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/vr/ - Retro Games


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File: 114 KB, 283x244, _christmas_doom.png [View same] [iqdb] [saucenao] [google]
2867617 No.2867617 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2858137

Mostly Doom, but all retro FPS 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.2867618

===NEWS===

[12-21] Painkiller mod: monsters only version
>>2867495
http://temp-host.com/download.php?file=bp24wf

[12-20] Several new versions of Beautiful Doom (6.0.9.2, 3, 4, 5...)
https://www.doomworld.com/vb/wads-mods/72811-beautiful-doom-is-back-6-0-9-5-dec-20-2015/

[12-18] Freedoom will (eventually) become vanilla-compatible.
https://www.doomworld.com/vb/freedoom/85134-freedoom-1-0-will-be-vanilla-compatible/

[12-16] Freedoom v0.10 released
https://github.com/freedoom/freedoom/releases/tag/v0.10

[12-15] Turok being re-released on the 17th
https://youtu.be/i9Op9wNphq4

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.
https://vimeo.com/148909578

[12-13] 32in24-15 is happening right now and will probably be over by the time this news post is published.
https://www.doomworld.com/vb/wads-mods/85065-32in24-15-dwango-unchained/

[12-11] Thanks for the shout-out, @doom_txt!
https://twitter.com/doom_txt/status/675011657949646849

[12-10] GBA DM updated
http://www.best-ever.org/download?file=gba_dm_remakev4f.wad

[12-10] Legends of Game Design 1997 interview with Romero (starts around 25:00)
https://youtu.be/8fqYpWAIL3Y

[12-10] CACOWARDS 22
Sunlust / Erkattäññe / Skulldash / Swift Death / Breach / Valiant
50 Shades of Graytall / Sheer Poison / dead.wire / Return to Hadron
MP: Don't Be A Bitch Remastered / ChaosCore CTF
Mod: DoomRL Arsenal
Jokewad: Selfie Doom
Mordeth: ChaosCore CTF
Mapper: dannebubinga
EspiLA: fraggle
https://www.doomworld.com/22years/

[12-08] NUTS.WAD... for DN3D!?
https://youtu.be/iP2am1tDSGg

[12-08] Scerebi Forest updated
http://www.mediafire.com/download/i40ac6dm61ls8vp/Scerebi_Forest_11.rar

[12-07] Italo Doom: 20 extreme slaughtermaps by Ribbiks/dannebubinga (beta)
https://www.doomworld.com/vb/wads-mods/84966-

[12-06] Anon mod release: Project MSX without custom monsters
https://drive.google.com/file/d/0B5auxSCe-a8eTVpqempDcFRRVFU/view

===

To submit news, please reply to this post.

>> No.2867705
File: 158 KB, 800x600, motherfuckerswhomadedoom.jpg [View same] [iqdb] [saucenao] [google]
2867705

Why does PRCP and Plutonia 2 have like hundreds of Archviles and skeletons
Plutonia wasn't exactly like that

>> No.2867706

Marathon was here.

Doom is a shit.

>> No.2867709

>>2867706
is it possible to play marathon without having to own a mac?

>> No.2867712

>>2867709
yeah, go download Aleph One

>> No.2867713
File: 87 KB, 800x600, MOTHERFUCKERWHOMADEHALO.jpg [View same] [iqdb] [saucenao] [google]
2867713

>>2867706
Hi Marathon
I mean, you're ok for what you where
but you had ugly ass textures and clunky gunplay

>>2867709
Aleph One
https://alephone.lhowon.org/

>> No.2867774
File: 82 KB, 640x480, blood04.png [View same] [iqdb] [saucenao] [google]
2867774

>>2867706
Blood was here, you guys all suck.

Get on my level of weapon enemy and level design.

>> No.2867783

>>2867774
Not to forget the clunky controls.

>> No.2867785

>>2867774
source code when?

>> No.2867795
File: 970 KB, 200x133, 1442689434747.gif [View same] [iqdb] [saucenao] [google]
2867795

>>2867785
Haha. ha

>> No.2867803

>>2867774
Wow, Blood's HUD layour is a clusterfuck.

>> No.2867804

>>2867803
Layout, even.

>> No.2867836

>>2867712
>>2867713
wow, linux port, source available, everything. me rikey. thank you very much.

>> No.2867850

>Beautiful Doom causes slowdown whenever things get busy
>Brutal Doom never did

Huh. Wish I could change that.

>> No.2867852
File: 240 KB, 400x200, Bitch ass Skellyngton.gif [View same] [iqdb] [saucenao] [google]
2867852

>>2867774
Source code release
Never ever

>> No.2867857

>>2867850
play smooth doom instead

>> No.2867881
File: 910 KB, 1440x900, Marathon Infinity 2015-12-04 19-05-02-769.png [View same] [iqdb] [saucenao] [google]
2867881

>>2867774
If anyone actually liked you you'd be reverse engineered by now. Even Strife did!

>> No.2867906 [DELETED] 
File: 29 KB, 320x200, Blood_5.png [View same] [iqdb] [saucenao] [google]
2867906

>>2867881
I think there is a reverse engineer either done or WIP

>>2867774
so are doom and quake when you have them fully zoomed out. (+/- keys)

Most people run their HUDs with minimal info.

>> No.2867907
File: 29 KB, 320x200, Blood_5.png [View same] [iqdb] [saucenao] [google]
2867907

>>2867881
I think there is a reverse engineer either done or WIP

>>2867803
so are doom and quake when you have them fully zoomed out. (+/- keys)

Most people run their HUDs with minimal info.

>> No.2867965

>>2867881
There was a guy reverse-engineering it for ZDoom but his hard drive wasn't a fan of Blood.

>> No.2868007

>>2867907
Zblood

>> No.2868067

>>2867617
Anyone got any good megawads that are compatible with gameplay wads?

>> No.2868072

speaking of Blood, could anyone help me in setting up eduke32?
Everytime I try to run it I get this message at the bottom:

Initializing OSD...
0 joystick(s) found
Setting video mode 1024x768 (32-bpp windowed)
Disabling desktop composition...
OpenGL information
Microsoft Corporation GDI Generic 1.1.0
Your OpenGL implementation doesn't support detail mapping. Disabling...
Your OpenGL implementation doesn't support glow mapping. Disabling...
Your OpenGL implementation doesn't support Vertex Buffer Objects. Disabling...
Opened "textures" as cache file
Warning: the GL driver lacks necessary functions to use caching
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Executing "settings.cfg"
Texture filtering mode changed to GL_NEAREST
g_errorLineNum: 0, g_tw: 0

Wrote eduke32.cfg
Wrote settings.cfg

What is going on here? I know I'm on a rinky dinky piece of shit laptop but I'd figure I'd be able to run duke.

>> No.2868193

>>2867857
__________this

>> No.2868205

>>2868072
I'm not great with computer, but I think this means you need to update your OpenGL.
https://www.opengl.org/wiki/Getting_Started#Downloading_OpenGL

>> No.2868215
File: 63 KB, 1030x760, Untitled.png [View same] [iqdb] [saucenao] [google]
2868215

>>2868205

I tried that, but intel does not like my processor.

>> No.2868221
File: 84 KB, 909x700, RQ2.png [View same] [iqdb] [saucenao] [google]
2868221

Is this true?

>> No.2868226

>>2868221
The part below the line was written by the poster who quoted Romero there.

But who can know for sure?

>> No.2868231

>>2868221
Those aren't really things he said.

Carmack had redone basically everything though, not out of spite, he just had, and Romero realized "Oh fuck, we have to redo everything!"
I don't think he even held it against him at the time, even though Romero was in full cunt mode during Daikatana

>> No.2868238

>>2867617
Does quake have a copy pasta?

>> No.2868246

>>2868231
>Carmack had redone basically everything though, not out of spite, he just had
i think he does an engine, goes "look at all the things wrong with it, i can do this better" and does another one that does everything a different way

>> No.2868261

>>2868221

>and my current hot romanian wife

Romero had as many wives as Littlefoot had movies. And THAT is something you don't get to say every now and then.

>> No.2868270

>>2868221
http://lparchive.org/Daikatana/Update%2025/

Very real.

>> No.2868273

>>2868261
i wonder what happened to her. did she develop a fault and had to be returned to the seller?

>> No.2868280

>>2868273

He's talking about Stevie Case you dong

>> No.2868282

>>2867705
Cause they thought emulating something is taking its signature mark and just rolling with it.

>> No.2868283
File: 144 KB, 640x480, Caleb.png [View same] [iqdb] [saucenao] [google]
2868283

>>2867774
I play crossmatching.

Though i'm a little wary of mentioning it since I recall in one thread one retard having a huge autistic fit over it.

>> No.2868291

>>2868283
i'm having a huge autistic fit right now. bweeeh. gyaaah.

>> No.2868301

>>2867705
Why would anyone ruin this picture?

>> No.2868304

>>2868291
kek.

Not even kidding though this guy made like twenty+ mile long posts ranting about how shit crossmatching was, I think he needed professional help.

>> No.2868312

>>2868301

It's an old, stale pic someone was forcing really hard on /v/ (shocker) back in the day

>> No.2868313

>>2867705
I miss Robin.

>> No.2868317

>>2868312
The version without the shittily photoshoped head on top of Carmack's is much better.

>> No.2868318
File: 450 KB, 851x479, Doom 64 Level 1 Demon.png [View same] [iqdb] [saucenao] [google]
2868318

Real Doom 3 coming through.

>> No.2868320
File: 126 KB, 983x974, romero.png [View same] [iqdb] [saucenao] [google]
2868320

>>2868221
yeah totally isn't parody

>> No.2868327

>>2868320
pretty sure that's a Somehthing Awful thread.

>> No.2868363

>>2868320
>>2868327

Expert deductive skills.

>>2868270

>> No.2868364

>>2868007
>>2867965
>>2867907

ZBlood is about as much of a reverse engineer as fucking Dehacked patches are.

>> No.2868367

>>2868318
More like Doom 2.5
>gameplay of doom 2
>dark and gloomy atmosphere of doom 3
I can see why it's liked so much.

>> No.2868368
File: 22 KB, 600x330, 1431729877451.jpg [View same] [iqdb] [saucenao] [google]
2868368

https://www.youtube.com/watch?v=mhd0FAkcxvY

>> No.2868386
File: 2.83 MB, 345x260, and so i leave, no longer bound to this unholy realm.gif [View same] [iqdb] [saucenao] [google]
2868386

>Beat Quake for first time
>Have first three Runes
>Beat Azure Agony
>Get final rune
>Get sent back to main hub
>What the fuck
>Game doesn't think I beat the other three worlds
>Don't have the other three runes any more
>Can't fight Shub Niggurath and finally fucking beat the game
Why the fuck is this happening?
Jesus fucking lordie Christ.
I just want the satisfaction of finally fucking killing Shub, but I'm not playing all those god damned levels all over again.

>> No.2868401

>>2868363
Hey if you want to risk your computer by clicking links posted on 4chan, that's your decision.

>> No.2868404

>>2868401
>he doesn't fucking know the lparchive

I don't have enough > in the world for your bullshit.

>> No.2868416

>>2868386
Just warp to the last level.

>> No.2868426

So like, uh, Quake is on sale over at GOG.com. Anybody up for a MP lobby?

>> No.2868430

>>2868426
Quake 3 or no deal.

>> No.2868451

oh look i fixed BethesDoom's shit

http://picosong.com/QhFM/

>> No.2868457

>>2868451
Sounds as shitty as before. What changed?

>> No.2868465

>>2868451
It's going to take far more than a speed up to fix that.
Mick's newest teases don't sound much better frankly.
https://vine.co/v/iKH2gZJ0b3U

>> No.2868493

I've been trying to get into Blood, and it's pretty damn fun, but is there any way to make its mouse not feel like slippery assholes?

>> No.2868503

>>2868493
Why do you know what slippery assholes feel like?

>> No.2868513

>>2868493
Nope, that's why people want a source port. Or at least why I want a source port.

>> No.2868515

>>2868493
There's a special driver for that. It has a form of exe and you should load it up as custom input device in the setup program.

>> No.2868548
File: 17 KB, 308x297, 1420433978570.jpg [View same] [iqdb] [saucenao] [google]
2868548

What's the best Hexen sourceport? I'm feeling like hacking up some Wrath of Cronos in Epic 2 but i don't like fighting doom enemies

>> No.2868549

I sure hope night dive ends up expressing interest in buying a Blood license/the entire IP. Porting/recreating it in Kex ought to take like less than a month for them.

>> No.2868554

Is there any mods to change the monsters without any weapon mods?

>> No.2868593

>>2868548
Do you mean "TC" perhaps?

>> No.2868605
File: 215 KB, 800x600, fatalerror.jpg [View same] [iqdb] [saucenao] [google]
2868605

trying to run doomrpg after a long time, and I don't remember what I did to get it to work. I tried to play it, but I got this error. wat do?

>> No.2868609

>>2868593
Nevermind that, i was just retarded. Anyway, i'm trying to run the Epic 2 megawad with the thing but i keep getting Doom enemies despite the replacer patch. What gives?

>> No.2868612
File: 2.19 MB, 388x218, in the not too distant future.gif [View same] [iqdb] [saucenao] [google]
2868612

>>2868605
>That window color

>> No.2868623

>>2868554
why would you want that?

>> No.2868630

>>2868605

Update your GZDoom.

>> No.2868632

>>2868548
>likes hexen enemies over doom enemies
You're weird.

>> No.2868634

>>2868609
Try a different load order of the patch and the main mod in zdl.

>> No.2868643

In Blood, how do I get rid of those hand monsters when they choke me? I haven't found out how.

>> No.2868645

>>2868630
thanks, it worked.

>> No.2868646

>>2868634
It worked, thanks mayne

>> No.2868650

>>2868451
>>2868465
Why can't people be arsed to compose actual music for games anymore?

>> No.2868667

>>2868650
It's not the Composer's fault, most of the time.
Mick Gordon is an insanely good and talented composer, and his work on Killer Instinct is exceptional.
Usually it's the dev or publisher's fault. They'll set up guidelines for the soundtrack that are too strict, and the composer can't use their musical talent to their fullest.

>> No.2868668

>>2868667
Well that's awfully unfortunate.

>> No.2868672
File: 385 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
2868672

I know its not retro, but are there any good Single Player mods/ campaigns for Unreal 2?

Are there any for Unreal/UT for that matter?

>> No.2868674
File: 38 KB, 838x584, ayy lmao.png [View same] [iqdb] [saucenao] [google]
2868674

>>2868650
>not making your own soundtrack for your own wad

>> No.2868681

>>2868643
IIRC you spam the use key or hold it in

>> No.2868686

>>2868643
Here's athing: you're supposed to shake them off with mashing USE button, but it's FPS tied, so the higher the FPS the faster you need to mash. In Dosbox if your fps above 60 its near impossible to shake them off.

