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/vr/ - Retro Games


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3841440 No.3841440 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3835795

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.3841446

[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 soon

=== NEWS ===

[3-6] More gdxBlood progress made
https://www.youtube.com/watch?v=WFmMxmoVXJI

[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

=== 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.3841450

Are there any good Quake 2 map packs? Only one I know of is Zaero.

>> No.3841453

Shit nigga it took you long enough.

>> No.3841456
File: 240 KB, 1000x952, the boss of this base.jpg [View same] [iqdb] [saucenao] [google]
3841456

>>3841453
/vr/ is slow as shit in contrast to other boards though, so there's no hurry.

>> No.3841460

>>3840890
>How do you guys keep your maps from turning into slaughtermaps?
>I'm working on ... intense maps and I'm packing them full of enemies
By not doing what you're doing?

>> No.3841463

>>3841453

Are you new, friend? The previous thread is only on page 7.

>> No.3841485

I found a copy of Duke Nukem 64 in my closet, I dunno where the fuck it came from

is this version any good at all, I might put it in for laughs

>> No.3841486

>>3841485
It has an overpowered explosive shotgun.

>> No.3841489

>>3841486
sounds good to me!

>> No.3841491

what is the best vanilla+ mod for doom?

>> No.3841493

>>3841489
If you're interested, Douk has a rebalanced version of it in Samsara.

>> No.3841497

>>3841491

Define "vanilla+"?

>> No.3841502

>>3841497
I guess limit-removing?

>> No.3841504

>>3841502
>>3841491

Scythe and Scythe 2 is probably one of the best ones, then.

>> No.3841512

Any good wads with a bunch short fast paced levels?

>> No.3841516

>>3841512
dmonfear

>> No.3841518

>>3841512
Zone300, Demonfear, and the aforementioned Scythe.

>> No.3841534

>>3841512
Coffee Break Episode 1

>> No.3841583

>>3841512
10 sectors, congestion, and speedmap wads are good for that kind of thing

>> No.3841596
File: 1.68 MB, 1360x768, gzdoom 2017-01-14 03-12-08-31.webm [View same] [iqdb] [saucenao] [google]
3841596

>tfw waiting for update

>> No.3841604

>tfw you were playing Samsara with /v/ and the server went down and it never came back up

pls

>> No.3841605

>>3841504
Scythe 1 is pure vanilla, not limit removing.

>> No.3841608

>>3841605
Oh, my mistake.

>> No.3841617

>>3841596
I played it for a few levels of AV and it feels like I already got all I could out of it. It doesn't feel like there's much of a reason to use anything but the shotgun and that huge cannon in piercing cannon mode.
Everything else is weak and the plasma rifle replacement in laser mode is ear rape.


Reactive armor is also way too fucking good, holy shit

>> No.3841629

>>3841512
TVR!

>> No.3841657

>>3841596
I'm still waiting for the Final Doomer update...

>> No.3841771

>>3841440
what the heck is this

>> No.3841864

>>3841771
it's ponies, dad.

>> No.3841873

>>3841771
Doom

>> No.3841881

>>3841864
VIOLINS
I
O
L
I
N
S

>> No.3841884

>>3841596
Am
mo

>> No.3841885

>>3841512
The Rebirth https://www.doomworld.com/idgames/levels/doom2/megawads/rebirth

>> No.3841889

Doom on Switch when

>> No.3841920

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

Post results
No DM maps
No Utilities
etc

>> No.3841927
File: 43 KB, 240x372, healthlow.gif [View same] [iqdb] [saucenao] [google]
3841927

>>3841920
>first try
>DM map
>second try
>Utility

>> No.3841928

>>3841927
Anyway, here's what I got
https://www.doomworld.com/idgames/levels/heretic/a-c/casah

>> No.3841932
File: 624 KB, 1920x1080, Screenshot_Doom_20170306_112641.png [View same] [iqdb] [saucenao] [google]
3841932

>>3841920
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/poopy

>> No.3841951

>>3841920
This is what I got on first try: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/ahole_x

>> No.3841952

>>3841920
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/zodbase

>> No.3841968

>>3841928
>>3841932
>>3841951
>>3841952
the idea is you play them and take screenshots and / or write a summary.

>> No.3841974

>>3841968
well then why didn't you say that?

>> No.3841975

>>3841497
an improvement over vanilla gameplay and or graphics that doesn't change the game significantly from how it's played, just polish it

>> No.3841989

Anyone have a download for all the cacowad winners?

>> No.3841997

>>3841974
i didn't make the original post.
>>3841975
so you meant gameplay mods, not maps.

>> No.3842000

>>3841997
Anon said "mod" in the first place.

>> No.3842001

>>3842000
everyone answered with maps, so there was clearly a misunderstanding.

>> No.3842005

>>3841989
there was one on some russian download site whose link was removed as it kept triggering the board spam filter.

>> No.3842049
File: 40 KB, 640x480, Screenshot_Heretic_20170306_152252.png [View same] [iqdb] [saucenao] [google]
3842049

>>3841920
https://www.doomworld.com/idgames/levels/heretic/Ports/hoc
This is a Heretic wad but holy shit non-stop action makes up for kinda bland visuals.

>> No.3842051

>>3841975
Doom 2 minor sprite fixes is my favourite.

>> No.3842113
File: 305 KB, 1280x720, Screenshot_Doom_20170306_133930.png [View same] [iqdb] [saucenao] [google]
3842113

>>3841920
I got Circus Maximus which appears to be trying for a Roman theme, all the way from 1995 too!

Lots of revenants, pain elementals, chaingunners and brown walls that will make any Plutonia fanatic gawk. Way too much ammo (mostly rocket alothough there was no RL in sight!) and health which all seemed to be in large clumps as you expect from the early 90s era.

Wouldn't play it again but it must've been difficult to run back then with its 250ish monster count.

>> No.3842212
File: 242 KB, 640x960, boss_end_screen.png [View same] [iqdb] [saucenao] [google]
3842212

>>3842049
Fuck you D'Sparil.
There're no getting lost, no secrets, no exploration, no pretty visuals but WAD has lots of action instead and features some guests from Hexen and Doom.
There're only 5 maps in here but all have different themes. E1M2 and E1M4 have time limits, but they're more than enough considering the pacing of the whole mappack.

>> No.3842221
File: 403 KB, 1600x900, Screenshot_Doom_20170306_104257.png [View same] [iqdb] [saucenao] [google]
3842221

Welp, it's the time again. Here's Babel but this time it'll melt your PC and the manual isn't updated so I didn't include it.
https://www.dropbox.com/s/xgh3vzk1hg2suc5/ProjectBabelv2.pk3
For this test, I'm looking for feedback specifically on enemy balance and the fear system. Also if you've got an older rig than me (I'm on a Phenom X4@3.4Ghz and an HD7870 w/8GB if RAM) please test the mod out to see how it performs under different stresses with different options on. On that note, keep a few things in mind:

-If you use Doom 1 there are some missing textures on the titlemap. I'll be fixing this eventually but right now it's on the bottom of the list.
- The intent of the fear system is to allow aggressive players to more easily manage groups of enemies without having to resort to taking cover excessively, not to necessarily provide a 100% accurate fear reaction
- Some enemies may be extremely effective within certain rages (chaingunners up close for example), but can quickly lose effectiveness once you're out of those ranges. This is intentional.
- The options menu can toggle off a lot of the more taxing effects if you're experiencing framerate drops
- This is tested on GZDoom 2.2.0 and 2.3.2, so use one of those for best results. QZDoom might work but is not explicitly supported

With all that being said, you can post feedback here or on the discord at https://discord.gg/ns5wt3m.. I'll be keeping all feedback even if I think you're wrong in your criticisms just in case I realize later that I'm being retarded, so don't think I'm going to trash your opinion and never use it.

Have fun with it. I'll be in and out today but I'll get back to you on any feedback or concerns.

>> No.3842245

I have a question about Revenants.

I'm making some monster replacements and one of the replacements I want to make is a low tech skeleton that throws homing axes. The projectile is causing me a lot of trouble.

A_Tracer spawns smoke and puffs behind the projectile so I want to emulate the homing effect with A_SeekerMissile.

I've set the homing chance to 25%, but I've no idea what to assign for angle threshold, maxturnangle, flags, or distance. I can't find the stats with Google.

>> No.3842254

>>3842245
I just used A_Tracer(0, 10) and it seemed pretty similar.

>> No.3842258

>>3842245
A_Tracer2 doesn't generate a puff (but always homes in).

>> No.3842261
File: 1.98 MB, 1920x1080, pretty covers.webm [View same] [iqdb] [saucenao] [google]
3842261

I decided to put some effort into making my game collection look nice.

What do you think?

>> No.3842294

>>3842254
Cheers.

>>3842258
Also a possibility.

Thanks /vr/

>> No.3842303

>>3842261
Looks nice and reminds me of Retroarch but wouldn't that be a ton of work if you had to do that with every wad?

>> No.3842314

>>3842303
only the ones I want to keep in my permanent collection

>> No.3842326 [DELETED] 
File: 44 KB, 580x350, enhanced-1432-1420598896-4.jpg [View same] [iqdb] [saucenao] [google]
3842326

>doom babbies

>> No.3842327

>>3842261
>Gay Porn/Games

kek

Also, is Wii U emulation possible now?

>> No.3842331

>>3841975
smooth doom

>> No.3842336

>>3842314
Why would you not keep them? They're so small

>> No.3842337

>>3841512
going down and jenesis

>> No.3842340
File: 1.14 MB, 1920x1080, Screenshot_Doom_20170306_173017.png [View same] [iqdb] [saucenao] [google]
3842340

>>3841920
https://www.doomworld.com/idgames/levels/doom2/d-f/dremhous

Dream House, a 2002 WAD where someone recreated a house they drew up in High School or whatever.

It was only ever tested in Doom 2 without a sourceport apparently. Due to the limitations of the engine the outside, 1st, 2nd and third floor have been spread over 4 maps.

There is no challenge here. There are 20 to 30 of low ranking monsters a map at most, and plenty of ammo. Some custom textures are there as well, but in my opinion they kinda clash with the vanilla textures.

>> No.3842348

>>3842327
Only a few games have 100% compatibility so far. Cemu is the emulator. They are working fast with programmers dedicated exclusively to the project thanks to patreon.

>>3842336
If I'm certain I'm not going to ever play a wad again I prefer to delete it when I'm done, not so much for the space but to keep things tidy. Else when I want to replay something I get lost in a sea of maps and can't decide only to finally randomly choose a mediocre wad.

>> No.3842449

is doomguy right handed or left handed

>> No.3842479

>>3842449
left handed

>> No.3842482

>>3842449
He's ambidextrous

>> No.3842484

>>3842449
chest handed

>> No.3842494

>>3842449
>Holds shotgun, super shotgun and plasma rifle right handed.
>Holds pistol and punches with his left hand.
Abidextrous? Maybe?

>> No.3842501 [DELETED] 

>>>/vg/

>> No.3842514 [DELETED] 

>>3842501
>>>/trash/

>> No.3842532
File: 2 KB, 80x98, Blazkowicz Zombie.png [View same] [iqdb] [saucenao] [google]
3842532

I wanted to respond to the post in the last thread regarding "The New Colossus" wolfenstein game after doing a little research.

Mostly the part where he says he doesn't remember what happend to Hitler.


