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/vr/ - Retro Games


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3835795 No.3835795 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3830619

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/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

THREAD ARCHIVES
https://desuarchive.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

>> No.3835796

=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping is over; submit your maps within the next few days
>>/vr/thread/3826106#p3830558

[Til 4-1] QUMP is still going!
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

=== NEWS ===

[3-2] MetaDoom 3.1 released, featuring tweaks and balance adjustments
https://forum.zdoom.org/viewtopic.php?p=981099#p981099

[3-2] Quake Champions to be playable at PAX East
https://bethesda.net/en/article/1XhLAJzCHSymCkQIKiI6gw/bethesda-is-heading-to-pax-east-2017

[3-1] Nevermore, an add-on for Trailblazer
>>/vr/thread/3826106#p3829402
https://drive.google.com/open?id=0B93dAHEWrRc-dFhSTklHUWVaQzQ

[2-28] Some BTSX News
https://www.doomworld.com/vb/post/1721926

[2-26] Brutal Doom v21 soon?
https://www.youtube.com/watch?v=ggxUX5jYgrM

[2-26] Various downloads of retro FPS games were dumped in a previous thread (follow the backlinks)
>>/vr/thread/3821570#p3821997

[2-24] MaxEd actually starting progress on DukeBuilder, the absolute madman
https://github.com/m-x-d/Duke-Builder

[2-23] Universal Intermission Screen Mod released; a visual megawad progress tracker
https://forum.zdoom.org/viewtopic.php?f=46&t=55323

[2-22] Freedoom v0.11.1 released, fixes SBARINFO
https://github.com/freedoom/freedoom/releases/tag/v0.11.1

[2-21] TheRailgunner is back, expect progress on The Trooper and X-Weapon
https://forum.zdoom.org/viewtopic.php?f=43&t=55321
https://forum.zdoom.org/viewtopic.php?p=978921#p978921

[2-20] Disjunction released
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/disjunct

[2-18] Intermission E1M9 uploaded
https://www.youtube.com/watch?v=SrlFLXMRQLg

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.

>> No.3835804

What are the newest developments in the meta?

>> No.3835823

>D4D dev is reverting the menus back to the v1 style

Jesus fuck

>> No.3835836
File: 79 KB, 800x600, Heretic_ironlich.png [View same] [iqdb] [saucenao] [google]
3835836

Any updates on Brutal Hexen?

Any other cool stuff coming for Heretic and Hexen?

>> No.3835850

>>3835836
Brutal Hexen is dead with no possible chance of it being worked on again

Support for Heretic and Hexen is basically nonexistant

>> No.3835860

>>3835850
That sucks to hear ;_;

>> No.3835869

Can we get a list of Vanilla replacement mods?

So far:
SmoothDoom
SoundCauking
SmoothTextures
Perkistian's remastered Doom SFX

>> No.3835871

>>3835869
*Vanilla Enhancement

>> No.3835872

>>3835869
Sprite Fixes

>> No.3835876

>>3835872
https://www.doomworld.com/idgames/graphics/sprfix18

>> No.3835968

>>3835331
>>3835357
Thanks for the tips. I'm getting better at it but with this mod it's pretty hard still since everything's about twice as aggressive.
>>3835365
>0:12 required no fear from anon
Yeah but I'm a total coward anyway sadly. I'll get the hang of this somehow.

>> No.3835972

Hey guys, do you have any tips on how to manage my mapping? I have tons of time, but I always start projects and abandon them for no apparent reason. I always start a map, throw some ideas on the wall, maybe include some gimmicks I find intriguing, and then just stop midway.

>> No.3835978

>>3835972
Stream it and describe what you're doing the whole time. Just saying stuff aloud can help the creative process.

>> No.3835983

>>3835972
>how to manage mapping
Well you're gonna need to talk to your mapping supervisor to make sure you're mapping within your specs. Make sure to pay your local, and federal, mapping license tax. Finally, it's good to make a design plan that details exactly what you're trying to do. This includes whatever gimmicks and general design/theme of what you're going for. By creating a design document you'll be able to keep yourself focused and not deviate with "well it'd be cool if I did this" that seems to plague modders like Keegs.

Finally part 2: push yourself to map just a little bit even if you don't feel like it. A lot of little additions can add up to a lot of work without burning yourself out.

>> No.3835995
File: 989 KB, 1920x1080, 15236288154928414720_20170301110621_1.png [View same] [iqdb] [saucenao] [google]
3835995

Quake 2 is a good game that gets too much flak for being a change of setting.
the multiplayer is better too

>> No.3836000

>>3835972
Creating anything without a purpose is doomed to be abandoned.

Find out what you're feeling/longing for and make that the goal/purpose that drives the development of your maps.

>> No.3836002

>tfw listACS doesn't work so I can't decompile cool scripts and see how they work
Gay as fuck desu fampai.

>> No.3836023

>>3835995
>play first quake and have a jolly good time
>end up losing a lot of stuff due to acts of God
>wind up with a Sega Saturn and Quake 2
>it's so fucking bland and quiet
>get solid spooks but a lot of areas look like the same brown texture slapped on everything
>guns feel like nerf

Is it just the Sega Saturn version that's like this?

>> No.3836034
File: 1.20 MB, 1920x1080, 15236288154928414720_20170301112632_1.png [View same] [iqdb] [saucenao] [google]
3836034

>>3836023
PC version has metal blasting all the time and heavy use of colored lighting for variety. I didn't even know there was a Saturn port of Q2. Also the sound design is nice and crisp and the only gun that was really (rightfully) nerfed from Q1 to Q2 was the rocket launcher.
https://www.youtube.com/watch?v=jY6yBTYxLko

>> No.3836036

>>3835836
Are those sprites really huge or really close up? I can't tell

>> No.3836041

>>3836036
They're huge heads

>> No.3836042

>>3835995
I agree. Quake 2 is good. It looks just as bland as Quake 1, the weapons and enemies aren't as well balanced but shit still works, and as a combination everything makes more sense because it isn't a desperate compromise of Game X having been transformed into a first person shooter. Quake 2 is good because it actually is what it tried to be, unlike Quake 1 which accidentally became an inconsistent but enjoyable classic.

>> No.3836048

>>3836042
>the weapons and enemies aren't as well balanced but shit still works
I know you're talking from an SP standpoint but Q1 was unbalanced as fuck online. From my quakeworld experience people just use rocket launcher and lightning gun because both weapons are straight up superior to everything else.

>> No.3836062

>>3836036
They are kinda like cacos. But much more annoying.

>> No.3836067
File: 80 KB, 576x768, 1479346280470.jpg [View same] [iqdb] [saucenao] [google]
3836067

How is the Arch-vile sound supposed to be written? It doesn't sound like annything, especially the laugh... thing they do when following you. I do know that they are supposed to say "why?" when you kill them though.

>> No.3836068

>>3836067
Haaaaa...

>> No.3836069

>>3836067
how do i get billy mode

>> No.3836071

>>3836067
hueuEUEUeueuEUueue

>> No.3836103

>>>/wsg/1571077

hhhwwaiiieeelelelelep

>> No.3836114

>>3836067
hahuhawhaa

>> No.3836130
File: 6 KB, 200x200, archvile.gif [View same] [iqdb] [saucenao] [google]
3836130

*evil laugh*

>> No.3836162

>>3834859
IMO would be better if you implemented a "cover" system like in Blackthrone.

>> No.3836231

I got a doubt. Can games done in Doom's engine be sold? or is it always supposed to be freeware? Asking for a friend.

>> No.3836232

>>3836130
I've never been able to tell what that face looks like

>> No.3836234

>>3836231
GZDoom-GPL is what you're looking for.

>> No.3836238
File: 220 KB, 510x585, 1702114-archvile1ca.jpg [View same] [iqdb] [saucenao] [google]
3836238

>>3836232

>> No.3836241

>>3836232
a martian

>> No.3836242

>>3836241
>>3836232
A pissed-off one

>> No.3836249

>>3836238
He looks fuckin stupid

>> No.3836259
File: 19 KB, 704x118, age 49.png [View same] [iqdb] [saucenao] [google]
3836259

>>3836232

>> No.3836262
File: 416 KB, 1449x229, Uh.png [View same] [iqdb] [saucenao] [google]
3836262

>>3836259
>>3836232
Democritus, Richard B. Ogilvie, George Sarton, Andy Lau, Charles Darwin, Pope Pius XII, Christopher Glenn, Thomas Munzer, King Stephen, Don Stark

>> No.3836263

>>3836232
op looked like a creepy witch or something peaking through a doorway at first

>> No.3836268
File: 5 KB, 140x185, 1405717355194.gif [View same] [iqdb] [saucenao] [google]
3836268

>>3836259
>mustache: yes

>> No.3836280
File: 207 KB, 980x177, Cronenberg.png [View same] [iqdb] [saucenao] [google]
3836280

>>3836262
Now with Charles Bronson and David Cronenberg

>> No.3836304

Given how many other games have re-creations in Doom wad form, I'm surprised there's no Banjo Kazooie Doom.

>> No.3836312
File: 305 KB, 563x780, Qpn0qXL[1].jpg [View same] [iqdb] [saucenao] [google]
3836312

is combined arms the best weapons mod for playing normal doom wads?

Brutal Doom and Russian Overkill are fun for a second but boy does it get kinda old. CA hasn't gotten tiring yet, least not for me.

>> No.3836345

>>3836312
the best weapons mod is clearly comfy doom

>> No.3836353

Favourite weapon in a classic FPS?
I'll always love Doom's shotgun.

>> No.3836356

>>3836042
Quake 1 is anything but bland my friend

>> No.3836375

I think I'm going to enter this shit: https://www.doomworld.com/vb/wads-mods/92522-doomworld-mega-project-2017/

>> No.3836379

>>3836353
It's a tie between Doom's Plasma gun, Quake 2's railgun, Half Life's revolver, and probably Halo 1 rockets

>> No.3836380

>>3836353
Supershotgun a best, senpai

>> No.3836405

>>3836356
It is visually at least. The actual game is fun to play and the enemies have some fun gimmicks to them like the resurrecting zombies, but its also the game to blame for the popularity of the brown and grey FPS too.

>> No.3836410

>>3836380
But the downside is you have to play Doom 2 to use it.

>> No.3836415
File: 40 KB, 1020x625, map.png [View same] [iqdb] [saucenao] [google]
3836415

guess the map

>> No.3836437

>>3836353
>50 and 100 round mags
>shreds even the strongest cyborgs in an instant
>that fucking BRRRRRT sound
>recoil knocks you on your ass
If only it weren't so late in the game. The flechette gun just can't compare.

>> No.3836439
File: 3 KB, 224x174, cdshock_028.png [View same] [iqdb] [saucenao] [google]
3836439

>>3836437
Forgot image, of course.

>> No.3836440

>>3836415
Resident Evil

>> No.3836448

>>3836405
I don't understand this whole "game x is good but I don't like it because people ripped it off" mentality, with the game's themes and aesthetic brown and grey work, and it's not made cynically to cash in on something

>> No.3836450

>>3836405
>but its also the game to blame for the popularity of the brown and grey FPS too.

Fuck off, Yahtzee.

>> No.3836457
File: 13 KB, 390x648, This is what you sound like when you don't know how to use commas.png [View same] [iqdb] [saucenao] [google]
3836457

>>3836450
>Fuck off, Yahtzee

>> No.3836462
File: 79 KB, 192x192, webbed bouce.png [View same] [iqdb] [saucenao] [google]
3836462

>>3836457
>tfw

>> No.3836476

>>3836232
for the longest time I thought the Cyberdemon's nostrils were his eyes

>> No.3836484

>>3836437
>>3836439
I really wish they didn't give you the overpowered energy sword so early in the game. I loved the guns in SS1, but I found myself using the sword for most of the game.

>> No.3836489
File: 66 KB, 1024x768, Quake2Logos.jpg [View same] [iqdb] [saucenao] [google]
3836489

>>3836353

>> No.3836490

>>3836457

Hey, if the dude won at yahtzee, I can't blame him. Good shit.

>> No.3836496

>>3836353
Quake 2's super shotgun for sure

>> No.3836517

>>3836405
You mean Quake was behind the fad that started at around 2005?

>> No.3836560

How are the Deus Vult map packs for co-op in Zandronum? Do they work well? We've already done Scythe 1 and 2 and I'm looking for more fun co-op maps.

>> No.3836610

>>3836353
Flak cannon probably. I really like the razorjack too, but it's secondary fire is only so-so.

>> No.3836617

What wads go good with combined arms?

>> No.3836618

>>3836415
give us a clue. is it something you've made, or is it an existing release? it vaguely reminds me of several 1994ish maps.

>> No.3836646

I grabbed the DoomRL Arsenal wads from the doomworld forum, but it's giving me this error when trying to run all 3 in Zandronum. What do?

Execution could not continue.

Script error, "doomrl_monsters_beta_6.2.wad:MAPINFO" line 220:
Intermission: Unknown top level keyword

>> No.3836652

>>3836646
Zandronum runs on older versions of GZDoom. A lot of mods won't work on Zandronum until it "catches up" so to speak. If it doesn't work, try a GZDoom build instead.

It may work on a test release of Zan 3.0, but I have no idea. I don't know what exactly that build uses.

>> No.3836665

>>3836652
Just set up GZDoom and tried running DoomRL Arsenal, but I got a metric fuckton of orange-colored errors and it said OpenGL couldn't be accelerated.

>> No.3836668

>>3836665
Someone else might know what's going on. GZDoom was updated recently, maybe that's the issue?

I'm no expert on this, someone else should know.

>> No.3836674

>>3836668
Thanks anyway. Here's the console readout after all the orange error text stuff, in case it helps:

script parsing took 17649.03 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
Script error, "DoomRL_Arsenal_HUD_1.0.wad:HUD_ARMR" line 1267:
'DRPGDRLAActive' is not a type of inventory item.
Script error, "DoomRL_Arsenal_HUD_1.0.wad:HUD_ARMR" line 1270:
'DRPGDRLAActive' is not a type of inventory item.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Warning: 'Object' is freed outside the GC process.

>> No.3836756

>>3836353
Parias' Firestorm in Hexen.

>> No.3836768

>>3836674
Literally half of my wads and mods do this because there's discrepancies between versions of GZDoom and people doing hackjob work.

I literally have three separate GZDoom folders. One running 2.2, another running the most recent stable, and another running the most recent dev build.

If a mod doesn't work in one of them it WILL work in one of the others.

