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/vr/ - Retro Games


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3940057 No.3940057 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3934473

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
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: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

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

>> No.3940059

=== CURRENT EVENTS ===

HIGHWAY TO HELL
-Second phase of map submissions closed
->>/vr/thread/3901193#p3901898

QUMP
-Mapping deadline extended to the end of April; no longer accepting new mappers
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

=== NEWS ===

[4-23] Adventures of Square updated to 1.4
http://adventuresofsquare.com/news.php

[4-21] REKKR Soundtrack released
https://www.youtube.com/watch?v=qjzTY6dDKHs&list=PLYIx7audKFzxTpbCF1YwKYqAw-_FSV1-Y

[4-17] Latest episodes of both Intermission and Evolution of the WAD podcasts
https://www.youtube.com/watch?v=kNydFHUBt0g
https://www.youtube.com/watch?v=VJpcv_YQ4gU

[4-14] Lithium 1.4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=90#p990887

[4-14] gdxBlood Progress
https://www.youtube.com/watch?v=lRGliXZq8XY

[4-14] Anon release; a dungeon crawler mod with three maps
https://my.mixtape.moe/mfzord.pk3

[4-12] ZDoom.org has had a complete redesign
https://zdoom.org/

[4-12] Omni Shields: consumable invulnerability inventory items
https://forum.zdoom.org/viewtopic.php?f=43&t=55974

[4-8] Linguica's Antrywey released; a strictly vanilla map created with savegame trickery
https://www.doomworld.com/forum/topic/93650-antrywey-small-vanilla-level/

[4-8] MetaDoom v3.666 released; pistol ammo cvar and some rebalancing
https://forum.zdoom.org/viewtopic.php?p=989530#p989530

[4-5] Kinsie's Consolation Prize project now covers Doom 64 Retribution; MetaDoom also to make use of it in v3.64
https://forum.zdoom.org/viewtopic.php?f=19&t=55298

[4-1] DooW released
https://www.youtube.com/watch?v=HfumR3EMUlw


=== 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.3940063

>>3940038

>> No.3940068

>>3940063
it would be cool of someone made maps based on the doom1 intermission screen

>> No.3940081

>>3940042

>> No.3940091
File: 336 KB, 1024x768, MakeUrIntermission2.jpg [View same] [iqdb] [saucenao] [google]
3940091

>>3940068
Use my intermission mod as a base. Its designed to be easily adapted to any type of world map:

https://forum.zdoom.org/viewtopic.php?f=46&t=55323

>> No.3940102

>>3940091
I think Anon means making maps that look like the areas seen in the intermission screens

>> No.3940117
File: 1 KB, 120x135, wait.png [View same] [iqdb] [saucenao] [google]
3940117

>>3939451
>If you want the GL renderer, select it in the video menu and restart!
Why doesn't my version of GZDoom 2.4.0 have this? Did the Square team have to add it themselves?

>> No.3940134

>>3940091
G O O D
O
O
D

S H I T
H
I
T

I'm gonna nick this for my own project.
I'm going to credit you, though. You can't stop me from crediting you.

>> No.3940142 [DELETED] 

>>/vg/

>> No.3940202
File: 852 KB, 1280x1024, Screenshot_Doom_20170422_223636.png [View same] [iqdb] [saucenao] [google]
3940202

>>3939143
I made a neat random height malfunctioning door?

>> No.3940256

>>3940091
are those mountains or giant spinal columns?

>> No.3940267

With GZDoom able to support shaders and screenshaders and whatever now, is there a reason we still don't have the proper Spectre effect?

>> No.3940363

>>3940202
Did two of them. It's actually quite amusing to make them; but it's not quite the desired effect of like one would be mashing E on the door and change direction mid-opening.

https://www.dropbox.com/s/vdkkubg7augdu8x/infestebase.wad?dl=0 Did a lot more work. Give it a look and compare it with previous revisions; tell me if it's better or worse, etc.

I want to make things for YOU, despite how amusing it is to make maps that I want to play.

Also added music, so that's cool

>> No.3940391

>>3940202
>>3940363
>That one malfunctioning door in Memento Mori 2 MAP07
I haven't checked to see if that's the effect you're doing here, but that was door was nothing but frustrating,

>> No.3940421
File: 81 KB, 1068x1350, ROBOT LAYOUT.png [View same] [iqdb] [saucenao] [google]
3940421

Just realized one of my maps looks like a robot.

>> No.3940443

>>3940421
A kid draws Doom Guy with a funky hat

>> No.3940490
File: 426 KB, 1366x768, Screenshot_Doom_20170422_222215.png [View same] [iqdb] [saucenao] [google]
3940490

My names Garfield and I'm here to say.


I like good pussy in a major way.

>> No.3940520
File: 778 KB, 1600x900, Screenshot_Doom_20170423_091612.png [View same] [iqdb] [saucenao] [google]
3940520

didnt notice the new thread
>>3938819
>he doesnt turn plim plom midis into hq deep smooth tones with a 1GB soundfonts
compifont is really good, but if 1GB is too much for you - 8mb sblive is decent

omega gs, fluid, weeds, various sc55 recreations, wouldnt recommend any of these, even over the sblive.

>> No.3940547

>>3940520
>Compifont

So it's this one here right?

https://musescore.org/en/node/94941

>> No.3940560

>>3940520
>8mb sblive is decent
The 4mb one (4gmgsmt.sf2) is more flexible and has no downgrade in sound quality

>> No.3940575

>>3940520
>not using OPL Emulation or various soundfont recreations of AdLib chips

>> No.3940579

>>3940547
http://pphidden.wixsite.com/compifont
latest version

>> No.3940585

>>3940575
>OPL
thats not even "plim plom", thats just "pi po"

>> No.3940595

>>3940575
>not using one of those faux-NES and Megadrive soundfonts while listening to Sign of Evil

>> No.3940616

>>3940585
popi popipo popipo

>> No.3940619

>>3940595
That's not even close to how anyone heard it though, faggot.

>> No.3940642
File: 628 KB, 1600x900, Screenshot_Doom_20170423_101102.png [View same] [iqdb] [saucenao] [google]
3940642

disjunct.wad is cool

>> No.3940684
File: 935 KB, 1600x900, Screenshot_Doom_20170423_102818.png [View same] [iqdb] [saucenao] [google]
3940684

>> No.3940698
File: 289 KB, 1366x768, Screenshot_Strife_20170422_232618.png [View same] [iqdb] [saucenao] [google]
3940698

Red as hell.

>> No.3940724
File: 512 KB, 1366x768, Screenshot_Strife_20170422_234632.png [View same] [iqdb] [saucenao] [google]
3940724

now more complex

>> No.3940734

>>3938920
I have an oculus DK2, and I played doom2 map01 on it, it's pretty good, playing your own maps on it must feel great

>> No.3940748
File: 1.36 MB, 1920x1080, Screenshot_Doom_20170423_015350.png [View same] [iqdb] [saucenao] [google]
3940748

Maybe I should've played Putrefier with Insanity's Requiem enemies rather than DoomKrakken's, because I tore through this like tissue paper.

>> No.3940787

>>3940748
Where is the semen meter?

>> No.3940814
File: 327 KB, 1366x768, Screenshot_Strife_20170422_234934.png [View same] [iqdb] [saucenao] [google]
3940814

why won't he die

>> No.3940823
File: 276 KB, 1366x768, Screenshot_Square_20170422_235404.png [View same] [iqdb] [saucenao] [google]
3940823

anyway we moved on from strife and look what we see

>> No.3940846

>>3940642
is that 130 fov I'm seeing there?

>> No.3940873

>>3940698
>>3940724
>>3940814
>>3940823
Now, I don't wanna say that you broke it, but...

>> No.3940954

>>3940724
What's wrong with Doomguy?

>> No.3940961
File: 700 KB, 1366x768, 1492930006292.png [View same] [iqdb] [saucenao] [google]
3940961

>>3940954

>> No.3940972

http://wearables.unisa.edu.au/projects/arquake/

Now here's a blast from the past. I remember reading about this in a pc magazine fucking years ago. Apparently these dudes were trying to develop some VR type shit with quake where you'd carry a backpack and lightgun around outside shooting enemies and shit. I wonder what ever happened to the project. Doesn't look like they've updated in years.

>> No.3940979
File: 21 KB, 400x285, quake28-hf[1].jpg [View same] [iqdb] [saucenao] [google]
3940979

>>3940972
I vaguely remember watching one of the videos years ago, shit.

>those enforcer skins
what

>> No.3941015

If I want to setup a quake server and play with friends should I go for Quake or Quake III Arena?
I introduced them to it through the GMOD Quake III addon, so I'm wondering if OG Quake is would be too big of a shift.

>> No.3941056

lol

https://www.youtube.com/watch?v=9FtmT1nreOI


On that note - I remember there being Turok 2-like blood mod for Doom, but I can't find it anywhere now since I don't remember its name. Can someone help me in that regard?

>> No.3941065

>>3940579
This sounds nice but could do with some volume normalization

>> No.3941081
File: 647 KB, 1280x1488, tumblr_nvy4rqFIuK1szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google]
3941081

>>3940091
Someone should make Doom 2 intermission map like in Doom 1

>> No.3941112
File: 966 KB, 800x600, botrize.webm [View same] [iqdb] [saucenao] [google]
3941112

first couple of frames ready and working

>> No.3941128

>>3941112
Lovely.

>> No.3941137

>>3941112
How'd you get the model anyway?

>> No.3941139

>>3941128
Thanks. Took a lot of work and even more help to get there with it.

>>3941137
It's from Gunman Chronicles. I opened it in noesis and exported to a format Blender can work with.

>> No.3941142
File: 370 KB, 1600x1800, tur2blood.jpg [View same] [iqdb] [saucenao] [google]
3941142

>>3941056
Anyone?

>> No.3941147

>>3941139
>noesis
I should see if this works for Unreal stuff, I've never really looked at it.

>> No.3941149

>>3941147
uModel is THE toolkit for pulling shit out of Unreal engine games of all generations. http://www.gildor.org/en/projects/umodel

>> No.3941157
File: 63 KB, 808x628, umodeltitan.jpg [View same] [iqdb] [saucenao] [google]
3941157

>>3941149
Oh fuck why haven't UE1 models been brought into Doom/used for sprites already, all I've seen is the UT99 health packs in Enjay's Genetech

>> No.3941158

>>3941157
Probably because there's more hoops to jump through than just copying a MD2 file into your PK3. Path of least resistance...

>> No.3941159
File: 388 KB, 1920x1080, 20170325145052_1.jpg [View same] [iqdb] [saucenao] [google]
3941159

>>3941142

>> No.3941165

>>3941158
I didn't realise getting the quake models in was that simple, huh.

>> No.3941169

>>3941165
GZDoom natively supports MD2, MD3 and DMD (Doomsday Engine's modified MD2)

>> No.3941170

What are some balanced weapon mods? Everything I've tried so far feels overpowered.
For reference I've tried Finaldoomer, Combined Arms, Weapons of Saturn and Accessories to Murder.
I've also tried Russian Overkill but complaining about that mod being OP is like complaining about water being wet

>> No.3941172

>>3941159
I want a mod for Doom, not shitty BD-inspired crap for tooruk 2

>> No.3941176
File: 1.24 MB, 800x600, botwalk.webm [View same] [iqdb] [saucenao] [google]
3941176

>>3941165
You have to mess a bit with MODELDEF to assign frame names, but there is indeed no need to convert or anything. Oh and MD3 is much better than MD2 in any case.

Noesis can by the way convert models from engines like Source or Doom 3 to md3 so you can use them straight away if they don't have too many details.

>> No.3941189

>>3941176
Oh baby, is that the MSX add on?

>> No.3941193

Freedoom is a lot harder than regular doom - the enemies can really dish it out!

Even the basic zombie can do 15 damage on a good day...

Also how do I take screenshots in crispy doom? I tried all the regular keys, even fraps wont let me capture...

>> No.3941195
File: 87 KB, 1280x720, boa-rock.jpg [View same] [iqdb] [saucenao] [google]
3941195

>>3941176
That's typically a pretty big "if", especially since models from 2000-onwards are typically designed for lighting systems that GZDoom very very much does not have, at least at the moment. (Note this rock/snow tuft/whatever from a promotional screenshot from the upcoming Blade of Overreaching update: It's a model, and as such reacts weirdly to the dynamic light.

>> No.3941198

>>3941176
Got some clipping at the top there, but you're probably aware.

>> No.3941214

>>3939661
If the dude stuck in Turok 2 is still here:

Those doors blow up when you shoot them enough. I was lost for a long while until I figured that out.

>> No.3941219

>>3941189
Yup.

I'm doing a complete enemy replacement. Mostly variants of infantry though.

