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/vr/ - Retro Games


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2819046 No.2819046 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2806987
(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

Doom Thread Archives
>>/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

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? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
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 ##
Make a Boom map for Doom 1.
>>/vr/post/2811741 Announcement/Rules

>> No.2819047

===NEWS===

[11-25] Next Doom4 closed alpha Dec.3-6
https://twitter.com/DOOM/status/669563309767696384

[11-25] Anon map edit: CQC.wad Boom conversion
>>2818113
http://temp-host.com/download.php?file=tz89zl

[11-24] Combined Arms: WIP3 available, feedback requested
>>2815248

[11-23] Anon map release: Scerebi Forest, a gloomy hexen wad
>>2814685
http://www.mediafire.com/download/3wc5c6gbc82l6zx/Scerebi_Forest_7.rar

[11-23] Anon map release: butte1map (for KDI/vr/)
>>2813593
https://dl.dropboxusercontent.com/u/73550170/butte1map.wad

[11-23] So You Want To Play Some Fucking Doom v6b
>>2812913

[11-22] Knee-deep in /vr/: make a Boom map for Doom1
>>2811741

[11-22] Operation Serpent First Encounter released (ECWolf mod)
http://forum.zdoom.org/viewtopic.php?t=49965

[11-21] BSP tricks: a 15% speedup
https://www.doomworld.com/vb/post/1524479

[11-21] HontE_Remastered updated up to map17
>>2809487
https://yadi.sk/d/uPki8Bc3gAR2j (2.x)
https://yadi.sk/d/NaArCgt-haett (1.8.10)

[11-21] Anon mod release: Painkillerweaps + slugbullets
>>2809371
http://temp-host.com/download.php?file=ym65le

[11-18] Anon mod release: Smooth Doom with remaining Doom64 weapons
>>2803642
https://drive.google.com/open?id=0By8mA3D0CACmeEtvNWpPUXdITDQ

[11-17] Sandy Petersen's "Ask Me Anything" -- summary
https://www.doomworld.com/vb/doomworld-news/84707-sandy-petersen-reddit-ama/

[11-17] RetroAhoy: Wolfenstein 3D
https://youtu.be/BSb87DC-PtA

[11-17] Anon map release: Catacombs
>>2800237
https://drive.google.com/file/d/0B8xWmOI7IYl3R2FNQ2NEMWtJVm8/view?usp=sharing

[11-13] The /newstuff Chronicles #487
https://www.doomworld.com/php/topstory.php?id=4521

[11-07] Hotline 666 progress video
https://youtu.be/KJhPWw5dDXY

[11-04] Games Done Quick speedruns announced:
Doom, Pirate Doom, Strife:VE, Quake, DescentII, [Wrack, Wolf:TOB]
>>2776705
https://gamesdonequick.com/submission/all

===

To submit news, please reply to this post.

>> No.2819056
File: 60 KB, 1280x720, tumblr_ny7obtRqOS1uenhi9o1_1280.png [View same] [iqdb] [saucenao] [google]
2819056

I found this image on D-Nantouka's tumblr:
http://toooooasty667.tumblr.com/post/133715414112/map-for-this-one-scene-%E3%81%93%E3%81%AE%E4%B8%80%E6%9E%9A%E3%81%AE%E3%81%9F%E3%82%81%E3%81%A0%E3%81%91%E3%81%AB%E6%8F%8F%E3%81%84%E3%81%9Fmap
Is this a real map?

>> No.2819061

>>2819056

Probably something he's working on.

>> No.2819164

Silly question but let's say I have a server on Zandronum, how do I set it so that ammo respawns, weapons get lost when you die, etc? Total newbie here.

I know that there are a lot of commands that begin with "sv" but I have no idea where to put them. Thanks.

>> No.2819206
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google]
2819206

So while balancing the particle smasher and adding a few extra visual tweaks, I've added an extra feature if you try to fire it with no ammo

http://webm.host/3179e/

Ach

>> No.2819214

>>2819206
sounds like a frog or a toad.

>> No.2819215

>>2819214

Have you played the Doom Roguelike Arsenal?

Play as the renegade and hump a wall

>> No.2819225

>>2819206
https://www.youtube.com/watch?v=Sr_SGkqrrdM

>> No.2819308
File: 11 KB, 180x262, 180px-Reggie.jpg [View same] [iqdb] [saucenao] [google]
2819308

>>2819046
>still no mention of brutal doom in gameplay mods

hahahaha. butthurt jelly faggots.

>> No.2819440

>>2819164
toggle the console with the ` key on your keyboard under the escape key, put them in there. Of course if you started a server you'd either run a config file to preload them or just put them manually into the server application's chatbox and then restart the map.

You could also try using a RCON password to autheticate yourself and then sending commands using that.

>> No.2819460
File: 248 KB, 1360x768, image.jpg [View same] [iqdb] [saucenao] [google]
2819460

>> No.2819509

>>2819460
green channel removed?

>> No.2819528

>>2819509
Gives it a vaporwave look

>> No.2819552
File: 1.24 MB, 1366x768, Screenshot_Chex_20151126_092521.png [View same] [iqdb] [saucenao] [google]
2819552

you know what this is.

>> No.2819553
File: 208 KB, 1366x768, Screenshot_Chex_20151126_094724.png [View same] [iqdb] [saucenao] [google]
2819553

>>2819552
turned off the "filter"

>> No.2819585

>>2819056
>[11-25] Anon map edit: CQC.wad Boom conversion
I doubt it. I mean it's possible, but not really worth doing for a playable map.

>> No.2819604

>>2819585
it would not surprise me if someone was making a map by drawing artwork on the automap. there are a set of old maps that did just that. i recall one in particular that was a guy pointing a gun at the viewer, with foreshortening and perspective. but i cannot recall its name unfortunately.

>> No.2819613 [DELETED] 

>>2819440
Hm, I did that bit with the console but it didn't affect anything. I guess I should change the map first before any of those commands takes effect.

>> No.2819619

Anyone here think that the UAC Base in next year's DOOM, or at least what we've seen of them, look a hell of a lot like BTSX?
I mean, replace all the acid and water with lava, and it's pretty damn accurate.

>> No.2819624

>>2819619
i can't see it, no

>> No.2819629
File: 749 KB, 1280x720, 1.png [View same] [iqdb] [saucenao] [google]
2819629

>>2819619
it sorta resembles Doom 64, Dead Space and BTSX for me, idk

glad I'm not the only one who thought that heh

>> No.2819645

>>2819619

Hugo Martin's art in general does.

>> No.2819648
File: 2.01 MB, 852x1440, doomareas.png [View same] [iqdb] [saucenao] [google]
2819648

>>2819619
It pisses me off when people say that the game's locations aren't varied enough, and that it's too gray and dark, with not enough color.
I mean, they've already covered the basic areas.
Pic related has:
>Green/Black Toxic Waste areas
>Orange/Brown/Gray UAC Base
>Silver/Blue Tech Base
These are all kinds of areas seen in the original DOOM, not to mention I doubt that these are the only areas, and I bet there will be a ton more too.

>> No.2819654

>>2819629
btsx is colorfuller than that

>> No.2819657

>>2819648
I agree.

Those tubes worry me. Hope they don't fuck up the story by going Strogg-y or something.
>>2819619
I can only remember BTSX ep 2 at this point. Need to replay the first to remember

>> No.2819662

>>2819654
yeah, and?

>> No.2819671

>>2819654

>Hurr hurr hurr hurr hurr hurr hurr

>> No.2819674
File: 94 KB, 800x800, 1445908529705.jpg [View same] [iqdb] [saucenao] [google]
2819674

>>2819648

>That I Ching reference in the second pic

>> No.2819675
File: 571 KB, 1279x721, UT win.png [View same] [iqdb] [saucenao] [google]
2819675

Yay!
now to redo it all because it wasn't on godlike difficulty

>> No.2819676

>>2819662
>>2819671
it was just an observation
i don't think doom4 looks much like btsx

>> No.2819683

>>2819648
Looks like all the same shit with different color schemes to me.

>> No.2819689

>>2819683
Doom 64 was basically the same textures with colored sectors on top in almost every level, if you recall.

Don't see the problem with doing the same thing here.

>> No.2819690

>>2819689
Which is why I dont really like Doom 64.
I played through it 3 times tho:
On N64 emulator via handheld,
Doom64ex and Absolution.

>> No.2819694

>>2819675
Hey, so you beat Overlord. Congrats.

>> No.2819703

First map release ever,decided to try a full 30 maps and i have finished the first twenty.Its terrible as you would expect but id like to have some criticism.Doom2 only.Only works in modern sourceports (GZdoom etc).And all the weapons i have not made myself and simply stole them. http://www.mediafire.com/download/rnkd9pywuaxbkzb/Last_Blood_-_Copy.zip

>> No.2819723

http://www.hitbox.tv/SheogorathDaedricPrince

Thanksgiving stream.
Currently doing MM8BDM as I post but we may transition as time goes.

>> No.2819798
File: 13 KB, 239x256, godforsaken.jpg [View same] [iqdb] [saucenao] [google]
2819798

https://youtube.com/watch?v=vcJtFLZ2AAE

>> No.2819826
File: 49 KB, 1024x768, CHgHucNUEAAcCvW.jpg [View same] [iqdb] [saucenao] [google]
2819826

>>2819648
I like the visual direction for the environments for the most parts, but the level layouts suck ass. That mixed with the fucked weapon balance, slow speed and confusing pickups makes it play like a total mess.
The weapons are where the visual design looks like trash though.

>> No.2819840

>>2819683
>different shape design
>different layout
>different materials
Yep it all looks the same to me.

>> No.2819847

>>2819826
how can you even tell weapon balance was fucked with

if you're talking about MP then that's because the guns were rebalanced for that gamemode only, ID themselves have stated that

>slow speed
eh, they should increase base player speed by 20% or so, everything else is fast enough

>confusing pickups
what do you mean by this

>> No.2819901

>>2819826
Are you talking MP?
I rather liked the SP levels they showed, even if they're not final
Weapon balance seemed fine
Speed, yeah, coulda been faster, but the focus on dodging is there and there's no sprint or reloading, so there's that
Don't know what you mean by confusing pickups
I only dislike the default shotgun model and the plasma rifle to be honest

>> No.2819927
File: 40 KB, 488x519, 1441367254607.png [View same] [iqdb] [saucenao] [google]
2819927

I've gone this long without trying Brutal Doom, figure I might as well finally give it a go. What's a nice wad to play with BD? Something not vanilla that gels with the general experience.

>> No.2819939

>>2819927
play the starter pack, that's what it's for.
there were links in a news post a few threads back.

>> No.2820149
File: 890 KB, 2560x1440, 2015-06-21_00003.jpg [View same] [iqdb] [saucenao] [google]
2820149

>>2819927
I always found BTSX to be a nice matchup with Broodal Dum

>> No.2820180
File: 191 KB, 1366x768, Screenshot_Doom_HEAVY_FIGHT_WAD.png [View same] [iqdb] [saucenao] [google]
2820180

>> No.2820217

>>2819689
The problem is that Doom 2016 is made for modern hardware that can handle much more textures.

>> No.2820227

>>2819460
A E S T H I C

>> No.2820270

>>2820217
you're saying this as if implying we've literally seen every single texture in the game already

>> No.2820273
File: 329 KB, 1024x768, Screenshot_Doom_20151127_140026.png [View same] [iqdb] [saucenao] [google]
2820273

>>2819703
Was this a first try at mapping/a learning experience? the quality of the design and ideas went up as the maps proceeded, my favourites were MAP09 - MAP12. I put down some notes as I went along:

- I liked the little lift puzzle on map05.
- Items are almost literally given out like candy in the earlier levels, they're spread everywhere and it's too much.
- Too many bullets, too little shells pre-MAP09.
- The Steel-Bouncer is a fun replacement for the RL.
- Wall raising trap in MAP08 was neat.
- Nice jump in ideas and design from MAP09 onwards.
- You need to work on your item placement habit of throwing clips and health randomly around the room (see image, it happens too often)
- Really approve of all the ways out of the acid pits in MAP11, though there is a spot you can fall in and get stuck next to the arachnotron.
- Knockback on the shotgun is a bit ridiculous, I managed to accidentally knock the archvile on MAP13 back into the teleporter I came in on.
- MAP19 has a secret exit that leads to Wolfenstein, though you didn't finish the mapset so it's understandable.

I don't know if all the maps were intended to be pistol start, I went full playthrough. There was one time I was unsure where to go (the final teleporter in MAP14), and the mapset was really easy, but I had fun.

>> No.2820552

hey doom, i've been looking for a wad for a while now that i first found on here. I have no idea what the name of the wad is but it had anime girls and it played like a bullethell game. I think it began with a T

>> No.2820562

about to get back into some doom but when i change resolutions i get a black screen. game is still running, window is just all black. any tips?

>> No.2820565

>>2820552
demonsteele?

>> No.2820570

>>2820565
i don't think so, the video the guy who linked the video had some dude using hexen looking weapons to fight some lolishits. gameplay looked dank.

>> No.2820571

>>2820552
>>2820570
Touhou Doom, I guess.

>> No.2820573

>>2820571
thats it, thanks senpai. Doom general never disappoints.

>> No.2820627
File: 26 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
2820627

I'm looking to play Hellcore, is it worth playing the original with more maps or should I go straight to 2.0?

>> No.2820660

>>2820627
youre not missing much if you skip the original unless either

- you like historical interest and seeing how maps evolved. most of the polished stuff ended up in 2.0 but there are a few nice bits that didn't.

- you like brad spencer's maps from alien vendetta (map12-map14). he has a map in original hellcore (map18 iirc) in much the same style.

- or you just like 90s mapping in general and prefer it to modern detailfests. however expect a lot of running around through largely empty corridors.

>> No.2820717

>>2820660
I think I'll play the first one then, if there's neat stuff that didn't make it into 2.0, and I'd appreciate the changes in 2.0 more. I don't mind "90s mapping", whatever that actually means. It's crappy design that I hate. (Hi sapphire.wad)

>> No.2820723
File: 71 KB, 572x614, mainframe.wad_E1M1.png [View same] [iqdb] [saucenao] [google]
2820723

Here's a map I've made for the /vr/ E1 project:
https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing

Since it's for the project you'll need a Boom-compatible port (lots of generalised linedefs).