>> No.3836784

>try Accessories to Murder
>Doomguy is now Snake Plisskin or whatever, his picture looks dumb
>guns are okay I guess
>new sounds and enemies are shit
>smokes heal you and after all this time playing Metal Gear I have to force myself to see them as a good thing to pick up

Eh, it's okay.

>> No.3836785

>>3836023
>wind up with a Sega Saturn and Quake 2
>Is it just the Sega Saturn version that's like this?
Considering Quake 2 was only ported to the Playstation and N64, you tell me, Anon.

>> No.3836787

>>3836785
the plot thickens

>> No.3836792
File: 31 KB, 635x620, icon.png [View same] [iqdb] [saucenao] [google]
3836792

Satanism is a religion of peace.
Post cute demons

>> No.3836795

>>3836785
I had Quake 2 on the Playstation. I loved it back then, used to play split screen deathmatch with a group of friends.

>> No.3836801

Are there any 4chan/meme-themed WADs?
I'm aware of MOONMAN.WAD, but I'm looking for something a little more tasteful.

>> No.3836812

>>3836801
I think there's a set of wads that "take place" on the Doomworld forums or some nonsense like that?

>> No.3836817

>>3836801
there's a /pol/ wad

>> No.3836819

>>3836801
There's the /pol/ WAD, but that's probably the least tasteful one we have.

>> No.3836836

>>3836801
>4chan wads
Yes.

>meme-themed wads
Also yes.

>4chan meme wads
Oooonly /pol/.wad and Moonman comes to mind.

>> No.3836847
File: 286 KB, 850x1200, tumblr_okw0h04W7L1r8e3qso1_1280.png [View same] [iqdb] [saucenao] [google]
3836847

>>3836792

>> No.3836873

>>3836410
>But the downside is you have to play Doom 2 to use it.
Not if you're playing some cool wad file like Alien Vendetta.

>> No.3836874

>>3836801
>>3836817
>>3836819
>>3836836
Would Trump Doom count?

>> No.3836875

>>3836410
That's an upside.

>> No.3836876

>>3836819
>>3836836
>>3836817
Just played pol.wad

The niggers throwing watermelons are very unbalanced, but other than that, a very fun play.

>> No.3836880

>>3836874
I think Trump Doom is more 8ch than 4ch, but either way yes, it's surprisingly good.

>> No.3836910
File: 27 KB, 300x225, 300px-weapon_rocketlauncher.png [View same] [iqdb] [saucenao] [google]
3836910

>>3836353
Quake 1 rocket launcher, easily.
>rocket jumps
>high damage output. Can one shot freshly spawned players in DM
>large splash damage radius, useful for clearing groups of enemies and doing damage around corners
>massive knockback. Can pop enemies into the air, leaving them open to midair combos
>is literally a penis

The Doom 2 and Quake 2 super shotguns are up there, too. Quake 1 SSG is trash, sadly.

>> No.3836920

I'm playing around with Weapons of Saturn,

Why can't I adjust bob amount? I can change bob speed, but when I try to adjust idle bobbing it just... doesn't do anything, and when I try to adjust bobbing while moving, nothing above 0.25 makes a difference.

Also, how do I get the hud they're using here?
https://www.youtube.com/watch?v=2npH8JvpkUg
I tried downloading the hud from https://forum.zdoom.org/viewtopic.php?f=19&t=36821 this thread, but when I use it it just looks like the vanilla doom hud, so it won't show alternative ammo or ammo in magazines.

>> No.3836921
File: 52 KB, 197x190, 1488222909403.png [View same] [iqdb] [saucenao] [google]
3836921

>>3836560
>We've already done Scythe 1 and 2
Try Alien Vendetta.

As far as other good wads, Back to Saturn X and Strange Aeons are pretty sweet, but I'm not sure how'd they play in co-op.

Is BTSX co-op friendly? Does anybody know?

>> No.3836929

>>3836874
>>3836880
>The President is a meme

We're living in a memepunk dystopia.

>> No.3836938 [DELETED] 

>>>/vg/

>> No.3836948
File: 174 KB, 565x411, 7d048d71a5790aca54e5f2aaf5e4d47e39bc1b0d.png [View same] [iqdb] [saucenao] [google]
3836948

>>3836792
>Post cute barrels
ftfy

>> No.3836958
File: 33 KB, 925x687, d754850d73.png [View same] [iqdb] [saucenao] [google]
3836958

>tfw you spend the whole day fucking around making a cool thing in ACS and you can't even use it because it chugs the game too hard
RIP in pepperoni concentric circle fear system thing, even though you raped my framerate sometimes you were a pretty cool guy. At least it let me optimize some other parts of the code by copying stuff I did for this.

>> No.3837000

>>3836921
Both BTSX episodes are co-op friendly, AFAIK.

>> No.3837064
File: 2.90 MB, 960x540, Finally the gore cleanup is done.webm [View same] [iqdb] [saucenao] [google]
3837064

Well at least I did something useful. It's now 10000% easier to make custom monsters work with the fear/sync system and the gore now has a cleanup timer that varies from 5 seconds to 5 minutes or can be turned off altogether.

>> No.3837069

>>3837064
Is it possible for you to have a gore limit?

>> No.3837072

>>3837069
Limit? Like a limit to how much spawns in? I mean I suppose but making new stuff replace old stuff might be harder since ACS fucking sucks for data structures.

>> No.3837073

>>3835795
How do you make the window for GZDoom larger without changing the proportions?

>> No.3837079
File: 73 KB, 3200x2000, 861162.png [View same] [iqdb] [saucenao] [google]
3837079

>>3836232

>> No.3837081

i'm not gonna lie lads, I love DOOM 4

I'm fascinated the reworked DOOM I & II textures. Can't get enough of them.

>> No.3837084

>>3837081
It's surprising what flipping a texture upside-down can do.

>> No.3837097

>>3837081
>can't use runes outside of single player campaign and the dope arcade mode

Moving faster after glory kills, gaining 12 armor on glory kill, and performing glory kills faster makes the game so much more enjoyable. Shame you can't use them in snapmaps as far as I've seen.

>> No.3837101

>>3837081
Doom 4 is pretty good, especially since everyone just assumed it would be a shitty and insulting Halo clone with demons. Glory kills are still dumb but I love the way some hidden areas are based on the original games textures and graphics.

>> No.3837105

>>3837073
I'd also like to know. I want to play in proper fullscreen without the black border, and nothing seems to fix it in the options unless I'm being retarded and missing something.

>> No.3837121

>>3836920
Press the + button in-game to get the fullscreen hud.

>> No.3837125

>>3837101
>especially since everyone just assumed it would be a shitty and insulting Halo clone with demons.

At the very least, no matter what anyone says/thinks, Doom 4 had a fucking final boss with an actual health bar and more attacks than "shoot player, melee player." Halo didn't pull that shit off till 2 and even then you just run around a tiny platform while a bipedal blue pigbear tries to smash you with a hammer; doesn't even have a health bar, not that he'd need it with his "3 hits and I'm dead" ass.

Snapmap is also my shit. Got them infection game modes in that giant yellow box, where all the buildings are built out of scenery and random shit, that shit is a lot of fun.

>> No.3837147

>>3837081
doom 4 is a good game but people need to stop pretending it's a return to form just because there isn't health regen and you run kinda fast. it really doesn't feel any more like doom than doom 3 did. more like painkiller or marathon with a gorey, doom-ish theme

>> No.3837150

>>3836618
Its spencer mansion from resident evil

>> No.3837151

>>3837125
i prefer bosses without health bars desu. makes the relief greater when they finally go down

>> No.3837154

>>3836415
Its spencer mansion REmake version. Just a map or a TC?

>> No.3837163

>>3837084
The bone scenery, the hell halls filled with skills on the walls and the skin patches are awesome. The wall computers are a great reimagination of the uac textures

They even made the flesh gloop from DOOM III reappear. A shame it's not moving like it did in the original game

Only things I haven't seen so far are the flesh walls with guts and eyes on them and the moving faces

>>3837101
considering the nature of 3d twitch shooter movement and that demons are now super fast, glory kills are practically a necessity. i'm playing on hurt me plenty (hardest difficulty possible when you start playing) and there's simply not enough health lying around to make.

I mean, Hell Knights have uncancellable area of effect attacks. Run out of space and you'll get raped.

With that said disabling visible

>>3837147
I think it approximates DOOM as much as it's possible for a true 3d twitch shooter to do so. Getting any closer would mean sacrificing gameplay.

>> No.3837174

>>3837151
If they actually have a way to indicate you're doing damage then cool. I remember the first time I fought the cyberdemon I didn't understand why nothing was happening, and I thought I was doing something wrong until I got him to flinch once. IIRC in the Halo 2 example, the final boss does not flinch or anything.

>>3837147
Definitely. I'm sure most people realize they used the property's reputation to bump up the title. Oh, and they just used the existing ideas for enemies, guns, lore(hah), setting, (main)character(s), plot, and mechanics is all... that's all. It is a fun game though.

>> No.3837175

>>3837163
>Getting any closer would mean sacrificing gameplay.
nah. the thing about doom 4 (and painkiller) is that it treats enemies more as a timesink for you to use while you jump around the arena the game locks you in rather than direct obstacles like they were in doom 1/2. a lot of people seem to like it but i think it feels kinda forced and lazy (at least level design-wise). like i feel like i'm playing a multiplayer map with a demon-spawning mutator turned on instead of actual campaign maps with any kind of non-story-driven forward momentum.

>> No.3837178

>>3837147
I'd like to see them do another game in the style of Quake 2. Quake 4 was shit.

>> No.3837185
File: 189 KB, 800x600, stroggocoaster.jpg [View same] [iqdb] [saucenao] [google]
3837185

>>3837178
This might just be me making assumptions based on off-hand comments from one or two people and combining those with old sales numbers, but I don't think Id are interested in returning to Stroggos anytime soon.

>> No.3837191

What's the most popular multiplayer shit in the community? Stronghold? Invasion? I just want to get into something that isn't dead.

>> No.3837192

>>3837175
+it's like they made some weak compromise between singleplayer fps mechanics and multiplayer fps mechanics to appease as much of the audience as they could, and because of it doesn't feel particularly strong in either regard

glory kills are neat little spectacles i guess but theyre pretty superficial when it comes to gameplay

>> No.3837194

>>3837185
Well they haven't done a singleplayer Quake game in 20 years but I can dream.

>> No.3837196

>>3836921
BTSX is coop friendly, though I'd suspect only E1 is currently well balanced for it, considering its recent final release.

>> No.3837197

>>3837163
>Getting any closer would mean sacrificing gameplay.

I'm all in favor of Doom 4 but this is very dumb to say. How would it be sacrificing gameplay to play more like traditional Doom?

>> No.3837201

>>3837197
i think he's implying that i was saying it doesn't feel like doom because there aren't slaughtermap-tier enemy counts which wasn't what i was saying at all

>> No.3837202

>>3837175
>demon activity detected
>lockdown engaged
It's a bit lazy, yeah, but let's not pretend Doom has magically been free from enemies spawning in an arena you're stuck until 4 came along. I found myself wanting more arena type stuff as I went along since simple jumping puzzles wasn't as fun as the actual shooting.

Thankfully they've got snapmap stuff with those progressively unlocking survival maps so you're not stuck in the same rooms over and over.

>> No.3837204

>>3837197
I couldn't turn into a Caco in the original Doom. Or mouselook.

>> No.3837206

>>3837197
To be fair no one equates actual Doom gameplay to the series anymore because no mouselook and hitscan enemies wouldn't sell.

>> No.3837209

>>3837206
doom 4 could've done with some hitscan enemies t.b.h

>> No.3837214

>>3837175
yeah enemy monsters being unavoidable is definitely a con

but all things considered, the levels do have does have way more monsters than the map would allow to place at game start. They also work in numbers (specially since the DOOM heavy hitters are much more squishy now) where you have to learn to combine killing big dudes with imp crowd control, else you WILL get mowed down by fireballs.

Some levels are more open tho', argent refinery and argent treatment are almost 100% open with backtracking involved and the possibility of escaping enemy waves.

But yeah, later levels could use teleporting the occasional enemy instead of dropping them all in one room.

One thing i didn't like is enemy missiles being completely useless. The cyberdemon's rockets barely have AoE and the revenant barely registers as an enemy.

>>3837178
The Hell levels made me want to see a Quake 1 made with current ID Tech.

>>3837197
Because DOOM is 2.5d and DOOM 4 is true 3d? There's an entire new layer of movement that must be accounted for, enemy projectiles are now x10 harder to dodge, which is probably why we don't have any hitscanners besides the OP af shotgun guy that can only be quickly disposed of with a plasma rifle mod.

>> No.3837216

>>3837209
+it's like modern devs just cant find the obvious compromise between cover shooter and run-n-gun gameplay that already existed for years prior. so you either get a boring wait-to-pop-out-at-the-right-time-to-win shooter or an equally as boring run-around-in-circles-to-win shooter

>> No.3837219

Never really gotten into anything besides Vanilla Doom & Doom 2.

Are there any WADs that really change up the scenery?

I want to see locations other than...

>UAC Base
>Hell

I want to see towns or forests or something.

>> No.3837221

>>3837147
>>3837175
I have to agree. One of the things I LOVE about classic FPSs of the 90's is the explorable dungeon-like level design. Doom 2016 is fun, but it basically threw away the adventure element, and turned it into a pure arcadey experience.

>> No.3837224

>>3837219
hellbound. it does have a tech base and ends in hell but it's got some really interesting transitional areas with amazing atmosphere especially considering it's boom-compatible

>> No.3837225

>>3837216
I see no cover shooter elements in DOOM 4 tho'. Certain enemies make sure of that - unless you find a spot in the map that screws their pathing you will get swarmed the moment you stop moving.

honestly I haven't had this much fun in a FPS since

>>3837219
>Are there any WADs that really change up the scenery?

There's entire megawads dedicated to map porn.

there's even completely different textures.

Really the DOOM mod community should have a fucking museum dedicated to it. So much stuff has become almost impossible to keep track of it all.

>>3837147
> and you run kinda fast.
there's a powerup that makes you sanic fast

the real speed is in z movement. Double jump was one of the best additions to the game. Completely changed the gameplay and allowed for really fun arena designs.

>> No.3837228

>>3837225
*since metro 2033 came out

>> No.3837230

>I see no cover shooter elements in DOOM 4 tho
..yes, this was my point. it goes too far into run-n-gun territory and just feels like a ceaseless run-big-circles-around-everything-and-shoot-until-everything-dies simulator. some aggressive hitscan enemies would've forced you to think more strategically about how you move, which is what id seemed to understand making doom 1/2. everyone bitches about chaingunners but i think the strategic changes they add to the gameplay is fucking brilliant, along with p much every other doom 2 enemy.

