[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 480 KB, 1500x600, darkplaces.png [View same] [iqdb] [saucenao] [google]
3945765 No.3945765 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3940057

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 (dead)

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.3945769

=== 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 ===

[4-24] New gameplay mod; osjc's Major Crisis
https://forum.zdoom.org/viewtopic.php?f=43&t=56076

[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.3945785

>>3945761
Give Trump Doom a go, you won't be disappointed.

>> No.3945798
File: 2.73 MB, 720x360, fighting the cyborg cow.webm [View same] [iqdb] [saucenao] [google]
3945798

I'm not dead, I just got distracted for a few days.

>> No.3945806
File: 162 KB, 626x881, objectively wrong 1.png [View same] [iqdb] [saucenao] [google]
3945806

>> No.3945807
File: 367 KB, 1286x747, objectively wrong 2.png [View same] [iqdb] [saucenao] [google]
3945807

>>3945806

>> No.3945808

>>3945807
lost soul don't know what the fuck

baron looks like he just got done playing gmota

>> No.3945810
File: 299 KB, 1098x820, objectively wrong 3.png [View same] [iqdb] [saucenao] [google]
3945810

>>3945807

>> No.3945812

>>3945806
Oh shit, an MS Paint comic! He sure looks stupid now!

>> No.3945815

>>3945810
This offends me on multiple levels.

>> No.3945816
File: 187 KB, 837x762, objectively wrong 4.png [View same] [iqdb] [saucenao] [google]
3945816

>>3945810

>> No.3945817
File: 261 KB, 1074x766, objectively wrong 5.png [View same] [iqdb] [saucenao] [google]
3945817

>>3945816

>> No.3945819
File: 236 KB, 1191x707, objectively wrong 6.png [View same] [iqdb] [saucenao] [google]
3945819

>>3945817

>> No.3945820
File: 61 KB, 625x999, doom1.png [View same] [iqdb] [saucenao] [google]
3945820

>>3945817
Reminds me of this

>> No.3945824

i didn't know kegan drew comics

>> No.3945825

>>3945820

I miss Doombro.

>> No.3945826
File: 63 KB, 625x999, doom2.png [View same] [iqdb] [saucenao] [google]
3945826

>> No.3945827
File: 266 KB, 840x847, objectively wrong 7.png [View same] [iqdb] [saucenao] [google]
3945827

>>3945819

>> No.3945828
File: 60 KB, 625x999, doom3.png [View same] [iqdb] [saucenao] [google]
3945828

>> No.3945834

>>3945798
Reminds me of crappy fps gameplay trailers where they're constantly switching weapons after every kill to show off as much as possible and make the gameplay look more exciting than it actually is.

>> No.3945835

>>3945834
I was just mainly making sure everything worked like it's supposed to on this guy, in actual play sessions I'm probably gonna keep my distance and hammer him with missiles if I have the upgrade.

>> No.3945836

>>3945827
>Angry Doomguy is stuck in an excessive glory kill animation
The irony

>> No.3945854
File: 14 KB, 128x128, FIREBLU.gif [View same] [iqdb] [saucenao] [google]
3945854

>> No.3945857 [DELETED] 
File: 127 KB, 1230x283, 1487828938949.png [View same] [iqdb] [saucenao] [google]
3945857

>>3945765
Time to remind the faggots that they're faggots.

>> No.3945859 [DELETED] 

The AIDS general desu.

>> No.3945860
File: 14 KB, 128x128, FIRERED.gif [View same] [iqdb] [saucenao] [google]
3945860

>>3945854

>> No.3945864 [DELETED] 

This place is the beating heart of the cancer that fills every FPS thread on /vr/. It should be killed with fire.

>> No.3945870 [DELETED] 

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

Fffffuuuuuckkkk...

>> No.3945871

I like Doom. What have you guys been playing recently? I finally finished up TNT and now I'm waiting for the next Finaldoomer update.

>> No.3945883

>>3945765
>feel like playing Duke
>GoG duke doesn't work in Windows 10
>try to use Eduke32
>it crashes on startup for no reason
life is suffering

>> No.3945886
File: 1.20 MB, 1920x1080, Screenshot_Doom_20170425_052814.png [View same] [iqdb] [saucenao] [google]
3945886

>>3945785

>> No.3945901
File: 392 KB, 1920x1080, Screenshot_Doom_20170425_055924.png [View same] [iqdb] [saucenao] [google]
3945901

>>3945886
you're fired

>> No.3945918

>>3945871
Playing freedoom without saves and its pretty hard. Made it past the "even simpler" clone, now back to normal fun levels

>> No.3945923

>>3945883
GoG duke works in W10 for me :shrug:

>> No.3945927
File: 360 KB, 1280x720, Screenshot_Doom_20170425_105722.png [View same] [iqdb] [saucenao] [google]
3945927

>can't stomp shrunken enemies like in DN3D

why

>> No.3945934

>>3945886
What are you using to play as Douk with douk enemies?

>> No.3945935
File: 33 KB, 672x387, cacodemon-1.jpg [View same] [iqdb] [saucenao] [google]
3945935

https://www.youtube.com/watch?v=x8UtXjLZ0HE
Guy that worked on this died a year ago

>> No.3945938

>>3945857
Happy anniversary you guys

>> No.3945949

>>3945934
I wouldn't be able to find the original upload, so here
http://www.mediafire.com/file/qoc9diw23pkrjlq/duke3dtc.wad
Unfortunately it's a bit old, and the graphics had their palettes kinda fucked. Plus it has some really unbalanced replacements, turning every Imp into a Pig Cop basically breaks most maps that throw you against them with a pistol start in mind.

>> No.3945951

>>3945871
Interception.

It's a pretty alright megawad, detailing is a bit bland at places though, and the first third is kind of boring.

>> No.3945957

>>3945949
I'll check it out thanks.

>> No.3945962

I hope torridgristle's RetroShader is still being worked on, it doesn't work with GZDoom 2.4.0.

>> No.3945969

So, Kinsie, how's MetaDoom V4?

>> No.3945983

>>3945923
>le PM'd you the fix
yea nah fuck off cunt, thanks for the "help"

>> No.3945989

>>3945935
>Died in the Colectiv fire

fucking christ

>> No.3946010

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

>> No.3946029

Is it possible to uncap the framerate in quakespasm at all? It's stuck at 70.

>> No.3946048

What happened to that guy making Bloodborne Doom? Really intrigued to see what he's got.

>> No.3946062

>>3946048
You mean the Hexen Souls guy?

>> No.3946074

>>3946062
No, a few days ago someone said they were working on a bloodborne mod.

>>/vr/thread/S3934473#p3937503

haven't heard anything since.

>> No.3946078

>>3946074
Right. Hope something cool comes out of it, then.

>> No.3946085

>>3945765

I use Dark places. Something I'm doing wrong?

>> No.3946093

>>3946085
It's a matter of taste. Quakespasm is closer to vanilla and Darkplaces is really flashy if you want all that stuff.

>> No.3946204

>>3946085
you are, especially if you are one of those people who complain about lack of compatibly when he maps readme specifically calls for a different sourceport to be used

>> No.3946212 [DELETED] 
File: 3 KB, 320x200, shotgun.png [View same] [iqdb] [saucenao] [google]
3946212

First weapon I try to make.
I know it's far from perfect but what do you think? Also any suggestions for drawing better appreciated.

>> No.3946220
File: 3 KB, 320x200, shotgun.png [View same] [iqdb] [saucenao] [google]
3946220

First weapon I try to make.
I know it's far from perfect but what do you think? Also any drawing technique suggestion appreciated.

>> No.3946237
File: 48 KB, 320x200, pantzs.webm [View same] [iqdb] [saucenao] [google]
3946237

animu reference

>> No.3946239

>>3946220
looks flat as fuck,

>> No.3946243
File: 11 KB, 540x400, what the fuck am i reading.png [View same] [iqdb] [saucenao] [google]
3946243

>>3946237
What mod is this made for?

>> No.3946254
File: 188 KB, 1280x1829, Panty&Stocking.jpg [View same] [iqdb] [saucenao] [google]
3946254

>>3946237
>>3946243
Panty and Stocking?

Please tell me there's a megawad in the works where you fight Ghost boss monsters and Scanty/Kneesocks

>> No.3946261

>>3946254
Judging by the fact that this is the regular old hairy arms of Kevin Cloud used for the original weapons, I'm thinking whoever is wielding that gun ISN'T Panty Anarchy.

>> No.3946269

>>3946261
>>3946254
>>3946243
its based on a old idea i had once. you play as a filithy weeb who gets powers from anime.

>> No.3946274
File: 2.94 MB, 640x360, waifus.webm [View same] [iqdb] [saucenao] [google]
3946274

>>3946269
So it's like WebM related in a way? Now I really want a Weebguy mod.

>> No.3946278
File: 18 KB, 308x188, kars cutter.png [View same] [iqdb] [saucenao] [google]
3946278

>>3946274
i made that webm.

>> No.3946280
File: 29 KB, 585x635, 1397713191203.jpg [View same] [iqdb] [saucenao] [google]
3946280

>>3946239
alright

>> No.3946281
File: 2.03 MB, 914x850, silverlover03___doom__doomguy__by_virus_20-d9m0jkp.png [View same] [iqdb] [saucenao] [google]
3946281

post things you want a mod of.

>> No.3946284

>>3946280
Don't give up though dude, it's a flat shotgun but you can fix this.

>> No.3946296
File: 6 KB, 66x66, Gunlance_Icon_White.png [View same] [iqdb] [saucenao] [google]
3946296

>>3946281
With how popular melee combat is these days you'd think something similar to this would be made.

>> No.3946297

>>3946284
Look at it this way, his flat weapons could probably spawn some Laptop Gun-like ideas.

>> No.3946303

>>3946284
Yeah, will try. Thanks for the input.

>> No.3946345

>>3945827
> 3 skulls out of one guy
i thought this was about doom, not mortal kombat

>> No.3946501

>>3946281
Japanese Ronald McDonald

>> No.3946504

>>3946501
RAN
RAN
RUUUUUUUUUU

>> No.3946514

>>3946504
Koriga?

>> No.3946528

>>3945816

Actually Berserk sucks because despite the damage (which only amounts to half a rocket basically) it means you've got to get in claw range of most monsters and they'll probably make you swallow a fireball as you're closing in too.

Good way to lose the 100 health the berserk pack gave you. I would consider it a debuff if it made you switch to fist and didnt give you berserk powers.

>> No.3946541

>>3946528
there's only 3 monsters the berserk is ideal for taking out:
Pinkies (generally cant fight back against this)
Cacodemons (as easy as using an SSG but possibly faster)
Pain Elementals (cant fight back)

id say zombies but really a chaingun is best for them (and chaingunners give you replacement ammo)

>> No.3946549

>>3946296

make it a Vibro-Bayonet (like the predator disc effect) or Force Blade Bayonet and you got yerself a deal

>> No.3946559

>>3946541
Hell nobles are high up there on punchable. Also punching shotgunners is a really stupid idea. hitting cacos, that have one of the fastest attack animations in the game, isn't very good either.

>> No.3946561

>>3946528
>>3946541
It's not so hard to punch imps without getting hit, honestly. You just need good timing to know when to strafe and get a few steps away to avoid getting slashed. And it's much easier if you have enough space to circle strafe, so you only have to worry about the second thing.
Once you master that, you might also try berserk punching hellknights and barons if you have enough time and patience.

>> No.3946591

Who wants to host a Return of the Triad deathmatch server?

>> No.3946592
File: 21 KB, 320x200, rape.webm [View same] [iqdb] [saucenao] [google]
3946592

>>3946237
never read jojo. but tusk seems like a cool ability

>> No.3946594

using berserk effectively, you just gotta make sure you know the pro strats of FPS melee combat
> move in
> click right before in range
> back off immediately when the hit lands

>> No.3946603
File: 1.32 MB, 1719x1240, color me mad.jpg [View same] [iqdb] [saucenao] [google]
3946603

>>3946085
>>3946093
I use quakespasm and ironically ive got to say I prefer it over darkplaces because the texture filtering is "okay" by my standards since I NEVER got to see the proper filtering on the original game.

I never played the original when it came out, I got quake 2 instead a couple years after #3 came out. Snagged quake 1 through an ftp back in probably 2003.

So my old fond memories of quake 1 and 2 were always software mode, I never had good gfx cards to keep up. And OpenGL sucks because you couldn't change the brightness and it was always really dark.

So Quakespasm apparently renders quake with the texture filtering it was designed for on the ideal video cards of the time (voodoo?), that special mode you wouldn't get unless you had the right video card.

What they do with such abysmally low resolution textures is mind boggling, the (bloody?/rusty?) greebled bluish metal wall textures on the military bases are where it stands out the most.

Otherwise the only way you're going to improve quake 1 is with higher resolution and better designed creature models, and first person gun models (along with actual changes to their animations).

The super nailgun and its animation, as well as all gun muzzle flashes (which should be sprites) is a real dealbreaker for me. I hate using that weapon, I only use it to nail shamblers pretty much.

>> No.3946609

>>3946594
if you want to get blasted yeah that's a good strat

If you want to not get damaged in any way, you have to stay untill they punch/claw. If you back up before it registers that they need to melee you then you're getting a revanant or imp fireball in the face.

>> No.3946612

>>3946559
>>3946561
nobles have some of the lowest painchances in the game, you can punch them but it takes patience, every hit is like a football play all to itself - yeah if you're screwed on ammo or this is what the map gives you then you have to take it, but still id rather only half kill them and then plug them with 20 rounds from the pistol to finish the job

even memento mori gives you an SSG in that one little hallway where you're trapped with the baron

imps hit you because there's hardly ever just one of them (unlike doom3)

>>3946594
too much work to focus on that

its much more satisfying to apply that effort to getting a BFG shot --juuust right--

>> No.3946618

>>3946609
Not that anon but that's only for revenants, though. Imps will still throw fireballs if you back off when they "need to melee you", so waiting for that is not necesary.

>> No.3946623

scythe 2 or plutonia 2?

>> No.3946628

>>3946592
having an LED on your finger?

>> No.3946629

>>3946609
even I know you dont back off

A_Facetarget only occurs at the beginning of their strike animation, if you punch them, wait for the attack to start - now you can sidestep them and not only will the claw miss the fireball probably will too.

The problem is with multiple enemies, you're very likely to dodge into someone else's shit.