>> No.2868698
File: 1.47 MB, 640x400, R&D gameplay.webm [View same] [iqdb] [saucenao] [google]
2868698

Non-stock chem effects coming soon. Was focused on getting player metabolism working first.

the lights can be replaced

>> No.2868705
File: 37 KB, 212x256, Ifrit Bruiser.gif [View same] [iqdb] [saucenao] [google]
2868705

Hey everyone, just wanna let you know I bought the id Anthology off ebay, this one was priced at $625 and it's never been used but opened, even has the Doom comic. Look forward to pictures in the coming week. Have a safe and happy holiday.

>> No.2868706

>>2868698
>drugs
You can do some really trippy things with colormaps. I think you can also use cameratexture hudmessages with an increased FOV for a fisheye effect.

>> No.2868709

>>2868705
Wow. Congratulations.

>> No.2868714
File: 210 KB, 800x600, mutherfuckerswhomadedoom.png [View same] [iqdb] [saucenao] [google]
2868714

>>2868317
sorry
Kel was cannonically part of the MFWMD though

>> No.2868715

>>2868706
Camera textures are already being used for the nuke-op helmetcam (planning on making it display on-station security camera feeds if possible), but I'll keep that in mind. I haven't experimented with colormaps though, but it's probably worth looking into. Any other engine features you can recommend for SS13-related things?

>> No.2868717

>>2868705
Should've bought it for 666

>> No.2868721
File: 476 KB, 800x800, 1441320028402.jpg [View same] [iqdb] [saucenao] [google]
2868721

>>2868705
>You'll never own a Doom Comic

>> No.2868725
File: 6 KB, 249x212, omgdevil.jpg [View same] [iqdb] [saucenao] [google]
2868725

>>2868717
this anon is right.

I mean...this is doom we're talking about here.

>> No.2868726

>>2868705
gimme the mac wolfenstein files!

>> No.2868727

>>2868705
wow man you must be loaded

>> No.2868729

>>2868726
Absolutely love to if I knew how! hahah

>> No.2868741

>>2867774
it has some decent level design from what I've played...I'll give it that much.
As for looking appealing?
Good enemy design or variety?
Fuck no.

>> No.2868767

>>2868715
I've never played SS13 and have only the faintest idea of what it's like, but I know a decent bit about modding tricks and special effects. If you could post some features you'd like to implement but are unsure of perhaps I could recommend something specific.

>> No.2868775

>>2868426
Huh, neat. Seems like I can buy Quake even if I live in Germany, which is the reason I can't buy it off Steam.

A shame Q2 isn't there though.

>> No.2868802
File: 348 KB, 1280x800, fluke ops Mk.V.png [View same] [iqdb] [saucenao] [google]
2868802

>>2868767
Imagine WDI but more complex, on a space station, with some of the best emergent gameplay ever implemented, on the worst engine ever known to man. Basically, each round starts with a random gamemode being picked, hostile players being assigned, then the round lasts until the hostile players achieve their objective(s), are killed, the emergency shuttle is called and arrives in time to evacuate the crew. The original's basically a simulator in many aspects - for instance, the health system lets players build up damage of various types with effects as a result (if you're spacewalking without a breath mask and oxygen tank, you'll take oxygen damage, and as a result pass out or worse), and it also has atmospheric simulation (pressure leaks, gas levels, etc.). Those are just two examples of the detail level.

The original is on a tile-based engine, so it has some features that I'm probably going to revamp (original has 100% environmental destruction, I'm making dedicated breach zones instead, for example), but overall I'm pretty sure that most of the essentials are implementable.

I'm not making a 1:1 port, however, because the original has what's essentially the definition of spaghetti code, and has been open source for ages so it's not exactly stable on the inside. That, and adding everything isn't within the abilities of any source port currently released, so I'm basically starting over from scratch and building the game up piece by piece in order to get something that's fun and playable, while keeping the spirit of the original intact.

If you're curious about the game, check out the /vg/ thread, I recommend everybody to try it at least once. There's some more progress screenshots in there as well.

Anyhow, for actual features, it'd help if you could specify what you're most proficient with (ACS, DECORATE, cosmetic effects, etc.) so I can find a couple of features in that area on my to-do list for starters.

>> No.2868805
File: 160 KB, 1280x800, uac station 13.png [View same] [iqdb] [saucenao] [google]
2868805

>>2868767
>>2868802
Hate to double post, but I'm not trying to sound like I'm demanding a job application, it's just that from what I currently have there's a lot of directions I can go. I'm more motivated to work than ever and I'm trying to scrape together a basic list of things that need to be added sooner rather than later.

>> No.2868837

>>2868802
>>2868805
It sounds like a really neat game and I ought to try it myself when I have more spare time. I was under the impression that it was some kind of mmo before, but round-based gameplay appeals to me at lot more.

>Anyhow, for actual features, it'd help if you could specify what you're most proficient with (ACS, DECORATE, cosmetic effects, etc.)
My decorate isn't really up to scratch, especially in regard to decorate expressions. Textures and special effects is something I love doing, and which my current main project has none of so it'd be cool doing some of that.
I know ACS rather well as far as a single player environment goes, but I have almost no idea how running scripts, storing values and whatever works in a multiplayer environment other than basic information retrieving calls.

>> No.2868839

>>2868837
Don't worry about the global/multiplayer ACS stuff, I'm reverse engineering parts of Stronghold to see how it's done there and then writing up my own scripts from scratch once I'm sure how the lobby system works.

Okay, there's one thing I'm sort of unsure how to implement, which is basically horizontal gravity. Think a black hole sucking the player towards it. I've been trying to put down a couple of methods on how to handle that in generic cases (invisible monster + negative kickback hitscan, only hits one player sadly from what I realize), and a few others, but so far I haven't been able to find a solution that works. ZDoom pushers and pullers are positively archaic and I'm not sure how much use they are.

For special effects, one thing I could use some inspiration for is how to handle, say, eye damage. Keeping track of the player's vision state isn't a problem, but making some good special effects for it that aren't just FadeTo(grey) is something I haven't really found myself able to do (if there's one thing I'm not, it's a graphic designer). Last one is the inventory system, but that's a whole different ballgame. I'd love it if you had any ideas on how to implement the former two, primarily.

>> No.2868840

>>2868767
https://www.youtube.com/watch?v=9U2CePgS1Rc

>> No.2868843

>>2868840
https://www.youtube.com/watch?v=FHH1vfY6HTA

>> No.2868846

>>2868839
have you tried an AoE attack with negative knockback for the black hole ?

and for the eye damage, you could look at how (old versions?) of brutal doom handle blood and bullet holes getting in your face, it was a pain but properly done it could help, i guess

>> No.2868853

>>2868846
That's actually a good idea, but I just noticed A_RadiusThrust works with negative values. That's probably better - combined with a check to see when actors enter the sector, it's probably sufficient for what I need. That takes care of AoE, now I have to find out how to do one-way suction (opening airlocks without cycling them).

I've got unused cracked visor sprites that are going to be added to masks and helmets once I do an interface overhaul later on, moving things into both scripted HudMessages and SBARINFO depending on where it's most efficient (right now it's 100% SBARINFO). I'm thinking more of what kind of effect would best portray 'I've had poisonous gas sprayed in my eyes and I can't see shit".

tempted to track each eye seperately and do overlays which make you literally half-blind

>> No.2868858
File: 78 KB, 353x258, inventory.png [View same] [iqdb] [saucenao] [google]
2868858

>>2868839
>which is basically horizontal gravity.
That should be fairly easy. Make an invisible HullBreach actor that uses A_RadiusGive constantly, giving a custom inventory item to nearby players that runs a script that compares the x/y angle of the player with the HullBreach and does a ThrustThing action in the opposite direction.

I'm not sure how to make the hullbreach pass it's TID to the inventory token's script however, but I'm sure there's a way.

>For special effects, one thing I could use some inspiration for is how to handle, say, eye damage. Keeping track of the player's vision state isn't a problem, but making some good special effects for it that aren't just FadeTo(grey) is something I haven't really found myself able to do (if there's one thing I'm not, it's a graphic designer).
I would print a black radial gradient around the screen with a hudmessage, and either pulsate the opacity or waggle the SetHudSize values up and down in a loop so the visual field appears to dilate and contract(like in a severe migraine). If you want to make something really advanced you could abuse several cameratextures of low opacity and 1px differing size to make a blur effect kinda like in Total Chaos.

>Last one is the inventory system, but that's a whole different ballgame. I'd love it if you had any ideas on how to implement the former two, primarily.
I have made one of those, but it runs entirely on ACS, doesn't interact with inventory items, and the interface is used with a mouse pointer so I don't know how relevant it'd be for your use.

>> No.2868859

>>2868853
the most realistic way of doing it would be having an oval window [to simulate squint/narrowing] and only a circle in the middle that's not blurry [to stimulate tears]
but that'd probably be annoying

>> No.2868870
File: 266 KB, 1280x800, plasma.jpg [View same] [iqdb] [saucenao] [google]
2868870

>>2868858
You're a godsend, mouse interface has been the plan all along but I wasn't sure how to implement it efficiently. Even if your inventory doesn't actually interact with the inventory, it'd probably be good for handling the actual interface (everything you see on-screen, apart from O2/temperature is meant to be clickable to toggle things). Those items you see in the lower right are currently locked in place, the idea is that you should be able to equip different items in those slots. The original goes as far as to have two hand slots that track items you're currently holding, but that's something I'm not quite sure can be done satisfyingly outside of a fuckton of SetWeapon hacks, so I'm sort of keeping that basic at the moment (right hand for weapon, left hand for item - so basically just cosmetic for now).

I'm gonna try and implement the HullBreach thing for airlocks since they're part of the level, and make gravitational anomalies like black holes or spacetime distortions actual DECORATE actors. Throwing those suggestions in the project folder so I won't forget them. Thank you, anons, keep it coming. Have some plasma leaks for your time.

the mask overlay changes depending on which type of mask you wear

>> No.2868873
File: 410 KB, 1280x800, fluke ops Mk.IV.png [View same] [iqdb] [saucenao] [google]
2868873

>>2868870
Er, items in the lower left, my mistake. Here's an example of some of the stuff I've been toying around with when it comes to camera textures.

>> No.2868893
File: 44 KB, 1061x480, interface.png [View same] [iqdb] [saucenao] [google]
2868893

>>2868870
> mouse interface has been the plan all along but I wasn't sure how to implement it efficiently.
Basically I have an array of all clickable buttons with their left, right, top and bottom coordinates (based on a series of values dependent on each other so they can be moved around in real time by changing some variables) along with associated scripts and graphics, and a script called "leftclick" that just compares the cursor coordinates to every button until it finds a match. I think it could work in multiplayer if every player gets his own one dimensional array that stores his mouse coordinates.
Here's my project thread anyway, I think it's relevant enough to you:
>http://forum.zdoom.org/viewtopic.php?f=19&t=49027

>The original goes as far as to have two hand slots that track items you're currently holding, but that's something I'm not quite sure can be done satisfyingly outside of a fuckton of SetWeapon hacks
That sounds like an inconvenient design choices one wouldn't even necessesarily want to keep, so rationalizing a bit on your own seems like a good idea there.

>>2868873
It looks incredibly neat. A nice border around the cameratexture is in order but I realize it's really WIP.

>> No.2868912

>>2868893
It's /extremely/ relevant to what I'm trying to create - a big part of SS13 is the world's interactivity and the sense of immersion it creates. It runs on an engine that's basically a graphical MUD (in case you're not familiar with them, they're multiplayer 80s-text-adventures), so the whole verb-interact thing is in the original, just hidden away under the graphics. I'm also a fellow point-and-click fan why play shooters otherwise, so I can appreciate the work that goes into making something like that in first person. Can't wait to crack open the beta and see how it works.

And yeah, while I can appreciate the depth they tried to go for with the hand system, it's not something I'll mourn if lost, although I'll try a few approaches later down the line to see if something similar can be made. The reason it's in the original is so you can have stuff like a riot shield in one hand and a stun baton in the other, etc.

Don't worry, the helmetcam will get a border when I figure out the right dimensions to balance functionality versus annoyance. And as to the mouse coords, I think that can be handled by making the script run clientside in multiplayer (I'm not sure I need to track player mouse positions across levels). I'll figure something out.

Looking forward to seeing how your stuff pans out, by the way, I really wish more games put focus on immersion and world interactivity in a way that isn't 'pick up that can'.

>> No.2868915

Is there an easier way to kill the standard Zombies in Blood?
I've only played to the second level because fighting almost everything in the game feels tedious and slow as shit.

>> No.2868930

>>2868915
Shotgun altfire kills them in one hit most times (their head flies off), other than that pitchfork works well, but you'll have to kill them 2 times instead.

THE best way is to burn them either with spray can or napalm cannon, or blow them with dynamite (or make cultists blow them)

>> No.2868946
File: 181 KB, 640x480, 1436385753615.jpg [View same] [iqdb] [saucenao] [google]
2868946

>>2868912
>a big part of SS13 is the world's interactivity and the sense of immersion it creates. It runs on an engine that's basically a graphical MUD (in case you're not familiar with them, they're multiplayer 80s-text-adventures), so the whole verb-interact thing is in the original, just hidden away under the graphics.
I really like the formulaic and technical approach to world interaction text and (old style) point and click games have. Even if it isn't as immersive and realistic as for example Amnesia it makes for a more.. literary? experience, and lends itself well to multiple solution puzzles and detailed/specific response to player input.

>Can't wait to crack open the beta and see how it works.
Likewise. I'm fumbling in the dark with so many things so it's great that someone else works on a similar/related project.

>I really wish more games put focus on immersion and world interactivity in a way that isn't 'pick up that can'.
Ultimately what too many games lack is a sufficient amount of player agency. A true feeling of exploration is rare, and choices rarely matter at all (if there do, it'll be a binary choice "be a dick" or "be nice"). Telltale games are particularly bad in this regard, with good acting and characters as their only saving grace.

>> No.2868953

>>2868915
What difficulty are you on? Because Blood is a very difficult game, even on easy.

>>2868930
>or make cultists blow them
l-lewd

>> No.2868954

Are there any more recent worthwhile episodes/megawads with custom enemies and weapons? Outside of Athropomorphic Lizard Fetish: The Wad.

>> No.2868968
File: 59 KB, 1280x800, ss13.png [View same] [iqdb] [saucenao] [google]
2868968

>>2868946
>Even if it isn't as immersive and realistic as for example Amnesia

Old games will always feel infinitely more realistic to me than any amount of polygons will, because I simply can't feel immersed in a game if I don't feel like I actually exist in the world. It's the old theme-park versus sandbox argument all over again. This is also why I prefer System Shock to its sequel, because even though a vast amount of its gameplay features are essentially useless to the game's goal itself, it makes it feel more real than any new game when you can slide into basically any stance you can think of in a completely smooth, non-rigid manner. (I'm looking at you, ArmA)

That and the modular difficulty, another genius concept I've never seen implemented in a game since.