Well some of the papers you find in the old blood mention hitler making a staggering recovery from his supposed assassination attempt.
then another paper mentions Hitler smelling a bit funny after the fact, implying they brought him back as a fucking zombie essentially.

>Inb4 Zombie Hitler boss.

>> No.3842542
File: 33 KB, 250x392, 13bzer.jpg [View same] [iqdb] [saucenao] [google]
3842542

>>3842261
I'm a complete stupid. How you do this?

>> No.3842560
File: 885 KB, 716x1129, caco steals all of the kawaii.png [View same] [iqdb] [saucenao] [google]
3842560

inb4 shilling/uploader/etc

so some dude's been working on modding nudoom for months now. so far he's made a shitton of work to get things going for a slaughtermod to release sometime next month. he's figured a way to spawn more than 30 monsters at once per arena encounter/default by map, multiple cybies and masterminds, alternate glory kills and all that. he's also found a way to make bodies not disappear apparently.

https://youtu.be/aKzf6ihuvXQ

>> No.3842561

>>3842542
custom icons and command lines my man

>> No.3842563

>>3842561
>command lines my man

Thank you. Maybe one day I'll learn to computer.

>> No.3842569
File: 167 KB, 377x260, Happy Hell niggers.png [View same] [iqdb] [saucenao] [google]
3842569

>>3842560
>more than 30 monsters at once
This is quite impressive. How did he do that?

>> No.3842579

>>3842479
Maybe that's why he went to hell when he died

>> No.3842590
File: 125 KB, 256x256, doom - unloved.png [View same] [iqdb] [saucenao] [google]
3842590

>>3842542
>>3842563
It's pretty simple, no knowledge needed.

1. Make a 256x256 image.
2. Use this site http://icoconvert.com/ to upload the image and save it as *.ico
3. Create a shortcut of gzdoom.exe, right click the shortcut, properties, and use the "change icon" button to select the icon you created.
4. In the same properties window add " name.wad" at the very end of the "Target" field (outside the brackets). Make sure the wad file is in the same folder as gzdoom.exe
done.

I may share the icons I do whenever I have a good amount if there's interest.

>> No.3842602

what some artsy DOOM wads

>> No.3842604
File: 76 KB, 640x640, 12960036_1538122393159718_37018568_n[1].jpg [View same] [iqdb] [saucenao] [google]
3842604

Why has nobody used this image for a punching animation yet

>> No.3842628

What was the worst original port of Doom?

>> No.3842631

How many wads have you guys beaten? If you don't know exactly how many just give an estimate.

>> No.3842634

>>3842628
I'd bet it is probably the SNES version. Cool looking cartridge though.

>> No.3842636

Is there a random level generator for Quake 1?

I know OBLIGE exists for Doom, but I want one for Quake.

>> No.3842639

>>3842628
Toss-up between either 3DO and SNES.

>> No.3842640

>>3842628
Saturn version by far.

3do and 32x ones were bad because they were extremely rushed; 3do version needed half the bios functions rewritten just to get basic loading working, for example.

With the Saturn version, they CHOSE to run it in godawful slow software mode.

>> No.3842650
File: 1.54 MB, 800x600, gzdoom 2017-03-06 20-19-44-13.webm [View same] [iqdb] [saucenao] [google]
3842650

slowly getting there

all hail zscript

>> No.3842653

>>3842590
Ah, thank you! I've got my evening project now. Thanks!

>> No.3842658

>>3842590

Interesting shit.

>I may share the icons I do whenever I have a good amount if there's interest.

Yes, please do.

>> No.3842670
File: 15 KB, 273x175, hf.png [View same] [iqdb] [saucenao] [google]
3842670

>>3842604

>> No.3842680

>>3842604
bloax made a sprite out of it

but

y'know

bloax

>> No.3842681 [DELETED] 

>>3842590
>needing a website to convert image formats

I M A G E
M
A
G
E

M A G I C K
A
G
I
C
K

>> No.3842682
File: 255 KB, 447x458, 6432432.png [View same] [iqdb] [saucenao] [google]
3842682

>>3842650
>codes a vehicle in doom
>uses fraps

>> No.3842684

>>3842650
put your seatbelt on

>> No.3842698

>>3842682
What recording software should I use instead? I've never recorded anything except doom mod clips.

>>3842684
That would be historically inaccurate.

>> No.3842702

>>3842698
OBS

>> No.3842703

>>3842698
obs

>> No.3842706

Obstructed Bowel Syndrome

>> No.3842708

>>3842698

Fraps just werks but at least get the registered version.

>> No.3842725

>>3842650
Are there any good tutorials out for Zscript yet?

>> No.3842732

>>3842725
Nope.

>> No.3842734

>>3842725
nope

>> No.3842736

>>3842725
Don't think so. The "converting decorate to zscript" wiki article + trying to wrap my head around the stuff cook, nash, tzk etc. write and usually failing spectacularly at it is how I "learn".

>> No.3842740

Also what the fuck is an "event handler"?

>> No.3842743

>>3842740
Might wanna lrn2program there bud.

>> No.3842745

>>3842636
I think older versions of OBLIGE supported map generation for Quake

>> No.3842747

>>3842650
Doom Bass Fishing when?

>> No.3842749
File: 39 KB, 249x191, TiAT7aC.jpg [View same] [iqdb] [saucenao] [google]
3842749

>>3842743

>> No.3842757

>>3842749
An event handler monitors something to wait for an "event" to happen, then it executes code based on that event. Usually that something is a window since event handling is most commonly used in GUIs.

>> No.3842758

>>3842747
YES PLEASE

>> No.3842765
File: 78 KB, 640x960, umf.jpg [View same] [iqdb] [saucenao] [google]
3842765

>>3841920
>First Try
>Terry Map
>https://www.doomworld.com/idgames/themes/terrywads/screw
T-t-thanks IDGames.

>> No.3842767

>>3842757
I think I get it. So the purpose is that it's more efficient than constant polling?

>> No.3842768

>>3842767
basically

>> No.3842769

>>3842757
So, something like a GUI function in Adventure Game Studio that constantly checks whether the mouse cursor is at or above a certain y- coordinate to pause the game and display the inventory bar?

>> No.3842770

>>3842747
>>3842758
what

>> No.3842773

>>3842769
No, that's constant monitoring. The event handler waits until a message is sent to IT, rather than reading something else.

>> No.3842790

>>3842773
So does a simple "Press button to display a message" count as an event handler? Could you name some examples?

>> No.3842792

>>3842765
It seems to have no maps. What does it even do?

>> No.3842795

>>3842790
In most languages, yeah you're using an event handler at some level there. The best/simplest examples I know of are just things like simple GUIs made in Visual Studio. I don't want to end up overwhelming you if you don't have technical knowledge.

>> No.3842803

>>3842795
That's fine. Thank you anyway.

>> No.3842806

>>3842803
An event handler is a system which you push events to, whereas a more monitoring-based system pulls in information. If that makes sense then you've got the basic concept.

>> No.3842818

>>3842792
You're right.

It simply adds a distorted hud and a badly rendered finger weapon that shoots out poorly textured cum. Looking in SLADE, there's supposed to be some power-ups, but I didn't see them while testing the wad in Doom.

>> No.3842834

>>3842770
IS that not a boat?

>> No.3842836

>>3842834
>boats can drive in reverse now

>> No.3842848

What are some good easier wads?
I've been playing with gzdoom on my phone and I've only beaten chex quest so far

>> No.3842851
File: 63 KB, 600x425, throttle-lever.png [View same] [iqdb] [saucenao] [google]
3842851

>>3842836
>>boats can drive in reverse now

What did he mean by this?

>> No.3842861

>>3842836
Yes?

>> No.3842864

>>3842836
guess how i know you've never driven a boat before

>> No.3842871
File: 346 KB, 800x600, Screenshot_Doom_20170306_220400.png [View same] [iqdb] [saucenao] [google]
3842871

>>3842834
Nah, it's a nazimobile. The drag and momentum is floaty at the moment though, so I can see how that would add to making it seem like that.

>> No.3842885

>MetaDoom may get new monsters from D3/4 if sprites for them are made

Damn, i sure hope it happens

>> No.3842890

>>3842885
Shouldn't be that hard to import D3 monsters into blender and use nash's sprite dumper script plugin. You'd only have to remove a lot of keyframes first I think.

>> No.3842891

>>3842890
I assumed this is how it could be done

>> No.3842892

>>3842885
>if sprites for them are made

Lol. Good luck.

>> No.3842893

>>3842885
what about that metadoom mapset that was talked about? anything happening with that?

>> No.3842894

>>3842893
I remember seeing some wad files in the folders but i don't remember hearing anyone else trying them

>> No.3842913
File: 28 KB, 698x439, Screenshot_Doom_20160816_182846.png [View same] [iqdb] [saucenao] [google]
3842913

>>3842602
No combat, but SWCSNSSS is a fun ZDoom-only experiment: https://forum.zdoom.org/viewtopic.php?f=19&t=53202

>> No.3842920

>>3842602
https://www.doomworld.com/vb/wads-mods/70880-b-s/

This guy should make a megawad

>> No.3842923

>>3842602
ARCHIE

>> No.3842927
File: 160 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
3842927

Was this a real cover for Doom 64?
I don't remember seeing it

>> No.3842928

>>3842927

Technically yes.
It's a real cover, but it's the unused cover. So it was never shipped out with that.

>> No.3842929

>>3842928
ok

>> No.3842952

Are there any decent death match wads with bots that work with gzdoom?

>> No.3842957

>>3842952
Why even bother? UT is the only game with deathmatch bots worth a damn.

>> No.3842960

>>3842957
I'm playing on my phone during my lunch break to kill time

>> No.3842964

https://www.doomworld.com/vb/wads-mods/87871-wip-the-ids-rpg-series-coming-soon/

Just in case anyone is interested

>> No.3842970

>>3842927
The Cyberdemon looks like he is a villain from a 90s SATAM cartoon.

Huh. A Doom SATAM could actually have been a thing.

>> No.3842974

>>3842913
>flatsky rendering

What does that mean?

>> No.3842976

>>3842970
if they could somehow twist Mortal Kombat, Rambo and Robocop into being cartoons for children I'm sure they could have made one out of Doom, yeah

>> No.3842986

>>3842976
>We will never get a cool animated series based on DOOM

>> No.3842994

>>3842986
I want an animated series based on Blood with an art style reminiscent of the works of richard corben

>> No.3843006

>>3842994
>animated series based on Blood

stopped reading right there cus i fainted from the boner i got just thinking of that idea

>> No.3843021

>>3843006
I picture it as Caleb walking around like a sadistic undead version of Clint Eastwood's "Man with No Name" and stumbling upon situations referencing fiction from the late 1800's and early 1900's. He'd end up stalking down the three-headed hellhound of baskervilles one day, and find himself in an agatha christie murder mystery the next. as the corpse.

>> No.3843034

>>3842221
Did you mean to make it so Barons and Hell Knights infight?

>> No.3843035

>>3843034
Yeah, without it certain maps that rely on infighting will break. The Barons should win about 99% of the time now though.

>> No.3843038

>>3843035
Barons and Hell Knights don't infight with each other in vanilla though.

>> No.3843043

>>3843038
Huh, I always thought they did. They do on the PSX at least. Welp, easy fix.

