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/vr/ - Retro Games


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4436850 No.4436850 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4429812

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/1503/77/1503778360511.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1512/04/1512043037238.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/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

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

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /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.4436852

=== CURRENT EVENTS ===

OP
-Seeking for possible improvements and additions
>>4407304
-Current points of interest for some posters include
--Build game downloads w/ all their xpacks

=== NEWS ===

[12-2] Hunter's Moon Version 2.9.3 released
https://forum.zdoom.org/viewtopic.php?f=19&t=30942&p=1029395#p1029395

[12-1] Hellscape final version on idgames
https://www.doomworld.com/forum/topic/98114-doom-ii-hellscape-v11-final/

[12-1] Another /vr/spooky update
https://www.dropbox.com/s/ox7hyg74yabuhj8/vryspooky_3.rar?dl=0

[12-1] New Quake infographic
https://desuarchive.org/vr/thread/4429812/#4430438

[11-30] Babel creator hosts website to hold current DL links and information
https://babel-mod.neocities.org/

[11-29] Exporting resources from Chasm: The Rift now possible
https://twitter.com/DickWhitehouse/status/934978069130911746

[11-27] Complex Doom v27 update
https://forum.zdoom.org/viewtopic.php?t=58535

[11-27] Final Doomer 2.0 released (now 2.1)
https://forum.zdoom.org/viewtopic.php?t=55061

[11-26] Anon map release: whirlwind.wad (using textures from epic2)
https://drive.google.com/uc?id=0B1NxOZlEf5aNWDNMcnJNdjZ6aGc

[11-25] Hunter's Moon - Razor's Cluster Bomb
https://www.youtube.com/watch?v=RQfVuRk3_FI

[11-25] Babel now finalized, in testing >>4419193
https://mega.nz/#!nhFQHCAC!iotxW8TzkyPJNOZ-SfsMYc6QQio2lnxBnJRzS3LD4XM

[11-25] Doom Retro v2.6 released
https://www.doomworld.com/vb/post/1819998

[11-25] Potential Mockaward Candidate
https://forum.zdoom.org/viewtopic.php?f=46&t=56943

[11-24] The Joy of Mapping 5 starting on December 1st
https://www.doomworld.com/forum/topic/98041-the-joy-of-mapping-5-winter-weekend/

[11-23] Marrub releases Lithium 1.5.3
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=255#p1028244

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4436859 [DELETED] 
File: 1.66 MB, 720x720, Allison Stokke.webm [View same] [iqdb] [saucenao] [google]
4436859

>> No.4436861
File: 2.99 MB, 640x480, Hexen II Sheep Catapult.webm [View same] [iqdb] [saucenao] [google]
4436861

>> No.4436863
File: 910 KB, 1024x854, IT AIN'T A MAZE JUST FOLLOW THE BLOOD.gif [View same] [iqdb] [saucenao] [google]
4436863

Anyone got any suggestion for maps that show a hell influence near the exit? I need something to base my map off of.

>> No.4436865

>>4436861
You're supposed to tap back when you're over the wall to land on top and avoid 20 damage

>> No.4436871

>>4436363

I'm a damn attention whore and require some validation

>> No.4436878

>>4436871
Still looks nice. Toss in some RPG elements, put it on mobile, and I'll play it while I poop.

>> No.4436883

>>4436871
Looks cool so far. The art style kind of reminds me of the game Intrude.

>> No.4436884

>>4436435
Lindows XP?

>> No.4436885

>>4435575
>Absolute mad man tries to play it vanilla

Uploader here. I'll make the effort to make my next OBLIGE upload to be vanilla compatible since the mapset I provided is not fair for vanilla play, HP-drop wise.

I play the mapsets myself with tons of mods that tend to be on the OP side of things, mainly to splatter monsters by the hundreds with extreme rainbow gore as a relaxing fun time rather than a challenge.

I should make some webms of how the action looks on my end, it'd be pretty hilarious to watch.

>> No.4436894
File: 411 KB, 567x600, 1473380669483.png [View same] [iqdb] [saucenao] [google]
4436894

>>4436863
>All that detail, size and scope

I find this beautiful. Its like a bob ross painting, except as doom map.

>> No.4436901

>>4436878
Thanks and yes will do.

>>4436883
Intrude looks like an 8-bit Killer inspired game and that's definitely an influence, though mine will have a lot more nuance and detail when I'm done with it. I used to be a pro pixel artist and now I'm pretty nitpicky about stuff, and both 8-bit Killer and Intrude bother me in ways...

>> No.4436902

>>4436863
Don't Play With Hell starts doing it quite well on some levels.

>> No.4436918

WTF I STILL can't get GZDoom to go fullscreen.
Never had a single problem with ZDoom, but with GZ even when I tick the fullscreen box, and Alt+Enter, it's all fucky.
Wat do?

>> No.4436927

>>4436918
Do you have multiple monitors?

>> No.4436929 [DELETED] 
File: 127 KB, 1230x283, 1509386448191.png [View same] [iqdb] [saucenao] [google]
4436929

>doom babbies
:^)

>> No.4436936

Friendly reminder to don't pet the fucking cacodemon.

>> No.4436938

>>4436863
I wonder when Mechadon will finally finish Vela Pax.

>> No.4436940
File: 26 KB, 312x750, cacosneak.png [View same] [iqdb] [saucenao] [google]
4436940

>>4436936
You can't stop me.

>> No.4436947

I'm shamelessly shilling my map progress everywhere so I guess I'll do it here too.

https://www.youtube.com/watch?v=KjRS11u8NOA

Here is a raw wip of an arena event in the first map of my new campaign. Still need to add more fancy visual effects, add some depth to the walls and ceiling and stuff like that. Song is 'The Deep' by Dance With The Dead. Gameplay mod is called DeadMarine (I highly recommend it, it's got real nice visual tune-ups without being Brutal Doom levels of over the top).

>> No.4436973

>>4436873
>Uploader here. I'll make the effort to make my next OBLIGE upload to be vanilla compatible since the mapset I provided is not fair for vanilla play, HP drop wise.

no don't do that just because of me. i didn't notice the "weapon mods recommended" part of your post.

>I play the mapsets myself with tons of mods that tend to be on the OP side of things, mainly to splatter monsters by the hundreds with extreme rainbow gore as a relaxing fun time than a challenge.

>> No.4436975

>>4436861
funny. but where did the sheep go?

>> No.4436982

>>4436863
i hope that's not the order he put down the linedefs. because that's a weird fucking order.

>> No.4437000

>>4436861
How is Hexen II compared to the original? I couldn't get into the first game.

>> No.4437004
File: 6 KB, 251x191, 1394297029279.jpg [View same] [iqdb] [saucenao] [google]
4437004

An archvile that calls lightning down on your head rather than an explosion of fire

>> No.4437005

I've been having loads of fun with mods and wads, I really like Reelism, and Brutal Doom 20 along with Maps of Chaos and the Japanese whatever project

>> No.4437007

>>4437000
Much more linear, much less solving a fifth of the puzzle on the seven portals.

>> No.4437008

>>4437004
that's how star wars doom implemented palpatine

>> No.4437010

>>4437000
I feel like it's over all a better game, personally.

>> No.4437018

>>4436865
It's more fun to ram your face into the far wall at max velocity and die, IMO.

>> No.4437026
File: 2.84 MB, 640x360, Base Profile 12.03.2017 - 09.20.09.03.DVR.webm [View same] [iqdb] [saucenao] [google]
4437026

Something's wrong with my Quake. It randomly makes me look in another random direction. You can see it happen three times in this clip, first time it happens is at 22 seconds. This has never happened before, dunno what's up, tried restarting computer, no help. I use Quakespasm, pls help.

>> No.4437031

>>4437005
Mods and maps combined are the best way to play.

>> No.4437034

>>4437005
I'm going through Scythe 2 with Final Doomer as JPCPguy

>> No.4437038

>>4437026
Run the game withquakespasm-sdl2.exe .

>> No.4437039

>>4437026
Looks like you accidentally bound a key to turn180. Should wipe your binds and rebind everything.

>> No.4437049

>>4437004
That's kind of what I'm doing.

>> No.4437050

>>4437038
Hey it worked, thanks dude. Why does using the normal one make it weird? Cheers.

>> No.4437056

>>4436947
>all those single zombieman SSG shots
it hurts

>> No.4437063

>>4436894
>Here's a berserk pack near those imps, so we can beat the devil out of them.
>And in our world... maybe there's a happy little BFG right there. It's our little secret area.

>> No.4437065

>>4436982
Probably works similar to a textured automap or something.

>> No.4437067

>>4436936
I can't fully explain why, but I've always seen Cacos as the Zoidberg of Doom monsters.
I think its the way they uselessly float around the place, drift slowly in through windows and generally get in everyone's way. They just don't feel threatening at all. I've never jumped due to a caco lazily peering over a ledge or corner.

>> No.4437072
File: 118 KB, 1379x613, file.png [View same] [iqdb] [saucenao] [google]
4437072

How do I force photoshop to work within an existing palette without going into indexed mode (you can not make gradients there) ?

>> No.4437074

>>4437072
You don't. Palette it afterwards.

>> No.4437078

>>4437074
Well fuck. Any other similar software that can?
Paint.NET can't

>> No.4437079

>>4437078
I use Color Quantizer to palette images when I'm done with them. It can open PSD files, too.

>> No.4437081
File: 155 KB, 1280x994, corel.png [View same] [iqdb] [saucenao] [google]
4437081

>>4437078
you mean like this?

>> No.4437085

>>4437079
>>4437081
Yes! I want to make a gradient that only uses colors already present in the image (trying to frankensprite a groove into the cryobow)

>> No.4437108
File: 30 KB, 864x234, file.png [View same] [iqdb] [saucenao] [google]
4437108

How's this one?

>> No.4437109

>>4437072
>>4437074
>>4437078
>>4437085

I just found out about this trick yesterday, and haven't really gotten around to trying it, but apparently, you can. Need a 3DLUT file of the doom palette to be used in a color lookup adjustment layer.

See this thread for more: https://forum.zdoom.org/viewtopic.php?f=37&t=49796
There's a working link in last post.

>> No.4437112

>>4437109
thank you!

>> No.4437115

How can I play the full version of Legend of the Seven Paladins 3D? I got the demo version but it crashes after selecting a character class and choosing a weapon.

>> No.4437117

>>4437067
Guess how I know you don't play with FastMonsters.
Enable it you shitter it's how the game is meant to be played.

>> No.4437124

>>4437117
Nothing compared to the horror of +fast Demons.

>> No.4437126
File: 40 KB, 79x80, caco-twirl.gif [View same] [iqdb] [saucenao] [google]
4437126

>>4437067
Cacos are a bother when they come in blankets, optionally when you're stuck in a tight space with just a single one.

>> No.4437128

>>4437117
>Pistol start is how it was meant to be played!
>Never using saves is how it was meant to be played!
>Fast monsters is how it was meant to be played!
>Brutal Doom is how it was meant to be played!
None of this is "how it was meant to be played", they're just extra challenges. Obviously not the last one, I was just being facetious.
You like these extra challenges, and that's cool. I play with them sometimes too, but prefer Doom as it is on UV.

>> No.4437129

>>4437067
Play the second to last map of Disjunction and then tell me Cacos aren't a problem. Make sure you aren't a pansy and don't have walking under Cacos enabled.

>> No.4437131

>>4437126
Thank you. I'll enjoy my spinning Cacodemon, Mr. Icarus.

>> No.4437159
File: 362 KB, 640x480, 1.png [View same] [iqdb] [saucenao] [google]
4437159

>>4437128
The game was literally created to be played with monsters and projectiles faster on everything but "I'm too young to die", and later in developement they were slowed in all but Nightmare.. This is /vr/ you should know this shit man.
Besides the developer's intention though, you're the one complaining about how they don't threaten you, so make them threatening, you giant pussy chode.
I also play on Ultra Violent, because respawning monsters is bullshit with limited ammo.
>Options
>Gameplay Options
>Fast Monsters: Yes
Try it for two hours. If after that you're still not convinced it's not the patrician choice then you might as well check yourself into a graveyard.

>> No.4437162
File: 50 KB, 499x636, caco monitor.jpg [View same] [iqdb] [saucenao] [google]
4437162

>>4437131
A lone baron is useless in a large, wide open area with no support, but make him a door guard and he's an actual obstacle you have to contend with.
Likewise, a Mancubus is only token at best in a similar scenario, but put him up on a ledge during an encounter with other monsters and he's a serious problem. Optionally, he's at ground level with the other monsters and his large volume of hellfire pisses everyone off and the tide of a fight can flip like a coin.

Everything is about how you use your monsters, they can all be a serious hazard if employed properly.

>> No.4437165

>>4437159
Heh, alright man you've convinced me. I'll give fast monsters a fair try.

>> No.4437170

>>4437162
This is why I love Doom. All the monsters have their own roles and abilities, and a good mapper is one who knows how to utilize them well.

>> No.4437173

>>4437170
I think a particular edge with Doom is that all the monsters are largely distinct, color, shape, sound and movement, even on a low resolution, if you see a red blob moving slowly in the distance, well you're damn sure that's a caco, and if you see a pale spindly fucker bouncing around like rubber in a cage on a pillar over there, that's archie.
A pinkie is pink, an imp is brown and throws orange fireballs your way, a mancubi is wide, tan, and slow, throwing HUGE fireballs your way, a revenant is tall and red/white, his projectiles are readily distinct from everyone else's by their (occasional) behavior.

>> No.4437174

>>4437117
>Enable it you shitter it's how the game is meant to be played.
Sure projectiles are meant to clip through walls all the time.

>> No.4437176

>>4437117
I'm good desu, I'm comfortable with UV on iwads and HMP on everything else.

>> No.4437182
File: 45 KB, 640x170, blue skull.png [View same] [iqdb] [saucenao] [google]
4437182

>>4436850

>> No.4437189
File: 2.86 MB, 900x506, Mank.webm [View same] [iqdb] [saucenao] [google]
4437189

>>4437165
Don't get me wrong it's a hell of an adjustment, but after about an hour you adjust your timing, and by the second hour you realize how much smoother it feels. It tightens up enemy patterns to the way they're intended to be, so they fire at specific intervals instead of just when they feel like it, and the projectiles move fast enough that you can actually weave between them instead of there being a huge slow moving gob of shit you can't navigate through.
The two things you'll notice immediately is how easy and smooth it feels to properly dodge mancubus and knight/baron shots. With Mancubus remember the straight projectile is always left, right, left.
Took damage here because there was apparently a baron behind me.

>> No.4437191

>>4437182
Doom 64 Retribution has a bug on one of the final maps where the yellow key teleports to the wrong place and ends up behind the door its needed to open.
This sort of situation is more annoying when you know its the mapper fucking up and not just a tease.

>> No.4437195

>>4437189
If anything that looks like its easier than the original Mancubi speed.

>> No.4437201
File: 858 KB, 240x228, 1439250506604.gif [View same] [iqdb] [saucenao] [google]
4437201

>>4437176
>HMP

>> No.4437206

Is Memento Mori supposed to be easier than Plutonia? Because I'm eight maps in on UV and if anything this is later Doom 2/TNT difficulty.

>> No.4437207

>>4437191
has anyone told nevander about that?
i thought he was going to update d64r

>> No.4437208

>>4437206
yes.

>> No.4437210

>>4437207
I'm assuming someone has, it's been around for a while and I can't be the only person to play through the entire mod.

>> No.4437216

>>4437189
Might work on easier wads. I'm sure you'd get your shit absoutely mercilessly pushed in on anything that actually manages to be challenging without fast monsters.

>> No.4437218

>>4437195
Then what are you afraid of?
That's my point though, it makes a lot of things more consistent. You were supposed to be able to dodge those this way originally, slowing projectiles and giving enemies varying pauses between shots made group fights easier but makes tighter fights a more annoying chore. And now that monsters are guaranteed to fire steadily you can dodge things without looking. If there's a baron to your right, he's going to be throwing shots at you as fast as he can, meaning you don't have to look over to see when he's going to shoot, you KNOW he's going to be shooting, meaning you can move back and forth without looking while killing other things. You'll find yourself mentally keeping track of three or four enemies, meaning you can target individual ones more consistently.
It changes combat completely from "run in a circle around everything spraying into it wildly and hoping for in-fighting", and it's incredibly more satisfying.