>I'm fumbling in the dark with so many things

This is exactly how I feel when I mess around with the current atmospheric simulation system which runs on individual particles. Generally I try to do as much as possible in DECORATE because it scales neatly to multiplayer, but sometimes it just breaks down entirely.

Here's a shot of the main map. It's a bit old and needs updating (some sector merges, mainly), but it's the most played one in the original game so it's the one I did first. Angles come later once it gets to the polish phase. Trying to make it relatively easily to add new maps.

>> No.2868971

>>2868954
Blade of Agony? You've played Valiant I assume.

I thought the third installment of TOTLM was pretty good honestly, and the upcoming 4th one will be free from objectionable content

>> No.2868971,1 [INTERNAL] 

>>2868954
Reminder: He would not be bitching if the lizard girls were either kemononimi style, moe or simply not present.

>> No.2869045

So, is Hellcore 2.0 a sequel to Hellcore, or is it a polished/fully done version of Hellcore?

>> No.2869073

>>2869045

The latter.

>> No.2869078
File: 84 KB, 466x492, 1430505378042.png [View same] [iqdb] [saucenao] [google]
2869078

Out of all the Doom and Build engine protags, who would win in a wrassling match?

Hard mode: No drugs

>> No.2869081

>>2868915
You're experience with Blood is pretty much exactly like mine. I get it, you're trying to save your ammo for stuff that shoots back or worse. Especially important on medium because everything that isn't one of those moronic zombies can basically flay you apart.

It fucking sucks.

I didn't find it at all fun on anything but Easy. Can you do higher? Sure, but it's as you said, it turns into a complete slog / savescum fest quickly.

The later levels are actually pretty cool and you should see them.

>> No.2869084

>>2869078
Duke because he's the crowd pleaser

>> No.2869086

>>2869078

Either Doomguy or Baratus as they're both swole as fuck.

>> No.2869093

>>2869078

If we're going off kayfabe and basing off who would please the crowd, then obviously Duke. His entire shtick is the crowd pleaser. Even now, with his franchise being drug through the mud, he's still the most recognizable.

If we're going for greco-roman wrestling and actual combat, then likely Doomguy or Baratus. Doomguy's got experience and can handle fucking anything at this point, and Baratus is the meatiest as all fuck.

>> No.2869116

>>2869073
Oh, well fuck. Screw this Hellcore playthrough I'm in, I'm transferring my shit over.

>> No.2869128

>>2868215
>>2868072
bump? I really wanna play that blood conversion thing but I'm not sure what to do.

>> No.2869190

>>2869128
nevermind, figured it out myself.

>> No.2869205

>>2868721
>>You'll never own a Doom Comic

Good.

>> No.2869209 [DELETED] 
File: 34 KB, 192x197, 1383780490739.png [View same] [iqdb] [saucenao] [google]
2869209

>>2869116
Well, this is just great. I'm playing Hellcore 2.0 with Psychic and Colorful Hell, and I'm on the first map when I reach the dock where you grab the blue key. The baron closest to the key is green, the second closest is blue, the third closest is orange, and the one next to the door to get back inside is fucking purple.

>> No.2869214

>>2869116
Well, this is just great. I'm playing Hellcore 2.0 with Psychic and Colorful Hell, and I'm on the first map when I reach the dock where you grab the blue key. The baron closest to the key is green, the second closest is blue, the third closest is orange, and the one next to the door to get back inside is fucking purple.

All I have is Lv.1 pistols and Lv.1 Steel.

>> No.2869247

>>2869078

indie wrestling? The ultimate underdog would win, so that means Chex

WWE? Definitely Brutal Doom. belee dat bbygurl

>> No.2869281
File: 471 KB, 1280x1024, Screenshot_Doom_20151221_232612.png [View same] [iqdb] [saucenao] [google]
2869281

AAAAAAAA

>> No.2869318

>>2869281
At least doomguy has a new power.
https://www.youtube.com/watch?v=wPLpovcDujw

>> No.2869387

>>2868672
Operation: Na Pali for Unreal Tournament acts as an unofficial sequel to the original Unreal, and it's rather good, with very similar gameplay. Just get past the crappy easter eggs and terrible (but charming) voice acting and it's worth a ride.

It's hard to install but if you know how to extract files out of .UMOD packs, then you can figure it out.

>> No.2869398
File: 34 KB, 567x456, 1386735565893.jpg [View same] [iqdb] [saucenao] [google]
2869398

>>2869281

>> No.2869417

What does the EX in Doom 64 EX stand for?

>> No.2869440

>>2869417
EXtra crispy.

>> No.2869443
File: 356 KB, 747x1040, that's so 2014.jpg [View same] [iqdb] [saucenao] [google]
2869443

>>2869417
It means the demons take two lives when you are defeated

>> No.2869476

Anyone have a link to that retro FPS compilation? The torrent is unseeded. I'm only at 3.89%...

>> No.2869509

gratz Terminus on the write-up for gameplay wad, good stuff that!

>> No.2869514

>>2869247
>The ultimate underdog would win, so that means Chex
chex is a military warrior, though
he's hardly an underdog if he's got the skills to back it up

>> No.2869539
File: 95 KB, 640x480, 1450780466.png [View same] [iqdb] [saucenao] [google]
2869539

okay so i just played switcheroom e2m6, if the fellow from the previous thread is still around.

the "secret exit switch" isn't actually necessary, it's just a trap that releases some cacodemons. you don't, in fact, need to activate it to be able to exit the level.

call it vestigial, i suppose. a feature formed due to the map's heritage, but not a functional one.

>> No.2869541

People, when you say that noone likes Terry WADs, you do realise you're speaking for everyone? Unbelievably enough (well for you autists), there are people that genuinely enjoy Terry WADs because they can actually take a fucking joke. Just because you don't like it doesn't mean noone else is allowed to enjoy it.

>> No.2869545

>>2869541

So what?
Of course some people enjoy it. It's not some kind of yes/no all-or-nothing jumble where simply the existence of an opinion validates it.

Yes, there are people that enjoy Terry wads.
There are also people that enjoy eating full sticks of butter.
It's not a matter of being able to take a joke, it's that the joke is shit. Sure, it's "just your opinion" but I don't give a shit about your opinion and simply having an opinion doesn't change anything.

>> No.2869550

/vr/doom: the last refuge of the banned

>> No.2869556

>>2869550
Guess he couldn't resist coming back for one more round.

>> No.2869567
File: 1.03 MB, 952x716, file.png [View same] [iqdb] [saucenao] [google]
2869567

>>2868968
Modular Difficulty was implemented into at least one other game series - Space Rangers (russian turn-based space RPG mixed with arcade top-down shooter, text adventure and economic elements for good measure). It's really good, and while first one has a wonky translation the second one was recently re-released with a proper translation and several fan addons (picrelated is from 2nd one)

Space Rangers 2 also has RTS (build robots from parts, command them in ground combat) and FPS (in same situation, assume control of said constructed robot and smash things to pieces) elements added, which are entirely optional and you can even turn those missions off completely in the menu.

>> No.2869569

>>2869550
>>2869556
What (who) are you talking about? Did I miss all the drama again?

>> No.2869572

>>2867881
Blood has been recreated in both eduke32 and doom engines. The recreations suck but that's no surprise when the source code hasn't been released due to atari holding it hostage. Its multiplayer maps and weapons have also been recreated for quake. There are also loads of fan made level expansions and map packs.

>> No.2869574

>>2869569
tl;dr: the terry scene is dying, and nothing of value was lost.

terrywads haven't been accepted on /idgames.
terrywads are usually very, very bad jokewads revolving around a couple rooms that look nice before dumping you in an instantkill trap with screeching noises and textspam.
the people who make terrywads don't like this
they have been talking about how it's "fascism" and "censorship" and they should be allowed because "some people like them".

the idea that "people enjoy X and so it should be fine" is a very, very poor argument, especially when the crux of your own argument is about how personal taste shouldn't dictate what should and shouldn't be allowed

the creators have decided the best course of action is to:
A: fill the /idgames uploads with wads saying the admin is a fag
B: make shitty topics on doomworld about anime girls
C: post on /vr/ about "SMELLS LIKE 'STOP HAVING AN OPINION I DON'T LIKE' IN HERE", the irony of which is completely lost on them

>> No.2869578

>>2869574
How about I red pill you? Oh wait it doesn't matter since you'll just completely ignore my points.

>> No.2869579 [DELETED] 

>>2869569
doomguy 2000 and nambona 890, maybe others, i don't know.

>> No.2869581

>>2869578
No, please do.
I collect red pills

>> No.2869582

>>2869569
doomguy 2000 and nambona 890, maybe others, i don't know.

there's no drama other than they've been banned from doomworld and zdoom and everywhere else and have nowhere else to rant.

>> No.2869583

>>2869579
DG2k is doing the vid stuff and speaking indirectly, I'm coming here and wondering how people can survive with such little intelligence.

>> No.2869584

>>2869578
>>2869583

Go to bed, nambona.

>> No.2869591 [DELETED] 

>>2869581
>>2869574
>terrywads haven't been accepted on /idgames.
Then explain the dozens of Terry WADs that are still on /idgames, and the 2 that have gotten through since Bloodshedder did his retarded shit.
>the idea that "people enjoy X and so it should be fine" is a very, very poor argument, especially when the crux of your own argument is about how personal taste shouldn't dictate what should and shouldn't be allowed
As I already said, just because you don't like it doesn't mean it shouldn't exist, except when it's illegal (like CP), but are Terry WADs illegal? No. Should they have the right to exist? Yes. It's basic freedom of speech.

Response to A and B:
We were just having a bit of fun.
Response to C:
We're fine with you disliking them; in fact when I actually did do Terryshit, that was what I wanted. But wanting them completely gone from existence is rather silly in my book; and actually acting upon that is even more so. So how is our statement "ironic"?

>>2869584
I'm not even tired.

>> No.2869597

>>2869591
>It's basic freedom of speech.
irrelevant since idgames is a private hosting server.
i'm sure you've had this explained to you before.

>> No.2869603

>>2869597
OK, we have different opinions of what freedom of speech actually is.

Also, I'm glad you omitted the "archives" from /idgames, because /idgames is not an archive anymore.

>> No.2869604

>>2869591
>Should they have the right to exist? Yes. It's basic freedom of speech.
literally nothing is stopping you from making them and distributing them
that is their right to exist
congratulations, you exercised it

you do not have the right to have them hosted on certain websites unconditionally, nor does this make them exempt from people telling you "this shit sucks, stop making it"

yet, this is the second (third?) time you have come out of nowhere to rant about this, which means you are very concerned about people with other opinions
which, yes, makes the entire thing incredibly ironic

>> No.2869606

>>2869591
>>2869603
>freedom of speech
Is the ability to say what you want without backlash from the government.
It is not the ability to have your shit hosted on a website.

>> No.2869607 [DELETED] 

It's as hard to argue with you guys as it is to argue with a conspiracy theorist. What is similar between you two?

Cognitive.
Bias.

Also, this video is pretty related to your lives as a child. https://www.youtube.com/watch?v=w_23z9yJAq0
inb4 i'm called an edgy faggot

>> No.2869608

>>2869607
so you have no interest in actually discussing things. fair enough, not sure why i tried in the first place.
go have "a bit of fun" and then go to bed, nambona

>> No.2869613 [DELETED] 
File: 11 KB, 214x236, tmp_14429-images-456063827.jpg [View same] [iqdb] [saucenao] [google]
2869613

>>2867617
>THE LITTLE DOOMER BOY
Glad to see doom babies are developing some self awareness :^)

>> No.2869615

>>2869613
I take it this post is a forum shitter.

>> No.2869621
File: 132 KB, 1649x931, 1430506798800.jpg [View same] [iqdb] [saucenao] [google]
2869621

I made my first Doom 2 map. My goal was to make it seem like it's not my first map. It's short but action packed. Works in zdoom/zandronum not sure about anything else.

https://mega.nz/#!4kEDTJzY!uGMjJfBS-_BV9-3Kz33bgN-nJ7e-lOQxGs5xlYzg4IQ

Feedback encouraged PLEASE VALIDATE MY EXISTENCE/spoiler]

>> No.2869624

>>2869613
no it's a pun on "the little drummer boy". a fairly lame one, i know.

>> No.2869631
File: 8 KB, 420x648, cybrb5.png [View same] [iqdb] [saucenao] [google]
2869631

>>2869624
Unf, he told me.
Then shot his shot gun.
Into my bum.

>> No.2869639
File: 249 KB, 1024x768, Screenshot_Doom_20151222_233252.png [View same] [iqdb] [saucenao] [google]
2869639

>>2869621
>My goal was to make it seem like it's not my first map
It's almost impossible to achieve this, even if you've had experience mapping in other games. But the good thing is you'll only get better!

I noticed the grass in the outside area is slightly higher than the floor of the base, you should lower it or give the sidedef between the height differences a texture. The height of the grass also made one of the imps outside climb into a window, which didn't look right. You can stop that by making the windows block monsters, if you don't want to change the height of the grass area.

>> No.2869643
File: 829 KB, 150x250, 1421678361585.gif [View same] [iqdb] [saucenao] [google]
2869643

>>2869639
thanks, fixed it by lowering it. I guess I accidentally raised the grass instead of lowering the patches of dirt.

>> No.2869656

>>2869621
nice, have a demo.

http://temp-host.com/download.php?file=ix99om

recorded with ZDoom 2.8pre-1865-g7c6237e

there are a few missing textures in software mode, the window in the first room, and around the edge of the blue key area.

>> No.2869661

>>2869550
Given how Sgtmark posted here when he was banned from various places I'm honestly not surprised

Not that it was a bad thing

>> No.2869665

>>2869567
Leave it to the Slavs to actually incorporate innovations into their games. They may be bug-riddled pieces of shit, but they're fun and original pieces of shit.

>> No.2869667
File: 1.00 MB, 184x141, 1439759792265.gif [View same] [iqdb] [saucenao] [google]
2869667

>>2869656
Sweet, thanks for the demo. It's cool to see someone else play through your level. Your different play-style gave me a bunch of ideas on how to improve it.

>> No.2869670

>>2869665
Surprisingly, Space Rangers are nearly bug free, in the first 2 or 3 playthroughs I encountered only one bug (which broke one of my savegames, thanks god this game autosaves every turn), but have not encountered any ever since.

Also note that AI Rangers and NPCs in this game has all the abilities of the player - they can buy things (some times things you were saving money to buy), extort money from passing ships if they have a pirate personality, trade, affecting the global economy, fight invaders, and even complete quests.

In fact if you chose lowest difficulty settings there's a chance they complete the game on their own (defeat all the bosses) and you'd know about it only from the local news.