(oh dang this gives me an idea... mancubus that occasionally shit out giant hellish turds that give off heat or radiation - but it only damages the Player (repeating explosion radius, given a damage type that only hurts player). They could be land mines that explode, or just something that sits there and hurts you like an acid pool does)

>> No.3946632
File: 104 KB, 550x600, BIG JOHNNO.png [View same] [iqdb] [saucenao] [google]
3946632

hello all, I drew a caco last night, his name is Johnson and he is very unfortunately off model, please pray for him

>> No.3946638

>>3946632
he aint half bad

>> No.3946641

>Half way through BTSX using FinalDoomer after that conversation last thread got me to pick it up
>find out that the next update will include weapon sets for other popular megawads including BTSX.
I wish I knew this before, going through half the game again so soon will be a pain. As cool as BTSX is some of the encounters are annoying as shit. And hopefully the guns will be a little more balanced now. The shotgun is about the same as the original but that chaingun is far too powerful

>> No.3946645

>>3946632
Wouldn't praying for a demon cause bad things to happen to it?
Like burning or a visit from Doomguy?

>> No.3946657

>>3946632
I want to pat him.

>> No.3946659

Where's Kinsie?

>> No.3946670

>>3946659

Considering he's Australian, he's probably fucking asleep.

>> No.3946673

>>3946670
I thought he was british

>> No.3946674

>>3946641
thas the pooint.
I guess I could drop it down a peg or two, but the chaingun is meant to be more powerful per shot than all the other classes.

also BTSX weaponset is probably gonna be OP as all hell, it's ridiculous.

BALANCE IS HARD

>> No.3946715

>>3946029
is you change it it'll fuck up the physics apparently

>> No.3946732

>>3946674
i would've guessed the ancient aliums weapons would be OP tier

>> No.3946749

>>3946732
Heh. The AA lower tier weapons tend to be average or slightly weaker, the higher tier ones are really amazing, so I guess it kinda balances out.

AA has the most powerful rocket launcher of all the weapon sets, BTSX has the most powerful SSG, BFG and probably plasma rifle, but not sure.

>> No.3946761

>>3946749
The only low tier weapon that matters is Super Shotgun

BTSX confirmed for top tier Final Doomer class with TNT being Why the fuck was this made tier

>> No.3946770

>>3946761
bitch i will cut u
burst shotgun stronk

But yeah, the BTSX SSG is far and away stronger than anyother, about double the damage?
The downside is that it's basically a melee weapon.
It's not much of a downside, heh.

The ammo consumption is normal right now, but will likely go up to four or three per shot for obvious reasons.

>> No.3946778

>>3946749
Overpowered or not I'm looking forward to this, any idea on when the update will be released?

Honestly, I never found final doomer to be that overpowered. If anything the guns seem to range between slightly weaker and slightly stronger than their vanilla counterparts. Nothing feels cheap or too strong.

>> No.3946784
File: 6 KB, 320x200, shotgun2.jpg [View same] [iqdb] [saucenao] [google]
3946784

>>3946220
How's this attempt?

>> No.3946789

>>3946784
Better, but the big question is lack of perspective. The entire thing seems thin and doesn't really widen as it comes closer to the view.

>> No.3946790
File: 1.47 MB, 480x270, Jontron.gif [View same] [iqdb] [saucenao] [google]
3946790

>>3946254
>Panty and Stocking megawad where you fight Scanty and Kneesocks

>> No.3946791

>>3946784
Better, but the wood is still a little flat.

>> No.3946793
File: 21 KB, 440x338, sfks.jpg [View same] [iqdb] [saucenao] [google]
3946793

>>3946784
This part seems to make the thing look really flat. It's good that you're working to improve it.

>> No.3946794

>>3946778
Not sure, we should have a clear run to get the last remaining weaponset done, thanks to Shivers being a frisbee who got all his uni work done in a few days.

AA is more or less done, BTSX is 99% done, JPCP only has a hud so far.

>> No.3946803

>>3946778
This. I prefer FD to Smoothdoom at the moment because it makes Doomguy's guns satisfying to fire. Plus it actually works with Ketchup.

>> No.3946829
File: 1.63 MB, 1543x6138, Play Doom.png [View same] [iqdb] [saucenao] [google]
3946829

New version of this when?

>> No.3946842
File: 50 KB, 960x720, rott_008.png [View same] [iqdb] [saucenao] [google]
3946842

how do i kill tom hall

i tried firing every missile weapon in the arena at him and he didn't seem to take damage from anything

there's an exit door but it's blocked by a pillar and i can't find any way to move it

please advise

>> No.3946845
File: 6 KB, 320x200, shotgun3.jpg [View same] [iqdb] [saucenao] [google]
3946845

>>3946789
>>3946791
>>3946793
How's this solution?

>> No.3946856

>>3946845
Not any of them but it looks much better your in the right direction

>> No.3946858

>>3946842
You let him shoot at you for a long time until he "runs out of steam" and then runs away. It really is that simple. Let him act like a nasty demigod showing off and drain his energy.

Everything you shoot him with makes him stronger, and as you've noticed he spits it back out at you in his own way. The key to surviving him is those asbestos armors, and also running and re-healing if he tries to vampire you.

I didnt beat the game my first go around because of that (aside from cheating). Years later I found out this trick and won.

Also in the final level (it has a bunch of lava walls) you're going to have to get the red key and fly into the back area if you want to get the good ending. There's a hidden hall of those embryo things in the back, and dont forget to really cover the first two areas good as well. I think the red key is hidden behind a secret lava pushwall (yeah, you gotta push, on the lava wall).

>> No.3946863

>>3946858
In the final level if you cant keep the pegasus boots long enough to get in the back, you can use an asbestos armor and rocket jump on top of the ledge to get in the back door.

You may need to search around for the keys, im not sure but there may be two, you'll have to check. If there are, they will be in the first section with the lava chambers.

>> No.3946869
File: 887 KB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
3946869

>>3946085
>>3946603
>>3946093
Why is Quake GL is the best GL of all times?

>> No.3946871

>>3946869
But QSpasm is GLQuake with the shitty bugs fixed.

>> No.3946872
File: 1.23 MB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]
3946872

>>3946845
Needs to be more angled IMO - take a look at Duke 3D shotgun for example


>>3946869
I meant Quake's Grenade Launcher duh.

>> No.3946874

>>3946603
>So Quakespasm apparently renders quake with the texture filtering it was designed for on the ideal video cards of the time (voodoo?), that special mode you wouldn't get unless you had the right video card.
You can change the filtering mode. gl_texturemode gl_nearest if you want only crunchy pixels and gl_nearest_mipmap_linear if you want them to blur a bit at a distance like how software mode did it.

You're right that Q1 has fantastic art design for being such a cobbled-together mess of ideas.

>The super nailgun and its animation, as well as all gun muzzle flashes (which should be sprites) is a real dealbreaker for me. I hate using that weapon, I only use it to nail shamblers pretty much.
you have shit taste here though like what the fuck, your post was going so well and now you type this shit?

>> No.3946875

>>3945064

>>3945160

What screenshot of actual Doom 1/Doom2 levels would you suggest that show it's architectural superiority over Wolf-like the most?

>> No.3946883

>>3946872
>I meant Quake's Grenade Launcher duh.
Because TING TING TINGTINGTING BOOMmm

>>3946875
Any of the Romero-designed levels, probably, given that he had the explicit rule about "if your level looks like it could be made in Wolf3D, scrap it and start over."

>> No.3946893

>>3946883
more like
> BOOMF PWONG PWONG PWONG KRABOOM

though Q2 also has a nice sound for it
> BINK KLACKA-TCH-CLACK
but its so it sucks

>> No.3946898

>>3946790
If it's panty and stocking, I'd imagine that both coins and cum would be spilling out of Jon's pants.

>>3946220
>>3946784
>>3946845

I dunno why but the fact this guy's getting help and that he's new to doom modding and possibly foreign (Im assuming that at least, his grammar seems to be a little off, not to throw shit) kinda gives me a warm feeling, as cheesy as that prolly sounds.

>> No.3946901

>>3946845
THICKER

>> No.3946904

>>3946845
gun looks pretty fine, but angle is really off.

try to aim in front of you!

>> No.3946905

>>3946875
Probably and E4 map, or an early D2 map. Something with a lot of height variations and decent texture usage.

>> No.3946906

>>3946845
Try making the wood wall from the barrel thicker. You can see from where it joins the metal body that the wall is paper-thin, if you make that line thicker it should look better.

>> No.3946914
File: 15 KB, 480x360, XTRA THICC.jpg [View same] [iqdb] [saucenao] [google]
3946914

Question: is there a Quake 1 mod that makes/made you think that it could've been Quake 2 had ID stuck with the original idea of Lovecraft shit, among other things?

>>3946901

>> No.3946915

>>3946874
firstly the SNG projectile doesnt display 2 nails vertically on top of each other, its just one different colored one

second - the cycling animation is too short for the gun, it needs at least 4 frames in my opinion and it only has 2.

third - using 3d models to draw special effects like explosions (hello quake2) or muzzle flashes IS shit taste, I would've thought they'd know better that. You dont use 3d models for things that demand exquisite detail (otherwise textures would be models - though this is coming closer to reality, check out "Euclideon infinite geometry")

at least quake 1 had a sprite explosion that worked perfectly, quake 2's demo version explosion looked okay enough but then they put that awful 3d model in for the explosion (awful because being 3d you can see ALL of the drab imperfections and lack of detail in it, it would have had to be 5 times the polys and double the number or resolution of textures to pull off what they were trying to achieve)

quake2 didnt even have muzzle flashes on their guns, but from the alpha content I can see they tried and failed so they just popped a bullet puff on the end of the gun

But I do like Q1 and Q2 each in their own ways for different reasons - those big huge maps in 2 with hubs, especially in some of the expansions. And I loved how 1 recreated much of the sense of trap-danger that doom had, and also a sense of desperation as some encounters could not be confronted easily head on (tough and hard to counter enemies, swarming in, you just have to run - and you cant just pop a QD whenever you want to like in Q2)


>>3946893
Because the grenade launcher was a powerful weapon but it also took skill to use, and at the same time felt like a run of the mill weapon considering that most enemies took several shots to kill with it - its like a perfect mean

>> No.3946931

>>3946915
>>3946874

And in defense of model based special effects I will condone sprite planes...

Those are where you combine several sprites displayed as 3d planes, arranged like a paper model so that they construct the appearance of a phenomena when you're really just looking at several sprites overlapping each other.

Halo's muzzle flashes for their minigun were excellent.

UT2004 tried to copy the same technique and dismally failed since they didnt take into account that if many of the sprites have alot of alpha (or are just being used additive) then you're actually going to see the parts where each one intersects.

And also thats where you get into some problems like Zdoom and Edge originally had with displaying projectiles with translucency which had white-hot centers. It takes that bright center and just makes it look like mud. Which is what happened with the pulse rifle blasts in ut2k4. And alot of those sparks where you could see its made up of pieces similar to a Starfruit.

>> No.3946947
File: 711 KB, 1920x1080, quakespasm-sdl2 2017-04-12 04-58-27-14.png [View same] [iqdb] [saucenao] [google]
3946947

>>3946914
Arcane Dimensions has a few maps like that.

>> No.3946960

>>3946281
But why do you want a mod of an dinosaur chubbs skin?

Unrelated; I made a neat fuckin' lightshow hall.

>> No.3946962
File: 498 KB, 1280x1024, Screenshot_Doom_20170425_175923.png [View same] [iqdb] [saucenao] [google]
3946962

>>3946960

>> No.3946963
File: 96 KB, 359x319, tfw thicc crash will never sit on your face.jpg [View same] [iqdb] [saucenao] [google]
3946963

>>3946960
>But why do you want a mod of an dinosaur chubbs skin?
Maybe he just wants the THICC

>> No.3946968

As we all know Quake in OpenGL looks like hot garbage and even with mipmaps disabled UI is still smeared in vaseline and particle effects look like ugly blobs.

So what you should actually play are software ports that support widescreen resolutions.
Pick any of these and enjoy:
http://www.jacqueskrige.com/download/ae3c705d17304e87a2b1032559d57018/uqe_quake_113.zip
http://disenchant.net/files/engine/snapshot/tyrquake-0.61-1222-gb46aa1d-win32.zip

>> No.3946970

>>3946914
>>3946947
Yeah arcane dimensions is dope. Just don't do foggy bogbottom as your first map. In fact save it and ad_crucial for last.

>> No.3946971

>>3946970
>not doing those two first to get the shit ones out of the way and you can have actual fun with Terror Fuma, Necromancer's Keep, Arcane (Metal) Monstrosity, Obsessive Brick Disorder, etc etc

>>3946968
>even with mipmaps disabled UI is still smeared in vaseline and particle effects look like ugly blobs.
gl_texturemode gl_nearest

>> No.3946974

>>3946623
Plutonia 2, if only because Gusta is my favorite 00's mapper.

Scythe 2 is good, but its not until the second half that it truly shines, IMO.

>> No.3946979
File: 688 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google]
3946979

>>3946968
>As we all know Quake in OpenGL looks like hot garbage and even with mipmaps disabled UI is still smeared in vaseline and particle effects look like ugly blobs.

?

>> No.3946980
File: 7 KB, 320x200, shotgun4.jpg [View same] [iqdb] [saucenao] [google]
3946980

>>3946789
>>3946791
>>3946793
>>3946898
Thickened and changed perspective a little bit.

>> No.3946986
File: 38 KB, 961x720, 2017-04-25_18-12-40.png [View same] [iqdb] [saucenao] [google]
3946986

>>3946858
Well, that was disappointing. The first form would've made a better fight. He ended up killing himself by bumping into one of the fire walls.

>could've had qt gril low guards and strike teams
oh well

at least it's over

>> No.3946987
File: 1020 KB, 1280x1440, file.png [View same] [iqdb] [saucenao] [google]
3946987

>>3946875
How's this one?

>> No.3946994

>>3946987
This time take a pic from Dosbox

>> No.3946995

>>3946994
________no_________

>> No.3946998

>>3946987
I never realized just how aesthetically and architecturally intricate E1M1 is, if you'll excuse the faggotry in that phrase.

>> No.3947001

>>3946970
Hey, I liked crucial error

>> No.3947003

>>3947001
It's a great map, he's probably just butthurt about the map's super secret rune placement

>> No.3947005

>>3946968
BabyRage

>> No.3947019

>>3946987
> LARGE
> BULLETS

>> No.3947024

>>3947001
Crucial Error, more like Pootial Error, 'cause it's shit to look at and shit to play.

Terror Fuma is literally a better Cruical in every way. Better level design, MUCH more interesting visuals, and an enemy roster beyond four types of Grunts and the rocket frisbees.

>> No.3947026

>>3946987
what's that game on top? it look like it could be fun for 5 min

>> No.3947027

>>3946974
what the hell did those "G" switches do anyway?

I remember at least two of them offhand, Map 5 and Map (8?).

I dont think either one of them were necessary to complete the level and I dont remember them revealing any secrets

>> No.3947031

>>3947026
At first I thought it was Gun Gods, but it turned out to be Intrude.

Takes the worst parts of Wolfenstein.

