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/vr/ - Retro Games


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4633372 No.4633372 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4628475

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.4633375

=== NEWS ===

[03-08] Ken Silverman released the BUILD2 engine
https://youtu.be/3qtmkkdND6M
http://advsys.net/ken/buildsrc/build2.htm

[03-08] Anon map release; Sacred Ground
https://mega.nz/#!jJRjlJJa!xZ9q-hDCZyYxKmhyT3kDAeE2QxGIAq1LbEHK-pVQHtQ

[03-08] Fall of Triton released; a megawad in the style of Doom's PlayStation port
https://www.doomworld.com/forum/topic/99788-psx-doom-fall-of-triton-out-now/

[03-06] Anon map release: Loads Of Time (WIP)
https://www.dropbox.com/s/26yq48n9r50hobn/loads%20of%20time.wad?dl=1

[03-05] More about early builds of DNF
https://www.dsogaming.com/articles/the-2001-unreal-engine-version-of-duke-nukem-forever-was-90-complete-had-rpg-and-horror-elements/

[03-04] Anon speedmaps a deathmatch level
http://www.mediafire.com/file/qy7dwdnp4nwlofz/SpeedOfDeath.wad

[03-04] Ex-3D Realms staff have early builds of both DNF and DN3D, but Randy Pitchford is practically blocking their releases
http://www.rpgcodex.net/forums/index.php?threads/have-any-of-the-builds-of-duke-nukem-forever-ever-leaked.120567/
https://desuarchive.org/vr/thread/4618653/#4622548

[03-03] Talan.wad update
http://www.mediafire.com/file/iw60luu0hgaq5z5/Talan.pk3

[03-02] Duke Nukem 3D TC 'Total Meltdown' released
https://forums.duke4.net/topic/9918-release-duke-nukem-total-meltdown-tc-v10/

[03-01] Trailer for Ion Maiden, a game using the Build engine
https://www.youtube.com/watch?v=QcAwzusZUrQ

[02-25] Anon release: Talan.wad, a partial conversion
http://www.mediafire.com/file/fvyse09knxhwj1k/Talan.wad

[02-24] Anon map release: Breaking Point
https://mega.nz/#!udgS3DKT!YpoF8htxCYfbmLWvWjA9pdnqobFMUrsrnlLebm1dd3Q

[02-21] Anon map update: Dance of Death fixes
https://mega.nz/#!TcQ00agC!1ofVphEcB5OwbSa2qug5gCvWlQbGEXL-1AmoH3rwSeo

[02-20] Anon map update: Wild West Deathmatch 2
http://www.mediafire.com/file/b46c25t152x5duw/WWDM2.wad

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4633387
File: 673 KB, 1920x1080, Base Profile Screenshot 2018.03.04 - 14.46.11.07.png [View same] [iqdb] [saucenao] [google]
4633387

First for never not hilarious.

>> No.4633389
File: 667 KB, 1920x1080, gzdoom 2018-03-09 15-59-05-27.png [View same] [iqdb] [saucenao] [google]
4633389

Currently trying out Samsara 3.666 on the latest GZDoom. Apart from a missing options menu because of the menu editing squabble from months ago, I'm noticing the green filler textures you find on the sides still appearing around the HUD and even bugging out a bit. Is this a known problem?

>> No.4633435

What are some good enemy mods that can be used together? I already have Colorful Hell, so you can cross that one off.

>> No.4633445

>>4633435
DoomKrakken's monster randomizer works with Colorful hell naturally IIRC. Kriegsland enemies do too if you want more Nazi flavored enemies.

>> No.4633446

>>4633375
>[03-08] Ken Silverman released the BUILD2 engine
>Multi-user editing with client-side prediction.
Why doesn't any doom editor do this (except idtech5/6)? That would be fun as fuck.

>> No.4633480
File: 15 KB, 145x142, Harley.jpg [View same] [iqdb] [saucenao] [google]
4633480

You know how everyone tests their mods in that secret area in the first level of Doom 2?

Do they ever meet each other? When one guy is testing out his medieval mod, does he ever see the Duke Nukem guy there? Do they have to share the Imp mobs? Does their mods interacting ever lead to glitches?

It's just been on my mind is all

>> No.4633481

Does that mean we can port Duke Nukem 3D to BUILD2?

>> No.4633490

>>4633480
What the hell do you mean? Doom isn't an MMO. although it would be cool if it were

>> No.4633498

>>4633490
Would GZDoom/Z& happen to have any possible method of being able to store player stats for mods? Some kind of Doom with MH/Diablo/BL elements could be neat

>Hi pls carry through Sunlust urgent

>> No.4633501

>>4633445
Tried them both with Colorful Hell, and there weren't any color variations. A shame, considering I want to try something similar to what that one guy did in the last thread.

>> No.4633504

Gonna try my hand at making a Quake map with Trenchbroom. Any tips on making a level that doesn't suck? How does Quake's level design/enemy designs/weapons differ from Doom's?

