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/vr/ - Retro Games


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File: 353 KB, 1280x1707, fdcc996a-e726-4ccc-af3a-e78b21878644.jpg [View same] [iqdb] [saucenao] [google]
2589748 No.2589748 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2581686
(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.2589750

===NEWS===

[08-04] Feb. 1993 Doom alpha (between 0.2 and 0.4) found
http://www.doomworld.com/vb/doomworld-news/73984-doom-v0-3-resurfaces/

[08-03] Doom Will Not Get Mod Support In Addition To Snapmap
https://youtu.be/lgUB8aH9eZI?t=11m5s
http://www.pcgamer.com/doom-will-not-get-mod-support-in-addition-to-snapmap/

[08-03] One of the people who worked on the 3DO port of Doom discusses its development cycle
https://youtu.be/rBbIil2HPSU
[ Additional info regarding the plan for new weapons and monsters:
http://users.polytech.unice.fr/~buffa/videogames/Doom3DO.html ]

[08-02] RetroJam3DLC released
http://www.celephais.net/board/view_thread.php?id=61216

[08-02] DOOM RETRO v1.8, apparently with Boom compatibility
http://www.doomworld.com/vb/doomworld-news/73944-doom-retro-v1-8-released/

[08-02] Yahtzee Judges Doom By The Cover:
http://www.escapistmagazine.com/videos/view/judging-by-the-cover/10295-Doom-Cover-Box-Art-Review

[08-01] Summer Games Done Quick: the videos
https://youtu.be/90A3WdbKP2c Unreal
https://youtu.be/8JYyqUU3Hq0 Scythe.wad
https://youtu.be/yN2JzwBmS8A Spear of Destiny
https://youtu.be/6xpJoI42tsQ Super Noah's Ark 3D
https://youtu.be/RSc1U-ii1Qk Doom 64

[08-01] Anon map release: DIKZAK v1.2 demo
https://archive.moe/vr/post/2580753
http://www.mediafire.com/download/dldizo52c4mrcv2/DIKZAK_Demo_version.7z

[07-30] Anon map release: jukejoint.wad
https://archive.moe/vr/post/2576254
https://mega.co.nz/#!g1wCwSwY!2IX40LCaSHap4ykfmHdsrXFN31_m48GqOcZJaB8DJqc

[07-29] Quakecon matches being uploaded
https://www.youtube.com/user/QuakeCon2011

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

[07-25] Doomworld host shutdown: early move forced by DNS issues, but was successful.
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/

===

Please reply to this post with news.

>> No.2589757

Why did Doom get a hentai mod, when in reality it would fit with duke3d's athmosphere so much better? If you can change an imp so have tits, you can make a pig cop sexy in some way too.

>> No.2589762
File: 25 KB, 249x226, Hae Dat's Lewd.jpg [View same] [iqdb] [saucenao] [google]
2589762

>>2589757
Because HDoomguy wanted to make porn of demon monstergirls instead of aliens.
That, and more people play DOOM.

>> No.2589763

>>2589757

you swine

>> No.2589768

>>2589757
because duke 3d modding is pretty bad

>> No.2589770

>>2589757
>>2589768
to clarify so people don't think i'm saying "pretty bad" for the sake of trolling, CON is basically hell to work with
dukemapping is certainly a lot more powerful, but coding is pretty much sakjhdalkjas

>> No.2589771

>>2589768
Is that because of the Engine or just lack of interest?

>> No.2589775
File: 88 KB, 1920x1080, grove.png [View same] [iqdb] [saucenao] [google]
2589775

Recently I've been going through the past cacowards and trying stuff out. I'm not sure if I can explain why, but I was really taken with The Grove. I hate switch hunts, especially micro switch hunts. The map was so well done that I completely overlooked that. It felt really relaxing, but genuinely scary at the same time. The fear of the unknown type of scary. It was like being a kid lost in the woods. It felt nostalgic. Anyone else like this map? Anyone know of something similar?

>> No.2589778

>>2589775
BPRD was certainly an interesting mapper. He often liked to do silly maps like nuts, but when he's being serious, he pulls off some amazing design.

Grove certainly is among the most memorable single maps I've ever played.

>> No.2589779

Wonder why no enterprising indie dev wouldn't ask for ID's permission for the licencing to the idtech1 engine to make vidya, Then again, the doom community probably wouldn't like that.

And what the fuck is id/bethesda thinking, not giving D4 a Mod SDK? DOOM has been going for 21 going on 22 years. Are they -that- blind?

>> No.2589784

>>2589778
>but when heb was being serious, he pulled off some amazing design.

Rephrasing to past tense, since he hasn't actually been in the community for around a decade.

>> No.2589785

>>2589779
>Wonder why no enterprising indie dev wouldn't ask for ID's permission for the licencing to the idtech1 engine to make vidya, Then again, the doom community probably wouldn't like that.

Have you heard about GLOOME, friend?

>> No.2589791

>>2589771
You will never be able to comprehend the madness that is CON.
It is an eldritch language that Build uses, crafted by the most torn and destroyed minds in the universe.
Beware.

>> No.2589794

>>2589784
>since he hasn't actually been in the community for around a decade.
That's a unfortunate. I hope he didn't leave because of anything bad. I'm really grateful for the maps he made. I liked nuts as well, I think that I'll go try his other stuff.

>> No.2589806

>>2589779
Doom's source code is under GPL. there is no need to ask for id's permission to use it.

>> No.2589835 [DELETED] 

I hope I don't stir up the shitpot by asking this but, what are your opinions on the MC vs DG deathbattle?

I for one have it ranking in on my top 5 most cringeworthy comment section in youtube's history.

>> No.2589837

>>2589835

The whole thing is dildos and wasn't properly researched on both sides. That's the whole of it.

>> No.2589839

>>2589837
this

>> No.2589840

>>2589835

You really want to ask the Doom thread what they think about it?

Even putting biases to the side, the fact that they got so much wrong about Doomguy and just made things up on the spot about him is abysmal.

>> No.2589849

>>2589840
THE UNMAKER RUNS OFF DEMONIC ENERGY, GUYS

DEMONIC
ENERGY

NOT ARTIFACT KEYS OR HUMAN SOULS LIKE IS DESCRIBED IN THE DOOM BIBLE

SO IT WOULDN'T AFFECT CHIEF BECAUSE NURBY HURBY DURRRRRR

>> No.2589853

>>2589835

Rather than typing out how that video makes me feel, I'll just reply with another video that properly expresses my opinion.

https://youtu.be/mhd0FAkcxvY

>> No.2589861
File: 727 KB, 800x1300, Archie Finds This Vile.png [View same] [iqdb] [saucenao] [google]
2589861

>>2589835
The video was a shitpot, and you decided to stir it up.

>> No.2589871

>>2589757
On one hand, i love the idea that Doom is getting a PROPER PORN MOD[seriously, porn doom mods existed long ago] at last.
But on the other hand, HDoomguy stated that he's only making the monsters to be sexy which sadly takes away the fun of fucking female marines
But on the other hand, Mike12 could make H-Freedoom, which would be more interesting because Freedoom sepentimps could be made sexy Lamias and the Hell nobles on freedoom are slime monsters, this would add more variety in terms of fuckery.
But on the other hand, h-doom is still in techdemo status.

Yes i have three hands, how else can i play H-Doom? ; )

>> No.2589878

>>2589849
Bu-BUT MUH HEADCANNUN!

>> No.2589880
File: 847 KB, 1462x1908, 1405137901648.jpg [View same] [iqdb] [saucenao] [google]
2589880

>>2589861
>>2589835 (me)

You just reminded me of a doodle page I made of archie not so long ago. I may still have it around.

dunno if NSFW stuff is allowed on the booru though.

pic unrelated

>> No.2589885

>>2589880
>dunno if NSFW stuff is allowed on the booru though.

it isn't

>> No.2589886

Anyone here like me and make dehacked lumps for old wads, so that the correct level names are in the automap? It always bugged the crap out of me whenever I played a mapset that just says the doom 2 map names in the automap, heh.

>> No.2589887

>>2589885
http://vrdoom.booru.org/index.php?page=post&s=list&tags=rating%3Aexplicit
Yes, it is.

>> No.2589892

>>2589887

WELL, only a way to find out, someone dump every drawing Caco-bro has done in there

>> No.2589894

>>2589887
cool, I'll try to look it out tomorrow then maybe. I actually have a shitload of doodles and requests by friends I could share over there also, but about roughly 65% of it is explicit stuff though.

>> No.2589912
File: 334 KB, 1776x1000, Screenshot_Doom_20150804_204723.png [View same] [iqdb] [saucenao] [google]
2589912

>>2589775
It was really annoying and mazey, though I could see how people would like it. I eventually just noclipped into the graveyard to get red because I was starting to get tired of running around aimlessly. Probably shouldn't have turned off the You switch though.

>> No.2589969

ANYONE GOT THAT WEBM WITH THE PORTALS DOORS, I REMEMBER IT BEING OVERLAYED IN THE MAP

>> No.2589982

>>2589757
Here's a question, how hard would it be to make a Quake Hentai mod?
Kawaii Fiends and MILFy Vores, Amazoness Shamblers, the works

>> No.2590005

>>2589982

>Ogres are gritty looking thick (in the right places) chicks in jumpers
>Instead of grenades, they throw dildos

>> No.2590017

hello friends

going to LAN this weekend with some friends and want to play DOOM co-op and versus, what's the easiest way to set this up? thanks in advance

>> No.2590035

>>2589770
>>2589791
What's exactly hard about CON files? I took a look at them and they seemed pretty self-explanatory, aside for some not immediately obvious syntax you'd have to read some documentation to understand.

>> No.2590039

I just noticed some kids in a youtube comment section (who knows what made me scroll down) insisting that Big Fucking Gun is a stupid name and the BFG in Doom was originally supposed to be called Blast Frequency Gun, which is completely false as far as I'm aware (especially the part about Big Fucking Gun being stupid).

Regardless, several sites, including the shittier Doom Wiki and goddamn Wikipedia claim this without any sources listed. After doing some digging up, it seems that Blast Frequency Gun is actually a gun in an unrelated game, Dead Rising 2, though it was most likely in reference to Doom's BFG.

Since I can't be the only one autistic enough to care about this, someone please tell me whether I'm mistaken and just missed some revealing interview or something.

>> No.2590048

>>2590017
Probably the easiest way is Zandronum and the bundled Doomseeker server browser. You can set up and find LAN games with it. Make sure to look through some deathmatch maps to play. Try sifting through Greenwar 1 and 2, Cybercrime, UDM 1/2/3/X, and Dynamite DM. I'm sure you could find some maps to pick out through those.

For co-op, two interesting map packs are Memento Mori 1 and 2. They're specifically made for co-op.

>> No.2590051

>>2590039
Straight from the Doom Bible by Tom Hall:

http://5years.doomworld.com/doombible/section14.shtml

Its original name was BFG 2704, and even back then it always meant Big Fucking Gun. You can now win any YouTube argument.

>> No.2590106

>>2590048
Its mainly MM1 that was heavily designed for coop. MM2 largely downplayed the coop exclusive shit.

>> No.2590131

>>2589969
Portal doors? Is that the one wit the guy walking though normal corridors but are different rooms?

>> No.2590134

>>2589784
>>2589794
His last post on DWF is from Sep '14, goes by Foofoo.

>> No.2590140 [DELETED] 

Is it just me or does level 3 in BTSX Episode 1's soundtrack sound like Karma Police from Radiohead?

>> No.2590145

>>2590134
Huh, didn't know that. Though still, he hasn't made anything in ages.

>> No.2590147

>>2590140
Eh, not really seeing it. They don't even have the same tempo.

>> No.2590148

When you download a .wad upon joining a server where is the .wad stored?

>> No.2590152

>>2590148
Wherever you told the server browser to put it. Doomseeker/Doom Explorer both have entries in their options menus, look for the Wadseeker/GetWAD sections respectively. I forget the defaults, sorry.

>> No.2590157
File: 143 KB, 800x600, KDIZD_map_Z1M8.png [View same] [iqdb] [saucenao] [google]
2590157

Am I the only one that finds E1M8 to be kind of disappointing? I know it's supposed to be a climax with a boss fight in a cool arena, but dunno, it's way too short and simple even for the first episode of Doom.
I actually prefer Knee-Deep in ZDoom's version...

>> No.2590173

>>2590157
Yeah E1M8 is a bit too short and a bit dull, however KDIZD's fucking final boss can go eat a dick, what the fuck was that awful orange bastard piece of shit? Straight out of left field.

>> No.2590179

>>2590173
Yeah, the final boss was pretty stupid even with the overpowered rifle you get near the end. Everything else was really cool even though I know a lot of people don't like backtracking.

>> No.2590190

>>2590157
>>2590173
You kinda had to be there when the shareware first came out to really get a kick out of the bruiser brothers, really. Same goes for E2M8 and the Cyberdemon.

E3M8 was pretty bad, even for the time, though. Plasma rifle in the middle of the level makes for an easy fight. And on top of that, if you were playing progressively, you'd likely have a BFG handy to kill the Mastermind in literally 3 seconds.

>> No.2590212

>>2589969
>>2590131
Please respond.

>> No.2590307
File: 1.18 MB, 960x1080, Screenshot_Heretic_20150805_154741.png [View same] [iqdb] [saucenao] [google]
2590307

I don't know if I should be asking this here, but do these look good? My image editing skills suck and I've only done minor manga editing before.

Should I change Munic. (Ammo) to Munición with smaller letters like I did with Armor for Heretic? Also, it's supposed to be Armadura even though that M looks like an H or N.
The reason I used Coraza rather than Armadura in Doom is because I hadn't thought of writing it with smaller letters like in Heretic. Coraza specifically means breasplate or cuirass, but I might change it to the same as in Heretic.

>> No.2590317

You guys know about this, right? http://www.doomworld.com/vb/doomworld-news/73984-doom-v0-3-resurfaces/

>> No.2590319

>>2590212
Please respond.>>2589969

>> No.2590330

>>2590317
It's literally the first line in the News post.

>> No.2590365
File: 2.22 MB, 3648x2736, DSCN1408.jpg [View same] [iqdb] [saucenao] [google]
2590365

You do not know what to do with your old hardware? purchase a housing arcade games or build one as wood agglomerate. In my case I had saved a Pentium 4 3.00GHz 1GB ram corsair, 32mb video card TNT2, creative sound card and 4GB hard disk. Now I have to change because the damn TV have a power problem and image is crushed. The sound of the speaker itself is spectacular. My intention is to change the hard disk by one of 20gb since 4 is of questionable stability, place the best mods for Doom and obviously arcade classics.

>> No.2590382
File: 51 KB, 450x647, QuakeGirls2.jpg [View same] [iqdb] [saucenao] [google]
2590382

>>2589982
>>2590005
I have a relevant image.

>> No.2590419
File: 647 KB, 1280x788, tumblr_nb02xdcjd81tkah1uo1_1280.png [View same] [iqdb] [saucenao] [google]
2590419

>>2589835
ScrewedUpAttack's Dumb Battles are pure bullshit, that's all that's needed to be said about it.

>> No.2590432

>>2590317
> R Use High-color DAC (160 x200, but great color!)
> (Only newer VGA cards have this-if it looks OK, ya got it)
> (This may--okay, will--REALLY screw up the playscreen's
> graphics. Just look at the neat colors and don't worry.)

So it WAS actually meant to draw a 160x200 15bpp screen, with no other 160 even columns lying in a buffer or something. Oh well.

