2566812

>>2566789
>>2566805
there is a super health/armor powerup, conbro said:
>quad damage which is the purple orb thing you've probably seen, invisibility, armor

>something that maxed health and armor
see

>> No.2566865

>>2566387
>>2566387
increase sector brightness a bit, trying to use only 3D lighting doesn't work too well

although, they shouldn't be so dim, something's up

>> No.2566876

>>2566812
I hope it is a lovely shade of sky blue.

>> No.2566878
File: 1.13 MB, 1920x1080, Screenshot_Doom_20150726_170729.png [View same] [iqdb] [saucenao] [google]
2566878

Anon fro last thread asking for opinions about first room, so im done with that area but when i moved to the next one i ended up with a big cage with weird textures, some tips on what i can do?

>> No.2566884
File: 1.05 MB, 938x637, Cutey Cacos for Sale.png [View same] [iqdb] [saucenao] [google]
2566884

>there seems to be a resurgance of anons mapping
>including newcomers bringing in new ideas
>Doom4 is looking hype as shit

Let the good spice flow.

>> No.2566904
File: 122 KB, 1920x1080, ASgRwnJ.jpg [View same] [iqdb] [saucenao] [google]
2566904

>>2566884
>Doom4 is looking hype as shit
I think it's really going to depend on good modding. The stock game has plenty of problems.

>> No.2566925
File: 15 KB, 570x235, Shrugman.jpg [View same] [iqdb] [saucenao] [google]
2566925

>>2566904
>The stock game has plenty of problems.

Yeah, according to anons, the color of power-ups is a huge problem that marrs everything. I've seen shittier games with more problems; regardless, I'll continue to have at least one videogame to look forward to for next year.

Lookin' hype as SHIT!

>> No.2566929

I still can't understand how people can like Wolfenstein:TNO or Old Blood. Just because they are no compulsory piece of Call of Duty doen't mean their are "oldschool". They are just different

>> No.2566935

>>2566904

Wait, is that screenshot from the E3 videos?

>> No.2566938

>>2566925
You don't understand Anon
They've swapped the powerups around
The Soulsphere no longer gives extra health
Who knows what they'll do next?

>> No.2566939
File: 112 KB, 1920x1080, ygnQ3kU.jpg [View same] [iqdb] [saucenao] [google]
2566939

>>2566935
Snapshot from the multiplayer E3 video.

>> No.2566949

>>2566939

oh, thanks

>> No.2566952
File: 469 KB, 1878x1135, come on id.jpg [View same] [iqdb] [saucenao] [google]
2566952

>>2566925
It's the health and ammo drops that bother me. It reeks of lazy design.

>> No.2566980

>>2566665
What's with the mars 3d guys

>> No.2566986

>>2566952

is the cyberdemon wearing a diaper

>> No.2566994
File: 1015 KB, 3072x1876, doom4.jpg [View same] [iqdb] [saucenao] [google]
2566994

>>2566986
I'm mocking this awful photoshop.

>> No.2567027

>>2566994
I laugh at every color theory ignorant retard out there who defended this and thought it actually looked good

>> No.2567041

>>2567027
I know nothing about color theory. However, I do know that the cacos show up much better in that shop than they would if the screenshot were colored in the traditional brown/bloom style.
Feel free to come up with a better color scheme, but do keep in mind that enemies need contrast.

>> No.2567049

>>2567027
It was a kneejerk reaction for sure.

I see their point, but there were better edits they could've picked. That one looks like dogshit

>> No.2567051
File: 685 KB, 1720x1050, DOOM_nopiss_1434742456317_edit.jpg [View same] [iqdb] [saucenao] [google]
2567051

>>2566994
>Nice, epic, I like it

>> No.2567052

>>2566878
the only weird thing i can see is everything leaning crazily to one side or the other. opengl == leaning tower of pisa mode

>> No.2567060

>>2567052
>opengl == leaning tower of pisa mode
wat

>> No.2567062
File: 779 KB, 1770x1080, colour compare.jpg [View same] [iqdb] [saucenao] [google]
2567062

>>2567041
>>2567051
I like this photoshop, it actually looks good and makes everything stand out and have more character.

>> No.2567064

>>2567060
look at the screenshot, all the uprights are like // and \\

>> No.2567070

>>2567062
Yeah, lower right corner looks best, out of the four.

Upper left is the original, right?

>> No.2567072

>>2567070
Top two are original. With and without color correction.

>> No.2567079

>>2566538
>OO
that needs to be a reaction img

>> No.2567081

>>2567064
Because it's rendering the room in real 3d. The edges would be straight if this was software since it distorts the view so you can look up.

>> No.2567082

>>2566538
>>2567079
Next thread title: "I can't wait to play OO"

>> No.2567083

>>2567064
>look at the screenshot, all the uprights are like // and \\
you mean the effects of actual perspective like in the real world? It's the software renderer that's "leaning tower of pisa" mode because lines are vertical when they ought not to be, as if they were indeed leaning.

>> No.2567087

>>2567072
>Top two are original. With and without color correction.
I'm fairly certain top right isn't an official render without color correction rather than someone having fiddled with color balance and hue in photoshop to make it look like just that

>> No.2567118
File: 897 KB, 2448x2448, IMG_1062.jpg [View same] [iqdb] [saucenao] [google]
2567118

>>2566876
Its a big grey box with blue parts on it. It was over a lava pit and you had to double jump to get it.

I forgot to mention that the revenant covered the walls and floors around him with demonic runes like the ones in Doom 3 which gave you a hint that he was coming your way.

>> No.2567125

>>2567082
OO should be our buzzword for doom 4

>> No.2567126

>>2567118
did the revenant ever make any AAAAA sounds?

anyway it's missiles being instagib does sound pretty overkill

>> No.2567132

>>2567126
Nope. There was some sort of growl that reminded me of Doom 3 but not skeletony, if that makes any sense.

>> No.2567139

>>2567132
That's a bit weird since it's pretty tied to the revenant obsession that I assume made them choose him as their 'icon' for doom 4.

>> No.2567150 [DELETED] 

>>2566478
>Brutal Doom
>Most famous mod for 5 years
>i-it... it... it's j-just a fad, I'm sure!

>> No.2567158

I really love Hexen

>> No.2567161
File: 950 KB, 2448x2448, IMG_1044.jpg [View same] [iqdb] [saucenao] [google]
2567161

>>2567139
I thought the same thing. The pig squeal really doesn't fit.

>> No.2567164

>>2567139

as much as I approve of them using the classic door sounds for the new Doom, listening to the same monster growls would've been overkill.

I think it would be best if they could come up with new stuff instead of recycling the same sounds; if I wanted to hear the classic growls I have Doom and Doom 2 for that.

Oh, and the same goes for the monster designs. Whoever expected literal HD renditions of the classic designs is completely missing the point of the game's 'reboot'

>> No.2567169

If I'm playing Strife for the same time, should I use Chocolate Strife? I used Chocolate Doom for Doom, but I noticed the config file for Strife has keys for lookup/lookdown.
Should I use a sourceport that allows free-look instead?

>> No.2567182

>>2567164
>listening to the same monster growls would've been overkill.
Of course, but I'm just saying the revenant has a soundset that's pretty tied to it's image and I think it's weird they didn't pick up on that. It's possible to use the old sounds as an inspiration without outright reusing them.

>> No.2567185

>>2567169
>Should I use a sourceport that allows free-look instead?
Go for it. It's much more comfy. I'm not big into authenticity though, I think modern port features (within reason, fuck sprite filtering) only add to the games.

>> No.2567187
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google]
2567187

I swear to god someone needs to make a Vampire hunting based doom mod.

A castlevania mod, something. I just want to slay vampires!

I've been listening to the dracula the musical tracks https://www.youtube.com/watch?v=nZKIznDxoao

Seriously though i'm amazed nobody has made one yet or at the very least I haven't found any in my search.

>> No.2567190

>>2567182
>It's possible to use the old sounds as an inspiration without outright reusing them.

That might be happening right now; have you guys watched the Behind the Scenes of the new Killer Instinct? They talk about getting the same announcer from the arcade game for the new one. And of course, Mick Gordon is there too, and it's no secret he's working for both games as we speak.

it's clear they're having the same fun doing the new sounds as the original id team did; in the Doom panel they talked about using tons of soda cans for the Mancubus' burp sound. Somehow I feel they contacted Bobby Prince and asked him how the revenant sound came to be.

>> No.2567191

Anon who was working on that zDoom map here.

My PC just fucking exploded. Not literally, but everything suddenly failed at once while I was trying to set up a game of Dirty Bomb with a Britbong friend. I mean nuked. System Recovery wouldn't even load. I found a restoration disk and am using the notepad trick to back up everything I can on a 4TB external. Ironically, this might be the most mapping I get done since I can a grand total of fuck all else now via this laptop.

In further irony, thanks to a mix of Steam, backing up my 100GB+ of music a few days prior, and some other stuff - all I really have to save is my map, some important docs, and my porn. That's it. Could be worse, but I'm still a little pissed. PCs don't last me longer than 5-6 years before the die like this because of how hard I work them. Fuck.

>> No.2567209

>>2567164
>Whoever expected literal HD renditions of the classic designs is completely missing the point of the game's 'reboot'
The revenant, pinky, cacodemon and what's assumed to be the baron all say otherwise.
Which is a bigger problem, because we have these appearing alongside more D3 styled imps, zombiemen, and the directly-imported hellknight.

>> No.2567213
File: 149 KB, 1280x721, pink eye.jpg [View same] [iqdb] [saucenao] [google]
2567213

>>2567164
>if I wanted to hear the classic growls I have Doom and Doom 2 for that.
I found this years ago on an MP3 website, claiming to be a doom 4 leak.
http://vocaroo.com/i/s0NYrZPenfyn
It sounds a lot like Doom to me. I can recognise every monster sound effect there.
The Cyberdemon, Baron and Arachnotron at easily noticeable in it, along with the plasma gun and rocket launcher.
I doubt it is actually re however, there's no way they'd throw away this gold.

If Doom 4 had this sound design I'd be really impressed at how well they translated it.

>> No.2567220

>>2567209
Doom 4's imps look more like the originals', with the spikes and shit. They kinda look like Demonicron's.

And Hell Knights aren't the same. I actually like D3's better, I think. Overall I like them, even if they aren't the same as the originals. Same with the zombies (I only kind of recall one of the originals' zombies in the trailer and I'm not even sure I'm right, the others were those energy arm dudes.)

>> No.2567232

>>2567213
>http://vocaroo.com/i/s0NYrZPenfyn

holy shit. all that just sounds downright fucking awesome.

If ID actually chose to discard THAT, they're fucking stupid.

>> No.2567236 [DELETED] 
File: 135 KB, 335x324, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
2567236

>They still have hope for Doom 4

>> No.2567241

>>2567209
>The revenant, pinky, cacodemon and what's assumed to be the baron all say otherwise.

They all look reminiscent of the original models and designs, they're not straight HD renditions like the ones being made by Reinchard, for example.

The new revenant has a fucking jetpack and that sole fact makes it completely different from the original.
The pinky as seen on >>2567213 looks like he's been through a heavy mutation process and it looks more like the Doom 64 pinky.
The Cacodemon looks like he hit a mad blunt and grew arms, once again, he looks like his D64 counterpart and it's far from being a 1:1 from the original design
I can't really say anything about the Baron until we have a full clean shot of him and not some Bigfoot-ish screenshot

>> No.2567246

>>2567185
I guess what I mean was, is looking up/down used often enough in the game that using keyboard keys would get frustrating

>> No.2567269
File: 2 KB, 48x108, 4-0.png [View same] [iqdb] [saucenao] [google]
2567269

Terminator Skynet/Future shock has a bunch of fun decoration sprites in it.

>> No.2567273
File: 6 KB, 63x143, 18-0.png [View same] [iqdb] [saucenao] [google]
2567273

>>2567269

>> No.2567280

>>2567209
In my opinion, the new Revenant looks like a halfway between the original design and the Doom 3 design, and I think that's actually a pretty sound choice.

>> No.2567286

>>2567273
>>2567269
That's cool, do you know where I can find a rip of it's assets?

>> No.2567295

>>2567286
http://www.mediafire.com/download/x2488ybf01w2h37/SKYNET_TEXTURES.7z

>> No.2567298

>>2567286
http://forum.zdoom.org/viewtopic.php?f=37&t=24465

Has a lot of sprite sources.

>> No.2567309

>>2567169
I wouldn't say it's mandatory. It's like Heretic that introduced it, it's essentially just to get a better view at things: autoaim still works like usual.

The combat scenarios don't really demand its use, it's perfectly playable without.

>> No.2567315
File: 76 KB, 497x800, 1432005427271.jpg [View same] [iqdb] [saucenao] [google]
2567315

>>2567280
I thought it was inspired by the original latex model, which featured a more gruesome design.

>> No.2567323

>>2567298
Oh... well- holy shit he's got a lot of cool stuff.

Hey, he even has Quarantine!
Wonder if one could remake that game in Gloome? It's aged pretty terribly and a lot of things could be changed to make the game less horribly tedious, but I still love all the old assets.

>>2567315
Well if you look at all the metal shit on the new Revenant, it looks like it has the paneling and style of metal that you'd commonly see in Doom 3, at least to me.

>> No.2567337

>>2567298
http://forum.zdoom.org/viewtopic.php?f=37&t=37544
Even more obscure fps games to rip from

>> No.2567351
File: 537 KB, 1920x1080, WHDSA.png [View same] [iqdb] [saucenao] [google]
2567351

Is it pure nostalgia, or was stuff in the late 2000s and early 2010s more adventurous?
Everything I see now seems really vannila and everyone shuns zdoom features and visual details.
Am I just looking in the wrong places for extravagant content?