>> No.4633507

>>4633375
that Build2 video is really comfy

>> No.4633509

>>4633480
Half the time I just go test in E4M1 because that immediately lets me know how well a new weapon performs in a fast and deadly fight.

>> No.4633512

>>4633501
Ah I thought they worked. Maybe it was just altering the health/rarity?

>> No.4633517

Shit, I just realized Touhou Doom is pretty much Doom isekai.

>> No.4633527

>>4633517
I don't even want to think about SAO Doom.

>> No.4633535

>>4633504
play a bunch of quake and get a feel for it yourself, seriously that's the best way to learn what's what instead of trying to find doom analogues
few things to remember though:
>quake has instant weapon switch and good players will make use of it
>every weapon is useful except the single nailgun once you get the super nailgun
>enemies in general are beefier than doom's due to lower enemy counts, but conversely the toughest enemies are nowhere near as spongey as doom's
>ogres aren't Z-aware in vanilla quake
>if your map's layout can be made in doom, scratch it and start over
>expect players to start sequence breaking the instant you give them explosive weapons

>> No.4633548

>>4633535
Good tips. I've played a lot of Quake over the years but never found the official maps very compelling; the game really clicked for me on community maps.

Doom gets most of the focus, and before I made my Doom map (linked it here months ago) I had the benefit of pouring over articles that analyzed the game's design, some of which does and doesn't translate over to Quake.

>> No.4633553 [DELETED] 

why do people like doom? is it for more casual gamers or something? or are people here 10 years old? it has auto aim and you cant even aim up and down... quake >>> doom

>> No.4633557

>>4633548
Check out this playlist if you've never really used trenchbroom. Lots of good info in it:
https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE

>> No.4633565 [DELETED] 

i guess doom would be good if you have cerebral palsy because then you don't have to worry about precision or anything, just hold down "fire" and move forward

>> No.4633585

hi, I'm the guy with the doomette, I'll try to start posting news again but I also take news from here so whatever

http://pabloperugino.com/fps/en/

>> No.4633603

>>4633387
what is this?

>> No.4633604
File: 566 KB, 469x163, 1462766733225.gif [View same] [iqdb] [saucenao] [google]
4633604

>> No.4633608
File: 611 KB, 1600x1200, terminous doom preview.png [View same] [iqdb] [saucenao] [google]
4633608

preview for the new terminus doom wad featuring swan fox and the antagonist is the layers of white moth

>> No.4633610
File: 1008 KB, 1920x1080, Screenshot_Doom_20180309_002851.png [View same] [iqdb] [saucenao] [google]
4633610

monkaS

>> No.4633612

>>4633608
it's time to stop

>> No.4633614
File: 11 KB, 540x400, what the fuck am i reading.png [View same] [iqdb] [saucenao] [google]
4633614

>>4633608
>Term with hands

This doesn't look right.

>> No.4633617

>>4633612
i agree, you need to stop acting like a fucking dick toward contentfags.

>> No.4633620

>>4633617
can you show me what in that image is doom related?

>> No.4633629

>>4633620
Terminus, Swan Fox and the doom shotgun.
https://www.youtube.com/watch?v=57a2fd-Id6A

>> No.4633631

>>4633608
those eyes are terrifying

>> No.4633632

>>4633629
literally who, literally who, and learn to draw a shotgun

>> No.4633639

>>4633620
Everything. It's a Doom modder, a doom mod, and you're a whiny bitch.

>> No.4633640

>>4633632
hello, new friend.

>> No.4633645

>>4633640
t. literally who

>> No.4633649
File: 661 KB, 800x1170, 691.jpg [View same] [iqdb] [saucenao] [google]
4633649

>>4633631
it's based on a particular moth girl.

>> No.4633651

>>4633649
that wasn't a complaint, i quite dig it

>> No.4633653
File: 234 KB, 1600x1200, the painer 2.png [View same] [iqdb] [saucenao] [google]
4633653

now i must continue to draw

>> No.4633656

>>4633653
fucking do it

the road to improvement is painful but there's only one way to get better

>> No.4633657
File: 17 KB, 725x561, 1503196178705.png [View same] [iqdb] [saucenao] [google]
4633657

>>4633653
Can you draw me a Shambler?

>> No.4633660

>>4633653
I want a whole Doom wad in this artstyle.

>> No.4633693
File: 486 KB, 1600x1200, sketcho pain.png [View same] [iqdb] [saucenao] [google]
4633693

and the pain of sketch

>> No.4633702

>>4633504
These videos should help:

https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE

>> No.4633705

>>4633507
reminds me of 90s prerendered art

>> No.4633724
File: 8 KB, 332x228, HTROA1.png [View same] [iqdb] [saucenao] [google]
4633724

>>4633660
Not the same guy, but I've had this idea way back in 2012...