>>3941195
Actually, because of
>models from 2000-onwards are typically designed for lighting systems that GZDoom very very much does not have
Doom3 engine models have fairly low polygon counts since they relied so much on bump maps and stencil shadows. It's easy to "bake" the diffuse, depth etc.texture maps in photoshop and use the result as an md3 model texture with results just as fine as you'd get from a previous gen model format/style.

>>3941198
Shit, I hadn't noticed. Thanks man.

>> No.3941231
File: 11 KB, 459x131, NDS Familiar faces.png [View same] [iqdb] [saucenao] [google]
3941231

>>3941214
Nope. Blow-up doors look different, and I tried shooting these ones too with both explosives and not - shots are stopped mid-air by invisible wall.

I've already found what's wrong - the button that was supposed to open them did not work for some reason, even when I restarted the level.

I had to reload the hub world save that I made before entering it and it worked. Even then, I dont think that closed doors were supposed to have invisible walls before them.
I have already finished the game BTW, and here's what I have to say about it:

Weapon design and enemy reactions are great, however most guns feel severely underpowered (yes, I know that im supposed to go for headshots). Shredder's mechanics for example work against it - main bulk of the damage disperses in the flechettes and does not hit anything, even if you aim at walls behind target or on its feet. Only weapons I found satisfying were Cerebral Bore, Flamethrower and Firestorm.

Enemy variety is great.

Level design is good in level 1, decent in level 2, and terrible everywhere else due to extreme samy-ness of environments, endless cramped corridors and very few landmarks. It is ridiculously easy to miss crucial item and very hard to track it down afterwards.


Overall, I think that whoever sings praises to it is either wearing rose-tinted nostalgia glasses, or havent made it past second level.

I really hope Kaiser decides to pick remake Turok 3 as well.

Browsing the steam forums I noticed a lot of familliar nicknames with [developer] tag, beside Kaiser. Who else notable from the Doom community worked on this?

>> No.3941245

>>3941231
>Browsing the steam forums I noticed a lot of familliar nicknames with [developer] tag, beside Kaiser. Who else notable from the Doom community worked on this?

Quasar (Eternity Engine creator) was a programmer, and ptoing did additional art.

>> No.3941249

>>3941142

Honestly, I'm not familiar enough with turok 2 to notice a difference.

I recall the game was quite bloody to begin with.

>> No.3941250

>>3941249
I posted it not for difference.

I just want turok-like blood that "spills" and "fountains" from enemies like it does in Turok 2.

I remember that there definitely was one.

>> No.3941256

>>3939038

which wad?

>> No.3941274

>>3941170
all of those except russian overkill and maybe combined arms can be made not overpowered by using customdoom and setting the damage multiplayer lower
I play finaldoomer with 0.8 and it works very well feels like vanilla difficulty with different weapons

>> No.3941282

>>3941274
Oh, cool. Thanks.
I really love how Finaldoomer makes the weapons feel but the way they cut through enemies makes me feel like I'm cheating a little. This should help balance it out a bit.

>> No.3941286

is it me or is the upcoming MetaDoom update named after the alien race from the novels?

>> No.3941289

>>3941170
I plan on trying to slightly tone down the main weaponset of Combined_Arms eventually, as well as add a few other sets, one that'll essentially be a vanilla+ in my own way

>> No.3941292

>>3941289
I really enjoy CA, but that would be nice.

>> No.3941301
File: 408 KB, 160x120, donut.gif [View same] [iqdb] [saucenao] [google]
3941301

>>3941292
Few things off the top of my head I can think of when it comes to plans for balancing out the main weaponset would be shit like:
>make the axe hold less charge, turn altfire into a straight flying back and forth boomerang
>make pistol shoot a little slower, removing reloading mechanic except for when using magdup altfire
>swap out particle smasher for an oversized single barrel supershotgun style weapon, give it a hearty kickback. (Particle Smasher will be for another weaponset)
>increase gnasher ammo consumption
>turn the rocket launcher into a 3 round burst rocket launcher, maybe a cluster missile altfire

I have so many weapons planned for C_A it's absurd. But I need to finish Space Hunter and updoot GMOTA first. I've been really bad about this recently

>> No.3941304

>>3940102
I got that, but that anon would need a platform for said drawn map area to work on.

The default mod is configured as a list, but it doesn't have to be. This is how the code for it looks like (4 map edition):

NoAutoStartMap
Background map
Splat splat
Pointer youL youR

/* INFO ON MAP LOCATION OFFSETS
0 0 means top left. Start there.
-> = ++. Increase first value to go right
V = ++. Increase second value to go down
Limits are according to image resolution.
CAUTION!!! Doom1's intermission maps are 320x200, so anything with a different aspect ratio will screw up the pixel placement for the spots below!
*/

Spots
{
MAP01 8 42
MAP02 8 50
MAP03 8 58
MAP04 8 66
}

>> No.3941307

>>3941015
You could always play Q1 co-op.

>> No.3941308
File: 605 KB, 986x696, 1363127163079.png [View same] [iqdb] [saucenao] [google]
3941308

>>3940134
>I'm gonna nick this for my own project.
>I'm going to credit you, though. You can't stop me from crediting you.

Thank you anon

>> No.3941309

>>3941301
>removing Particle Smasher from CA
That's a shame, it was too powerful but it is fun to use.
The other ideas sound good.

>> No.3941312

>>3941309
Oh no it ain't gonna be removed, when I go back to update this mod I'm gonna make plasma rifle tier weapons the powerful gun, and BFGs will become crates so you get those retarded exotics I like making.
Particle smasher will probably be the plasma rifle tier gun for energy weapons pack.

>> No.3941313

A cool idea for MetaDoom would be HUD faces based on Doom3guy, John Grimm from the movie and the comic Doomguy.
And with the female option, there could be Crash from Q3, even if it's just her helmet.

Just saying.

>> No.3941316

>>3941056
The only goremods I know of are:
Ketchup v5
Lispeth's Ketchup
Nashgore
Droplets
Boom Power
Smoothdoom + Ketchup patch

>> No.3941318
File: 6 KB, 480x360, 18641.jpg [View same] [iqdb] [saucenao] [google]
3941318

So how hard is it to make a proper map if you don't know what the fuck you're doing?
Is that stuff easy to learn, maybe even in a learning-by-doing kinda way?

>> No.3941329

>>3941316
>Lispeth's Ketchup
Cant find any mentiones of this anywhere

The rest of them are Nashgore based and act like retextured nashgore.

I think it was part of a different mod, not just a gore mod you could plug into anythng

>> No.3941335

>>3941316
What is the best goremod anyway? So far I've only tried Ketchup and its fun with the more powerful weapon mods, but with the vanilla weapons it gets a bit silly. I can't associate the standard Doom weapons with causing the walls and ceilings to drip blood and organs.

>> No.3941337

>>3941316
>Droplets
Did the guy behind this mod reupload it anywhere? Even since Dropbox stopped supporting public files the original link on zdoom forums is dead.

>> No.3941356

>>3941329
That one came with Weapons of Saturn. Its a more juicier version of ketchup where blood is almost like water splashing everywhere.

>>3941335
Droplets would be the most subtle, though I personally enjoy the regular ketchup v5.

>>3941337
On the last page of the thread, some dudes uploaded temporary mirrors:

"Here's another external temporary mirror which contains v15 files and some older ones:

http://www.mediafire.com/file/xa5dj773ce6671f/Droplets+-+Simulated+Blood.7z"

>> No.3941363

>>3941356
Derp, it was called Ketchup-Lippeth, not lispeth. My bad.

>> No.3941382

>>3941356
>On the last page of the thread, some dudes uploaded temporary mirrors
Oh. It would have made sense to read the thread I guess.
Thank you.

>> No.3941440

>>3941318
> if you don't know what the fuck you're doing
Nobody, even well known mappers, know what they're doing.
It's completely trial and error.

>> No.3941452

>>3941282
Yeah, it's really weird how difficult it is to find an honestly well balanced weapons mod

>>3941301
>>3941312
Sounds really cool, I always enjoyed combined arms but the lack of balance and that kind of stuff always bothered me, looking forward to the other mods too.


>>3941318
Its pretty easy, you just try out ideas and see what works. Detailing takes time and it takes a tiny bit of effort to learn how actions and tags such work but in general its really easy to pick up.

>> No.3941453
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170423_113426.png [View same] [iqdb] [saucenao] [google]
3941453

>>3940363
>>3940202
Huh... something's not right.

>> No.3941460

>>3941453
[Muffled "MAKE US WHOLE ISAAC" in the distance]

>> No.3941473
File: 94 KB, 800x600, ass.png [View same] [iqdb] [saucenao] [google]
3941473

>>3941460

>> No.3941474

>>3941440
>>3941452
That sounds like it would fit me, thanks!

>> No.3941478
File: 133 KB, 1366x768, Screenshot_Square_20170423_000849.png [View same] [iqdb] [saucenao] [google]
3941478

the weapons in square were pretty bad.

>> No.3941479
File: 237 KB, 343x588, sci muymi.png [View same] [iqdb] [saucenao] [google]
3941479

ZOOM IN, ENHANCE!

>> No.3941482
File: 74 KB, 343x200, oh fuck.png [View same] [iqdb] [saucenao] [google]
3941482

>>3941479

>> No.3941483

>Just played Romero's "updated" E1M4 and E1M8
Pretty nice, EM18b is especially good, because that's how the final map of episode 1 should have ended - with Hell throwing everything it has at you from this side of the portal while two high - ranking demons storm in to take care of the situation personally.

>> No.3941502

What wads have the best or most secrets?

>> No.3941525
File: 85 KB, 500x232, tumblr_inline_okyyhssHeF1r95fgm_500.png [View same] [iqdb] [saucenao] [google]
3941525

Are there any good wads with abstract geometry that will hurt my head?

>> No.3941558

>>3941316
>Smoothdoom + Ketchup patch
I just looked this up and it doesn't work. Which is a shame because Smoothdoom is the best mod, a subtle improvement without any game breaking changes to difficulty.
I guess I'll just stick to using Smoothdoom with droplets.

>> No.3941575
File: 208 KB, 1366x768, Screenshot_Square_20170423_001853.png [View same] [iqdb] [saucenao] [google]
3941575

doom monsters make everything better


i just wish i knew how to include heretic and hexen too though.

>> No.3941684

>>3941157
>used for sprites already
Some of them have. Just Gina, and some weapons that I'm aware of.

>> No.3941686
File: 1.29 MB, 1280x1024, sloped 3d floor practice.png [View same] [iqdb] [saucenao] [google]
3941686

Remember my lunatic ravings of 3d sloped floors? Well bam, here's the first ones.

>> No.3941705

>>3941684
>weapons
That's just done by ingame screengrabs though, like how lots of weapon sprites are done. I don't recall ever seeing a Gina sprite though.

>> No.3941712

>>3941705
Gina from HL1?

>> No.3941721

>>3941712
From Unreal 1. She's also known as Prisoner 849.

>> No.3941724

>>3941712
Unreal. Default protagonist model for Prisoner 849.

>> No.3941726

>>3941721
Oh, I didn't remember she had a name.

>> No.3941727

>>3941112
He's dancing.

Well, trying to, at least.

>> No.3941729

>>3941313
I would love to play as Crash in an actually good mod.

>> No.3941730

>>3941502
>most secrets

Someone made a jokewad where every single sector was a secret.

>> No.3941742

>>3941727
>dancing
You know, that's a pretty fun idea. There are enough weird frames in the model animation that it could definitely do a little dance and play some distorted music rarely upon player death.

Here's some WIP sound testing (for normal behaviour..)
>>>/wsg/1654994

>> No.3941924

>Finaldoomer
You know, fix the strength of the guns (which I've seen someone in this thread explain how to do) and this would be even better than smooth doom. The guns sound really powerful and satisfying to fire. Combine it with a gore mod like Ketchup and you've got a really fun demon killing spree on your hands.

>> No.3941935

>>3941502
Electric Duck Experience?

>> No.3941990

>>3941924
Funnily enough, up until now I had ignored Finaldoomer for thinking its just a bland palette swap that is pretty much the same as vanilla stuff, but now that I've heard all this talk about beefy firepower, I actually now downloaded the mod.

>> No.3941994

>>3940059
A new gameplay mod is on the block:

osjc's Major Crisis
https://forum.zdoom.org/viewtopic.php?f=43&t=56076

>> No.3941997

>>3941729
I wonder if any women play classic doom

>> No.3942002

>>3941990
I actually dislike the TNT and Plutonia guns, but the Doomguy weapon remakes/reskins are wonderful. I'm actually wondering if all this talk about them being too powerful is due to how they look and sound. The shotgun especially sounds beefy as hell, but I've noticed it takes just as many shots as it always did to down a Pinky.
I legitimately prefer this to Smooth Doom right now.

>> No.3942037

>>3942002
I like the weaponsets but also just mostly play with doomguy
Its cool cause its pretty much like smoothdoom except the goddamn minigun is actually worth something plus the RL looks better

>> No.3942047

>>3941994
Looks cool. Osjc makes really good sprites.

