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/vr/ - Retro Games


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2673153 No.2673153 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2663838
(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
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

>> No.2673154

===NEWS===

[09-08] Hocus Doom update
http://forum.zdoom.org/viewtopic.php?p=858445#p858445

[09-06] Reelism update announced for September 11th. Said to work with 1.8.10!
http://forum.zdoom.org/viewtopic.php?p=858112#p858112
https://youtu.be/4BowvffJX68

[09-05] Anon mod release: arrow.wad (conspicuous automap player arrow)
>>2663984
https://www.dropbox.com/s/pinkzcnlfe6wd6m/arrow.wad

[09-05] DoomRLA: "release date set for 19th" - Yholl
>>2661090

[09-04] The /newstuff Chronicles #480
http://www.doomworld.com/php/topstory.php?id=4483

[09-03] Danimator: a GUI tool for creating DECORATE offset animations
http://forum.zdoom.org/viewtopic.php?t=49494

[09-02] The /vr/ Steam group admin asks anons to try Discord for voice chat.
>>2658514
https://discord.gg/0UcBfIOPKz8Tsx66

[09-02] Doomero is making a Doom 3 TC for GZDoom
https://www.youtube.com/watch?v=S6UviHCc7mM

[08-31] Portals in Vanilla Doom via BSP hacking
http://www.doomworld.com/vb/post/1415687

[08-31] Anon map release: Secret Nazi Moon Base v3a/b
>>2653316

[08-29] GZDoom-GPL - GPL'ed GZDoom for indies
http://forum.zdoom.org/viewtopic.php?t=49451

[08-27] The /newstuff Chronicles #479
http://www.doomworld.com/php/topstory.php?id=4478

[08-27] Doom has appeared on GOG.

[08-27] Anon map release: Vanillic Acid v1.2 / v1.3
https://archive.moe/vr/post/2644206
https://archive.moe/vr/post/2646571

[08-27] The Lazy Motherfuckers Quake Pack
https://archive.moe/vr/post/2642869
https://mega.nz/#!8MlzHK5A!_dDotjEfkUhYPdkGhn2ZWtVaruEt0R75noIcxJkHwyo

[08-25] Hellscape: a reimagining of Doom2's hell maps, by Chris Lutz (wip)
http://www.doomworld.com/vb/wads-mods/74292-doom-ii-hellscape/

[08-23] Anon mod release: MBF HUD for ZDoom
https://archive.moe/vr/post/2633498
https://www.dropbox.com/s/svntk74s5ypn229/mbfhud-20150823.pk3

[08-23] Anon map release: Toxic Base
https://archive.moe/vr/post/2632192
https://www.dropbox.com/s/hn911ts1b9pyfj7/Toxic%20Base.wad

===

To submit news, please reply to this post.

>> No.2673286
File: 502 KB, 600x384, doom 32x.png [View same] [iqdb] [saucenao] [google]
2673286

First for BEST MUSIC

https://www.youtube.com/watch?v=g2oyweqZ7WM

>> No.2673295

>>2673153
What are peoples thoughts on slaughtermaps?

I like them myself, if done right. Only dislike it when the maps have needlessly long grindy hallways full of meat.

>> No.2673302

>>2673295
Mostly dislike.

>> No.2673312

1 DAY LEFT

>> No.2673314

>>2673295
Don't really like them that much, they feel like a slog.

I can stomach some Epic 2 and Plutonia, but they can get tedious in a hurry with slaughter in some places.

>> No.2673335

>>2673295
painfully boring slogs. I get that people love mowing down thousands of baddies, but I just feel that Doom's weaponry isn't suited for the sheer amount of stiffs that make up the typical slaughtermap.

>> No.2673349

>>2673295
They're fun as a bonus map to shake things up a bit. I'm not a fan of exclusively slaughtermap wads, though.

>> No.2673359

>>2673295
define 'slaughter map' and give some examples. people misuse the term far too much these days.

>>2673314
plutonia only has one proto-slaughter map (map32), but even then you're only dealing with 200~ enemies.

>> No.2673361

>>2673359
Slaughtermap as in its designed around big fights against armies.

>> No.2673372

>>2673361
As for examples, later levels in AV/HR/SoD, Sunder in general, Anything by Ribbiks and Dannebubinga.

>> No.2673672

>>2673154

Newstuff #481

http://www.doomworld.com/php/topstory.php?id=4487

In which Csonicgo manages to bore you to death
/opinion

>> No.2673750

>>2673295
I like them but I never play them properly. I use handicaps such as dehacked patches that speed the weapons up or turn monster infighting on. If there was no way to play them without beefing myself up a little I probably wouldn't like them.

>>2673672
Thanks. Wow they're really churning those things out.

>> No.2673798
File: 982 KB, 2448x2448, image.jpg [View same] [iqdb] [saucenao] [google]
2673798

s-should I open it? I only payed $2 for it.

>> No.2673818

>>2673798
Shit no man. Keep that shit locked up for years. Pirate it if you want to play it.

>> No.2673820

>>2673798
straighten up the package first.

>> No.2673821

>>2673818

A hard copy of Scourge of Armagon is not ever going to be worth shit

>> No.2673824

>>2673821
It'll be worth more than $2; still a profit.

>> No.2673868

>>2673798
isn't that on archive.org?

>> No.2673893
File: 42 KB, 1024x800, window.png [View same] [iqdb] [saucenao] [google]
2673893

The fuck am I supposed to do here?

>> No.2673897
File: 591 KB, 1366x3525, 1441923740.png [View same] [iqdb] [saucenao] [google]
2673897

This is cool

http://www.doomworld.com/vb/wads-mods/74532-mucus-membrane-single-boom-format-map/

>> No.2673901

>>2673893
what do you do with a blue keycard, anon?
or any keycard for that matter?

>> No.2673905
File: 413 KB, 500x324, 1440020057156.gif [View same] [iqdb] [saucenao] [google]
2673905

>>2673901
teeheee

>> No.2673908

>>2673893
actual spoiler go back up the lift back to the start where all the pillars were, there is a blue door in there.

>> No.2673909

>>2673893
press "-" anon

>> No.2673941

http://forum.zdoom.org/viewtopic.php?f=19&t=49491

^ So can this be nominated for a Cacoward?

>> No.2673949

>>2673941

1: Did it come out this year?
2: Is it in a (relatively) finished state? i.e. all advertised tenets have been met?

Then yes, it can be nominated.

>> No.2673969
File: 556 KB, 689x665, what the hell man.png [View same] [iqdb] [saucenao] [google]
2673969

>>2673893
HOLY SHIT EVERY TIME YOU POST
PRESS + YOU FUCK

>> No.2673975

>>2673154
>[08-27] The Lazy Motherfuckers Quake Pack
If you guys only wanna play MP, go to nquake.com and download the game from there. It downloads the shareware for you, and most usually played maps (without the textures, unless you have the actual pak1, but most people play with picmip and shit anyways)
Takes like, a minute to do.

>> No.2673981

>>2673893
Alt+F4 up to that ledge and open the blue key door. After hitting = ofc.

>> No.2673995
File: 7 KB, 312x319, 20150910231852452.png [View same] [iqdb] [saucenao] [google]
2673995

AV04, what's this? Old Map07 design?

>> No.2674009

>>2673975
haha yeah let me just run this strange executable sure

>> No.2674012

>>2674009
Never had a problem with it, neither does everyone else in the community. It's recommended whenever QW discussion comes up.

>> No.2674026

Can't believe we're finally about to play the newest update of Reelism after almost two years of the original planned release date.

This thread is going to explode with challenges, and I'm going to love every single second of it

>> No.2674032

>>2673798

fuck i recognize the price sticker. futureshop back in the 90s

>> No.2674034
File: 111 KB, 640x480, Screenshot_Doom_20150910_184115.png [View same] [iqdb] [saucenao] [google]
2674034

well, ain't it just fucking dandy when a mapset you're not even enjoying all that much pulls bullshit like this and just fucking pulls it further into its own grave.

dropped.

>> No.2674037

>>2674009
Cause people generally hide rootkits in software intended for tech-literate fans of decade-old games. Think of the tens of people they could infect!

>> No.2674049

>>2674034
What wad?
>>2674037
kek, this.
Though there have been a few people ITTs that aren't exactly tech savvy

>> No.2674101

>>2674034
I still don't know how that puzzle works. I died a million times.

>> No.2674113

where da iwads be

>> No.2674116 [DELETED] 

>>2674113
in ur mum lol

>> No.2674117

>>2673995
Its a deathmatch area. Old megawads such as MM2, Requiem, and AV did deathmatch areas, as they felt they "had to" implement all game modes. But they didn't want to butcher an sp/coop map just to make it dm friendly, so many maps contain a completely separate area for dm instead.

Nowadays, since stuff like 32in24 is a thing, and deathmatch isn't nearly as popular as it once was, most megawads stick to just sp/coop now.

>> No.2674120

>>2674117
Ah, thank you!

>> No.2674121

>>2674116
your mean

>> No.2674136

>>2674121
And you apparently can't read and can't write.

>> No.2674160

Is there a Doom game with a soundtrack like Portal 1/the Half-Life series?

https://www.youtube.com/watch?v=mMp-lW6mfdI

https://www.youtube.com/watch?v=aqGXCQ_5WOc

https://www.youtube.com/watch?v=UX29kSeYIUE

https://www.youtube.com/watch?v=DXBqO1YS4l8

https://www.youtube.com/watch?v=29utEOUT71Y

>> No.2674163

>>2674160

Ambient stuff? Then Doom 64 and Doom PSX.

>> No.2674168

>>2674163
not just ambient, but dark ambient with varied electronic/industrial noises like the portal 1/half life soundtracks.

>> No.2674170

>>2674136
Just spoonfeed me nigga

I haven't been here since January 2014 and I can't find that mediafire link anywhere

>> No.2674191

>>2674170
you could have search doom on kickass torrents and gotten something

>> No.2674192

>>2674170
>>2673153
>FAQ/Pastebin, updated semi-frequently
>http://pastebin.com/vPbiw4NR

>> No.2674221

>>2674168

Quake

>> No.2674251

>>2674191
Already got a warning from my ISP due to my dumbass room mate

>>2674192
thanks, I actually had no idea people updated these

>> No.2674272

>>2674136
and you must be the shit at parties.

>> No.2674308

>>2674272
I actually am. Nice deductive skills, buddy.

>> No.2674317

>>2674251
Wow, you must be double retarded.

ISPs only send out warnings when they get an email from a a company that scans torrents for a copyright holder. Unless you're downloading popular/new shit you're fine.

Most ISPs don't even follow through with the warnings, because as long as you're paying them for internet, they are only going to do the bare minimum required by law. Which is notify you. Why would they drive off a customer?

The companies that actually scan torrents to send your ISP warnings are unscrupulous bastards too. It's scare tactics to scam money out of idiots, because 90% of the time it's not worth their time to take your ass to court.

That being said, I'm glad you didn't get your shit off a torrent, because god knows your ass would be in here asking for tech support or blaming Doom for shitting up your computer.

>pastebins need to be updated to have a link to the god damn game files
Jesus fuck anon.

>updated semi-frequently? that can't be true
Holy shit.

Stop making excuses for being a fuckup.

>> No.2674351
File: 434 KB, 1680x1050, Screenshot_Doom_20150910_201201.png [View same] [iqdb] [saucenao] [google]
2674351

Anybody here check out Pinochestein GL yet? If so, what did you think?
I gotta say, I expected this to be a pile of shit, but its actually pretty fun so far.

Was there actually a Doom or Wolf3D mod made in protest of the Chilean government when Augusto Pinoche was in power (until 1998)?

>> No.2674362
File: 141 KB, 845x350, create-share-play.jpg [View same] [iqdb] [saucenao] [google]
2674362

So, any opinions on this?
I think it's pretty dang cool:

https://playgunscape.com/

https://www.youtube.com/watch?v=dyyJRxP5J0k

>> No.2674374

>>2674351
Played it. Massive pile of shit.

>> No.2674379

>>2674362
Looks like it'd be perfect for recreating Wolf3D and Spear of Destiny. A bit too blocky for my tastes, though.

>> No.2674392

>>2674379
Yeah, the graphics are a bit too retro in some cases, but I think I would try it out and make something along the lines of Quake.

>> No.2674408

>>2674362
The trailer music is an uncomfortably obvious knockoff of the Quake soundtrack. I'm actually squirming here.

>> No.2674418

>>2674408
Well considering the inspiration for the game itself, I'm not surprised.
It's like a big combination of classic fps's.

>> No.2674434

>>2674418
There's a lot they could have done to have it close in style while being a little more subtle about what exact piece of music they're trying to imitate. The way it is now, it's just embarrassing.