I was to resize them four times their size and trace over their shapes and defining lines. The final product sprite would look like this.

The idea is not to make a mod out of them, but to have them used by other people who may want to over-draw them as their own HD sprites. I was planning to do every sprite, including rotations. Dunno about the patches and textures, though.

I was never sure if this idea would actually be of any use to people or not. The reason I bring it up Now is because I had only just found the example right there.

Opinions? Do you see this type of thing being used for Anything?

>> No.4633731

>>4633724
I think the whole 'HD sprites' idea is probably (or should be) in the ground - though i could see a sorta cartoon thing being done with it I guess.

>> No.4633801
File: 294 KB, 1366x768, Screenshot_Doom_20180308_232103.png [View same] [iqdb] [saucenao] [google]
4633801

Just like at home.

>> No.4633838
File: 539 KB, 1366x768, Screenshot_Doom_20180308_232810.png [View same] [iqdb] [saucenao] [google]
4633838

Is there even fog on Phobos

>> No.4633846

>>4633507
It's comfy as fuck. I'm weirdly pleased about it.
Kinda want to use it for something.

>> No.4633873
File: 17 KB, 502x377, 42057_4.jpg [View same] [iqdb] [saucenao] [google]
4633873

>>4633801
>>4633838
I still wish (G)ZDoom had a min-max fog distance. (and not render things past the max fog distance!)

>> No.4633878
File: 108 KB, 1920x1080, f.jpg [View same] [iqdb] [saucenao] [google]
4633878

>>4633873
I wish we could visibly see fog rolling in.

>> No.4633902

>>4633603
Looks like the "war of attrition" mod for Duke 3d, which is lots of fun.

>> No.4633903

>>4633801
what mod is this?

>> No.4633916

>>4633176
it's a Jap mod i found
http://onomutilok.blog.shinobi.jp/doom/%E4%BB%8A%E6%97%A5%E3%81%AEd-radys_229

>> No.4633923
File: 376 KB, 575x375, maxdoomt.png [View same] [iqdb] [saucenao] [google]
4633923

Welp, been marathoning Doom, and the time has finally come to face Maximum Doom. I intend on doing every single level, but if I'm gonna be playing 3k+ maps, I'm wanting to pretty up the base game a bit.

Can I get recommendations for ways I can make the Doom II engine prettier? If I'm gonna spend that much time looking at it, I wanna look at the best looking version of Doom I can get.

>> No.4633937
File: 2.50 MB, 480x268, Chink Doom 2-1.webm [View same] [iqdb] [saucenao] [google]
4633937

we got flamethrowers

>> No.4633947
File: 444 KB, 642x440, mado.png [View same] [iqdb] [saucenao] [google]
4633947

even madotsuki is in it

>> No.4633962
File: 339 KB, 1280x720, gzdoom 2018-03-09 10-37-32-711.jpg [View same] [iqdb] [saucenao] [google]
4633962

uhhhhh

>> No.4633974
File: 430 KB, 480x360, Burtl Strif-1.webm [View same] [iqdb] [saucenao] [google]
4633974

>> No.4634006

>>4633375
>[03-08] Anon map release; Sacred Ground
>https://mega.nz/#!jJRjlJJa!xZ9q-hDCZyYxKmhyT3kDAeE2QxGIAq1LbEHK-pVQHtQ
This link is broken. You missed the followup post that told you the file had been taken down.

>> No.4634020

>>4633923
smooth doom, load brightmaps in gzdoom

>> No.4634029

I wonder what the licensing for Build2 is like.

>> No.4634071
File: 22 KB, 631x395, Capture.png [View same] [iqdb] [saucenao] [google]
4634071

>>4634029

>> No.4634078

I never got why Thief was in the OP, it seems quite unlike the others and there's usually a Thief thread going on in /vr/ at the same time

>> No.4634130

has anyone else experienced a bug where an enemy was underneath the floor for no apparent reason

>> No.4634139

>>4634130
How would that even happen? Was it a map with 3D floors or the classic "deep water" effect?

>> No.4634141

>>4633962
Shouldn't have trusted Harris.

>> No.4634143

>>4634139
neither; the enemy was literally just underneath a regular old floor. I'm trying to figure it out myself, but I've got nothing
(plutonia map02, one of the chaingunners by the exit underground)

>> No.4634149

>>4634143
Now that I think about it, I have actually seen something similar once, in a Doom 1 mapset, a couple of alcoves with shotgunners, two of them came out, but two stayed in there.

I first noticed they were there when I looked on the map with IDDT, then I used noclip to see what was going on. There they were, far up, on the level of a hallway that ran above and behind the alcoves, but outside the space of the hallway and above the alcoves.

What I'm thinking is that there's an error in the level's BSP tree or something, at least it's what I assume for that level I played. I guess Plutonia map 2 could have an error like that, but it's the first I've heard of it.