>> No.2869672

>>2869670
I have to check that out, it sounds surprisingly similar to a project I've got going on the side. Hopefully it's not too hard to dig up a torrent somewhere. Thanks for the recommendation, anon.

>> No.2869678

>>2869672

here's a torrent for the latest re-release that has some additions that were previously a fan mods. Fans of the series treat it as a mixed bag.

https://kat.cr/space-rangers-hd-a-war-apart-v-2-1-2022-0-2013-repack-r-g-catalyst-t11775151.html

There are several more versions of this: Rise of Dominators (original 2), Reboot (patched-up 2nd with original 1st game included), Revolution (even more patched up with some addons and shit). HD: A war apart is Revolution with even more addons that were fan mods before and HD compatibility.

>> No.2869689

>>2869678
Much appreciated, now I have something to play the next time I take a break from modding. Thanks, man. Good strategy games are extremely rare to come across these days and it's awesome when obscure gems like this are dug up and distributed.

>> No.2869697

>>2869689
Its not a strategy though. Its closer to turn-based RPGs, but set in space with some of the open-world space sim elements (trading, pirating, combat, government missions) thrown in and minigames of other genres.

>> No.2869709

Is there a more beautiful OST than Mock 2's?

I don't think so.

>> No.2869741
File: 367 KB, 1920x1080, 2015-12-22_00001.jpg [View same] [iqdb] [saucenao] [google]
2869741

>>2869621
Nice little map, thanks for posting it

I liked the traps, though the way you set up the 1st main room made the demons crawl over to the side and surprise me to the right of the door. Not sure if that was intended.

I was a momentarily unsure of where I was directed as the red key is not as clear behind the switch you placed in front of it. For situations like that I find it best to give the key some appearance room unless its meant to be hidden.

Either you didn't mark any secrets or the map simply had none? You should feel free to put some in, I always enjoy searching for them.

Some misplaced textures here and there, remember that doors can reveal some height changes.

>> No.2869749
File: 130 KB, 1680x1050, 1446724412625.jpg [View same] [iqdb] [saucenao] [google]
2869749

>>2869621
Can anyone tell me why the quoted linked file won't open in GZDoomBuilder?

I made the map using zdoom+UDMF settings in SLADE. Errors telling me it can't find any maps in the file. Tried stable and SVN build.

>> No.2869751
File: 388 KB, 700x934, 1449940578072.jpg [View same] [iqdb] [saucenao] [google]
2869751

>>2869741
Feedback noted, I've fixed a bunch of things related to your suggestions. No secrets, I'm not much into secrets but seeing that people seem to like them I guess I should add them. Fake walls always came off as cheesy/lazy to me.

The Imps stacking up isn't intended but I left it because it didn't seem terrible. I'm probably gonna add sound blocking to more areas to stop monsters from rushing you before you get there.

>> No.2869753

Are there any Christmas themed wads?

>> No.2869787

>>>/wsg/873557

Okay so I'm working on adding holster/drawing sounds for the weapons, but do you guys think it's too much because of how fast the weapons are drawn and holstered?

>> No.2869803

>>2869749
Nevermind I figured it out, apparently those blank entries in my WAD weren't supposed to be there.

>> No.2869842
File: 39 KB, 599x600, 1449879555389.jpg [View same] [iqdb] [saucenao] [google]
2869842

What are some fantasy-themed map packs to play? Shit similiar to Epic 2 or Brotherhood of Ruin etc.

>> No.2869852

>>2869787
nothing wrong with that, they're just sound cues. just don't make them go on for too long.

>> No.2869857

>>2869852

Yeah, all weapon draw/holster sounds are like, half a second tops

>> No.2869859

>>2869852
>just don't make them go on for too long.
I COULD AIM, BUT WITH THIS THING...

>> No.2869872

>>2869621
It is pretty fun to play actually, i liked it. Can use some texture aligning and proper skybox (i played in zdoom).

>> No.2869889

>>2869753
h2h-xmas https://www.doomworld.com/idgames/themes/xmas/h2h-xmas
nordhell https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/nhell_d2
whitemare https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/whitemar

>> No.2869920
File: 22 KB, 499x430, like tears in the rain scoob.jpg [View same] [iqdb] [saucenao] [google]
2869920

Guise, how do I into fukken Quake?

I'm overwhelmed by all the fucking sourceports and texture patches and music downloads.

>> No.2869927
File: 1.65 MB, 800x3848, SoYouWannaFuckSomeQuake.png [View same] [iqdb] [saucenao] [google]
2869927

>>2869920
>The Imps stacking up isn't intended but I left it because it didn't seem terrible. I'm probably gonna add sound blocking to more areas to stop monsters from rushing you before you get there.

>> No.2869930

>>2869927
Oh whoops. I apparently had some text selected. Anyway. There's your image.

>> No.2869936

>>2869927
>>2869930
Tom Hanks, brev.

>> No.2869962

>>2869667
I think it is important to get a demo from someone who isn't particularly good at doom to balance your map so here. https://mega.nz/#!0NdWAKAA!brTKKcEOWaseAah7B23a_4PI9Nwr7y-J6QBcYFTfljY

made on the same version as >>2869656

>> No.2869971

>>2869962
are you implying i'm good at Doom!?

>> No.2869972
File: 849 KB, 710x944, this is why ISIS does what it does.png [View same] [iqdb] [saucenao] [google]
2869972

>>2869205

i'm glad someone still feels that way about the comic

>> No.2869975

>>2869971
I didn't watch the other posted demo

>> No.2870000

>>2869975
oh, fair enough, well i just watched yours and i think you did just as well as i did if not better -- i mean you got a faster time.

the biggest difference was that you were using autoaim while i have all the quake options like jumping mouselook and no autoaim turned on, because i only usually use zdoom for mods, which usually assume quake options. i would have preferred to record with a boom-compatible port, but that was sadly not possible due to udmf.

>> No.2870010
File: 13 KB, 300x300, why it's peyote smithers, the cure to end all ills.jpg [View same] [iqdb] [saucenao] [google]
2870010

>>2869927

Do you guys prefer Quakespasm or Darkplaces?

>> No.2870016

https://www.doomworld.com/vb/wads-mods/85184-freudian-slipgate-time-spent-with-cats-is-never-wasted-public-beta/

a #doomtwid diss map. this won't end well.

>> No.2870024

>>2869920
>>2869927
A little note: buttons bleeding when you shoot them is normal in Darkplaces and not a bug. Well "normal": They emit the same pixely red particles you get when shooting enemies in vanilla, intended to represent blood and sparks respectively, but since it still the same particle, buttons will bleed in flashier sourceports.

>> No.2870026

>>2870016
I won't condone community drama, but it is fascinating seeing creative products like these as a result.

>> No.2870032

>>2870016
Dont see no dissing in there. What do you mean?

>> No.2870034

>>2867705
>Plutonia wasn't exactly like that

Yes it was. Its just that PL2 and PRCP took it up a notch.

>> No.2870036

>>2870016
Can I ask what the hell this #doomtwid thing is, and why its something to care about?

>> No.2870042

>>2870016
I expected something like Community is Falling down, but right now I only see a wad with a non present first map, and otherwise spacious maps filled to the brim with shit you wouldn't really encounter in your first megawad maps.

>> No.2870045

Re: Reviews in /idgames

I can confirm I can't leave a comment in any wad, but I can still rate it while being anonymous. As a matter of fact I have a DW account and the last time I checked I couldn't post or rate any wad either.

>> No.2870054

>>2869972
Why are you so fucking salty about the Comic?
Is it because it helped spawn Brutal Doom, so you blame the comic for why you can no longer enjoy Doom?

>> No.2870060

>>2870054

...what?

>> No.2870061

What, I can now also buy Quake on Steam?

I suppose all the classic games originally banned in Germany are being applied for reevaluation.

>> No.2870067

>>2870032
Read the plot. Fix your irony detector.

>>2870036
Chatroom of doomworld admins, mods, cacoward writers, cacoward winners, other popular people - and of course brown-nosers, coattail-riders, and hangers-on. A clique with a disproportionately large influence. The inevitable result of a forum with names, identities, and a hierarchy.

>> No.2870067,1 [INTERNAL] 

>>2870067
*tips fedora*

>> No.2870070

>>2870067
Plot? In my Doom? No wai!

>> No.2870123

>>2870067
>A clique with a disproportionately large influence.
They have "a disproportionately large influence" because they actually do stuff, anon.

>> No.2870139

>>2870067

Not him but

>Read the plot.

I did, and last time I checked alterworldruler had no heat with the #dtwid members.

Unless there's something we don't know that you do, anon.

>> No.2870158

>>2870067
>disproportionately large influence
How? A lot of them are bigshots for a reason.

>> No.2870161

Who's lead designer on Düm 2016 anyway? Marty? Is this a "From the producers who played Doom!" kind of deal?

>> No.2870168
File: 1.67 MB, 3264x1836, Todd Howard leads a band of raiders into a local Gamestop to slaughter all employees, and burn any game that is not Fallout 4. Walls were found covered in the writing IT JUST WORKS consisting of the blood of those slain.jpg [View same] [iqdb] [saucenao] [google]
2870168

>>2870161
Todd Howard and his band of angry goblin people.

>> No.2870183

>>2870139
shrug, no idea. it just seems like a dig to me.

>> No.2870186

>>2870168
>fat guy nips up front
>Z-list Gosling to his right

>> No.2870195

>>2870161
probably design by committee, with stratton as the scapegoat

>> No.2870210

>>2870168
Bethesda aren't developing it you cretin.

>> No.2870230

>>2870168
Todd Howard is sexy huh guys

>> No.2870236

>>2870161
>Marty

Do not bring up his name in /doom/; last time it happened shit got ugly around here.

>> No.2870265
File: 215 KB, 640x480, HATE,HATE.png [View same] [iqdb] [saucenao] [google]
2870265

>mfw looking for a good zandronum server on doomseeker

>> No.2870270

>>2870067
>The inevitable result of a forum with names, identities, and a hierarchy.

It's not so much a result of names and identities. Sometimes people do have names and identities they have absolutely no influence because they either don't do things or the things they do are terrible.
It's more the inevitable result of people who do things and do them well. People listen to them over the guys who talk big but do jack.

You get the same thing in the /agdg/ generals, the split between devs and nodevs--the devs who actually do things and post progress are listened to, while the nodevs just whine and shitpost.

I really could do without the sycophants, though. I hate kissasses.
I want people to be able to tell me to fuck off without fear of reprisal.

>> No.2870278

>>2870161
he is apparently "executive producer", whatever that means. some guy named Graham Joyce is the writer, according to Wikipedia
>>2870236
not really, all i remember was a bit of fun with his nervous demeanor and sweaty visage in a photo

>> No.2870284

>>2870278
Chief Scapegoat. Executive == he gets publically executed (fired) when it flops.

>> No.2870290

>>2870054

please explain the need to insert brutal doom in your post, when the post you were replying to never mentioned it in the first place.

>> No.2870362
File: 602 KB, 1920x1080, Screenshot_Doom_20151222_214424.png [View same] [iqdb] [saucenao] [google]
2870362

Why is this in my DOOM folder?

>> No.2870369
File: 717 KB, 1920x1080, Screenshot_Doom_20151222_214547.png [View same] [iqdb] [saucenao] [google]
2870369

Was this by a 13 year old?

>> No.2870379
File: 3.12 MB, 1784x1030, file.png [View same] [iqdb] [saucenao] [google]
2870379

In Turok EX I'm seem to be unable to obtain unlimited lives cheat through legit means (by getting 10 lives) - when I have 9 lives and 99 crystals I cant pick up the last crystal to make it 10 and unlock the cheat.

Do I do something wrong or is it a bug?

>> No.2870385

>>2870362
>>2870369
haha i love those art gallery wads. low res pictures awkwardly forced into the doom palette, a delightful relic of the nineties.

>> No.2870435

>>2870362
>>2870369
Is that a weapon mod or is it part of the wad? Because I really like the shotgun.

>> No.2870436

>>2870435
That's smoothDoom with alternate weapons on.

>> No.2870449

>>2870436
oh shit really? is that a new feature and I need to upgrade? or was it there for awhile and i'm just too retarded to see the option?

if it's the former, link?

>> No.2870456

>>2870449
Current version should be: http://forum.zdoom.org/viewtopic.php?f=19&t=45550

SD has its separate menu.

>> No.2870458

>>2870010
quakespasm because i'm not mentally handicapped.

>> No.2870462

>>2870456
Oh shit thanks laddy.

>> No.2870468

>>2870458
Already downloaded it lad, but could you explain to a fellow candlesniffing fuckfence what's wrong with Darkplaces?

>> No.2870474

>>2870468
It doesn't look ugly enough for the purists. After all, the most important thing about Quake is the bad graphics.

>> No.2870485

>>2870462
Try "SSG gibs" on. It's ridiculously satisfying.

>> No.2870487

What are some other WADs, not necessarily good ones, that just scream "product of the 90s"?

I'm talking Ace of Base 90s here.

>> No.2870501 [DELETED] 
File: 201 KB, 675x427, 71fc2850d78a53e69487daf5acc4a9735e00566.png [View same] [iqdb] [saucenao] [google]
2870501

>>2870067
So they are Doominati?

>> No.2870506

>>2870487
graphics/sound wads like Simpsons Doom?

>> No.2870508

>>2870506
I was thinking more of stupid stuff like that gallery further up, not just graphic/sound replacements.

>> No.2870528

Finished Quake's 3rd episode this evening.

My current ranking is

Ep1 > Ep 3 > Ep2

I tried the 4th episode and instantly noped when I saw 0/77. A few minutes later I died.

>> No.2870537
File: 348 KB, 1366x768, Screenshot_Doom_20151213_130640.png [View same] [iqdb] [saucenao] [google]
2870537

>>2870487
like this?

>> No.2870540

>>2870508
self-referencing sectors, floating middle textures, fake 3d out of the ass. the 1997 style

>> No.2870546
File: 12 KB, 284x276, 1424057244004.jpg [View same] [iqdb] [saucenao] [google]
2870546

>>2870528
>He hasn't played Pain Maze
>He hasn't played Azure Agony
Oh boy oh boy

>> No.2870573

I love immersive mods like the helmet hud.

Horror mods like dark doom and ambient soundtrack are also gold. I fucking love self-inserting and roleplaying as a random space marine whose in a bizzare ass situation.

My greatest doom experiences resulted from immersing myself and playing intentionally cautiously.

>> No.2870595 [DELETED] 
File: 215 KB, 960x1280, What can I say, I'm loving this meme.jpg [View same] [iqdb] [saucenao] [google]
2870595

>>2870573
>MUH IMMERSION
>UNGGH DARK AND AMBIENT
>SELF INSERT ROLEPLAY
How much faggier can you get, you GZDooming fuck-pickle.
I bet you're excited for DOOM '16.