>> No.3942051

>>3942047
shame he's just re-used the Demon Eclipse sprites.

>> No.3942057

>for >>3941729

>> No.3942060

>>3942037
>Its cool cause its pretty much like smoothdoom except the goddamn minigun is actually worth something plus the RL looks better
They've managed to make all of Doomguy's set look and sound better
>That ominous hum the BFG makes when idle

>> No.3942113

What are some niches in Doom's beastiary that haven't been filled?

>> No.3942120

>>3942113
An enemy that you can't kill by circle-strafing around its boring, slow projectiles and stunlocking it with your chaingun.

>> No.3942129

>>3942120
Nice meme

>> No.3942141

>>3942120
That's easily filled by any of the monsters in tight corridors. Especially when played with keyboard only.

>> No.3942158

>>3942120
>what is an archvile

>> No.3942161
File: 385 KB, 1280x1024, where.png [View same] [iqdb] [saucenao] [google]
3942161

Select another area for me to work on; I sort of want to make a new map with another theme; but don't want to leave this one in an unfinished state.

New map theme is already planned

>> No.3942162

What happened to the Anon who was making the Iji Doom Mod? I'm genuinely curious.

>> No.3942181

>>3942161
Wherever the starting area is?

If you're grinding into a rut with an existing map, it's probably good to take a break and work on a new map.

>> No.3942191 [DELETED] 

>>3942162
Dropped it because he realized that Doom is in 3D and Kaneko's sprites only face in one direction.

>> No.3942245

>>3941924
Final Doomer has become a favourite of mine simply because of how satisiying the guns feel.

>> No.3942286

>>3942245
God I love that Plutonia HMG

>> No.3942365

>>3942181
Starting area is the green area below.

New map is that castle-in-a-void thing. You might be familiar with it by hallway shenanigans.

>> No.3942404

>>3940520
how would i go about using this in gzdoom

>> No.3942408
File: 26 KB, 500x211, 1420649083458.jpg [View same] [iqdb] [saucenao] [google]
3942408

>Doom guy can run at the speed of a fucking Olympic runner in the original doom.
>Can't jump.
>Tfw Doom guy has bad knees and needs money for the proper surgery to fix his knees so he can bend them again.

>In Doom 2016 he can fucking double jump.
Well, atleast he got the surgery he needed.

>> No.3942456
File: 704 KB, 1366x768, 2017-04-23_19-25-09.png [View same] [iqdb] [saucenao] [google]
3942456

playing powerslave ex right now
its pretty fun but the enemies seem really weak which is a bit disappointing
does this change later in the game?

>> No.3942478

>>3942408
He can run much faster than an Olympic athelete, at around 50mph.
He's either a lazy fuck riding in a rocket powered wheelchair or he's a cyborg. Or a God, which he may as well be after single handedly fucking up hell's shit repeatedly.

>> No.3942494

>>3942478
Well considering that the game starts out on Phobos, if he ran too fast and then jumped (and keep in mind, he runs like a fucker), he could quickly reach escape velocity and float away from the moon altogether.

>> No.3942523

>>3942494
Gravity devices.

>> No.3942527

>>3942408
I rather see it at Doomguy is wearing the UAC battlesuit, which gives him the ability to move fast, carry tons of shit, land from any height, see a HUD and maintain his health. Because its heavy or designed in a certain way, jumping is not a feature in this whole design.

>> No.3942528

Is there a mod that makes Doom less brutal?

>> No.3942530

>>3942113
flying enemy with rapid fire weapon
area-denial enemy (e.g. monster that spawns damaging hellfires in a random radius around you)

>> No.3942532

>>3942528
HDoom

>> No.3942536

>>3942404
ok i got it working, eh
these all end up sounding very echo-y

>> No.3942546

>>3942532
I don't know about that, dude's pretty hung.

>> No.3942558

>>3942528
Are we talking difficulty, or level of violence?

>> No.3942560

>>3942528
Chex Quest.

>> No.3942561

>>3942528
Brutalist Doom

>> No.3942564

>>3941924
Also a pistol ammo cvar.

>> No.3942576

>>3941193
Wait, do the Freedoom enemies deal more damage? I always thought the higher difficulty came from more punishing monster quantity.

>> No.3942595

>>3942530
So drones(Cherub from Doom 3 armed with arachnotron lasers?) and some evil demon wizard guy(Arch-Archvile?) then?

>> No.3942601

>>3942595
wait
where was dead simple in doom 3?

>> No.3942602

>>3942245
If only it didn't make use of the lazy and hackneyed infinite ammo pistol design

>> No.3942603

Maybe its because I've been using Ketchup but Droplets feels so subtle I barely notice I'm using it.

>> No.3942604

>>3942558

The latter.

>> No.3942608
File: 815 KB, 1280x1024, Screenshot_Doom_20170423_203324.png [View same] [iqdb] [saucenao] [google]
3942608

>>3942365
preview

>> No.3942612

>>3942602
The pistol is normally ignored the moment you find another gun. And the amount of shotgunners/chaingun guys around in the average map normally makes that about three seconds into a game.

>> No.3942613

Is there a "so you want to play quake" but for maps like there is for duke? the current one only displays sourceports

>> No.3942616

>>3942494
Except he falls off ledges and the like at double the rate of Earth's gravity.

>> No.3942617

>>3942601
Doom 3 didn't have Dead Simple because it didn't have Arachnotrons.

>> No.3942624

>>3942617
there were other dead simples without arachnatrons which i dont want to spoil, anon

>> No.3942628

>>3942528

SNES Doom

>> No.3942631

>>3942624
Dead Simple requires 2 or more Mancubules, and 2 or more Arachnotrons, and the highly respectable 666 and 667 tags. Without these features, it can not be deadly, and it is not simple.

>> No.3942634
File: 343 KB, 1366x768, Screenshot_Heretic_20170423_175220.png [View same] [iqdb] [saucenao] [google]
3942634

what vision do you call this

>> No.3942638

>>3942634
UAX: Demon Revolution

>> No.3942642

>>3942612
Well I don't. It's too easy to cheese enemies used as bombardiers (e.g. arachnotron, mancubus or revenant placed in a high alcove) with it, which happens often in most levels. So if we go by what you're saying, for most people the pistol is ignored, while for me it's overpowered, either way it's clearly flawed and needs to be improved. A "low DPS, but has infinite ammo" weapon is just not a good design.

I think gameplay mods should consider taking a page out of CoD's book and give pistols faster switch time to make them have unique utility even if the player has more powerful weapons available.

>> No.3942645
File: 343 KB, 1366x768, Screenshot_Heretic_20170423_175046.png [View same] [iqdb] [saucenao] [google]
3942645

mines

>> No.3942669
File: 14 KB, 150x169, 1331908373253.jpg [View same] [iqdb] [saucenao] [google]
3942669

>GZDoom froze
>Only way to resolve it is with ctrl-alt-del
>Terminate process
>Brightness setting still stays
>Now everything is super bright, including my internet browser this thread
>Eyes hurt from brightness overload
>Only way to fix that is to restart the computer

FFFFFFFF

>> No.3942671

i like doom

>> No.3942684

>>3942576
nope

but they do use higher-tier enemies more often

>> No.3942685

>>3942645
do guns become wizardry in the realm of ordinary wizardy?

>> No.3942695
File: 284 KB, 1920x1080, quakespasm-sdl2 2017-04-23 21-12-07-67.png [View same] [iqdb] [saucenao] [google]
3942695

>>3942162
Oh shit nigger there was someone making an Iji Doom mod?

>>3942191
Nuts.

>> No.3942701

>>3942613
>maps
Go to Quaddicted, sort by rating, play everything 4 or 5 stars.

>> No.3942708

>>3942631
doom64 didnt have arachnotrons in its dead simple bro

>> No.3942709

>>3942642
>It's too easy to cheese enemies used as bombardiers (e.g. arachnotron, mancubus or revenant placed in a high alcove) with it
How's that different from cheesing them with a different weapon?

>> No.3942715

>>3942642
a chaingun can do everything that a pistol can, they have the same accuracy, the chaingun is an upgrade in every single way

>> No.3942717
File: 537 KB, 1366x768, Screenshot_Doom_20170422_230242.png [View same] [iqdb] [saucenao] [google]
3942717

What happened to that one wad where it showed the items with legs running around the map?

>> No.3942721

>>3942717
http://www.moddb.com/games/doom/downloads/run-for-it

>> No.3942723

>>3942717
https://www.youtube.com/watch?v=LE96VqwW2zs

>> No.3942726

>>3942669
screenshot???

>> No.3942731

>>3942721
>>3942723
i guess i ran from it thanks

>> No.3942735

>>3942709
>>3942715
Other weapons use ammo.

>> No.3942736
File: 207 KB, 1280x937, Image1.jpg [View same] [iqdb] [saucenao] [google]
3942736

>>3942726
Not sure if it shows well for others, but if it does, thats how bright it is.

>> No.3942738

>>3942642
>page out of CoD's book and give pistols faster switch time to make them have unique utility even if the player has more powerful weapons available.
You'd have to make the other weapons slower to raise to make that worth anything. And even then I'd stick with the shotgun

>> No.3942747

>>3942708
That's because it was even simpler.

>> No.3942752

>>3942735
That the mod gives you too much of, making the infinite ammo weapon pointless

I mean, complaining that you can save ammo by using a weaker weapon is a kinda moot point to begin with, but yeah

>> No.3942756

>>3942738
I disagree. A near-instant pistol switch would be handy for when a map throws a chaingunner or lost soul at you out of the blue. You could also make it possible to interrupt any post-firing sequence (e.g. shotgun pump or SSG reload) by switching to it, but that would probably be complex to implement, and you'd also have to preserve the "pending reload" state when switching back.

>> No.3942760

>>3942756
But if you just give the pistol a fast switch but keep the low damage, low fire speed and mediocre accuracy, it's still gonna be pretty shit compared to any other weapon, and even then, I'd sooner duck behind cover and then shoot the bastard.

>> No.3942764

>>3942747
OH

>> No.3942769
File: 503 KB, 1366x768, Screenshot_Strife_20170423_185312.png [View same] [iqdb] [saucenao] [google]
3942769

he walked into that landmine

>> No.3942771

>>3942752
>you can save ammo by using a weaker weapon

Yes I'll complain about that because it's not fun gameplay design. Either way, you agree that the weapon sucks. The devs should consider rethinking the pistol.

>>3942760
Lost souls are interrupted by simply hitting them with any attack, and the pistol is good enough for stunlocking a lone chaingunner.

>> No.3942772
File: 421 KB, 1366x768, Screenshot_Strife_20170423_185423.png [View same] [iqdb] [saucenao] [google]
3942772

doom wads make doom clones so much fun, too bad they don't work very well in terms of graphics.

>> No.3942776

>>3942602
>>3942642
>>3942735
>>3942771

I don't know who you are, but my next mod is having an infinite ammo pistol just to piss you off.

>> No.3942778

>>3942771
>Either way, you agree that the weapon sucks. The devs should consider rethinking the pistol.
?????
no???

>> No.3942779

A simple pistol ammo cvar should fix this. That way those who don't like infinite ammo pistols can just choose that option. Worked for Samsara.

>> No.3942780

>>3942772
why would you corrupt strife with such degeneracy

>> No.3942781
File: 369 KB, 1366x768, Screenshot_Strife_20170423_190440.png [View same] [iqdb] [saucenao] [google]
3942781

can somebody ask the person who made the complex doom wad if they could make it compatible with the other doom clones

>> No.3942784

>>3942776
And my next mod will have instant switch pistols with finite ammo! You poopyhead!

>> No.3942785 [DELETED] 

>>3942781
Because it's fun blowing up Acolytes with super big bombs than just with a plain ol mini missile launcher

>> No.3942786

>>3942602
A consistent backup weapon that can be fallen back to if need be so that you don't have to resort to punching things if a mapset floods you with shit and bad ammo reserves, while still being damaging enough that it isn't completely rendered irrelevant so long as you tackle enemies in small groups or one-by-one.

I don't see what the big deal is, if you cheese with it then you're running the compulsion to; the other weapons are far more efficient in speed and damage output. It's a weapon modset, it's not exactly going to be balanced around any sort of idea of vanilla properties usually unless intentionally so.

>> No.3942790

>>3942784

Fuckin' let's do it! You and me! Head to head! Let's make weaponsets with our ideal design philosophies for the benefit of the public so they can pick and choose!
That'll show 'em!
Open up Slade and put up your dukes, we're making weapons tonight!

>> No.3942791

>>3942780
Because it's fun blowing up Acolytes with super big rockets and grenades than just with a plain ol mini missile launcher

>> No.3942794

>>3942791
i mean trailblazer and guncaster are actually IWAD compatible, you could try those if you find this sorta thing fun

>> No.3942801

Can I give a single actor in the map an item using ACS, or do I have to use Legendoom's weird DECORATE hack since ACS doesn't seem to have a radiusgive function?