I don't suppose you took a screenshot?

>> No.4634165
File: 167 KB, 420x211, 1511757663934.png [View same] [iqdb] [saucenao] [google]
4634165

Greetings, I making my first WAD now, but I always afraid that I making something wrong. Can some one check it and give me a critique. The first 2 maps are ready to go, but I doubt the rest. There are also lvl 31 and lvl32 but they are raw as fuck.
I just what to know what I do Right and what I do wrong, Thanks
http://www.mediafire.com/file/si1sq7y4v9u4o8p/Project_E_V0_4.rar

>> No.4634176

>>4634149
no screenshot, and I'm not having any luck replicating it

>> No.4634194

>>4634176
well at the very least I can rule out any issues with the Warp function in zdoom, as shoving an enemy into the floor just causes him to pop right back out the next time he calls the tick function
so it probably is some sort of BSP error

>> No.4634246
File: 92 KB, 1366x768, amidoinitrite.png [View same] [iqdb] [saucenao] [google]
4634246

So, I'm going through my older mods and making the changes to add menus back for the latest GZDoom, and it seems to be working.
But is this the right way? I get the feeling I'm doing this wrong somehow, even if I seem to be getting results.

>> No.4634272
File: 91 KB, 640x480, 1520604222201.png [View same] [iqdb] [saucenao] [google]
4634272

>>4634130
yes, some node builders may generate "cracks" that things may fall into. there's one near the start of pl25.

>> No.4634278

>>4633375
last thread, some anon made a site with english versions of the mobile id games
https://doomrpg.weebly.com/
maybe more people could play them or rip stuff from them

>> No.4634289

>>4634278
What happened to Erick or Gerardo and their project?

>> No.4634316

>>4633498
Don't really know what you mean, as I've never played Diablo or Monster Hunter, and I haven't played borderlands in ages.

>> No.4634341

>>4634078
Thief threads were slightly more rare when /vr/ started. They're all but their own general now though, so they don't get discussed here as much.

>> No.4634362
File: 271 KB, 640x3360, diamond1+2.jpg [View same] [iqdb] [saucenao] [google]
4634362

DIAMOND1.WAD AND DIAMOND2.WAD
diamond.zip (17 KB, 2005-05-06) - unknown
https://www.doomworld.com/idgames/?id=13436

diamond1: a tiny map yet it has everything, monsters, hazards, puzzles, secrets, you name it. there's just not much of it. it's a nice map design, shame there wasn't more of it. takes 2 or 3 minutes to 100% on first attempt, shorter once you know the route.

diamond2: the same map only the pillars are larger in case you keep falling off them. made for the authors friends apparently, who didn't have his "doom aptitude". the last picture shows the difference.

>> No.4634381

>>4634272
That's actually just a really small shotgunner.

>> No.4634398

>>4634381
or maybe it's a really big doomguy

>> No.4634403

>>4634078
>>4634341

https://desuarchive.org/vr/thread/2985169/#2985243

about two years ago a guy dumped the quake, duke, and thief infographics, and asked them to be linked. the next thread, the top post was restructured to add them. no more reason beyond that.

>> No.4634404 [SPOILER] 
File: 5 KB, 225x225, 1520609857175.jpg [View same] [iqdb] [saucenao] [google]
4634404

>>4634398
for CRUDUX CRUO

>> No.4634413

>>4634404
is this the new chaingunner posting

>> No.4634416
File: 9 KB, 63x106, CRUDUX CRUO.gif [View same] [iqdb] [saucenao] [google]
4634416

>>4634413
I'm trying my best to make it so.

>> No.4634420

>>4634404
GHETTO SHE CREWWOOOOOHHHH

>> No.4634450

>>4633916
not that anon but what files am I meant to use
there's no readme and I have nothing else to go by

>> No.4634482

>>4634416
so it's a forced meme, gotcha

>> No.4634485
File: 7 KB, 106x118, 1514009854579.gif [View same] [iqdb] [saucenao] [google]
4634485

>>4634482
Well aren't you just a barrel of fun.

>> No.4634487

>>4633937
>we got flamethrowers
And straight outta AVP2, I can approve of this.

>> No.4634503
File: 65 KB, 217x394, Blood_1997_Fps_Cultist_Fanatic_Caleb.png [View same] [iqdb] [saucenao] [google]
4634503

>>4634404
GEROXE BIBOX MALAX!

>> No.4634509

>>4633801
>>4633838
Damn, I didn't know they remade Superman 64 in the Doom engine.

>> No.4634513

>>4633923
Beautiful Doom + Bright Maps in gzdoom.

>> No.4634524
File: 41 KB, 700x393, HD project.jpg [View same] [iqdb] [saucenao] [google]
4634524

>> No.4634531

>>4634524
>Imp's red eyes are bruised eyelids instead
The heck?

>> No.4634541

>>4634531
I see those as more like yellow eyes with reddish patches under them.