>> No.3837235

>>3837225
>there's a powerup that makes you sanic fast
i think i've emphasized enough here but all the powerups just feel like some weak nostalgic pandering to the quake 3 crowd or something. i want to feel like i killed a room full of demons out of my own quick-thinking and skill, not because i got the quad-damage perk at the right time. shit like that really only works in multiplayer.

>> No.3837236
File: 85 KB, 500x357, C5RLm5-XAAEuwR2.jpg [View same] [iqdb] [saucenao] [google]
3837236

>people shitting on Doom 4 for being like Painkiller

Well, I know what you mean. Exploration is the best and I miss it.

But.

Painkiller was fucking fun, okay? And so is Doom 4.

>> No.3837241

>>3837219
BTSX is still UAC Base in its first episode, but it uses an entirely new texture set, with none of the stock ever used. Episode 2 is naturalistic environments and temple ruins.

>> No.3837242

>>3837219
Ancient Aliens might be a good choice.

>> No.3837245

>>3837236
I don't deny that Doom 4 is fun. I just don't think it ticked all the boxes.

>> No.3837246

>>3837224
>hellbound
The city map in that is so good. If Doom 2's cities had been like that it might have actually been a good game.

>> No.3837250

>>3836921
I love this picture very much! Is there a low res version of this image using doomguy's sprite, with low res blanket and such

>> No.3837253

>>3837163
>With that said disabling visible
Disabling visible what?

>> No.3837254

>>3837230
>think more strategically about how you move, which is what id seemed to understand making doom 1/2.

I see your point but I don't see how it applies to DOOM 1 & 2. Hitscanners never made me cover, only escape enemies in rooms then open the door to get one shot in and hide again, since you are faster than everyone else and enemies generally wouldn't leave their assigned rooms,

Only enemy in the DOOMs that made me run for cover is the archvile for obvious reasons and the mastermind. The zombies were always a "kill fast, kill first" ordeal, unless they were strategically placed in some corridors to backstab you for not being careful. And even then archviles had pillars to hide in for one second so you could cancel their attack then keep moving.

I don't know how you can see cover elements in the game that invented both twitch shooting and crowd control gameplay.

>>3837235
you can do what by gitting gud. In fact it's a very nice self imposed challenge, some arenas are specifically designed to fuck you in the ass so playing them without power ups is specially challenging.

I think the most important part of DOOM 4 is how every enemy has specific strategies. you will get destroyed if you fight a mancubus in close range, hell knights are close range fighters that ensure you stay on the move, imps are sneaky fuckers that will always get a shot on you from every direction and will always be the last enemy standing in the lockdown moments, soldiers have hard to dodge aoe cannons that stops you from cover shooting, the shotgunguy acts as a literal wall that can survive even missiles, requiring you to swtich to particular weapons to kill him. Getting hit by a caco will make you slow therefore reachable by hell knights, and pinkies are now trick enemies.

>> No.3837264

>>3837254
A lot of the areas that had power-ups in Doom4 I ended up holding onto them like a potion in a JRPG. I kept thinking, "but what if there's another wave?" And I'd end up not using it at all.

>> No.3837273

>>3837236
Very few people would seriously argue that Painkiller was fun, but Doom it certainly wasn't.

Ultimately, the debate isn't whether Doom 4 was a good game (it is), the debate is more whether it's a good Doom.

>> No.3837278

>>3837254
i'd see what you mean about not covering from hitscanners if we were just talking doom 1 here. i mentioned chaingunners specifically because theyre explicitly made to prevent you from just running around the whole time and force you to take cover intermediately whilst also dealing with projectile onslaught. and even from decent ranges theyre still a threat so it's not as easy as just immediately taking them out. the only enemy i'd call plain fodder are the regular zombiemen. & just so we're clear here, i'm not using cover shooter mechanics as an insult like a lot of /vr/ users do. i'm saying that a seriously good shooter needs a balance of both run-n-gun AND cover shooter gameplay and nowadays devs feel the need to funnel them into two completely different genres.

>> No.3837282

>>3836560
The Memento Mori megawads were designed with co-op in mind, to the point where there are several secrets that are impossible to get alone unless you add jumping or cheat. There's even at least one map where the players start in different rooms and have to converge halfway in.

>> No.3837284

>>3837254
>you can do what by gitting gud. In fact it's a very nice self imposed challenge, some arenas are specifically designed to fuck you in the ass so playing them without power ups is specially challenging.
i shouldn't have to force myself to not use the tools the game devs give me in order to feel accomplished.

i will agree that pinkies are done a lot more interestingly in doom 4 than any doom title prior.

>> No.3837298

>>3837282
>There's even at least one map where the players start in different rooms and have to converge halfway in.

I love this stuff

>> No.3837303

>>3837264
There's two areas where I couldn't win without using the power up

one was when you get the BFG - you think you are done then you are put in a closed area with the bruiser brothers with no other resources, the second was in lazarus labs where you get so many imps from all sides that if you didn't take

>>3837284
>i shouldn't have to force myself to not use the tools the game devs give me in order to feel accomplished.

powerups aren't even that good most of the time, you still die after getting hit more than four times by anything other than an imp or a soldier. they just make you more killy. Basically I save them for mancubi and pray that it's bersek, because even quad damage will fall short when you get swarmed.

it's interesting, the pacing is fast enough that killing them enemies isn't as important as getting to the next enemy fast enough

>>3837278
I think the closest we ever got to mixing both was Crysis 1. But I honestly can't recall shooters mixing like that. Either you have twitchs, cover shooters or less combat centric fps.

>> No.3837305

Are you guys gonna participate in the next vinesauce doom contest?

>> No.3837306
File: 167 KB, 400x359, 1479870373239.png [View same] [iqdb] [saucenao] [google]
3837306

>>3837219

http://www.doomworld.com/10years/bestwads/

>> No.3837314

How do I change weapons in Strife? I literally pressed every single key on the keyboard and nothing worked.

>> No.3837315

>>3836353
Flak Cannon

>> No.3837318

>>3837305

If he doesn't take half a year, I might.

>> No.3837324
File: 954 KB, 800x882, TheDaiPill.png [View same] [iqdb] [saucenao] [google]
3837324

This is your daily reminder to take the DaiPill.

>> No.3837326

>>3837282
Map29 of MM1 was designed almost purely for coop, that single player had to include a linedef (its blocked by torches in coop) that opens up the map and gives the player the red key early.

>> No.3837327

>>3837324
But I can't leave without my buddy Superfly

>> No.3837329

>>3837324
Retards turn the sidekicks off then complain the game wasn't even that bad as they said. Well no shit sherlock, you deactivated everything wrong with it.

>> No.3837335

>>3837273
>Ultimately, the debate isn't whether Doom 4 was a good game (it is), the debate is more whether it's a good Doom.

Pretty much this.

>> No.3837336

>>3837329
Reminder Elite Force came out the same year and had much less annoying sidekicks.

>> No.3837354

>>3837282
>>3836560
>>3836921
>>3837000
>>3837196
>>3837298

We should have /vr/doom co-ops at some point.

I'd set one up right now but some friends have roped me into playing some modded Minecraft.

>> No.3837398

>>3837336
>elite force
Wish it had a coop mode... EF2 has a coop mod, but it's not that good. I mean it functions, but it's kinda clunky

>> No.3837405

>>3837282
>There's even at least one map where the players start in different rooms and have to converge halfway in.

Reminds me of that Jailbreak Lost Planet 2 level. Two players start in a broken cell with only pistols and a bunch of guards breathing down their necks, the other two start on the roof with full gear and work their way down to the other two players. Then everyone completes the rest of the level together.

I know it's not DOOM or /vr/ related, but many LP2 was my shit

>> No.3837432
File: 183 KB, 425x450, 54171787_p0.png [View same] [iqdb] [saucenao] [google]
3837432

>>3837354
There used to be a lot of playing on BE servers years ago, but that's all dwindled out now.

>> No.3837434

>>3837329
>you deactivated everything wrong with it.
Nah. Just most of everything wrong with it.

Ignoring performance and crash issues or the awful save gem system which I believe have been fixed and ironed out on modern versions, the other top contenders off the top of my head are the stupid leveling system, the constant bullshit tiny flying enemies, and how almost every single weapon in the game can kill you with some being practically just as dangerous for yourself as they are against enemies.

>> No.3837445

>>3837329
If the official patches put it in, then I disagree, it's an option you have.
If it's only in the Unofficial patch, then yeah it was still bad, but you can still find a hidden gem under it.

>> No.3837447
File: 294 KB, 902x1369, 1332335640876.jpg [View same] [iqdb] [saucenao] [google]
3837447

RRRRAMPAGE TIME!

https://a.uguu.se/IK5ptMcFPkeL_OB_4LVL_ExtremeNutsToughOpenRampage5000.wad

A temporary 24 hour link for a Doom 2 oblige wad of pure carnage.

4 EXTREME size levels, each with 1000 monsters, truckloads of ammo, health and no puzzles or keys to slow you down. Wreck some shit!

>> No.3837481

>>3837230
I agree with you very much.

>> No.3837523

>>3836353
As much as I love Doom's SSG, Unreal's Flak Cannon takes the cake for me.

>> No.3837525

>>3837219
I wanna see a megawad take place in the countryside

>> No.3837559

>>3837432
/vr/ mp did kinda die out with BE.
I usually have a server running. I'm hosting svencoop right now though.

>> No.3837564

>>3837559
Not just that, but the general interest in playing overall declined.

Speaking of which, how are Z& mods holding out?

>> No.3837580

>>3837564
Dunno. I usually just host maps and Hexen.

>> No.3837595

>>3837564
To my knowledge it's still the usual.

Hard for me to find a good server when almost everything is a survival on a slaughtermap where you wait like half an hour for like two guys to finish a map through attrition only for you to spawn in for about a second before being killed and repeating the process.

>> No.3837601

>>3837564

Zandronum's total lack of updates doesn't help.

>> No.3837602

>>3837559
Why not use http://allfearthesentinel.net/ for /vr/ MP? I think its the next incarnation of BestEver

>>3835796
Thought I should inform the news post of this fact

>> No.3837605

>>3837602
it's hardly news.

>> No.3837623

>>3836353
The Half-life shotgun really clicks with me for some reason (The vanilla one of course). The Strife submachine gun feels comfy as fuck. And lastly, I gotta go with the Doom double shotty.

>> No.3837643

>>3837605
It may not be news, but it's good to know that BE is still alive in some way

>> No.3837665

>>3837282
I can vouch for MM2. The original eventually turned me off because of consistently mediocre combat and layouts, but the sequel's a lot more consistent. Both packs have music to die for.

This Wednesday I had a little LAN with friends and we played through Kuchitsu. It's good stuff for less-experienced Doomers, though short.

>>3837242
Valiant also has the varied-episodes theme going for it. I just finished Lunatic and enjoyed the fun, zippy Moon setting which benefits from a good skybox.

And since it just came out, Brigandine's great at using Doom II textures in a new way (lots of detail porn which blends in very well).

>> No.3837678

>>3837665
>Both packs have music to die for.

Playing MM1 tonight, actually. Holy shit Map10 and its song were so good.

https://www.youtube.com/watch?v=mZ85g73g6Yw

>> No.3837683

>>3837665
>consistently mediocre combat and layouts

I could give you that MM1 has its share of duds, but consistently mediocre? I strongly disagree here.

>> No.3837686

>>3837678
I love the music on map10, but map10 itself is a bit meh. Good thing map24 and 32 use the midi aswell.

>> No.3837689

>>3837336
>>3837398
How is the level design in Elite Force and which of the two games are better? Every video I've seen of the games seem to take place in the corridors of a starship which gives me the impression that the game is very repetitive, not unlike Halo's indoor levels

>> No.3837703

>>3837686
I get the feeling it would make for a nice deathmatch map if you had enough players. Just hunting down everyone in the mansion. If jumps are enabled people can escape by leaping out windows or into the river. Might be fun.

>> No.3837709

>>3837683
For whatever reason the middle section wore on me and I ended up ditching right around MAP28. Still, I don't mind playing and recommending it, but MM2's doing more for me.

>>3837678
MM2 doesn't have Galaxy unfortunately: https://www.youtube.com/watch?v=r7amJdyQTxE

>> No.3837721
File: 1.33 MB, 640x360, pizzatime.gif [View same] [iqdb] [saucenao] [google]
3837721

>>3837709
>that level near the end of MM2 where they remix the first level song of MM1

>> No.3837725

>>3837219
Try Doom Vacation.

>> No.3837730

>>3837314
how about you bind the buttons in the options, or if using the DOS version, the setup.

>> No.3837761

Is there any way to play Doom 1 with the enhancements of Brutal Doom, but nothing else changed? Like so I can still pick my own starting mission, etc., like when you play the game normally?

>> No.3837762

>>3837761
Forget it, I must have had an error the first time I tried it. Works now.

>> No.3837764

>>3837762
>>3837761
What did he mean by this?

>> No.3837776

>>3837709
MAP28 is one of the best maps in MM1, though.

>> No.3837789

>>3837761
Just play Doom 1 with BD? You can still select your episode as normal.

If you meant how to play BD with normal weapons, select 'classic' Doomguy in the New Game menu.

Or, if you want to play BD with just the gore, no new weapons or changed monsters, don't use BD use Ketchup.

>> No.3837805

Do maps nowadays use all that fancy OpenGL stuff? I never made the jump to gzdoom and still use zdoom but I'm interested in Ancient Aliens and a bunch of other new maps.

>> No.3837821

>>3837805
Most modern maps tend to just be for PrBoom+. And outside of maybe a few Russian maps, don't often need GL rendering at all outside of getting a better framerate.

Ancient Aliens I'd argue looks better in software rendering, too.

>> No.3837824
File: 9 KB, 300x213, Robo Hitler.jpg [View same] [iqdb] [saucenao] [google]
3837824

Semi-Off Topic but still relevant based on IP:So apparently there's word spreading around that a sequel to Wolfenstein The New Order is in development. And apparently the codename is Colossus which apparently refers to a poem that B.J. quotes in TNO a few times. Anyone else hype? Will it be shit? Personally I hope they finally let us fight Hitler who is somehow not dead or it turns out the boss from W3D was a stunt double or some shit? I don't remember.

Sorry for the Semi-Offtopic but I don't see many places talking about this information, though for all I know it's all made up bullshit that someone pulled out of their ass. I just read it online somewhere.