>> No.3942802 [DELETED] 

>>3942794
>guncaster
i looked that up and i play as a dragon man?? what

>> No.3942816

Is there a version of BD that doesn't trip the anti-BD code of other mods?

>> No.3942817

>>3942816
>anti-BD code

wut

>> No.3942818
File: 80 KB, 1320x876, 1464419970298.jpg [View same] [iqdb] [saucenao] [google]
3942818

>>3942786
>I don't see what the big deal is, if you cheese with it then you're running the compulsion to
I think this needs to be emphasized, if it's entirely the player's decision to do this then it's hardly the fault of the game/mod design. Just because a player CAN do it doesn't mean that they SHOULD.

You CAN go through all of Devil May Cry never once using techniques or the sword or Devil Trigger and only using the infinite ammo pistols to safely dispatch enemies at range, but that's stupid.
You CAN go through all of Mega Man 2 purely buster-only, never once using any of the weapons, but that's stupid.
Same with Metal Slug, Doom 4, and hell even in Doom 1 you can throw away weapons and go through the entire game with just the chainsaw. Hell, there's even Tyson runs for that. But is it the ideal way to play? No.
"But the other weapons use ammo" is one of the most lame justifications. Yes, there's ammo. So use it.

Besides, the entire point of the "infinite pistol" trope (and I fucking hate myself for using the word "trope") is due to a lot of mapsets, especially more poorly-made ones, relying on ammo starvation to act as a method of challenge, to which the "infinite-ammo pistol" method takes care of by allowing the player to fight at a non-gimped capacity.
In an ideal world, we wouldn't need it because all maps would have perfect ammo placement and progression and allow the player to fight extensively even if they waste a lot of ammo.
But it's not an ideal world and there's a lot of mapsets with ammo starvation. So it's what we do to address it.

And that was way more text than what I ever want to post so have some ass.

>> No.3942820

>>3942816
No. Why?
Don't load mods with BD, you idiot.

>> No.3942821

>>3942816
no, because brutal doom is not a catch-all mod to load alongside other mods.

>> No.3942828

>>3942818
>You CAN go through all of Mega Man 2 purely buster-only, never once using any of the weapons, but that's stupid.

Or maybe people like a challenge. People like playing games differently.

>> No.3942829

>>3942818
a truly fantastic ass, you should do effortposts more often.

>> No.3942831
File: 393 KB, 1920x1080, brutal HDoom.jpg [View same] [iqdb] [saucenao] [google]
3942831

>>3942817

Here's HDoom's.

>>3942820
>>3942821

I'm aware that running multiple gameplay mods together is pointless at best and breaks the game at worst. I just don't like other people telling me what to do.

>> No.3942832

>>3942828
A valid reason, but one that should be saved after playing normally in the first place.

>> No.3942839

>>3942832
I never use robot master weapons except for robot master encounters in the megaman games, even on a first playthrough. If I can kill something reliably and quickly with the ammo saving weapon, I always use that first and save the big guns for tougher encounters.

And I use the Painkiller more than any other weapon in the Painkiller games, because it's just that good.

>> No.3942840

>>3942839
The Painkiller is probably the most notable example of starter weapon that remains permanently useful

>> No.3942841

>>3942829
I'm not much of an ass man, my ass collection is sadly limited.

>>3942839
Das strange, man, but I'll accept it, you're a bro and I like my bros.

>> No.3942845

>>3942840
and what a starter weapon it is, it's what I aspire to make one day, a starter weapon that's just -that- good.

>>3942841
I am a strange person, so it fits.

>> No.3942846

>>3942794
>i mean trailblazer and guncaster are actually IWAD compatible
you lie
they crash right before they can load

>> No.3942847
File: 120 KB, 273x348, bc7.gif [View same] [iqdb] [saucenao] [google]
3942847

>>3942839
>I never use robot master weapons except for robot master encounters in the megaman games, even on a first playthrough.
There are people that actually do this?
The absolute madman. You terrify me.

>> No.3942848

>>3942816
Just checked, and BURL TUMD doesn't do anything if you load it with brutal doom. Kindof a missed opportunity desu

>> No.3942849

>>3942847
a strong trigger finger can overcome anything in the megaman games, and if it has the mega buster (charge shot) you can use that to easily overpower robot masters.

If it just features the standard buster gun, then it probably does more than 1 tic of damage to most bosses and I can work with that

>> No.3942852

Past MM2, how many Robot Master weapons are worth using?

>> No.3942856

>>3942852

Meant to reply to >>3942847

>> No.3942860

>>3942852
>past MM2
hahahahahahahaha

>> No.3942861

>>3942786
>A consistent backup weapon that can be fallen back to if need be so that you don't have to resort to punching things if a mapset floods you with shit and bad ammo reserves, while still being damaging enough that it isn't completely rendered irrelevant so long as you tackle enemies in small groups or one-by-one.
Why not just replace the chainsaw or fists with better versions? The chainsaw in Vanilla is very good for sweeping up low-tier monsters like zombies and imps, and it can stunlock certain mid-tier foes like the Cacodemon and Mancubus. It's very good for ammo-starved maps, and I make ammo-famine maps with the chainsaw in mind, often placed in an easy secret or at the start of the level. So, why not have the fists become chainsaw tier, and the chainsaw even better?

>> No.3942873

>>3942818

Your second point is well-made but this

>You CAN go through all of Mega Man 2 purely buster-only, never once using any of the weapons, but that's stupid. Same with Metal Slug, Doom 4, and hell even in Doom 1 you can throw away weapons and go through the entire game with just the chainsaw. Hell, there's even Tyson runs for that. But is it the ideal way to play? No."But the other weapons use ammo" is one of the most lame justifications. Yes, there's ammo. So use it.

is a lame and specious argument. Doing all those things takes more challenge. There's no challenge or tactics involved in plinking away at enemies from afar at no cost. Using rockets is a tactical decision because ammo pickups for such are infrequent in Doom. Using the chaingun is a tactical decision because bullet ammo is less frequent than shell ammo, and chaingun ammo is better saved for situations where you need an emergency weapon for crowd control for certain enemy types in areas where there is no cover (e.g. a map throwing multiple chaingunners at the player at close range or at long range but with dispersed placement, a mancubus at the end of a narrow corridor, a swarm of lost souls).

>> No.3942874

>>3942861
Because not every wad gives you a chainsaw off the bat, and you don't want to run face-first with your fists (which are improved in Finaldoomer too) into a horde of zombiemen?

>> No.3942875

>>3942616
Double the rate? It kind of seems about similar.

>> No.3942876

>>3942818
>there's a lot of mapsets with ammo starvation
I usually see the opposite extreme where at least two ammo pools are full at all times, what's an example of a starvation mapset?

>> No.3942884

>>3942849
>a strong trigger finger can overcome anything in the megaman games
the mega man games have that three-shot limit, though. a quick trigger finger will usually frustrate you a lot more often than not.

>> No.3942885

>>3942873
>Doing all those things takes more challenge. There's no challenge or tactics involved in plinking away at enemies from afar at no cost.
Wait, so which is it?

>> No.3942887

>>3942884
That's why you get a little closer so you can Mega shit on everything.

>> No.3942893

>>3942876
A lot of the maps in the DUMPs are like this. Ammo placement/frequency is something a lot of the maps struggle with.
They're fun to go through, but definitely gonna need an infinite-ammo pistol for it.

>> No.3942904

>>3942874
But are the fists in Finaldoomer chainsaw-tier though? The chainsaw is really good as a starting weapon, it has a decent damage output, it's outshined by the other weapons, but has its uses like mopping up zombies, conserving ammunition or just trying to look cool. I think giving the pistol infinite ammo is just stupid, because the horrific waves of imps are made meaningless: just whip your pistol out and go ham on them. I don't play gameplay mods, but I'm assuming the pistol is made faster as well, right?

>> No.3942907
File: 552 KB, 938x1095, the virgin life didn't choose me i chose it.jpg [View same] [iqdb] [saucenao] [google]
3942907

>>3942816

Screw it, I'll do it myself.

>> No.3942909

>>3942904
>because the horrific waves of imps are made meaningless
Horrific waves of imps is an oxymoron because they're not difficult enemies even en masse, they're just an ammo sponge.

>> No.3942910

>>3942907
ok

>> No.3942912

>>3942885
Mega Man and Metal Slug don't give the player the luxury of backing away and engaging the enemies past the screens they are in, there's pressure to kill things as fast as possible because they are an immediate threat to the player. On the other hand, there's plenty of situations throughout Doom maps where the player can take as much time as possible to snipe enemies, provided he is willing to spend the ammo to do so, which is usually far less efficient than eventually coming across a way to bring himself closer to the enemies and kill them with the SSG or telefrag them, as is the case with most maps.

>> No.3942913

https://www.youtube.com/watch?v=82Gd3nHlaww

>> No.3942918

>>3942912
So we agree that it's not efficient, then. That's a good thing.
Honestly, at this point, it really just seems like it's boiling down to just "people play in different ways", which is really making it even less of an issue of game design than originally was.

>> No.3942925

>>3942918
It's not efficient because you're spending more ammo than necessary, you pay a cost for doing it. If you use rockets, you expend an infrequent resource. If you use bullets, you have less security for the emergency situations that I described in a previous post. With infinite ammo pistols, there is no cost, just time, which is an irrelevant factor in Doom in most cases.

>> No.3942928

>>3942925
the cost is fun and time
this is exactly a case of "people play in different ways"

some people play like robots and try to do the most efficient thing at all times
other people like to dive into the fray
i like to dive into the fray
you clearly like to play "efficiently", even if it's boring

that's okay
i'm not changing how i play

>> No.3942931

>>3942904
A good wad wouldn't throw literal waves of imps at you, they'd intermix them with other enemy types which forces the player to swap through their arsenal on the fly. The pistols may be good for weaker foes but are still not a great option against anything above an imp.

Why are you so deadset on making out infinite ammo pistols to be the worst design choice ever? Do you hate Doom 4's pistol because of it as well? Nevermind that the Snapmap / Multiplayer version of said pistol does have limited ammo.

>> No.3942932

>>3942909
That's the point, they're ammo sponges and there's nothing wrong with that. If you're conserving ammo via chainsaw though, they can and will harm you.

>> No.3942935

The pistols will always be infinite ammo.
In addition to giving you a nice weapon that you can always rely on, it frees up a lot of design choices.

In Final Doomer, the only weapons that share ammo are the shotguns. I'm free to try all kinds of ammo related things because of this, without having to worry.

>> No.3942936

>>3942932
>If you're conserving ammo via chainsaw though, they can and will harm you.

Noooooooooo, not with baiting and swerving.
The Chainsaw and Berserk fist are actually the ideal weapons to use in that situation, but I'd happily take an infinite ammo pistol for it.

>> No.3942941

>>3942936
The chainsaw moves you into an enemy, and keep in mind there are multiple imps in this situation. Throw in some zombies or demons and you'll have to be godlike not to get hit at least once.

>> No.3942946
File: 716 KB, 512x512, 1467817552681.gif [View same] [iqdb] [saucenao] [google]
3942946

>>3942907
>those brutal insults
When do those even appear, though?

>> No.3942949

>>3942946
When playing with Brutal Doom.

My favorite thing about these anti-Brutal-Doom-compat things is when people take them seriously.

>> No.3942957

>>3942941

It's incredibly easy to outpull the Chainsaw's pull, though.
Like, REAL easy.

>> No.3942958

>>3942946
>>3942949

I think anon means where exactly in-game, in which case I'm not sure. It's not in the console.

>> No.3942962

>>3942958
It says in the log, so it should be the console. If they manage to do it with Log without putting to the console...that's very strange.

>> No.3942970
File: 636 KB, 2032x3040, SCAN0011.jpg [View same] [iqdb] [saucenao] [google]
3942970

I drew Doom today.

>> No.3942972

>>3942957
I know. But, you will get swarmed assuming there's more than 5 or so imps and the random aspect to their movement isn't spacing them out. It proves a dilemma in maps with low ammo reserves and chainsaws or berserk packs: either waste ammo and get it done fast, or risk taking some damage and do it at a slightly reduced speed without using ammunition. That sort of problem is lost when you give a ranged weapon infinite ammo, some maps are made trivial and the close quarter weapons are made objectively inferior, even if they do more damage because their benefit of ammo conservation is lost.

>> No.3942975

>>3942972
>and the close quarter weapons are made objectively inferior, even if they do more damage
disagree
if they do more damage, that makes them superior

see, this is just different playstyles
if you play a different way, friend, that's okay
don't try and push your playstyle on others by theorycrafting elaborate scenarios

>> No.3942979

>>3942975
It's not elaborate though, swarms of enemies are pretty fucking standard in Doom.