>> No.2567356

>>2567337
>Alien Cabal
Oh god, I remember that game, it was so lame and stupid. I cringe thinking about it.

>> No.2567430

>>2567351
That looks cool, name of the wad?

>> No.2567441 [DELETED] 

>2567323
>it looks like it has the paneling and style of metal that you'd commonly see in Doom 3, at least to me.

his armor in D4 looks particularly reminiscent of the armor shards worn by the kampfhunds found in W:TNO.

It almost seems as if it would give the player armor upon death.

>> No.2567443
File: 357 KB, 1024x768, Screenshot_Doom_20111206_144007.png [View same] [iqdb] [saucenao] [google]
2567443

>>2567430
space dm9 I think. It's a beautiful map set.

>> No.2567451

>>2567323
>it looks like it has the paneling and style of metal that you'd commonly see in Doom 3, at least to me.

his armor in D4 looks particularly reminiscent of the armor shards worn by the kampfhunds from TNO

>> No.2567453

>>2567443
Indeed it looks beatiful, anyway thanks

>> No.2567476

>>2567232
>http://vocaroo.com/i/s0NYrZPenfyn
I'm not sure if it is real, it was just on some random mp3 website with no source, but it sounds really good.

>> No.2567595

Do Droplets and Smooth Doom still need the compatibility patch? I put it in my load order and imp and shotgun guy corpses disappear. If I take it out, the corpses stay but I can't access the Smooth Doom options.

>> No.2567714

>>2567351

There is definitely a big revival of Doom the way Doom was stuff.

I don't have anything against that, but there's unfortunately only a thin strip of neat zDoom stuff that's stuck between Realm 667 shovelwads and "super vanilla no limit removing (ID Mapper) style" stuff.

People should be original and have fun. Nothin' wrong with staying in Vanilla limits imo, but do something cool with it rather than giving us more Doom. We already had Doom and then some.

>> No.2567715

>>2566694

Shame about no fists, but the thought of tiger kneeing an enemy in the air sounds awesome. And them being brief as fuck is also a nice sign.

>> No.2567737

quick question- what is a proper wad loading order? when dealing with textures/demons/weapons/hud/map wads and mods, what is the best way to get them to load without issues?

are there any basic or general rules?

>> No.2567748

>>2567737
Generally I put the biggest changing stuff first, then load up the levels.

Really it actually depends on the combos of mods you use at times. You have to experiment with the load order a bit with ZDL and the like.

>> No.2567756

>>2567748

so I guess my question really is, I took the BAT run file for doomRPG's github and I just want to load a mega pwad with it. Should I load it before the rpg/DRLA files or after.

I know its a basic question, I just don't want to mess anything up.

>> No.2567780

>>2567756

Depends on the type of megawad. If you're dealing strictly with textures/level replacements - they can really go anywhere in the load order, though I often nudge them last. If it's a little more modern or calls on ACS and other weird stuff, I think it's even safer to have it at the bottom of the list.

>> No.2567837

>>2567714
This is why I prefer vanilla mapsets from the 90's and early/mid 00's. Back then, they almost never had the mindset of simply copying the id iwads, outside of the occasional KDitD remakes. Nowadays, because of "DTWID" being a vanilla trend, I have to look for limit removing and boom mapsets to get an authors true sense of character in their maps. The only modern exception I can think of is BTSX.

>> No.2567923
File: 90 KB, 318x235, 13623857923.png [View same] [iqdb] [saucenao] [google]
2567923

>>2567158

>> No.2567926 [DELETED] 

>>2565861
>If anything, today's mass shootings are being caused by racial issues rather than videogames
Fuck off, stormblr. nobody gives a fuck about your bullshit.

>> No.2567958

>>2567241
>cacodemon arms

I fucking love how they gave it spindly little arms and vestigial legs. I think that's brilliant

The only thing it lacks is an expressive eye with a visible pupil.

>> No.2567961
File: 76 KB, 397x400, Cacofield.png [View same] [iqdb] [saucenao] [google]
2567961

>>2567958

>> No.2567965

>>2567958
>and vestigial legs

After the promotional stuff at E3 surfaced, I think you're the only person that I've seen who has directly pointed this out, ever.

I swear, everyone kept giving zero importance to it; it's just there for fucking everyone to see. This new caco at some point had fucking LEGS.

>> No.2567974
File: 19 KB, 1018x308, 1437984859.png [View same] [iqdb] [saucenao] [google]
2567974

Prime Directive cacoward all but confirmed?
(post author is 1/3 of the award committee)

>> No.2567996

>>2567351
>Everything I see now seems really vannila and everyone shuns zdoom features and visual details.

zdoom features are restrictive: you must use zdoom or a derivative to play, and you likely cannot load any gameplay mods either as they will clash. this gives you essentially one way to play the map.

the recent trend towards vanilla/doom+/boom mapping and zdoom gameplay mods gives a combinatorial explosion of user choice. i can play a given map with several engines (pr+, eternity, zdoom, gzdoom, etc.) and if i choose zdoom i can play either unmodded or with any number of gameplay mods.

the trend is a _good_ thing.

>>2567714
i don't think there is nothing recent being made between "super vanilla no limit removing" and "realm667 shovelware" - am i misunderstanding?

>>2567837
>This is why I prefer vanilla mapsets from the 90's and early/mid 00's. Back then, they almost never had the mindset of simply copying the id iwads, outside of the occasional KDitD remakes
i suppose in the pre source port days the thing was always to push vanilla as far as it would go, and also to prove the older game could still do just as well as the newer shinier ones (Quake in particular).

>I have to look for limit removing and boom mapsets to get an authors true sense of character
perhaps in some cases a desire to remix the familiar actually _is_ an author's true sense of character... not everyone wants to create entire new forms out of whole cloth. i prefer maps that aren't too experimental and always enjoy a good map remix.

also maybe it's just that there are significant numbers of mappers who still enjoy the vanilla game but do not wish to care about irritating vanilla limits, leading them to target limit-removing as a matter of course.

>> No.2568001

>>2567996 (me)
>nothing recent being made between "super vanilla no limit removing" and "realm667 shovelware"
i mean you just have to look at recent /newstuffs to know this isn't the case.

>> No.2568025

>>2567996
>perhaps in some cases a desire to remix the familiar actually _is_ an author's true sense of character

I wasn't talking about the mapper's desire. I was talking about the mapping in itself. When a map is strictly imitating another mapper's style (Which is the exact basis behind DTWID), the author of such imitation often loses some of their own style in the process. Look at the authors behind DTWID and play their non-DTWID maps, and you'll see what I mean.

>> No.2568080

>>2567996
>>2568025
But for the record. I don't hate DTWID styled imitations. I enjoy them. I just prefer it when a mapper is being themself in regards to their mapmaking.

>> No.2568096
File: 171 KB, 256x356, Psi-Ops The Mindgate Conspiracy.png [View same] [iqdb] [saucenao] [google]
2568096

Not exactly Retro but it's so fucking obscure it makes me sad.
It was such a creative idea that we'll probably never see again...we'll also never see what happens after the cliffhanger either.

>> No.2568110

>>2568096
Second Sight did similar.

>> No.2568143
File: 440 KB, 637x442, Screenshot_2015-07-27-12-31-19-1.png [View same] [iqdb] [saucenao] [google]
2568143

> Doom (4)
> Shadow Warrior
> Rise of the Triad

With all those remakes / reboots, what other games would you like to see revived?

>> No.2568147

>>2568143
I don't want revivals, I want fresh games that combine the good things about FPS games from all eras.

>> No.2568159

>>2568147
aren't some of those good things mutually exclusive?

>> No.2568173
File: 42 KB, 379x411, E2M8 Nobody told me about that feel.png [View same] [iqdb] [saucenao] [google]
2568173

>>2568143
>tfw no Dredd sequel, ever.

>> No.2568239

>>2568025
>Look at the authors behind DTWID and play their non-DTWID maps, and you'll see what I mean
all right, i take your point.

>> No.2568327

I've been thinking about Doom 4 and how some of the shit we've seen annoys me, but it's brought up a good question.

What's Doom to you guys? Like, what makes Doom, DOOM? I feel like they've got the wrong idea with Doom 4, seeing as they're going for the rip and tear gallons of blood shit.

To me it's level design, monster infighting, and pacing in general.

>> No.2568367

>>2567715
In the q&a they said they should all be 600-700ms. The ones in single player can be a lot longer though.

>> No.2568387

>>2568327
pacing is a must for me, thats why I didnt like D3

>> No.2568390

doom? more like dumb lol

>> No.2568404

>>2567996
>i don't think there is nothing recent being made between "super vanilla no limit removing" and "realm667 shovelware" - am i misunderstanding?

I haven't been as active as I use to be to remember, but I can definitely recall some good stuff. What I mean by that line is - there's some really good maps out there in the limit removing/zDoom category that aren't a product of Realm667 and it's resources, authors, or an imitation of their typical style.

But yeah, recently, none come to mind.

>zdoom features are restrictive: you must use zdoom or a derivative to play, and you likely cannot load any gameplay mods either as they will clash. this gives you essentially one way to play the map.

Gonna have to rewind here. All depends on how the map is made. I'm doing that zDoom base thing, and I'm using quite a few zDoom features, teleports, keyscripts - and I've only seen one mod not be compatible, because it fucked with the keys in a weird way.

Most gameplay mods will work fine with zDoom levels if the author wasn't dumb about it or didn't needlessly inject new monsters or intensive/bad ACS scripting.

>> No.2568408

>>2568327

Pace. Freeform geometry which leads to some both realistic and eccentric levels.

Really above all else is an exceptionally fucking solid balance of weapons and enemies. Sure, the SSG kinda trumps the SG as an upgrade in most scenarios, and the chaingun even more over the pistol - but once you're full kitted on good levels, it just feels so good to run around killing stuff and using the right tool for the job in doing so.

>> No.2568414
File: 51 KB, 344x477, duwang5 map01.jpg [View same] [iqdb] [saucenao] [google]
2568414

>>2568327
It's hard to describe.
It's like a tense horror action like Aliens mixed with the charm of Evil Dead.
The games feature huge demons, gun weilding zombies and gore; however the weapons have flamboyant animation, the monsters can attack each other and the music features metal songs played as smooth jazz.

The levels are unique and movement has a great feeling of momentum as well as speed. Gibbing was satisfying because it was feedback for excessive damage and berserk was a secret treat most of the time.

Opinions and ideas nobody cares about below.

The level design is clever at times, but the visual design is odd. However with modern tech they could go nuts and avoid typical industrial environments altogether. Colonising Mars would be difficult if people don't think it looks pretty and comfy.
Using clean environments and destruction effects could really show off the chaos of the combat well.

The weapons are a mix of lofi and scifi tech, getting more advanced as they get more powerful, which makes progression clear. Maybe the military are having nostalgia for wooden stocks?

The monster design is simplistic, however with modern tech, they could be given unique character and charm rather than just being mindless beasts.

Hell could have an unlimited range of visual designs in one game if explain well through lore. It might even be possible to employ perspective tricks and such to make environments feel really alien, similar to thief 1's mansion level.

The story should serve the rest of the game in Doom. To explain the variety and uniqueness and to drive the stakes upwards throughout the game by learning more about the demons.
Maybe the Big Bad has a motive? Maybe the UAC really are the good guys? Maybe Doomguy fucked it all up and now has to clean up his own mess?


tl:dr
I would want a doom 4 to focus on it's own charm, uniqueness and variety. Gore, guns, movement and music are all elements of that.

>> No.2568423

>>2568414
>The weapons are a mix of lofi and scifi tech, getting more advanced as they get more powerful, which makes progression clear. Maybe the military are having nostalgia for wooden stocks?

This is what I hate in games set in near-future/future settings. Browning has been in use for almost a century. People still rave about the 1911 for as long. Nuggets. Cheap wooden-furnished pump shotguns of all variety.

I really doubt the weapons of today, let alone prior, will magically all disappear and dry in the near future. Don't fix what ain't broke, and it's always a cool progression to go from recognizable arms (or not, but of a similar tier of tech), to super-tech advanced experimental super weapons.

Also, while I don't mind most of the new redesigns, the new Cyberdemon is disgusting. I wasn't like Killing Floor where they bulked up the Fleshpound and it looked good/made more sense, they made the Cyberdemon as wide as he was tall, and rounded his iconic boxy rocket launcher. The whole 4-eyes phat-horns approach makes him look more like an alien ripped right of Serious Sam than anything remotely Doom. Not that they'll change it though.

>> No.2568436
File: 508 KB, 1280x720, gzdoom 2015-07-27 10-46-30-576.png [View same] [iqdb] [saucenao] [google]
2568436

No idea if I've posted this area. This map is supposed to be really ridiculously large, so considering how busy I am and how much I have to finish I don't think I'll ever be done with it. But I'll try.

>> No.2568460
File: 2 KB, 64x85, Harbinger.png [View same] [iqdb] [saucenao] [google]
2568460

>>2568423
>the new Cyberdemon is disgusting
The design is really out of place.
It's clear that Hugo Martin got to design him because he looks straight out of Pacific Rim mixed with a MOBA.
However if , and I really mean IF they give some great character and lore to the monsters I might be able to forgive that. I want him to be fun to fight for more than just being a threat.

I would like to know what cybie was like before augmentation, why he was augmented and how he was augmented. Was it a UAC experiment? Did the demons make him as an wonder weapon?

>> No.2568469

>>2568143

Hexen. It should have the combat system of Dark Messiah and stick to the hub system and key fetching with huge amounts of enemies. And gore. Lots and lots of gore. It was the goriest of all Doom engine games back in the day and should keep its title.