>> No.3843046

>>3843021
>as the corpse.
lol

>> No.3843063

Is burl tumb good? I've only ever saw it on the "so you want to play some doom" thing and nowhere else. I tried it a little bit and that SSG feels so satisfying, but the weapon order's fucked

>> No.3843065

>>3843063
As something that's supposed to be a parody of Brutal Doom, I'd say it's pretty good.

>> No.3843070

>>3843063
It's pretty fun, it's extremely fast and you have to be good to play it effectively but overall a solid mod.

>> No.3843078

>>3842221
Thoughts so far: 1) I really love the bullet changes. The tracer plus the fact that enemy bullets are actual projectiles rather than hitscan now is fantastic.
2) I like how you make the zombie soldiers actually relevant without moving them out of their place as the weakest monster in the game. The three shot burst thing makes a big difference.
3) Archviles moving really fast with the blur effect spooked the fuck out of m
4) The cacodemon's dodge thing doesn't really make any sense - I'm not sure why it triggers. Does the cacodemon just dodge at random times? It also looks kind of cheap and needs more of a graphical effect, I think
5) Sometimes there are immobile invisible lost souls which deal touch damage to me, and I'm not really sure why that is. Whatever it is, it's not intuitive why it happens.

>> No.3843079
File: 376 KB, 1280x720, Screenshot_Heretic_20170305_030705.png [View same] [iqdb] [saucenao] [google]
3843079

Messing around with FinalDoomer in Heretic.

>> No.3843080

>>3843078
Caco dodges when in pain, and when it dodges other Cacos can get spooked into dodging as well. I'm not sure about a visual but I was thinking about a gas-blow audio byte.

The lost souls are again a thing that happens occasionally, they do move but kinda slowly. It's mainly meant as a buff to the Pain Elemental to give it a slight area denial ability. I'll admit that this is one of the things I'm somewhat looking to change since it's already kind of a bad alternative to the original ability which was far too OP. I had the suggestion to make them heal enemies instead and might do that, but we'll see.

>> No.3843083

>>3843079
I always like to think that the magic enemies would be scared shitless of Doomguy's modern-day/future arsenal. Just like "What kind of bullshit weapon is that? It doesn't run on magic and you can't even see the projectiles! How are you supposed to survive something like that!?"

>> No.3843119

Why do hitscanners seem to provoke infighting better than any other monster/projectile?

>> No.3843125

>>3843119
Because they have spread and a high amount of attacks per second.

Mancubi piss other monsters off for the same reason.

>> No.3843126

>>3843119
Less accuracy, instant hit, often higher fire rate.

>> No.3843130

>>3843125
>>3843126
Really? I swear no matter what it always feels like a single shot from a shotgun guy is gonna provoke infighting more than an imp projectile, you know?

>> No.3843134

>>3843130
A Shotgun guy rolls the dice for accuracy on each pellet his shotgun makes, it's why he can be so accurate sometimes

On offense he is worth three zombiemen

>> No.3843180

What is your reason for playing Doom, /vr/?

I play because going fast feels fucking great. It's why I can't stand Doom 4, it's slow as fucking shit and I'll never understand how people can delude themselves enough to say that the game feels as fast as Doom.

>> No.3843194
File: 9 KB, 240x270, drumsticks.png [View same] [iqdb] [saucenao] [google]
3843194

>>3842604

>> No.3843202

>>3843180
It plays faster than any modern FPS, I love the surreal levels and its the ultimate "it plays on a toaster" game. Plus using mods for it is idiot proof and there are an overwhelming number of them.
Plus it has a nice balance of bullet sponge enemies and armies of weak guys.

>> No.3843204

Something I've been working on, added weapon models recently.

https://www.youtube.com/watch?v=DE3rihIu3po

>> No.3843207

>>3843204
Shit, dude, I haven't seen this for a long time.

Good to see you're still working on it.

>> No.3843208

>>3843204
I don't care much for the visual style. What will the gameplay be like?

>> No.3843217

I want to convert everything to models and I'm probably going to use the simple texture look for the entire game.

Storyline will take place on a space station, where you are called in to investigate why it went silent. It will be very similar to Doom, except the graphics style most likley.

I'm thinking of added some unexpected stuff like visions and graphical glitches, completely random.

Anyways it's still very early.

>> No.3843227

>>3843217
>Storyline will take place on a space station, where you are called in to investigate why it went silent.

Is this going to be inspired by System Shock at all?

>> No.3843236

playing quake 1 for the first time.

this game is fuckin amazing.

>> No.3843237

>>3842449
I'd say left handed.

I'm left handed and I shoot rifles right handed, use scissors right handed, play guitar right handed. We learn to adapt.
But I still shoot a pistol left handed.

>> No.3843243

>>3843227

Probably not, as I never really played much of System Shock despite owning it for years. Maybe I'll go play some older games and figure out the direction I want to take it. But it will be mostly similar to Doom in gameplay.

I have a specific story in mind and wanted to make it into a game for a long time.

>> No.3843248

>>3843236
I was left feeling mixed on it.
On one hand the atmosphere and music were amazing
On the other the levels were all very samey and the slower paced fights and weaker guns made it feel more like a survival horror in places. A number of the enemies are bullshit too.

It didn't convert me from Doom, but I did see why it was so popular, it must have been very impressive for the time.

>> No.3843257

>>3843248
I blame the super shotgun for the weapon strength thing. Doom has stupidly powerful shotguns, while Quake's shotguns are shit. The other guns are very effective, but both shotguns make fighting monsters a slower and more dangerous job. I also think the enemies were made tougher because unlike Doom you never fight more than five monsters at a time in Quake. Got to make up for that somehow.

>> No.3843262

>>3843236
For something that was rushed out and a frankenstien's monster of random ideas mashed together Quake 1 is very good.

>> No.3843268
File: 494 KB, 975x413, enfield.png [View same] [iqdb] [saucenao] [google]
3843268

why is darkplaces doing this?

if the game has real time lighting turned off, that specific piece of texture will get all fucked up

it corrects itself if RTL is turned on and can apply to other settings, but once you close the game and start again without RTL, itll fuck itself up again

send help

>> No.3843270

>>3843236
Enjoy the most fun level designs you'll ever play

>> No.3843274

>>3843268
Where? I don't see anything wro- oh that's weird.

>> No.3843275

>>3843270
but quake isnt REmake

>> No.3843278

>>3843217
Is it going to be story driven or have adventure elements or a straight up shooter like doom, quake etc?

>> No.3843307

https://forum.zdoom.org/viewtopic.php?f=43&t=55452

This is at least the third damn time within a month, why won't WW just fucking ban the 12 year old shithead already?

>> No.3843308

>>3843307
WW can't decide whether to be a nazi mod or a permissive mod.

>> No.3843309

>>3843307
He will, soon enough. He's a fairly patient person.

>> No.3843310 [DELETED] 

>>3843307
Sorry but they only ban people for being politically incorrect :^)

>> No.3843314

>>3843310
JimpArgon pls

>> No.3843315

>>3843307
Contrary to what some people seem to think, being clueless is not a bannable offense.

>> No.3843318

>>3843315
Breaking the rules repeatedly and deliberately is. Weasel's patience is anything but irrespective of subject. If this kid had posted some /pol/ shit even once he'd have been banned, but he can break the Projects forum's rules and ww doesn't give a fuck.

>> No.3843321

>>3843308
He's only really harsh on insults and "trying to start shit".

>>3843310
He put a firm smackdown on anyone going off the rails about trump as well. "wiw" usually..

>> No.3843323

>>3843315

>being clueless is not a bannable offense.

Maybe the first time. Maybe. Two more times after that? No.

>> No.3843327

>>3843318
What rule has he broken?

>> No.3843328

>>3843248
Something something rockets.

>> No.3843329

>>3843327
Uploading other people's mods.

>> No.3843330

>>3843329
Not a bannable offense.

>> No.3843331

>>3843310

Soda, don't you have some Eriance weapons to trace and then submit to Freedoom as your own work?

>> No.3843332

>>3843330
It is when you do it 3 times in a row.
Also
>opinions in offtopic
>bannable
but
>stealing work
>not bannable
wew lad.

>> No.3843334

>>3843329
there is an entire topic devoted to exactly that

why would someone be banned for it

>> No.3843336

>>3843329
Shit, better ban everyone in this topic, then...

https://forum.zdoom.org/viewtopic.php?f=4&t=28589

>> No.3843339

>>3843334

Identify the difference between the following:

>wolfman handing out links to otherwise unavailable mods in a thread devoted to the subject
>some dude making a thread in the project forums taking credit for somebody else's mod

>> No.3843341

>>3843339
please point out where he is taking credit for somebody else's mod

>> No.3843342

>>3843083
I had that same feeling playing with RGH in Heretic.

>> No.3843343

>>3843336
>>3843341
doomguy214 go back to whatever the russian version of 4chan is

>> No.3843362
File: 372 KB, 1280x720, Screenshot_Heretic_20170305_031214.png [View same] [iqdb] [saucenao] [google]
3843362

Nevermore guy here. Gearing up to make the Hexen monster variants. This shit is going to take some time. If you've been playing it, let me know what you think.

>> No.3843373

Is there a way to play episode 4 & 5 in eduke32?
Or am I going to need to buy and play the Anniversary edition?

>> No.3843378

>>3843065
I fail to see how it's meant to be a 'parody' of Brutal Doom, it just seems like a weapon/sprite mod with added gore. Like a Brutal Doom Lite.

I expect a parody of Brutal Doom to have showers of gore and organs from the most basic pistol kills, laggy particle effects out the ass, execution animations that take an entire minute, and a random shitty 80's action movie quote every time you fire a gun.

>> No.3843383

>>3843378
It was literally made as a response to Brutal Doom. It's also more than just sprites/weapons that was changed.

>> No.3843416

>>3843378
Just watch the difficulty levels, or the credits screen.

>> No.3843429

>>3843378
>I expect a parody of Brutal Doom to have showers of gore and organs from the most basic pistol kills, laggy particle effects out the ass, execution animations that take an entire minute, and a random shitty 80's action movie quote every time you fire a gun.

Doesn't this just describe Brutal Doom itself?

>> No.3843440
File: 15 KB, 190x145, megafisto-1.png [View same] [iqdb] [saucenao] [google]
3843440

>>3842604
Made a sprite like half a year ago

>> No.3843486

>>3843416
>the credits screen

It gets me every time

>> No.3843487
File: 2.79 MB, 334x450, 1363244369840.gif [View same] [iqdb] [saucenao] [google]
3843487

ayy bro
how about instead of level design
we just put monsters everywhere lol

>> No.3843491

>>3843487
GIVE ME SOMETHING TO SHOOT

>> No.3843512
File: 62 KB, 1920x1080, thats_pretty_good.jpg [View same] [iqdb] [saucenao] [google]
3843512

>>3842261
I really like it a lot!

>> No.3843515

>>3842261
I think you have good taste for having a shortcut to Super GnG

>> No.3843518

Where'd GAYMOTA_GAY go? I haven't seen him post for a few threads.

>> No.3843523
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google]
3843523

>>3843518
I've been playing Zelda: BoTW. I'm gonna go binge on it soon but I want to work more on that NEStroid mod first.

Still need a name for that.

>> No.3843526
File: 126 KB, 666x728, 1457241187940.jpg [View same] [iqdb] [saucenao] [google]
3843526

>>3843523
Zebes? It's a terrible name but maybe something like that. Just don't use NEStroid.

