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/vr/ - Retro Games


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File: 146 KB, 380x540, poorlittledoomguy.jpg [View same] [iqdb] [saucenao] [google]
3128728 No.3128728 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3123756

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3128730

===NEWS===

[04-08] Durex Waste Disposal updated
>>3122797
https://www.dropbox.com/s/u1ja3syodz63t7n/CLOSETV3.wad

[04-07] 3DO Doom overclocked
https://youtu.be/dfNBQU2xjAI

[04-07] Anon mod release: gachigasms.wad
>>3121301
http://www.mediafire.com/download/fqbpf73xt3sprl5/gachigasms.wad

[04-06] DUMP 2 Test Build 2
>>3119065
https://www.dropbox.com/s/io1py7ymv6kd9vr/DUMP-2-test2.pk3

[04-05] Anon mod release: Liebenberg Arms Bushland Pistol
http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad

[04-04] Anon map release: wheresmyshotgun.wad (updated)
>>3115529
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[04-04] DTWID Lost Episodes (E1-E6) released
https://www.doomworld.com/vb/post/1130238

[04-02] Japanese Doom Community Project v1.0 released
https://www.doomworld.com/vb/post/1583715

[04-01] Anon map release: Pyramid Complex (nyan.bsp, for Quake 2)
>>3108059
http://quakeulf.suxos.org/3d/nyan.zip

[04-01] John Carmack To Be Honoured With BAFTA Fellowship
http://www.bafta.org/press/press-releases/john-carmack-to-be-honoured-with-bafta-fellowship

[04-01] DooD (April Fool's mod)
https://youtu.be/tpeoS9TfRtI
https://www.doomworld.com/vb/post/1582841

[03-31] Anon map release: WAD COLLECTED map03
>>3105343
http://temp-host.com/download.php?file=lt02uz

[03-29] Nihility: Infinite Teeth
https://www.doomworld.com/vb/wads-mods/85591-

[03-28] Anon map release: rnfwip.wad
>>3096295
https://drive.google.com/file/d/0B4mwJRa7e5VpdXBxTVJZeUtCQ3c/view

[03-27] Anon map release: Cubed.wad
>>3094739
https://drive.google.com/file/d/0B4mwJRa7e5VpaTJXaWtJMzd5UFk/view

[03-26] Gun Godz 0.8
>>3092904
http://www.mediafire.com/download/68jk6od0sz16t0v/GunGodz_0.8.pk3

[03-26] Anon map release: bluebase.wad
>>3091128
https://drive.google.com/file/d/0B4mwJRa7e5VpSVZfcEQ3RUtObWs/view

[03-26] Guncaster update
http://forum.zdoom.org/viewtopic.php?p=895331#p895331

===

To submit news, please reply to this post.

>> No.3128742

Another fucking Doom thread?

>> No.3128745
File: 183 KB, 425x450, no fun allowed.png [View same] [iqdb] [saucenao] [google]
3128745

Second for banning fun

>> No.3128747

>>3127252
Asking one more time for a spriters aid here.

>> No.3128749

https://www.youtube.com/watch?v=44lhqrsUTlo

>> No.3128751

>>3128742
>I don't like retro vidya discussion on the retro vidya board

>> No.3128759

Doom 2 was a mistake.

>> No.3128760

>>3128759
TAKE THAT BACK

>> No.3128762
File: 216 KB, 1920x1080, 20160410193335_1.jpg [View same] [iqdb] [saucenao] [google]
3128762

What are the chances of Doom ever getting a multi-user (networked) editing tool?

>> No.3128763

>>3128742
Shut up, faggot.

>>3128759
Level design wise, I think it made some mistakes, but the new bestiary and other new assets are worth their bytes in gold from the standpoint of user-made content.

>> No.3128765

>>3128762
When you code it.

>> No.3128767
File: 698 KB, 320x240, mm2-27-37.webm [View same] [iqdb] [saucenao] [google]
3128767

>>3128742
great isn't it? there's always more wads to talk about. mm2 and jpcp seem to be the flavours of the moment.

>> No.3128769
File: 2.45 MB, 720x360, remote bombs are fucking rad.webm [View same] [iqdb] [saucenao] [google]
3128769

Fuck sleep, make bombs.

>> No.3128771

>>3128759

Doom solidified the image of Doom as a fast paced over the top action game with extreme enemies. Doom 1 is more low key. Episode 1 has some horror elements which were pretty much dropped.

As for maps, some are great, some are awful. I think there's too many bland ones though.

Enemies are a mixed bag. Chain gunners are like shotgun former humans on steroids and 10x as annoying. I don't think they should have been added to the series. Shotgun former humans occupy the same role, but are more balanced. Most of the rest of the new enemies are pretty good.

>> No.3128773

>>3128769
Neat

>> No.3128774

>>3128769
weaponbro I think you peaked at that huge suicidal plasma grenade.

>> No.3128775

>>3128771
>Episode 1 has some horror elements
I guess you mean E1M3 where the lights go out when you pick the key up. I can't think of any others

>> No.3128780

>>3128774

I know, but I wanted a cool BFG replacement, so have a suit of armor that grants a regenerating shield and remote control bombs.

>> No.3128783

>>3128759
Dank music tho

>>3128775
E1M2 too.

>> No.3128789

>>3128771

Has anyone tested chain gunner battles with other monsters? I think a similar sized army of chain gunners could take on a monster army of a similar size for most races. Exceptions being top tier enemies like Spider Master Mind and Cyber Demon.

>> No.3128791

>>3128789
Yes. At least in vanilla they all infight with each other almost immediately, and die off rapidly.

>> No.3128793

>>3128789
It's probably true regarding revenants and arch viles since the constant hitscan spam would fuck with their ability to attack.

>> No.3128795

>>3128763
Oh wow! You sure told me. kek

>> No.3128797

>>3128759
Level design wise? Yes, very much yes. It goes to shit after Dead Simple.
But on the flipside, it's a better IWAD then Doom 1 is for making megawads etc. and introduced a whole bunch of new enemies and the SSG.

>> No.3128801

>>3128759
Ep 4 was literally a mistake. It looks like a bunch of unrelated WADs.

>> No.3128802 [DELETED] 

>>3128751
Doom is over discussed. It's crushing banality made by Doom babies like you that kill original content.

>> No.3128803

>>3128771
>I don't think they should have been added to the series
i don't agree but i think they're too robust. i think they should almost always die to a single shotgun blast. they're only possessed human bodies after all.

lost souls have the same problem, too sturdy. pain elementals could be used much more freely if their spawns didn't take as much ammo to dispose of.

>> No.3128804

>>3128797
>SSG

ie rocket launcher with plentiful ammo, hitscan, and none of the draw backs. Kind of breaks the game. Enemies melt after 2-4 hits with it.

>> No.3128807

>>3128803
>lost souls have the same problem, too sturdy.

PSX version fixes this. They die to one shotgun blast.

>> No.3128808

>>3128804
The spread is huge though. Also reload time.

>> No.3128809

>>3128807
I love that change. Makes them so much less of a hassle to deal with.

>> No.3128812

>>3128797
What do you guys think about the level design in Final Doom?

>> No.3128813

>>3128809

Some of the other changes, not so much. they slowed enemies down a bit. I think it's to compensate for using a clunkier gamepad to play with. The Revnants get half-speed and turn into a total joke. They were probably a bit too fast in the original. But with their new found arthritis they sease to be a threat.

>> No.3128815 [DELETED] 

>>3128802
What do you mean? Doom has 22 years non-stop of original content.

>> No.3128816

>>3128801
It was a slapdash episode with maps made by like 5-6 different mappers made as an incentive for people to buy the boxed version of Doom 1 back when.

>> No.3128817

Why the difficulty spike in TFC?
WHY

>> No.3128819

>>3128817
It was made after Doom 2 as a bonus episode for the retail release. You should play through 2 first, then go back to Thy Flesh Consumed, and it won't be so bad.

>> No.3128823

>>3128812
TNT is basically "we want to make something as good as Doom2 but bigger and grander" You can see the seeds of pwads like Eternal Doom in it.

Plutonia is more like "Okay Doom2 was far too easy so I and my brother are going to make a bunch of levels and if we find them too easy we will make them harder" Its focus was entirely on challenge.

>>3128817
Chronologically it comes after Doom2 and was advertised as making both previous games "seem like a walk in the park" (Ever since its release Doom had received much criticism about how easy it was even on the hardest skill - hence Nightmare being added)

>> No.3128824

>>3128819
>>3128817
>>3128801

Thy Flesh Consumed is best and most memorable episode.

>> No.3128828

>>3128824
Really? More memorable than Knee Deep in Dead? E1M1 alone is meme material.

>> No.3128831

>>3128824

best is debatable, most memorable is knee deep in the dead

>> No.3128835

>>3128824
Nah, Knee Deep in the Dead is the king.

>> No.3128836
File: 81 KB, 300x291, 300px-Doom_Map_E3M5.png [View same] [iqdb] [saucenao] [google]
3128836

I know it sounds weird, but I feel that certain parts of the commercially-released stuff play like RPG. Ep 3 in the first game for example. The vast gothic designs, the lengthy roaming and exploration, the puzzles and the relative scarcity of monsters, all give this vibe.

>> No.3128840

What's the worst Doom map?

>inb4 wow.wad
>inb4 the level me and my cousin did at grammar school
Only non-obscure stuff.

>> No.3128845

>>3128836
The team got most of their ideas from their DnD sessions, so you aren't far off.

>> No.3128847
File: 21 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
3128847

>>3128840
wow.wad isn't obscure though, it's actually quite famous. It's just really really shitty.

>> No.3128849

>>3128847
It's a room with a hole that doesn't have textures on it's walls and one cybie. It's barely even a map.

>> No.3128860

>>3128840
the one where you're in a love hotel and there's a cyberdemon stuck in the ceiling on a heart-shaped bed and the berserk pack is replaced with "lube" and the sound effects are obviously a man trying to imitate a woman having an orgasm

>> No.3128865

>>3128860
What the fuck

>> No.3128867

>>3128860
I vaguely remember that map I think, but I remember the cyberdemon sounding like an anime girl. It was in some collection.

>> No.3128868
File: 95 KB, 534x664, 1386131165189.png [View same] [iqdb] [saucenao] [google]
3128868

>>3128860
that sounds like a beautiful mod, I don't know what you're talking about

>> No.3128870

>>3128865
>>3128867
It's called Doomguy's Pimp Ventures. There are four of them, and they're all horrible.

Tributes/recreations to the original exist. Whispers of Satan recreated it twice in two different maps.

>> No.3128873

>>3128870
i think it was hidden in 1994tu as well

>> No.3128874
File: 50 KB, 604x507, 1456665856365.jpg [View same] [iqdb] [saucenao] [google]
3128874

>>3128870
Just the idea of punching a cyberdemon in the butt while it makes hentai noises makes me chuckle.

>> No.3128880
File: 163 KB, 1000x675, o-oh my.png [View same] [iqdb] [saucenao] [google]
3128880

>>3128874

>> No.3128883

>>3128880
this is a blue board mister

>> No.3128884

>>3128870
The music of this level is such a fucking earworm.

>> No.3128885
File: 523 KB, 1680x1050, Screenshot_Doom_20160410_093346.png [View same] [iqdb] [saucenao] [google]
3128885

>>3128880
literally 1 second later

>> No.3128887
File: 17 KB, 260x273, 1452654149873.jpg [View same] [iqdb] [saucenao] [google]
3128887

>>3128880
>tfw almost every demon enemy in Doom have nicely sculpted butts

>> No.3128897

>>3128840
icon of sin

>> No.3128902

>>3128774
I think he peaked with the summon brick wall

Did you watch this Combined Arms guy?

https://www.youtube.com/watch?v=aGcyocW1wEE

He loved the brick wall. we all do.

>> No.3128906

I've been hiding underneath a rock

How far behind is Zandronum now compared to GZDoom?

>> No.3128914

>>3128906
Zandronum 3 is at ZDoom 2.7.1

ZDoom is at 2.8

>> No.3128916

>>3128914
What will Z& 3 allow us to play that we couldn't before?

>> No.3128927

>>3128916
reelism yes

doomrl arsenal maybe (it might need 2.8 stuff)

doomrpg no (it needs THE LATEST AND GREATEST ZDOOM ALL THE TIME)

>> No.3128935
File: 64 KB, 1280x800, doom c64.png [View same] [iqdb] [saucenao] [google]
3128935

>>3128927
>Multiplayer Reelism

FUCKING SOLD

>> No.3128941 [DELETED] 

>>3128802
lmao shitpost more

>> No.3128952

Anyone have a download of Duke Nukem 3D with the expansions bundled with EDuke32?

>> No.3128968
File: 27 KB, 331x334, gomez-confused.jpg [View same] [iqdb] [saucenao] [google]
3128968

>>3128824
It's memorable for how shit it is.

>> No.3128970

>>3128795
Yeah, I did.

>>3128791
The infighting is like the number one reason I don't see why people are so salty about hitscannners, the chaingunners are volatile as FUCK, when out in the open, they're liable to start infighting at any moment

>> No.3128972

>>3128968
Seriously. It's full of traps and tricks you just have to memorize to survive. It's not fun at all regardless of how good of a player you are. It also has zero atmosphere, cramped enviroment, completely linear progression and no creativity whatsoever.

Fuck
That

>> No.3128975

>>3128970
The problem is usually not the chaingunners themselves but the locations they are often positioned, like in monster closets, top of elevators and so on. It's just a cheap way to reduce your health by 10-20% before you have a chance to react.