>> No.2674447
File: 44 KB, 430x411, tumblr_lc47f9z5bS1qd0uvdo1_500.jpg [View same] [iqdb] [saucenao] [google]
2674447

Is there any decent Doom sourceport for Android? Its strange to me that Android has a preddy gud source port of Quake III/JK2/D3 but almost nothing for Doom based games. (Android homebrew scene is desolate and shit tier at best despite having the best mobile hardware :\ )

I know there is some silly paid thing (Android devs are all about HURR DURR GIVE ME MONEY) that is a poor port of GZDoom but it barely works and has a cancerous interface.

Is there anything comfortably playable? I want to buy a big JXD tablet with dual sticks and although QIII is all well and good I want my Doom fix on the go. My fucking DS had a better port than what I can find for Android.

>> No.2674451

>>2674434
I guess I can see your point.
They did make it pretty damn obvious.
I still wanna give it a go for the hell of it.

>> No.2674457

>>2674451
Oh, yeah, the game itself seems like a neat idea. I do want to try it at some point. The music is really distracting though so that's what I complained about.

>> No.2674460

>>2674457
Well hopefully there is a selection of music in game better than what was in the trailer.
Would be nice if the enemies were able to be edited as well, so I could make my own little Doom themed thingy.

>> No.2674496

>>2674447
Beloko's Doom-Touch (D-Touch).
It's not on Google Play, but the Amazon Appstore.
If I find the apk, I'll link it. I had it before and it was good.

>> No.2674501

>>2674496
Also, D-Touch works with Boom, ZDoom, and GZDoom (1.8 and below) mods.

>> No.2674503

why are there no doom 64 megawads? i can't do it because I don't know how to map well honestly.

>> No.2674524
File: 9 KB, 200x200, slot3-skeletons.png [View same] [iqdb] [saucenao] [google]
2674524

happy stupid doom mod day http://www.thekinsie.com/reelism/

>> No.2674536
File: 21 KB, 400x300, 41022-will-smith-I-aint-even-mad-tKbi.jpg [View same] [iqdb] [saucenao] [google]
2674536

>>2674524
>http://www.thekinsie.com/reelism/
>released today instead

i didn't expect this, but
cool

>> No.2674549

>>2674536
it's midnight on the east coast, good enough for rock and roll

>> No.2674552

>>2674536
>>2674549
It's 2:51 9/11 here. Bloody yanks.

>> No.2674556

>>2674549
>>2674552
thanks

>> No.2674563

>>2674524
so does it work with the 1.8.10 renderer or not?!

i've been on the edge of my seat for days.

>> No.2674567

>>2674563
it starts up fine. a certain secret feature barkbolts might act weird, i haven't checked. everything else should be cool tho

>> No.2674568

>>2674563

I'm fairly sure it was confirmed that it works with pre-2.0 versions of GZDoom.

>> No.2674603

>>2674524
>>2674536
I'm not a fan of it. It just seems like 'you're in a big room with a bunch of monsters, go run in circles forever while the monster types and weapon types keep changing'.

It's really well made, though. I'm just not a fan of slaughtermaps, and this feels like slaughtermap+++.

>> No.2674637

>>2674049
Icarus: Alien Vanguard. Not sure which map

>> No.2674642
File: 281 KB, 767x428, 1405287838537.jpg [View same] [iqdb] [saucenao] [google]
2674642

what are your opinions on wrack-style kill combos/chains?

I personally dislike those very much. I think Demonsteele might be, hands down for me, the only time I've ever found satisfaction or any hint of interest in keeping a combo in double digits in my entire life playing FPS, or videogames for that matter.

now that I think of it, it's kinda funny to think that some features or popular trends that bug me in current games instantaneously become perfectly fine with me if they're included in some Doom mod. It's almost as if it was the only legitimate way I could ever stomach shit like regenerating health, cover-based gameplay or limited weapon holding. I guess it has a lot to do with the base game itself, but then again I'm biased as fuck and Doom is easily my favorite game of all time.

>> No.2674683

>>2674642
I like them well enough, but they trigger my autism something fierce. Playing Wrack was less of a relaxing fun time and more of an exercise in restarting areas over and over to figure out how to best pinball myself around the room to get that kill counter as high as possible. Demonsteele is much the same way, but it doesn't trigger me as badly because it's just a letter ranking rather than a specific number and it's very much easy come, easy go. I'm happy as long as I can maintain D rank or higher.

>> No.2674691

>>2674683
Completely unrelated, but: It took me all of Scythe I and about half of Scythe II to figure out that it was all a letter scale from F to S.

>> No.2674694

>>2673335
What is a typical slaughtermap in your eyes?

>> No.2674695

>>2674603


way to trivialize the shit out of Reelism brah

>> No.2674701

>>2674695
Well, I mean, what else is there?
Is there something else about Reelism that I'm missing?

It's like someone took slaughtermaps, mixed in AEOD, and took a sandblaster to it to siphon the diamonds out of the pile of shit that is AEOD

>> No.2674702

>>2674034
TeamTNT liked doing weird stuff like that.

I like Icarus, though.

>> No.2674713

>>2674695
Nah, that's not trivializing. At least, not compared to the one guy who called it a Terrywad. That was pretty funny.

>> No.2674714

>>2674695

I don't think "not liking the core gameplay" counts as "trivializing".

>> No.2674721

>>2674713
>At least, not compared to the one guy who called it a Terrywad. That was pretty funny.

What? when did that happen?

>> No.2674723

>>2674603
>>2674701

I bet you don't like ZDoom mods in general that much either

>> No.2674726

>>2674721
http://forum.zdoom.org/viewtopic.php?p=842995#p842995

>> No.2674729

>>2674726

>Because I don't find this amusing or fun. Its just downright pointless and nonsensically stupid (no purpose other than trying to be funny). I would have ignored it, but I also dislike its creator, so that gives me a motive on writing this off for what I truly see it as.

What a big diggity dig bitch

>> No.2674740

>>2674723
Except I do. I love Scythe, Demonsteele, Guncaster, DoomRPG (Especially with roguelike arsenal and oblige once my character is out of mapsets to play through).

I just don't like a big room full of constantly enemies where you mostly strafe and try to cause infighting while hopping from healthkit to healthkit trying to survive until the boss spawns. I don't see the draw there.

>> No.2674743

>a_setspeed

fuuuuuck you

>> No.2674768

https://youtube.com/watch?v=OubaYnnY5LY

kek

>> No.2674793
File: 513 KB, 1920x1080, dumb_by_theubermunchkin-d9952xz.jpg [View same] [iqdb] [saucenao] [google]
2674793

>>2674743
What does this do on 1.8.10? Might have to change the barkbolt code if it's breaking too miserably.

>>2674768
A brave new era of screenshot rips is upon us. And this time we probably won't even have a greenscreen.bsp to help matters!

>> No.2674797

>>2674793
A_SetSpeed doesn't exist before then.

It can easily be worked around by either changing APROP_Speed or simply giving various amounts of PowerSpeed.

>> No.2674798

>>2674524

Pretty rad.
Good work, Kins.

>> No.2674804

>>2674637
12, hydroponics

>> No.2674807

>>2674034
following the dw megawad club?

>>2674101
i replayed icarus earlier this year and never figured a consistent way through it either.

i suppose it was from before the "pistol start everything" era so you're assumed to have 200% health/armour from the previous map.

this is also why map28 has no health or ammo - you're assumed to have a full set on entry.

>> No.2674908

>>2674807
Err, Icarus did have balance for pistol starts actually. Map28 is tight on ammo, but it still has enough for pistol starters who who conserve it. The author originally wanted less than half of what it ended up having, but TeamTNT pressured him to increase supplies.

Final Doom, The MMs, Requiem, Hell Revealed, and Eternal Doom had pistol start balance, too. It was mainly noobier mappers of the time that often designed mapsets to require you to play progressively.

>> No.2674916

>>2673286

Obligatory:

https://youtu.be/pZKg2ryLGYM
>Audio created with TFM Music Maker. Instruments ripped from the Lightening Force/Thunder Force IV .vgm/.vgz files using vgm2tfi.

>> No.2674929

>>2674908
sorry for the misunderstanding.

it is true all of icarus can be pistol-started, but i don't believe it was designed that way.

example 1

consider http://doomwiki.org/wiki/MAP28:_Excavations_%28Icarus:_Alien_Vanguard%29#Inspiration_and_development

>I play tested the level until I was completely confident that you pretty much only had enough ammo in the level to half whatever supplies a standard player had leftover from map 27.

IOW author intended you to bring stuff from previous maps. it is of course possible to pistol start but wasn't specifically intended.

example 2

i can't find it right now but there was a blurb written by the author of memento mori map27 in which he stated that at the point of reaching his map you are likely to have all the weapons already. it might be in mminfo.zip but the contents is indecipherable without running a DOS executable and i can't be bothered right now.

>> No.2674965

>>2674929
>it is true all of icarus can be pistol-started, but i don't believe it was designed that way.

There's a world of a difference between being designed specifically for pistol starts, and being balanced for pistol starts. The whole point behind pistol start balance is so that players who don't use saves are not at an unfair disadvantage for losing their accumulated weapons on death.

>IOW author intended you to bring stuff from previous maps. it is of course possible to pistol start but wasn't specifically intended.
I already addressed this in the post you replied to. You should read further
>I was constantly told by the others on the team that there wasn't enough ammunition in the level, and against my wishes, my father eventually doubled the amount on the map before release, to my cries of, "screw em, real men punch shit to death!"

>> No.2674972

>>2674916
Who knew there would be so much difference between putting in zero effort and putting in lots of effort?

>> No.2674979

>>2674965
>I already addressed this in the post you replied to. You should read further
i believe you have read something into the part you quoted that isn't there. his father and the rest of the team said nothing about pistol starts, just that his map was too devoid of ammunition.

>> No.2674996

>>2674979
Regardless of them not specifically mention pistol start balance, There is literally no logical reason behind them pressuring him about supplies outside of pistol start balance. If the whole team really wanted it to be about it supplies from previous maps, I doubt they'd have had any problems with what he was doing in the first place.

>> No.2675047

>>2674996
>There is literally no logical reason behind them pressuring him about supplies outside of pistol start balance

i'm sorry but that is nonsense. your "logical reason" is pure speculation. the known facts are the author's statements we have both quoted, namely that:

(1) the rest of the team considered the map too hard and insisted it have more resources added to it, and the author wouldn't do it so eventually his father had to, and

(2) he playtested the map starting from "whatever supplies a standard player had leftover from map 27"

(2) is clear evidence of the intention of continuous play. (1) says nothing to back up your claim of intended pistol starts.

so unless you can produce any other evidence (such as testimony from a teamtnt member who actively worked on icarus playtesting) i suggest the matter is settled.

>> No.2675051 [DELETED] 

>>2675047
>the rest of the team considered the map too hard

Hang on, you call me out for speculation, and now you're doing exactly the same thing.

>> No.2675062

>>2675051
fair enough, "there wasn't enough ammunition in the level" is not necessarily "the level is too hard". however, it doesn't invalidate my point.

>> No.2675075

>>2675047
>the rest of the team considered the map too hard and insisted it have more resources added to it

If pistol start balance was never part of the equation as you say, then what was so hard? Surely the accumulated resources from the previous maps, as the map author intended and initially balanced his map around, would have sufficed?

>is clear evidence of the intention of continuous play.
>says nothing to back up your claim of intended pistol starts.

I never claimed they intended pistol starts. I claimed they balanced pistol starts. Only the map's author was clearly not interested in pistol start balance. Nothing says the whole team wasn't interested.

>> No.2675098

>>2674362
http://cubeengine.com/

The first cube engine was doing this ages ago.

>> No.2675106

>>2675098
the first cube engine was shit and couldn't even do true room over room due to how shit it's oct-trees were.

cube's revolutionary feature was oct-tree based maps. this other game has nothing to do with that.

>> No.2675108

crap, Kinsie's dropbox adssploded

anyone has a backup link for the new reelism ?

>> No.2675118

>>2675108
Check the site, the Dropbox link has been replaced. You might need to shift-refresh, though.

Sorry for the inconvenience, I kind of didn't expect it to get 200+ downloads in the first day!

>> No.2675124

>>2675118
thanks and congrats

>> No.2675156

>>2674694
pretty much this >>2673372, except make HR into HR2.

>> No.2675201

>>2675118
i take it you are Kinsie himself?

>> No.2675205
File: 25 KB, 379x295, 1392960598354.jpg [View same] [iqdb] [saucenao] [google]
2675205

So if Reelism has a co-op lobby now, does that mean we could get together and play?

>> No.2675210

>>2675205

>gee zee doom
>co op play

>> No.2675213

>>2675205

It always had a co-op lobby :^)

Eitherway,i just tried to host a test server wth it,server lasted for 10-30 seconds before a fatal crash.Reelism X3 multiplayer won't happen anytime soon

>> No.2675214

>>2675205
actually it was already possible to do coop on the previous version (on the hell map at least) but it was a real hackjob
so maybe, if we forget about
>Zdoom netplay

>> No.2675216

>>2675201
Si señor.