>> No.3942983

>>3942979
assuming you are the same anon talking about a "horrific swarm" of imps in a flat area where they can all rush you where you're expected to use the chaingun to flush the horde out while being low on rocket ammo so that using it is a sacrifice and where chainsawing/berserking is supposedly a huge trouble because of supposed zombie/demon placements is an extremely elaborate and niche scenario to use to argue against infinite ammo pistols

just say "it's not how i play" and leave it at that, friend

>> No.3942986

>>3942983
The fact that it changes the balance of Vanilla Doom is fucking retarded in the first place.

>> No.3942987

>>3942936
I was not aware that the imp's melee attack can be baited.

>> No.3942989

>>3942987
This elaborate theoretical scenario has demons, which can be baited.

>> No.3942990

>>3942986
gameplay mods changing the balance of vanilla are very, very, very much in the majority
if that is your issue, have you considered that gameplay mods are not for you?

>> No.3942993

>>3942986
>The fact that it changes the balance of Vanilla Doom is fucking retarded in the first place.

Then why are you playing a gameplay mod?

>> No.3942994
File: 23 KB, 279x242, 1364643186356.jpg [View same] [iqdb] [saucenao] [google]
3942994

>>3942986
>The fact that it changes the balance of Vanilla Doom is fucking retarded in the first place.
Anon...I...

>> No.3942995

>>3942993
I'm not. I've only played like two and I hated both of them.

>> No.3942996

>>3942989
They weren't mentioned prior to that post. The discussion was talking only about imps.

>> No.3943003

>>3942995
then we can safely conclude your input on gameplay mods with infinite ammo pistols is probably not from a very good standing

>> No.3943005

>>3942970
Don't ever stop.

>> No.3943006

>>3942996
Well if you want to be nitpicky, that is correct, but they can still be baited because their attack animation is slow and locks them in place.
It's the same way you can use fastmonsters to lock enemies in place because they can't move while they attack.

>> No.3943012

>>3943003
I've played Doom and I know how it's balanced. If a mod breaks Vanilla balance, it's probably shit.

>> No.3943014

>>3943006
Wait, so the baiting you're talking about now is baiting them to throw a fireball?

>> No.3943017

>>3943014
Baiting is baiting.

This is bait.

>> No.3943018
File: 1.28 MB, 330x312, thinking cat.gif [View same] [iqdb] [saucenao] [google]
3943018

>>3942816
>>3942907
Demonsteele has it.
Funnily enough, I didn't found a 4-paragraph-tall rant about BD, or anything similary agressive that I could find.
Even then, why would you load something like brutal doom with a mod specifically made for pornographic reasons?
I highly doubt anyone on the Doom Community would be fucked in the head enough to fap to dead people

>> No.3943020
File: 15 KB, 625x626, 1481222892667.png [View same] [iqdb] [saucenao] [google]
3943020

>>3943017

>> No.3943021

>>3942818
>Besides, the entire point of the "infinite pistol" trope (and I fucking hate myself for using the word "trope") is due to a lot of mapsets, especially more poorly-made ones, relying on ammo starvation to act as a method of challenge, to which the "infinite-ammo pistol" method takes care of by allowing the player to fight at a non-gimped capacity.
But Final Doomer's designed specifically for TNT and Plutonia? Also personally I just want a gameplay mod to have similar difficulty to the original map, if the map was crap in vanilla that's pretty much the mapper's fault.

>> No.3943023

>>3943017
You know, you could just admit that you misspoke or wasn't able to follow that guy's argument instead of shitposting.

>> No.3943024

>>3943014
its like you've never seen pro doom monster strats
no, you cant bait imps, or any enemy except the demons, specters, and boneheads

>> No.3943025

>>3943023
Why? I'm not that poster. I was simply supplementing discussion with my own opinion.
This entire chain of replies is nonsense, anyway. Infinite ammo pistols are fine, and if the guy complaining about them hates gameplay mods then it's even more nonsense.

>> No.3943026

>>3943024
What about pain elementals?

>> No.3943030

>>3943024
crafty goddamn murder mutants

>> No.3943034

>>3943021
>But Final Doomer's designed specifically for TNT and Plutonia?
nhb the strength of final doom compared to many other mapsets is, indeed, the ability to play with multiple playstyles
i haven't played final doomer, but if it allows you to run in and gun or alternatively to stay behind and snipe, then that is in keeping in spirit with the mapset

>> No.3943035

>>3943025
I brought up the infinite pistol thing and I love gameplay mods.

>> No.3943037
File: 789 KB, 1920x1080, Screenshot_Doom_20170423_235652.png [View same] [iqdb] [saucenao] [google]
3943037

>>3942907

Removed the variables from BD that triggered (literally) HDoom and MetaDoom. BD almost completely overwrites the former, and it's not necessary for the latter because its protection is simply a polite message. Next is DemonSteele. Anything else?

>>3943018

Because nobody tells me what to do.

>> No.3943038

>>3943035
Well then, let's try this again.
What gameplay mods have you been playing lately? Any that you've been super fond of? What do you really like them?

>> No.3943039

>>3943037
>Because nobody tells me what to do.

Don't start modifying existing mods to have BD compatibility.
Checkmate, nerd.

>> No.3943048

>>3943018
>Funnily enough, I didn't found a 4-paragraph-tall rant about BD, or anything similary agressive that I could find.

All I did for DemonSteele is have golden skeletons spawn in to chase down and punch the player while laughing, which can be completely overwritten by simply doing actor replacing a GoldenBoner with something like a BulletPuff.
If you're playing with BD, your HP is constantly resetting to 999, so it's ultimately completely harmless and hilarious.

>> No.3943053

>>3943037
you're a strange one, but i can't really argue against taking it on yourself to actually mod things yourself rather than post angrily about it on the internet

shine on, you crazy bastard

>> No.3943056

>>3941686
that looks cool as fuck

>> No.3943057

>>3943038
The argument (which for me already ended an hour or so ago, and I'm not saying that there are any losers or winners) is about gameplay, not about the tastes or lifestyles of the people involved. I don't feel like talking about my interests just to satisfy your petty test and give you a false preconceived idea of other people who may criticize the same style of design.

>> No.3943060

>>3943057
"hey watcha been playin"
"I don't feel like talking about my interests just to satisfy your petty test and give you a false preconceived idea of other people who may criticize the same style of design."

>> No.3943061

>>3943057
Jesus christ, anon, I'm just asking what gameplay mods you like because I like talking about fun ones.
Calm the fuck down.

>> No.3943063

>>3943057
what

>> No.3943065
File: 39 KB, 800x600, endtrail.jpg [View same] [iqdb] [saucenao] [google]
3943065

>>3943038
>tfw you play your own mod most of the time and you really enjoy it, but saying positive things about it just makes you look like an asshole

>> No.3943067

>>3943057
uh

if it makes you feel better, i've been having a lot of fun with bulleteye
i really like the custom graphics

>> No.3943069

>>3943057
Who hurt you, anon?

>> No.3943070

>>3943065
What mod did you make?
It's easy to fall into that trap of "I only play the stuff I make", but I think it's good to play a variety of other stuff as well. It's great to see how other people approach the questions of how to do things, and sometimes it's really surprising the solutions they come up with.

>> No.3943094
File: 2.04 MB, 640x360, ohshitraptors.webm [View same] [iqdb] [saucenao] [google]
3943094

>>3943070
I haven't "made" it yet, is the thing.
I'm playing it all the time because I'm constantly playtesting, comparing it to how a map plays vanilla, flopping around on ideas, etc.

I do look at other mods all the time for inspiration and "what went wrong/went right", though.

I guess I do have to say I like Extreme Measures (fun monster replacements that change the gameplay dynamic!), QStuff Ultra (Authentic Quake in Doom with decent balance!), Blastmaster(despite how much Kegan says it sucks), and Unrealistic Weapons (old skulltag mod with UT99/Unreal4Ever weapons).
Old webm

>> No.3943101
File: 134 KB, 314x290, 010 - копия.png [View same] [iqdb] [saucenao] [google]
3943101

>>3942970
I also drew Doom once.
It was fun.

>> No.3943103

>>3943094
>Unrealistic Weapons
Shiiiiiiiiiit this is my jaaaaam.
It's amazing how a lot of old mods can really still hold up over time, Psychic is almost a decade old and it's still kicking.
Unreal weapons was really ahead of its time and even when running on old-ass Skulltag code it's still a romp. Though maybe that's due to how good the original weapons were? Dual-wielding Enforcers were always fun.

>> No.3943109

>>3943069
is this the new standard response?

>> No.3943113

>>3943109
No. But if anon is lashing out at someone without due reason, I just want to pat his head and tell him it'll be okay.
I just want to be friends with my video game bros, man. I really like video games. And I like playing them with people.

>> No.3943116

>>3943113
gay
i like you

>> No.3943123
File: 208 KB, 354x534, 1431972426423.gif [View same] [iqdb] [saucenao] [google]
3943123

>>3943116

>> No.3943126

>>3942848
Probably because Anti-BD Tampering Software™ wasn't a thing at the time

>> No.3943129

>>3943126

I'm surprised it took this long for the community to start doing it, desu.

>> No.3943131

>>3943129
Well, the HDoom example above was practically the first to do it and that was years ago. Back then that was probably groundbreaking stuff.

>> No.3943141

>>3943037
I hereby DEMAND that you pay your taxes and look both ways before crossing the street.

>> No.3943264

Is there any good user-made campaigns for any of the Serious Sam games?

>> No.3943337

>>3943264
I'd be interested to know this too.

>> No.3943387
File: 1 KB, 52x60, 0G2uWie.gif [View same] [iqdb] [saucenao] [google]
3943387

>>3943131
Now if only it was used more often for different reasons.
An idea I came up with was the game being triggered when it detected any texture filtering being used. Giving the player shrooms mode or something until they changed their filtering to either None or none with mipmapping.

Same goes for high quality resizing, shit's gross.

>> No.3943390

Has anyone else played the gameplay mod Salvo Jettison?

https://forum.zdoom.org/viewtopic.php?f=19&t=29966

I think it's a highly overlooked mod.

The main distinctive feature of the mod is a weight-based limit system for weapons; you have a max weight carry limit, weapons weigh differently from one another, and your movement speed slows down the more weight you're carrying.

The weapons themselves are all pretty unique and I think are meticulously made, whether it's through detailed characteristics or quality of life features. The revolver for example properly loads one cartridge at a time, and doesn't just have a fixed reload time no matter how much of the cylinder is spent like in most mods that have revolvers. The odd double-barrel, pump-action and magazine-based shotgun lets you seamlessly transition to reloading shells after a pump. The cryo gun has an alt-fire for punching shit so you can just use that to shatter any frozen enemies instead of constantly having to switch between weapons. Keeping the chaingun spooled up constantly alerts enemies (something BD didn't accomplish until years later, if I'm not mistaken, and a feature that I rarely see in mods with such an option).

The enemies are tweaked to behave faster and more aggressively like in mods such as BD and MSX, but to a lesser degree than the aforementioned mods which I think is more reasonable and doesn't break as much in more extreme enemy encounters.

The biggest praise I can give any gameplay mod, which I am giving to this mod, is that it is very daring in breaking away from traditional Doom weapon balance and manages to succeed in creating its own thing that is still balanced, with every aspect of it feeling purposeful and fun to play with. The level of challenge produced by the mod's unique weapon ecosystem and its tweaked enemies feels just right.

>> No.3943392

>>3943387
or just force the filtering to none, without the player's knowledge and disabling the option as long as the mod was being played

>> No.3943396

>>3943387
This is the stupidest and pettiest fucking idea for a mod I have ever fucking heard.

So of course some people here will support it.

>> No.3943404
File: 1.78 MB, 1920x1080, Screenshot_Doom_20170420_094245.png [View same] [iqdb] [saucenao] [google]
3943404

>>3943387
whether it's a sarcastic post or not, I get that the filtering doesn't look the best and all but goddamn some folks are just absolutely petty about shitting on anyone who posts filtered pictures

this isn't even how i normally play the game, i just vary everything up so it's not the same experience all the time

>> No.3943408
File: 194 KB, 1280x720, Screenshot_Doom_20170424_200915.png [View same] [iqdb] [saucenao] [google]
3943408

>>3943387
Do you think you're clever?

>> No.3943409

>>3943390
I rather like it.
A lot of RSL's mods tend to take a single gameplay gimmick and run them to their natural conclusion. They're generally pretty fun.

The Rebel is still one of my favorite gameplay mods by him.

>> No.3943410

>>3943408
>Comfy Doom
that mod fucking traumatized me

>> No.3943412

>>3943387
At worst filters are ultimately shit taste. At the very least the anti-BD stuff mocks the player for thinking BD is a piece of Brazilian space magic that works with anything.

>> No.3943415

>>3943387
That's retarded.
You're retarded.

>>3943396
And so are you.

>> No.3943419

>>3943412
this

BD "compat" is funny because it snips the people who think BD magically works with everything and pisses off the people who take anything against BD too personally.
filter "compat" isn't funny. it's stupid to bar off people whose worst sin is just shit taste in graphics.