Currently I'm thinking of "The Mainframe" or "Computer Core" as the level name, based on the big structure in the centre.

It's not detailed much at all and it probably needs some gameplay refinement. It is quite hard in parts on UV, at least for me, especially the start.

All feedback appreciated.

>> No.2820816

>>2820149
I'm glad Burtel Dum and BTSX is a favorite for someone else too, I really like how they play together.

Anyone got recommendations on good long as fuck wads for DRPGLA?

>> No.2820821
File: 29 KB, 720x540, 435343745.jpg [View same] [iqdb] [saucenao] [google]
2820821

https://www.youtube.com/watch?v=EiPaWqI02Yk

Jesus christ

>> No.2820829
File: 45 KB, 640x502, Hissing.jpg [View same] [iqdb] [saucenao] [google]
2820829

>>2820273
Thanks this all really helpful

>> No.2820847
File: 225 KB, 1366x768, Screenshot_Doom_darkeden.png [View same] [iqdb] [saucenao] [google]
2820847

>> No.2820853

>>2820847
i remember this. it's quite the nasty level, even unfair. also iirc there is an intended archvile jump to reach some items so don't kill everything as soon as you see it.

>> No.2820860
File: 363 KB, 1366x768, Screenshot_Doom_20151127_113918.png [View same] [iqdb] [saucenao] [google]
2820860

>>2820853
Too late man. ;_;

>> No.2820864

>>2820860
sympathies. but at least it's only items, not like an entire secret level or anything (grumble requiem grumble)

>> No.2820905
File: 93 KB, 400x399, hobbet.jpg [View same] [iqdb] [saucenao] [google]
2820905

After posting about it on /v/, why was Quake III's SP mode so different on the PS2 port? Why didn't anyone try to recreate it or even port its assets to the PC?

For those who don't know it had stats and shit, your character also gained a new skin upon going up a tier. By default Doomguy was the slowest character you could pick but he could get a bitchin' animated visor, and Sarge became more cyborg

>> No.2820908
File: 2.95 MB, 320x240, mainframe-fda-936-1.webm [View same] [iqdb] [saucenao] [google]
2820908

>>2820723
fda in 9:36. i finish the map at 7:51 or so then go back to wallhump for secrets.

http://temp-host.com/download.php?file=wv80qa

--

apart from the start area, which is quite dry, the rest of the level probably has too much ammo available - i found myself consciously avoiding stuff to avoid wasting most of it.

lots of monsters but they all come at you from one direction and you tend to just kill everything from a choke point

the green armour pillar is too obvious to be a secret especially as you have to make a conscious effort to walk round the side of it to get onto it to get credited.

why is the sector behind it a secret? why allow early access to that area at all?

some of the monster popup holes in the main computer core have different light levels to the rest of the area, which creates inexplicable pools of light on the ceiling of the room.

the partial invisibility secret is undiscoverable and also not marked as a secret area. i suggest removing it completely as partial invisibilies are more or less useless. at least the medikit on the other side has a shaped wall to subtlely suggest "there is something here".

i liked the red key room. that was fun.

two imps stuck together, beyond the red door.

i liked the soulsphere secret. i thought there was something up with that corner but it took two visits to figure out.

the yellow key seems redundant, you get it right next to the door it's for.

>> No.2820909
File: 3.00 MB, 320x240, mainframe-fda-936-2.webm [View same] [iqdb] [saucenao] [google]
2820909

>>2820723
>>2820908
2/3

>> No.2820912
File: 1.34 MB, 320x240, mainframe-fda-936-3.webm [View same] [iqdb] [saucenao] [google]
2820912

>>2820723
>>2820909
3/3

>> No.2820975

>>2820905
>Doomguy was the slowest character
ARE YOU FUCKING KIDDING ME

>> No.2821030

What are some good WADs that feel open/large without being city maps or earth maps at all?

>> No.2821046

>>2821030
i was going to say Courtyard Escape, it's a kind of fortified town / castle interior, but it probably counts as an earth map, sorry.

>> No.2821049

>>2820905
Who was in charge of the PS2 port, development-wise?

>> No.2821058

>>2821030
if you can stand the bugs, there are some nice hellscapes in ndcp2. e.g. map29,28,27,23

>> No.2821082

>>2819046
Has anyone got the 'So you want to play some fucking THIEF?" image
I need to check out some fan missions but the ones I have played are all utter shit.

>> No.2821083
File: 2.94 MB, 320x240, catacombs-fda-1036-757-1.webm [View same] [iqdb] [saucenao] [google]
2821083

Catacombs.wad (from a few threads ago)

>>2800237 >>/vr/post/2800237

first attempt in 10:43, one death, final time 7:57

http://temp-host.com/download.php?file=op11nw

--

dark. cramped. didn't care for this one.

missed 2 secrets, found 4 although they were all the same secret effectively.

one stupid death due to poor dodging.

linedef 415 has flat bleeding on it. this seems to be a node builder error - it went away after a rebuild.

sector 56 does not rise because, when the line is activated, unlike 55 and 57, it has no next highest adjacent floor. the game doesn't predict ahead of time that its adjacent sectors will rise to a new height eventually, it's not prescient. :)

>> No.2821084
File: 2.95 MB, 320x240, catacombs-fda-1036-757-2.webm [View same] [iqdb] [saucenao] [google]
2821084

>>2821083
2/3

>> No.2821086
File: 1.99 MB, 320x240, catacombs-fda-1036-757-3.webm [View same] [iqdb] [saucenao] [google]
2821086

>>2821084
3/3

>> No.2821119

>>2821030
Eternal Doom

>> No.2821131

So I have a Doom server up and running and I'm trying to get certain things to happen like items respawning, losing your weapons after you die, etc, but when I put in the commands on the console in-game it doesn't do anything even when I restart the map. What should I do?

I enter things like "SV_ItemRespawn True" which I assumed was all I needed but apparently not.

>> No.2821146

>>2821131
Just use -altdeath?
Or what kinda server are you tryna run?

>> No.2821150

>>2821131
>I put in the commands on the console in-game
put them into the server console.
or if you want to do it from in-game, use rcon.

>> No.2821153

>>2821150
>use rcon.

Did that and sent the password and everything. Still didn't work.

>> No.2821154

>>2821153
then i'm afraid i can't be of any more help. i am sorry.

>> No.2821159

>>2821146
Co-op.

>> No.2821196

>>2821153

You have to send the commands this way:
Rcon [command or anything]

>> No.2821226
File: 719 KB, 1920x1080, doomtechbase.jpg [View same] [iqdb] [saucenao] [google]
2821226

Has anyone tried making a DOOM 4 mod yet?
I mean, levels, monsters, weapons, anything?

>> No.2821228

>>2821226
http://forum.zdoom.org/viewtopic.php?f=19&t=49667&sid=88f4377811786129cdea062c87892928

>> No.2821237

>>2821131

If you've already picked up the item, it won't respawn. It has to be input before the item is picked up.

>> No.2821245
File: 45 KB, 475x375, tomoko_monitor.png [View same] [iqdb] [saucenao] [google]
2821245

>>2820905
>Doomguy was the slowest character you could pick

>> No.2821275
File: 355 KB, 1366x768, Screenshot_Doom_20151127_093448.png [View same] [iqdb] [saucenao] [google]
2821275

>> No.2821278
File: 389 KB, 1366x768, Screenshot_Doom_20151127_093649.png [View same] [iqdb] [saucenao] [google]
2821278

>>2821275

>> No.2821286
File: 164 KB, 1366x768, Screenshot_Doom_20151127_092909.png [View same] [iqdb] [saucenao] [google]
2821286

>>2821278
why do people complain about filters when this looks like shit without it

>> No.2821298

>>2821286

It looks like shit anyway.

>> No.2821309
File: 328 KB, 1366x768, image.jpg [View same] [iqdb] [saucenao] [google]
2821309

is it possible to make a wad with a color hue like this?

>> No.2821342

>>2821226
>>/vr/post/2479167
i don't recall if it was ever released though

>> No.2821345

>>2821309
yes of course just change the playpal lump.

>> No.2821356

>>2821345
I how do that

>> No.2821370

>>2821286
>falseflagging
that looks like shit anyways, my man

>> No.2821464

>>2821356
I'm trying to learn how to make the palette look exactly like that image >>2821309
but this is too hard.

>> No.2821492
File: 610 B, 16x16, doompal.png [View same] [iqdb] [saucenao] [google]
2821492

>>2821356
>>2821464
whatever transformation was applied to the screenshot from >>2821309, you could start by applying it to this image

>> No.2821497

>>2820908
>>2821083
Thanks for the feedback!

MAINFRAME.WAD
>apart from the start area, which is quite dry, the rest of the level probably has too much ammo available
I'll reduce it in the rest of the level.

>lots of monsters but they all come at you from one direction and you tend to just kill everything from a choke point
Point taken. I'll redesign the architecture in some points to remove chokepoints.

>the green armour pillar is too obvious to be a secret
I'll remove that.

>why is the sector behind it a secret? why allow early access to that area at all?
Because it was originally going to have stuff in there then I thought it would be interesting to make it the exit, so it ended up an awkward mish-mash between the two. You can still access it the secret way - using action on the "no standing" warning sign before the main room opens up the window to walk through it. I think I'll remove that.

>some of the monster popup holes in the main computer core have different light levels to the rest of the area
Whoops. Fixed.

>the partial invisibility secret is undiscoverable
No it's not - I just checked.
>and also not marked as a secret area
Whoops.
>partial invisibilies are more or less useless
Yeah I'll put something else there instead. Thinking about it now it's worse than useless as the next room is projectile enemies, not hitscan enemies.
>at least the medikit on the other side has a shaped wall
I was going for the flashing light being a clue but I'll take shaped wall. The clue for the invisibility that I was thinking of was the whole room being kind of symmetrical so maybe the secrets might be symmetrical too. That is very cryptic though.

>two imps stuck together, beyond the red door.
Fixed.

>the yellow key seems redundant
It's so you can't get in the exit straightaway if you get in the courtyard the secret way. If I remove the secret way I'll remove the yellow key too.

>> No.2821507

>>2821497
>>2820908
>>2821083
CATACOMBS. WAD
>dark. cramped. didn't care for this one.
Not sure what I was thinking with the cramped-ness. Some people seem to care for it though. As for the darkness, maybe I'll nudge everything up by 16 brightness to keep it dark but less so.

>linedef 415 has flat bleeding on it. this seems to be a node builder error
Which node builder did you use to rebuild? I've been using ZenNode - Normal in Doom Builder 2. Should I be using something else?

>sector 56 does not rise because, when the line is activated, unlike 55 and 57, it has no next highest adjacent floor. the game doesn't predict ahead of time that its adjacent sectors will rise to a new height eventually, it's not prescient. :)

I realised that during testing. This was the third map I made ever. I just never got around to untagging it. Maybe I'll add a control sector elsewhere now that I've heard about them.

>> No.2821517

>>2821497
>>the partial invisibility secret is undiscoverable
>No it's not - I just checked.
what did i miss? what is there to give it away?

i saw no odd-shaped walls, subtle texture or light adjustments, automap oddities, or whatever. nothing to hint there is a secret there other than humping every wall in the map and finding it by accident.

i think perhaps you have misunderstood what i meant by undiscoverable.

>> No.2821520

>>2821517
Yeah I did - I thought you meant inaccessible. There's the symmetry but, yeah, that's too cryptic. Well I can't think of a good replacement anyway so I'll cut the room.

>> No.2821550
File: 4 KB, 494x680, 1448668524.png [View same] [iqdb] [saucenao] [google]
2821550

interesting, i did wonder if catacombs and mainframe had the same author.
>>2821507
>Which node builder did you use to rebuild?
i also use zennode, but with -n2 instead of -n1, it seems to work better.
>>2821520
you could change the colour of line 370. a stripe of whatever the brown version of browngrn is called would be a fine hint. or indeed you could just remove it without any great loss. level layout symmetry is overrated. :)

>> No.2821634

Uh, is it just me or is Scythe 2 a bit samey?

I haven't played any wad in a bit, too.

>> No.2821657
File: 873 KB, 1280x720, ScreenShot00049.jpg [View same] [iqdb] [saucenao] [google]
2821657

Enforcers as Space Revolvers: Y/N?

>> No.2821691
File: 54 KB, 353x500, completely different single player.jpg [View same] [iqdb] [saucenao] [google]
2821691

>>2821049
Bullfrog Productions apparently had a hand in it, and EA was the publisher.

>>2820975
>>2821245
Yes for real, but you gradually increase all of his stats including speed throughout the game whenever you get a new skin to offset it.

>> No.2821704

>>2821492
but how do i know im doing it right?

>> No.2821720

Hey guys, what are some great levels that are absolutely huge but feature hardly any monsters?

Like, focusing more on atmosphere and puzzles instead of monster battles.

>> No.2821721

>>2821720
Phocas Island 2
Foreverhood v1.0

>> No.2821727

>>2821721
Thanks buddy. Heard of both of these but never played them.

>> No.2821738

>>2821657

Revolvers are cool. So yes

>> No.2821743

>>2821657
in fear of undoubtedly showing my ignorance to the outside world, is this UT4?

>> No.2821750
File: 710 KB, 1200x649, ZhUe75X.png [View same] [iqdb] [saucenao] [google]
2821750

>>2821738
My man.
It's not only that revolvers are cool, is that the current Enforcer is trash.
>>2821743
Yep.

>> No.2821816

>>2821657
Better than UT3's peashooters

>> No.2821826

>>2821657
Only if the name is changed to something else. The Enforcer/Automag has always been traditionally magazine-fed, revolvers are not.

>>2821750
The main thing I don't like about it is that the front is too smoothed out, it looks like a toy.