>> No.4634542

>>4634524
at least the caco looks kinda cool

>> No.4634543

>>4634450
use all of them

>> No.4634553

>>4634531
HIGH DEFINITION BRO! THE RESOLUTION IS LARGER, THAT MEANS THE GRAPHICS ARE BETTER, RIGHT?

>> No.4634561
File: 1.51 MB, 1920x1080, Screenshot_Doom_20180309_115333.png [View same] [iqdb] [saucenao] [google]
4634561

>>4634553

>> No.4634575 [DELETED] 
File: 30 KB, 992x376, 1520617168828.png [View same] [iqdb] [saucenao] [google]
4634575

For those who hate off-site forum drama, look away now.
For the remainder: do you think this is fair?
source: https://doomer.boards.net/post/9961/thread

>> No.4634658
File: 384 KB, 608x625, elon musk.png [View same] [iqdb] [saucenao] [google]
4634658

Hello /doom/.

Finally got round to playing nu-doom.
The Sound Design are the Music are what make that game Doom to me. The weapons're great. The Monsters're awesome. But the Sound and the Music.

The Atmosphere and Attitude of Doom i feel they got pretty much perfectly. I beat it on normal at around 11 hours. And i'm currently going through all the levels on Ultra-Violence while looking for all the collectables and secrets.

It's a shame the multiplayer is pretty much dead, because, i really want to 100% achieve this game. I am in LOVE with Doom. I play DM Servers on Zandronum all the time, and was a period of time i would only play that pretty much.

I really feel like Nu-Doom is the "Doom 3" we Deserved.

>> No.4634661

>>4634658
>I really feel like Nu-Doom is the "Doom 3" we Deserved.
Except that already exists as Doom 64.

>> No.4634662

>>4634575
Wait, he got banned because Sarais was his usual shitty self?

>> No.4634663

>>4634661
I havn't played Doom 64 as i didn't own it as a child and i havn't got round to playing the wad for it yet.

I'll definitely have to check it out.

>> No.4634664
File: 11 KB, 400x299, 1518596513775.jpg [View same] [iqdb] [saucenao] [google]
4634664

Hey guys, I'd really like to start making maps/mods for Quake 3. What's the most user-friendly tool for a newbie to do so? I really don't know where to start.

>> No.4634697
File: 41 KB, 476x317, 500x_d1.jpg [View same] [iqdb] [saucenao] [google]
4634697

Just in case you guys didn't see it in the last thread:

Hey Fellas, I tracked down the old Doom RPG games for mobile and uploaded them to a Weebly site. They're pretty old so I think they're still retro. It'd be nice if someone could include the link in the Doom General from now on for easy access. Enjoy!

https://doomrpg.weebly.com/

>> No.4634706

>>4633504
These are good pieces of advice from >>4633535

I'd add:
> Study the visual language of the original levels carefully. For example, do not use anything other than flashing red textures for regular, non-secret shootable buttons. People will sacrifice you to Satan if you use any other texture.
> Make your levels as if they were dungeons and you were the dungeon master.
> Use interconnection and loops for fluid level design. Make keys visible from a distance and put them not too far from their corresponding doors, but have the player take a long path to actually get to them. Basically the idea is that once you have the key, make it so the player doesn't have to travel all the way back to the door but have a quick way back through good level design (avoid using teleporters for that for example, unless there's no way around it).
> If you have backtracking, make it interesting by spawning additional monsters or modifying the level (like opening up new paths or something).
> Shortcuts are nice.
> Use verticality, Quake has this excellent advantage over Doom so make use of it to the fullest.
> Make sure the main path is always well lit.
> Having some monsters on patrol is always interesting and brings life to a map (monsters also play their idle sounds when they're on patrol).
> Use func_detail entities for everything that isn't skeleton architecture, this'll cut down compile times drastically.
> Vores are NOT Revenant substitutes. Don't ever use them like you'd use Revenants. Also, this monster is hard to use correctly and works best with other monsters present.
> Monster jumps are a great way to create dynamic combat and can produce some great gotcha ambush scenarios.

>> No.4634728

>>4634509
WE SILENT HILL NOW

>> No.4634754
File: 33 KB, 300x346, doom2.jpg [View same] [iqdb] [saucenao] [google]
4634754

>>4633372
Could you include these downloads in some capacity in the new thread headers from now on or at least download the files to put with other doom stuff on Mega please?
>>4634697

>> No.4634798

>>4634706
>Use func_detail entities for everything that isn't skeleton architecture, this'll cut down compile times drastically.
*keep in mind this only applies if using tyrutils/ericw's compiling tools, as func_detail isn't supported by standard QBSP/VIS. If you've got a beefy computer/time to spare/don't mind filesize it's totally possible to just eat the extra compile time, the only risk being holes starting to appear in the map due to fucky visibility sets if you have a whole shitload of itsy-bitsy brushes breaking things up.