>> No.2870598

>>2870595
>GzDoom.
>Bad.
u wot m8

>> No.2870601

>>2870573
yeah it's fun to play previously unseen maps cautiously, try to find 100% of everything on the first attempt and take absolutely hours savouring it.

i can only do this once though, once i've learned the map it doesn't work any more.

>> No.2870602
File: 228 KB, 500x502, 1411940614061.jpg [View same] [iqdb] [saucenao] [google]
2870602

>>2870595

>> No.2870603 [DELETED] 

>>2870598
GZDoom is what enables shit like Brutal Doom.
If GZDumb and Zandrondumb were never created, we wouldn't have to deal with all these awful gameplay mods, filters, HD Textures, and almost everyone would be forced to have a relatively pure and vanilla DOOM experience, the way it should be.

>> No.2870606

>>2870603
how do you feel about limit removal and boom features?

>> No.2870606,1 [INTERNAL] 

And naturally, people will fall for it

>> No.2870607
File: 118 KB, 705x540, Laughing Judgemental Spongebob Characters.jpg [View same] [iqdb] [saucenao] [google]
2870607

>>2870603

>> No.2870609

>>2870603
then what other source port could we use?
>muh dosbox
>muh chocolate doom

yeah no, fuck off.

>> No.2870613
File: 26 KB, 582x586, purists BTFO.png [View same] [iqdb] [saucenao] [google]
2870613

>>2870603
>the way it should be

>> No.2870620 [DELETED] 

>>2870609
>>2870606
You GLBabbies make me fucking sick. You are what is slowly dismantling this wretched community. No one experiences DOOM as it should be. The fact that even Chocolate Doom lets you disable vertical mouse movement is fucking disgusting. We need to go back to square one.

>> No.2870621 [DELETED] 
File: 106 KB, 386x580, 1421394520090.jpg [View same] [iqdb] [saucenao] [google]
2870621

>>2870603
>Hurr everyone should be forced to be just like me!

I'm not even a brutal doom shitter that just sounds unfair and selfish.

Faggot.

>> No.2870624

>>2870468
For a real answer, it breaks many maps both official and fanmade, and uses a backported Quake 3 physics engine instead that throws people off.

>> No.2870628 [DELETED] 
File: 126 KB, 466x700, 1421394556118.jpg [View same] [iqdb] [saucenao] [google]
2870628

>>2870620
You mean fucking dosbox? how about no.

Sorry but no, absolutely vanilla doom is shit and nobody can deny this except the truly deluded.

There needs to be a few modernization to make it fucking playable, and these mostly relate to control and compatibility.

>> No.2870629

>>2870613
Carmack hasn't made good decisions in 15 years.

>> No.2870632

>>2870629
Good thing that one was made 18 years ago :^)

>> No.2870635

>>2870628
You know what else is shit?
Brutal Doom, Complex Doom, Jumping, and Mouse Aim.

>> No.2870636

>>2870620
>No one experiences DOOM as it should be.

Good. Been there, done that, 100% sure that after two literal decades it would've gotten old by now.

>> No.2870637 [DELETED] 

>>2870620
you giant faggot, source ports like are what made the community bigger & better than ever. if people thought of that kind of old-fashioned horseshit like you, doom would have never been thought of. unless it comes up in /v/. also this>>2870628

>> No.2870638 [DELETED] 

>>2870620
heh. Donald or whoever has got a new gimmick

>> No.2870639 [DELETED] 

Can't you guys learn to get along and not shitpost one another? Tis the season to respect thy fellow doom-man!

>> No.2870640

>>2870635
I actually like jumping but ZDoom/GZDoom's default jump physics are fucking garbage. Quake is miles better in that regard.

>> No.2870641 [DELETED] 
File: 107 KB, 480x720, 1421392982876.jpg [View same] [iqdb] [saucenao] [google]
2870641

>>2870635
Then why do you think they are mere "Options"?

HMMMMMMMMMMMMMMMMMMMMMMMM

>> No.2870643 [DELETED] 

FFS STOP ENABLING HIM. ALL OF YOU ANSWERING TO OBVIOUS SHITPOSTER ARE THE ONLY ONE RESPONSIBLE FOR THIS BOARD BECOMING SHIT LATELY.

>> No.2870652

>>2870632
18 years ago tomorrow, in fact.

>> No.2870664

>>2870540
could you post a screenshot of an example?

>> No.2870668
File: 183 KB, 425x450, vr mod rules.png [View same] [iqdb] [saucenao] [google]
2870668

>>2870595
>you must play as if it's the early 90s
>you cannot play the game to your own tastes
>source ports are heresy

>> No.2870681

what if all the purists had to use gzdoom for a week
and all the modernists had to use chocolate-doom for a week

>> No.2870687

>>2870681
>what if all the purists had to use gzdoom for a week
I only have intel integrated graphics, so no doom for me for a week. Maybe I can wriggle out of it by I can't be a purist because I play huge boom maps in high resolution with prboom

>> No.2870691

>>2868643
>>2868686
Its actually an issue with dosbox tired to your cpu/cpu cycles, not fps nor am inherent issue in the game. blood on Windows 98 didn't have this issue and it ran at well over 100fps Super smooth on pentium 200mhz.

I've also played blood on different modern systems via dosbox and had the hands not coming off issue on the poorer setup with less fps but didn't on the newer setup with higher fps.

>> No.2870694

>>2870691
*tied, an
Sorry phoneposting

>> No.2870701

>>2870635
>more intuitive aiming is a bad thing

>> No.2870702

Does anyone actually like clones of Downtown/those other maps that are just an open flat space with structures on them containing monsters?
I just got up to map 19 of BTSX and it's blegh. Never seen that kind of map done well.

>> No.2870704
File: 291 KB, 800x600, 1424513445153.png [View same] [iqdb] [saucenao] [google]
2870704

>Doom the musical.

Would you watch it?

Me personally I see three outcomes.

>Best Case Scenario:It's actually pretty good, well executed or is a badass metal opera.


>Okay:Musical is so cheesy and stupid it's hard to love but harder to hate.

worst case scenario:It's shit through and through and will probably just live on as a mere meme lik the doom comics.

>> No.2870705

>>2870702
yeah i do. as long as the map gives you enough to work with before you get overwhelmed by monsters, it's no fun being chased around without any weapons/ammo

on that score btsx_e1 map19 is a bit annoying due to all the free-roaming archviles, you pretty much have to know exactly where to go at first to get enough gear to defend yourself

>> No.2870708
File: 155 KB, 1024x768, Coop-20151223-004243.png [View same] [iqdb] [saucenao] [google]
2870708

>zdaemon

>> No.2870709
File: 84 KB, 1280x720, You're a big demon.jpg [View same] [iqdb] [saucenao] [google]
2870709

>>2870704
>Metal opera
You mean like this?
https://www.youtube.com/watch?v=rBhozE-TkQo

I could live with that.

>> No.2870710

>>2870704
a musical version of a thing defined by having a silent protagonist seems inherently flawed and d-- er, i mean, guaranteed to failure

>> No.2870715

>>2870708
i'd kill for that motion tracker

>> No.2870716

>>2870715
does it show anything besides other players' positions relative to your current location?

>> No.2870721

>>2870716
probably would show where items & weapons are.

>> No.2870727
File: 807 KB, 400x249, 67536734.gif [View same] [iqdb] [saucenao] [google]
2870727

>>2870709
Dude have you watched Metalocalypse? The Metal Opera 'finale' was beautiful.
https://www.youtube.com/watch?v=KSgoefp8Ol0
It had Mark Hamill and Corpsegrinder in it.

>> No.2870756
File: 212 KB, 800x1160, BEST DOOM YET!.jpg [View same] [iqdb] [saucenao] [google]
2870756

>BEST DOOM YET!
what did he mean by this?

>> No.2870757

>>2870721
>>2870716
I remember one of the ZDoom mods having such a thing.

I also remember a properly working minimap feature sent in, but rejected because <dumb reason i dont remember>

>> No.2870765

>>2870756
I've never seen a PS1 game box that shape.

>> No.2870768
File: 72 KB, 250x250, kek.png [View same] [iqdb] [saucenao] [google]
2870768

>>2870756
>30 frames/sec
>super fast speed

>> No.2870772
File: 141 KB, 640x1023, 3054_front.jpg [View same] [iqdb] [saucenao] [google]
2870772

>>2870765
A fair amount of earlier PS1 games used the same kind of cases as the Saturn and Sega CD did, before they started using the crappy regular jewel cases that break easily.

>> No.2870782
File: 388 KB, 1216x1903, DOOM PSX.jpg [View same] [iqdb] [saucenao] [google]
2870782

>>2870756
>Not having the Blockbuster sticker

>> No.2870784

>>2870757
>minimap on hud
Are there any huds that do this? A helmet-hud with a minimap projected on it would be neat.

>> No.2870793

>>2870067
>A clique with a disproportionately large influence

What exactly is disproportionate about it?

>> No.2870842

>>2870793
I know little of the Doom clique specifically, but the problem with forum cliques generally is that, due to brown-nosing, they become infallible. So it may start out as people saying "X is right because he's made amazing contributions to the community" but it eventually becomes people saying "X is right because he's X" - probably said by people who've never played X's contributions but want to be on the good side of X or X's friends. And if X has a bad opinion on something or makes something bad, people are afraid to say anything and say it's good anyway.

It's not exclusive to forums or even the internet. It happens in every human grouping. It's just how people work. 4chan's anonymity is an interesting experiment in that it removes a fundamental aspect of human social nature, with both good and bad consequences.

>> No.2870887
File: 328 KB, 1366x768, gravity.jpg [View same] [iqdb] [saucenao] [google]
2870887

https://drive.google.com/file/d/0B8xWmOI7IYl3eWczZGhvM0J4MzA/view?usp=sharing

Here's a small part of a level I'm working on for the /vr/ boom ep 1 project. It's fooling around with self-referencing sectors to make a level based on invisible floors - an anti-gravity testing facility or something like that.

My issue is I have no idea whether it's any good. Self-referencing sectors seem to really fuck with the Doom AI. For example, monsters won't walk on to them or off them, and don't seem to be able to wake up by seeing the player if the player is on them. So I'm having difficulty working around all that.

Currently it's just three small rooms.

>> No.2870942

>>2867617
/vr/ I am a poor humble /v/irgin who needs help and you only can help me.

I have played so much doom that I am bored. I am bored of the same imps with the same behavior and attacks, and doing the same moves all the time to avoid all the attacks I know by heart.
I know there exists tons of custom monsters that fit relatively well within the lore (cacolantern, to mention only him, but there is a lot more -- I just don't mean "ULTRABBADONTH THE GIGA CYBERSPIDERICONDEMONOFSIN THAT FIRES 400 ROCKETS PER VOLLEY EVERY SECOND" and shit like that).
is there a wad that makes them randomly spawn in place of the regular monsters? like x% chance to replace Y monster type with a variant? especially one compatible with megawads?

>> No.2870951 [DELETED] 

>dewm babbies

>> No.2870957

>>2870942
DoomRPG, DRLA Monsterpack, and Colorful Hell all come to mind. I'm pretty sure Realm667 monsters don't have a dedicated randomizer for them, though.

>> No.2870958

>>2870942
Have you tried some gameplay mods like Project: MSX, SUAB, Demonsteele or GMOTA?

>> No.2870997

>>2870957
>I'm pretty sure Realm667 monsters don't have a dedicated randomizer for them, though.

There's scalliano's Realm667 Shuffle, though that includes weapons (a lot of Realm667 monsters are zombies with specific weapons).
http://forum.zdoom.org/viewtopic.php?t=24974

>> No.2871014

>>2870942
Oblige + brutal doom sperglord edition + doom metal music pak.

I enjoy this. maybe you will too.

>> No.2871025
File: 95 KB, 600x425, romero.jpg [View same] [iqdb] [saucenao] [google]
2871025

>>2870756
Romero probably got overly excited when he saw the new spooky sound effects and the crazy colored sectors, like he usually did when he saw something "totally rad" and new.

>> No.2871092

However do you get ZDoom to reset your weapons to 0 each new stage?

>> No.2871149

Does Crispy Doom use an opengl renderer? How does it look so much better than chocodoom?

>> No.2871163

>>2871149
it's rendering in 640x400, not 320x200. Otherwise the renderer is precisely the same.

>> No.2871164

>>2871092
I just go IDCLEV MAPXX (where XX is the map number).

>> No.2871168

>>2871163
Im surprised it makes that much of a difference.

>> No.2871176

>>2870756
> Only port to contain 50 maps, including stuff from Ultimate Doom, Doom 2, and whole new levels.
> Only console port to feature all gore stuff, and all frames for all monsters.
> Better graphics than any other port.
> Most badass atmosphere soundtrack ever made, for any game.

Compared to SNES, Jaguar, or 3DO, PSX and Saturn (yes, even Saturn) ports are arguably the best ports around.

>> No.2871185

>>2871092

http://zdoom.org/wiki/ClearInventory

>> No.2871229
File: 35 KB, 970x646, clowns11n-1-web.jpg [View same] [iqdb] [saucenao] [google]
2871229

>>2867617
Finished playing Happy Time Circus 2 and I loved it, what did /doom/ think about it?

Any other similar wads?

>> No.2871246

I just downloaded pol.wad because I enjoy it, and various custom sound effects aren't playing. The ones from Boondocks, mainly. Are there different versions?

>> No.2871252

>>2870887
in boom you can use the transfer heights / deep water special to avoid most uses of self-referencing sectors.

>> No.2871256

>>2870756
celebrity endorsement is a basic marketing/advertising strategy.

>> No.2871263

>>2870681
I love GZDoom mods, but I frequently plow through various console ports of Doom just for shits and giggles.

Where does that put me?

>> No.2871268

>>2871263

A normal person.

>> No.2871282
File: 149 KB, 247x247, wow.png [View same] [iqdb] [saucenao] [google]
2871282

>>2869567
FYI, the rerelease of Space Rangers 2 is currently 75% off on a Steam sale.

>> No.2871283

>>2871263
>I love GZDoom mods
then you ain't a purist.
>but I frequently plow through various console ports of Doom
i didn't even consider console ports.

>> No.2871291

>>2871252
On testing, yes, that certainly does speed up the process. Thanks for that. I'll have to see if it fixes the AI issues.

>> No.2871292

>>2871291
have a demo
https://a.uguu.se/kundgp_gravity.lmp

>> No.2871303

>>2870629
Both of Doom's core developers have embraced mods.

Purity-fag is a fucking autist and you can never truly play Doom as it was made because you would need to use iD's computers they created it on to do that, any other PC is not playing it on the hardware it was designed on :^)

>> No.2871306

>>2871292
How do I play it? Normally I just drag and drop the wad and the lmp onto prboom plus, but it just associates with Doom 2 and loads up map01. If I drag and drop doom.wad as well I get map01 with corrupted textures.