A single mancubus is easy regardless, but now Cacodemons will terrify you. Hordes of more than 4 imps will send you running and/or teach you proper slow strafe stepping instead of just circle sprinting. Pinky Demons will be a threat to you for the first time since you first met them.

Honestly I'm really shocked to hear there are people who don't play with +Fast even on difficulties lower than Hurt Me Plenty

>> No.4437221

>>4437216
I beat Plutonia, Plutonia2 and am now playing through TUTNT with it enabled. See my above post, it makes a lot of things more difficult but also simplifies a great deal. But hey if you're scared of having fun I can't force you.

>> No.4437224

>>4437218
It sounds pretty good, but >>4437216 makes a valid point.
I'll try playing Doom 2 with it on to test it out.

>> No.4437227

>>4437117
But everyone know that the trye way to play doom is with the huge horsecock dildo up your ass!

>> No.4437231

>>4437206
Memento Mori is basically TNT difficulty, with a couple lategame levels that are harder.

>> No.4437232

>>4437218
>Pinky Demons will be a threat to you
does it give them rocket launchers?

>> No.4437238

>Smooth Doom
>Theres an option to make close up SSG blasts gib monsters
Why isn't this in more mods? It's so satisfying. Especially with the ketchup patch

>> No.4437241

>>4437232
That's an idea for a mod.
EVERYTHING now has a rocket launcher.

>> No.4437245

>>4437241
Juvenile Power Fantasy has an all rockets modifier for enemies. Didn't find the mod overall fun though.

>> No.4437250

>>4437159
>The game was literally created to be played with monsters and projectiles faster on everything but "I'm too young to die", and later in developement they were slowed in all but Nightmare
Source?

>> No.4437252

>>4437159
>The game was literally created to be played with monsters and projectiles faster on everything but "I'm too young to die", and later in developement they were slowed in all but Nightmare
100% incorrect.

>> No.4437254
File: 43 KB, 350x250, venom_codename_outbreak.jpg [View same] [iqdb] [saucenao] [google]
4437254

not really retro, but is this game any good? i can barely find any info online on the game's quality.

>> No.4437259

>>4437173
>revenant projectiles are readily distinct from everyone else's by their (occasional) behavior

That behavior of course being doing the maximum 80 damage at the most inconvenient times.

>> No.4437260
File: 2.86 MB, 900x506, Pinkies.webm [View same] [iqdb] [saucenao] [google]
4437260

>>4437232
Nah, just makes them rocket powered

>> No.4437263

>>4437254
It is okay. But it is more of a slower paced tactical shooter with 2-man squad that you control (can switch between guys) with pretty advanced AI for the time and a few unique ideas.
Also it is from the makers of STALKER.

>> No.4437265

>>4437260
Jesus Christ.
Also, is that Nashgore you're using?

>> No.4437267

>>4437241
There is a vanilla-compatible mod for that, called Boom Doom. It's not really rocket launchers, but EVERY SHOT EXPLODES.

>> No.4437268

explosive hitscan.

>> No.4437270

>>4437201
Mutiny is genuinely very hard on UV, and hard enough on HMP. Play it on UVFast if you want.

>> No.4437273

>>4437218
>Pinky Demons will be a threat to you for the first time since you first met them.
I loved how the original Doom introduced Pinkies.
A bunch of long, narrow claustrophobic low ceiling corridors and then theres this thing running at you down it. My first "OH SHIT" moment in the game.

>> No.4437276

>>4437189
>It tightens up enemy patterns to the way they're intended to be,
>the way they're intended to be
no.

>> No.4437302

is it me or does alfonzone has problems with enemy placement?

>> No.4437341

>>4437159
>The game was literally created to be played with monsters and projectiles faster on everything

>game literally configured to play with keybord only with an option for a mouse if you are Mr Fancy Pants
>GUYS ITS TOTALLY HOW IT WAS MEANT TO BE

>> No.4437361

>>4437265
comes with UTNT, which that looks like

>> No.4437382

>>4437018
THIS

>> No.4437408

>>4437341
quite.

• FACT: Doom 1.0 and 1.1 did not have nightmare skill or fast monsters
• FACT: they did not appear until Doom 1.2
• SPECULATION: they were only added in response to net.grumbling about the game being too easy (this is the common belief at least)

there is no evidence to suggest the game had fast monsters to begin with, but which were removed on initial release, and added back later.

>> No.4437419

>>4437259
Is there any mod out there that normalizes damage?

It's always seemed a tad silly to me that sometimes a mistake goes basically unpunished, and sometimes it rips your asshole wide open.

>> No.4437429

>>4437419
You can change that yourself with DECORATE.

>> No.4437442

>>4437429
Hm, I'll have to look into it. I've still only barely touched my toe to the DooM modding waters, but I figure that sort of thing shouldn't be terribly difficult, eh?

>> No.4437451

>>4437442
It's been a little bit since I've looked at it, but I know there's some sort of variable that disables damage variance. You would just need to make replacements for every source of damage and give it a set damage value.

>> No.4437491

>>4437451
>every source of damage
there's a fair few. perhaps even a lot.

>> No.4437510

>>4437408
>this is the common belief at least
It's an easy assumption to make given that the original 3 episodes are genuinely pretty easy if you play with mouse turning, considered ideal by people like Romero.

Of course, this also makes the game more accessible and appealing to wider markets.

>> No.4437525

Just why is there so much RNG when it comes to damage in Doom anyway?

>> No.4437538

>>4437525
You'd have to ask whichever dev member decided what monsters did what, I suppose. A bit of randomness makes things seem more organic, but I don't really see the appeal or design purpose of huge variances.

>> No.4437547

>>4437525
because it was made by nerds in love with D&D, so diceroll for damage made a lot of sense to them since there was no "bodypart" system like in later games

>> No.4437557

>>4437547
This, them boys be nerds, which is probably why they even considered Sandy to begin with, because he's a real oldschool nerd who knows pen & paper.

>> No.4437574

>>4437491
Just projectiles for every enemy, and potentially barrels if you want.

>> No.4437635
File: 2.22 MB, 512x384, 1491131066187.gif [View same] [iqdb] [saucenao] [google]
4437635

What is a good place to look for midis? I'm sick of hearing At Doom's Gate every time I load a project up.

>> No.4437648

>>4437635
You could always use Running From Evil instead.

>> No.4437665

>>4437635
https://www.westnet.com/Holiday/midi/

>> No.4437706

>>4437050
Different input methods. Also if you haven't updated, you probably should- QS 0.93 makes SDL2 the standard input form and puts the old-style (SDL1.2) into a separate exe, making it vice-versa of 0.92's.

>> No.4437714

>>4437635
vgmusic is what I use.

>> No.4437736

If Hell was so smart surely they'd just order the lesser demons to hide all those ammo and health pickups so Doomguy didn't have an endless stream of mysterious supplies to beat their heads in with?
Then again, that gives a nice possible answer as to why there are secret areas in the first place

>> No.4437739
File: 87 KB, 816x637, HardestWadEverLol.png [View same] [iqdb] [saucenao] [google]
4437739

oblige can generate some funny names at times

>> No.4437773

>>4437739
lol

>> No.4437779

>>4437574
yes, and the rest

>> No.4437784

>>4437779
Fists, the pistol, both shotguns, the chaingun, plasma shots, rockets, the BFG projectile, and the BFG traces(?). Not that much when most of it is copy/paste.

>> No.4437818

>>4437784
go on, you're still missing quite a few

>> No.4437820

>>4437818
I already listed enemy projectiles & barrels.
Damaging sectors don't have any variance.

>> No.4437847

>>4437820
>I already listed enemy projectiles & barrels.
only projectiles.
>Damaging sectors don't have any variance.
technically not true.

>> No.4437960

>>4437159
>The game was literally created to be played with monsters and projectiles faster on everything but "I'm too young to die", and later in developement they were slowed in all but Nightmare.
[citation needed]

>> No.4438013

>>4437960
I think we've already come to the conclusion that the anon is objectively wrong.

>> No.4438051
File: 7 KB, 252x318, cacoward-1.png [View same] [iqdb] [saucenao] [google]
4438051

One week left to go.
What are your picks?

>> No.4438057

>>4438051
High Noon Drifter better win something. It's my favourite mod this year, even if they don't seem to care for gameplay mods.

>> No.4438060

>>4438051
Simon's Destiny, Rise of the Wool Ball, Stardate 20x7, Dark Tides, Scuba to shill for Blade of Agony again

Metadoom for gameplay
That lootbox mod for Mockaward
TNT Revilution for Mordeth

>> No.4438063

>>4438057
iirc term is on the board of directors for the nomination and selection of cacoward participants and winners (pretty sure that's the full title), so HND presents a conflict of interests.

i just want to see who wins the swimsuit competition.

>> No.4438065

>>4437557
I still think Sandy Petersen maps are underrated. His maps always gave me a dungeon crawler vibe.

>> No.4438072

>>4438051
>You will never win a Cacoaward

Which is okay, since in order to get it I would also (on top of getting good at mapping or modding) need join the Doomworld community and need to be active, which is just more tedious work.

Then again with the archive having changed there is no other way to get more exposure to what I made so far.

>> No.4438073

>>4438051
The Lootbox mod for Mockaward seems perfect
1). It's topical, considering recent outrage with lootboxes in the new battlefield game
2). It was actually inended as a wad mocking the developers, who use lootboxes in their games. So it was literally a Mockwad

>> No.4438075

>>4438072
>need join the Doomworld community
Really? I don't remember that being a requirement.

>> No.4438076

>>4438051
Brigandine
Counterattack
Moonblood
Stardate 20X7
TNT Revilution

>> No.4438079

>>4438075
Not as a requirement, but I'd find it hard to imagine getting one without exposure on one big Doom community forum.

>> No.4438084

>>4438072

I barely give Doomworld the time of day and they seem to like my stuff, so it's definitely not a requirement.

>> No.4438086

>>4438075
He has a point though. Cacowards are hosted on Doomworld, and thus, the people behind it are far more likely to be aware of your stuff if you post them on Doomworld.

>> No.4438089

>>4438084
>I barely give Doomworld the time of day
>is on cacowards committee

>> No.4438090

>>4438072
Fun fact: Skillsaw is hardly an active doomworld member. He only has like 300 posts there, and hes been a member for 10 years.

>> No.4438091

>>4438063
Tailor girl should win for sure, in the swimsuit category. There is a swimsuit, right?
I can't remember.

>> No.4438094

>>4438060
>>4438073

>That lootbox mod for Mockaward

Genuinely improbable for it to win.

>> No.4438101

>>4438090
That's enough to be considered active to me. It'S not the quantity of the posts that count, but that you deliver your stuff right to the biggest possible audience.

>> No.4438104

>>4438089

Go figure, right?

>> No.4438113

>>4438084
hypothetical scenario, but if high noon drifter got by and far enough nominations more than any other gameplay mod, would you have to write an award for yourself?

>> No.4438114

>>4438094
you just have to invest a couple thousand bucks and you'll get the award as a random drop

>> No.4438115

>>4438104
how do i get on the cacowards committee?

>> No.4438117

>>4438091
there is a sukumizu, yes
it's great

>> No.4438118

>>4438114
lel

>> No.4438119
File: 924 KB, 376x272, giphy.gif [View same] [iqdb] [saucenao] [google]
4438119

>secret with Soulsphere/Megasphere/Megaarmor
>spawns a fuckload of enemies that reduce your health so that after the encounter it was a zero gain or even loss for you

>> No.4438126

>>4438119
> after the trap the map gives you another Soulsphere/Megasphere/Megaarmor
> this time it's actually a reward for surviving a trap, instead of another trap

>> No.4438127

>>4436850
this makes me wonder, maybe I'm forgetting, but is it possible to make keys move on a conveyor belt like other pickups?

Might be fun to make a conveyor belt that carries the key to you after you clear all the walls blocking it (through switches hidden elsewhere in the map).

>> No.4438129

>>4438127
Yes
One of the earlier maps in "1 mosnter" wad has a conveyor that brings you a Red (I think) Keycard after pressing a button

>> No.4438131

>>4438113

Nope!
The nominations thread isn't really a poll and the Cacowards aren't a popularity contest. People are really just bringing up titles that they thought was really good. I suppose that's why it was renamed with the ugly title of "mentionation", because people are giving their own public opinion. They ultimately mean nothing, but it's fun to cast votes.
I mean, in terms of practical effect, there's a higher chance a wad that's mentioned numerous times will get noticed and checked out! But in terms of "chances of winning", a wad that's voted for 15 times has exactly as much chance of winning as a wad only voted for once.

Either way, no, I wouldn't. There's been too many fantastic gameplay mods in 2017.
I'm surprised (and pleased) that people have pushed for it for Cacoward, but I've already got my choice made and articles written up. Spoiler alert: High Noon Drifter isn't it.

>>4438115

wakarimasen lol

>> No.4438132

>>4438127
Yes, it is possible. It is possible to also teleport items/keys with regular teleports.

>> No.4438139

>>4438127
cchest2 map07 does this with the blue key, iirc.

>> No.4438146
File: 3.79 MB, 3840x2160, quake009.jpg [View same] [iqdb] [saucenao] [google]
4438146

Next weekend is the goal for my 20th anniversary Quake 2 singleplayer campaign!

It is almost done, and has now reached a total of 7 levels.

Here's the latest one, which is a hexagonal layout based on textures from Quake.

>> No.4438147
File: 81 KB, 640x960, 1512333919.png [View same] [iqdb] [saucenao] [google]
4438147

>>4438127
>>4438139

>> No.4438149

>>4438146
looks cool

>>4438132
cool, would be funny to make bombs come that way too.

>>4438139
will have to check that out, thanks

>> No.4438150

>>4438131
>wakarimasen lol
bullshit. how did you get on it?

>> No.4438157

>>4438146
Are you the creator of olde1-3 unit? Will your campaign feature a start just as retarded as that one? I'm asking because I'm genuinely interested in not starting with a potentially lethal drop.

>> No.4438158

>>4438119
>>4438126

> soulsphere infront of medkits
> green armor behind armor bonuses

>> No.4438161

>>4438150
Just networking/connecting with key people I figure. Unintentionally even, maybe.

>> No.4438165

>>4438101
300 posts in 10 years is the very definition of not being very active on the forum. Sorry, but no dice.

>> No.4438170

>>4437260
Jesus christ how horrifying.
Also why does this look so cinematic, is this 60fps doom?

>> No.4438181
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google]
4438181

>>4438158
>medikit in the hallway
>90% HP
>hallway is too narrow to walk around medikit
If any of you do this, you're an asshole.

>> No.4438183

>>4438150

I was asked "Hey, do you want to write about gameplay mods for us this year?".
No, really, that's it. I was surprised, to say the least.

I'm not privvy to the discussion that probably took place beforehand, so really I don't know why they asked me.
If I had to assume, they probably looked at my posts on the internet and saw how much I love making and playing and talking about gameplay mods. So they probably assumed I'd have more to say on the subject than another Johnny-come-lately.

>> No.4438186

>>4437739
I think I'll use that for Hexen Souls, lol.

>> No.4438194

>>4438170
he probably forced a letterbox 21:9 ratio in the latest versions of GZ

>> No.4438202

>>4438101
>It'S not the quantity of the posts that count.
His point wasnt quantity alone. It was quantity over a period of time. 300 posts from a 10 year old account basically means they post there very infrequently.
>but that you deliver your stuff right to the biggest possible audience.
Thats not at all what being an active member of a community means. Its like saying Erik Alm is currently an active member of doomworld because the Scythes are still popular, even though he's made literally only two posts there in the past 8 years.

>> No.4438207
File: 44 KB, 640x480, 1512335570.png [View same] [iqdb] [saucenao] [google]
4438207

>>4438158
>>4438181

>> No.4438209
File: 820 KB, 1366x768, Screenshot_Doom_20171201_163034.png [View same] [iqdb] [saucenao] [google]
4438209

>>4438119
>4 megaspheres & 4 medkits only
>level is a arena map that spawns a shitton of monsters on your ass

>> No.4438210
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
4438210

>>4438207
FOR
WHAT
PURPOSE

>> No.4438216

https://pastebin.com/bE4MwPHg

For posterity's sake, I decided to tally up all of the votes that were given to the different mods/maps in the Cacoward thread.
Blade of Agony E2 got less votes than I expected.