>> No.3128980

>>3128817
Because there were people complaining that the game was too easy.

So take a bite out of E4M2 on UV

>>3128824
E1 and E2 are better to be honest Famicom.

>>3128975
Well there's cheap ways to use them, but they're not THAT much of a hassle.

>> No.3128986

>>3128836

AFAIK Sandy Petersen designed dungeon crawlers before joining id.

>> No.3128987
File: 1.22 MB, 1200x1001, 1430139333378.png [View same] [iqdb] [saucenao] [google]
3128987

>>3128728

Does anyone else prefer the creepy atmospheric songs of Doom over the metal covers?

>> No.3128992
File: 113 KB, 511x221, n6I3cF1.png [View same] [iqdb] [saucenao] [google]
3128992

>>3128824

E4M1, E4M2 and E4M6 are the only good maps in that episode. E4M3 and E4M7 were decent, E4M4, E4M5 and E4M9 were straight-up garbage.

>> No.3128994

>>3128987
I really like the dark ambience of the PSX/N64 ports, but the original PC music is too classic.

>> No.3128995

>>3128986
He used to make RPGs. Like, pen and paper ones.

>>3128992
<-

>> No.3128996

>>3128992
What about 8

>> No.3128998

>>3128995
><-
Meant to reply to >>3128987

>> No.3129002

>>3128987
What's your favorite tune?

>inb4 The Healer Stalks

>> No.3129004

>>3128986

He's back to boardgames, he recently released a huge ass strategy board game named "Cthulhu Wars" seems pretty good.

>> No.3129006

>>3128986
yeah. also remember that basically no one had ever made FPS maps at that point. sandy's method was to go with what he already knew, which was basically "make a pen-and-paper RPG dungeon and then stick doomy stuff in it"

>> No.3129008

>>3128996

Forgot about E4M8, that map was actually pretty good.

They could've, like, not made it piss easy and another mastermind map though

>> No.3129015
File: 57 KB, 194x205, CaptainFace.png [View same] [iqdb] [saucenao] [google]
3129015

>have a dream where I was playing blood on extra crispy
>it was partially roguelike arsenal too
>every enemy was OoT/NiY levels of creepy
>armed with a HP firestorm/power modded minigun
>some enemies would randomly freeze in place, while others would bum rush at me at 55 mph all of a sudden

>> No.3129019

>>3129015
Did you die in the game and die for real then wake up?

>> No.3129021

>>3129015
Sounds breddy gud but then again Blood is overrated :^)

>> No.3129028
File: 33 KB, 419x377, 1453992991309.jpg [View same] [iqdb] [saucenao] [google]
3129028

>>3129021
>Blood source port never ever

>> No.3129031

>>3128840
jow.wad is a megawad full of shitty maps.

>> No.3129032
File: 188 KB, 1366x768, Screenshot_Doom_20160410_120113.png [View same] [iqdb] [saucenao] [google]
3129032

>>3128870
>tfw CYBIE3 is unrionically one of your favorite WADs
The visuals and music are pretty memorable compared to all the other shitty jokewads I've played.

>> No.3129038
File: 38 KB, 320x240, poor lil cyberguy.jpg [View same] [iqdb] [saucenao] [google]
3129038

>>3129032

>> No.3129040

>>3129038
The thumbnail made it look like naked girls for a second

>> No.3129054

HEY, RON! CAN WE SAY
'FUCK' IN THE GAME?

>> No.3129056

Well we certainly seem to have a thread theme going.

>> No.3129064
File: 66 KB, 400x260, nedmlogo.jpg [View same] [iqdb] [saucenao] [google]
3129064

What was the first, or some of the first Doom memes? Which is your favorite?
This is my fav.

>> No.3129093

has it ever been confirmed or leaked that there will be different ammo pickup types in d44m? or will it just be generic ammo boxes for all weaps?

>> No.3129096

>>3129064
There must be a small group of Usenet group "memes" that were famous enough back then, before they were even called memes.

>> No.3129116 [DELETED] 

>>3129096
there was a meme about a fake game called "SPISPOPD", you have have heard of it

>> No.3129120

>>3129116
Oh yeah, I remember that. Was there anymore aside from SPISPOPD?

>> No.3129121

>>3129096
there was a meme about a made up game called Smashing Pumpkins Into Small Piles Of Putrid Debris, you may have heard of the acronym

>> No.3129123

>>3128840
nuts.wad

>> No.3129142

>>3129096
You mean like a proto-4chan with no registration ?

>> No.3129147

>>3129142
Well parts of Usenet, probably more the alt feeds, were basically proto-4chan.

>> No.3129157
File: 130 KB, 497x276, tumblr_inline_niwxhzxJxT1t0gq1l.png [View same] [iqdb] [saucenao] [google]
3129157

Doom rule 34 is surprisingly decent

>> No.3129170

>>3128952
seconded

>> No.3129173

>>3129054
ain't that Discworld?

>> No.3129192

>>3129157
that's just a generic moe blob

>> No.3129207
File: 159 KB, 497x750, Ultimate Doge.jpg [View same] [iqdb] [saucenao] [google]
3129207

>>3129064

>> No.3129220

https://www.youtube.com/watch?v=KSZ4tSoumNk
Am I the only one who's afraid this is exactly what the singleplayer will be? FIght guys, walk through a corridor, fight guys, walk through corridor, fight guys, drop into pit with bossfight.

>> No.3129223

>>3129220
Nice to see Refused are getting airtime in commercials. Well not really nice, more like ironic and sad.

>> No.3129235

>>3129173
>>3129054
http://doomwiki.org/wiki/Quit_messages#Extras
its the name of GT interactive's then CEO

>> No.3129246

>>3129220
>le slowpoke mamy
add in exploration, keycards, secrets here and there, and you're done. that's doom.

don't see your point, really.

>> No.3129249

>>3129246
No, in Doom you also fight the guys in the corridors! ;_;

>> No.3129256

>>3129192
Do you want to fuck a literal skeleton?

>> No.3129257

>>3129256
do you not?

>> No.3129273

https://www.youtube.com/watch?v=C_k7jLMCbhQ&

Seems like Quake II has muzzle flashes after all!
Atleast in the N64 version, wich is fucking stupid considering the fact that the pc version doesn't have muzzle flashes.

>> No.3129276

>>3129246
>le slowpoke mamy

People are so upset when this is brought up.
If only the game was faster, they wouldn't be upset. :(

>> No.3129280 [DELETED] 

>>3129220
Is it true that Doomguy in '16 is a girl?

>> No.3129294

>>3129257
I like slim girls, but this is ridiculous!

>> No.3129297

>>3129276
I meant you, honey. you're kinda slow, aren't you?

>> No.3129307

Heretic: a good game.

>> No.3129316

A hell knight walks into a bar. The bartender looks over and says "sorry, we don't serve kids."

>> No.3129318

>>3129316
Heh.

>> No.3129319

>>3129307
Yes. Only bad things are the weird damage randomization and the relatively subpar sound design.

>> No.3129327
File: 3 KB, 125x93, 1460033659932s.jpg [View same] [iqdb] [saucenao] [google]
3129327

>>3129316
Can't believe I saved it

>> No.3129331

>>3129327
Turns out you didn't after all.

>> No.3129338

>>3129327
Nice thumbnail laddie.

>> No.3129362
File: 487 KB, 1277x1164, doom 4 is offtopic on vr, go back to v.png [View same] [iqdb] [saucenao] [google]
3129362

>>3129327
>>3129331
>>3129338

>> No.3129395
File: 10 KB, 194x200, 1408840658109.jpg [View same] [iqdb] [saucenao] [google]
3129395

>>3129362
>>3129338
>>3129331
>>3129327

>> No.3129484

>>3129064
I just really like the story behind how NEDM got started, it makes it so much funnier.
http://nedminvestigation.ytmnd.com/

>> No.3129505

>>3129484
I actually remember this.
Christ I'm old.

>> No.3129509

>>3129316
what?

>> No.3129512

>>3129484
God I hate YTMND format.
So, let me get this right, it all started because some kid filmed himself burning a cat while playing DOOM music?
What the fuck kind of a meme is this?

>> No.3129514
File: 3.00 MB, 320x240, cybie3-315-1.webm [View same] [iqdb] [saucenao] [google]
3129514

>>3129032
>>3129038
It's pretty bad

>> No.3129519
File: 2.04 MB, 320x240, cybie3-315-2.webm [View same] [iqdb] [saucenao] [google]
3129519

>>3129514
i tried pressing the switch in the water from above, but you can't reach far enough past the fence, so there are no interesting shortcuts either

http://temp-host.com/download.php?file=rh95vl

>> No.3129521

>>3129505
I'm going through some of these and laughing my ass off. This is such a stupid meme, I have no idea why it's so fucking funny to me.
http://goldenaxecat.ytmnd.com/

>> No.3129525

>>3129512
He apparently arranged it in such a way as to reference the ending of episode 3. It devolved into memery because of autism.
Meh, you had to be there.

>> No.3129529

>>3129514
>>3129519
Kinda pointless without the SFX.

>> No.3129530

>>3129529
ya

>> No.3129534
File: 3.87 MB, 519x283, revenant vs cyberdemon.gif [View same] [iqdb] [saucenao] [google]
3129534

Does anyone know where to find the .ini in GZDoom?

>> No.3129539

>>3128823
This. I don't see how people like Plutonia at all; the level design is fucking horrific and basically just difficult for the sake of being difficult without actually feeling rewarding or interesting.

>> No.3129548

What's the first FPS or FPSish game to have mouselook as a default method of control?
I'm guessing it was Magic Carpet.

>> No.3129552

>>3129539
I thought I made it pretty clear -- it was made by, and for, those who found the original games too easy, and wanted more of a challenge.

>> No.3129558

>>3129552
Yeah, but since they surgically excised the fun of the game the potential for FUN in Plutonia evaporated.

>> No.3129565

>>3129539
>just difficult for the sake of being difficult

I never understood this complaint.
Why the fuck else would anyone make something difficult?

>> No.3129567

>>3129534
Should be in the root folder.

>> No.3129574

>>3129565
My complaint is that they didn't bother to make it good as well as hard. There's no joy to the maps, just technical challenge, and that's not a good game.

>> No.3129575

>>3129157
Source please. Reverse image search gave me nothing.

>> No.3129586

>>3129558
Pretty silly thing to say
>>3129574
What do you think is a good map and why? Give us examples of maps with joy.

>> No.3129593

>>3129525
The NEDM meme was a way of sort of giving the middle finger to that guy and animal cruelty in general. It also sort of celebrates the absurdity of the implication that Doom music could make sharing animal cruelty content online okay.

>> No.3129595

>>3129575
clitorally the top post tagged "revenant" on paheal

>> No.3129596

>>3128759
The biggest problem devs made with Doom 2 was not splitting it into episodes like the original game. Having 30 (well, 32, but yknowwadimean) levels straight means you have to ramp up challenge level gradually and progressively, while scaling it with respect to the different game difficulty levels. This proved to be very messy and resulted in the notoriously dragging and monotonous levels of the later game.

>> No.3129603

>>3129595
>clitorally
anon

>> No.3129609

>>3129567
Where is the root folder?

>> No.3129616
File: 295 KB, 800x600, Screenshot_Doom_20160410_143131.png [View same] [iqdb] [saucenao] [google]
3129616

this fucking game manages to make me angrier than it does making me enjoy myself while playing.

>> No.3129618

>>3129609
The one gzdoom.exe is in.

>> No.3129623
File: 432 B, 81x84, GGYSD0.png [View same] [iqdb] [saucenao] [google]
3129623

GUN GODZ MAIN GAME HAS BEEN FINISHED. Only thing left now to do is a new HUD and a skin.

http://www.mediafire.com/download/u5j7esu7q56xz7f/GunGodz1.0.zip

Important changes include:

+Rewrote the code for compatibility. It SHOULD work with anything changing weapons, monsters and playerclasses.
+Added the Loop mechanic. You can spare the life of the Gun God for more power, at the expense of an increasingly tougher new start.
>WARNING: BE EXTREMELY CAREFUL OF THIS IF YOU LOAD IT WITH MODS CONTAINING OVERPOWERED MONSTERS.
+Added the playerclass Gun God Successor. A native venusian and god candidate faster and resistant to all damage at the expense of inventory resets.

>> No.3129627

>>3129574
have to say i feel quite sorry for you! i found plenty of joy in the process of maxing every plutonia level from a pistol start on UV. i found it very satisfying to finally conquer each one and cross it off the list. i do this with pretty much all maps, there are very few that i give up trying to play outright (usually because i find them impossibly hard, even on hntr). i can find joy in almost any doom map. this is also why i will never run out of wads, because i tend to play maps several times until i know them inside out.

>> No.3129631

>>3129623
Congratulations!

>> No.3129641

>>3128759
Doom is unplayable without the SSG. Do you even realize how UNsatisfying it is when you can take out max two imps with one shot.

>> No.3129648

>>3129616
That castle looks cool, what wad is that?

>> No.3129664

>>3129484
>http://nedminvestigation.ytmnd.com/
SONGNAME!?!?!?

>> No.3129671

>>3129664
>>3129484
nvm got it incase anyone wants it
https://www.youtube.com/watch?v=O7uJjY62WLc

>> No.3129674
File: 238 KB, 403x409, 1396790878180.png [View same] [iqdb] [saucenao] [google]
3129674

>>3129664
>>3129671
>mfw adorable newfags

>> No.3129681
File: 80 KB, 713x1000, she knows what you have on your HD.jpg [View same] [iqdb] [saucenao] [google]
3129681

>>3129641
>Doom is unplayable without the SSG

>> No.3129683

>>3129674
yeah I never really followed the memes throughout earlier internet.