>> No.2590447

What should be /vr/'s next community map project? I was thinking more speedmaps but also in conjunction with doomworld's random level name generator or something in a similar vein.

>> No.2590469

>>2590365
I would if I had any spare motivation. It's a cool project you're doing anon.

>> No.2590479

>>2590447
Everyone maps with a DDR Pad.

>> No.2590484

>>2589748
Best retro doom game?

http://strawpoll.me/4969650

>> No.2590523

>>2590447
Why not just go for it and make skeletons the unifying theme? To be be interpreted with complete freedom of course.

>> No.2590539

>>2590484
>Ultimate Doom is winning
Any particular reason?

I'm new to the series after not having played since I was a young child and currently playing through Ultimate, pls no bully

>> No.2590550

>>2590539
Ultimate Doom has the best level design of all the official games, particularly because of E1 (Knee-deep in the dead) which is pretty amazing. Doom 2 adds a lot of cool monsters and nice gun, but the levels both look and play worse in general.

>> No.2590562

>>2590539

Better level design, for starters. The last Doom maps Romero ever did were for Ultimate.

>> No.2590570

Ultimate Doom has good level design, but I think Doom 64 has better level design.

It's just really obscured by how dark and stylizing everything is, but the actual layouts of the maps are amazing.

>> No.2590590

>>2590570
Yeah d64 is a real gem.

>> No.2590594
File: 2.34 MB, 1920x1080, gzdoom 2015-08-05 00-10-09.png [View same] [iqdb] [saucenao] [google]
2590594

>>2589038
Anyone here know I can fix this?

I really like want to keep play BoA.

>> No.2590608

>>2590484
Doom > Final Doom > Doom 2 > 64 > Ultimate = Master Levels

>> No.2590613

>>2590484
Final Doom should be divided into Plutonia and Evilution

>> No.2590615

>>2590570
Eh, I felt some maps in 64 had issues with flow and pacing. And I miss seeing monsters like the Arch-vile. But doom 64 was still decent, overall.

>> No.2590617

>>2590613
This. Plutonia is garbage but Evilution is amazing.

>> No.2590619

>>2590617
>Plutonia is garbage

I think we've been over this "if it is hard it means it's shit" issue already

>> No.2590624

>>2590619
It's not about its difficulty. The level layout and design in general is very bad.

>> No.2590628
File: 2.88 MB, 320x240, pl31u.webm [View same] [iqdb] [saucenao] [google]
2590628

http://a.uguu.se/xvpjva_pl31u929.lmp

>> No.2590632

>>2590619
it's trying to restart the argument from >>2550015. it's even the same strawpoll url.

>> No.2590640

>>2590624
>The level layout and design in general is very bad.

And yet, it was highly influential among mappers, and even received two unnofficial sequels.

>> No.2590641

>>2589982
I am now imagining fiends in sailor fukus, holding pieces of toast in their mouths as they lunge at you...

Not sure if I should be annoyed or amused.

>> No.2590642

>>2590628
Man, fuck Cyberden.

>> No.2590648

>>2590619

BUT DOOM HAS ARTIFICIAL DIFFICULTY!
RANDOMIZED DAMAGE, IT'S A CLEAR FLAW IN DESIGN!

Note: this post is sarcasm

>> No.2590649

>>2590307
Why coraza and not armadura?
And yeah you should change from Munic, to Munición

>> No.2590650

>>2590628
I always thought it was funny that the intermission calls Cyberden the second hardest in Plutonia. While I guess the arch-viles in the walls could throw some lesser skilled players off, its actually easier than a fair chunk of normal levels in the later half.

>> No.2590651

>>2590648
Randomized damage doesn't really serve any purpose in doom though, in my humble opinion.

>> No.2590653

Is Doomworld still down for anyone else? Because I keep getting "connection was reset"

>> No.2590654

>>2590632
Speaking of that poll, there's no fucking way he got 400+ votes from /vr/ alone.

>> No.2590657

>>2590653

It must be your end, bro. I'm browsing the 0.3 thread as we speak

>> No.2590660

>>2590653
Did you flush your DNS?

>> No.2590662

>>2590649
>Why coraza and not armadura?
he literally says why in that pos

>> No.2590669

>>2590642
>>2590650
in the last thread someone was asking if it was really hard and i told him it wasn't. even though he eventually ended up agreeing i had already decided i should record it as proof.

you're right it's far from the hardest map, but it is the only one apart from 32 that has multiple cyberdemons. it seems this was the gauge the text screen author used.

>> No.2590671
File: 90 KB, 641x482, Doom episodios.png [View same] [iqdb] [saucenao] [google]
2590671

>>2590649
Like I said, it's because I translated the Doom HUD before Heretic's and I didn't even think about using a similar, smaller font.
Armas looks pretty cluttered too.

>> No.2590675

>>2590657
>>2590660
I flushed DNS and even cleared my cookies for Doomworld, still getting "connection was reset"

>> No.2590679

>>2590662
Oh, anyway i find it strange to say coraza
>>2590671
Yes armas looks very cluttered you should find a way that it looks comfy, also the names of the Doom episodes sounds even cheesier in spanish.

>> No.2590680

>>2590651
i think it teaches you that you can't just take damage, you must dodge and avoid it as much as possible. but if you do mess up and take a few hits you're not just dead, you might be lucky.

>> No.2590681

>>2590675
Could be your ISP being a dick.

>> No.2590686

>>2590680
>i think it teaches you that you can't just take damage, you must dodge and avoid it as much as possible
I don't see how that is affect by randomization.
>but if you do mess up and take a few hits you're not just dead, you might be lucky.
But you might just as well take higher than average instead of lower.

>> No.2590687
File: 140 KB, 640x480, doom_64_doom_64_screenshots_pictures_wallpapers_nintendo_64_ign_AHtwm063.sized.jpg [View same] [iqdb] [saucenao] [google]
2590687

>>2590570
Doom 64's levels felt really cramped to me and progression was sometimes a bit odd.
It was also rather limited by the N64, with the subtraction of certain monsters and smaller encounters the game felt a lot slower.
It had some really nice visuals and design sometimes.

>> No.2590689

>>2590675
do a ping and a traceroute and see where the problem is

>> No.2590692

>>2590671
>>2590679

A suggestion.
Since "Thy" comes from the Old English, you can use the Old Spanish variant from "Tu", which would be "Vuestra", I think.

>"Vuestra Carne Consumida"

>> No.2590696

>>2590619
The difficulty starts really early on so there's very little feel of progression and pacing.

>> No.2590703

>>2590692
This, it should sound better

>> No.2590705

>>2590686
>I don't see how that is affect by randomization.
because you can't just say "oh i'll let this hit me, it'll only do 30 damage" when it might do 80

>> No.2590706

>>2590681
>>2590689
Tried to access Doomworld via proxy and I can, really don't fucking no what the issue is

>> No.2590707

>>2590692
"Thy" is the old English version of the French "Tu", actually. Its the familiar form.

>> No.2590708
File: 93 KB, 640x480, Doom dificultad.png [View same] [iqdb] [saucenao] [google]
2590708

>>2590692
The title in English comes from the traditional translation of the Bible, that's it, King James' version.

The traditional Spanish translation is Reina-Valera 1960, which says the following in Proverbs 5:11:
>Cuando se consuma tu carne y tu cuerpo
There is no point in using fake old Spanish for a phrase that doesn't even use "vuestro" in any translation of the Bible. Besides, the word "tu" is pretty old and "vuestro" wasn't used exclusively.

Likewise, titles in Spanish don't, or rather, shouldn't capitalize every word, only the first.

>> No.2590710

>>2590706
what IP does your system think it has? it should be 69.164.207.121

>> No.2590713
File: 67 KB, 1280x480, doom0_3.png [View same] [iqdb] [saucenao] [google]
2590713

>>2590317
>>2590432
Here's a comparison screenshot using both modes. I have kept the horizontal doubling on the 8bpp shot for consistency. The palette improvement in dark places is definitely noticeable.

>> No.2590718

>>2590708
"pesadilla" mus be the least scary-sounding word for nightmare in any language.

>> No.2590720

>>2590696
Plutonia was designed specifically for people who have already finished the other iwads, and wanted a bigger challenge.

>> No.2590721

>>2590718
A quesadilla that only costs a peso? Sign me up.

>> No.2590731

>>2590696
>there's very little feel of progression and pacing.

I disagree. It may generally be lacking in Easy levels, but the first half was mostly medium, and the second half was mostly hard. The levels also got larger by the second half.

>> No.2590751

>>2590721
kek

>> No.2590775
File: 126 KB, 1280x880, doomhicolor.png [View same] [iqdb] [saucenao] [google]
2590775

>>2590713
Here's another which really nails the difference in shading.

>> No.2590793

>>2590365
thanx dude.

>> No.2590830

Why don't we bug bethesda to wrastle over some major doom things to steam? Having people have more access to DOOM 64 and DOOM RL may be a nice touch. Also might stir the pot

>> No.2590837

>>2590830
Wouldn't take cause the TCs to get attacked with cease and desist letters?

>> No.2590838

>>2590830
>DOOM 64
Won't that involve Williams Entertainment and Nintendo?

>> No.2590869

>>2590035
I don't know what they're talking about. I've been able to do a ton of crazy shit with it.

>> No.2590885

>>2590838
>Williams Entertainment
Considering that they developped it, yes, though you'd have to bug WB Games instead considering Williams' VIdeo Game assets got bought by Midway, or something like that, and then Midway went bankrupt in 2009 and got bought out by WB Games afterwards.

>Nintendo
If they had an exclusivity deal for the game with Nintendo that happens to be still in effect and it wasn't an N64 exclusive merely due to the dev and publisher's choice, then yes to that as well. Doom 64 on Wii U N64 Virtual Console when?

>> No.2590975

So I got Quake running by itself, but no music. There's music in the first pastebin but I don't know where to put it. Also the link to the music for the second expansion is dead.

>> No.2590978

>>2590830

Why do you fuckers want everything on Steam?

>> No.2590983

>>2590830
>DOOM 64

Words from Kaiser himself

"I'd prefer if Zenimax/Bethesda not know of Doom64 EX's existence. I'd also appreciate if this won't be mentioned to Pete Hines either."

As a matter of fact, the source of this quote is an entire thread dedicated to this idea

http://www.doomworld.com/vb/doom-general/73247-doom-64-on-steam-petition/

>> No.2590986

>>2590978
>muh sekret video game

>> No.2590989

>>2590978
>muh playtime
>muh trading cards
>muh acheivements
>muh library

>> No.2590994

>>2590983

Quasar telling it like it is

>> No.2591018

>>2590978
Simple distribution through a modern channel.
I recognize that Steam isn't the best at all times, but it's an easy way to publish a game with little cost to the publisher.

>> No.2591026

>>2591018
I think GoG is a better option.

>> No.2591027

>>2590978
i don't know. what does steam offer over installing an engine+wad into a directory? i don't mean achievements and all that crap. easier setup/organization? you get all your games in one place, click on them to launch, without having to understand anything technical? i.e. like a console but for PC?

>> No.2591048

Doom 4's IMDB lists 2 actors.
Chad Todhunter as 'Ancira'
Mark Ashton's role is not listed

http://www.chadtodhunter.com/chad-todhunter-resume/
Chad Todhunter's website has him listed as 'lead'.

This IMDB can't be very accurate, it's very sparse. This must just be some cast members from 'call of doom'.

>> No.2591095

>>2591048
>Chad Todhunter
haha what a name. he might as well be called Brawny Meathead

>> No.2591118

What is /vr/'s opinion on freelook+no autoaim?

>> No.2591129

>>2591118
How I always play doom. It makes the game so much more enjoyable I don't really care if it makes maps purposely having monsters on high ledges for the sake of difficulty easier. I think mouselook, high resolution adn whatnot serve to polish the gem that is doom and bring out the best in it.

>> No.2591131

>>2591118

Can break maps, game wasn't designed around it, but it's ultimately not THAT big a deal. Play how you want.

>> No.2591135

How come, whenever I look up or down a bit in Zandronum, the screen kind of warps? I don't think I've seen this happen to other people.

>> No.2591136

>>2591048
>Chad Todhunter
Toplel

>> No.2591139

>>2591118

Play however you want.

People who sperg out over other people mouseaim/autoaim need help. It's one thing to criticize people who go "burtal dom is the only way to play doom!!!1!", but freelook/autoaim doesn't really detract from the game that much. It's basically inoffensive next to stuff like jumping/crouching.

>> No.2591141

>>2591118
Freelook isn't as bad as many people say. I have rarely found it to be game breaking.
It's totally legit on Heretic, Hexen and some mods, though.

>> No.2591142

>>2591135
switch to hardware/openGL mode

>> No.2591152

>>2590975
create a directory named tracks in quake's main directory/whatever sourceport is it you're using

put the tracks in there in ogg format

>> No.2591159

>>2591118

We don't mind, but PLEASE keep in mind how stuff like >>2591135 can and WILL happen unless you're using GZDoom or Zandronum in openGL mode

>> No.2591163

>>2591135
>>2591159
>not being used to warping by playing tons of Duke3D

>> No.2591164
File: 2.89 MB, 320x240, pl07u.webm [View same] [iqdb] [saucenao] [google]
2591164

http://a.uguu.se/ilctbe_pl07u349.lmp

>> No.2591168

>>2589757
2D pig disgusting.

>> No.2591173

>>2591159
Honestly one thing I don't get is people who play/make non-vanilla (or vanilla-esque) mods and prefer the software renderer.

>> No.2591230

>>2591173
if i may offer one potential explanation: software always works. gl leaves you at the mercy of your graphics card / drivers / graf zahl's unwillingness to support some combination of such / etc.

>> No.2591239

Anybody see this yet?
https://www.youtube.com/watch?v=A12sET6EXKI

>> No.2591242

>>2591173
because doom in hardware mode looks like low poly garbage instead of a finely tuned pixel melange.

>> No.2591265
File: 1.35 MB, 1920x1080, gzdoom 2015-08-05 00-17-47.png [View same] [iqdb] [saucenao] [google]
2591265

>>2591242
Without filters it's no less pixellated, just shaded more smoothly.

>> No.2591271
File: 2.74 MB, 1920x1080, gzdoom 2015-07-26 22-04-34.png [View same] [iqdb] [saucenao] [google]
2591271

>>2591230
That's a good reason, but it's related to necessity rather than preference.

>> No.2591278
File: 1009 KB, 1124x1284, screensh.png [View same] [iqdb] [saucenao] [google]
2591278

>>2591173
Because Software Rendering is pretty as fuck

>> No.2591291

>>2591271

Ooooh, what mod is that?

>> No.2591302
File: 24 KB, 617x566, TcglN6p.png [View same] [iqdb] [saucenao] [google]
2591302

>>2591265
Yes, precisely. Instead of pixelated striations of shading on the architecture which fool the eye into thinking there is more detail than there really is, you get a perfectly rendered smooth gradation of color, which just highlights the fact that it's basically one big flat evenly-shaded polygon. It looks hideous.

>> No.2591308
File: 3.30 MB, 1920x1080, gzdoom 2015-07-26 17-25-37.png [View same] [iqdb] [saucenao] [google]
2591308

>>2591278
I'm not arguing against doom looking good in software, but I do think it looks and handles even better in opengl.
>>2591291
Temple of the lizardmen 3. It's pretty good, bit too linear though. Looks and sounds amazing.