>> No.3843528

>>3843526
I have 0 plans of calling it NEStroid. I'm just using that as a project name til I can figure something out

I am so bad at naming things.

>> No.3843535

>>3843528
Hey dude my mod is called Babel I'm probably worse than you. At least GMOTA was catchy.

>> No.3843538

>>3843523
NEStroid might be good enough, don't want to use anything related to Metroid in the name

NEStroid: Other N

NEStroid: GZMission

NEStroid: The Adventures of Sarah Aria

ArmGun

8Bit ArmGun

Doomtroid

The Samantha Argyle Chronicles (TSAC) (Tea Sac) (T-SAC)

GMOTA 2

XenoShooter

Chazo Fighter

>> No.3843541

>>3843538
>GMOTA 2
Why did I laugh?

GZMission sounds really cool though.

>> No.3843543

>>3843538
Parasite Gourmet

>> No.3843545

>>3843538
GMOTA 2: Hitler Gets Fucked

>> No.3843549

>>3843545

So, Little Nicky goes Medieval?

>> No.3843556

>>3843538
Space Blazer or Space Blazers

>> No.3843559

How about WADtroid?

>> No.3843561

Metwad

>> No.3843563
File: 54 KB, 301x275, Meatwad.png [View same] [iqdb] [saucenao] [google]
3843563

>>3843561
?

>> No.3843568

Metrode, featuring Samsint Aman

>> No.3843571

>>3841920

Thanks morpheus

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/tphover

I got lost when I got to the secret code part.

Died about three times

I enjoyed the underwater sections as well as entering the codes and that elevator part.

Overall it pretty great

>> No.3843573

If the old arm cannon sprite was used, Metchode

>> No.3843584
File: 21 KB, 361x351, metwad.png [View same] [iqdb] [saucenao] [google]
3843584

>>3843563

>> No.3843620
File: 282 KB, 1920x1080, Screenshot_Doom_20170306_180441.png [View same] [iqdb] [saucenao] [google]
3843620

>>3841920
The Adventures of Sub

https://www.doomworld.com/idgames/levels/doom2/s-u/sub

This is a weird one. The USA is trying to destroy Germany, so the CIA (now a German organization) deploys Agent Sub to take control of a US submarine, find the US military base to stop the project, and then assassinate President Bill Clinton (a Mancubus).

It's actually very creative for something this stupid. The attached image shows some ocean life seen from the sub. There are plenty SS Soldiers who now say "Hands up! I'm an American!" and proclaim "I'm dead!" when killed.

It has seven levels but is kind off weird with that. You stop the project by the end of the third map. Map 4 is a trip to the German headquarters to give you a new mission, but almost everyone is hostile imps. Map 5 is a very short one set inside an airplane. Map 6 is then Washington, also small, before tacking the White House.

>> No.3843627

>>3843620
>President Bill Clinton (a Mancubus)
Kek, that's great

>> No.3843640

>>3841440
just got doom on my ti-84 plus, its fuckin lit

>> No.3843649

>>3843378
I mean, the Cacodemons do have an over-the-top death animation.

>> No.3843678

Is spreading yourself thin over several projects, slowing down the progress in them to a crawl called "pulling a Term"?

>> No.3843685

>>3843678
Only if you coin the term. Pun semi intended.

>> No.3843689

>>3843685
I just have ideas for 4 or more projects I'd like to do, rough ideas, when I'm already working on one.

>> No.3843693

>>3843689
I think people are just getting antsy about Cosmic Tides' chance to be finished desu.

>> No.3843695

>>3843678
it would be more reminiscent of Mike than anything else

>> No.3843696

>>3843689
Find me a modder that isn't working on multiple things at once and I'll find you a liar.

>> No.3843697

>>3843695
Or Xaser.

>> No.3843698

>>3843696
I can understand working or two or three at the same time to prevent boredom and burnout. But more than that strikes me as excessive.

>> No.3843701

>>3843695
Isn't he 100% on his hentai shit now

>> No.3843702

>>3843696
Does finding a job count as multiple things? Because if not then I work on exactly one thing at a time. I prefer to direct all my attention towards one project at a time, though I sometimes move between them after a few months then come back later when I have more to add.

>> No.3843703

>>3843693
this is the first i've heard of this, desu

>> No.3843704

>>3843702
>Because if not then I work on exactly one thing at a time.

You are very much in the minority.

>> No.3843707

>>3843703
People will freak out over anything. When you work on a project for a really long time sometimes you need a break. Though to be fair with the amount of indie games that never get finished perhaps their fears are statistically justified.
>>3843704
¯\_(ツ)_/¯

>> No.3843710

>>3843698
not really, it's the nature of the creative beast
creative whims come and go wildly, the amount of modders in the community that focus on one single project for an extended period of time can be counted on a single hand

i myself have at least seven different unfinished mapsets laying on my harddrive, in addition to my existing releases

>> No.3843713

>Working on projects
:y

>> No.3843718

>>3843710
>creative whims come and go wildly
See I never got this, but my rhythm of creation is
>Think "I wish this thing existed"
>Search for it
>It doesn't exist
>Decide to make it
>Create semi-comprehensive plan
>execute plan
>Then pile on polish and extra shit
It's really more of a calculated creation plan than any artistic drive. I guess that's why I do one at a time. I don't think it's necessarily better though.

>> No.3843720

>>3843702
>Because if not then I work on exactly one thing at a time. I prefer to direct all my attention towards one project at a time

Assuming you're being honest with this, you would be the very first person in the entire Doom community I've seen that does this.

Xaser's known for doing a whole ton of projects at once. Hacx and Psychic are still woefully unfinished, even years after the fact, but Xaser continues to jump onto new projects.
Jimmy is always working on music for different projects, alongside different mapsets and mini-mods along with Adventures of Square and now Joy of Mapping.
Even our own Kegan is known for hopping around on interesting whims, and he still has yet to finish his very first mod.

>> No.3843724

>>3843718
i see

for me, i just like to make maps with different themes
sometimes different themes don't mesh well, so i start another mapset with a different theme
continue on enough times, and suddenly i have a folder full of half-finished compilations

>> No.3843725

>>3843720
I don't think Jimmy slows down projects, though.

>> No.3843729

>>3843725
adventures of square was on haitus for two years, iirc

>> No.3843730

>>3843720
Well I do >>3843718 this so I'm probably differently motivated. I'm not really an artist, I'm a technical guy who wants things to play and sometimes I can't find them so I just make them. About the closest thing to a side project I ever did was remaking some old maps while still adding polish to a mod. I don't like to leave anything unfinished, so anything that I have that's unfinished by my standards was usually something that got interrupted by IRL stuff that I haven't got back to yet.

>> No.3843732

One of the ideas I had for >>3843689 is a waifu jokewad. In the sense of "Try to make the levels playable and not post-ironic shitwads."

But how do you go about that exactly? Just include pictures of waifus all over the place like Beyond Reality did with ecelebs? Or drawing waifus in the world geometry like Map 8 of the Japanese Community Project?

>> No.3843731

>>3843725

Wasn't Adventures of Square put on haitus so Jimmy could do other things?

>> No.3843734
File: 57 KB, 900x507, morph_ball_bombs_by_jeremyedwards5115-d558tlg.jpg [View same] [iqdb] [saucenao] [google]
3843734

http://i.4cdn.org/wsg/1488868125337.webm

These might need some work

>> No.3843735

>>3843732
Make it a series of escalating boss fights against waifus, and at the beginning you pick your waifu. All the waifus have different abilities.

>> No.3843740

>>3843729
>>3843731
I thought its slow development was because of the other team members aswell, not just Jimmy himself.

>> No.3843742

>>3843734
It's just not the same if you can't ball yourself, roll around at the speed of sound and drop bombs.

Actually, it should be possible to make certain linedefs climbable while in ball mode.

>>3843735
That's a handful for someone with no experience when it comes to gameplay modifications. I'd rather focus on polishing my mapping first.

A waifu map project is something which I'd say would benefit more from being a community thing for variety's sake. Because if I go in solo it's just gonna be one certain type. Mostly.

>> No.3843743

>>3843720
>Even our own Kegan is known for hopping around on interesting whims

Well at least you find the other crap I do to be interesting at least.

>> No.3843749

>>3843742
I thought about that, and ultimately I've decided against it. You're not playing as Samus here, you're playing as Doomguy packing some gear based off of Samus' old equipment.

Plus morphing and unmorphing in dreadnought was a slight pain in the tits.

>> No.3843750

>>3843743
HOMOTA WHEEEEENNNN????
The metroid thing looks neat though.

>> No.3843752

>>3843749
Oh, that makes sense then.

>> No.3843756
File: 24 KB, 256x311, 256px-RealmsOfTheHaunting[1].jpg [View same] [iqdb] [saucenao] [google]
3843756

Is there a Realms of the Haunting Doom total conversion or weapons mod?

>> No.3843759

>>3843750
I'll be getting back to GMOTA soon enough, I want to crank this Metroid thing out because I've had the NES Metroid on my mind so badly since January that I've had trouble focusing on other stuff, plus I don't want to burn myself out.

>>3843752
On the plus side the bombs will serve a greater roll this way as a lobbing grenade that does okay damage and stunlocks anything caught in the blast.

>> No.3843784
File: 686 KB, 1600x900, Screenshot_Doom_20170306_162607.png [View same] [iqdb] [saucenao] [google]
3843784

>>3842221
Welp, thanks to the guys who gave feedback on the mod. The link will still be up and the discord is still open, so if you or anybody else wanna stop by and chat or whatever feel free to. I'll be factoring in the feedback for the next stage of polishing and refinement, so expect to see the hell knight/baron infighting fixed, some visual and/or audio changes to the cacodemon dodge, and changes to the Lost Soul's ghost thing (I'm taking suggestions for exactly what to do with that because it's still a bit of a mystery to me).

I'm going to bed.

>> No.3843805

there are demons in the base

>> No.3843813

>>3843701
Yes and no.

Yes he's doing just HDoom
No he's not working on HDoom

>> No.3843815

>>3843813
Monster Quest 3D tho

>> No.3843896

So, sometimes I see people say that Skillsaw makes slaughtermaps. Which maps are those? I wanna play them.

>> No.3843918

is it normal for quake in dos to get random slowdowns?

>> No.3843929
File: 41 KB, 1590x501, d57iw2e.png.jpg [View same] [iqdb] [saucenao] [google]
3843929

Say something you love about a mod you hate.
Say something you hate about a mod you love.

Hard mode: No Brutal Doom.
Nightmare mode: Given answers must be entirely unrelated to meta or the community.

>> No.3843930

>>3843929

Guncaster has some really fantastic custom spritework, the amount of unique graphics could easily fuel a TC.

I can't tell any of the ammo types apart in Nazis! and I have no clue which ammo is for which weapon. They're all just various types of bullets.

>> No.3843934

>>3843929
equinox has a lot of really nice custom textures

ancient aliens looks like someone couldn't stop listening to synthwave and thought it'd be good to make a wad out of it

>> No.3843938

>>3843929
Being able to talk to a toilet in Blades of Agony was funny.
The opening levels in Adventures of Square are incredibly forgettable. I fucking hate the factory level where you get the quad-shotgun.

>> No.3843940

>>3842974
ZDoom turns sky into a tube.