>> No.3943426

>>3943037
To make it work, you have to literally mesh together all states of all monsters with their respective counterparts of the mod, while maintaining all the logic functions that makes them do what you want them to do.

Since BD's code is a spaghetty mess that jumps allover the place on every opportunity, making anything monster-related to work with BD without breaking it is a daunting task, as you have to literally rewrite both mod's monster code.

>> No.3943440

>>3943419
It would be nice to at least teach people that it can be turned off, since its the default option on GZDoom. Doesn't have to be enforced

>> No.3943442

>>3943440
It would be, I agree. I think they look fucking hideous.
But barring off people from playing due to it? No way.

Playing with BD renders most mods broken. Playing with filters is just ugly-ass screenshots with no gameplay effects.

>> No.3943443

>>3943440
wasn't there an infographic from a BD fan specifically about this?
even had that dumb doge meme and everything.
might be good to spread that shit like the new gospel.

>> No.3943447
File: 699 KB, 1280x1629, 1469919378733.jpg [View same] [iqdb] [saucenao] [google]
3943447

>>3943443
Good idea

>> No.3943448
File: 16 KB, 601x91, ! Optimal Filter Settings.png [View same] [iqdb] [saucenao] [google]
3943448

>>3943447
I also have this

>> No.3943450
File: 23 KB, 521x20, Quake has filter options too.png [View same] [iqdb] [saucenao] [google]
3943450

>>3943448
and this

>> No.3943451 [DELETED] 

http://culture.vg/reviews/videogame-art/not-art-doom.html

We need to decide on how we want to go forward as a general after this

>> No.3943453 [DELETED] 

Fuckin knew it.

>> No.3943454
File: 85 KB, 713x1280, 1365496286.op2_get_out.jpg [View same] [iqdb] [saucenao] [google]
3943454

>>3943451
not this shit again

>> No.3943461
File: 8 KB, 184x184, haHAA.jpg [View same] [iqdb] [saucenao] [google]
3943461

>>3943447
>The formatting of this image

>> No.3943462

>>3943451
The fuck is this?
It's headache inducing.

>> No.3943463

>>3943447
Good Lord, it's worse than I remember.

>> No.3943469

>>3943462
DKG's latest bait, and the writings of a wannabe philosopher who's also a career criminal

>> No.3943470

>>3943447
>DHTP textures
not even once

>> No.3943474
File: 7 KB, 265x320, this is fine.jpg [View same] [iqdb] [saucenao] [google]
3943474

Anyone ever have issues with FMod before? I loaded up the wads from >>3937706 together with disjunt.wad and ever since I can't get it to show up in the options as a sound backend, and disjunt specifically never plays it's music now.

>> No.3943476

>>3943474
Does the problem persist with OpenAL?

>> No.3943480
File: 1.09 MB, 1920x1080, Screenshot_Doom_20170424_054338.png [View same] [iqdb] [saucenao] [google]
3943480

>> No.3943481

>>3943476
Yeah. Only getting music when using OPL Synth Emulation on OpenAL, which doesn't sound all too great.

>> No.3943482
File: 651 KB, 1600x900, Screenshot_Doom_20170424_144817.png [View same] [iqdb] [saucenao] [google]
3943482

what weapon mod is this

>> No.3943483

>>3943474
>>3943481
Oh, also music works fine in other level wads, it's just Disjunction having this issue, making it more confusing.

>> No.3943484

>>3943474
>I can't get it to show up in the options as a sound backend
there is no fmod in latest versions of gzdoom, maybe you updated to dev builds recently?

>> No.3943485

>>3943474
If you're using dev builds of GZDoom, FMod is no longer present or used as of a week ago.

>> No.3943487

>>3943482
i meant to ask >>3943480

>> No.3943490

>>3943450
>>3943448
>>3943447
ive actually made a website devoted to categorizing these options

>> No.3943491

Hey, I've got a great idea

What if we let people play however the fuck they want to play it

>> No.3943493

>>3943469
It's hideous and I want it out of my house.

>> No.3943495
File: 974 KB, 750x600, 1452661554877.gif [View same] [iqdb] [saucenao] [google]
3943495

>>3943484
Oh, looks like that might have been the issue then. I did get a devbuild since Tilt wasn't working with my older GZDoom. Got a non-dev build and it works again. Thanks for pointing that out.

>> No.3943497
File: 1.12 MB, 1920x1080, Screenshot_Doom_20170424_001647.png [View same] [iqdb] [saucenao] [google]
3943497

>>3943487
>>3943482
It's The Rebel, or rslrebel if you want a better search term; I looked it up after >>3943409 mentioned it. No widescreen support and it's certainly a bit.. eccentric with its weapons and enemies, but it's neat at least.

>> No.3943506

>>3943409
I haven't played that, I wasn't able to find a thread for it in ZDoom which explains why. Apparently it's an older mod than Salvo Jettison but he updated it recently.

I tried it briefly but I'm not feeling it, not yet anyway. I know that the mod's main feature is the light/dark magic weapons but I think that making the traditional and early weapons as weak and underwhelming as they are is a problem. A lot of maps will start the player with just those weapons and keep things that way for a while and he can easily be screwed. Also, much of the mod seems to also be designed around usage of inventory items (more so than Heretic and Hexen, I'd say) and it's a bit cumbersome to manage them in a fast-paced game like Doom (even if you use quick use keys there's still a shitload of them).

It's too early for me to say whether the mod is well-executed or not, but I will say that it has a higher learning curve than most mods. It is certainly unique and I can see the appeal of the mod for people who are into Blood's occult theme.

>> No.3943515
File: 451 KB, 1920x1080, gzdoom 2016-05-10 22-32-42-48.png [View same] [iqdb] [saucenao] [google]
3943515

So how many of you bother with texture filtering features that aren't resizing or bilinear/trilinear?

>> No.3943527

>>3943048
>If you're playing with BD, your HP is constantly resetting to 999
not on 1 hp difficulties, where the player gets instantly "boned" from a single punch

>> No.3943538

wew, looks like the creator of Insanity's Requiem stole things without credit (again) judging by Terminus and Kinsie laying into 'em

>> No.3943550

>>3943497
i find the machete/dagger alt-fire which launches a fire serpent thing to be quite gamebreakingly OP

>> No.3943559

>>3943550
Using that consumes part of your health. Are you saying that it's too cheap?

>> No.3943565

>>3943559
well in many situations it consumes far less that what a player would lose if he were to fight "manually"

>> No.3943580

>>3943538
i find "credit begging" somewhat of a low thing to do, i mean, comeon dude who gives a fuck, everyone who goes to these forums will recognize the works of others anyway, no need to go all around screaming "SEE, I MADE THIS!!! I!", all it does is make you look like a triggered asshole in the end

>> No.3943586

>>3943580
hi mark

>> No.3943589

>>3943586
im just a random anon

>> No.3943598
File: 979 KB, 1920x1080, Screenshot_Doom_20170424_072113.png [View same] [iqdb] [saucenao] [google]
3943598

Even when I try to give Brutal Doom a chance again, I just blow up a cacodemon and then some invisible corpse flies through the walls and leaves Willy Wonka's blueberry tush surprise everywhere.

>> No.3943601

>>3943580
not crediting people is just rude. Use something that someone took the time to make, it enhances your mod, and yet you don't put in the 5 seconds to list their name in a text file.

>> No.3943606

>>3943580
In this case it isn't just resources. It looks like TiberiumSoul stole the fancy Ultra Nightmare death maps straight from MetaDoom.

>> No.3943620

>>3943598
SPLATOON MOD WHEN

>> No.3943621

>>3943580
Unless you credit people will think you made it.

>> No.3943624

>>3943598
How do you even manage this? It sounds like you are mentally ill.

>> No.3943628

>>3943624
Man I don't fucking know. I was in the room that the Cacodemons come out of the walls from, Hell on the Earth Remastered with Brutal Doom v20B, and I piled a rocket into one's face. He and another Caco exploded and then I just keep hearing gib sounds on loop as I look up and see blood spraying from the ceiling repeatedly.

Left that room and came to the yellow key room, and I see that they phased through the fucking walls of the map and left their ass pain everywhere.

>> No.3943661

>>3943598
>try to give Brutal Doom a chance again
brutal doom doesnt care, you can rest piecefully now

>> No.3943678
File: 1.02 MB, 1600x900, Screenshot_Doom_20170424_172349.png [View same] [iqdb] [saucenao] [google]
3943678

volumetric smoke when

>> No.3943690

Idea for MetaDoom: when the pistol uses ammo, the blue light is red, so it resembles the pistol from NuDoom's MP, which used ammo unlike the SP one

>> No.3943709

>>3943678
when 3d models get proper depth sorting

>> No.3943730

What happens to be the proper way to add a custom sky to a Boom format map? I'm having trouble finding any info on it

>> No.3943753
File: 18 KB, 970x204, DamnFurfags.png [View same] [iqdb] [saucenao] [google]
3943753

>> No.3943762 [DELETED] 

http://culture.vg/reviews/videogame-art/not-art-doom.html

" So it was impossible for me to persevere with Doom in 1994, and I still can't do it. I stand aghast therefore at the news that recent years have seen the rise of Doom hipsterism whereby a (thankfully) small but significantly loud playerbase not only still plays and autistically replays Doom to completion in this day and age, but even develops so-called "WADs" — whatever that's supposed to be — which somehow — horror of horrors! — extend the game's longevity! Now I've no idea what a "WAD" is and have deliberately avoided finding out — I am sure it is something beyond stupid, and I've resolved to die without knowing what it is. So please spare my poor brain the knowledge of yet one more rank subhuman idiocy, and refrain from telling me about it. But it's obviously either new "levels", or, even worse, modified versions of existing ones, and it blows my mind that there are people in 2017 who prefer such garbage to the wealth — and even glut — of modern and immeasurably superior FPSes that exist. So we are not talking about poverty or ignorance or even extremely narrow tastes anymore, but about sickness pure and simple (if poverty and ignorance and narrow tastes were not already a sickness, to an extent, when viewed from a higher perspective, which they are), and if you are involved with this scene in any way, shape or form I can guarantee you that you are autistic — that a certified medical professional would place you somewhere on the autism spectrum and that your "WADs" would be his very diagnostic tool."

>> No.3943772
File: 3 KB, 209x158, 144756135.png [View same] [iqdb] [saucenao] [google]
3943772

>>3943762

>> No.3943774

>>3943762
>https://lolcow.wiki/wiki/Icycalm
that's apparently the author

>> No.3943775

>>3943762
retardation of a modern gamer at its finest.
I bet he was born after '94.

>> No.3943829

>>3943491

I'm afraid that you are missing something here.

You ARE free to play Doom however you want.

That, however, won't protect you from the backlash from other people if you express it.

>> No.3943853
File: 260 KB, 483x368, 1484329813650.png [View same] [iqdb] [saucenao] [google]
3943853

>>3943762
>Now I've no idea what a "WAD" is and have deliberately avoided finding out — I am sure it is something beyond stupid, and I've resolved to die without knowing what it is

& at that point, he became irrelevant

>> No.3943874

>>3943775
For now it’s worth comparing Wolf 3D with, on the one hand other sprite-scaling games, which were using in other words the same graphics technology; and on the other hand with 2D arcade gun-shooting games like Operation Wolf and Cabal, which had many mechanical similarities. All of these game were superior to Wolf 3D — all of them: every single one. Far superior even. So the sprite-scaling technology cannot be used as an excuse for the game’s ugliness, nor for its lack of levels and interesting environments and setpieces and detailed and varied enemies and so on, when stuff like Space Harrier and Outrun long existed. id just simply didn’t know how to make games at a contemporary standard. And Operation Wolf, Cabal, and the like were quite close, mechanically, to Wolf 3D, but with proper levels and bosses and setpieces and lots of variety. So again, id has no excuse for not learning from them apart from lack of talent and sheer ignorance. As for the dungeon setting, it’s worth pointing out that even dungeon crawlers were leaving dungeons in droves by the time of Wolf 3D’s release, and turning into WRPGs and JRPGs with towns and forests and mountains and seas, and the genre was dying a quick and very deserved death, because dungeons are frigging boring. They can be fun if used sporadically, to spice up a game, but an entire game set in a dungeon — with few exceptions — is just autistic. For when was the last time you saw a movie set entirely in a dungeon? Now imagine if, for years, every movie that came out took place inside a dungeon. No one would be watching movies after a while. My theory is that programmer nerds live their whole lives inside a dungeon anyway, and so, for them, dungeon environments are the norm and they see nothing wrong with them.

>> No.3943898

>>3943853
Welcome to 2 months ago, lmao!