>> No.3837828
File: 157 KB, 1920x1080, help.png [View same] [iqdb] [saucenao] [google]
3837828

Someone pls help me i cant fucking run brutal doom and i dont know why

>> No.3837841

>>3837828
It won't work. Download his starter pack, it has an older version I think.
Mark is a shitty coder so it won't run. v20c will be compatible with the new gzdoom-version.

>> No.3837845

>>3837828
>MoonMan.wad
>pol.wad
>brutalv20b.pk3
wew Andree

>> No.3838030
File: 41 KB, 720x399, 3145018-teaser.jpg [View same] [iqdb] [saucenao] [google]
3838030

>>3837824
MachineGames were gun-shy about the whole Hitler thing in TNO - not for political reasons, but because they figured that once you introduce ol' Adolf to a story, it becomes irreversibly ABOUT him, and they wanted to tell a story about BJ and his merry troupe instead.

I don't see that changing in The New Colossus (which was hinted at the very start of the Bethesda E3 2016 show! See image)

>> No.3838036
File: 1.61 MB, 1944x2592, Day of the Leaf.jpg [View same] [iqdb] [saucenao] [google]
3838036

>it's another "the modder made an incredibly obnoxious labyrinth of a map that makes zero fucking sense" episode

>> No.3838039

>>3838030
Eh, a man can dream.

But because I feel like arguing it. Technically Wolfenstein 3D isn't even about hitler until the 3rd episode. the first is about hans and escaping castle wolfenstein and the second is about defeating doctor schabbs.

And i'm unsure if hitler even shows up in any of the modern wolfenstein games. I don't recall it if he does.

>> No.3838042

>>3836560
Okay if you dont mind lotr spilled on your doom

>> No.3838043

>>3838039
He doesn't, outside of portraits and the occasional namedrop. I'm pretty sure Wolfenstein 3D was his only in-person appearance in the series... turns out robot armor really sticks in the mind.

>> No.3838049

>>3837824
>a sequel to Wolfenstein The New Order
Oh boy more horrible gunplay with boring weapons, hitscanning damage sponge enemies and grim'n'bloom.

>> No.3838050

>>3838039
>>3838043

He appears in Beyond Castle Wolfenstein as well but that's a ghetto as fuck 8 bit isometric thing that's not an FPS.

Also of note

>Hitler's minor and ambiguous presence in The New Order reflects Bethesda's decision to sell it in Germany, where all references to Nazis were replaced with references to the Wolven League for legal reasons.

>> No.3838054

>>3838050
I think they just called the Nazis "the regime" in the German version. I'm pretty sure the Wolven stuff was in Wolf09 during the Activision era (and even then the game got banned because they forgot to scrub a swastika off of one texture, lmbo)

>> No.3838074

>>3837219
Check the cacowards.

Also hellground, not to be confused with its hellbound kin.

>> No.3838076

>>3837828
Do you get the blood.txt error? If so, open the brutal doom mod in 7zip, open blood.txt and change the values. You can see here what you have to change:

http://www.moddb.com/forum/thread/brutal-doom-bug-on-gzdoom

>> No.3838082

What's the best .wad you've ever played, /vr/?

I'm really, really fucking liking Going Down.

>> No.3838085

>>3838082
Cyriak's a pretty gud doom mapper. wonder when he'll strike next?

>> No.3838103

i guess we can all agree that this is going to be...a pretty interesting year when it comes to games like wolfenstein

i don't mind if hitler is denied once again, but to finally include him back in the franchise, even as "mr. staatmeister", would be quite a message

>> No.3838106

>>3837824
>Sequel to W:TNO
>BJ dies in that game's ending

So uh... who will be the hero then? Or will they retcon the dead or come up with some bullshit reason to keep him alive?

>> No.3838107

>>3838106
Who knows.

But it is SEMI implied he may have survived somehow as you can hear a helicopter presumably coming to pick you up at the complete end.

>> No.3838113

>>3838106

also (actual spoilers): the voice actor for BJ teased that he may be doing extra work for an upcoming sequel, and also the voice actor for BJ's love interest in New Order is also back

>> No.3838117

>>3838106
maybe he becomes a cyborg?

>> No.3838126

>>3838106
>who will be the hero then?
Most probably a new character, either black or a woman.

>> No.3838127

> allies use stolen nazi prototype plans for the mecha-hitler suit to use on the royally fucked B.J. to save him from death
that'd be cool

>> No.3838130

>>3838107
>>3838113
>>3838117
I just rewatched the TNO ending and BJ straight up takes a grenade to the face, drags his tired bloody body and mind to watch as his buddies leave him for dead and he's all like "I'm so tired and ready to fucking die now".

With that, seems like in the sequel he'll start in a nazi prison as a captive, maybe kept alive by the nazi's, tortured and maybe experimented on.

>> No.3838135

>>3838036
Just stick to Knee-Deep in the Dead

>> No.3838136

>>3838130
Oh yeah, I just remembed that BJ was also injected with a lethal poison before the ending too, so he's like totally legit fucked.

>> No.3838137

>>3838136
>>3838130
Actually my character BJ Blastowicks has been injecting himself with poison and grenades for years.

>> No.3838143

>>3838137
I injected a grenade once, I woke up without an arm and kept hearing "ass to ass" echoing in the distance.

>> No.3838164

>>3838117
>FrankenBlazko
Might be rad.

>> No.3838175

>Try Quake after playing Doom for a few days
It feels tougher somehow, but I think that's due to all the grenade enemies everywhere. Health pick ups seem more generous, but then everything also seems to do way more damage. Loving the atmosphere though.

>> No.3838180

>>3837824
I'd be more interested in a reboot/remake of Quake. But if Wolfenstien is getting a sequel then maybe Doom 16 will be getting one sooner than we thought, and that's great.

>> No.3838181

>>3838180
No more fucking reboots.

>> No.3838183

>>3838181
not without proper protection.

>> No.3838191

>>3835795

Dear /vr/doom

who ever left this on /TG/, i need to say thank you.

>>52012246

>> No.3838194

>>3838164
That idea kinda reminds me of Quake 4, but spanning across two games rather than one and a totally different IP, obviously.

>> No.3838196

>>3838191

well crap here's the link

>>>>/tg/52012246

>> No.3838208

>>3837689
Elite Force 1 is better because it's Quake 3 with star trek guns.

>> No.3838212

>>3838208
https://www.youtube.com/watch?v=jFtmcX5IvcM

:o

>> No.3838215

>>3838212
>walking everywhere instead of strafe jumping
disliked and alt+f4'd

>> No.3838217

I finished DOOM 4.

Gotta, say, the final level felt underwhelming, or perhaps I was tired of playing it for like 8 hours straight.

>> No.3838220

>>3838208
yes but


can you strafe jump???

>> No.3838227
File: 731 KB, 787x674, DOOM 48.png [View same] [iqdb] [saucenao] [google]
3838227

post stuff

>> No.3838228

>>3838220
Yes but they disabled it in EF2 singleplayer which is another reason as to why its inferior.

>> No.3838229

Hey guys, I want to host my wad on the Zandronum master server. It's not working, can someone give me a tutorial? Also I did successfully host via Zandronum @ MIRC din the past, but MIRC won't let me use it since I'm not registered, is there an alternative to bypassing this? Please help

>> No.3838234

How do I actually run ZScript files with GZDoom? Trying to use Nash's dukeshadows mod

>> No.3838236
File: 36 KB, 800x371, lewd.jpg [View same] [iqdb] [saucenao] [google]
3838236

>>3838227

>> No.3838242

>>3838234
are you using the 2.4 prerelease?

>> No.3838245
File: 105 KB, 500x375, 1435982819607.jpg [View same] [iqdb] [saucenao] [google]
3838245

>>3838236

>> No.3838247

>>3838242
I got the latest Git build, yes

>> No.3838257

>>3838247
just tried it myself and it worked for me. just drag the whole folder onto the gzdoom exe

>> No.3838258

>>3838175
Quake is the result of a failed RPG being hurriedly turned into an FPS. It actually turned out better than it should have all things considered.

>> No.3838263

>>3838257
Didn't work, but I turned the zip into a pk3 and now it runs. Weird

>> No.3838265

>>3838263
yeah i dont think you can run zcript from zips like you can with wads

>> No.3838268
File: 203 KB, 400x324, DOOM 16.png [View same] [iqdb] [saucenao] [google]
3838268

>>3838245

>> No.3838269

>>3838229

bump, can anyone help me? I like to setup something today if i could

>> No.3838272

>>3838196
easiest way to make a cross-board link: right-click on "No." above the source post (before the post number), choose Copy Link Location, then paste the link into the post on the target board.

>> No.3838302

how does the respawn work in nightmare mode?

>> No.3838310

>>3838302
https://doomwiki.org/wiki/Spawning

>> No.3838317

>>3838217
not the guys from earlier but nah, it really is undermining. literally one arena battle to start off and other three, one right after the other.

really fun to blaze through with the fast glory kill+glory kill speed boost+air control runes equipped though. just wished they'd gone for something a bit more epic and less formulaic.

>> No.3838342

>>3838317
yeah I think the last two levels felt somewhat tired out.

The highest point of the game to me was Lazarus Labs and Advanced Research Complex, really fun to play in those. Map wise, Argent refinery and Argent processing were top of the bunch. Hell was visually impressive but it didn't feel really special.

I guess it's still a bethesda game after all. They did manage to pull it off quite decently considering your average game by the company and the fact that reboots either suck or are great.

>> No.3838358

also one thing I want really loved was the engine. ridiculously high graphics yet the game only lagged once on a 2013 PC running below recommended GPU specs. John Carmack is a god.

>> No.3838365

>>3838082
anon once suggested i do demonsteele on newgothic movement

i can still hear the death cries of the damned, sometimes

>> No.3838393
File: 270 KB, 938x1200, DOOMFEAR3.jpg [View same] [iqdb] [saucenao] [google]
3838393

Has anyone actually coded playable Co-op Deathmatch yet?

Also any actually good looking Doom 2 shirts that aren't just the Icon of Sin?

>> No.3838402

>>3838393
>Giant Infight in 3..2..

cool picture though

>> No.3838404

>>3838269
In short, you have to port-forward your router to 10666 so Doomseeker can see your game and list it. See item 18 in this list for deets: https://zandronum.com/forum/viewtopic.php?t=2483

Should be the same process if you're using the internal browser?

>>3838393
I'm really picky about reference t-shirts, but I've seen a simple UAC-logo tee out there which I might get.

>> No.3838408

>>3837064
I love how it looks!! do you have a download link?

>> No.3838410

Did you know that Mike's making a brand new hentai game in the Doom engine?

Monster Girl Quest 3D or something

http://hdoomguy.tumblr.com/tagged/mystuff

>> No.3838412

>>3838393
>Has anyone actually coded playable Co-op Deathmatch yet?
How...does that work?

>> No.3838414

I never played DOOM online, i'm sort of a mod rat that likes to dig up weird total conversions

how does it differ from normal gameplay?

>> No.3838415
File: 173 KB, 900x975, Sin shirt.jpg [View same] [iqdb] [saucenao] [google]
3838415

>>3838404
I know most graphic T's look like shit, and i'd probably get the Doom 2 title screen if it looked anywhere as cool as the original box art.
The Icon of Sin seems like a perfect pic as it's not totally obscure, but it's not obvious. I just wish I could get something like this which wasn't square and sorta transparent in places, and had the DOOM 2 logo on the back.

>> No.3838426

>>3838412
Watch the Devs Play DoubleFine did with John Romero on Doom to hear him talking about it.

The idea is it's co-op, but people deal full damage to one another. However, the only point you can get in a level is for making it to the exit. So you'll have to fight the monsters together, but fight each other to get the exit.

He talks about it here: https://youtu.be/rV6HlBa88js?t=13m12s

So you'd be playing maps like Chasm,
>"OH MY GOD HE'S GOING FOR THE EXIT"
>Running for your life, stopping on a dime trying to reach the exit on those skinny rails.

>> No.3838431

>>3838426

That sounds like it'd get very awful very quick, desu.

>> No.3838432
File: 11 KB, 187x270, 4d6e68095e66857bc23b1f70e19031447ebb1814_hq.jpg [View same] [iqdb] [saucenao] [google]
3838432

Is TerminusEst's podcast gud?

>> No.3838434

>>3838426
you'd hang back as much as possible letting others do the work and retaining full health, even hiding somewhere convenient, then blast them at the last minute and dash for the exit. it's a game mode for sociopaths, like Last Man Standing.

>> No.3838437

>>3838432
it's nice as background stuff

>> No.3838440

>>3838432
Intermission? Yeah, it's neat. Everyone bounces off each other pretty well. Kinsie needs to stop talking over everybody else though like god damn.

>> No.3838451

>>3838432
intermission is inoffensive as far as podcasts go, i m o.
if you're looking for something with meaty topics and serious discussion, not really much to find. it's just a handful of guys shooting the shit about what they've been playing and stuff that's been happening recently.

>> No.3838461
File: 705 KB, 1280x720, om65vn6Y921tw5b8po11280.png [View same] [iqdb] [saucenao] [google]
3838461

>Hylics attack animation as weapons in Doom

>> No.3838468
File: 1.28 MB, 1280x720, om86zxLpfY1tw5b8po11280.png [View same] [iqdb] [saucenao] [google]
3838468

>>3838461
Nobody on this board will be excited as me because I'm sure I'm the only person who has played Hylics here

>> No.3838473

>Looking at Metadoom's thread on Zdoom's forum
>Seeing this talk about including Quad Damage and new enemies
>The latter may never happen unless someone makes sprites for these enemies
>Quad Damage's inclusion may be hard to deal with

>> No.3838476

>>3837824
They better bring BJ back, even if it features magic related shit

>> No.3838478

>>3838468
I have it, but need to actually try the game. Hylics TC would be cool as hell.

>>3838434
One way I'd see it working is a modified Invasion mode with more emphasis on traps waiting for players rushing to the end after clearing successive waves.

>> No.3838483

>>3838468
I bought it, played it for a bit and then forgot about it due to other stuff. The dialogue being partially randomized didn't help either. I do think Lindroth has quite a nice style, digitizing and dithering sculptures of clay.

>> No.3838487

>Memento Mori Map 4

It's really like I'm playing Hexen.

>> No.3838491

>>3838487
Not really, but the co-op switch secret near the start's such a tease. Just wait for MAP07 if you want switches.