Fans praise it because it's just like Doom (look into review comments)

>> No.3947032

>>3947024

Right about the time I got back into playing Q1 with 'spasm

DOPA comes out.

And I get my ass kicked bretty good, happily, as I was glad that they used alot of lesser enemies and scenery to fuck up my world rather than just spamming shamblers.

not sure about these other expansions, never really heard of them (where get? which keys to bind?)

>> No.3947035
File: 18 KB, 320x200, issues.png [View same] [iqdb] [saucenao] [google]
3947035

>>3946980
your perspective is partially isometric
the lines don't converge to the center apart from the very top one
look at the green lines and see how thing it is

>> No.3947036

>>3947032
speaking of which are there any other d.o.p.(e) level expansions for quake, or a sequel to it? dopa didnt last long enough, I needed more levels of that shit.

>> No.3947045

>>3947031
meh, looks like IGG has a... "backup", i'll give it a shot

>> No.3947048
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170425_185129.png [View same] [iqdb] [saucenao] [google]
3947048

>>3946963
But anon, it's a fatfur.

>>3946962
Small demo of this map. Demo ends when the first Skull Orb is inserted; this is as far as I've gotten in development. Only RED and BLACK lighting+desaturation is used for this map; with the exception of the starting area as that's not in the same realm as the castle.

https://www.dropbox.com/s/2gjr5j0ny2o0lul/Despairity.wad?dl=0

Give her a whirl. Stealth monsters will not be removed; but the enemy roster is only imps, demons, and barons/knights for the most part, and they're not likely to be very common

It's based off of this room in my other map

>> No.3947059

>>3947032
DOPA isn't actually that great, too many samey levels (player starts in hub with choice of two paths, complete one, complete the other, finish level, with lots of small hallways and by-the-numbers enemy encounters).

>not sure about these other expansions, never really heard of them (where get?
There's two official expansions and a ton of unofficial ones. The first official one by Hipnotic/Ritual is Scourge of Armagon, which is actually pretty good and adds some new weapons, a bunch of new enemies, and neat new map entities (Rotating brushes!). The second one by Rogue, Dissolution of Eternity, is significantly less good with less interesting level design, half-assed new weapons, and a love of fucking the player up with traps and spawning monsters galore the instant they think they're having fun. Pirate them, they aren't huge and downloads can be found easily.

For community stuff, go here:
https://www.quaddicted.com/reviews/
and sort by 4/5 star reviews or high to low user ratings, then go nuts. Lots of them aren't just individual maps but full-on expansions with new monsters, entities and more, and often require you to manually install them into your \quake folder and launch with the -game "directory" command. You could try using the Quake Injector add-on but I've never used it, it doesn't always install things right and Quake mods are exceedingly simple to install especially if you have prior experience with any of Valve's games on GoldSrc or Source.

The mod we were talking about in this thread is Arcane Dimensions, a recent Q1 mod with a number of maps by high-profile mappers who have been making them for years or longer, which includes multiple new weapons, tons of new enemies (some borrowed from the Quoth modder's resource), breakable objects, xbox hueg maps, and so on. Well worth playing even if it ruins other maps for you forever.

>which keys to bind?)
Read the ReadMe. Always.

>> No.3947078

>>3947035
Yeah, you have a point, I've always been bad at drawing.
I guess I'll try another one with the correct perspective.

>> No.3947097
File: 44 KB, 1031x417, TOO THICC.png [View same] [iqdb] [saucenao] [google]
3947097

>>3947048
>But anon, it's a fatfur.
Well maybe _I_ just want the THICC.

>> No.3947103

>>3947097
maybe you should stop posting about your fetishes

>> No.3947104
File: 154 KB, 1366x724, 1.png [View same] [iqdb] [saucenao] [google]
3947104

>>3947048
Just stop with these throwaway maps, even my laptop can't handle such faggotry.

>> No.3947106

>>3947104
that's rude dude

>> No.3947108

>>3947104
rude

>> No.3947112

>>3947024
I admit terra fuma is better but i have fond memories of crucial error

>> No.3947115

>>3947103
You will see that somehow this will drag the subject back to me again by going this way, or even back to Major Cooke

>> No.3947119

>>3947115
>You will see that somehow this will drag the subject back to me again
you just did it

>> No.3947121

>>3947115
>You will see that somehow this will drag the subject back to me again

You're the one that just did it, dude.

>> No.3947126

>>3947115
>>3947097 here, who the fuck are you?

>> No.3947128

>>3947059
>Arcane Dimensions
I noticed some of the screenshots from neogaf had a really nice looking axe in it - does the HD axe come with the mod or is that something else id have to track down? (ive never seen it before)

>> No.3947129

>>3947031
but gun godz actually had some original ideas
like the sewer level having deep water and sections with taller ceilings
its the missing link between wolf3d and doom tech
also its free

>> No.3947130

>>3947119
>>3947121
I'm just commenting about, i'm staying here for a quite long time without mentioning a single word about it and it is fine.

>> No.3947132
File: 2 KB, 99x163, wipguy.png [View same] [iqdb] [saucenao] [google]
3947132

my friend asked me for spriting ideas and I tasked her with making a 2016 doomguy - should she keep at it?

>> No.3947135

>>3947128
It's part of the mod. The normal axe has a different, more detailed and medieval looking model, and most maps have an upgraded variant you can find that deals almost double damage and can gib enemy corpses, including zombies to prevent them from getting back up without using explosive weapons.

>> No.3947137

>>3947132
forgot to mention she's going off the player sprite sheet and is keeping to the palette

>> No.3947138

>>3947104
Don't be mean
Be a dick; sure, this is 4chan, but don't be mean.

What point are you trying to make with that image?

>> No.3947139

>>3947132
>her
P H O B O S

>> No.3947143

>>3947132
>>3947137
Surely keep her motivated to finish it then because there's people in ZDoom Forums (pretty sure in Zandronum too) wanting player sprites of Doomslayer.

I could make sprites of him from the model in Blender as i did with Hellknight and Baron of Hell, though those are not paletted and looks like more of Doom 64 sprites than original Doom.

>> No.3947147

>>3947128
There's a drowned Ranger on ad_swampy that has the vanilla ax next to him

>> No.3947152

>>3947104
that's a flat out lie

you use it daily

>> No.3947154

>>3947132
Yes, definitely.

>> No.3947158

>>3947132
More player sprites as a whole is something the community could use more of. Even if it wasn't Doomslayer, I'd say keep at it.

>> No.3947170 [DELETED] 
File: 127 KB, 1230x283, 1493116017405.png [View same] [iqdb] [saucenao] [google]
3947170

>>3945765

>> No.3947178
File: 541 KB, 1920x1080, quakespasm-sdl2 2017-03-23 02-42-32-38.png [View same] [iqdb] [saucenao] [google]
3947178

>>3947147
i can't believe ranger is fucking dead

Even the Ranger (and therefor player) model in AD is an updated, higher resolution and less boxy version compared to the id original, though. Not sure if that's a new thing or if it was there before 1.5- pre-1.5 AD had a number of updated third person weapon models, 1.5 added the rest and updated a few enemies as well like the new Shambler model.

>> No.3947179
File: 30 KB, 112x144, crap.png [View same] [iqdb] [saucenao] [google]
3947179

>>3947097
>>3947126
>>3947115
WHO THE HELL ARE YOU?

>> No.3947197
File: 12 KB, 480x360, hqdefault1.jpg [View same] [iqdb] [saucenao] [google]
3947197

>>3947179
WHO THE HELL ARE YOU?

>> No.3947204

>>3947179
I can say that it is two persons instead of only one on these posts.
I am the one who mentioned Cooke

>> No.3947214
File: 91 KB, 640x813, 1491793142713.jpg [View same] [iqdb] [saucenao] [google]
3947214

>>3947197
WHO THE HELL ARE YOU?

>> No.3947216
File: 156 KB, 563x371, 1478961052493.jpg [View same] [iqdb] [saucenao] [google]
3947216

>>3945806
Man, did he offend you that badly?

>> No.3947223

>>3947204
And I'm the other one who's only here for Quake stuff and thicc things. I don't know any of these people.

>> No.3947267
File: 3 KB, 158x152, slap.jpg [View same] [iqdb] [saucenao] [google]
3947267

>confusing thicc with just plain lardmasses

>> No.3947271
File: 172 KB, 569x317, captain foot fetish.png [View same] [iqdb] [saucenao] [google]
3947271

>>3947267
What do you expect when CAPTAIN FOOT FETISH pilots the /doom/ boat?

>> No.3947272

>>3947267
you're right, lardmass is superior

>> No.3947274

Going to ask again, any good User-Made Serious Sam campaigns?

>> No.3947279

>>3947274

Not that I'm aware of.

>> No.3947281

>>3946594
I find Berserk nearly impossible to use properly in vanilla.

>> No.3947284
File: 201 KB, 1310x634, undertheseamonsters1.jpg [View same] [iqdb] [saucenao] [google]
3947284

>>3947272
ayy lmao

Which WADS have you combating Megalohydrothalassophobia - GIANT MOTHERFUCKIN SEA MONSTERS?

>> No.3947291

>>3945806
>g-guys if I turn it into a running joke then no one will make that criticism I disagree with ever again!
>brilliant!

>> No.3947315

>>3945806
I don't even agree with him and I think this is dumb
You literally drew a comic where you beat someone up who spouted a video game opinion you didn't like

>> No.3947351

>>3945812
>>3947216
>>3947291
>>3947315
I'm not gonna draw a line here since I have no idea what this is even all about.

I just think it is genuinely funny.

>> No.3947361

>>3947351
Some guy said he didn't like Infinite Ammo Pistols, was kind of a dick about it, said it was lazy design.
The other panels aren't things said by him, I think, just stuff said by other people.

>> No.3947372

>>3947351
it's more fun to think one of those is probably the guy he's mocking

>> No.3947414

if your pistol has infinite ammo and less damage than your gun that does use ammo, it hardly sees use apart from extremely dire situations where you're probably going to die anyway
if it does more damage, then what the fuck is the point of the gun that uses ammo?

how about
it has a recharging energy
but still works when empty
but does more damage than the ammo using gun when above a certain charge
and less when below
bam, boom, done
whip it out occasionally to up your dps, then put it away when it starts doing less damage

>> No.3947438
File: 17 KB, 256x171, jet_arme_07_PISTOL1.jpg [View same] [iqdb] [saucenao] [google]
3947438

>>3947414
You mean this?

>> No.3947445

>>3947414
kinda like Unreal's dispersion pistol, but both modes stuffed in one.

>> No.3947452

Whatever happened to RORDoom? Did any editors support it?

>> No.3947471

>>3945854
>>3945860

These make me feel things. I'm not even joking. I can't describe it, it's like childhood wonder and nostalgia smashed into a weird animated texture.

>> No.3947480

>>3947361
>>3947414
>>3947438
>>3947445
infinite ammo is okay to do but only in parcels... like you've got 5 mags worth and when they run out they're out

however whenever the weapon is NOT selected ammo regenerates - best way ive thought to do this in traditional fps is to make almost any item you pick up (including other ammo pickups) give you more ammo for it.

if one could make a global time counter (script?) then you could just have it give the player another reload for the pistol every once in awhile.

Then again there's also a "reload for reload" tactic where, maybe altfire does it, you reach into an ammo bag and pull out some more magazines for the pistol (but it takes time). Then you've got additional magazines.

Also it could be like the rise/triad pistol in terms of speed - but in 45 caliber with an 8 round magazine thats a tad bit slow to reload. Depends on how arcane you want to go with it, since it could be a Mauser C96 and the slow reload is due to fitting a stripper clip on it. Which would give it a tactic of basically hosing something down with 10 shots, then run/hide to reload, dump another 10, rinse and repeat.
>>3947135
>>3947059
Picked up arcane dimensions. Fairly impressed but its really dogging on my system and im looking for things to turn off to speed it up. This isnt too much of an issue in most maps but some of them are going like 6fps and they usually involve skulls so im not beating those maps.

I played through the E1M1 doom mission clone (hangar 16?) and it just sent me back to the map hub... do all the maps do that?

>> No.3947486
File: 247 KB, 1400x1969, 9781781082447_hr.jpg [View same] [iqdb] [saucenao] [google]
3947486

>>3945765
Way to rip off Judge Dredd, again.

>> No.3947487
File: 2.69 MB, 800x450, gzdoom 2017-04-25 21-57-44-855.webm [View same] [iqdb] [saucenao] [google]
3947487

I love reloading, it feels really satisfying. It does break up combat quite a bit, though. So I implemented a "No Reloading" cvar.
Can be swapped between at anytime, even mid-magazine.

>> No.3947492
File: 125 KB, 316x417, Did Somebody Say Reloading.png [View same] [iqdb] [saucenao] [google]
3947492

>>3947487

>> No.3947493

>>3947059
>DOPA isn't actually that great, too many samey levels (player starts in hub with choice of two paths, complete one, complete the other, finish level, with lots of small hallways and by-the-numbers enemy encounters).

I'm glad I'm not the only one who sees that. I find it ridiculous how some people think that it could have been the fifth episode and that it fits right in with the vanilla maps. "1996 style secrets, gameplay, design and layouts" one guy says. They seem to confuse DOPA's simplicity for vanilla Quake's simplicity, when the latter isn't actually simple at all and is filled to the brim with creative and complex layouts involving lots of interconnecting rooms and encounter variety that rivals or even surpasses modern maps'. A short 5-15 minute map like E2M2 for example has more encounter variety and accomplishes more with vanilla's limited monster roster than the terrible 45+ minute slog that is ad_lavatomb.

>> No.3947494

>>3947492
I LOVE TO RELOAD IN THE MIDDLE OF A BATTLE

>> No.3947495

>>3947487
What mod is that? Also that reminds me of how if I ever get the chance to make a classic-style FPS, I'd add the option to have enable/disable reloading.

Thanks for reading my mini blogpost there

>> No.3947496
File: 390 KB, 437x405, 1474965008976.png [View same] [iqdb] [saucenao] [google]
3947496

>>3947486
>Way to rip off Judge Dredd, again.
As the anon who made the OP image ages ago, I wasn't intending a Dredd ref at all but what the heck, I'll take it.

>>3947480
>Fairly impressed but its really dogging on my system and im looking for things to turn off to speed it up. This isnt too much of an issue in most maps but some of them are going like 6fps and they usually involve skulls so im not beating those maps.
Don't take this the wrong way, but what kind of potato are you playing on? Did you add the additional command line options like the Readme told you to if it runs slow?

>I played through the E1M1 doom mission clone (hangar 16?) and it just sent me back to the map hub... do all the maps do that?
Yes, none of the AD maps are interconnected so upon completion they all send you back to the main hub (or the secondary hub if you're playing the 1.5 maps).