>> No.3843945

>>3843268
Probably because makers of Darkplaces did a stupid thing and made RTL tie in with a few things that it should not.

>> No.3843946
File: 323 KB, 1110x750, __junko_and_reisen_udongein_inaba_touhou_drawn_by_suenari_peace__535b01a388572f5ae2d3f9320afa037f.jpg [View same] [iqdb] [saucenao] [google]
3843946

>map01 has unreachable bfg

>> No.3843947

>>3843929
I like Sunlust's aesthetic and color scheme, same goes for Ancient Aliens. (I do not hate it though, I don't have a WAD I would describe like that),

I generally dislike how most good gun/gameplay mods do not come with their own maps balanced around them.

>> No.3843948

>>3843362
You mean hexen variants in Heretic, or more variants in the Hexen game itself?

Both would be amazing IMO.

Also a standalone non-TB version would be great as well.

>> No.3843965

>>3843918
increase DB cycles, clear any and all tasks running in the background, alt+enter

why'd you play quake on dos for anyways? unless it's on the side of curiosity you're doing yourself a disservice if this is your first run of it

>>3843180
is throwing blanket statements like this your way of compensating for the brief discussion we had of the new game last thread or something?

because if yes then that's pretty sad of you, even more than >>>deluding yourself into thinking we don't know who you are by now

>> No.3843969

>>3843946
I don't read moon.

>> No.3843971

>>3843969
You should be able to read expressions, though.

>> No.3843973

>>3843180
could you meme any harder?

>> No.3843989

>>3843756
No. Just play realms of the haunting. It would be far too much work to convert the ROTH experience to doom, and its already pretty much doom - but with RPG elements and dialogue, cutscenes and story, so there really isn't any point.

The idea of recharging weapons that do more damage depending on how charged they are is pretty neat though.

>> No.3843996
File: 1.60 MB, 800x600, WNm88.webm [View same] [iqdb] [saucenao] [google]
3843996

>>3843989
>It would be far too much work to convert the ROTH experience to doom,
The technical aspects are doable, it's the scope of writing and mapping that's the real barrier for such a project.

>> No.3844013

>>3843996
>Full 3d

That interface reminds me... the original System Shock has two different renderers for the environment. When you look up or down, the game is rendered in 3d, but when you center your view it changes to a Doom-like pseudo-3d and provides better performance.

>> No.3844024

>>3843929
Wad/Mod I hate: Hellbound has a decent atmosphere in some levels, and I kinda enjoyed a couple maps in the first third.
Wad/Mod I love: The Evil Marine's movement speed in Resurgence was nerfed a little too much compared to the Scythe 2 version, making it far less interesting of a monster to encounter.

>> No.3844025
File: 1012 KB, 640x480, dswilliepete4.webm [View same] [iqdb] [saucenao] [google]
3844025

>>3844013
>the original System Shock has two different renderers for the environment.
Source on that? I know Descent 3 had a hybrid render engine that worked differently whether you were indoors our out in the open, but I never heard of any other game that did something like that.

>> No.3844029

>>3842261
Wouldn't it make sense to say "Only for Doom II" on Doom 2 wads?

>> No.3844039
File: 1.94 MB, 350x194, !Thank you!.gif [View same] [iqdb] [saucenao] [google]
3844039

>>3843947
>I generally dislike how most good gun/gameplay mods do not come with their own maps balanced around them.

A-fucking-Men.
Look at ZBloodPak.wad its a level pack with the old monster resource and weapon resource wads built into it.
Check out Hell on Earth Starter Pack, that map pack (played with Brutal Doom) was incredible.

Someone should make a megawad for R667 Monsters and Weapons, it would be spectacular

>> No.3844049

>>3844039
>Look at ZBloodPak.wad its a level pack with the old monster resource and weapon resource wads built into it.
it was also absolutely awful

>> No.3844051

>>3844039
ZBloodPak.wad for me is actually the perfect argument against specific levels for gun/gameplay mods.

>> No.3844057

>>3844049
>>3844051
I guess it was below average
but HOESP was awesome

>> No.3844059

>>3844039
>R667 monsters and weapons
KDIZD
It's not good

>> No.3844064

>>3844059
a better one then?
Whats the best example of a mapset built for a gameplay mod?

>> No.3844067
File: 265 KB, 1920x1080, Screenshot_Doom_20170307_232852.png [View same] [iqdb] [saucenao] [google]
3844067

>> No.3844070

>>3844067
>What are you gonna do? Taze me?

>> No.3844076

>>3843896
So no one knows which maps of his are slaughter?

>> No.3844084

>>3844025
I think Paul Neurath talked about it in a podcast series with several different guests from LGS when discussing the optimization problems of Ultima Underworld and how it ran poorly even in a low resolution because it was true 3d with texture mapping in 1992. I can't be sure though. I am certain that someone from the company did talk about it.

>> No.3844085
File: 99 KB, 520x256, II test.png [View same] [iqdb] [saucenao] [google]
3844085

>>3844029

I thought it would be unnecessary clutter

Which one looks better?

>> No.3844086

>>3844085
I like that Doom 2 one better.

>> No.3844093

>>3844085
i don't like either, the whole "only for blah" thing makes them sound like platform exclusives is a turn-off

>> No.3844096

>>3844093 (me)
on the other hand it's not like i'm going to use them so please ignore my worthless opinion

>> No.3844113

>>3844064
That's the R667 highlight

Zpack is just enemies
ZDCMP is not R667

>> No.3844117

>>3844064
>Whats the best example of a mapset built for a gameplay mod?
Zen Dynamics.

>> No.3844121

Speaking of Weapon Mods
Can someone get Arsenal.wad to work in GZDoom?
It's a pretty old wad

https://mega.nz/#!Yg1ySKrY!h6Y9TTtUkrnWpjVt9mrP-2BRL9m86QekajRxeDiFUdA

>> No.3844137
File: 344 KB, 1600x900, Screenshot_Doom_20170307_064540.png [View same] [iqdb] [saucenao] [google]
3844137

The Great Boner launches another barrage of fire from his dick.

Also apparently Freedoom uses textures Doom 2 doesn't have. Who knew.

>> No.3844140

>>3844137
what kind of skulduggery is this

>> No.3844141

>>3844137
Geez, how long had he been pent up?

>> No.3844152

>>3844137
>Also apparently Freedoom uses textures Doom 2 doesn't have. Who knew.
freedoom has all the textures in doom2, ultdoom, and both final doom iwads, with the former taking precedence, it also now contains a texture set named "aquatex"

>> No.3844194
File: 127 KB, 1178x465, 4tex.jpg [View same] [iqdb] [saucenao] [google]
3844194

A map for a community project with "4 random textures, 4 random flats, 1 door texture and DOORSTOP/DOORTRAK"

TEKGREN5 is literally cheating.

>> No.3844208

>>3843734
Not going to colour the rest of the gun?

>> No.3844213

>>3844208
I'm happy with how it is right now.

>> No.3844214

>>3843278

Sorry for late response.

It will have a basic story and the maps will tie into a story progression, but it will mostly be similar to Doom/Quake.

>> No.3844231

>>3843734
>Not just pooping out bombs underneath the player for defense
Eh

>> No.3844243

>>3844194
That looks neat.

>> No.3844246
File: 692 KB, 1600x900, Screenshot_Doom_20170307_070951.png [View same] [iqdb] [saucenao] [google]
3844246

>>3844231
That'd really cripple how useful these are in combat.

Also starting work on a simple HUD

>> No.3844289
File: 52 KB, 900x900, BJ Blazkowicz.jpg [View same] [iqdb] [saucenao] [google]
3844289

What's the most accurate source port to play Wolfenstein 3D on?

>> No.3844293

>>3844289
ECWolf is the only one I know of.

>> No.3844336 [DELETED] 
File: 5 KB, 527x254, vault_quest.png [View same] [iqdb] [saucenao] [google]
3844336

Vault quest never goes well for me.

>> No.3844337

>>3844336
Wrong thread, probably wrong board too.

>> No.3844421
File: 518 KB, 1500x3995, 1488226629256.png [View same] [iqdb] [saucenao] [google]
3844421

I don't get it.

>> No.3844439

>>3843929
Accessories to Murder has a nice visor (after you remove the HUDface).

Super Sonic Doom's first level is a slog and I tend to just skip it.

>> No.3844442

>>3844421
the dangers of open source software

>> No.3844464

>>3844442
I think I'm lacking some massive context here.

>> No.3844489

>>3844464
it's something related to ARCHIE, otherwise known as /g/.wad

there's a whole bunch of weird comics like that packed in with the mod for some reason, i guess the author posted it in some obscure doom community and they didn't get it

>> No.3844510

>>3843929
no mods come to mind that I hate as much as Brutal Doom. At least it made the way for much, much better mods.
Weapons of Saturn's 1911 is ugly as shit, and the minigun's alt fire and the assault rifle in general feel utterly useless.

>> No.3844518

>>3844489
That's only the tip of the ARCHIE iceberg of weirdness.

>> No.3844526

>>3844489
I remember the original /g/.wad when the idea of a board map project was going around.

>> No.3844537
File: 1.15 MB, 640x360, gzdoom 2017-03-07 18-54-31-40.webm [View same] [iqdb] [saucenao] [google]
3844537

I honestly cannot tell whether this is an intended feature of Combined Arms or not.

>> No.3844545

>>3844537
>Fists: proving you don't need guns to lay down the law, clobber monsters senseless with your bare hands and then jump kick them in the face, jumpkick walls for acrobatic shenanigans!

It's a feature. I thought it might be a glitch because the kick is also used when kicking in midair, no matter whether you jumped or not. So when I was running down stairs and kick in the sliver of airtime I would just dash forward and sometimes land in situation like that.

>> No.3844573

>>3843732
probably something a bit like "a boy and his barrel"
pick a waifu at game start, use her abilities to progress

>> No.3844664

>Play Quake on hard
>Doom is fairly simple even on Ultra-Violence, how tough can this be?
>Fiends and Shamblers, Fiends and Shamblers everywhere

>> No.3844668

Just finished the D'Sparil Keep. It's a shame that I only started warming up to this game at the third episode, the enemies are slow and most of the weapons feel like ass, so it felt like a slog. I felt like I was too greedy with ammo, whereas in Doom I would fire weapons like no tomorrow. Also, I didn't realize that the inventory is cleared at the end of each level, so I never used items up until recently, and then I forgot the game lets you look up and down, so I played the entire first episode looking straight ahead. Iron Liches are incredibly creepy, and I almost pissed myself when I first saw one.

What an incredibly strange experience.

>> No.3844670
File: 140 KB, 1024x709, 558_max_Jianli_Wu.jpg [View same] [iqdb] [saucenao] [google]
3844670

>Quake 5
>Strogg go full machine

>> No.3844683

>>3844668
Heretic is an interesting game.

Even now I'm not 100% on the inventory system, though. It's a nice idea in theory, but (especially in regards to the tome of power) it suffers heavily from the "do I use this now or later?" problem.

>> No.3844691

>>3843929
>Accessories To Murder
I like it a lot, but

The double-barrel shotgun is almost never useful when the pump-action shotgun does everything better at all times, being good up close as well as at a distance. I never ever find myself using it.

The dual pistols are fucking awful, separate triggers for dual wielding (when it's two of the same weapon), is asinine. I flat out edit them out so I don't have to use them, because the single pistol is plain better.