>> No.3838514

>>3838404

I know that information, but if I host this way no one can join (even if the settings are correct) which is why i used the automatic dedicated server creator. it use to work for me in the past, but not anymore. No idea why

>> No.3838537

>>3838414
Essentially it's like playing single player, only with a bunch of dickheads...

>> No.3838576

>>3838537
>two players arrive at a door
>both press use nearly simultaneously
>door moves up slightly, immediately closes again
>this repeats 3 or 4 times until one guy has the sense to hang back
>usually at the same time the other guy hangs back
>return to start

>> No.3838580

>>3838414
On the subject of co-op, I've never tried Doom multiplayer. Wouldn't vanilla co-op be stupidly easy with two people running around the map? I get that there are maps and WADs made with co-op in mind, but the vanilla experience must suck.

>> No.3838589

Whenever i try Oblige, i feel like it could give the player more options control on stuff like:

>corridors and whether or not you want them to be straight lines
>mountains and shit
>bridges
>traps like crushers and platforms going down under liquids
>shapes of rooms (square, circle, star etc.)
>maybe copypasta-ing areas from the main games like an area that seems familiar because it was straight taken out of the games
>secrets that aren't just "touch a wall", so there's timed based secrets and areas that can be unnoticed

I feel like the options it gives makes it as if only certain things could be done with Doom's engine.

I don't know, maybe i just didn't properly explored Oblige and i'm expecting too much from a level generator.

Still better than SnapMap

>> No.3838606

Is it me or is Quake really short? The levels feel small and I'm near the end after about 4 hours with 3 of the runes of power and a good way into the fourth world.

>> No.3838617

>>3838468
Hylics is fucking great. Underrated-ass game.

>> No.3838793

What are the name of those fake 3D floors you see in old wads sometimes?

I remember them being used in AV map 23

>> No.3838809

>>3838793
https://www.doomworld.com/tutorials/fx8.php

>> No.3838812

>>3838809
or https://www.doomworld.com/tutorials/fx7.php

>> No.3838816

>>3838809
>>3838812
thanks

>> No.3838827

>>3838580
A lot of source ports add extra rules and let you set the penalty for dying.

You can opt to remove a dead character from play entirely until the next map, or allow them to respawn freely whenver.

Even if they can respawn, you can set penalties like deleting their keys, cutting their ammo in half, or making them lose all their weapons. You can also choose if they respawn where they died or back at start.

You're also free to play co-op on Nightmare mode. The respawning fuckers can still be a huge pain.

>> No.3838849

>>3838431
He played it on stream withy some German chums, looked pretty fun, frankly.

>> No.3838854

In Blood, does the tommy gun's alt-fire have any use? The animation is cool, but I see absolutely reason for it.

>> No.3838857 [DELETED] 

>>3838854
It shoots faster.

>> No.3838862 [DELETED] 

>>3838857
Or at least, I was under the impression it did until I took the time to actually verify it AFTER posting.

>> No.3838869

https://www.youtube.com/watch?v=IbrtqSlCW8Q

so this is gzdoom gpl's debut on steam greenlight

not exactly the finest showing

>> No.3838872

>>3838854
It was from a time when most people didn't use mouselook and most mice at the time were shit with accuracy anyways. Don't bother with it unless you're playing keyboard only.

>> No.3838878
File: 43 KB, 600x678, I pity the dead.jpg [View same] [iqdb] [saucenao] [google]
3838878

>mfw installing Russian Overkill and then playing it on Obliged-generated procedural slaughtermaps

>> No.3838879
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
3838879

YOU KNOW WHAT DAY IT IS. POST WHAT YOU'RE WORKING ON.

WHAT ARE YOUR SPRITES LIKE? HOW'S YOUR MAPS DOING? YOU OPTIMIZE THAT CODE YET? YOU DOING SOMETHING FOR THAT GAME JAM THING? YOU LOGGED YOUR BUGS LAST NIGHT, RIGHT?

>> No.3838880

>>3838869
>skip a minute into the video
>instant 'CYKA BLYAT'
it's perfect

>> No.3838886
File: 1.02 MB, 1920x1080, gzdoom 2017-03-04 19-26-24-40.png [View same] [iqdb] [saucenao] [google]
3838886

>>3838879
I might throw this away I don't know yet. I can't seem to ever truly finish a map.

>> No.3838913
File: 427 KB, 640x480, Screenshot_Doom_20170304_194052.png [View same] [iqdb] [saucenao] [google]
3838913

>>3838879
>>3838886
>I might throw this away I don't know yet. I can't seem to ever truly finish a map.
I know that feel

>> No.3838915

>>3838879
Requesting that skelly sprite with no background

>> No.3838924

>>3838879
I'd post progress on Babel but I'm on my phone. Basically just optimizing and making the whole thing look really good. When I get home I'll be adding a neat effect to the archvile fire.

>> No.3838929

>>3838869
Russians sure do love flooding steam with garbage.

>> No.3838945
File: 9 KB, 320x400, Shotgun-1and2-pal.png [View same] [iqdb] [saucenao] [google]
3838945

>>3838879

>> No.3838958

>>3838606
Isn't that about the same length as Doom and most other retro FPSs?

>> No.3838961

>>3838945
That is a very unusual-looking shotgun. What's the concept?

>> No.3838963
File: 101 KB, 900x709, 34nqxxu.jpg [View same] [iqdb] [saucenao] [google]
3838963

>>3838961
It just shoots.

>> No.3838971

>>3838963
A shoot...gun?

>> No.3838973

>>3838958
Doom 1 and 2 took me around 9 hours each. Granted it was easier to get lost in the later maps.

>> No.3838974

>>3838971
Yeah a shoot gun.

>> No.3838993

>>3838929
Russians are irl shitposters

>> No.3839006

>>3838973
Well, that's it then. It's almost impossible to get lost in Quake's maps unless you start playing them from the middle. They're extremely fluid and well-paced. The maps are a product of the refinement of the mappers' skills, just as their works in Doom were a refinement of their works in Wolf3D.

I wonder, did you take breaks in playing Quake and Doom, and if so, do you recall how often you were taking breaks in those 4 hours of playing Quake compared to 4 hours of playing either Doom game?

>> No.3839042

>>3839006
I'm going by steam hours played

>> No.3839045

>>3839042
>Steam

Please tell me at least you got a source port.

>> No.3839049

>>3836405
While the brown and grey in most modern games is a result of making games more "realistic", Quake's palette was intentionally muddy and purple and otherworldly because you are literally in a Lovecraftian realm of horror and undeath. That shit ain't gonna look pretty.

>> No.3839051

>>3839045
Naturally. GZDoom for Doom, Quakespasm for Quake.

>> No.3839092

I can't decide if I should use smooth doom or doom enhanced, I like both of them
so how do I frankenstein a mod out of the two? I have no experience with doom modding

>> No.3839141 [SPOILER]  [DELETED] 
File: 95 KB, 454x403, 1488682233454.png [View same] [iqdb] [saucenao] [google]
3839141

>lead dev of D4D is a brony
Explains why Thanatos left. Spoilered for screencapped ponyshit.

>> No.3839149

>>3839141
At least he's using the better of the two 3D models.

>> No.3839169
File: 746 KB, 1176x3189, Carhack and John Boremero.jpg [View same] [iqdb] [saucenao] [google]
3839169

>>3839049
>Hey John what's a Lovecraftian realm of horror and undeath look like?
>I don't know fuckin brown on everything

>> No.3839171
File: 458 KB, 863x590, temp.png [View same] [iqdb] [saucenao] [google]
3839171

>>3838879
Uh. Hay bales I guess? Also mapping.

>> No.3839173 [DELETED] 

>>3839141
https://www.youtube.com/watch?v=gU3g26cLOxg

https://www.youtube.com/watch?v=M3DPFuE8uZo

https://www.youtube.com/watch?v=tly1xl882wY

Look at the vid descriptions, too.

>> No.3839174

>>3839171
So the cord is wrapping around the sides, but sometimes a side doesn't have cord around it?

>> No.3839176

>>3839141
>judge me
Okay. Learn to fucking rig you piece of garbage.

>> No.3839179

>>3839173
I really didn't need to see that. Now I want to kill myself.

>> No.3839183

>>3839173
Now I'm going to end up side-eyeing D4D for the rest of my life.

>> No.3839184

>>3839174
Yeah, I'm doing something about that. I was going to not give a shit, but you're right...

>> No.3839186

>>3839141
>Judge me for what it's worth
Well that leg *is* utterly broken.

>> No.3839190 [DELETED] 
File: 73 KB, 402x402, 1369084458386.jpg [View same] [iqdb] [saucenao] [google]
3839190

>>3839173
>She's thicker.
>She's bigger.
>She's more powerful.
>She could crush you so easily.
>And she demands obedience.
>...Delicious.

>> No.3839191
File: 168 KB, 615x1072, From Beyond.jpg [View same] [iqdb] [saucenao] [google]
3839191

>>3839169
Seven years earlier, a colorful Lovecraftian film that was putrid and disgusting.

>> No.3839196

>>3839173
>She's thicker
>She's bigger
>She's more powerful, too

SHE'S THE FIRST MEMBER OF THE DK CREW

>> No.3839203 [DELETED] 

>>3839173
So what is it about cutesy animal characters that attracts turbo-autistic fetishes like macro and diapers?

>> No.3839207
File: 332 KB, 656x2085, The Resurrected.jpg [View same] [iqdb] [saucenao] [google]
3839207

>>3839191
They were too busy being rockstars to learn what a color wheel is.

>> No.3839208

>>3839203
Do you think Lauren Faust ever looks down at her creation and is horrified about what neckbeards have done to it?

>> No.3839210

>>3839208
Horrified at how unbelievably phat her wallet is

>> No.3839216

>>3839171
Hey what are the dark edges supposed to be? They look like where it's dirty or wet which makes sense at the bottom, but that's it.

Maybe think about it like texturing bevels onto a cube with top-down light and break up the light with random bits of straw.

>> No.3839217

>>3835795
How do I get Ultimate Brutal Arsenal to work? I have the wads, I have Brutal Doom, but when I try to use Ultimate Brutal Arsenal along with it it doesn't work.

>> No.3839252
File: 2.95 MB, 1280x720, SMG's proper usage.webm [View same] [iqdb] [saucenao] [google]
3839252

>>3838879
>finally get home at 11pm
Fuck, anyway, more testing. Plus if I can get off my tired lazy ass I'll make a cool effect of the archvile fire where particles appear from the ground around the player and get swept into the fire and upwards.

>> No.3839260
File: 93 KB, 750x600, Mark Twain with his Cold Model 1903.jpg [View same] [iqdb] [saucenao] [google]
3839260

*Drops everything to make a Mark Twain mod*

>> No.3839278

How do I get into mapping?

Every time I try, I just end up making a square room and putting random shit in it.

>> No.3839280

>>3839260
He looks like a fucking turtle, god dammit

>> No.3839283
File: 496 KB, 1024x768, Screenshot_Doom_20170304_232154.png [View same] [iqdb] [saucenao] [google]
3839283

>>3838879
The magical kingdom of love and happiness.

>> No.3839290

>>3839278
That's a start!
Look at some maps you like and how they're done.
Throw some random stuff together and see what works

>> No.3839296

https://youtu.be/qG2HwH1JkAI

32x soundtrack is underrated

>> No.3839304

>>3839296
>It sounds better than the real version

>> No.3839305 [SPOILER] 
File: 17 KB, 210x240, 1488689113853.jpg [View same] [iqdb] [saucenao] [google]
3839305

>>3839296
yeah man its the shit

>> No.3839306
File: 869 KB, 1866x886, Gas666 (edit area) at 2017.03.05 07-19-14.832 [R2921].jpg [View same] [iqdb] [saucenao] [google]
3839306

>>3838879
Soon I will finally more or less finish the layout of this here map and FINALLY start replacing old things and placing new things. I also need to figure out how to make enemies and items spawn constantly(+ delay) for a pseudo-boss fight at the end.
>>3839141
Poor twalot. Her legs are not OK. This must be why she's so angry. Also, 3D succs. He should've posted a qt 2D pic.

>> No.3839327 [DELETED] 

I want r/cringeanarchy to leave.

>> No.3839331 [DELETED] 

>>3839141
>lead dev is a brony
Whoop dee doo.
People still care about this sort of thing?

>> No.3839334

>>3839296

DOOM 32x music > DOOM SNES music

Ooh yeah, I went there.

>> No.3839338 [DELETED] 

>>3839331
If you had cancer and the antidote was made by a brony, would you refuse the antidote just because a brony made it?
If so, the world would probably be a better place without you in it.

>> No.3839350

>>3839338
meant to be a reply to
>>3839141

>> No.3839353

>>3839338
>>3839350
til: doom mods are the equivalent of cancer antidotes

>> No.3839360
File: 12 KB, 125x120, tfw doomguy beats you to the punch.png [View same] [iqdb] [saucenao] [google]
3839360

>>3839331
Technically Barneyfag does, and he's a Doom speedrunner too. Does he even post around here?

>> No.3839365 [DELETED] 

>>3839331
People will always care about referring to ponies for children as "delicious" with implied macrophilia.

>> No.3839369 [DELETED] 
File: 26 KB, 307x156, Bronies, this is your mindset.png [View same] [iqdb] [saucenao] [google]
3839369

>>3839141
This is why Barneyfags all need to fucking die

>> No.3839370 [DELETED] 

>>3839365
But it's okay when weebs and monstergirlfags do it, huh?

>> No.3839373

>>3839369
THERE'S THE BOY

>> No.3839374

>>3839353
are you implying your blood cells are NOT ripping and tearing your cancer from the inside while you play Doom?

>> No.3839379

>>3839369
well uh

hi

you play any doom lately

>> No.3839380

>>3839370
It's inherently less weird the more human your fetish is.

>> No.3839381

>>3839370

and what does that, I may ask, has to do with anything?

>> No.3839382

>>3839331
Mods do.
They're the ones who still care about enforcing Rule 15 FIVE years after the containment board was made.

>> No.3839386

>>3839382
The point of the containment board is to actively contain it, you have to clean up the mess that leaks out otherwise what's the point.

>> No.3839387 [DELETED] 

>>3839381
Weebs get intensely butthurt at any weird fetish if i's done by a western or furry artist and mgfags are the walking embodiment of denial.

>> No.3839389

>>3839382
TIL 4Chan mods care about a brony on the Z& forums

>> No.3839390
File: 429 KB, 1920x1080, Screenshot_Doom_20170305_063746.png [View same] [iqdb] [saucenao] [google]
3839390

>>3838879
I can finally move up to the upper level and continue working there I think.