>> No.2821843
File: 210 KB, 1257x861, Enforcer1WIP_9e.jpg [View same] [iqdb] [saucenao] [google]
2821843

>>2821816
UT3's enforcer wasn't pretty good IMO.
UT2k4's machinegun was trash. The alt was okay, but still.
>>2821826
>Only if the name is changed to something else. The Enforcer/Automag has always been traditionally magazine-fed, revolvers are not.
That's how I feel about it. As an alternate model I don't mind it.
They are apparently trying it as a new weapon now, anyays.
>The main thing I don't like about it is that the front is too smoothed out, it looks like a toy.
I agree, but I dislike plenty of other stuff about it.
Grip a bit too thin, front too round and big, and the animations are so, so fucking bad, particularly the burst.
Some guy was working on an alternative. Doesn't look great but I think I might like it better.

>> No.2821846

>>2821843
>UT3's enforcer wasn't pretty good IMO.
Oh god the brainfart.
I meant that I liked it. Mixed "wasn't that bad" and "was pretty good".

>> No.2821880

>>2821846
enforcer rankings:
'99 > ut3 > ut4 >>> 2k4

>> No.2821964
File: 456 KB, 499x499, tumblr_nyfsy9HbPp1szcxzqo1_500.png [View same] [iqdb] [saucenao] [google]
2821964

found in onemandoom's tumblr

>> No.2821985

>>2821964
>that watermark

Top kek.

>> No.2821987
File: 154 KB, 236x328, 1445712447933.png [View same] [iqdb] [saucenao] [google]
2821987

Hello again the one newb who did the painkiller weapons+slug bullet mod Back again for the same mod but this time i removed the souls but brought back medkits instead, edited the smg and change back the health bonus from 5 to 1.

anyway enjoy

>> No.2821993

>>2821987
oops forgot the link

enjoy (again)

http://temp-host.com/download.php?file=om14kt

>> No.2821994 [DELETED] 

>>2821964
I'm glad I can just get the original image and copy/paste the original portion over the shitty watermark

>> No.2821996

>>2821994

...what?

>> No.2821998

>>2821996
>>2821994

>being angry over pictures with text on them

I mean I know we're on 4chan, but still.

>> No.2822008

>>2819460

I guess this will do until Hotline Doom is out

>> No.2822018 [DELETED] 

>>2821996
>>2821998
Meant as a reply to >>2821985

And yes I do think the watermark is kinda pointless

>> No.2822024

I forgot. Why do we hate imx again?

>> No.2822027

>>2822024

He took his home and went ball.

>> No.2822029

>>2822024

he told a kid to kill himself and put racist remarks on a mod of his

>> No.2822071
File: 722 KB, 1024x768, Shot10.png [View same] [iqdb] [saucenao] [google]
2822071

Does anyone recognize the 7-point star wall texture on the left here, or know where it's from? It's really familiar to me but I can't find it anywhere in Unreal's files.

>> No.2822118
File: 40 KB, 1366x768, duke0000.png [View same] [iqdb] [saucenao] [google]
2822118

>>2819046
Best Duke mod ever made.

>> No.2822119
File: 42 KB, 1366x768, duke0001.png [View same] [iqdb] [saucenao] [google]
2822119

>>2822118
spoooooky

>> No.2822121
File: 45 KB, 1366x768, duke0002.png [View same] [iqdb] [saucenao] [google]
2822121

>>2822119
looking around a bit

>> No.2822123
File: 31 KB, 1366x768, duke0003.png [View same] [iqdb] [saucenao] [google]
2822123

>>2822121

>> No.2822126
File: 53 KB, 1366x768, duke0004.png [View same] [iqdb] [saucenao] [google]
2822126

>>2822123

>> No.2822128
File: 149 KB, 1366x768, duke0005.png [View same] [iqdb] [saucenao] [google]
2822128

>>2822126
My room got flipped upside down

>> No.2822145
File: 110 KB, 1366x768, duke0009.png [View same] [iqdb] [saucenao] [google]
2822145

>>2822128

>> No.2822148
File: 128 KB, 1366x768, duke0010.png [View same] [iqdb] [saucenao] [google]
2822148

>>2822145

>> No.2822149
File: 56 KB, 1366x768, duke0011.png [View same] [iqdb] [saucenao] [google]
2822149

>>2822148
death awaits

>> No.2822152
File: 103 KB, 1366x768, duke0012.png [View same] [iqdb] [saucenao] [google]
2822152

>>2822149

>> No.2822154
File: 114 KB, 1366x768, duke0013.png [View same] [iqdb] [saucenao] [google]
2822154

>>2822152

>> No.2822156
File: 61 KB, 1366x768, duke0014.png [View same] [iqdb] [saucenao] [google]
2822156

>>2822154
more platforming

>> No.2822157
File: 72 KB, 1366x768, duke0015.png [View same] [iqdb] [saucenao] [google]
2822157

>>2822156
pentagrammer in the middle for some reason

>> No.2822158
File: 29 KB, 1366x768, duke0016.png [View same] [iqdb] [saucenao] [google]
2822158

>>2822157
other way back

>> No.2822159
File: 84 KB, 1366x768, duke0017.png [View same] [iqdb] [saucenao] [google]
2822159

>>2822158

>> No.2822160
File: 24 KB, 1366x768, duke0018.png [View same] [iqdb] [saucenao] [google]
2822160

>>2822159

>> No.2822161 [DELETED] 

>>2821998
>>2822018
>angry

Nah m8

>> No.2822162
File: 239 KB, 1366x768, duke0019.png [View same] [iqdb] [saucenao] [google]
2822162

>>2822160
spooky house

>> No.2822164
File: 196 KB, 1366x768, duke0020.png [View same] [iqdb] [saucenao] [google]
2822164

>>2822162

>> No.2822165
File: 138 KB, 1366x768, duke0021.png [View same] [iqdb] [saucenao] [google]
2822165

>>2822164

>> No.2822170
File: 110 KB, 1366x768, duke0022.png [View same] [iqdb] [saucenao] [google]
2822170

>>2822165

>> No.2822171
File: 254 KB, 1366x768, duke0023.png [View same] [iqdb] [saucenao] [google]
2822171

>>2822170

>> No.2822174
File: 126 KB, 1366x768, duke0024.png [View same] [iqdb] [saucenao] [google]
2822174

>>2822171

>> No.2822179 [DELETED] 

>>2822024
>why do we hate imx

Lol.
He's a dumbass and a sperg. That's about it. Hardly "we" hating him.

>> No.2822184
File: 202 KB, 400x400, 1440462819506.jpg [View same] [iqdb] [saucenao] [google]
2822184

>>2821964
Superior.

>> No.2822186
File: 39 KB, 321x322, I want to play that.png [View same] [iqdb] [saucenao] [google]
2822186

>spoopy Duke3D
>hell imagery and completely pitch black voids surrounding included
>probably no music
'I never knew this was a thing that I wanted' doesn't even begin to make any justice to my actual desires

>> No.2822192

>>2822184

>My Little Puzzle

nah m8

>> No.2822193

>>2822186
Here's some gameplay


https://www.youtube.com/watch?v=ZidDb263aTY

>> No.2822197

>>2822192
scrub pls

>> No.2822198

>>2822179

What a needlessly snotty reply. There was no need for a reply whatsoever.

>>2822186

Same here.

>> No.2822204

>>2822186
I always found the game to be a bit spooky as a kid, especially when it'd bug out and I'd get stuck somewhere or anything to do with those fucking sentry drones. Episode 2 gave me nightmares.

>> No.2822206

>>2822186
>>2822204

How about an Alien TC in the Build engine?

>> No.2822209

>>2822206

Man, that would be cool.

>> No.2822214

>>2821985
>>2821994
>>2821998
>>2822018
indeed, i'm disappointed i won't be able to use it as a thread starter

>> No.2822217

>>2822214

What? Is a watermark really that much of a hassle?

>> No.2822219

>>2822214

come on my man, we had like three doom pictures in the op with the scanlines/filters meme and no-one gave two shits about them

>> No.2822241
File: 409 KB, 800x600, 9b53153266[1].jpg [View same] [iqdb] [saucenao] [google]
2822241

This is like the only good pic he took

>> No.2822245 [DELETED] 

>>2822219
>with the scanlines/filters meme
>meme
There's that word again.

>> No.2822249

>>2822245

Come on now, we had like two threads with people throwing around that word and you're going to lash it out on me?

>> No.2822251

>>2822245

>being angry over words on the internet
>again

>> No.2822257

>>2822217
i'm looking at the response to the picture, and i'm thinking -- yes.
>>2822219
i used the scanlines picture because i thought it was so over the top that it was funny. if it has reached the status of Old Meme on /vr/, i apologize.

>> No.2822264

One of the cunty-est maps around?

https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/anightm

>> No.2822267 [DELETED] 

>>2822249

It was stupid then and it's stupid now.

>> No.2822268

>>2822257
>>2822214

We just had a thread named "BRUXAL DOOM".
And there wasn't a single complain or shitpost about BD.

Explain.

>> No.2822271 [DELETED] 

>>2822251
i don't think you actually know what angry means and just want to whine when someone posts something contrary to what you want

>> No.2822280

>>2822214
>>2821964 (me)

>i'm disappointed i won't be able to use it as a thread starter

i never asked you to do it, i simply wanted to share it in the doom general, that's all.

hey, i'm actually a bit surprised nobody greentexted the >tumblr filename, this being 4chan and all...

>> No.2822307 [DELETED] 

>>2822024
/vr/ is not a hivemind.

But that aside, IMX is a very unpleasant person to interact with. I'm sure he's wonderful when he's simply maintaining a blog, but talking to him was an endless exercise of frustration.

>> No.2822312

SOMEONE PLEASE TELL ME HOW TO GET SPLITSCREEN WORKING IN 3DGE

>> No.2822328

>>2822118
>>2822119
>>2822121
>>2822123
>>2822126
>>2822128
>>2822145
>>2822148
>>2822149
>>2822152
>>2822154
>>2822156
>>2822157
>>2822158
>>2822159
>>2822160
>>2822162
>>2822164
>>2822165
>>2822170
>>2822171
>>2822174
Where does one acquire this?

>> No.2822362
File: 48 KB, 333x286, 1399822550202.png [View same] [iqdb] [saucenao] [google]
2822362

What are some thematically good maps/megawads to play with GMOTA? Shit like lost temples and shit. I already hacked through Epic 2 and it was fucking fantastic.

>> No.2822383

>>2822362
>lost temples
brotherhood of ruin

>> No.2822385

>>2822312
doom legacy works
but apparently it only gets one axis from a joypad, and aslo don't detect muh d-pad.

>> No.2822387
File: 72 KB, 572x614, mainframe.wad_E1M1.png [View same] [iqdb] [saucenao] [google]
2822387

>>2820723
Updated version of Mainframe: https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing

>>2820908
I've tried to fix some of the issues mentioned, in particular reducing chokepoints, making them less safe, or making the player fight for them. /vr/ can be the judge on whether I've successfully done so or not. As a consequence of the changes, the opening has become a bit more brutal, so a couple of enemies have been removed and some extra health has been added.

>> No.2822403
File: 585 KB, 1024x768, Screenshot_Doom_20151128_231927.png [View same] [iqdb] [saucenao] [google]
2822403

>>2822362
Try out Castle Nevermore.

>> No.2822412

>>2822206
There's already several.

>> No.2822413 [DELETED] 

>>2822268
>Explain.
easy. everybody got my super clever pun. there was no need for shitposting.

>> No.2822419

>>2822412

point me to the ones in the Build engine

>> No.2822447
File: 215 KB, 500x250, revenant with plasma gun.gif [View same] [iqdb] [saucenao] [google]
2822447

>>2822328
http://msdn.duke4.net/hotdreamepisode.php

>> No.2822564

>>2822403

That's a sweet looking map.

>> No.2822702

Which mods use new enemies, and not just palette swaps?

>> No.2822708

>>2822702

Depends, are you looking for realm667 content or not?

>> No.2822724

>>2822024
He's a literal certified autist that will not stop bugging you to use overly complicated code that he has made.

>> No.2822734
File: 2.93 MB, 320x240, mainframe-2-654-549-1.webm [View same] [iqdb] [saucenao] [google]
2822734

>>2822387
demo for second version, one death, time 5:49, total 6:54

http://temp-host.com/download.php?file=gg62dy

--

well you killed me, so you've been partly successful!

on the second time i triggered the door and it bounced off my head, which kind of subverted the whole thing.

the rest of the map didn't seem all that different. seemed easier, in fact, but that is likely due to map knowledge. one can only play a map blind once.

good effort. needs more test reports from others.

>> No.2822738
File: 2.36 MB, 320x240, mainframe-2-654-549-2.webm [View same] [iqdb] [saucenao] [google]
2822738

>>2822734
2/2

>> No.2822769

So why is
>>2822307
deleted when
>>2822724
>>2822029
>>2822027
>>2822024
are perfectly fine? >>2822179 I can understand, but...

Thread's been kind of swiss cheese in the past couple days.

>> No.2822774

>>2822769

not them, but it appears to be that the first three posts were made in a light-hearted way, making a fun parody of other occasions where some folks have made really bad decisions in the doom community

this may not be the best place to hope for an answer, though. you might want to e-mail the staff about it?

>> No.2822780

>>2822769
if someone didn't report them then usually the staff doesn't see them, they don't actively monitor threads from what I can tell

>> No.2822789

I bet the Doominati are behind all of this! I'll be a sonovabitch!

Anyway.

>>2822702

Have you checked Demon Eclipse? I must admit there's not a good handful of mods with brand new spritework these days; but at the end of the day it doesn't make a huge difference, in my opinion

>> No.2822793

>>2822702
Freedoom

>> No.2822807

>>2822774
>>2822780

That's weird.
Well, no skin off my back, just curiosity.

>> No.2822910

Is DOOM's closed alpha round 2 going on right now, or is it next weekend?

>> No.2822917

http://forum.zdoom.org/viewtopic.php?f=19&t=50004

Goodbye, Smooth Doom!

