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/vr/ - Retro Games


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4556754 No.4556754 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4551335

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 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/1514/09/1514094816594.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

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

== 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.4556756

=== NEWS ===

[01-31] Hunter's Moon Version 2.9.5 released
https://forum.zdoom.org/viewtopic.php?f=19&t=30942

[01-30] Anon wants people testing out his Quake 3 map
http://www.mediafire.com/file/3gktu4wb7p2h17s/thegloom.pk3

[01-30] Anon release: Pistol ammo separate from Chaingun
https://my.mixtape.moe/spstxp.wad

[01-30] Demo of Memoirs of Magic released, a fantasy total conversion
https://forum.zdoom.org/viewtopic.php?f=19&t=50250

[01-29] Anon release: Shajeshogjjth-RC2.wad
https://www.dropbox.com/s/2q5hoeea28vu6wy/Shajeshogjjth-RC2.wad?dl=0

[01-29] Colourfull Hell updated to 0.929
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1037858#p1037858

[01-27] Netronian Chaos updated to V3
https://forum.zdoom.org/viewtopic.php?p=1036981#p1036981

[01-23] Zanieon releases demo of his map, Main UAC Hangar
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

[01-22] Babel updated
https://babel-mod.neocities.org/

[01-17] Anon release: gp.wad, requires cc4tex
https://www.dropbox.com/s/jvcy01vckqejdpv/gp.wad?dl=0

[01-15] Quake Champions Doom Edition trailer + release date "02-10-18"
https://youtu.be/ccM_t9vv3Ek

[01-15] La Tailor Girl updated to 1.3
https://forum.zdoom.org/viewtopic.php?p=1036072#p1036072

[01-14] Latest version of Cyberpunk Shootdown re-uploaded
https://www.dropbox.com/s/m1837juflyi2u0e/cyberpunkshootdown-v4.2.pk3?dl=1

[01-14] Anon wants to make music for your map:
>>/vr/thread/4521250#p4522475

[01-14] Smooth Doom update
https://www.doomworld.com/vb/post/1837660

[01-13] Crispy Doom 5.1 released
https://www.doomworld.com/vb/post/1837447

[01-13] Doom LMP Uploader: encode/upload demos to youtube
https://www.doomworld.com/forum/topic/98777-doom-lmp-uploader/

[01-12] Nuclear Chunks: a new Plutonia map each Friday, by Khorus
https://www.doomworld.com/forum/topic/98752-nuclear-chunks/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4556761

>>4556616
No one will ever help me in my quest. Maybe I don't deserve to know the answer to my question.

>> No.4556768
File: 498 KB, 1024x640, Ughthathud.png [View same] [iqdb] [saucenao] [google]
4556768

PROJECT ILE version 0.12 is out! It's still undergoing major changes, so it's barely even the Vanilla+ it used to be...
>>http://www.mediafire.com/file/h4nd1j6e7voc8a5/ProjectILE_Zdoom_12.pk3
Things that still aren't done:
>The HUD, obviously. Look at that bullshit. That's some ugly bullshit. Might even scrap it entirely.
>BFG9000. It might be a lot different than vanilla, but I'm not a fan of it. Might change the color scheme of the teleport effect to be a dark red or something...
>Warmage still doesn't have an altfire for his fist, unlike the arcanist and Beguiler, which both do. He has nothing going for him except explosive resistance and an extra 50% max health.
>The Talisman (Chainsaw replacement) Is still pretty bad. While the healing is cool and all, I'm not a fan of it's mainfire.
>The Chaingun replacement (AR, for Arcane Rifle) is a bit lacklustre. It's not dealing as much damage as the rest of the weapons, so I might need to spike it up a bit.
>Drone Allies (Pic related, on the left) can't be found anywhere. I haven't made the system to randomize all powerups yet, mostly because all of my planned powerups aren't done.
>Monster tweaks. They've got Pain and Death states for both the Ice and Warp damage, but I have to make sure they're all done and there aren't any stupid mistakes.

>>4556761
Try editing the difficulty options in MAPINFO?

>> No.4556772

>>4556768
>Try editing the difficulty options in MAPINFO?

the answer to my hopes and dreams was beyond my grasp all this time, even after having the path laid out before me. My life is a failure and I have accomplished nothing.

>> No.4556774
File: 632 KB, 720x360, Super tempted.webm [View same] [iqdb] [saucenao] [google]
4556774

You have no idea how tempted I am to add this as an alternate method of throwing the grapple chain, probably by holding the Zoom key.
If I add it I'll probably limit the range a little.

>> No.4556776

>>4556772
You gotta pry open the pk3 you want to edit, find mapinfo, and under the difficulties, there's a thing called DamageFactor. Lower that from 9.0 or whatever to something easier.

>> No.4556794

>>4556506
http://www.gamers.org/pub/idgames/fullsort.gz
list by file datestamp. it does not look inside zips though. a lot of really early stuff was not in the archive to begin with and was uploaded later, especially around 2004-2006.

>> No.4556814

>>4556772
>>4556776
Not him but can confirm
Get slade and rip the pk3 open
Can't fuckin' believe I didn't think of this earlier

>> No.4556818

>>4556093
>>4556516
I installed it, what do now?
Also, how do I get the original graphics back? I don't like retextures very much.

>> No.4556824

>>4556776
>>4556814
Hey that wasn't nearly as hard as I thought it would be. Thanks guys.

>> No.4556862
File: 96 KB, 442x481, 1514472963767.jpg [View same] [iqdb] [saucenao] [google]
4556862

man I wish gifty cooked up a toggle for all the extra gore actors in smooth doom. there are times where I'm simply too scared of firing rockets in a general direction because the frame drops I get are fucking insane.

>> No.4556908

>>4556818
>options
>updates and packages
>retextures
>uninstall them

>> No.4556919
File: 68 KB, 520x316, MV5BYjRkYWI0ZmQtNWZjNS00ZmEwLTg3NmQtYWViZjZjYzgwMTQwXkEyXkFqcGdeQXVyNjU3OTI4MDU@._V1_.jpg [View same] [iqdb] [saucenao] [google]
4556919

was it really that bad?

>> No.4556947

>>4556908
Now how do I install QWTF on it?

>> No.4556970

>>4556919
oh fucking believe me it was

>> No.4556983

>>4556947
Go to a Team Fortress server and it will download the files. It'll be slow but since it's Wednesday no one is playing so it's okay

>> No.4556987

>>4556983
When do people play?

>> No.4557016

>>4556987
Weekend nights

>> No.4557024

>>4557016
Why do people only play on weekend nights?

>> No.4557032

>>4556919
Funny thing: Mirage Ent. were making games all the way back to the Atari years, and ALL of them were shit, yet somehow studio stayed afloat.
In 2003 they got renamed to CI Games and their games scores rose from 2-3/10 to 5-6/10
In 2005 they released poland-only fps "Snaiper" and made a world-wide sequel "Sniper Ghost warrior" that got ~6 scores.

IDK HOW they stayed profitable by making crapton of games that are universally accepted as shit.

I think the only not-very-terrible game they made was Lords of the Fallen.

>> No.4557047

>>4557024
Becouse they are at work, or they need to care about the kids? This ain't /v, so I suspect that average age of anon is higher.

>> No.4557060
File: 84 KB, 940x700, kGlBD3Nb.jpg [View same] [iqdb] [saucenao] [google]
4557060

>>4557047
>Becouse they are at work, or they need to care about the kids? This ain't /v, so I suspect that average age of anon is higher.


>wife and children who you love deeply
>great career with plenty of progression in a field you feel passionate about
>being able to come home and play a game that you've loved since your childhood with the same small group of friends you've been playing with for years and years every weekend
>being able to share your week experiences with your friends over QTF, just shooting the shit and generally having bants while playing a great game.
>introducing your kid to Quack and other older games as you bond over things that you yourself bonded with your father over all those years ago
>finishing up, going to sleep next to your loving wife and being thankful for everything you have

That's the dream

>> No.4557117

>>4556756
La tailor girl updated to 1.40

https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1038255#p1038255

>> No.4557136
File: 17 KB, 480x360, dtgs.jpg [View same] [iqdb] [saucenao] [google]
4557136

Hey guys,
I've been playing The Golden Souls and now face the final boss. But I haven't found the rocket launcher through the entire game for some reason...

>Does anybody know in what level you can get it?

>> No.4557141

Should I play Hunter's Moon? It looks so bloated in terms of performance and file size and I've honestly come to avoid any wad that's near or over 100 mb.

>> No.4557157

>>4557047
But what if you crosspost /v/ and /vr/?

>> No.4557169

>>4557157
Ew

>> No.4557170

>>4557047
>Becouse they are at work
or school.

>> No.4557215

>>4557136
I think level 3/4. The tropical sea level with the giant ship that's ran aground. You swim around the ship and underwater you swim into the ship.

>> No.4557274

>>4557170
>>4557060
>>4557047
> responsible adults
jokes on you

>> No.4557287

>>4557117
Filthy ammo hoarder here. I wanna ask a question:
Can you confirm whether enabling sv_unlimitedpickup would fuck up a play in the long run? (well, to begin with, it already fucks up the starting weapon's altfire in previous versions, but now that it charges even when not in use, the continuous rising numbers worry me)

>> No.4557289

I like importing sprites into Photoshop layers and that seems to make it easier for me. Does anyone do differently, for instance spreading them out in one sheet?

>> No.4557291

>>4557289
I open each one in their own tabs, the worst possible way

>> No.4557292

>>4557060

>Quack

Is this a kid friendly quake?

>> No.4557297
File: 200 KB, 800x976, 172143-nerf-arena-blast-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google]
4557297

>>4557292
That would be pic related

>> No.4557312

>>4557297
I thought that was Unreal

>> No.4557321
File: 130 KB, 500x375, goty.jpg [View same] [iqdb] [saucenao] [google]
4557321

>>4557292
Yes
>>4557312
I can think of one or two areas in Unreal that might put kids off

>> No.4557325

>>4557321
He's referring to the game being on the Unreal engine and not the UT/Quake rivalry

>> No.4557335

>>4557157
Many such cases

>> No.4557338

>>4557325
My bad

>> No.4557345

>>4556761
Try loading Custom Doom + BD. Doubt it works but it's worth a try

>> No.4557403

>>4557117
i appreciate your rapid rate of development.

>> No.4557450
File: 136 KB, 1366x1102, 1424981582265.png [View same] [iqdb] [saucenao] [google]
4557450

https://www.youtube.com/watch?v=fiLE6581YB0

Coming back to the tram station was so satisfying. Felt like a save room from one of the Resi Evil games.

>> No.4557461

>>4557450
It's really nice.

>> No.4557468
File: 2.22 MB, 512x384, wut.gif [View same] [iqdb] [saucenao] [google]
4557468

I have been playing Doom 2 through Risen3d for the past couple of days and it has been fun. Is something wrong with me?

>> No.4557469

https://www.youtube.com/watch?v=gh9b70q0ZBs
In case anyone cares

>> No.4557473

>>4557287
I have no idea cause Ive never used that flag
but if it makes pick ups infinite as I guess from its name it would definitely cause weird stuff and break balance obviously

>> No.4557489

>>4557450
>>4557461
It is in fact really terrible. half of the instruments got "eaten up".
For a really good example of what am I talking about - launch up BTSX e1 Map05 and listen to the first ~30sec
The music is magical.
Then listen to his rendition: https://www.youtube.com/watch?v=RwhYKTVIgG0
Like half of the melody isn't even there.

>> No.4557491

>>4557468
>Is something wrong with me?
not really, other than a craving for attention/approval from others

>> No.4557502

>>4557491
thanks for the (You) anon

>> No.4557506

>>4557468
Doom is inherently fun.

>>4557489
While we're on the topic of music, how can I convert a midi/mus song to mp3 with something close to fluidsynth level of quality (preferably using the library itself) and WeedsGM3 soundfont.

I really, really like that sound. Quite a few modern midi sound like actual MP3 recorded on real instruments with that setup, to the point where I actually tried to find a sound file out of a wad once, being totally sure it was not a midi at all.

>> No.4557515

I'm retarded, what is the name of the program that lets you launch doom mods from idgames:// links?

>> No.4557519

>>4557515
nevermind, it's this: http://realm667.com/index.php/en/doom-launcher

>> No.4557521
File: 28 KB, 334x264, Untitled222.jpg [View same] [iqdb] [saucenao] [google]
4557521

>>4557506
Get the midis you want. Install Coolsoft's VirtualMidiSynth. Right click -> midi file converter.
You'll have too google some encoder such as LAME to export to MP3.

>> No.4557535

>>4556756
Duke Nukem 3D World Tour Edition removed from steam due to some sort of DMCA issue.
https://twitter.com/OnBeforeGone/status/958450503066759168

>> No.4557545

>>4557535
is that your account?

>> No.4557560

>>4556756
[01-31] The Given released to /idgames with "low detail" version included
https://www.doomworld.com/vb/post/1842836

>> No.4557561

>>4557535
It seems they're doing a patch or update or something, Randy is too desperate for money to not be selling the only thing he has that people is willing to buy.

>> No.4557571

>>4557506
funny you should mention that
i just spent most of the day converting music from my entire mod folder
> open wad in slade
> convert mus to midi
> export to folder
> throw all folders into foobar2000
> convert to flac because i couldnt be assed with getting an encoder
> throw flacs into audacity
> export as mp3
474 songs
had to rename every song, skim through and remove duplicates, and the final converting is taking ages

>> No.4557671

Can anyone give me a hint on how to wield the dragonslayer in DoomRL without spoiling too much?

>> No.4557736

>>4557571
That's a way of doing it, but the anon was asking for some way to render the midi using a soundfont (that is, changing the instruments).

By the way, you could have kept the midi (or even the original mus I guess) and just played those files. They are equal to flac in terms of quality and weight even less than mp3. If foobar2000 doesn't support midi and mus out of the box, look around for a plug-in.

Unless you just want the mp3 to be able to tag, which would be a bit odd

>> No.4557779

>>4557671

You can't. It's not in.

>> No.4557782

>>4557779
I meant the game, not the mod based off of it

>> No.4557804

>>4557782

Oh, my mistake. In that case, I'm not sure how to say how to get it without spoiling too much, but I'll say you'll have to be in a situation that is both appropriate and in dire need of it.

>> No.4557830
File: 1.54 MB, 1920x1080, Screenshot_Strife_20180130_134822.png [View same] [iqdb] [saucenao] [google]
4557830

What are some of the worst ways for a space marine to die?

>> No.4557849

>>4557830
you're on 5% health and a trooper shoots at you
he misses
but detonates the barrel you forgot you were standing next to

>> No.4557873
File: 274 KB, 1366x768, Screenshot_Strife_20171227_171321.png [View same] [iqdb] [saucenao] [google]
4557873

>> No.4557875

>>4557873
10x mod?

>> No.4557880
File: 617 KB, 1366x768, Screenshot_Strife_20171227_173231.png [View same] [iqdb] [saucenao] [google]
4557880

>>4557875
yes

>> No.4557895 [SPOILER] 
File: 626 KB, 786x702, 1517434279086.png [View same] [iqdb] [saucenao] [google]
4557895

>>4557830
>What are some of the worst ways for a space marine to die?
Death by filters.