>>3839283
Damn son.

>> No.3839392

>>3839389
til: /vr/ mods don't give two fucks about unrelated drama

>> No.3839393

is hdoom gay

asking for a friend

>> No.3839395

>>3839393
Unfortunately _No

>> No.3839397

>>3839260
Why is Einstein holding a gun.

>> No.3839398

>>3839393
I don't believe there's a single big-dicked dickdemon to dick your dick-crazed friend

>> No.3839403

>>3839397
"E equals m c- CAP IN YO ASS NIGGA"

>> No.3839404

>>3839395
Gachimuchi Doom when

>> No.3839405

>>3839397
boutta buss one in the luminiferous aether

>> No.3839406

Original guy who posted the image of Major Cooke here, please fucking delete the post it was a mistake to even post it. I'm a shitposting addict I can't help myself sometimes.

>> No.3839409

>>3838408
Hey sorry, missed this. No link yet, I want to make sure I get it all nice and polished up first. However if you like that gore it's basically the exact same as Smooth Doom's gore, so you might like that.

>> No.3839415

>>3839406
Thanks janitor-kun

>> No.3839417

>>3839386
But like I said
>People still care about this sort of thing?
Well, mods do.

>>3839386
If it was going out of fashion and people really DIDN'T care about them, Rule 15 would've been abandoned and it would've been agreed upon that /mlp/ had become derelict and slow enough that they could roam free without harm. That's not the case though.

>> No.3839419

Janitor is the real MVP

>> No.3839428

>>3839417
When I asked if people cared about this sort of thing, what I meant to say was: do people still disregard a person's positive accomplishments when it is found out they are a brony?

>> No.3839436

I just seen some shit that's got me scratching my head.

Is Doom 2016 actually like Quake?

They must have some sort of logic behind their statement.

>> No.3839437 [DELETED] 

>>3839393
>>3839404
Is this relative to your interests?

https://mega.nz/#!cklR0QxJ!8YfuJu6mqWTs_Cj3y9Jnpv8QWuI3RBEHwyuB5m8Pq5U

>> No.3839439

>>3839437
OwO wat's this?

>> No.3839448

>>3839436
More like Serious Sam or Pain Killer, but more and better enemy variety, and better designed arenas. Lower enemies-per-arena though.

>> No.3839449
File: 2.93 MB, 1280x720, more kool new particles.webm [View same] [iqdb] [saucenao] [google]
3839449

>> No.3839450
File: 256 KB, 640x480, Screenshot_Doom_20170305_010303.png [View same] [iqdb] [saucenao] [google]
3839450

she's almost got it

>> No.3839451 [SPOILER] 
File: 2.38 MB, 480x270, 1488693917941.gif [View same] [iqdb] [saucenao] [google]
3839451

>>3839439
Put it in your autoload and you'll notice their bulges

>> No.3839457

>>3839449
noice

>> No.3839458
File: 233 KB, 1280x720, Screenshot_Doom_20170305_010718.png [View same] [iqdb] [saucenao] [google]
3839458

>>3839437
Had to unrar the pk3 to get GZDoom to load it, did that pk3 work fine for you?

>> No.3839462

>>3839436
Doom 2016 is even less Quake than Doom, and I'm confounded when people use "they were making it more like Quake" as a defense against complaints that its not like Doom.

>> No.3839467

>>3839458
It doesn't.
That's strange.
Well, if running them separately works, that's fine.
Should fix that

>> No.3839470
File: 2.84 MB, 960x540, muh framerate.webm [View same] [iqdb] [saucenao] [google]
3839470

>>3839457
I'm glad I put in an option to toggle them off because they murder the framerate on slaughter wads. Not that I'm any good at slaughter wads but still.

>> No.3839475

>>3839470
They also look way worse when the engine can't spawn them at the correct rate.

>> No.3839478

>>3839467
Well it's not that strange, ZDoom wiki doesn't mention RAR support and it's a proprietary format. Needs to be zip or 7zip.

>> No.3839484
File: 11 KB, 201x219, 1430809334768.jpg [View same] [iqdb] [saucenao] [google]
3839484

>>3839439
>>3839451
>>3839458
>>3839467
>>3839478
Link updated, uploaded as a RAR

https://mega.nz/#!c9khwRqS!b_LmXVUNtCp-aZJ_uXT7C6B9XEaHd4vT3jScgAjAliM

>> No.3839493
File: 50 KB, 251x356, help.jpg [View same] [iqdb] [saucenao] [google]
3839493

>start Map15 of Memento Mori
>immediate wall of chaingunners and revenants in front of me

>> No.3839508

>>3839493
I feel you green Rayman, I feel you.

>> No.3839513
File: 46 KB, 480x515, 1466537484310.jpg [View same] [iqdb] [saucenao] [google]
3839513

What wads make the most intelligent, careful use of enemies? Placing them in very deliberate numbers and spots to direct a player to fight in particular ways, constructing areas with interesting fights in mind, perhaps even with tight ammo management.
I've started to get really sick of excessive enemies and ammo in wads. Labyrinths aren't fun anymore, dying to gigantic crowds isn't fun anymore, corridors of paper-weak enemies aren't fun anymore. I want wads that'll make me really think.

I've only been playing doom for a month and I'm afraid of getting tired of it already.

>> No.3839521

>>3839462
never seen this complaint

are you just going out of your way to single it out in prevention or

>> No.3839525

>>3839513
Play Ultimate Simplicity.
Its a pretty good mapset that has what you're looking for.

>> No.3839530
File: 139 KB, 640x480, Screenshot_Doom_20170305_014149.png [View same] [iqdb] [saucenao] [google]
3839530

I tried to sequence break and now I've paid the price.

>> No.3839541

>>3838886
Maybe you could take some of the maps you've half made and smush them together to make a complete map? If the themes clash, just blame hell magicks.

>> No.3839554

>3839513

TrumpDoom, despite the rather politically-charged nature, is actually an /incredibly fucking good/ 16-level .wad with great enemy placement and map design, as well as some really neat visual tricks.

Here's my personal install of it (I changed a few enemy obituaries around, added a wolf3d-style machine gun, and turned the zombiemen into feminists, overall not much).

http://www.mediafire.com/file/htsrsw8l2d239jz/TrumpDoom%2B.wad

>> No.3839559
File: 392 KB, 1280x720, pockets full of posies.webm [View same] [iqdb] [saucenao] [google]
3839559

they were at this for a while

i don't know why the recording came out so dark

>> No.3839562

>>3839493
Chaingunners and revenants are the worst fucking enemies in Doom.

A squad of zombiemen in the open (e.g. E2M1 in the original game) are just peachy. A squad of shotgun guys is annoying but doable. A squad of chaingunners is FUCKING DEATH unless you have some cover.

Revenants are fine if you have a super shotgun and some room. Otherwise they're the worst motherfuckers to fight in Doom, bar some little hellspawned shit like the Arch-Vile.

>> No.3839565

>>3839554
Jeez Klebold, could you make a few more changes?

>> No.3839571

>>3839562
Revenants are fun to fight once you're confident in your PRO DOOM MONSTER STRATS. They're like pinkies, but with faster melee and a pretty punishing projectile.

>> No.3839580

>>3839565

The changes were really just personal nuances. Despite Doom having an excuse plot and its monsters really just being mechanically sound with a little in-universe stuff (explaining why it has so many quirks), things like the zombieman never dropping his rifle or the chaingun being a multi-barrel gatling gun with the rate of fire of a WW1 machine gun still irk me.

The zombie changes (zombieman -> feminist, shotgun guy -> democratic enforcer, chaingun guy -> Mexican drug runner) were largely because it's TrumpDoom, and a TrumpDoom without Mexicans and feminists is a very sad TrumpDoom.

Machine gun was meant to round out the weapon choices, and to give the democrat grayshirts something to drop (after all, they have that nice short-barrel SMG on their sprite).

>> No.3839582

>>3839571

All monsters in Doom save chaingun guys and arch-viles are easily doable if you have a nice amount of space and a decent weapon. You might lose some HP from a zombieman or shotgun guy, but you can still kill them with even the fists.

Chaingunners are a bitch at any range, and pretty much demand cover; the Arch-Vile is essentially Hell itself in enemy form, and if you don't have cover it's literally impossible to fight assuming you don't have a plasma gun or BFG-9000 (and even the former relies on it getting stunned before it can execute its attack).

>> No.3839587

>>3839521
You've never seen people complain that Doom 2016 isn't like classic doom?

>> No.3839590

>>3838869
fun, looks a bit like a (really late and poorly made) russian duke nukem

>> No.3839592

>>3839513
>I want wads that'll make me really think.
You should play some of the stuff TeamTNT made. Eternal Doom in particular. Also recommend anything by Jim Flynn, and Bob Evans.

>> No.3839598

>>3839587
those fags? ah, those fags.

>> No.3839601

>>3839592
this post made me hungry

>> No.3839602

>>3839592

Dunno about you, but TNT: Evilution always seemed like a keyhunt to me.

I hate keyhunts.

>> No.3839603

>>3839602
it's the keyhunt that makes you think

>> No.3839605

>>3839582
Chaingunners go down in 1-2 shotgun hits, and stun easily. If they don't get the drop on you, they're not a problem.

Don't underestimate the SSG with archies. The first two hits both pretty much stun 100 percent, and if you're bold enough to hammer him, you can possibly stun him a third time, guaranteeing a kill with no damage on your end.

Also, "cover" is very liberal in Doom. Literally anything that breaks a direct line, no matter how small, counts as cover for the sake of making chaingunners stop shooting or dodging the archvile attack.

Thank you for giving me a reason to watch this again, though.
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.3839606

Reminder that hitscans are more accurate in ZDoom than in vanilla

Now someone remind me why that is

>> No.3839608

>>3839602
What made keyhunting in TNT any different from the keyhunting in the other iwads?

>> No.3839609

>>3839462
it's almost like its verticality was a natural evolution of doom's linear combat style, which quake adapted to the genre, or something.

>> No.3839610

>>3839608
The IWADs aren't free of sin.

>> No.3839612

>>3839605
Every monster can be defeated when you have a good combat environment.

Thing is, certain monsters are easier to misuse when creating .wads than others.

Nothing is more fucking frustrating than dying over and over again because the mapmaker either filled an arena with four hundred Revenants, decided to ape TNT and give you a shitty Archvile maze where you get trapped and murdered, or worst of all give you a fuckton of demons coming from monster closets on all sides to trap you in a wide-open arena while Chaingunners bubba-rape you.

>> No.3839615

>>3839606

In ZDoom, all zombies have a 22.5 degree cone of accuracy.

It's the same as vanilla. They can roll anywhere from deviating 0 degrees to missing by the entire 22.5. Maybe ZDoom just biases the roll toward less, or perhaps you're just imagining it.

>> No.3839617

>>3839615
It was something with distance, or hitboxes, or both?

>> No.3839618

>>3839571

For some reason I have serious issues with melee-baiting Revenants. I always step 2 units too far backwards, and end up sprinting right into them as they're launching a missile.

>> No.3839620

>>3839610
So you just hate finding keys altogether?

>> No.3839623

>>3839617
Hitboxes in Doom, if I recall correctly, are just the sprite. Your sprite is identical in dimensions to zombieman/shotgun guy sprites, so not a lot to hit.

If there's one thing I know for certain, in ZDoom (and in all versions of Doom) monsters attack more often at close range. More attacks, more chances to hit, so I guess that gives the impression of greater accuracy.

In truth, 22.5 degrees (while double the spread of the super shotgun) really isn't all that important when most combat in Doom happens at very close range.

>> No.3839624

>>3839620

I don't like mindlessly trudging back through an empty map to get to the door, or getting confused in a massive labyrinth with no landmarks to give me an idea of where's where.

If I want to keyhunt mindlessly, I'll go play Wolfenstein 3D. Doom is a game about shooting monsters first and foremost to me, not just shooting distractions on the way to grab a keycard.

>> No.3839625

>>3839623
Hitboxes aren't the sprite, it's a rectangular prism defined by width and height independent of the sprite dimensions.

>> No.3839628

>>3839623
>Hitboxes in Doom, if I recall correctly, are just the sprite.

I'm not quite sure thats true, considering Revenants have a much shorter hitbox than their sprites.

>> No.3839631

>>3839628
I stand corrected. I figured the Height and Width values in gzdoom.pk3 were just for navigation and dimensions.

>> No.3839635

>>3839612
Right, but >>3839562 said
>Chaingunners and revenants are the worst fucking enemies in Doom.

A mapmaker can also drop Cyberdemons all over the place or in fucked up areas, but no one would say cybies are bad enemies. Same for having a bunch of arachnotrons be able to completely fill an area with projectiles.

Chaingunners are much more potent than the other hitscanners (bar the mastermind), and revenants are weird and highly capable, so they require more nuance on the part of the mapmaker to recognize their strengths and use them accordingly. But I think they, like pretty much everything else in Doom, are excellently designed to have a wide range of possibilities and interesting decisions. If a mapmaker uses them badly, that's on the mapmaker, not the game design.

>>3839618
I do too. It's fucking infuriating. I don't know how ROTTKing does it so consistently. But revenants go down in 2 SSGs, so at least you only have to do the dance once or twice per bonehead.

>> No.3839636

>>3839624
Most iwad maps do have landmarks, and barely even force you to backtrack that much. Or are you saying your sense of direction is so horrible, that the only way you can comfortably go through a level is if its one linear singular path, chock full of "point of no return" moments, so that you don't accidentally go backwards?

>> No.3839640

>>3839628
Theres also the fact that Masterminds have a much wider hitbox than their sprite leads you to believe.

>> No.3839641
File: 16 KB, 1024x770, Nice topology dumbass.jpg [View same] [iqdb] [saucenao] [google]
3839641

You ever really look at the high res Doom64 renders?

They're Unity-tier.

Look at those hands, those flat shoulders, the texture stretch on the inner thigh, sharp arm polygons that are extra visible on the right, the shirt folds are painted onto the arms.

This is years after Toy Story.

>> No.3839643

>>3839641
Would you rather have the butt-fucking-ugly, crosseyed, jankily-animated Risen3D models?

>> No.3839647

>>3839643
For use in a game I'd go Doom64 Sprites > Risen3D Models > Doom64 Models

>> No.3839650
File: 139 KB, 1184x1752, Doom64guy.jpg [View same] [iqdb] [saucenao] [google]
3839650

>> No.3839652

>>3839647
I do love me some Doom 64 spritage. Shit looked intimidating; coupled with the sound and environment, it was scary as fuck even dealing with shotgun guys when you first played it.