>> No.2568475

>>2567161

USA

USA

USA

>> No.2568482

>>2568469
Hexen will never be touched again. It is a game that is impossible for casuals to play.

>> No.2568501

>>2565837

I think the pro doom strats video has influenced the new Doom more than brutal doom at this point.

>> No.2568504

>>2566712
>During an earlier raffle for $2500 one of the winners was in the BYOC when it was announced. His friend ran to get him, and as the winner sprinted with all his might towards the stage the announcer was counting down the time before he got rid of the ticket.

dammn, i gotta see the stream vod

>> No.2568512

>>2568460

I'd like to think demon-augmentation is a Hell-driven thing considering the flesh-tech walls and otherwise.

I guess it really depends on how you view the UAC. If you assume they're neutral megacorp that accidentally stumbles on teleport technology and unleashes a small trickle of demons, then researches them - maybe not. If you assume they're an evil world-domination-in-mind megacorp that it's a lot more likely.

I like to think of the initial portal to hell turning out like an XCOM scenario over a longer period of time, with both sides investing in researching and abusing the other's technology for the fight. You could assume UAC was doing it in private for awhile, which might be how they developed their plasma weaponry - but in turn, we wind up with shit like arachnatrons and cyberdemons because of the tech they in turn steal from the UAC.

>> No.2568516

>>2568512

Fuck, now I want a Doom-theme'd XCOM mod. And I want it bad. You can just ditch the entire fucking airgame in the process since it was a waste of time and resources.

>> No.2568528

>>2568512
My head canon is that the demons possessed teleportation volunteers and used them to collect information before blowing their heads up.
Then by Doom 2 they span across the world and have total understanding of human technology. Which is why revenants and arachnotrons are present.

>> No.2568538

What did you guys think of Rise of the triad?

I enjoyed it, but the map design were pretty linear. But I assume it was because the devs couldn't implement quick saves until it was too late. I really hope they try again with a sequel.

>> No.2568541

>>2568538
I meant the new one btw

>> No.2568552

>>2568538
>>2568541

In the short time I played it, it felt like a huge buggy pile of crap, and that melee attack is fucking weird if you try to use it near doors. I wasn't thrilled with how the game controlled.

Also I was confused by the random ALTTP-style character sprites on the map screen, like what

>> No.2568564

>>2568552
When did you play it? I know it ran and
Felt weird at launch. I think there was a weird problem where mouse movement was tied to frame rate.

I liked the mapscreen
Better than no map screen, but I'd understand if it should be optional for speed running or something.

>> No.2568571

>>2568538
>>2568541
I got overhyped for it and when the game came out it had piss-poor performance and glitches. Though they DID thankfully update it and now it runs better with less glitches. Gameplay-wise I'd say it's alright, but kind of feels weird. I don't really know how to explain it, but it feels like Quake's half-retarded cousin.

>> No.2568574

>>2568482
Sorry that I'm not enjoying unsatisfying weapons, tedious combat, and switch/key hunting which at the very best gives you a cryptic hint that "something has changed somewhere", and being left wandering a dozen mazelike hub maps looking for whatever you're supposed to do next.

>> No.2568594

>quakefriends complaining about Doom's multiplayer pre-ALPHA for not having this and that

But I thought Quake Live was the best competitive multiplayer game hands down and everything they would ever play, why would they even try the new Doom in the first place? :^)

>> No.2568598
File: 2.30 MB, 1927x1210, 1433273463035.jpg [View same] [iqdb] [saucenao] [google]
2568598

http://bloody-disgusting.com/news/3354762/doom-campaign-will-support-co-op/
>will be sticking to the series’ roots in solo demon whoopassery.
The originals had co-op, it was literally represented on the cover art by the marine in the background.
https://twitter.com/id_aa_carmack/status/456591176724783105

>> No.2568628

>>2568516
>Fuck, now I want a Doom-theme'd XCOM mod.
That is a spectacular idea anon. It could also work well as a doom mod with xcom inspired gameplay, adding strategic segments between levels. I'd theme it around the cleanup of earth after the main IOS is defeated, since there might be thousands of demons left conducting more or less guerilla warfare against humanity.

>> No.2568636

>>2568574
Somebody's a defensive casual.

>> No.2568645
File: 3 KB, 77x76, slaughtaur.gif [View same] [iqdb] [saucenao] [google]
2568645

>>2568636

sup faggot.

>> No.2568659

>>2568645
i can't hear you over the sound of all the poison gas you're choking on

>> No.2568671

>>2568645
>what are flechettes

>> No.2568735

>>2568460
I would love to see more lore about Doom monsters.

Stuff like imps just playing with their magic as an idle animation, or Demons butting heads and wrasslin' like adorable puppies, Hell Barons being dicks to lesser demons, or Arachnotrons making modifications to eachother (or giving wounded demons some cybernetics of their own)

The best way to handle lore would be to make, I don't know, boss-tier megaspheres. You eat it, and you get 200% health and armor- but then it also gives you a short, 10-second cinematics. Nom a megasphere, and you get an image of a fully-flesh arachnotron, carried on a palanquin by imps, coming into the UAC base. Then a snapshot of it at a computer system. Then making cybernetics. Then implanting the legs into itself. Then finally, giving legs to another arachnotron.

Then you get another when you defeat a boss-strength baron, of him starting out as a lowly imp, murdering the fuck out of his own superior, using magic to make himself stronger and more muscled, then eventually kicking the crap out of his lessers, before finally emerging as a Hell Baron.

>> No.2568763

>>2568735

This would be the best way to do lore, I think. Integrate it with the gameplay rather than having us stop and read PDAs or watch holograms.

>> No.2568773

>>2568735
>>2568763
This could be a cool idea for demon perspective stuff.
For UAC or human I was thinking about televisions or lab monitors automatically playing short PDA style videos when there's no fighting happening or once activated. That way they're either in the background or totally optional.

>> No.2568789

>>2568763
You could make these scenes be just *before* you fight the boss, too, thus framing the entire fight with the idea that you're fighting this particular character, with their own storyline.

>>2568512
>>2568460
I'm under the opinion that demon cybernetics was due to the demons figuring out human technology. I also like playing with the idea that the arachnotrons were the 'thinker caste' of the demons, and how they're the ones who figured it out. They look like a brain and have teensy little appendages. If you ignore the cyberbits, they look like they're not for combat at all, which makes sense why they'd stay off the front lines. They use the highest technology weapons out of anything else, which makes sense- you'd want to save the cool stuff for yourself, you know? It explains why the mastermind has a chaingun, because the mastermind's too busy doing all the strategic 'invasion of earth' stuff to integrate plasma weapons into their wargear. And finally, they look like giant brains!

You could say that the cyberdemon was a highest-tier hell baron-type enemy, similar to the way that the mastermind is a highest-tier arachnotron-type. Then it got injured or whatever, and the arachnotrons fixed it up.

Revenants could be an experiment. Take an undead, and strap cybernetics to it. Then you get a new warrior at the cost of a body that would just otherwise be a zombieman or something, and like two rocket launchers that zombiemen are too stupid to use.

Not sure about mancubi, though. Maybe they're a breeder caste who went to war because their babies all got blasted?

>> No.2568837

>>2568789
>make these scenes be just *before* you fight the boss

Brilliant. You pick up a Megasphere, as part of the preparations for the fight, and see all these scenes from the boss's past.
Then you fight the boss.

Someone do this.

>> No.2568874

>>2568594

S-shut up!
It's not like the game is not overcrowded compared to Quake Live, b-baka!

>> No.2568893

>>2568735
>Demons butting heads and wrasslin' like adorable puppies

How intimidating

>>2568837
Cutscenes in a DOOM game are a terrible idea. If anything build on the environmental story telling, like the tortured barons before the first cyberdemon.

>> No.2568904

>>2568893
Well, making it part of a powerup (and making it only last ten seconds) makes it a little less horrible.

>> No.2568914

>>2568327
>What's Doom to you guys? Like, what makes Doom, DOOM?
"ballet with shotguns"
a very simple game to control, yet with infinite variety
a free-as-in-freedom game engine that means i do not have to suffer others' poor choices
an unlimited amount of new player-made worlds to explore

>> No.2568924

>>2568460
>The design is really out of place.
>It's clear that Hugo Martin got to design him because he looks straight out of Pacific Rim mixed with a MOBA.
somebody should tweet this at them

>> No.2568928

>>2568893
>Cutscenes in a DOOM game are a terrible idea. If anything build on the environmental story telling, like the tortured barons before the first cyberdemon.
this
>>2568904
>Well, making it part of a powerup (and making it only last ten seconds) makes it a little less horrible.
ten seconds is an awfully long time to essentially halt the pace of the game. doom is fast.

>> No.2568930

>>2568893
>>2568928
>ten seconds is an awfully long time to essentially halt the pace of the game. doom is fast.
Boy, good thing the game doesn't have these scenes between levels that's just a bunch of text, telling you what's happening, huh?! That would completely ruin the game, wouldn't it?

>> No.2568937

>>2568930

lmao, you mean the ones after an episode ends?

>> No.2568938

>>2568928
>ten seconds is an awfully long time to essentially halt the pace of the game. doom is fast.
It could just be a cutscene at the end of an episode following a boss fight. There fore it wouldn't harm gameplay.

>> No.2568940
File: 120 KB, 500x363, FETCH.png [View same] [iqdb] [saucenao] [google]
2568940

>>2568327
I think you're pretty much spot-on with what makes DOOM... well, DOOM.
Although for me the player's movement speed and flow helps tremendously as well. There's a sense of adrenalin when you zoom through a room of hellspawn, dodging projectiles by varying margins.
And god damn does seeing monsters infight make me smile.

>> No.2568941

>>2568930
oh, yeah. i never thought of those, because i only ever pistol start, and end at the intermission screen, or pistol start a different map from the console.

>> No.2568957

>>2568930
you're fucking stupid.

>> No.2568959

>>2568928
Doom is fast, yes. But there's an art to pacing.
Sometimes, slowing down makes the next part of the action have more impact. You might've seen a drawing of a curve, with "rising action", "falling action", and "climax" printed at various locations.
That thing works. Not only that, it works basically everywhere--the entire reason the Super Shotty is so awesome to use is that it has a good mix of rising action (loading, moving in for the shot) climax (the shot itself is powerful) and falling action (reloading and looking for your next target).

This can apply to level design. As you approach the final chamber, you're probably just coming off a big fight; you're walking through halls (falling action from last fight) and you come across, say, a group of corpses (start of rising action). You notice more ammo than usual scattered nearby (tension rising), and then spot a big-ass door (more tension). There's a megasphere next to it (this is clearly preparations for a big fight) and when you pick it up, you get visions of a Cyberdemon attacking Earth, a shot of it losing an arm and a leg to a tank's guns, and a pair of Arachnotrons stitching it back together (you're gonna fight a Cyberdemon, the tension's at its highest pre-fight).
Then you enter the room, and fight the Cyberdemon--and being a Doom fan, you know how tense this will be. It's the big moment of the level, the climax of the action.
Then, the cyberdemon explodes (start of falling action), and you walk up to the big EXIT button (more falling action) and watch the score screen roll by (end of falling action).

This is basic stuff, Anon.

>> No.2568961

>>2565839
What mod is that?

>> No.2568969
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google]
2568969

>>2568930
You know. Except those are only after an episode ends. And in Doom II They're only when you get to earth, beat the game, or enter the secret level.
And all those instances are very far apart.

>> No.2568976

>>2568893
>Cutscenes in a DOOM game are a terrible idea
Half life type scripted event cutscenes are okay if you don't have to read (or worse, listen to) pages of shitty dialogue. That's the way to do it.

>> No.2568986

>>2568976
You mean the ones where you have to wait for something to happen while twiddling your thumbs? Those are the worst part of replaying half-life. What would be cool is if you had to fight off hordes of demons while something happens in the background.

>> No.2568993

>>2568959
>the entire reason the Super Shotty is so awesome to use is that it has a good mix of rising action (loading, moving in for the shot) climax (the shot itself is powerful) and falling action (reloading and looking for your next target).
Hey, didn't know other people picked up on that. That's why I don't really like weapons like the chaingun and plasma rifle, they're too mindless. This is why I like weapon reloads: automatic guns with very high fire rate, relatively small mags, and moderate reload times force you to strategize your spray 'n' pray a bit.

>> No.2569003

>>2568986
The best game I can think of to exemplify that would be Star Fox 64. You're fighting hordes of invaders, and all the while characters are talking about why you're fighting, who you're fighting, commenting on the action, being snarky because they're jealous of your ability to save their asses, and spouting throwaway lines about the fate of your father.

>>2568993
Speaking of reloads, I think I'll go fix up that Temple of the Lizard Men TC. The original author forgot to add a reload button.

>> No.2569006

>>2568986
>You mean the ones where you have to wait for something to happen while twiddling your thumbs?
No, I specifically excluded those. I meant like monsters killing and dragging personell into vents, the tentacle monster killing wrecking the blast pit control room and eating it's inhabitants, stuff like that. And a more slower paced wad could absolutely benefit from some dialogue story exposition if it's kept brief. Wads like valhalla or unloved could be cool with some elements like that imho

>> No.2569041

>>2568959
all right, i take your point. though i don't think i'd like it much if in wads where, when there's an obvious big trap up ahead (lots of ammo, megasphere on pedestal), you psyche yourself up before touching the sphere, which you know sets off some giant teleporter, being treated to some 10 second cutscene before the monsters start appearing, i think that would be incredibly annoying.