>> No.2591315

>>2591302
What you're describing is how I see trilinear filtering with low res textures like the standard doom ones, but I'm not seeing it with no filtering at all. I like the look of smoothly lit and shaded pixelated sprites, shapes, and textures.

>> No.2591317

>>2591271
>>2591308
what mod

>> No.2591325

>>2591317
did you even read the posts you quoted

come on anon, you're better than this

>> No.2591324

>>2591317
It literally says in one of the posts you quoted.

>> No.2591330

When is Yholl going to update DRLA?
Is this going to turn into another Metroid Dreadnought or Space Pirate fiasco?

>> No.2591338

>>2591330
hes recently lost a family member and requests some privacy+patience at this time.

>> No.2591341

>>2591324
>>2591325
not him but i thought that shit was a furry porn mod

>> No.2591348
File: 693 KB, 1131x1600, c8b8bb163ecb42e40d4623e1d908cb4a.jpg [View same] [iqdb] [saucenao] [google]
2591348

New HDoom art when?

>> No.2591350

>>2591330
But DRLA doesn't really lack anything except MOAR, y'know. It's perfectly functional a great as it is. Metroid dreadnought however was supposed to have maps and enemies made for it, that's a much larger leap/lack.

>>2591338
Oh :(
Wish him and his family well.

>> No.2591359

>>2591302
>you get a perfectly rendered smooth gradation of color [...] It looks hideous.
so i guess you wouldn't care for truecolor software mode either

>striations
well i learned a new word today. i thought it was a typo.

>> No.2591361 [DELETED] 

Any word on the Berserk mod?

>> No.2591367

>>2591291
Temple of the Lizardmen 3

>> No.2591369

>>2591341
Lol no. There's some very minor DN3D tier content where the dirtiest is a lizard woman in a pinup style pose in a secret location. The previous entry in the series has slightly more ~5x5 pixel breasts IIRC

>> No.2591378

>>2590617
Nah you're garbage.

>>2590624
And you're an idiot.

>> No.2591384
File: 60 KB, 847x504, Capture.jpg [View same] [iqdb] [saucenao] [google]
2591384

>>2590654
Indeed.

>> No.2591389
File: 4 KB, 289x74, dwf_welcome.png [View same] [iqdb] [saucenao] [google]
2591389

Guess who Decided to join Doomworld today.

>> No.2591404

>>2591308
>that ut99 emblem

>> No.2591410

>>2591389

the more self-deprecating the usernames are, the more cool and actually civil they are

>> No.2591423

>>2590484
Plutonia >Episode 4 > Doom 2 > rest of Ultimate Doom >Doom 64 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> I really don't like TNT

>> No.2591424

>>2591423
What is this shameful display of bad taste? Evilution is even better than Doom II.

>> No.2591440
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google]
2591440

>>2591423
>Doom 64 so low.
>Episode 4 so high.
>He rates the entirety of doom 1 minus episode 4 so low.

Absolute garbage taste.
End thyself immediately.

>> No.2591449

>>2591239
Nope, but I like it.

>> No.2591452

>>2591239
I like that at least they're pushing that the game has a good sense of difficulty.

>> No.2591468
File: 137 KB, 466x492, 2192912.png [View same] [iqdb] [saucenao] [google]
2591468

>>2591423
>Doom 2 higher than Ultimate Doom, Doom 64 and TNT
You really have shit taste

>> No.2591478

I know the Quake info image is only about how to play it, so what are some good mods for it? I've heard of one that lets you have two super shotguns but I haven't been able to find it.

>> No.2591481
File: 180 KB, 1024x640, Duke Secret Slot 0 wep.png [View same] [iqdb] [saucenao] [google]
2591481

If you use the give weapons command in samsara you are given a bunch of super weapons from every character in slot 0.

Are these even obtainable normally? they seem to function fine, does anyone know how to give them to you individually?

Maybe i'm just late and retarded.

I mostly just want duke's secret deagle here without all the other weps clogging up my selection.

>> No.2591489

>>2591481

They're the weapons they get when you turn instagib mode on in DM, if I recall correctly.

>> No.2591490

>>2591481
They replace the railgun.

>> No.2591515

>>2590484
Final Doom (Plutonia. I don't remember TNT and haven't played it in centuries. I guess it's time to replay it) > Doom II > Ultimate Doom > Doom 64

Ultimate Doom is so so so fucking boring. Only the fourth episode is good.

>> No.2591519

>>2591423
Holy shit this guy gets it.

>> No.2591520
File: 97 KB, 800x748, Imptan update.jpg [View same] [iqdb] [saucenao] [google]
2591520

>>2591348

>missing all the new art

>> No.2591528
File: 42 KB, 479x720, [Tips Fedora].jpg [View same] [iqdb] [saucenao] [google]
2591528

>>2591515
>Doom 64 the lowest

>> No.2591530

>>2591520
L-lewd.

>> No.2591534
File: 62 KB, 233x192, totalindifference.png [View same] [iqdb] [saucenao] [google]
2591534

Ultimate Doom > Doom II > Doom 64 >>>>>> Evilution >>>>>>>>>>>>>>>>>>>> Plutonia
Don't crucify me.

>> No.2591538

>>2591534
I think both plutiona and evilution have better level design than doom 2, and also doom 64 should be right after Ultimate.

>> No.2591543

>>2591538
Doom 64 isn't the best.

But it is spooky and I applaud it for that, I can see why people call it the real doom 3.

>> No.2591545

>>2591534

Plutonia is not for everyone, don't worry.

>> No.2591548
File: 218 KB, 520x638, ALWAYS.jpg [View same] [iqdb] [saucenao] [google]
2591548

>>2591520

>> No.2591551

>>2591239
I hope that higher difficulty isn't just higher damage. Even monster spam is better than that.

>> No.2591553

>>2591520

Since when Imp-tan has giant tits?

>> No.2591561

>>2591481

They're the instagib weapons.

>> No.2591564
File: 30 KB, 500x281, 1438002781757.jpg [View same] [iqdb] [saucenao] [google]
2591564

>>2591242
>OpenGL mode
Shows all the geometry without stretching or distorting it, as well as all colors you could ever want. Objects out in the bright are actually illuminated properly and objects in the dark are dark, regardless of distance.

>Software mode
If you use any kind of freelook the perspective stretches horrendously and anything that's just a few feet away bleeds away their palette as everything gets progressively darker the further away you are (regardless of if the room is well lit or pitch black). You are at the complete mercy of the ingame palette and if you want new colors you will have to replace existing colors and shades or suck on some washed out colorbled sprites.

I'm not saying that it's not still good in Software but there's absolutely advantages to OpenGL.

>> No.2591598

>>2590382

Exactly what I had in mind.

>> No.2591653 [SPOILER]  [DELETED] 
File: 398 KB, 944x1200, 1438822359190.png [View same] [iqdb] [saucenao] [google]
2591653

>>2591520
For those who don't know, this is Jessica Elwood.

Bizarrely, she recently did a drawing of her own take on Caco-bro's Archie that seriously fucking disturbs me

>> No.2591701 [DELETED] 
File: 316 KB, 1280x800, Screenshot_2015-07-08-02-24-19.png [View same] [iqdb] [saucenao] [google]
2591701

>>2591653
Lewd.

>> No.2591790

what's a good slaughtermap set? I want to die over and over. no, I'm not suicidal.

>> No.2591794

>>2591515
>Only the fourth episode is good.

It has the best aesthetics out of the id maps. But gameplay and progression is largely uneven.

>> No.2591796

>>2591790
Sunlust pretty much goes into fuck you territory in the later levels.

>> No.2591798

>>2591790
>I want to die over and over.

Swift Death

>> No.2591804

>>2591790
Phocas Island 1
Combat Shock
Combat Shock 2
Swim With the Whales

>> No.2591815

Forgive me for my lack of knowledge, but are there any advantages to using ZDoom over GZDoom?

>> No.2591821

>>2591815
If you're always downloading the newest dev builds as they come out, ZDoom has the newest features a bit before GZ has them.
That's it, I think.

>> No.2591823

>>2591815
Some people like software renderer. And while yes, You can change to that in GZDoom, some people have no interest in OpenGL whatsoever, and just prefer getting zdoom.

>> No.2591849 [DELETED] 

>>2591794
It's the only one out of the UD episodes that doesn't put me to sleep. Best gameplay by far from UD.

Btw people that like the original Doom the most are low skilled faggots that suck at video games.

>> No.2591864

>>2591821
>>2591823
Alright, thanks lads.

>> No.2591973

>>2591118
Unless you're trying to set official records, there's nothing seriously wrong with them. They make some situations easier than originally intended, but I always use freelook just because it seems silly to only be able to look and aim along the x-axis, and no autoaim because I want my bullets to hit whatever I'm aiming at, not whatever is closest.

>> No.2591984 [DELETED] 

>>2591118
Makes the game less engaging and combat not as interesting. It doesn't make that much difference in Doom and Doom II, but try community megawads and it's there.

>asking doom babies for opinions
top kek. /vr/oom is a shithouse and it really doesn't matter what these children say.

>> No.2592008 [DELETED] 

>>2591984
Thankfully it doesn't matter what you say either, nerd.

>> No.2592043 [DELETED] 

>>2591378
lol settle down, autist.

>> No.2592047

Sometimes I feel like I'm the only one who really enjoys the city maps in DOOM II, especially Downtown and Industrial Sector.
Although I find The Living End is the best map of the game.

>> No.2592063

>>2591849
Plutonia was far better than Episode 4, and more consistently balanced.

>> No.2592070

>>2592047
I'm not the biggest fan of Downtown or Suburbs, but I really quite enjoy Industrial Zone.

>> No.2592071

>>2592063

Plutonia + PSX soundtrack is just amazing. Beats about every other megawad out there

>> No.2592074

>>2592071
I always felt it was unfortunate that PSX Final Doom only used 6 levels from Plutonia.

>> No.2592076

I wonder what it'd be like if Mordeth actually gets released.

>> No.2592079

>>2592071

https://www.youtube.com/watch?v=OehZk8_8G48

Playing The Sewers to this actually makes it scary.

>> No.2592083

>>2591118
I personally only use it when playing gameplay mods, and zdoom maps that are designed with freelook in mind.

Otherwise, I play with only mouse turning, and autoaim.

>> No.2592121 [DELETED] 
File: 14 KB, 96x161, 1405135157441.png [View same] [iqdb] [saucenao] [google]
2592121

>>2592043

I've spotted around 5 shiteaters so far calling out anyone for not liking this piece of shit iwad over the last two threads, it's literally nothing new at this point

they should fucking stop any second now though, it's not as if anyone was paying them any attention either

>> No.2592146 [DELETED] 

>>2592121
nah, people will never stop shitting on your garbage taste

>> No.2592149

>>2592121
There's nothing wrong with not liking Plutonia. But you can't expect no one to respond if you insist on using words like "garbage" and "shit", without anything else to say about it.

>> No.2592170

New doomer here
Just beat all 3 original episodes for the first time. Did it on UV in PrBoom+
I've also already played up through Map08 of Doom 2 on UV and I'm not really enjoying it. Should I stick with it or do other shit, like TNT?

>> No.2592176
File: 73 KB, 233x250, DOOMed CHEN.png [View same] [iqdb] [saucenao] [google]
2592176

>>2592170
Stick with it. At the very least you'll scratch it off your bucket list.
You should also try beating Episode 4 sometime to grow some DOOMed chest hair.

>> No.2592187

>>2592170

Doom 2's maps are pretty damn eh. Go as far as you can stomach, then move on.

>> No.2592196

>>2592076
a few weeks of excitement.
some "lols" in the cacowards blurbs for that year.
then finally a place in the responses to "recommend me a wad" posts.
time will tell whether it remains stalwart in those recommendation posts, or dwindles over time.

>> No.2592198

I always kinda wished Doom 2 had more levels in the style of 11, 17, 26, and 29. They had really good use of textures, IMO.

>> No.2592285

Can I find the "secret found" tune anywhere?
I wanna use it at notification tone.

>> No.2592291

>>2592196
>time will tell whether it remains stalwart in those recommendation posts, or dwindles over time.

this

I wonder how would it be received if it was finished and released around the same time as, say, Ultimate Doom II or BTSX ep3 though

I wouldn't know precisely why but I have a aching hunch it'd gather nothing more than probably the typical dedicated group of people praising the achitecture of some of the maps and complaining about the gameplay being lackluster overall

either that or it'd end up on the used up and done wadlist along demon eclipse

>> No.2592292

>>2592285
https://github.com/rheit/zdoom/blob/master/wadsrc/static/sounds/dssecret.flac

>> No.2592320

Does anyone else imagine like walking through an incredibly industrial doom level with this song?

https://www.youtube.com/watch?v=4Rypc3u0Crw

>> No.2592332

Can anyone tell me why the fuck people keep implementing strafe tilting into their mods without a proper option to disable it? I fucking hate anything that fucks with my camera and for some reason strafe tilting in Doom makes my camera freak out when I strafe. Either I'm unlucky or others are blind. Thank god most of the time I can remove it using Slade. Still fucking annoying.

>> No.2592339

Does the BTSX team hate Barons?

>> No.2592343

>>2592339
the "door with health" meme has become prevalent amongst todays overly analytical, battle-choreographing map designers.

>> No.2592351

>>2592343
Doesn't make it not-true.
How is battle-choreography bad anyway, it's in the original doom and every fps since.

>> No.2592392

>>2592332

if you're getting camera jerkiness everytime you strafe then yeah I suppose. it's completely unnoticeable if you cap the fps at vanilla doom's original internal clock, which is 35 iirc but anything above that completely screws up the effect.

some people have complained about it as well, it's supposed to be a very slight, smooth jerk to the sides of the screen. I have it loaded with smooth doom at all times and I have literally zero problems. Tei tenga incident also has it implemented and it works fine as well. I get what you mean though, it's kinda gimmicky and some others may not like it but it still looks fucking sexy as hell to me imo.

>> No.2592405

>>2592343
I just find it a bit interesting, considering Alien Vendetta's first 20 maps, which from what I've read was actually used as a baseline for what the BTSX maps should play like, used a lot more of them.

Excluding E3 and the secret levels, AV still uses well over a hundred barons on UV. maps 04, 06, 12, 16, and 19 use at least 5 of them, and maps 13, 14, 18, and 20 use over 10 of them. Absent in maps 1-3, 5, 7, and 10

Excluding the secret level, BTSX E1 has the UV amount in the 20s. Map12 is the only normal map to use at least 5. Absent in 1-4, 7, 9, 13, 14, 17, and 19. I can forgive this, as it is the beginning episode.

Same criteria as above, BTSX E2 has the total UV amount in the 50's. Map 25 is the only normal map to use more than 10 Barons, and maps 15, 20 and 22, are the only other levels to use at least 5 or more barons. Absent in maps 1-8, 10, 13, 17-19, 21, 24 and 26. This is way too many absentees, IMO.

>> No.2592412

>>2592351
>How is battle-choreography bad anyway
beyond a certain point it becomes "you must play this exactly the way i designed, or you will die immediately"

>> No.2592420

>>2592412
Not sure if any BTSX levels really fall into that.

>> No.2592436
File: 176 KB, 973x1372, 1437582189553.png [View same] [iqdb] [saucenao] [google]
2592436

What's the general consensus on Heretic?
I've just finished E4M7 (pretty cool and long level) and I'm having a lot of fun, despite the game being easy and random damage being annoying. I wish the enemies were more interesting, too.

Is Hexen better?