The minigun is cool, but does a bit too little damage and could need a sharper, meatier sound.

There is no chainsaw (but I guess the sledge is good in it's own way).

The rocketlauncher can be useful, but it's the least satisfying rocketlauncher anyone has ever made for Doom, the sounds are weak, the animation is weak, the explosion is an unsatisfying smoky particle effect burst, the spiral trajectory is the worst fucking thing you could ever put onto something which can seriously injure or kill you if you aren't careful. I would seriously rather have hand grenades ala wwhc-diaz.wad replace it entirely, and then having that bound to a quick key, giving the BFG replacement blast radius to let you handle Icon Of Sin and other

The assault rifle basically fires in repeated two-round bursts. I know WildWeasel thinks alternating the rate of fire like that makes it feel like it's between a 1 tic delay and a 2 tic delay, but that simply isn't true, it just feels awkward. It also has a weak sound, and needs a damage boost.

>> No.3844694

>>3844691
The lost soul replacement does way too much damage way too fast, it's misplaced in it's role.
They're not Shut Up And Bleed tier, but they're awfully close.

The Vore is a cool replacement for the Arch-Vile conceptually, but it's just not threatening enough in it's role, lacking speed and the enormous advantage that resurrection brings the Arch-Vile, it should be able to take more damage to make up for it's comparatively bad mobility. Moreover, the fact that it can't somehow return or bring in more monsters to the fight furiously cripples it in it's role, it should at the very least be able to occasionally summon some sort of helper (I know that's not canon to Quake but we're already on shaky canon when it comes to the Vore being in Doom).

I don't see the big fuss, but a lot of people seem to think the rifle troopers are bothersome at a distance, they should probably have a wider spread.

>> No.3844705

>>3844691
>I know WildWeasel thinks alternating the rate of fire like that makes it feel like it's between a 1 tic delay and a 2 tic delay, but that simply isn't true, it just feels awkward
This desu, that shit is just annoying. ATM is alright but it's got some of the worst idea execution I've ever seen.

>> No.3844708

>>3844683
I just started using everything I had every map, because I figured out that starting a new level removes all but one of each item from your inventory (wings of wrath will always be deleted no matter what). I discovered how it worked after picking up 16 time bombs and moving to the next level. I looked at my inventory and only had one left. I thought it was a bug, and looked it up on doomwiki. Apparently it's supposed to be like this.

>> No.3844710

>>3844705
I ended up going through the mod for a period of time and did a number of alterations to it to fit my tastes better. Removing the dumb skip on the assault rifle was the first.

>> No.3844715

I just started the Doom Builder tutorial from the pastebin. Has anyone else gone through it? How did you find it? Does it tell you everything about the program or is it a more basic introduction?

>> No.3844734

Heads up, PPSSPP has built-in texture dumping. Reckon I'll replay some Coded Arms levels and get y'all some shit.

This is way better than GL Intercept, which gave me like 0.25 FPS

>> No.3844752

I finally tried Smooth Doom. Can't believe I waited this long to play it. It is pretty damn nice mod.

>> No.3844753
File: 342 KB, 960x544, ULUS10184_00002.png [View same] [iqdb] [saucenao] [google]
3844753

Map detail in Coded Arms: Contagion you might find neat.

Wall, light, and then a transparent pipe overlay. It looks really cool in the game.

>> No.3844762
File: 272 KB, 960x544, ULUS10184_00003.png [View same] [iqdb] [saucenao] [google]
3844762

>>3844753
It does this a lot.

>> No.3844770

>>3844753
is it possible to play with mouse aiming? I havent played coded arms in years but fuck playing with a pad

>> No.3844780

>>3844753
I've never heard of that game before. I'll need to look up, it looks interesting.

>> No.3844783
File: 427 KB, 960x544, ULUS10184_00004.png [View same] [iqdb] [saucenao] [google]
3844783

>>3844770
I did some shit with vJoy and xpadder to get the mouse to work as the analog stick but it was very bad. The enemies and enemy placement were made with the poor aiming in mind though. I think it's worth it just to see the art honestly, it's got a great aesthetic.

>> No.3844787
File: 525 KB, 960x544, ULUS10184_00005.png [View same] [iqdb] [saucenao] [google]
3844787

Wish I could detach my camera.

>> No.3844794

>Just stumbled on the secret low gravity level in Quake
Oh shit, this level was really fun. It felt really silly with all the creepy ambient music and monsters, but rocket jumping all over the place was great.
I wish there were fiends on it though. Baiting them to jump into orbit would have been hilarious.

>> No.3844805

>>3844753
>>3844762
>>3844783
>>3844787
I was so disappointed when I got this game, I played the shit out of the first one and this one was just nothing like it at all.

>> No.3844810

>>3844805
yea i never played the second one but the first one was really fun

>> No.3844814

>>3844810
The second one is basically a linear shooter with a story to it, nothing like the cool random level tons of guns shooter that the first one was. CA2 also lagged way worse than CA1 in a lot of areas.

>> No.3844843
File: 463 KB, 1070x601, 1446375648303.png [View same] [iqdb] [saucenao] [google]
3844843

>first levels of the episode are the hardest

>> No.3844846

I want to run HDoom and Golden Souls together, what do I have to do/edit/download to do this?

>> No.3844865

>>3844846
Load HDoom second and don't mind the bugs

>> No.3844869

>>3844865
But you can't fugg the monsters

>> No.3844880
File: 34 KB, 256x128, 098f4d300b40a95183c99151.png [View same] [iqdb] [saucenao] [google]
3844880

These textures are so good?

Hope you people make some cool maps.

http://www48.zippyshare.com/v/DJms5mKd/file.html

>> No.3844891

>>3844869

If you wanted to fugg Golden Soul's monsters, you would need to edit all of them to be fuggable.
Suffice to say, a haul and a half.

>> No.3844898

>>3844891
I just want the standard Doom monsters to be fuggable, which doesn't work for some reason.

>> No.3844903

>>3844668
>>3844683
>>3844708
I like Heretic a lot and I actually beat the entire game without up/down aim on second hardest difficulty so it is definitely possible. I like the concept of the items. The weapons could have been a bit better though. Some feel useless or redundant unlike in Doom. The flying gargoyles make me wonder why Doom never had any winged demon enemies.

>> No.3844938

How the fuck do I use Sector_SetPortal?

I'm reading the zdoom wiki and trying to do what it says but I can't get it to work. Can't find a tutorial either. Does anyone have any experience with floor/ceiling portals? I've tried using the portal things for now but actors can't go through them

>> No.3844945
File: 41 KB, 466x249, 1462355662576.png [View same] [iqdb] [saucenao] [google]
3844945

>>3844039
I was making one for WW's Terrorists but I never finish anything

>> No.3844952

>>3844664
dont forget the fetishbeasts

>> No.3844965

>>3844898
There aren't standard Doom monsters in Golden Souls.

>> No.3844973

>>3844945
What have you got so far?

>> No.3845075

>>3844880
Thanks for this, some awesome shit in here!

>> No.3845084

Why do people say ProjectMSX is like Halo? I'm playing with it right now and it feels more like I'm playing a gimped version of F.E.A.R. instead.

>> No.3845092

>>3845084
guess what came after halo

>> No.3845106

>>3845092
>le halo ruined fps meme

>> No.3845116

>>3845106
congratulations, you got offended at something that wasn't there at all

>> No.3845121

>>3845092
Halo 2 obviously.

>> No.3845152

>>3844708
I like it. Only carrying one of each item between levels works to thwart the hoarding impulse that leads to playing through the whole game without powerups because you're holding off for a dreaded hypothetical scenario in which you need a dozen of them all at once. You've still got the choice to save it for later, and you get to decide when to use it, but whether to store it in the long term is reduced to a binary decision.

>> No.3845185

>tried to play golden souls
>it didn't work

So I am going to need the latest version of gzdoom then? I haven't ever really updated it in awhile.

>> No.3845193

>>3845185
Similarly, does anyone know what the last version of GZDoom that Pirate Doom worked on was?

>> No.3845202

>>3845193
Did you mean earliest version?

>> No.3845215

>>3844752
It feels weird to play Doom with anything else after a while. You really notice the jerky animations without it.

>> No.3845231

>>3845202
I mean the most recent.

>> No.3845253
File: 44 KB, 793x533, steptop.png [View same] [iqdb] [saucenao] [google]
3845253

Steptop is actually pretty neat.

>> No.3845258
File: 66 KB, 784x516, steptop2.png [View same] [iqdb] [saucenao] [google]
3845258

>>3845253

>> No.3845263

Dude whose making spencer mansion in doom any progress pics?

>> No.3845274

>>3845231
Not sure desu. I haven't played the wad in awhile either.

>> No.3845308
File: 235 KB, 388x484, Beserk_2.png [View same] [iqdb] [saucenao] [google]
3845308

>model is too similar to the guy with the grenade launcher and you can easily confuse the two
>very slow and telegraphed attack, stops dead in his tracks to try to hit you
>two melee attacks, but they're identical in timing, pattern and even damage

How do you go from the enemies in Quake 1 to this?

>> No.3845358

any doom mods that increase the AI quality? Is that even possible?

>> No.3845362

>>3845358
Well some do but they also change gameplay like (gasp) Brutal Doom.

For example Imps fire their balls faster and have a jumping pounce attack. Cacodemon's can move sideways really fast when you fire at them.

Nothing too drastic I guess but they are a bit smarter than vanilla.

>> No.3845369

>>3844691
No mention of the obnoxious zombie, hell knight and Solid Snake imp sounds?

>> No.3845378

>>3844805
I couldn't get into the first one due to the shitty ammo issues that end your game when you have a lot of weapons. The game is actually easier the less weapons you have.

>> No.3845387

>>3844965
Yes there are, if you run them together it replaces the sprites but not the voices and it doesn't add the H option.

>> No.3845393

>>3845358
Babel

But it also changes weapons and shit, can't wait for ai-only

>> No.3845394

>>3845387
Because it only uses the original sprites, the actual monsters are different under the hood.

>> No.3845401

>>3845308
>model is too similar to the guy with the grenade launcher and you can easily confuse the two
They are quite a bit bulkier (particularly at the shoulders) and have a very different detection sound. I could see it being a bit confusing at first, but nothing too badly.
>very slow and telegraphed attack, stops dead in his tracks to try to hit you
It also tosses you around and disorients you quite a bit, which can be deadly if cornered. They also deal a nice chunk of damage. These guys work in the same principle as Pinkies.
>two melee attacks, but they're identical in timing, pattern and even damage
I think the blade comes out faster, while the hammer arm has longer range? In any case, the lack of ranged attacks means that these guys will do nothing but try to chase and corner you, blocking exit paths, not letting you focus on higher priority threats or properly use explosive weaponry. Again, Pinky style.

>> No.3845405

>>3845393
I think that's required for the fear system to work, not sure.

>> No.3845409
File: 67 KB, 300x334, 1488468292765.jpg [View same] [iqdb] [saucenao] [google]
3845409

WHY WON'T QUAKESPASM FUCKING GET THAT I DON'T WANT LOOKSPRING ON?

>> No.3845412

>>3845393
>>3845405
It's technically possible to take the weapons out of the equation but fear will be much less effective. I will be releasing a version without weapons along with a small guide on how to make a weapon mod work with the system when I do the full release.

>> No.3845415

>>3845409
Turn mouselook on

>> No.3845420

>>3845415
It's always on, I think?