>> No.2569049

>>2566161
I sent an e-mail asking for details but got no replies back. I held my tongue because I didn't want people calling me jelly or anything, but I thought it was kind of slimy for him to give vague details and it seems most of the people hired are in the Duke4 clique. I already have a job and I wouldn't want to work for people like Interceptor but I was curious as to what they were doing.

>> No.2569068

>>2569041
Here's an idea: The images come as quick flashes, dispersed throughout the halls leading up to the fight. Instead of being teleported to a ten-second-long cutscene, you get flashes of scenery.

Even crazier: the halls leading up to the bossfight *are* the flashbacks--you have to navigate through a vignette of the boss's past in the moments leading up to the boss fight

>> No.2569092

>>2569068
That would work nice in a more surreal section of hell.

>> No.2569094

>>2568147
check out the AMC TC, it's not Doom but a Duke3d mod that's standalone. it mixes a bunch of shit from retro FPS as well as newer ones.

>> No.2569101

>>2569068
>The images come as quick flashes, dispersed throughout the halls leading up to the fight. Instead of being teleported to a ten-second-long cutscene, you get flashes of scenery.
that'd be all right i suppose. not so different from having dead baron wall textures. they don't force you to stop, but when you see them they give you pause.

>> No.2569109

>>2569092
>>2569101
I figured that would work better.

Also, am working on fixing lmtemple.wad
jesus christ this code is spaghetti
it's like brutal doom but without any nevabeendunbefo
this guy is clearly a mapmaker, not a programmer

>> No.2569121
File: 141 KB, 1366x768, seventeen and a half indents.png [View same] [iqdb] [saucenao] [google]
2569121

who the fuck indents this much

>> No.2569142

>>2569121
hah

i also don't like that it's not a loop, it's the same three lines copypasted one after the other

but i guess there's no way to do a for (i=1;i<10;i++) loop-with-counter in decorate

>> No.2569172 [DELETED] 

did aubrey hodges ever release the missing archvile sfx from playstation doom?

on a very related note, has anyone ever made custom sprites for the N64 revenant and archvile?

>> No.2569229

>>2569049

Don't worry, they are working for free..

I know because one of the mappers used to play Unreal with me...

>> No.2569241

>>2569142
Actually there kind of is. I'm working it out right now, using one of WildWeasel's tutorials.
You use JumpIfInventory to jump to the beginning of the state.
I.e.:
>Reload:
>SGRL A 3 A_PlayWeaponSound("reload/shells")
>SGRL B 3 A_TakeInventory("sgreload", 1)
>SGRL B 0 A_JumpIfInventory("sgreload", 1, "Reload")

>> No.2569256
File: 147 KB, 1366x768, 2015-07-27-151954_1366x768_scrot.png [View same] [iqdb] [saucenao] [google]
2569256

dis nigga can't into Replaces either

>> No.2569269

>spent a week trying to clear the next map in dark covenant
>UV no savescum
>a dozen dead revenants, ambushes everywhere, ambushes with ambushes behind them, demons pouring out of buildings, mancubus, imps, and soldiers shooting you from across the map, chaingunners up the ass in every area, dozen cacodemons simultaneously appearing
>reach the last part of the map, I know the exit is close
>another ambush after the two previous ambushes but I kill them all and keep my 100% health
>look at my map to see what's what
>224/225 enemies
>I bet there's a god damn fucking arch-vile in that exit room
>THERE FUCKING IS
>get set on fire immediately, shoot him a bit and run away
>chaingunners across the nation are being revived
>13% health now
>Die

Fucking shit. The map only has one green armor too. There's no other form of defense. I really like this wad but whoever made it has an obsession with chaingunners. Half the danger of every map is chaingunners being placed everywhere. I'm so tempted to just save before the Arch-vile room.

>> No.2569290
File: 568 KB, 973x1372, image.jpg [View same] [iqdb] [saucenao] [google]
2569290

An unfinished work from the /v/ drawthread.

>> No.2569318

>>2569269
oh man i'm sorry. that is the most frustrating thing. to die with one monster left after careful play for half an hour. still, top players agree the best way to improve your game is to play everything from pistol starts without savegames*, so don't give up. you're so close you're pretty much guaranteed to get it next time.

________
* http://www.doomworld.com/vb/post/1399032

>> No.2569319
File: 8 KB, 398x404, ...hhhiiiisssss....png [View same] [iqdb] [saucenao] [google]
2569319

>>2569290
Dat fuggin Jack Frost on the right.

>> No.2569337

>>2569318
Thanks for the encouragement. Yeah, the map is actually about half an hour long. I've probably gone through it 40 times but today was the first time I made it to the exit. I know I can do it but I think I'll practice on some arch viles on another map since I'm still not used to fighting them. No savegames and pistol start is always best.

>> No.2569387

>>2569229
>for free

if that's true I hope the game is free, because there's no fucking way I'd pay for that game if none of the money reached the hands of the map authors.

>> No.2569394

>>2569269

I really dislike mods that use chaingunners as a mainstay for difficulty. Bonus anger points if they're up on tiny towers or something.

I'm trying to only use them in ambushes or to wake people up when they open a door, never more than one or two at a time.

>> No.2569419
File: 159 KB, 1366x768, 2015-07-27-155722_1366x768_scrot.png [View same] [iqdb] [saucenao] [google]
2569419

aaaaaaaaaaaaaaaaaaaaaaaa

why did I say I would fix this wad

>> No.2569426

>>2569394
Distant Chaingunner (or worse, Spider Mastermind) turrets are a true bane. I've been in at least one map where they have the chaingunner appear out of a closet behind you and hit you near point blank.

>> No.2569432

>>2569394
Yeah, as the mod goes on the chaingunners are placed on higher and higher heights. They're all well placed but it's just a pain sometimes dealing with all those chaingunners. By the time I reached the later part of the map I was correctly guessing where every chaingunner would pop up. Half of them are easy enough to deal with but you'll find they're the cause of most deaths right after the revenants.

>> No.2569480

>>2568414
>The level design is clever at times, but the visual design is odd. However with modern tech they could go nuts and avoid typical industrial environments altogether. Colonising Mars would be difficult if people don't think it looks pretty and comfy.
>Using clean environments and destruction effects could really show off the chaos of the combat well.
This would be cool

>> No.2569501

>>2568594

heh.

>> No.2569508

>>2568460
>>2568789
The Cyberdemon arm cannon thing says UAC on it, same with some of the other minor demons.
>>2568928
What >>2568959 says. I remember someone describing it as "quiet time", not sure who. The originals did that too.

Also >>2568959
>the entire reason the Super Shotty is so awesome to use is that it has a good mix of rising action (loading, moving in for the shot) climax (the shot itself is powerful) and falling action (reloading and looking for your next target).
>>2568993
>That's why I don't really like weapons like the chaingun and plasma rifle

Hah, I was about to write something similar in response to the "hat makes doom doom" post.
I think the weapons that people usually consider satisfying in Doom follow th same pattern: SG (fire delay hurts this a bit, I'll admit), SSG, RL and BFG

>> No.2569521

>>2569094
Thanks a lot anon, it looks incredibly neat. I'll bookmark it. Speaking of old+new mixes, I think the Project: MSX gameplay mod does that really well and I'd love to see a standalone game built around it.

>> No.2569527

Someone asked how to use the music packs in Chocolate/Crispy Doom on windows and I cant find it so I guess I will post how here.

1: get the SC55 packs here: http://sc55.duke4.net/games.php#doom
use anything but mp3 as it has no loop tags. extract the music folder to the chocolate doom folder.

2: get these configs: https://www.sendspace.com/file/l0way5 and put the cfg files for the pack you downloaded in the folder with the chocolate-doom exe.

3: get this SDL_mixer: https://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12-win32.zip and extract all the dlls replacing the ones already with chocolate doom.

Congratulations you now can listen to the music as intended.

>> No.2569542

>>2569508
>I remember someone describing it as "quiet time", not sure who.
I think it was one of the Half-Life 2 devs. I remember hearing it described like that in Lost Coast's commentary.

>> No.2569583

All right, fagets. Check this out.
Temple of the Lizardmen: Sperglord Edition.
*Cleaned up some indented spaghetti. Some of it. 2-space indent master race.
+Added reload functionality where it makes sense.
*Added "Replaces" where it was missing, and cleaned up DoomEd IDs.

Still a fucking TON of shit to go through. Over 15,000 lines of bad indentation. But it's getting there.
http://www.mediafire.com/download/0vm8pqd5ad2kgup/lmtsperg.wad

>> No.2569585

>>2568993
>>2569508
in defence of the plasma gun. the plasma gun is the best "panic weapon" - you have it out in situation where you think there's a trap but you don't know exactly where, and you might need to punch a hole sharpish through a crowd of monsters that suddenly appeared and surrounded you. ssg is too slow, the chaingun too weak, rocket splash will kill you, bfg also too slow and probably wasteful too.

>> No.2569590

>>2569583
Neat.
>>2569585
I absolutely agree. I do that all the time.

>> No.2569593

>>2569583
>2-space indent master race.
DEATH TO THOSE WHO INSULT TABS

>> No.2569606

>>2569593
death to those who think tabs are 4 spaces. yes, that means you, Heit. fucking microsofties. tabs are 8 spaces, end of story.

>> No.2569607

Paging Marrub to the thread.

I have a few suggestions for GLOOME and I'm not sure if they're doable but it's worth a shot, right?

>More game-side control over saving
this is something Graf/Randy outright refused to do but would it be possible to perhaps have changes to the save system on the game's side? Like for example, changing the Load/Save screen or perhaps disabling saving on the spot and only being able to save at certain points in the game?

>Different menus for in-game and titlescreen
Pretty self explanatory, It kinda bothered me that there was a save game option during the title screen, also in an ideal situation I'd like to have the title screen be
>New Game
>Continue
>Options
>Exit
while in game it would be
>Options
>Exit to Main Menu
or something along those lines.

Anyway, if it's too much trouble it's not a big deal, just some minor suggestions.

>> No.2569610

>>2568143
Strife could be interesting, but the things that made it special then aren't really new anymore.

>>2568628
>doom mod with xcom inspired gameplay, adding strategic segments between levels
I've wanted this for so long.

>> No.2569617

>>2569593
>>2569606
We can be friends. Set your tab indentation however you like. As long as we use the tab key, it should set the indentation automagically.

>> No.2569619

>>2569585
That's how it is for me sometimes. I like to keep out the plasma gun when I also feel like I'm about to fight a bunch of higher tier monsters too. It's good for clearing out ambushes but there's always this sense of rationing the energy ammo. It feels like a weapon that demands some thought put into how you're going to use it. Then again that's up to level design. In Tricks and Traps the BFG helps immensely with one of the latest rooms but there's still some space to use the Plasma where the pink demons ambush you.

I prefer the chaingun as my panic weapon but the plasma gun is objectively the better panic weapon.

>> No.2569638 [DELETED] 

>>2569619
>there's always this sense of rationing the energy ammo.
you as well huh. i also always feel compelled to preserve cells. well they are usually far more rare than shells/bullets.

i tend to keep the chaingun for low-health monsters that need less than two shells to kill, or to finish off things that i think are nearly dead. or to snipe things. but yeah.

as they are almost always rarer than bullets/shells. and also to avoid "can't fire BFG because 39 cells left" situations.

>> No.2569639

>>2569619
>there's always this sense of rationing the energy ammo.
you as well huh. i also always feel compelled to preserve cells. well they are usually far more rare than shells/bullets. and also to avoid "can't fire BFG because 39 cells left" situations.

i tend to keep the chaingun for low-health monsters that need less than two shells to kill, or to finish off things that i think are nearly dead. or to snipe things.

[>>2569638 -- uh, oops, edit failure]

>> No.2569654

LMTSperg guy here, I just noticed a couple buggy bits. Fix going up now. Should I namefag for this, or is this too tiny to be a namefag thing?

>> No.2569657

>>2569654
Might as well. Easier to search shit in the archives.

>> No.2569658

http://www.mediafire.com/download/xavebw3ooebbpxv/lmtsperg.wad

Temple of the Lizardmen, Sperglord Edition v2
+Shotguns now reload properly when out of ammo.
*Fixed Minotaurbig_Keen not having inheritance.

>> No.2569671

>>2569508
>implying they actually understand the tech, and didn't just replicate the 'UAC' on the blueprints because they think it's a new type of magic.

>> No.2569680

>>2569671
I wasn't implying that.

>> No.2569684

>>2569671
That would actually be pretty amazing. The demon's use of tech is just a big cargo cult.

>> No.2569691

>>2569680
Well, you were implying that because it said UAC that the UAC actually put the arm on there.

As opposed to arachnotrons finding a fuckhuge rocketlauncher and strapped it to cybie's stump

>> No.2569730

>>2569654
>>2569658
Namefagging for posterity.

>> No.2569808

Anyone know of some good music replacements beyond Doom Metal and IDKFA?

>> No.2569813

Anyone got a link for Quake 1?

>> No.2569820

>>2568327
Movement and map design. Also the 1:1 ratio of supershotgun:rocket damage is important.

The map design can improve the AI 100x.

Threatening hitscanners interspersed with bulletsponge projectile throwers.

Archvile, revenant, and shotgunguy are the three most important enemies in general.

>> No.2569857

>>2568436
Source?

>> No.2569884

>>2569684
It'd be pretty damn funny too.

>> No.2569938
File: 3.92 MB, 1920x1080, Screenshot_Doom_20150728_015526.png [View same] [iqdb] [saucenao] [google]
2569938

Did a decent amount of work on inventory and message field internals. It now defaults to 'looking' at an object if you click one with no mode selected, and the small field on top always correctly tells you what you're about to do. Then I fucked around and threw in a bunch of old textures just so my test map would look less drab.