>> No.2592441

>>2592436

I love Heretic. Hexen is a different game though. Much more puzzle driven. A lot of people didn't like it because it was sorta marketed as the new Heretic. Hexen 2 was pretty cool also.

>> No.2592469

>>2592412
But that's just bad design, which happens much more often if there's no regard for how a fight will play out.
>>2592436
Heretic is cool. The level design is pretty great.

>>2592441
Hexen however suffered a lot from it's abysmal level design and "puzzles". If they actually where puzzles it'd be a different matter. The first map is by far the best..

>> No.2592476
File: 33 KB, 450x470, las0092.jpg [View same] [iqdb] [saucenao] [google]
2592476

>>2592469

Yeah, thinking about it, I will grant you that. The puzzle was really the map, and it did really feel like the pic.

It was the first FPS I can remember having a hub instead of a linear system like Doom.

>> No.2592484

>>2592405
>I just find it a bit interesting, considering Alien Vendetta's first 20 maps, which from what I've read was actually used as a baseline for what the BTSX maps should play like, used a lot more of them.
What? AV played nothing like BTSX, at least not Episode 1.

>> No.2592485
File: 108 KB, 320x240, vlcsnap-2009-12-03-16h57m48s229.png [View same] [iqdb] [saucenao] [google]
2592485

I don't know why, but I really can't get into TNT.

It doesn't grip me like Plutonia does, even if I try forcing myself to plow through it.

Am I going about it the wrong way or is it legitimately boring

>> No.2592514

>>2592484
If you look at the dwmegawad club thread for E2, theres a post from dew that says the original intention was to base the difficulty progression on AV's first 20 maps, back when it was originally going to be one 32 level megawad.


http://www.doomworld.com/vb/post/1303009

>> No.2592525

>>2592485
While I do like some of the early and late levels, I'd say TNT was at its best during the middle (including the secret levels).

>> No.2592547

>>2592436
Heretic is more like Doom with a "french vanilla" covering. It has just enough aspects about it for people to consider it "different" from Doom

Hexen is a completely different ball game entirely and I prefer Heretic more

>> No.2592551

>>2592485
No, I think that's the general conciseness among most Doomers. TNT focuses more on the "hellish" aspects of Doom 1 & 2 and kind of distances itself from science-fiction homages that the series is known for, or at least that's my personal take on it

>> No.2592560
File: 310 KB, 1024x641, Samsara mighty foot engaged.png [View same] [iqdb] [saucenao] [google]
2592560

It's time to kick ass and kick ass
and i'm all outta kick ass

>> No.2592562

>>2592484
While not exactly the same, I wouldn't say BTSX E1's gameplay is that far off from some of the earlier levels in AV.

Though BTSX doesn't only take influence from AV. The original BTSX thread also claims influence from Quake 2, Doom 64, Darkening E2, Suspended in Dusk, and The Plutonia Experiment

>> No.2592568

>>2592551
>TNT focuses more on the "hellish" aspects of Doom 1 & 2 and kind of distances itself from science-fiction homages that the series is known for, or at least that's my personal take on it

Kinda interesting thought there, considering TNT had the most Sci-fi plot out of the iwads, alongside the most techbases. If anything, Plutonia was the most hellish.

>> No.2592573

gimme some good wads i can play with chocolate doom

>> No.2592575

>>2592485
I think I may be one of the few people to say this but for me it was the other way around

plutonia was just pretty meh overall and left some pretty shit taste in my mouth must be all that brown, the damn things literally flooded with the same fucking brick/vine textures over and over again

TNT just has better level design, better progression and overall superior pacing over plutonia imo

also, that fucking music

all of my Unf

>> No.2592583

>>2592568
Well, I'll be honest, I haven't really played all that much of TNT in comparison to Plutonia

>> No.2592586

>>2592573
Demonfear
Dimensions of Time
Interception
Marswar
Rebirth
Reverie
Talosian Incident
TVR!

>> No.2592604
File: 86 KB, 1024x576, 2qizPmVh.png.jpg [View same] [iqdb] [saucenao] [google]
2592604

Has anyone here tried Sunlust? It's really difficult, I can't get through the second map in UV

>> No.2592606
File: 153 KB, 1025x641, Physics have been defied.png [View same] [iqdb] [saucenao] [google]
2592606

>>2592560
uhhh....

What am I standing on?

>> No.2592607

>>2592320
https://www.youtube.com/watch?v=3MdcVdL2kIY
Aphex Twin is GOAT doom music

>> No.2592614

>>2592604
Anything that involves Ribbiks or Dannebubinga means UV is the "fuck you" difficulty.

>> No.2592615

>>2592606
>First-person recliner

>> No.2592674
File: 2.99 MB, 320x240, pl06u.webm [View same] [iqdb] [saucenao] [google]
2592674

http://a.uguu.se/mwaqgd_pl06u654.lmp

>> No.2592713

>>2592604
Sunlust is great but I literally can't finish MAP05 because the exit stays blocked, even after I've killed everything and flipped all the switches.
Is it a bug or am I just an idiot for missing something?

>> No.2592721

>>2592713
The map is designed around grabbing amour bonuses off pedestals.

>> No.2592745

I've spent YEARS looking for a certain WAD I played really long ago, I can't remember it's name no matter how hard I try and even with the details of the maps I can't find it.

Each level was themed after a different videogame, sometimes mimicking even the map structure and it had music accordingly.

The only levels I can remember from it are one based on Megaman X, the stage looked like a futuristic base and the music was either Spark Mandrill's theme or the Intro Stage theme.

Another level was directly based on Castlevania: Circle of the Moon, even the map had the shape of the map of that game, with perfect rectangle rooms.

>> No.2592751

>>2592721
I thought that map was tons of fun, minus the chain gunners.

>> No.2592762

>>2592751
What difficulty were you playing?

>> No.2592767

>>2592762
UV, there were a few at the start while surrounded by agitation.

>> No.2592768

>>2592339
I hate them being used incorrectly. Which is pretty much every single time a baron has been placed in Doom. You could replace them with a Mancubus or an Arachnotron most of the time and the map would be improved.

It's a very niche monster. It's not threatening, it takes too long to kill and it's generally boring to fight. It has one use. A deterrent. It's the bullet shield. That's it. Same goes for hell knights.

More over it's a bullet shield you want to only be a moderate to low threat to the player. It's the bullet shield you use when a Mancubus would add too much damage to the fight.

Like say you have a teleporter and you want monsters to attack the player while he has to get into the teleporter. Instead of putting a door blocking the teleporter forcing the player to wait for it to open you want it to be a monster, but you don't want the monster to be the primary threat you want it to just be something the player has to think about kind of. You put a baron there. It has enough health to hold the player up and force them to fight the other monsters, but it's not threatening enough to force the player to do more than some mindful side or back dodging.

>>2592405
AV's SCOPE (not gameplay) was some of the inspiration.

>> No.2592771 [DELETED] 

>>2592768
>AV's SCOPE (not gameplay) was some of the inspiration.
see >>2592514

And plenty of maps in E2 felt pretty AV-ish with the gameplay to me.

>> No.2592779

>>2592767
I hope you're good, then. The later levels are difficult to the point that the author's recommend not going for UV unless you're an adept slaughtermap player.

>> No.2592780

>>2592771
Saying "it should roughly be as hard as X" is not saying "it should emulate X".

>> No.2592784

>>2592779
I already restarded on HMP, while I like the map design, I'm not a fan of slaughterfests.

>> No.2592785

>>2592768
>AV's SCOPE (not gameplay) was some of the inspiration.

I see. Though I still found plenty of maps in E2 played similarly to AV.

>> No.2592786

>>2592780
I made that retarded post without even realising you were Tarns. Sorry.

>> No.2592791

>>2592768
The best way to use them imho is on narrow catwalks along with other monsters on the sides or in the air. Should be just wide enough to maneouver past them if they're not in the middle.

>> No.2592813

another fact that some of you might not know, the bruiser family share the same projectile with the same damage values, which doesn't help the baron at all.

>> No.2592821

>>2592768
see this is what i mean by overly analytical modern mappers.
forget "optimal monster placement", sometimes you just want to put a baron in because they look damn cool.

>> No.2592825

>>2592821
Someone make a megawad of 32 maps of baron fights.

>> No.2592839

>>2592825

I'd play it for sure, as long as the architecture was cool

>> No.2592840

>>2592780
Will BTSX E3 have any normal maps that exceed the AV 1-20 difficulty?

>> No.2592867

>>2592339
I more hate it when mappers hate Spider Masterminds, which thankfully isn't really that much of a thing anymore.

>> No.2592879

>>2592867
They're hard to use beyond "here's a big room with a single spider, kill it lol". There's no dodging or any sort of tactics involved, and you can't place them in interesting ways because they're fucking huge.

>> No.2592881

>>2592879
>>2592867
That said I think they're cool as hell, but I understand the reluctance to use them.

>> No.2592901

>>2592791
Romero's E4 maps use barons really well for that reason.

>>2592821
>forget "optimal monster placement", sometimes you just want to put a baron in because they look damn cool.
It's not about "optimal" monster placement, it's about fun. Barons aren't fun. They're an extended circle strafe.

Also "Optimal" monster placement isn't even a thing, the best monster placement is modular and organic so that the gameplay flows and feels spontaneous and not overly manufactured. When I played through Maximum Doom the best placed monsters were the randomly placed Archviles in the conversion maps precisely because they were not planned around. You don't get that with Barons. You get a monster that's extremely easy to corral and marginalize.

>>2592840
IDK the difficulty of a map from when it's made for BTSX and when the BTSX episode is actually released wildly varies. It'll be harder than E2 I'll say that.

>> No.2592932

This sort of shit is why Tarnsman's maps (and, by extension, the maps of people who subscribe to his newsletter) are so boring and samey. We get it! You've perfected Doom mapping down to a science! Yet another totally abstract, highly interconnected map with meticulously crafted enemy encounters! I can't even detect a hint of authorial personality underneath the slatherings of Proper Doom Mapping, this is great!

>> No.2592941

>>2590157
>>2590173
KNIZD's Phobos Anomaly was amazing, except for the final boss and ridiculous waves of enemies (including a type of enemy that wasn't seen in any other part of the game).
The way the scenery and layout kept changing with visual and sound effects reflected well how it was a military base / laboratory being affected by a demonic spacial anomaly.

>> No.2592945

>>2592879
>>2592881
I've seen more mappers actually use them nowadays than in the 90's, though.

>> No.2592947

>>2592901
>It's not about "optimal" monster placement, it's about fun. Barons aren't fun. They're an extended circle strafe.
who are you to decide what is fun. i am quite well entertained by disposing of barons with sufficiently fast weapons (i.e. not the single shotgun, ~15 shells does wear on somewhat)

>> No.2592949

>>2592932
>meticulously crafted enemy encounters
I love when people assume this considering that 90% of my monster placement is "yeah I guess that sounds good I'll just shit some of those there" and then playing the map to see if I have fun playing it. I don't like Barons BECAUSE THEY'RE BORING TO FIGHT not because they don't fit into some high level equation where I magically calculate monster attack vectors and come up with the "perfect monster placement" formula.

But you're right, strafe dodging those slow baron fireballs in a uninteresting corridor is just what Doom is all about. Why bother having a gourmet stake? It's too well crafted. McDonalds? That's what food is really about. There isn't too much thought put into it.

>> No.2592954

>>2592821
They may look cool but they really are boring as fuck to fight. They're just meatsponges, they feel more like Quake monsters in that sense.
>>2592947
>who are you to decide what is fun.
He's giving you his opinion, and why he decided not to really use them in BTSX

>> No.2592956 [DELETED] 

>>2592949
>Why bother having a gourmet stake? It's too well crafted. McDonalds? That's what food is really about. There isn't too much thought put into it.
nice strawman.

>> No.2592960

>>2592947
>who are you to decide what is fun.
If the author of a map shouldn't be deciding what is fun, then who should?

You guys are bitching about not enough authorial personality showing in maps, but then telling authors to change their preferences to suit what you want. Make your own damn maps the way you want them and leave Britney alone.

>> No.2592961 [DELETED] 

>>2592954
>He's giving you his opinion
it didn't look like an opinion to me. it looked like a normative statement. an opinion generally starts with "I think" or words to that effect

>> No.2592962 [DELETED] 

>>2592960
>If the author of a map shouldn't be deciding what is fun, then who should?
certainly not some loudmouth blowhard noted for his arrogant talking down to new mappers and bullying them into following his arbitrary "rules".

>> No.2592963 [DELETED] 

>>2592961
I think most posts on here are people stating their opinions without special disclaimers, though?

And Barons really are literally just imps that take a longer time to kill. No amount of "IMO" disclaimers is going to change that.

>> No.2592964 [DELETED] 

>>2592961
>an opinion generally starts with "I think" or words to that effect

Most people understand that in a conversation about a subjective topic, particularly one regarding entertainment that you don't have to preface everything with "I think" and "in my opinion" because it's a waste of time. It's a subjective discussion.

But for the record. My opinion is right. Your opinion is wrong and the things you like are bad and you should feel bad about liking them. You're also probably a member of the National Socialist Party and hate Christmas and puppies.

>> No.2592965 [DELETED] 

>>2592961
Putting "I think", "IMO", etc. gets silly after a while, it's assumed the reader understands how opinions work

>> No.2592967

*plays map where the author actually had an high-level idea for the map, not just Now That's What I Call Spaces To Fight In Vol. 18587* *sees something not particularly well-executed* THIS! THIIIISS

>> No.2592970 [DELETED] 

>>2592962
stop talking about yourself lol.

please find me the episode where tarnsman kicks sand in new-mapper-chan's eyes for using barons.

>> No.2592972 [DELETED] 

>>2592967
speaking of strawmans, lol. but a poorly-executed idea is still poor, kind of like your posting right now

>> No.2592973
File: 6 KB, 469x436, Iron_Lich_ver_2.png [View same] [iqdb] [saucenao] [google]
2592973

>>2592867
I've always thought the Cyberdemon and Spider Mastermind were very uninteresting and difficult to place correctly.
Iron Liches and Maulotaurs (from Heretic) on the other hand are pretty fun to fight and can be placed in specific arenas for really cool encounters, especially the Maulotaur.

>> No.2592974 [DELETED] 

>>2592970
oh great the peanut gallery from #twid is here. in before the snivelling brown-noser CSonicGo posts it on @doom_txt.
>>2592972
"much like your posting"! the goons are here!

>> No.2592980

>>2592967
>plays map where the author actually had an high-level idea for the map

Please tell me what glorious high-level ideas I regularly shit on. In fact I generally praise levels with actual ideas.

Sector plays like dogshit but I pimp that map every chance I get because the idea is so cool, hell most of Xaser's work is full of "rule breaking" shit and he's one of my favorite mappers because he makes interesting maps.

Kassman's map 21 in CC4 is a series of boxes with shit in the middle of them. I love that map. It's theme and setting are more than enough to make up for anything else in it.

That's the only "rule" for mapping, that your map is fun. Be it fun because of really good gameplay or fun because it's really interesting and inventive or fun just because it tickles the player in the right way.

Shit like DTS-T is not "high-level idea" mapping, it's bad mapping. There might have been an idea for a good map, but there wasn't anything resembling a good map in DTS-T. Hallway crawls where I hold down mouse 1 for 10 hours is not "high-level idea mapping".

>> No.2592981 [DELETED] 

>>2592974
Personal-attack posts with no substance are not a substitute for evidence or counterarguments

>> No.2592987

>>2592932
Memfis pls. You forgot to ask for a ban here.