>> No.3943901
File: 260 KB, 593x635, 5676878654.png [View same] [iqdb] [saucenao] [google]
3943901

>>3943762
>tfw playing doom allowed me to collect neetbux
>all i had to do was tell my therapist i have fun

>> No.3943902

>>3943874
Wolf 3d had something those games didnt. The ability to turn around. That's why it was neat. It grounded you in the world from the characters perspective.

Anyway. Dude is a moral-less nutjob anyway.

>> No.3943928

>>3943762
>le autism meme :DDD

quality shitposting from Icycalm

>> No.3943970
File: 42 KB, 514x601, 1413184604071.jpg [View same] [iqdb] [saucenao] [google]
3943970

>taking the bait this hard

>> No.3944005

>>3943094
>>3943103

if you are interested, a while ago I made a sprite rip of Unreal weapons that is better than what Unrealistic Weapons uses.


https://forum.zdoom.org/viewtopic.php?f=37&t=38067

>> No.3944007
File: 1.44 MB, 226x92, DispRes.gif [View same] [iqdb] [saucenao] [google]
3944007

>>3944005

>> No.3944010
File: 623 KB, 1920x1080, dry socks.jpg [View same] [iqdb] [saucenao] [google]
3944010

What did he mean by this?

I-I'm just looking for the last tome. And why is the rocket launcher behind 2 secret keys. Is ad_swampy the most evil map ever made?

>> No.3944017

>>3944007
>>3944005
>>3943094
BTW does anybody knows about weapon mods for Unreal itself?

>> No.3944058

I don't have much reason to replace Unrealistic Weapons' sprites, but hey if I ever wanted UT99/Unreal sprites, these could be really useful. They look better than the weird sharpened/contrasty sprites in that Prisoner 849 mod, too.

>>3944007
I wonder what kind of technology the Dispersion Pistol even uses.

>> No.3944091

>>3944010
I really hate "mbt"-posters.

>> No.3944110

>>3944058
Dispersion technology.

>> No.3944152

>>3944110
I dispersed your mom last night B)

>> No.3944195

>>3943483
>>3943481

Strange. Might be related to https://forum.zdoom.org/viewtopic.php?f=50&t=55923 this issue?

>> No.3944202

>>3943580
>everyone who goes to these forums will recognize the works of others anyway,
Uh
No.

I haven't seen a more wrong opinion in all of my time on Doom forums.

>> No.3944204

>>3943620
>>3943598

No lie, using BD's gore system for all sorts of color splatting to make some kind of PG ink/paint/juice mod would be REALLY cool.

>> No.3944209

>>3942528
gba doom. there's not even any blood

>> No.3944219

>>3944204
What would be a good context for it?

Paintball/ink would be too easy, not to mention would be too obviously Splatoon.

>> No.3944224

>>3943586
IT'S THE COST OF PROGRESS!

>> No.3944234
File: 14 KB, 376x161, shrapnelgunref.png [View same] [iqdb] [saucenao] [google]
3944234

>>3943580
>i mean, comeon dude who gives a fuck, everyone who goes to these forums will recognize the works of others anyway

Since you're obviously such an expert on the subject, you recognize this, right? Who's it by?

>> No.3944326

>>3943490
link

>> No.3944340

>>3944091
it gets shitposters angry and confused. I love it.

>> No.3944361

Hey guys, could you remind me how big the weapon textures ought to be?

>> No.3944369

>>3944361
Weapon textures?

>> No.3944374
File: 173 KB, 425x450, 1468720337660.jpg [View same] [iqdb] [saucenao] [google]
3944374

So what retro FPS (including modded weapon sets) do you guys think has the most well-rounded, well-balanced and overall fun arsenal to use? Mostly just out of curiosity but also to give me some ideas of what games/mods to tackle after I finish playing the stock Doom iwads.

>> No.3944376

>>3944369
Yeah, custom weapon textures.
I was making a mod sometime ago and for a reason or the other I stopped and now I can't find the info again.

>> No.3944386

>>3944374

Probably quake. Nothing super powerful, like SSG powerful, but the rocket launcher is pretty close, at the same time nothing is useless, I've even used the single barreled shotty somewhat often on levels after the first few. More than doom's pistol at least.

>> No.3944393

>>3944376
You're missing a lot of information.
Is it for Quake, for Unreal, for Serious Sam, are you using models for ZDoom, or referring to weapon sprites as 'textures", or...?

>> No.3944397

>>3944393
Oh, I thought this was an exclusively doom general.
It's for doom and yeah, I mean weapon sprites.

>> No.3944402

>>3944397
Use a 320*200 canvas and make it as big as you find appropriate for the type of weapon you're making.

>> No.3944407

>>3944397

We mostly talk Doom, but the other games are really cool.
Weapon sprites are on a 320x200 canvas, usually around the bottom-center.

>> No.3944410

Oh and remember to adjust offsets in slade if you're new to spriting.

>> No.3944418

>>3944374
I think Quake has the overall best balance as far as vanilla weapon sets go. It's also fun because of its focus on explosive weapons (you get the GL early and will be swimming in ammo for it), and its instant switch time that makes using such weapons less risky and more encouraged.

For Doom mods, see my recommendation here >>3943390

>> No.3944431

>>3944402
>>3944407
>>3944410
Alright, thank you guys.
And yeah, I think I passed a full day trying to figure out what was wrong with one of my textures (a pile of books that somehow obstructed the character but couldn't be seen) before finally fixing the offsets.

>> No.3944441

>>3944374
>most well-balanced
Quake 2 probably.
>overall fun
Quake 2 guns however aren't fun at all. Turok 1 and Half Life both have an arsenal where almost every weapon is fun and satisfying to use.

HL guns in particular were extremely fun in casual deathmatch.

>> No.3944447 [DELETED] 

>>3944234
it doesn't matter. doubly so since its such a meaningless piece of resource, that only a complete autistic morron would bitch about being used somewhere else, while it still requires scripts and sounds to function, compared to something more "advanced" like metadoom endscreen

in any case, i believe the modder is expected to post credits, just as other modder is expected to not bitch about "stolen" things, so that the community doesnt turn into shitflinging unique snowflakes. Some dude makes a great mod, some other dude makes another and takes something to make it even greater and forgets to mention or maybe simply doesnt give a fuck. If there is something that gets in a way of making great things greater, such as "muh credits", "muh distribution license", "muh GPL", that it should just go fuck itself and all its adherents

>> No.3944453

>>3944447
>it doesn't matter. doubly so since its such a meaningless piece of resource,
lol ok

>> No.3944454

>>3944447
>anyone can recognize anyone's work
>then what's this?
>IT DOESN'T MATTER
Ahahahahahaha.

>in any case, i believe the modder is expected to post credits
Which he didn't.

>If there is something that gets in a way of making great things greater, such as "muh credits"
Crediting is not "getting in the way" of making anything. You use something from someone else, you say they made it. That's it.

>> No.3944461

>>3944447
>"muh credits", "muh distribution license", "muh GPL"
One of these things is not like the other.

Anyway the point is that the offending person in this case has apparently made it a habit of making mods based mostly on other people's work with little to no creditation. It's not like when DBT or PillowBlaster throw a hissyfit if a single one of their sprites was used without written consent.

Or when I got called out for basing a very simple fragment shader upon one written by someone else. Literally ~8 lines of high school math.

>> No.3944467

>>3944441
I disagree on Quake 2's weapons being balanced

Blaster/Shotgun/Machine Gun/Hyper Blaster all don't really have a use
Railgun is several cuts above most weapons as well

>>3944418
Half of Quake's weapon selection is not useful though(Axe, Shotguns, Nailgun)

>> No.3944468

>>3944461
>Anyway the point is that the offending person in this case has apparently made it a habit of making mods based mostly on other people's work with little to no creditation.
going into oldfag territory, but my favorite incident is back in the days where tiberiumsoul made "tibdunit", a shitty reskin of whodunit while claiming he made the whole thing

i wonder if i still have it on hand

>> No.3944472 [DELETED] 

>>3944091
>"mbt"-posters
what?

>> No.3944475

>>3944472
mbt = Mean By This

>> No.3944478

>>3944468

Four years ago isn't really oldfag territory.

>> No.3944480

>>3944478
wow, only four years? my mistake, for some reason i'd thought it was earlier.

>> No.3944482

>>3944467
>Blaster
Well it has infinite ammo and 100% accuracy.
>Shotgun/Machine Gun
I'll give you that. They get straight upgrades fairly early on.

>Hyper Blaster
This one is good though. Accurate and with high DPS, and the damage efficiency isn't as unbalanced as between the plasma rifle and BFG in doom. (i think?).

>> No.3944486
File: 286 KB, 1920x1080, dopefish.jpg [View same] [iqdb] [saucenao] [google]
3944486

>>3944475
Well any criticism of Arcane Dimenshion is automatically null and void because the maps are so damn pretty

And most of them are only occasionally taking the piss and generally flow well

>> No.3944489

>>3944486
Crucial error and foggy bogbottom really don't play well though. The latter does looks fantastic.

>> No.3944490

>>3944467
Axe is for interacting with switches or finding hidden ones without having to use ammo, or a backup weapon for finishing off knights or other weak enemies if you need to save ammo (rare, but still happens in some maps)

Shotgun is for long range accurate hitscan. I use this commonly despite having the later weapons. Very useful for scrags.

Nailgun is the only one that becomes obsolete, but there's nothing necessarily wrong with that. Weapon systems can work on a hierarchy, and unlike Doom where the pistol is quickly replaced by the chaingun, or Quake 2 where the shotgun is quickly replaced by the SSG, the nailgun's replacement doesn't appear until much later in an episode or a map.

>> No.3944497

>>3944482
It's actually really damage efficient and even stronger than the BFG if we're assuming no laser is being used

Assuming you're landing all the hits of course

>> No.3944503

>>3944489
ad_swampy is an evil map made by a twat, but it's huge and honeycombed so it's kinda impressive in that sense

ad_crucial is breddy good but flying drone nemies get on ,y tits especially since shotguns aren't hitscan anymore

>> No.3944512

>>3944010
>I-I'm just looking for the last tome
It's on the rooftops someplace, IIRC. Unless you missed an earlier one. In which case have fun backtracking through the whole fucking map!

>And why is the rocket launcher behind 2 secret keys.
Because the map author thinks the rocket launcher is easy mode and you don't deserve to use it, and should instead use your slow projectile nailgun to take out the three dozen floating kidneys hovering around pelting you with vomit balls, as shown by the "ZOMG you got a rocket lawncher!!!" text when you finally get the RL.

> Is ad_swampy the most evil map ever made?
No, it's just shit. Evil implies its design is done intentionally to bother the player in interesting ways instead of "oops you missed one thing, now none of the rune related secrets will show up :^)"

>> No.3944516

>>3944503
>ad_swampy is an evil map made by a twat, but it's huge and honeycombed so it's kinda impressive in that sense
Yes, architecturally it's amazing. But it doesn't suit quake gameplay at all I think.

>> No.3944521

>>3944512
>It's on the rooftops someplace, IIRC
Only socks and RL. I thought it was behind purple key door but it's the dopefish room.

>> No.3944523

>>3944503
It's no coincidence that swampy and crucial are made by the same person and that crucial uses the EXACT SAME ploy as swampy, except even worse, that being "if you don't shoot this totally unmarked grate near the start of the map that is visually identical to every single other non-breakable grate in the map of which there are at least a hundred, none of the keycards to get the rune will appear or even give you a hint they exist."

>> No.3944526

>>3944521
Well fuck it then, I don't remember. I hope you'll excuse me for wanting to keep any and all memories of wandering around Fucky Buttbugger for an hour and a fucking half trying to find the last goddamn tome buried and un-rememberable.

>> No.3944541

>>3944523
>It's no coincidence that swampy and crucial are made by the same person
I seem to remember someone posting the necromancer enemy on /vr/, before AD was released. Does this guy post here?

>> No.3944554

>>3944541
IIRC the skull head guys are ported from Hexen and are part of the Quoth enemy/weapon/entity modder's resource for Quake, they aren't unique to AD. And no, the fancy mapper-types who've been doing it for years who made AD stick to func_msgboard.

Unless they're lurking here, in which case: HEY MFX, YOUR MAPS SUCK FAT SHAMBLER COCK.

>> No.3944560 [DELETED] 

This is the AIDS general of /vr/ desu. Lots of faggots itt.

>> No.3944561

Oh hey new marphy black video

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

Wrong quake though

>> No.3944568

>>3944374
playing pitchfork start, blood

>> No.3944573

>>3944374
Unreal/Unreal Tournament has the best guns in history of vidya. That's not up for debate.

>> No.3944574

>>3944482
Lots of people shit on the hyperblaster for some reason, I think it's fucking great.

>> No.3944590

>>3944573
Agreed. Razorjack is a cooler name than ripper, even if the secondary fire is less apparently useful and harder to use.

>> No.3944627
File: 563 KB, 1920x1080, spasm0001.jpg [View same] [iqdb] [saucenao] [google]
3944627

>>3944554
I really liked his entry in Retro Jam 1. Brutally difficult, but I never felt that it was unfair.