>> No.2569972
File: 49 KB, 370x278, figure6.jpg [View same] [iqdb] [saucenao] [google]
2569972

>>2569813
Piracy is not allowed here.

But this might help you: http://pastebin.com/8Gnjpck3

>> No.2570015
File: 268 KB, 1024x642, Metroid Dreanaught Screenshot.png [View same] [iqdb] [saucenao] [google]
2570015

A metroid music replacement mod would go well with this.

>> No.2570116
File: 1.20 MB, 1600x900, Finished-thumbnail-rott-2013.png [View same] [iqdb] [saucenao] [google]
2570116

Might not be *completely* retro, but now that the ROTT 2013 soundtrack has been released, is there any chance of someone uploading the Where Izit rendition? Ever since I heard it in one of the trailers I've been dying to get the full version and I dont feel like spending $6.99 on the ost.

>> No.2570118

>>2570015
The thing being completed would go well with me

>> No.2570143

>>2570118

How is it not completed, unless you expected a levelset to magically materialize out of nowhere?

>> No.2570207

>smooth doom has palette incompatibilites with BTSX
i don't want my status bar face to have purple acne
why live

>> No.2570225

Unloved was really fun.
Anything else on the same level of innovative?

>> No.2570242

>>2570225
Dawn of Reality

>> No.2570278 [DELETED] 

>>2570207
Learn to live without Smooth Doom. Seriously you fuckers are Brutal Doom levels of "why doesnt it work with my mod bawww"

>> No.2570282

>>2570116

Scratch that https://www.youtube.com/watch?v=Q30DkH2heRI

>> No.2570330

>>2570207
Swap their load order.

>> No.2570482

>>2568143
Marathon. Bungie should stop fucking around with Destiny.

>> No.2570489
File: 100 KB, 269x253, 44jfs32.png [View same] [iqdb] [saucenao] [google]
2570489

>booru.org's css uses magic numbers everywhere
The uh... better CSS might take a while.

>> No.2570502

>>2568143

I have a few in mind.

>Hexen with Sir Kicks-a-lot tier combat like what that anon said
>Shogo/Blood/AVP with the modern Lithtech engine, or hell. Just make Shogo a Japanese First Person Mecha simulator primarily

>> No.2570592

>>2568143
Give me BLOOD

I want ridiculous gibs in HD

>> No.2570608

>>2568327

It's weird, but you can probably break it down to some key points

>Freedom in movement/combat approach
>Speed
>Satisfying to use guns
>Fun with the enemies (i.e. infighting and whatnot)
>Great levels, which keep you on your toes due to factors like its layout/item/enemy placement among other things
>Dat soundtrack

I wish I could put it to words better.

>> No.2570814
File: 57 KB, 320x256, Doom castellano.png [View same] [iqdb] [saucenao] [google]
2570814

Was Doom ever released in any language other than the rare French translation?
I can't believe I'm the first person to actually bother translating Doom, even if it was for mere practice and avoiding boredom.
The Xbox 360 version was half-translated if I remember correctly. though. Some menus in Spanish while others (chapters, difficulties, levels) in English, for some reason. I don't know if it was the same in other languages.

>> No.2570828

>>2568961

Complex Doom

>> No.2570867

>>2570814
there was a German version that had the wolf levels removed and such. don't know if it was translated though.

>> No.2570872

>>2570828
where can I find complex doom? I tried googling it, but nothing came up.

>> No.2570875
File: 93 KB, 640x480, Doom dificultad.png [View same] [iqdb] [saucenao] [google]
2570875

>>2570867
Wasn't Doom banned in Germany until recently? I think the secret Doom II levels in Doom 3: BFG and Xbox 360 are censored everywhere while removed in Germany.

>> No.2570886
File: 375 KB, 1396x848, PC9800_Doom_5.25.jpg [View same] [iqdb] [saucenao] [google]
2570886

>>2570814
It was released in non-English countries.
For the Japanese NEC release, the menus were still english, but I'm not sure if the texts at the end of each episode were.

Also, doesn't G/ZDoom have translations in its pk3 that automatically load depending on your system locale?

>> No.2570907

>>2570886
French, Italian and Brazilian Portuguese, but they're all incomplete. Also you can only translate part of the games with solely the language files in ZDoom. I couldn't find any information about official translations besides French.
I submitted my language file but I haven't seen it yet in the recent builds. Besides, my translation includes PWADs for the purpose of having practically everything translated. So far I'm done with Doom, Doom II, Final Doom and Heretic, with Hexen almost done. I don't know if I'll bother with lesser WADs supported by the ZDoom language file, like Chex Quest.

>> No.2570913
File: 169 KB, 640x480, Pfhlechettes.png [View same] [iqdb] [saucenao] [google]
2570913

>>2568671

>> No.2570916

>>2570913
>Heretic with sci-fi HUD and weapons
Abominable.

>> No.2570921

>>2570916
Ugh, I meant Hexen. Damn it.

>> No.2570963
File: 58 KB, 1052x1108, 1438061740.png [View same] [iqdb] [saucenao] [google]
2570963

>>2570872
really? what'd you get?

>> No.2570979

>>2570872
Download Doomseeker, and use it to join one of the myriad of Complex survival servers.

Honestly, you'd probably dislike it since it has a horrendous balance issue regarding the monster replacement and weapons.

>> No.2570981

>>2570916
>>2570921

Get a load of this fuckin' guy.

>> No.2570982

>>2570872

http://www.best-ever.org/download?file=complex-doom.v26a.pk3

>> No.2570993

>>2570979
>Honestly, you'd probably dislike it since it has a horrendous balance issue regarding the monster replacement and weapons.

It's fun for a challenge, but it really breaks on most levels because the balance is just fucking bonkers. If you get that green demon plasma gun early, too, gg - you've won the game against 90% of the enemies.

>> No.2570998

>>2570875
So what are the secret levels in BFG in Germany?

>> No.2571014

>>2570998
The same, but with zombieman and the wolfenstein logo instead iirc

>> No.2571016

>>2570998
I think they were just unceremoniously stripped out and if you hit the secret exit in Map15 it just takes you to Map16.

>> No.2571018

>>2570998
Nothing at all. They're removed and the secret exits just lead to the next level.

>> No.2571023

>>2570998
>>2571018
So wait. BFG edition removed all references to hitler and Nazi's in the secret levels, even replacing the monsters with zombiemen, yet Germany still removed the levels entirely for the BFG edition?

>> No.2571024

>>2570998
http://doomwiki.org/wiki/Doom_3:_BFG_Edition#Doom_II_specific

The Wolfenstein SS sprites (SSWV*) are all replaced by copies of POSSA1 with bad offsets. Oddly, the offsets change for each sprite, even though none of them look usable. The last four sprites of the gib death (the S, T, U, and V frames) are unchanged, however.

MAP31: Wolfenstein and MAP32: Grosse become MAP31: IDKFA and MAP32: Keen. The CWILV30 and CWILV31 lumps are changed to reflect this.

The ZWOLF* texture with Nazi iconography (Hitler portraits, swastikas, Reichsadlers, etc.) now look like their unadorned counterparts. ZWOLF2, ZWOLF3, and ZWOLF4 look like ZWOLF1; ZWOLF6 and ZWOLF7 look like ZWOLF5; ZWOLF12 and ZWOLF13 look like ZWOLF11. The definitions in TEXTURE1 are identical; it is the patches that have been changed.

>> No.2571030

>>2571023
no i think you are confusing the german edition of doom2 (from 1994) and the version of doom2 from doom3: bfg edition.

http://doomwiki.org/wiki/Doom_II#Legal_issues_in_Germany

original doom2 had the levels completely removed, bfg edition version has them (insultingly badly) edited.

(i can't confirm any of this from personal experience, that's just what i'm gathering from these doomwiki articles.)

>> No.2571035

I found a Duke!ZONE CD in some of my dad's old stuff
Should I even bother?

>> No.2571036

>>2571030
I was confused by the reply to someone else asking about german version of BFG

>> No.2571038

>>2571035
definitely
even if you don't play it just upload that shit

>> No.2571043

>>2571038
seems like it's already available?

https://archive.org/details/cdrom-duke-zone
https://archive.org/details/cdrom-duke-zone-2

>> No.2571050

>>2569857
Sorry for the late reply. It's a map I'm making, the fourth out of eight I want to do.

>> No.2571051

>>2571035
There's a catalog of wizardworks's stuff here
They fucking sold a solitaire game for $25
There's a $13 digital bible
$20 fonts
A platformer game called "Skunny"

Truly the greatest selection of products to show off

>> No.2571069

>>2571051
Skunny, holy shit. There's a name that fell further through the cracks of obscurity than Bubsy and Gex combined.

>> No.2571117

>>2569229
>working for free

Goddamn, if this is true, these guys aren't serious.

Even if the game IS free, that doesn't mean they should work on it for free. The game will be a marketing tool for Interceptor, advertising their other Bombshell game.

>used to play Unreal
Now that's a hint. The only talented Build mapper I know who is also a fan of Unreal is.... someone who certainly wouldn't work for free. Only the most desperate rejects of 3DRealms wanabees would accept to work for free for a developer. There goes my hopes of seeing a quality game.

>> No.2571249

Has anyone noticed there's been a lot of non-general threads for Doom lately?

>> No.2571252

>>2571249
Yeah

>> No.2571259 [DELETED] 

>>2571249
>>2571252
This is pretty much the Doom 4 General now.
I can't blame /vr/ians for deserting it.

>> No.2571260

>>2571249
I wonder if there is any sort of recent development that attracted new interest in Doom.

>> No.2571271

>>2571259

You're retarded.

>> No.2571273

>>2571259
You're acting as if were not talking about the classics right now.

>> No.2571302
File: 1017 KB, 202x152, whatafag.gif [View same] [iqdb] [saucenao] [google]
2571302

>>2571259

>> No.2571316
File: 134 KB, 801x601, 2541731.jpg [View same] [iqdb] [saucenao] [google]
2571316

>>2570592
> blood
> remade by the same guys who did RotT
> soundtrack by andrew hulshult

Dear lord, I want it now

>> No.2571404

>>2570592
>>2571316

If it takes a reboot (that might or might not end up being shit) for us to have a DECENT way to play Blood in this day and era, then I'm all for it.

>>2570278

They haven't reached those levels yet, but they're slooowly getting there.

>> No.2571416

>>2570207
You could just convert the smooth doom graphics to PNG.

>> No.2571421

>>2570278
I honestly have to say, I really don't get the appeal behind Smooth Doom.

I mean, the weapons looks great, but the monster movements look very awkwardly paced

>> No.2571458

I kinda wish there were more levels in the style of The Shores Of Hell. Which is techbase that has been warped into something more surreal thanks to Hell's influence.

>> No.2571483

>>2571458
Hellbound's 2nd "episode" had some levels like that. Would like more WADs that are in that style.

>> No.2571504

>>2571421

It's the new flavor mod, the Doom 2.0 that some people often look for when they can't deal with how Doom is

>>2571458
>>2571483

There's also the DTWID and Switcheroom renditions of Episode 2, if you wish to try them out.

>> No.2571510
File: 1.72 MB, 2048x1365, 19856168220_03c0ca67d6_k[1].jpg [View same] [iqdb] [saucenao] [google]
2571510

>>2566662
>>2566668

This dude is about to eat Rapha alive.

Look at those fucking eyes m8.

>> No.2571514

>>2571483
I couldn't really get into Hellbound, unfortunately. Wasn't bad, just found it to be a bit of a slog at times.

>>2571504
Already played DTWID and Switcheroom, and enjoyed them.

>> No.2571519

>>2571510

My god.

>> No.2571537

>>2571514
Yeah, it can be a slog at times. I did like the unique hell touches it used in the levels, like a skull with red eyes being a warning for being dumped into a 100% hellscape for a bit early on.

>> No.2571683
File: 68 KB, 147x198, 2015-07-28 10_12_47-1438090161342.jpg (JPEG Image, 2048 × 1365 pixels).png [View same] [iqdb] [saucenao] [google]
2571683

>>2571510

the birth of a super villain

>> No.2571750

BTSX E1 was techbase. E2 was temple ruins. I wonder what E3 will do for its thematic setting.

>> No.2571765

>>2571750
Purple alien place.

>> No.2571782

>>2571765
I'm thinking it might be something like The Shores of Hell meets The Elder World with Purple thrown in.

>> No.2571793

Is there a place for any good examples of maps/art of like turbo/deep-hell?

It's hard to describe what I mean. Hell^2 or something. Think DoomRL's normal monsters versus Nightmare/Armageddon or something. Super black, super spooky.

Side note: Any levels out there feature a Dante's approach to hell? Going through each ring on the way down - meaning you pass caves, ice, fire and brimstone, caves 2.0, and a giant ice lake with Satan stuck in it?

>> No.2571893

>>2571793
There were a couple of Dante's Inferno inspired maps for Master Levels for Doom 2, VIRGIL, VESPERAS, NESSUS, GREYON and MINOS. Crossing Acheron and Dante's Gate should be available on the /idgames archive.

Sadly, not one that describes the later rings and no ice levels though.

Other then those, I really don't know any.

>> No.2571901 [DELETED] 

>>2571504
>>2570278
>oh man oh man people aren't playing at 35 FPS which is obviously the only acceptable way to play doom correctly
>wow look at this guy playing a mod thats becoming popular man I sure can't wait for this dumb fad to die out, I'm going to call people out in the meantime
>hurdur were the best

It's good to sleep at night knowing this shitty excuse for a general exists for you kneejerk autists to cluster in and leave the rest of the community alone

>i-it's just a fad!
is this what they call a doom elitist?

holy fuck they sound so stupid

>> No.2571904

>>2571421
I haven't actually noticed anything actually *different* between smooth doom and vanilla.