>> No.4438218

>>4438216
>Disjunction - 7
hell yeah
congrats, floatrand

>> No.4438219

>>4438216
>Disjunction got 7 votes
Nice.

>> No.4438220
File: 3.77 MB, 2300x2000, 1484014476807.png [View same] [iqdb] [saucenao] [google]
4438220

>>4438119
>enter double doorways into room with soulsphere
>pillars block doorways and unleashes horde of demons on you
>after the fight ends the wall between doorways opens up to reveal a megasphere and let you out

>> No.4438226
File: 288 KB, 1280x1024, Screenshot_Doom_20171130_003738.png [View same] [iqdb] [saucenao] [google]
4438226

>>4430496
So what of the second map?

>> No.4438229

>>4438216
>ctrl+F 300minvr
>0 matches
shit. not even one of you nigger faggots could turn out and represent?

>> No.4438231

>>4438216
i like that even when bundling every not-map under a broad banner, that category is abysmally small compared to what doomworlders usually vote for

still, good work on high poon dicker and disfunction conjunction placing so high, term and floatrand

>> No.4438234
File: 8 KB, 80x116, who will take home the golden boner.png [View same] [iqdb] [saucenao] [google]
4438234

>>4438229
That's a nominee for a Golden Boner.

>> No.4438236

>>4437004
reminds me of the boss at the end of silent hill
> its a demon with horns
> it sits in one place
> red lightning comes down and often hits you even if you're running

>> No.4438245

>>4438218
>>4438219
first quarter of year release has time to accumulate more votes.

>> No.4438248

>>4438202
>>4438165
Jesus Christ, they were active enough to show the biggest DOOM community their work. You need to be an active member in the sense that you have to post to show the users there your stuff.

>> No.4438250
File: 2 KB, 48x58, doomguy.gif [View same] [iqdb] [saucenao] [google]
4438250

One.

>> No.4438254
File: 97 KB, 147x162, doomguy chan.gif [View same] [iqdb] [saucenao] [google]
4438254

Two.

>> No.4438256

>>4438216
>Lillth

GRAF'S
GONNA
FREAK

>> No.4438265

>>4438216
>MetaDoom got only one

>> No.4438269
File: 300 KB, 680x570, needs_testing.png [View same] [iqdb] [saucenao] [google]
4438269

>>4438219
>>4438218
See, >>4438245, although lot of votes were actually rather recent.
But you have to remember that these are 'mentionations', not actual nominations or votes. Even if I had gotten most mentionations, I doubt that it would get any cacowards or runneruppery due to its poor gameplay direction.

Also, while here, I could still shill the map I made

https://drive.google.com/file/d/1FFAv2DMoKKMBHiobL8JFJzQodzzmINPC/view?usp=sharing

Requires cc4tex.wad, but otherwise kinda finished?
it is for a... thing.

>> No.4438280

>>4438256
i bet many lilith mentions are anti-GZ protests. no way it would have got so much exposure if the german jizzlord hadn't come out against it so loudly and visibly.

>> No.4438283
File: 7 KB, 267x323, dicaprio stoned.jpg [View same] [iqdb] [saucenao] [google]
4438283

>>4437252
>>4437201
>>4437159
>>4437408
they should have implemented targeting code for the monsters... yeah it was the 90s with limited overhead on cpus but the fact is its pretty much a simple trigonometry equation, and buddy boy its running a bunch of those all at the same time just to show you the angles on your walls.

I think some monsters should have fired smart shots like the Barons, Cyber starting on HMP. On UV all the monsters that lob fireballs.

On Nightmare they could have done it intermittent, sometimes they dont and most of the time they do, so it really fucks with you and you can dodge into shots. And to top it off make half of the leading shots be slightly inaccurate too, so that even if you vary your speed you might still get hit (and for the Cyber this would mean some of its shots would be a little off as well).

This could have been achieved in the 90s but since they would have thought it was a patent worthy feature its unlikely they would have introduced Variation on it, which would have made it really golden.

Besides, Nightmare should have did other things with patching the frames on monsters so that they conducted other behaviors. Like the Devil imp from strange aeons that fires a set of 2 fireballs instead of one. Or turning Troopers into Rapid Fire troopers (which is what I think they should be normally anyway just to put them on the same level as sergeants).

Cybers could have launched themselves occasionally like the fiend in quake does. Lost Souls could have called A_Explode when they died (they sure look like a rocket explosion to me, complete with shrapnel too).

Cacos could have done Lost Soul rushes (ahem langoliers anyone?), even if they only maintained the speed for like 10 tics or such. Thats 6 dice of melee damage.

Then of course is the Beta Feature for the Spider Mastermind where it would just use telekinesis to levitate you and chew you apart with the minigun.

Nightmare could have been creative AF...

>> No.4438284

>>4438269
>it is for a... thing.
isn't it for confinement community project? no need to be coy about it

>> No.4438294

>>4438280
>>4438256
What happened?

>> No.4438298

>>4438284
Well yeah.

>> No.4438302

>>4438269
>>4438284
looks like a brewing 2048 map project of some kind
> oddly every 8 map units is 1 foot so 2048 units is only 256 feet
> but somehow in the game it looks much, much larger than that, even though your standard residential town block is roughly 300 feet in size.

>> No.4438303

>>4438216
>Old stuff like Scythe got votes
Why?

>> No.4438305

>>4438302
DOOM dimensions are non-euclidian.

>> No.4438306

>>4438226
wow, nice textures.

>> No.4438307

>>4438294
tl;dr Lilith is a mapset that takes advantages of the weird quirks and weaknesses of GZDoom to create a garbled mess hellscape of a mapset. Graf Zahl, the creator of GZDoom freaked the fuck out and had a tantrum, deleting the original thread.
People noticed this and just wanted to play it more, both just for curiosity's sake and to stick it to Graffy boy.

>> No.4438310

oooooh fuck are my eyes seeing right vanilla balance option for finaldoomer doom2 guy, guess smooth doom is now obsolete

>> No.4438312

>>4438294
a fellow by the name of anotak makes a mod/mapset that relies on implementation details in zdoom 2.8.1's software renderer to work correctly. to avoid people having a bad time he adds code to his mod to attempt to detect running on this specific zdoom version, or otherwise print a big fat warning on the screen or some such.

graf zahl takes huge issue with this, saying it's not guaranteed to work going forward, and you should always be aiming for the latest release version of the engine, blah blah, there might have been some forum mod power abuse where he dumped the thread in zdoomforums offtopic section or whatever it was. cue outrage and other zdoom forum moderators having to do damage control and restore the thread and so forth.

>> No.4438315 [DELETED] 

>>4438307
and where can I find it?

>> No.4438319

>>4438315
web search "lilith site:forum.zdoom.org" should find it

>> No.4438321

>>4438315
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lilith

Runs in ZDoom 2.8.1, not GZDoom.

>> No.4438324

>>4438305
then what are they exactly?

>> No.4438329

>>4438265
one is enough, though. in fact zero is enough if one of the Lord High Exalted Cacoward Committee Members decide to bless it him/herself

>> No.4438334

>>4438060
Shill? Fuck you.

>> No.4438335

>>4438329
It is a Kinsie mod, after all
One that feels like a tribute to the series

>> No.4438336

>>4438334
it's true though, scuba steve doesn't play classic doom, he only cares about total conversions.

>> No.4438348

>>4438306
yeah thanks man
map09 was the one i busted my balls more on than map08

>> No.4438352

>>4438310
Except that a nunch of the guns are overpowered for Doom 2 guy. If they just changed the appearance then you'd have a point, but they messed with the damage values too.

>> No.4438353

>>4438334
go away, nobody liked blade of agony

>> No.4438356

>>4438210
> idk maybe you can punch things harder and if you already had 100 health now you have too much?

Id look upon this cabinet as a double bonus... im not getting both of them at the same time, ill just come back and get the other one if I need it. Ill grab both if im about to exit the level, but ill go around looking for the medikits first.

Somebody seriously needs to start putting Only Spheres and Berserks in a level as the health items, just like they did in plutonia sometimes. Makes it feel alot more survival horror since you gotta watch the shots you take, cant run into trouble (except itll do that to you), and makes you take chances with how much you're willing to get hurt before you go grab the 'kit so you get the most out of it.

>> No.4438358

>>4438352
play the new version, there's a menu option in 2.1 to change the doomguy's weapon set damage values to vanilla

>> No.4438359
File: 170 KB, 1280x1024, Screenshot_Doom_20171202_150456.png [View same] [iqdb] [saucenao] [google]
4438359

>>4438348
more screens

>> No.4438362
File: 455 KB, 1920x1080, Screenshot_Doom_20171203_225526.png [View same] [iqdb] [saucenao] [google]
4438362

>>4438284
How many COnfinement/Congestion wads are there?

I love making the most out of tight spaces.

That said:

>find Confinement 256
>has 20 maps by the main mapper, and 39 by others
>find a secret hub
>enter random portal

Where have I seen this style before.

>> No.4438364

colorful hell server when?

>> No.4438368

>>4438358
Oh, cool!

>> No.4438371
File: 1.63 MB, 1543x6138, doommods2.png [View same] [iqdb] [saucenao] [google]
4438371

Is this the latest version of this image?

>> No.4438373

>>4438371
Nope, v8 is the latest.

>> No.4438375

>>4438358
You're right.
I always did like the new looks and effects FD gave the Doom 2 set, and now I can use them without feeling like I'm cheating somewhat. Nice.

>> No.4438378
File: 1.67 MB, 1543x6892, Play Doom.png [View same] [iqdb] [saucenao] [google]
4438378

>>4438371
>>4438373

>> No.4438379

>>4438373
oh, didn't notice the image link in the OP changed, thanks.

>> No.4438386

>>4438216
legit amazed that solace dreams had anyone vote for it

that trainwreck is monumental in its fuckups

>> No.4438392
File: 120 KB, 615x514, 1469176136832.jpg [View same] [iqdb] [saucenao] [google]
4438392

I just now remembered polished skull is dead

>> No.4438395

>>4438392
yeah, rip

>> No.4438397

>>4438283
Y'know you could probably do a fair few of these with ZScript and ACS and stuff, like you could make a mod that's Nightmare+ or something, core gameplay is the same but the monsters are meaner.

>> No.4438398

can anyone please confirm the latest smooth doom update has a missing frame on the death/skin variants for the zombieman?

>> No.4438403

>>4438115
Term got on because Xaser was retiring. So we held a contest for someone as cute and ditzy as Xaser. Are you as cute and ditzy enough?

>> No.4438415

>>4438397
thats what I wanted to do except that I didnt know how to check what the current difficulty is within decorate

>> No.4438435

>>4438280
I had my eye on Lilith since it was announced, it really does deserve something just based on it's technical merits, the dude works really hard to properly emulate the sort of shit you get when games go full on gllitch levels.

It's not very easy to pick up on that for the people who haven't dicked with that stuff though, a lot seem to think it's /x/ MY POKEYMONS IS HAUNTED shit.

The funny thing is the drama and the people wanting to spite Graf (who frankly deserves it) all came out of the developer wanting to be sure the only weird/broken stuff was intentional and part of the experience.

>> No.4438436
File: 346 KB, 1280x1024, Screenshot_Doom_20171203_172132.png [View same] [iqdb] [saucenao] [google]
4438436

>>4438359

>> No.4438439

>>4438436
looks overdesigned.

>> No.4438441

>>4438439
Good, I've always wanted a single player version of Crucified Dreams.

>> No.4438446

>>4438435
Give it it's own special award category for everybody else to set. Watch graf cry.

>> No.4438448
File: 305 KB, 1280x1024, Screenshot_Doom_20171203_172144.png [View same] [iqdb] [saucenao] [google]
4438448

>>4438441

>> No.4438449

>>4438362
Confinement 256
Congestion 1024
Claustrophobia 1024
Claustrophobia 1024 2
2048 unleashed
10 sectors
10 sectors 2
mayhem 1500
mayhem 2048
mayhem 2016 (some maps, I think)

Those are the ones at a glance of my list.

>> No.4438451
File: 219 KB, 1280x1024, Screenshot_Doom_20171203_172202.png [View same] [iqdb] [saucenao] [google]
4438451

>>4438448

>> No.4438456
File: 250 KB, 1280x1024, Screenshot_Doom_20171203_172208.png [View same] [iqdb] [saucenao] [google]
4438456

>>4438451

>> No.4438461
File: 933 KB, 1366x768, Screenshot_Doom_20171201_190829.png [View same] [iqdb] [saucenao] [google]
4438461

well this is looks like a nice to blogpost my time with tnt's Convolution with neutronian chaos

>> No.4438465
File: 608 KB, 1366x768, Screenshot_Doom_20171201_190955.png [View same] [iqdb] [saucenao] [google]
4438465

so the huge guts meme is in full force

>> No.4438468
File: 329 KB, 1280x1024, Screenshot_Doom_20171203_172223.png [View same] [iqdb] [saucenao] [google]
4438468

>>4438456

>> No.4438472
File: 359 KB, 1366x768, Screenshot_Doom_20171201_191841.png [View same] [iqdb] [saucenao] [google]
4438472

the darkness of the IoS knows no bounds

>> No.4438478
File: 723 KB, 1366x768, Screenshot_Doom_20171201_192549.png [View same] [iqdb] [saucenao] [google]
4438478

>setting up shop inside of a embedded
demon superstructure

>> No.4438482
File: 226 KB, 1280x1024, Screenshot_Doom_20171203_172231.png [View same] [iqdb] [saucenao] [google]
4438482

>>4438468

>>4438472
>>4438465
>>4438461

why is everything fullbright

>> No.4438486

>>4438482
you have no room to point fingers

>> No.4438494
File: 574 KB, 1366x768, Screenshot_Doom_20171201_193455.png [View same] [iqdb] [saucenao] [google]
4438494

>windows not hacked in by sarge
>in MY doom

>>4438482
do not know what you mean

>> No.4438496
File: 343 KB, 1280x1024, Screenshot_Doom_20171203_172349.png [View same] [iqdb] [saucenao] [google]
4438496

>>4438486
I kind of do considering my map isn't fullbright.
>>4438482

>> No.4438501
File: 559 KB, 1366x768, Screenshot_Doom_20171201_193610.png [View same] [iqdb] [saucenao] [google]
4438501

>>4438494
>bolter pdw
sure why not

>> No.4438503
File: 31 KB, 1400x875, Screenshot_Doom_20171203_224145.png [View same] [iqdb] [saucenao] [google]
4438503

>>4438312
>or otherwise print a big fat warning on the screen or some such.
It actually refuses to load the proper levels full stop and dumps you into an unfinishable "This Isn't ZDoom" map. This right here is what all the fuss was about.

This is because regardless of anything, three levels in when running on GZDoom it kills the engine dead without fail. There was no way around this without comprising what he wanted.

It's the most sensible decision that could be made with an exceptional case, so obviously Graf and Rachael lost their shit over it.

Original thread is still there too, hell of a trainwreck for a good mod: https://forum.zdoom.org/viewtopic.php?f=61&t=56634

>> No.4438505
File: 734 KB, 1366x768, Screenshot_Doom_20171201_193624.png [View same] [iqdb] [saucenao] [google]
4438505

FOR THE EMPRAH

>>4438496
not every map can look moody & have dark gamma like your

>> No.4438507

also another thing about final doom is quickly notable traps

>> No.4438509
File: 776 KB, 1366x768, Screenshot_Doom_20171201_193757.png [View same] [iqdb] [saucenao] [google]
4438509

>>4438507
& forgot pic

>> No.4438510
File: 919 KB, 1400x875, Screenshot_Doom_20171203_224753.png [View same] [iqdb] [saucenao] [google]
4438510

>>4438505
Needs moar pic related.

>> No.4438517

>>4438509
Those white things looked like projectiles at first glance.
Make that thing fire slugs.

>> No.4438520
File: 890 KB, 1400x875, Screenshot_Doom_20171203_224828.png [View same] [iqdb] [saucenao] [google]
4438520

...and now I got to wonder if an E.Y.E mod would work.

I guess Lithium is 90% of the way there, it just needs drugs, going mad and a cheat option that turns money into Brouzouf.

>> No.4438523

>>4438248
Making the occasional topic for a wad you made doesn't suddenly make you an active member of the forum.

>> No.4438524
File: 807 KB, 1366x768, Screenshot_Doom_20171201_193822.png [View same] [iqdb] [saucenao] [google]
4438524

what happens if i press the butt?