>> No.2592989

>>2592932
Memfis? Is that you?

>> No.2592994

>>2592901
>Romero's E4 maps use barons really well for that reason.
You're right, I'd kind of forgotten about that. I thought I came up with for the (only, not that good) map I made, but Perfect Hatred probably inspired me.

>> No.2592996

I want Doomworld to leave. This isn't your dedicated shitflinging thread. Go settle it in Doom.

>> No.2592997

>>2592973
Cyberdemons aren't that bad. They're great for stopping the play from hugging alcoves or corners in medium-sized rooms for example, or a dickish mapmaker could go all "swim with the whales" with them.

>> No.2593000
File: 7 KB, 220x186, dat muensta.jpg [View same] [iqdb] [saucenao] [google]
2593000

Why is everyone talking about barons like you always fight them 1 on 1 in a hallway?

I like to use barons in a group of monsters to provide a more constant threat that can't be as easily dispatched as other monsters. Plus, not using barons can detract from other mods that replace barons with something even better; like how GMOTA handles barons.

GMOTA barons, if there's 3 or more, I fear more than cyberdemons, but if someone can't find a way to make barons interesting then there's no need for them to use them because it'll just result in a boring encounter.

>> No.2593003

>>2592994
link to your map?

>> No.2593010

>>2593003
It's in one of the pastebins but I don't recommend it. It's got two or three nice ideas but overall not worth your time.

>> No.2593013

Original uaclabs.wad?

I only find the modified Doomworld version.

>> No.2593015

>>2593013

We don't know, or care.

>> No.2593018
File: 284 KB, 1021x639, Pipe Bomb.png [View same] [iqdb] [saucenao] [google]
2593018

Crouching demon, hidden pipe bomb!

>> No.2593019

>>2593013
There's an original version?

>> No.2593031
File: 194 KB, 452x433, 1429795647247.png [View same] [iqdb] [saucenao] [google]
2593031

Hell Revealed sucks. Boring level design and even more boring 'aesthetic'. It's just like a big bunch of bland levels and not much else. I'm on map 17 and am thoroughly bored out of my face. This is the first unofficial megawad I've played (out of Scythe 1&2, Plutonia 2, Alien Vendetta, BTSXE1) that I've found boring. Why is this shit supposed to be considered good? It does have some nice gameplay here and there but nothing mindblowing, and out of all the other megawads mentioned it's not a big deal compared to them in any way.

>> No.2593035

>>2593031
>Why is this shit supposed to be considered good? It does have some nice gameplay
it is a mystery

>> No.2593038

>>2593031
>play HR after playing a bunch of wads made after it that were undoubtedly inspired by it consciously or not
>hurr it sucks why is it considered good
Next you'll tell me all about how Wolfenstein 3D is shit because you played Doom first.

>> No.2593042

>>2593035
Thanks for cutting the sentence short fuckface.

>>2593038
But Wolfenstein is shit faggot.

>> No.2593045

>>2593042
>Thanks
you're welcome

>> No.2593046 [DELETED] 

>>2593045
Fuck off you ugly retard.

>> No.2593049

>>2593031
http://tvtropes.org/pmwiki/pmwiki.php/Main/SeinfeldIsUnfunny

>> No.2593050 [DELETED] 
File: 46 KB, 477x461, fedora.jpg [View same] [iqdb] [saucenao] [google]
2593050

>>2593049

>> No.2593057

>>2593013
>>2593019
>Doomworld's 10 Years of Doom - Top Ten Infamous WADs
>----------------------------------------------------
>
>For historical (and slightly creepy) purposes this is a slightly modified
>version of Eric Harris' map UACLABS.WAD. His original WAD contained unmodified
>id sprites, so I removed those. In order to play this you'll need either a
>source port that allows sprites in a PWAD (most do by now, Legacy, ZDoom, Boom,
>Eternity etc etc) or if you want to play it with doom2.exe you'll need Deutex
>or a similar tool to append all the IWAD sprites.

unmodified iwad sprites removed. fair enough, i suggest you are not missing much.

>> No.2593058 [DELETED] 

>>2593046
nah, get owned, kid

>> No.2593059

>>2592996
Nope.

>> No.2593060 [DELETED] 

>>2593058
Stay ugly you ugly fuck :)

>> No.2593062

I don't post normally, I'm just dropping in to say I find your monster placement talk / theorycraft really interesting.

I've been playing about with the map editors for a while now but finished a level yet, just trying out areas. So it's really interesting to hear any kind of level design commentary.

>> No.2593064 [DELETED] 

>>2593060
lol k

>> No.2593070 [DELETED] 

>>2593064
hahaha unloved ugly fuck :)

>> No.2593074 [DELETED] 

>>2593070
nah

>> No.2593091
File: 429 KB, 1280x960, 1438895274.png [View same] [iqdb] [saucenao] [google]
2593091

Opinions of baron placement in Caged (pl04) ?

>> No.2593095

>>2593091
It's great. Caged is an amazing level.

>> No.2593098

>>2589775
I know that someone posted a link to the sequal, Firefly, on here. Maybe you could go through the archives and get that.

>> No.2593102

>>2593062
There's a nice article written about the subject but I can't manage to find it. What even makes monster combat role/placement a thing is that most but not all doom monsters handle in a pretty unique way relative to each other, and many of them have special gimmicks.

For example archviles force you to take cover while mancubi force you to keep moving, so the player has to keep track of two things at once. Demons, hell knights and barons don't really pose that much of a threat, but they can body block you and deny you mobility and cover from enemies more likely to actually hurt you.

>> No.2593115

Barons in DooM always reminded me of Zombies in Half-Life, especially in sequel.
they both have attacks that are piss-easy to dodge. and they both are a waste of ammo.
and until there is a big group blocking your progress, you can just run past them and dont have to worry about them unless you gotta backtrack.

>> No.2593123

a cyberdemon with an entourage of barons can be interesting. the cyberdemon will always fire straight at you, but may infight with its entourage, who are robust enough to take a few hits. the infighting will lead to "loose rockets" flying around the arena in directions you are not expecting.

>> No.2593124 [DELETED] 

What will Back To Saturn X' E3's theme be?

>> No.2593137 [DELETED] 

>>2593124
porn

>> No.2593150 [DELETED] 

>>2593124
Purple.

>> No.2593163

>>2593095
Really? It's one of my least favorite levels in Plutonia.

>> No.2593175
File: 54 KB, 640x480, 1438898242.png [View same] [iqdb] [saucenao] [google]
2593175

>>2593124
well it's name is the Rusty Time Machine, so i guess industrial? like a purple version of UAC ultra

>> No.2593179

>>2593175
>it's
"its", sorry, no apostrophe

>> No.2593192

>>2593115
It's why they made Hell Knights in the first place. Same power, yet at half the health so they dont feel like a chore to kill a single one.

>> No.2593204
File: 2.93 MB, 320x240, pl04u600.webm [View same] [iqdb] [saucenao] [google]
2593204

>>2593095
why do you like it so much
>>2593163
why do you not like it

personally i could do without the spectres in the sewage or whatever it is.

and i keep forgetting where to go next

http://a.uguu.se/gfukmp_pl04u600.lmp

>> No.2593208
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google]
2593208

>>2593000

You like the Hellfos? They're one of my favorite monsters I've added

>> No.2593214

>>2593192
i think the most obvious gap in doom's monster tier is a medium robustness enemy that does not fly. as shown by that e4 has too many barons in it. the first time i did e4m2 i thought a lot of the barons on it would have been better as "non flying cacodemons" (flying ones of course would not stay in place and act as path blockers)

>> No.2593226

>>2593208
Hey now that you're here, which mapset should I first play gmota with?

>> No.2593252
File: 209 KB, 736x576, megatx01.png [View same] [iqdb] [saucenao] [google]
2593252

So apparently my Ed_C used limited megatexturing when he made putrefier. I think that's fucking genius and I'll definately try it out some day soon.

>> No.2593254
File: 22 KB, 512x384, mt02.jpg [View same] [iqdb] [saucenao] [google]
2593254

>>2593252
I'd never thought of using it to fake "baked" lighting like this

>> No.2593257 [DELETED] 

Daily reminder Brutal Doom is the best Doom mod ever made, and even Romero spoke about it.

>> No.2593265

>>2593254
BTSX2 does something like that.

>> No.2593268

>>2593226

I uh, I haven't played many mapsets because I'm a shitter.

But I'm really fond of Scythe 1 and 2, sorry I'm kinda useless there.

>> No.2593291

Has Tarnsman ever released any wads? I want to see what his maps are like since he always has such intense "reviews"

>> No.2593295 [DELETED] 

>>2593257
Agreed. People be mad jelly.

>> No.2593302 [DELETED] 

>>2593175

I hope it diverges a bit into it and we get to see some kind of gothic wasteland or something similar instead of it just being Pittsburg

>> No.2593304

>>2593204
how do you make webms like this?

I like the map's gameplay and level design. It's engaging as fuck, puts your right in the centre and you have to battle your way out of it. Great map, never a dull moment.

>> No.2593305 [DELETED] 

>>2593257
>>2593295
Here is the reply you want.

>> No.2593308

>>2593175

I hope it diverges a bit into it and we get to see some kind of gothic wasteland or something similar instead of it just being Pittsburgh.

>> No.2593309 [DELETED] 
File: 15 KB, 337x112, for the record.jpg [View same] [iqdb] [saucenao] [google]
2593309

>>2593305

>> No.2593310 [DELETED] 

>>2593309
Two baiters don't make a right.

>> No.2593314 [DELETED] 

>>2593309

I do have different browsers when I need to reply to myself, too

>> No.2593313 [DELETED] 

>>2593309
Sure.

>> No.2593315 [DELETED] 

>>2593310
jelly naysayers don't make it wrong

>> No.2593319 [DELETED] 

>>2593313
>>2593314
whatever helps you sleep m8s

won't change the fact that BD is king of mods

>> No.2593320 [DELETED] 
File: 45 KB, 1000x1000, 1182.jpg [View same] [iqdb] [saucenao] [google]
2593320

>>2593315

>> No.2593321 [DELETED] 

>>2593319
Sure.

>> No.2593323 [DELETED] 

>>2593320
I love this meem

>> No.2593325 [DELETED] 

>>2593321
Sure.

>> No.2593329
File: 136 KB, 800x600, Screenshot_Doom_20150804_201312.png [View same] [iqdb] [saucenao] [google]
2593329

I don't care if i am a robot or not, give me the fucking cigarettes

>> No.2593334

>>2593226
>>2593268
>Scythe 1 and 2
Fuck that noise. You know what you should play with GMOTA? Deus Vult II. That shit will put hair on your balls and other squamous subcutaneous areas. Plus, it looks really good and is fun as fuck.

Maybe it's because I went from DVII to Scythe 2, but Scythe 2 felt boring compared to DVII.

>>2593208
Yes, I like them. They are tough, dangerous, and have a variety of dick attacks; a huge improvement upon the baron.

>> No.2593342

>>2593334
>Maybe it's because I went from DVII to Scythe 2, but Scythe 2 felt boring compared to DVII.
Not the same guy, but every Doom megawad I've played after Scythe 1&2 felt boring. Scythe 2 was my first unofficial megawad and it blew me away. Afterwards I played AV and thought it was really good but not as good as Scythe 2. I then tried Plutonia 2 and again I thought it was very good, but nowhere near as good as Scythe 2. I then tried the first Scythe and sure enough it became my second favourite after Scythe 2, and those two remain my faves.

I'll try out DVII but I bet it won't be as good m8 :)

>> No.2593349

>>2592392
Guess my 144Hz monitor makes it even worse. Still, I don't understand the appeal of that effect.

>> No.2593351

>>2593342
Funny, I feel the exact opposite. I can't get into either Scythe, I have no idea why. I've played and loved tons of other mapsets, but the Scythes just don't do it for me.

>> No.2593362
File: 2.32 MB, 802x632, daily reminder this is really easy.webm [View same] [iqdb] [saucenao] [google]
2593362

>>2593349
I think the appeal is that it makes the moment feel somewhat faster to the brain. That's kind of my view on it when I saw it in Quake since relatively Ranger moves a bit slower than Doomguy but feels like he's just as quick on the draw.

>> No.2593379

>>2593362
nice toaster

>> No.2593384

>>2593362

It's the same general idea as in animation, when you want to make a moment, let's say a punch, have more impact and feel more powerful, the frames in the middle are cut out.
That way the actual motion feels faster because there's less actual movement in it, so the punch goes from wind up swing to hitting faster.

>> No.2593385

>>2593362
Saved that WebM for great justice.

>> No.2593393

>>2593379
We're on /vr/. Who cares?

>> No.2593402

>>2593393

He does, apparently.

>> No.2593405

>>2593342
>>2593334
I played through Scythe 2 first, found it ok, then played through Deus Vult II and was blown away. Then I went back to Scythe 2 and just found it rather plain. It's not that it was bad, I just have more fun playing through my own levels than Scythe 2.

>> No.2593410

>>2593405
Stop sucking your own dick faggot. Not that it's really the guy that made DVII anyway.

>> No.2593414

>>2593402
He's a moron.

>> No.2593423

>>2593252
>>2593254
I'm actually surprised that baking textures for doom aint getting popularity yet. it looks good and caters to artfags.
on top of that blender is free, so anyone could attempt it

>> No.2593445

>>2593423
How is blender involved in texture baking?

>> No.2593467

>>2593445
well you can do it in blender
gzdoom builder allows exporting your geometry to obj files, then you can make high-poly version of level with all the fancy details, and then just bake everything into textures to be used on low poly version inside editor

>> No.2593480

Are there any mods like Brutal Doom that aren't exactly like Brutal Doom? Like for example no metal music, no middle fingers, it retains the difficulty of the classic dooms?

>> No.2593481

>>2593480
brutal doom: sperg edition

>> No.2593483

>>2593480
>no metal music
Brutal Doom doesn't change any music.

>> No.2593486

>>2590707
>"Thy" is the old English version of the French "Tu"

No. It's a natively germanic word stemming, in early modern english, from old english "thu" (spelled with the thorn character rather than th), meaning "you".

Ultimately, it comes from proto-germanic "thinaz" (again, with thorn), which makes it a cognate with other germanic "you" words, like german "dein, du", or norwegian "din, du".

It's related to french/romance "tu" only tenuously/"farther up the tree". Both ultimately derive from proto-indo-european "tuh", but to say "thy" is directly related to french "tu" is incorrect. It's more closely related to it's germanic cousins.

>> No.2593497
File: 275 KB, 800x600, Screenshot_Doom_20141225_134440.png [View same] [iqdb] [saucenao] [google]
2593497

>>2593480
Accessories To Murder.
Has a much cleaner and much more consistent art style as well.

I recommend you play with the NC-Hud addon made specifically for AtM, as I personally find the helmet style HUD which comes with the mod obtrusive and weird.

>> No.2593506

>>2593467
>gzdoom builder allows exporting your geometry to obj files
Damn, I had no idea you could do that.
>then you can make high-poly version of level with all the fancy details, and then just bake everything into textures to be used on low poly version inside editor
That's brilliant. Can selections be exported or only entire maps?

>> No.2593509

>>2592469
>Playing Hexen for first time
>Do the first "hubworld" fine, probably because I played the same map in Hammerwatch so I understood the concept

>2nd hubworld i keep getting lost
When I get a key, I know to go to the door it opens. but when i press a button and "something happens", i just cant frigging find it.