>>2675205
You can if you're willing to brave the trials and tribulations of ZDoom netcode. Maybe the Zandro pre-alpha will work, but I haven't checked. Some maps don't play very nice, the server host can "turn them off" in the options menu.

>> No.2675228

>>2675216
cool, i don't know how long you've been here, so this might be a bit late, but, welcome to /vr/!

>> No.2675247

>18 - 18 - 18
I don't know what hit me

>> No.2675253
File: 38 KB, 450x376, 1400036483433.jpg [View same] [iqdb] [saucenao] [google]
2675253

>Dog mode
>Primary attack changed from "Insta-gibbing everything around you" to "Summon dogs to fight for you"
>Said dogs still fight for you after the round's over

>> No.2675258

>>2675228
Thanks! I float in and out every now and then.

>>2675247
Whoops.

>>2675253
The HYPERPOWER reel changes the Tank and Dog Mode in various ways. The HYPERDOG summons friendly dogs.

>> No.2675304

>>2675258
Why exactly don't some of the skeletons screech "RATTLE ME BONES"

>> No.2675415

>>2675258
>kinsie confirmed (possibly)

I'm just gonna throw this out there that JRPGville is my favorite map, and that the touchscreen controls (while a funny gimmick at first) are one of the most annoying roulettes besides the "all flame weapons" one.

Also, thanks for the cool mod and I love your work.

>> No.2675418
File: 975 KB, 1024x576, WlF69kR.png [View same] [iqdb] [saucenao] [google]
2675418

http://www.doomworld.com/vb/wads-mods/74557-vacation-at-the-incineration-station/

>> No.2675429
File: 3 KB, 192x248, STFST30.png [View same] [iqdb] [saucenao] [google]
2675429

>tfw you're so stumped on a secret that you open the map in doom builder to see how it's done
>tfw the answer was right in front of you and you're basically retarded

>> No.2675435

>>2675429
This is how I feel about unlocking the Rocket Launcher in the first level of Doom 2.
Still don't know how it actually works.

>> No.2675451

>>2675435
>Still don't know how it actually works.
you jump off the lift, with the secret in the back, onto the raised pad that has a plasma gun on it in multiplayer

>> No.2675454

>>2675451 (me)
and yeah, i don't think i realised that without examining it in a map editor either

>> No.2675460
File: 2.99 MB, 683x384, zdoom 2015-09-11 15-15-21-639.avi.webm [View same] [iqdb] [saucenao] [google]
2675460

>>2675435
That one's pretty tricky to figure out, definitely. I doubt that I would know about it if I hadn't been playing this game for 20 damn years. I think there's an audio cue you can pick up on to know that the wall opened, but it's very faint. I actually couldn't hear it while recording this.

>> No.2675473

>>2675435
>>2675451

Jesus I've been casually playing Doom 2 forever and I've never figured that out. This feels like a splinter that I've had for so long I've forgotten about it was suddenly removed.

>> No.2675475

>>2675435
>>2675451
>>2675454
>>2675460
>>2675473
... Wait, people didn't know that?

I've known it for years. Since I was a kid with a computer made of leftover parts and no CD rom or internet and Doom 2 was one of the few games already on there.

>> No.2675478

>>2675475
Hey I've long resigned myself to knowing that I'll never find all secrets on any id shooter that isn't Quake 1.

>> No.2675481
File: 480 KB, 1366x662, advertisment.png [View same] [iqdb] [saucenao] [google]
2675481

MARK YOUR CALENDARS

>> No.2675495

>want to play Ultimate Torment & Torture
>Can't because lags when there are a lot of monsters

what settings should i lower/disable so i can play it with no problems?

>> No.2675501

>>2675495
You can do vid_renderer 0 but then you don't get OpenGL stuff like 3D Floors. It won't crash, unlike ZDoom though.

>> No.2675503

>>2675475
i have also known it for years, but doom2 map01 was the first doom map i ever played so naturally i didn't find all the secrets in it.

this was like eighteen years ago, though. by the time i played ultimate doom a year later i had developed a nose for secrets and i think i missed only about half a dozen across all thirty six levels.

>> No.2675504

>>2675495
>Disable Vertical Sync
>Set Rendering Quality to "Speed"
>Disable fog
>Lower the number of particles and decals in Display Options to as low as possible
>Disable dynamic lights

>> No.2675510

>>2675481
what is this about? you're going to post a wad at 1900? then what, we all make demos of it?

>> No.2675516

>>2675510
It's a server

>> No.2675517

>>2675481

So what do we do?

>> No.2675525

>>2675516
oh i see. i would have realised that if the link were clickable i guess.

i would love to do this as i love random old /idgames maps but i can't go due to time zones

>> No.2675530

>>2675517
See >>2675516

>> No.2675572

>>2675525
>i would have realised that if the link were clickable i guess.
Understandable, but the link gets you banned if you post it because it's one of those free subdomain sites.

>> No.2675574

>>2675481
Sounds interesting, I'll check it out

>> No.2675576

>>2675572
indeed, i tried to post it and got the spam error.

http://vrdoom..
x
1
0
.
m
x
/idgameschallenge/

>> No.2675581

>>2675576
wow that went through, and i can at least select the text and firefox recognises it as a visitable url! who knew a shitposter text formatting meme would be useful.

>> No.2675585

here's a text rendering of the page

sadly i forgot to prepend the url

http://pastebin.com/C1icf2DJ

>> No.2675601
File: 123 KB, 640x475, 1438271965106.jpg [View same] [iqdb] [saucenao] [google]
2675601

>zen dynamics
>the only mod where you can kill a baron with simply your sidearm & get rekt with a one-two shot by a skeleton

>> No.2675607

>>2675601
zen dynamics is really good. except for that wretched knife fight. what was xaser thinking

>> No.2675612
File: 50 KB, 883x613, the pioneers.jpg [View same] [iqdb] [saucenao] [google]
2675612

>>2675253
>Slots are rolling...
>Crowd gasps in shock
>"Golden Friendly Jerk"
>tfw Golden Jerk is running around beating the shit out of everything on the basketball court
>All of the Nazis and Skeletons are getting absolutely decimated
>Taking the time to grab tons of weapons
>Get a good stockpile of Rusty Machineguns and Pogo Sticks
>Hop back down, ready to blast the shit out of some dogs


>tfw Player has been Team Killed by the Golden Friendly Jerk

War is hell

>> No.2675613

>>2675607
Knife fight is just a way to show off his knife mechanics, which are really good too.

>> No.2675616

>>2675613
well okay but i didn't enjoy it at all and was pleased to find there was a command to skip it.

>> No.2675629
File: 111 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
2675629

Are there WAD versions of the Marathon games? I don't like their shitty engine.

>> No.2675635

cool

>> No.2675639

>>2675635
two cacodemons sharing a huge pair of sunglasses

>> No.2675641

Why does Hexen have so many dark sectors? What were they thinking? This must have sucked back the day of low-res.

>> No.2675643
File: 2.08 MB, 360x270, butwhy.gif [View same] [iqdb] [saucenao] [google]
2675643

>>2675629
>Game looks fun
>Load up Marathon 1
>All those MSPaint quality textures
>They look so bad I decide to re-install the game, thinking I fucked up
>Textures are still the same
>Keep playing
>Those floaty as fuck controls and near impossible aiming
And why did this get popular again?

>> No.2675645

>>2675643
bungie

>> No.2675649

>>2675629

There's been a few attempts, but all of them flopped or died.

>> No.2675653

OP link for Danimator leads to Hocus. Here's the proper link:
http://forum.zdoom.org/viewtopic.php?t=49494

>> No.2675657
File: 21 KB, 630x396, two-cacodemons-wearing-sunglasses.png [View same] [iqdb] [saucenao] [google]
2675657

>>2675639

>> No.2675658

>>2675643
it was the first game on MAC
and probably the last lol

>> No.2675662

>>2675649
They just goes to show that it wasn't that popular and/or as good.

Compare those conversion attempts to the fact that we have *more than one* Doom 64 conversion and a PSX conversion.

>> No.2675669 [SPOILER] 
File: 193 KB, 512x256, 1442006557121.png [View same] [iqdb] [saucenao] [google]
2675669

>>2675662
>They just goes to show that it wasn't that popular and/or as good.

>> No.2675670

>>2675653
i think you're confused, they look right to me

>> No.2675671
File: 200 KB, 1366x768, chop chop, madafaka.png [View same] [iqdb] [saucenao] [google]
2675671

>>2675629
i remember there was a blood tc & a shitty shadow warrior pc

>> No.2675673

>>2675669
And in comes anon with the low blow

>> No.2675674

>>2675643
People nowadays can't comprehend just how far the sheer novelty of FPSes was able to carry them back in the mid-1990s. People played the dumbest, worst garbage because we didn't know any better.

It's downright amazing that Doom still holds up as well as it does today. Think back to, say, the original Mortal Kombat, and just how clunky and shitty it seems now. But at the time it was absolutely incredible. Doom could SO easily have ended up like that - just an artifact from a different time, that people once thought was cool but which now is obviously pretty much crap.

>> No.2675675

>>2675669

That was uncalled for and you know it.

>> No.2675684

>>2675674
>People played the dumbest, worst garbage because we didn't know any better.

Case in point, there are people in the year 2015 that will legitimately defend Hexen and Strife and call them good games.

>> No.2675685

>>2675674
>It's downright amazing that Doom still holds up as well as it does today
it probably wouldn't if we didn't have the source code.

>> No.2675691

>>2675669
Is that Blood? I never played it.

>> No.2675696

>>2675691
yes

>> No.2675698

>>2675629
90% of the good parts of the game is reading the messages/logs in the computers.

>> No.2675702

>>2675684
I like Strife, but only because of it's universe, characters, story, etc. Sort of like adventure games, which have really poor gameplay but get by by being clever and interesting. If it weren't for that the game would be complete tripe to me.

People tried to convince me the same of Marathon but the jokes are tripe and it's hard to feel personalization for what is obstenely, in-universe, an AI. (That's also why I didn't like Analogue: A Hate Story.)

>> No.2675703

>>2675670
>[09-03] Danimator: a GUI tool for creating DECORATE offset animations
>http://forum.zdoom.org/viewtopic.php?p=858445#p858445
Try it out.

>> No.2675707

>>2675685
That's dumb. Playing it on DOSBox is kind of a pain in the ass, but it's still the same game it ever was.

>> No.2675708
File: 25 KB, 675x552, 1442008083.png [View same] [iqdb] [saucenao] [google]
2675708

>>2675703
this is what i see. both links are correct.

>> No.2675712

>>2675702
I feel the exact opposite. I despised Strife's characters and story, but loved the hell out of Marathon's.

Leela's death (is this really a spoiler?) hit me harder than any of the ham-handed betrayals in Strife did.

>> No.2675714
File: 30 KB, 568x360, what the fuck.png [View same] [iqdb] [saucenao] [google]
2675714

>>2675708
And this is what I see. Why on earth would they be showing up different for you but not me?

>> No.2675715
File: 17 KB, 517x364, ss+(2015-09-11+at+05.53.33).png [View same] [iqdb] [saucenao] [google]
2675715

>>2675714
>>2675708

I see them as different links, too.
This is certainly a question.

>> No.2675716

>>2675714
Nevermind, it's fucking 4chan plus doing it.

>> No.2675735

>>2675629
Graphics are bleh, but I could live with them, but the engine it's self feels so... off.

>> No.2675739

>>2675716
>4chan plus
You mean X?
Which fork are you using?

>> No.2675742

>>2675714
>>2675716
damn, i hoped you were in a parallel universe where anime was real

>> No.2675753
File: 13 KB, 247x243, end times.jpg [View same] [iqdb] [saucenao] [google]
2675753

>>2675735
>There are people who played this long before playing DOOM
>tfw they think DOOM's controls feel terrible

>> No.2675754

>>2675698
So 90% of it is just worthless garbage, and the other 10% is crap? Thanks, you've saved me the effort of bothering.

>> No.2675759
File: 35 KB, 288x492, 1416520072761.jpg [View same] [iqdb] [saucenao] [google]
2675759

>>2675429
>be unable to find the way to progress in a level
>find secret(s) instead
>mfw the linear path of progression is more obtuse than the secrets

This especially bums me out with maps from the 90s

>> No.2675761
File: 240 KB, 1025x643, ss+(2015-07-02+at+02.27.06).jpg [View same] [iqdb] [saucenao] [google]
2675761

>>2675662
I think it was because it was limited to the Mac audience, and the even smaller userbase that knew about/cared about games on them. Nowadays it's because of a "muh purity" source port developer who refuses to do something like have higher-precision mouselook.

>>2675643
I'd start with 1 only if you want to follow the story from the beginning. 2's got the better singleplayer.