>>4438510
too bad there's a 6 weapon limit

>> No.4438532
File: 673 KB, 1366x768, Screenshot_Doom_20171201_194833.png [View same] [iqdb] [saucenao] [google]
4438532

>>4438517
this has an anti-material rifle which fire slugs, that's about it

>> No.4438538

>>4438435
>The funny thing is the drama and the people wanting to spite Graf (who frankly deserves it) all came out of the developer wanting to be sure the only weird/broken stuff was intentional and part of the experience.
indeed

>> No.4438539
File: 692 KB, 1366x768, Screenshot_Doom_20171201_194914.png [View same] [iqdb] [saucenao] [google]
4438539

>looking for more health
>lol surprise monster closet
ebin tnt

>> No.4438540

>>4438234
Those are in March? I forget when /vr/ came to be and /doom/ was founded...

>> No.4438548
File: 680 KB, 1366x768, Screenshot_Doom_20171201_195517.png [View same] [iqdb] [saucenao] [google]
4438548

it isn't tnt if there isn't 4 niggers max shredding everything in sight

>> No.4438549

>>4438540

March 18th, 2013.

Yep.

>> No.4438550

>>4438532
But not two at a time.

>> No.4438557
File: 563 KB, 1366x768, Screenshot_Doom_20171201_195851.png [View same] [iqdb] [saucenao] [google]
4438557

>>4438550
not to my knowledge no.

>> No.4438561

>>4438557
But, what if yes?

>> No.4438564
File: 589 KB, 1366x768, Screenshot_Doom_20171201_195935.png [View same] [iqdb] [saucenao] [google]
4438564

ooo look, tech corridor of endless surprise

>> No.4438568
File: 784 KB, 1366x768, Screenshot_Doom_20171201_200056.png [View same] [iqdb] [saucenao] [google]
4438568

tech corridor of endless surprise #2

>>4438561
then yes?

>> No.4438571

>>4438494
everything's at max sector brightness of 256, why?

>> No.4438573

>>4437108
this looks awesome. did you draw this whole thing by hand?

>> No.4438574

>>4438568
what wad is that?

>> No.4438589
File: 690 KB, 1366x768, Screenshot_Doom_20171201_200239.png [View same] [iqdb] [saucenao] [google]
4438589

this is the spot where i took one step & got rekt

>>4438571
i've ignored such things if isn't filters, ssao or gamma & contrast tbf

>> No.4438594
File: 1003 KB, 1366x768, Screenshot_Doom_20171201_200415.png [View same] [iqdb] [saucenao] [google]
4438594

time to be a cheesier bastard than kraft

>>4438574
scroll up plz

>> No.4438598
File: 318 KB, 1280x1024, Screenshot_Doom_20171203_172358.png [View same] [iqdb] [saucenao] [google]
4438598

>>4438505
>>4438494
>>4438496
god i was tempted to put a spiderMM here

>> No.4438602

>fast forward 5 deaths due to chaingunner shenanigans

>>4438598
put a cyber instead & a rl at his feet

>> No.4438604
File: 205 KB, 1366x768, Screenshot_Doom_20171201_201008.png [View same] [iqdb] [saucenao] [google]
4438604

>>4438602
forgot again

>> No.4438615
File: 815 KB, 1366x768, Screenshot_Doom_20171201_201433.png [View same] [iqdb] [saucenao] [google]
4438615

new gun rekt hk & i proceeded to exit

>> No.4438619
File: 77 KB, 1366x768, Screenshot_Doom_20171201_201503.png [View same] [iqdb] [saucenao] [google]
4438619

could've been slower

>> No.4438621
File: 534 KB, 1366x768, Screenshot_Doom_20171201_201644.png [View same] [iqdb] [saucenao] [google]
4438621

onto level 3 & here's a space an-94

>> No.4438632
File: 254 KB, 985x740, adds.png [View same] [iqdb] [saucenao] [google]
4438632

>>4438602
player already gets one but I'll consider it. I had cyber plans for elsewhere in the map though.

>> No.4438636
File: 275 KB, 1280x1024, Screenshot_Doom_20171203_172411.png [View same] [iqdb] [saucenao] [google]
4438636

>>4438632
>>4438598

>> No.4438645
File: 366 KB, 1366x768, Screenshot_Doom_20171201_201815.png [View same] [iqdb] [saucenao] [google]
4438645

here's this at rifle i've mentioned converted from a shock rifle from the pre-war

>>4438632
as i see it there's enough room for 4 total & it's still look neat

>> No.4438653
File: 405 KB, 1280x1024, Screenshot_Doom_20171203_172418.png [View same] [iqdb] [saucenao] [google]
4438653

>>4438636

>> No.4438658

>>4438645
Yeah... I'll toss in one or two of them in the map and reconsider their placement/the end viles.

>> No.4438660
File: 286 KB, 1280x1024, Screenshot_Doom_20171203_172427.png [View same] [iqdb] [saucenao] [google]
4438660

>>4438653
>>4438645

>> No.4438662

>>4438461
>well this is looks like a nice to blogpost my time with tnt's Convolution with neutronian chaos
Can you say that again? I can't parse it.

>> No.4438663
File: 204 KB, 1280x1024, a map so evil even the chans are corrupted.png [View same] [iqdb] [saucenao] [google]
4438663

>>4438660
>Detected possible malicious code in image file.
dude what
its also amusingly fitting considering demonic computer/tekbase

>> No.4438665
File: 567 KB, 1366x768, Screenshot_Doom_20171203_111429.png [View same] [iqdb] [saucenao] [google]
4438665

it's welcoming me to my doom

>> No.4438669

every time I load up gzdoom the weapon raising animation isn't played and the gun just appears on my screen. same goes for the grating next to the chainsaw in MAP01.

any idea what might be causing this? I already deleted the config file twice and started gzdoom fresh off the bat like this, no clue what's triggering this.

>> No.4438671

>>4438669
have you got something on autoload or in your skins directory

>> No.4438672
File: 509 KB, 1366x768, Screenshot_Doom_20171203_111544.png [View same] [iqdb] [saucenao] [google]
4438672

mind the texture error

>>4438662
WELL THIS LOOKS LIKE A NICE TIME TO BLOGPOST MY LIMITED TIME WITH TNT'S CONVOLUTION & NEUTRONIAN CHAOS, SINCE ONLY 10 PEOPLE ARE HERE.

>> No.4438676

>>4438672
the true final boss; a missing texture

>> No.4438682
File: 653 KB, 1366x768, Screenshot_Doom_20171203_111711.png [View same] [iqdb] [saucenao] [google]
4438682

from here, lets count the most glaring of traps
1

>> No.4438689
File: 834 KB, 1366x768, Screenshot_Doom_20171203_112220.png [View same] [iqdb] [saucenao] [google]
4438689

2

>> No.4438694

>>4438672
jesus tapdancing christ, dude, I was only asking for clarification because your word order was so mixed up, and you fly off the handle and yell at me like I'm some stupid retard? What the fuck bro?

>> No.4438714

>>4438694
Let's all just calm down and remember that we're all here for the same reason: killing demons.

>> No.4438715
File: 495 KB, 1366x768, Screenshot_Doom_20171203_112824.png [View same] [iqdb] [saucenao] [google]
4438715

3

>>4438694
by "parsing" i thought you meant make it clear what i'm doing because after proofreading>>4438461 i knew i screwed up somewhere

>> No.4438732
File: 862 KB, 1366x768, Screenshot_Doom_20171203_112857.png [View same] [iqdb] [saucenao] [google]
4438732

*intermission*
EAT MY SPACE AN-94

>> No.4438735

>>4438671
nope. all vanilla. happens with mods too. definitely something to do with my settings. maybe scaling fucked something up in the process of arranging everything neatly to my screen resolution, worked perfectly fine before I tweaked it back to my preferred settings after resetting gzdoom back to defaults.

>> No.4438738

How can I start to play on multiplayer (zandronum). It tells me that a bunch of pk3's and other shit is missing. Is there a universal pack?

>> No.4438748

>>4438738
use doomseeker, make sure to set it up correctly after having it installed, and you're good to go. Im too lazy to explain the full process so sorry for that, but a google search should be the only thing you need to learn how to set it up.

>> No.4438751

I really liked BTSX-guy in Final Doomer. Satisfying and powerful - somewhat OP even? (plasma gun and pump shotgun).

I don't like Plutonia-guy at all though.

>> No.4438756
File: 389 KB, 1366x768, Screenshot_Doom_20171203_113234.png [View same] [iqdb] [saucenao] [google]
4438756

4 traps

>>4438738
if you're using doomseeker & a server isn't loading that wad, delete it & reload sometime you have to skip urls

>> No.4438759

>>4438748
It just werks.
Thanks!

>> No.4438763

>>4438756
Will keep that in mind.

>> No.4438797

>>4438598
Put 10 Barons in it in very deep invisible pits and instant-raise them when the player gets in the middle of the room.

>> No.4438824

does aquarius199 have legit autism?

>> No.4438831

Is there an easy way to replace weapons with other sounds in doom?

>> No.4438832

Any mods where the weapons are melee-centric?

>> No.4438834
File: 41 KB, 300x188, 1447965955294.png [View same] [iqdb] [saucenao] [google]
4438834

>>4438824
>aquarius199
Literally who?

>> No.4438835

>>4438834
don't look him up.

>> No.4438837
File: 151 KB, 1280x1024, Screenshot_Doom_20171127_042749.png [View same] [iqdb] [saucenao] [google]
4438837

>>4438797
>>4438602
>>4438645
i presume all 3 have played el map?

>> No.4438839
File: 270 KB, 1290x749, 1512350085.png [View same] [iqdb] [saucenao] [google]
4438839

>>4438520
There is sort of Brouzouf. It's extremely rare, I've only ever gotten it once.
There is also sort of going mad with the Rage stat, though it doesn't screw with your vision. Might be interesting to do that, actually.

>> No.4438846

>>4438824
I wouldn't be surprised. I wouldn't say he's the worst Doom autist out there (a good contender for that is the guy who does a bunch of self insert wads, does really shitty ms paint drawings and has this creepy obsession with a cartoon 15 year old girl, can't remember his name tho), but judging by some of his vids there's certainly a legit autistic vibe from him that I can't really explain all that well.

>> No.4438850

>>4438751
I've found that JPCPguy probably struggles with hitscan monsters a bit more than stock, but man does he have some boner-killing power. NRG Katana plus a Berserk pack is nuts, it shreds through enemies, is silent, and even cuts projectiles so it can handle Revenant groups really well, and the nailgun debuffs can further make short work of other enemies if you mix it up with practically anything, but especially the Hanafuda card gun to get that <30% HP monster sealing quicker.

>> No.4438853
File: 831 KB, 1920x1080, HDoom.png [View same] [iqdb] [saucenao] [google]
4438853

>>4438846
Compared to a lot of other game or cartoon fandoms, though, Doom has only minimal amounts of... well, that sort of thing. Must be something to do with the demographics of the fans.

>> No.4438858
File: 177 KB, 600x480, doom void.png [View same] [iqdb] [saucenao] [google]
4438858

2017 is almost over, have you done your yearly replay of Void?

>> No.4438878

>>4437126
>optionally when you're stuck in a tight space with just a single one.
That's more of a problem with Hell nobles, since the Caco's low pain resistance means that you can keep them at bay relatively easy.

On a related note, it bothers me when people see barons and knights as merely imps with lots of hit points. Their heavy resistance to pain makes them rather different encounters than often require different tactics.

>> No.4438905
File: 112 KB, 728x720, can i anon.jpg [View same] [iqdb] [saucenao] [google]
4438905

C-can I say I UV-pistol started Plutonia if I'm using Final Doomer?

>> No.4438909

>>4438905
Are there any anime WADs?

>> No.4438910
File: 320 KB, 481x300, no.gif [View same] [iqdb] [saucenao] [google]
4438910

>>4438905

>> No.4438915

>>4438909
There is this one fist of the north star wad I recall, but the wad has a shit load of drama related to it

>> No.4438916
File: 78 KB, 640x480, doomhack.jpg [View same] [iqdb] [saucenao] [google]
4438916

>>4438909
oldie but goodie.

>> No.4438954
File: 58 KB, 400x351, great-temple-olympia-greece-400x351.jpg [View same] [iqdb] [saucenao] [google]
4438954

What are some good texture sets for a map with an Ancient Greece/Rome theme to it?

>> No.4438961

>>4438832
GMOTA, DemonSteele.

>> No.4438965

Has anyone tried doom fortress? Is it just like tf2?

>> No.4438967
File: 175 KB, 640x480, Screenshot_Doom_20171203_175225.png [View same] [iqdb] [saucenao] [google]
4438967

My first screenshot post via GZDOOM. This particular SW WAD is Darkest Hour for Doom 2 FYI. Sad knowing that for now the closest things to a new not-mediocre-at-best SW game are either adobe flash browser games,
SW-based romhacks of other NES, Gameboy, SEGA Megadrive, or SNES games, as well as Doom and Quake Mods since Lucasarts as a video game designer shut down in early-mid 2012. Please, oh Disney and/or GGater folks, please someday strip EA of their official SW video game license!

>> No.4438969

>>4438751
>I don't like Plutonia-guy at all though.
I'll fight you. That .50 cal machine gun is one of the most satisfying things to ever appear in Doom modding. Certainly a lot better than supposedly heavy caliber shit like the PB autocannon.

>> No.4438975

>>4438965
that makes me wonder if there's anyone out there who will literally not play a game if they can't find a doom version of it
with how popualr doom is there has to be someone

>> No.4438984

>>4438975
Speaking of tf2, if I recall Aeons of Death has team fortess 2 as one of its many themes, I need to check it out one of these days

>> No.4439014

>>4438909

Doomhack, Fist of the North Star, Dio/Kira, DemonSteele, the Stranger, Sailor DOOM...
Lots of anime wads.

>> No.4439032

>>4438853
I remember an anon from AGES ago (might've actually been someone from one of the Doom forums idk) who claimed to legit autistic. He was responding to a question that went something along the lines of "why are there a lot of autistic people like Doom?" And the anon in question said something along the lines of "it's a world we can control" or something like that. I'd have to find the original post/reply but I doubt that anyone could find it. That being said, being autistic myself, I totally see where he was coming from. I'm not on the same level of autism as he was, but I could definitely see where he was coming from in a way.

>>4439014
And not one for Jotaro/Star Platinum.

>> No.4439041

>>4438858
No, but ive done my replay of Jumpmaze!

>> No.4439047

What is the definite version of Aeons of Death to play?

>> No.4439048

so are all mods and mappacks just made for UV any never touch other difficulties ever?

>> No.4439049

>>4439047
v5.

>> No.4439053

>>4439049
Why v5? Also, are there archives of v1-4 because I can't find anything older than v5.

>> No.4439054

>>4439048
no? the readme format even has a section asking you if your map has difficulty differences.

>> No.4439058

>>4439048
Nightmare mode is just UV with monster respawn and anything easier just isn't worth touching if you actually want a challenge

>> No.4439060
File: 304 KB, 1024x768, 1503264327469.png [View same] [iqdb] [saucenao] [google]
4439060

>>4439032
A lot of us are diagnosed with ASD, myself included. Given both our location, 4chan, and our interest (old vidya) it probably isn't surprising.

>> No.4439064

>>4437000
Its even harder than the original, with the quests being even more intricate. Now its no longer about just pressing a button, but finding specific items to unlock specific areas.

For example:
https://www.youtube.com/watch?v=e9iAvepqfLA

I re-played it recently and had to constantly refer to a walk-through - even on the first hub

>> No.4439065

>>4439053
call it personal preference but I really detest the removal of most monsters in v6, the new blood effect that every enemy has which looks so bad to the point of being distracting (looks like polygon blood) and the removed weapons including my favourite, the shellshocker.

I mean if you're playing AEOD then you're going for the M.U.G.E.N Doom experience and v5 is the best one in that regard, it also has type weaknesses for every enemy, so machine-types are weak to explosives, human types are weak to bullets/piercing, demon types are weak to magic etc. Also IDKFA does not work in case you're wondering, it only gives you like 6 weapons.

>archives of v1-4
Not that I know of.

>> No.4439072

>>4437000
It's honestly scary and not trying to be scary. Not scary as in endless jump scares, but it does the horror atmosphere quite well

>>4439065
So it's safe to assume that anything older than v5 is gone forever?