>> No.3947502

>>3947495

It's a little something I've been experimenting with in order to learn ZScript.
I should be converting my main project to ZScript but doing that would guarantee an explosion, so I started something smaller in order to familiarize myself with it.
It's almost done, weapon-wise, I just have to implement an alt-fire for the plasma rifle replacement and do the BFG.

>> No.3947503

>>3947492
is that john cena

>> No.3947505

>>3947129
the missing link is rise of the triad

however aside from some minor restructuring I see no reason why doom needed to be 3d vector mapped

based on current expertise, I probably could have designed a game that played very similar and was just about as dynamic, and moreso in many ways, than doom was... using a tile based map engine similar to rise

It would likely have involved some 45 degree angled tiles (a tile which blocks movement and displays wall texture across half of its diagonal length).

Multiple Tiles could be placed in the same tile (up to some arbitrary engine limit like 8 of them) so you could have overhangs and vertical geometry.

And the way you'd make absolutely huge levels without vector geometry - get this - you could define sector-like coordinates that did not have tiles but were just "fill" with some ground texture. Basically combining vector and tile, but it would still be restricted to square coordinate system.

I suppose also it could be used as a macro way of saying "fill all these tiles with this diagonal tile with this texture" so it would lay down all of those without them even having to be defined/stored in the map itself.

Some serious painting/paint bucket potential there with that.

Only thing it would be difficult to do would be putting a giant pentagram on the ground. But that could be achieved with a different kind of scripting linking objects and then drawing the lines on the ground.

And it would be able to have rising/lowering floors, due to multiple tiles in the same space it might even be able to have "chunks" of rock that move up and down. And likewise moving walls too like rise/triad.

Going at the fps game design from a tile based perspective is a really effective way actually

> also consider the way vanilla Xcom handled tiles where walls were just another object within a tile, being that the potential is there even for destructible scenery, but also very dynamic in terms of how you can lay out a floorplan.

>> No.3947506

>>3947496
If he's using the latest Quakespasm (0.92.1) he shouldn't need to use the additional parameters for increasing the engine limits; the default engine limits were raised to meet/pass AD in QS 0.91.

>> No.3947508

>>3947471
Sometimes that deep blue colour triggers nostalgia in me thanks to Jazz Jackrabbit's Tubelectric. Also floppy disc save icons.

>> No.3947510

>>3947487
>I love reloading
Looks like he's trying to sneak a fap

>> No.3947512

>>3947496
>>3947506
in either case I am using the command line args

and its the only potato ive got so its a moot argument (1.6gz single core, intel GMA, 2gb ram but according to that command line its only using 256mb anyway)

>> No.3947517

>>3947512
That should be more than enough to run Quake with AD, what the heck? I mean fuck, even if the maps are bigger this game was developed when >1ghz processors were a fucking pipe dream.

>> No.3947521

>>3947487
It doesn't really look like the shotgun is being pumped? just waving it around awkwardly (look at the tip of the barrel's weird movement). the "reloading" animation uses the same sprite as well so that's confusing.

>> No.3947529

>>3947487
you know what i hate?
a_recoil, unless it accounts for pitch
then it gets super fun

>> No.3947530

>>3947517
im noticing the slowdowns generally go away when I look down, so im thinking it has to do either with complex level geometry or skyboxes, because these arent yer average wierd scrolling skies

any way I can turn off colored dynamic lights?

>this game was developed when
yes but its Quakespasm not Quake

>> No.3947531
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google]
3947531

>>3947510
Somebody get a repeating gif of the sudden gyrating of the shotgun

>> No.3947535

>>3947505
This is not how paragraphs work

>> No.3947539

>>3947529

I use a_pitch to simulate recoil but I rarely use a_recoil for actual weapon recoil.

Usually give recoil a negative value to make monsters fling themselves at you a little when they attack. I also gave it under limited conditions to pain elementals so that at random they just jet along real quick and get annoyingly hard to hit at a distance.

>>3947535
im writing diagraphs not paragraphs

>> No.3947540

>>3947530
Quakespasm is directly derived from Fitzquake which comes from the glquake source code released by id themselves, it's still old as shit under the hood even if it supports transparent textures and 6-sided skyboxes. The skyboxes are just six textures in a big cube, they shouldn't be doing anything- it sounds like either a light or visibility issue.

>> No.3947542
File: 50 KB, 627x620, 1464727787937.png [View same] [iqdb] [saucenao] [google]
3947542

>>3947539
>im writing diagraphs not paragraphs

>> No.3947545

>>3945927
what wads this?

>> No.3947546

>>3947530
have you tried lowering the resolution? that helped the framerate for me

>> No.3947547
File: 51 KB, 150x300, and THIS is agitation level 2.png [View same] [iqdb] [saucenao] [google]
3947547

>>3947539
What the fuck did he just say?

>> No.3947551

>>3946603
>super nailgun
>hate using that weapon
what the fuck man it's like the most satisfying MG in gaming history

>> No.3947559
File: 66 KB, 478x199, donottalktowindowsusers.png [View same] [iqdb] [saucenao] [google]
3947559

>>3945883

>> No.3947561

>>3947521

It's a lever-action shotgun, so it's not so much being pumped in the normal way, but rather having that lever cranked forward and then pulled back.
So rather than the back-forth motion with the barrel hand, I tried to go forward and then back with the trigger hand.

>>3947529

Yeah, there's a cvar for disabling A_Recoil as well.

>> No.3947570

>>3947546
its already at 512x384

>> No.3947579

>>3946845
It looks like the gun is pointing at the crosshair on your monitor (very meta) instead of facing forward in the world.

Basically a perspective issue, you need to ditch the perspective entirely and start over

>> No.3947586

>>3947561
>lever-action
Oh, neat! I can see what you were trying to do with the trigger hand, but the barrel tip's kinda just warping everywhere, dunno if you need remade sprites for it or if you'll work something out.

>> No.3947594
File: 11 KB, 326x315, fates worse than death.jpg [View same] [iqdb] [saucenao] [google]
3947594

>>3947547
>>3947542
hey, its 4chan
1-800-555-come on now
things like this happen

>>3947579
I suggest this guy needs to get the 007 Goldeneye semi auto shotgun and modify it since it looks very similar in profile

>> No.3947598

>>3947545
https://www.doomworld.com/idgames/combos/rslquest

>> No.3947612
File: 7 KB, 128x160, Eradicator - ELBOA0b.png [View same] [iqdb] [saucenao] [google]
3947612

>>3947586

Yeah, I'll definitely need remade sprites down the line, so far everything is a placeholder. So there's mismatched hands and questionable sprites all around.
I generally try to focus on doing the codestuff and features first and worry about graphics afterwards, but since most of the weapons are done now I should probably do something about that.

>> No.3947619

>>3945927
>>3947545
>>3947598
im gonna guess that it does a specific damage type, and all enemies have a special painstate (and 256 painchance) for it

and in that painstate is where the magic happens - might even destroy the old actor and spawn a shrinking/shrunk one (turning off the countkill flag first just to make sure that it didnt give you a free kill even though the critter isnt actually toast yet)

im not sure how you'd trigger the Player stomping the critter under boot when you get close though - that would require the monster making the player conduct an action when they got within a certain distance or came in contact with it

could be possible with Touchy and passing the action pointer back to the player, but I dont know how action pointers work yet

>> No.3947640

>>3947594
If you're the same guy, how about you explain yourself instead of memes?

>> No.3947653

>>3947512
What the actual fuck? I'd raise 1 eyebrow at playing Qspasm on an intel compute stick (I don't normally judge sexual deviants), but have you been in a coma for 10 years and that's the only hardware you got?

>> No.3947658
File: 31 KB, 298x403, 1490229173768.jpg [View same] [iqdb] [saucenao] [google]
3947658

Post your boners.

>> No.3947659
File: 152 KB, 927x380, 1462553679123.jpg [View same] [iqdb] [saucenao] [google]
3947659

>>3947658

>> No.3947667

is demon eclipse worth playing through? I tried it out a while back but gave up cause i had no ammo whatsoever by the third map

>> No.3947671

>>3947659
>That fucking ridiculous haymaker
>The same fucking OO-Ooo! that every other fucking enemy makes
>That fucking SCREAM when it sees you
>Even it's projectiles are trying to demolish your ass.
>The fucking death sound is a pair of drumsticks hitting the floor.

why is revenant so great?

>> No.3947673

>>3947667
sarais used to host it from time to time; an older version of it.

Supposedly bugged though, but it's okay. Worth at least one playthrough

>> No.3947684

>>3947671
Definitely the best doom2 enemy. And the "fucking ridiculous haymaker" makes sure you don't cheese it with the boomstick like you do every other enemy in doom2.

>> No.3947687

>>3947684
You don't get it. It practically falls over backwards when rearing this punch up. It's fucking funny.

>> No.3947695

>>3947687
It also kills an armor-less doomguy in 2 hits.

>> No.3947710

>>3947684
If anything, the revenant's baitable melee makes it easier to deal with close quarters than say the mancubus or the baron.

>> No.3947721

>>3947710
Hitboxes are a bit glitchy though, or maybe thats just zdoom

>> No.3947739

>>3947721
there's nothing really wrong with the hitboxes themselves, just that sprites and hitboxes don't always match up

that's why you ALWAYS aim revenants in the dick
unles u autoaim lik som casull

>> No.3947774

>>3947031
talking about gun gods, wasn't an anon here working on a TC?
gungods is pretty fun, but the dodgy win8 support and the LACK OF WINDOWED MODE is killing me

>> No.3947787

>>3947774
It was finished as far as I'm aware, I dunno why they didn't seem to post it anywhere besides here, though.
http://www.mediafire.com/file/fw4p566mtp7x5v6/GunGodz1.0.zip

>> No.3947810

>>3947787
thanks.
still, it feels a bit off, maybe because it's not standalone?

>> No.3947823

>>3946591
I'll try. Look for "Ludi/vr/ous Gibs". You'll need the latest Zandronum 3.0 alpha build, the mod doesn't work right on 2.1.2. If you can't see it in your server browser of choice, you can try manually connecting to 74.103.211.247:10666.

>> No.3947843

>>3947823
I realize it's late as hell and I'm actually going to bed myself, but I'll leave the server up overnight. Hope to get some games going tomorrow.

>> No.3947905

>>3946591
>>3947823
What is return of the triad?

>> No.3947915
File: 156 KB, 957x718, Capture.png [View same] [iqdb] [saucenao] [google]
3947915

>>3946995
>>3946994
Still pretty damn good

>> No.3947921

>>3947905
nvm i looked it up and it looks cool

>> No.3947926

>>3947512
>potato
bruh i played quake1 on a 60mhz pentium. your phone is about 30 times more powerful than this.

>> No.3947928

Is it me or is rise of the triad only half fun? i played through it all once and i felt out of the whole game only about 25% of maps were enjoyable and the rest felt like a test of my patience

>> No.3947932

If someone wants to download a cool TC for quake, look for "after the fall". I was involved in making it and so were many other guys who later worked at companies like Valve and Gearbox.

The mission was to be the first true TC for any game, and as such, ATF does not use any original quake asset except hardcoded things that could not be replaced (and the quakec of course)

https://www.quaddicted.com/reviews/atf.html

I guess in retrospect and even when we were working on it....It looks like garbage. shit made by kids, with no professional skills, pcs, programs or tools. But we tried. The gaming hobby was 10 times smaller back then and the modding hobby was 1000 times smaller.

I guess I just want someone to see it, since nobody does anymore.

>> No.3947937

>REKKR
>releasing the soundtrack before the mod

Stop trying to hype me you texture drawing madman.

>> No.3947946

>>3947926
idtech quake =/= spasm/glquake =/= arcane dimensions

I've played some quake port on a 2007 nokia phone

>> No.3947949
File: 666 KB, 1024x768, laser.png [View same] [iqdb] [saucenao] [google]
3947949

>>3947932
Man, I haven't played this in 2 years. *sniff*.

I happen to think my laser is the coolest looking gun. The middle part spins with little lightning bolts going but you can't see it, rofl.

>> No.3947951

>>3947932
Can it be played without issues on Quakespasm?

>> No.3947953

>>3947946
doesn't matter, minor alterations to the engine aren't going to slow down a modern computer. So it's more like

id quake ~~ spasm

AD is a mod, not an engine. Increasing heapsize to 64mb was something that I could do in 1997. there's something wrong with his PC, obviously.

>> No.3947956

>>3947949
er, 20 years.

>>3947951
I have absolutely no idea whatsoever, but isn't the entire point of quakespasm that everything is supposed to run on it without issue? Be warned if you even bother, that it will probably seem laughably ghetto to you today, playing all these expertly made Q1 levels that would have made our jaws absolutely hit the floor :)

>> No.3947958

>>3947928
Having recently played all the way through it, I can definitely say that's true. The shareware maps and the NME fight are the only things that really stood out to me. It's a game that is terribly held back by its engine. The remaining Wolfenstein 3D elements like static ceiling heights and 90 degree walls heavily limit map design, and the extensions intended to help with that are so janky that they're more pain than they're worth. I think moving walls accounted for more of my deaths than anything else in the game, and Dog Mode got me stuck inside doors more than once. The limited weapon system is a huge pain in the ass, you just end up spending half the time in maps backtracking to pick up guns. Return of the Triad really shows what the game could've been on a less shitty engine. The only things keeping it from completely obsoleting the original game in my opinion are the Split Missile mechanics and the boss fights (or more accurately just the NME, the other bosses aren't that great).

>> No.3947959

>>3947958
>I think moving walls accounted for more of my deaths than anything else in the game

this is true for all rott players in all eras

>> No.3947962

>>3947953
>AD is a mod, not an engine. Increasing heapsize to 64mb was something that I could do in 1997. there's something wrong with his PC, obviously.
If you look at vanillla quake and AD side by side you can clearly see a tenfold bump in geometry complexity and subsequently triangle counts. Dude's got a 12 year old rig, so yeah, it's less than adequate for something that was tested on a 2010s potato and found to run adequately.

>> No.3947970

>>3947962
I would still think it a non-factor, a 12 year old computer is still hardware from when Quake was almost 10 years old.

Though, brush counts did make quake chug heavily back in the day.

>> No.3947985

>>3947956
>isn't the entire point of quakespasm that everything is supposed to run on it without issue?

I don't think that's true. Nehahra, for example, isn't supported by Quakespasm.

>> No.3947994

>>3947985
Didn't nehahra use its own modified engine specifically for it?