>> No.2593515

>>2593175
>rusty time machine
that could be a ton of things...
either dirty industrial stuff, alternate universe/history(think blood dragon or wolf TNO)
or maybe far away in the future, like planet of the apes

>> No.2593518

>>2593480
Try smooth doom with all effects and stuff turned on and some weapon soundpack on top of that.

Then there's always Project: MSX of course, but there's little Doom left in it (this is not a bad thing mind you)

>> No.2593525
File: 1007 KB, 720x360, unsheathes batana.webm [View same] [iqdb] [saucenao] [google]
2593525

Man I love Shivers and the work he does. But christ he's bad when it comes to doing widescreen friendly weapons.

It's gonna be a bitch fixing this.

early weapon unfinished gonna add more to it and a sick ass melee attack, etc etc etc

I might make the balls have a weak homing effect after traveling a set distance so they have use in BIG areas

>> No.2593529

>>2593509
>2nd hubworld i keep getting lost
>When I get a key, I know to go to the door it opens. but when i press a button and "something happens", i just cant frigging find it.
That's pretty much what the rest of the game is.

>> No.2593534

>>2593529
the expansion doesnt get better?

>> No.2593541

>>2593506
I think you can export single sectors, not sure tho
personally I import OBJ, then detach rooms into separate objects that I work on independly.
also using 3ds max, no idea how workflow goes on blender, but for me its map > max import > split map > add detail > add lights > add normal maps when I am too lazy to use geometry > add fancy shit like occlusion and maybe some specular > render textures > pack shit into pk3 > use it in original map
original map you have imported is good as projection target

>> No.2593553

>>2593541
Thanks a ton for introducing me to this stuff.

How much of a nightmare is it to keep track of all the linedefs and what part of the prerendered texture(s) belong on which?

>> No.2593558
File: 373 KB, 1600x900, underage cyborg.png [View same] [iqdb] [saucenao] [google]
2593558

>>2593329
You stuck with placeholder sprites too?

>> No.2593568

>>2593558
Not really, that's just an old fork of ww-gzmecha edited by Terminus.

>> No.2593570

>>2593480

Smooth Doom is literally that. With people also taking it as Doom 2.0 included.

>> No.2593575

>>2593570
>smooth doom is doom 2.0
If set to only use the extra animation frames for guns and monsters, I can't say I really disagree.

>> No.2593578

>>2593534
No, the expansion is 60 more maps which are in much the same vein.

If you can't get into the game after the second hub, you're not going to enjoy it. I played through all of Hexen and the expansion, and I wish I hadn't because they're really not that fun.

>> No.2593581

>>2593553
it aint bad actually
just dont fuck up unwrapping and you will be fine.
also you gotta use photoshop/gimp to join/split textures properly and also you should keep a consistent scale.
wish I wasn't away from home, would post some pics.

lets say you have octagonal room, on the floor you got cobble texture and in the middle of the room there is a torch.
you could generate a normal map from your base texture in any program thats capable of doing that, then make a material in max/blender, and then put a light where torch is. when you bake textures, light will properly shade the floor according to the normal map of the cobbles. you can then open up the baked floor texture in photoshop, split it into 4 equal parts, and then pack them in slade.

I have mentioned earlier that original map is good as projection target. and for beginners its pretty much a must. if you use a different shape, you may get unexpected results such as warped textures or broken perspective.

and a tip, dont jump into max/maya/blender straight away and think that you will learn it overnight. because you will fucking fail. and from your failures you will eventually learn how to make good stuff.

>> No.2593591

>>2593578
It's ridiculous. I swear I covered every wall and surface.
All I know is I need a swamp key and one of the level is still blocked off.
I've looked everywhere.

I swear there's probably a dang button behind a statue I dont see

>> No.2593597

>>2593497
AtM is fun but man the hitscanners are VICIOUS

>> No.2593601

>>2593410
You misunderstand.
I like my own levels over Scythe1/2.
I am not the person who made Deus Vult1/2.

>> No.2593613

>>2593581
Seems fairly straightforward.
>you can then open up the baked floor texture in photoshop, split it into 4 equal parts
Probably because I'm sleepy, but I don't get the purpose of this.

>and a tip, dont jump into max/maya/blender straight away and think that you will learn it overnight. because you will fucking fail. and from your failures you will eventually learn how to make good stuff.
Oh I'm taking everything I do in Doom as a learning experience so that's no worry. And I've professional experience in 2d vector graphics so I don't think the learning curve should be *that* steep.

Unfortunately I have to go to bed now, but please do post some of your pics whenever you get back home, I read virtually everything posted here.

>> No.2593625

>>2593613
>Probably because I'm sleepy, but I don't get the purpose of this.
easier to apply, sometimes you can reuse it, smaller requirements, which matters if you often play on shitty pc or laptop.
these are not big advantages, just preference tbh.
>Oh I'm taking everything I do in Doom as a learning experience so that's no worry. And I've professional experience in 2d vector graphics so I don't think the learning curve should be *that* steep.
shouldnt be too bad for you then. often I joke with buddies that modeling is like "connect the dots" for adults. consider making some techbases first, if you struggle with them, go with flesh/hell stuff and look up surface modeling.

>> No.2593627
File: 139 KB, 800x600, Screenshot_Doom_20140713_143548.png [View same] [iqdb] [saucenao] [google]
2593627

>>2593591
I really wish someone had made a megawad featuring Doom style gameplay.

Less cryptic shit, no esoteric switch or key hunting across hubs, and more lively combat.
I guess more fun enemies and weapons too.

>>2593597
The shotgunners can do you lots of hurt if you're caught off guard and they have the time to let off both barrels, and the riflemen can be either put lots of lead in you up close, or be a terrible nuisance from afar.

I bumped down their damage ever so slightly in Slade, but really, you're just gonna have to get used to the fuckers. For shotgunners you need the reflex of wheeling around immediately to drop them, it's entirely possible for you to be faster than them (at least if you play with mouse, which you SHOULD).
For the riflemen, sort of the same, but they can hurt you from a greater distance, you'll just have to get in the habit of getting into cover, whether that means getting behind a pillar or crouching down below a ledge or in front of a crate or piece of furniture to break their line of sight and to stop their bullets from hitting you.

>> No.2593631

>>2593627
The Golden Souls has a cool hubworld

>> No.2593664

>>2593631
I love a lot of things about Golden Souls, but at the same time there's a few things I hate, such as some monsters just straight up being annoying bullet sponges, like the plants which spit fire, they're incredibly tedious to deal with in any manner.

>> No.2593702
File: 184 KB, 480x360, lel___.png [View same] [iqdb] [saucenao] [google]
2593702

WHAT ARE THOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSEEEE

>> No.2593706

>>2593702

Handholds.

>> No.2593707

>>2593702
Little tiny t-rex arms without hands.

>> No.2593712

>>2593702
what

>> No.2593713

>>2593702
>>2593702
shoulder spikes?

>> No.2593719

>>2593702

MAP30: Icon of Malnourishment

>> No.2593786 [DELETED] 

>>2593591
If you're in the shadow wood hub, then you're looking for 6 square chain looking switches. There are 2 per level off of the hub, 1 you need a key to get and 1 just in the level. I know one of the keys has a stupid requirement to get, you have to fall into a hole in one of the passageways in the cave level to open up doors leading to the key in the brown level. Also, one of the switches is indeed behind a statue in the swamp level.

>> No.2593798

If you're in the shadow wood hub, then you're looking for 6 square chain looking switches. In order to get to them, you need to grab the keys in each of the levels, then go and unlock the doors and find the switches in them. The doors you can't go past lead to the final level of the hub where you fight the boss. The key in the cave has a dumb requirement to get; you have to drop through a hole I think in the easternmost passage near the start and grab the armor and a bunch of doors will open. One of the switches in the swamp level are indeed behind a statue in an area that requires the cave key, I believe.

>> No.2593830

>>2593627
>I really wish someone had made a megawad featuring Doom style gameplay.
As a Hexen fan... shit, why am I not doing that right now?

>> No.2593841

>>2593291
He's made plenty of maps in BTSX.

>> No.2593863

>>2593334
>>2593405
To be perfectly honest, I found Deus Vult II to be largely disappointing compared to the original.

>>2593342
I recommend Unholy Realms, Speed of Doom, and Resurgence.

>> No.2593892

>>2593863
>Speed of Doom
This man has nice taste and you should listen to him.

>> No.2593923

So when are DRLA and TSP and M:D getting updated?!

>> No.2593924
File: 147 KB, 115x102, Pain_Elemental_by_Zocker4ever.gif [View same] [iqdb] [saucenao] [google]
2593924

You're in a tight dark hell castle corridor and this guy slaps your super shotgun's ass. What do you do?

Keep in mind he's 120x96 and can deal nearly two rockets worth of damage each second.

>> No.2593926
File: 572 KB, 600x580, 1418576170103.png [View same] [iqdb] [saucenao] [google]
2593926

>>2593923

>> No.2593935

>>2593926
Related note: whatever happened to Berserk Mod and Cyberpunk Shootdown?

And does anyone have that Thief mod so I can download?

>> No.2593937
File: 24 KB, 201x130, SSG.gif [View same] [iqdb] [saucenao] [google]
2593937

>>2593924
Shoot him with my SSG.

>> No.2593939
File: 2.19 MB, 1280x720, Doom 64 - Mother Demon vs. Pain Elemental.webm [View same] [iqdb] [saucenao] [google]
2593939

>>2593924

>> No.2593943

>>2593939

The 64-era Pain Elementals don't fuck around.

>> No.2593954

>>2593939
Doesn't look like the Mother Demon was fighting back though.

>> No.2593957
File: 40 KB, 320x200, chair2.png [View same] [iqdb] [saucenao] [google]
2593957

Were those wall textures made from extreme close-ups of the upholstery fabric on the office chairs at id? I kinda see that being the case, and it would explain why they are together in this image.

>> No.2593958

>>2593957

I would really like to know how that texture came from an office chair.

>> No.2593986

>>2590157
>>2590190
>You kinda had to be there when the shareware first came out
That, and playing keyboard-only. I remember playing the demo at my friend's house, and granted we were young and kinda sucked at video games, but I mean, this was only the second FPS we had ever played (Wolfenstein was the first) and we didn't have circle strafing skills or even decent dodging rhythms yet.

Of course much of vanilla Doom is underwhelming by today's standards, but those guys made an impression on me at the time and we died a lot until we finally beat them.

>> No.2593993
File: 1.76 MB, 1560x2080, shitchair.jpg [View same] [iqdb] [saucenao] [google]
2593993

>>2593958
I'm crazy I guess?
I took this of my chair.
Not the same color fabric, of course. But with wear, wrinkling, RIP AND TEAR, rivets etc. I thought it could be made to look something like that.

Also, they used Deluxe Paint II for DOS. I'm not sure if you have used it before, but for the early 90s, it was pretty damn capable. It could probably assist in some cool edits (like the gradient brushes with that greenish stripe in that wall texture)

>> No.2593997
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google]
2593997

Does anyone have a link to Strife's iwad that's free?

All the good websites that used to have it that I could trust essentially deleted the link and redirect you to the steam store page for it.

It's like fuck off I already bought the game years ago and lost it i'm not buying that shit again fuck you.


If anyone asks yeah bought it way back when but lost it and I think also accidentally deleted it. The details are a little foggy since I was young at the time, but now I want it back.

If anything I probably deleted it because it frustrated me, being too young and stupid to figure anything out at the time.

>> No.2594001

>>2593997

Have you considered reading the FAQ?

>> No.2594002
File: 291 KB, 961x1280, DOOM-hierarchy.jpg [View same] [iqdb] [saucenao] [google]
2594002

>>2593291
>>2593841
He also made maps for Doom 2 the Way id Did, and possibly DTWID? I know for sure he did for D2TWID.

Not many people seem to like that megawad, but gimmick levels aside I think it's rock-solid and is what made me appreciate Tarnsman as a mapper.

It's like "Doom 2 the Way It Should Have Been", all of the good and little of the bad while still feeling authentic.

>> No.2594005

>>2594001
I see aquiring doom, wolfenstein, and quake. Where is strife?

Damnit why was I too fucking slow I should have downloaded it like 4 years ago goddamnit.

>> No.2594007

>>2594001
To be fair that zip requires him to download all the other games too, which is a bit of a nuisance. Maybe I'll revive that x10 site I had.

>>2593997
Does Abandonia's download still work? It was fine when I tried it.

>> No.2594014

>>2594007
I tried abaondia.

For some reason I keep getting seemingly redirected to a non-existent page when I click download.

>> No.2594018
File: 263 KB, 1361x660, Abandonia.png [View same] [iqdb] [saucenao] [google]
2594018

>>2594014
oh oops wrong website.

The whole redirect thing happened on the site ross linked in his game dungeon video.

Yeah abadonia just redirects you to the fucking steam store now.

>> No.2594040

>>2594018
Guess it makes sense since it's not technically abandonware anymore.

Gimme a sec so I can zip it up with VOICES.WAD.

>> No.2594045

>>2593986
Didn't Doom have mouse support when it was first released?
I'm sorry if the question sounds dumb, I had just been born when Doom was released and I first played it a decade ago.

>> No.2594046

>>2593957
those pictures were probably for the chair sprites in the alpha, unrelated to the texture

>> No.2594047

>>2593954
i'm not sure it was even able to! constantly in pain state

>> No.2594048

>>2594002
I liked D2TWID. Not the most amazing megawad ever, but it certainly achieved its purpose.

And I liked that they based the secret levels on Commander Keen.

>> No.2594049

>>2593334
>>2593342
you never forget your first love

>> No.2594052

Vanilla did have mouse support. Keyboard only was mainly common because not everyone owned a mouse back in the DOS days.

>> No.2594054

>>2594052
meant to quote >>2594045

>> No.2594059

>>2593486
totally offtopic, but fascinating, thank you

it amuses me that originally thou was the familiar form for close friends and god, and you was the polite form, but thou fell out of favour for everyone except bizarrely god. so they kind of switched places, you is normal and thou sounds weirdly majestic.

>> No.2594061

>>2593601
this makes sense, if you know what you like, you put it in your own wad. thus you're going to prefer your own wad, by deliberate construction.

>> No.2594063

>>2593702
>>2593713
i also think they are spikes on the shoulders

>> No.2594064

>>2594040
>>2594018
Here's your 29.29 MB of fantasytech rebel mercenaries.
https://my.mixtape.moe/kmzgdu.zip

>> No.2594075

>>2594064
Okay i'll bite.

But if I find a trojan or some shit on my computer I will rape you.

>> No.2594089

Trying to make the experience as authentic as possible.

What was allowed in original strife?

Was freelook a thing, was jumping a thing? was crouching a thing? ect.

>> No.2594114

no, yes, no.

>> No.2594123

Chocolate Doom or PrBoom+?

>> No.2594129

>>2594123
Chocolate for the 1993-1995 experience.
PrBoom+ if you want Doom with some more capability but not too heavily modernized/ZDoom-ified.

I'd go with PrBoom-plus.

I would really only run Chocolate when trying to ensure Vanilla compatibility for a mod. It also plays well multiplayer over LAN. And you also get the three-screen mode from Doom 1.2, but the gimmick doesn't last.

tl;dr PrBoom-Plus

>> No.2594130

>>2594129
I heard PrBoom+ uses less cpu/ram than ZDoom, is that correct?