>> No.3944642
File: 415 KB, 894x795, doom_femart_by_excrem_by_excrem-d9vfml2.jpg [View same] [iqdb] [saucenao] [google]
3944642

>>3940057

>> No.3944656

Ok so, a few days ago or so, there was a post on here with what looked like a custom map for NuDoom that was made in an actual editor rather than Snapmap. The post said something like "Looks like mapping for NuDoom is almost a possibility boys." I replied asking where it was from but got no reply. Does anyone remember this and know what the picture was from/if it was legit?

>> No.3944676
File: 147 KB, 824x722, walker.png [View same] [iqdb] [saucenao] [google]
3944676

Going to add some armor, guns and glowing bits to this and use it for rendering the spider mastermind replacement sprites. Any suggestion on what to change/add?

>> No.3944681
File: 829 KB, 640x480, mine tricks.webm [View same] [iqdb] [saucenao] [google]
3944681

This was pretty anticlimactic

>> No.3944696 [DELETED] 
File: 647 KB, 640x480, rebels.webm [View same] [iqdb] [saucenao] [google]
3944696

Can't believe they fell for it

>> No.3944726
File: 395 KB, 1585x883, clipping.png [View same] [iqdb] [saucenao] [google]
3944726

why is this light doing this? What determines whether lights clip like this?

>> No.3944732

>>3944560
Well it is, now that you posted here

>> No.3944758
File: 879 KB, 1400x900, DOOMBFGIRL.png [View same] [iqdb] [saucenao] [google]
3944758

Guys i need some addon packs for OBLIGE

>> No.3944764

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

Almost done with my ZScript test mod, just need to put in a BFG weapon and put in an alt-fire for the plasma rifle, and some last bits and polish.
Been experimenting with cvars, and let me fucking tell you, zscript and anonymous functions make implementing cvar effects like this REALLY FUCKING EASY.

Trying to think of some alternative cvars that would be interesting to play with, only other option I can think of is one that removes the mags/reloading and instead fires straight from the ammo supply.
Any others you think would be interesting?

>> No.3944782

>>3944764
would it be possible to provide something modifying aircontrol? i notice a jump height modifier, but with doom's default air movement that'll be quite annoying

>> No.3944792

>>3944782

Should be easy. SetAirControl is a pretty straightforward ACS function.
Lemme try it out.

>> No.3944829

>the final final final boss for the quake 1 universe is a dragon
what were they thinking?

>> No.3944834

>>3944829
Isn't the whole point of the expansions to use some unused ideas from the original game?
I won't be surprised if some of those ideas were poorly handled.

>> No.3944842
File: 544 KB, 1280x720, Screenshot_Heretic_20170424_015629.png [View same] [iqdb] [saucenao] [google]
3944842

>playing with Jimmy's Jukebox
>A good track comes on

Based experience, or basest experience?

>> No.3944859

>>3944441
half life's guns are anything but satisfying outside of the shotgun altfire and the revolver.

>> No.3944863
File: 1017 KB, 1280x720, mYL0yQw.png [View same] [iqdb] [saucenao] [google]
3944863

>>3944656
this?

>> No.3944864

Has anyone managed to successfully make a weapon or ability for Doom based on the Gravity Gun or telekinesis or something?

>> No.3944871
File: 2.87 MB, 920x518, gzdoom 2017-04-24 19-49-11-509.webm [View same] [iqdb] [saucenao] [google]
3944871

>>3944792
>>3944782

Yup, done.
Anything else you think would be good?

>> No.3944875

>>3944864

Guncaster has a spell called Chillgrasp; you grab enemies and hold them in air for a while, they freeze and then you can toss them to do damage to other enemies.

>> No.3944883

>>3944875
I heard Kinsie said he would avoid doing anything about the addition of Grabber from RoE in MetaDoom for a while, so i wonder if ZScript would allow him to make things easier.

>> No.3944885

>>3944883

>so i wonder if ZScript would allow him to make things easier.

Guncaster doesn't use ZScript to accomplish it; just some ACS. I forget which lump it's in (Guncaster has a ton of ACS lumps), but Pillow leaves uncompiled source for all his ACS scripts in the 'source' folder of his mods.

>> No.3944910

Just played Antrywey. What kind of sorcery is behind this?

>> No.3944915

>>3944910
Devil magics of portuguese cuisine

>> No.3944919
File: 393 KB, 1280x1024, Screenshot_Doom_20170424_190547.png [View same] [iqdb] [saucenao] [google]
3944919

I wish I could use this effect in gzdoom. I could find a practical use for it.

>> No.3944923

>>3943538

He totally filches code too. If you played Insanity's Requiem and got the sniper rifle (replaces the RocketLauncher), you might notice the impact looks quite like the Orion Sniper Gauss Cannon from Project MSX.

That's not by accident. Boatlods of stuff from Insanity's Requiem is torn out for Project MSX, and a lot of it got ported over to Legacy of Strife. He's also yanked stuff from Sangelothi's 'The Martyr', among many, many, MANY others.

Also he used to steal the names of things from Project MSX. The fucking NAMES.

>> No.3944926

>>3943580
You're the same person as >>3943387

right?

>> No.3944931

>>3944926
What does it mean when one of his posts features a troll face?

>> No.3944932

>>3944915
Is linguica portuguese or he just chose that name to bother people with it's pronunciation?

>> No.3944934

>>3944931
They're using dated memes?

>>3944932
I have no clue.

>> No.3944946

>>3942129
duty generating

>> No.3944969

>>3944932

The latter.
There's at least four different ways to pronounce it, which makes it really fun.

>> No.3944980

>>3944969
Then i can call him in my language's translation of the word, which sounds funnier?

>> No.3945002

Does anyone have a link to that video of the tutorial video showing you how to trick out revenants/pain elementals and reduce damage from archvilles?

I want to share it with my dad

>> No.3945009 [DELETED] 
File: 37 KB, 116x178, 1410683833849.png [View same] [iqdb] [saucenao] [google]
3945009

>>3944926
Nope, he's a different.

Filters are a cancer, they even spread into our reaction images. Please stop

>> No.3945010

>>3945002
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.3945039

>>3942456
I thought this was cancelled?

>> No.3945042

>>3945039
downloads got taken down
i got it from this
http://www.mediafire.com/file/z8pba9xnxzjjv2s/Powerslave+EX+v.1.0.0+%2B+patch+v.1.0.1.7z

>> No.3945047

>>3945010
Thanks anon

>> No.3945064
File: 990 KB, 1280x1440, Doomlike.png [View same] [iqdb] [saucenao] [google]
3945064

>> No.3945067

>>3945064
It doesn't look like Doom, but I like the clean style of it.

>> No.3945069

>>3945067
I think he means the level it self than the art style.

>> No.3945073

>>3940057

The Dropbox link to the idgames torrent is down. Anyone have a copy of it?

>> No.3945074

>>3945069
Oh, yeah. Modern games inspired by classic FPS always have shit level design.

>> No.3945075

>>3945067
I know. Thing is people look at wolfenstein-like and say it's doom-like because they were told so.

Then they go away from it and it gets ingrained in their memory that Doom was way too primitive for them and not worth their attention (I've actually seen quite a few people like that)


BTW anyone can direct me towards the map this screenshot was taken from?

>> No.3945078

>>3945064

>Uses a screenshot from a map that isn't vanilla

That didn't help the point you're making.

>> No.3945082

>>3945078
Both examples are obvious exaggerations, but the issue still stands. Also not mine, which is why Im asking for map source.

>> No.3945085

>>3945064
This game always bothered me with this. It's pretty much like a weird, cheap indie Wolfenstein, not Doom. But Doom's the more popular one so they use its name instead.

>> No.3945090

>>3945082
I recognize it, but can't remember the wad it's from.
I can tell you it's a deathmatch map, almost certainly from a popular deathmatch mapset.

>> No.3945105

>>3944863
YES! Where was this from?

>> No.3945117
File: 361 KB, 1280x1024, Screenshot_Doom_20170424_215416.png [View same] [iqdb] [saucenao] [google]
3945117

>>3944919
>practical
behold my shitty hom and sky paintings

>> No.3945119

>>3945117

welp, at least you're not making hellmouths that look like toilets out of ~5000 sectors and nearly as many aesthetically disparate textures

>> No.3945121
File: 415 KB, 1280x1024, Screenshot_Doom_20170424_220312.png [View same] [iqdb] [saucenao] [google]
3945121

>>3945119
Just for that; i'm doing a map of nothing but those somewhere. You're welcome.

One of the other four wings of the temple

>> No.3945123

>>3945121
The hellmouths, that is. Not the textures- I'm still trying there.

And the toilets; I'm doing a map with toilets somewhere too.

>> No.3945130

>>3945082
>>3945090
I wanna say it's some community set... Can't really remember though.

>> No.3945136

>>3945064
>Actual Doom screenshot

But it's not.

>> No.3945149

>>3945136
but it is screenshot and it is of doom

>> No.3945151

>>3945149
Not official doom.

>> No.3945160

>>3945149

The point is that you'd need a limit-removing port to play it, so it isn't representative of level design as it existed in the original doom.

>> No.3945162

>>3945160
So, would BTSX count then?

>> No.3945181

>>3945162
probably, yeah

>> No.3945187

Is it bad I wish we had a Bioshock weapon mod for Doom?

>> No.3945205

>>3945187

Guncaster is sorta like a Bioshock Infinite weapons mod. Has a combination of guns & magic, and instead of BI's skyhook you have triple-jump & glide for added mobility.

>> No.3945216
File: 347 KB, 1920x1079, RIUdd97.jpg [View same] [iqdb] [saucenao] [google]
3945216

>>3944561
>Wrong quake
How so?

>> No.3945261

>>3945082
>>3945090
>>3945130

It's Brigadine, by Viggles.
https://www.doomworld.com/forum/topic/92776-brigandine-beta2-updated-2017-02-14/

>> No.3945274

>>3944374
Blood

>> No.3945302
File: 682 KB, 1280x720, Screenshot_Doom_20170425_133823.png [View same] [iqdb] [saucenao] [google]
3945302

Tired of all the dogmatic complaining about filtering lately, I turned on ambient occlusion and bilinear filtering for a change of scenery. It's pleasant.

>> No.3945319

>>3945302
Boy you better brace yourself for a looooooooooooooot of shit from other anons.

>> No.3945327

>>3945261
Thanks.

>> No.3945329

>>3945302
honestly, i'm not like the other anons when it comes to dogmatic memeshit. But that makes me nauseous

>> No.3945337

>>3945302
Looks like arse, desu.
But if that's how you wanna play, then okay.

>> No.3945345

>>3945329
It's better in motion than in screenshots, IMO.
But yeah growing up on N64 and Unreal/Half-Life, this kind of filtering is perfectly fine to me.

>> No.3945369

>>3945302
has anyone made a shader that adds a very strong gaussian blur on everything?

>> No.3945374

>>3945345
filters are fine when texture resolutions get a bit higher and we're dealing with models

spritework, not so much
you hvave clean crispy goodness that you muddle up
like throwing paint remover on a picasso piece

>> No.3945390

Is plutonia 2 worth playing? Is it "LOLDUDE SO HARD NUTS.WAD" or is it like ancient aliens enjoyably difficult.

>> No.3945404

>>3945374
Good thing I already appreciate the original pixelated sprites, huh?
But yeah I will agree that a lot of the ugliness on sprites is due to how small they are. Though Smash Bros., Mario Kart, Mario 64, etc. made use of that size of sprite, they don't usually take up a large portion of the screen like they can in Doom. That's probably why the Doom 64 sprites are twice as large.

>> No.3945409

>>3945390
I played it with Final Doomer and didn't remember having much of a problem, and I'm not a great player.
Though, you might want to check if you want to do MAP32 before going for the secret exit.

>> No.3945410

>>3945404
Now that I think about it, what's the go-to Doom 64 monster sprite replacement?

>> No.3945414

>>3945409
yeah i know all about go 4 it. It doesn't look like anything compared to scythe or going down

>> No.3945424

>>3945064
if you're gonna call that an "actual doom screenshot" you might as well go with blade of agony or total chaos

>> No.3945425

>>3945410
There isn't one, which is a shame.

>> No.3945429

>>3945424
>>3945136


>>3945082

>> No.3945439

>>3945302
It looks like the player needs glasses. So blurry

>> No.3945495

>>3945390
there are a couple of maps that are bullshit but its pretty fun overall

>> No.3945750

>>3945302
Its like Mr Bean goes over every screenshot with a coat of vaseline

>> No.3945761

Any Duke Nukem 3D-style maps for Doom, especially ones that make use of GZDoom functionality? After the Starter Pack stuff and SgtMark definitely taking inspiration from DN3D, i've got an itch for messing with gameplay mods and stuff involving the level style.

>> No.3945770

New thread.

>>3945765
>>3945765
>>3945765