>> No.2871307
File: 210 KB, 1222x611, 2116165-circlepadprol.jpg [View same] [iqdb] [saucenao] [google]
2871307

>>2871283
I am indeed not a purist, but I will always stand by the statement that Doom is an inherently fun game by it's basic design, thus even the shittiest ports (like the SNES or GBA one) will have inherent fun value to it.

Speaking of ports, why hasn't there been an official port of Doom for the 3DS yet? You'd have more than enough buttons and more than enough space and processing power.

You could fit Doom 1 + Ep4 in there, Doom 2, Plutonia, TNT, Master Levels and that bonus episode first released on Xbox.

You could also give it compatibility with the Circle Pro Pad for the best kind of FPS control scheme (double analog sticks), and even more buttons. The bottom screen could be used to show the map, as well as your health, armor, keys, ammo and hudface (if you wanted to keep the gameplay screen as clear as possible)

>> No.2871308 [DELETED] 

>>2871306
you have to add -iwad doom to the command line, however you do that on windows.

>> No.2871310

>>2871306
you have to add -iwad doom to the command line.
how do you normally start ultimate doom wads?

>> No.2871312

>>2871307
>but I will always stand by the statement that Doom is an inherently fun game by it's basic design

I wasn't here for that one guy going "vanilla doom is shit", so I'll just respond to this.
You're not a dumbass. You're an anti-dumbass.
I like you.

>> No.2871313

>>2871310
With the prboom plus launcher. Guess I'm off to the command line then.

>> No.2871314

>>2871092
There should exist a .wad that makes you pistol start each level.

>> No.2871317

>>2871310
Ok, I've tried it, but unless you play like an absolute spaz I'm sure I've fucked up. Here's what I had in the command line:
C:\prboom-plus-2.5.1.3-win32\prboom-plus-2.5.1.3\prboom-plus.exe -iwad doom.wad -complevel 9 -file gravity.wad -skill 4 -playdemo kundgp_gravity.lmp

>> No.2871319

>>2871317
sounds like it's gone out of sync. have you edited the wad and rebuilt the nodes since the version you posted?

>> No.2871327
File: 2.81 MB, 320x240, gravity.webm [View same] [iqdb] [saucenao] [google]
2871327

>>2871319
fuck it i'll just video it

>> No.2871330

>>2871319
Yes. I'm an idiot. I got it working now - thanks for helping me through my idiocy.

I see the AI fucked up again. They only seem to notice the player in the big room if the player is on the centre pillar when the closet doors have finished rising. I'll see if the boom transfer heights fixes that issue, otherwise I'll just have to make the centre pillar bigger.

>> No.2871342

>>2871307
Doom hasn't been officially ported to many handhelds. It'd be nice if they finally made an official port compatible with pwads, though Bethesda would likely never consider that. They'd probably make some interns churn out some DLC levels, since they were planning on selling DLC on the IOS port originally.

>> No.2871359

/r/ing that pic that compares the hunted map from plutonia 2 to call of duty.

Tried googling for ages and it never came up.

>> No.2871367

Can you actually survive NUTS.WAD without cheats?

>> No.2871378

>>2870716
>>2870721
does only show teammates.
mod is bundled with zdaemon, on every server

>> No.2871379

>>2871367
yes, you try to walk on monsters like monster surfing.
watch a NUTS walkthrough to learn the way to survive

>> No.2871406

I'm a fucking idiot as it seems, but how do I make .wads run under chocolate doom? I don't want to use zandronum/gzdoom cause I want the game to feel as vanilla as possible.

>> No.2871409

>>2871406
just use prboom

>> No.2871453

Do any of you play to try and beat your time?
I've never played Doom that way, but I know there are "par times" and "developer times" you can try beating. I've always just tried to play episodes or wads to the end, without playing the same levels again. However, that means I don't really get to know the levels all that well.
Perhaps this way of playing gives a different, more fun experience. So, what I'm asking is, is playing for time fun for you?

>> No.2871458

>>2871453
There's a substantial community of speedrunners, but I've never been attracted to that style of playing personally.

>> No.2871473

>>2871453
i have been known to be inspired to try to do a map as quickly as possible. it depends a lot on the map, if i can stand to play it over and over again.

but yes i mean doom lends itself towards this kind of thing because it's had the ability to record your gameplay to a file that can be played back and shared with others since day one.

>> No.2871483

>>2867618
Freedoom v0.10.1 point release
https://github.com/freedoom/freedoom/releases/tag/v0.10.1

>> No.2871490
File: 162 KB, 800x600, Screenshot_Doom_20151222_074756.png [View same] [iqdb] [saucenao] [google]
2871490

Telescopic sights sure are dandy.

>> No.2871491
File: 271 KB, 800x600, Screenshot_Doom_20151222_082217.png [View same] [iqdb] [saucenao] [google]
2871491

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.2871502
File: 139 KB, 800x600, Screenshot_Doom_20151222_131340.png [View same] [iqdb] [saucenao] [google]
2871502

It was very dark in here.

>> No.2871503
File: 181 KB, 800x600, Screenshot_Doom_20151222_131933.png [View same] [iqdb] [saucenao] [google]
2871503

Man, I wonder if insurance covers these squid/spaghetti growths?

>> No.2871506

>>2871503
it saves on the canteen bill though

>> No.2871515
File: 214 KB, 800x600, Screenshot_Doom_20151223_131109.png [View same] [iqdb] [saucenao] [google]
2871515

>>2871506
I think they were gonna do that anyway, there's dead bodies all over this place.

I mean, a few of them got up and about, but they seemed to be more hungry for me than the squid growths. Not a lot of mouths left to feed.

>> No.2871547

i just finished doom 3 is resurrections of evil any good

>> No.2871558

>>2871014

I'm still buttmad the metal remix thing doesn't have the actual song for MAP18

>> No.2871578
File: 19 KB, 269x200, 11_times.jpg [View same] [iqdb] [saucenao] [google]
2871578

I stopped playing Doom for 11 months. Just reinstalled Zandronum and Doomseeker.
Thought to myself "Hey maybe there are now new popular mods!". Instead, 90% of the servers with players is complex doom crap.
Feels bad man.

>> No.2871591
File: 795 KB, 1024x1042, tall (3).jpg [View same] [iqdb] [saucenao] [google]
2871591

>>2869578
>how about I red pill you
>actually using the phrase red pill unironically
>in order to justify why you should be allowed to put bait and switch troll wads where the gameplay suddenly stops 5 seconds in and gets replaced by a by a low res picture shooting 1HK BFG blasts, ear bleeding screeching and text popups threatening to rape the player

ok.
please enlighten us you crusader of free speech.

>> No.2871594

I've been out of the loop for a long time as well. About 10 months. Can anyone recommend me some great maps and mods I missed out on?

Has there been a new release for Daemonsteele? That's what I was really into the last time I played Doom. I also heard there's lots of different versions of Brutal Doom now, can anyone explain them to me? I only remember BDoom v18 by SgtMarkIV.

>> No.2871596

>>2871594
well this years cacowards came out not two weeks ago, you could start there

there's also monument whose cacowards snub still rankles me

>> No.2871623
File: 60 KB, 800x600, Screenshot_Doom_20151223_160049.png [View same] [iqdb] [saucenao] [google]
2871623

Does my eyes deceive me?

>>2871547
It's about as good as Doom 3, which is to say, "It's ok, not bad, in fact, kind of fun if you get into it, but not amazing."

The big drawback is that there isn't a chainsaw to find in RoE, which is bullshit, because the chainsaw is by far the best part of Doom 3. Instead you have a poor man's gravity gun the game kind of foists upon you and repeatedly insists you have to use.

>> No.2871625
File: 60 KB, 800x600, Screenshot_Doom_20151223_160056.png [View same] [iqdb] [saucenao] [google]
2871625

Indeed they do not!
(though this is obviously gonna be a trap)

>> No.2871628
File: 159 KB, 800x600, Screenshot_Doom_20151223_160149.png [View same] [iqdb] [saucenao] [google]
2871628

Just grab it and run!

>> No.2871635
File: 175 KB, 800x600, Screenshot_Doom_20151223_160334.png [View same] [iqdb] [saucenao] [google]
2871635

That was so rough I forgot to take pictures.
Anti-aircraft missiles are amazing against demons though.

>> No.2871642
File: 235 KB, 800x600, Screenshot_Doom_20151223_161816.png [View same] [iqdb] [saucenao] [google]
2871642

Turns out the Deagle Brand Deagle had enough stoppan powah to send the Flesh Wizard down into that pit.

Didn't quite expect that. On one hand, this makes him kind of trivial at this point (though shit was hectic until then), but on another, he doesn't kill me.

>> No.2871715

I really hate mods that require me to use mouselook. That faux-3d of mouselook makes me physically sick.

>> No.2871720

>>2871715
Use OpenGL then.

>> No.2871721

>>2871715
You're using ZDoom, right? It stretches everything when you look up or down, like Duke 3D did. You'll want to use GZDoom instead, it has true mouselook, letting you look all the way up or down without stretching anything, since it uses an actual 3D renderer instead of software, which only uses your processor.

>> No.2871880

>>2871578
I'm pretty sure we've all stopped playing multiplayer for some reason. One of these days though, I'm gonna start putting up /vr/ Plays D&D servers again.

I'm considering doing Oblige mapsets, so everyone's on the same page when we start the map and I'm not left sitting at the start of the map trying to figure out how to open a god damned door when someone that opened the map with me is off to hit the exit switch in record fucking time. My servers are for fun, not fucking speedrunning god damn it.

>> No.2871885

>>2871880
man i hate waiting around for slowcoaches who can't even work out how to get a damn door open in a map i've played a thousand times already. i want to have fun, not sit around staring at a wall.

>> No.2871950
File: 2.87 MB, 600x338, Zandronum 2015-12-23 14-05-11-41.webm [View same] [iqdb] [saucenao] [google]
2871950

>>2871594
Not yet, but we're very close to a DemonSteele release. Been kind of quiet about it because I've been working like a madman to get it out by the end of the year.

Not going to be able to put out all the features I've been wanting, which is kind of a pain in the ass since some of these I REALLY wanted to do, but it's been seven fucking months.
Planning and being careful is all well and good, but there comes a time where you need to stop reworking things and go with what you've got.

>> No.2872000
File: 121 KB, 640x480, 1450905243.png [View same] [iqdb] [saucenao] [google]
2872000

h2h-xmas map25. santa's workshop. i thought it was a My House In Doom level before i saw the name on the intermission screen. the snowfall at the beginning must have taxed computers of the era.

>> No.2872021
File: 160 KB, 800x600, Screenshot_Doom_20151223_194904.png [View same] [iqdb] [saucenao] [google]
2872021

Finally, some fucking daylight!
Err, dusklight?

>> No.2872029
File: 137 KB, 640x480, 1450906047.png [View same] [iqdb] [saucenao] [google]
2872029

>>2872000
map26: a symmetrical deathmatch arena sprinkled with high level monsters. very top-heavy. frankly, rather annoying. would be better if the lifts were stairs.

>> No.2872041
File: 258 KB, 800x600, Screenshot_Doom_20151223_200348.png [View same] [iqdb] [saucenao] [google]
2872041

For a street map, there sure is a lot of indoors.
At least THIS corridor isn't pitch-black.

>> No.2872046

>>2871950
good to hear, looking forward to it

i know this is probably the last thing on your mind, but good beat em ups always have three characters....

>> No.2872084
File: 794 KB, 640x2400, 1450907683.png [View same] [iqdb] [saucenao] [google]
2872084

>>2872029
map27: essentially four concentric boxes. the first is outside. the second contains a couple of desks, a bath, and a corpse on a bed. the third is completely dark except for a logo. the fourth is just a box of monsters.

i found it best to dive for the inner rings, then go back and clean up afterwards, exploiting monster infighting as much as possible - there is not much ammo and even less health. i found it easier to survive by diving for the soulsphere in the third ring. but mind for the spectres that block it, they are invisible in darkness.

>> No.2872091
File: 42 KB, 960x720, 1GboJhk.jpg [View same] [iqdb] [saucenao] [google]
2872091

>>2872046

Mate please at least let me get Shihong steady first before we even consider that.

>> No.2872093

>>2872041
So how many magazines does this pump action SMG hold anyway?

>> No.2872102
File: 224 KB, 800x600, Screenshot_Doom_20151223_224451.png [View same] [iqdb] [saucenao] [google]
2872102

Sure are a lot of monsters in the streets.

>>2872093
Six clipazines.

>> No.2872105
File: 336 KB, 800x600, Screenshot_Doom_20151223_224533.png [View same] [iqdb] [saucenao] [google]
2872105

Cool a trainyard!

>> No.2872106
File: 249 KB, 800x600, Screenshot_Doom_20151223_224614.png [View same] [iqdb] [saucenao] [google]
2872106

Hey, what the devil is that noise?

>> No.2872108

>>2871359
Someone pls help.

>> No.2872109
File: 234 KB, 800x600, Screenshot_Doom_20151223_224812.png [View same] [iqdb] [saucenao] [google]
2872109

OH GOD
OH JESUS
OH GOD

>> No.2872113
File: 99 KB, 800x600, Screenshot_Doom_20151223_225646.png [View same] [iqdb] [saucenao] [google]
2872113

Whoever said Hellbound wasn't slaughtery...

>> No.2872115
File: 215 KB, 800x600, Screenshot_Doom_20151223_225754.png [View same] [iqdb] [saucenao] [google]
2872115

... fuck YOU.

>> No.2872119
File: 207 KB, 800x600, Screenshot_Doom_20151223_225731.png [View same] [iqdb] [saucenao] [google]
2872119

I just fought off OVER 200 MONSTERS in a massive warehouse siege, with very little health and cover.

I mean, it was amazing, it was tense, dramatic and adrenaline pumped, but saying "Hellbound isn't slaughter, how is it slaughter?" is blatantly lying and misleading.

>> No.2872120

>>2867774
Blood enemy design isn't that good anon.

>> No.2872125
File: 136 KB, 800x600, Screenshot_Doom_20151223_230654.png [View same] [iqdb] [saucenao] [google]
2872125

>>2872120
I honestly think it's pretty good.

I mean, it's not as amazing as in Doom, but Blood is genuinely a great game in many aspects.

>> No.2872127

>>2868802
Do the hostile players get their own teamchat? To coordinate and conspire?

>> No.2872130

>>2872125
Well the comparison was vs Doom, so... By comparison...

But yeah, it's by no means a bad game.

>> No.2872131

>>2872119
>but saying "Hellbound isn't slaughter, how is it slaughter?" is blatantly lying and misleading.

200 monsters isn't a slaughter.

>> No.2872134

>>2872108
i know the one you mean but i don't have it. sorry :(

>> No.2872136

>>2872131
At one time, with little room to maneuver? That's pretty fucking slaughter.
Mind you that I had taken on two 200 score hordes earlier.

It doesn't have to be Sunder to be slaughter.