Though some weird shit crops up in Doom 64's sprites- the zombieman and shotgun guy are literally identical save minor pallete changes, and are left handed, for one example. Also, there's no Revenant, Arch-Vile, or Chaingunner. Even if those are the most hated enemies in Doom, they were still great additions when used well, and without them it seems a little more hollow.

>> No.3839656

>>3839641
and yet, they resulted in the best sprites of the franchise

>> No.3839659

>>3839656
Eh. It's a different taste compared to standard Doom. My favorites will always be the goofy, colorful, claymation demons of classic Doom.

>> No.3839682

>>3839618
The trick is that Revenants won't shoot you until you're certain distance away from them no matter what. Though if you or something else trigger their painstate, skeletons immediately queue 1 (one) rocket attack to be done ASAP disregarding the distance from you (or new target) and then they'll be back to previous state of not shooting shit when it's 192 or what was that number units away from Revenant or closer. So I guess that you're just sprinting into them during "I WILL SHOOT YA NOW NIGGA" moment.

>> No.3839701

>>3839682
At close range, monsters tend to attack near-immediately. Therefore, as soon as I backpedal 193 units away, the fucker immediately stoops down and starts blasting away, and by that time I'm already in his face, so I get a mouthful of explosive cocket.

>> No.3839753
File: 111 KB, 640x480, doom64.png [View same] [iqdb] [saucenao] [google]
3839753

>>3839701
You don't need to backpedal to the other side of the universe to get out of punch's range. This console is exactly 192 units long, why do you run away more than that?

>> No.3839767

is there a way to turn off mouse acceleration in quake 2? it's legit fucking my aim over to the point where I miss my rail shots half the time and it's fucking bothering me to no end. I'm looking at the config file here but don't know what to tinker about with.

>> No.3839787

>>3839753
Not him but I can backpedal for like half a second and still manage to eat rocket
I think it's easier and more reliable just to kill them normally

>> No.3839791

>>3839767
I don't remember if Yamagi Quake II changes it to use raw mouse input like other source ports of other games do but it's worth a shot, it's a good source port anyway

>> No.3839806

>>3839791
thanks, looked it up literally just now and I'm seeing I'll probably have to stick to yamagi instead. thing is I'm at unit 7 atm. will my savestates work? also does m_filter 0 do anything?

just turned off my PC after posting and have no time to check it out myself, got work tomorrow but I'd like to know if it works beforehand

>> No.3839817
File: 72 KB, 666x500, 1kt6jwAAAA.jpg [View same] [iqdb] [saucenao] [google]
3839817

have this abomination that i just made

>> No.3839875

>>3839484
>https://mega.nz/#!c9khwRqS!b_LmXVUNtCp-aZJ_uXT7C6B9XEaHd4vT3jScgAjAliM
>a caco
>no baron
what's the point

>> No.3839891
File: 35 KB, 192x192, SS Officer.gif [View same] [iqdb] [saucenao] [google]
3839891

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

MEIN LEBEN

>> No.3839891,1 [INTERNAL] 

>>3839404
as soon as I learn pixel art

>> No.3839949

>>3838136


>til BJ becomes blessed by the said angel of NuDoom, and New Colossus is in fact the sequel of RPG and Spear of destiny where he faces hitler possessed by the 2nd Dark lord of hell and sets his descendants as the saviors of mankind

>> No.3839950

>read this months DW Ironman League thread
>So many people died at BTSX episode 1 map05

Damn, did they up the difficulty? I remember being disappointed in the early levels of the old beta release, because they were a walk in the park. Might do another playthrough of this.

>> No.3840017

>>3835795
So guys, I am always playing random levels from the Doomworld archive, but there are quite a handful of levels that seem to be out there where I couldn't find all the Secrets. I was curious how you would go about seeing where the Secrets are located in a level and if they are indeed in a level as opposed to say not having the nodes rebuilt.

>> No.3840090

>>3839950
i think the biggest difference in map05 is that an archvile that used to teleport in right at the end of the map now does so much earlier and blocks your escape route. however it is in a part of the map where i was already in the habit of luring everything up a lift, and the same tedious-but-optimal tactics still work.

>> No.3840138

>>3836353

Duke's Shotgun

>> No.3840148
File: 10 KB, 210x210, Aok_pic5.jpg [View same] [iqdb] [saucenao] [google]
3840148

>>3839641
You obviously know nothing about 3D renders to sprites.

>> No.3840149

>>3839767
Make sure to turn off enhanced pointer precision in your control panel mouse settings as well as disabling vsync ingame.

>> No.3840152

Which modded Doom gun has the best BRRRRRRRT?

>> No.3840204

>>3840152
People are going to bitch at me for saying this, but Brutal Doom has, in my opinion, the meatiest guns I've seen (discounting jokewads like Russian Overkill). They just feel REAL. The minigun doesn't really BRRT, though- you'll need JohnnyDoom for something like that.

>> No.3840243

>>3840152
Necrodoom's miniguns are beautiful.

>> No.3840274

People sure do love using Star Wars: Dark Forces assets in random wads.

Not that I'm complaining. They're good assets. It's just a little distracting to see a weapon or hear a sound and be all "oh that's from Dark Forces" every time.

>> No.3840280

>>3838130
>>3838136

Robocop BJ Blazcowitz time now.

He was so tired and wanted to rest - all he wanted was the sweet embrace of death. But, there were still Nazis to kill. The resistance repaired him with ancient Jewish wizard shit (Da'at Yichud, was it?) and stolen Nazi supersoldier technology. Now he's back, and made of fucking metal.

Yessss.

>> No.3840286

>>3838929
>>3838993
I think Russians are like Australians in their profound capacity for bantz.

>> No.3840296

>>3840149
Will try that too, thanks

>> No.3840304

>>3840280
>demonslaying beast doomguy
>roboBJ
I have to say, nuID's way of pulling off some pretty neat retcons to their classic characters is admirable.

>> No.3840308

>>3840304
>I have to say, nuID's way of pulling off some pretty neat retcons to their classic characters is admirable.
Robocop BJ isn't canon, it's just what I want to be canon.

>> No.3840321

>>3840152
Uber Machine Gewehr 43 from Wild Weasel's Nazis.

>> No.3840330

>Beat Quake 1
Pretty good. A creepy atmosphere, panic-inducing enemies (fuck those blob things in chapter 4), cleverly placed secrets that require rocket jumps and shit, amazing soundtrack.

It felt rushed though. Chapter 1 had a boss, but after this chapters just ended randomly and the final boss was just a short walk and a timed door puzzle. Quake 2 was honestly just as good as this, I don't get why everyone says it was worst than the first game

>> No.3840336

>>3840330
It's a meme like people who say Quake 2 is bland and colorless despite covering the screen in colored lights like it's Christmas. Also people butthurt they made the rocket launcher slightly less overpowered.

>> No.3840367

>>3840336
for me it's not that it's nerfed, but more of the fact that it feels like shit

>> No.3840368

>>3840330
Feeling Q1 as rushed is pretty understandable. It never got to be the vision that was originally intended for it by Romero, but still turned into a successful happy accident in the end. Shame it marked the start of when id internally starting coming apart at the seams.

>> No.3840380

>playing DUMP 2
>maps have 10 Archviles with no cover

Fuck any retard who does this

>> No.3840383

>>3840367
All of the weapons in Q2 are more satisfying to me especially in terms of sound design. It's just not as game dominating as Q1 where people only use rocket launchers and lightning gun.

>> No.3840414

What makes a good jokewad?

>> No.3840426

>>3840414
Having good humor on top of good gameplay

People who think jokewads should intentionally play and look like shit are wrong.

>> No.3840445

>>3840380
Which map?

>> No.3840449

do I play DOOM 3 Resurrection of Evil or Doom 64

>> No.3840451

>>3840449
64

>> No.3840452

>>3840449
Doom 64.

>> No.3840453

>>3840449
Both.

>> No.3840457

>Wads you've never played but people are always talking about

Ancient Aliens
Going Down
Hellbound

>> No.3840459

>>3840426
This, make a "normally impressive" map, then put funny pictures on the walls, and silly easter eggs.

>> No.3840465

>>3840414
>>3840426
>>3840459

I totally agree with what people are already saying. If it's going to have maps the maps should be good. If it's going to have weapons, the weapons should feel fun to use.

Go play Terry's Bizarre Adventure, that's a good example of a shitpost wad that's fun to play. /pol/.wad is also a pretty good example although it relies a bit too much on slaughtershit tropes like "here's a room that throws 6 billion of this one enemy type at you."

>> No.3840467

>>3840457
Most of them.
>gameplay modder

>> No.3840473

>>3840449
l staunchly refuse to properly address ROE's double barrel shotgun as a super shotgun. don't know why, I'm just incredibly adamant about it.

>> No.3840484

>>3840330
Level and encounter design in Quake 2 are dull and forgettable as fuck

>> No.3840494

>>3840330
Spawns are tricky to use right in maps, and most of the time the blobs just suck.

Now that you've beaten the main game, why not give Scourge of Armagon and/or Dissolution of Eternity (the first half at least) a shot? There's also way too many great custom maps and packs to try.

>> No.3840519

>>3840484
This is the most dull and forgettable criticism I always see applied to games even to Doom 2 which makes no sense. Quake 2 kept a good pace the whole way through with berserkers, parasites, and gunners in well placed spots in levels. They really just took the same design sensibilities from Quake 1 and put it on a hub based map. There's no bunny hopping but the game has its own quirks like strafe jumping, slope jumping, and double jumping which you can use in the middle of combat similar to Blood. The new weapons like the Railgun and the return of the BFG are a lot of fun to use and a lot of the weapons were more viable in MP than Quake 1.

>> No.3840525

>>3840459
I wouldn't call Beyond Reality a jokewad though.

>> No.3840546

>>3840473
Agreed. The goddamn thing was more accurate than the regular Shotgun- not much to say though, when the Shotgun is literally pointless to use beyond 2 feet (as opposed to the relatively realistic accuracy of the Doom/Doom 2 pump-action).

>> No.3840552

>>3840414
Personally TrumpDoom is still my favorite jokewad. It's a lot like taking Duke Nukem and slapping election-related posters everywhere. The sheer amount of work that went into it pretty much shows in how much fun it is to play.

And nothing can quite beat fighting Bernie Sanders in an enormous mecha-chaingunner-suit in an arena filled with "TRUMP MUST DIE" screens and Hillary's face, all to the Hammer Bros. tune from Super Mario Bros. 3.

Past the shilling for TrumpDoom, /pol/.wad is an okay (if autistic and basically an SS Nazi slaughtermap) .wad with some interesting twists. MoonMan.pk3 doesn't count because that's a gameplay wad, not an actual set of new maps.

>> No.3840553

>>3840546
>relatively realistic accuracy
let's be real here id has never had a realistic shotgun in any of their games

>> No.3840556

>>3840553
how hard does a shotgun knock you back irl? it doesn't seem all that much.

>> No.3840563

>>3840556
when i was a teen i went shooting with some family and i shot a few shotguns
the old browning shotgun was really easy to shoot but the pistol grip mossberg nearly flew out of my hands since there's no buttstock for easy control
no idea what it would be like today since i've only been shooting handguns and rifles recently

>> No.3840567

>>3840553
What I mean is that out to a certain range the shotty is actually really useful. Most games post-Half-Life portray shotguns as fucking worthless beyond six yards, whereas you can reliably pop Imps at medium range, and zombiemen/sergeants at even long if you get lucky.

The super shotgun plays that trope a little straighter, though.

>> No.3840569

>>3840519
Lotta padding in that argument, just like Quake 2's level design

>> No.3840570

>>3840567
Half-Life's shotgun was pretty accurate and had a tighter spread than Doom's.

>> No.3840571

>>3840556
Buckshot has a satisfying kick but you're not getting blown back, slug shot makes you step back, but then again I'm a lanky skinnyfat so take my word with a grain of salt

>> No.3840581

>>3840552
moonman.pk3 is also complete garbage, desu

>> No.3840583

>>3840570
Post-Half Life, not "Half-Life and beyond."

HL2's shotgun, for one, had a ten degree spread (super shotty's got 11.2 degrees in Doom). It was even worse when you used the double barrel blast.

In comparison, Doom's shotgun has just a 5.6 degree horizontal spread, same as the pistol and chaingun.

>> No.3840592

>>3840581
Agreed. While it's worth a few keks, in the end it kind of falls flat.

Spriting is nowhere near consistent for one- some blacks have good shading and skin effects that make them look great next to Doom enemies, but others have literally just a shitty brown color pasted over the regular zombieman arms and face. The Imp gets it even worse, because half of his sprites are shaded and the other shitty-filled, giving you a nightmarish flickering black guy bouncing a basketball as he approaches you making chimp noises.

Not to mention some enemies being way too fucking tall for their hitboxes, Moonman's lines being obscured by loud-ass shots, shitty pickup sprites, and other issues that combine to make Moonman.pk3 kind of shit.

Nowhere near a magnum opus for /pol/, though at least it's superior to something like Ethnic Cleansing.

>> No.3840598

>>3840592
/pol/.wad is honestly pretty fun but moonman.pk3 is really just something you play for 30 seconds, laugh at, then never play again.

>> No.3840601

>>3840473
>>3840546
a double shotgun is 2 shotguns. to be super a shotgun must be more like 3 shotguns (technically 20/7 shotguns).

>> No.3840618
File: 277 KB, 512x512, silicone suck boy.png [View same] [iqdb] [saucenao] [google]
3840618

>> No.3840621

>>3840618
how many levels of irony are we on?

>> No.3840624

>>3840569
>>3840484
why must your opinions be so shit?

>> No.3840629

>>3840621
at least 0, or 8, or 109 my guy

>> No.3840632

>>3840569
not an argument just like "dull and forgettable"

>> No.3840650

>>3840629
I thought /vr/doom/ only discerns levels of irony in magnitudes of 32?

>> No.3840670

>>3840569
Faggot.

>> No.3840676
File: 454 KB, 1920x1080, Screenshot_Doom_20170303_215233.png [View same] [iqdb] [saucenao] [google]
3840676

cozy

>> No.3840682

>>3839875
He hasn't made a baron yet

>> No.3840692

>>3839650
Is that Doomguy himself or one of the zombieguys?

>> No.3840712

>>3840692
did you check the filename?

>> No.3840715

>>3840712
I did but i thought it could be someone else

>> No.3840721

>>3840692
Aside from the filename, the zombies aren't nearly as ripped as Doomguy in D64. They actually look kind of average (plus shit like bullet holes and that weird zombie facial expression).