>> No.4439078

looking at doom wiki they have links but they seem to be dead now

>> No.4439079

I FINALLY FINISHED MAP02 OF BLOODSHEDDER'S WRATH
FUCK DESIGNER'S BLOCK
oh great now i don't know what to do for map03

>> No.4439080

>>4439072
>So it's safe to assume that anything older than v5 is gone forever?
You can PM the creator.

https://www.youtube.com/channel/UC32YmBogoWHjJpcnsUCgIHw

I PM'd him the other day asking him for AEOD v4 and he sent it to me, but not only did I somehow lose the file but he used sendspace to upload them for some reason so the file downaload links are now expired.

>> No.4439082

>>4439079
actually i finished it weeks ago but still

>> No.4439084

>>4439080
How different is v3 and v4 from v5? Is it just different sets of monsters and weapons from different games?

>> No.4439086

>>4439060
I wonder what it is about interests in old vidya that correlates with autism? I'm not doubting you, obviously, cus now that I think of it, while not a super autistic thing in nature, it does kind of give off a "trains" vibe (cus a lot of autists obsess with trains).

>> No.4439104

>>4439084
Each version up to v5 was just more stuff added to each version, with some differences like certain weapon replacements for new sprites and alternate fires. Also v5 added that class system that gave you different starting weapons and HUD, as well as the aforementioned enemy type weakness. So v5 is pretty much just everything that was in previous versions plus more.

>> No.4439127

>>4438735
no luck.

goddamn I wonder what's with this.

>> No.4439139
File: 205 KB, 640x480, Screenshot_Doom_20171203_174459.png [View same] [iqdb] [saucenao] [google]
4439139

I wonder why the Darkest Hour blaster chain gun looks like a mix between some sort of accordion and a metal-linked dynamite chain...

>> No.4439142

>>4438975
We all know from the main forums and youtube comments that there are people who refuse to play Doom without a certain infamous mod.
So I'm betting it's very likely there are people out there who refuse to play anything other than Doom. Hell, I've noticed that I've played nothing else in the last six months after getting back into Doom. My backlog outside of Doom wads is untouched and I've created a folder with organised sub folders filled with almost all of the most popular megawads, maps, joke wads, mods, TCs, and source ports linked to ZDL with the final version of Oblige for good measure. That's hundreds of hours of gameplay right there and I just can't stop.

>> No.4439151 [DELETED] 

This looks good.
Is it gonna be good?
http://store.steampowered.com/app/490360/Hermodr/

>> No.4439152

>>4439064
Also, the Necromancer is utter shit.

>> No.4439157

>>4439151
not retro

>> No.4439160

>>4439151
I don't think so.
Levels are flat and don't have interesting arena design.
Procedural Levels aren't bad on their own, but the levels still need to be somewhat interesting.
Even if you suck at programming a level generator, you could do Room-based generation like Isaac and just make interesting arenas.

>> No.4439167

>>4438961
They're not melee-centric.

>> No.4439173

>>4439167
how are they not?

>> No.4439181

>>4436852
Here's a Map07 replacer called Panas I made in a couple hours to get myself back in the saddle. Mancubules only appear on UV.
http://s000.tinyupload.com/index.php?file_id=90965153097717279634

>> No.4439184

>>4438954
Some of Legacy of Heroes may appeal to you.

>> No.4439185

>>4439173
More ranged attacks than there are melee attacks.

>> No.4439198

>>4439151
It doesn't look good. It's a randomly generated roguelike shooter. It's not retro either

>> No.4439204

>>4439185
100% pure melee based combat wouldn't work as a gameplay mod. You'd need levels made with it in mind

>> No.4439209

>>4439204
What's wrong with that?

>> No.4439210

>>4439157
>>4439198
>Not retro
Are you retarded?

>> No.4439213

>>4439209
Nothing but at that point it's less of a gameplay mod and more of a TC sorta thing like Action Doom 2.

>> No.4439216

>>4439210
Please tell us the year this game was made, Anon. Please.
Besides that, gameplay wise it doesn't look retro, flat level geometry, big square rooms, etc.

>> No.4439235
File: 26 KB, 864x234, file.png [View same] [iqdb] [saucenao] [google]
4439235

>>4438573
No. That is a Cryocrossbow from Realm 667.
It was made for Doom and is supposed to be high-tech. I'm trying to make it a bit less hightech for an Extr Heretical use and also add a groove in the middle so player gets more visual feedback of the reloading process (arrows being loaded in). and a visual indication for an arrow type - its gonna have 2 - regular/shock and ethereal. So today I'm going to try and edit the reloading animation and make a version with green lights for the ethereal mode.

>> No.4439287
File: 137 KB, 311x247, 1507917320897.png [View same] [iqdb] [saucenao] [google]
4439287

>mfw there's Ratchet & Clank mod for Doom

>> No.4439289

>>4438954
I think the second Quake expansion pack has some. Hexen 2 has an entire segment dedicated to Graeco-Roman.

>> No.4439304

>>4438216
>Woah mod has votes

>> No.4439312

>>4438265
>JPF gets none

Ouch!

>> No.4439315

>>4439304
what is even funny about WOAH

>> No.4439316

>>4438846
Just quick question, have you seen Aquarius199's deviantart?

>> No.4439318

>>4438283
>they could have done it intermittent, sometimes they dont and most of the time they do, so it really fucks with you and you can dodge into shots. And to top it off make half of the leading shots be slightly inaccurate too, so that even if you vary your speed you might still get hit
tsp does this

>> No.4439321

>>4438229
I love 300minvr, but it's really just a drop in the bucket compared to all the crazy stuff doomworld churns out in a year. I hope next year we can start more /vr/ mapping projects.

>> No.4439381

>>4439315
Lowest common denominator bait.

>> No.4439417 [DELETED] 
File: 8 KB, 300x200, wolfenstein-3d_6.png [View same] [iqdb] [saucenao] [google]
4439417

>>4439216
>Not retro because of flat level geometry, big square rooms, etc.

Anyone playing GZdoom is technically playing something the was created in the last year or so. Final Doomer was literally just released along with a bunch of other brand new content everyone in thread is playing. But it's "retro" because it plays like an old game. Which is the intention of a lot of new games.

>> No.4439426

>>4439417
>Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier.

You can argue that "Doom" is a "platform" made in 1993.

The game in quesion however looks primitive and checks all the red boxes of the "I wanna make a game but I dont wanna put effort".

Regarding flat squaretiled levels: they sucked back then, but everyone put up with them as an inevitability, and they still suck.

When making a retro-inspired game you're supposed to take what was good about your sources of inspirations and refine those elements/put a new twist on them. Not "Just take everything both good and bad" - that what gave us Yooka Laylee shit, and definitely not "Take only aestethics and slap the rest together with minimum effort" which is the way most pseudo-retro-indie-schlock goes.

>> No.4439427

>>4439417
>But it's "retro" because it plays like an old game.
no, it's retro because it runs off doom, which is a retro game
it's the same thing as /rhg/

you're picking nits for the sake of picking nits

>> No.4439482
File: 236 KB, 1887x807, Screenshot_Doom_20171204_002511.png [View same] [iqdb] [saucenao] [google]
4439482

Another comparison for anyone still on the fence about enabling Fast Monsters

>Slow
https://webmshare.com/mPmJv
>Can easily walk up to enemies and slap them, or walk around them completely unthreatened.

>Man Mode
https://webmshare.com/3X1x3
>Every second you're not dead feels like an accomplishment

Put hair on your chest. Join the bullet hell.

>> No.4439491

>>4439381
are you talking about the meme or my post

>> No.4439497
File: 65 KB, 664x668, 1333262079926.jpg [View same] [iqdb] [saucenao] [google]
4439497

>>4439482
>everything enters turret mode means you can easily go from the bridge to cover place seen at 00:12-00:13 while monsters around kill each other without any fear of getting cockblocked by barons and a mancubus
I am not impressed in the slightest anon.

>> No.4439501

>>4439482
Which wad is this?

>> No.4439516
File: 139 KB, 1887x807, Screenshot_Doom_20171201_232707.png [View same] [iqdb] [saucenao] [google]
4439516

>>4439497
Trust me if I knew how to turn off enemy fighting I would in a heartbeat, it trivializes a lot of fights in frustrating ways.
I'm sorry that 1 second of the video seemed easy, but I wasn't trying to impress you, just convince you that fast monsters is more fun overall.
>>4439501
Torment and Torture

>> No.4439529

Any way to make square quake-stlye particles with the ZDoom/GZDoom functions (resource light), aside from making them out of actual actors via decorate (very resource heavy) ?

>> No.4439530

>>4439529
A_SpawnParticle

>> No.4439548

>>4439530
Thank you
Howeveer that function does not give any color transitions. What I want is a fire/explosion particle that starts out red/orange then goes black, and after that fades out to simulae smoke.

>> No.4439551

>>4439516
>I'm sorry that 1 second of the video seemed easy
That whole fight can be trivialized if player goes into the cover I've mentioned in previous post and as monsters are attacking ASAP, they're not going to try to prevent player from doing so.
>I wasn't trying to impress you, just convince you that fast monsters is more fun overall
Well, I'm a big fan of "horde of monsters closes in" scenarios and -fast fucks over it by making everything a near-static turret and encounters turn into yet another strafe left\strafe right exercise which isn't that fun.

>> No.4439559 [DELETED] 
File: 407 KB, 250x250, 1276828466313.gif [View same] [iqdb] [saucenao] [google]
4439559

>>4439551
Oh I see, you were telling me that the fight can be cheesed by hiding like a bitch and letting the other monsters kill each other off.
Yeah nah, fuck off with this pussy shit. I prefer actual combat. Keep fast monsters off, make sure you don't play above hurt me plenty, and don't forget to keep your IDDQD macro ready, sounds like you need it.

>> No.4439561 [DELETED] 

>>4439559
>fast monsters make fights easier and more predictable
>somehow making fights easier is a better way to play
okay.jpg

>> No.4439562 [DELETED] 

>>4439561
>fast monsters make fights easier
This is bait right

>> No.4439564 [DELETED] 

in before he whips out the_unfiltered_truth_nuke.png

>> No.4439565

>>4438503
Why the fuck did I read this thread.
I'm CHOCKING with second-hand embarassment.

>> No.4439567

>>4438732
what mod

>> No.4439573
File: 2 KB, 88x152, explorer_2017-12-04_03-03-42.png [View same] [iqdb] [saucenao] [google]
4439573

how do you organize your doom folder?

>> No.4439579

>>4439032
>I'd have to find the original post/reply but I doubt that anyone could find it.
>>/vr/thread/S2729409#p2730095
do not underestimate the power of the sperg!
i could find it easily because i wrote it

>> No.4439581
File: 1.26 MB, 394x297, 1504913433139.gif [View same] [iqdb] [saucenao] [google]
4439581

>it took gzdoom 4+ minutes to start playing a midi

>> No.4439583
File: 36 KB, 640x480, 1340794240601.jpg [View same] [iqdb] [saucenao] [google]
4439583

>>4439559
You better tell me how many takes it took you to record both clips which aren't even the entirety of the fight, bitchboy with saves.

>> No.4439584

Where can I get some arcane black-magicky eldrich-horrorish looking runes that would be easy to draw on a low-res texture?

>> No.4439586

>>4439573
Haha what is organize

But seriously, in my case case it's a few folders for different ports(used mainly for visual reasons), with one of them containing a clusterfuck of boom-compatible wads, while others get wads specific for them.
And, every gameplay mod gets it's own .bat to simplify everything to basics of drag-n-drop.
So it's sort of a ladder or a pyramid in it's structure.

I'm so fucking glad that I don't need to do the same shit for Quake.

>> No.4439589

>>4439573
Each gameplay mod has own folder and has settings to autoload said mods, then I just make shortcuts for different mapsets

>> No.4439590 [DELETED] 

>>4439564
lol i only had to mention it and the whole convo got wiped

>> No.4439591

>>4439584
Elder Scrolls daedrics & thu'um? They're pretty simplisctic.

>> No.4439593
File: 12 KB, 453x278, Like this.png [View same] [iqdb] [saucenao] [google]
4439593

>>4439573
I'm sure theres a better way, but this works well for me.
I've only just seperated my single maps from the megawads, so hopefully that will improve things a little.

>> No.4439594
File: 203 KB, 1291x2228, Q3Vduhb.png [View same] [iqdb] [saucenao] [google]
4439594

>>4439584
Depends on how much of a low-res we're talking.

>> No.4439595

>>4439591
>>4439594
to be etched on a weapon sprite.

>> No.4439596
File: 3 KB, 153x108, file.png [View same] [iqdb] [saucenao] [google]
4439596

>>4439573

>> No.4439597

>>4438157
Yes, I am.

Also, yes, I am trying my best to avoid any kaizo-elements this time.

But there is a place where you will have to dodge moving lasers.

>> No.4439598
File: 240 KB, 1243x642, file.png [View same] [iqdb] [saucenao] [google]
4439598

>>4439584
Where did Quack's runes come from? They're pretty similar (but not exact) to the old celtic-type runes.

>> No.4439601

>>4439594
>the horse lord
What a fucking loser. To be an actual demon from an actual Hell and the power you have is HORSES.
But then again, there are bronies... Which makes your power even more pathetic.

>> No.4439613

>>4439032
https://twitter.com/doom_txt/status/652908929505058816

>> No.4439621

I'm going through 300 mins of /vr/

I wanted to say that whoever made the "Go Slowly" map (says in the readme that it's some guy called "amok"), if you're reading this, you did a fucking awesome job. That was such a cool map

>> No.4439625
File: 20 KB, 667x443, doomfolder.png [View same] [iqdb] [saucenao] [google]
4439625

>>4439573
Everything is run through ZDL, either loading zdl files or dragging and dropping into it.

>> No.4439636

>>4439551
Apparently janitors aren't gud enough for fast monsters either, so I'll try to say this in a way that won't get deleted.
Hiding in a corner and letting enemies kill each other is lame and poor advice, especially since there are many maps where that isn't an option, so using chokepoints and hideyholes as crutches will hurt you in the long run. But you're completely entitled to your opinion and to play at whatever difficulty you want.

>>4439583
I know you're the same person, but I'll respond regardless. Are you implying every level should be cleared in a single try? That's the entire reason difficulty increases exist, I enabled fast monsters so I wouldn't faceroll everything all the time because I found it boring.
That being said, I cleared that particular fight the first time, then decided it would be a good one to record both versions of, and reloaded to do it again without fast monsters to show the difference. Webmshare also has a 10mb limit, I couldn't fit the entire fight into that limit.

I don't understand why you feel the need to post condescending anime girls at me for demonstrating a difficulty option. What exactly is your problem here?

>> No.4439645
File: 54 KB, 1200x1200, 1512381775.jpg [View same] [iqdb] [saucenao] [google]
4439645

>> No.4439646
File: 168 KB, 553x936, TeleportingSounds.jpg [View same] [iqdb] [saucenao] [google]
4439646

>>4439594
>Circle with a line under it
>Summons 20,736 minions
seems legit
brb trying this

>> No.4439661

Is there a way to change Colorful Hell's options now after Graf fucked it up? I thought 3.2.0 was supposed to make the options appear somewhere, but they don't.

>> No.4439663

>>4439551
>encounters turn into yet another strafe left\strafe right exercise which isn't that fun.
What did he mean by this? Is it possible to play without strafing?

>> No.4439664

>>4439646
UAC scientists are at it again.

>> No.4439667

>>4439661
It's not terribly hard to move them to an entry on the main menu but it's a needless annoyance that shouldn't have to be done.

>> No.4439668

>>4439646
going to have to put that on the floor at the start of my the next map i feel like putting 20k+ enemies in

>> No.4439671
File: 47 KB, 1200x1200, 1512384050.jpg [View same] [iqdb] [saucenao] [google]
4439671

>>4439645

>> No.4439675

>Playing Memento Mori
>map 7
>It's not an arena filled with Mancubi and Arachnotrons!
Sure, there are Mancubi at the end, but its an actual map with exploration. It's kind of weird to see, but I suppose being the first ever megawad (or at least one of the first) means that there's a whole bunch of Doom cliches it won't be following. Nice.

>> No.4439681

>>4439636
>Apparently janitors aren't gud enough for fast monsters either
Maybe they are bothered by how all your posts reek of that "this is the superior way to play doom, the way it was meant to be" tone.