>> No.4557906

>>4557895
>I posted it again mum!

>> No.4557919

>>4557895

>Filters

Does my Doom look weird? Please be honest, anons

>> No.4557929

>>4557919
There's nothing WRONG with it.
But most people like the crispy sharp angles of the original sprites they first appeared as.
One thing I can't understand though.. is why some people shit a purple twinkie over using CRT monitors as opposed to modern ones.

>> No.4557932

>>4557468
>risen 3D

yes you're retarded

>> No.4557956

>>4557919
Filtering of any kind fucks up small details on low-res textures and sprites, because low-res art requires some of the details to be literally several pixels in size, and anything that small gets smudged to hell, so the details get blurred out.
It is not so bad on higher res resources and is not relevant for games produced past '99 where important details occupy far more than a few pixels.

>> No.4558027
File: 1.93 MB, 320x180, 1321907888898.gif [View same] [iqdb] [saucenao] [google]
4558027

https://www.youtube.com/watch?v=1t0mGsmVDJ4

>> No.4558049

>>4557929
the angles didn't look as crispy and sharp because crt's softened em up a bit

>> No.4558053

>>4557956

No one will believe me but i had no idea my game was doing this. I usually adjust resolution and WASD and that's it.

>> No.4558060

>>4558027
y'know, part of why it looks so horrible is because they have to bind the model animations to the original sprites
but it also looks horrible because the models are pretty much just straight up horrible

>> No.4558068

>>4558060
why dont they just make models animate the same as sprites, just with advantage of actual depth to them? this would be good enough imo and still feel like original game

>> No.4558078

>>4558027
Man, these old games can't handle high-resolution textures and 3D models without looking like shit since animations, code and geometry weren't made with these things in mind. The best 3D model pack for Doom off the top of my head was that chibi shit that just said 'fuck it' and made enemies pop like an arcade game.

>> No.4558095
File: 517 KB, 3178x2012, qeBPq.jpg [View same] [iqdb] [saucenao] [google]
4558095

Decap Attack for Doom wad.

>> No.4558148
File: 500 KB, 1920x1080, Screenshot_Doom_20180131_173221.png [View same] [iqdb] [saucenao] [google]
4558148

I didn't expect this. It seems that sprite shadows addon happens to try to create shadows for 3D models too.

>> No.4558172

>>4558148
are those even animated or are they just static voxels that slide around?

>> No.4558175

>>4558172
They have little movement animations. No normal death animations, though; they flash white and disappear, though a zscript option lets you have voxels explode from them after death.

>> No.4558183
File: 200 KB, 1280x851, ABYSS.jpg [View same] [iqdb] [saucenao] [google]
4558183

ok which one of you did this

>> No.4558214
File: 262 KB, 1200x675, dobu.jpg [View same] [iqdb] [saucenao] [google]
4558214

Pity this isn't a real map with actual gameplay, looks nice.

>> No.4558261

>>4557906
Take the vaseline off your eyes, anon.

>> No.4558263

>>4558214
But it is.
I was confused by the story, though.

>> No.4558270

>>4558183
what do you think the player was doing when that status bar was screenshotted?

-2 bullets fired
-already lost 54 health

guessing pistol start e4m1

>> No.4558275

>>4558270
impressive forensic analysis

>> No.4558279

>>4558078
It's not that there are 3d models that makes it look like shit, they're just shitty 3d models and animation

>> No.4558282
File: 12 KB, 480x360, m&m.jpg [View same] [iqdb] [saucenao] [google]
4558282

>>4558270
I don't know, I've never met the guy!

>> No.4558283

>>4558027
So let me get this straight. The ports that have the 3D models are:
Jdoom
Risen3D
Doomsday

>> No.4558291

>>4558279
Even if you had good 3D models and animation, though, the Doom monsters still turn on 8 angles and do so instantly. And no matter how well you animate the walk cycle, it'll still probably look awkward and seemingly not match up with how they're actually moving.

>> No.4558339

>>4556362

there is the game "nam" made in build engine

>> No.4558354

>>4558339
How is that game? I've seen it before but never looked into it, I assume it's pretty shit off a glance and never having heard of it before I started looking into a bunch of old DOS stuff.

>> No.4558360

>>4558339
>>4558354
I remember that game! It wasn't very good- I remember preferring Shadow Warrior a lot more.

>> No.4558381

>>4558291
It'll look like quake, more or less.

>> No.4558385

>>4558381
I'm surprised that no one's made Quake-style models for Doom, most low-poly models just look like garbage.

>> No.4558392

>>4558354
It's awful. Warez'd when it was released - shocking graphics, bad map design... It's not fun. As badly designed as shadow warrior levels were, they are far more acceptable than the ones in Nam. It's a hazy mess

>> No.4558406
File: 3.00 MB, 1600x1600, 1516907951278.webm [View same] [iqdb] [saucenao] [google]
4558406

wish i could make doom wads but i lack all the skills

>> No.4558409

>>4558406
Earn them. Tear them from the ether by simply trying until you succeed.

Make a map! Just do it. Download doombuilder, grab a tutorial, and begin.

>> No.4558410

>>4558406
doom wads are simple to make. make a couple of dumb rooms in doom builder. make an imp that fires baron of hell fireballs. replace the health bonus sprites with pizzas

>> No.4558421

>>4558385
I downloaded Quake Injector one day to see if I would like it, and one of the first things I saw was this 90's map that recreated the Tower of Babel complete with a 3D cyberdemon

>> No.4558430

>>4558406
"this colour changing smart light bulb is making me depressed"

>> No.4558453
File: 860 KB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
4558453

>>4558421
I need to brush up on my console commands

>> No.4558457

if quake had lots of low-health enemies like doom instead of the fewer high-health enemies it would be the better than doom and the best.

>> No.4558465

>>4558457
I'm actually glad that it's different in that way because I like how it's different from Doom, even if I ultimately love Doom way more.

>> No.4558474

>>4558457
Or if you just got the rocket launcher sooner, since it takes care of enemies (besides the shamblers) quickly enough.

>> No.4558481

>>4558453
your version of qs is outdated

>> No.4558483

>>4558457
>t. ADD child who needs to have big gun go boom made dude dead every four seconds to be entertained

>> No.4558484

>>4558481
I haven't been assed to update. Is Spiked still it's own thing or is it merged with the normal spasm?

>> No.4558494

>>4558483
duel me bitch

>> No.4558510

>>4558183
I don't get it.

>> No.4558513

>>4558406

I have no skills except writing pretty words, and I've still managed to make some Doom wads that people like.
You can do it. Nothing is stopping you, except you.

>> No.4558520

>>4558494
alright faget, what game

>> No.4558523

>>4558484
Spiked is still its own thing, I think there's a couple smaller features being backported to QS but the big stuff like weather effects is going to stay Spiked-specific.

>> No.4558526

>>4558520
quake live or reflex

>> No.4558545

>>4558520

Fusion Frenzy

>> No.4558549

>>4558520
Yu Gi Oh

>> No.4558563

>>4558520
IRL

>> No.4558601

>>4558520
Extreme Paintbrawl 2

>> No.4558602

>>4558421
Please tell me more, I need to play this.

>> No.4558609

>>4558602
Tower of Babel by Marc Fontaine, filename is simply babel
>Verificaation not required for your next post
neat

>> No.4558619
File: 120 KB, 900x658, dead_cacodemon_colored_by_natan77-d307llu.jpg [View same] [iqdb] [saucenao] [google]
4558619

>>4558457
>it's another "game would be better if you removed everything that makes it special so it becomes a clone of the thing I'm more familiar with" episode

>> No.4558639

>>4558619
if quake had lots of half-pipes instead of the stairs it would be the better than tony hawk and the best.

>> No.4558643

>>4558639
SO HUH I AM

>> No.4558653

>>4558639
The boosted jump from the slopes combined with a rocket jump would allow ranger to achieve sick airtime, and let him do cool ollies with the thunderbolt

>> No.4558654
File: 720 KB, 2000x2208, anarki in the UK.jpg [View same] [iqdb] [saucenao] [google]
4558654

>>4558643
DOING HUHVERY THING I CAN
HOLDING ON TO QUAD I CAN
PRETENDING I'M A BITTERMAN

>> No.4558662
File: 2.49 MB, 1280x720, Desktop 08.12.2017 - 03.00.08.445.DVR.webm [View same] [iqdb] [saucenao] [google]
4558662

>>4558653
>Kickflip Quake is so old it doesn't play nice with slope jumps anyway and midair spins don't exist because landing backwards causes an insta-bail

>> No.4558672

http://www.moddb.com/mods/alternative-gun-models-for-quake
Thoughts on this?

>> No.4558676
File: 1.10 MB, 1920x1080, Screenshot_Doom_20180131_214524.png [View same] [iqdb] [saucenao] [google]
4558676

>>4556754

What was your first ACS script?

>> No.4558679

>>4558619
>everything that makes it special
Few high level enemies is everything that makes Quake special? You can't be serious.

>> No.4558690
File: 2.78 MB, 1920x1200, 3[1].png [View same] [iqdb] [saucenao] [google]
4558690

>>4558672
forwhatpurpose.jpg
don't match the weapons, too high res to match the rest of the game, the nailgun(s) (?) appear to be some weird airsoft AK with a drum magazine

>> No.4558692

>>4558676
The one some guy asked me to let him put in KDIZD, no wonder it's such a piece of shit mapset lmao.

>> No.4558703

>>4558619
but I don't want quake to be doom, I want it to be quake with the thing that makes doom more fun. quake true 3D maps + movement + quad damage + nade launcher = better than doom, in my vision. if I just wanted it to be doom I'd just play doom.

>> No.4558707

>>4558679
Don't be obtuse, you know damn well what I mean.

>> No.4558708

>>4558672
the doom weapons are neat, but rapid firing the shotgun looks weird, the rocket launcher has a choppy animation, and the random fantasy weapons look like they'd fit into another game

>> No.4558734

>>4558707
you're the one being obtuse. obviously Quake is distinct from doom in far more ways than just the smaller amount of high-health enemies.
one can prefer Quake generally but prefer Doom's enemies.

>> No.4558746

>>4558676

View jerk recoil for guns. It was so fucking bad.

>> No.4558752

>>4558734
>one can prefer Quake generally but prefer Doom's enemies.
one can also enjoy eating fecal matter

>> No.4558756

>>4558676
I was new to ACS and impressed by dbzone's item spawners, so I made some of my own as well as mess with 3D floors

yes, I was impressed by the SpawnSpot command

>> No.4558758

>>4558676
A script that generates shotgun shells as long as a player is carrying a specific item

>> No.4558856

>>4558270
pistol start Plutonia Onslaught or The Death Domain nightmare

>> No.4558865

>>4558563
not retro

>> No.4558874

>>4558865
when did IRL come out again

>> No.4558886

>>4558874
I always thought it came out in 1995, coincidentally when I was born (I was a fuckin' scrub when it first came out tho), but my bro claims it came out in 94, again, coincidentally when he was born. Some say it never was officially released and that it isn't real.

also IRL patch when

>> No.4558926

>>4558510
It's a Made in Abyss reference.
Anon was an /a/ poster.

>> No.4558970
File: 62 KB, 640x360, toilet.png [View same] [iqdb] [saucenao] [google]
4558970

6 marines, 1 toilet

>> No.4558994
File: 101 KB, 640x360, action.png [View same] [iqdb] [saucenao] [google]
4558994

>> No.4559021

>>4558970
you have no idea what a fine screenshot this is.

>> No.4559026
File: 107 KB, 640x360, action2.png [View same] [iqdb] [saucenao] [google]
4559026

>>4559021

My only regret is not turning coop info off :(

>> No.4559051
File: 33 KB, 565x682, Retro.png [View same] [iqdb] [saucenao] [google]
4559051

>>4556754
>>4556754
>>4556754

I think that the following torrent should be added to each new Doom thread. It's a big collection of Retro FPS games organized by wave and has some obscure stuff. The magnet link is below and here is a pastebin of the readme - https://pastebin.com/K7L8swKu

I have been seeding this torrent for a long, long time and will continue to do so indefinitely. Let me know what you think

magnet:?xt=urn:btih:0897a0ac226def99227d3c06f360cd9764c79f31&dn=Retro+First+Person+Shooter+Compilation&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969&tr=udp%3A%2F%2Fzer0day.ch%3A1337&tr=udp%3A%2F%2Fopen.demonii.com%3A1337&tr=udp%3A%2F%2Ftracker.coppersurfer.tk%3A6969&tr=udp%3A%2F%2Fexodus.desync.com%3A6969

>> No.4559061
File: 870 KB, 1920x1080, Screenshot_Doom_20180201_005112.png [View same] [iqdb] [saucenao] [google]
4559061

So I finished my first map. Thoughts would be appreciated.
https://www.doomworld.com/forum/topic/98994-my-first-map-paydaywad/#comment-1843062

>> No.4559094

Does /vg/ still have game nights? I haven't seen one happen in a hot minute.

>> No.4559113

>>4558970
>>4558994
>>4559026
wish I could join games like these. have a fun time.

>> No.4559115

>>4559061
two issues you should look at:
- lift on right path could use a different texture so you know its a lift
- switch in warehouse that lifts door to blue key can be used only once
overall the map isnt something you shouldnt be able to make in boom compat, dont see a reason why you would need zdoom format for this

>> No.4559120
File: 93 KB, 640x360, Screenshot_Doom_20180201_191324.png [View same] [iqdb] [saucenao] [google]
4559120

>>4559061

Hey man, I'm about to eat dinner but after that I'll record a video of my first playthrough and give you some comments :)

>> No.4559213

>>4558060
>>4558078
Has anybody made low-poly PSX-like 3D models? That would probably work okay.

>> No.4559240

>>4557736
foobar lets you select a soundfont
and audacity doesn't play midis

>> No.4559243

>>4558406
just do it, nobody started good unless they already had experience elsewhere. The first things you make will suck but keep at it.

>> No.4559246

>badass protagonist with one-liners
>BUILDisms like explosives destroying walls and rooms over rooms

I just realized that the Adventures Of Square is the Chex Quest of Duke Nukem 3D.

>> No.4559249
File: 84 KB, 640x360, payday.png [View same] [iqdb] [saucenao] [google]
4559249

>>4559061

Youtube link is here - https://www.youtube.com/watch?v=tFeIOq5cqc4

My comments on the DW thread are here -

>> No.4559261

Does /vr/ like q3a?
I didn't read enough of these threads so i wonder if anyone hosts a server

>> No.4559273

>>4559113
ended up joining the server!
was the last guy to leave!
it was fun!

that teleport fucking up was really unfortunate.

>> No.4559284
File: 115 KB, 720x360, new pickup.webm [View same] [iqdb] [saucenao] [google]
4559284

I'm having to redo the weapon pickup system seeing as the current system I got implemented has a nasty issue where if you graze past the weapons, there's a chance you can pick up the weapon, but the sprite will stay, or you might pick up the sprite but not the weapon, leaving an invisible weapon there, and that's fucking awful.

I've got a new system thanks to some help from Yholl, but due to limitations, I can't make the weapon sprites blink, so instead I've added a trophy base to the weapons. A fine compromise I think.
Hopefully this system works for the subweapons too otherwise I'll be hot water again.