Doomguy has around a reasonable amount of musculature for a Marine (at least his in-game sprites, that is) in classic Doom, and so do the zombiemen.

>> No.3840726

>>3840721
Oh well, guess i was being a retard

>> No.3840728

So I was playing Alien Vendetta and at the exit a piece of the bottom floor was missing. Yet I checked two youtube videos and this didn't appear to be the case. I couldn't pass to the exit unless I jumped.

Was I just seeing things in these videos or is something wrong with the wad I downloaded? Besides that the map was fine.

>> No.3840739

Apparently Metadoom's thread on Zdoom forum had some talk about new monsters, including one from RoE, that could be included if there are sprites for them, so anyone interested in helping Kinsie?

I'm just saying this because i really like this mod and want it to do well.

>> No.3840741

>>3840676
a room full of dead bodies never looked so comfy

>> No.3840757

>>3840728
You have to kill all the Arachnotrons

It's a Dead Simple map so it's using that trigger

>> No.3840770

>>3840757
Thanks

>> No.3840791

do note the floor rises too far if you're not playing in doom2 complevel

>> No.3840820
File: 1.09 MB, 500x281, df53966bc5f04668b8b5a880b5c2f1aa.gif [View same] [iqdb] [saucenao] [google]
3840820

quake 2 anon from earlier, downloaded and successfully set up yamagi. even got my music in, too.

allow me to go blogposting for a bit: first time I played this game back then when I was a wee lad I went in raw, without music on the software renderer. now I don't like fucking around with half hearted expressions to describe shit I grow fond of but, man.

this is some adrenaline pumping shit. it's like an entirely different game altogether. I'm fucking loving every second of it. I know this means kicking through the entirety of the game again since my savestates are probably not supported, but I don't fucking care. this is going to be a blast.

quick question though, why won't the console come up? and can somebody link me to/upload the unit intermission movies somewhere? everytime I finish a unit I get this awkward isometric view of the last played map where the movie should be playing instead.

pic unrelated

>> No.3840830
File: 101 KB, 320x200, TITLEPIC(in progress).png [View same] [iqdb] [saucenao] [google]
3840830

We page 4 now, new thread coming up soon?

>> No.3840834

>>3840820
Are you using the GOG version? Movies and console work fine on it with and without yamagi quake. If you're using anything like steam overlay and shift+tab out it will auto skip the intermission cutscenes for some strange reason.

>> No.3840837
File: 988 KB, 1920x1080, 11013748288305233920_20170304224802_1.png [View same] [iqdb] [saucenao] [google]
3840837

>>3840834
Also to get the expansions working I had to insert "+set game xatrix" without quotes to the target file.

>> No.3840841

>>3840830
Somebody make new thread already

>> No.3840842

>>3840841
it's at page 4 and not going anywhere fuck off

>> No.3840853
File: 36 KB, 473x272, blood_title[1].gif [View same] [iqdb] [saucenao] [google]
3840853

>>3835796
More gdxBlood progress!
https://www.youtube.com/watch?v=WFmMxmoVXJI
>There is almost done, but for first release I need to make:
>complete statistics screen
>make AI of enemies
>reading config file
>keyboard and mouse buttons setup
>third person view
>make damage for player
>make load save (perhabs its will be very hard)
>add some func buttons
>fix some bugs
>write a sound system

>> No.3840865

>>3840592
>>3840598
I don't get the moonman meme.

>> No.3840890
File: 523 KB, 1920x1080, Screenshot_Doom_20170302_201819.png [View same] [iqdb] [saucenao] [google]
3840890

How do you guys keep your maps from turning into slaughtermaps? I'm working on a couple of short, intense maps and I'm packing them full of enemies, but I notice in some areas it just gets too intense. Where do you find a balance/the right number of enemies for a given area?

>> No.3840917

>>3840865
step 1: hate black people
step 2: decide to believe that the moonman also hates black people
step 3: lol!!

>> No.3840921

>>3840865
i think the idea was that the moon man character (originally in McDonalds adverts as "Mac Tonight") looks a bit like a person in a ku klux klan mask.

>> No.3840924

>>3840834
no, I can't even recall where I got this ver off of. console works just fine in normal q2 but it refuses to go down by default key in yamagi. what's the console command to bring down the console? maybe I can try binding tilde to that myself.

also, is the music supposed to grind to an halt whenever I do anything like flip an important switch or push a button? it's awkward and hurts the flow.

also can anybody post a link to the movies? please

>> No.3840928

>>3840890
If you think there's too many enemies, swap them with imps

Everyone loves killing imps, they have the perfect Damage/HP ratio

You can also come up with a system of points for enemies, evaluate the rooms you make having a point limit based on size/dimensions and apply enemies until you reach the made up number limit in your head.

You can also come up with a timer for how long you expect players to take to dwindle numbers if you plan on pouring more enemies in midcombat

>> No.3840958

>>3840924
bind ` "toggleconsole"

>> No.3840972

>>3840890
>Where do you find a balance/the right number of enemies for a given area?
trial and error. hundreds or even thousands of test runs

>> No.3841062
File: 258 KB, 2048x1536, Ithaca M37 'Vietnam SEAL style'.jpg [View same] [iqdb] [saucenao] [google]
3841062

>>3840553
>no visible ejection port on the left or right side of the receiver
>has a spread pattern that's horizontal
Real enough for me.

>> No.3841065
File: 185 KB, 1024x1366, mac_tonight_by_eiluvision-d84plrh.jpg [View same] [iqdb] [saucenao] [google]
3841065

>>3840921
>>3840865

At its core, like most memes and humor in general, the origin is from subverting expectations. The mascot of McDonald's Mac Tonight was a suave and cool guy. With the rise of vaporwave, he came back into the collective consciousness of pop culture with this same image, accentuated by relaxing and smooth music.
https://www.youtube.com/watch?v=_hI0qMtdfng

And so the original meme was just having his suave and smooth image contrasted by him being a KKK member with a shitty text-to-speech voice.
Not a bad joke, if used sparingly, like a fart joke at an orchestra. But the problem people ran with that as the only aspect of his character and established a full "canon", complete with Sunman as an opponent and entire rap albums.

The line to where it was originally funny by twisting expectations had long since been removed, because now that was all that remained.
So unless you're the kind of person who just thinks saying "niggers" is worth a hearty lol, Moonman as a meme is one of the lowest-quality ones out there alongside "FUCK YEAH SEAKING". But, like most low-hanging fruit, it's easy to grab onto, and easy for people whom want to seem cool and different to parrot. So it continues to spread.

Me, I just like Big Macs.

>> No.3841070

>>3841065
i remember it was a meme from ytmnd from way back

>> No.3841074

>>3841070
it still came pretty late in ytmnd's lifespan, debuting in...around 2010?

fuck me, 2010 was seven years ago.

>> No.3841082
File: 143 KB, 478x380, mactonightshadesmonochromeb.gif [View same] [iqdb] [saucenao] [google]
3841082

>>3841065
I'd be down for playing Mac Tonight as a character in a fast food-themed mod. Arm him with a strap-on keyboard and go to town on revenants and shit. Moon Man doesn't work anymore, but Mac Tonight's eternal.

>> No.3841086

>>3841082
>I'd be down for playing Mac Tonight as a character in a fast food-themed mod.
Chex Quest mod where instead of cereal and vegetables you pick up burgers and fries.

>> No.3841089

>>3841065
>Moonman as a meme is one of the lowest-quality ones out there alongside "FUCK YEAH SEAKING".

wew, old-ass reference fampai

>> No.3841094

>>3841086
Final boss replacement where you fight Bobby Darrin over the rights to "Mack the Knife"

Could be done like a nightclub slaughter or a Monkey Island-style insult duel

>> No.3841097

>>3840958
thanks.

>> No.3841098

>>3841065
Compounded by the fact that the average quality of a Moon Man song is shit.

Some of them are actually surprisingly good; songs like Black Lives (Don't) Matter and Jew Pizza have good lines, and use additional programs to trim and snip the text-to-speech to work with the instrumental.

Then there's the shitty ones, where they just slapped text-to-speech onto the instrumental and it all comes across as a shitty mess.

Theme-wise, Moon Man has remained consistently funny to me as a parody. There's a certain absurdity to some of the better ones. It's a lot like making a .wad using Arch-Viles, Chaingunners, Revenants, and Pain Elementals though; you can make it happen, and make it still fun, but most people who try are going to make a shitty mess that nobody wants to touch.

>> No.3841103
File: 247 KB, 1613x1209, side-1-net.jpg [View same] [iqdb] [saucenao] [google]
3841103

>>3841086
>>3841082

Actually, this brings up a question.

Could a Chex Quest style "non violent" mod work now?

I remember seeing concept art for some kind of dumb gritty Chex Quest reboot, and it looked awful.

What would a good silly "kid friendly" shooter type be like now?

Hard mode: No Adventures of Square or Splatoon.

>> No.3841104
File: 154 KB, 2048x1324, SAI_M4_Left_45.jpg [View same] [iqdb] [saucenao] [google]
3841104

>>3840556
Depends. Higher gauge means a larger shell. Something like a 20 Gauge (popular for youth and beginners, while still having it's own merit) is pretty easy to shoot, the pellets having the same kind of ballistics as a comparable load in 12 Gauge, however, since the shell is smaller, there's less lead projectiles, and thus there's less mass pushing back, so a 20 Gauge shotgun can be plenty deadly while being easier to shoot. That said, a lot of 20 Gauge shotguns are made to be lighter since they can be smaller, and a lighter gun will just recoil more, so you'd want to look for the right gun.

However, there's the matter of self-loading, with an action using energy from a fired shell to cycle on it's own, that takes a lot of the recoil away, so if you wanted a shotgun that's still really good for fighting while being very easy to shoot, I would suggest a self-loading shotgun (something working on a Benelli style inertia system) in 20 Gauge

Although, with a Benelli, like the M4, even 12 Gauge is pretty nice, it can even cycle low pressure target loads and birdshot reliably, which not all kinds of semi-automatic shotguns can readily do (though this isn't really important from the perspective of a fighting shotgun). A nice feature that the M4 has it that beyond fully loading the magazine tube and having a shell in the chamber, you can fit an extra shell on the lifter inside the receiver and this will work just fine.
The downside is that they're on the expensive side.

>> No.3841115

>>3841103
>playing nerf darts or laser tag, or squirt water guns, or those little projectile spinny discs
>kids setting up obstacle courses and playing pretend about saving the world
>after each chapter, they have to go home 'cause it's getting late, and pick up again next time

>> No.3841120

>>3841103
is that hitler

>What would a good silly "kid friendly" shooter type be like now?
probably like minecraft in some way

>> No.3841124

Page 6, get OP in here

>> No.3841140

>>3841120
I remember some old Nerf FPS on the Wii....

How desperate does a game developer have to be?

>> No.3841141

>>3840451
>>3840452
in retrospect asking this in a forum of retro game fans is not the best idea I ever had

>>3840473
eh doom 3 is there more for the spooks than the combat

>> No.3841142

>>3841104
Higher gauge does not mean larger shell anon.
https://en.wikipedia.org/wiki/Gauge_(bore_diameter)#Conversion_guide

>> No.3841148

>>3841140

There was also Nerf Arena Blast, a fun little TC of Unreal Tournament.

>> No.3841154

Oddly specific question, but did anyone ever make a 40K weaponset for Doom? Bolters and meltas would be so cash.

>> No.3841157

>>3840890
If (amount of ammo) x (damage per shot) - (total enemy HP) equals a positive number then you're doing it right. The lower the number the harder the map. That's just me though, I don't like to finish a map without killing everything.

>> No.3841179

https://github.com/Kyle873/DoomRPG/commits/master

what did he mean by this

>> No.3841191

>>3838589
aren't like half of these in the options?

>> No.3841195

>>3837689
EF1 is better imo because of virtual voyager, which I spent way too much time in as a kid and a fan of the show...

I didn't finish EF2. I moved before I got the chance and never got back into it. I remember it being decent tohugh.

>> No.3841220
File: 424 KB, 1920x1080, Screenshot_Doom_20161105_113853.png [View same] [iqdb] [saucenao] [google]
3841220

*poomf*

>> No.3841223
File: 413 KB, 1920x1080, Screenshot_Doom_20161105_113854.png [View same] [iqdb] [saucenao] [google]
3841223

>>3841220
*splat*

>> No.3841241

>>3841220
>>3841223
>when you jack off for the first time in 6 months

>> No.3841248

What mods have the best pistols?

I notice in many mods pistols are either an afterthought or just completely ignored

>> No.3841252

>>3841248
Weapons of Saturn

Weapons of Saturn is the best weapon mod in general

>> No.3841342

>>3841179
Is DoomRPG back?

>> No.3841348

>>3841252
I feel it makes the game a bit too easy, but yes the pistols are great

>> No.3841381
File: 415 KB, 600x800, Fucku my shitu up desu.jpg [View same] [iqdb] [saucenao] [google]
3841381

>finish comm satellite without taking damage after going through so much shit
>successfully evade drone shitters, water tank faggots and turbojet niggers
>1v1 big gun, no invul/comm dish drop
>feeling like the king of the fucking world
>go through end teleporter


>crushed by the fucking rings for ~2 HP because missed rocket jump

I'm going to fucking kill someone.

>> No.3841395
File: 23 KB, 512x384, 1415451252568.jpg [View same] [iqdb] [saucenao] [google]
3841395

>>3841082
>>3841086
>>3841094
How about a wad were you play as moon man and fight healthy food? Or mascots from other restaurants?
The soundtrack has to be vaporwave

>> No.3841397

>>3841395
You could probably just give him McDonalds themed weapons instead of real ones + the KKK rifle.

>> No.3841398
File: 98 KB, 171x202, smug anime frenchman.png [View same] [iqdb] [saucenao] [google]
3841398

>>3841395
*joke about KFC and niggers*

>> No.3841412

>>3841397
the nugget bomber

>> No.3841447

New thread.

>>3841440
>>3841440
>>3841440

>> No.3841883

>>3839817
>Niggas
>Not NiBBas

>> No.3841892

>>3839484
YDoom when?

>> No.3843670

>>3835795
i never understood why the creators of the new doom game talked shit about doom 3 at e3 and got away with it, its the only game i ever enjoyed and i remember everyone lovin the fuckin thing, i think the only peeve was that 4 never came out after a good 10 year wait

and it particularly bothers me that the teaser for the new doom looked epic but the actual game was nothing like they promised and may you forgive me for saying this but controls and looks like quake