Yeah, the art was pretty crude at first, pretty clearly meant for a sub-640x480 screen. Every single art asset was done by a single guy, hand drawing everything without the help of physical models. 2 and Infinity improve a lot on it in every way.

Low gravity makes for some cool shit, actually. Like propelling yourself around rooms with a flamethrower, juggling, grenade/rocketjumping and air "steering" much like Quake's airstrafing. It pioneered a lot of stuff, like altfiring weapons and dual-wielding. 1 may not be the most polished game, but I think if you get past the mouse controls and art, it's a great time.

>> No.2675767

>>2675761
>Low gravity makes for some cool shit, actually.

Agreed. People can bitch about the floatiness until the cows come home, but more aerial shit and Z-axis craziness is fine with me.
It's like hating on Descent because of vertigo, or something.

>> No.2675771

>>2675753
He's probably talking about the defaults.
I got corrupted by modern fps and had to custome chocolate doom to move with wasd+mouse before it became bearable. Although it makes things easier, I find it a bit weird that I don't have to aim vertically, I just have to shot straight at the enemy.

>> No.2675773

>>2675761
>>2675767
I want to have fancy mid-air battles with Marathon gravity.
Like, space station blows up and everyone is set tumbling towards a nearby planet, maneuver around in mid-air to dodge shots while returning fire.

>> No.2675774

>>2675771
Yeah, Marathon players are used to using WAXD to move and the numpad to aim (S was "use"). Living with that then trying to play with Doom's defaults would be bizarre.

>> No.2675782

>>2675773
Fuck that, I just want tall levels with different gravity at different heights. Or huge cylindrical levels where the whole thing is rotating and the "gravity" is angular momentum.

>> No.2675852

>>2675774
that's weird. if i put my fingers on W A and D, X is not easy to press. Z would be much better.

>> No.2675862

>>2675481
It's up.
Password's "rage!"

>> No.2675879
File: 6 KB, 678x467, kb.png [View same] [iqdb] [saucenao] [google]
2675879

>>2675852
mac keyboards had different way of laying out the keys,

>> No.2675907
File: 2.06 MB, 1920x1080, Screenshot_Doom_20150911_195846.png [View same] [iqdb] [saucenao] [google]
2675907

Mother of god these new enemies...

>> No.2675910

>>2675771
>>2675774
The guy talking about the engine, I didn't mean the controls, I meant that the way it's all rendered feels fucking weird.

>> No.2675917
File: 26 KB, 243x242, cacobully.jpg [View same] [iqdb] [saucenao] [google]
2675917

Well that was a short experience

>> No.2675918

>>2675862
MAP06 - the crusher

Map has 310 unused sidedefs
Sidedef 761 has a bad sector
Line 562 has no front sector
The following lines do not have a front sidedef:
562

You need to fix these lines to play this map.

well it was fun while it lasted

>> No.2675919

sup dead fags?

>> No.2675924

>>2675481

Everybody crashed on map06

GJ

>> No.2675935

>>2675924
>>2675918
>>2675917
>>2675862
>>2675481

Hey, uh, maybe these maps should actually be tested before being compiled and throwing them up blindly on a server.

>> No.2675942
File: 2.81 MB, 540x270, PSYCHE.gif [View same] [iqdb] [saucenao] [google]
2675942

>>2675910
Oh. Yeah, I get you. There's different renderers in the Aleph One engine you can pick in the options, I'd go for either Software or the GL Shader renderer, that could help. Also, to fix the FOV:
http://pastebin.com/F9WeQDnm

If you still want to play Marathon 1, I'd go get the M1A1 hud here: http://simplici7y.com/items/m1a1-hud

>> No.2675961
File: 1.41 MB, 400x300, tumblr_inline_nuf5hos21o1s4w1av_500.gif [View same] [iqdb] [saucenao] [google]
2675961

>This is the original Doom2.exe engine

I quit. That's it, I fucking quit. I'm done.
How can people figure stuff like this after almost 21 years?
What ELSE is left to discover?

>> No.2675987

>>2675961
Isn't that just more sector trickery that's been attempted before?

>> No.2675992

>>2675961
That seems like a really clever use of stairs.

>> No.2676004

>>2675961

This'll be cool for vanilla-only maps, I guess.
The fact that these things don't run on any other source port is a bit of a deal-breaker, though; I'd imagine a lot of people would want their maps to run on as many source ports as possible.

>> No.2676010

Virgin playthrough of Plutonia on UV completed, every level done from an autosave, no saving otherwise.

I'm assuming this is my bad tactics or otherwise noobishness (I'm a slow player, and most of my playthrough was very methodical), but I actually winded up using Plasma over BFG. It has proven reliable as a "lead" weapon to use when entering a new room - with Plutonia's fondness of traps and in-your-face portals, I didn't want to use SSG (too difficult to take out spread enemies like Chaingunners), CG (weak damage), RL (could kill myself by accident) and BFG has a windup time. So, I always barged in everywhere with Plasma Rifle in hand. I used BFG pretty sparingly, actually, mostly on Map 29, 30 and 32.

That was a fun ride, as incompetent as I was, and I'm tempted to pick up something on a similar level for the next Doom fix.

>>2675961
>>2675992
How does that work?

>> No.2676018

>>2676010
>How does that work?

It was posted in the last thread, I think

Basically Linguica figured out how to mess with the NODES lump to tell the engine to render another subsector outside the playable area, and by doing so he discovered a way to create "portals" in the Doom engine

>> No.2676030
File: 13 KB, 531x176, k89bY[1].png [View same] [iqdb] [saucenao] [google]
2676030

>>2675935
>Hey, uh, maybe these maps should actually be tested before being compiled and throwing them up blindly on a server.

>> No.2676031

>>2675773
>>2675782
>variable gravity
That doesn't sound doable in the Doom engine, not even source ports, but considering >>2675961
I guess I should never say never.

>> No.2676034
File: 5 KB, 397x206, 20150912005835599.png [View same] [iqdb] [saucenao] [google]
2676034

>>2675942
Why do I get this?

>> No.2676037

>>2676030

So did he test them a local server after compilation or just offline?

>> No.2676039
File: 85 KB, 539x960, paxrev.jpg [View same] [iqdb] [saucenao] [google]
2676039

Which brutal doom version allows for the most body-kicking and teeth-knocking-out? Goriest/"brutal"est, I guess is what I'm asking. I was telling my dad about the mod today, and I seem to remember it getting less brutal with recent versions, though. I wanted to show him the novelty of it foremost. Otherwise I'll just shoot him sperglord edition.

He's already playing other mods as well (just got him back into doom recently).

>> No.2676040

>>2676031
>That doesn't sound doable in the Doom engine, not even source ports

Sector_SetGravity or A_SetGravity.

>> No.2676047

>>2676039
v18 had gibbable corpses which was badass
just get a chainsaw and make the dead bodies explode into guts

>> No.2676048

>>2676039

Turn the gore cvar up and pray it doesn't crash.

>> No.2676051

>>2676040
That's variable gravity amount, not variable down direction.

>> No.2676052
File: 280 KB, 640x480, nquake.jpg [View same] [iqdb] [saucenao] [google]
2676052

I just played a few matches of Quakeworld TDM.
I got shit on so, so hard. It's not like I didn't have previous Quake experience, and I knew the item respawn times going in. But goddamn everyone was going so fast, and the guns are so powerful. Well, not just the guns, everything. Coming from Q3A, everything just seems so OP. Total invulnerability for a whole minute, true x4 Quad Damage that spawns every minute, RL that goes fast as shit and has huge splash, Lightning Gun that does 300 damage per second, etc

>> No.2676059

>>2676047
Yeaaaaah. I think that was the version I was thinking of.

>> No.2676060

>>2676051
Well, naturally. But there's no engine in the world that can handle that.

>> No.2676075
File: 138 KB, 693x693, nothanks.jpg [View same] [iqdb] [saucenao] [google]
2676075

>>2676052
>Those textures
I really wish the only functioning Multiplayer port didn't have such shit default settings, and such an ass backwards route to get the game back to the original style.

>> No.2676103

>>2676037
I didn't think testing them in single player would make any difference to being played on a server, since single player is just through a listen server. My mistake. Next week won't be so slapshot.

>> No.2676123

>>2676075
Not my pic, I just grabbed a random one from google.

What default settings are you talking about?

>> No.2676124

>>2676103
>I didn't think testing them in single player would make any difference to being played on a server, since single player is just through a listen server.

This is very incorrect.
Playing on a listen server, even by yourself, still involves latency and would set the map to spawn multiplayer objects.
Playing in singleplayer does not.

>> No.2676162

>>2676060
Lol Serious Sam was doing that 15 years ago

>> No.2676175

>>2676060
It probably could.

SCRIPT 666 OPEN
{
float gravity = 1;
book downwards = false;
while(true)
{
if(downwards)
{
gravity -= 0.1;
}
else
{
gravity += 0.1;
}
Sector_SetGravity(666, gravity);
if (gravity < 0)
{
downwards = false;
}
if (gravity > 1)
{
downwards = true;
}
}

Gravity probably isn't a float between 0 and 1 but if it were that would be your answer.

It's dumb and stupid and weird but its definitely variable.

>> No.2676179

>>2676175
Never mind I mistook you hardcore. You could probably do hardcore math with ThrustThing.

>> No.2676285

which old school fps would you like to see open sourced?

>> No.2676287

>>2674362
Could be a little less blocky to look more like a legit 1996-1999 era shooter. But overall it's fine.

>> No.2676309
File: 1.00 MB, 499x310, 1394167279921.gif [View same] [iqdb] [saucenao] [google]
2676309

Is there a mod or option to replace the healthkit icon in fullscreen mode with doomguy's mug? I don't want to see a dumb medkit, I wanna see Doomguy looking nervous!

>> No.2676314

>>2676309
Most replacement HUD mods fit Doomguy's head in there somewhere. If you specifically want the default ZDoom fullscreen hud for some reason, give me a jif and I'll mock something up.

>> No.2676321
File: 292 KB, 1366x768, Screenshot_Doom_20150911_233723.png [View same] [iqdb] [saucenao] [google]
2676321

>>2676309
Here's a hud I made that does just that, along with showing your ammo for everything, not just the current weapon you're using. I can probably make an alternate version with that stripped out if you just want the mugshot.

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

>> No.2676325

>>2675156
HR1 still had plenty of slaughter maps, and generally is seen as the wad that popularised the style.

>> No.2676329
File: 23 KB, 380x331, reginaldshrug.png [View same] [iqdb] [saucenao] [google]
2676329

>>2676321
Looks pretty nice, but IMO It'd probably look better if you moved the ammo counters to the side of the screen that has the current ammo counter on it.

But that's just my opinion.

>> No.2676330

>>2676285
Blood

>> No.2676334

>>2675961
You need to realise this is done through hacking the BSP nodes. Its very obscure, and unlikely to become common mapping practice. Especially when it appears certain source port maintainers are uninterested in supporting this hack.

>> No.2676336

>>2676329
Seconding this. It could be highlighted somehow, if people go for that, but personally I'd be cool with not having a current weapon counter at all.

>> No.2676340

Is there anything like Scalliano's 667 shuffle, but WITHOUT custom weapons, so I can play with a weapon mod?

>> No.2676351
File: 538 KB, 320x240, 1394170410614.gif [View same] [iqdb] [saucenao] [google]
2676351

>>2676321
This is just what I wanted! I love /doom/. Thanks based anon.

>> No.2676354
File: 73 KB, 800x600, cdshock_039.png [View same] [iqdb] [saucenao] [google]
2676354

>>2675698
>90% of the good parts of the game is reading the messages/logs in the computers.
System Shock did it first, except it was actually immersive with full voice acting. Not to mention the superior gameplay and deeper story. And it looked way sexier, to boot.

>> No.2676369

>>2676354
>deeper story

Hardly. They're just two sides of the same story--one involves straight up insanity, the other involves breaking free of boundaries.

>> No.2676382

>>2676369
There's a lot more going on in Shock than just aliens invading the ship. "Two sides of the same story" is a stretch at best.

>> No.2676389

>>2675684
What the fuck is wrong with strife? Baby too stupid to use automap? I played the game for my first time ever last year and never had a problem. The sewer level and the one warehouse are fucking huge but still really easy to navigate with the automap if you're not retarded.

>> No.2676391

>>2676382

No shit, there's more than that in Marathon, too.

It's AIs going crazy and rebelling against humans as inferiors, trying to take control of the circumstances and manipulate everyone present under their thumb so that they can become gods. And in the second game they work together with a cybernetic human against a larger threat while shitting on them for being a dumbass the entire time.
That ain't a stretch, that's practically the same plot.

Only difference is that System Shock's third game decided to go underwater and trade cybernetics for petticoats.

>> No.2676403

>>2676389
found the strife fan

>> No.2676404

what is the best doom forum? doomworld?