>> No.4559319
File: 2.86 MB, 480x240, outlander.webm [View same] [iqdb] [saucenao] [google]
4559319

wip

>> No.4559332

>>4559284
Infinite weapon swapping?

>> No.4559335

>>4559319
He's fast!

>> No.4559336

>>4559332
Yes.
Can you blame me? The deluxe copy trophies look cool as shit

>> No.4559340
File: 31 KB, 297x327, gay marine.png [View same] [iqdb] [saucenao] [google]
4559340

the colours ran in my washing machine again

>> No.4559342

>>4559284
another year long delay...

>> No.4559343
File: 408 B, 64x64, KAbilitypedestal.png [View same] [iqdb] [saucenao] [google]
4559343

>>4559336
I don't, I just wish I hadn't run out of steam with the GB Kirby thing I was doing.

>> No.4559345

>>4559342
no i'm joking i'm sure it won't be that long.

>> No.4559349

>>4559336
>>4559343 (me)
I like that you put in the blue waves, too.

>> No.4559350
File: 2 KB, 56x76, arthur style.png [View same] [iqdb] [saucenao] [google]
4559350

>>4559342
I'm already halfway done retooling the weapon pickups, and this one I'd deem 100% necessary. I can't tell you how many times I've picked up weapons without getting the sprites only to double back and try to find the now invisible shotgun, or when I pick up a chaingun and I have the weapon sprite still lingering there, that shit drives me crazy and I'm certain it'll drive others batty too. The same thing happens with subweapons too and that's extra annoying.

I'm wanting to get this out as badly as you guys, trust me.

>>4559343
>>4559349
I hope you come back to it one day. It was promising.

>> No.4559351

>>4559319
I always hated areas that are cluttered with decorations like that, collision boxes arent obvious and its a bitch to navigate when under pressure imo

>> No.4559352

>>4559319
what's with the motion blur?

>> No.4559353

>>4559340
Thanks, Doc.

>> No.4559360

>>4559351
I understand, but I do still enjoy such areas sometimes, if they're done well. It's finding a balance between having some terrain and cover to navigate, putting the player under pressure intentionally, having it aesthetically pleasing to explore and the peculiar way in which the trees can hide the imps. Basically I am trying to have enough clutter there without it getting in the players away too annoyingly, but you still have to bob and weave a bit while also using it as cover. I'm going to continue working on having interesting and varied paths to navigate which should flow well with the player being able to quickly identify the smoothest course of action.

>>4559352
blame vegas, working on improving quality of my webms

>> No.4559363

>>4559350
I pretty much fell out of modding and playing Doom in general. Depression sucks
I'm glad you're still soldiering on with GMOTA, it's really a big project.

>> No.4559368

>>4559360
I agree with you on imps, they work well with "trees" in the game, especially since they block projectiles, but I would be mad if you put there any dangerous hitscanners, aka shotgunner and higher.

>> No.4559381

why has nobody made a 90's magazine style ad for brutal doom?

>> No.4559385

>>4559381
dunno. why not ask him and find out.

>> No.4559387

>>4559363
>depression sucks
I know that feeling, all too well. Don't let it drag you down too far anon.
And me too, I mentioned this before but I was super unhappy with the direction I was taking GMOTA, hence why I've been doing such a drastic, massive overhaul, the efforts have been well worth it though.

>> No.4559391

i've gone to doom and mapping and even this board because of depression
gives me something to think about and do that isn't too taxing, occupies my mind

>> No.4559396

>>4558354
>How is that game?
Its an accurate representation of the Vietnam war from a ground infantry-man point of view.

>Ambushes out of nowhere
>Walk over a tripmine out of nowhere
>Get 1-shotted to death out of nowhere out of nowhere
>Friendly aircraft drops napalm on you out of nowhere
>gun jams out of nowhere
>have to find a hidden tunnel somewhere in the map you have no idea. When you do find it you instantly get killed out of nowhere by someone you can't see
>VC launches an RPG at you out of nowhere and you die

I liked it because I read a lot about Vietnam and I liked the realism, but its not too fun after a while, you realize you just have to grind save through each level, learn the clear paths from mines, learn where every enemy is and slowly get through. It gets old after the end of the first or second chapter

>> No.4559398
File: 2.86 MB, 960x540, outlander2.webm [View same] [iqdb] [saucenao] [google]
4559398

>>4559319
think i'll widen the entire thing up, just making movement slightly less of a worry but i want you to have to think about it a bit...
expect more dark sectors with lots of trees on uneven terrain...

>> No.4559429

>>4558926
But what about the scene in question? Is the guy with the robo-arm about to make the zon-, er, the abyss a slightly better place, using his robo-arm?

>> No.4559432
File: 948 KB, 1775x1262, bone.png [View same] [iqdb] [saucenao] [google]
4559432

>>4559429
...you should really watch it :)
let's just say it was very sad, but also good what was happening

>> No.4559439

>>4558410
>replace the health bonus sprites with pizzas

Hey, I'm that guy. I looked briefly at a SLADE tutorial but I want to get comfortable working with GZDBBF first. Right now I'm trying to figure out how to merge and join sectors, and what the actual difference is.

>> No.4559461

>>4559261
I don't think anyone here is hosting a server, but Q3A is generally pretty liked.

>> No.4559478

>>4558183
Wtf, I'm laughing and crying at the same time

>> No.4559484
File: 41 KB, 790x596, Start menu.png [View same] [iqdb] [saucenao] [google]
4559484

Gettin there

>> No.4559494

>>4559484
Nice

>> No.4559495

>But what if i were to generate Oblige levels and disguised it as my own wads?
I just wanted to make a bad joke

>> No.4559498

>>4559484
If only the Doom menu could be context sensitive based on if you're on the TITLEMAP.

>> No.4559504
File: 417 KB, 250x300, eee3.gif [View same] [iqdb] [saucenao] [google]
4559504

GZDoom works on a flash drive, right?

>> No.4559506

>>4558430
"That bitch didn't need to stomp on it"

>> No.4559512

>>4559504
Yeah. Used to play zdoom at work off a flash drive

>> No.4559515

>tfw have 7.5 gb worth of Doom related content
>going to sea tomorrow
Talk in a few months lads, I'll be dooming around the world

https://www.youtube.com/watch?v=fiLE6581YB0

>> No.4559516

>>4559495
if you make steamed hams into a good wad rendition you are excused

>> No.4559550

>>4559515
>playing a megawad out at sea
>out of the corner of your eye you see a shark fin quickly approaching your boat
>the shark leaps out of the ocean and is about to take a bite out of you till he sees what you're doing
>the shark says "ay you doin' a UV max pistol start on this?"

>> No.4559554
File: 241 KB, 1220x1756, 1431890056166.jpg [View same] [iqdb] [saucenao] [google]
4559554

>>4559550
Lel, never seen a shark at sea. More likely to me a dolphin. Those cunts are everywhere.

I'm part way through Back to Saturn X with Weapons of Saturn X at the moment but I would greatly appreciate any more great single player wad recommendations. I have a fair few but I always feel like I could get more decent content in.

>> No.4559560
File: 373 KB, 1920x1017, Screenshot_Doom_20180201_173803.png [View same] [iqdb] [saucenao] [google]
4559560

PDA email realism

>> No.4559562

>>4559495
context? what are you talking about? are you this guy?
https://www.doomworld.com/forum/topic/98978-xillers-hellcity/

>> No.4559568

>>4559562
I just wanted to make a joke about a meme

>> No.4559571

>>4557473
So it can't be helped then. Instead, could it it be done that the entire ammo system works similar to the armor system? (i.e. be at 99 armor, pick up a big bag of scraps, armor exceeds 100 but can't pick up scrap bags anymore until it hits below 100 again)
It's only because it triggers my OCD when deciding whether to pick up that that whopping 50 tesla ammo worth of a pewpew gun fresh from a fallen baldie, while your ammo pool says 399/400.

>> No.4559580
File: 60 KB, 640x960, 1517500245493.png [View same] [iqdb] [saucenao] [google]
4559580

>>4559560
hi. i have 5 sewing kits and 2 material spheres, as indicated on the hud in mainview. but switching to automap it says 1 sphere and 3 sewing kits. i guess this isn't supposed to happen.

>> No.4559581

>>4559568
still no idea what you are talking about.

>> No.4559641

>>4559484
Consider making U a bit more like U and less like V

>> No.4559653
File: 2 KB, 441x23, loudsound.png [View same] [iqdb] [saucenao] [google]
4559653

>>4559495
Well, automap, I made it, despite your instructions.

>> No.4559687
File: 1.42 MB, 1920x1080, Screenshot_Doom_20180131_214517.png [View same] [iqdb] [saucenao] [google]
4559687

>> No.4559715

Any doom wads with good vertical level design?

>> No.4559752

>>4559580
yeah they arent suppoused to be shown at all actually.
Will fix

>> No.4559767

>>4559687
>opengl
Why.

>> No.4559775

>>4559767
>stop liking what I don't like
No

>> No.4559786

>>4559767
Not him but I've been playing Doom with opengl for a while now. Are there any significant differences between software and opengl? Or is this just preference?

>> No.4559807

>>4559767
OpenGL I'm willing to make an exception for
it's filters i think look p bad

>> No.4559820

>>4559767
>unlimited colors
>no perspective distortion with freelook
>dynamic lights and .png graphics

>> No.4559832
File: 127 KB, 497x404, lil dg 1.png [View same] [iqdb] [saucenao] [google]
4559832

played lilith.pk3 last night and i really liked this one sprite so i drew it

if anyone knows of any other visually fucked wads like lilith please recommend me some

>> No.4559849

https://youtu.be/Y2GpFNLLBdA

>> No.4559859

>>4559849
I'm surprised Zion is still around. Also, is that the baron from HM?

>> No.4559864
File: 442 KB, 1272x672, FORGOTTEN DOOM.png [View same] [iqdb] [saucenao] [google]
4559864

>>4559115
>>4559249
Thanks for the feedback. I updated that link to include a fix for a few minor issues including the switch not being repeatable and the lack of teleporters in the yellow key room.

>> No.4559865
File: 114 KB, 640x384, DrinkingCoke2.jpg [View same] [iqdb] [saucenao] [google]
4559865

>>4559859
All 3 of them are from HM, i'm helping the dude to get the models for Zion.

>> No.4559895
File: 3.57 MB, 320x240, ouch_m.gif [View same] [iqdb] [saucenao] [google]
4559895

>>4559832
visually fucked, hm?

>> No.4559905

>>4559484
is that the font from the unused iwad resources dump?

>> No.4559909

>>4559687
name of map?

>> No.4559912

>>4559484
Getting an amiga vibe from this, niceu.

>> No.4559926

>>4559909
mechadon's vela pax map02
i think

>> No.4559934

>>4559895
you are under arrest for zdoom crimes
i can't tell if keksdose is your accomplice or victim

>> No.4559936
File: 189 KB, 640x960, 1517513612656.png [View same] [iqdb] [saucenao] [google]
4559936

>>4559767
>>4559775
>>4559786

>> No.4559938

>>4559926
thanks, i wondered if it was velapax. looks super weird from that angle.

>> No.4559950

>>4559934
Oh, he's just a satisfied customer.

>> No.4559971
File: 2.87 MB, 1214x720, gzdoom 2018-02-01 21-59-25-88.webm [View same] [iqdb] [saucenao] [google]
4559971

Why tear Doomguy apart when you can tear up the dance floor?

>> No.4559972

>>4559971
lol

>> No.4559978

>>4559971
[Club Doom Intensifies]

>> No.4559998

>>4559971
so cute

>> No.4560013

>>4557450
>Felt like a save room from one of the Resi Evil games

holy shit you aren't kidding. I really need to spent some time playing this wad.

>> No.4560028

>>4559767

I posted pictures with filters yesterday and I've tried to disable them. Is OpenGL bad too? I know Doom doesn't look quite as I remember it but I have no idea what settings to apply to visually tweak it. I even tried to follow the steps in an infographic about texture filtering but to no avail I guess

>> No.4560031

>>4560028
There's nothing wrong with OpenGL outside of it not running on toasters or most laptops, and the look of it, which is personal preference

>> No.4560035

>>4560028
opengl is fine; it's not THE WAY DOOM WAS MEANT TO BE, but it's the only way you're going to be looking up and down without getting crazy visual distortion (the poly software renderer isn't exactly perfect), it runs better if you have an actual graphics card, and there's a fair few zdoom mods which require opengl

>> No.4560052

>>4559391
play through scythe 2 with high noon drifter idk

>> No.4560053

>>4560028
opengl isn't like filters, where it's a matter of personal taste. opengl is a matter of whether you want software rendering or hardware rendering.
as >>4560035 mentioned it's not the way the original doom was designed, but the ability to freelook without limits and render on hardware is a godsend for most

>> No.4560056
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google]
4560056

>>4557450
>mfw holding off replaying BTSX 1+2 until 3 is out

>> No.4560081
File: 1.29 MB, 1280x1440, looking good looking shit.png [View same] [iqdb] [saucenao] [google]
4560081

>>4560028
Doom still looks crisp and beautiful in OpenGL, in fact, OpenGL has the advantage of providing less distortion then the software render, as you can have unlimited colors, full freelook without stretching your perspective, and higher resolutions (compared to the original .exe).

I prefer OpenGL myself.
Hardware filters like bilinear (pic not related, it doesn't look this bad= I don't think looks good at all for a game like Doom, given it's low resolution, but detailed graphics.

>> No.4560093

>>4560056
what a shame there aren't thousands of other mapsets available while you wait.

>> No.4560102

>>4560081

Is the top picture with all filters disabled? Do you need to specify mipmap only?

>> No.4560112
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4560112

>>4560093
And I play plenty of them while I wait, just not BTSX at the moment. No need to be quite so snide.

>> No.4560151

>>4560102
You can turn it off if you want.

>> No.4560159

>>4560112
sorry

>> No.4560191
File: 6 KB, 406x324, 1510928767402.jpg [View same] [iqdb] [saucenao] [google]
4560191

I love the filters. I even got ReShade and used more filters

>> No.4560281

>>4560191

You absolute madman.

>> No.4560301
File: 89 KB, 536x746, 20180201_152422.jpg [View same] [iqdb] [saucenao] [google]
4560301

What am i in for

>> No.4560310

>>4560301
Some cool stories and feels. And some melancholic ones.

>> No.4560316

>>4560191
I love the McDonald's. I even got a job and got more McDonald's

>> No.4560325

I love the shitposts. I even quit my job and made more shitposts

>> No.4560346

>>4559895
how much dxm did you take to get this effect

>> No.4560354

>>4560301
a timeless tale of two bros
their childhood, road to fame, trials and tribulations, fallout out and eventual aftermath
it's really just a great and interesting story

most agree it's a p good book even if they don't into doom, it's a story that doesn't really happen anymore, if it ever has again. The two Johns are interesting dudes to read about.

>> No.4560372

https://twitter.com/joel_vinesauce/status/959211312818675713

it returns.