>> No.2872138
File: 2.26 MB, 640x400, the goose is loose.webm [View same] [iqdb] [saucenao] [google]
2872138

>>2872127
I'm still on the drawing board when it comes to how the teams are organized due to chat limitations in the current versions of Zandronum, but there's no real team limit anymore, so probably. I'd be surprised if they didn't, because it's absolutely critical for antags to be able to communicate privately in certain gamemodes.

Have some fun stuff I threw together to keep myself sane while working on atmos + round scripts.

>> No.2872149

>>2872138
That is cool and you should feel cool. Is it hard coded or does the sphere affect the blocks dynamically?

>> No.2872152

>>2872149
Dynamically, although only along the 2D axes at the moment. Doing some experiments to see what'll be most efficient.

>> No.2872156

so this is what happens when you mix an archvile & a human.

https://youtu.be/iwh2WcHI0LI

>> No.2872163

>>2872138
Neat.

>> No.2872165

Are there any good solo horde wads?

I've found all too often that a good one tends to require more people for one reason or another.

>> No.2872221

>>2872138
So do you have project thread somewhere?

>> No.2872225
File: 61 KB, 1021x654, jobprefs.png [View same] [iqdb] [saucenao] [google]
2872225

>>2872221
You mean a dedicated one? I've been trying not to shill it too hard and stick to Doom and SS13 generals. I don't really feel as if it's ready to officially announce yet, and I'd like to have something rudimentarily playable before I release a demo. Right now the focus is on implementing basic functionality.

Have a list of the core jobs. Niche jobs will have to be delayed until the key departments work.

>> No.2872226

>>2871950

Trying to get that Mordreth award eh?

>> No.2872245
File: 67 KB, 850x400, quote-it-is-very-sad-to-me-that-some-people-are-so-intent-on-leaving-their-mark-on-the-world-that-they-john-green-233376[1].jpg [View same] [iqdb] [saucenao] [google]
2872245

>nobody is making massive megawads for Doom64

>> No.2872248

>>2872226

Seven months is hardly a Mordeth contender, anon.

>> No.2872256

>>2872225
I'm excited a bit. Looking for more stuff to host on my little home server. Sounds like it'd be fun to toss this in the rotation.

>> No.2872275

>>2872256
I'm going to be looking for testers once the round/gamemode library is ready to test. I'll try to post more frequent progress reports if enough people show interest.

I'm happy you like it, anon.

>> No.2872290

>>2872245
>Nobody is making massive megawads for a game that has minimal editor support and content available for it

>> No.2872316

>>2872245
>he doesn't know that doom64 **IS** a massive megawad

>> No.2872328

>>2872290
Yeah? You could make one using the Absolution resources.

>> No.2872414

>>2871623
It's funny, because Doom 3 had the Grabber before before HL2 even came out, but apparently cut it out before launch.

"The developers have commented that the tool was originally in Doom 3 before Half-Life 2, and was used to create "damaged" rooms; instead of building a ruined room, they would build a pristine room and use the grabber to "damage" it realistically."

http://doomwiki.org/wiki/Doom_3#Rebuttals_to_criticism

>> No.2872443

>>2872414
Oh yeah, I know, but it's still a poor man's gravity gun.

It's not fun to use, and the chainsaw is.
Therein lies my problem.

>> No.2872451

>>2872443
Yeah, definitely. Doesn't seem to be common knowledge, though.

>> No.2872513
File: 10 KB, 369x300, Quake at a computer.png [View same] [iqdb] [saucenao] [google]
2872513

>>2868386
Get a savegame of all the episodes completed, place it in your saves for Quake's program files and load the savegame. For some strange reason, GLQuake has a glitch where it restarts the level without recording your progress. To avert this in the future, just quickload the savegame of the start of the level every time you die.
This used to happen to me all the time and it's annoying as fuck, apparently it doesn't happen on regular DOS Quake, though.
>>2870468
High resolution textures applied to simple brushwork and low poly models. They tried to make it look better, but now it just looks like shit. If you're going for a graphics overhaul, go all the way, redesign the maps and models completely so they're on the same level of high resolution detail as your textures, otherwise you're just smearing high resolution textures across 20 year old maps and models and looks like shit.

>> No.2872518

>>2872513
>High resolution textures applied to simple brushwork and low poly models
But there's new textures in default darkplaces. Just nice lighting.

>> No.2872519

>>2872518
No* new i mean

>> No.2872545

>>2872119
What difficulty are you playing this on?

>> No.2872652

>>2872545
Easiest, because SUAB is a bitch and a half and tacks on lots of extra damage if you don't.

I find it ultimately balances pretty nicely.

>> No.2872686

>>2872119
>I just fought off OVER 200 MONSTERS in a massive warehouse siege, with very little health and cover.

*and a gameplay mod.

>> No.2872692

>>2872686
True, but it's still a lot of monsters at once with little health, cover or room to maneuver.

>> No.2872735

Are there any decent coop campaigns for Unreal Gold? Friend and I just blew through the main game and I'm curious if there's anything decent out there.

Not Return to Na Pali. I never liked it...

>> No.2872745

>>2872226
Mordreth only applies for Mapsets, i've never seen a gameplay mod win a mordreth. And if anything, the thing that'd win it would be Project MSX the day it gets updated.

>> No.2872792

>>2872245
I want to.

I even have the Doom64 builder.

All that custom lighting though. I'll learn how it works eventually. Only problem is I'm a pretty shit mapper.

>>2872120
The cultists are amazing. The sound design in blood really blows doom out of the water. The language the cultists scream at you, and their pain/death noises are glorious.

Doom is like "I see, another room full of shotgunners, Guess I'll blast them"
Blood is like "Oh shit a cultist I didn't see! fuck...fuck fuck..... I'm dead"

Lots of interesting monsters in blood. The Gillbeasts, even the basic zombie is decent.
I love the "more brains" zombie noise... as If they've already had some brains, and want more.... So pro.

>> No.2872828

So Quake 2...
I've always had a sneaking suspicion it started off as an attempt to make Doom 3.

A lot of the weaponry is the same, a lot of the enemies are comparable. If you replace "demons" with "alien technology," even a lot of the presentation lines up. Not to mention the sudden left turn in presentation compared to Quake 1.

Is there any truth to this, or am I just crazy?

>> No.2872831

>>2871885
>in a map i've played a thousand times already
I think that's the fucking point.

>> No.2872834

>>2872828
Quake 1 was midway between a Doom 3 and Lovecraft stuff. I think Quake 2 was more planned to be something else.

>> No.2872850

>>2872834
It was gonna be a new game but they couldn't get the rights to the name they wanted, so the publisher said "Fuck it bro, just call it Quake again, it'll sell"

>> No.2872865

>>2872745
you have one too many Rs in that

>> No.2872919
File: 536 KB, 381x512, You&#039;re huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google]
2872919

Do you ever just turn on god mode + infinite ammo and go on a fucking rampage?

>> No.2872925

Just started mapping this past week and I have to say this is pretty tedious so far. Then again I don't have any inspiration aside from "I wanna make a WAD with some friends" but man this is not as fun as I thought it would be.

Anybody else feel this way just starting out?

>> No.2872926

>>2872919
heh, yes. but not for a long time, it became boring eventually. i still play slaughter maps with small mods that e.g. speed the guns up a bit, but not being able to die at all is boring.

>> No.2872928

Anyone have any idea why gzdoom would not play gun firing sounds when mods are loaded, but everything is fine with the base games?

>> No.2872929

>>2872925
IMO you should only map if you have some idea going on behind the maps, be it theme, clever tricks or good ambush scenarios you have in mind.

>> No.2872930

>>2872928
are you using fmod or openal

when i switched to openal i forgot to also add sndfile and mpg123, which meant uncompressed sounds from the iwad still worked but mods which supplied things as ogg or mp3 were broken (did not sound).

>> No.2872932

>>2872928

Sounds like something's wrong with the mod, then.

>> No.2872935

>>2872925
>Just started mapping this past week and I have to say this is pretty tedious so far.
>Anybody else feel this way just starting out?
pretty much, yes. and i still find it tedious now. the results can be worth it, though, if you create something you end up enjoying playing.

>> No.2872936

>>2872930
I'm using OpenAL, but I also have libsndfile and libmpg123 installed, so maybe I'm missing something else.

>>2872932
Seems to happen with pretty much any mod that changes guns.

>> No.2872941

>>2872925

It's not just mapping, any sort of development is really tedious. Coming up with ideas is easy, making the ideas is slow, tedious, painful, and often incredibly frustrating. So many times I come up with a cool gameplay mod idea, but then it just ends up being a massive pain in the ass to make.
I have so many unfinished half-baked mod ideas lying in a folder.

Still, keep at it. Even if it makes you want to pull your hair out, keep at it. Even if it seems like you're not going anywhere, keep at it.
Take your ideas, polish them up, keep what works and throw out what doesn't. The final result will be satisfying as can be and make all that time worth it.

>> No.2872973

>>2872925
Never felt that way with Doom. You get results so quickly with most Doom level editors, it's a cakewalk compared to pretty much any other 3D level editor.

>> No.2873018

>>2872919
I call that "training wheels mode."

Big kids know how to ride without training wheels.

>> No.2873019

>>2873018
>Muh elitism

>> No.2873123

why are the weapons in Quake so weak

Super shotgun in doom 2 is A++ yet it's like pistol tier in quake.

>> No.2873129

>>2873123
3d models were much more taxing to draw than 2d sprites, so enemies couldn't be as numerous as Doom and compensated for it by being spongier.

>> No.2873139

>>2872919
no

>> No.2873151
File: 272 KB, 1440x900, quakespasm 2015-08-05 02-55-42-198.jpg [View same] [iqdb] [saucenao] [google]
2873151

>>2873123
>>2873129
Spongey? Weak? How so? Most things die very quickly in a handful of shots. Yeah sure, a shambler dies to 11 ssg shots, but its ssg fires almost 3 times before Doom's can even reload.

Plus shells as the "basic" starter ammo and inclusion of nails probably has something to do with its place in the game. Zerstorer has a nice double shotgun.

>> No.2873194

What are some good wads in the style of Sunder?

Something with absolutely amazing graphics and 4 million monsters a level.

>> No.2873196
File: 1.31 MB, 720x360, charged clusterfuck.webm [View same] [iqdb] [saucenao] [google]
2873196

I didn't like the railball, too wimpy, so I talked it over with a few people and asked them how they felt if I made it a clusterfuck attack like the old proto-BFG

also watch where you point that primary fire.

>> No.2873202

>>2873196
hahaha yes!

>> No.2873204

>>2873194

Anything made by Ribbiks post-Sunder

>> No.2873253

>>2873196
nice.

>> No.2873287
File: 67 KB, 640x480, 1450975866.png [View same] [iqdb] [saucenao] [google]
2873287

>>2872084
map28: another map i've been expecting for the whole wad finally turns up. this is protomud, which i've done before*, and which i was informed at the time was in h2h-xmas. possibly slightly edited, i don't remember the details of the original right now.

________
* >>/vr/post/2186978

>> No.2873301 [DELETED] 
File: 75 KB, 640x480, 1450977292.png [View same] [iqdb] [saucenao] [google]
2873301

>>2873287
another difficulty spike, with lots of nasty things able to hit you for huge damages from hidden locations (most of the H2H textures are actually windows). it is almost essential to know there is a secret door right behind your start position, and an invulnerability in the a corner of the starting courtyard.

>> No.2873302
File: 75 KB, 640x480, 1450977292.png [View same] [iqdb] [saucenao] [google]
2873302

>>2873287
map29: another difficulty spike, with lots of nasty things able to hit you for huge damages from hidden locations (most of the H2H textures are actually windows). it is almost essential to know there is a secret door right behind your start position, and an invulnerability in the a corner of the starting courtyard.

>> No.2873320
File: 697 KB, 720x360, That&#039;s slightly better but it feels like it&#039;s missing something.webm [View same] [iqdb] [saucenao] [google]
2873320

Oh before I forget I added some extra visual shit (ie: leftover effects from the old particle smasher altfire) to the plasma missile when it hits stuff but I feel like it's missing something.

Also I'm thinking about leaving the plasma missile's explosion harmless to the player, making it the only explosive weapon that can't inflict self damage. Or should I make it hurt the player as well?

>> No.2873321
File: 102 KB, 640x480, 1450978692.png [View same] [iqdb] [saucenao] [google]
2873321

>>2873302
map30: and finally we arrive at the north pole, a dark map with a canteen, some offices, a computer room, a rather tedious "chainsaw all the demons" trap and this bizarre central room full of missing textures, and three monster spawners. you don't actually fight any of the spawns, they seem to go to a giant inaccessible square corridor that surrounds the map. don't ask me what's going on.

and that's the end of H2H-XMAS. thanks for reading, and merry christmas.

>> No.2873328

>>2873320
From what it looks like sometimes the particle effects don't appear like they should be, are they their own actor that spawns with the actor or what?
Also maybe try adding in more particle effects along with it?

>> No.2873331

>>2873328

Yeah the flying particles are their own thing, I should probably have those fly out slower.

>> No.2873334

>>2873320
Have it leave a fading splat of plasma on the wall rather than a dark burn? The explosion sprite itself does look a bit unfinished on the last frame.

>> No.2873357

>>2872919
Sometimes. Usually when I get frustrated with a map, then I try again from the start after I'm done blowing steam.

>> No.2873383
File: 132 KB, 261x235, Disgust.png [View same] [iqdb] [saucenao] [google]
2873383

>>2872792
>I love hearing the same shit over and over and just memorizing where all these re-skinned enemies are so they don't instantly kill me! Sooo good!

>> No.2873429

Hey vr! I recently got into playing doom with custom wads, so I'm pretty new to this stuff. So, my question is that I have been having some errors when I boot up a wad with G/Zdoom. I always get " error prop/script/throwables not found" or random shit like that. The two main wads that I have problems with are colorful as hell and reelism.

>> No.2873435

>>2873429
Are you using the latest GZDoom SVN? If not, here: http://devbuilds.drdteam.org/gzdoom/

>> No.2873436

>>2873429
You need a newer version of GZDoom. Grab the most recent devbuild here: http://devbuilds.drdteam.org/gzdoom/

>> No.2873448
File: 10 KB, 54x84, Tyrant Imp.png [View same] [iqdb] [saucenao] [google]
2873448

so i like doom and resident evil
and decided to make a sloppy body horror to a poor imp

>> No.2873456

>>2873448
that's cool, when can we expect the other 52 frames?

>> No.2873462
File: 8 KB, 48x84, berserk overdose.png [View same] [iqdb] [saucenao] [google]
2873462

>>2873456
i'm a lazy motherfucker that doesn't like making full sprite sheets but i guess i could try
in the meantime have a buff roid rage imp

>> No.2873467

>>2873462
sorry, i was joking. you don't have to make the rest of the sprite.