Never watched it, remember thinking it was fanfic circle jerkery when i saw a 4 hour runtime

>> No.3948005

>>3947970
Wish I could bust out my single core athlon 64 rig and test it but I've turned it (the athlon) into a paperweight last year

>>3947985
Spasm is basically a collection of bugfixes for glquake and also a limit removing port, and also a lot of the console commands are changed just cause

>> No.3948007
File: 1.99 MB, 1920x1920, fuck.png [View same] [iqdb] [saucenao] [google]
3948007

>>3947048
Make a map from start to finish for once. This is getting annoying with almost all your works being in "alpha", "beta", "demo", "theta", "psi", "omega", "I've just added a room, take a look" stages of development.
Cons: dumb loud explosion that is made of 72 rockets hitting the floor simultaneously; misaligned textures everywhere (try setting castle walls to "lower unpegged"); ugly texture cutoffs on walls due to using non-standard heights which would be better masked with some extra detail like borders or something like that; some lines completely lack textures which results into noticeable bleeding or that BS in 2nd row in picture related; tower lacks texture consistency: here's green marble, black rocky floor and red marble steps that don't mix well; bland monster encounters; seamless transitions to fake room over room that were better done in 2003 and several Boom wads than here, check Daedalus and demonizd.wad; non-functional areas that are kept in.
Pros: nice malfunctioning door effect; you finally made THICC glass block shots.
It's kind of a step forward that you stopped cramming as much pointless shit as possible, but there's still a lot of work to do with polishing your mapping technique. Design is still pretty much 1994-tier: here and there are some nice ideas but execution is sub-par.

>> No.3948012
File: 161 KB, 640x366, kcWhRJ2.jpg [View same] [iqdb] [saucenao] [google]
3948012

>>3947487
How do I go about making webms of my dooming sessions?

>> No.3948014

>>3948012
Use shadowplay or recording software, then get WebM for Bakas

>> No.3948024

>>3948012

I record with Dxtory and then use Webm for Retards to convert to .webm.

>> No.3948084

>>3948012
Vaporwave Doom when

>> No.3948086

>>3948024
Can dxtory use nvidia's h.264 kajigger? Shadowplay went to dogshit not so long ago.

>> No.3948087

>>3947823
>>3947843
Thanks man, you the real MVP

>> No.3948092

>>3948086
OBS

>> No.3948104

>>3948086
I'll admit I'm not familiar with that, sorry.

>> No.3948113

>>3948086
You can roll back to pre-3.0 Nvidia Experience and go back to old Shadowplay, then force-disable any updating (for experience, you can update your drivers like normal). Google it, I think the nvidia reddit has a guide.

>> No.3948115

>>3945765
yo where can you get wrath of cronos now that the download page dont exist no more.

https://forum.zdoom.org/viewtopic.php?t=35846

>> No.3948117

>>3948113
I did, but shadowplay service is fucked. Cannot be fucked to unfuck it to be desu.

>> No.3948119

>>3948084
It's already out, it's called ancient aliens. V a p o r w a v e OST not included.

>> No.3948198

>>3948007
>dumb loud explosion that is made of 72 rockets hitting the floor simultaneously
You mean he didn't just keep it in e1m8 but also put it in another map? what the fuck?

>> No.3948209
File: 671 KB, 1280x1440, Screenshot_Doom_20170426_2037082.png [View same] [iqdb] [saucenao] [google]
3948209

>>3948198(me)
This is a lot more coherent than e1m8 was, however that fading in-out lighting is too dark and it's difficult to see anything, I'm using GZDoom 2.4.0 with Doom lighting. I don't know why it's so much darker than on >>3948007 's end, even the fog. I'd go so far as to say you uploaded a different version of the map, as the stairwell's coloured grey, too..
In software the area's just a searing mass of flat red, so that's out.

>> No.3948231

>>3948209
I don't know, I've used windowed GZDoom 2.2.0 with Standard sector light mode when these screenies were taken. It looks a bit better with Legacy sector light mode, however.

>> No.3948251

>DUMP 3 boss fight
How the hell are you supposed to win this? Doomguy's hitbox is fat and the projectiles are either too fast to react to or unavoidably spaced. I thought it was my mod's lower movespeed being an issue at first, but I'm having the same issues in vanilla. You're also using shotguns for the fight which needs you to be close to do damage, which doesn't help at all with not taking damage. DUMP 2's boss was better.

>> No.3948275
File: 830 KB, 800x600, Fatness192.png [View same] [iqdb] [saucenao] [google]
3948275

>> No.3948289

>>3948275
Wait are bara xenos a thing or something

>> No.3948307
File: 868 KB, 1185x439, skaarjedits.png [View same] [iqdb] [saucenao] [google]
3948307

>>3948289
Nah you can just do a lot of silly stuff to pawns in the Unreal Engine.

>> No.3948336
File: 1.76 MB, 640x480, fatmidgetcombat.webm [View same] [iqdb] [saucenao] [google]
3948336

>>3948307

>> No.3948341

>>3948307
APPLES!

>> No.3948361
File: 1.96 MB, 640x480, doot.webm [View same] [iqdb] [saucenao] [google]
3948361

>>3948341

>> No.3948421
File: 805 KB, 1104x2265, 1465029581497.jpg [View same] [iqdb] [saucenao] [google]
3948421

>Playing Blood
>Second level of first episode
>You can walk into the tunnel at the end if you go past the train
>Music stops
>Pitch black
>Those cryptic messages telling you to turn back

Spooked my guts out the first time.

>> No.3948432
File: 1 KB, 247x50, MetaDoom.png [View same] [iqdb] [saucenao] [google]
3948432

Where's Kinsie?

>> No.3948434
File: 43 KB, 252x235, breathe.png [View same] [iqdb] [saucenao] [google]
3948434

>PROP_FROZEN doesn't prevent the player from jumping, the only thing I need
>Setting player's JumpZ to 0 still plays the jump sound when they attempt to jump
Why can't I just temporarily disable a player's button input
GZDoom is still so basic in the wrong ways

>> No.3948443
File: 44 KB, 442x720, AAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google]
3948443

>>3948361
NOT AGITATED ENOUGH

>> No.3948461

>>3948209
Now that I've tried it in GZDoom 2.4.0, there're some features that don't work in 2.2.0, and apparently map also features a teleport that sets player into a wall\floor.

>> No.3948478
File: 313 KB, 1448x805, o32366d.png [View same] [iqdb] [saucenao] [google]
3948478

QUAKE CHAMPIONS DATA UNCOVERED

Source is Sgt. Shivers

>> No.3948480
File: 419 KB, 1448x805, 3QhiD0w.png [View same] [iqdb] [saucenao] [google]
3948480

>>3948478

>> No.3948483
File: 379 KB, 1448x805, vauSWlm.png [View same] [iqdb] [saucenao] [google]
3948483

>>3948480

>> No.3948484

>>3948483
>Even BJ might be there

Where's Crash?

>> No.3948487

>>3948484
In the Trash.

>> No.3948490

>>3948421
Is there a vid showing this?

>> No.3948492

>>3948483

>BJ

So they are really striking while the iron is hot, I guess? Good on them.

>> No.3948502

>>3948434
Just remove the sound when jumping.

>> No.3948507

>>3948502
And how would I do that temporarily? Or are you being a smartarse.

>> No.3948513

>>3948443
Not all skellingtons are screaming spastics you know, you racist

>> No.3948541

>>3947937
Get psyched.
10 maps done. Sounds done. Textures/flats are on an as-needed basis. Sprites done (unless I feel like polishing things down the line). Weapons done. monsters done.

Mostly just mapping and balance tweaks now. Oh. And the ending screen (that replaces the bunny/THE END).

>> No.3948553
File: 1.89 MB, 2000x1333, 1481115173596.jpg [View same] [iqdb] [saucenao] [google]
3948553

>be fighting revenants in a cool outdoors area
>turn around mid fight for a split second to look at a really cool tower articulated by the skybox with really nice design that I saw with the corner of my eye before
>turn back around to see a rocket foot from my face

>> No.3948563

>>3948483
>BJ
I fucking knew it.

this is way too good.

>> No.3948569

>>3946987
I think that game is a reference to Wolfenstein, not Doom.

>> No.3948575

>>3948007
not the first time it's been used

>> No.3948580
File: 3.07 MB, 2880x1800, file.png [View same] [iqdb] [saucenao] [google]
3948580

>>3948569
Doom is written in its description and most comments.

Same situation goes for most "rero-inspired" fps on steam aside from those based on Minecraft aestethic (yes, that is a thing). And texture resolution/pixel density in those is worse than the original just as well.

>> No.3948593
File: 533 KB, 1280x1024, Screenshot_Doom_20170426_115758.png [View same] [iqdb] [saucenao] [google]
3948593

>>3947823
Alright, I'm up now and ready to bury some anons in lunchboxes.

Get the TC here if you don't have it: http://www.moddb.com/mods/return-of-the-triad

If your server browser doesn't automatically download alpha builds, get the latest version of 3.0 here: http://zandronum.com/forum/viewtopic.php?f=55&t=8266

Server details remain the same as in the post I'm replying to.

>> No.3948598
File: 2.15 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
3948598

>>3948580
Some times the games themselves are decent, it's just that developers clearly were not present in that time period and do not get the difference between the game they are trying to ape and earlier games.

Case in point - Butcher. Game itself is great, but it's been made with internal resolution of 320x160, because developers aimed at old horizontal resolution instead of vertical one, while having their game at 16x9 ratio - that makes it have lower pixel density than even GBA games.

>> No.3948602

>>3948478
>>3948483
> doomguy & BJ confirmed

that's a relief for some reason i was kinda worried for a moment that doomguy wasn't gonna make it in at launch

and since BJ is in i wonder if we'll get other id/bethesda characters in too i wouldn't mind seeing a fallout rep like the vault dweller or joshua graham

>>3948484
she's probably gonna be an alt costume for doomguy

>> No.3948603

>>3948580
Delver is still a fun little piece (and the editor they use to make levels was probably inspired by doom's)
now if only the devs would update the bloody drm-free branch

>> No.3948635

>>3948580
I don't know, that screenshot looks pretty crisp even if the art is done on the cheap. But there's a lot of stuff out there that's just lazy too.

>> No.3948652
File: 52 KB, 1280x720, delverold.jpg [View same] [iqdb] [saucenao] [google]
3948652

>>3948580
Delver's not an FPS, it's heavily inspired by old dungeon crawlers which used tile based environments and object interaction, so I don't know why you're using it as your image.
Besides, it used to look like this.

>Doom is written in its description and most comments.
>"Intrude is a first-person shooter inspired by old FPS titles like Wolfenstein 3D and Doom."
Be honest.

>> No.3948657

>>3946987
>>3948580
i can't help but feel that the large reason why pixel art or a retro inspired aesthetics are popular among most indiedevs probably has more to do with cost/limitations rather than any sort of stylistic choice

>> No.3948662

>>3948484
>>3948492
>>3948563
>>3948602
B-But what about Orbb?

>> No.3948664

>>3948662
And Bitterman too

>> No.3948675

>>3948664
iI'm kinda curious about bitterman myself are they gonna include a strogg war rep or are they going pretend that Q2 & Q4 never happened since ranger has become the face of quake again with live & champions

>> No.3948695

>>3948251
>How the hell are you supposed to win this?

it's not a difficult fight, anon

>> No.3948704

>>3948652
I used that as an example because that was the screenshot in original comparison that was not made by me.

There are quite a few other similar games that mention Doom and not wolf.

And I know that Delver is not an FPS - that was an example of Minecraft-y aestetic that somehow technically inferor to it in visual aspect.

>> No.3948710

>>3948478
Who's this douchebag? I hate everything I'm looking at.

>>3948480
>helmet chick on the far left
that better not be fucking crash so help me god or i will have the biggest shitfit mankind has ever seen

>> No.3948712

>>3948478
is that klesk?

>> No.3948726

>>3948593
>>3947823
This may fix a few issues
https://mega.nz/#!olUTmRxa!lhdc9WcginWS4YXImJM-z1PZZtMWhmEuRLvT6gvqHCk

>> No.3948731

>>3948421
CRUDOX CRUO

>> No.3948747
File: 2.98 MB, 450x450, 1435093113500.gif [View same] [iqdb] [saucenao] [google]
3948747

>>3948478
GJ Snitching, Fagmuffin, there was a confidentiality contract on the Quake Champions alpha and you could've gotten Shivers into big trouble

>> No.3948748

>>3947823
>>3948726
Server is back up, now using this patch for better Zan compatibility.

>> No.3948750

>>3948747

It was a submission to him, Shivers isn't in it.

>> No.3948759

>>3948747
>that one /doom/ and /egg/ crossposter

>> No.3948778

>>3948421
>spend all that time going through it
>train smashes me at the end
>do it again to see if there's any secret
>there isn't
>smashed again

>> No.3948785

>>3948778
GERO SHAY CRUO

>> No.3948815

>>3947653
Yknow, old hardware like this, there's a reason that someone gets into retro games.

Because they're supposed to play on a retro computer.

If you can find some way to get me a more modern (windows) laptop be my guest. I dont have an address to ship to. My mom gave me this one, dad had it laying around for years.

>> No.3948829

>>3948815
>Yknow, old hardware like this, there's a reason that someone gets into retro games.
Don't you mean you get into retro games because the industry was so much smaller 20 years ago you could make a game that respects the player's intelligence and creative vision was actually respected? Then along came John Romero, spent years making a passion project that collapsed under his ego and incompetence... but I digress.

Not because it's the only thing you can run.

>> No.3948831

>>3948598

Also another thing that modern developers dont understand is that retro games, while being low spec because of the requirements of that age... also made good with their appearance considering that low spec.

So slapping OpenGL on anything is a giant example of "you're doing it wrong"

Not that they should necessarily contend with the same programming overhead that retro games do, but they really shouldn't be tossing in ANY of the bells and whistles that have come about within the last 15 years.

I mean take for example some of these 2d Sidescrollers and Isometrics take up over 1 GB of ram and require all sorts of pixel shaders.

NOPE

Even RTCW had a rather low operational overhead, and it wasnt even technically a "retro" game.

> file.png
reminds me of lemmings in some way

this game looks fantastic but the reason its not retro style is because back in the day people drew graphics like these as pixel art and the usual way you'd go about doing that is drawing a black outline on everything (or at least shadowed areas)

So you'd start out with an outline on things, whereas this looks very much like it was drawn at a higher resolution... scaled down... and then corrections took place in order to clarify what each graphic "represents"

That kind of style may have been used in a very limited way back then, I may remember a game or two that looked as "flat" as this one does, but it was uncommon. Not representative of the genre.

Gun icons, ammo icons, that all looks spiffy compared to what someone might've drawn back then ("oh lets see, shotgun shells are red, so we're going to start with R255, G0, B0").

But the health and armor sliders look intentionally poor quality. Back in the day, health jewels were very refined looking, often crisp slivers.

>> No.3948834

>>3948831
>Also another thing that modern developers dont understand is that retro games, while being low spec because of the requirements of that age... also made good with their appearance considering that low spec.
Sound engineering, son. Listen to quake and system shock 2.

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

then listen to this shit

>> No.3948843

>>3948829
I was alive 30 years ago to be able to play retro games and thats what got me started. So I was there, I remember it.