>> No.2594131

>>2594123

ChocoDoom for the 1993 feeling and whenever you want to ensure you make a map that plays on anything

PrB+ for more advanced mapping while still having the classic Doom feel; there's also GlBoom for truecolor stuff, oh, and this is the to-go source-port for speedrunners and demo players

>> No.2594136

>>2594130
Indeed it is. PrBoom+'s actor ticker isn't as heavy since it doesn't need to support DECORATE.

>> No.2594139

>>2594123
if you just want removed limits and double resolution you can try crispy doom

if you want a hodge podge of misc features added you can try brad harding presents brad harding's DOOM RETRO by brad harding (and maybe indirectly some other people)

>> No.2594141

>>2594130
Yup.

It can be run in normal software mode (choosing between 8/15/16/24/32bpp color depth) or OpenGL.

In fact, tested this recently with Planisphere 2. After rebuilding nodes with ZDBSP (Prboom doesn't have a built in node-builder like ZDoom) and placing them back in the WAD, Planisphere 2 doesn't lag at all, where with ZDoom it can be really slow.

>> No.2594147

>>2592614
>Ribbiks
I saw a few videos off his youtube channel recently. Guy's bretty gud

>> No.2594150
File: 7 KB, 640x400, setup_000.png [View same] [iqdb] [saucenao] [google]
2594150

>>2594089
Jumping confirmed.

I don't see an option for mouse freelook in SETUP, but i'll run the game in a moment and check.

>> No.2594153

>>2594150
there's look up and down. good enough for me

>> No.2594156

>>2594089
>>2594150
Fairly sure it didn't have freelook.
If you look up at a certain point you'll spoil the game, for example

>> No.2594157

Does E1M8 have the best BGM?

>> No.2594176
File: 689 KB, 300x225, strifeop.webm [View same] [iqdb] [saucenao] [google]
2594176

>>2594156
Confirmed for NO freelook.

By the way, a little treat (sort of) for those who have not played actual DOS version of STRIFE. The executable for the game is STRIFE1.EXE, hence the name of the IWAD.

However, running 'STRIFE', it loads a batch file that executes a DOS video player for an intro video, and then launches STRIFE1. Running Strife through a source port lacks this. Its cheesy CGI, but the music is cool.

Heres a webm of it.
And here is a link to it with the audio: http://webm.host/d8b11/

And this isn't compressed. Being 1996, this is the quality of the video.

>> No.2594179

>>2594176
>that title font and effects
Damn.

>> No.2594209

>>2594176
>Confirmed for NO freelook.
Yet it apparently has look up and down keys?

>> No.2594219

>>2594209
Yup. I believe Heretic and Hexen did this as well.
Looking up and down is easier to implement than the view rotation/translation that "free"look requires.

Semi-related, a quote from Ken Silverman, regarding development of the BUILD Engine used for Duke Nukem 3D and others: "04/24/1994: Added "fake" LOOKING UP & DOWN after discovering that it wasn't too difficult to shift the screen up & down. 3 days later, the same effect mysteriously appears in Apogee's other game that they were working on at the time, ROTT. What a coincidence! "

>> No.2594221

>>2594123
>>2594129
Eternity if my main choice for traditional gameplay. I like that the original options menu can be emulated, and the software renderer is the best out of any engine, IMO.

For full vanilla compatibility, I would recommend getting the SVN thats dated Jul 29 2014 03:02:27, as for whatever reason later versions have broken the "bullets don't hit floors and ceilings" option, rendering a few maps like Eternal Doom map28 unplayable unless you use the -vanilla command (which also only works with -warp command).

>> No.2594226

>>2594219
>Looking up and down is easier to implement than the view rotation/translation that "free"look requires.

Couldn't you just map the mouse Y-axis to those two functions and basically make your own freelook?

>> No.2594235

>>2594226
Not natively, but with an external tool like DOSBox's keymapper.

Freelook is bit more complicated than that. It would *kinda* work, but the movement would not be smooth, because it wouldn't interpret the x+y movement simultaneously, and latency between polling would result in stuttery movement.

>> No.2594269
File: 15 KB, 320x200, setup_001.png [View same] [iqdb] [saucenao] [google]
2594269

>>2594176
Damn, now I'm sucked into playing Strife under DOS.
Forgot I actually really liked this game.

>> No.2594287
File: 15 KB, 320x200, setup_002.png [View same] [iqdb] [saucenao] [google]
2594287

>>2594269
I find voices (more than just grunts and screams), when done right, can really add personality to a game.

Like Duke's one-liners, or hell, even the troopers from Dark Forces ("Blast him!")

Just got a silly message from Blackbird at the part I'm at in Strife right now: "Y-You cut off his hand! And I thought you were a nice guy, kind of. Pfft.. Let's go."

>> No.2594302
File: 2.88 MB, 320x240, pl08u937.webm [View same] [iqdb] [saucenao] [google]
2594302

http://a.uguu.se/bdbubc_pl08u937.lmp

>>2593304
record demo. play it back, pipe framebuffer into ffmpeg.

>> No.2594378

>>2594287
My fave strife lines are
>STOP WAVING YOUR ID IN MY FACE AND GO IN!
>OH, OK, SURE. HAVE A NICE DAY
>A PEASANT'S DEATH RATTLE IS A LOVELY SOUND DON'T YOU THINK?
>Are we really supposed to trust a guy whose inner sanctum is GREEN?!

>> No.2594385

>Strife in a nutshell.
>What would have happened if the church stayed in power for several more centuries than it did.

>> No.2594390

>>2589750
http://www.doomworld.com/vb/post/1405538 Swift Death beta3, with new map12.

>> No.2594434

>>2594157
>not e3m1

>> No.2594449

>>2594150
>>2594156
>>2594176
>no freelook
>Look Up / Down controls right there
Come on guys, get it together.

>> No.2594450

>>2594449
Not with the mouse, guy.

>> No.2594451
File: 193 KB, 681x440, 1435057643396.png [View same] [iqdb] [saucenao] [google]
2594451

>>2594434
>mfw Untitled
https://www.youtube.com/watch?v=S_6ChXTP9TA

>> No.2594467

>tfw finally finished unholy realms overnight
feels so fucking good, was breedy fun
>didn't get any sleep
shit

still got CC1 and 2 to go though
although i don't really think i'll finish the former though, feels kinda boring to me idk

>> No.2594473

>>2594450
What's the difference?

>> No.2594475

>>2594473
freelook is when you can move the mouse freely to look.

>> No.2594489

>>2594475
Okay, but what practical difference is there between using the mouse or keys? Autoaim takes precedence regardless.

>> No.2594498

Do you think there's a wad that surpasses the originals in some/all ways?
Personally, I think Valiant is superior to Doom 2

>> No.2594505

>>2594498
Valiant is quality stuff for sure.

Doom mapping has come a long way since the originals and by this point it's evolved in so many different directions that probably almost anyone will be able to pinpoint at least one wad that they enjoy more than the originals.

I think the maps in Doom II have a certain charm to their surreal chaos, though, and it's rarely been replicated in user maps.

>> No.2594521

>>2594489
You basically just answered your own question...

>> No.2594529

>>2590615
That might have been due to the n64 controller, playing with kb and mouse makes it feel like a whole different beast.

>> No.2594530

>>2594529
But I have played with keyboard+mouse.

>> No.2594538

>>2594434
>putting plagiarised music in your top 5 tracks

>> No.2594545

>>2594538
>implying over half of the music in Doom isn't plagiarized
>implying that isn't the point
>implying it's not within legal limits of sampling
>implying you don't have dicks in your ass

>> No.2594564

>>2593702
he's doing the splits

>> No.2594587

>>2594390
hah, beta4 already

>> No.2594609

Just finished Inferno lads, so that's my first time completing Doom. Was great fun.

I'll do Thy Flesh Consumed too ofc.

>> No.2594619

>>2594609
>thy flesh consumed
prepare your anus anon

>> No.2594620

>>2594619
I've only been doing Hurt me plenty, is it hard on that?

>> No.2594628

>>2594620
Some levels are hard even in Hurt Me Plenty, but nowhere near Plutonia levels.

>> No.2594630

>>2594620
Its only really Romero's maps (E4M2, E4M6) that are hard. E4M1 is only tricky because of a lack of resources (though HMP and lower do have medikits). E4M4 is about as easy as E1, IMO. Everything else is medium-ish

>> No.2594631

>>2594628
>>2594630
Alright I'll have a go tomorrow

>> No.2594632

So uh, does Infinite Ammo not work in Brutal Doom or Project Brutality? For personal reasons, I like using that cheat.

>> No.2594638
File: 479 KB, 625x626, 1379281581123.png [View same] [iqdb] [saucenao] [google]
2594638

>>2594632

>> No.2594642

I hate sounding like a retard here, but somehow, after a Zdoom reinstall, I cannot zoom anymore? Tried mapping it with Mouse 2 and keyboard buttons, no dice.

>> No.2594646

>>2594638
Eh I play Doom to relieve stress, and as such I like not having to worry about ammo.
No solution?

>> No.2594649

Anyone has this issue with ZDoom?
I always play with 0.5 mouse sensitivity but ZDoom defaults it to 0.2 whenever I launch it, so I have to change it everytime I want to play.

>> No.2594654

>>2594157
E1M4, E1M6 E1M9, E2M1 and E3M8 are my top 5 midis

>> No.2594656

>>2594545
He has a point, though. E3M1 flat out rips off E2M9

>> No.2594662

>>2594642
Yeah never mind. I really am a retard today.

>> No.2594671

>>2594632
>>2594646
i haven't run bd or any of its spinoffs for ages but i remember infinite ammo never seemed to work. i have no idea why, they probably need rewriting.

maybe one of the cleanup spinoffs like BD:SE fixes it, i don't know

>> No.2594673

>>2594475
freelook is where you are free to look up and down :P

>> No.2594675

>>2594489
pretty much the same difference as using the keys or mouse to turn - you can do it a lot more quickly and accurately with the mouse

>> No.2594694

>>2594649
Sounds like a file editing permission error in windows. Do any other options 'stick' or do they all default?

Anyways I'm off to implement a dialogue system in ACS now. I have absolutely no idea how to best store text lines as choices and replies..

>> No.2594698

>>2594646
Open console and type bind b "give ammo". So when you run out, just press B to refill your ammo without having to type it all the time.

>> No.2594704

>>2593480
Brutal Doom doesn't change music.
Just go to options and unbind the middle finger button.
Then open the console and type "bd_classicmonsters 1" then restart the game. This will enable the "Vanilla mode", and will remove all gameplay modifications from monsters.

>> No.2594714

>>2594538

oh yes because only dirty gaijin are the ones ripping metal music off, eh?

https://www.youtube.com/watch?v=lOnXiT6hlgc
https://www.youtube.com/watch?v=ZpbpOgUybBM

>> No.2594723

>>2594714
Stealing music is a national past time in Japan so it doesn't count.

>> No.2594725

>>2594714
>oh yes because only dirty gaijin are the ones ripping metal music off, eh?
what the fuck are you even talking about

>> No.2594732

>>2594714
>>2594723
https://www.youtube.com/watch?v=9k7DrIWcrdI

>> No.2594761 [DELETED] 

>>2594587
testing humorous overstrike for copypasting into news post if 4chan lets it through:

Swift Death beta 3̶ 4, with new map12.

>> No.2594829
File: 98 KB, 1025x641, Wolfenstein TC Floor 1 screenshot.png [View same] [iqdb] [saucenao] [google]
2594829

I gotta say I REALLY like the wolfenstein TC linked in the FAQ

It's alot more faithful than wolfendoom and I applaud it for that. It even has the movement already on for you, in wolfendoom you had to disable viewbob to get that authentic experience.


Anyway I don't know why I love wolfenstein so much, there's just something about it that fascinates me. Or maybe I just like it better than CoD.

Y'know the best Medal of Honors and CoDs were the ones set during WW1 WW2 and Vietnam. Once they started delving into the more modern shit they started going downhill, Black ops one taking place during the cold war was okay but wasn't that good.

All I know is theres just something about WW2 themed games in general that mystify me. Funny how back in the day games based on it were overused now nobody fucking does them at all and I miss it.

>> No.2594834

Hi!
I noticed Brutaldoom received several updates I wasn't aware of and there're a couple of things I can't find explained.

What are the differences between the Modern and Classic classes and what does Realism change?

>> No.2594842
File: 181 KB, 620x388, mg08.png [View same] [iqdb] [saucenao] [google]
2594842

>>2594829
You should check out Unsung.

Its a Wolfenstein 3D total-conversion set in World War I.

>> No.2594847

>>2594834
can't remember. maybe classic does away with headshots?

>> No.2594851
File: 21 KB, 383x455, nam.jpg [View same] [iqdb] [saucenao] [google]
2594851

>>2594842
Are there any Wolfenstein mods that take place in Vietnam? I know there's that WWII sequel Nam that was made using the Build Engine

>> No.2594859

>>2594834
Realism adds bullets that travel through walls 24 units thick or less.
Classic adds a couple of bugs, I forget what they are off the top of my head.

>> No.2594886

>>2594859
>>2594847

Now I noticed.
Basically, Classic is "boring" mode, deactivates everything Brutaldoom has to offer.
Modern activas the gore, new weapons, fatalities and everytihng.

>> No.2594894

>>2594829
the only bad thing about this one is that the HD sprites aren't from the mac version

>> No.2594903
File: 5 KB, 87x106, Hell_Knight_in_a_bumper_car.png [View same] [iqdb] [saucenao] [google]
2594903

I'm playing the Sunlust beta with Psychic right now.
Part of me feels like I've made a mistake since I haven't been this frantic in a long while, especially since I unbound quicksaves to curb my constant save-scumming.
On the other hand, it's incredibly fucking fun to blaze through.

>> No.2594926

Ooh, a new Doom track on OCremix

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

Oh dear.

>> No.2594936 [DELETED] 

>>2594926
Totalbiscuit pls go

>> No.2594940 [DELETED] 

>>2594936
Mister 'Brutal Doom adds jumping' isn't here.

>> No.2594947

>>2589748
anyone know how to make make smooth doom work with the valiant pistol + chaingun mod?
or how ot make pks smooth weapon animations work in valiant?

>> No.2594974
File: 45 KB, 640x1440, 1438974215.jpg [View same] [iqdb] [saucenao] [google]
2594974

>>2589750
Something for E2 fans - seems like Chris Hansen is tuning up his old maps

>So, what is Monument exactly? Well, as boring as it sounds, it's "just" an episode 2 replacement consisting of all my prior episode 2 pwads with maps ranging from 1998 to 2015. But I haven't just compiled them into one wad. Every map has been tweaked in some way. Right from minor adjustments to major revamping!

http://www.doomworld.com/vb/post/1401888

>> No.2594976 [DELETED] 

>>2594940
>not mentioning the the mouselook and 1080p resolution and dynamic lights Brutal Doom hacks into Doom
looks like someone's jelly

>> No.2594979

>>2593581
Not the anon you were replying to, but that process seems really insteresting, you should do a tutorial on it or something.

>> No.2594986

>>2594829
I really hate that reviewers look at WWII games now and say "Oh look, a WWII game. What kind of amazing story will we get out of this? Oh look, Nazis are bad! You point guns at people and shoot them! Skip this game." when in reality the "modern shooters" are more samey than the WWII shooters we're getting.
MOHAA is my jam. Shame we can't talk about it here, just the first MOH.

>> No.2594989
File: 8 KB, 535x412, unf insinuating a positive response.png [View same] [iqdb] [saucenao] [google]
2594989

>>2594926
Not bad.