>> No.2676407

>>2676404

Depends on what you're looking for.
Doomworld if you want maps/classic discussion, ZDoom if you want gameplay mods/modding discussion, Zandronum if you want multiplayer dumbassery/competitive dumbassery, /vr/ if you want nerds being angry with each other over completely irrelevant things.

I like /vr/.

>> No.2676414
File: 30 KB, 764x569, 1403584072682.jpg [View same] [iqdb] [saucenao] [google]
2676414

>>2674362
ai is retarded, singleplayer feels like an afterthought, levels are overly simple. Other than that, it shows decent promise. I had more fun with this than I did with Wrack.

>> No.2676417

>>2676403
The game made me a fan, it was fun to play. It was really cool to play an FPS I had never even heard of back in the day because I was too busy playing quake, you on the other hand where still a little sperm in your daddies nutsack.

>> No.2676427

>>2676040
Maybe Sector_SetFriction and sv_aircontrol might help in that as well?

>>2676404
If you understand Russian, Doom Power seems cool (iddqd.ru)

>> No.2676453
File: 343 KB, 1366x768, Screenshot_Doom_20150911_232219.png [View same] [iqdb] [saucenao] [google]
2676453

Orangestar: This is some Mario 64 shit
Lord Smash: I was gonna say that

>> No.2676463
File: 2.12 MB, 1900x1044, blade_runner1.jpg [View same] [iqdb] [saucenao] [google]
2676463

Are there any single player Cyberpunk maps?

>> No.2676491

>>2675879
heh, thanks for the cute diagram. i had no idea.

>> No.2676504

>>2676463
Cyberpunk Shootdown.
http://static.best-ever.org/wads/cyberpunkshootdown-v3.99.pk3

>> No.2676543

>>2676391
Ok but here's the thing

In System Shock when a character says something is happening you get to then see that thing happen and probably participate in it.

In Marathon when a character says something is happening it could usually be appended with "No really, I'm actually doing it! Over here! Offscreen! It's totally happening and I can see it and wow! Go kill some more aliens!"

>> No.2676570

>>2676543
The first Marathon is actually better about this. It has three characters and they're all computers, so they can be "doing something" and you see the effects in the form of map sector triggers. The sequels are much more grating because you're supposed to be interacting with actual people, so it has to use lame contrivances to keep them from ever talking to you in person.

>> No.2676574

>>2676570
>It has three characters and they're all computers
I'm not sure you know what "better" means. Shock has hundreds of characters.

>> No.2676586

>>2676543

So what? As long as it doesn't negatively impact the gameplay, they can say whatever they want.

>>2676574

Hundreds? Oh boy! Quantity always means quality!

>> No.2676592

>>2676586
>As long as it doesn't negatively impact the gameplay, they can say whatever they want.
I feel like you've missed my point: It doesn't affect gameplay at all, which kind of mitigates the point of having it.

>> No.2676593

>>2676586
>gameplay
...Which Marathon "pfhans" agree it doesn't have, but say it doesn't need, because of the story.

>> No.2676602

>>2676593
>agree it doesn't have
Nah, it's got gameplay in spades.
If you're referring to >>2675698 then one post on an anonymous message board does not represent all of the fans.
Hell, I'm quite sure there's going to be tons of people who don't agree with my next point.

>>2676592
>which kind of mitigates the point of having it
I don't think the point of story should matter if it impacts gameplay at all. In fact, if it does impact gameplay, it tends to be in a negative way.
A story should be a framing device, not a set of "interactive" cutscenes take take up time while you stand around or run around the room, waiting for someone's audio clip to finish--which is especially where Half Life and Half Life 2 are drug down.

>> No.2676603

>>2676602
>I don't think the point of story should matter if it impacts gameplay at all.
>This is what Gameplay and Story Segregists actually believe
Play some fucking Dark Souls and learn how Vidya storytelling works.

>> No.2676607

>>2676603
Funny you should bring up Dark Souls. Because you can go through without any sort of shits about the story and not have it hamper your enjoyment at all. You can skip through the dialogue boxes, get the weapons, fight the things, and not care about anything.

Unlike another game that, say, would lock you in a place until you finish the audio dialogue that they're telling you.

>> No.2676608

>>2676603
Not that guy but I've worked for game studios (not something I recommend) and the teams that would build the game first and add the story afterwards were the ones that actually shipped. The teams that thought of themselves as auteurs, that wrote a bunch of cutscenes and paid no attention to the actual game, would almost never ship. And when they did, nobody bought their games. Mostly they were fired and their teams were dissolved. Dark Souls can perhaps get away with some things (I haven't played it) but it's the exception, not the rule.

>> No.2676612

so why is this even a discussion in the first place
this is like comparing whether quake or unreal is better

>> No.2676614

>>2676612

Unreal is, by far.

>> No.2676629
File: 90 KB, 1920x1080, Screenshot_Doom_20150912_091526.png [View same] [iqdb] [saucenao] [google]
2676629

Q*Bert is fully functional now. All I need to do now are the enemies.

I'm having way too much fun making these things. Mostly playing these arcade remakes then actually working on the rest of the map.

I might release the Arcade as a stand alone wad once it's fully finished

>> No.2676631

>>2676629

that status bar = lol.

>> No.2676637

>>2676629

Looks interesting, anon. What's this for?

>> No.2676642

>>2676637
It's for a secret level in a Joke wad I'm working on, named Dikzak. >>2676631 Hench it's strange statusbar.

The secret level is a parody on Clan Headquarter maps, complete with 'realistic' relaxation areas, a training area and all the other unnecessary shit you'd expect in a HQ map.
It's gonna have a fully functional Arcade aswell. As for now, 4 out of 6 Machines are fully finished, 1 (Q*Bert) is in progress, and the last one I have yet to start working on.

>> No.2676647

>>2676642
A parody on HQ-wads? I'm sold. I remember playing through so many, and how atleast fifty precent had either porn or something that was supposed to punish an explorative player with jumpscares.

I hope you include something symbolic from another HQ.

>> No.2676657
File: 683 KB, 1920x1080, Screenshot_Doom_20150912_100448.png [View same] [iqdb] [saucenao] [google]
2676657

>>2676647
Well, it will mostly have stupid shit like this.

As it's a HQ map, it will have a huge focus on exploration. And some rooms might, as you said, 'punish' the player, but without the Earrape. Using more of a "What the hell happend to this place" kinda scare then a "Ooh, 2spooky4me monster pooped out" scare.

Adding a porn room would be overkill, As another secret level in the Wad allready parodies the porn wads. which reminds me to ask permission to use HDoom sprites for the HDoom Parody in that level.[\spoiler]

>> No.2676662

>>2676404
doomworld has more shitposting and is less moderated than even /vr/. Personally I like this place and zdoom forums the most, but the zandy forums seem nice from what I've seen from searching for technical questions regarding ACS and such

>> No.2676679
File: 382 KB, 563x439, 1242429980284.png [View same] [iqdb] [saucenao] [google]
2676679

https://www.youtube.com/watch?v=gsvvIut19uA

>> No.2676683

>>2676679
>that moshpit

>> No.2676721

>>2675684
Hexen is legit pretty boring but Strife is varied and has a plot which you feel like you're an active part of.

>> No.2676723

>>2676662
>doomworld has more shitposting and is less moderated than even /vr/.

Examples? I've been lurking there for at least 8 years, and hardly ever noticed any 4chan tier shitposting there.

>> No.2676729

>>2676463
>in a grim future where Atari is somehow STILL alive

>> No.2676740

>>2676729
you gotta give that to them, they somehow keep on coming back

>> No.2676752

>>2676740
true evil never dies. just look at interplay!

>> No.2676756

>>2676662
>doomworld has more shitposting and is less moderated than even /vr/.
Funny. I've seen more shitposting here and in zdoom forums.

>> No.2676813

so I finally figured out what settings and buttons I need to push to host a server (since there are very few Australian servers) and now I can play with my friends.

are there any "essential" WADs I should check out? I've already got HR/HR2/AV/Scythe/2, but I only grabbed them because I remembered them from years ago.

>> No.2676837

>>2676723
i've witnessed far too many incidents of people trying to greentext or use other 4chan posting memes on doomworld (and to be fair lots of other websites) and it always makes me cringe

there is also as i have mentioned here previously a long standing problem with chronic shitposting trolls allowed to run rampant because they are IRC friends with a/the forum moderator(s).

i go there because it's where you find the really hardcore obsessive people who all have such a high level of doom knowledge they could probably write PhD theses on it. but the signal to noise ratio is very low, there are far too many clueless newbies and idiots who aren't as funny as they think they are.

>> No.2676847

https://youtu.be/PcE5FTwPBl4?t=1m29s
https://www.youtube.com/watch?v=UTKpQav88bA

Coincidence?

>> No.2676853

>>2676847
eh, maybe

>> No.2676854

>>2676837
Is it like this in the newfangled doom and everything else boards? I never visit those boards.

>> No.2676856

>>2676853
First song is from THUG btw

>> No.2676862

>>2676813
>are there any "essential" WADs I should check out?
Try the SYWTPFD image in the OP.

>> No.2676873

>>2676862
ah, of course. thanks a bunch

>> No.2676902
File: 59 KB, 1024x800, window.png [View same] [iqdb] [saucenao] [google]
2676902

>23min
I'm new, okay?

>> No.2676903

>>2676902
*>29min

>> No.2676905

>>2676837
Can you actually link me these instances?

>> No.2676906
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google]
2676906

>>2676902

>100% kills
>100% secrets

worth it. I prefer cleaning a map out than just speeding through it, but I guess that's the beauty of Doom, you can play it fast or slow and still come out feeling pretty satisfied.

>> No.2676915
File: 44 KB, 800x297, reelismx3bugfix1.jpg [View same] [iqdb] [saucenao] [google]
2676915

Working on a bugfix update for Reelism X3. I've removed the use of A_SetSpeed for 1.8.10 compatibility, added some extra options for slower computers, and fixed some map bugs. I'm gonna do some more fixes and tuning before doing another release though.

If you see any weird bugs, give me a yell and I'll see what I can do.

>> No.2676916
File: 115 KB, 472x297, yay_evil.jpg [View same] [iqdb] [saucenao] [google]
2676916

>>2676915

>taking steps to make it older GZDoom friendly and friendlier towards toasters

you fuckers see this? This is a GOOD thing, more people need to do this.

>> No.2676918

>>2676905
Of course not, I hardly keep a dossier. Searching for ">" is not possible.

As for shitposting trolls with mod immunity, here's a recent example.
http://www.doomworld.com/vb/post/1415945
http://www.doomworld.com/vb/post/1415998
Reading Tarnsman posts is like being on /v/.

>> No.2676931

>>2676837
>people trying to greentext
Using arrows as means of quotation precedes the birth of moot.

Though if they're using them to put words into people's mouth and tell stories, that's a bit awkward, I don't feel it's suitable outside of image boards.

>> No.2676932

>>2676918
I love his maps in BTSX though.

>> No.2676937

>>2676847
Album is from 2003, though it does sound a little bit like it.

Cool track eitherway.

>> No.2676965
File: 19 KB, 210x241, 1426801565768.jpg [View same] [iqdb] [saucenao] [google]
2676965

>die 5 times to cyberdemon
>finally kill it
>notice an invulnerability orb in the corner

>> No.2676980

>>2676614
i disagree

>> No.2676986

>>2676614
They're different

>> No.2677023

>>2673153

What was that mod with the WHOOOPS and all that random stuff?

>> No.2677024

>>2675669
The only reason Blood has no source port is because Atari don't release the code. It's not like people haven't been clamoring for it since like 1999.

Also Blood has conversion projects, both for eDuke32 and Doom engine (ZBlood). Both are shit though. It also has some killer map packs, including Death Wish (which is fucking phenomenal) and French meat.

>> No.2677026

>>2677023

Donutsteele

>> No.2677051

>>2677023
Are you thinking of Swan Fox or Laundry?

>> No.2677062

I seem to remember some project where they were replacing all of doom's assets in the interest of freedoms respecting or whatever. What was the name of that again?

>> No.2677065

>>2677062

GLOOME?

>> No.2677067

>>2677062
FreeDoom

>> No.2677069

>>2677067
That was it. Thanks.
>>2677065
Same shit I guess.

>> No.2677071

Why does prboom only give you two slots for autoload? That's weird.

>> No.2677154

>>2677051
>Swan Fox or Laundry?

Swan Fox, that's the one

Thanks

>> No.2677197

>>2675435
>been playing Doom for well over 20 years

>probably play at least 5 hours a week

>had no idea there was a RL hidden there

Jesus.

>> No.2677203

>>2677197
you never wondered why you never got 100% secrets?

>> No.2677204

>>2677197
heh i guess you don't play map01 much

>> No.2677205

>>2677203
I never checked.

>>2677204
I've probably beaten it well over a hundred times.