> I was there gandalf, 3000 years ago, when isildur took the ring, I was there the day the strength of men failed

But the computers ive had have always been slower and budget priced over the years compared to whats been available. Ive never gotten above "Doom3 playability" level, no matter what kind of computer ive gotten my hands on.

Since Retro is my home, despite it getting tiresome to play it over and over again (which is why I get mods, like these), im generally okay with that.

> But it really is the only thing I can play...
> Anything made since 2004, including doom3, cant be run on my comp. UT2k4 runs but it gets like 15-20fps, and I liked the sound effects and ai in ut2003 better since thats what I actually bought back then with my cash.

Ive played some modern games - on someone else's console while on the rare occasion id come visit them.

> Im not all that impressed.

Like you said games were better years ago. With a few exceptions on both ends. The fancy lifelike graphics go in one ear and out the other.

Im there for gameplay and tactics. And using my own tactics mind you, not some contrived way that "there is a certain way the developers want you to beat this map, its a puzzle".

For example I loved Halo 3, and I thought Halo 4 was decent.

I played Black Ops II and actually liked the single player campaign (except for a bug in the vietnam level that made me not have a weapon). Since I only had about 12-15 hours to throw into it I was okay with beating it once.

Obviously, I could give a shit less about online multiplayer. I like having advantages over my enemies, more power, better weapons, alot more fucking health. Those traits are incompatible with multiplayer because everyone has to have the same shit.

>> No.3948850

>>3948541
For how many maps are you shooting?

>> No.3948853

>>3948843
I just got a new computer to play DOOM, my previous one barely could play it. We are talking about DOOM on DOSBox.

>> No.3948856

>>3948834
Dusk looks and feels like a poor attempt at DarkPlaces modding.
What's even worse is that it is made in Unity meaning x10 system requirements.

>> No.3948864

>>3948856
STRAFE will save us with procedural memes

>>3948843
I just hope you understand you can build a cheapo PC for 400 freedombucks or less, that can run every game ever

>> No.3948869
File: 112 KB, 400x286, file.png [View same] [iqdb] [saucenao] [google]
3948869

>>3948843
You ccan play UT 2k4 on a damn 150$ Win tablet with 120+ FPS these days.

400$ gives you a machine that can run stuff like Arkham Knight and Fallout 4 on High settings with 60 fps.

Also picrelated

>>3948864
>procedural levels
A-a-and down the shitter it goes. I've yet to see any procedural level generator better than OBLIGE.

>> No.3948872
File: 53 KB, 480x288, attending to business in business suit.jpg [View same] [iqdb] [saucenao] [google]
3948872

>>3948843

(cont'd)

I especially hate the tendency (RPGs) to get alot of watered down bonuses that stack up. +2% and +5% here and there.

Im not a DPS guy, I really dont give a shit how fast the damage adds up from alot of attacks. Im always looking for:

"I need to figure out how I can kill shit in 1-4 Hits"

There's more to fighting than damage, there's also reliability, and ability to use a weapon tactically.

I use Cover, I dont just run out and fight deathmatch style. I dont speedrun, I will go roundabout ways just to avoid monsters or make sure I get a free hit without it being able to shoot me back.

Thats like in doom, the rocket only does about 200-ish damage, but the benefit isnt in its damage but the fact it does about 100 to everything around it and destroys cannon fodder and revenants. Thats what you're supposed to use it for. There's more reliable weapons for killing bosses (since a rocket might not hit, and they dont take splash). A string of pearls from the plasma gun does very reliable damage, allows easy ducking back into cover, and is probably going to hit with almost all of them.

>>3948856
> its made in Unity meaning x10 system requirements.

You know I wonder about why that is. Why unity is so bloated.

Almost makes you wonder about /pol/ level conspiracy theories.

Mine is that it was commissioned as a poisoned product to deter anyone coming out with a truly good indie-developing platform. Because there's already one there, and its free, so why make a new one?

Except its bloated as fuck and hard to use, just like Blender was.

Here you can make indie games that are abysmally underperforming. Here we shall prove that you must be an enormous business to make a good game.

So that you do not challenge the big boys in the gaming industry with your genius tier gameplay and sound worksmanship.

>>3948864
I dont even have 50 petrodollars at any given time, I have not had 100 at any one time in over 8 years.

I can maybe buy new headphones/mouse.

>> No.3948879

>>3948872
>I dont even have 50 petrodollars at any given time, I have not had 100 at any one time in over 8 years.
Time to hop on a boat and re-enact Scarface. Trump's gonna build the wall, so you got yourself a deadline.

>>3948869
>A-a-and down the shitter it goes. I've yet to see any procedural level generator better than OBLIGE.
It's not a level generator, more like a prebaked room recombiner

http://strafedevblog.com/post/93056717598/how-we-are-handling-level-generation-in-strafe

>> No.3948880

>>3948856
Dusk plays awesome from what I've experienced.
Unity's a really shitty engine, though.

>> No.3948884

>>3948879
>more like a prebaked room recombiner
T R A S H

>> No.3948889

>>3948884
Fuck you I'm gonna preorder it just to spite you

>> No.3948908

>>3948872
Even in my shitty country where I earn 250$ a month I somehow managed to scrounge up 450$ and get me a semi-decent rig.

>Unity
Unity is modular and extensively uses special libraries for literally everything. Problem is your library choice is limited, and one library that may be optimal for some thing, is suboptimal for the other. Unless you pay some heavy bucks (that indies can't do) you have no access to source code and therefore from half to 2/3 of your game is going to be built upon libraries that are suboptimal for the task.

Also it's 2D rendering is a dirty hack that uses 3D claculations. Prime example - Hollow Knight - a recent 2D game on unity manages to drop down to 40 FPS on very good machines that have no trouble with FarCry 4.

>>3948879
Prebaked room recombiner is even worse though, because there's ALWAYS gonna be a point where you've seen every possible room already and after that it gets cognitevly repetitive due to "I've seen this before" much much faster. Even if there's ~500 rooms, and I guess there's much less, that's still only about one run and a half.

Look at the game that's just recently came out with same idea: Ziggurat and Immortal Redneck - thye both suffer from this issue even when their developers said it's gonna be okay since they made hundreds of rooms.

>> No.3948919

>>3948843
>I played Black Ops II and actually liked the single player campaign (except for a bug in the vietnam level that made me not have a weapon)

i think you mean black ops 1. BO2 never had a vietnam level

2 was pretty bad with the RTS missions being the only good parts of the singleplayer

>> No.3948921
File: 18 KB, 231x346, the kybalion.jpg [View same] [iqdb] [saucenao] [google]
3948921

>>3948879
I live in illinois bud. If you're looking for money dont look for it in the united states.

Id love to help trump build that wall actually, but thats not going to be an entry level thing.

Not exactly sure what you meant by that comment, given that there's no money on the other side of that wall either.

I could go out and panhandle, but I think id rather be dead before that point (and believe me ive tried before). So death comes first before alot of other things would.

Im one of those people on /pol seriously wishing for without rule of law. Then ive got a chance to get on top.

I use some very powerful supernatural shit to stay alive I could link the books but suffice to say, rather than getting money I tend to get the things that I would buy with it.

> I live without money
> in the united states

I could very well conjure up getting a gaming rig, maybe someone throws it away but I find it and with a little effort I get it working, because it was old to them or they have so much money from chicago that they dont give a shit (and all they care about is their phone anyway).

Not magic that makes things just appear, but seriously stacks the deck on chance. Never in the wrong place at the wrong time to get screwed over, never cross the path of a serious swindler or a dangerous person. Very often in the right place at the right time to get a cool opportunity.

I got Pizza on my birthday because someone else offered it to me out of the blue. With a root beer soda. They were leaving and I showed up at just the right time, and I didnt even ask - they offered.

Just example scenarios. But its not reliable. You could post the desire to the cosmos for wanting a new computer, and you find one but it doesnt work (or is FRP locked).

More basic things tend to pan out.

>> No.3948929

>>3948921
holy shit i decided to actually read one of your posts for once and what the fuck

>> No.3948935

>>3948921
Hey there's argument for vidya helping sanctioned lunatics I guess

>> No.3948937

Anyone have any good tech based megawads? I love scythe 2's gameplay, but I really dislike the medieval feel. BTSX had solid gameplay and I get that its techbased, but its far too brown. Going down had the perfect aesthetic imo, with ancient aliens a close second

>> No.3948939
File: 372 KB, 500x560, hold up rein.png [View same] [iqdb] [saucenao] [google]
3948939

>>3948921
Vito, is that you?

>> No.3948943
File: 59 KB, 200x400, m7agyu6Oba1qzfn59.png [View same] [iqdb] [saucenao] [google]
3948943

>>3948921

>> No.3948959
File: 208 KB, 850x1265, __jun_hae_lin_and_sun_shi_hong_demonsteele_mod_and_doom_game_drawn_by_kurashiki_nanka__sample-39f967685c58318fc49ce2a1da76ac56.jpg [View same] [iqdb] [saucenao] [google]
3948959

dorito

>> No.3948963

>>3948432
I wonder if he's working on a very special update

>> No.3948964

https://www.youtube.com/watch?v=5xsJUum0iFA
>that pistol sound
release when

>> No.3948965
File: 89 KB, 883x990, blade runner feels.png [View same] [iqdb] [saucenao] [google]
3948965

>>3948919

Black Ops 2 specifically. It had the drones and the more futuristic weapons.

The only other level I didnt like was where the bad guy takes control and you hack people up with a machete but you've got plot armor invincibility, so he just "sees red" when he gets shot up.

And I absolutely fucking hated the RTS levels in that game. Talk about artificial difficulty due to how hard it was to manage them. Using the droid things was awesome but covering all those areas was pretty hard, id rather all that shit have been controlled by script so I could take care of it in FPP the way I wanted to.

>vietnam level
It had a PT boat on a river which was getting attacked by helicopters. You get RPGs to shoot up at it. But prior to that you try to kill the bad guy when he was younger, and fuck it up.

The error comes in because you retreat back to a place where some weapons are supposed to be stashed. But the problem is due to a script error it wasnt giving me my weapons back (one time it did give me the weapons back though).

Somehow I managed to make it down to the river without my gun even though I was getting shot at on the run.
> its a first person shooter, except you dont get to shoot

And either due to shitting statting or balancing, the RPD machinegun was the best weapon in the game, even better than the sniper rifles. Being able to carry 600 rounds...

>>3948935
>sanctioned
if I was then id have a diagnosis, and probably have a $700 a month check from the government

im one of those folks that slipped through the cracks, or was swept into one perhaps

believe me if I at least had a crazy check every month, I would have a good gaming rig, since all my other needs would be covered scraping together 50-100 per month to save towards a rig after a few months would be no hard deal

id also live somewhere that had electricity, probably with free wifi, so that I didnt have to go into town to charge up my computer and use free wifi at places to get online

>> No.3948979

>>3948964

How do people record their gaming? Ive seen bandicam but I was wondering what other options were available.

>> No.3948983

>>3948979
OBS studio and shadowplay are usually what people use

>> No.3948987

>>3948964
man, that shotgun is such shit.

>> No.3948994

>>3948964
Was this one posted here yet?
https://www.youtube.com/watch?v=xvcERvbIPJU

>> No.3948997

>>3948965
the zombies mode being shit, the bad guy and the choices not making any sense are the reasons why I hated BO2

i can understand why someone wouldn't like the RTS parts considering that if you wanted the good ending you have to play them and it's pretty rough if you aren't used to that kind of gameplay

as far as the futuristic games go i felt AW & BO3 were much better

i haven't played IW because it's a little on the pricey side despite being almost a year old with a new game on the way

>> No.3948998

>>3948432
>>3948963
Been doing IRL shit, like "sleeping" and "more sleeping". I'd like to dip back into it soon, but let's not make any promises.

>>3948979
Shadowplay for spur-of-the-moment capture, Bandicam for when I'm making a trailer and can't be fucked cropping my desktop out of 20 different clips.

>> No.3949004

>>3948994
i love the marathon shotgun, at least i'm pretty sure that's what it is

>> No.3949010

>>3948997
I would have loved to play black ops 3, but the last time I got to play a console was ~2014 and I dont think it was out yet.

It was also when I satisfied my craving for beating halo3&4 rather than just playing it for bits and pieces.

I dont have any friends IRL.

>>3948987
>>3948964
the pistol is crap for having a 7 round cap
it does far too much damage too

and the shotgun is crap, and the fact that the shotgun and chaingun zombies arent using the same sound effects as the weapons they drop

>> No.3949015

>>3948964
>>3948994
Zandro compatibility never ever ;_;

>> No.3949018

>>3948998
At least i know you're alive

>> No.3949042

>>3949010
the only bad part of BO3 would be the multiplayer since that's when they started going full retard with microtransactions & introduced MOBA elements like heroes

if you need a halo fix in the future i'd recommend reach or ODST

or to bring it back to /vr/ project MSX since that's probably a better halo game than whatever 343/microsoft is doing with the franchise

>> No.3949046
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google]
3949046

>>3948921
I think we're in the presence of someone touched by an Old One.

Welcome them into the fold! Ia! Ia!

>> No.3949048

um when is powerslave guy in samsara?

>> No.3949051

>>3948012
obs to record and webm for retards to make webms

>> No.3949058

>>3949048
He is in the Zandronum addons.

>> No.3949059

>>3948834
thats the super alpha for dusk though
the crossbow literally sounds like a wet pillow so they're probably still doing audio shit

>> No.3949085
File: 6 KB, 321x253, shot draftk.png [View same] [iqdb] [saucenao] [google]
3949085

>>3947035
>>3946980
>>3946856
>>3946872
>>3946898
>>3946901
>>3946904
>>3946906
>>3947579
Ok, are the proportions good with this one?

>> No.3949087

>>3949085
Sorry, meant perspective.
Is the perspective ok?

>> No.3949090

>>3949085
Yes! Much better! Just needs a little clean-up an it should be good to go.

>> No.3949091

>>3949085
fucking hell that looks so much better

>> No.3949093

>>3949085

Fucking hell, anon, that's an amazing improvement.

>> No.3949096

>>3948964
I like the idea of the BTSX set being balanced around the early weapons being really good while later only just good and AA around early weapons being mediocre and old but later on you get to play with alien shit that kicks ass, hope they balance it like that

>> No.3949101

>>3949085
Looks much better but why is it so goddamn tall?

Also you probably need to move it down quite a bit - it should not take over a quarter of a screen.

>> No.3949102

>>3949085
Yes good job, the perspective is now no longer an issue.

>> No.3949106

>>3949085
cut down on the slide lol

why does it need to be so large

>> No.3949123

>>3948921
>Id love to help trump build that wall actually, but thats not going to be an entry level thing.
yeah a massive earthworks construction project definitely won't have any need for unskilled labor

>> No.3949127

>>3949085
Much better.