>> No.4634886 [SPOILER] 
File: 803 KB, 1920x1017, 1520624741690.png [View same] [iqdb] [saucenao] [google]
4634886

it was at that moment when she knew
she fucked up

>> No.4634897

>>4634886
THICKER

>> No.4634898

>>4634524
Holy shit that reminds me of that old space hulk shooter with the fmv melee fights

>> No.4634929

>>4634886
How will that outfit be obtained?
>>4634897
Nah.

>> No.4634935
File: 212 KB, 1600x1200, LE clothes girl.png [View same] [iqdb] [saucenao] [google]
4634935

le tailor man that wad will soon be your coffin

>> No.4634943

>>4634886
When we find the reason for her wearing such skimpy costumes will we be ashamed of our words and deeds?

>> No.4634950

>>4634754
wouldn't someone also need to add the phone emulator on the same link as the games?

>> No.4634962

>>4634935
I need to use pictures like this as inspiration to tone my own abs.

>> No.4634963 [SPOILER] 
File: 795 KB, 1920x1017, 1520626509016.png [View same] [iqdb] [saucenao] [google]
4634963

>>4634935
but its a pk3

>> No.4634986

>>4634697
Neat! Thanks for sharing, good anon.

>> No.4635017
File: 11 KB, 180x180, iQtvJ7Y.jpg [View same] [iqdb] [saucenao] [google]
4635017

>>4634963
>>4634886
Is there any indicator to show if an outfit is upgradable?

>> No.4635026

>Two or more weapons are essentially the same and/or exist to serve the same function
Wow, d00d

>> No.4635028

>>4635026
>d00d
anarki pls go

>> No.4635032

>>4635028
> adadarki
i concur, cunt needs to fuck off back to a time machine then come back when he's got his moutch stiched shut

>> No.4635037

>>4634886
Just a few threads away from nipples.
>>4635017
The PDA shows you if your outfit is upgradeable.

>> No.4635039

Erigun's BFG weapon is weird? It only does splash damage if its close ranged.

>> No.4635040

>>4635037
>fat tits with tiny nips
what's even the point?

>> No.4635046

>>4635039
>BFG
>splash damage
?

>> No.4635047

>>4635040
This is an /e/ doom mod. It's a necessity

>> No.4635048

>>4635040
my mom has those.

>> No.4635049

>>4635046
> modded weapons
turning the bfg into a glorified BigRL is nothing new tho

>> No.4635053

>>4635048
i'm sure your mom is a nice lady, but she isn't as appealing as she could be

>> No.4635054

>>4635048
Congratulations

>> No.4635057

>>4635049
yeah but eriguns is pretty conservative
unless he's playing with the e2 weaponset, but then i don't think he'd call it the bfg

>> No.4635059

>>4634950
i know of KEmulator, but it worked 50/50 from game to game, it would have to be tested.

>> No.4635072
File: 2.32 MB, 512x384, 1507512004985.gif [View same] [iqdb] [saucenao] [google]
4635072

>playing plutonia in the psx doom tc
>chaingunnerseverywhere.meme
>except it's so dark they're literally invisible

>> No.4635084
File: 14 KB, 500x500, canyounot.png [View same] [iqdb] [saucenao] [google]
4635084

>>4635037
>>4635040
>>4635047
>>4635048

you're all under arrest for nipple crimes

https://i.imgur.com/bdtRHVX.png

>> No.4635092

>>4635039
Is eriguns supposed to be used with DE?

>> No.4635101
File: 214 KB, 1600x1200, le tailor girl.png [View same] [iqdb] [saucenao] [google]
4635101

it appears i lost pen pressure,have this drawing le tailor girl in the meantime

>> No.4635102
File: 602 KB, 1600x900, Screenshot_Doom_20180309_184138.png [View same] [iqdb] [saucenao] [google]
4635102

rocket

>> No.4635107

>>4635102
Oh no.
I hope these bombs turn enemy bullets into goodies.

>> No.4635110

>>4635102
Stop taking pictures and DODGE

>> No.4635113

>>4635101
waifu

>> No.4635115
File: 648 KB, 1600x900, Screenshot_Doom_20180309_184727.png [View same] [iqdb] [saucenao] [google]
4635115

stunlocked brain man

>> No.4635119

>>4635084
Delicious.

>> No.4635123

>>4635084
T H I C

>> No.4635124

>>4635110
yeah the number of times i've died while trying to get a good screenshot.

>> No.4635127

>>4635107
theyre just bombs, you throw them, they explode on stuff, and are spammable. pocket rocket.

>> No.4635135
File: 245 KB, 1600x900, Screenshot_Doom_20180306_180213.png [View same] [iqdb] [saucenao] [google]
4635135

happy accidents

gzdoom netplay works surprisingly well now. atleast its better than before. testing stuff in multiplayer is fun.