>> No.2822923

>>2822312
>>2822385
please someone help
doom legacy dont work well with

>> No.2822926

>>2822917
We'll see.
Did he fix the thing where blood falling into water would make the loudest sound in the history of humanity

>> No.2822928

>>2822923
>work well with
gamepads
legacy sucks giant cyberdemon balls

>> No.2822938

>>2822917
>HD weapon pickup sprites and hi-res main item sprites
>Still comes in 3 separated files
>Still no CVARs

DROPPED

>> No.2822950

>>2822928
>http://3dfxdev.net/edgewiki/index.php/Multiplayer
>To start, create a shortcut to 3DGE and start it with the -splitscreen parameter.
Dumbass

>> No.2822951

>>2822917
thanks for passing this along.
>Goodbye, Smooth Doom!
i am not sure of that outcome, but we'll see.

>> No.2822957

Any suggestions for funny WADs?

>> No.2822964
File: 173 KB, 519x384, 1447562152604.jpg [View same] [iqdb] [saucenao] [google]
2822964

https://youtube.com/watch?v=8Q_G2duVgFs

>> No.2822982
File: 31 KB, 353x353, 1444022533958.jpg [View same] [iqdb] [saucenao] [google]
2822982

>>2822917
so yeah

I see he got rid of that fugly shitty plasma rifle sprite finally and went back to the classic one

yay for beautiful doom

>> No.2822984

>>2822982
It's been ages since I played the last version of Beautiful Doom, but wasn't it the vanilla plasma rifle before?

>> No.2823007

>>2822982
Sadly the bolt effect is still terrible.
>>2822984
Nope.

>> No.2823013

>>2822071
I think that's from the betas, from maybe Soledad or Nexus?

>> No.2823015

>>2822917
Agent Ash is like a bizarro Sgt. Mark that creates quality content, asks for fan feedback, and doesn't condone suicide.

>> No.2823059
File: 477 KB, 540x800, i'm IRAAAAAAAAATE.png [View same] [iqdb] [saucenao] [google]
2823059

>>2822917
>HD Pickups

>> No.2823107

>>2822917
hate to say so but this is kinda shit.

>> No.2823114
File: 122 KB, 447x393, 00346345645.jpg [View same] [iqdb] [saucenao] [google]
2823114

>>2822917
>no longer requires ass-backwards autoaim settings to run properly
FUCKING
F I N A L L Y
I
N
A
L
L
Y

>> No.2823117

>>2822917
the trailer is funny. 100% original gameplay! it boasts, while the player is blatantly mouselooking everywhere

>> No.2823121
File: 44 KB, 256x256, Heptacle.png [View same] [iqdb] [saucenao] [google]
2823121

>>2822071
The texture is in Crypt2.utx, called "heptacle" under deco group. There's also similar one in wall group "c_wal19g"

>> No.2823139
File: 55 KB, 640x1440, 1448747496.jpg [View same] [iqdb] [saucenao] [google]
2823139

>>2823117
>it got old
>it just doesn't look good any more
haha, i'm clearly not the target audience for this

>> No.2823148

>>2822917
>>2823117
>>2823139

Is that really on the trailer? This is SO going to end up well.

>> No.2823163
File: 320 KB, 484x628, a big hearty dose of marty.png [View same] [iqdb] [saucenao] [google]
2823163

>Game Grumps are playing DOOM live
>Ratio is stretched to hell
>Using keyboard controls
>Moving at snail speed
>Haven't even set up a proper midi device

>> No.2823171

>>2823163
THEY THINK THAT KNEE DEEP IN THE DEAD IS THE ONLY PART OF THE GAME.

THEY PLAYED IT, THEN DECLARED THAT THEY BEAT THE GAME.

THEN CALLED IT SHIT.

>> No.2823176

>>2823163
>>2823171
Seems infuriating.
Please tell me someone corrected them

>> No.2823183
File: 58 KB, 604x397, a flock of harold.jpg [View same] [iqdb] [saucenao] [google]
2823183

>>2823176
Nope. They only have subscriber chat enabled, and only about 2 people in chat mentioned it, which they promptly ignored.
Now they're playing some shitty Wii U games.

They literally just said DOOM was a shitty, unsatisfying game, with a boring end, and it was too short.
And now they're playing fucking Amiibo Festival.

>> No.2823186 [DELETED] 

dewm babbies :^)

>> No.2823192

>>2823171
This sounds bait-ish.

>>2823176
I guess it depends on how brainwashed (braindead) there fans are. Brainwashed fans lap up whatever their idol(s) say without a second thought.

>> No.2823193

>>2823183
That sucks.
Hope venting here helped anon.

>> No.2823194

>>2823171
this is why jon left

>> No.2823203

>>2823183
why is everyone still surprised at arin's horrible opinions

>> No.2823223

>>2823163

>go to GG channel out of curiosity
>no vids of them playing DOOM

looks like i got tricked :^)

>> No.2823227

>>2823223
you missed the multiple posts that said they had moved on to something else.

>> No.2823235

>>2822447
Thank you kindly

>> No.2823240

>>2823223
its a stream not a youtube video

>> No.2823245

>>2823117
The creator has probably guessed that the Brutal Doom audience is bigger and more active on YouTube than the normal Doom audience. I have no idea if that's true or not but it seems possible.

>>2822387
>>2822734
Made a couple of small changes to fix the monster flow in the room above the elevator to further remove the ability to claim a chokepoint. I also made the slammy door turbo instead of fast to reduce the chance of cheesing it.

https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing

>> No.2823246

>>2823223
>>Game Grumps are playing DOOM live
>>live
>vids

>> No.2823260

>>2823117

Mouselook isn't really part of the mod.

>>2823139

This is pure bullshit, though.

>> No.2823274

>>2823260
>Mouselook isn't really part of the mod.
nevertheless

>> No.2823281
File: 9 KB, 1024x1024, 1377950621563.png [View same] [iqdb] [saucenao] [google]
2823281

https://www.youtube.com/watch?v=6g-SdK20I9E

WHAT THE FUCK IS THIS

>> No.2823293
File: 30 KB, 405x395, 1376470238300.jpg [View same] [iqdb] [saucenao] [google]
2823293

>>2823281

>> No.2823313

>>2823281
I had heard about a mapset that expands on Doom 2's original maps to make them gigantic but that colour scheme is disgusting.

>> No.2823317
File: 2.19 MB, 388x218, in the not too distant future.gif [View same] [iqdb] [saucenao] [google]
2823317

>>2823281

>> No.2823325
File: 221 KB, 1366x768, Screenshot_Doom_20151018_201610.png [View same] [iqdb] [saucenao] [google]
2823325

>>2823281
cantseeshitcaptain/10 - doomworld

>> No.2823328

>>2823313
>I had heard about a mapset that expands on Doom 2's original maps to make them gigantic
NDCP isn't it, though.
that's NDCP map02, from 2006.

>> No.2823341
File: 43 KB, 1280x720, 456745689.jpg [View same] [iqdb] [saucenao] [google]
2823341

>>2823281
I don't understand

>> No.2823343
File: 194 KB, 1366x768, Screenshot_Doom_20151126_124242.png [View same] [iqdb] [saucenao] [google]
2823343

why does this remind me of that old maze screensaver of ye olde win98?

>> No.2823349

>>2823343
Because it really does look like that

>> No.2823374

>>2822957
Anyone?

>> No.2823408

>>2823343
what the fuck are you playing?

>> No.2823442

If I mainly want to play wads should I get the Doom classic pack or just go for the BFG edition on steam?

>> No.2823469

>>2823013
>>2823121
Seems you're both right, it's from a set of Unreal beta textures that were put in UT99 as "Crypt2.utx"
https://tcrf.net/Unreal_Tournament/Unused_Textures#Crypt2
No wonder I couldn't find it, I was looking in retail Unreal. Thank you very much anons!

>> No.2823482

>>2823442
Either works, BFG edition wads are slightly edited (which I think there might be patches to fix it) so I'd say go with the classic pack.

>> No.2823496
File: 47 KB, 256x256, C_flr11.png [View same] [iqdb] [saucenao] [google]
2823496

>>2823469 (me)
By the way, I always wondered if this texture was a Doom reference.

>> No.2823509

>>2823194
Pretty much. Arin is a fucking idiot and a hack.

>> No.2823570

>>2822071
What is this?

>> No.2823585

>>2822769

I seriously forgot why we hate imx. Like I'm not fucking joking or trying to bait. I remember why we hate other horrible people that used to post here.

>> No.2823613
File: 188 KB, 500x353, 1403629338271.jpg [View same] [iqdb] [saucenao] [google]
2823613

Hey Doom, I remember seeing a video of a wad thats was like a city, but it had fun shit in it like a bowling alley, and a swimming pool it was more of a screw around wad, And i don't remember the name of the video with the wad or the wad itself, anybody here got a clue to what it was?

>> No.2823618

>>2823613
Doom Center?

>> No.2823620

>>2823613
https://www.youtube.com/watch?v=nVu-c6mVTbI

Yep, Doom Center most probably.

>> No.2823637

>>2822917

>BeautyDoom getting an update

Cool!

>that gameplay video

Now that's really unfortunate.

>>2822071
>>2823121
>>2823469
>>2823496

This is a really nice find! I wonder how would these look in the Doom engine.

>>2822024
>>2823585

I don't know or care, but it seems like he's doing just fine nowadays and I'm okay with that; it's all in the past, you know; it would be silly to not let go.

I genuinely wish him the best in his future endeavors.

>>2823613
>>2823618
>>2823620

Hold on, a swimming pool? Where? Was it an easter egg or something?

>> No.2823639

>>2823281
this is why you don't play doomsday with a shitty Reshade

>> No.2823650
File: 1.52 MB, 231x365, StElmosFire.gif [View same] [iqdb] [saucenao] [google]
2823650

>>2823281
Saturation 150%. Crunch levels. Initiate "looks-like-shit" mode. Engage.

>> No.2823676

>>2823618
>>2823620
Oh shit thats it! thanks guys!

>> No.2823710
File: 184 KB, 379x360, 1434617104607.png [View same] [iqdb] [saucenao] [google]
2823710

I ripped the map info from brutal and added some of my own difficulties. I tried to use it with zandronum 3 alpha but it says it has to be in net game in order play I don't if this happens in the other versions, but anyway have fun with this mod.

good luck on the highest difficulty.

>> No.2823713

>>2823710
not again

http://temp-host.com/download.php?file=fy77lh

>> No.2823719

>>2823570
It's Resurgence, a WIP Skaarj campaign for Unreal 227.
http://unrealsp.org/viewtopic.php?f=4&p=63284

>> No.2823721

>>2822789
>I bet the Doominati are behind all of this! I'll be a sonovabitch!

>somewhere, distant mic spam of dogs barking can be heard

>> No.2823772

>>2823719
Neat. My dad and I were working on a UT99 mod called "Na Pali Forever" in ~2005... Never finished it, though it's actually almost done. Maybe I can convince him to scrounge up what's been completed and release it. The maps are all playable, but the fancy stuff like story and VO and such isn't...

>> No.2823787

>>2823772
Is it this one here? http://www.unrealsp.org/legacy/archive/archive-04-04.html
It looks neat from what little can be seen from the screenshots, I'd play it.

>> No.2823812
File: 1.75 MB, 2048x1536, unrdoommarble.jpg [View same] [iqdb] [saucenao] [google]
2823812

I'm unsure what direction to go here with Doom's marble textures, I'm using these "copper" textures from the SkyCity pack, instead of going with the ancient ruins look, (which I feel has been done to death in other wads) but people might not like Doom's marble textures changed to something so clean, and the ruin/temple levels from Unreal are memorable.

>> No.2823832
File: 463 KB, 1600x900, one_punch.png [View same] [iqdb] [saucenao] [google]
2823832

>> No.2823841

>>2823787
Yeh. That's it. 2 of those screenshots are a floating nali town I did, and 2 are one of my dads maps. He did all the other mapping for it, and I did some 3D modeling and texturing that looks terrible now. I was learning at the time.

>> No.2823859
File: 21 KB, 320x314, witness me.jpg [View same] [iqdb] [saucenao] [google]
2823859

I've been playing doom for a while but i've never really been to any of the communities, so i've got a few questions:

Is there any real benefit to not using mouselook or is it just for the sake of purity to the original game design?

How would i start learning how to design maps for this game?

Is GZDoom fine or should I be using something else?

>> No.2823865
File: 102 KB, 500x522, ora.jpg [View same] [iqdb] [saucenao] [google]
2823865

>>2823832

>> No.2823881

>>2823859
>Is there any real benefit to not using mouselook
Not a whole lot
.
While you couldn't look up and down in vanilla Doom, there was full support for mouse turning in the original .exe and the game was pretty much designed to be played like this.

You can play with keyboard only, but that was really a concession at the time when not everyone had a mouse, Romero played with keyboard and mouse before the game was even finished, he played with keyboard and mouse for Wolf3D.

Personally, I play with freelook and auto-aim off, with a dot for a crosshair, because I really hate auto-aim.

>> No.2823917

>>2823859
>Is there any real benefit to not using mouselook or is it just for the sake of purity to the original game design?
Doom skies aren't designed for the player looking up or down, so they tile vertically or have to be stretched by the source port and look bad.

Personally I find things feel better with mouselook off and autoaim on, mouselook with autoaim can screw you up sometimes (but it makes sniping possible), and mouselook without autoaim means you have to deal with your own perception of the center of the screen. Unless you use a crosshair, but why would you do such a thing

But yes it's mostly just purity reasons. I tend to switch mouselook off whenever I play a 90s wad.

>> No.2823945

>>2823917
>Unless you use a crosshair, but why would you do such a thing
Because I like to be able to place my shots with decent reliability.

I like using the dot crosshair in GZDoom and color it red, I can pretend it's like there's an infrared dot projected from a laser on my gun, and the visor on my marine's helmet makes it visible, a bit like the smart-link sighting system in Shadowrun.

>I tend to switch mouselook off whenever I play a 90s wad.
I just don't shoot any switch that's not at my elevation, I still like the free feeling of just being able to look around like normal.

>> No.2823956

>>2823832
one punch man?

>> No.2824096

I have a question when modding weapons in doom. right now i'm editing a random doom mod i just downloaded and trying my best to change the shot gun pellets every time it fires a shell. Is it possible to change the number of bullets? If so how?

>> No.2824106

So I want to play some Doom and got the GZDoom but on my dinosaur computer that runs XP I had to go all the way back to version 1.8.2 to get it to work.