>> No.2873469

>>2873467
i feel tempted to make the rest
but as i said, i'd have to break my lazyness routine

this is highly troubling

>> No.2873483

>>2873469
do it, for once it looks like an imp variant that really has it's unique thing

>> No.2873484

brutal doom is getting destructible bodies again
now it really is like christmas

https://www.youtube.com/watch?v=lEEIOHpwI5s

>> No.2873485

>>2873484
so he's found a way around it breaking lifts and doors and stuff? noice

>> No.2873487

>>2873484

Why does the shotgun cartoonishly squash and stretch when firing? That's just weird.

Where the fuck did he get those kicking sprites, they're excellent

>> No.2873490
File: 31 KB, 563x421, 1432212619145.jpg [View same] [iqdb] [saucenao] [google]
2873490

>>2873435
>>2873436
Are you serious?!
This program updates ever week? I thought it gets updated every other month.

>> No.2873495

>>2873490
it's more like the users won't wait for proper releases and instead base their work on the unstable development versions.

which is not surprising since proper releases happen in timescales measured in years.

>> No.2873506

>>2873484
>i'm going to continue adding features to this bugfix build that will undoubtedly have issues on release, mandating another bugfix build, all while current crucial issues are making advertised v20 features unusable
never change, mark
can't wait to finally be able to use classic mode!!!

>> No.2873519

>>2873506
i wish he'd post test versions here again, i enjoyed trying them out.

>> No.2873550

>>2873519
>i wish he'd post test versions here again
I'm glad he stopped.
Every time he posted his ego bloated shit, the general devolved into people just screaming at each other and endless arguments.

>> No.2873564

>>2873550
that would have happened far less often if those people you mentioned didn't deliberately attempt to rile him up every time he posted. of course, he always fell for it.

>> No.2873613
File: 635 KB, 640x1920, 1450992743.png [View same] [iqdb] [saucenao] [google]
2873613

MUDWADS
dmmud.zip (112 KB, 2005-06-16) - Dave Swift
https://www.doomworld.com/idgames/?id=13631

four wads in a zip, each running on e1m1. dave swift's first maps.

mud1st: your typical maze of rooms in a mishmash of textures, and a lot of ammo and monsters; unfortunately most of what you need is behind unmarked secret doors.

mudtown: still a maze but with height differences and windows so much improved. still full of secret doors but they are easier to find. tons of ammo, fair amounts of medikits but no way to get above 100%.

mudville: very small and cramped, and seemingly untested on UV if the numerous instances of stuck-together monsters are anything to go by. this includes the extremely awkwardly-placed cyberdemon in the small exit room.

mudmanor: mazes, windows, secret doors, you know the drill. almost as good as mudtown, but ends up quite annoying. some stuck monsters.

>> No.2873756
File: 193 KB, 1126x1560, clipazine.jpg [View same] [iqdb] [saucenao] [google]
2873756

Merry Christmas ya filthy animals.

https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP6.pk3

it's still not finished but I want you guys to play around with this shit and tell me what you think so far


pro-tip: push the use item key when you have fists equipped for a surprise

>> No.2873772

>>2873756
Works with Hexen/10

>> No.2873780

>>2873756
thanks kegster, happy christmas to you too

>> No.2873782
File: 243 KB, 894x1100, 1441608906375.jpg [View same] [iqdb] [saucenao] [google]
2873782

>playing h2h xmas
>all these chaingunners placed really far away that just peck at you
>every single level

this isn't making me jolly

>> No.2873783

>>2873756
all those over the top clicky noises when you change weapon are making me lol, good job

>> No.2873785
File: 1 KB, 250x130, 1451002376.png [View same] [iqdb] [saucenao] [google]
2873785

>>2873756
the armour on the status bar is a little out of position

>> No.2873860

>>2873019
>my "muh"

No seriously. I feel like most people who are willing to get deep into an over-20-years-old FPS eventually get good enough that they can handily tear up at least one difficulty setting without the cheats.

If you ask me, it's a much more visceral and satisfying experience ripping and tearing through hordes of enemies while defying the health and ammo limits. I don't think I'm out of line to assume many Doom fans would agree.
Once you experience it, it's tough to go back.

>> No.2873882
File: 118 KB, 278x259, 1437722079193.png [View same] [iqdb] [saucenao] [google]
2873882

Regarding other retro FPSes, is there a pastebin for Quake 1~3 and HL1? I want to play the original versions of all these, be it vanilla & enhanced sourceports. ditto with Dook3D.

>> No.2873887
File: 68 KB, 730x828, tumblr_nz5nnfhXyG1s4eaouo1_1280.jpg [View same] [iqdb] [saucenao] [google]
2873887

Y'know, for a long time something was off about this poster.
Then it hit me.

There's an extra row of pixels on top.
They pulled the sprites from a ripped sprite sheet.

>> No.2873897

>>2873887
what

>> No.2873902

>>2873783

Just as long as they don't get annoying, then I'm fine with them being funny

>> No.2873904

>>2873785
LOL looks like a mistake I've made in Gamemaker where I change a sprite's origin from (0,0) to the center.

>> No.2873917

>>2873897

There's a really shitty sprite rip set on the internet of Doom's monsters. The entire set of spritesheets have the same problem: the top row of every pixel has been duplicated.

Oh, to top it off, whoever managed to fuck up the world's easiest task of opening a fucking wad editor to extract the sprites without editing them asks for credit in every image.

>> No.2873932

>>2871367
Yes, theres even demos for it.

>> No.2873946

>>2872119
That's the easy part. Wait till the streets are choked with the final wave at the end. I ran out of ammo fighting the mob. Still at MAP23 on the wad with no intention to finish, but I'm glad I played what I did. Hellbound has the darkest visuals I've ever seen in Doom. If I had the time and inclination to map (I know the basics of GZDB), it would be my own ideal visual style. I simply can't praise it enough.

On the other hand, the gameplay's just awful. Watching paint dry, what one of the cacoward authors called it if I remember correctly, is a pretty good description. Hope your gameplay mods help with that, anon. I might start back up again with some demonsteele or something.

>> No.2873979

I'm most of the way through Sunlust UV. How much of a ballbuster is Sunder by comparison?

Also, what's the prettiest mapset in your opinion?

>> No.2873991

I'm trying to play through Golden Souls on GZDoom but my toaster pc is so shit my framerate nosedives in any of the more open areas for some reason. Anything I can disable to improve my framerate? I tried fucking around in the settings but I didn't notice much difference.

>> No.2873997

>>2873991
Lowering your resolution could help.

>> No.2874001

>>2873917
>Oh, to top it off, whoever managed to fuck up the world's easiest task of opening a fucking wad editor to extract the sprites without editing them asks for credit in every image.
Just like every sprite rip. It's pretty gross.

>> No.2874004

>>2871367
I've done it.

>> No.2874009
File: 2.45 MB, 3072x2949, P_20151224_214932_1.jpg [View same] [iqdb] [saucenao] [google]
2874009

Banging through Ultimate Doom

Was always into Doom back in the day, made wads of my school and shit, played shareware Doom 1 but only really got into Doom II. Really wish I'd done this sooner, the level design in shores of hell was pretty nice. Starting inferno now

>> No.2874014

>>2873997
I don't really get it though, I've played through other big open areas in other wads and my framerate has never tanked. Hell the only time I remember it dropping at all was during a level of scythe ii.

>> No.2874059
File: 1.42 MB, 1920x1200, agitated mob.jpg [View same] [iqdb] [saucenao] [google]
2874059

I'm playing Project Brutality atm. I find I rather like it except for one thing that just got me killed in a really fucking stupid way.

I hate these gay little dodges doomguy does if you double press a movement key. I never intend them to happen.

I've looked over the options a few times...what am I missing?

>> No.2874082

>>2874059
I always hated that shit in unreal. If I wanted to tap closer to a cliff face I ended up launching myself off 50% of the time.

>> No.2874135

>>2874082
Crouch.

>> No.2874176

>>2874135
I know, or walk, but double tapping is something ingrained into muscles memory for me, so it's easier to just disable it.

>> No.2874193

https://www.youtube.com/watch?v=7CD_cjlIXKI

>> No.2874209

>>2874193
i am curious how that works

>> No.2874219

>>2874209
Magic :^) (http://i.imgur.com/WKwHIsR.png))

>> No.2874235

>>2874193
6DoF mod when?

>> No.2874341

Why can't I use skins with Brutal Doom?

>> No.2874359

>>2874341

Because the player has too many custom frames of animation.

>> No.2874361

>>2874359

Oh...I didn't even think about that. Is it possible to make custom Brutal Doom skins?

>> No.2874362

>>2874361

The player actor has +NOSKIN attached to it last I checked (which admittedly was like five versions ago), so I doubt it without making extra player classes.

>> No.2874406

>>2873860
allow me to say i would only consider doing the god mode + infinite ammo thing on a map that's so hard i'd have no chance doing it properly, and even then i prefer infinite pickup, so that while you can accumulate masses of health and ammo, you can't just absorb all damage, it is still possible to die.

>> No.2874467

>>2873019
Not cheating doesn't make you an elitist.

>> No.2874723 [DELETED] 

>doom shitters

>> No.2874767

>>2874723
It is Christmas Day and this is what you're doing with your life.

>> No.2874867
File: 13 KB, 247x243, end times.jpg [View same] [iqdb] [saucenao] [google]
2874867

>The Steam discussion forums for the new DOOM are already filled with people bitching and moaning
>They refuse to call it DOOM
>They keep calling it ImposterDoom
>Still at least 4 months from release, at minimum
>None of these people have played it
Gee fucking lordy kill me

>> No.2874873

>>2874867
people on the internet share their opinions about an upcoming game
more at 11

>> No.2874876
File: 314 KB, 633x352, 14th Black Crusade.png [View same] [iqdb] [saucenao] [google]
2874876

>>2874723

>> No.2874882

>>2874867
>They refuse to call it DOOM
good.
doom is doom, doom 4 is doom 4 (and i'd rather have people confuse the aborted "call of doomty" and the new doom4 than doom4 and the original)

>> No.2874908

I have a really strong urge to waste time I could be spending on my main project on ripping models from RTCW and writing decorate for some of it's guns and enemies.

>> No.2874974

>>2874908
Merry Christmas, /doom/

>> No.2874993

>>2874867
>people aren't mindlessly swallowing all of Bethesda's marketing and begging for more
Maybe there is hope after all.

>> No.2875005

>>2874908
>I have a really strong urge to waste time I could be spending on my main project
You could be spending Christmas with family and friends, anon.

Don't you have a significant other?

>> No.2875007

>>2874974
Same to you.
>>2875005
We celebrate the 24th here. 25th is "lazying around and eating leftovers while playing with gifts" day.

>> No.2875008

>>2875007

Ah, my mistake.

>> No.2875092
File: 30 KB, 320x200, sample[1].gif [View same] [iqdb] [saucenao] [google]
2875092

How to I get into Wolfendoom? I'm seeing so many packs, and I tried downloading some of them but they aren't working.

What are the best levels too?

>> No.2875094

Hey numbnuts, you can turn it off in the new settings that come in with the mod >:)

But yeah, it's really a nuisance at times. I've gotten to where I can use them to my advantage, especially when fighting cybies.

>>2874059

>> No.2875096
File: 2.96 MB, 230x250, 1450397160391.gif [View same] [iqdb] [saucenao] [google]
2875096

Anybody have a link to a Quake id1 folder download? I'm stuck at work, give me the Christmas gift of Quake on my tablet.

>> No.2875097
File: 61 KB, 980x994, spicy doomguy.jpg [View same] [iqdb] [saucenao] [google]
2875097

>Play Quake for the first time
>mfw Ziggurat Vertigo

>> No.2875109

>>2875096
https://dl.dropboxusercontent.com/u/48332341/Id1.zip

>> No.2875123

>>2874193
>>2874219
why?

>> No.2875149

https://www.youtube.com/watch?v=BNbpeH31h-k
This showed up in my subscriptions, felt like it should be posted here.

>> No.2875173

>>2875097
Hold up, I've been playing Quake for almost 4 years.
What the fuck is Ziggurat Vertigo?

>> No.2875187

>>2875173
It's the secret level in Episode 1

>> No.2875209

>>2875123

Who the fuck plays a videogame mod with heavy focus on animated pornography WITH another gameplay mod focused on gratuitous violence and dismemberment?

Give me a no-bs answer.

>> No.2875218

>>2875209
People put Brutal Doom in their auto-load apparently.

>> No.2875226

>>2875209
guro feteshists

>> No.2875228

>>2875209
people who like Russ Meyer movies

>> No.2875243

>>2875218
Fucking disgusting.

>> No.2875257
File: 997 KB, 1920x1200, fcb60b2ab60aedd09b3a25065ad8ba36.jpg [View same] [iqdb] [saucenao] [google]
2875257

Project idea:
>Combine Project:MSX with some of the movement code from cyberrunner + a jet/glide pack
>Rip sci-fi themed enemy models from HL/quake 1/2/3 engine games and make new cyberpunky textures for them
>make huge urban cyberpunk maps with scaleable skyscrapers and shit
>assemble into coolest game ever

>> No.2875287
File: 5 KB, 200x200, sergeant.gif [View same] [iqdb] [saucenao] [google]
2875287

How do I not get fucking wrecked by this guy on difficulties Ultraviolent+?

>> No.2875296

>>2875287

To defeat the Shotgunner, shoot at him until he dies.

>> No.2875304

>>2875287
Shoot first like han did.

On a more serious note, distance is key oddly enough, for some odd reason your shotgun seems to have better accuracy then their shotgun, that or I'm just a lucky bastard and praise the RNG every day.

>> No.2875310

>>2875304
>your shotgun seems to have better accuracy then their shotgun
the spread is the same but you fire over twice as many pellets. so you're more likely to get enough on target than the monster.

>> No.2875316

>>2875257
Thanks for reminding that Prey 2 was going to be a thing.

>> No.2875331

How the fuck do you play nightmare without cheats?

>> No.2875332
File: 201 KB, 800x600, work in progress.png [View same] [iqdb] [saucenao] [google]
2875332

Making a level based off a dream I had

>> No.2875342

>>2875332

Looks cool.

>> No.2875343

>>2875331
be fast be nimble plan ahead and just get to the exit as fast as possible

>> No.2875345

New thread where?

>> No.2875346

>>2875331

In case you weren't aware, Nightmare mode was not meant to be taken seriously

>> No.2875353

https://www.youtube.com/watch?v=KvgDPcksU0c

this exploring the ID series is comfy as fuck

>> No.2875391

NEW THREAD

>>2875387
>>2875387
>>2875387

>> No.2875628

>>2873756
that shit is really fun

>>2875287
mapknowledge

>> No.2875682

>>2873946
Dude, the streets were easy, because there was room to maneuver.

At the warehouse, you're pretty much trapped in the trainyard, there's very little health, and little space to move or take cover.