>> No.2677209

>>2677205
do you know about the soulsphere hidden in a wall in map11? that's something i definitely didn't find before accidentally stumbling on it in a map editor. though as a nod to >>2677203 i did wonder why i never got 100% items.

>> No.2677210

Any good sourceports for Android?

>> No.2677213

>>2675451
>thought i used a different way to access that secret
>test it out
>realize just now that the only reason that secret opens up every time for me is because i go up the elevator to hit that switch that leads outside with the imps and the shotgun and every time i jump down that elevayor i just happen to land on that platform, i just disregarded it entirely the whole time

Huh.

>> No.2677240 [SPOILER] 
File: 193 KB, 1280x720, 1442080341818.png [View same] [iqdb] [saucenao] [google]
2677240

>>2677024
>Also Blood has conversion projects, both for eDuke32 and Doom engine (ZBlood). Both are shit though.
Well if they don't have to be good to count...

>It also has some killer map packs
So does Marathon.

Seriously, why is this an argument?

>> No.2677245

>>2676285
>>2676330

>there's slices of pizza that have been scientifically modified to last for three years
>none of that money was actually spent on buying the rights from Atari

>> No.2677248
File: 333 KB, 375x375, fukin please.png [View same] [iqdb] [saucenao] [google]
2677248

>>2677240
>Those floor textures
What were they thinking?

>> No.2677249

>>2677245
every dollar spent on genetically engineering catgirls for domestic ownership is a dollar not spent on buying the right from atari

>> No.2677250

>>2677249

In that case, fuck Blood, gimme those catgirls.

>> No.2677253

>>2677248
That converting textures from a non-Doom palette to Doom palette always turns out a-okay.
It worked for Duke, right?

>> No.2677268
File: 464 KB, 1600x900, Screenshot_Doom_20150912_141357.png [View same] [iqdb] [saucenao] [google]
2677268

>looking for Egypt-setting mods and levels
>get suggested Epic 2
>download epic2fix.wad
>load in GZDoom
>pic related

Eh?

>> No.2677269
File: 145 KB, 800x801, merrafon.jpg [View same] [iqdb] [saucenao] [google]
2677269

Marathon suffers from not having enough sharp minds left in their community to make a sourceport that isn't a trial for normal human beings to use. Everything's hardpegged to 30fps without Zdoom's interpolation magic, the default FOV makes even console players genuinely ill, there's no pausing or in-game menu, and IIRC turning off automatic weapon-switching violently desynchs netplay forever.

And nobody's willing or able to change or fix any of this. Hell, sometimes they UN-fix things - reimplementing previously-removed limits and breaking lots of mods in the process because fuck you, for example.

It's a shame, really.

>> No.2677275

>>2677268
i don't know what epic2fix is
try downloading the original from
http://www.doomworld.com/idgames/?id=16262
and see if you get the same error.

>> No.2677279

>>2677269
Honestly, all this discussion really just reaffirms my general opinion of "Marathon is great, Aleph One is shit".

>> No.2677291
File: 486 KB, 1600x900, Screenshot_Doom_20150912_142439.png [View same] [iqdb] [saucenao] [google]
2677291

>>2677275

That took care of it, thanks.

>> No.2677293

>>2677269
I guess that's just Apple people to you.

>> No.2677296

>>2677268
>check it out on Zandro
Seems fine here.
If I had to guess, epic2fix.wad probably includes player 5 to player 8 spawns for co-op purposes, which ZDoom doesn't support.

>> No.2677298
File: 335 KB, 1280x720, Screenshot_Doom_20150912_142704.png [View same] [iqdb] [saucenao] [google]
2677298

>>2677296
>>2677268
Forgot pic related.

>> No.2677304

>>2677279
Someone should make a proper sourceport that has compatibility with previous Aleph One mods, and call it Aleph Sucks or something.

I mean, why in the name of FUCK would you make a limit-removing sourceport of something, and then PUT THOSE LIMITS BACK AGAIN?

>> No.2677306

>>2677293
More people that stuck with Apple during the dark ages of the 90s, and still bear the scars of fanboying for a company that thought that Copland was a cool and good idea.

>> No.2677313

>>2677304
prboom has at least once received a request to restore the original visplane limit in appropriate complevels.

>> No.2677316

>>2677313
I'd be fine with that if it's a compatibility option you can toggle, but if someone legit wants to bring back limits to what's supposed to be limit removing, they can frankly choke on seven miles of erect horse cock.

>> No.2677325

>>2677316
Yeah, IIRC this wasn't a complevel thing. It was a "we reinstated the original limit on active AI actors at once because (sfx - waves crashing against a crappy beach. a winter wind blows through the nearby rocks. somewhere, a dog barks)."

>> No.2677327
File: 28 KB, 320x200, Requiem_Title.png [View same] [iqdb] [saucenao] [google]
2677327

PWADs with linear levels like this? I wanna shoot up some demons without missing some key and having to backtrack until I find it in some obscure corner of the level after 15 minutes of searching

>> No.2677328
File: 595 KB, 1280x720, Screenshot_Doom_20150912_144036.png [View same] [iqdb] [saucenao] [google]
2677328

On a somewhat-related tangent, are there any other Egypt-style levels? Epic/Epic 2/Scythe II are great, but I'm getting tired of running through Pharaoh for testing for this.

>> No.2677335

>>2677328
Map 9 of mock2.wad is the best Egypt level

>> No.2677337

>>2677335

*Ejipt

>> No.2677339
File: 267 KB, 1280x720, Screenshot_Doom_20150912_145218.png [View same] [iqdb] [saucenao] [google]
2677339

>>2677335
>>2677337

This is fine.

>> No.2677345

>>2677339
Skip to Map 29

>> No.2677353

>>2677327
Anything by Tormentor 667. Or Agent Spork

>> No.2677360

>>2677353
>>2677327

I would not say anything by Torm is linear.
Ultimate Simplicity is nice, though.

>> No.2677412

So why didn't Stronghold get an update?

>> No.2677476

>>2677304
How about calling it Alelph One?

>> No.2677483

>>2677476
>>2677304

Aleph Fun

>> No.2677490
File: 37 KB, 1024x800, window.png [View same] [iqdb] [saucenao] [google]
2677490

>die
>accidentaly save instead of load game
ded

>> No.2677492

>>2677490
Fuck that level. Seriously, fuck that level. That is the worst level in all of doom.

>> No.2677494

>>2677490
i just beat that after wandering around for 20 minutes

>> No.2677497

>>2677490
>1 weapon
>50 bullets
Just headshot the monsters.

>> No.2677507

>>2677490
that level was pretty intense tbh

>> No.2677564
File: 467 KB, 507x416, 1441828478188.png [View same] [iqdb] [saucenao] [google]
2677564

>>2677490
>>2677492

>> No.2677603

who here has compiled the vanilla doom source code as it is on linux and got it running?

what is it like?

>> No.2677604

>>2677492
i learned to love it firstly learning where everything is and to have a route. it got even better when i found some shortcuts, in particular the big teleporter in the north east corner is extremely helpful.

the only part i still don't like is the building with the last key and the interminably slow lift. i really can't stand slow lifts.

>> No.2677608

>>2677603
like vanilla doom on linux

>> No.2677610

>>2677608
but the question is: can you compile and run it without any changes in 2015?

>> No.2677634

>>2677610
very unlikely with absolutely no files changed.

more likely if you're allowed to change the build system but not edit any *.c files, but still modern compilers might not like it.

regardless it's just better to start with chocolate doom. or winmbf for something with a few more engine features, but still a relatively static base. or prboom if you can stand the mess.

>> No.2677653

>>2676004
>The fact that these things don't run on any other source port is a bit of a deal-breaker, though

That hasn't really stopped people from doing ZDoom maps, though.

>> No.2677668

>>2677653
ITHM "The fact that these things don't run on the source port I prefer to use is a bit of a deal-breaker"

>> No.2677682

>>2676915
Using 1.8.10.

It looks like the Planet Eioneus map doesn't have block monsters on the edges, so you can push bosses off the map and kill them instantly.
I don't know if this is intentional due to the map's size, but I figured it was worth mentioning.

Not a super crippling bug, but I seem to get stuck on the crate shower crates if I go up or down stairs or jump onto them and what-not. I haven't checked to see if this happens in the previous versions.

Not a bug and I'm not sure if you handle add-on stuff but the Bitman Zeta custom weapons reel doesn't have a hyper weapon, I know it's example code and there's no appropriate weapon for it since the mod was unfinished but I think there should be one.

>> No.2677687
File: 111 KB, 800x600, Screenshot_Doom_20150913_005859.png [View same] [iqdb] [saucenao] [google]
2677687

Kinz you motherfucker

on a related note, what is "PQ-4 project" ?

>> No.2677698

>>2677668

Fuck off.

>>2677653

That isn't the point.
The point is one of the reasons the community has been focusing a lot of PRBoom+ or vanilla-compatible maps is because of maximum compatibility with a wide variety of different source ports. It can run in ZDaemon, Zandro, ZDoom, PRBoom+, or more.
Tricks that only work in one singular port is going to really limit its widespread usage. Likewise, see also how limited the ZDoom mapping scene has become--people aren't making them as much since only a fraction of the community would play them.

>> No.2677717

>>2677603
Like Linux Doom v1.10

>> No.2677787

>>2677024
>both are shit though
Uhh, no, the EDuke32 one (called BloodCM) is extremely accurate to the original game. The only inaccuracy I've noticed is that doors and elevators don't move with acceleration, and the developer is aware of that.

http://m210.duke4.net/index.php/files/viewdownload/3-eduke32/38-blood-crossmatching

>> No.2677794
File: 145 KB, 592x628, thanks for shopping with us.png [View same] [iqdb] [saucenao] [google]
2677794

i don't think that's supposed to be like that

>> No.2677826

>>2677787
>Uhh, no, the EDuke32 one (called BloodCM) is extremely accurate to the original game. The only inaccuracy I've noticed is that doors and elevators don't move with acceleration, and the developer is aware of that.
Well then you really don't know shit about Blood because it's an utterly terrible conversion, off in a ridiculous amount of ways.

>> No.2677827
File: 81 KB, 740x533, BloodCM.jpg [View same] [iqdb] [saucenao] [google]
2677827

>>2677787
>>2677826
*Also, "conversion" would be an incorrect term to use. The correct word would be "reinterpretation", and by some amateur Russian bootlegger at that.

It's not Blood by any means - it's BloodCM. It may look and sound the same (and even then there are so many ways it's off and cheap in comparison with plenty of things missing) but it's core mechanics are not the same at all. Anybody who denies this really does not know shit about the original video game.

>> No.2677830

>>2677240
I'm just explaining why Blood doesn't have a modern source port to >>2675669. I'm not "arguing", just stating facts. I don't care about Marathon, whatever.

>> No.2677832

>>2677830
My mistake, then. Sorry about that.

>> No.2677838

>>2677832
no worries m80

>> No.2677842

>>2677827
Cheap imitation would be the correct term.

>> No.2677868

>>2677827
Technically it's still a Total Conversion since it's changing Duke.

>> No.2677891

I don't have time to talk about it right now but I was over in /v/ and a quake thread came up. I've got an entire Quake single player campaign built that I've been making as a hobby for more than a decade. 18 level broken down into 4 episodes. I call it The Rise of Yig. I'll catch the next doom/quake thread to see about uploading it for you guys.

>> No.2677897

>>2677891
quake is welcome here, you can post your screens and stuff without problem in this thread

>> No.2677898
File: 174 KB, 800x585, doomguys heaven.jpg [View same] [iqdb] [saucenao] [google]
2677898

>>2677891
MY BODY IS READY

>> No.2677910

>>2677897
>>2677898
I've been told several times over the years is as good as the original.

I put a lot of time in making the levels feel natural and thematic, it's not but a pile of shambler rooms and cluster fucks half baked bullshit. I've taken great care in making it feel like it was sequel expansion. It's all core game assets, I'm not much of an artist and I always felt like working within the limits of the original made it seem more legit.

>> No.2677930

>>2677891
>>2677910
Do it man. I've been playing quake on my phone (works really well actually). Wouldn't mind another mapset to play with.

>> No.2677934

>>2677910
post it m8. now. what are you waiting for?

>> No.2677940

>>2677910
AT LEAST SHOW US SCREENSHOTS OR SOMETHING MAN FUCKKKKKKKKKKK AAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH

>> No.2677961

>>2677940
I will, let me play through it again tonight and tomorrow, get some screen shots of so of the cool stuff, I haven't touched in like 6 months. So my plan is gonna be to release it here, and if it's not total hog sick, we can all fine tune it and make it available to the wider community and internet in general, I'm not going to need donations or other shill shit like that, it's already made, and I made it for fun.

>> No.2677969

>>2677961
I hope you made it challenging and made interesting combat situations with the various combinations of Quake's enemies and level design anon!