If I'm understanding it right the .wad is more or less the "rom" of Doom and playing it on GZDoom will give me the full authentic experience without anything extra added? I like to play games without mods my first time through so I just want to make sure GZ isn't modding stuff in behind the scenes. I tried a bit out and it's great and I left everything as default so hopefully that means it'll be like it was in 1993.

>> No.2824114

>>2824106
GZDoom modifies graphics and gameplay quite a bit, to get the most authentic 1993 experience you should get Chocolate Doom.

>> No.2824124

>>2824114
I don't mind graphics so much since imo it looked great what I played so far. What gameplay does it change? I saw there was a ton of options.

>> No.2824131

>>2824124
It allows things like jumping, crouching, and looking up and down, though I don't remember if all of these come enabled by default

>> No.2824134

>>2824124
The most obvious change is that because it fixes infinite actor height, decorations can be used as cover from projectiles where they couldn't in vanilla. I don't think any stock maps are noticeably harmed by this, but some older user maps are. There's other subtler changes too that more hardcore purists than I might be able to tell you about.

>> No.2824141

>>2824096
That's actually very simple.

http://zdoom.org/wiki/A_FireBullets

>> No.2824165

>>2824134
>>2824131
I'll go into the settings and fix those then. The reason I'm playing it on a dinosaur XP computer is because my Win7 one is connected to a screen that is finicky about resolutions and if it reads one it can't handle it just goes black and says "mode not supported" and I have no other option than to manually shut off the computer by holding the power button, which I hate to do. I got GZ version 2.0.05 since I think it's the newest but I have no idea how to edit any of the files to force it to start up in a certain resolution. Is there a way? Otherwise I can't use it on this computer.

>> No.2824184
File: 636 KB, 1600x900, doom05.png [View same] [iqdb] [saucenao] [google]
2824184

>>2824106
>>2824114
I'd recommend PrBoom+ for a first time playthrough these days desu
Chocolate Doom is great and all for muh nostalgia but having non-shit mouse controls is a joy to behold, plus you will be able to play 99% of all maps and megawads with the best demo compatibility.

>> No.2824191

>>2824165
There is a "zdoom-[username].ini" file in the same folder as the .exe
Try editing the lines "vid_defheight=" and "vid_defwidth=" to your screens resolution

>> No.2824212

>>2824165
>GZ version 2.0.05 since I think it's the newest
Its the latest "stable" release with a real version number, but it is not the newest at all.

You can get the latest Windows build here: http://devbuilds.drdteam.org/gzdoom/

You will need 7-Zip or WinRAR or some other decent file extracting program to open it.

>>2824184
>I'd recommend PrBoom+ for a first time playthrough these days desu
I second this. Personally, I use this every time a pwad doesn't require a ZDoom compatible port. Levels with complex geometry (Frozen Time comes to mind) run better, too.

And you can get the latest version of that here: http://prboom-plus.sourceforge.net/history.html
and click on "win32 build"

>> No.2824224
File: 58 KB, 993x427, gzdoom.jpg [View same] [iqdb] [saucenao] [google]
2824224

>>2824191
This is all I got

>> No.2824228

>>2824224
you played yet? as in, made it to a certain point in a level and then saved the game?

because that's how the file is created iirc?? idk

>> No.2824231

>>2824228
No the screen blacks out immediately when I try to load the game and I have to pull the plug.

>> No.2824232

>>2824224
Try opening the game, changing anything in the settings and see if the file has appeared

>> No.2824236

>>2824232
I can't get to the settings, that's what I mean, the second I click open the screen goes to black and I can't do literally anything. Whatever resolution it is set to start in must be sub-480 because my screen refuses to play anything lower than that.

>> No.2824239

>>2824231
>>2824232
Then, the file should be there on the XP pc. Copy it from there to the Win7 pc.

>> No.2824242

>>2824165
>>2824224
If the computer you're using doesn't support at least OpenGL 3.0 (4.0 recommended), you have to get a pre-2.0 version of GZDoom, the last one being 1.8.10. That version only requires OpenGL 2.0 and will run much more smoothly than later ones if your GPU doesn't support GL4.0.

You can get that here: http://forum.drdteam.org/viewtopic.php?f=23&t=6482

If you try to run a mod and GZDoom throws an error, keep a devbuild of ZDoom around and try with that. 1.8.10 is almost a year old by this point and most ZDoom modders target bleeding edge versions.

ZDoom devbuilds can be found here, just grab the most recently-dated non-x64 version: http://devbuilds.drdteam.org/zdoom/
Check back regularly, as devbuilds are released fairly frequently.

>> No.2824263

>>2824236
Try running it from commandline?

gzdoom.exe +fullscreen false
or
gzdoom.exe -window

>> No.2824271

>>2822917
The only thing really interesting about this are the interactive decorations.

>> No.2824306
File: 105 KB, 640x480, 1448789779.png [View same] [iqdb] [saucenao] [google]
2824306

ndcp map18 gets better towards the end. i do like the look of this part.

>> No.2824308

>>2823859
i prefer being able to "mousewalk" (that is, make small forwards/backwards movements by moving the mouse up and down). however if you're more used to wasd+mlook you won't like this - i am in a very tiny minority with my preference.

>> No.2824320

>>2824184
what is that map? isn't it from one of the c*1024 megawads? it looks familiar but i can't place it.

>> No.2824353

>>2824320
Map07 of Claustrophobia 1024 iirc

>> No.2824369 [DELETED] 
File: 1.67 MB, 1280x3360, 1448792621.png [View same] [iqdb] [saucenao] [google]
2824369

ndcp map28, as far as i'm concerned one of the greatest maps ever made

>> No.2824375
File: 2.11 MB, 1280x3360, 1448792621.png [View same] [iqdb] [saucenao] [google]
2824375

ndcp map28, as far as i'm concerned one of the greatest maps ever made

>> No.2824425

>>2822193
Holy attention to detail batman.

Looks and sounds really excellent. Love the random teleportation in the dark corridors

>> No.2824467

>>2823812
I like the top right one, the brown texture in the top left is too grainy and dark and the bottom right is way too green.

>> No.2824482

>>2824353
i wasn't too far out then, thank you.

>> No.2824520
File: 933 KB, 1024x768, unrdoommarble2.png [View same] [iqdb] [saucenao] [google]
2824520

>>2823812
>>2824467
The bottom right is the default doom textures, heh. This is MAP06 from Way Too Many Dead Guys, I'm using the wad for texture replacement testing.

How's about this? Moving away from the super clean look and more temple-y. Also Doom's palette is making this a pain in the arse.

>> No.2824526

>>2823408
Looks like Windows 95 screensaver.

>> No.2824564
File: 28 KB, 1366x768, Screenshot_Doom_SEND04.png [View same] [iqdb] [saucenao] [google]
2824564

>> No.2824569

>>2824564
http://www.sendcoffee.com/minorsage/sctoys.html

>> No.2824592

>>2824569
>"Based on the first level of Doom I, but with better atmosphere"
>Cyberdemon in screenshot

>> No.2824608

>>2824592
cyberdemons bring the best atmosphere. the atmosphere of FEAR

>> No.2824645
File: 598 KB, 1024x1290, Screenshot_Doom_20151130_0202362.png [View same] [iqdb] [saucenao] [google]
2824645

>>2824520
Yeah I'm going to stick with this, it looks great in maps that abuse GSTONE1. (map/wad is Jade Earth)

>> No.2824701

Are there any good vanilla Heretic .wads? I want to use the quake TC mod on new maps but all the .wads I've seen or played through always add new stuff and I'm certain it would break the quake mod.

>> No.2824715
File: 2.89 MB, 320x240, mainframe-3-530.webm [View same] [iqdb] [saucenao] [google]
2824715

>>2823245
demo for mainframe release 3 (5:30, no deaths)

http://temp-host.com/download.php?file=nx19sf

>> No.2824752

>>2824141
Thank you kindly

>> No.2824762

http://webmshare.com/MnBMB

Oh no, iSpack is doing things again, someone stop him.

>> No.2824791

>>2824762
not a huge fan of the big cartoony flash when you shoot, but other than that it's pretty kewl

>> No.2824818

>>2824791
Yeah I'm not a fan of it, but I can't modify graffics on my own.

>> No.2824819

>>2824762
>Oh no, iSpack is doing things again, someone stop him.
why not just use the name field, or sign your posts, or something. just a suggestion.

>> No.2824821

>>2824819
Because I'm weird.

>> No.2824824

>>2824762
This revolver webm made me start thinking. Has there ever been a LeMat in a doom wad?

>> No.2824846

>>2824824
I do not know, good sir.

>> No.2824849

>>2823859
>How would i start learning how to design maps for this game?
read/learn about the basic concepts of what levels are made from (things, linedefs,sidedefs, vertexes, sectors) and how they relate to each other.
then start messing with an editor.
>Is GZDoom fine or should I be using something else?
it is a good place to start. any engine is fine to begin with. once you become accustomed to one, try others. engine choice is a tradeoff between how close to the original you like and how fancy it can get.

>> No.2824860

>>2819046
>WAIT ISN'T THAT PIRACY? D:
>colon is part of the D: face, no colon separating question from answer
>adding an extra colon to keep the emoticon intact while separating question from answer would make it D::, which looks fucking weird
This tickles my autism far more than it should.

>> No.2824865

>>2824824
what about a LeMing gun. it can fire:

- blockers which stop monsters advancing towards you until they are killed (monsters attack them)

- bombers which will walk into a crowd of monsters and explode for massive radius damage

- builders, a utility skill which drop a series of solid things you can climb up on.

- bashers who hit monsters out of the way but don't do much damage, can go through multiple targets

- miners who hit monsters with a big pickaxe doing more damage, but only hit one monster (the pickaxe gets stuck in them)

- diggers who are shot in the air and dig down through a monster's brain killing it instantly (instakill but hard to aim)

dunno how to map climbers and floaters into Doom.

>> No.2824886

>>2824865
I hope you feel bad about making that post.

>> No.2824894

Why does SWP keep corrupting saves?

>> No.2824924

>>2819460
THE WORLD

>> No.2824931

>>2824886
not really, although i'm sorry you didn't like it.

>> No.2825143

>>2822917
YES
this is my first time coming to /vr/ in weeks just to look for this update

hell yes im hyped

>> No.2825246
File: 171 KB, 1000x492, doom1upl.jpg [View same] [iqdb] [saucenao] [google]
2825246

http://strawpoll.me/6136839

>> No.2825263

>>2825246
>Nazi
>Wolfenstein SS
Whoops

>> No.2825285
File: 2.95 MB, 320x240, send02-fda-407.webm [View same] [iqdb] [saucenao] [google]
2825285

>>2824569
>>2824592
he must have a different definition of atmosphere, because i'm not seeing it
http://temp-host.com/download.php?file=sz32aa

>> No.2825320

>>2824645
that map is very impressive but it drags on and on forever

>> No.2825341

>>2825285
>that useless, awkward plasma rifle placement
for what reason

>> No.2825347
File: 25 KB, 300x450, backpedaling.jpg [View same] [iqdb] [saucenao] [google]
2825347

>>2825285
>Better atmosphere
>Looks like a 50 Shades of Graytall level

>> No.2825356

>>2825341
i think you could get up there early by using the teleporters, but i didn't know about it until the end. i tend to put off going in teleporters on a first attempt, you never know where they're going to put you and how safe it is.

>> No.2825401
File: 3.00 MB, 320x240, send02-152.webm [View same] [iqdb] [saucenao] [google]
2825401

>>2825356 (me)
it worked after a few false starts and unlucky rockets. you then just have to go clean up. some unfortunately timed weapon changes, accidental teleporters, wayward secrets, and straggling monsters made this messier than it could be.

http://temp-host.com/download.php?file=lc66qk

>> No.2825526

Rockin' tune edition.

https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

As usual, map is unfinished & looking for feedback.

Something has appeared in the basement.
Berserk moved to make Chainsaw more useful.
Delete this.

No image this time because I get a connection error when I try to add one. Bummer!

>> No.2825690

https://my.mixtape.moe/qrrsdi.webm

I apologize for the quality of this webm, but it was a laggy mess when I was recording it.

>> No.2825821
File: 181 KB, 1024x768, Screenshot_Doom_20151130_150131.png [View same] [iqdb] [saucenao] [google]
2825821

>>2825526
The level is a lot larger than I thought it was, I kept going to what I thought was dead ends only for the map to spread out even further. The large spaces to move made me think the actual amount of rooms would be small.

Strange that the chainsaw was marked a secret, as the radsuit in there was basically required to continue. (I was playing on UV so travelling through the nukage probably took longer)

I really liked that bit with the crate bridge in the storage area, by the way. Though I think the storage area itself could use a big garage door on the north or south end of the hexagon tiles, just to show how the crates get in and out.

Also I noticed this grey bit of stair here in the screenshot, might want to fix that!

>> No.2825825
File: 692 KB, 1680x1050, Screenshot_Doom_20151129_201755.png [View same] [iqdb] [saucenao] [google]
2825825

>>2822917
The new sound effects are terrible.
The new "secret found" and sphere item pickups feel really out of place, and the shotgun ricochets sound as though they are straight out of a cartoon. It wouldn't be too bad if the sound effect played on occasion, as even Goldeneye 007 had some cartoony-ass ricochet sounds, but its on every shot.

The GL lights for the torches and lamps are pretty decent, and having them being destructible is neat, but nothing we haven't seen before in other mods.

The terrain splashes don't seem to work when they are supposed to, or maybe they are just to subtle or shitty to be noticeable.

The new sprites are meh. Some of them are okay, like the armor and health pickups, even though they were obviously just originals passed through a filter and touched up. The weapon pickups are too out-of-place given their realistic appearance, but by themselves, aren't bad. The ammo pickups are ugly, they look similar to the "hi-res pickups" wad that was on the Skulltag main download page a few years ago (which were done in MS Paint, btw).
They swapped the original former zombieman (with rifle) sprites for the ones holding pistols that you find on Realm667. Makes it accurate, but I wouldn't have done that. Also, pic related, why the fuck did they squish the chaingun?

The footstep sounds are decent. They aren't too loud or inconsistent like other footstep sound mods. Wish there were different ones for running and walking, though.