>> No.3129703
File: 58 KB, 1066x481, Screenshot (54).png [View same] [iqdb] [saucenao] [google]
3129703

>>3129618
Are you sure? I downloaded it again and still couldn't find it. Is it in the application itself?

>> No.3129705

>>3129703
It might be autogeneratet when you run the game once.

>> No.3129716

>>3129705
Would it be in the configuration settings file?

>> No.3129724
File: 691 KB, 1920x1080, Screenshot_Doom_20160411_001905.png [View same] [iqdb] [saucenao] [google]
3129724

I am so fucking lost right now, can anyone help? I have the red and blue cards but I have no idea where I'm supposed to go

Map is Memento Mori II - Map 22 R.R.F. Refinary

>> No.3129759

>>3129121
Smashing Pumpkins actually sampled the Doom rocket launcher in one of their songs for this reason.

>> No.3129779
File: 66 KB, 640x480, 1460324189.png [View same] [iqdb] [saucenao] [google]
3129779

>>3129724
i think the next thing to do is go back to the start and go through the blue door there. then you go up through some wood, green bricks, jump down a ledge, find a sewer, (go to one end to raise stairs where you just jumped down), go to the other end to find some more machinery and computers, keep following your nose until you find a wood lift, the yellow key is then on the central of three platforms, jump off the lift to reach it

it's a complicated level, but i love it

>> No.3129786

>>3129779
Yeah that worked, thanks.

>> No.3129803

>>3129759
which one?

>> No.3129815
File: 2.93 MB, 320x240, mm2-22-nomo-316.webm [View same] [iqdb] [saucenao] [google]
3129815

>>3129786
i see you don't need this, but after posting i went and did a -nomonsters demo.

http://temp-host.com/download.php?file=xk09yv

>> No.3129838

>>3128902

I have seen it, and it made me feel all kinds of warm and fuzzy. Even moreso when he continued to use C_A with colorful hell.

My only gripe is he never EVER uses melee in his videos, if only he knew the potential of the fists in C_A

>> No.3129870

>>3129838
Meleeing enemies in CH is suicide once you reach the tiers that are actually a challenge.

>> No.3129873

>>3129870

I was referring to when he was playing C_A alone.

>> No.3129882

>>3128728
Just dropping buy to mention that I made that "poor little doomguy" pic back in 2014. It's nice to see it still around. Carry on.

>> No.3129893
File: 142 KB, 800x600, Screenshot_Doom_20160330_180256.png [View same] [iqdb] [saucenao] [google]
3129893

So did any y'all play the Nihility shareware or do I have to get the bayonet out?

>> No.3129912
File: 2.93 MB, 900x506, Desktop 03.19.2016 - 02.47.27.57.DVR.webm [View same] [iqdb] [saucenao] [google]
3129912

Nth for Shamblers are adorable.

>> No.3129932 [DELETED] 

>>3128728
>doombabbies

>> No.3130001

>>3128730
seems i missed not one but two newstuffs

#491
https://www.doomworld.com/php/topstory.php?id=4565

#492
https://www.doomworld.com/php/topstory.php?id=4567

>> No.3130017

>>3128840
more people need to, well, not play exactly, but at least experience Darkwave17. it's very educational, especially if you are a map designer.

http://doomedsda.us/wad1869.html

>> No.3130058

>>3130017
god damn that's shitty

>> No.3130074

Does anyone know where I could find Sgt Mark's Motorcycle test WAD? I have the tank and helicopter WAD, but there was one he made before that with the Duke Nukem Forever-style bike.

Would appreciate it.
I've tried looking on Best-Ever, ZDoom forums, idgames (not that it would be there), etc., but cannot find it.

>> No.3130079

>>3130074
Nevermind, found the link on Youtube of all places,

>> No.3130083
File: 44 KB, 798x456, latest.jpg [View same] [iqdb] [saucenao] [google]
3130083

>>3128840
http://games.moria.org.uk/doom/du/reviews/21ratmaz.html

>> No.3130149
File: 112 KB, 800x503, Trenchdigging.jpg [View same] [iqdb] [saucenao] [google]
3130149

Do you guys think I could get trench digging done in Doom? has destructible environments ever been a thing in doom modding?

>> No.3130161

>>3130149
Dammit, you just made me miss AoS with /v//

>> No.3130174

Right, so, I was playing DemonSteele, and Shihong's punches were reaching super far for a while. Like, ludicrously far, and they were stunlocking most things. It felt a little strong, but then suddenly, I'm not sure exactly when or why, they stopped reaching super far.

The only thing I can potentially attribute this to was some kind of red icon with numbers under it that used to be at the top left of my screen but isn't anymore.

Was that some kind of item to buff her punch range or something? I didn't think to check under what circumstances it went down, since I felt like it was probably the back protector like Hae-lin had.

>> No.3130175

>>3130161
Oh, that shit was fun.

>> No.3130180

>>3130174
That would be the butt shield giving you sniper punches.

It's... not very clear at all.

>> No.3130184

>>3130180
Wait so it was both a butt shield and a sniper punch buff at the same time?

>> No.3130185

>>3130184
yep

>> No.3130189

>>3130185
Well that's silly. Then again I suppose it does count as incentive to not let it run out.

>> No.3130193

http://www.pcgamer.com/modder-delivers-the-original-doom-in-vr/

>> No.3130221
File: 77 KB, 1024x768, Screenshot_Doom_20160410_200104.png [View same] [iqdb] [saucenao] [google]
3130221

>> No.3130223

>>3130221
creepypasta/10

>> No.3130225

>>3130221
What's the behind the door?

>> No.3130226
File: 129 KB, 1024x768, Screenshot_Doom_20160410_200108.png [View same] [iqdb] [saucenao] [google]
3130226

>>3130221
?

>> No.3130227

>>3130193
Nice.

>> No.3130232

Just from a archetecture perspective, E2M7 might be the best level in Doom

>> No.3130236
File: 15 KB, 396x303, 1422754633566.jpg [View same] [iqdb] [saucenao] [google]
3130236

https://www.youtube.com/watch?v=9a2bOXHzIAw
What other shit could be done with 32XDoom?

>> No.3130251

>>3130149
Someone made a Minecraft/Digdug kind of thing a while back.

>> No.3130269

>>3129623
Must say, im unimpressed.
Mobs without rotations, made in "pretentious pseudo-retro" style
Rectangular grid map design.
Highly repetitive music.

>> No.3130304

>>3130269

GunGodz was made by people who hated shooters, and it shows.
It's technically proficient, but the soul is missing.

Still, hopefully this TC will give it a little more love and act as inspiration for other people.

>> No.3130310
File: 2.73 MB, 800x450, gzdoom 2016-04-10 21-56-26-97.webm [View same] [iqdb] [saucenao] [google]
3130310

Probably gonna need better animation.
Pardon the placeholder sprites.

>> No.3130317

>>3130310
I'm digging this

>> No.3130319

>>3130310
i'm 18, mr. bouncer, i swear

>> No.3130331

>>3130310
Did someone say PUSHKA?

>> No.3130337

>>3130236
feed a family of four

>> No.3130338

>>3130310
Is it me, or there is a tilt when you strafe?

>> No.3130342

>>3130338
I saw it too. Could have sworn it was just me

>> No.3130343

>>3130338
>>3130342

You've got sharp eyes.
There's a Quake-style tilt when you strafe, and a Build-style tilt when you mouselook around.
It's customizable, for obvious reasons, and defaults to "very low" values.

>> No.3130348

>>3130343
What mod is this anyway?
Also is tilt done via shader, because I dont remeber GZDoom being capable of rolling

>> No.3130353 [DELETED] 

>>3130343
the look tilt is much more noticeable at 0:10. RealAim.pk3 is it?

also on other totally unrelated news media, there's finally an FOV slider in the open beta for D44M

>> No.3130362

>>3130348
http://zdoom.org/wiki/SetActorRoll
http://zdoom.org/wiki/ChangeActorRoll

>> No.3130363

>>3130348

A work in progress about being a space pirate that goes from planet to planet to grab cash, shooting aliens and demons.
GZDoom is definitely capable of rolling, but it's a relatively new feature that's woefully underutilized.

http://zdoom.org/wiki/ChangeActorRoll

>>3130353

It's Nash's gztilt, but this RealAim looks interesting. Thanks.

>> No.3130371

>>3130348

It's strong Metroid IV: the booty project

>> No.3130375

>>3130371
Dreadnought anyoune?
Incidentally, i am now replaying Prime series on a Dolphin emulator.

>> No.3130383

>>3130363
>about being a space pirate
marty is that you?

>>3130371
>>3130375
dreadnought was fun but would've benefitted from being a full TC rather than just a gameplay mod

>> No.3130394
File: 256 KB, 600x450, Twittere5ff725.jpg [View same] [iqdb] [saucenao] [google]
3130394

DOOM is slowly assimilating everything we hold near and dear.

>> No.3130403

>>3130383
>marty is that you?

No, but he was extremely amused by the similar scope.

>> No.3130405

>>3130251
Got sauce on that?

>> No.3130417

>>3130394
good. advertisement for the game so far has been downright fucking shameful.

>> No.3130420

>>3130394
That's some impressive Halo advertising.

>> No.3130424

>>3130394
damn shame they stuck with the cover that looks like every single other goddamn AAA video game cover in existence

>> No.3130425

>>3130424
True, but at least the reversible cover is really good, so those with taste can easily amend their situation.

>> No.3130431

>>3130425
oh god I totally forgot we're getting the classic doom-inspired cover in the back. damn if that's a pleasant reminder.

>> No.3130432

>>3130431
>>3130425
any pic?

>> No.3130451

>>3130149
Easily. I have destroyable walls in my mod.

Map out the trenches, then place a whole lot of impassible mid textures along the trench. When the player hits the texture, it disappears, rocks and shit go everywhere, and a new section of trench is exposed. It would be much quicker than actually digging a trench, but hey, this is doom, we dont fuck around realistically digging a trench for 6 hours.

I can give you my ACS code for my breakable walls if you like

>> No.3130457

>>3130432

in what kind of nuclear shelter were you living for the past few months?

is it good to live in one of them?

>> No.3130504
File: 1.27 MB, 1920x1080, quakespasm-sdl2 2016-04-10 23-24-34-10.png [View same] [iqdb] [saucenao] [google]
3130504

Boy, I'd sure hate if I died in this map and had to do a shotgun start against a Shambler.

>> No.3130507
File: 1.89 MB, 5060x2752, 1457021200199.jpg [View same] [iqdb] [saucenao] [google]
3130507

>>3130432
This, but with more branding

>> No.3130508
File: 2.07 MB, 5060x2752, 1457021200199.jpg [View same] [iqdb] [saucenao] [google]
3130508

>>3130432
It's like the classic cover done in the style of the new game, I'm glad that it was actually made at all.

>> No.3130510

>>3130508
>>3130507
>covermind

>> No.3130512

>>3130508
>>3130507
thanks friends

>> No.3130514
File: 3.84 MB, 5060x2752, doom 4.jpg [View same] [iqdb] [saucenao] [google]
3130514

>>3130508
Welp, since we've already posted the original and the edit, might as well.
(the Doom 3 styled logo actually fits the aesthetics of 4 fairly good)

>> No.3130516

>>3130504
But dying in Quake just reloads the state you entered the map in

>> No.3130519
File: 686 KB, 253x178, 1366094200146.gif [View same] [iqdb] [saucenao] [google]
3130519

>>3130516
>mfw it does

Did it always do that


Has my memory been wrong for years?

>> No.3130523
File: 113 KB, 388x345, jason_glare2.png [View same] [iqdb] [saucenao] [google]
3130523

>>3130507
>>3130508
>>3130514
GAH I fucking hate these monster designs. They look like they belong on MAGIC cards. That's not to speak ill of MAGIC, but they have a very distinct look and feel, a look that is definitely not Doom.

>> No.3130525

>>3130514
Yeah, I forgot that the D44M logo is so flat and boring and forgot that I saved an edit that actually looked like it belonged on a Doom game's box

>>3130523
There's a lot that I can forgive, but the IMPS, man. They look like robot Xenomorphs

>> No.3130535

>>3130523
I don't mind that, inherently, Doom 3 had different aesthetics and designs from the originals, might as well try something new here.

I don't like ALL of the designs (the Cyberdemon is terrible now), but there's a bunch I think look really cool.

>> No.3130540

>>3130417
Still is.
>We gonna throw the cover art up everywhere
>What, you wanted more details on stuff that ISN'T the multiplayer?

>> No.3130547

>>3129641
>Doom is unplayable without the SSG

Doom 1 would have most of its challenge thrown out the window if it had an SSG. Most normal monsters have 150 health or less, with Cacodemons and Barons being the only exceptions.

It was added in 2, due to most of the new monsters having higher health, alongside larger fights in some maps.

>> No.3130562

>>3130451
Nice. And yeah I'd like the code thanks.