>> No.3949131

>>3948704
minecraft looks worse than delver, i'd say the only common point between the two is that Sphax guy selling(!) a texture pack for delver (and if my memory is right, he's now selling his minecraft tp on the windows10 store thing

>> No.3949137

How do I reduce the filesize of an mp3 music track without losing much quality?

Got a cool music mod I want to share, but the 188MB filesize is something I'd like to chop in half if I can.

>> No.3949138

>>3949131
Does that guy realise that you can redraw the texture pack from screenshots if it has same res as original, and if it does not then it's gonnna look like ass on low-poly objects?

>> No.3949143

>>3949137
Use VBR of 32-160 kbps, or rather re-code into OGG - with OGG 128 kbps should be enough just make sure to use actual encoder that can multipass instead of fast-coding unconfigurable junk that adds clicking artifacts.

>> No.3949156

>>3949143
Thank you. Just one thing though...
>actual encoder

I got something called "OGG Vorbis DLL encoder"... is that one good?

>> No.3949168

>>3949156
I mean some software that allows you to set all the parameters and allow multi-pass encoding to increase quality with the same compression level.

There's a bunch of easy to use tools that make you just press a button and get OGG, bbut those are mostly terrible.

>> No.3949169

>>3949156
Hmm, seems like I was able to shave off 600kb of one track, not bad. Lets see how aggressive I can be with this...

>> No.3949176
File: 73 KB, 1151x486, xilisoft.jpg [View same] [iqdb] [saucenao] [google]
3949176

>>3949168
I'm guessing the one I'm using doesn't have that option. This is how it looks like:

>> No.3949183

>>3949176
Xilisoft is crap. It adds click artifacts on rapid beats. Some players can mitigate it, some don't.

I use old Winamp (2.95) - it clearly shows if a track has them or not.

I suggest you look for some other software. I used to encode a lot of OGGs, but switched to FLAC about 4 years ago.

>> No.3949190

>>3949183
Welp. Looks like I'll have to spend the afternoon finding new audio converter tools.

I'm using foobar2000 as my player and didn't hear any clicks after listening to a 80kpbs version of a converted ogg track, so I assume its one of the ones that can mitigate the effect, but I'll take your word for it and make sure its done properly.

>> No.3949206
File: 81 KB, 312x155, WLKAA1.gif [View same] [iqdb] [saucenao] [google]
3949206

Gave the thing a plasma cannon and quad machineguns. Antennas, armor, bits etc. next.

>> No.3949226

>>3949042
reach definitely, odst just sounds like cod from what ive heard

I played reach up to the point where you destroy the covenant carrier with the hyperdrive explosion. I didnt get the opportunity to play further than that though.

>>3949046
you bet

>> No.3949264

>>3949085
heavy.
i like it.

>> No.3949268

>>3949059
Well there's no denying nobody tries to do memorable audiowork for games anymore, why would a tiny numale studio do otherwise when there are stock libraries.

>>3949206
Always thought it a waste this thing appears in half life for a whopping 30 second screen time and then never seen again. And the forklift guy. They could've placed his corpse somewhere after shit hits the fan.

>> No.3949271

>>3949268
>numale

Fucking stop.

>> No.3949279

>>3949268
>Always thought it a waste this thing appears in half life for a whopping 30 second screen time and then never seen again.
There was supposed to be a puzzle involving it that never made it into the game proper. It does have death animations by the way.

>> No.3949290

Besides Lovecraft, did Quake had any more references to other writes?
I know the rings of shadows are inspired by LOTR

>> No.3949370

s'arais does a dead simple for GZDoom
hillarity ensues.
https://www.dropbox.com/s/chm04i3lkbc4b16/cheadchimple.wad?dl=0

>> No.3949396

>>3949271
Oh yeah sorry, it's the system shock remake team that sports typical numale attire

>> No.3949456
File: 420 KB, 350x239, 1f0d818d36c136b9aac7949d13478495.gif [View same] [iqdb] [saucenao] [google]
3949456

>>3949370

>> No.3949515

>>3949370
Not enough eyestalks.

>> No.3949517

>>3949046
How many old one fondlers do we have here anyway?

>> No.3949521

>>3949515
Dear god, you're right. how careless of me.

>> No.3949553
File: 320 KB, 600x480, QBfG51f.png [View same] [iqdb] [saucenao] [google]
3949553

Has anyone made a wallpaper based on Phobos or the Phobos skybox?

>> No.3949708

>>3948964
>Pistol does 30+ damage per shot
So uh.. why use the 5 pellet inaccurate shotgun over it at all?

>>3948994
>Power gauntlet
Oh fuck

>> No.3949726

If Doom was a girl I would marry her!!!!

>> No.3949732
File: 5 KB, 321x253, shotdraftkedit.png [View same] [iqdb] [saucenao] [google]
3949732

>>3949085
>>3949087
It's okay depending on where the vanishing point is, if it's the centre of the image, you're want to move your sprite down and to the left a bit.

>> No.3949736

>>3949726
i bet you'd want to hold hands too you freak

>> No.3949738

>>3949708
Careful, you'll trigger that guy and he'll draw a comic about you getting punched.

>> No.3949747

>>3949736
m-maybe

>> No.3949748

>>3949726
She'd still wear the pants in the relationship.

And she'd wreck your ass with her super shotgun-shaped strap-on dildo.

>> No.3949761
File: 289 KB, 1140x851, iTViMjO.png [View same] [iqdb] [saucenao] [google]
3949761

>>3949748

>> No.3949785

>>3949085
Actually turning out quite well

>> No.3949790

>>3949010
>and the fact that the shotgun and chaingun zombies arent using the same sound effects as the weapons they drop
It's a weapons pack silly

>> No.3949794
File: 49 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google]
3949794

>>3949726
Her name is Crash, you fucking secondary.

>> No.3949797

>>3949738
I don't really like how the BTSX blaster's charge can be infinitely held, either. Infinite ammo weapons should be balanced carefully and not be better than the shotgun.

>> No.3949801

>>3949738
you should easily deflect it by now using your sarcasm skill

>> No.3949804
File: 552 KB, 1024x1447, 1490906019548.png [View same] [iqdb] [saucenao] [google]
3949804

>>3949726

>> No.3949808

>>3949794
Crash 2: Hell on Earth

>> No.3949815

>>3949808
Crash 2: Romero Strikes Back
Crash 3: Doomed

>> No.3949818

>>3949738
Don't worry, I'm sure you're too cool to care about something as completely inconsequential as that.

>> No.3949836

>>3949738
>>3949801
>>3949818
The solution would naturally be to draw a comic where Doomgiy punches the artist. And then he will draw one where Ranger axes you, and so on until we wallow in a spiral of madness.

>> No.3949839

>>3949794
I meant if Doom was a person, you fucking fuck

>> No.3949841

>>3949794
Not Doomguy as a girl, a separate character.

>>3949839
FUCK

>> No.3949843

>>3949797
I didn't really mind the fact that the guns have infinite ammo, but more that they feel a tad too powerful for infinite ammo weapons. This usually translates in the regular shotguns feeling rather inadequate by comparison.

>> No.3949847
File: 944 KB, 1284x837, spearmint_x86_64 2017-04-26 21-47-15-93.png [View same] [iqdb] [saucenao] [google]
3949847

>>3949839

>> No.3949848

>>3949726
>>>/aco/1350320

>> No.3949914
File: 33 KB, 248x405, CI8zVk8WUAAECEF.png [View same] [iqdb] [saucenao] [google]
3949914

>Haven't played KDiZD in ages
>Watch TITLEMAP sequence
>Desaturated, serious cinematic
>Marines dying and yelling over the radio about how horrible the situation is
>Their swears are bleeped out

>> No.3949915

>>3949708
Because the pistol is inaccurate as all shit unless you slowly tap fire.
And it's actually a 15 pellet shotgun, with dropoff. He wasn't using it at the optimal range most of the time.

But yeah, the shotgun is intentional pretty bad, the high tier AA guns are pretty ridiculous.

>> No.3949931

>>3949914

>playing KDiZD

Reminder that KDiZD got a Cacoward becase Scuba pulled rank
just like Blade of Agony

>> No.3949941

>>3949914
why would you ever play KDiZD a second time

>> No.3949942

>>3949915
Ah, it should be more obvious the intended use of the weapon, then...like have sparks shoot out of the muzzle or something. It also sounds pretty weak, I would have thought an ancient busted shotgun would be really noisy.

>> No.3949943

>>3949941
Maybe Anon repressed their memories of it

>> No.3949950

>>3949942
Oooh, that's an interesting idea. Thanks, I'll try that.

>> No.3949964

>>3949914(me)
>>3949931
>>3949941
>>3949943
>15 minutes to fumble through E1M1
Wow I legitimately forgot how awful this was to play.

>> No.3949968

>>3949964
prepare yourself for big ass dark tunnels that are pure filler

>> No.3949969

>>3948850
All of them. First 3 episodes anyway. Ep 4 may or may not be full.

>> No.3950000

>>3949968
>Secrets are part of the main map now or are otherwise made more difficult for no reason
>"This door is opened remotely"
>"The reactor is still active. Force fields are on."
>"This switch is broken, find another way out!"

>> No.3950006

>>3950000
stop torturing yourself anon and just play classic episode or anything better

>> No.3950013

With KDIZD in mind, a lot of GZDOOM-showoff mods from that time period really don't come off as very functional nowadays. This is coming from the guy who replayed Legacy of Suffering a few days ago and got a lot of boring levels and fights for all the unique shit the mod tried to pull off.

>> No.3950017

While kdizd is a pain to navigate, it does bring some interesting elements to the table.

>> No.3950021
File: 54 KB, 500x375, stare.jpg [View same] [iqdb] [saucenao] [google]
3950021

>>3948421
Holy shit I had no idea this was in the game

>> No.3950029

>>3948598
Butcher's pretty damn low-res, but it gets away with it with a lot of really good design choices: Exclamation points for enemies, bright contrasting colors for buttons, etc.

>> No.3950039
File: 55 KB, 331x409, CI8LHEDWwAAjKIF.png [View same] [iqdb] [saucenao] [google]
3950039

>>3950006
Yeah I'm done. all this bloat and non-optional sidepaths and backtracking and needless tedium... This could have just been a prettied up Episode 1 like Classic Doom 3 was, but nope... just a big mess of misguided effort.

>> No.3950083

>>3946237
REPENT MOTHERFUCKERS!

>> No.3950086

>>3946237
>>3946592
I want a doom mod where you play as jotaro/star platnum

>> No.3950092

>>3950086
there's a couple mods where you can play as dio and yoshikage kira

>> No.3950095
File: 2.79 MB, 920x518, gzdoom 2017-04-26 23-36-17-142.webm [View same] [iqdb] [saucenao] [google]
3950095

I call upon ancient australian meme magic.

>> No.3950098
File: 2.23 MB, 133x133, 1475013051173.gif [View same] [iqdb] [saucenao] [google]
3950098

>>3950039
As much as I love kdizd, it has it's unforgivable flaws
>mfw the first time i found out you needed some sort of retarded 4x4 cube to progress

>> No.3950131
File: 299 KB, 640x480, wolfenstein__the_new_order__doodles_10_by_ayej-dao50t1.jpg [View same] [iqdb] [saucenao] [google]
3950131

who else here think's bj is a cute

>> No.3950136

>>3950086
Might make this. Trouble is having different powers. Kira and DIO are craft as fuck. Jotaro's solution to everything is to have Star Platinum bust someone's skull open.

I did get some coding progress done on a ZA HANDO mod but ran into the same sort of problem.

>> No.3950138

>>3950136
crafty*

shit. same thing

>> No.3950169

>>3949914
The swears are bleeped out because they're actually from an Ultimate Doom radio commercial

https://www.youtube.com/watch?v=VyOgCiVfHt4

>> No.3950182

>>3950131
But isn't BJ fluent in German?

>> No.3950185

>>3950182
I think this is based off a scene in one of the new games.
Don't remember how it went though, did have BJ saying Hot Dog and the Germans laughing it off and letting him by, taking it as a funny joke.

>> No.3950209

>>3950131
>>3950185
NuWolf did old Blazko good, he's a pretty cool character with his inner monologues about absolute nonsense. I also like how he's absolutely huge and seemingly immune to pain.

In RCTW I don't think he ever spoke, and wolf 2009 is trash.

>> No.3950216

>>3950209
>so the nazis put a man on the moon
>fuck you, moon

>> No.3950232

>>3950209
He spoke in the console-exclusive prologue chapter in RTCW, but then went back to being mute thereafter.

>> No.3950240

>>3950232
>He spoke in the console-exclusive prologue chapter in RTCW
That's pretty retarded.
On a semi related note, Goggles in SS2 going "nah" at the end always bothered me.

Actually, that whole boss fight was pretty stupid. Some modder should fix that with something better, that has options for different character builds and doesn't make it a lame typical boss fight in an engine that was never made to handle that sort of thing.

>> No.3950245

>>3950209
I dont think 2009 is even canon.

NuWolf suffers greately from overabundance of cutscenes and trying to sell it off as Serious Buisness right before slipping into batshit insanity. Story is literally the worst part of it.

Also it's about 1/3 the lenght of RTCW.

>> No.3950246

>>3950095
But try doing it in DehackEd. Many have tried. None have succeeded. Few have died.

>> No.3950249

>>3950246
dehacked doesn't have seeking properties, i believe
it'd be impossible from the getgo

>> No.3950253

>>3950249

You have to do some serious hacks even just for bouncing in Dehacked.

>> No.3950262

>>3949708
>>3949738
Infinite pistol fetishist here, even I think that Deagle is serious overkill. I mean I like it, but jesus christ it's way too potent.
Also I didn't draw that comic nor did I ask the artist to draw those pictures, he just started doing it because he thought it was funny, and I'd be inclined to agree when he started making the other panels.

>> No.3950276

>>3950245
Return to Castle Wolfenstein, 2009 and The Old Blood / The New Order are a timeline of their own. Deathshead returns from both RTCW and 2009, and the leader of the resistance is the same person in both games (to the point of referencing her supposed death by Hans at the end of 2009). But their direct connections don't matter that much otherwise.

>> No.3950286

>>3950262
I don't really see it myself. I mean, it does a little bit more damage than the Plut revolver, with faaaaar less accuracy, slower firing and reload.

I'll lower it if it's felt to be too much, but the pistol is pretty clunky to use constantly due to the inaccuracy.

>> No.3950293

I was wondering.. who or what is going to voice the GMOTA kobold?