Has potential, but really nothing new.

>> No.2825853
File: 402 KB, 1920x1040, want to change some line textures.png [View same] [iqdb] [saucenao] [google]
2825853

Hexen mapper here,

I'm having trouble getting "SetLineTexture" scripts to work.

Here's what I use:
SetLineTexture(3101,SIDE_FRONT,TEXTURE_MIDDLE,"W_272");
where 3101 is the Linedef.

The wiki says you need to use "Line_SetIdentification" to set a lines ID for use in this script, but that script doesn't seem to work.

I'm trying to make a basic breakable glass, any ideas on what I'm doing wrong? Thanks.

>> No.2825974
File: 1.15 MB, 3200x2400, 1448581529260.jpg [View same] [iqdb] [saucenao] [google]
2825974

Why do I always run completely out of ammo on any difficulty higher than Hurt me plenty? Even when I'm cautious and making sure I hit everything with accuracy I'm always reduced to my fists.

>> No.2825976

EXCUSE ME but how do I make GZDOOM or whatever play demos whenever i boot up the game?


Like when you start a game and it shows a demo of someone playing


how do I do that?

>> No.2825979

>>2825976

Imposibru; the way zdoom was programmed made the vanilla demos break. You can't play a zdoom demo in vanilla Doom or PrBoom+ and vice versa

That's kind of why speedrunners and FDA'ers tend to avoid zDoom at all cost.

>> No.2825982

>>2825979
Then what other source port plays demos at the beginning?

>> No.2826006

>>2825526
What's the tune?
Here's a demo recorded in PrBoom (UV, complevel 9). The start is a lesson in hubris. I missed the chainsaw secret this time and, looking at the map in Doombuilder, I see I missed the loldicks plasma gun secret too.

https://drive.google.com/file/d/0B8xWmOI7IYl3MVVvcGZVVVYxdDA/view?usp=sharing

This is nitpicking a little but aren't the grey rocky outdoor walls more of an E2 aesthetic? E1 uses brown walls. I think it's meant to suggest that the outdoor areas are still part of the Phobos base with the brown walls being a sort of perimeter fence.

>> No.2826008

>>2825982
PrBoom-plus (I would choose this one)
Eternity Engine
Doom Legacy
And of course, Chocolate Doom.

I think EDGE/3DGE might.
Don't recall if Doomsday does or not.

>> No.2826010

>>2825974

Bait monsters into infighting more often

>> No.2826078

>>2826006
The music is level 3 from Radix: Beyond the Void. I test in ZDoom so I hope it's still functional in other ports.

The loldicks room won't make it to release so it's not marked as a secret. I was hoping someone would trip over it by accident instead of opening the map in an editor because there's nothing indicating where the entrance is or what opens it.

If there were a more suitable texture, I'd change it, but I'd prefer to be able to illustrate that the facility featured in the level is dug into the side of a plateau than stick strictly to E1 textures. From the discussion that was going on in the previous thread, I figured we were sticking to the theme rather than strictly adhering to the E1 asthetic. Hard to tell without knowing which posts belong to the project organizer, though.

>> No.2826090

>>2826078
Fair enough. Well, I'm the project organiser, and I posted the demo and pointed out the texture, but your reasoning is sound. I don't namefag because I don't want my opinion to take primacy over others. Just because I'm the organiser doesn't mean my opinion is better.

I do think you should test in PrBoom or PrBoom+ (I use +), complevel 9. That way you'll definitely avoid errors. I didn't notice any though - your mapping skills seem on point. But better safe than sorry.

>> No.2826198

>>2825853
I solved this, just needed to set the action to 121 (Set line identification)

It works! My glass breaks, and my valve rotates!

>> No.2826236

>>2825974
You should probably enable Double Ammo in the gameplay options

>> No.2826281

>>2825974
shoot the monsters from closer up so less of your bullets miss. NOTE: does not apply to rocket launcher

>> No.2826361

>>2819046
Not sure if this is the correct thread to ask, But i wanted to get your guys input on what weapons and items you think should be added into TF2 as promos?

Doing some work and need some input beyond my own opinion.

>> No.2826363

>>2819657
>Strogg-y
Cyber demon. The Strogg. Souless fusions of decaying flesh, bone and metal.

>> No.2826364

>>2819826
I think the weapons are really just an extension of doom 3, Plasma gun has obvious linage along with the shotgun in some fashion.

However the levels aren't really that similar to doom 3 they were tight and the new doom levels are wide open spaces similar to doom but detailed.

>> No.2826371

>>2821691
Oh, I remember this game. It was alright.

>> No.2826859
File: 2.80 MB, 320x240, send01-fda-139.webm [View same] [iqdb] [saucenao] [google]
2826859

>>2824569
send01 turned out to be an edit of the last room of Nirvana.

http://temp-host.com/download.php?file=ui59dj

>> No.2826870

>>2826859
>an edit of Nirvana

That explains all the shotguns.

>> No.2826876

>>2826870
very amusing. i think they're for deathmatch but the author didn't bother to flag them multiplayer-only. and, well, i'm sure you realise this.

>> No.2826885

>>2826859
just wanna let you know that i greatly enjoy your webms

>> No.2827010
File: 2.59 MB, 320x240, send03-fda-310.webm [View same] [iqdb] [saucenao] [google]
2827010

>>2824569
>>2826859
send03 turned out to be a cut-down E1M6.
i wonder why the page fails to mention these.
explains why they're not in /idgames, though.

http://temp-host.com/download.php?file=tq96ng

>>2826885
thank you.

>> No.2827020
File: 758 KB, 1920x1200, 1448905530946.jpg [View same] [iqdb] [saucenao] [google]
2827020

>>2819046
Doom is a shit. Go for Quake nigga. That's the real shit.

>> No.2827025

>>2827020
Nah, Quake is boring.

>> No.2827029

>>2827020
Real men don't need jumping

>> No.2827037

>>2827020
nice opinion you have there, care to justify it?

>> No.2827069

>>2827020
when i want to rocket jump, i'll play tf2.

>> No.2827085

>>2827025
>>2827029
>>2827037
>>2827069
>falling for a 20 year old meme

>> No.2827091

>>2827085
but i'm interested to hear why he prefers quake to doom.

>> No.2827127

>>2827020
Quake is great but Doom is just a little bit better.
I'm probably the only person on the planet who enjoys first person platforming so Quake will always hold a special place in my heart.

>> No.2827161
File: 58 KB, 720x439, image.jpg [View same] [iqdb] [saucenao] [google]
2827161

Uh, hey guys, sorry to bother you but

http://youtu.be/PNGgsHbzWPs
3:56

?????

>> No.2827162

>>2827161
Doom used a commonly used stock sound library. Just to give you more of an idea, one episode of South Park used the same door opening sound that Doom uses.

>> No.2827172

>>2827162

So did DOOM create any unique sounds?

Also what sound library

>> No.2827183

>>2827172
I don't remember the exact sound library, but it's made by Sound Ideas. As for unique sounds, off the top of my head, the only one I can think of is the Icon of Sin's speech.

>> No.2827204

>>2827183
The archvile and mancubus voices aswell

>> No.2827245

>>2827172
>Also what sound library

The General Series 6000.
It's a great sound library, I use it constantly for making new sounds.

>> No.2827254

>>2827172
>>2827204
>>2827183
Some.

Icon Of Sin is original sounds, apart from the loud flash-fire noise when it shoots out a spawn-cubes
Arch-Vile was partially altered stock sounds (I've heard it's laughter somewhere else, uncut), some original ones.

A lot of the sounds are either stock sounds taken as they are, or stock sounds altered for their purposes.

The Mancubus, at least part of his sounds, were sampled from Elmer Fudd of all things (or an impersonation), then edited and played at real slow speed.

Imp dying is some kind of camel noise I think
Imp spotting you is some kind of generic lizard noise

Hellknight dying is some kind of panther or something

Cyberdemon dying is partially the same sound that groups of zombies sometimes do when spotting you

Spider Mastermind spotting you is some kind of fire noise

>> No.2827287

Does anyone have a link to the bug that was recently found in vanilla doom? The one that takes like 10 years for it to actually happen? I've tried googling it, but I'm not getting anything close to what I want.

>> No.2827403

>>2827091
>that soundtrack
>Actually 3D
>can have rooms on top of other rooms
>That dark aesthetic
>Those weapons
>Those textures
>Those enemies
>That level design

I mean doom is great, but quake is the next level

>> No.2827415
File: 256 KB, 776x681, tumblr_nynjcyR0iS1syxgg9o1_1280.png [View same] [iqdb] [saucenao] [google]
2827415

so I offhandedly mentioned wanting to see something based off a particular Jojo scene near Sgt Shivers.

he fucking drew it, that absolute madman.

https://www.youtube.com/watch?v=-Tdu4uKSZ3M

>> No.2827436
File: 3 KB, 380x210, MarkIV Birthday.png [View same] [iqdb] [saucenao] [google]
2827436

hapy berfday sregont mork

>> No.2827471

>>2827403
I can agree with all of those things except the weapons. Quake weapons feel underwhelming to me after doom's weapons, but the levels, enemies, and the general feel is pretty great. Both games have their merits.

>> No.2827478

>>2827471
I agree, though the Super Nailgun just make such a wonderful, booming thundering noise at it tears through enemies. It's better than the chaingun to be honest desu

>> No.2827480

>>2827436
birthdays (c) sgt. mark iv
please do not infringe

>>2827415
hah hah oh wow, i remember that scene
even the kanji is right, which is a nice touch

>> No.2827484

>>2827478
The super nailgun is pretty good, but it chews through ammo so fast. I wish Quake had a backpack equivalent, or if it does, that I knew about it.

>> No.2827485
File: 102 KB, 800x600, best map.jpg [View same] [iqdb] [saucenao] [google]
2827485

It's Unreal Tournaments birthday today!

>> No.2827538

>>2827471
I largely blame the fact that neither shotguns have a chunky reload animation and sound effects. It really makes them seem plain and boring.

The doom super shotgun animation + sound effects is god tier. Makes me feel like ash from evil dead.

>> No.2827546

>Playing doom64 on a N64 emulator
>Keyboard only
>No Jump
>No mouselook
>No Saving

Suddenly I remember how fucking hard doom was back in the day. Still trying to get past the first level on "I own Doom" difficulty.

The soundtrack Is god tier.

Would anyone be interested in some spooky MIDIs? I'm a composer and am pretty keen to try to create some Doom64-tier spooky shit using only general MIDI.

>> No.2827602

>>2827484
>but it chews through ammo so fast.
That's the number one flaw, honestly.

>I wish Quake had a backpack equivalent
Me too.
And that it had more maps.

>>2827546
>Keyboard only
>No mouselook
Doom literally shipped with support for mouse-turning. Keyboard Only was a concession for people who lacked a compatible mouse (a lot of people didn't have a mouse back then).
The same with Wolfenstein 3D. Ideally you played with keyboard and mouse.

>No Saving
Pretty sure you could make a save pretty much whenever you wanted in Doom.exe

Also:
>keyboarding an N64 game
You're gonna have a bad time, at least get some cheap USB clone of the N64 pad, or a USB adapter for an original (or a better third party one)

>> No.2827613

>>2827602
>keyboarding an N64 game
I'm having a pretty good time, I can set the sensitivity where I like it, so can play very easily. Plus you can strafe which also helps get around / aim a bit. The N64 Emulator I'm using doesn't have mouse support, and I'm more playing to soak up the ambiance / level design.

>> No.2827632

>>2827471

There should be at least some weapon mods that work with original Quake, but all I find are either levels or complete TCs.

I wanna a gameplay mod that would make Quake feel awesome, if even a bit OP (like Russian Overkill).

Does any of you know any?

>> No.2827647

>>2827287
http://doomwiki.org/wiki/Spawn_cubes_miss_east_%26_west_targets

A similar one is that a berserk pack will wear off after 4 years due to a similar overflow.

>> No.2827678

I just started playing the PSX TC for the first time

I really love the lighting but the simplified maps are killing me

Did anybody ever add the psx style lighting to the regular maps?

>> No.2827701
File: 43 KB, 457x401, spooky.jpg [View same] [iqdb] [saucenao] [google]
2827701

>i swear to god i am going to make a release before the end of the year or else i will stab myself
Well, you didn't say *what* it was you'd be releasing...

>> No.2827707

>>2827613
>The N64 Emulator I'm using doesn't have mouse support
Probably because no N64 game was designed to take input from a mouse.

>> No.2827739

>>2827678
while not precisely what you're asking, you should seriously take a look at Threshold Of Pain sometime if you haven't already

>> No.2827774

>>2827701

Oh, you.
It's gonna be Shihong, though.

>> No.2827817
File: 259 KB, 1346x634, quake.png [View same] [iqdb] [saucenao] [google]
2827817

>>2827020
Finally a poor excuse to post this

>> No.2827836

One thing that bugs me about Beautiful Doom that probably no one else cares about is Doom Guy holding the pistol in his right hand instead of left.
I took it as Doom Guy being ambidextrous, or just for some reason having learned to use the pistol with his left hand for some reason, like how I'm right-handed but I hold my mouse in the left.
Felt like a small little detail that made Doom Guy more of his own character.

>> No.2827838

>>2827632
Bring on the hate, but I'd enjoy a Brutal Quake, or QRPG/RL.

>> No.2827840
File: 808 KB, 900x675, map1hi6.jpg [View same] [iqdb] [saucenao] [google]
2827840

>>2827817
http://www.doom2.net/art/qs/qs.html
Jesus christ

>> No.2827846

>>2827836
They could have at least left the pistol unmirrored, it looks plain wrong.

>> No.2827850

>>2827838
>Brutal Quake

it's as if you didn't know.
no I mean it, look that up.

>>2827846
half the stuff in beautiful doom boils down to either looking uncanny as shit or awkwardly awful imo.

>> No.2827852

>>2827850
That's disgusting on a lot of levels. I mean a proper weapon overhaul and more detailed weapon reactions, graphical upgrade, gore, etc.

Not some horrendous slapped together shit like that

>> No.2827916

>>2827485
>>2827436
Huh.

>> No.2827919

>>2827916
they're both awful.