>> No.3130613
File: 192 KB, 1398x812, BREAKY WALLS.png [View same] [iqdb] [saucenao] [google]
3130613

>>3130562
http://pastebin.com/UkWsgxKb

enjoy. pic is the set up in doom builder for this script. the green dots are the debris map spots

>> No.3130615
File: 28 KB, 496x379, 1447036896954.jpg [View same] [iqdb] [saucenao] [google]
3130615

>>3130504
>mfw I finally learned how to deal with Shamblers if I didn't have any "heavy" weapons

>> No.3130619

>>3130562
>>3130613
Also if you're digging a trench, you're most likely going to be able to see above the trench, into the trench, so it might pay to have all the undug sections of trench with their floors raised, so it looks flat when you look down on it (instead of looking like a trench with a whole bunch of mid textures along it)

Then just add a Floor_lowerbyvalue command into your wall breaking script, so the floor lowers in the section of trench you just dug. make it fast and slap a sound sequence on that sector so it sounds like earth moving instead of a platform going down. This is real easy to do in Hexen (just use sound sequence 8 for earth), but I'm not sure about doom format...

>> No.3130623
File: 757 KB, 1600x900, DooM64Forever.png [View same] [iqdb] [saucenao] [google]
3130623

Soon...
probably

>> No.3130629

>>3130540
maybe advertisement wasn't the right word for that, but more along the lines of 'public awareness' of the game. say what you will about repeatedly slamming the design for the cover itself being everywhere but it helps with people being, you know, let aware that the game exists.

>>3130525
i actually really dig the white logo. contrasts a ton with the orange and green in the picture, the classic/BFG logo almost blend into the background by comparison so much I understand why'd they'd go with a plain colorless one instead of the usual blue/orange motif.

>> No.3130643

Running into an issue with Project Brutality where whenever I fire a shotgun or use the chainsaw and hit attack at above a 45 degree angle, it forces me to look at the ground. Anyone got this problem?

>> No.3130662

>>3130623
what the fuck?

>> No.3130685
File: 959 KB, 1280x720, BBRBM.webm [View same] [iqdb] [saucenao] [google]
3130685

Now with LAZORS!
http://forum.zdoom.org/viewtopic.php?f=37&t=51412

>> No.3130703

>>3130685
brainstorm some ideas for mods you could use lasers in!

>Superman mod
>"SNIPER!" mod where you're constantly being targeted by a sniper
>F-16 pilot mod, with laser targeting n shit
>Obviously any science fiction mod, i saw the guy making the star trek TC incorporate them to great effect.

>> No.3130708

>>3130523
theyre overdesigned af

>> No.3130709

>>3130703
Could always just have a straight laser weapon in a weapon replacement pack. Could be a alt to the plasma gun.

>> No.3130713

>>3130507
>Jetpack revenants

>> No.3130725

>>3130708
Graphic designers gotta justify their paychecks.

>> No.3130729

>>3130708
They're really not. Just partial exoskeletons and a few details.

>> No.3130730

>>3130708
love how there's a complaint for basically everything in the game at this point.

>> No.3130785

>tfw not imaginative enough to make maps

How do you do it?

>> No.3130787
File: 435 KB, 1600x900, Screenshot_Doom_20160411_103819.png [View same] [iqdb] [saucenao] [google]
3130787

>>3130685
LAZERED

>> No.3130796

>>3129648
Looks like a map from JPCP

>> No.3130803

What do you guys think about DoomRPG?

>> No.3130805

>>3130785
We make non imaginative maps.

>> No.3130806
File: 47 KB, 400x565, generic fps.jpg [View same] [iqdb] [saucenao] [google]
3130806

>>3130394

>> No.3130813

>>3130803
It's good but has this annoying way of being difficult which stems from bad interface and randomized everything.

>> No.3130814
File: 64 KB, 500x375, 1419482864461.jpg [View same] [iqdb] [saucenao] [google]
3130814

>>3130805
Don't be a cock. This is serious!

>> No.3130815

>>3130394
Maybe it will make people revere the classical game more and return to it?

Nah who am I kidding it didn't work for Fallout one bit.

>> No.3130820

>>3130814
It's a good answer actually. Start with boring generic maps, and then gradually develop your own style by altering and messing around with bits and pieces. It's like when you learn to play guitar you begin with Stairway and all that old school stuff before putting together your own riffs.

>> No.3130821

>>3130814
I am serious.

>> No.3130825

>>3130814

No, he's being serious, just make boring shit, but never stop trying to think of COOL shit, eventually you'll begin to make progressively cooler stuff.

You can do this.

>> No.3130826

>>3130821
>>3130820
Man. I guess I just don't have the imagination for it. Making a boring generic map seems simple but I don't even know where to start altering and messing with stuff.

>> No.3130828

>>3130826
What editor are you using?
Modern editors have this tendency to allow you to autistically micromanage everything, which can be good in general but might seem overwhelming for a noob. Maybe if pick up one of the 90s editors it would help you ease up into the learning curve.

>> No.3130839
File: 11 KB, 208x240, 1369491872713.jpg [View same] [iqdb] [saucenao] [google]
3130839

>>3130828
Trenchbroom, because I'm that loser who likes Quake more than Doom and the 3d interface with grids as an option is nice.

I've tried the older editors and they work pretty much just as well- I've got a bit of CAD/CAM experience so making 3d things using 2d planes is nothing new to me, there's no real preference in editor choice beyond 'which ones have the most comfortable keyboard shortcuts'- and have no problems working with the tools, the problem is opening up a blank slate and saying, I don't know what to do.

>> No.3130843

>>3130839
You gotta create a little story in your head, then make maps to go along with that story. It very much helps.

>> No.3130851

>>3130685
I'm releasing an updated version shortly. You won't believe how many engine limitations pop up when trying to implement these in a "clean", versatile and convenient fashion.

>> No.3130858

>>3130843
That would help, but stories are just as hard. It's like- someone says, draft this part in X views and with Y additional thingies to doodad the whatchamacallit, I can do that. If someone says 'write a short paragraph about a story you made up,' I crawl into the fetal position.

I get grand little ideas for set pieces and then either draw them or stash them in a test map (assuming they work, which they don't always as I'm still discovering various engine limitations I don't have the means to get around without delving deeper into coding than I'd like to, so instead it becomes a logical thinking exercise on how to work around those limitations with the functions at hand) and then have no way to string everything together.

>> No.3130860

>>3130858
Just b yourself anon

>> No.3130861

>>3130858
This kind of mindset is probably the reason why some really good megawads end up taking like 4-5 years to actually release, then a sequel comes out another 4-5 years later.

>> No.3130864

>>3129641
>Doom is unplayable without the SSG.

Get good scrub.

>> No.3130867
File: 246 KB, 1136x717, 1451540370496.png [View same] [iqdb] [saucenao] [google]
3130867

>>3130860
y-you too

>> No.3130892

>>3130785
unfortunately anon, creativity can't really be taught. Read lots of books, watch lots of documentaries, see if inspiration strikes. A good story or idea can generate many maps!

Also sometimes its just an exercise in DOing it. Even if you dont feel that creative just draw some random rooms, place some random monsters, make some lifts, make some different height sectors, then playtest the thing and see what it needs. improve and playtest over and over and eventually you'll have a cool map from literally nothing!

>> No.3130896

Does anyone have a vid of themselves playing? I'm not talking about let's play or speedrun or anything like it, just normal Doom gameplay.

>> No.3130904

>>3130787
AW I'M BLIND

>> No.3131037

I think Sandy Petersen's Doom 2 maps are unfairly hated. I actually prefer them over his Doom 1 maps, personally.

>> No.3131052

>>3131037
Sandy did most of the maps before Dead Simple didn't he? Those maps are pretty memorable.

>> No.3131053

>>3131052
Only map before dead simple he did was Entryway. 2-6 were McGee's, and Dead Simple was also partly McGee's.

>> No.3131056

>>3131053
My mistake then. When I think Doom 2 I mostly think the first couple levels before Dead Simple/Tricks and Traps/The Pit which is where I usually stop.

>> No.3131063

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

Doom 64 has such hideous art design. There's no color.

Weapons lack a hand or reload animation.

Sprites are a cluster fuck.

>> No.3131065

>>3131037
His Doom 2 maps are great considering they come later in the game and correspond to different ideas. The reason people dislike them is that they're much longer and more intricate, but that makes sense considering levels 1-7 are sort of introduction (compare it with Knee-Deep in Dead).

The problem with Doom 2, like the other Anon mentioned, is that it's built as one big episode despite the way in which it's conceptually designed as 3-4 different episodes. So you get the fun linear ride of maps 1 to 7, then Tricks and Traps which is kind of a concept map, then a Romero map, and then "episode 2" hits you like a ton of bricks in The Pit.

>> No.3131067

>>3131063
Yeah it's notoriously grimdark and edgy. Keep in mind they were working on Quake at the same time and it shows.

>> No.3131074
File: 60 KB, 640x499, 8vHegBnl[1].jpg [View same] [iqdb] [saucenao] [google]
3131074

>>3131067

Yes, visually it's Quake, not doom.

I wonder if Doom64 for II will ever be completed?

https://www.doomworld.com/vb/wads-mods/64353-doom-64-for-doom-ii/

>> No.3131079

>>3131065
Also notice how every time id releases an episode-structure FPS it's almost universally praised (W3D, Doom, Quake, Heretic), and when they release a non-episodic FPS the reception is more polarized (D2, Hexen, Q2, Q4).

>> No.3131082

>>3131079
>heretic
>hexen
>quake 4

>> No.3131086

>>3131082
...yes?

>> No.3131089

>>3131086
those weren't made by id you mong

>> No.3131092

>>3131089
Letting Raven work on those was the video game equivalent of letting your little brother take the car for a ride.

>> No.3131095

>>3131092

No. No it wasn't.

>> No.3131101

>>3131092
More like letting your brother build a car in your workshop.

>> No.3131107

>>3131092
Heretic yes as it's basicaly a reskin of Doom in typical Raven aesthetics. The other games not so much.

>> No.3131114
File: 1.79 MB, 384x216, 135244364.gif [View same] [iqdb] [saucenao] [google]
3131114

>>3131067
>Keep in mind they were working on Quake at the same time and it shows
u wot m7

>> No.3131137

>>3131079
was QUake universally praised?

>> No.3131142

>>3131137
yes. it was the best thing since sliced bread in the game industry, at least on the hype/media end. technically it was still top of the line in its day

>> No.3131147

>>3131065
I reckon they should've made 8-20 less dominated by Petersen, and given Romero and McGee a couple more maps.

>> No.3131152

>>3131147
You mean threatened romero with a blowtorch until he did his job

>> No.3131156

>>3131137
It's was Doom, but more everything. It's all like, actually 3D, man!

>> No.3131184

>>3131137
Yes absolutely. It spent a few months at the #1 position on most relevant charts.

>> No.3131190

so BTSX has a cool set of textures
is there a reason we haven't seen any maps released using them?
or are they verboten until the final episode is released or something?

>> No.3131195

>>3131190
I expect Episode 3 of it will be done by the end of this year probably. I'm amazed that it can be played in vanilla Doom 2.

>> No.3131201

>>3131190
>or are they verboten until the final episode is released or something?

Pretty much this. I believe its because some textures aren't fully finalised, alongside the fact that not all of them are out to the public eye.

I kinda expect once E3 is done, and they release the texture pack, that there'll be some sorta "Community Saturn X" project.

>> No.3131204

>>3131190
Too many fucking revenants, this wad has.

>> No.3131207

How do you guys try out new gameplay mods?

Do you test them on vanilla D2 or?

>> No.3131213

>>3131207
>go to map01
>idfa
>fuck around for five minutes
>never touch again

>> No.3131238

>>3131213
This.

>> No.3131241
File: 382 KB, 1920x1080, Screenshot_Doom_20160411_160545.png [View same] [iqdb] [saucenao] [google]
3131241

Now this just ain't fair

>> No.3131245

>>3131241
Come on Cybie, it's your turn on the catwalk.

>> No.3131261

>>3131207
Typically I test them by dragging them onto Recycle Bin.exe

>> No.3131270

How do I into not sucking in Doom?

>> No.3131272

>>3131270
Keep playing. You'll git gud eventually.

>> No.3131273

>>3131270
Be born in the early eighties.

>> No.3131275

>>3131261
>Recycle Bin.exe

>> No.3131279

>>3131270
Learn to dance around the enemies. Learn their weaknesses. Know when to leave medkits for later fights.

>> No.3131282
File: 66 KB, 641x515, doom.png [View same] [iqdb] [saucenao] [google]
3131282

Help
Every time I load a wad on Zandorum or Zdoom it takes me to the main game instead of the wad, even when it loads the graphics and interface and shit.

>> No.3131290

>>3131282
It's a doom 2 wad.

>> No.3131297

>>3131290
I have the doom 2 files. It used to work ok until recently.

>> No.3131298

>>3131279
Also learn when to just run past assholes and deal with them when you get better weapons.

>> No.3131319

>>3131297
drag and drop while holding shift
select doom2

>> No.3131327

>>3129157
There's not that much of it.

>> No.3131329

>>3130394
Is this real?
Will d44mguy become the new minion?

>> No.3131331

>>3131282
You've clicked doom 1 and checked the "always used this IWAD" or whatever box. There should be an option in the in-game menu for changing this.

>> No.3131335

>>3131329
no, because 99% of the world doesn't give a shit about doom

>> No.3131338
File: 982 KB, 320x287, 1444313166217.gif [View same] [iqdb] [saucenao] [google]
3131338

>>3131329
NO

NO

NO

DONT YOU EVER SAY THAT SHIT AGAIN

WE DONT TALK ABOUT THOSE FRENCH SUPPOSITORIES AROUND HERE

HOW DARE YOU

>> No.3131362

>>3129803
Where Boys Fear To Tread
https://www.youtube.com/watch?v=ntiofG_3yF4
You can hear it at 1:18

>> No.3131374

speaking of people we don't like to talk about, didn't that sergeant mark 4 guy used to hang around here, or was that in /vg/?

from what I heard he was a real twat

>> No.3131378

>>3131374
Yeah, the guy that made Brutal Doom is apparently kind of an asshole.