>> No.3950295
File: 9 KB, 670x543, 1492837140185.png [View same] [iqdb] [saucenao] [google]
3950295

>>3950293
That's an excellent question, and one that I don't have an answer to right now, I haven't even finished up the overhaul for Blaz, and I need to start on Kustam still.
Fucking hell I gotta get my shit together

>> No.3950302
File: 185 KB, 1280x1280, tumblr_odlyx9NMcK1rv3tnjo5_1280.jpg [View same] [iqdb] [saucenao] [google]
3950302

>>3950295
You can do it!

>> No.3950418

>>3950293

yo I'll do it

>> No.3950423

>>3950039
I once tried a megawad called Doom Tribute. It's kind of like a ZDoom remake of Doom 1 and 2 merged together but a lot of the levels and areas are new or very different.

I quite liked it. Maybe you'd enjoy that more if you want a "ZDoom remake" done better than KDiZD? Be warned that there are some new enemies, though.

>> No.3950472

>>3945883
have you tried grabbing the last copy from the Eduke32 synthesis? There's a 64-bit version there you can also try. Try looking for an eduke32.log file in that directory and opening it up, post what it gives you in a pastebin here.

>> No.3950501

>>3950423
I second this, Doom Tribute was a hella cool wild ride. Definitely would recommend.

>> No.3950545

>>3950293
It depends on said kobold's gender.

>> No.3950547

>>3950545
Samson's a dude.

>> No.3950549

>>3950547
damn, that sucks.

>> No.3950556
File: 113 KB, 566x1233, GRONK.jpg [View same] [iqdb] [saucenao] [google]
3950556

>>3950293

>> No.3950582

So, any rumors of DBThanatos rejoining D4D?
Was a good mod and I'm _ever so slightly_ disturbed by the way it is being handled since their breakup.

>> No.3950609
File: 830 KB, 1280x960, tumblr_nyfhpfPIKH1rv1nxto1_1280.png [View same] [iqdb] [saucenao] [google]
3950609

>>3950556
Samson is fairly cute tho

>> No.3950616
File: 162 KB, 408x405, 1462262647353.png [View same] [iqdb] [saucenao] [google]
3950616

>>3950609
So he already has a design? Nice

>> No.3950619
File: 605 KB, 1121x1125, tumblr_ontssgRaIX1qlrec8o1_1280.png [View same] [iqdb] [saucenao] [google]
3950619

>>3950616
Yeah I've had a design for him like a year and a half now. I've been dragging my feet on GMOTA progress because I'm a shit.

>> No.3950628
File: 40 KB, 1000x500, 1488449549667.png [View same] [iqdb] [saucenao] [google]
3950628

>>3950619
The dude is cute, don't want to see him go to waste. I mean shit, there isn't a lot of stuff with playable kobolds in some capacity.

>> No.3950630

>>3950628
Which is one of the driving forces why I want Samson in this. He's gonna get his time in the spotlight, eventually.

>> No.3950643

>that lazy nigger working on hdoom has a fucking patreon
>and he still hasnt updated in like six months

>> No.3950647

>>3950643
Isn't he working on MGQ3D now?

>> No.3950680
File: 1.96 MB, 720x360, pain elementals suck.webm [View same] [iqdb] [saucenao] [google]
3950680

This came out way better than I expected.

>> No.3950683

>>3950647
Yeah. I don't know when he's going to drop it indefinitely, though, like he did with HDoom.

>> No.3950686

i'd like to see him work on anything else other than mediocre porn mods for a change

seriously, he pretty much just abandoned everything that WASN'T hdoom

>> No.3950692

>>3950680
Out of all the monsters using your death effect, for some reason seeing the PE explode (non-frozen) like that is really satisfying.

>> No.3950729

>>3950630
Is he going to sound like a stereotypical YIP YIP kobold? example here >>>/wsg/1661548

I used pitch shifted Krall and Skaarj sounds.
Anyway I shouldn't make you get ahead of yourself, work on what's in front of you

>> No.3950735

>>3950729
I picture him yapping every so often but I'd like to think he's pretty comfortable with speaking common. It was his bard grandfather, an old pathfinder character of mine that spoke in broken english and went YIPYAPYARF often.

I really didn't expect to be talking about Kobolds in this thread of all places.

>> No.3950760

>>3950692
It helps that the PE has a few exploding frames to work with , but yeah it might be my favorite thus far

>> No.3950820
File: 27 KB, 320x240, dicegames.jpg [View same] [iqdb] [saucenao] [google]
3950820

>>3950735
Now that I think about it krall seem to have quite a few similarities with kobolds, they're weak and numerous cannon fodder, tribal, slaves or serving someone else, YIP YARP, and they're introduced in a cave level!
Then Unreal Tournament 3 happened

>> No.3950840

>>3950245
A few parts of 09 is canon to New Order, like Caroline Becker, and Deathshead.

>> No.3950875

>>3950680
I know the console is just showing the lower half of the TITLEPIC but the landscape on it looks nice

>> No.3950879
File: 2 KB, 320x240, 1489401915558.png [View same] [iqdb] [saucenao] [google]
3950879

>>3950875
it really does.

>> No.3950919

>>3950879
Oh I guess the console stretches it.

Is there some trick to doing the red (pain state) and blue (frozen) colour translations?

>> No.3950927

>>3950919
Yeah, they're thing_settranslation states with custom palettes defined via ACS, I had help with the custom palette definitions because of colorblindness.

>> No.3950934

>>3950927
Fuck, guess the translations were all manually defined, was hoping there was a way to just colourise the palette or something.

>> No.3950946

>>3950927
have anybody tried to make palette-shift animations like waterfalls or such?

>> No.3951030

>>3950686
he did other stuff?

>> No.3951146

>>3949190
Foobar can convert just fine, anon.

>> No.3951172
File: 39 KB, 836x452, lti3e9z.png [View same] [iqdb] [saucenao] [google]
3951172

>>3951030
Before HDoom he did stuff for Brutal Doom, and every now and then he ducks away to draw gun for people.

Like this gun.

>> No.3951303
File: 28 KB, 281x178, Shotgun-render.png [View same] [iqdb] [saucenao] [google]
3951303

what do you think of this gun sprite.

>> No.3951321

>>3951303
It looks like Halo.

>> No.3951324

>>3951321
it's literally a recolored snapshot of the Halo 1 shotgun and hands

>> No.3951328

>>3951324
The colors look weird.

>> No.3951486

>>3951303
Gun is okay but I'd fiddle a bit with Hue a Levels adjustments. And the hand needs some shading where it holds the stock.

>> No.3951556

>>3950418
>stephanosrex
Kegan, do not pass up this opportunity.

>> No.3951650

>>3951303
too blue

>> No.3951654
File: 114 KB, 1242x900, download.jpg [View same] [iqdb] [saucenao] [google]
3951654

> play btsx, haven't played doom much in years
> get my ass kicked

> play a bunch of doom 1 and 2
> hey this is fun again

> play btsx
> holy fuck this level design
> still get my ass kicked

>> No.3951704

>>3951654
Same. I love it, but feel like Back to Saturn was designed for the better players in mind.
It doesn't help that I refuse to lower the difficulty from Ultra Violence because that's what the readme recommended to play it on.

When the Final Doomer update hits I'm playing through using the BTSX weapon set, it looks like it might be fun.

>> No.3951728

>>3951704
I'm as stubborn as you, anon. I leave plenty of wads partially finished because I refuse to play anything below UV.

>> No.3951736

>>3951728
It's the way ID recommends you play, and Dooms 1 & 2 are still fairly simple and fun on UV too.
Its just fan made wads are so much tougher for obvious reasons, but lowering the difficulty to HMP still feels like admitting defeat or going against the spirit of the game.

>> No.3951737

>>3951704
>>3951728
I'd call you dumb for not just dropping down to HMP if I wasn't the same as well.

>> No.3951829

>>3951704
>>3951728
I always worry that my maps are too hard or too easy... Constant worry when mapping.

>> No.3951884

>>3951704
>>3951654

im pretty good and I never got past the final level

then again I play a personal mod that makes stuff tougher, but the parts that got alot tougher on the mod were after I tried conquering btsx

its usually his revenants that get me, that or the mancubus - everything else might kill me but its primarily due to either of those two

>> No.3951892
File: 45 KB, 508x600, 1492801087891.jpg [View same] [iqdb] [saucenao] [google]
3951892

>>3951654
>that slaughtermap secret in map01

>> No.3951920
File: 17 KB, 637x358, download.jpg [View same] [iqdb] [saucenao] [google]
3951920

why is it so sexy bros?

>> No.3951926

>>3951892
yeahhh.... I never could figure out how to get back there except by cheating

where's the switch that opens that door anyway?

>> No.3951929
File: 28 KB, 281x178, Shotgun-render.png [View same] [iqdb] [saucenao] [google]
3951929

>>3951303
>>3951486
>>3951650
fixes

>> No.3951932

>>3951926
Somewhere in that circular room with balcony thing around it. You need to shoot it with gun.

>> No.3951941
File: 186 KB, 600x850, 35.jpg [View same] [iqdb] [saucenao] [google]
3951941

Is Ijon still alive? I've got an important question re: Dreadnought/Parkmore.

>> No.3951943

>mfw the prey 2017 demo
jesus.

does anyone know a good 10 map levelset? I feel like playing smooth doom again.

>> No.3951948

>>3951943
UAC Ultra. Dark 7, though that's three maps short.

>> No.3951950

>>3951943
Aaliens is like 3 different episodes with 9 maps each.

>> No.3951954

>>3951941
nope

R I P

>> No.3951962
File: 738 KB, 1130x1394, 1445926224747.jpg [View same] [iqdb] [saucenao] [google]
3951962

>>3951954
I figured.
GZDoom 2.3+ breaks the Space Jump/Walljump pretty hard and I was wondering if anyone had insight into that.
Term's notes make sound like sorcery, otherwise I'd go to him first.

>> No.3951964

>>3951948
haven't played dark 7. loved UAC ultra though, could probably even say I'm nostalgic about it.

I'll probably play that again once I'm done. whatever it is, I want to wash any residual memories left from nuprey.

>> No.3951975

>>3951892
You mean the early Super Shotgun? I just trigger the Revenants, run all the way through everything back indoors, and carefully kill any survivors after the inevitable war my heroic retreat caused.

>> No.3951980

Is Eternity Engine avoided because it's bad?

>> No.3951983

>>3951980
no its just that everybody is making stuff that only works in gzdoom now, with some things that are taking the vanilla challenge to make it work in the original

>> No.3951991

>>3951983
They've always been making stuff that only works in Gzdoom/Zdoom though. I can't think of a level set using Eternity Engine. Plenty of Boom stuff, plenty of vanilla stuff, plenty of (G)Zdoom stuff, but nothing for Eternity.

>> No.3952009

>>3951962
>Term's notes make sound like sorcery
as someone who has been tempted to pick it up and expand on it

it is

>> No.3952032

>>3951941
I see they fixed the pencil waist

>> No.3952037

>>3952009
I've been poking around in Breadnut's code for the past week, and I'm afraid to touch anything related to the energy tanks/movement code. Half of it looks like wizardry, and the other half is gross hacks.

>> No.3952041
File: 151 KB, 550x800, Agon1492511393r1492574803.jpg [View same] [iqdb] [saucenao] [google]
3952041

>>3952032
It's leagues better than the prototype looked.

>> No.3952052

how do you pronounce phfor?

>> No.3952053

>>3952052
Four

>> No.3952058

>>3952052
Four.

>> No.3952126

>>3951929
Greatly improved.

>> No.3952136

>>3950245
>Story is literally the worst part of it.
You mean the best, because level & shooting & AI are kinda painfully average.

>> No.3952212
File: 41 KB, 281x178, rotp.png [View same] [iqdb] [saucenao] [google]
3952212

>>3952126
thanks man

>> No.3952354
File: 332 KB, 600x565, Doomguy Guess I'll Die.png [View same] [iqdb] [saucenao] [google]
3952354

>When you fall onto a damaging floor and the mapper didn't put a way out

>> No.3952373

>>3952354
IDSPISPOPD

>> No.3952380

Does copy-paste level design detract from a level or mapset in your opinion, or does it add some consistency? For example, lets say there's a room in one level with a techbase theme, an armoury area with a lot of guns and ammo, and a few maps down I want another one in another techbase themed map, so I take the armoury from the other level, shift some of the decorative parts and change the things around and plunk it into the map. This would make sense realistically, as the UAC probably has a lot of bases and a somewhat standardized blueprint for most of them, but does it come off as lazy level design?

>> No.3952383
File: 232 KB, 491x553, WHERES DIAOCHAN.png [View same] [iqdb] [saucenao] [google]
3952383

How does one get a custom sky to work if making a Boom map? I managed to get custom textures to work via Slade, but custom skies only work on GZDoom and crashes PrBoom on map load.

>> No.3952398

>>3952380
I think it's fine if you rearrange it, as you said.

>> No.3952437
File: 56 KB, 372x610, Coffee Paste.jpg [View same] [iqdb] [saucenao] [google]
3952437

>>3952398
How about a layout made via copying and pasting?

>> No.3952454

>>3952437
nice chair, anon

>> No.3952472
File: 48 KB, 372x610, Coffee Paste.jpg [View same] [iqdb] [saucenao] [google]
3952472

>>3952454
You say that, but it broke.

>> No.3952482

>>3952472
lose some weight, tubbo

>> No.3952501

>>3952482
I'll have you know I'm 2176 units tall and weigh only 50 cacodemons.

>> No.3952502
File: 29 KB, 412x430, 1476073131400.jpg [View same] [iqdb] [saucenao] [google]
3952502

>play doom 3
>chaingun commandos start popping up
>the most garbage shotgun in the history of FPSs

the only way I can bear with this shit is by ejecting laughter

>> No.3952517

>>3952502
the chaingun's better though, so i guess it's a tradeoff

>> No.3952524

>>3952517
The original Doom's Chaingun has always been pretty fun, though.

>> No.3952534

New thread.

>>3952523
>>3952523
>>3952523

>> No.3952578
File: 156 KB, 536x440, chainsaw.gif [View same] [iqdb] [saucenao] [google]
3952578

>>3952502
The trick to playing Doom 3 in the most fun way is to give yourself the chainsaw with the console early on and then try to use the chainsaw as much as you can for any and all fighting.

It's a really good chainsaw, and you can easily take the commandos with them, ducking and strafing is key.

But yes, the shotgun is just balls.

>> No.3952739

>>3952501
>>3952482
>>3952472
>>3952454
>>3952437
>>3952398
>>3952380
As long as you fiddle around with it at some point it should be okay; nobody cares that heavily about it. Just tweak it a bit for variation and you're golden

fatso

>> No.3952994

Anyone noticing issues with randomspawners in Zandronum 3.0 170416-0710?

In single player, randomspawner entities make their things just fine, but in multiplayer it feels as if they create things at half the spawnrate; maybe even less. This is especially balls because I'm trying to make a pseudo-random wad that both has single player and coop compatibility, so I can't just spam more spawns to compensate.