>> No.4560392
File: 142 KB, 640x823, Rise_of_the_Triad_-_DOS_-_USA.jpg [View same] [iqdb] [saucenao] [google]
4560392

So I'm really interested in Rise Of The Triad lately, I'm wondering if there's any decent sourceports, what I'd be looking for is:

>joystick and mouse support at the same time
>being able to run in 800x640
>freelook (optional)
>if it's an OpenGL port, to be able to turn off any potential bilinear or trilinear filtering

I'd probably also like to play the remake, but after I play the original game.

>> No.4560396
File: 309 KB, 1920x1054, ss_46a7e00325c8e3b8cea2cfecc414a4b777827d8e.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
4560396

Is Aseprite good for making sprites for doom? Or are the palettes different when converting them in Slade.

>> No.4560397

>>4560392
WinRott and WinRottGL should have you covered, though I personally just play it through DOSBox.

>> No.4560398 [DELETED] 
File: 90 KB, 750x757, kayq5qpln8jy.jpg [View same] [iqdb] [saucenao] [google]
4560398

>>4560372

>> No.4560413
File: 36 KB, 270x629, woow.png [View same] [iqdb] [saucenao] [google]
4560413

this layout is pretty junk

>> No.4560438

>>4560372
does anything good come out of this or just shit and shit maps and shit memes and shit commentary?

>> No.4560445

>>4560438
There were some pretty cool maps last year. Some babby's first wads, dated joke wads, and DUDE LOOK HOW MANY GZDOOM EFFECTS I CAN USE wads though.
>shit commentary
Rude!

>> No.4560447

>>4558734
>reading comprehension
Silly. The comment was a general attack at complaints about different quirks in Quake and how making it like Doom would fix them. That's the whole point of the "it's another episode" thing.

>> No.4560450

>>4560438
Some great stuff came out of the first one like Dead Air.

>> No.4560452

>>4560445
nono Joel I meant IS the commentary shitty or listenable/entertaining enough? they're not insufferable right?

>>4560450
oh that was from that? sweet

>> No.4560453

>>4560438
you'll just have to watch all 36 hours worth of 1-3 map submissions each to know yourself :)

https://www.youtube.com/playlist?list=PLqzOxSvyzFYIpqvI0cnuPRU6dgobd3zLN

>> No.4560456

>>4559550
>shark
This isn't Duke Nukem 3D!

>> No.4560461

>>4560453
fuck no idea there was this much, Jesus
crazy they inspired so much new content

>> No.4560464

>>4560453
He is being WAY too kind to these garbage first time maps lol

>> No.4560469

>>4560464
stop hating on people's first times and go map

>> No.4560472

>>4560464
He calls shitty first-time maps "cute".

>> No.4560476

>>4560469
im not and i am, im just commenting on how he has a FUCKLOAD of maps to get through and he's taking all this time to give empty praise to these maps which have so much wrong they don't deserve a response, they just need to go back and hit the tutorials.
like, he's gonna be blown away when he comes across anything that someone has actually put effort into, it is charming how kind he is because i dont need to watch someone mercilessly shit all over newbie maps either

>> No.4560479

>>4560396
1. As far as I can tell, it's not good at all for Doom, for what it seems that it uses a 1-pixel pencil.
2. You would need to export the project to png first to even import it to a WAD/ZIP.

>> No.4560483

>>4560453
Aww he even tells all the casuals watching to prioritize hitscanners ("soldiers with the guns")

>> No.4560487
File: 138 KB, 444x300, VFWaBbb.gif [View same] [iqdb] [saucenao] [google]
4560487

*blocks your path*

>> No.4560495

>>4560452
Joel is alright if you don't always take him seriously, I don't, and I enjoy his ranting and peculiarities just fine.

>> No.4560498

>>4560476
>these maps which have so much wrong they don't deserve a response
every map deserves a response

>> No.4560510

>>4560396
I've used it to make sprites for GMOTA, combined_arms and space hunter, though mainly for animation purposes. I did use it for some pickups and stuff too.

>>4560479
You can alter the pen size and shape

>> No.4560515

>>4560498
You're a good person.

>> No.4560518

What are some good tutorials for Doom spriting?

>> No.4560521

>>4560498
every thread deserves a reply

>> No.4560535

>>4560515
i'm a bad person who's still never released a full map of my own, but i believe in helping other people be good people to make up for my own shortcomings

>>4560521
every good boy deserves fudge

>> No.4560542

>>4560535
A ll
C ows
E at
G rass

>> No.4560546
File: 20 KB, 570x479, 1472134990297.jpg [View same] [iqdb] [saucenao] [google]
4560546

Please help me /vr/
I found my old copy of Quake 1 that I haven't touched in ages in storage and decided to try to install it on my old windows 98 shitbox, but whenever I go to install the game it says it's going to install the shareware copy
it's the version 1.01 retail copy with the "IDSTUFF" folder with all of id's other games in .mj3 format
I put the disc in my current computer and tested out the steam version and sure enough it plays the music properly
am I retarded and/or doing something wrong

>> No.4560550
File: 436 KB, 449x642, 1494135858115.png [View same] [iqdb] [saucenao] [google]
4560550

>>4560510
Then I guess it's alright.

>> No.4560561

>>4560546
you would probably have better luck just burning a copy of the quake 1.06 \id1 folder and whatever exe you want to disc and then copying the whole thing over on the win98 machine

>> No.4560567
File: 101 KB, 576x744, GIBBLS.png [View same] [iqdb] [saucenao] [google]
4560567

WHERE ARE MY GODDAMN ZIPPYSHARE LINKS YOU BASTARD

>> No.4560660

Can anyone figure out why this keeps crashing on weapon deselect?
>>https://forum.zdoom.org/viewtopic.php?f=43&t=50317
I tried messaging the author but got no response

>> No.4560670

>>4558148
What HUD is this? Fullscreen with the classic status bar sounds perfect.

>> No.4560674

>>4560495
Not quite Doom-related but still retro-related, but Joel's reaction to Cobra Mission was amusing.

Speaking of which, I should ask about Cobra Mission on the PC-98 thread.

>> No.4560687
File: 29 KB, 500x313, fuck you.jpg [View same] [iqdb] [saucenao] [google]
4560687

What is the hardest enemy/encounter that you've beaten/survived within doom and it's millions of mods?

>> No.4560692

>>4560687
Quint boss in mm8bdm. Quite ironic.

>> No.4560704

>>4560687
Probably one of those black/white assholes from Colorful Hell.

>> No.4560707

>>4560687
legendary cybie from complex doom.

>> No.4560715

>>4560660
Which weapons specifically cause the crash?

>> No.4560732

Any good tips/strats for DoomRL? Keep dying to the cyberdemon.

>> No.4560735

>>4560732
Duh. Shoot it until it dies.

>> No.4560737

>>4560735
but what should i do when it shoots back?

>> No.4560743
File: 237 KB, 1280x960, 1475371115336.jpg [View same] [iqdb] [saucenao] [google]
4560743

1. Are there any cyberpunk themed wads out there?
2. What are some good medieval aesthetic wads to play GMOTA with?

>> No.4560752
File: 2.84 MB, 1280x720, ITS TIME TO DICK ASS.webm [View same] [iqdb] [saucenao] [google]
4560752

>>4560660
Don't worry about >>4560715, found the problem and I think I fixed it.
https://mega.nz/#!6tECQDAa!jRPsLC4YlSSDnwFzgFheZ6S8-7JpYYR_hUntC6OfnFU
Christ am I glad I never needed to use A_GunFlash hackery.

>> No.4560753

>map uses new palette
>blues become cyan
end this meme

>> No.4560761

>>4560743
looked at cyberpunk showdown in op?

>> No.4560794

>>4560752
Thanks my man

>> No.4560795
File: 387 KB, 598x369, 555 come on now.png [View same] [iqdb] [saucenao] [google]
4560795

>he hasn't UV pistol-started Sunlust with autoaim off, fast monsters, and no mouse

>> No.4560796

>>4560794
No prob, I playtested it a bit after posting and got no crashes with any weapon. If you wanna enable some of the other shit (no idea if it has resources for the other guns) you'll want to make the DC: state have Goto LightDone at the end, and the Deselect state have Loop at the end.

If that isn't clear just look at what I did to the weapon files vs the original, it's a pretty simple edit.

>> No.4560797

anyone wanna stop by and do a run of episode 1 with me on Doomseeker I'm so lonely

>> No.4560805

I really like brutal doom but there isnt enough blood on the walls and shit when i kill enemies
I wanna get it to look like blood explosion like the drawings of an angsty teenager that listens to linkin park

>> No.4560809

>>4560805
look up "doom ketchup".

>> No.4560810

>>4560732
Move sideways, shoot after it shoots

>> No.4560823

>>4560797
my internet doesn't seem to be interrupting my connection every minute, so I'll go through it with ya

>> No.4560828

>>4560823
I quit the game already
joined another server though! I should be the only guy in there
little advice, my ping may be high but hey it's doom 1

>> No.4560867

>>4560687

Quint in Mega Man 8-Bit Deathmatch.
Mega Man 8-Bit Deathmatch in general has some fucking amazing bosses.

>> No.4560896

come on patricianvidya
I know you're here

>> No.4561013

>>4560828
oi, you see the vp servers?

>> No.4561172

good shit

>> No.4561175

Fucking lich god

>> No.4561197

>>4561175
archvile jumps are for wusses. I got a little somethin called the tornado

>> No.4561201

>>4560896
>>4561172
>>4561175
???

>> No.4561237
File: 1.04 MB, 720x360, subweapon timers.webm [View same] [iqdb] [saucenao] [google]
4561237

So because I can't make subweapon pickups blink out of existence anymore due to current limitations I've had to get clever with showing how much time you have left to grab the subweapon.
I think this will work.

>> No.4561240

>>4561237
why are swords with burning wax blades lifting up an axe like a hot air balloon

>> No.4561241

>>4561240
Because they're sword candles.

>> No.4561247

>>4561241
weird

>> No.4561263

>>4561237
Why can't you make them blink out of existence?

Just give them SHITTONS of A_Renderstyle to make them flicker, and make the flickering last longer/go more translucent as time passes before they vanish

>> No.4561269

>>4561263
Does that even work with Zandronum? The reason why I can't make them blink anymore is the last time I tried making the visual part of the pickup jump to different states, it'd work fine offline on GZdoom and Zandronum, but going online with it would make it super fast.

>> No.4561275
File: 11 KB, 968x288, Shitty programmer art example.png [View same] [iqdb] [saucenao] [google]
4561275

>>4561269
For zandro, you might need to use A_SetTranslucent instead. Or instead of the candles, maybe make the subweapon's sprite slowly turn into a mere outline as time begins to wear out. Mostly because the candle thing seems kind of obnoxious, really, and rather difficult to see if it's going to vanish soon at a glance.

>> No.4561284

>>4561275
I can't do anything to the actual axe sprite. Unfortunately. As I said before, last time I tried doing anything directly to the pickup graphics everything spazzed out on me.

So it's either a visual graphic below the subweapon, or nothing.

>> No.4561285

>>4560805
theres an option to increase it to "japanese cartoon"

>> No.4561318

> brutal doom
>Newest version
>Spiderdemon at the end of Episode 4 got replaced with the Mother Demon from Doom 64
>Who is also hard as fuck
>the Icon of Sin is a full on monster now that spams haha fuck you mega fireballs
This is actually kinda neat.

>> No.4561324

>>4561318
Is the mother demon a reasonable and enjoyable fight or is it an absolute clusterfuck?

>> No.4561331

>>4561324
Can't really say
I messed with the difficulty settings so it's at 200% damage with aggressive monsters
There's the big pillar in the arena that helps out quite a bit, I'm just glad it doesn't show up anywhere else, at least not from what I've seen.

>> No.4561372

>>4560687
Immoral Conduct cyberdemons in Bloodstain would usually be hard.

>> No.4561374

>>4560743
Mutiny is a bit cyberpunkish

>> No.4561378

>>4561284
... Honestly, I have absolutely no idea why you're having the problems you are, and I've exhausted all of my suggestions. Other than fucking with transparency options, I'm not sure. Sorry.

>> No.4561419

>>4556756
[02-02] Vinesauce Joel's second Doom contest has begun, ends on February 28th
https://contest.vargskelethor.me/

>> No.4561438

>>4561419
Also here's the announcement video:
https://www.youtube.com/watch?v=_UlFPCsdiPk

>> No.4561458

>>4561438
I might do it. I've only ever made like three maps before (One for the abandoned 4chan boards project, two for different DUMPs). But what's to stop me!?

>> No.4561470
File: 20 KB, 198x314, 1472074943631.png [View same] [iqdb] [saucenao] [google]
4561470

Would it be considered bad form to nab a custom sky from another wad even if I credit the texture author?

>> No.4561489

>>4561470
recurring sky textures (or textures in general for that matter) in wads by different authors isn't anything new

>> No.4561520
File: 9 KB, 500x369, 1517522153481.jpg [View same] [iqdb] [saucenao] [google]
4561520

>>4558027
>Cyberdemon shoots missiles out his dick

>> No.4561525

>>4561520
as it should be

>> No.4561564

>>4561458
Do it. Would be nice to see maps other than shitty "joke"/meme ones made by unfunny 12 year olds.

>> No.4561567

>>4558027
i do kinda like the quake2 esque damage skins when monsters get to low health

>> No.4561570

>>4561564
Those were the vast minority out of the 189 submissions in the last contest though. There were like, 8.

>> No.4561573

>>4561419
>>4561438
>1 month build time
>shortest month of the year
>it's essentially just about 3 weeks
>"I know it's a bit of a speedmap thing..."

He just wants to limit the amount of submissions, doesn't he.

>> No.4561582

>>4561573
psst.

in the previous contest he only gave 10 days.

>> No.4561584

>>4561573
>>it's essentially just about 3 weeks
What are you talking about?

>> No.4561586

what's the point?
some cunt with like 5 cacowards already will win it.
no point in entering if you've no chance to win.

>> No.4561591

>>4561586
rayziiksenpai won cacowards?

>> No.4561594

>>4561584
Seems like it is more about 4 weeks, sorry.

>>4561586
My problem is more that there is no way of knowing whether a wad was specifically made for this contest or has been unannounced WIP for months.

>> No.4561595

>>4561586
The previous contest winner didn't win any cacowards.

>> No.4561619

>>4561586
Why not do it just for the fun of it and not worry so much on the winning part?

>> No.4561647

>>4561586
not with that attitude

>> No.4561678

what are some wads with moai statues in them?

>> No.4561679
File: 126 KB, 640x824, Rise_of_the_Triad_-_DOS_-_UK.jpg [View same] [iqdb] [saucenao] [google]
4561679

>>4560397
WinRottGL seems like the ticket, though I can't find any info on if it can use a gamepad.

>> No.4561680

>>4561679
To my knowledge, those are the only source ports available for RoTT, you could always download it and see for yourself if it does have gamepad support.

>> No.4561691
File: 189 KB, 1630x2048, you'll never defeat me doomguy, i have infinite power! mwahaha!.jpg [View same] [iqdb] [saucenao] [google]
4561691

>>4560567
Pic reminds me of this

>> No.4561754

>>4561520
You're only noticing that now?

>> No.4561775
File: 96 KB, 661x716, 1516821952743.png [View same] [iqdb] [saucenao] [google]
4561775

Someone post the /vr/ fps edit of this. I haven't seen it in a minute.