>> No.3131391

>>3131207
I try them on TNT evilution most of the time because it's better than Doom 2.

>> No.3131395

Trying to do my first nightmare playthrough, can't even get past the 3rd map. Any tips from veterans?

>> No.3131413

>>3130685
http://forum.zdoom.org/viewtopic.php?p=542080#p542080

Also it seems like multi sprite actor lasers would work better with warping without stuttering, since they don't have the issue that models do in GZDoom

>> No.3131414

>>3131395
Nightmare is speedrun-mode. Jet through the level and ignore most monsters

>> No.3131419
File: 70 KB, 1141x625, Untitled.png [View same] [iqdb] [saucenao] [google]
3131419

>>3131374
I'm still looking for that comment that says "Watch as this plasma ball turns a zombie into a nigger" within the code of one of his mods.

But this is ArmageDoom's LANGUAGE lump depicting the game exit strings and some console commands. He was always a guy of edge.

>> No.3131426

>>3131413
>Ugh, lots of ACS
sums it up pretty nicely 2bh

>> No.3131436

>>3131419
He removed it, so you won't find it. It was also something about turning a zombie into a nigger faster than rap turns a white guy into a nigger.

He's just an asshole, including to people that made the things he used in his mod, which is the only part that really matters. The "he told someone to kill hisself!!!!" and the "nigger" in the code are neither here nor there.

The only unforgivable thing about nigger in the code is the fact that he can't write anything but spaghetti code, and then when he actually writes a comment in the code it's just to put something inane like that in there.

The wanting to use real gore in the mod thing was in bad taste, but again not that big of a deal. It was the fact that he was so excited about it that made it weird.

>> No.3131448

>>3131067
Doom 64 was outsourced to Midway, the Mortal Kombat guys.

>> No.3131449

>>3131270
moar tips:
- Learn to take advantage of architecture. Pillars, walls and heigh variation may keep you safe from some enemies while you focus on attacking others.
- Figure out which enemies you'll want to take down first. Sometimes they will be hitscanners, sometimes they will be archviles or pain elementals, sometimes they will be whoever is blocking the path you need to take to avoid attacks.

>> No.3131450

>>3131436
I was on the Mark hate bandwagon for a while too, but I'll be damned if that Hell on Earth Starter Pack isn't some of the best map design I've seen in years. Ultimately I don't give even the slightest fuck how much of a prick he is as long as he continues to release great content.

>> No.3131451

>>3131450
I like the starter pack too. But I'm playing it with Project: MSX rather than BD :^)

>> No.3131460

>>3131395
Shoot the Cyberdemon until he dies.

>> No.3131461

>>3131450
I liked some of it, but I didn't really care for his custom centaur enemies, and when I got back to Earth there was just so much bullshit I didn't feel like playing anymore.

>> No.3131462

>>3131450
How much of it is his maps? I hear some of them are from Freedoom.

>> No.3131464

>>3131462
>I hear some of them are from Freedoom
Looks like you heard wrong fampai

>> No.3131487

>>3131464
nah

definitely heard that as well

>> No.3131490

>>3131241
I actually really liked when mapsets had surprise cybers in corridors back in the day. Really throws you off.

>> No.3131495

>>3131462
All maps except map03, 07, and 29. They are placeholders taken from FreeDoom.

>> No.3131523
File: 117 KB, 720x1280, IMG-20160327-WA0005.jpg [View same] [iqdb] [saucenao] [google]
3131523

What other retro games do you guys play? Outside of the usual suspects.

>> No.3131527
File: 46 KB, 640x480, 1460392805.png [View same] [iqdb] [saucenao] [google]
3131527

>>3131241
there's a kill switch to crush the entire room. you have to run and wake the monster up, which opens a door back outside, then go through that door and a bit further, which reveals a button. not sure how a new player would be expected to find all that though.

>> No.3131529

>>3131523
Realms of the Haunting.

>> No.3131532

>>3131523
There's none other than doom that I really play regularly, but I'll still occasionally hit up:
>Megaman
>Supaplex
>Transport Tycoon Deluxe

And the reminder that John is the demons is canon.

"I will shoot at him" said the cyberdemon and he fired the rocket missiles. John plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the demons" he shouted.
The radio said "No, John. You are the demons"
And then John was a Doom Slayer.

>> No.3131557 [DELETED] 
File: 370 KB, 659x575, C_console FoV.png [View same] [iqdb] [saucenao] [google]
3131557

Well then, looks like doom might be more playable after all. As soon as they double movement speed and remove loadouts too. And stop the focus on showing us multiplayer.

>> No.3131559

>>3130623
i don't know what's going on with your flash there anon but i suspect it's supposed to be full bright

>> No.3131574

>>3131450
>but I'll be damned if that Hell on Earth Starter Pack isn't some of the best map design I've seen in years.

How many map packs do you regularly play?
Hell on Earth is really, really fucking mediocre.

>> No.3131576

>>3130310
does the key card animation play automatically when you press use or do you have to actually select the specific key and press use

will it prevent you from shooting

>> No.3131578

>>3131574

not him, but tell me some good map packs

>> No.3131585

>>3131578
Well, there's my favourite, my unfinished unreleased map pack currently 3/16 maps preliminary version done
Nah, its not that good. But if you want to give the three levels a go, it's "wad collected" in the newspost

>> No.3131590

>>3131576
Looks like it switches you to a weapon that only plays the key-raising animation and PROP_TOTALLYFROZEN's you.

>> No.3131596

>>3131576
>does the key card animation play automatically when you press use or do you have to actually select the specific key and press use

Select the specific key? What?
It plays the card animation automatically.

>will it prevent you from shooting

For all of 30 tics, yes, but I don't plan on having any massive battles next to locked doors. Still, Just In Case you're also invulnerable in that period.

>> No.3131601

>>3131487
Proof?

>> No.3131608

>>3131596
I think that, as a player, a better solution would be if if it immediately switched back to the last weapon's firing frames if you pressed the fire button while the key animation plays as if the whole animation was A_WeaponReady

However, including 3 different color card animations to each weapon's DECORATE to accommodate this doesn't sound elegant at all and that's the only way of doing it that I can think of.

Not that you asked for an alternative way of doing it, I just think that if someone has a problem with something, then they should try their best to offer an alternative or solution.

>> No.3131610

>>3131574
I think your hatred of Mark is clouding your better judgment. Maps 14-16 alone are absolutely stellar in their layout and overall aesthetic. Exploring the open city and bombed out buildings is hella fun, and the secrets are entertaining and satisfying as well. The rest of the pack ranges from ok to excellent. I can't think of many recent megawads that have held my attention for that long. Overall it's a fantastic re-interpretation of the original Doom.
I'm getting mildly amused just imagining how irritated you will be when it wins a Cacoward at the end of the year.

>> No.3131615

is m*rk still a cursed word

>> No.3131618
File: 370 KB, 1280x720, Screenshot_Doom_20160411_132210.png [View same] [iqdb] [saucenao] [google]
3131618

>>3131601

It's true.
Freedoom's maps are pretty good, but it's still hilariously low-effort to do that.

>>3131610
>I think your hatred of Mark is clouding your better judgment.
Lol, nah. Try again, senpai.

>> No.3131626

>>3131618
>It's true.
Nice proof idiot.

>> No.3131631

>>3131608

This is a fairly good idea, thank you. Definitely clunky, but considering the engine, clunky is to be expected.

>> No.3131634

>>3131626
i got ur proof right here:

its true

>> No.3131636

zomg /doom/ drama

>> No.3131641

>>3131495
i think there's more than that, but some of the others are not current freedoom maps, but old ones that have been replaced

>> No.3131642
File: 970 KB, 300x225, 1336875127178.gif [View same] [iqdb] [saucenao] [google]
3131642

>>3131626
anon, that's a screenshot of freedoom map03
the same map in hell on earth

or are you that eager to jump the gun and run your mouth?

>> No.3131657

>>3131610
what's it like having severe brain damage?

>> No.3131662

>>3131657
Feels pretty fucking good man. I'll take it over whatever the fuck you have.

>> No.3131670

>>3131626

Did you just completely ignore the image in favor of responding to the text

Heh

brutards are weird

>> No.3131675

this is going the route of teaching koko the signing gorilla what death is

can we just let anon have fun

>> No.3131679

>>3131675

see >>3128745

>> No.3131710

>>3130310
Where's the demon script from?

>> No.3131718
File: 156 KB, 1280x960, 1460397238.jpg [View same] [iqdb] [saucenao] [google]
3131718

HoE starter pack map02

>> No.3131719

>>3131710

Demon script? Pardon?

>> No.3131720
File: 157 KB, 1280x960, 1460396341.jpg [View same] [iqdb] [saucenao] [google]
3131720

>>3131718
freedoom map02 circa v0.6

>> No.3131723

>>3131719
the thing circling the eye after the door was open

the red text that looks mordor as fuck

>> No.3131735
File: 2.64 MB, 800x450, Pirate Adventures Ho 2016-04-11 13-59-41-24.webm [View same] [iqdb] [saucenao] [google]
3131735

>>3131723

Oh. I made it.
The script, I mean. Not the font, obviously. The font is from http://www.levitated.net/daily/levRunes.html and is open to use. I'm using it as a placeholder until I can make some proper demonic runes.

Functionally, it's really just a generic quad damage powerup, but I wanted to make it look really magical and arcane, sticking out in a sea of tech areas.
There's even a little script that flickers your screen and plays demonic whispering in your ears while it's active.

>> No.3131748
File: 1.33 MB, 1600x1200, pc-50199-41362935798.jpg [View same] [iqdb] [saucenao] [google]
3131748

Any love for Rise of the Triad?

>> No.3131752

>>3131735
>that slow smoke after the gun stops firing
a e s t h e t i c

>> No.3131756
File: 225 KB, 315x850, 7658905438.png [View same] [iqdb] [saucenao] [google]
3131756

>>3130525
> but the IMPS, man. They look like robot Xenomorphs

>> No.3131778

>>3131756
>SCHLONG DEMON

>> No.3131782
File: 60 KB, 868x888, RUNEZ.png [View same] [iqdb] [saucenao] [google]
3131782

>>3131735
I meant the font, not the script, but that's on me since I should've used a better term when talking about doom modding where "script" can mean two things.

There are these
https://github.com/BlueVertigo/indigoskyline/tree/master/tsp%20pk3/sprites/Enemies/RUNES
There are 33 of them, each has 25 frames of animation using gpl flames plus 1 solid color for performance option.

Free for use per
https://github.com/BlueVertigo/indigoskyline/blob/master/tsp%20pk3/CREDITS.txt#L10

Credit for original flame
https://github.com/BlueVertigo/indigoskyline/blob/master/tsp%20pk3/CREDITS.txt#L146

Based upon based upon "HERE FOLLOWS A LIST OF SEVERAL DEMONS AND THEIR SIGILS OF SUMMONING:" image.

Pic is quick summary of all runes, using solid color (not the animations, not the color in the solid color version in the git.)

>> No.3131790

>>3131718
>>3131720
Well shit, it's actually true. This nullifies all the other work and creativity in HoE starter pack.
I feel so betrayed, Mark. Fuck you.

>> No.3131792

>>3131735
Also forgot to mention: thanks for the font, I will use it in the same project I'm using these runes in. I hadn't thought of looking at free fonts for that purpose.

>> No.3131797
File: 1.04 MB, 312x176, 3FCsa.gif [View same] [iqdb] [saucenao] [google]
3131797

>>3131641
>>3131718
>>3131720

Shiiit, I didn't know even map02 was a rip.
Good job, Mark.

>> No.3131804

>>3131748
I thought the platforming parts were cool and rather innovative for the time, and the overblown violence was entertaining. It kinda feels like an FPS version of a platforming game, with the vertical movement and the levels bosses, which is a nice concept. What gave me cancer however was the endless key hunting; it really kills the fun in what is otherwise a a very action-oriented game.

>> No.3131805

Also, fuck you Terminus for stealing sprites from other wads and games.
Demonsteele is dead to me now.

>> No.3131819

>>3131805
he's pretty good about crediting people and replacing resources if their authors don't want it in there anymore

https://github.com/TerminusEst13/Folded1000Times/blob/master/pk3/credits.txt

https://github.com/TerminusEst13/Folded1000Times/blob/master/pk3/credits2.txt

>> No.3131824

>>3131641
Many of the maps contain reworked or reskinned sections from various freedoom maps.

>>3131790
The main issue, again, is that mark never mentions any of this anywhere. If he had an exhaustive credits list of what was used I wouldn't have a problem.

>>3131805
Have you seen Terms credits list? he compiles credits like an autistic child collects pokemon

>> No.3131825

>>3131790
no need for sarcasm, nobody's saying he didn't do a lot of work on it, that map02 wasn't even really finished when it was replaced.

>> No.3131827

>>3131756
At least their new heads don't look like green veiny dicks.

>> No.3131838

>>3131790
>>3131805
>>3131819
Why do Brutal Doom and Demonsteele constantly get compared to each other?
The two couldn't be any more different, and yet wherever I go I see the two compared in whatever capacity a lot.

>> No.3131842

>>3131838
I don't know, I don't enjoy either of them.