I just tried fast monsters. TNT Revilution. MAP01 has you start against a bunch of imps and zombiemen with nothing but a pistol and berserk pack. It is not only simply not fun, but completely ruins the experience for me. Monsters turning into static turrets when you're in their line of sight is just straight up shitty.

>> No.4439712

>>4439668
Just don't forget to make the map somewhat pretty.

>> No.4439713

>tfw mapping is too hard

>> No.4439726

>>4439713
It's incredibly easy, you just need to find your creativity

>> No.4439729

>>4439516
>Trust me if I knew how to turn off enemy fighting I would in a heartbeat
Infighting is one of Doom's most fun features, I would never ever disable it.

>> No.4439730

>>4439726
okay
>tfw creativity is too hard

>> No.4439734
File: 53 KB, 1200x1200, 1512387410.jpg [View same] [iqdb] [saucenao] [google]
4439734

>>4439671

>> No.4439736

>>4439667
Is there a tutorial or explanation of this somewhere, or at least what am I supposed to be looking for? I never really did anything with wads, so I don't know how anything works.

>> No.4439739

What are mods or maps that make great use of ambient or environmental noises? I really like games that make great use of the tranquil feeling of walking into a forest or on the beach listening to nature when I'm not on a shooting.

>> No.4439740
File: 171 KB, 1252x866, LGD+K.jpg [View same] [iqdb] [saucenao] [google]
4439740

>>4439736
There's some stuff on the Doom wiki, though I figured it out by using Slade to a mod that had a main menu options menu and another that had it in the options menu and figuring out what I needed to do to turn one into the other.

>> No.4439743

>>4439636
>Hiding in a corner and letting enemies kill each other is lame and poor advice, especially since there are many maps where that isn't an option, so using chokepoints and hideyholes as crutches will hurt you in the long run.
I'm a player who prefers to play from defense, so I just pointed you out that from my perspective that encounter was made easier due to enemies not even trying to stop player from reaching the place where it's better to defend from.
>What exactly is your problem here?
Your shitty superiority tone. Challenge runs are fun, sure, but there are various challenges and pretending your favorite challenge is superior to others makes you look like an asshole. Besides, maps are usually made without -fast in mind. Starting with a bunch of shotgunners in your face with fast monsters doesn't register as a fun experience in my book.
>>4439663
Stroller demos are all about walking around without strafing and harming enemies.

>> No.4439746

>>4439740
I guess I could try doing that. Anyway, does the new main menu entry conflict with others, or can I add as many as I want?

>> No.4439747

>>4439668
>>4439712
On that note: are there any maps that make you go backand forth through massive environment, but repopulate it after every bit of progression with new monsters and equipment?

>> No.4439748

>>4439746
Unless you do some clever dicking around I think you're still stuck with just the one.

Main reason I did what I did with that image was to have two at the same time, back on versions where that still works.

>> No.4439749

>>4439747
I know the piratedoom maps do this fairly often.

>> No.4439754

>>4439749
Hmm... I played through it but somehow never noticed the repopulation.

>> No.4439759

>>4438969
Yeah the .50 cal is cool.

>> No.4439762

>>4439754
Even on some of the small ones like the first level it repopulates the top deck after you've been down below and uses health pickups as breadcrumbs to lead you to the objective.

>> No.4439765
File: 167 KB, 1280x1024, Screenshot_Doom_20171204_072015.png [View same] [iqdb] [saucenao] [google]
4439765

>>4438837
How's the second map playing out anyway (map09 of garosaedris.wad)? This is the one I'm more concerned about
added a way to open the bars in map08

>> No.4439769
File: 212 KB, 1280x1024, Screenshot_Doom_20171204_072238.png [View same] [iqdb] [saucenao] [google]
4439769

>>4439765

>> No.4439779

Has anyone ever made a megawad but in a single level?

>> No.4439780

>>4439779
Memorial.wad?
Basically ENTIRE Doom 2 in one map plus cranked up difficulty.

>> No.4439782

>>4439780
That's not really making a megawad.

>> No.4439785

>>4439779
Literally impossible because a Megawad needs at least 15+ maps on it to count as one

>> No.4439787

>>4439779
>>4439785
one huge map
map02-map31: a single 64x64 room with an exit switch

>> No.4439789

>>4439782
That's 32 maps crammed into one. Sounds pretty megawady.

>> No.4439790
File: 2.08 MB, 960x540, Screenshot_Doom_20171120_143053.gif [View same] [iqdb] [saucenao] [google]
4439790

memes

>> No.4439791

>>4439789
15 separate maps in the same wad are required to meet the definition.
>>4439790
Don't make gifs out of jpegs.

>> No.4439795

>>4439787
Is that a Megawad?
Short answer no

Long answer nooooooooooooooooooooooooooooo

>> No.4439804

>>4439795
I call these "Onesies". Any 1-2 map WAD with emphasis on a stand-alone experience; rather than a map-outside-its-megawad.

>> No.4439816

>>4439779
>>4439785
>>4439787
>>4439795
A fuckhuge interconnected complex that is made of hubs with 4x4 map section (16 maps) being ground levels and another 4x4 (16 maps) being underground section. All of them numbered as Map01-32.

This would make it a megawadfrom a technical standpoint, while keeping it all as one logical level.

Making it actually good is another issue entirely. Semi-open world with quests and shit would work great in this but would require tremendous ammount of effort to pull off right.

>> No.4439817

>>4439785
You know what I meant.
>>4439789
They didn't make those levels though.

>> No.4439835
File: 652 KB, 1920x1080, Screenshot_Doom_20171205_002501.png [View same] [iqdb] [saucenao] [google]
4439835

secret map in bloodshedder's wrath
(regenerating health and infinite ammo)

>> No.4439839

>>4439816
>This would make it a megawadfrom a technical standpoint, while keeping it all as one logical level.
I think you have technical and logical the wrong way around.

>> No.4439841

>>4439835
>Nambona

>> No.4439846

>>4439841
i'm just posting screenshots to get people hyped for my upcoming project

>> No.4439849

>>4439835
this looks like a terrywad.

>> No.4439850

honestly though, you're the first guys to see it outside of my friends' discord
>>4439849
you're not wrong

>> No.4439852

>>4439839
No.
It will be 32 maps, with 32 separate map files in the WAD, named MAP01 to MAP32. Which makes it a Megawad from the technical standpoint.

But all those maps are hubbed together into a single interconnected gameplay area separated by some loading screens, so a player can travel from any point of it to any other point (if they cleared all the obstacles obviously), which makes it one map from a logical stand point.

>> No.4439857,1 [INTERNAL]  [DELETED] 

glad that 4chan has banned the only person who uses the report button on /vr/, AGAIN, all because they wanted /pol/ddit to stop raiding /tg/.

odd that a couple days later, eternal retard (((Nambona))) starts posting again.

>> No.4439857

>>4439841
>>4439849
if you want to see what the finished map02 was, this is it https://www.youtube.com/watch?v=JWX8o5omDNs
note that extra ammo has been added since the video was uploaded

>> No.4439865
File: 164 KB, 1240x786, 5ae.jpg [View same] [iqdb] [saucenao] [google]
4439865

Which of Nambona's WADS was the last straw that got him permabanned from /idgames uploads and a months-long ban from doomworld?

>> No.4439872

>>4439865
>months-long
i just spammed the forums with terry-related stuff

as for /idgames somebody uploaded a zip bomb and i was given the blame

>> No.4439878

>>4439852
I think this is basically the Star Wars Chibi Rebellion wad

>> No.4439881

>>4439878
Huh. Gotta try that one. Though I dislike the chibi designs so I dont think Im gonna stick with it.

>> No.4439887

>>4439881
The chibi designs are actually from an old PC Star Wars game that was basically an inspiration for the wad

>> No.4439889

>>4439661
It's a quick and dirt edit of 0.91 but it should work.
https://my.mixtape.moe/pbtydg.pk3

>> No.4439890

>>4439872
>spammed the forums with Terry-related stuff
YOU SHOULDN'T HAVE DONE THAT!
>as for /idgames somebody uploaded a zip bomb and I was given the blame
Citation needed, Nambona!

>> No.4439896

TerryWADguy is now more than just one person. Also, I just looked of Vortex of Evil WOW, lots of troll comments from both sides along with 0-star ratings.

>> No.4439901

>>4439890
i wasn't saying that "all i did was just spam it"

and how would you give citation for stuff like that
>>4439896
who the fuck is TerryWADguy

>> No.4439924

>>4439901
The creator of the first ever batch of TerryWADs AKA just plain Terry

>> No.4439925
File: 223 KB, 1300x1050, Angry Bear Clipart 16.jpg [View same] [iqdb] [saucenao] [google]
4439925

>>4436850

I just want to play Brutal Doom co op, why is this so difficult, I need like 3-4 different programs and port forwarding..The xbox version was great why is it so difficult to connect or make a co op server for Brutal Doom or ANY doom...tutorials on youtube are 10 mins long and dont help..is there a filei can download that automatically sets all parameters and just lets me play with my friend..spend hours trying to get it to work then it gives u some kind of shit error.. herp derp server error, oh no friend cant see server!

>> No.4439929

Has anyone actually masturbated to HDoom?

>> No.4439931

>>4439929
yeet

>> No.4439932

>>4439747
Map 28 in Epic 2 does this, a lot. You pretty much go through the whole map back and forth seeking various switches and then going through the level two more times to flip switches scattered in hidden areas throughout the map that just activated, and every time you do this, archviles spawn in random rooms and start resurrecting everything.

>> No.4439942

>>4439790
what is this from?

>> No.4439950

>>4439929
I did. Big muscular girls are my fetish.

>> No.4439951

>>4439925
Just go onto Doomseeker and find a server with Brutal Doom on it, it comes bundled with Zandronum.

>> No.4439967

>>4439889
Thanks, I'll check it out once I can.

>> No.4439984

>>4439950
Thanks for your contributions to the engine.

>> No.4439996

I honestly finds some TERRYWADs to be funny. SOME OF THEM.

>> No.4440028

>>4439636
Disregard anime posters. Most people aren't good enough to play on nightmare or fast mode UV, if you point out that fact they're just going to get defensive like this and you'll be the asshole, and those of us who already play on fast mode will be lumped in with you. Let it go.

>> No.4440030

>>4437635
This gif always stutters and tears for me.

>> No.4440040

What's the best way to make a window enemies can shoot through from one side but the player can't shoot back at then through? Making a sort of haunted house hallway where the player has to sprint past windows into distant rooms crammed with rebenants and chaingunners

>> No.4440054

>>4440028
He has a point though, fastmonsters doesn't necessarily make the game harder.
Ironically they will be much more static because of their preference to endlessly fire projectiles meaning they spend less time closing in on the player, and in a game where deft movement is one of your key defences it actually works to your benefit.

It's just a toss up between what you consider harder between constricted movement and dodging projectiles

>> No.4440065

>>4440030
It has a high framerate and your device/browser might not be comfy with that.

>> No.4440079

>>4440065
I just tried it again on my iPhone SE™

Works way better

Wonder why my phone is better than my computer.

>> No.4440086

>>4436936

>> No.4440123

>>4440079
I don't know what computer, OS, browser or graphics driver version you're using so that'd be hard to answer.

>> No.4440126

>>4440054
>fastmonsters doesn't necessarily make the game harder
It's fine if you don't like it, but please don't spread misinformation in the thread. It is objectively more difficult in any scenario. Enemies that aren't firing are easy targets, and the closer they are the easier they are to circle and supershotgun which trivializes any fight. It is infinitely more difficult to go to the enemy then let them come to you. This isnt even taking into consideration how dangerous pink demons and cacodemons become with increased speed, monsters that are normally just fodder or meatshields. Again though I'm not saying it's intended or should be used all the time, sometimes it makes things completely impossible. But it is still the greater challenge by a wide margin.

>> No.4440135

Anyone have the gif of doomguy doing the "revenant dance"?

>> No.4440169

How the fuck is this thread already near the bump limit after only one day?

>> No.4440184

>>4440126
right.

>> No.4440202

>>4440169
It just is.

Also, reminder that someone always says that these threads are dying whenever they slow down around christmas eve or at times during summer.

>> No.4440223
File: 53 KB, 838x509, 14798705858892.jpg [View same] [iqdb] [saucenao] [google]
4440223

>>4440169
Because we're cool

>> No.4440235

>>4440054
Confirmed for never playing with +Fast enabled on anything but low levels

>> No.4440237

>>4439925
>the xbox version was great
There's an xbox version of brutal doom?
Or did I mistake your post?

>> No.4440243
File: 2.83 MB, 320x240, 2017-12-04 19-32-00_small.webm [View same] [iqdb] [saucenao] [google]
4440243

This fight was pretty brutal. Had to try many times.

Playing on HMP with fast monsters and Final Doomer (ayy guy).

>> No.4440252

>>4440028
let's completely ignore the fact that he went apeshit and lashed out without reason in a single post.

by all means, go play what you want and keep at it, just don't do stupid shit and hope people hold your chest later.

>> No.4440264

Project idea: Everyone makes a 512x512 Boom-compatible map, then all the maps are brought together and connected with hubs, teleporters, doors and hallways.

>> No.4440265

>>4440252
Can't decipher what you're trying to say here, but thanks I think?

>> No.4440269

>>4440264
this was called "Exquisite Corpse" (excorpse.wad) and it began the 1024 map craze originally.

>> No.4440270

>>4440264
Archipelago.wad
Fund it

>> No.4440280

>>4440269
That limited the number of submitted levels. I'd like to see a similar project with no limit on submissions. It would, hopefully, lead to a shit ton of submissions, one could theoretically develop a huge sprawling level of their own, divided into 512x512 chunks.

>> No.4440282

>>4440265
of course you can't. but cheers.

>> No.4440296

>>4440243
But didn't you know? If you disable fast monsters, they would have walked around on their little platforms instead of shooting you, making it much more difficult somehow. Love that map though, perfect for +fast. And good self control not immediately diving on the mega health, I'm terrible at resource management in the heat of battle

>> No.4440314

>>4440243
>HMP
>playing easy mode

>> No.4440315

>>4440296
Yeah the map was pretty great. I did dive for the mega first time around, but figured out fast I had to save it - for about ~2 seconds do to having nearly no armor. The hard thing was getting the right rhythm in the dodging to not die instantly, and having to place virtually every 'rocket' with perfect precision.

By the way, Plutoniaguy on +fast is hard as shit. His rocket launcher replacement
like to kill *you* if you miss.

>> No.4440324 [DELETED] 

Can I just remind everyone that the fast monsters wonk is Donald Doomkartguy, and he is most likely taking both sides to keep the argument going, and can you all just stop?

>> No.4440325

>>4440324
I'm not arguing about it, I just play with it some times.

I like what it does to some monsters, but hitscanners turn into mega cunts.

>> No.4440330

>>4440325
>but hitscanners turn into mega cunts.
Stop playing everything with HDoom.

>> No.4440332

>>4439318
whats tsp?
also iD software could have done this in 1993 or at least with doom2.

(im not sure if nightmare was available in doom1, I remember seeing it in doom2 for sure but I dont know about normal/ultimate doom)

Way I see it all the difficulties up to UV just scale up the number of monsters, sometimes counterbalancing it with more ammo or guns. Nightmare sure does increase the difficulty but its fairly unplayable and pointless because of the respawning.

Instead I think Nightmare should introduce more dynamic monster tactics and capabilities, drop variants of monsters, and generally up the damage on everything they do. Making monsters fast is sorta a cheesy way to handle things, and like I said making the fireballs faster is just a cheesy way of handling improved accuracy when they could've been leading their targets all along - any skilled marksman using a slow projectile would be doing that.

You dont need fast pinkies for them to be deadly. Turn them into the red demon from KDiZD that jumps at you. Give the Spectres that Shadow capability so they're literally invisible up to the point where they attack. Pinkies all have a distinct lack of ranged even despite being demons from hell, in my mod I always give them a burp fireball with low gravity so they can lob something at least a medium distance and roast your feet... great quality to toss them for UV since that can catch you off guard.

>> No.4440349

>>4440324
Fast monsters is fine, but HMP is unexcusable. UV fast with respawning monsters is the only way to go.

>> No.4440350

>>4440332
I take it at least someone has tried making a mod that changes Nightmare into something like you described?
Or is this impossible for some reason? I don't know coding.