>> No.4635138 [SPOILER] 
File: 164 KB, 730x734, 1520632896878.png [View same] [iqdb] [saucenao] [google]
4635138

>>4635084
I'm re-posting that here under a spoiler image. It's cute and mildly ecchi but hardly graphic hardcore porn so I'm willing to take the risk.

>> No.4635151

>>4635101
You're not an artist, Zodler. Just give up.

>> No.4635152

>>4635151
>what is doodling

>> No.4635164

>>4635152
no, no. he is right if i go to /ic/ they will tell me it is shit and i won't make it because it is true doodling doesn't really make you an artist unless you already have a following with your actual good art then you can doodle that's why so many japanese artists and semi popular artists doodle because they have followers and serious art on the side and le tailor man does better than me anyway to warrant YOUS.

>> No.4635168

and like my drawings He was just a two-dimensional creature lost in our three-dimensional aquatic world longing for a purpose.

>> No.4635190
File: 535 KB, 1920x1080, Screenshot_Doom_20180309_173542.png [View same] [iqdb] [saucenao] [google]
4635190

>eight arch-viles appear and then teleport all around the level

RAGE

>> No.4635201

that's it. I've had enough of this guy. Your drawings are shit, you post drawings that absolutely have nothing to do with doom. You spam the thread with them and you complain too much about not getting the attention you wanted. How about you focus on drawing better instead of flooding the threads with your scribbles and maybe you might get the (You)s you anticipate for.

>> No.4635203

>>4635201
You mean you don't want to see Scribbly Pain Elemental #871 Super Turbo Edition?

>> No.4635205
File: 299 KB, 1600x1200, pain of lone.png [View same] [iqdb] [saucenao] [google]
4635205

>>4635201
Well fine I'll just go post my drawings in some other place then because it's appears im not wanted. I can't even lie I've been lonely as fuck I haven't even found art friends yet and all the ones I know already established their circle of friends. I guess I'll just go to Meguca to post, or ota-ch.

>> No.4635212

>>4635205
kinda sounds like you want pity replies.

>> No.4635218

>>4635205
Good riddance

>> No.4635219

>>4635212
no i just don't wanna cause any drama being here

>> No.4635224
File: 1.77 MB, 1920x1080, ihnimap03.png [View same] [iqdb] [saucenao] [google]
4635224

FDA - I.H.N.I map03 - 'Site Omega'

https://www.youtube.com/watch?v=1hR9jQm_oWI&

Map03 of I.H.N.I is by far the best one so far. It has the most interesting rooms, non-linear design and enemy encounters. The map reminds a lot of Blast Pit from Half-Life where you have the central hub and then have to go off in 3 different directions then return to finish the map.

Each of the three areas has an interesting set piece along with the well thought out detailing seen in the previous two maps

This map is a huge improvement over the first two and you should definitely check it out.

Download/thread: https://forum.zdoom.org/viewtopic.php?f=42&t=53402

>> No.4635226

>>4635205
Yeah and taking your fucking death cloud with you.

>> No.4635229
File: 184 KB, 1280x720, Screenshot_Doom_20180309_212926.png [View same] [iqdb] [saucenao] [google]
4635229

I'm really liking La Tailor Girl so far. I never thought I'd fight a Cyberdemon while wearing a cocktail dress but that just happened.

>> No.4635231

>>4635205
this has been said many times but you wouldnt get negativity if you posted actually interesting art rather than the same low-effort doodles over and over again

>> No.4635236

>>4635201
he's a pity-party faggot but you're a dumbass newfag

>>4635219
drama is a natural part of posting on 4ch and having any identity whatsoever
every creator has had drama, kinsie, kegan, terminus, imx, fker, everybody has had someone nipping at their heels or making things up to nip at their heels

you take it and keep moving on, don't wallow in it
use it as a reason to improve and become better

>> No.4635245

>>4635190
you forgot to name the wad/map

>> No.4635248

>>4635236
Even Crash Bandicoot?

>> No.4635249

>>4635201
>>4635205
i'm now convinced these two posts are by the same person

>> No.4635264

>>4635229
Yeah same. My "I never thought I'd..." moment was: I never thought I'd marry a revenant.

>> No.4635270

>>4635264
Wait what

>> No.4635274
File: 862 KB, 700x696, 13541680480.png [View same] [iqdb] [saucenao] [google]
4635274

>>4635264
Explain.

>> No.4635276

>>4635245
Community Chest3, Map 29

>> No.4635283

If one made H-Doom 4, would the player character then become The Poonslayer?

>> No.4635285
File: 124 KB, 1280x720, duke 07.jpg [View same] [iqdb] [saucenao] [google]
4635285

>>4633603
a weapon to surpass metal gear

>> No.4635287

>>4635270
>>4635274
A wedding dress is one of the more powerful outfits. With it, you can throw a wedding ring at monsters to "marry" them. What this means in practice is that they become permanent allies. Sadly, this usually leads to them being immediately torn apart by the rest of the crowd.