>> No.2827921

>>2827919
DEM FIGHTING WORDS

>> No.2827928

>>2827921
nah, always liked Q3 a lot more
demon dungeons>>>>>>alien worlds

>> No.2827941

Is there a tutorial out there on how to create an invisible bridge like in Map02 of Plutonia? A Boom method would be fine too if it's simpler.

>> No.2827947

>>2827928
There's a difference between liking Q3 more and calling UT99 awful

Also the theme being the factor you decided to bring up when talking about the two games is unusual to say the least

Anyways, while Quake had a fair amount of demonic dungeons and some space/tech-y maps, UT didn't have that many alien world maps as I would define them. Most of them were industrial/tech/city with some dungeon-y stuff here and there.

Always enjoyed UT's more to be honest. Seemed more... mature? (trying not to sound like a condescending cunt) and better defined.

>> No.2827954

>>2827947
that was merely my opinion on it, theme was always the first matter I would bring up whenever videogame comparisons it comes to, but it's mostly a lot of factors that play part in the overall experience as well, such as overall flow and speed being the most vital for me, especially when discussing arena-styled MP FPS

UT always seemed so utterly sluggish to me by comparison while Q3 had bunnyhopping and all sorts of stuff

I don't remember UT99 nearly as fondly as I do remember Q3 even though I used to play it a lot back then, I should get my hands back on it sometime soon

>> No.2827954,1 [INTERNAL] 

anyone can test my anime wad for critic reason ?
Also its only works on zandronum 3.0 and newest GZDOOM
https://www.dropbox.com/s/a0m2cn6o5bxqitb/AnimeAlphaTest0.01.pk3?dl=0

>> No.2827960
File: 96 KB, 323x409, ggnore2.png [View same] [iqdb] [saucenao] [google]
2827960

>>2827840
It's like some form of proto-/v/

>> No.2827961

>>2827817
What bollocks.

Doom and Quake is more than deathmatch.

>> No.2827965

Haven't been in /vr/ for a little while.

What was the name of the Doom source port that's intending to be a generic engine for 2.5d games? The idea was that indie game devs could use it to make their own games and be allowed to sell them without worry of trademark infringements, like RPG Maker. One of the "games" that was made to show off what it could do was inspired by Castlevania. I think the other proof of concept "game" was an adventure game.

>> No.2827969

>>2827965

GLOOME?

>> No.2827971

>>2827954
Yeah I know. But "alien world" doesn't describe UT99 well, that was my main problem with your post.
>overall flow and speed
True. Quake has always been way smoother, and generally faster. Unintended or not, it's still true.
There's something I find charming about UT's movement, still. And I quite like the translocator.

Have you tried Quakeworld, CPMA or Reflex, by the way?

>> No.2827974

>>2827969
That's it. Thanks.

>> No.2827987

>>2827971
heh the closest thing to multiplayer quake I ever experienced was upon joining a random server once and flipping my shit out watching people running at the speed of sound with fully automatic railguns one-shooting everyone, never found what was the game of that gamemode, tempted to say instagib?? damn if I had fun with that though

>Translocator
MAN OH MAN
that shit was the tits

always wanted to try out QL but Im kinda bummed out by the fact that there's no gore, I feel like that would legitimately fuck with the sense of power and feedback most weapons have to them to the point where it would become detrimental to the feel of the game itself and what not

>> No.2827992

>>2827941
https://www.doomworld.com/tutorials/fx8.php

>> No.2827994

>>2824106
>give me the full authentic experience
You really don't want to use GZDoom for that. Keep it around, it's great for mods, but for vanilla gameplay you want Chocolate Doom. (or Dosbox if you can be arsed.)

>> No.2827998

>>2827992
oh and it gets a lot more simple if you don't want it to move / be able to walk over&under it. then it's pretty much just a self-referencing sector.

>> No.2828040
File: 1.12 MB, 720x360, more visual feedback.webm [View same] [iqdb] [saucenao] [google]
2828040

I gave in to the ceaseless nagging my friend had regarding the recoil of the whiplash shotgun, what do you guys think?

>> No.2828042

>>2828040
i tend to agree weapon recoil is pretty annoying, unless you specifically want it for acrobatics.

>> No.2828043

>>2828042

When I say recoil I'm mainly talking about how much the gun gets pushed down towards the bottom of the screen, I haven't changed the weapon's behavior in that webm.

I still plan on leaving the shotgun's secondary with that absurd knockback

>> No.2828073
File: 476 KB, 800x800, 1441320028402.jpg [View same] [iqdb] [saucenao] [google]
2828073

>>2827436
Holy fuck, someone actually hung onto at least one panel from that shitty comic I made many moons ago.
Anybody got the rest? It died with my old computer.

>> No.2828081

I got gzdoom installed on my Arch Linux and everything works fine except for the MIDI. Does anyone know how to fix this?

>> No.2828094

Anybody know what was used as models for the weapons in Doom? This is trivial bullshit but it's been fascinating me lately and I'd love to learn more. Also, whose hands and arms are those? Was that ever revealed?

>> No.2828115

>>2828043
>>2828040
I love the way the shotgun recoils, the animation itself, it's fucking perfect and you're not allowed to change it, it REALLY gives the weapon weight and feel.

>> No.2828118

>>2828115

How it currently animates in the playable version I've shared with people or what I just posted in the webm?

>> No.2828119

>>2828040
>DoomguyBreaksHisRibs.webm
It actually reminds me of one of those self inking stamps. Doomguy's doing his paperwork, one imp at a time.

>> No.2828124
File: 56 KB, 500x281, Plasma1.gif [View same] [iqdb] [saucenao] [google]
2828124

>>2828094
>Anybody know what was used as models for the weapons in Doom?
Toy guns mostly.

Pistol was a toy Beretta M9 or Beretta 92FS (same thing)
Shotgun was a Tootsie Toy 'Dakota'

Super Shotgun was actually painted, partially reusing the hands from the shotgun.

Chaingun was a toy minigun titled "Ol' Painless"

Plasmarifle was the front-end of a toy M60 turned backwards, pic related (they're green these days, but they were sand/tan colored back in the early 90's, probably because of Operation Desert Storm)

BFG9000 was a Chinese made toy raygun, flipped on it's side and mirrored (they also photographed a bunch of features and doodads on the thing and used those to create techbase textures for the levels, this was also true for the chaingun), it also used a modified muzzle-end from the M60 (plasma)

Chainsaw was an actual Eager Beaver chainsaw.
I don't think it's ever been revealed what the Rocket Launcher is, it could be the tube to a vacuum cleaner for all we know.

The rifles and the SMG from the beta I don't think were actually revealed either, I don't know if anyone even has those toys anymore, the only toy that I know Id still has is the Tootsie Toy gun, which they have on display in their lobby, along with a bunch of the monster models. I think Id might still have the chainsaw, or Tom Hall has it. I think it belonged to a girlfriend of his, she had left it when they split or something. It was leaking gas pretty badly so they kept it on a big glass bowl on a spread of newspaper.

>This is trivial bullshit but it's been fascinating me lately and I'd love to learn more.
You've come to the right place, I happen to be a scholar on trivial bullshit!

>Also, whose hands and arms are those? Was that ever revealed?
Kevin Cloud if I recall correctly, one of the artists. It was his gloves too.
The hexagonal steel tiles you see all over the game were actually taken from a pair of snake-skin boots of his.

>> No.2828127
File: 22 KB, 500x344, bfg-raygun.jpg [View same] [iqdb] [saucenao] [google]
2828127

>>2828118
The way it looks in the .webm

>>2828119
It's pretty exaggerated, I love the simple recoil animation, though I'd probably tone it down somewhat if I was going for realism, but judging with that reload animation where he just stuffs a fist full of shells into the loading gate, it's safe to say he's going for an exaggerated style, and the sternum-splitting recoil animation fits perfectly.

>>2828124
The raygun turned BFG

>> No.2828129
File: 73 KB, 226x379, 1430431965181.jpg [View same] [iqdb] [saucenao] [google]
2828129

>>2828127

>> No.2828130
File: 15 KB, 320x200, 1430432028690.png [View same] [iqdb] [saucenao] [google]
2828130

>>2828129

>> No.2828147
File: 108 KB, 742x350, SxvKu6Y.gif [View same] [iqdb] [saucenao] [google]
2828147

>>2828130
>>2828130

>> No.2828150
File: 14 KB, 500x375, tootsie-toy.jpg [View same] [iqdb] [saucenao] [google]
2828150

>>2828147

>> No.2828157
File: 100 KB, 1024x768, 14f292111cc96d837ab171b7903bd7c9.jpg [View same] [iqdb] [saucenao] [google]
2828157

>>2828130
>>2828147
I want to know how the "infinity symbol" in the center of the gun turning into miniature breasts passed them by all the way into the final sprite. or maybe the tits on the BFG was intentional

>> No.2828182
File: 2.86 MB, 320x240, send04-fda-402.webm [View same] [iqdb] [saucenao] [google]
2828182

>>2824569
>>2827010
the final sendcoffee wad.

i initially thought, unlike the others, it was an original construction. i did not recognise it until well over halfway through.

http://temp-host.com/download.php?file=xg30aq

>> No.2828193

>>2828157
>the "infinity symbol" in the center of the gun turning into miniature breasts
what

>> No.2828201

>>2828182
Oh wow, it took me a while to see it, after seeing the exit area and staring at the automap long enough I figured it out. It's really heavily edited from the original.

Also, that Backstreet Boys midi.

>> No.2828249
File: 352 KB, 4685x2457, Time well spent.png [View same] [iqdb] [saucenao] [google]
2828249

I'm not sorry.

>> No.2828276

>>2828073
>>/vr/post/2023894

>> No.2828349
File: 570 B, 84x24, bfgt.png [View same] [iqdb] [saucenao] [google]
2828349

>>2828193

>> No.2828376

>>2828349
"The BFG has tits" is the new "The cyberdemon wears a silver corset"

>> No.2828396 [SPOILER] 
File: 335 KB, 1600x900, 1448988386960.png [View same] [iqdb] [saucenao] [google]
2828396

Doom Confession Time!

I find it emotionally hard to shoot demons that cant shoot back, (pic related, this caco is stuck in the wall)

>> No.2828425
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google]
2828425

>>2828396

solution:

Punch them to death

>> No.2828426

>>2828396
i've only played about 2 wads newer than 2011. i just can't seem to be bothered to follow new releases any more.

>> No.2828470

http://www.doomworld.com/idgames/?random

You know what to do by now

>> No.2828510

>>2828396

The sooner people deal with the fact that there's going to be more WADs in the future with no demon-killing and focused on other things instead, the better. None of them are going to kill the community as a whole, calm your mammaries.

>> No.2828524

>>2828510
what wads like this already exist? not counting dumb zdoom jokewads.

>> No.2828527

>>2828524

Other zdoom mods in general, for example. I can see people hating Skulldash already.

WhoDunIt, Push, Golden Souls, that kind of stuff.

>> No.2828537

>>2828527
>WhoDunIt

Good game mode, aside from dumbass pubbies.

>Push

Are you kidding me this is like universally adored outside of a handful of autists

>Golden Souls

The problem with this was not the lack of demonkilling but rather the enemies taking fucking forever to kill.

>> No.2828551

>>2828396
>this caco is stuck in the wall
that's a level bug!
what map were you playing?

>> No.2828562
File: 15 KB, 256x245, 1372163749949.jpg [View same] [iqdb] [saucenao] [google]
2828562

>>2828396
>mfw first thing to came to mind from that picture was bath time with Caco

>> No.2828563
File: 114 KB, 500x333, eat this motherfucker.jpg [View same] [iqdb] [saucenao] [google]
2828563

>>2828396
Maybe someone will make a mod where you can pass the time feeding cacos gibs.

>> No.2828585

>>2828396
I made a map I think you'll like.
https://dl.dropboxusercontent.com/u/73550170/make_friend_with_demon_v1.wad
<3

>> No.2828598
File: 962 KB, 320x240, make_friend_with_demon_v1-fda-014.webm [View same] [iqdb] [saucenao] [google]
2828598

>>2828585
it seems to have some zdoomisms.
http://temp-host.com/download.php?file=wq22vu

>> No.2828605

>>2828598
That's a boom special D:

>> No.2828606

>>2828598
>map made in maybe ten minutes has zdoomisms

oh well

>> No.2828609

>>2828598
F...Fixed?
https://www.dropbox.com/s/ldgv2k7z1gga8cy/make_friend_with_demon_v1.1.wad?dl=0

>> No.2828616

>>2828609
yes.

unfortunately zero-tagged implicit manual specials are a zdoom thing.

boom generalised lines can be manual, but only pushable, not manual shootable.

>>2828606
better not to get into bad habits, though.

>> No.2828637
File: 126 KB, 697x513, prboom+.jpg [View same] [iqdb] [saucenao] [google]
2828637

As far as I can gather, this should be working but it's not.

>> No.2828639

>>2828585
This legit made me kek

>>2828563
Thats a cute idea

>>2828562
Daww

>>2828551
http://www.doomworld.com/idgames/levels/doom2/Ports/megawads/10sector
Map16

>> No.2828665

>>2828637
Nevermind, I actually bothered to find my Doom CE CD and install it from there and it worked. The IWADs I downladed must be different.

>> No.2828670
File: 35 KB, 709x691, quake_shambler_by_jamesgilleard-d5u83kv.jpg [View same] [iqdb] [saucenao] [google]
2828670

Is quake allowed here?

http://strawpoll.me/6144280

>> No.2828675

>>2828665
Except for Ultimate Doom, that doesn't work for some reason.

>> No.2828676

>>2828675
And now it does. It's a mystery.

>> No.2828681

>>2828670
Of course

>> No.2828713
File: 209 KB, 1278x844, quality doomworld content.png [View same] [iqdb] [saucenao] [google]
2828713

Why the fuck does Doomworld still exist

>> No.2828726

Am I the only one who thinks we need our own booru for any artwork we make?

>> No.2828728

>>2828726
I thought there was already a booru somewhere?