>> No.3131848

>>3131838
They're both large and complex gameplay overhauls with very devoted respective fanbases.

>> No.3131849

>>3131838
They're the two most popular mods outside of the doom community.

>> No.3131852

>>3131838
kotaku has reported on both of them

>> No.3131860

>>3131838
This
>>3131849
>>3131852
is probably why.
People love to have a rivalry between two sides/a tribe to fight for, and will create one if one doesn't exist. IIRC Mark and Terminus are on good terms.

>> No.3131872

>>3131838
Because some retards who liked Demonsteele for "muh edgy animu" tried to launch it with BD and couldnt get it to work (obviously), so they flooded the forums and this board with retarded "How do I run BD with it"
Terminus, tired of telling everyone to calm their tits, made an alteration that spawned Agitated Skeleton Squad when one tried to launch BD and DS together.
Drama ensued, because retards can not get a clue.

>> No.3131878
File: 23 KB, 334x424, hue.png [View same] [iqdb] [saucenao] [google]
3131878

>>3131860
mark seems to talk a lot of shit for a guy on good terms, kek

tl;dr for those who don't speak huelander: "demonsteele has done absolutely nothing new that hasn't been done in action doom and brutal doom stands head and shoulers above it in every respect"

>> No.3131886

>>3131872
>muh edgy animu
Demonsteele is about as edgy as fucking Samurai Jack.

The word "edgy" has completely lost all meaning.

>> No.3131890
File: 175 KB, 650x400, mortonsaltumbrellagirl[1].png [View same] [iqdb] [saucenao] [google]
3131890

>>3131878

>> No.3131901

>>3131878
Do you actively collect images of Mark being a douche?

>> No.3131916

>>3131901
i follow doom dudes on facebook

>> No.3131919

>>3131886
I said they were "retards", didn't I?

>> No.3131921

>>3131919
Oh, I was agreeing with you. I could've been more clear, oops

>> No.3131930

>>3131886
>Demonsteele is about as edgy as fucking Samurai Jack.
It was sometimes relatively edgy (not in the disparaging sense of the word) for a kids show. It was also FUCKING AMAZINGLY GOOD. Same goes for Batman:TAS

>> No.3131934
File: 1.55 MB, 1920x1080, Screenshot_Doom_20160411_210743.png [View same] [iqdb] [saucenao] [google]
3131934

>>3131890
>when it rains it pours

Speaking of which, this is what it looks like when you spawn 350 3d rod rain drops a second in a 512 unit radius. MAGICALLY doesn't lag on my $30 GPU.

>> No.3131939

>>3131934
if the models are long 6-sided rectangular prisms, how much would performance increase if they were just two planes intersecting at a 90 degree angle in the centre like so when viewed from above +

>> No.3131948

>>3131939
That's what I'm planning to do for the next step, putting several droplets on each model/actor. The main perfromance increase would come from being able greatly reduce the amount of actual actors.

Those planes would have to be doubled if they're supposed to be viewable from all angles though, because they aren't double-sided.

>> No.3131950

Doubled as in two "+" occupying the same space, one of them having inverted normals

>> No.3131958
File: 368 KB, 640x480, BillboardAxes.png [View same] [iqdb] [saucenao] [google]
3131958

>>3131948
wait why not FORCEYBILLBOARD sprites, it'll have to be in gzdoom since it's a model anyway. voxels are software and hardware safe but i suspect their performance isn't great, unless you could perhaps have a 1 voxel model and stretch it vertically.

is the performance actually worse with those?

if it comes down to just the appearance, but it offers better performance compared to the models, could have 3d up close and sprites out far

>> No.3131962

>>3131958
well, no, i take the voxel segment back. a 1 voxel model in software wouldn't be too different from just a sprite with no rotations since you can't exactly look down at it from an angle to see a 3d effect from the voxel.

>> No.3131964
File: 95 KB, 512x404, Screen Shot 2016-04-11 at 3.38.18 PM.png [View same] [iqdb] [saucenao] [google]
3131964

Can't play GunCaster because of this.
>pig related
halp pls

>> No.3131965

>>3131934
Instead of spawning all of them over and over, have each actor fall, reach the floor, then teleport back to the ceiling, and repeat until the player moves away farther than 256 units. Spawning and also removing actors is a resource hog if I remember correctly.

>> No.3131973

>>3131958
>wait why not FORCEYBILLBOARD sprites
Because I want to use +INHERITACTORPITCH so it can rain at an angle like in a storm.
>voxels are software and hardware safe but i suspect their performance isn't great
They're not voxels, they're md3's.
>is the performance actually worse with those?
GZDoom has much worse efficiency with voxel rendering than ZDoom, but doing the rendering with the GPU and thus freeing up the CPU for game logic and spaghetti-decorate will probably give you a head start from the beginning. I have no idea how voxels compare to md3s in gzdoom though.
>if it comes down to just the appearance, but it offers better performance compared to the models, could have 3d up close and sprites out far
Yes, I will be doing that too. With a smooth enough overlap it should flow together nicely.

>> No.3131979

>>3131965
That sounds like a very good idea anon. I'll be sure to check that out.

>> No.3131980

>>3131973
>Because I want to use +INHERITACTORPITCH so it can rain at an angle like in a storm.
just what are you planning...

>> No.3131981

>>3128745
I agree with this
>can't even post daily dose
>there are people who can't handle their daily dose

>> No.3132000

>>3131980
Helping a skilled mapper I'm working with to cram as many HD visual effects as possible into his levels. I fucking love coming up with crazy effects by applying autism to acs and decorate.

>> No.3132181

What did I break?
I swear I didn't do anything :(

>> No.3132184
File: 450 KB, 1210x660, Screen Shot 2016-04-11 at 5.49.44 PM.png [View same] [iqdb] [saucenao] [google]
3132184

>>3132181
>pic related

>> No.3132189

>>3132184
idk try updating gzdoom https://github.com/alexey-lysiuk/gzdoom/releases

>> No.3132203

>>3132184
Remove quotes around #### maybe

>> No.3132207

>>3132189
That did it! Thanks

how can I ever repay you ;)

>> No.3132214

>tfw went for coffee with friend and was late to update DaS3

Now i'm going to be behind everyone. I fucking hate having friends.

>> No.3132217

>>3132214
oops wrong board, wrong thread mb

>> No.3132220
File: 30 KB, 447x314, This+is+an+outrage+_338a84d1df58b1598be96e002de6095b.jpg [View same] [iqdb] [saucenao] [google]
3132220

>Memento Mori Map 29: Kings of Metal

Oh it's by the same guy who made Map 28 in the original, if I ever find that guy I'm gonna kick him in the nuts

>> No.3132261

>>3132203

No, you need the quotes when the sprite is ####.

#### is reserved for printing the sprite last used. Here's an example of how to utilize it:

ACTOR RandomJunkPiece
{
States
{
Spawn:
TNT1 A 0 NoDelay A_Jump(256,1,2,3,4,5,6)
JUNK A 0
Goto Loop
JUNK B 0
Goto Loop
JUNK C 0
Goto Loop
JUNK D 0
Goto Loop
JUNK E 0
Goto Loop
JUNK F 0
Loop:
"####" "#" 350
Fade:
"####" "#" 1 A_FadeOut(0.1,1)
Loop
}
}

The above actor, at spawn, randomly jumps to one of six frames where it 'sets' the sprite it's going to use, then uses it during the Loop and Fade states, eliminatneed for separate states for JUNKA, JUNKB, etc.

Another great use of this is in tandem with A_SpawnItemEx's SXF_TRANSFERSPRITEFRAME flag, which you can see in action in Legendoom, for example.

>> No.3132271

>>3132261
i wonder if brutal doom's code is formatted like this because mark uses brchan instead of github

>> No.3132281

Downloaded GOG's version of Quake II and every time I try to launch it. I get a grey screen and it crashes. Is there a source port I need or something?

>> No.3132282

>>3132261

Legendoom uses the "####" reserved sprite name to spawn the glowing effect spawned by legendary weapons. Here is a somewhat simplified example of how it works:

ACTOR PistolPickup: CustomInventory
{
States
{
Spawn:
PIST A 1
TNT1 A 0 A_SpawnItemEx("GlowyEffect",0,0,0,0,0,1,0,SXF_TRANSFERSPRITEFRAME)
Loop
Pickup:
TNT1 A 0 A_GiveInventory("PistolWeapon")
Stop
}
}

ACTOR ShotgunPickup: CustomInventory
{
States
{
Spawn:
SHTG A 1
TNT1 A 0 A_SpawnItemEx("GlowyEffect",0,0,0,0,0,1,0,SXF_TRANSFERSPRITEFRAME)
Loop
Pickup:
TNT1 A 0 A_GiveInventory("ShotgunWeapon")
Stop
}
}

ACTOR GlowyEffect
{
Alpha 0.85
RenderStyle "Stencil"
StencilColor "Red"
States
{
Spawn:
"####" "#" 1 Bright A_FadeOut(0.1,1)
Loop
}
}

Even though both PistolPickup and ShotgunPickup spawn the same actor, GlowyEffect will take on the sprite frame of its spawner as a result of using SXF_TRANSFERSPRITEFRAME and the #### reserved sprite name.

>> No.3132286
File: 200 KB, 660x480, Brutal-Doom-Screeshot07[1].png [View same] [iqdb] [saucenao] [google]
3132286

>Adding Duke Kick to Doom

Interesting concept, but is there a point? It seems more suited to Duke than Doom. Most Doom enemies go down in one shotgun blast.

>> No.3132293

>>3132286
That's true, but the kick being added in action quake looks pretty good and useful.

>> No.3132295

>>3132293
I'm a silly good who meant quake 1.5

>> No.3132298

>>3132286
yeah, and you're shit out of luck if you just have the shotgun and can't use the kick to knock back a swarm of pinkies while you reload

that, and BD has a pretty big focus on things looking cool (in a kind of crazy way) so hey, why not?
plus berserker'd jumpkicks are hilariously devastating if i remember well

>> No.3132304

>>3132220
I am surprised you didn't have anything bad to say about mm2 28

>> No.3132332 [DELETED] 
File: 43 KB, 912x872, snapmapnews.png [View same] [iqdb] [saucenao] [google]
3132332

Someone found a whole bunch of cool shit on SnapMap.
Instead of copy and pasting everything, I just made a little screenshot.

>> No.3132335
File: 24 KB, 202x164, fuck your shit.png [View same] [iqdb] [saucenao] [google]
3132335

>>3132184
well the problem is you're using a mac

>> No.3132336 [DELETED] 
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google]
3132336

>>3132332
>Icon of Sin is inside SnapMap
>"Is this the end? Is this the opening to Hell? Descending staircases? Belief over science, surely it's too wide and vast."

>> No.3132341

>>3132332
Oh hey, they're almost a fraction of the way to having an actual editor.

>> No.3132345

>>3132335
SHUT UP SHUT UP LALALALALALALALA

>> No.3132346 [DELETED] 
File: 1.50 MB, 370x288, when it hits too hard.gif [View same] [iqdb] [saucenao] [google]
3132346

>>3132332
>IoS
>Classic
>HELL RAZER
>Monster closets
>Music selection
>Dark room traps

>> No.3132347

>>3132332
It looks like what its expected to have.

>> No.3132348
File: 41 KB, 1000x800, it-just-works.jpg [View same] [iqdb] [saucenao] [google]
3132348

>>3132345

>> No.3132364 [DELETED] 
File: 49 KB, 480x480, tumblr_noofbkL0IV1r7ikamo1_500.jpg [View same] [iqdb] [saucenao] [google]
3132364

>>3132332
I swear its like everytime theres a leak for d44m it just makes me more hype for it to come out


hard to believe its coming out 4 weeks from this friday

>> No.3132376 [DELETED] 

>>3132364
Why is Bethesda so fucking shit at marketing it?
Every time someone digs they find something like the Wraiths, the IoS, etc. that ups my hype way more than anything Beth pushes out.
Man, fuck Bethesda.

>> No.3132382 [DELETED] 

>>3132332
>>3132336
>>3132346
>>3132364
>>3132376
Sorry guys but this isn't retro.

>> No.3132383 [DELETED] 

>>3132376
Who said it's not them who provide the finds?
Would not be the first time someone tried this tactic.

>> No.3132384

>>3132332
Here I was thinking Snapmap would be dogshit, but that sounds like it isn't too bad for a babby's first map editor.

I still want a full-fledged editor though.

>>3132376
Who knows? Maybe they're intentionally leaking stuff.

>>3132382
Sssshh.

>> No.3132390

>>3132332
>HELL
>CLASSIC
I'm ready.

>> No.3132410

Registered at doomworld like 2 days ago. Still haven't gotten an email from them.

>> No.3132413
File: 72 KB, 600x439, Artillery.jpg [View same] [iqdb] [saucenao] [google]
3132413

I see an artillery weapon screenshot on GZDoom builder but does that actually work? if not then is it possible?

>> No.3132414
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google]
3132414

>tfw so out of practice with ACS that simple logic arguments are a foreign concept for you

fug

>> No.3132445 [DELETED] 

I can't believe d44m is just 4 weeks away this Friday. It's been 2 years since I started to get hyped for this and it's finally happening.

>> No.3132457

>>3132286
IMO It's one of the best features of Brutal Doom. It's perfect to gain room while reloading the super shotgun.

>> No.3132463

>>3132457

>taking away one of the only downsides of the Super Shotgun which is already OP

>> No.3132473
File: 20 KB, 765x266, moddb download page.png [View same] [iqdb] [saucenao] [google]
3132473

>>3131824
>The main issue, again, is that mark never mentions any of this anywhere

Not this shit again.