>> No.3845427

>>3845401
Unlike Pinkies they don't have numbers or map design to take advantage of their strengths

And they move slower as well

The two attacks don't have any notable differences as well

It's a real step down from Fiends, who could become threatening really fast thanks to their pounce

>> No.3845438

>>3845401
> They also deal a nice chunk of damage.
10-20 damage? lol. Pinkies are much deadlier.

>> No.3845457
File: 92 KB, 240x180, 240px-Quake_II_Mutant.png [View same] [iqdb] [saucenao] [google]
3845457

>>3845427
>It's a real step down from Fiends, who could become threatening really fast thanks to their pounce
They are not meant to be a replacement or equivalent of Fiends, more like a sort of middle road between Knights and Death Knights.

Fiends never left, anyways.

>> No.3845463

>>3845457
I mostly looked at it as a mostly melee focused enemy which is why I compared it to Fiends.

They're a bit more dangerous than Knights for sure, but they didn't feel like they offered that much more than HP compared to them.

I dunno, just always found them to be kind of pointless enemies. I get the idea of it but I don't feel Quake 2 took advantage of it.

>> No.3845472

>>3845427
>Unlike Pinkies they don't have numbers or map design to take advantage of their strengths
Well, whether the mapper employed them properly or not would be another topic.

>And they move slower as well
I'll need some hard data on that? In any case, remember that you also move slower as well.

>>3845438
>10-20 damage? lol. Pinkies are much deadlier.
Pinkies can deal quite a lot more damage, but said damage is a lot more variable too, with the possibility of also being much lower. This seems to be the main difference in enemy (and weapon) damage between Doom and the Quake games.

>> No.3845491

>>3845463
That's good, I wasn't trying to say they were the most excellently designed enemies around, merely making corrections on their role and niche in the game.

>> No.3845497

>>3845463
>They're a bit more dangerous than Knights for sure, but they didn't feel like they offered that much more than HP compared to them.
Remember that their attack tosses the player around and disorients their view, which is something that previous enemies like the Pinky and Knight were unable to do. Granted, their slow attack speed means that you will usually avoid this effect, but when it does hit, especially when you're cornered, it can be a bit problematic.

>> No.3845502

>>3845497
>cornered
>get tossed out of corner

Thanks

>> No.3845504

>>3845502
>cornered
>gets tossed further into corner
Unless their attacks cause you to noclip through them?

>> No.3845512

What's that music that plays in the first level of Golden Souls? I feel like it's something Yoshi's Island, but I don't remember that song.

>> No.3845513

>>3845504
Why pretend to be retarded? They launch you in the air and you can walk above their heads.

>> No.3845517

>>3845513
Hasn't happened to me even once. Sounds crazy, though.

>> No.3845518

where to download burl tumb?

>> No.3845521

>>3845518
I'm fairly sure it's in ZDoom forums?

>> No.3845523

>>3845518
It's even more imbalanced than BD, I don't know why people consider it a good mod.

>> No.3845524

>>3845518
It's 'Tumd'.

https://forum.zdoom.org/viewtopic.php?f=19&t=35458

>> No.3845527
File: 15 KB, 333x345, rare shambler.png [View same] [iqdb] [saucenao] [google]
3845527

>>3845523
>seven rockets

>> No.3845528

Is Stronghold a good mod? It looks pretty fun to me but I need an experts opinion on /vr/ of course.

>> No.3845556

>>3845528
Fun with friends, dumb by yourself.

>> No.3845559

>>3845556
>dumb by yourself

Aw damn ;_;

>> No.3845578
File: 98 KB, 171x202, smug anime frenchman.png [View same] [iqdb] [saucenao] [google]
3845578

>>3845556
Just like jacking off.

>> No.3845583

>>3845527
That hasn't been true for a while now. Never shitpost with a Quake image again.

>> No.3845584

>>3845527
He already nerfed headshot rockets a long long time ago

But not headshot plasma, the true king of headshots even when people hoisted seven rockets as OP

>> No.3845586

>>3844194
>TEKGREN5 is literally cheating.
yeah, i overused the shit out of that in my day...

>> No.3845591

What's a pretty good weapon mod, /doom/? Hopefully something balanced for normal maps / non slaughtershit (so not Russian Overmeme). A sense of humor is fine.

>> No.3845602

Russian Overkill went to pot the instant they got rid of self-damage from explosions.

>> No.3845613
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google]
3845613

>>3845583
>Quake image

>> No.3845621

>>3845591
Brutal Pack if you like a nice pistol but it's still Brutal Doom and hasn't been updated in two years
Black Warrior but when you get KP/Cash you end up becoming overpowered with upgrades
Demonsteele but it's not going to be finished so one of the characters will remain useless
GMOTA but that's on hiatus for GMOTA(Going Metroid On Their Asses)
Don't know how that System Shock 1 inspired mod is doing

>> No.3845645
File: 113 KB, 640x480, 2017-03-07_23-32-16.png [View same] [iqdb] [saucenao] [google]
3845645

this gun fucks

>> No.3845654
File: 3 KB, 320x200, scifigun3.png [View same] [iqdb] [saucenao] [google]
3845654

Just get Blender and make some arbitrary shapes.

That's all guns is, 20 cubes in a variety of assemblies.

>> No.3845657
File: 19 KB, 130x144, Links face from that part of the breath of the wild trailer where zeldas washing herself under a waterfall.png [View same] [iqdb] [saucenao] [google]
3845657

>>3845645
>this gun fucks
>fucks

>> No.3845669

>>3845613
>gears of war
thanks for the laugh anon

>> No.3845675

>>3845308
>you can easily confuse the two
You might be retarded and/or blind anon.

>> No.3845676
File: 80 KB, 779x1694, piss piss doomrl.png [View same] [iqdb] [saucenao] [google]
3845676

>>3841440
Noice. Fagged Jon Karmac with shit pistol. I was almost gonna nuke myself if I ran out of heals.

>> No.3845685

>>3845676
>shit pistol
Says the guy going the high power Sharpshooter build. Combat pistol is a beast.

>> No.3845719

>>3845675
>game with highly variable lighting levels (plenty of very dark areas, more than Quake 1 outside of the Petersen levels) and lighting color
>3D enemy models that can be oriented in such ways that their arms and shoulders are not visible in their silhouttes (e.g. when looking at them from their side)

The problem is that they're similar enough that it takes more than just a split second to differentiate the two amidst combat

>> No.3845730

>>3841485
It's censored and has no music for some reason.

>> No.3845773
File: 397 KB, 640x480, Screenshot_Doom_20170308_013524.png [View same] [iqdb] [saucenao] [google]
3845773

>>3845591
>>3845621

Actually it looks like The Stranger is the best weapon mod for my preferences that I've tried out so far. Too bad it also replaces all of the textures with desaturated ones. Perhaps I could edit the wad to fix that? I dunno.

Anyway, tl;dr play The Stranger by WildWeasel, because it's really fucking good.

>> No.3845776

>>3845773
If there's a playpal inside it then rename it to something else to see if it looks normal and doesn't break anything when you run it

>> No.3845778

>>3845773
Stranger is great, the OG anime mod.

>> No.3845779
File: 212 KB, 1000x1381, C6NIa8DUwAAfT1P.jpg [View same] [iqdb] [saucenao] [google]
3845779

>> No.3845780

>>3845719
It's always obvious when you're fighting berserkers. They even have unique sound cues when they aggro and you can hop right over them. You're deaf and blind then.

>> No.3845783

>>3845778
The anime theme seems pretty subtle, which is great. I guess it's supposed to be Cowboy Bebop Guns: The Mod?

Regardless, the weapons are really fucking fun to play with and well-balanced.

>> No.3845786

Which is comfier to code in for people who already know how to code, DECORATE or ACS?

>> No.3845787

>>3845783
A lot of the guns are taken from Trigun and Ghost in the Shell.

>> No.3845789

>>3845779
I don't get the last one.

>> No.3845791
File: 67 KB, 872x484, Clipboard.jpg [View same] [iqdb] [saucenao] [google]
3845791

>>3845780
>Hey these two enemies look really similar
>NO UR JST RETARTED ND BLIND
>It's often very dark and their silhouettes are often seen from the side
>UR DEAF AND BLIND
Great argument faggot. Fact remains: They're a palette swap between pale green and grey in Quake 2, the pale green and grey game.

Go stan for a better game than Quake 2.

>> No.3845793

>>3845791
as expected of a blind and deaf retard he has to use two blurry pics to make them look similar

>> No.3845796

>>3845791
When playing Q2 I personally cannot remember one instance where I would mistake one for the other. Although you are right that they are very similar.

>> No.3845797

>>3845791
Quake 2 is blue, red, yellow, and green: the game because that was the mappers' favorite colored lights to use. Quake 3 is the only colorful Quake fame.

>> No.3845798

>>3845789
The image displays mapping theory stuff and then the final image is a random generator for mapping that apparently gives nothing but the worst elements of Doom maps.

It's not the best execution of the meme but oh well.

>> No.3845803

>>3845779
What's the difference between immediate and general spatial awareness?

>> No.3845804

TRESPASSER

>> No.3845805

>>3845798
Oh, alright. What does it mean with orange rectangles though?

>> No.3845806
File: 430 KB, 460x683, doom meme.png [View same] [iqdb] [saucenao] [google]
3845806

>>3845779

>> No.3845807
File: 30 KB, 768x640, dp2.png [View same] [iqdb] [saucenao] [google]
3845807

>>3845803
assume it means immediate sends more projects over time than the general

>>3845805
i think it means sectors. orange is the default color for lines / walls in doombuilder or something right? i don't think it's talking about a texture

>> No.3845808
File: 13 KB, 217x394, fanatic.jpg [View same] [iqdb] [saucenao] [google]
3845808

what was his fucking problem?

>> No.3845809

>>3845803
I guess the former means knowing where they are right now and the latter the general position in relation to you.

>>3845807
I use GZDoombuilder, where the orange rectangle remark does not work. I suppose it depends when the generator was made?

>>3845808
Eager to show off his hitscanning skills.

>> No.3845810

>>3845613
Hahaha

>> No.3845818

>>3845791
As opposed to the brown and grey game that is Quake 1?

>> No.3845820

>>3845808
He just wanted to shoot his Thompson. Was that so much to ask?

>> No.3845821

>>3845818
Hey, Quake had a good deal of blues

>> No.3845823

>>3845821
Quake 2 had more blues though. A bit too many in indoor areas.

>> No.3845832

>>3845685
What? It's weaker than the elephant shotgun I usually used.

>> No.3845836

Apparently Quake Champions has a closed beta you can sign up for now.

If anyone gives a shit.

>> No.3845841

>>3845836
I just bought quake live and it's still pretty active. The autojumping thing people bitched about is irrelevant too you still have to strafe jump normally.

>> No.3845889
File: 46 KB, 320x229, image.gif [View same] [iqdb] [saucenao] [google]
3845889

what kind of weapon is this?

>> No.3845893

>>3845889
automatic melee weapon like the chainsaw that ignites enemies

>> No.3845901

>>3845807
>i don't think it's talking about a texture
actually it could be. jmickle is the orange textures guy.
>>3845889
it's a death animation from strife iirc

>> No.3845928

>>3842560
Is there any way to mod the health and armour system and disable the drop scaling?