>> No.4561796
File: 1.73 MB, 1920x1080, 1513513828521.png [View same] [iqdb] [saucenao] [google]
4561796

I like playing with bilinear. I'm from emugen so seeing pixel shimmer due to nearest-neighbor triggers me.

>> No.4561797
File: 30 KB, 661x716, gq5UTe9 (1).png [View same] [iqdb] [saucenao] [google]
4561797

>>4561775

>> No.4561802

>>4561797
Ah yes Overwatch, my favourite retro shooter.

>> No.4561804

>>4561796
It looks so blurry.

>> No.4561806
File: 289 KB, 661x716, 1516118154487.png [View same] [iqdb] [saucenao] [google]
4561806

>>4561797
>>4561775
Unrelated but this is the best one I've ever seen

>> No.4561813

>>4560735
>protip

>> No.4561814

>>4561796
What map?

>> No.4561815

>>4561796
This looks atrocious.

t. also from /emugen/

>> No.4561817

>>4561814
No Rest for the Living map2

>> No.4561819

>>4561796
I want to puke.

>> No.4561821

>>4561817
The heck? dunno why I didn't recognise it.

>> No.4561826

>>4561796
Doomguy needs to consider some bifocals.

>> No.4561834

>>4561796
want to say "go back there" but also don't want to be an asshole... so conflicted

>> No.4561842
File: 168 KB, 640x480, 1517599055805.png [View same] [iqdb] [saucenao] [google]
4561842

>>4561821
how about now

>> No.4561847
File: 33 KB, 426x364, 1515934803910.png [View same] [iqdb] [saucenao] [google]
4561847

Wow, apparently GZDBBF has a mechanism for automatically creating doors from sectors. Not tried it yet, just read about it in the Help pages. Wonder what other nifty tricks this program has.

>> No.4561849

>>4561842
delete this

>> No.4561854

Anyone know where to download some weapon sprites?

other than realm667

>> No.4561864

>>4561680
Tried it, I had some fun, but it didn't detect my gamepad.
The freelook is also extremely wonky, sometimes it'll just lock at slightly above or slightly below the middle plane of the screen, it seems to be affected by whether enemies are present or not (I turned auto-aim off).

It's definitely not like Doom, or Wolfenstein 3D, so it's very neat and novel like that.

>> No.4561865

>>4561797
It's /arena/ edit, not /vr/, my fellow HUHH poster

>> No.4561873

>>4561849
it was only a joke

>> No.4561875

>>4561797
Not what I was looking for but thanks.

>> No.4561876
File: 10 KB, 128x108, 4.png [View same] [iqdb] [saucenao] [google]
4561876

>>4561797
>Called a Vore
>No Vore

>> No.4561892
File: 583 KB, 1179x2678, THE VR DOOM GENERAL IN GENERAL.png [View same] [iqdb] [saucenao] [google]
4561892

>>4561775

>> No.4561910

>>4561892
Gets better every time I see it.

>> No.4561919

>>4561892
>BackToSaturn E2 when?
Hopefully never.

>> No.4561929

>>4561919
i on the other hand look forward to its release

>> No.4561930

>>4557016
>>4557047
I don't see any servers with more than 4 players, am I just looking in the wrong places?

>> No.4561936

>>4561876
go commission some

>>4561892
the /v/ part always looks like it was drawn by an angry grade schooler making revenge comics about his bullies

>> No.4561982

>>4561586
you're a fucking moron

A: the previous winner has no cacos to his name
B: the competition isn't the main focus, the main focus is creating something
C: like seriously holy shit
D: why the fuck would "meh someone else will win" be any legitimate reason to convince you to not make something
E: unless you're that much of a spineless faggot who can only make things if you get pats on the back and accolades for getting out of bed this morning

>> No.4562013
File: 5 KB, 329x301, doomatized.png [View same] [iqdb] [saucenao] [google]
4562013

>mfw hearing the Metadoom door squish sound for the first time

>> No.4562046

>>4562013
>Quad damage even affects the dog guns

>> No.4562048

>>4561982
>A: the previous winner has no cacos to his name
so? he was still a "professional" well-known in the community already. and the second-place wad went to a multi award winner. don't split hairs. some no-
name isn't going to win and you know it.
>B: the competition isn't the main focus, the main focus is creating something
then create something and just post it. entering it into an e-celeb "contest" is an obvious cry for attention.
>C: like seriously holy shit
piss. shit is crazy. it's so hot in here.
>D: why the fuck would "meh someone else will win" be any legitimate reason to convince you to not make something
"not enter the contest". not "not make something at all". learn to read.
>E: unless you're that much of a spineless faggot who can only make things if you get pats on the back and accolades for getting out of bed this morning
that's exactly my point. why enter a contest you're not going to win other than for attention? see response to B.

>> No.4562065

>>4561834
well you just did say the former so you must not be that conflicted

>> No.4562086

>>4562048
>so? he was still a "professional" well-known in the community already.
Where? I tried searching him and all I got was a twitch channel with 51 followers. Also it still contradicts your claim of "some guy with cacowards will win it".
>then create something and just post it. entering it into an e-celeb "contest" is an obvious cry for attention.
What's wrong with wanting your wad seen by dozens of thousands of people in a popular stream as well played and commentated by someone?

>> No.4562091
File: 326 KB, 1920x1080, zandoclassic.png [View same] [iqdb] [saucenao] [google]
4562091

Anyone got a collection of wads that are just status bar replacements?

>> No.4562137

I figured it out guys
So I said Brutal Doom didnt have enough blood last night >>4560805
and it hit me, I was using the latest release of the mod
I downloaded v20b and sure enough it has the right amount of gore/blood, it still has more than v21 even when v21 is maxed out on blood and wall decals and blood splatters still looks prettt thin compared to v20b

I mean v21 is a lot better so far but I hope Sargeant fixes this

>> No.4562152

>>4562048
Get your nihilist views out of here, Anon. If some stupid contest bothers you so much then stop thinking about it; it's clearly not for you.

>> No.4562187

>>4562091
best i can do is a thread
https://www.doomworld.com/forum/topic/98100-best-status-bar/

>> No.4562197

>>4562048
>so? he was still a "professional" well-known in the community already.
tell me who he is, then. if he's a professional, surely you know a lot about him.

i'm waiting.

c'mon, anon.

surely if he's a professional there's a lot about him.

>then create something and just post it.
cool, so you agree to entering in the contest, glad to know you're not just a
>entering it into an e-celeb "contest" is an obvious cry for attention.
oh
nevermind, still a colossal faggot
stop whining like a bitch and make something

>> No.4562250

>>4562197
>tell me who he is, then. if he's a professional, surely you know a lot about him.
all i know about him is that he is a talented mapper who has been around doomworld for years and has made many contributions to slaughterfest wads. clearly you don't play slaughter wads else you'd have heard of him.

>>then create something and just post it.
>cool, so you agree to entering in the contest,
where did you get "enter it into the contest" from? i said post it. here or on whatever other forum, just like everybody else. again you demonstrate your inability to read.

anyway i'm done talking to someone so rude, insulting, and aggressive. consider therapy for your anger issues. bye.

>> No.4562253
File: 522 KB, 939x720, jon.png [View same] [iqdb] [saucenao] [google]
4562253

>when you press the button and backpedal instantly so the lift goes down without you

>but just as you celebrate your rare sprout of intelligence there's a giant enemy ambush waiting and they're all piled up and realize you shouldn't have done that

>> No.4562258

>>4562250
>anyway i'm done talking to someone so rude, insulting, and aggressive. consider therapy for your anger issues. bye.
lol

>> No.4562264

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

>> No.4562274 [DELETED] 

>>4562250
Lol go take a nap sarias

>> No.4562281
File: 1.64 MB, 616x466, 1517279389912.gif [View same] [iqdb] [saucenao] [google]
4562281

Are there any mods that add cosmetic, useless companions? 'tis lonely down in hell.

>> No.4562285 [DELETED] 

>>4562274
Not my post.

>> No.4562287

>>4562048
>then create something and just post it
This is itself an obvious cry for attention. If you weren't so desperately in need of validation, you wouldn't make anything at all. How sad are you that you feel the need to create, just to be seen as a special snowflake?

>> No.4562289

>>4562250
>here or on whatever other forum, just like everybody else.
so what's the difference between posting on zdoom forum and posting on vinesauce forum.
hmmm.
i guess one somehow magically makes it attention whoring

>consider therapy for your anger issues. bye.
l m a o ok bye

>> No.4562294
File: 1.87 MB, 474x262, tumblr_nplaqkmfC41r7sijxo1_500.gif [View same] [iqdb] [saucenao] [google]
4562294

I'm seriously enjoying the fuck out of Rise Of The Triad, it's a little bit like Wolfenstein 3D given the 90 degree walls and pushwalls, but it's even more arcadey, even more violent, and far crazier.

The powerups and traps really does a lot to set it apart and make it more novel than Wolfenstein 3D (which isn't to say I don't love that too).

>> No.4562301
File: 71 KB, 640x360, WARHOUSE.png [View same] [iqdb] [saucenao] [google]
4562301

Anyone else love playing extremely old WADs? I'm a huge fan desu, they're just so fun even if "technically" the WADs can be pretty shit.

I'm looking for any suggestions for super early WADs. I'm currently going through http://www.gamers.org/pub/idgames/fullsort.gz thanks to >>4556794

>> No.4562304

>>4562301

This is WARHOUSE btw - https://www.doomworld.com/idgames/levels/doom/v-z/warhouse

>> No.4562313
File: 76 KB, 640x400, Helper_dogs.png [View same] [iqdb] [saucenao] [google]
4562313

>>4562281

MBF dogs but they aren't fully useless I suppose.

>> No.4562326
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google]
4562326

>>4562253
>when you +back immediately so the lift goes up without you and there's a secret underneath
>but it's literally labeled "obligatory under-lift secret" and only gives you a rotten health

>> No.4562330
File: 131 KB, 640x960, 1517618229808.png [View same] [iqdb] [saucenao] [google]
4562330

>>4562313
agreed, they are far from useless, they can easily chew cyberdemons to death. their small size means the monster can't hit them except by splash damage. otherwise it fires harmlessly over their heads.

>> No.4562334

>>4562250
>all i know about him is that he is a talented mapper who has been around doomworld for years and has made many contributions to slaughterfest wads.
I looked him up and cannot find anything about this, just a twitch channel and results related to the vinesauce doom contest.

>> No.4562336

>>4562301
yes i also have a predilection for the oldest wads. try uacpen.wad

>> No.4562345

>>4562326
>>but it's literally labeled "obligatory under-lift secret"
i want to see this. labelled how? a texture? or written in linedefs?

>> No.4562359

>>4561892
I never saw this as an edit of that other comic.

>> No.4562381

>>4562250

This is at least level 5 hipster.
Don't contribute to contests! The best artists are underground! You would've heard of THIS artist if you followed THIS sect.

>> No.4562382

Best HQ wads?

>> No.4562390

>>4562382
HQ as in "high quality"?

>> No.4562394

>>4562382

There's a couple HQ maps in Jumpmaze that I've found pretty fun.

>> No.4562397
File: 339 KB, 1010x712, optic_fist_by_matsu_sensei-d3b6mo7.png [View same] [iqdb] [saucenao] [google]
4562397

>>4561419
I'm planning to make a sequel to my 300minvr punching map. Maybe I'll submit it for this.

>> No.4562403

>>4562345
Quake lets you set custom messages for every trigger, so you can change the 'You found a secret area!' message to whatever you want. Map makers use this a lot for things like labeling secrets as easy/medium/hard or hinting the player towards secrets-within-a-secret.

>> No.4562410

>>4562403
>secrets-within-a-secret
I can already see joke maps using this to go way too far.

>> No.4562419
File: 70 KB, 1600x900, baseq3.png [View same] [iqdb] [saucenao] [google]
4562419

I'm trying to install quake 3, but it's being difficult. Here's the console log, if it helps.
ioq3 1.36 win_mingw-x86 Apr 12 2009
----- FS_Startup -----
Current search path:
C:\Users\brenn\AppData\Roaming\Quake3/baseq3
C:\Program Files (x86)\Quake 3/baseq3

----------------------
0 files in pk3 files


pak0.pk3 is missing. Please copy it
from your legitimate Q3 CDROM.


Point Release files are missing. Please
re-install the 1.32 point release.


Also check that your Q3 executable is in
the correct place and that every file
in the baseq3 directory is present and readable.

Image related.

>> No.4562420

>>4562390
No, HQ maps are basically sandbox maps to mess around in.

>> No.4562421

>>4562419
Nevermind, I'm an idiot.

>> No.4562456
File: 156 KB, 563x371, 1478961052493.jpg [View same] [iqdb] [saucenao] [google]
4562456

>>4562253
>>4562326
>when a monster opens a door but you immediately close it again in his face

>> No.4562458

>>4561847
shift+d? yeah it's been in for ages :)
(nothing niftier than that)

>> No.4562461

>>4562410
One of the last Xmas Jam maps had a whole rooftop area as a secret that had like two more secrets within it, but it was literally ten feet from the map exit so unfortunately there wasn't much reason to go ledge-hopping to begin with. Other than that of course there's massive stuff like ad-Sepulcher where you're not sure where the map ends and the secrets begin because there's FIFTY OF THEM. there aren't enough quake maps made for joke maps to be a regular occurence

>> No.4562468
File: 100 KB, 640x360, sick texture.png [View same] [iqdb] [saucenao] [google]
4562468

>>4562336

Sweet, thanks man, I'll give it a go. I might go through and find all the oldest, classic wads and release them into a single WAD for nostalgic goodness.

P.S I love this texture, it's so fucking ruthless

>> No.4562469
File: 2.13 MB, 1903x1067, muddy.png [View same] [iqdb] [saucenao] [google]
4562469

Anyone have any tips for posting software renderer videos on youtube without having the compression make it look like dogshit? I uploaded this video - https://www.youtube.com/watch?v=XP33ubnrPps - and it looks so fucking muddy.

I'm using software at 640x360 - is the only fix to use a higher resolution? I'd rather be able to record at a lower res and have it look clean like it does ingame rather than play on low res, record an lmp then record at higher res.

>> No.4562473
File: 66 KB, 640x360, impblast.png [View same] [iqdb] [saucenao] [google]
4562473

>>4562469

For reference ingame it look looks something like this - much crisper.

>> No.4562554

Just finished my first non-official doom playthrough with UTnT, was really awesome and I'm looking for more. Suggestions?

>> No.4562579
File: 55 KB, 882x1289, 1476733604900.png [View same] [iqdb] [saucenao] [google]
4562579

>mfw my AV+HND+CH playthrough comes to a screeching halt because of an invincible green cyberdemon
Have you ever had a playthrough ruined by a bug, /doom/?

>> No.4562629

>>4562579
It's not a bug you can cheat your way out of?

>> No.4562652
File: 2.55 MB, 1543x6892, v8.jpg [View same] [iqdb] [saucenao] [google]
4562652

>>4562554

>> No.4562662

plutonia has a better texture set than doom2 right?

>> No.4562670

>>4562662
that's subjective.