>> No.2571914
File: 13 KB, 202x242, me.png [View same] [iqdb] [saucenao] [google]
2571914

>>2571901
I don't think anyone said or implied anything you just typed. Wow. Someone's butthurt.

>> No.2571919

>>2571914
yeah i mean if anything the other doom threads on this board are *more* purist

>> No.2571930 [DELETED] 

>>2571914
>I'm so mad Im gonna reply to this post telling him he's mad

kneejerk/10

>> No.2571939 [DELETED] 

>>2571930

I think that Orangestar idiot is from /v/, so kneejerk reactions are mandatory.

>> No.2571970

>>2571504
>It's the new flavor mod, the Doom 2.0 that some people often look for when they can't deal with how Doom is
It doesn't affect gameplay in the slightest. It's just an aesthetic mod.

>> No.2571974

>>2571970

Doesn't it cause some weird fuckery with the auto aim though?

>> No.2571975

>>2571970

nobody said it was a gameplay mod, though

>> No.2571976

>>2571974
no that was beautiful doom i think but now they're fixing that

>> No.2571979
File: 460 KB, 1920x1080, Screenshot_Doom_20150728_185143.png [View same] [iqdb] [saucenao] [google]
2571979

working on map
opinions on transitions like these between flats?
also I am shooting for vanila comp

>> No.2571992

Does DOOM 4 seem suspiciously like DOOM (6)4 to anyone else? Plot included.

I wouldn't be surprised if we ran into the Unmaker.

>> No.2572004

>>2571992
Eh, I'm not seeing it.

>> No.2572012
File: 41 KB, 640x480, 256406-gfs_50248_2_5.jpg [View same] [iqdb] [saucenao] [google]
2572012

>>2571992
I'm not seeing any resemblance.

>> No.2572018
File: 15 KB, 304x427, 1438106703.png [View same] [iqdb] [saucenao] [google]
2572018

>>2571979
i wrote a reply to this but the spam filter won't let it past, so i took a screenshot. i think the filter is broken.

>> No.2572047
File: 473 KB, 1920x1080, fucking bullshit fix yer shit 4chin.png [View same] [iqdb] [saucenao] [google]
2572047

>>2572018

>> No.2572056

>>2572018

That's certainly weird.

>> No.2572076

>>2571979

Would probably look better with a change in sector height. Though its not as goofy as some details I've seen.

>> No.2572084

change height

>> No.2572085

>>2572018
>>2572047
the common phrase seems to be the word "height" followed by the word "change"; i typed the two word phrase in an otherwise empty post and it refused it.

>>2572056
indeed. "why? just, why?" springs to mind.

>> No.2572089

>>2572084
I'm thinking 4chan may be treating height/change (without the /) as spam?

>> No.2572090

>>2572085
>>2572089
Well, seems we've both come to this conclusion.

>> No.2572092

that's fucking weird.

>> No.2572115 [DELETED] 

>>2571901
>It's good to sleep at night knowing this shitty excuse for a general exists for you kneejerk autists to cluster in and leave the rest of the community alone

Even getting aside that this guy is a dumbass, I never understood this mentality. Is there really a thought process going around that life is like a dating sim and that there's only X amount of things people can post on before expiring? That you can only post on one, two forums and by posting on one you're suddenly unable to post anywhere else?

>> No.2572136 [DELETED] 

>>2572115
Humans are inherently tribal and organise themselves into "us" and "them" based on any kind of distinction they can make, no matter how trivial. You can see examples of this throughout history when you look for it.

>> No.2572139 [DELETED] 

>>2572115
you're literally the only fag who cares.

>> No.2572140
File: 1.99 MB, 1920x3240, anotherone.png [View same] [iqdb] [saucenao] [google]
2572140

another attempt at detailing
how does it compared to this? >>2571979

>> No.2572145
File: 199 KB, 800x600, My unhealthy obsession with recreating Ken&#039;s Labyrinth stuff in the Doom engine starts to take it&#039;s toll.png [View same] [iqdb] [saucenao] [google]
2572145

One of these things, is not like the other ones.
One of these things, doesn't belong.

>> No.2572150

>>2572140
Eh, You don't need to make the rocks into individual sectors with their own heights. Its needless detailing, that just makes it look goofier.

>> No.2572161

>>2572140
>>2572150
i agree, it's over-the-top for vanilla. it's hardly going to be visible unless you run the game at fuckhuge resolution.

>> No.2572165 [DELETED] 

>>2572139

Apparently not, considering how many people have been making the same shitpost as of late.

>>2572136

That has absolutely no bearing on where people post on internet forums, though.

>> No.2572181
File: 114 KB, 1024x361, Screenshot from 2015-07-28 14-08-28.png [View same] [iqdb] [saucenao] [google]
2572181

>>2571939
>I think that Orangestar idiot is from /v/
First off pffffttttttahahahahahahahahahahahahahah

I've only been to /v/ once when a friend was liveplaying ace attourney for the first time

Second off I accidentally namefagged then so sorry if I caused some unneeded drama

Third off back-on-topic and referring to something I should actually namefag for WOOO BOORU STYLING

>> No.2572187
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google]
2572187

>>2572181

well get to expanding the booru, faggot

>> No.2572195

>>2572181
thats pretty good. looking forward to trying it out.

>> No.2572197
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google]
2572197

>>2572181

Gonna throw you some other shit you may not have

>> No.2572198

>>2572150
>>2572161
I generally find its best to mostly leave the textures and flats to do the detailing work for you, with changes to sector height only done when its called for. Suspended in Dusk and BTSX are good examples of detailing done right.

>> No.2572206
File: 325 KB, 1023x676, CK9DtXQUsAAZCN6.png [View same] [iqdb] [saucenao] [google]
2572206

>>2572181
Is PG-13 stuff allowed?

>> No.2572208
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
2572208

>>2572181

>> No.2572235

>>2572187
>>2572197
You guys can upload those yourselves you know.

>>2572206
A lot of people are skirting the line anyway so sure. Just tag it "Questionable".

>> No.2572271
File: 10 KB, 204x136, Dancing Skeleton.gif [View same] [iqdb] [saucenao] [google]
2572271

New style is up!

>> No.2572280
File: 70 KB, 750x490, too thick.jpg [View same] [iqdb] [saucenao] [google]
2572280

>>2572271
Houston, we have a problem.

>> No.2572292
File: 448 KB, 1920x1080, Screenshot_Doom_20150728_150400.png [View same] [iqdb] [saucenao] [google]
2572292

Does this looks good?
I wanted to give a different look to the normal techbases

>> No.2572293

>>2572292
yeah
yeah i like that

>> No.2572308

>>2572292
Looks perfectly fine.

>> No.2572312

>>2572280
...Oops. Fixed.

>>2572292
Reminds me of Freedoom Map01's secret. Nice!

>> No.2572320
File: 3 KB, 279x74, ultracasuals.png [View same] [iqdb] [saucenao] [google]
2572320

I thought this was pretty funny. He's so endearingly grumpy

>> No.2572329

>>2572320
context?

>> No.2572334

>>2572329
He thinks doomsday is an engine for filthy casuals because it's nice and shiny but unstable.

>> No.2572347

>>2572012
>>2572004

>avoiding what I mean entirely.

Doom 4 has doom 64-style pinkies,
Doom 4's caco is akin to it's 64 version.
The plot is basically the same

>> No.2572349

>>2572271
>>2572181

crap. i'm having a hard time trying to find something to upload

and also i don't want to dump my entire doom fan art folder which is quite big

>> No.2572350

>>2572320
>Romero is a casual

>> No.2572356
File: 24 KB, 491x171, 2015-07-22 07_19_56-Doom Deathmatch (with John Romero) - Opera.png [View same] [iqdb] [saucenao] [google]
2572356

>>2572350

Don't let Ednerd or AlexMax see this picture, though. :^)

>> No.2572364

>>2572356

oooh boy

>> No.2572370

>>2572356
What's the edward netcode debacle anyway? Seen it referenced here a decent bit.

>> No.2572373

>>2572370

He's the dude in charge of ZDoom's netcode, and ultimately the one person holding ZDoom's netcode back.

That's the really, really, really short of it. I'm assuming some of us /vr/doomers are more acknowledged with him so I'll leave it to them to expand on it :^)

>> No.2572379

>>2572370
Basically, edward is very conservative when it comes to netcode. He doesn't want to move forward.

>> No.2572389

>>2572356
the latter is a z& developer isn't he?

>> No.2572394

>>2572373
>>2572379
Alright. I've also figured out he's the kind of guy that pisses people off right?

Anyway I'm still really excited for GLOOME where there's little reason to keep old zdoom baggage that isn't in line with it's vision.

>> No.2572406

Anyone here play doom without monster interpolation? I find their movement looks more natural with the frames without it. With it on, it just looks like they're ice skating to me.

>> No.2572419

>>2572356
>The best DOOM II source port for deathmatch
>for deathmatch

thank god, he's not one of the many retards who download it to play SP brutal doom only just for a feature as stupid as seeing the name of the weapon you equip while scrolling down

>> No.2572425

>>2572419
Even worse when people still use skulltag for its content, even though you can setup zandronum to load its content anyway.

>> No.2572428

>>2572419
>only just for a feature as stupid as seeing the name of the weapon you equip while scrolling down

But that's in ZDoom?

>> No.2572432

>>2572356

lol, someone post this on doomworld

>> No.2572446

It took me more than 30 minutes to finish the first two levels of Suspended in Dusk, not counting the times when I got killed.
Am I a scrub?

>> No.2572472
File: 47 KB, 644x447, Screenshot_2015-07-28_14-45-03.png [View same] [iqdb] [saucenao] [google]
2572472

>>2570814
>>2570886

Playing the Japanese NEC version of Doom, the Quit Messages were translated. And on the disk itself, Hank Leukart's famous DOOM I & II v.1.666 FAQ was translated in its entirety. The ordering info (on the Read This! page in the shareware version), still exists on Registered v1.2j, is still in English, as is the opening "Doom Operating System" screen, still with the SPA's 1-800 number to report piracy.

It runs balls slow in this emulator. Then again, it runs natively at 640x400 instead of 320x200 like the IBM version. It also seems like the Japanese text is hard-coded into the executable itself, changing the System Font within the emulator affects the ingame Japanese text. And ripping apart the WAD in SLADE, it seems normal.

>> No.2572494

Heu guys, can you help me find a good megawad with cool level design?

Something like the better AV levels or HellBound but without so many levels in techbases. I'm not a fan of too many techbase levels. Unless if they're in Doom 64 style.

>> No.2572497
File: 77 KB, 646x449, Screenshot_2015-07-28_15-01-43.png [View same] [iqdb] [saucenao] [google]
2572497

>>2572472
HUD Messages are translated too. Also, seems this "unofficial" build for Windows runs a tad faster, due to a problem with SDL's sound code under UNIX.

>> No.2572513

>>2572446
first level shouldnt take that long, but i believe the other 3 are long.

>> No.2572516

>>2572494
>Doom 64 style

Don't you mean dark as fuck?

>> No.2572517
File: 46 KB, 646x449, Screenshot_2015-07-28_15-08-27.png [View same] [iqdb] [saucenao] [google]
2572517

>>2572497
As is the end of episode text. Seems to use different flats for the background, though.
Then again, this is Doom 1.2j.
The release of DOOM II brought v1.9j.

>> No.2572519

>>2572446
not at all, indeed if you've not played it before i suggest to take it slowly and savour it.

>> No.2572525

some wads are better blasted through, others are better savoured

>> No.2572532

>>2572494
BTSX has techbases that are sorta Doom 64 meets Quake 2.

>> No.2572545

>>2572516

no, techbases in Doom 64 give off a Half-Life 1 vibe.

>> No.2572553

>>2572525
Why?

>> No.2572560

>>2572545
Huh? I've played both, and never got any HL1 vibes in D64's techbase levels.

>> No.2572572

>>2572516
"gothic" is the word you're looking for.
>>2572560
More like quake 1 than anything else, except maybe an obscure console fps called Lifeforce: Tenka

>> No.2572580

>>2572553

Seems like a more roundabout way to say "some wads are fast-paced action-fests, some wads are slower and more deliberately/intricately designed".

>> No.2572586
File: 298 KB, 379x329, 1433518100029.gif [View same] [iqdb] [saucenao] [google]
2572586

>Tfw born into a christian family
>Tfw my dad let me play Doom because fuck satan.

My dad was a pretty cool guy.

>> No.2572616
File: 78 KB, 938x533, brainnzz.jpg [View same] [iqdb] [saucenao] [google]
2572616

>>2571404

>> No.2572660

>Doom 4 boss is the original doom guy now lost his mind from all the megaspheres and soulspheres he absorbed.

>Has all the powers from the original doom such as his incredible speed because hell

https://www.youtube.com/watch?v=rct233J9lsE

>> No.2572665

>>2572660
I would feel legitimate fear.

>> No.2572672

>>2572660

Please don't make me hope for something that will never happen.

>> No.2572685

Turok: DH is so much better than Goldeneye I can't believe anyone thinks otherwise. The open space + low render distance makes it creepy/anxiety inducing while still being distinct from Doom's corridors, plus the platforming is actually good while the combat is excellent. Also, there are practically no cutscenes. You play the game the whole fucking time you play the game. How sweet is that?

>> No.2572689
File: 301 KB, 1280x848, say what now.jpg [View same] [iqdb] [saucenao] [google]
2572689

>>2572660
They are apparently planning a DLC that recreates all of Doom 1.
At least that is what this guy says

https://www.youtube.com/watch?v=1WWnD3Nz-3Y

Here's been right about everything so far.