>> No.3132510

>>3132473
Nowhere within the files themselves tho.

>> No.3132515 [DELETED] 
File: 1.86 MB, 581x542, [agitated tooting].gif [View same] [iqdb] [saucenao] [google]
3132515

Here's some more stuff on DOOM 16's bestiary, lore, and powerups that's been dug up.
https://www.reddit.com/r/Doomleaks/comments/4ecmcq/more_bestiary_codex_info/

Some of this is really interesting.

>> No.3132524
File: 146 KB, 300x375, harold cannot contain it anymore.gif [View same] [iqdb] [saucenao] [google]
3132524

>>3132515
>If you have any new suggestions to improve the work environment while working your tenure in Res Ops, please submit suggestion form WAD-E1M4 to your Command Controller.

>> No.3132529

https://www.youtube.com/watch?v=44vGEicys2o

>Doom how it was meant to be played

>> No.3132532
File: 181 KB, 461x447, 1459607315107.png [View same] [iqdb] [saucenao] [google]
3132532

>>3132515
>most of the powerups have the subject dying after use
>doomguy will quite obviously not die from using any of these ingame

>> No.3132539

>>3132529

https://www.youtube.com/watch?v=Yu3gWTDHAi0

HD Fan textures are always terrible. You need art skill and/or access to take images to make good textures.

>> No.3132546
File: 15 KB, 200x307, elmo.jpg [View same] [iqdb] [saucenao] [google]
3132546

>>3132529
>giving the zombieman a pistol
>making the chaingunner white
>removing romero's duckface
fucking trash

>> No.3132553

>Searching email
>find out I emailed John Romero years ago about remastering Doom
>he actually replied

>> No.3132560

Which Doom and tangentially-Doom sounds are your favourite for the following categories of sound:

Realistic, as in it sounds like what it represents.

Symbolic, as in it doesn't sound like what it represents and you only understand what it means by its association. Example would be the Tivo bloop when you fast forward. Fast forwarding video has nothing to do with a bloop sound, other than Tivo makes the sound when you do it.

Metaphoric, as in it abstractly represents an action. Like pitch rising to indicate a window expanding, or pitch lowering to indicate a window lowering.

Verbal, as in voice describing what's happening.

Go beyond the tl;dr with this article http://beyondthebeep.tumblr.com/post/33867831196/the-four-flavors-of-ui-sounds

For me, realistic is the super shotgun, symbolic is revenant AAAA, metaphoric is the power up sound dsgetpow, verbal is skulltag announcer MEGASPHERE.

>> No.3132563

>>3132553
did he give you secret doom stuff

>> No.3132571

>>3132563

No, but I feel bad for even bothering him about that.

>> No.3132591
File: 60 KB, 592x329, file.png [View same] [iqdb] [saucenao] [google]
3132591

>>3132553
he replies on twitter sometimes also i thought the doom 3 classic mod that remade E1 was pretty spot on
I wonder if they will include an easter egg in doom 4 to play the original games like what they did with wolfenstein

>> No.3132615

>>3132539
I think it's also the fact that while low res textures look alright on low poly objects, putting hi res textures on low poly objects looks jarring as fuck, Doom has simple geometry in it's levels, and it looks really ungodly fucking ugly when you slap on 1028x1028res textures on that shit.

I think the worst is that Unreal Engine demo where every metallic object is as reflective as a mirror and everything looks like chrome painted plastic, and then I barf because it's anti-aesthetics.

>> No.3132646

>>3132529
>floaty weapons that have no snap to them

>> No.3132656
File: 28 KB, 300x470, priest.jpg [View same] [iqdb] [saucenao] [google]
3132656

>>3132515
>A note for all advocates regarding VEGA. At times, you may feel as though your every move is being watched. As if there is no privacy, and that even your deepest thoughts are being analyzed and processed by VEGA. You are not paranoid. This is indeed happening, but it is nothing to fear.

Dear fucking lordie

>> No.3132663

>>3132656
I'm actually excited for D44M

>> No.3132709
File: 75 KB, 900x900, 1452443539203.png [View same] [iqdb] [saucenao] [google]
3132709

>>3132529
>'man these models still look shit even after all this time. don't know why people would choose these over the original sprites even back then.'
>'WOW SOMEONES AN ASPIE LOL U MAD BECUASE U CANT MAKE BETTER?? WOW JESUS KIDDO'

>> No.3132718

>>3132656
And somehow that entry manages to get even creepier.

Jesus, I really want to see this game now.

>> No.3132719

>>3132709
ha, I actually think I recall that comment somewhere.

as sad as it may sound doom's fanbase calls over a shitload of actual autists, this shouldn't come as a surprise.

>> No.3132724

>>3132529
good god those monsters are worse than I imagined they'd be

>> No.3132730

>>3132656
I never knew that I wanted an omnipresent murderous SHODAN AI that can read Doomguy's thoughts in DOOM, but now I really want it.
Kind of cool that he's the explanation for all the monster closets and traps. I'm super happy that DOOM '16 is at least remembering that DOOM is supposed to be unsettling and unnerving.

>> No.3132734

>>3132730
For everything that was wrong with Doom 3, it did kind of try.

>> No.3132737
File: 61 KB, 400x400, 1324795812218.png [View same] [iqdb] [saucenao] [google]
3132737

>>3132515
>Actual, interesting Doom lore with nary an ayylmao to be seen
>Everything else about the game is a garbage fire and Bethesda is going out of their way to make it difficult to mod

At this point I'm really just hoping that it bombs and the IP gets sold to a developer that actually cares.

>> No.3132741

>>3132515
>WAD.E1M4

I wonder what the context of this will be in the game?

>> No.3132745

>>3132734
>kind of try
Dude, they went all out for DOOM 3. And it succeeded at everything it was trying to do as well, creatively and commercially. I'm sorry you didn't seem to like it, but have you thought that maybe it wasn't for you?

>> No.3132753

>>3132529
why are the animations so fucking SLOW?
seriously, i can get past the bad looking models, but the animation speed, lack of gory deaths (the cyberdemon can't just drop like that, come on!) are really too bad

>> No.3132762

>>3132745
I actually liked it, I was just trying to sound cool. I didn't expect a /v/ shootoff to actually like a game but I forgot this is /vr/.

There were some moments where it lost me - some of the story bits didn't really make sense to me. But it actually got me on a lot of its scarier moments.

That fucking chainsaw demon in the room with the blinking lights, fuck that thing.

>> No.3132771

>>3132745
I heavily disagree with your opinion, but you are allowed to have it after all and I'm glad you choose to stand by it.

>> No.3132776

>>3132737
what

>> No.3132780

>>3132753
It's not so much animation being slow but that it is kinda stiff and equal for all enemies probably to keep it simple

>> No.3132808

>>3132745
>it succeeded at everything it was trying to do as well, creatively
haha

>commercially
I just remembered how back in 2004 basically no one who was excited about the game actually was aware it was going to be a full on horror pretense game

>'i-it just wasn't made for you!'
and of course damage control is almost guaranteed as a result, kek

>> No.3132815
File: 28 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
3132815

>>3132745
I liked Doom 3.

>> No.3132817

>>3132815
>OH MY GOD DO I CRY

>> No.3132829

I'm curious, what's this general stance on the retro-styled recreations of the newer Doom games (especially the Doom 3 one), putting aside the fact that they're dead in the water because they're not being developed anymore?

>> No.3132848

>>3132745
>but have you thought that maybe it wasn't for you?

Considering it was called DOOM 3, and I was a fan of DOOM 1 and DOOM 2, maybe it should have been made for me?

>> No.3132857
File: 52 KB, 473x436, 1459884809448.jpg [View same] [iqdb] [saucenao] [google]
3132857

>>3132815
the chainsaw in Doom 3 hardly feels as anything but a poorly disguised attempt at making a weapon powerful for the sake of doing so, one that even somehow manages to be even stronger than the game's final weapon, the one that's supposed to make you feel stronger than any other one in your arsenal. there's no semblance of balance to it, no oomph, no gravity or feel to it whatsoever. it just for some reason cuts through higher tier monsters no problem with pretty much zero downsides. it really comes across as an extremely fucking cheap weapon to use in every regard and I have no idea as to why you would even think having anything like it in a game which main goal pretty much consists on making the player feel dreaded and overwhelmed is adding to the overall feel.

>> No.3132859
File: 1.13 MB, 720x360, safety net.webm [View same] [iqdb] [saucenao] [google]
3132859

Thank christ I finally got this working, thanks to Murb and Term.

The gist of it is pretty simple: When you get the armor, it prevents you from dying and gives you a surge of HP, then it takes 30 seconds before it can save you again.

Goddamn I'm dumb

>> No.3132873

>>3132857
Different strokes I guess, I use a flashlight mod so I don't really play it as the conventional horror game it's intended to be.

>> No.3132876

>>3132734
Doom 3 was great. best doom game to date

>> No.3132882
File: 172 KB, 338x383, fuck i look like.png [View same] [iqdb] [saucenao] [google]
3132882

>>3132876

>> No.3132883

>>3132730
>DOOM is supposed to be unsettling and unnerving.

One of my few memories from Doom 3 is the text logs, like the one where the dangerous machinery starts up on its own, taking off the arm of a technician, and continues to run after being disconnected from its power source.

>> No.3132886

>>3132882
I really like games like system shock and terminator: future shock, so I definitely like the atmospheric side of gaming. Also the PDAs were an awesome touch. I love investigating shit while a voice log is playing. same with System shock, love that kind of feel.... all alone.... listening to the voice logs of the dead.... trying to work out what happened.... trying to survive.

Old school arcade doom was alright, but doom 3 was a real immersive experience.

>> No.3132891

>>3132883
>>3132886
I kind of regret not looking for those more back in the day.

>> No.3132892

>>3132886
>I like System Shock

Well that makes sense then. Doom 3 was System Shock 2 without the RPG elements and more monster closets.

>> No.3132902

>>3132882
I wish that kid would have put out more than two videos.

>> No.3132924

>>3132902
>OH MY GOD ITS THE VANCOUVER RIOTS

>> No.3132929

>>3132902
>>3132924

The guy was a fucking dork but yeah, his videos were pretty great.

>> No.3132940
File: 222 KB, 449x401, 1405673455818.png [View same] [iqdb] [saucenao] [google]
3132940

>>3132382
Sorry that you're a huge faggot

>> No.3132943
File: 295 KB, 1600x900, Screenshot_Doom_20160411_221527.png [View same] [iqdb] [saucenao] [google]
3132943

is there enough bombs here

>> No.3132949
File: 3 KB, 112x136, ouchface.gif [View same] [iqdb] [saucenao] [google]
3132949

>>3132943
rip in peace framerate

>> No.3132951

>>3132943
No.

>> No.3132954

>>3132943
Time to die

>> No.3132960
File: 425 KB, 1600x900, Screenshot_Doom_20160411_222620.png [View same] [iqdb] [saucenao] [google]
3132960

>>3132943

brb making webm

>> No.3132974

Is there any way to make the tracer action on a state consistent? So it will always show a fireball trail?

>> No.3132990

>>3132960
did your computer die?

>> No.3132991
File: 967 KB, 232x180, B68LO2E.gif [View same] [iqdb] [saucenao] [google]
3132991

>>3132960

my game crashed

>> No.3133014
File: 26 KB, 198x206, facepalm-greenlantern.jpg [View same] [iqdb] [saucenao] [google]
3133014

>>3132515
How many times do we have to tell you idiots to FUCK OFF?

>> No.3133015

>>3133014
Sssssh.

>> No.3133047

>Use OBLIGE
>Use DoomRL Arsenal + Monsters
>Inventory management and all the different button bindings required to navigate its menus makes things a bit clunky, some of the monster variants have a huge power jump that can take you by surprise
>Use LegenDoom instead
>Not different enough

What do

>> No.3133069

>>3132859
>>3132943
>>3132960

I doubt those are meant to be angry R.O.B. heads scanning the area, but I kinda wish they were.

>> No.3133074

>>3133047
>Inventory management and all the different button bindings required to navigate its menus makes things a bit clunky, some of the monster variants have a huge power jump that can take you by surprise
is it really that bad for you? i never had any trouble with it using the following keybinds:
A: armor special
E: switch pages
R: reload
W/C: previous/next item
X: use item
T/Y/U: class/weapon menus
G/H: drop boots/armor
and it usually goes fine

>> No.3133096
File: 1.42 MB, 720x360, this is stupid.webm [View same] [iqdb] [saucenao] [google]
3133096

>>3133069

Would you believe I started seeing them as ROB heads too?

>> No.3133107

>>3133074
>A
>E

So what do you use for movement, then? That writes off WSAD and EDSF.

Going through and using items are fine, I mean we've done that shit since Heretic. I typically bind extra mod keys to the right-hand side of the letters and me it seems the author could somehow reduce the amount of shit you need to go through to replace your armor or boots. Barring the special shit that's permanent, why can't I just simply swap my boots or armor with some kind of wait/delay to compensate?

I kind of like how LegenDoom only requires one key and you can just use movement keys to look through your weapons' gimmicks

>> No.3133110

>>3133107
i use ZQSD like everyo-

oh, right, you probably use a QWERTY keyboard, mine is in AZERTY

>> No.3133113

>>3133069
>>3133096
Well now I can't unsee it.

Thanks faggots.

>> No.3133114

>>3133096
Now explode all those bombs in nuts.wad.