>> No.2828730
File: 15 KB, 172x227, 1366196908868.jpg [View same] [iqdb] [saucenao] [google]
2828730

>>2828728
Oh there is

>> No.2828734

>>2828713
a better question is why do you make such bad posts there

>> No.2828738

>>2828726 >>2828728 >>2828730
heh. it's in the op :)

>> No.2828745

>>2828738
Speaking of the OP

Its forgetting the link to the Doom Radio
https://liquiddoom.net/doom/radio.html

>> No.2828747
File: 10 KB, 1022x414, watch your step.png [View same] [iqdb] [saucenao] [google]
2828747

>> No.2828763

>>2828713
holy kek my fucking sides

>> No.2828770
File: 16 KB, 769x559, doomsman.png [View same] [iqdb] [saucenao] [google]
2828770

i drew the doomsman

>> No.2828843

Which date are Cacowards normally released?

>> No.2828851
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google]
2828851

>>2828843

December 10th, the Doom anniversary.

What are your picks for this year, anons?

>> No.2828878

>>2828851
DoomRL Arsenal
Gameplay MOTYAY

>> No.2828889

>>2826361
Another TF2 person, Interesting.

>> No.2828894

>>2828878
Just checked the Nominations and I put it in there just now.

As long as it keeps getting updated at least once a year, Its gonna be my nomination, its very well deserving of one

>> No.2828913

>>2828878
>>2828894
DoomRL got a mention last year and started two years ago
It's too late, anon

>>2828851
The maps are obvious (Sunlust), and so is the Mockaward (Selfie Doom) but gameplay/multiplayer is what the fuck

>> No.2828920

>>2826361
I wonder if some of the guns in DOOM will somehow make it as promo weapons sometime in the future.

>> No.2828928

>>2828913
I thought major updates renewed its eligibility

>> No.2828939
File: 560 KB, 1600x900, Screenshot_Doom_20151202_103903.png [View same] [iqdb] [saucenao] [google]
2828939

>>2828396
Heh, found another one

>> No.2828948

>>2828851
if Monument doesn't win something i will sit here and grumble to myself.

>> No.2828963

>>2828913
Samsara was a runner up in like 2010 and it got a cacoward 1 year later, DoomRLA still has a chance to get a cacoward, and if it doesn't, then the OMGWPNs rebirth will get it.

And as for cacowards, its obvious that DBAB(Don't be a Bitch) Remastered will get the multiplayer cacoward this year.

>> No.2828964

>>2828920
There's already Quake's "The Original".
And I heard that the Grenade Launcher from Quake was supposed to make it too, but got scrapped.
Not to mention ID got some Wolfenstein TNO promo items popped in there.

I think that we'll definitely get some promo items. Now, whether we get guns, or just cosmetics, is where I can't be sure.

>> No.2828965

>>2828851
Maps: Sunlust, Threshhold of Pain 2, Valiant, Monument
Gameplay: fucking nothing
Multiplayer: DBAB LMS
Mordeth: OMGWPNS
Mockaward: Selfie Doom
Something for Gloome.

Something with Terminus so people can complain about a conspiracy again

>> No.2828970

>>2828965
>fucking nothing
Shotguns 2.1, son. [This should be the mockaward instead]

>> No.2828972

>>2828965
Somehow, I think Terminus winning a Cacoward this year will make us all feel a little comfy

thats my prediction anyways

>> No.2828975

>>2828970
Oh shit that's out?

>> No.2828976

>>2828975
Behold: http://forum.zdoom.org/viewtopic.php?f=19&t=45225

>> No.2828984

>>2828851

Should Romero get an Espi?
Not just for the fact that, y'know, he made the fucking game, but he's still contributing to the community even long after it's stopped being relevant to anyone else on the team. He has absolutely no reason to still be giving us even the time of day but is dumping resources, chatting with mappers, and even joined in some events at Quakecon.

>> No.2828985

>>2828963
>its obvious that DBAB(Don't be a Bitch) Remastered will get the multiplayer cacoward this year.
it is? i've never heard of it

>> No.2828993

>>2828975
>>2828976
looks like it's only just this second come out.

>> No.2828995

yholl a cute

>> No.2829016
File: 165 KB, 639x333, 1391772418444.png [View same] [iqdb] [saucenao] [google]
2829016

>>2828995
I agree

Also

>> No.2829067

>>2828993
I released 2.1 about 4 hours ago, and 2.0 a day or two ago.
2.1 completes the enemy roster (cacodemons, hell knights, cyberdemon, and probably something else I'm forgetting were missing) and patches a few things.

>> No.2829078

>>2828995
Remember when he didn't know what OTP meant

>> No.2829085
File: 120 KB, 550x375, 1420085501149.png [View same] [iqdb] [saucenao] [google]
2829085

>>2829078
ah ahahahaha oh gosh please post that I need it in my life

>> No.2829096
File: 92 KB, 597x678, yholl is cute.png [View same] [iqdb] [saucenao] [google]
2829096

>>2829085
rushed pic because warosu doesn't like my extensions

>> No.2829101

Thoughts on Shadow Warrior? I think it has the most satisfying weapons of any classic fps.

>> No.2829104

>>2829096
>
topless kek

that's severely adorable

>> No.2829109

>>2829096
There was also some small fanfiction and jokes in the next thread. I'll maybe try later to compile those.

>> No.2829110

>>2829101
Yea I like SW way more than Duke3D, and regarding weapon feel, the rocket launcher is def. better.

>> No.2829117

So, there should be a service/way to get every map for doom ever made that's older than a few hours old, like a streaming system... how hard would that be? Given the flexibility of the source ports and small size of assets this should be relatively easy

>> No.2829195
File: 63 KB, 1024x768, mgp00005.jpg [View same] [iqdb] [saucenao] [google]
2829195

>>2829117
Not every WAD ever is uploaded to /idgames.

I have a DOOM folder in my bookmarks bar in my web browser, with http://static.best-ever.org/wads/?C=M;O=D (date modified, descending, so latest are on top of list), the front pages for Doomworld /idgames, Doomworld WADs subforum, ZDoom forums, and iddqd.ru (for those kickass russian WADs that only seem to come up a few times a year). Also One Man Doom's Blogspot for when I get bored with new stuff.

Wad-Archive.com was pretty good, but as of late, their crawler is indexing garbage, IWADs, and reposts. Too bad, as they could scan WADs for level geometry, monster/item counts, and stuff. Pretty neat.

/idgames has a REST API if you want to take a crack at that. Invoke with a PHP action, and results come in XML or JSON, then your program can parse that. http://www.doomworld.com/idgames/api/

>> No.2829243

>>2829101
It's way better than Duke. It sucks there's no good source ports.

>> No.2829251
File: 42 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
2829251

http://www.wad-archive.com/wad/ba2813ea198f93e89ee8226db4811448

>> No.2829258

>>2829243
What's bad about Jonof's port?

>> No.2829276
File: 12 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google]
2829276

Cyberdemon531 did an 8 hour run of Sunlust:
youtu.be/tBMSn4_7Jo0

I know there are a few people here than enjoy these kind of long playthroughs

>> No.2829318

>>2829276
lol at 7:19 he decides "fuk dis shit" and iddqd's.

It's in the WADs damn readme that it's balanced around HMP and UV is nowhere near fair and designed to give selfproclaimed doomgods a challenge, yet he ignores it and rushes into UV.

>> No.2829323
File: 2.83 MB, 345x260, and so i leave, no longer bound to this unholy realm.gif [View same] [iqdb] [saucenao] [google]
2829323

>>2829276
I literally cannot support any speedrunner, streamer, or otherwise that uses texture filters of any kind.
I can't imagine what makes them think it's ok, and how it doesn't activate their gag reflex.

>> No.2829325
File: 95 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
2829325

Heya.
Can you please recommend me some good heretic stuff?

Weapon mods (aside from QuakeDIH) and maps (preferably episodes/megawads)

>> No.2829330

>>2829318
Huh. I'd skipped that.
>>2829323
It bothers me too, but it seems most doom content creators, even worthwhile ones, use them.

>> No.2829331

>>2829258
It sounds like shit.

>> No.2829335

>>2829330
>>2829323
notice how it's only plain OpenGL rendering instead of retarded software-styled shitsmearing that most people somehow consider good looking.

>> No.2829338
File: 22 KB, 350x295, a look of disguist in your general direction.jpg [View same] [iqdb] [saucenao] [google]
2829338

>>2829335
Okay big guy, you can reel your line back in.
I don't think the most retarded, ass backwards of fish are going to bite that bait.

>> No.2829342

>>2828851
>I almost have the same birthday as doom's release by minutes.
Ow, shit, nigga.

>> No.2829343

>>2829338
looks like you missed a word in that post there, chief.

hint: I wasn't taking about software renderer.

>> No.2829348

>>2829318
>UV is nowhere near fair
If I thought Sunlust UV was difficult but still fair does that make me an ubermensch?

>> No.2829356

>>2829330
>>2829323

I hate filters. I hate 'em with a passion.
I grew up in the fightan community and learned to really love SNK's art style and attention to detail, and that stuff just gets smeared with a blurry filter. That extends to a lot of sprite-based FPSes as well--any emulator/source port/whatever that doesn't let me turn them off goes straight into the trash can.

I would love to have seen SNK's art team take on an FPS.

>> No.2829365

>>2829318
>UV is nowhere near fair and designed to give selfproclaimed doomgods a challenge
You're thinking of Nightmare difficulty. I beat Ultimate Doom, Doom 2 and Plutonia on UV and I'm not touching that shit.

>> No.2829369

>>2829365
I was talking about Sunlust, citing from its readme:
>Sunlust is a set of 32 boom-compatible maps for Doom II, designed to be played from pistol start. The maps meander through a range of themes, from traditional bases and temples to abstract hellish, void, and tech aesthetics. UV is designed primarily for ubermensch doom-gods, thus we encourage most players to start off on HMP or lower.

>> No.2829376

>>2829356
https://www.youtube.com/watch?v=5bFFkNmhN_w
there's this, which is actually a beat-em-up but could technically count as an FPS
an absolutely trash game, but great spites

>> No.2829409

>>2829323
Sorry for the off topic..
This gif got me thinking
What is everyone's opinion of Vegimite?

>> No.2829418
File: 297 KB, 1366x768, Screenshot_Doom_JB-Berft.png [View same] [iqdb] [saucenao] [google]
2829418

>> No.2829439
File: 589 KB, 1024x1536, Screenshot_Doom_20151202_1310062.png [View same] [iqdb] [saucenao] [google]
2829439

To whoever said Unreal's textures are too dark:

...Fuck.

>>2829409
I don't know what Vegimite is, but I love Vegemite on toast.

>> No.2829445

>>2829439
Yeah, Vegemite

>> No.2829493

>>2829445
wtf is vegemite

>> No.2829507

>>2829276
0-4 I watch this
6-9 I watch the UT duel vods
>>2829439
Yeah
>>2829493
A really divisive foodthing
Australian or something I think

>> No.2829509

>>2829493

http://lmgtfy.com/?q=vegemite

>> No.2829575

>>2829439
>Replacing IWAD textures

Yea why tho?

>> No.2829621

>>2829575
Because you can make the game look different.
http://forum.zdoom.org/viewtopic.php?f=19&t=45213
http://forum.zdoom.org/viewtopic.php?f=19&t=31134
http://www.moddb.com/mods/cacodemon-textures/images/

>> No.2829780

https://www.youtube.com/watch?v=AAsROSjrZ-g

term confirmed for sellout

>> No.2829853 [SPOILER] 
File: 132 KB, 640x480, 1449043141004.jpg [View same] [iqdb] [saucenao] [google]
2829853

has the doom comic ever been storytimed on /co/?

>> No.2829865

Jeez, MAP03 of Plutonia is brutal. Those Arch-Vile ambushes are nasty.

>> No.2829874

>>2829780
you tried, anon
you tried

>> No.2829878

>>2829853
Yeah, a couple of times.

>> No.2829885

>>2829853

It has been story-timed in nearly every board where the Doom comic would fit topic-wise. Even way before BD ever existed

>> No.2829896

>>2829878
oh. been meaning to get to it myself for quite some time now, so thought I might ask here beforehand. what did they think of it? besides it being utter shit, that is

kinda wish there were an entire series of doom comics too come to think of it now. having just one around might keep the keks flowing around for a while but I'd rather have more to talk about apart from the 'rip and tear' comic value

>> No.2829901

Heya everybody.
How do you feel about Doom Tribute by Alando (maker of Temple of the Lizardmen?
http://www.youtube.com/watch?v=da7J51qSX_s

I'vee started playing it and so far it feels more faithful to the original than KDIZD.

Also anything on this: ?
>>2824701
>>2829325

>> No.2829912

>>2829901

That shotgun feels REALLY off

>> No.2829917

>>2829901
>There's a TOTLM 3 and upcoming TOTLM 4 now
This guy's dedication to his weird little lizardmen universe creeps me out a little bit.

>> No.2829918

>>2829917
I like lizard-girls

>> No.2829920

>>2829918

good taste

>> No.2829923

>>2829901
>that railshot on the hellknight near the end
>'don't give two shits'
holy fucking kek was that anti climatic

>touching upon the guns in any way
I fucking hate this shit to death

>> No.2829926

>>2829918
I actually went through TOTLM1 with XWE on a whim because I expected there to be an impse edit with the lizardwomen in it somewhere and gee

>> No.2829927

>>2829923
>you can replace the guns with anything you want, or simply erase the defs turning them into vanilla.

>> No.2829940

>>2829927
well yeah, I think that's the majority of cases for vanilla styled mapsets with custom content isn't it

>> No.2829943

>>2829493
Inferior to Marmite

>> No.2829953

>>2829926
well, was there?

>> No.2829984

>>2829276
watching a person savescum their way through a wad is terribly boring.

>> No.2830041 [SPOILER] 
File: 158 KB, 1024x768, 1449051058659.gif [View same] [iqdb] [saucenao] [google]
2830041

>>2829953
Yes. I think there's lizardwoman edits of this particular Duke3D sprite in TOTLM2 as well.

>> No.2830147

NEW THREAD

>>2830145
>>2830145
>>2830145

>> No.2830284

>>2828913
>gameplay
tsp is eligible, also marty will probably update it again before december 10th