>> No.2572707
File: 274 KB, 380x380, dancing.gif [View same] [iqdb] [saucenao] [google]
2572707

>>2572689
He has even more leaked info now.

https://www.youtube.com/watch?v=YIRnkWbGP0M

>No Bethesda E3 stage-show in 2016
>Doom is main flagship instead of Fallout (?)
>Beta announcement at GamesCom
>Beta starts in October for EVERYONE who pre ordered W:TNO

>> No.2572717

>>2572689
>A reboot of a reboot

>> No.2572721
File: 41 KB, 338x450, 1365527576111.jpg [View same] [iqdb] [saucenao] [google]
2572721

https://www.youtube.com/watch?v=BkwLdeWUD68

Interesting. Looks like weapon skins are a thing, a la the Shadow Warrior reboot. They're talking about "classic" skins for the weapons.

>> No.2572724

>>2572721
wrong thread?

>> No.2572725

>>2572660
>Shitting all over the original Doomguy and not giving a proper homage to him
>Not even having Doom4guy going up against completely impossible odds and being grabbed by some Baron on the surface of Hell and then having the player turn around to see Doomguy running up from behind to help him in the biggest brawl
Fuck you too buddy.

>> No.2572729

>>2572724

Nah, just being silly.

>> No.2572734

>>2572725
>Doom4guy is fighting endless hordes of monsters, as more and more and more pour through
>Finally kill an extremely difficult boss, amidst armies and armies of imps and demons
>Start to relax, about to loot the battlefield-
>A wall smashes open, and in walk two more hugeass bosses, complete with armies
>Distinctive BFG9k sound, and half the monsters die from green firey death. A bloodied, grizzled Doomguy lands on the shoulder of one of the cyberdemons. He's barely even wearing armor anymore- it's just plates riveted onto more plates riveted onto demonbone.
>Kills both bosses, tells the player that 'I'll take care of the scrubs, just go get done what needs to get done'

I want this more than anything.

>> No.2572736
File: 546 KB, 901x900, 1433011853064.png [View same] [iqdb] [saucenao] [google]
2572736

>>2572725
Gee someone is salty over something so trivial.

>> No.2572739

>>2572721
you crafty piece of pie.

>> No.2572745

>>2572736
Considering how Doom 4 is shitting on everything that is Doom with all the stuff they reveal, turning the old Doomguy into the bad guy would just be symbolic for Doom 4 being better than old Doom.
It would be like DmC having Donte kicking Dante's ass and tacked on just the same.

Yes I'm upset but not at you

>> No.2572752
File: 190 KB, 475x355, 5 fail.png [View same] [iqdb] [saucenao] [google]
2572752

>>2572734
>Doom 4 even acknowledging Doom Guy staying in hell in 64's ending.

Yes.

>> No.2572754

>>2572047
That shit looks pretty tight.

I think that the other one didn't work because the raised rocks were outlined in black, but had a brighter gray appearance on the sides of the sector, which clashed

Also, seriously mods, height/change? The fuck is up with that?

>> No.2572758
File: 100 KB, 96x96, 1403225593238.gif [View same] [iqdb] [saucenao] [google]
2572758

>>2572752
>Doomguy has a mansion decorated with the skulls of his enemies.

>> No.2572767
File: 55 KB, 680x512, Devilish Grin.png [View same] [iqdb] [saucenao] [google]
2572767

>>2572758
>Doom guy has an entire fucking castle forged from the skin and bones of all the demon's he's slain over the years.

>This castle is a level.

>> No.2572774

Is there a reason to not use GZdoom over Zdoom?

>> No.2572776

>>2572774

1: You can't play with the OGL jump
2: You prefer classic rendering

>> No.2572779

>>2568327
i think its mainly the feeling of being a stupidly fast space marine stupidly proficient with every weapon he can find and yet being completely alone as a non-demon

>> No.2572781
File: 56 KB, 128x128, doomgrinnormalmapping.gif [View same] [iqdb] [saucenao] [google]
2572781

>>2572758
>>2572767
As long as we're talking about shit that'll never happen
>tower defense demon castle multiplayer mode

>> No.2572785

>>2572776
But vid_renderer 0 solves both of these.

>> No.2572790

>>2572785
No, it fixes 2.
Also 3) You require the absolute most cutting edge up-to-date features, since GZDoom will always be a few days behind.

>> No.2572791
File: 63 KB, 448x327, megahurl.png [View same] [iqdb] [saucenao] [google]
2572791

>>2572781
>tower defense

>> No.2572803
File: 73 KB, 602x402, Glorious Leader Marty Stratton.jpg [View same] [iqdb] [saucenao] [google]
2572803

>>2572781
Here is another thing that will never happen, Proper coop multiplayer

>> No.2572809

Any news on DRLA 1.0?

>> No.2572812

>>2572791
I think he meant invasion mode. Think Shotgun Frenzy.

>>2572790
vid_renderer 0 still lets you play GZDoom-required mods without OpenGL, though.

>> No.2572825

>>2572809
yholl's too autistic to stop adding features and also too autistic to have the motivation to add said features

>> No.2572828
File: 31 KB, 585x428, asses.jpg [View same] [iqdb] [saucenao] [google]
2572828

>>2572803

>> No.2572831

>>2572825

I agree, having new features really sucks. How can developers be so autistic?

>> No.2572840

>>2572791
orcs must die was pretty fun

>> No.2572845

>>2572831
I don't know anything about the thing y'all are talking about but there is a general phenomenon in software dev called scope creep where more and more features keep getting added to the project but without solidifying and refining existing code, with the end result being poorly managed complexity and low-quality code. I think that's what the other anon is alluding to.

>> No.2572859

>>2572845
This is exactly what Yholl is doing, and what I was trying to coax him out of.

He should release what he has, make hotfixes for bugs, and then release smaller updates again.

>> No.2572865

>>2572845
no what i'm referring to is maybe he should just fucking stop and release what he has and just not call it 1.0. like jesus how long has it been

>> No.2572882

>>2572865
It may as well be 2.0 at this point.

>> No.2572884

>>2572845
See: Starbound.

>> No.2572889

>>2572845
>I think that's what the other anon is alluding to.

It's also exactly the exact opposite of what is happening.

>>2572859
>He should release what he has, make hotfixes for bugs, and then release smaller updates again.

So you're okay with guns missing sprites, without sounds, crashing the game, and that can't be picked up?

Literally the only complaint you can make is that it's "taking too long", which can be because of a variety of different reasons.

>> No.2572891
File: 133 KB, 800x600, aaaayyyyyy.png [View same] [iqdb] [saucenao] [google]
2572891

>> No.2572896

>>2572891

well, you know what they say.

you gotta eat the booty like groceries

>> No.2572897

>>2572803
is this fucking picture real

>> No.2572904

>>2572897
It's from QuakeCon 2011.
I'm not sure if he was the Executive Producer of Doom 4 at this point.

>> No.2572917 [SPOILER] 
File: 9 KB, 949x299, 1438134187421.png [View same] [iqdb] [saucenao] [google]
2572917

>inb4 nice blog you huge autistic cunt

I based this off the D4 SSG. could something be done with it?

>> No.2572924

>>2572917
Maybe a decoration on the gun ass.

>> No.2572928

>>2572689

I guess that'll take care of the modders who do remakes of doom 1's maps as soon as mod support for a game comes out.

>> No.2572929

>>2572917

Looks pretty solid, but the metal itself is far more decorated than the wood. Splatter some decor on the stock and grip.

>> No.2572931

>>2572917
If you can do some grain on the wood bits I think it'd look pretty rad. Might fit AD2's style if the lines were thicker

>> No.2572938
File: 1.75 MB, 1280x720, Boomstick.webm [View same] [iqdb] [saucenao] [google]
2572938

>>2572917
Doom 4's actual SSG design is somewhat wrong.
It's a full sawed off shotgun now instead of the Evil Dead style sawed barrel.

>> No.2572945 [DELETED] 

>>2572889
yholl pls, i'm not asking for half-assed features and if your mod had active development i wouldnt be complaining. it just seems like youre just sitting on this wumbo feature list you have planned without actually doing much. so i'm saying why not just release what is actually finished and pace your updates like a normal mod so you dont feel overworked by the expectations you set up?

>> No.2572946

>>2572945
>yholl pls

Oh, you're one of those. So you can be safely ignored.

>> No.2572947 [DELETED] 

>>2572946
ok fine be a baby like the zdoom forum user you are

>> No.2573020 [DELETED] 
File: 13 KB, 949x299, ugh.png [View same] [iqdb] [saucenao] [google]
2573020

>>2572924
>>2572929
>>2572931

tweaked it around a bit and whatnot.

I think the strap on the stock looks kinda awkward as it is, but I managed to put a bit more detail on the grip and trigger stock area. what think you?

>> No.2573057

>>2572889
>implying they can't just be disabled on the console, and the exact reason it's being released is so that it isn't a buggy, incoherant mess

Release it or you'll regret it, Yholl. You'll have a massive backlist of problems and not want to work on it, you autistic fuck.

>> No.2573067
File: 1.44 MB, 988x1892, what.png [View same] [iqdb] [saucenao] [google]
2573067

>>2572924
>>2572929
>>2572931

so I tweaked it around a bit and this is how it's looking so far.

I still think the shell strap on the back of the gun looks very awkward, but I managed to get more detail on the grip and the stock. What think you?

I actually originally doodled this around after watching the E3 doom teaser. I admit I was kinda dissappointed to see the final design doesn't have a proper wooden stock. I also did a shotgun based around Goatlord's descriptions of the weapons and it was looking badass as shit but I lost it.

oh, wee little extra bonus also included, for those who did not realize earlier.

>> No.2573075

>>2572946
Release it or fuck off yholl. We don't care if it's feature complete or not. You've got a feature creep going on here.

You may as well be the next Mordeth.

>> No.2573095

>>2573067
why would weapons probably manufactured on mars have wooden stocks or wooden anything even

>> No.2573101

>>2573095
the same reason there are chainsaws on mars

>> No.2573104

>>2573095

cus its metal af

>> No.2573105
File: 216 KB, 518x968, Screenshot_Doom_20150728_215416.png [View same] [iqdb] [saucenao] [google]
2573105

Working on the last room, so here's a last sneak peek. Dicked around with teleporter effects for a good while today.

>> No.2573106

>>2573095
why is there a chainsaw on mars
maybe there's terraformed shit and trees and junk or the shotgun was a personal weapon and not standard issue

>> No.2573107
File: 177 KB, 1121x753, 9a4c2a8c90.jpg [View same] [iqdb] [saucenao] [google]
2573107

>>2572947
>>2573057
>>2573075

Try harder, nerds.

>> No.2573110

How do I load doom on retroarch wii? I keep getting code dumps

>> No.2573112

>>2573101
i like to think its because uac marines are crazy fucks hyped up on berserk packs and just wanna saw things in half
>>2573104
i think metal is more metal tbh

>> No.2573116 [DELETED] 

>>2573107
we're giving you advice yholl

>> No.2573119

>>2573105
why dont more wads have psdoom lighting like this

>> No.2573132 [DELETED] 

>>2573116
>>2573107
You're not getting a cacoward like that you little brat. But fine, you want to be a laughingstock? Be our guest.

1.0 will be a buggy, intolerable mess. And we will have been right the entire time.

>> No.2573162
File: 845 KB, 3150x1140, skeletonprincessbestprincess.png [View same] [iqdb] [saucenao] [google]
2573162

>>2573107
I thought you were better than this, Yholl. I'm disappointed in you.

>> No.2573165

>>2573119

1. It's a zDoom feature.
2. It's extra work.
3. Only until recently, with gzDoombuilder, was it easy to add it to a room with little to no effort at all.

Least as far as I understand.

>> No.2573178

>>2573107
>Not releasing what you have so we can find things, suggest changes, etc, on small chunks of progress instead of massive overhauls you have to do

I mean, we're trying to do you a favor here, and we want your work to get a cacoward, but if you want to get pissed off at it and have to recode everything you did from scratch due to a slight oversight, then by all means, be our guest, get angry, get upset, and not want to ever work on it again.

>> No.2573182

>>2573162

Who exactly is Yholl and what did he do?

>> No.2573185
File: 45 KB, 366x488, a3jtrs.jpg [View same] [iqdb] [saucenao] [google]
2573185

>>2573116
>>2573132
>>2573162
>>2573178

You really aren't that good at this.

>>2573182

They he thinks I'm yholl because I'm not agreeing with the dumbassery of "release it now everything else be damned".

>> No.2573186

>>2573110
i think snes doom runs shitty even on pc emulators so it might not be worth it

>> No.2573191 [DELETED] 
File: 36 KB, 745x235, 2015-07-28_23-41-07.png [View same] [iqdb] [saucenao] [google]
2573191

>>2573185
Not a samefag. Nice try though.

>> No.2573192 [DELETED] 

>>2573162
>>2573178
we're gonna look really stupid if this guy's actually not yholl
>>2573185
ah fuck it. quit assuming anyone's samefagging to feel better about yourself yholl

>> No.2573194

>>2573186
assuming youre running the snes version

>> No.2573198

>>2573186
Retroarch has a PrBoom+ core, I think he's using that.