>> No.4562673

>>4562670
so is whether hitler was a bad guy or not but people still have an opinion on it

>> No.4562675
File: 75 KB, 640x360, UACPEN.png [View same] [iqdb] [saucenao] [google]
4562675

>>4562336
https://www.doomworld.com/idgames/levels/doom/s-u/uacpen

UACPEN is sweet, anyone else got super early WAD recommendations?

>> No.4562684
File: 117 KB, 640x360, STONES.png [View same] [iqdb] [saucenao] [google]
4562684

>>4562675

STONES.WAD is another very, very early WAD to check out - https://www.doomworld.com/idgames/levels/doom/s-u/stones

>> No.4562685
File: 116 KB, 640x360, STONES2.png [View same] [iqdb] [saucenao] [google]
4562685

>>4562684

Snazzy

>> No.4562687
File: 93 KB, 640x360, UPLIFTING.png [View same] [iqdb] [saucenao] [google]
4562687

>>4562675
>>4562684
>>4562685

Now this is what I call an early WAD

https://www.doomworld.com/idgames/levels/doom/s-u/upliftng

>> No.4562691 [SPOILER] 
File: 115 KB, 640x360, 1517638673625.png [View same] [iqdb] [saucenao] [google]
4562691

>> No.4562692
File: 110 KB, 640x360, UPLIFTING2.png [View same] [iqdb] [saucenao] [google]
4562692

Mmmmmmmm

>> No.4562693

>>4562579
>AV+HND+CH
Plz gib sauce
I know Alien Vendetta
I'm currently checking out Project Brutality and Complex Doom for them randomized monsters

>> No.4562702

>>4562693
HND = high noon drifter
CH = colorful hell

>> No.4562726

>>4562702
Noice, thanks

>> No.4562740
File: 8 KB, 203x326, 8ch.png [View same] [iqdb] [saucenao] [google]
4562740

>> No.4562776

>>4562740
This server seems for edgy people.

>> No.4562781

>>4562776
>Columbine filled with Hitler's
You don't say

>> No.4562802

>>4562673
yeah he undeniably did nothing wrong
anyways plutonia's textures really aren't inherently better than doom 2's, they're just different. and you can just add the textures from final doom to your wad so people dont have to switch iwads when playing it

>> No.4562804

>>4562692
sourceport and settings?

>> No.4562813
File: 55 KB, 640x360, software.png [View same] [iqdb] [saucenao] [google]
4562813

>>4562804

Zandronum, software renderer with res at 640x360, no mlook and autoaim maxed

I like playing online and I love the feel of classic Doom

>> No.4562823

>>4562776
right up the alley for some Doomseeker regulars.

>> No.4562838
File: 317 KB, 458x750, 453345640.png [View same] [iqdb] [saucenao] [google]
4562838

For the sake of DOOMGUY!

Someone tell me the music-wad, please!

https://www.youtube.com/watch?v=sluyVcS4oAQ

>> No.4562960
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4562960

S C R E E N S H O T
~ S A T U R D A Y ~

>> No.4562984

>>4562960
> screenho
> t
> ~saturday
> ~
formatting

>> No.4562985

>>4562984
OH FUCK NOW IT CHANGED WHEN IT GOT A REPLY
you win this time

>> No.4562990

>>4562985
sometimes, the last post breaks in formatting but gets fixed after another post.

>> No.4563035
File: 213 KB, 779x573, woop glowybullets.png [View same] [iqdb] [saucenao] [google]
4563035

>>4562960
Stiiiiiill just fucking with things. Not sure I like the TFOG for enchanted bullets, even if their trails were centered properly.

>> No.4563065
File: 209 KB, 1920x1017, Screenshot_Doom_20180203_161145.png [View same] [iqdb] [saucenao] [google]
4563065

>>4562960

>> No.4563082
File: 92 KB, 1132x677, Holy shit this is getting closer to getting done.png [View same] [iqdb] [saucenao] [google]
4563082

>>4562960
[heavy breathing]

>> No.4563087
File: 78 KB, 815x721, oh god.png [View same] [iqdb] [saucenao] [google]
4563087

>>4563082
[HEAVIER BREATHING]
THE FONT LOOKS SO GOOD.

>> No.4563104

>>4562410
Blake Stone did that a lot, actually.

>> No.4563134

weird that metadoom's trites have one specific cvar option, despite being rare enough to barely show up at times

>> No.4563158

>>4563087
yah that looks good

>> No.4563172

>>4563065
i was kind of hoping you could make the use key switch outfits, removing the need for a dedicated strip button, which, i must admit, i have pressed by accident more than once

>> No.4563176

>>4562838
>no movebob or weapon sway, but also using strafe tilt
What the fuck

>> No.4563252

>>4558453
What quake mod is that?

>> No.4563278

>>4562838
Couldn't find it. Look for Sign of Evil or for Doom metal "remixes". It could be in moddb's addons for BD, but they don't have previews so it's difficult to tell.

>> No.4563279
File: 687 KB, 1920x1080, Screenshot_Doom_20180204_024928.png [View same] [iqdb] [saucenao] [google]
4563279

>>4562960
wip map

>> No.4563281

>>4563279
Looks good. Are you the anon that posted that webm showing an area packed with trees and monsters?

>> No.4563289

>>4563281
that could have been me but I don't remember... think it might be someone else, thanks

>> No.4563290

>>4562382
If you can stomach the furry and anime shit the amount of stuff crammed into Shadow Mavericks is ridiculous.

>> No.4563294

>>4562776
Imagine 4chan but it has to constantly bring up how much it hates 4chan even though it's almost exactly the same.

>> No.4563296 [DELETED] 

>>4563294
>Imagine Reddit but it has to constantly bring up how much it hates Reddit even though it's almost exactly the same.

>> No.4563305
File: 217 KB, 713x639, wip02.png [View same] [iqdb] [saucenao] [google]
4563305

>>4562960

>> No.4563308

>>4563305
noice

>> No.4563315
File: 2.66 MB, 640x400, evilforest.webm [View same] [iqdb] [saucenao] [google]
4563315

>>4563279

>> No.4563324
File: 2.17 MB, 640x400, babelhard.webm [View same] [iqdb] [saucenao] [google]
4563324

>>4563315
babel a bit tough with a more open air map

>> No.4563330

>>4563176
viewbob and weapon sway are tied to the same thing and they don't sync up
and i hate viewbob
it just goes smoothly up and down, makes me seasick

>> No.4563346

>>4563082
Where'd you get the portrait?

>> No.4563359
File: 230 KB, 1360x768, Screenshot_Doom_20180203_152345.png [View same] [iqdb] [saucenao] [google]
4563359

Finally decided to try my hand at making wads and I'm having problems with the simplest of things, I'm afraid I'm going to ask a lot of things here so I'm sorry in advace.
How do I avoid a HOM in the sky and overall not making the skybox visible?

>> No.4563360
File: 584 KB, 1280x720, Screenshot_Doom_20180203_112547.png [View same] [iqdb] [saucenao] [google]
4563360

>>4562960

wip unmaker redesign

>> No.4563361

>>4563346
damnit he said who it was a few days ago and i already forgot. i'm certain it's a placeholder though.

>> No.4563362

>>4563359
HOM happens when you're missing textures somewhere.

>> No.4563363

>>4563362
Guess I should change my question to "how do I make a believeable outdoor area"

>> No.4563369

>>4563360
is that like a third eye?

>> No.4563371
File: 69 KB, 640x480, 1517682712666.png [View same] [iqdb] [saucenao] [google]
4563371

>>4563363
if you want to do stuff like this, the basic idea is the upper texture on a two-sided line "above" a sky ceiling will not be drawn, so you can vary the height of walls around the edge of your outside area.

>> No.4563374
File: 91 KB, 640x480, 1517682922917.png [View same] [iqdb] [saucenao] [google]
4563374

>>4563363
>>4563371
for illustration, here is what would happen if the game didn't omit such upper textures.

>> No.4563375

>>4563359
fuckin embrace those dope hom bro
leave em in and sell me some dmt

>> No.4563378

>>4563359
Are you using the F_SKY flat on the ceiling?

>> No.4563380
File: 260 KB, 1003x483, vvcap 2018-02-03-15-42-10.png [View same] [iqdb] [saucenao] [google]
4563380

>>4563371
>>4563374
I think I'm trying too many ambitious ideas with zero knowledge of map build and it's frustrating.
Here for instance I'm trying to make a little hill with a bunch of sectors. Keyword is "trying".

>>4563378
Actually there's no ceiling set there. I got too distracted trying make said hill when I got the feeling "I don't want this part to look too flat"

>> No.4563385

>>4563380
Try downloading GZDoom Builder.

>> No.4563406
File: 270 KB, 1360x768, Screenshot_Doom_20180203_160049.png [View same] [iqdb] [saucenao] [google]
4563406

>>4563385
Just downloaded it. Somehow it made making my hill easier and also fixed the sky.
Maybe this is the builder for me.

>> No.4563407

>>4563406
For that F_SKY wall, just make it untextured.

>> No.4563417

>Setting up Blood again after 3 years
>Slowly memories of tinkering and programming in DOS all those years ago comes flooding back

I mean, I'd much prefer the source code, but this is half the fun of getting it working on Windows 10.

>> No.4563418
File: 45 KB, 640x480, SmallUglyHillThatLooksABitLikeAController.png [View same] [iqdb] [saucenao] [google]
4563418

>>4563380
>Here for instance I'm trying to make a little hill with a bunch of sectors. Keyword is "trying".
that should be trivial. are the lines two-sided?

take a look at this wad, it might help
http://s000.tinyupload.com/?file_id=08501474711761907271

>> No.4563421

>>4563407
please don't teach newbs bad habits that only work in gzdoom

>> No.4563423

>>4563421
Well, you make this post, but you don't explain what a better alternative would be, nor do you explain why it's a bad habit.

>> No.4563424
File: 107 KB, 583x419, vvcap 2018-02-03-16-09-31.png [View same] [iqdb] [saucenao] [google]
4563424

>>4563421
That just made a HOM but since I'm making my starting point a forest I just lowered the ceiling to the default 128 and gave it a gray vine texture. The idea is to give the illusion of an endless forest leading to a temple (I'm making a map based on the song Dance of Death about a guy who ended up in this weird clan of demons)

>> No.4563427

>>4563423
>you don't explain what a better alternative would be
i did earlier, see >>4563371
>nor do you explain why it's a bad habit.
it only works in gzdoom, duh

>> No.4563434

I just recently learned a cool factoid about Brutal Doom that, I believe, encapsulates everything wrong with that mod.
I always wondered why shotgun in BD feels more powerful and I learned why - Mark in a move he calls a 'fix' changed the number of bullet pellets it shoots from 7 to 10, so it increases total damage.
The rationale? Super Shotgun has two barrels and has 20 pellets, so its 'more realistic' this way!

I'm serious. This, in itself - being more concerned with 'realism' or 'lore' over fun gameplay, and in process removing interesting weapon choice dilemma that Super Shotgun is more efficient way to use ammo DPS-wise than Shotgun, but it can be overkill on particularly weak enemies like zombies - that, to me, is Brutal Doom in a nutshell.

Oh, and Shotgun can be better than SS because if you aim down sights pellet spread is lowered meaning more pellets will hit the target (SS in BD doesn't have ADS), further increasing damage, and aiming down sights also speeds up reload because Mark is bad at coding, meaning that raw DPS of vanilla shotgun in ADS almost matches SS. I love Brutal Doom, it's so bad.

>> No.4563447

>>4563380
>Actually there's no ceiling set there.
Please use the F_SKY flat on the ceiling.

>> No.4563450

>>4563447
F_SKY1, specifically.

>> No.4563454
File: 231 KB, 1360x768, Screenshot_Doom_20180203_162516.png [View same] [iqdb] [saucenao] [google]
4563454

>>4563450
>>4563447
I did, I'm now figuring out how to do the entrance of the temple at least for today.

>> No.4563471

>>4563406
the basics are really simple to get down, and learn the hotkeys!
it's gets harder and more interesting when you start using different linedef actions to actually do shit.
i know it sucks sitting though em but sometimes you just need to sit down and watch some tutorials, you might realise you're missing out on some useful basic functionality

>> No.4563490

>>4563454
Oh sorry missed the post, you should look at >>4563371 and >>4563374 for an idea of how to stop that HOM effect.

>> No.4563491

>>4563406
>>4563454
Have to agree, read some tutorials.

>> No.4563494

>>4563434
I never liked that picking up the SSG immediately made shells more valuable myself, so I don't I see a problem with matching their per-shell damage

giving them similar DPS though

>> No.4563497

>>4562838
Is this it?
http://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-4

>> No.4563501

>>4563434
>>4563494
hmm does that mean brutals ssg is not an upgrade? or does it still have some advantage?

>> No.4563502

>>4563501
It can fire two barrels at a time.

>> No.4563506

>>4563502
and that's faster than firing the shotgun twice? so higher damage rate overall?

>> No.4563509

>>4563506
20 pellets instantly vs 10 instantly and 10 more after however long it takes to pump the regular shotgun.
It doesn't sound like much of an upgrade.

>> No.4563534

How would you guys feel about a 24-hour map building contest with a $24 prize?

>> No.4563537
File: 69 KB, 640x360, Samsara.png [View same] [iqdb] [saucenao] [google]
4563537

Anyone know the best setup for Samsara for Zand 3.0?

I'm running SchMonsterMixer.pk3 and samsara-v0.31-beta.pk3

Are there better monster mixers out there? I also remember a pk3 that added /way/ more classes with the likes of Caleb, Blake Stone etc

>> No.4563541
File: 127 KB, 1024x1024, 1479882462570.jpg [View same] [iqdb] [saucenao] [google]
4563541

>>4563434
>Aiming down sights lowers pellet spread
Mark never ceases to amaze

>> No.4563548

>>4563541
It sorta makes sense. Shouldering the weapon will allow you to fire it more accurately.

>> No.4563559

>>4563548
yes but it shouldn't choke all the fucking pellets together

>> No.4563563

>>4563548
Yeah, it makes sense, but because Doom shotgun has unrealistically large spread, it mostly means that you always want to ADS with a shotgun even in close range and running. The problem is trying to add realism to an inherently unrealistic game.

This could've been remedied (by an actually skilled designer) by e.g. making shotgun fire 10 inaccurate pellets from the hip with the giant large spread, but when aiming down sights, it'd fire 7 super pin-point accurate pellets at the exact spot you're aiming at.

So this way, the player would only want to use ADS when at a distance for better accuracy, and instead, hip fire when up close for bigger potential damage.

Oh, and SS is also even less useful because Rocket Launcher and Chaingun have been seriously buffed (because Chaingun now works as a real minigun and as an upgrade to the rifle, and RL is made more useful) while SS wasn't. So this way Super Shotgun feels pretty underwhelming compared to other late game weapons, especially since you have other powerful close range weapons like Mancubus Flame Cannon.

If he really wanted to go all the way, why not replace Super Shotgun with a tacticool automatic shotgun? Autoshotty would be actually useful in late game.

>> No.4563565

>>4563548
that's only true for recoil.
shotguns don't work like that anon.

>> No.4563571

>>4563559
it makes sense as a gameism as opposed to a realism - but puts it at odds with the aforementioned change to number of pellets, which >>4563434 asserted was done for realism. now that inherent contradiction - that's what doesn't make sense.