I also hope you made use of Quake's verticality as that was one of the things I liked most about Quake! I also hoped you built it with the philosophy of having to watch your step, as Quake often had you walk down narrow ledges with drops or lava on either side!

If you did all these things I'm sure it will be a winner. You got me really hyped somehow m8 :D

>> No.2677985

>>2677969
What I said in the quake thread in /v/

The first level in episode 2 is probably my favorite. You've got to dodge and weave through zombies for the first half of the level, the player get's the double barrel early and has to use it to push past zombies in a claustrophobic catacomb area, then depending on how clever the player is, they can either proceed into the final area and take on a pair vores with low armor and a doublebarrel, or if they find the secret grenade launcher, they can work there way back through the undercroft and pick up some red armor, both of which really help out against the vore because of the way I have there room designed

The level is basically the player breaking into the walled city of Nercross, one of the cities that's long been annexed by Yig's forces. So the players starts in a small outside area, enters into an underground area, fights through a section of catacomb, and finally the player comes up on the inside of the outer gate and tangles with the two vores as a sort of boss encounter.

>> No.2678016

>>2677969
It's hard as balls. I never built in multiple difficulty so it's just hard all the time.

I'm running through the first episode now. I designed the levels with the previous levels in mind. So picking up weapons and taking care of your armor and health and not just slugging it out with enemies makes later areas easier.

Level two has you branching off a central hub getting the keys to get through the main security bulk head between you and the gate facility. My favorite part of that level is the nailgun room/hound kennel. Pretty typical trap room where opening the cage with the nail gun also opens up cages with 5 hounds in them, 2 seconds after the cages open, I have a ogre warp into the lead out hall the parol route into the room. Giving the effect of the ogre coming to check out the noise. Because of the shape of the room, the player will almost certainly be looking in that direction when he comes in.

>> No.2678025

>>2678016
>I designed the levels with the previous levels in mind.
oooh i'm already feeling the letdown

>> No.2678028

>>2678025

Finding a secret double barrel in level 2 sure makes those fiends in level 3 easier. But anyone worth there salt can still two fiends with a nail gun. What's your concern and I'll see if it's something I've even done.

>> No.2678029

>>2678025
Typical chantard negativity, dismissing a level pack before even trying it.

Don't worry about this assclown Quakeguy. Looking forward to trying your game.

>> No.2678037

>>2678028
Don't worry, >>2678025 is one of those people who think that every single level in the world in every game ever should be able to be pistol started.

I'm looking forward to it!

>> No.2678046

>>2678037
You can't pistol start ANY levels in Quake, though.

>> No.2678092

>>2677653
Zdoom maping is still a thing, but its nowhere near as prevalent as it once was in the 00's.

>> No.2678112

>>2677604
Yeah, the last key building felt like needless padding.

I also prefer playing Downtown in Solo-net, as I find the Cyberdemon actually spices the map up a bit.

>> No.2678141

What's a good mod to play that won't piss me the fuck off?

Gameplay wads, overhauls, level sets, anything.

>> No.2678143

>>2678141
What pisses you off?

>> No.2678148

>>2678141
Well, anon, that depends entirely on what pisses you off.

>> No.2678149

>>2678141
>What's a good mod to play that won't piss me the fuck off?

Heh

Play Demonfear

>> No.2678151

>>2678143
>>2678148
Terribly done joke wads or tons of enemies (Latter is why I can't play Sunlust or Hellbound after map17 or so)

>> No.2678153

>>2678151

Yep, Demonfear.

>> No.2678154

>>2678151

Mapsets: Dissolution, Demonfear, Doom 2 Reloaded.
Gameplay mods: Demonsteele, DoomRLA, Aliens vs Predator
Total Overhauls: Hocus Doom, Adventures of Square, Strange Aeons

>> No.2678158

>>2678153
>>2678154
Thanks guys.

Does /vr/ still host Zandro games? I need a reason to install more Doom shit on my PC

>> No.2678164

>>2678158

Every now and then, but in my time here I've noticed /vr/ tends to go in stages. When the board first opened up, we were yammering about everything like mad, after that it was hosting servers like mad, after that it was making stuff like mad, as of late we've been digging up history and discussing tech and comparing with other games.

>> No.2678173

>>2678046

It's impossible to pistol start any quake level.

Because there is no fucking pistol. You guys are being silly again

>> No.2678182

>>2678164
Dang. I could go for a game this Sunday

>> No.2678184
File: 104 KB, 190x263, potrock.png [View same] [iqdb] [saucenao] [google]
2678184

>>2678173

>not doing an axe start instead

pssh, pussies.

>> No.2678195

>>2678184

That axe looks like a shovel, why was the ranger carrying that thing anyways?

>> No.2678234
File: 329 KB, 1410x677, 1442117064871.png [View same] [iqdb] [saucenao] [google]
2678234

which one of you is this?

>> No.2678239

What's a good vanilla mapset with good lighting so I can give it a go with a few mods and GZ's software render?

>> No.2678253

>>2677891
That's a cool name.

>> No.2678257
File: 412 KB, 1340x932, the next van goh.png [View same] [iqdb] [saucenao] [google]
2678257

Joe-Ilya does it again
http://www.doomworld.com/vb/creative-works/74568-doom-fanart/

>> No.2678264

Is Doom RLA compatible with Smooth Doom?

>> No.2678265

>>2678239
Suspended in Dusk

>> No.2678270
File: 1.14 MB, 246x142, mysides.gif [View same] [iqdb] [saucenao] [google]
2678270

>>2678257
>That fucking reply

>> No.2678274

>>2678257
i saw that thread but could not bring myself to click on it

>> No.2678284

>>2678257
>Joe-Ilya

but that's omegalore

>> No.2678286
File: 176 KB, 362x315, what a terrible time.png [View same] [iqdb] [saucenao] [google]
2678286

>>2678284
Oh fuck, my mistake.
They're practically the same person though.
Both art and personality wise.

>> No.2678290

>>2678286
not really

>> No.2678313

>>2678270
>implying you didn't post it yourself

Go away TheCiv, you've been caught doing this before, no-one is fooled.

>> No.2678317

Where can I find the cfg files for Zandro?

>> No.2678325

>>2678317
http://www.best-ever.org/configs

>> No.2678349

>>2678234
you, presumably

>> No.2678350

"What Defines Doom Multiplayer?" from Bethesda.net
https://youtu.be/Aa38z8S2Oag

Another video that tell us nothing straight up. The mention of Clan Arena implies there isn't a weapon limit. The fact they don't mention Duel, and them showing it in the Snapmap presentation looks like it's them saying they don't care for 1v1 but people can mod it in if they want.

>> No.2678361

>>2678350
>What Defines Doom Multiplayer?
The Quakecon 20th anniversary final match would be a good starting point!

>> No.2678362

>>2678350
none of you shitters play multiplayer anyway

>> No.2678364

>>2678264
Here's a question when it comes to combining two mods together:
1: Do they replace the weapons? 2: Do they replace the monsters?

If the answer to both of these questions is "Yes", then they're probably about as compatible as GMOTA and Zero Tolerance are.

>> No.2678368
File: 1.48 MB, 575x538, cyberYell.gif [View same] [iqdb] [saucenao] [google]
2678368

Got around to rigging this guy. Have to go back and fix his wrist now, which likely involves nearly completely re-rigging him (at least all the parts that take time). Fucking up is fun. Anyway. Test animation

>> No.2678373

>>2678350
>"What Defines Doom Multiplayer?"

Have they tried looking at the IDL?

>they don't care for 1v1 but people can mod it in if they want.

Cool, yet another reference to the mysterious capabilities of what modding can and cannot do.

>> No.2678376
File: 271 KB, 1366x768, Screenshot_Doom_bauhaus.png [View same] [iqdb] [saucenao] [google]
2678376

>> No.2678381

>>2678373
We pretty much know by know that it can't make huge open spaces and gameplay mods that replace shit, like weapon models.

>> No.2678384

>>2677682
>>2677794
Thanks, added to the to-fix list.

>>2678195
There's an axe in Quake because there was an axe at Id that... I forget the exact story, but Romero got locked in somewhere (in the toilets?) and Carmack fucking annihilated the door to free him... the pieces were kept as a trophy for a good few years afterwards.

>>2678381
Given how utterly unusable the Rage mod tools apparently were, people probably wouldn't be able to do huge open spaces or gameplay mods even if Id Studio DOES get released.

>> No.2678386

>>2678368
What's it for? Practice?

>> No.2678390
File: 191 KB, 1366x768, Screenshot_Doom_20150913_035925.png [View same] [iqdb] [saucenao] [google]
2678390

>>2678376

>> No.2678392
File: 23 KB, 482x397, visciousKillingMachine.jpg [View same] [iqdb] [saucenao] [google]
2678392

>>2678386
Fun, really. Practice I guess. It's something I sculpted 2 years ago, and just retopo'd/rigged this month. Whenever it's done I'll export it as an FBX or something and post it. Though there's only one other /doom/er that does 3D shit that I'm aware of.

It's <10,000 polys so it could feasibly be used in just about any modern engine.

>> No.2678393

>>2678376
>>2678390
what's the wad name for this?

>> No.2678396

>>2678393
read the filename

>> No.2678410

>>2678396
thanks

>> No.2678504

>>2678384
I just can't picture Carmack annihilating a door. He just looks like a perpetually mild-mannered skinny dude.

>> No.2678518

>>2678504
If Masters of Doom was any indication, he was a juvenile delinquent who'd probably be in and out of jail if computers didn't sink their tendrils into him.

>>2678368
>>2678392
This is pretty fuckin' cool. Please keep at it!

>> No.2678521 [DELETED] 

>>2678518
"high functioning psychopath" is a phrase

>> No.2678524

>>2678504
i can, but i doubt there was any emotion on his face during the act. it was just the next thing to do

>>2678518
"high functioning psychopath" is a phrase to use here i think

>> No.2678530

>>2678350
>fast, fast, fast!
The speed is fast but the movement looks so sluggish

>> No.2678531

>>2678368
Are you animating the high poly version?

>> No.2678543

>>2678518
>>2678524
Shit, no wonder he made a high school shooting murder simulator.

>> No.2678549

>>2678524
>"high functioning psychopath" is a phrase to use here i think
That's a phrase that doesn't exist, though.
Besides, if anything, he's probably more on the autism spectrum.

>> No.2678595

>>2678549
Maybe anon means "psychopath that doesn't kill people".

>> No.2678604

>>2678504
>He just looks like a perpetually mild-mannered skinny dude.

Someone post that video of Carmack choking Jace Hall

>> No.2678608

>>2678604
That's different, the guy asked to be choked.

>> No.2678623

>>2678286
>They're practically the same person though.
Omegalore clearly has autism. He's generally pretty awkward, and often makes cringeworthy content.

Joe-Ilya likes MLP, but outside of that, he's just a typical 14 year old kid who says stupid shit at times, and has D!Zone mapping skills.

>> No.2678635
File: 630 KB, 725x725, cunt-destroyers.png [View same] [iqdb] [saucenao] [google]
2678635

>>2678504
>He just looks like a perpetually mild-mannered skinny dude.
Have you seen his muscles?
This is a guy who during school decided he'd work out and practice some fighting/martial arts stuff to pass the time, then he figured he might as well beat the shit out of some bullies while he was at it.

He also broke into schools to steal computers in his youth, and made homemade bombs based on recipes he found on online BBS boards, couple that with his monumental intellect and you've basically got a main character from some RPG or movie or something.

>> No.2678701

Spose this is the best place to ask:
I want to host a server and have weapons respawn but have health and powerups not respawn.
Some guy I asked suggested complex-doom-justammo.v4.wad, but that gives me an ungoogleable error.
I tried COMPLEX.wad which allows me to launch the server, but doesn't appear to do anything.

>> No.2678710

>>2678368
hey man you got him unwrapped? could texture that bastard for you

>> No.2678730

How do I disable mouse movement in gzdoom?

>> No.2678758

>>2678701

>Playing Complex Dumb

>> No.2678771

>>2678635
Carmack created this world and hes not afraid to destroy it

>> No.2678804

>>2678701
That sound's like you're going to need to make your own WAD.

>> No.2678809

>>2678804
it's really that complicated to disable non-ammo item respawns?

>> No.2678950
File: 1.27 MB, 1025x881, Doom site Snapmap enemy.png [View same] [iqdb] [saucenao] [google]
2678950

>>2678368
That is awesome.

>>2678350
The interview that whole series of videos is taken from happened during E3 so it's not going to contain anything new. That should hopefully be the last of it though, they've made videos for all their key points now.

I might be slowpoking here but on the Doom site this guy shows up briefly in the SnapMap section. It's either an early version of the Mancubus or some kind of heavy-armor version. It's got the same guns and lower body but the upper body and head are different than the current version. It goes by so fast and the head is so weird I thought it was an Arachnotron at first.