>> No.2573201 [DELETED] 
File: 51 KB, 341x290, skeletonsarescary.jpg [View same] [iqdb] [saucenao] [google]
2573201

>>2573185
Stop being a faggot Yholl. The intent is to save you some agitation in the long run

>> No.2573203

>>2573110
/emugen/ would be more fit to help you out. >>>/vg/110991758

>> No.2573206

looks like a certain someone found a new target

>piloed Hilarius

>> No.2573209 [DELETED] 
File: 37 KB, 366x488, george-marks-man-smoking-a-pipe.jpg [View same] [iqdb] [saucenao] [google]
2573209

>>2573192
>we're gonna look really stupid if this guy's actually not yholl

You don't saaaaaaaaaaay.
I know you don't actually care and are just pretending to be retarded to stir up shit because this topic's past bump limit, but I have nothing better to do while waiting for my dinner to finish in the oven, so I'll humor you for tonight, child.

There are 104 unique posters here. The chances that Yholl are actually among them is already pretty rare since Yholl doesn't post here often, but let's play pretend and assume he actually is here. That means you have precisely a 1/104 chance that any given poster is actually Yholl.
So here you are throwing a massive fit at someone who's calling out your dumb idea for being dumb and are instead accusing me of being the person that you're angry at because he's working on stuff rather than doing what you want him to do.

Hell, given that Yholl doesn't use a trip, anyone could just slap it in the name field and pretend to be him. You could quite literally just pretend to be Yholl so you can yell at him for not doing what you wanted to do.

In short, you're not just really stupid, you're fucking retarded.
But hey, lashing out at me is giving me a laugh, so it's not like I mind. Please feel free to continue, if you're really that passionate about it.

>> No.2573210

>>2573209
Don't bother with him any further. Just report him.

>> No.2573215

>>2573210
>report him
What rule is he breaking?

>>2573209
You could've just not responded 3 posts ago

>> No.2573217 [DELETED] 

>>2573209
jesus if youre not yholl then why are you being so defensive for him and getting so flustered about my not really serious accusation
>>2573210
we were providing advice outside of him throwing a fit over being called yholl and now youre acting like we're the ones wasting vr space

>> No.2573221

>>2573215

Why? Like I said, I have nothing better to do. My options are either waste some time responding, or stare at the ceiling and wait for the oven timer to start beeping.
Don't worry, though, I've got about ten minutes.

>>2573217
>then why are you being so defensive for him and getting so flustered
>outside of him throwing a fit over being called yholl

Lol.

>> No.2573230
File: 87 KB, 106x147, [INTENSE RAGE].gif [View same] [iqdb] [saucenao] [google]
2573230

>>2573221
Why?

Because you could instead be playing DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM

>> No.2573231 [DELETED] 

>>2573221
ok youre still taking my accusations seriously so what am i supposed to think

>> No.2573242

like really the only post i meant was this >>2572945
and it was moreso venting than trying to talk to yholl directly. you werent supposed to even focus on my "yholl pls" and yet here we are

>> No.2573245

>>2573231

I don't know, why should I care what you think?
If you want suggestions, I can provide that you're a dumbass. Or that "oh i wasn't being serious!" is the second most retarded defense next to "where's YOUR mod"?

>>2573230

Sure, will do.

>> No.2573258

>>2573245
i wasn't serious...

i mean you can tell from my one sentence post and not going out of my way to find some shitty reaction image and leaving four paragraph wall about how dumb someone else is for jokingly saying you might be someone in the doom community relevant to what i was talking about for getting all defensive for p much no reason outside of "he's doing other stuff even though he literally isn't" on an anonymous message board like that's even necessarily invalid

>> No.2573264
File: 218 KB, 1920x1080, Seriously, I do not need people yelling at me right now.png [View same] [iqdb] [saucenao] [google]
2573264

Okay seriously, what the hell.

No, I don't post here that often.

No, I haven't worked on DRLA in a few days BECAUSE MY GRANDPA FUCKING DIED.

No, 1.0 isn't a bunch of feature creep, the only "feature creep" it has is sometimes Shivers makes a cool gun, that I implement in a few hours. I have a todo list that I've been working through slowly.

I understand that it's annoying waiting for it, and I'm sorry it's taking so long.

I do not need more drama in my life right now, thank you.

>> No.2573265

>>2573258
if post length is an indication of mental state and this means we can dismiss every post that doesn't have at least three lines of text as "the poster is retarded", i am okay with this.

>> No.2573270

>>2573265
wtf then this post would count too

>> No.2573272

>>2573270
and automatically the chans become a much better place

>> No.2573273

>>2573264
ok.

sorry yholl

>> No.2573275

>>2573264

Yholl don't let that faggot get to you, you go take it easy.

One of my grandpa's just recently had his life support cut and they're letting him pass, I feel you

>> No.2573276

>>2573264

I don't know much about you or DRLA but sorry about your grandpa dude. Hope you feel better soon!

>> No.2573278

>>2573272
i think it'd just end up with a bunch of anons finding really stupid ways to extend their posts and would probably make the chans worse

>> No.2573279

>>2573264
>I do not need more drama in my life right now, thank you.

You are what you make of it, and what you involve yourself in. If things are tough, get the fuck off /vr/ and other dumb internet places, and sort your life shit out. Take a break, or a vacation, or something - and tune out any personal attacks or whining.

>> No.2573282

>>2573278

Which means that they'd automatically have put at least that much effort into their posts, so it's a win/win.

>> No.2573286

>>2573282
but if youre gonna make three paragraphs of something you could sum up in a few words then it'd just feel like wasted effort and probably wouldn't make that much sense.

>> No.2573292

SO GUYS, DOOM RIGHT

>> No.2573293

>>2573286

Think of it this way.
If someone wants to make their post count, they'll put the effort into it.
If someone just wants to post garbage, then it's obvious to everyone else because they're not even trying and are just artificially extending, which means it's either shitposting or bullshit in the first place.

>> No.2573297

>>2573279
I was, until #vr was filled with highlights about some stupid argument in the thread centered on me.

>> No.2573298

>>2573293
so why is it better that shitposts are now these walls of text that take up half your monitor and not these little shitty things you can just ignore? if someone has something interesting to say that requires a lot of words then theyre going to do it that way and people who just want to fuck around can be ignored

>> No.2573301

>>2573297

You missed the point.

>> No.2573302

>>2573298
>so why is it better that shitposts are now these walls of text that take up half your monitor
What in the fuck is your resolution?

>> No.2573303

>>2573297
i think chat counts as a dumb internet place

>> No.2573305

>>2573302
not doing anything because there's no problem and your "solution" wouldn't make anything better and would probably just make things worse

>> No.2573308

>>2573305
No, resolution as in the size of your screen, because I have no idea how in the world that would take up that much space.

>> No.2573310

>>2573264
Ooo, tough luck yholl. My sincere appologies.

It's probably people just venting their frustrations. Look at it this way: People are anxious and eagerly awaiting your work.

>> No.2573313

>>2573308
i was exaggerating (i mean its not 1080) but either way that's too much for a shitpost

>> No.2573318

>>2573308
>what is hyperbole

>> No.2573321

>>2572803
He's a good looking dude.

>> No.2573325

>>2573313
I dunno, for me that just makes them even more obvious and ergo easier to ignore. With the Hide Post function chans have now, it'd make it REALLY easy to reduce clutter.
But hey, it's a hypothetical scenario that will never happen.

>>2573318
Your face is a hyperbole.

>> No.2573329

>>2573325
in a way yes but i imagine if it was made an official rule it'd just piss a lot of people off and make a lot more shitposters so it'd end up being the majority of posts

>> No.2573330
File: 45 KB, 500x259, DOOM AND DESPAIR.png [View same] [iqdb] [saucenao] [google]
2573330

>>2573264
Well shit. I'm sorry to hear that, man.
I hope it was at least a peaceful passing.

>> No.2573340

what the fuck is going on here and who are these bunch of shitposting autists whining like faggots over absolutely fucking nothing?

>> No.2573350
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google]
2573350

>>2573340

Faggots being terrible

>> No.2573363
File: 32 KB, 768x511, WHATSGOOOODDOOMGUY.jpg [View same] [iqdb] [saucenao] [google]
2573363

>>2573340
I don't know SERVER TIME
:: [BE] Montreal :: QUIT YER WHINING
192.99.6.150:15152
PASS: vrideo game

>> No.2573413

>>2573363
[12:15:01 am] The Knight Train: if you guys are done playing grabass, come help us find the red door

>> No.2573418

>>2573264
Ay mang ignore that one asshat. We want to help! The impatience is purely hype. Sorry shit's going shitty, but remember you've got homies here.

>> No.2573427

>>2573264
shit, sorry for you dude

>> No.2573428

>>2573264
is that a bong

>> No.2573447
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google]
2573447

>>2573413

>someone found that quote-worthy

>> No.2573448
File: 278 KB, 1280x720, 1438146846255.jpg [View same] [iqdb] [saucenao] [google]
2573448

there's a gmota related filename here but i'm too lazy to find it

>> No.2573453

>>2573448

>next gen GMOTA co-op screenshot leaked

>> No.2573468

I notice quite a few enemy sprites appearing in different mods.
I'm assuming they're from some sort of public resource for modders who don't want to/can't make their own assets?

>> No.2573479

>>2573468
there's realm667 of course, and the spriter's carnival (? - whatever its name is) on zdforums

>> No.2573484

>>2573448
>>2573453
haha nice.

>> No.2573541

>>2572774
fewer build dependencies?

>> No.2573739

>>2573448
>GUACOTA

>> No.2573792

>>2572790
>since GZDoom will always be a few days behind.
Funnily enough it's actually the other way around because randi is lazier than graf

>> No.2573797

>>2572917
>I based this off the D4 SSG. could something be done with it?
Use it as a base drawing in a 3d program and model it, then take screenshots of your finished model and import those into a wad file.

>> No.2573816
File: 666 KB, 1024x641, Wolfenstein the Blade of Agony City Level.png [View same] [iqdb] [saucenao] [google]
2573816

To any Wolfenstein the blade of agony players here. I need help! How do I beat C1M5 - Operation St. Quentin the one in the city.

I can't fucking find out what to do. i'm at the part where theres an army of constantly spawning nazis marching down the street. I know the Flak percentage is this bigass turret's health...am I supposed to guard it? Use it? find out wherever the fuck dirty harry is? because he isn't anywhere on the street.

The fuck do I do?

>> No.2573819

>>2573816
you start by turning off filters

>> No.2573820

>>2573819
Could you not be a faggot and help?

Why do my filters bother you so much? not my fault you have shitty eyes.


If you're not going to be helpful don't even bother replying faglord.

>> No.2573825

>>2573819
He has filters on? you must be especially trained to spot filters I didn't even notice.

He's right though if it bothers you that much you have problems, this is essentially the same as no jump vs jump fags. or alternatively Freelook vs no freelook fags.

Nobody ever bitches about crouch though which is surprising since you can slip into small spaces with it.

>> No.2573828
File: 55 KB, 500x500, Willy Fucking Wonka.jpg [View same] [iqdb] [saucenao] [google]
2573828

>>2573816
>>2573820
Nevermind it turns out it's a time challenge. Which you are given no indication of. So yeah I guess I wasn't patient enough.

>>2573825
Funny, this mod would piss alot of people off then since it requires the use of jump AND crouch at certain intervals.

>> No.2573835

>>2573825
>Nobody ever bitches about crouch though

Usually people connect the two together, when they complain about jumping.

>> No.2573850

>>2573095
fashion, style and coolness.

>> No.2573851

>>2573825
>>2573835
yes, the point is, both allow sequence breaking, which is fine if the player knows the map already and chooses to do it regardless but sad to see people ruining maps for themselves by not knowing any better.

>> No.2573881
File: 258 KB, 800x600, Zombieman.png [View same] [iqdb] [saucenao] [google]
2573881

I had an argument with my friend earlier today about what the zombiemen really are.

Are they just possessed humans? Then why are they called zombies?

Are they re-animated corpses?

It's so bizzare.

>> No.2573883

>>2573881
Possessed human corpses

>> No.2573898

>>2572917
> Pistolgrip merging into full blown stock
> not just a straight grip
please change it

everything else looks OK
I still prefer the Wolfenstein TOB sawed off shotgun

>> No.2573916

>>2573881
former humans. possessed by demonic forces, while sleeping. effectively dead, the mind and personality eviscerated. not corpses before possession.

(this is why they can be killed with conventional weapons. corpses would just get right back up again when shot. you'd have to blow the body to bits to prevent it from simply rising again.)

there's so many of them because the invasion happened at night, when most base personnel were asleep. those who weren't were killed gruesomely, placed upon spikes, hung from the ceiling, and so on.

>> No.2573946

>>2573816
>Sten gun
>isn't firing
>bolt is in the forward position
That tickles me autism.

Though I guess it could be empty or on a dud round.

>> No.2573954
File: 100 KB, 250x250, Doom Guy Towel.png [View same] [iqdb] [saucenao] [google]
2573954

>>2573916
I wonder why Doom guy was awake when it happened though.

Or maybe he couldn't be possessed for whatever reason?
So many questions.

>> No.2573965

>>2573428
It may as well be. The RDA does some craaazy shit.

>> No.2573972

>>2572018
Fixed.

>> No.2573981

>>2573954
>I wonder why Doom guy was awake when it happened though.
He wasn't there, he came as part of a rescue op but all his squadmates died.

>> No.2573994

>>2573972
Thanks, love.

Any idea on why that was word filtered to begin with?

>> No.2574023

>>2573346

>> No.2574030
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google]
2574030

>>2573972

>> No.2575591

I'm trying to remember the name of this WAD. It was some sort of comedy WAD where the text moves really fast and then you open up the console and it makes a joke about how the text is really fast. Anyone know the one I'm talking about?

>> No.2575959

>>2573916
Man, you're overthinking it. They die easy because it keeps the gameplay flowing, doesn't mean that they're not traditional "shoot them in the head to kill" zombies.