>> No.4563573

>>4563434
Apparently, you didn't get the hidden memo: Brutal SSG does a hidden additional damage when you fire it point-blank on a poor sap; I say "hidden" because I presume this damage triggers the insta-gib for weakened enough enemies shot by this weapon

>> No.4563575

>>4563573
oh, there's the other advantage i was asking about earlier. >>4563501

>> No.4563578

>>4563534
Go on...?
Name the time and place.

>> No.4563585
File: 11 KB, 610x531, lesgo.jpg [View same] [iqdb] [saucenao] [google]
4563585

>>4563534

>> No.4563586

>>4563571
it's contradicting because most brutal fans argue ADS isn't a gameplay feature but merely a stylistic thing
then this comes along

>> No.4563594

>>4563586
>most brutal fans argue ADS isn't a gameplay feature
really? it clearly is. assault rifle turns into a sniper rifle.

>> No.4563605

>>4560151
For best results (crisp with no shimmer on distant textures) - nearest with mipmap linear and anisotropic to 16

>> No.4563610

>>4563578
>>4563585
How does next weekend (Saturday, 8 A.M. est to Sunday, 8 A.M. est) sound?

The theme is maps in 1500 x 1500 size.

>> No.4563639

>>4563360
the middle part looks like a dick

>> No.4563648
File: 106 KB, 980x735, IMG_4162.jpg [View same] [iqdb] [saucenao] [google]
4563648

>>4563610
sweet I'll be there for one (with a newbie map)

>>4563610
>>4556756
get this added to the op?

>> No.4563657

>>4563610
what's stopping me from starting right now

>> No.4563662

>>4563657
Integrity.

>> No.4563664

>>4563657
How's this? When it hits Saturday, 8 A.M. est I'll give an additional theme to the map that people can't possibly take a guess at and start early.

>> No.4563669
File: 10 KB, 631x801, dont.jpg [View same] [iqdb] [saucenao] [google]
4563669

>>4563657

>>4563664
smart idea

>> No.4563671

>>4563662
good point! i won't start now.
>>4563664
please don't. themes are bad.

>> No.4563672

>>4563671
nah they give some meaning and point to doing it

>> No.4563673

>>4563671
Don't worry, it won't be "this entire map has to have exactly 50 crates" or some gay shit like that. Just a minor detail that's unexpected.

>> No.4563674

>>4563541
>>4563548
>>4563565
I think Borderlands 1 was the only game that did this thing right and Shotgun Spread was separate from Recoil Spread.
For instance, if you have an accurate shotgun with shit stock your first shot would be accurate, with tight grouping, but if you hold the trigger, recoil would throw your aim off and next shot would go off-center, but still in the same tight grouping. Hold it some more and next shots would go different places, while still maintaining same tight pellet grouping.

Every other FPS/TPS got retarded and recoil spread affects pellet grouping. Please correct me if I'm wrong - I'd like to know more games that do things like this right.

>> No.4563681

>>4563672
i used to think like you. then i saw doomworld speedmapping event after event ruined by terrible theme choices. well, that and organizers who throw tantrums over the slightest thing.

>> No.4563684

>>4563673
i will trust you. however, if i win, donate the money to charity.

>> No.4563686

>>4563684
Yeah, alright. Just remind me when you post your entry.

>> No.4563697

>>4563673
What's stopping me starting now and then adding in this minor detail next week

>> No.4563698

>>4563681
i understand, well, there will always be time for a themeless one whenever people feel like it next

>> No.4563701

>>4563697
Yo momma.

>> No.4563703

>>4563697
the best mapper will win given any amount of time

>> No.4563705

>>4563698
the best theme was "here is an oblige map, make something cool out of it" which gave us great wads like freak4
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/freak4

>> No.4563706

>>4563705
(although that was the russians, not doomworld)

>> No.4563708

>>4563701
also please pre-emptively ban sarais from entering

>> No.4563719

>>4563705
cool recc thanks

>> No.4563734
File: 324 KB, 1920x1017, Screenshot_Doom_20180204_002850.png [View same] [iqdb] [saucenao] [google]
4563734

>>4562960
want some sugah

>> No.4563740

>>4563719
the one with the meat cleaver is a must-see

>> No.4563750

>>4561419
>>4561438
I'd like to participate in this, but I feel a bit worried because I only map more traditional stuff in vanilla and boom, and the vid is mostly showing maps that vomit ZDoom features all over the place.

>> No.4563757

>>4563750
make something anyway, you nerd

>> No.4563764

>>4563369

its some sort of power orb that provides energy

>>4563639

perfect

>> No.4563771
File: 106 KB, 578x582, 1481166202432.png [View same] [iqdb] [saucenao] [google]
4563771

Yikes, building an Icon of Sin structure was more complicated than I thought.

>> No.4563790

>>4563509
Well I mean, you can still stunlock Archvile's and other heavy hitters with it right?

>> No.4563791

>>4562313
Don't all the ports that use the dogs use an inferior version of them? The wiki article makes it seem like they're fucking amazing, but whenever I try to shoehorn them in it seems as if they're just stupidly strong retard pinkies that kill enemies sometimes.

>> No.4563794

>>4563360
I dunno, I still really like Doom 64's Unmaker design, I always thought the organic/technological mix was a great fit.

>> No.4563815

>>4563750
well in the video he basically said using custom assets or fancy sourceport features doesnt automatically equal quality and hes more concerned with fun gameplay so i wouldnt worry about it

>> No.4563847

>>4563750
look at the original one

>> No.4564002
File: 1.05 MB, 500x241, tumblr_npk8l9mGV21r7sijxo1_500.gif [View same] [iqdb] [saucenao] [google]
4564002

I really appreciate how each episode of Rise Of The Triad throws something new at you.

>E2, armored fatasses with GPMGs throwing deadly grenades at you, not rarely doing enough damage to OHK you
>E3, fucking robots, normal ones can only be hurt by explosive (or magical) ordnance, with the exception of the towering pillar of rape, which you can't harm whatsoever and which you can only evade
>E4, monks, takes a lot of bullets, frequently throws explosive projectiles

The bosses are all kind of neat too.

>> No.4564012
File: 318 KB, 800x640, doom2_unloved03.jpg [View same] [iqdb] [saucenao] [google]
4564012

If you haven't played Unloved do it now

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

>> No.4564039

>>4564002
What I really liked with ROTT is that the shareware release of the game was it's own episode of levels and not just the first episode from the registered release.

>> No.4564048
File: 1.06 MB, 2200x1485, gamePackaging.png [View same] [iqdb] [saucenao] [google]
4564048

>>4562960
makin packaging stuff for rekkr, for my own enjoyment.
now I just need to find a place that prints low-frill low-quantity packaging for a reasonable price.

>> No.4564050

>>4564048
>rekkr

I'm a bit behind, is there a demo for this, has it been released? What's the deal? The screenshots there look awesome!

>> No.4564056
File: 337 KB, 1456x910, rekkd.png [View same] [iqdb] [saucenao] [google]
4564056

>>4564048

>> No.4564059

>>4564012
Its shit.

>> No.4564063
File: 11 KB, 252x264, smileToHideThePain.png [View same] [iqdb] [saucenao] [google]
4564063

>>4564050
There's no demo. It's just going to be a one and done sort of thing.
>>4564056
>this will be the high point of your artistic career

>> No.4564075
File: 744 KB, 245x300, 1517682411144.gif [View same] [iqdb] [saucenao] [google]
4564075

>>4563734
MUH

>> No.4564104

>>4564048
Aren't you using 100% custom graphics though? Technically you could actually sell this, you'd have to pre-configure a sourceport to play it though.

>> No.4564110
File: 330 KB, 512x512, TEMP.png [View same] [iqdb] [saucenao] [google]
4564110

>>4564104
Yeah. 100% custom everything. The only slight exception is a few textures I took from a high(ish)res Thief pack I was working on some time ago. I just about repainted all of Bafford's manor, so I used some of those textures. I shrunk them back down, so they look pretty much like the vanilla Thief textures. (pic related)

The general idea was to make the textures higher res, but hand painted to better match the mission briefing art, and not look like 100% shit like the high res mod that's out there now. But I got a new job halfway through that sapped my energy and I shelved it.

But I digress. It wouldn't really feel right charging someone for a vanilla doom wad.

>> No.4564121

>>4564110
Open up a donation page or something, let people pay if they want.

>> No.4564125

Well, i've finished my playthrough of Doom 2 with Complex Doom

>> No.4564126

>>4564110
Action Doom 2 was sold in a box anon. It doesn't have to be just the wad either: as I said, you could pre-configure a sourceport and pack it with the wad. You could also pack some extra goodies in with the disk: unused content, bonus levels, printed level maps, etc. etc.

>> No.4564138

>>4564110
Both Steam and GOG could use more games like this, so please consider putting it out there.

>> No.4564146

Too large to actually post but here's a handy comparison of GZDoom mipmapping modes


Image - https://i.imgur.com/ogQaNnW.jpg

Gallery used to make image: https://imgur.com/a/H7uNE

>> No.4564152

>>4564146
the jpeg artifacting really makes the differences stand out

>> No.4564153

>>4564138
I don't think a steam or gog release would be a good idea. A limited physical release is a better idea. It's more personal, it's fucking cool to have new games in those classic big-boxes, and it provides purchasers with more than just the game.

>> No.4564157
File: 149 KB, 320x240, 320px-Harmony_title[1].png [View same] [iqdb] [saucenao] [google]
4564157

Thoughts on this?

>> No.4564171

>>4564146
>>4564152
FFS.
Imgur keeps lower res images as PNG, but uses JPeg for anything higher res.
here's a link to PNG version of the combo.
Individual images in that gallery are still PNG

https://www.dropbox.com/s/asmu542u3uw4qm0/DoomMipmaps.png?dl=0

>> No.4564193
File: 38 KB, 640x480, =-0.jpg [View same] [iqdb] [saucenao] [google]
4564193

>>4564157
>mfw Harmony did the Tide Pod meme before it was cool

>> No.4564206

>>4564157

It's okay. Not really good or bad.

>> No.4564228
File: 3.47 MB, 1690x2376, DoomFiltersthird.png [View same] [iqdb] [saucenao] [google]
4564228

Same shit for filters.
Image reduced with probable loss of detail for posting though.
Full res: https://www.dropbox.com/s/ja867mghp1buig4/DoomFilters.png?dl=0
Gallery: https://imgur.com/a/efRgR

>> No.4564251

>>4561919
More like E3

>> No.4564304
File: 214 KB, 942x653, bandicam 2018-02-03 18-19-32-558.jpg [View same] [iqdb] [saucenao] [google]
4564304

>>4562960
I always wanted to make a starter level but ended up making something bigger instead

>> No.4564326 [SPOILER] 
File: 124 KB, 820x511, 1517711197730.png [View same] [iqdb] [saucenao] [google]
4564326

>> No.4564331
File: 2.81 MB, 462x322, tumblr_osl9tfMKcN1r7sijxo1_500.gif [View same] [iqdb] [saucenao] [google]
4564331

>>4564039
Oooh? I have to check that out. Do you know where I can swipe that?

>> No.4564340

>>4564012
Wish it didn't devolve into slaughter.

>> No.4564360

>>4564331
Still available over on 3D Realms' site, can be used with the WinROTT launcher as well of course
http://legacy.3drealms.com/rott/

>> No.4564361

>>4563324
I'd like to try it out, seems like it turns into a chaotic bullet hell with babel, which is the best type of doom map

>> No.4564419

>>4564002
NME is probably one of the better boss fights in retro FPS. I know that's not really saying much since it's a bit of a weak point for the genre, but it's a damn good fight.

>> No.4564441

>>4563324
>Projectiles for bullet based weaponry instead of hitscan
No thanks

Enemy changes seem nice though

>> No.4564448

>>4564441
>implying I'm that insane
It's hitscan with tracers, but the enemies get projectiles. In fact I actually prefer it with the tracers off/invisible enemy bullets, but I keep them in so that people who like them can use them. Also not the guy you replied to.

>> No.4564485

>>4563346
>>4563361
It is indeed placeholder. It's from knights of the round.
I am going to need an art friend for this

>> No.4564534

>>4564448
Oh it's hitscan? That's fine then

Projectiles for guns is why I can't enjoy WW-Nazis for anything but the enemies

>> No.4564547
File: 2.80 MB, 960x540, Tracer Types.webm [View same] [iqdb] [saucenao] [google]
4564547

>>4564534
Yeah I'm with you there, projectile bullets really don't work well on player guns. If you make them fast enough to not feel like shit and small enough to not clip walls accidentally you might as well just use hitscan anyway.

>> No.4564562
File: 4 KB, 63x87, BlazAv.png [View same] [iqdb] [saucenao] [google]
4564562

>>4564485
just kinda fucking about atm. this may or may not go anywhere

>> No.4564567

>>4564547
Questions: are tracers completely independent from bullets? If a hitscan kills an enemy, will tracer go through that enemy, or will it go through that enemy into the next/wall ?

What I'm asking this for: To date absolutely no mod has made a proper rendition of Unreals ASMD Shockrifle. Rifle itself fires a hitscan, but it also launches a fast tracer effect that travels to the point of impact and disappears. Mods either make a fast projectile that is not hitscan, or a hitscan+tracer that goes through point of impact. Considering relatively high damage of ASMD the occurence of "ghost tracers" is high in these cases.

I really want someone competent with coding do a proper rendition of ASMD or make a weapon that acts exactly like it.

>> No.4564576

>>4564567
>are tracers completely independent from bullets?
Sort of? I'm pretty sure the auto-generated ones on the automatic weapons use some engine-level black magic to stop at exactly the right spot, but it's possible that the shotgun ones (which are made through a custom function I wrote to fix a problem with the tracer code when dealing with multiple hitscans at once) may pass through, though from the player's viewing angle it would be incredibly hard to tell.
>To date absolutely no mod has made a proper rendition of Unreals ASMD Shockrifle.
I'm going to say that I could probably recreate that effect with some puff+lerp magic but I don't really have any intent to add it to Babel. If you want to try though, do it like this
>shoot a shitscan with a puff that has +PUFFONACTORS
>use a ThinkerIterator to grab the puff and store the pointer as part of the firing action
>lerp between the player's position (+ player height/2) and the puff's position with the desired detail, spawning sprites as part of the "beam"
Actually writing it out kinda makes me want to try it.

>> No.4564579

>>4564567
>Mods either make a fast projectile that is not hitscan, or a hitscan+tracer that goes through point of impact. Considering relatively high damage of ASMD the occurence of "ghost tracers" is high in these cases.

so you want dakka's tracers
they go from the shooter (offsetting the start point based off aim) to the location of the puff, no further, no shorter. unfortunately it acts weird when going through line/sector portals, but those aren't exactly common, so no big deal.

>> No.4564585

>>4564326
why do the two Os in options not have transparency

>> No.4564592

>>4564576
>auto-generated ones on the automatic weapons
Is that a regular GZDoom function or does it require some coding in? Where can I see them?

>>4564579
Dakka tracers are instant. ASMD effect is a projectile that travels with a finite speed.