>> No.3133116

>>3133114

I can't even explode those bombs at all without my game crashing

>> No.3133117

>>3133114
>nuts.wad.

Could we useDoom wads as a way of measuring CPU power?

>This CPU can handle 1 million active monsters in Doom @60fps

>> No.3133118

>>3132304
Oh it was fucking annoying as shit
They really went overboard with the chaingunners in the last few levels of MM2.

>> No.3133128

>>3133116
Maybe your computer will blow up next.

>> No.3133141

>>3133116
Use the turbo button

>> No.3133172

>>3132220
Jens Nielsen was my favourite mapper from the MMs.

>> No.3133182

>>3132974
You mean like a FastProjectile with a MissileType?

>> No.3133278

i should make a mod that lets chaingunners chaintap

THEN people would have something to complain about

>> No.3133280

>>3133278
I will beat you with a stick

>> No.3133298

>>3133278
Heh.

>> No.3133329

>>3133118
after mm map28, which i love, i looked forward so much to mm2 map28, especially after it appeared to be yet another giant exploration. but it was awful, it's so disjoint

>> No.3133347

What's the best Doom frontend / launcher for wads and shit? After googling for it, I see that there are a ton.

>> No.3133349

>>3131067
Id love to see a quake map or mapset using Doom64 textures

>> No.3133352

>>3131748
its cool, but after the first "episode" of maps I just lose interest, and by the robot maps... god i wanted to kill myself

>> No.3133356

>>3132943
>not doing this on Barrels o Fun
cmon

>> No.3133371

>>3133347
ZDL is the best, but I don't even bother with one and just drag and drop wads onto the GZDoom launcher.

>> No.3133379

>>3133347
hold shift and right click anywhere you doom exe is located, hit "open command window here" type in "whateverdoom.exe" -file and then add each wad or pk3, you can type the first 2 or 3 letters then hit TAB to cycle through guessed files

>> No.3133393

>complex doom

I don't get it, why on earth is this the only mod people play online nowadays? It's so terribly imbalanced and unforgiving, the monsters go way overboard and it's just so damn visually noisy.

>> No.3133396

>>3133393

It's Complex. It's an upgrade. Stop living in the past old man. This is the future.

>> No.3133398

>>3133393
everyone plays it because everyone *else* plays it

the same thing happened with brutal doom, AOW2, RGA2, GVH, and other crap before my time; they stayed popular through sheer inertia

hell, I remember a terrible mod from three-four years back that I made, and how completely and utterly unbalanced it was. your health and armor stacked up to the thousands (and well beyond) by design, you had infinite ammo, and one of the classes spawned with a fucking strength and spread rune. looking back at it, I can't believe I thought any of the stuff I did in there was fun.

it still managed to fill servers somehow. I've since stopped assuming that the skulltag/zandronum community knows the slightest thing about a good mod, because if they thought that unbalanced clusterfuck of a mod was good?

>> No.3133414

I really want to like Hexen, but it feels so convoluted. Anyone have a guide about what you actually need to do in the first hub?

>> No.3133421
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google]
3133421

>>3133398

at least RGA2 is enjoyable, the monsters there are pretty reasonable and some of the weapons you can find are a lot of fun.

I miss the days of constant samsara servers, I remember playing a packed map as Duke with a bunch of other people, and charging a cyberdemon, just repeatedly kicking it, it was fucking hilarious.

>> No.3133426

>>3133421
Duke Nukem mode in Samsara is my favorite thing.

>> No.3133430
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google]
3133430

>>3133426

His weaponset is really fucking good in Samsara, and Parias is an absolute beast. A Duke and Parias bro-opping it up could probably tackle any mapset with ease.

I also loved how everyone's pistol weapon had infinite ammo so you always had a safe fallback measure, it made Doomguy's pistol that much more useful seeing all bullets could be dedicated for that sweet chaingun.

>> No.3133442
File: 186 KB, 1920x1082, 1457148342926.jpg [View same] [iqdb] [saucenao] [google]
3133442

>>3133414
http://www.gamefaqs.com/pc/197554-hexen-beyond-heretic/faqs/61808

Good Luck, Mortal

>> No.3133493
File: 366 KB, 1920x1080, Screenshot_Doom_20160412_091118.png [View same] [iqdb] [saucenao] [google]
3133493

>suddenly Revnant on Episode 2

>> No.3133542

>>3133493
Don't spook me like that, anon.

>> No.3133564
File: 369 KB, 1920x1080, Screenshot_Doom_20160412_092616.png [View same] [iqdb] [saucenao] [google]
3133564

>>3133542

PSX adds Doom II monsters to 1. The Revnants spook me since I don't expect them in episode II.

>> No.3133569

>>3133564
My favorite things about the Doom PSX TC are the music, hard colored lighting and that cool flame sky effect some hell levels have.

>> No.3133597
File: 586 KB, 1920x1080, Screenshot_Doom_20160412_101413.png [View same] [iqdb] [saucenao] [google]
3133597

>>3133569

I like the HUD and the balance changes too.

It's the definitive version of Doom 1 for me.

But 2 onwards there's bigger changes. They removed Archvilles. Final doom only has a handful of levels.

I've been thinking of going through and adding Archvilles and other missing monsters from PSX TC actually.

>> No.3133602

>>3133597
You have a link to the very latest version? What IWADs do you need to make it work?

>> No.3133610
File: 109 KB, 1020x595, psx doom settings.jpg [View same] [iqdb] [saucenao] [google]
3133610

>>3133602

Here are the settings I use.

>What IWADs do you need to make it work?

Doom 2.

>You have a link to the very latest version?

http://www.mediafire.com/download/rfdsg7djzgjvc91/PSXDoom+2.135BETA.zip

Lost levels:

https://www.doomworld.com/vb/wads-mods/84850-released-psx-doom-the-lost-levels/

>> No.3133635

So let me get this straight. Doom has always kind of been a game with non-interger scaling right?

It is a 320x200 game. When it came out, people had 640x480 CRT monitors. So the game was never played at native resolution even on release.

>> No.3133638

>>3133610
Thanks. I don't seem to have music, so do I need to download the Lost Levels music pack?

>> No.3133652

>>3133635
yes, doom's pixels have always been stretched - the game was made with that in mind

>> No.3133673

Spawning Vats has always been a tricky level for me. Now they add Mancubi to it.

And is it just me or is Ep2 harder than Ep 3?

>>3133652
>>3133635

Shame really. Wish it was a 640x480 game. Then the sprites would be higher resolution.

>> No.3133684

>>3133673
>And is it just me or is Ep2 harder than Ep 3?
Could go either way really. E3 is more puzzley

>> No.3133685
File: 2.46 MB, 512x512, 1457636374613.gif [View same] [iqdb] [saucenao] [google]
3133685

TOTAL CHAOS DEMO FUCKING WHEN
OR AT LEAST A DAMN BLOG UPDATE
REEEEEEEEEEEEEE

>> No.3133687

>>3133685
Everything okay anonkun?

>> No.3133691

>>3133685
no way that things gonna live up to its own hype. it's fucked before its even an alpha release

>> No.3133696

>>3133691
Of course it won't be the second coming, but I can't imagine it not being an enjoyable experience. Picking apart in GZDB/Slade is bound to be quite educational as well.

>> No.3133697

>>3133610
How do you get the music to work? I'm getting nothing here.

>> No.3133706

>>3133697

http://www.mediafire.com/download/w1uo81ee7ikc7kb/PSXTCMUS.PK3

>> No.3133713
File: 19 KB, 387x317, 1404459533736.jpg [View same] [iqdb] [saucenao] [google]
3133713

What are the things that you consider important in a good map?

Flow? Monster closets? Exploration? Vertical difference? Traps? Secret placement?

>> No.3133717

>>3133706
Ah, cheers.

>> No.3133721

>>3133717

I have no clue how to get the PSX Lost Levels music going. Those maps just repeat the Intermission music for me.

The PSX TC project is pretty messy. They should consolidate everything into one download.

>> No.3133728

>>3133721
I'd like if they just put everything in a couple PK3s. I agree it's incredibly messy for a TC made these days.

>> No.3133736

>>3133713
Honestly? That it's comfy to play. I can't put my finger on what makes a map comfy, but UAC Ultra has it.

Exploration is also something I generally enjoy, but it there must be a flow to it.

>> No.3133751

>>3133713
The latest megawads I played that made me feel like everything was just right was Valiant and Unholy Realms. They just felt... good.

>> No.3133781

>Human BBQ's music from Evilution

Best Doom track or best Doom track?

>> No.3133783

>>3133691
I don't expect it to be the best game ever made. It seems like a novel thing, with impressive visuals for a doom mod.

>> No.3133823

>>3133721
I have the Lost Levels music PK3 in the main folder where GZDoom is and the music runs fine. Dunno what's up with your music.

>> No.3133841

Are TNT and Plutonia designed with pistol starts in mind?

>> No.3133853

>>3133713
Exploration, interesting architecture, challenge.
I like slaughtermaps (without weapon mods) and ball-busters, though.

>> No.3133881

>>3133635
>So the game was never played at native resolution even on release.
Analog CRTs don't have a "native resolution". They display any resolution they can handle equally well.

That's why games looked fine on CRTs but would sometimes look like ass on early LCD panels - because LCD panels *do* have a native resolution, and scaling sometimes makes things look shit.

>> No.3133904

>>3133398
>I've since stopped assuming that the skulltag/zandronum community knows the slightest thing about a good mod
the zandronum community is a complete mess, now
shitty mods, sns is a joke, bestever is an outdated and buggy piece of shit, modding is at an all time low, the competitive scene is dwindling, and the forums are filled with people more interested in shitting on each other than playing vidya games

>> No.3133972

>>3133781
Smells Like Burning Corpse is a really good track (though it's broken in some versions)

AimShootKill I think is even better though, as is Let's Kill At Will and Death's Bells.
Horizon is the best, but there really isn't one bad track in TNT: Evilution

>> No.3133978

>>3133904
>filled with people more interested in shitting on each other than playing vidya games
That seems familiar!

>> No.3134024

>>3133904
Don't forget that the only form of public PvP on zandronum is fucking mm8bdm

>> No.3134025

>>3133781
>>3133972

Into The Beast's Belly is definitely my favourite.
Too bad it's only used on crappy maps.

>> No.3134050
File: 23 KB, 480x320, clear_specifications.png [View same] [iqdb] [saucenao] [google]
3134050

anyone know if a Dark Arena tc or remake went anywhere? the one doomworld thread i see about making one just kind of cut off https://www.doomworld.com/vb/wads-mods/65401-a-dark-arena-remake/

>> No.3134096

>>3134050

I'm surprised nobody ripped the shit out of those resources for a doom wad.

>> No.3134153
File: 17 KB, 200x274, 1443694646841.jpg [View same] [iqdb] [saucenao] [google]
3134153

>Japanese Community Project
this is some subtle next level annoying shit

>all these homing missiles
>all these archviles
>all these arachnotrons and cgunners in contrived platform placements
fucking stop

>> No.3134159

>>3134153
git weeb noob

>> No.3134182

>>3134153
japanese difficulty, m8

if there's one thing nipponland is good at, it's smiling to your face and then kicking you in the dick, then apologizing for kicking you in the dick, and then kicking you again one more time

also cute girls, but mostly dick kicking

>> No.3134209

>>3134182
That, or they're just shit at mapping for Doom.

>> No.3134218
File: 708 KB, 1280x720, Screenshot_Doom_20160412_143050.png [View same] [iqdb] [saucenao] [google]
3134218

Is it good, or another overblown over-produced Realm667 mash-up?

>> No.3134231

>>3134218

It is not a R667 mashup, but that project was lead by the guy maintaining the site, so make of that what you will.

>> No.3134245

>>3134153
I haven't played them all (yet), but it's all over the place yes. Though it's all worth it just because I got to experience map03 for the first time.

>> No.3134250

>>3134050
>>3134096
Well there's a link to a WAD with textures and sprites in the thread http://www.mediafire.com/download/uv9bqx5ixunq9c4/DARNATEX.wad

I don't know if it's everything though and the lack of a custom palette tells me that these were converting to Doom's palette. They're slightly different.

https://www.sendspace.com/file/frk027 Here's a dump of the sounds in one big wav and the palette in two formats. There's some cheesy explosions, a bad robolady announcer, guns, powerup sounds, and reverberated monsters.

>> No.3134253
File: 384 KB, 800x600, Screenshot_Doom_20160412_131604.png [View same] [iqdb] [saucenao] [google]
3134253

>>3134153
>'seek 13 commander keens.'
i feel like shitting fence wiring

>> No.3134258

NEW THREAD

>>3134256
>>3134256
>>3134256

>> No.3134513

>>3134182
>cute girls and dick kicking

if you search long and hard enough, youll find that nipponland is also famous for a combination of the two

>> No.3135063

>>3132529

Looks almost as bad as Quake

>> No.3135095

>>3135063
here

>> No.3135165

>>3133904
believe me, I've noticed that.

I mean when I took my year break from doom it wasn't exactly all that great when I left but holy crap, it feels like there's maybe two actually somewhat decent zandronum modders anymore

and excluding weeaboo simulator since that has 90% of its presence on zdoom and /vr/, has there been a single decent mod released on the zandronum forums in the past year? even *one*?

how has the zandronum community gotten so terrible?

>> No.3135536
File: 393 KB, 640x360, 77e[1].gif [View same] [iqdb] [saucenao] [google]
3135536

>>3128897
>>3128897
>>3128897