>> No.4440352

>>4440349
And degenerative health like Doom 3.

>> No.4440361
File: 23 KB, 915x154, Screenshot_230.png [View same] [iqdb] [saucenao] [google]
4440361

>>4439573
i just dump all my garbage into one folder. It's a clusterfuck of wads, zandronum, a zdoom with an unworking fmod, a bunch of shortcuts for a version of gzdoom each one prefixed with a "F_" or "M_" to make scrolling easier because, about 3 versions of gzdoom in separate folders in the same giant folder, same with zdoom and zandronum, and I think prboom is in there somewhere, oh and chocolate doom and crispy doom are in there too.

>> No.4440362
File: 6 KB, 164x180, Screenshot_232.png [View same] [iqdb] [saucenao] [google]
4440362

>>4440361
some of the many gzdoom shortcuts for different versions.

>> No.4440364

>>4439573
>all doom source ports need to have their own same-named files in the folder to work like fmodex.dll
fucking shit, makes me have to make a folder just for GZDoom 3.0

>> No.4440379

>>4436850
I wonder what the real name of the guy in the classic TerryWAD map skin is? Is it an old friend of Terry, or is it Terry himself from back in the late 90's-early 2000's/

>> No.4440383

>>4440379
which guy are you talking about?

>> No.4440385

>>4439841

T B H I've found Nambona is the only terrywadder that's made anything of note, and that's partially because he tries to go beyond what a terrywad is and make something actually interesting.
I still have his trap DemonSteele file which sends the player flinging around all over the place, was really funny.
He's still underage, though.

>> No.4440391
File: 68 KB, 795x599, uacmn2.png [View same] [iqdb] [saucenao] [google]
4440391

>>4440385
what about the guy who made UACMN2?

>> No.4440392

>>4436852
[12-04] Dead Marine - "general enhancement" mod from maker of Smooth Doom - beta released
https://forum.zdoom.org/viewtopic.php?t=58521

>> No.4440393

>>4440364
I have multiple versions of GZDoom in my source ports folder, and linked them all to ZDL so I can change the version I'm using if a particular mod gets broken by Graf's constant playing with the fucking thing.

>> No.4440394

>>4440391

Jack101 doesn't really make terrystuff anymore, though he does play around with the theme. I loved his Beyond Reality work.

>> No.4440395

>>4440392
Oh baby this looks nice.

>> No.4440405

>>4440391
this is kind of like the Doom version of Tim Burton's Ed Wood.

>> No.4440414

>128 Units and growing
>5 level miniwad the levels of which from from a 1282 unit map to 20842

Or maybe 5 maps of each.

>> No.4440428

>>4440352
> degenerate health
> degeneracy

Someone needs to make a /pol inspired doom mod.

>> No.4440430

>>4440428
dude.

https://www.youtube.com/watch?v=614akDkzvtE

>> No.4440431

>>4440428
did you know that one already exists?

>> No.4440432

>>4440392
>chainsawing zombies slices them in two and makes the top half go flying into walls, leaving a bloody smear
I love this. Demonsteele could have done with stuff like that.

>> No.4440435

>>4440430
the best bit is at 15:55

>> No.4440436

>>4440391
Who Made this fucking work of art???

>> No.4440439

>>4440436
https://www.doomworld.com/idgames/themes/terrywads/uacmn2

>> No.4440440

fuck off terryfags, you're not welcome here

>> No.4440450

>>4440428
There's at least three.

>> No.4440462

>>4436850
I wonder what happened to the maker of Skulltag Doom?

>> No.4440468

>>4440450
Four now.
http://www.moddb.com/mods/kek-doom

>> No.4440480
File: 6 KB, 254x282, portadoom_layout.png [View same] [iqdb] [saucenao] [google]
4440480

>>4440362
I've created a batch launcher for DOOM WAD, which allows you to build shortcuts / batch-scripts that can launch a given set of WADs with the engine of choice and it manages all the engine differences behind the scenes automatically for you.

This allows me to easily try out new WADs just by calling:

> doom.bat /USE prboom /IWAD DOOM2 /PWAD Comatose.wad /WARP 1

for example. It's part of PortaDOOM, but I may consider releasing it separately.

>> No.4440487
File: 1.88 MB, 500x370, everyone was harmed.gif [View same] [iqdb] [saucenao] [google]
4440487

>>4440430
>>4440431
>>4440450
>>4440468

holy fuck im sorry I asked
but I must admit those ron paul memes really work well

someone should have put in the maddog mattis meme as an animated wall somewhere with it fading in and out and blinking Callsign: Chaos

>> No.4440491

>>4440440
Nice ass.

>> No.4440498
File: 2.48 MB, 320x240, aayliens_map13_final_fight.webm [View same] [iqdb] [saucenao] [google]
4440498

>>4440243
How bad ayy guy's PG is?

>> No.4440505

>>4440498
AAGuy's plasma rifle is incredibly overpowered
>First 3 shots is worth 9 normal plasma rounds
>Lightning mode afterwards has tons of piercing and high damage
Efficient no matter how you look at it

>> No.4440507
File: 39 KB, 252x368, my dick is unbreakable.jpg [View same] [iqdb] [saucenao] [google]
4440507

>>4440487
>>4440435

son of a b...
the threat meter... presses green swtich and it moves up to It Begins

And all those Shareblue nazis (yknow thats got to be what its representing)

>> No.4440508
File: 3 KB, 64x50, SKEYE1.png [View same] [iqdb] [saucenao] [google]
4440508

>>4440440
NICE ASS LET ME FUCK IT OFF FOR YOU

>> No.4440526

>>4440487
>holy fuck im sorry I asked
What's your problem? We helped you become better informed and this is how you reply? Why such a fragile ego?

>> No.4440536

>>4440480
That's impressive, I dunno why you wouldn't just use ZDL but I guess it works for you.

>> No.4440538

>>4440498
See, this is why as nice as AA is to look at the gameplay is just bullshit.

>> No.4440543

>>4440536
Needed to be scriptable for PortaDOOM, also something I can improve myself quickly as new edge-cases come along (the script is 1500+ lines long to be able to handle the differences and quirks of different engines)

>> No.4440548
File: 340 KB, 1280x1024, Screenshot_Doom_20171204_164707.png [View same] [iqdb] [saucenao] [google]
4440548

I'm FIREBLU, are YOU?

>> No.4440553
File: 102 KB, 300x300, 1495860843988.png [View same] [iqdb] [saucenao] [google]
4440553

>>4440548
Hello FIREBLU, I'm Doom.

>> No.4440558

>>4440548
Roses are red
Violets are blur
That is a lot
Of FIREBLU

>> No.4440563
File: 4 KB, 126x132, 1384456698365.png [View same] [iqdb] [saucenao] [google]
4440563

>>4440548
I mean... I Am red and somewhat part blue.

>> No.4440565

>>4440548
that looks like vomit

>> No.4440585

>>4440548
Wait is that a crack in the sky that looks at a crevice of fireblu?

>> No.4440587

>>4440565
Don't insult his maps, or else he'll throw a temper tantrum.

>> No.4440601

>>4439996
If they're more 'story' focused like the OG UACMN and B4NM, then yes. If it's mainly just plain "Start map, kill few monsters and then TRAP" then it's inevitably shit.

>> No.4440612

>>4439996
The funniest Terrywad moment was the Cacoward where the guy gave the worst wad award to his own ass for being Terry's fixation.

>> No.4440618

>>4438503
>How about installing a policy for the projects forum that prohibits such idiotic antics and if not obeyed dump the respective project thread into the garbage bin?

>I think the best way to deal with obnoxious modders is to stigmatize them as losers. Sorry, but stuff like this is just retarded. (Of course this 'mod' is retarded anyway so no big loss.)

Holy shit. I never really payed attention to forum/sourceport drama but now I see why people shit on this guy. What an asshole.

>> No.4440619

>>4440526
no it was an exclamation about the notion there were multiple ones already, and that the one in the video was rather nicely done considering the ambiguous nature of political discussion

wasnt a jab at anyone, just my jaw dropping thats all

>> No.4440620

>>4440619
In that case, my apologies. "I'm sorry I asked" usually something different to what you expressed though.

>> No.4440632

>>4440618
I hope it wins a caco just so people can throw this in Graf's face next time he pipes up.

>> No.4440649

>>4440543
That makes a lot of sense, specially as ZDL's development has died several times now, leaving it with several unresolved issues and weaknesses.

Lack of default local directories becomes a nightmare if you exclusively use it's own menus instead of dragging and dropping into it.

>> No.4440653

>>4440585
Yes, yes it is.

>>4440632
Please let this happen.

>> No.4440659

>>4440548
*ruins your bitrate*

>> No.4440661
File: 347 KB, 1280x1024, Screenshot_Doom_20171204_174021.png [View same] [iqdb] [saucenao] [google]
4440661

>>4440558
>>4440653

>> No.4440674

>>4440632
I hope it wins a caco for it being good, with the spite coming in as a bonus.

>> No.4440687

>>4440674
same t b h

the spite factor is delicious, but should not be the reason to award it

>> No.4440689

>>4440674
What do we call it's special award category it makes?
The Graffies?
The Vile Arch?

>> No.4440692
File: 343 KB, 642x1284, 1494737041619.jpg [View same] [iqdb] [saucenao] [google]
4440692

Do you think Barons get uppity about having to walk around with all the riff raff monsters like imps? They're among the highest ranking demons in hell and they often get stuck with a bunch of plebs or worse, former humans knocking about.

>> No.4440694

>>4440692
>riff raff
Very apt descriptor I guess; they presume lesser demons to be little more than a nuisance/swarm of kindergarten children.

>> No.4440698

>>4440661
at least you've turned off the melted grease filter

>> No.4440705

>>4440689

Why?

>> No.4440714

>>4440689
I like "The Graffies"

>> No.4440715

>>4440659
I want an explanation for this comment. I'm interested in it scientifically.

>>4440653
>>4440661
>>4440548
Can you make a video of it so I can realize what exactly I'm looking at? Is that two skyboxes?

>> No.4440718

>>4440715
FIREBLU is terrible on streams. It kills stream quality something fierce.

>> No.4440719

>>4440689
why does it need a special award category?

>> No.4440736

>>4440715
Three.

>>4440698
>filters meme
:^)

no but seriously here's your shitty webm of an older, shittier map of mine. https://www.dropbox.com/s/k2j2k4029ukifjh/2017-12-04%2018-02-58.flv?dl=0

considering nobody seems to of played map09 of my most recent wad i guess ill have to do up another webm.

Yes, the HOMS are deliberate. I'm still experimenting with them to this day. Remember remember, the Count of Trakula

>> No.4440737

>>4440719
Graf tears will sustain the community for another 25 years. It must be done to water the seeds.

>> No.4440738

>>4440715
When streaming Doom, the prompt and sharp blinking red and blue of FIREBLU just fucking *destroys* your bitrate as long as you look at it and it makes your stream look like a 240p video from 2005 no matter what.

I don't know why this is, but that's what happens when there's any larger degree of it on screen, it goes away when you stop looking at it.

>> No.4440742

>>4440736
>here's your shitty webm
what? that's not mine.

>> No.4440746

>>4440736
Those are some really trippy visuals, I'd like to try that.

>> No.4440749

Would giving all the monsters double health improve the game?

>> No.4440751

>>4440749
No. Are you high?

>> No.4440754

>>4440736
>Yes, the HOMS are deliberate.
Why have you intentionally made your map look awful?

>> No.4440756

>>4440718
>>4440715
The way it's animated defeats pretty much all the compression algorithms in use on video shit.

Closest thing to fuck them up is snow and confetti effects, stuff that can't really be tracked about easily without it going to shit.

>> No.4440759

>>4440751
I'm trying to make the game harder. As it stands, Doom II and most maps for Doom II drown you in shotgun shells.

>> No.4440762

>>4440759
Make the monsters do more damage and make them meaner, they move faster and throw projectiles more frequently.

Doubling health would just make a lot of things awfully tedious, like, the Baron in no way needs more health, he's good as he is. Zombies and imps SHOULD be weak fodder, but making them more dangerous is a worthwhile idea.

>> No.4440763

>>4440742
No, but it is mine

>>4440746
Cool. They don't quite display properly in GZDoom though; so you'll need to use ZDoom/Boom to play with them.

HOMS should be very rarely used, if at all, unless the maker can think of a good use for them; and usually look best without the 'flipping'. See "count trakula" of 50 shades of graytall for an example. It takes advantage of the "smearing" of ZOOM-Specific HOMS to make a very bizarre setpeice.

I can pitch you the maps to analyze if you so wish.

>> No.4440756,1 [INTERNAL] 

>unironic terry posting

That's why the report button exists.

>> No.4440768

>>4436850
OK who is the guy in the SOMEMONG texture? Also, what is the Quake equivalent of TerryWADs?

>> No.4440770

>>4440332
>whats tsp?
https://forum.zdoom.org/viewtopic.php?t=37064

>> No.4440771

>>4440762
That does nothing about the shell overflow though. Their damage and speed can be solved with ingame features.

>> No.4440772

>>4440768
>what is the Quake equivalent of TerryWADs
Hopefully non-existent.

>inb4 grisly grotto

>> No.4440775
File: 394 KB, 1280x1024, Screenshot_Doom_20171204_182617.png [View same] [iqdb] [saucenao] [google]
4440775

>>4440754
>Why would you want to exploit a feature that others see as garrish and find a way for others to make use of it in good ways, thus pushing the whole of the DOOM modding community to greater heights
Weird.

>> No.4440778
File: 281 KB, 1280x1024, Screenshot_Doom_20171204_182614.png [View same] [iqdb] [saucenao] [google]
4440778

>>4440775
>uploading the wrong one
Even weirder.

>> No.4440780

>>4440771
Reduce SSG payload to 14 pellets, the damage output of two regular shotgun shots.

Possibly implement a reload element to limit the utility of the shotgun. I get the impression you're kind of an oldschool guy trying to stick within oldschool parameters, but it's an idea.
You could Duke Nukem it and the reload is actually pretty fast, but it'd be a delay and limitation regardless.

Another idea is to just alter the ammo pickups, like detract 1 shell from the small pickup and 2 shells from the large pickup.

>> No.4440782
File: 256 KB, 1280x1024, Screenshot_Doom_20171204_182609.png [View same] [iqdb] [saucenao] [google]
4440782

>>4440778

>> No.4440787

>>4440775
shame you're not doing that

just looks terrible

>> No.4440795

>>4440718
>>4440738
>>4440756
Fireblu, already being infamous, having something that makes it even more so in the modern age is greatly amusing to me

>> No.4440796

all right which one of you is this
https://www.doomworld.com/forum/topic/98176-playstation-port-is-superior/

>> No.4440797

>>4440659
>>4440718
>>4440756
Does anyone want to write a compression algorithm specifically for streaming FIREBLU?

>> No.4440802

>>4440796
you, probably

>> No.4440803

>>4440736
>considering nobody seems to of played map09 of my most recent wad i guess ill have to do up another webm.
i told you already, it's broken.

>> No.4440807

>>4440803
except i can't find the post, weird. maybe i never clicked submit.
but yeah, when i tried to load it in pr+, it broke.

>> No.4440808

>>4440803

I'm honestly thinking that, at this point, he's just kind of locked away in his own little world with only occasional forays into the outside to call everyone else a faggot.

>> No.4440809

>>4440807
i remember the post, but i cba to find it

>> No.4440814

>>4440462
He made Wrack. It wasn't good.

>> No.4440825

>>4440795
It is pretty funny. The most annoying texture in the game also has the ability to fuck up steams. Because it has to be just that little bit more annoying.

>> No.4440836

>>4440780
There's literally no reason to use it if it's doing the same damage as the single shotgun

It will be outperformed by the chaingun in DPS and for accuracy it will offer nothing compared to the regular shotgun

>> No.4440849

>>4440836
>There's literally no reason to use it if it's doing the same damage as the single shotgun
Not if it can fire two shots in rapid succession and reload faster than the regular shotgun's tube magazine and pumping action.

>> No.4440868
File: 405 KB, 1280x1024, Screenshot_Doom_20171204_190225.png [View same] [iqdb] [saucenao] [google]
4440868

>>4440807
>>4440803

I've already told you I have no explanation to as to why. It should work fine; especially with the most recent update which was primarily to address this issue.