Maybe it is possible to DAKKA trace code and create a projectile that would store a point of impact, and would terminate upon reaching said point or somewhere near it. But thats way above my level of expertise.
If said projectile works by termination on reaching the spot, it would also be possible to deal with 2 problems the DAKKA traces present - extreme performance toll on high distances, and portal wonkiness, since projectile will fly through them as normal actor.

Another idea - create an invisible actor-puff that can only be removed by a tracer projectile hitting it, and allows anything else to come through it undetected. Both projectile and puff terminate on impact with each other, and only each other. IDK how to do this without causeing any side effects or editing monsters and their projectiles as well, which should be avoided

>> No.4564594

>>4564562
What the fuck. That's awesome.

>> No.4564597

>>4564562
Holy shit this almost dead on for the portrait resolution too. Who are you? Can you do one for my take on the Doom Slayer with the night sentinel helmet?

>> No.4564598

>>4564592
A_FireBullets supports tracers as an argument, and if you look in the source you can see how it works. Basically it gets the puff position and fires a projectile at it.

>> No.4564606

>>4564592
>ASMD effect is a projectile that travels with a finite speed
Ah shit, to replicate that is a bit more annoying actually, but you could make a projectile that's directed at a puff position and has code in it's Tick() overload to destroy itself if it passes that position. Here I was 95% done a neato beam code snippet and you go and remind me I'm doing it wrong :^|

>> No.4564616
File: 6 KB, 189x261, BlazAv.png [View same] [iqdb] [saucenao] [google]
4564616

>>4564597
hang on damnit, i'm not even done with this one yet

>> No.4564623

>>4564547
Man that feels chunky and I don't even have sounds to judge it.

That is some real nice visuals

>> No.4564626

>>4564606
That would actually work rather well, all things considered. by your description. However it is too beyond my ability since my ability is nil();

>> No.4564636
File: 567 KB, 1920x1080, Screenshot_Hexen_20180124_182200.png [View same] [iqdb] [saucenao] [google]
4564636

>>4564592
>Dakka tracers are instant. ASMD effect is a projectile that travels with a finite speed.
no they aren't. the bullet tracers travel at 512 units/tic, and the BFG beam (which uses very similar code) moves at 128 units/tic. it already handles this.

>Maybe it is possible to DAKKA trace code and create a projectile that would store a point of impact, and would terminate upon reaching said point or somewhere near it. But thats way above my level of expertise.
I can't do that and keep zandronum compatibility. A_FireBullets lacks the missile parameter on zandronum, and I can't even work around that with ACS bullshit because there's also no FBF_NOAUTOAIM flag.

there's only three things I know: the location of the firer, the location of the end puff, and the angle of the shot - NOT the pitch. there's no way for me to figure out the pitch, since, y'know, portals. so I can't just spawn a projectile at the firer and face it the right way, not while still using hitscans. the only case where I could be guaranteed to be right - if the shot's not going through portals - is also a case which isn't a problem to begin with!

and I already tried faking hitscans with FastProjectiles moving at 32767 units/tic, since I can precisely control where those go, but before I even got to the tracer part, I discovered really quick that firing the SSG with these fake bullets lagged really really badly - and if it lags for me, I don't want to know what it'd do on toaster computers. that, and fastprojectiles going through portals curve in a really really stupid way - see the image. so I dropped it.

so I don't think there's anything I can do about it.

>> No.4564638
File: 2.86 MB, 1280x720, Beam Thingy.webm [View same] [iqdb] [saucenao] [google]
4564638

>>4564623
Sounds are vanilla with slightly more bass and with the reload click split off to match the animation better (and support the fire-and-swap-off/pump-after-reselect function). I am looking to improve them a bit though, but I want to keep them close to the originals. Also I recently made some internal code changes so it may be possible to use custom weapon packs on Babel at some point in the future, depending on if I can decently rebalance fear to not need to respond to weapon fire.
>>4564626
Well I could probably write something up that did the basic functionality pretty fast, but to tweak it to look right would be more lengthy.

>> No.4564647

>>4564636
>the bullet tracers travel at 512 units/tic
Oh. Is it possible to make them move slower, then?

>>4564638
that looks more like railgun attack at that range. If its not, shouldve been testing it at longer range to show the effect

>> No.4564649

>>4564636
Yeah I don't even try for Zandybam compat just because the toolset is so limited. If you're only working with player guns you could try reworking shotguns to fire their shots one at a time and report the angle of each shot to a tracer script to get the angle, but I'm not even sure if you can do that on Zand. That's what I had to do to fix the "Shotgunning demons in the face directs all remaining tracers at an upwards angle" bug.

>> No.4564651

>>4564647
Oh man actually you just gave me a totally crazy idea for simulating the "movement" of the beam, let me get back to you on that.

>> No.4564654
File: 8 KB, 189x261, blazPort.png [View same] [iqdb] [saucenao] [google]
4564654

>>4564597
Has anyone done fan/concept art of doomslayer? Something with meat to it? Send image plox.

this image is 3x res btw.

>> No.4564674

>>4564157
I liked it

>> No.4564676
File: 2.80 MB, 1280x720, SlowBeam.webm [View same] [iqdb] [saucenao] [google]
4564676

>>4564647
>>4564651
Check this out, it's a bit slow (somewhat intentional) but has mostly the desired effect and uses no projectiles.

>> No.4564690
File: 1.17 MB, 1440x1328, dog with asthma.png [View same] [iqdb] [saucenao] [google]
4564690

>>4564616
Sorry I'm just a little floored at how good this is and how it came outta nowhere.
I get excited easily

>>4564654
Sadly no, I only have player sprites, if you just took the night sentinel and painted his armor green, and made his helmet silver, that's pretty much my take on him

>> No.4564691

>>4564012
bummer how the sequel has virtually nothing to do with it

>> No.4564697
File: 120 KB, 637x358, Night_Sentinels.jpg [View same] [iqdb] [saucenao] [google]
4564697

>>4564654
though I'll post a night sentinel for reference. I picture the rest of his body would be more traditional doomguy armor though, but that doesn't matter for a portrait.
That looks fucking great btw

>> No.4564701

>>4564676
YES
THIS IS HOW YOU ASMD
I DON'T KNOW WHO YOU ARE BUT I AM REALLY GRATEFUL!
How did you do it? Can you upload it somewhere?

>> No.4564705

>direct rocket connects with zombieman
>doesn't gib
why does this make me so needlessly pissed

>> No.4564709

>>4564647
yes: http://git.jinotra.in/ijon/dakka/src/dc0149bf861f9baf02e661910c04fe96eb293afa/pk3/acs/dakka_tracers.h
I had an explanation of how it worked, but it got eaten by 4chan being retarded, so I'm just gonna point to line 138.

>>4564649
I doubt it's possible, even with nodelay (if zandronum even has it), and even if it is it wouldn't give me any info I don't already know. what I need is for the puff to have pitch properly set. which zdoom never does. it doesn't set pitch on any projectile or puff. I don't know why, and I hate it.

>> No.4564710

>>4564701
In what version of Unreal/UT does the beam travel slow enough you can actually see it slide?

>> No.4564713

>>4564710
In all of the retro ones.

>> No.4564717

>>4564710
>>4564713
Especially noticable on extra large maps like Facing Worlds where you can fire a second time before first beam effect reached the target (but long after it has did the damage, because hitscan base attack)

>> No.4564724
File: 2.86 MB, 960x540, SlowBeam2.webm [View same] [iqdb] [saucenao] [google]
4564724

>>4564701
I'm BabelGuy, and I'll upload it in just a sec, gotta clean it up. Btw this won't work with portals, but on any normal map it should be perfect. Also there isn't really anything but this code snippet in here, so the weapon is silent, but you can just attach some sound.

>> No.4564730
File: 1.27 MB, 1920x1080, UnrealTournament 2018-02-04 00-59-37-86.png [View same] [iqdb] [saucenao] [google]
4564730

>>4564717
Well shit, how 'bout that. I'm way more used to 2k4 where the beam is instant a la Lightning Gun/Linkgun altfire.

>> No.4564740

>>4564701
>>4564724
https://my.mixtape.moe/qlkopp.zip
https://hastebin.com/uwoqetacaz.cs
Here you go, use in whatever. Immortalize my shameful speedcode :^)

>> No.4564742

>>4564697
Oh - Fuckin duh. I knew what they were, just forgot their name...

workin on it

>> No.4564746

>>4564742
You're my hero. Can I get a name or something? Because I might need your help in the future for other characters. Plus I want to give credit where it's due.

>> No.4564750

>>4564746
I SUPPOSE.

>> No.4564761
File: 131 KB, 1279x362, file.png [View same] [iqdb] [saucenao] [google]
4564761

>>4564740
Unfortunately, it crashes after a bit =\

>> No.4564768

>>4564761
Ah, you must have fired it inside a wall or otherwise caused a failure to create a puff. Yeah the code isn't super robust, but on GZDoom 3.2.5 I get no crashes during normal gameplay.

>> No.4564770

>>4564768
>>4564761
Actually if you fire at the sky it blows up, heh. Yeah lemme fix that.

>> No.4564771
File: 751 KB, 1884x884, dune.png [View same] [iqdb] [saucenao] [google]
4564771

Does anyone wanna do the artwork/album cover for my Doom (1993) inspired MIDI album?

https://dialupformurder.bandcamp.com/

>> No.4564775

>>4564761
https://hastebin.com/ayubewakaz.cs
https://my.mixtape.moe/adnllp.pk3
Warning: May still explode if fired while noclipped into a wall. Otherwise should be fine. Also the beam now shrinks a bit as it vanishes and appears at 80% translucency to better match the UT visual because I wanted to see if it worked.

>> No.4564817

>>4564171
>>4564228
handy, thanks!

>>4564724
i fuckin love how babel makes the single shotgun feel useful after getting the ssg, how do you think you achieved this? Also being able to swap out after firing but before reloading is just so great. Been playing Babel a lot lately, really just love how you've tuned the weapons beyond all the cool enemy stuff. Everything performs better at its job now and it just feels more fun.

>> No.4564830
File: 2.78 MB, 1280x720, Beam-based tracers.webm [View same] [iqdb] [saucenao] [google]
4564830

>>4564817
>how do you think you achieved this
A ridiculous amount of playtesting, and making it have 10 pellets. It's still better to SSG certain groups and the hotswap ability allows the SSG to be swapped between firing other weapons to increase damage, but the shotgun is still more accurate and just as ammo efficient, so it's good for longer ranges. The SSG's gibbing feature actually has gameplay value as well, as gibbing an enemy causes more fear than normal killing, so the SSG is especially effective against groups of imps or imps+demons if you can get up close. Also, slightly offtopic, for the next release I've buffed the chainsaw vs Demons/Spectres a bit because I've run into a few maps lately where it's nearly expected to be able to stunlock them to proceed. Now their pain chance is higher when being sawed on and it nearly disables their other abilities (spreading rage and teleportation respectively).

Oh and it turns out that beam thing I just made can be used to make bullet tracers fairly easily. Neat.

>> No.4564842
File: 2.52 MB, 720x404, Beam-based tracers 2.webm [View same] [iqdb] [saucenao] [google]
4564842

>>4564830
They look even better when there's a lot of them. They also look surprisingly like Babel's tracers, if it wasn't for the fact that they'd require another damned weapon rewrite I might just use these instead of what we've got now.

>> No.4564850
File: 2.82 MB, 1280x720, Beam-based tracers 3.webm [View same] [iqdb] [saucenao] [google]
4564850

>>4564842
Well, I multiplied the quality by 10 just to see if it would melt my PC, but instead I got this. Pretty neato.

>> No.4564854

>>4564850
now use that with the SSG in a big area
that'll get you some frame drops

>> No.4564857

>>4564850
Considering how many actors that is, it would definitely melt slower PCs.

>> No.4564859

>>4564854
Heh, don't tempt me
>>4564857
Yeah even I was feeling it a bit on a 1060 6GB, so I'm sure I could cook an egg on my laptop of I tried it on there. Still neat though.

>> No.4564871

Anyhow, gonna go to sleep. Making beam gun was fun. Here's a webm of the chainsaw stunlocking a demon without enraging it. While it still can't stun raging demons (as they become immune to pain while raging) they have a much higher painchance to the saw specifically now and only have a 16/256 change to rage per pain state. As opposed to 224/256 chance in normal pain. For spectres it's similar, except they can't teleport out of a saw combo as easily. Overall this should make the chainsaw slightly more viable when you're locked in with a room full of demons on those maps where the designer forces you to dodge like Goku, without making it more strong that needed. It also still gains a damage bonus from Berserk as before so berserk chainsaw will really rip through any demons/spectres in its way.

>> No.4564872
File: 9 KB, 189x261, slayPort.png [View same] [iqdb] [saucenao] [google]
4564872

>>4564746

>> No.4564873
File: 2.25 MB, 1280x720, Better chainsaw on demons.webm [View same] [iqdb] [saucenao] [google]
4564873

>>4564871
Well you can tell I'm tired :^)

>> No.4564874

>>4564872
not quite done. Just some touchin up.

>> No.4564883

New thread.

>>4564875
>>4564875
>>4564875

>> No.4564884
File: 441 KB, 300x900, 1411804918108.png [View same] [iqdb] [saucenao] [google]
4564884

>>4564872
>>4564874
All it needs is a silver helmet but jesus christ.
wow.

>> No.4564885

>>4564884
Oh whoops. gimmie a tick

>> No.4564892

>>4564885
Kegan you adorable colorblind man did you forget to check the color values on the knights? ;^)

>> No.4564898
File: 6 KB, 164x228, IyVnhIN.png [View same] [iqdb] [saucenao] [google]
4564898

>>4564892
Wait what color is this helmet? Did I fuck something up?

>> No.4564906

>>4564898
If you're trying to do the D4 templar guys they're all sliver. That sprite looks fine, just needs a recolor.

>> No.4564908

>>4564830
interesting! thanks for the reply

>> No.4564912

>>4564906
He's supposed to be a cross between the night sentienals and classic doomguy armor, I picture in my dumb little headcannon that it's been some time after Doom 64, Doomguy stayed in hell and kept fucking demons up, and his gear got all broken, so he got some proto-praetor armor and medieval magitech guns, because that's cool as shit.

Don't judge me this is borderline fanficition but I'm having fun with it

>> No.4564916

>>4564908
Oh also the SSG has 25% more DPS if you go by frame data, but its spread makes it really bad at what the shotgun is good at.

Really going to sleep for real now, aa

>> No.4564919
File: 2.73 MB, 640x360, tracers.webm [View same] [iqdb] [saucenao] [google]
4564919

while we're on the topic of tracers, I might as well mention that this gave me an excuse to add more cvars, since I know performance and preference are going to be issues there.

also now I lerp the scale and alpha values of the tracer projectiles too, which really does make a difference goddamn

>> No.4564920
File: 9 KB, 189x261, slayPort.png [View same] [iqdb] [saucenao] [google]
4564920

>>4564898

>> No.4564923

>>4564916
hey i appreciate you being able to go deep into this stuff, i like hearing about what's behind the stuff i like

someday i'd like to do some gameplay modding myself

>> No.4564935
File: 9 KB, 189x261, slayPort.png [View same] [iqdb] [saucenao] [google]
4564935

>>4564920

>> No.4565062

>>4564898
slrrlrr

>> No.4565358

>>4565062
kek