>> No.2595012

>>2594926
Sounds fuckall like any of the music from Doom. If I listened to this track without knowing it was intended to be a remix of a Doom track, I would've just assumed it was its own thing.

>> No.2595106

I can't save Doom 64 EX anymore.

It crashes the game if I do. does anyone know how to fix this shit?

>> No.2595115
File: 47 KB, 1360x728, CRASHLOG.png [View same] [iqdb] [saucenao] [google]
2595115

>>2595106
Here's a pic of the crashlog if it helps.

Also to note I have NOT altered any files since i've acquired doom 64 EX so this weird ass error occured of it's own accord.

>> No.2595121

>>2595115
>>2595106
Tried running as admin and it literally got worse. now it just crashes if I even TRY to access the save menu.

>> No.2595156
File: 287 KB, 1600x1200, 1369969435816.jpg [View same] [iqdb] [saucenao] [google]
2595156

>>2594986
I'd much rather shoot at Nazis than generic derka derkas.

Or communists. Shit, you know what would be cool? A Wolfenstein 3D total conversion set in the Soviet Union during the 1950's, you collect treasures and shoot mooks like usual, but this time they're filthy commies instead of filthy nazis, you could even have Stalin as a final boss.

There'd be weapons like Tokarev pistols and PPS-43 subguns (sharing the same ammo pool), a Mosin Nagant rifle in the early levels, old, but they figure it does well enough for simple guard duty in the prison camp you're escaping from, hits hard and is accurate, has a bayonet which hurts, but only holds 5 rounds and you gotta work the bolt between shots.

Later you'd find a more recent SKS rifle as they send reinforcements from an army base to stop you. For heavier dakka, you can find a DP-28, kind of old, but holds 42 rounds in it's pan magazine, making much better use of the ammo you'd otherwise use in the old Nagant while hitting as hard. There'd be the occasional machinegun team manning an old Maxim gun, fortified and puts out lots of lead, you can't take the gun with you, but you could man it or take the belt of ammo and use it for your Nagant or DP-28.

In the final episode/levels you'd actually run into elite troopers armed with brand new AK-47 rifles, sharing ammo pool with the SKS, but holding three times as much ammo, reloading way faster, and is full-auto. Stalin would be armed with two AKs or something (after you've defeated his suit, fitted with 7.62x54r aircraft machineguns).
But also being a Wolfenstein sort of game, you need a high speed machinegun with lots of power, like some sort of Gatling or something else with lots of barrels which looks awesome, one could either draw from existing prototypes and designs of the time, or make something up completely.

There'd also have to be fantastical elements such as occult and magical themes (black magic fits Russia very well), robots and super soldiers.

>> No.2595164

>>2593031
play hell revealed 2

>> No.2595193
File: 982 KB, 320x287, oh bother.gif [View same] [iqdb] [saucenao] [google]
2595193

>Think BTSX is pretty to look at but bland
>Plutonia tries too hard to be difficult
>Alien Vendetta just has all of Doom 2's pitfalls, with Plutonia-esque difficulty
>Going Down is too cramped and linear
>Valiant is visually unappealing and incredibly over-rated for how mediocre in both visuals and level design that it is
I can't find any of this shit fun at all.
What's wrong with me.

>> No.2595196

>>2595193
Have you played anything that you do like, anon? What are your thoughts on the stock maps?

>> No.2595209

>>2595196
I think Ultimate Doom is fucking amazing, and Doom 2 is ok, although the levels are a bit mediocre, and slowly slide further down that slope shortly after Tricks and Traps.
I do enjoy maps that use new visuals, mechanics, weapons, etc, but I can never find any that seem to implement them well.
Maybe I just listen to too many crazy fanboys yell about their favorite WADS, and I just disappoint myself after getting really over-hyped, even if the maps are pretty good.

>> No.2595218

>>2595209
Suspended In Dusk is pretty gr8 in my opinion.
Rather short, and the author is dead so no sequels ever, but I think it's neat.

>> No.2595239

>>2594979
I may do it in the future. got two more important projects that gotta be finished first tho a map for UT4 and my contribution to Wormwood mod

>> No.2595250

How did the tradition of putting the thread edition in caps start?

>> No.2595257

>>2595209
If you want more maps in the style of Ultimate Doom, check out some of these:
>Eviltech (first 11 maps stick to Doom 1 monsters, weapons, and theming, goes all-out batshit insane afterwards)
>Switcheroom
>Doom The Way Id Did
>Thy Flesh Turned Into A Draft Excluder
>Wonderful Doom
>Fava Beans
>Back To Basics (same author as SiD mentioned by >>2595218)

>> No.2595262

>>2595156
>>2595156
all of my yes.

>> No.2595267

>>2595257
I think you forgot 2002: A Doom Odyssey

http://www.doomworld.com/idgames/?id=16879

>> No.2595274

>>2595250

people not finding the doom thread

back when /vr/ started people had like 3 different Doom threads

>> No.2595275

>>2595250
i don't know, it seemed to creep in gradually from late 2013 until by mid 2014 nearly every thread title was in capitals.

>> No.2595276
File: 296 KB, 1023x639, Hexen Fighter Fist.png [View same] [iqdb] [saucenao] [google]
2595276

>Hexen fighter playthrough in a nutshell
>https://www.youtube.com/watch?v=RxkezvGwI20

>> No.2595291

>>2595274
bit unnecessary now the canonical way to find it is to go on the catalog and put "doom thread" in the search box.

>> No.2595296

>>2595291
Shit man, I got a toolbar bookmark to
https://boards.4chan.org/vr/doom

>> No.2595319

>>2593214
Bailiff of Hell. Medium-sized, hairy, orange-and-brown gargoyle-faced brute that lobs green cacodemon bolts (an average between Caco and Baron) and punches in close combat.

Won't infight against higher-ranking demons (hell knight, baron of hell, archvile), but will go apeshit on lost souls, demons, imps and zombiemen, befitting their role in the hierarchy as keepers of the riffraff.

>> No.2595354

>>2591173
ive been playing opengl lately only because i just built a computer that can handle opengl 4 but i fucking HATE the weird, paper mario effect sprites have whenever you look up or down. would much rather have the software distortion tbh

>> No.2595356
File: 290 KB, 640x480, situation_shitty.png [View same] [iqdb] [saucenao] [google]
2595356

What are some good Scythe 2-like megawads/mapsets? I played through Scythe 2, jolly fun, and now trying to beat Slaughtenstein without save/loading too much

>> No.2595359

>>2595356
Demonfear was one of Scythe's inspirations, but its age really shows off in the aesthetics.

>> No.2595360

>>2593091
such a giant bitch with project brutality on man and a half

>> No.2595371

best strife gameplay mod go

>> No.2595392

>>2595371
>implying

>> No.2595395

>>2595371

Hah hah hah hah hah! That's a funny joke!

>> No.2595404

>>2595371
if I remember well strife is pretty fragile, so really not the best thing to mod.

>> No.2595405

>>2595392
>>2595395
i mean relatively

>> No.2595417

>>2595405
There aren't any.

>> No.2595418

>>2595405

If you're serious, there's maybe...a total of three gameplay mods for Strife. There's not really a lot of ground for "best".

>> No.2595430

>>2595418
ffs which one's the least shit. i had one on my old, busted pc but i cant remember what it was called.

>> No.2595492

>>2595430
There's Brutal Strife, which I think does a few cool things.

Then there was some dude who was working on a gameplay mod which looked pretty cool, but I don't think it was ever released.

Oh, and wwhc-diaz.wad *kinda* works with Strife, Weasel made it have compatibility with it, but it's not 100% perfect.

>> No.2595497

>>2595492
>wwhc-diaz.wad *kinda* works with Strife, Weasel made it have compatibility with it, but it's not 100% perfect.
not that guy but how the shit did I never know that?

>> No.2595504

>>2595497
I gave it a try once on a whim, and found that it actually had compatibility with Strife, and then looked in the .wad and there's some text stating compatibility with Strife, the Sigil is there and works like it should and everything.

Also, you might want to play as the dude player character unless you want dialog which is kind of confusing and odd with Blackbird.
Or maybe you just really likes yuri, that's fine too I guess, but she'll call you a guy.

>> No.2595507
File: 3 KB, 226x204, What the Hell, man....png [View same] [iqdb] [saucenao] [google]
2595507

>>2595257
>Thy Flesh Turned Into A Draft Excluder
I... I'm going to need some context on this name.

>> No.2595530

We need to find who played the triangle in "At Dooms Gate." This is important to the history of doom

>> No.2595532
File: 2.89 MB, 812x480, 1438985530465.webm [View same] [iqdb] [saucenao] [google]
2595532

Is it me, or does Doomguy's mighty boot looks weird?

>> No.2595536

>>2595532
his whole getup looks weird

>> No.2595541

>>2595532
>mighty boot
we haven't seen it being used outside of the cutscenes. I hope it's usable, it is the one thing I really miss from brutal doom.

>> No.2595550

>>2595532

That's because his legs are super short.

>> No.2595571

>>2595532
It looks kinda jerky, like he's a robot and it has to get into boot position before he can boot, instead of just kicking the corpse away in one motion.

>> No.2595579

>>2595530
Are you talking about a specific recording, cover, or remix of the song?

Because if you are talking about straight from the game, those are just MIDIs okay, technically, their id's MUS format, but thats basically just MIDI with some extra info for OPL synths and a file size limit of 64KiB. The instruments are synthesized.

>> No.2595609

>>2595121
>>2595106
Surprised no one else replied. Unfortunately, it's a known bug, it has to do with the screenshot generated to the file. You'll just have to delete the problematic save file, use multiple save slots as you go through the game. It happened to me too.

You'll find them in your game's folder as doomsav1.dsg, doomsav2.dsg, etc.

>> No.2595616

>>2595532
Eh, I am bothered they didn't implement splatters on weapons. At least not as of yet.
Whole thing has been looking disappointing despite taking hints from Brutal Doom. Awful colorscheme, slow-paced ( the E3 gameplay was choreographed as fuck so they have might as well kept their presentation in form of ballet. )
No modding is just final nail in the coffin.

>> No.2595626

>>2595616
>Eh, I am bothered they didn't implement splatters on weapons.
I just noticed that, it's really weird. Chainsaw barely gets any blood on it after cutting a fucking demon in half

>> No.2595646

>>2595616
>the E3 footage was rehearsed beforehand
no shit.

>> No.2595652

>>2593509
So I'm giving up on Hexen.

How big of a casual does that make me?

>> No.2595663
File: 201 KB, 598x966, They seem to care.jpg [View same] [iqdb] [saucenao] [google]
2595663

>>2595616
>No modding is just final nail in the coffin.
I'm still hoping. I'm not getting it unless we can mod it until it's great.

>> No.2595672

>>2595532
I'm confused. Is he kicking OVER his arms? How does he bring his foot in from the side like that? It's possible but you have to do like a Karate Kid pose to do it while holding a chainsaw out in front of you.

>> No.2595675

>>2595663
Garrett seems like a cool guy.

>> No.2595676

>>2595609
I just used the level select cheat to start me off on the last level I was on and gave myself all the weapons.

For once cheats are justified, really hope the glitch is fixed at some point.

>> No.2595692
File: 21 KB, 800x247, drla demon shotty.png [View same] [iqdb] [saucenao] [google]
2595692

>>2595571
It wouldn't surprise me if the new doomguy was partially cybernetic enhanced. They should totally vocode some grunting and pain noises for the new doomguy. So it sounds like it's going through the suit and being "garbled" in a way like the HL2 metropolice

In other news, typed out a quick idea for a DRLA demonic shotgun, I'm terrible at spriting/drawing, Anyone want to give it a go?

The "gun" should definitely look/feel alive.

>> No.2595694

>>2595676
>For once cheats are justified
You should try pistol starting the levels anyway, Doom64 maps in particular play very well that way.

>> No.2595695

>>2595507
No context.
http://www.doomworld.com/vb/wads-mods/65408-thy-flesh-turned-into-a-draft-excluder-ep4-replacement-on-idgames/

>> No.2595702

>>2595694
Eh I already had practically every gun at that point and this is my first playthrough.

I prefer to play it the natural way the first time through so naturally i'd be lugging around my acquired guns still.

>> No.2595745

>>2595692
all of my yes
I'd say make it look geiger-y, huge mess of flesh and tech. (with an eye on top and genitals-like things hidden everywhere)

>> No.2595762

>>2595745
Yeah, that was my intent. Some sort of strange creature that functions similarly to the shockroach

I can't use twatter (supposedly i'm automated spam?), anyone mind tweeting this?: @garretty You should really ensure that an SDK for modding is released for DOOM/4, The original has had a community for 21+ yrs due to mods.

>> No.2595767

>>2595762
Alright, so all we need is a concept artist for it and we're golden.

>> No.2595839
File: 497 KB, 1920x1080, Screenshot_Doom_20150807_214647.png [View same] [iqdb] [saucenao] [google]
2595839

I would like to know if this type of room looks good or excessive in details.

>> No.2595849

>>2595839
I like it. Do the sector-based lights flicker or anything?

Doesn't seem to suffer from Tormentor667 syndrome. If it did, there would be lodsofdecorations, GLDEF lights, particles galore, and fake rubble/debris made from tons of tiny sectors.

Also, you stuck with stock Doom 2 textures (from what I can tell), which is good.

>> No.2595852

>>2595839
Generally looks pretty good.

I'd probably adjust the sector lighting of the whole room though, as the bright squares under the lights look a bit odd.

>> No.2595869
File: 1.22 MB, 640x360, boredoom1.webm [View same] [iqdb] [saucenao] [google]
2595869

>>2595849
There isn't a single light that flickers in the whole map.
>>2595852
I figured as much, going to adjust them in a moment

>> No.2595880

>>2595869
If you want to keep the sectors under the lights brighter, I'd recommend making additional sectors around and inside it, and gradient the lighting. AV map13 at the very beginning, you can see something like this.

>> No.2595920
File: 494 KB, 1920x1080, Screenshot_Doom_20150807_223634.png [View same] [iqdb] [saucenao] [google]
2595920

>>2595880
Better?

>> No.2595931

>>2595920
still needs a bit more gradient to the darker sector lighting. maybe one more sector around.

>> No.2595943
File: 1.38 MB, 1280x3790, Stuff about Doom that you probably already know.jpg [View same] [iqdb] [saucenao] [google]
2595943

The attachment section is interesting

>> No.2595945
File: 517 KB, 1920x1080, Screenshot_Doom_20150807_230628.png [View same] [iqdb] [saucenao] [google]
2595945

>>2595931
This should do it

>> No.2595948

>>2595943

No real new info. But this is all presented in a real clean and organized manner. I dig it

>> No.2595954

>>2595945
Yeah that looks good.

>> No.2596007

Anyone got a link to the bundled doomja vu?

>> No.2596021
File: 194 KB, 1024x768, Screenshot_Doom_20150808_014453.png [View same] [iqdb] [saucenao] [google]
2596021

How do I pick this bitch up

>> No.2596031

>>2596021
Time travel, duh

>> No.2596042

>>2596021
I think there was a pillar that had armor on it behind you that you have to set a specific height in the alternate worls and then you could climb on it and drop down into that room.

>> No.2596057

>>2596042
>>2596031
Oh, that's clever. Thanks

>> No.2596075

NEW THREAD

>>2596070
>>2596070
>>2596070

>> No.2596095

>>2596021
what map is this

>> No.2596219

>>2593997
http://www.theisozone.com/downloads/pc/dos-games/strife-usa/