Considering the SnapMap graphics used on the page don't match the E3 version either I think it's likely those and this Mancubus are just previous iterations. (The Imps, however, match their current design and that area seems to be what was used in the "Demon Battle" part of the E3 SnapMap video.)

>> No.2678968

>>2676039
in v20, open the console and type bd_bloodamount 3 or 4

>> No.2678993
File: 129 KB, 479x528, temp.png [View same] [iqdb] [saucenao] [google]
2678993

>>2678531
No. <10k tris, retopologized version with a normal map baked on it. Pic related.

>>2678710
He's unwrapped, but I'm likely going to make a texture myself soon anyway, and throw him on my website. Whenever I release it (hopefully soon, I'll include an AO map separately so if my texture is weak someone else can take a stab at it easily.

>> No.2678997

>>2678950
different level monsters? like in the RPGs?

>> No.2679001

>>2678950
That's weird.
It doesn't even look like a Mancubus though.
And by the looks, and color of the armor, it looks more UAC based, rather than the organic materials the Mancubus has for his guns.
It also doesn't look like he has a head whatsoever.
I wonder if that's actually some gigantic mech suit that the player can get into.

>> No.2679006

>>2678524
>High Functioning Psychopath
Sounds about right.
He got rid of the company's cat without telling anyone, because in his mind, it was "just another distraction."
He brought it to a local pound, where it was later euthanized.

>> No.2679016

>>2678968
You can alter that from BD's option menu, too.

>> No.2679037

Is industrial zone the shittiest area in Doom 2?

>> No.2679038

>>2678993
yeah finish that demon fucker fast so I can have him run around my UE4 maps

>> No.2679045

>>2678730
m_forward=0

(forward/backward movement in mouse options)

>> No.2679047

>>2679037
in my opinion, no.

>> No.2679059

>>2678368
the ole "enemy spreads its arms and roars at the player" enemy introduction, we haven't seen that in approximately 8 trillion games

>> No.2679067

>>2679006
>He got rid of the company's cat without telling anyone, because in his mind, it was "just another distraction."
actually the stated reason was that the cat was having a "net negative impact" on his life.

>> No.2679076

>>2678809

It's a non-default option, so yes, you'll have to make your own mod.
No, it's not that complicated.

http://www.best-ever.org/download?file=sns-onlyammorespawns.v2.wad

Here, you can use this thing I made a long while back and use it as reference.

>> No.2679142

>>2679037
Not when Nirvana exists

>> No.2679156

What are some of the more atmospheric map sets?

>> No.2679170
File: 330 KB, 1280x720, Screenshot_Doom_20150913_142255.png [View same] [iqdb] [saucenao] [google]
2679170

http://forum.zdoom.org/viewtopic.php?f=19&t=49369&start=15

Here's a ZDoom mapset that I think might have been going under people's radar for a bit. It's a WIP megawad (nearing completion, about four episodes and 30-ish maps so far) taking inspiration from Cthulhu and with a whole bunch of void/line-horizon architecture.

I've just beaten the first episode, it's pretty neat. A little on the easy side (roughly 30-ish enemies per map) and suffers a bit from Realm667 syndrome, but it's a fun romp.

>> No.2679174

>>2679156
Gravity
http://www.doomworld.com/idgames/?id=15467
Hell Ground
http://www.doomworld.com/idgames/?id=15919

>> No.2679175

>>2679170
>and suffers a bit from Realm667 syndrome
What is that?

>> No.2679180

>>2679175
bunch of realm667 replacement enemy/weapons in lieu of new content, i'd assume

>> No.2679186
File: 71 KB, 339x345, 76543.jpg [View same] [iqdb] [saucenao] [google]
2679186

>>2679156
Void
RTC-3057
ZanZan
Phobia: The Age
Phocas Island 2
Foreverhood v1.0
Unloved
Swim With the Whales
Happy Time Circus
Happy Time Circus II
Dawn of Reality

>> No.2679187

>>2679175
maps are easier to make than (good) graphics. so the community tends to re-use a lot of new monsters and weapons

case in point: the guy who is doing the light-powered weapon mod, every time i see a screenshot i hear "PUSKA!" in my head

>> No.2679191

>>2679187
sorry that should have been in reply to >>2679180

>> No.2679215

>>2679059
Just a test animation m8, no need to be salty.

>> No.2679218

>>2679174
>>2679186
thx

>> No.2679235

>>2679215
>not doing a 100% unique enemy introduction animation that has never been seen before in any game for a simply test rig
>not making the cyberdemon do an intricate series of dance steps to diss the player upon sight

wow

>> No.2679254

is it really not possible to use vsync in hammer of thyrion if not using the GL renderer?

>> No.2679350

>>2678950
It does kinda look like a Mancubus but the head doesn't really look like a head to me, might be wrong.
I thought it was some kinda mech you could jump on at first, but I doubt it.
The armored thing could be possible. There are demons that function a lot llike the zombies, for example

>> No.2679415

>>2679037
Factory and Nirvana are way worse.

>> No.2679421

>>2679350
>>2678950

I recall them saying, during one of the random videos, that there were different variations of each enemy [possibly just slightly] to mix up the appearance of the hordes.

They also said that each enemy has a "strong attack" that has a different wind-up/noise/effect and does more damage.

Since we don't know the extent of these variations that could just be one of the variants of the mancubus.

>> No.2679424
File: 33 KB, 1239x269, carmack.png [View same] [iqdb] [saucenao] [google]
2679424

>>2679006
>>2678595
>>2678549
>>2678524

>> No.2679448

>>2679421
Yeah we saw some of the windups. Laser zombies (and their hell counterparts, or what seems to be) shot 3 balls in rapid succession or charged for a constant laser attack. Imps threw one fireball or charged for a bigger one (if you kill them during it they kind of explode or something, it shows it in the SSG part). Revenants pointed somewhere with a laser and after that they unleashed a rocket barrage.
Not sure about Hell Knights but they showed a few different moves.
>>2679424
He wasn't called a sociopath by a psychoanalyst though. He was called robot-like by a police officer, I'm fairly sure.
Regardless, yeah he isn't antisocial at all. No cruelty, no promiscuity, a stable marriage, no criminal impulsivity, etc.

>> No.2679512

>>2679076
well, how about that.
thanks for the file, anon. I appreciate it.
guess I'll start looking at this whole modding thing

>> No.2679661

>>2678635
>>2679006
So did Carmack fire Tom Hall and John Romero by literally kicking them out the door?

>> No.2679662

>>2679661
Didn't Tom leave by himself because his original concept for Doom got scrapped, and also because he didn't like where the company was going?

>> No.2679667

>>2679662
no he got depressed and pushed aside by team, romero was then supposed to fire him but he didnt do it, so carmack went ahead and did it himself. tom was ok with this

>> No.2679673

>>2679667
Oh, right I forgot.
By the way I wonder when that updated version of Masters of Doom is gonna come out.

>> No.2679720

>>2673824
Not worth it anyways. I say he should play it.

>> No.2679762

>>2679673
There's going to be an updated version?

>> No.2679779

>>2679762
I belive so, could've sworn there was even a source posted on one of these threads as well.

>> No.2679819

>>2676175
>Sector_SetGravity(666
El diablo

>> No.2679827
File: 514 KB, 1024x658, deadmau5.jpg [View same] [iqdb] [saucenao] [google]
2679827

>deadmau5 streams Quake Live
>plays against Fatal1ty
Man that's some shit luck

>> No.2679837

>>2677306
>a company that thought that Copland was a cool and good idea
That's a low blow. Copland was the logical solution to a problem that needed to be solved, fast. The project's failures stemmed from shitty management that would have screwed up just as badly even attempting the alternative they eventually used (modifying Unix).

>> No.2679875
File: 357 KB, 1366x768, Screenshot_Doom_Bloody_Steel.png [View same] [iqdb] [saucenao] [google]
2679875

>> No.2679962

>>2679875
holy framerate drops, batman

>> No.2679968

>>2679875
Bloody Steel is a perfect example of detailing over gameplay. Detail was just chucked everywhere and it played like arse, not just stuff for the player to get stuck on but also bullshit enemy placement and little health/ammo. A lot of "where the fuck do I go" moments, too. Not an enjoyable wad, only makes for nice screenshots.

>> No.2679985

is darkplaces the best quake engine port or is there something better out there?

>> No.2680060
File: 1.65 MB, 800x3848, 8752e44f457d0ba31760abfdac36e5bc54aa4907[1].png [View same] [iqdb] [saucenao] [google]
2680060

>>2679985
http://vrdoom.booru.org/index.php?page=post&s=view&id=149

>> No.2680093
File: 426 KB, 320x180, nichiterry.gif [View same] [iqdb] [saucenao] [google]
2680093

UACWN should have been out by now.

>> No.2680117

>>2680093

But it isn't. What a shame.

>> No.2680168

>>2680093
How comical! Looks like someone needs to appreciate true slowness!

>> No.2680169

>>2679962
Bloody Steel runs better in PrBoom-Plus (GL) than GZDoom.

>> No.2680194
File: 27 KB, 441x179, A SAD QUAKEDUDE.png [View same] [iqdb] [saucenao] [google]
2680194

>>2680060
:'(

>> No.2680206

>>2680194
use the one in the op nigga
https://mega.nz/#!8MlzHK5A!_dDotjEfkUhYPdkGhn2ZWtVaruEt0R75noIcxJkHwyo
the port comes on x64, if you're on x86 replace the port, keep the other files

>> No.2680213

>>2680169
>... runs better in PrBoom-Plus (GL) than GZDoom.
general truism.

>> No.2680227

>>2679968
Yeah. Big Memka wasn't quite as good as Lainos when it came to balancing gameplay and visuals.

>> No.2680231

>>2679662
Tom was fired. Though before being fired, he wasn't very enthusiastic thanks to disagreements with John Carmack. The lack of enthusiasm resulted in him not putting enough effort into his level designs, and hence he got fired.

>> No.2680232

>>2679968
Another glaring issue with Bloody Steel is the ultra compresed MP3 music. Should've just used Midis, to be honest.

>> No.2680293
File: 439 KB, 1280x960, 1442213442.png [View same] [iqdb] [saucenao] [google]
2680293

nerve.wad is astonishingly good for a commercial product.

>> No.2680301

>>2680293
Considering it was made in 2010 for an engine with raised limits, I don't find it hard to believe.

>> No.2680309

>>2680301
yeah but i mean it's made for money, yet is as good as any pwad from the modern era made for love.

(you seem to be assuming i'm comparing it to the original games when i am comparing it with contemporary pwads.)

>> No.2680313

>>2680308
>>2680309
Isn't it just a map set that was made by one of the developers ages ago?

>> No.2680316

>>2680313
you are thinking of SEWERS and BETRAY, made by two individuals in their youth who later went on to work on XBox Doom.

NERVE is from XBox 360 Doom and i believe was made specifically for it.

>> No.2680338

>>2680309
I don't find it hard to believe that professionals can make maps comparable to custom maps, either. In fact, I find it easier to believe.

>> No.2680407

>>2679827
Shit luck? It's not like they ran into each other in accident, they were playing together. How'd you miss that?

Fata uploaded a 50 sec highlight of it on his channel, you can hear them taking: youtu.be/jxXytEWDQus

>> No.2680439

>>2673154
aaaaaa new Eternal mapset

http://www.doomworld.com/vb/wads-mods/74589-icar2015/

/me spins around on chair

>> No.2680441
File: 603 KB, 1200x675, 1442227586.png [View same] [iqdb] [saucenao] [google]
2680441

>>2680439

>> No.2680471
File: 148 KB, 927x454, 2015-09-14-131836_927x454_scrot.png [View same] [iqdb] [saucenao] [google]
2680471

>still have problems with a self-compiled gzdoom
>don't understand what the hell I'm doing wrong, tried to compile it with 50 different flags, still the same crash
>decide to debug the shit out of it with gdb and a debug build
>the error is because of fmod

So, how do I compile this shit without fmod? I recon there was a "clean", fully GPL'd version of gzdoom somewhere, if you could kindly forward me to it I'd be really happy.

>> No.2680476

>>2680471
right in the news post, buddy
>>2673154
>[08-29] GZDoom-GPL - GPL'ed GZDoom for indies
>http://forum.zdoom.org/viewtopic.php?t=49451

>> No.2680509

>>2680476
It works.
It fucking works.

Fuck you fmodex
FUCK
YOU

Sadly I noticed that whenever I access a secret area it makes a clown horn sound. I'm starting to believe the crashes happened whenever I entered the secret area. I shall investigate.

>> No.2680516

NEW THREAD

>>2680514
>>2680514
>>2680514

>> No.2681671

I've been looking for the guy who created this specific remix but I can't find this anywhere on youtube or...well anywhere else. I grabbed this from a sound thread back when embedded sound files used to be allowed but I never found the source.

https://a.pomf.cat/cjzkmq.mp3

Anyone have any clues?