There's another map I wanted to make for Doom's birthday; but I don't think I can do it without the textures I've been requesting. The other textures I'm after seem to exist already.

https://www.dropbox.com/s/o2g1b77kk4a399y/2017-12-04%2018-41-41.flv?dl=0 map09

>> No.4440871

>>4440849
then what's the reason to use the single shotgun?

>> No.4440876

>>4440868
That doesn't change that it's still broken. If you're mapping in a certain style, the map doesn't work in that style, and people can't play it in that style, but you continue on with it anyway, then you shouldn't be surprised people don't give you feedback.

>> No.4440887
File: 105 KB, 1020x569, Super Shotgun.jpg [View same] [iqdb] [saucenao] [google]
4440887

>>4440871
Give the single shotgun a tight spread (2 by 2 spread), that'll let it do full damage to a single target at decently good range, with the super shotgun playing the crowd blaster role with wider spread.

>> No.4440889

>>4440876
Doesn't change the fact it's out of my hands.

>> No.4440895

>>4440887
high noon drifter does something like this, to very good effect
the shotgun is actually the long-range weapon, while the super shotgun is the high-damage wide-spread crowd control

very good way to play off the two

>> No.4440914

Can someone post Fireblu here?
In its unscaled animated form, as a gif?

>> No.4440915

>>4440895
isn't that true of vanilla too?

>> No.4440919

>>4440895
>the shotgun is actually the long-range weapon, while the super shotgun is the high-damage wide-spread crowd control
gee that sounds like doom 2 or something.

>> No.4440920

>>4440889
no, it's your responsibility to produce a working map. stop expecting others to fix your shit for you.

>> No.4440924
File: 22 KB, 128x128, firegrn.gif [View same] [iqdb] [saucenao] [google]
4440924

>>4440914
No; but I can post it's unused, /vr/y spooky cousin.

>> No.4440926

>>4440915
>>4440919
>HND getting credit for Doom2 inventions
confirmed for the new Brutal Doom!

>> No.4440928

>>4440920
>produce a working map
Good thing all of my maps work then. I can't account for your end.

>> No.4440936

>>4440915
>>4440919
>>4440926
in vanilla, the chaingun is infinitely better for long-range than the shotgun

>> No.4440937

>>4440928
>Good thing all of my maps work then.
No they fucking don't.

>> No.4440938 [SPOILER] 
File: 45 KB, 100x100, 1512433688987.gif [View same] [iqdb] [saucenao] [google]
4440938

>>4440914

>> No.4440940

>>4440936
doesn't change the fact that the shotgun is a long range weapon compared to the ssg, that its use after you've obtained both.

>> No.4440942

>>4440937
>No they fucking dont
>people have been clearly seen playing them start to finish.

This bait tastes awful.

>> No.4440945

>>4440928
>>4440942
please feel free to provide a playthrough of your map in boom to show how it's not broken

>> No.4440947
File: 38 KB, 800x600, Ithaca SBS.jpg [View same] [iqdb] [saucenao] [google]
4440947

>>4440919
Not as long range as it could be, by shortening down the horizontal spread to match the vertical spread, you really would have a much better long distance fighting weapon than tapping with the chaingun, which is situational at best.

>> No.4440949

In quake 1, is it possible to use quakec to make client side only modifications? Like as in it would work even in multiplayer

>> No.4440951

>>4440940
that is correct, i don't know why you think that's in question.
anon offered a suggestion of how to tweak weapon behaviors in a mod, i provided an anecdote of how a mod does that to good effect.

>> No.4440953

>>4440947
>Not as long range as it could be
but it still is, that's its one use after you get the ssg, it's not like you'll always have the chaingun and/or chaingun ammo at all times.

>> No.4440968

>>4440548
>>4440661
>>4440775
>>4440778
Wow, sequel to lilith.pk3 is looking gooooooood.

>> No.4440973

>>4440928
you took a collection of other people's maps that were made for any boom-compatible engine, and fucked it up so now it's gzdoom-only through your own ignorance and stupidity. you have been made aware of this and still refuse to do anything about it. you believe it's acceptable to hijack the work of others and break it. this is nothing short of vandalism. your actions are actively harming the community, leaving no choice but for you to be removed from it. your posts should be deleted on sight.

>> No.4440981

>>4440973
>you believe it's acceptable to hijack the work of others and break it.

Wouldn't be the first time!
Heyoooooooooooooooooo

>> No.4440987

>>4439747
No End In Sight - E2M7 has a central room that you return to several times that opens up a bit to reveal monsters, as well as tps them in, each time you return with a new key.

Pretty cool encounters since you're surrounded damn quickly, so even though you're not locked in it's a fight to even clear a way out if you want to bottleneck everything

>> No.4440996

>>4440973
>
you took a collection of other people's maps that were made for any boom-compatible engine, and fucked it up so now it's gzdoom-only through your own ignorance and stupidity. you have been made aware of this and still refuse to do anything about it. you believe it's acceptable to hijack the work of others and break it. this is nothing short of vandalism. your actions are actively harming the community, leaving no choice but for you to be removed from it. your posts should be deleted on sight.

Like I said, Don't look at me. I only touched the wad with my additional two maps in it. I didn't touch the existing maps nor the wads within them, so this is literally impossible when I never edited them.

Do your fucking research before you shitsmear, As I recall, YOU WANTED ME GONE BEFORE I EVER STARTED.

>> No.4440997

>>4436850
What would be the most fitting theme for Terry himself?

>> No.4441000

>>4440996
>I only touched the wad with my additional two maps in it.
And your maps DON'T FUCKING WORK.

>> No.4441008

>>4440938
cute, now put it in a map :)

>> No.4441009

>>4441000
>don't fucking work

>> No.4441014

>>4441000
trips for truth

>> No.4441015

>>4441000

Trips confirm.

>> No.4441017

In games like quake, is it possible to bind multiple commands like play a sound clip or say a message to a single key?

>> No.4441027

>>4441021
sure, buddy

>> No.4441030

>>4440996
>YOU WANTED ME GONE BEFORE I EVER STARTED.
so you have learned something. yes, i think i speak for everyone here when i say, we want you gone. get lost.

>> No.4441031

>>4441014
>>4441015
>Using bots
That's really sad

>> No.4441039

>>4441031
what, you didn't like your first post so had to delete it? lmao

>> No.4441040

>>4441031
several people had the same thought and posted it simultaneously. you think it's one person using a bot. your delusions are hilarious. just stop posting and leave.

>> No.4441045

>>4441021
>>4441031

Are you genuinely saying that you believe that more than one person can't be against you, that they must be bots?
Holy shit, dude.

>> No.4441047

>>4441030
Not in this lifetime. Especially when people are making shit up just to slander me.

>> No.4441054

>He thinks there can't be bots on 4chan.

>> No.4441057

beep boop.

>> No.4441060

>>4441047
attempting to load your extra maps/textures wad on top of the rest of the halloween project wads results in floods of errors unless one uses gzdoom. this is plain fact. not shit made up to slander you; but plain, easily verifiable fact.

we don't need you. we never needed you. you are a failure of a map designer and a despicable human being with all the social grace of a rotting carcass. you should be disposed of the same way. go back to your discord and cry about it, and never post here again.

>> No.4441061

>>4439779
Vela Pax is just two levels but each one is liable to take over an hour, being damn huge and having 1000+ monsters without ever reaching slaughter levels of shit.

The levels are somewhat non-linear and aren't really divided into sub-levels, so idk if that's what you're looking for, but the two maps provide about as much content as some megawads I'd say.

>> No.4441068

>>4441060
>this is plain fact.
No, It's clearly not and you're nothing more than the doombabby shitposter
gzdoom was NEVER used in the testing of the three maps in this project.
If the pre-existing maps function, then I clearly didn't fucking vandalize them, now did I?

>> No.4441071

>>4441060
would you shut up already you're just making it worse
i kind of want to fix the wad just to see what the fuss is about

>> No.4441083

>>4441068
>gzdoom was NEVER used in the testing of the three maps in this project
not him, what is the correct load order for them to be played in prboom+?

>> No.4441085

>>4441045
not only does he think everyone who is against him is one person, but that one person is doomkartguy. >>4441068 lol

>>4441071
you're defending this retard?

>> No.4441086

>>4441083
PRBoom refuses to function outside of vanilla upon this PC; so that makes two eldritch issues involved with the project. Spooky.

>> No.4441090

>>4440768
>Also, what is the Quake equivalent of TerryWADs?
http://www.quaketastic.com/files/single_player/mods/grass.zip

>> No.4441095

>>4441086
what did you test it in, and how can you know that it runs in prboom+ then?

>> No.4441101
File: 31 KB, 400x300, 1309405156001.jpg [View same] [iqdb] [saucenao] [google]
4441101

>>4441047
>>4441054
>>4441068
Ah, yes, my favorite S'arais defense tactic. Back into a wall and deny everything, and say that everyone saying anything against you is lying and a shitposter.
>you're nothing more than the doombabby shitposter
Here, let me give you a fucking unfiltered truth nuke of my own, then.
https://www.dropbox.com/s/ew0vijs5cfjvzow/S%27arais%20Meltdown.7z?dl=1

Logs and words straight from your own mouth. Your work was terrible, and then had an extreme meltdown when people pushed back against it.
You are a terrible mapper with delusions of grandeur and a martyr complex bigger than Tumblr. You are a cancer on the community that does nothing except fight and cry, then cry and fight. You will not contribute anything to the community outside of being an example of what not to do, and even then only as a demonstration of the obvious. You are a nigger of the highest caliber.

>> No.4441103

>>4441101
hey doom_txt, take note

>> No.4441107

>>4439925
>set up a connection on Hamachi
>one person hosts
>second person connects to Hamachi IP
>done

One program, no port-forwarding.

>> No.4441116

>>4441101
lol at that last sentence
"of the highest caliber"
that's great

>> No.4441117

>>4441101
>You are a nigger of the highest caliber.
Can we please not bring /pol/shit into this thread please?

>> No.4441121

>>4441095
I've stated that the closest possible is earl-y-Zdoom on my end; The maps is/are inherently built for BOOM without any zdoom-or-otherwise-specific features. I'm not responsible for a "non-functioning engine" in this shitposter's understanding of the words; so I cannot fix an issue on his client's side when his hardware possesses issues. I've already stated I have virtually zero understanding of code and never will.

If I absolutely cannot fix the issues at hand; then how do you expect me to remedy them. Vultures.

>> No.4441125

>>4441121
>The maps is/are inherently built for BOOM without any zdoom-or-otherwise-specific features.
You realize just setting GZDoombuilder to "Boom format" doesn't mean the maps will work in Boom, right?
You realize that, right?

>> No.4441130

>>4441101
>It's a faggot importing /v/ drama episode.
It's not even his DA page. Fuck off.

>> No.4441134

>>4441101
this is some good shit. i'd only seen the doomworld thread.

>> No.4441135

>>4441130
please explain what his DA page has to do with anything

>> No.4441137

>>4441117
>polshit
Used to be all the boards would say nigger now and again
IN THE GOOD OLD DAYS

>> No.4441138

>>4441125
I'm unfortunately terribly aware of this. The only thing that GZDB has for such things are the crash indicators for drawseg/visplane overflow. This is completely irrelevant when BOOM isn't even hindered by these.

It's a stalemate.

>> No.4441140

>>4441121
>so I cannot fix an issue on his client's side when his hardware possesses issues. I've already stated I have virtually zero understanding of code and never will.
>If I absolutely cannot fix the issues at hand; then how do you expect me to remedy them.
...by not adding maps that don't function in Boom to a project that is specifically Boom-targeted? You're also adding multiple maps to a project with a deadline of oct 22nd and a halloween release more than a full month after halloween. Nobody asked you to do this; you could have released these as your own project.

>> No.4441143

>>4441117
>>4441137
yeah, nigger and faggot aren't really /pol/isms but common channerisms
faggot in particular is where we get most of our phrases, newfag, oldfag, drawfag, etc

>> No.4441150

>>4441140
>You're also adding multiple maps to a project with a deadline of oct 22nd and a halloween release more than a full month after halloween. Nobody asked you to do this

And I did so because I could and it was my decision to. You don't have to thank me.
Repugnus also further stated people were free to keep adding onto it until the same time roughly next year due to the initial clusterfuck.

>> No.4441167

Furthermore
>Taking advantage of somebody with a recent death
This is supposed to be impressive in the doom community?

>> No.4441168

>>4441150
>And I did so because I could and it was my decision to. You don't have to thank me.
If they don't function in Boom, then you shouldn't add them to the project. Either sort out how to get PrBoom+ working on your machine, or post the maps separately and hope that someone else will add them to the project for you. The incorrect thing to do is to add them to the project and break it.

What exactly about PrBoom does not work for you? What kind of machine are you running?

>> No.4441175

>>4441167
oh the fucking irony

>> No.4441180

>>4441168
Does not function outside of vanilla. No wads can be loaded with this; editing of the files would be some hacky code bullshit which I've stated I don't understand at all.

The project isn't broken if it's in a separate wad file and not required for any of the other maps, you know.

Machine is higher end rig but I would need to locate the applicable statistics and resultant sticker of it's parts.

Despite it being capable of running most higher-end specs, graphics are usually tuned to nil for retro feel; furthermore steam's streaming service was shit at the time resulting in really awful visual output.

>> No.4441185

>>4441180
>editing of the files would be some hacky code bullshit which I've stated I don't understand at all.
please explain why it would entail "hacky code bullshit" in an engine and a project that barely makes use of dehacked

>> No.4441190

>>4441180
>No wads can be loaded with this
when you hit prboom.exe it should pull up a window where you can select files, no?

>> No.4441198
File: 1.24 MB, 290x189, comedygold.gif [View same] [iqdb] [saucenao] [google]
4441198

>>4441101
Hahaha, holy shit, the number of times this dude is like "calm down" to people who type like one line of disagreement

>We shouldn't be making changes to other contributors maps at this point
>CALM THE HELL DOWN
>No one's upset, dude
>BLOCKED

>> No.4441220

>>4441190
No, it doesn't.
>>4441185
because maybe an engine that doesn't work on my end isn't the issue of the person who made the engine but infact my pc, much like it's not my map, it's that person's PC?

Ridiculous. I don't even know why I'm responding to this.

>> No.4441223

>>4441220
>because maybe an engine that doesn't work on my end isn't the issue of the person who made the engine but infact my pc, much like it's not my map, it's that person's PC?
i don't even know what you're fucking saying, lmao

>> No.4441224

>>4441220
>because maybe an engine that doesn't work on my end isn't the issue of the person who made the engine but infact my pc, much like it's not my map, it's that person's PC?

What did he mean by this?

>> No.4441226

>>4440949
Depends on what you have in mind, but I'm gonna say no- QuakeC is serverside, and generally used for gameplay mods like Team Fortress or Runequake.

>>4441017
Sound clips possibly, all sounds need to be precached by the engine so you can't play sounds for things that aren't in the map. The 'play' command will play sounds (at least in quakespasm), extension not needed but you do need the filepath from the pak, excluding \sound: i.e. if I wanted to play HUH I'd use
>play player/plyrjmp8
Forward slashes for internal files, not backslashes like for Windows directories.

Saying things is just "say x" where x is the message, no quotes necessary (full quotes around a message are automatically removed but they work mid-sentence), and semicolons separate commands.
>example: play the HUH sound, say "HUH" in chat
>bind <key> "play player/plyrjmp8; say HUH"
you can also set that as an alias and bind the alias to a key, but you don't really need aliases for single-fire commands like that.

>> No.4441229

>>4441117
Shut up, nigger

>> No.4441237

>>4441226
Oh, to add on to that, apparently clientside QuakeC is possible in some form but I'm not sure if it's sourceport specific or supported in Quakeworld multiplayer, kind of fuzzy on that; this might help, along with some searching:
https://quakewiki.org/wiki/EXT_CSQC

>> No.4441269

New thread.

>>4441262
>>4441262
>>4441262

>> No.4441450

>>4440915
No, in vanilla it spreads in a horizontal line, while HND's shotgun spreads in a cluster

>> No.4441882

>>4440924
> FIREBLU
> PUMPKINGREEN

>> No.4441924 [DELETED] 

This thread went full /utg/.

>> No.4442181

>>4440243
now try and imagine how fucked it is on UV vanilla

>> No.4442456

>>4441924
What that means