>> No.3845929
File: 1.05 MB, 500x1499, Doom Multiplayer.png [View same] [iqdb] [saucenao] [google]
3845929

>>3845806
In case you don't know what Chacal 3D is
https://www.youtube.com/watch?v=AOAyrP1KXSA

>> No.3845939

>>3845929
ZDoom still has P2P, right?

>> No.3845940

>>3845791
No idea what's your problem, one is constantly running towards you, the other shoots you rather frequently.
At the same time you have no problem with blaster\shotgun\machinegun guards mostly differentiating themselves visually with just armor color.

>> No.3845951

>>3845818
All the enemies in Q1 have very different shapes

>> No.3845975

https://youtu.be/kupjrww_r_M

>> No.3846012

>>3845889
Fire DJ

Dj-ing some straight fire beats that blow your eardrums and cause liver failure due to vibrations.

>> No.3846038
File: 145 KB, 702x397, 1476707047064.png [View same] [iqdb] [saucenao] [google]
3846038

>This pain elemental so sluggish that falls when die too slow, too.
- Zdoom wiki

>> No.3846329

Whats a good megawad that does short slaughtermaps?

>> No.3846337

>>3845928
easily doable.

there's a mod that disables glory kills altogether.

>> No.3846358

>>3846329
I can generate one for you on Oblige if you want. Do you want outdoor or indoor?

>> No.3846369

>>3846329
Obviously Scythe I/II but also Coffee Break Episode 1, Cereal Killer Alpha and Khorus' speedy shit

>> No.3846380

>>3846329
Going Down

>> No.3846404

Does hellbound get better guys? I'm up to level 10 and all the switchhunting shit doesn't really go well with the fast pace of demonsteele and synthdoom which is what i'm playing with

>> No.3846435

>>3846404
Best demonsteele/synthdoom wads are going to be Oblige generated maps. Finding any custom made ones usually never end up being fast flowing or simple enough to fit that gameplay style.

You can set Oblige to push out maps that have no keys, no switches, no cages, tons of enemies, ammo and health and more. I highly recommend getting it and playing with its settings to manufacture the best suited mapset for your fun.

>> No.3846456

>>3846329
I guess Swift Death would kinda count?

>> No.3846458

>>3846435
fug
i was having so much fun too

>> No.3846506

>>3846369
>Scythe I/II
First 2/3 of both of them is less slaughter and more "bite sized Doom", and then it's just your regular 700 enemies half of which are revenants.

>> No.3846513

I just finished Golden Souls. That was a great wad, reminded me of Ancient Aliens because of how imaginative/unusual the levels were.

Any other wads like that?

>> No.3846532

This q2 shitposter makes me laugh. Play it on something other than EASY and watch how fast the strogg tear you a thousand new assholes.

>>3846404
Shilling echelon and HellGROUND again

>> No.3846547

>>3845806

I run PRBOOM on 3DS

>> No.3846549

>>3846547
Can you even use mods with it?

>> No.3846564

>>3846549
>mods
Thats what GZDoom is for.

>> No.3846571

>>3846564
I was just wondering.if I could play some mapsets on the go.

>> No.3846572
File: 228 KB, 931x931, Bored Asuka.jpg [View same] [iqdb] [saucenao] [google]
3846572

What hellspawn has the biggest penis canonically in proportion to his/her body size?

>> No.3846573

>>3846549
Depends on the mod, brutal doom and Russian overkill, nah. But some mods can work with some tampering (mainly music mods)

>> No.3846574

>>3846573
I was talking about wads that would have been compatible with vanilla. How do you manage that anyway?

>> No.3846582

>>3846574
Most maps will work (as long as it doesn't radically change gameplay). All you have to do is make a copy of Prboom in your homebrew folder, but replace the doom wad with the map wad you want to play. However I mainly use forwarders to get other stuff to load alongside prboom on my 3DS

>> No.3846634
File: 98 KB, 828x828, doomgal.jpg [View same] [iqdb] [saucenao] [google]
3846634

>>3846572
Probably Baron Of Hell, he'd be a real challenge for a girl spacemarine :3

>> No.3846686

>>3846572
Chaingun Man.

All actual demons are naked and I don't see a penis on them, so they don't have one.

>> No.3846696

>>3846686
With this mod they do:
https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/doomuc

Brought to you leileilol.

>> No.3846717
File: 156 KB, 298x280, oh lawdy.png [View same] [iqdb] [saucenao] [google]
3846717

>>3846634
>She gets split in half from the first thrust alone

>> No.3846857

I'm trying to put a door in my map (DoomBuilder 2) and I can't figure out what's going wrong. I've set Action 1 (to open) on two of my sector's lines and for the sides, I've ticked the Lower Unpegged box, so the texture won't move with the door. What could I be doing wrong?

The area of the map has been raised, but I think I've accounted for it by setting the sector floor+ceiling to the appropriate value.

>> No.3846867

>>3846857
you might need to flip the action 1 lines so they face outwards so you're not pressing the backs of them

>> No.3846874

>>3846867
That works! Thanks a lot. I remember that being something you had to do with teleport pads - when I've made doors before, they've automatically faced outward.

>> No.3846956

>>3846696

If you have to mod in the demon's penis sizes, that doesn't say a lot about their potential virility.
I'm sorry, I have to treat this as non-canon.

>> No.3847007

>>3846956
>I'm sorry, I have to treat this as non-canon.
I agree. Allow me to nod sagely.

>> No.3847018

>>3846456
Swift Death isn't really slaughter. Its challenge is less about monster hordes, and more about awkward level design and monster placements that punishes players who aren't careful about how they move around. You'll notice that inescapable pits are common in swift death, for one thing.

>> No.3847078

>>3846717
Nah, he just needs to make her wet enough first.

As long as it isn't larger than 12" or so she should be fine, the anus can be very flexible.

>> No.3847097
File: 77 KB, 239x430, temp.png [View same] [iqdb] [saucenao] [google]
3847097

>>3846696
Pretty stupid.

>> No.3847101

>>3847097
bepis

>> No.3847106

What are some easier wads? Around chex quest level of difficulty. I'm playing on my phone so controls are an issue

What are some other good total conversions?

>> No.3847117

>>3847106
Scythe 1 is incredibly easy for the first half of it.

TVR! also shouldnt trouble you too much.

>> No.3847123

>>3846717
>>3847078
She could always use an Invulnerability sphere.

>> No.3847137

>>3847117
Scythe 1 is way too hard for what he's asking.
Scythe 1 on UV is harder than Chex Quest on Nightmare

>>3847106
Vanilla is about all you get that's THAT easy

>> No.3847160

>>3847137
I'm sorry, what? The first half of Scythe 1 is nowhere near "hard". I would barely even say it compares to KDITD in difficulty. The second half is certainly hard, but I was specifically recommending the first half only.

>> No.3847173

>>3847106
TNT is pretty easy but its also pretty shit

>> No.3847174

>>3847173
>but its also pretty shit

Only if you have shit taste.

>> No.3847235

>>3847106

Fava Beans
https://www.doomworld.com/idgames/levels/doom/0-9/01fava

Deimos Subway
https://www.doomworld.com/idgames/levels/doom/s-u/subway21

Return to Phobos
https://www.doomworld.com/idgames/levels/doom/p-r/return01

most maps from the early years tends to be fairly easy.

>> No.3847238

>>3844843
Pistol start on all levels is mandatory Doom experience!

>> No.3847252

>>3846857
Yeah textures are normie shit, its just so the player gets what you the author are doing. The real level design is ALL about linedefs.

>> No.3847256

>>3845808
He figured he must have had to stop (t)his train, missed his stop and was cranky he was late for Netflix and Crudux Cruo.

>> No.3847258

>>3847117
>>3847173
>>3847235
Thanks, I'll check them out.

Should I pick up some overpowered weapon mods and play some harder wads or would that ruin the experience?

Also, using going medieval on their asses in hexen is amazing

>> No.3847267

>>3847258
>or would that ruin the experience?
PERSONALLY i think one should play a new map as supplied, before applying other gameplay mods to it, but this is a matter of personal preference and taste and i accept others will disagree. (though, they are wrong!)

>> No.3847268
File: 429 KB, 1024x768, NuremburgontheNile.png [View same] [iqdb] [saucenao] [google]
3847268

>told that ww-nazis.wad was made around/for Epic 2
>decide to give it a run
>doin' fine
>suddenly, MAP08

How the fuck are you supposed to clear this encounter? How?!?

>> No.3847273

>>3847268
Well, you've got full grenades, so I'd start there to clear out the masses. Hiding down in the water on the sides is a good idea too.

>> No.3847279

>>3847268
Speaking of nazis, anyone knows some nice urban mapsets that would go well with terrorists?

>> No.3847282

>>3847279
What about that New York map? Them big city maps what have the real places?

Bit cluster fucky but might be cool.

>> No.3847292

>>3847279
>urban mapsets

Hellfire: reborn
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hfr

warning: gameplay can be frustrating.

>> No.3847298

>>3847279
https://www.doomworld.com/idgames/levels/doom2/d-f/doomcity
this is a classic (and very colorful) small town map

>> No.3847301

Is it true that Russian mappers tend to make realistic places instead of abstract maps?

Where's a good place to go for those? Not sure what to look for so I don't just get Russian Overkill.

>> No.3847313
File: 277 KB, 1559x1184, this is fine.png [View same] [iqdb] [saucenao] [google]
3847313

>>3846572
The archvile has pretty big hands

>> No.3847314

>>3847301
i'm not sure all of them do. i mean eternal's maps are very distinctive but i'd hardly call them realistic. memfis wads are mostly all 90's map themes. and so on.

that said, maps by shadowman (e.g. >>3847292) are a good place to start.

>> No.3847316

>>3847301
Whitemare 1 and 2 contain enhanced maps from numerous Russian Speedmapping Contests so give those a try, otherwise you can find the Russian doom community and all their mapping projects on iddqd

>> No.3847324

>>3847301
Russian mappers don't go for realism. But it is common for them to do goofy over the top detailing that doesn't fit doom, coupled with mp3/ogg music that bloats the filesize.

>> No.3847328
File: 201 KB, 1280x720, Screenshot_Hexen_20170308_025707.png [View same] [iqdb] [saucenao] [google]
3847328

If anyone wants to play FinalDoomer in Heretic & Hexen, as seen in >>3843079, here's a little addon for that:

https://drive.google.com/open?id=0B93dAHEWrRc-OWllQXdGRlBCQWs

>> No.3847330

Y'all heard?

Turok 2 EX March 16th

>> No.3847372

>>3847301
I think only Lainos does that.

>> No.3847378
File: 2.86 MB, 800x600, driving_02.webm [View same] [iqdb] [saucenao] [google]
3847378

Improved upon the acceleration and drag physics.

>> No.3847381
File: 531 KB, 854x480, AmIKawaiiJoshuaUguu.png [View same] [iqdb] [saucenao] [google]
3847381

>>3847330
I hope they fix the ugly render issues and over the top dynamic lighting on tracers/projectiles by then.

>> No.3847402

>>3847160
Nigga compare it to Chex Quest, not on its own

Chex Quest's most dangerous enemy is basically a shotgun guy

>> No.3847408

>>3847402
I compared it to KDITD, actually.

>> No.3847431

New thread.

>>3847428
>>3847428
>>3847428

>> No.3847656

>>3847298
That's a nice little map, thanks!