You didn't think I meant in real life, did you? You're not that much of a bunch of stupid wankers. Are you?

>> No.4635293

>>4635287
>Letting your monsterfu die
You are a horrible wife.

>> No.4635295

>>4635287
>You didn't think I meant in real life, did you?
are you saying you wouldn't marry a tall, powerful boner

>> No.4635301
File: 540 KB, 1600x900, Screenshot_Doom_20180309_203108.png [View same] [iqdb] [saucenao] [google]
4635301

multiplayer is fun.

>> No.4635305
File: 53 KB, 838x509, 1520533801071.jpg [View same] [iqdb] [saucenao] [google]
4635305

>>4635287
>Run colorful hell
>Aquire wedding dress
>Marry black/white monster
>cook popcorn

>> No.4635306

>>4635293
I kept throwing rings at a cyberdemon but it wouldn't touch them!
>>4635295
Only to get a Fireblu Card for Hell Citizenship.

>> No.4635309

>>4635205
Don't mind the Sorielshitter. He's a transplant who really hates contentfags and their existence. I see no problem with your posting.

>> No.4635314
File: 68 KB, 1280x800, Screenshot_Doom_20180310_003516.png [View same] [iqdb] [saucenao] [google]
4635314

So after watching DMM (https://www.youtube.com/watch?v=H7n4H3ZDcvA)) I decided to check out Operation Bodycount (because I'm that crazy person who actually likes hitscan combat in Doom) and... Is it just me is Impie getting WORSE at conveying the story in his mods?

I thought Project "read a goddamn novella before playing to understand what's going on" Einherjar was bad, but this shit... These "briefings" often take up to TWO MINUTES of staring at a boring slideshow where nothing changes, there is nothing to do (I mean, even RPG Maker style dialog at least lets you read the text at your own pace and asks you to press buttons) and text displays ONE LINE AT THE TIME and your objectives AREN'T DISPLAYED IN-GAME so you HAVE to sit through all of this shit, and I mean ALL of it because objectives are put at the END right after a crapton of boring dumbass flavour text that noone gives a shit about. I mean, story in Einherjar was at least INTERESTING. This is just a generic cliche storm.

Oh, and to add insult to injury, this motherfucker says at the beginning "let's make this brief", before forcing you to sit doing nothing for two minutes.

This is the worst approach to storytelling in Doom (or ANY videogame) I have ever seen in my entire fucking life, jesus christ. I mean, this shit is trying to be inspired by 80's action movies - can you imagine and 80's action movie where a dude just VERY SLOWLY delivers exposition for two minutes using a crappy slideshow as an aid?

Why not just deliver entire briefing in a text dump like in Wolf 3D?

>> No.4635318

>>4635201
Seriously. go the fuck back.

>> No.4635334

Where there ever sprites based on the Mancubus from Doom 3?
Because i thought the one in Valiant, who had tentacles on their mouth were suppost to resemble that.

>> No.4635335 [DELETED] 
File: 282 KB, 1358x1518, pyongyangboardart.png [View same] [iqdb] [saucenao] [google]
4635335

i've had 90% of my comments in the past few days deleted on here (only like 5-10 comments but still) and they mentioned something about video games, albeit with some humor.

some guy can just spam his shitty art in here, completely irrelevant, and that stays forever? but i can't make a joke?

ok fuck it then, you all can enjoy this.

btw, what's the best doom total conversion mod of all time?

>> No.4635336

>>4635309
what.

>> No.4635339

>>4635334
Just realized he has the name of Deadabus
>removed from Realm667 by author's request
>Still shows up in a promo image
Oh

>> No.4635342 [DELETED] 
File: 574 KB, 2578x1664, update.png [View same] [iqdb] [saucenao] [google]
4635342

>>4635101
added some basic details, small changes here and there to enhance realism

>> No.4635346 [DELETED] 

>>4635335
At least he's doing something creative. You're being a bleeding vagina who's so bitter you can't allow A N Y O N E to flow their creative juices. Why don't you take that fucking mac truck sized pole out your ass. Your comments probably got deleted due to /v/ shit anyway so I don't even wanna hear a fuckinword outta you

>> No.4635347

>>4635335
it's interesting you say that, i just took a look at this thread in the archives and the only posts deleted have been blatant shittery

>> No.4635353

>>4635347
>>4635335
for context
https://desuarchive.org/vr/thread/4633372/

the only posts deleted have been >>4634575 which is off-topic forum drama
and >>4633553 and >>4633565 which were obvious baitposts
yeah, it's so unfair, dude :(((

>> No.4635356 [DELETED] 
File: 837 KB, 1926x1694, doommod.png [View same] [iqdb] [saucenao] [google]
4635356

>>4635347
not the thread, the board
>>4635346
i'm flowing my creative juices right now, stop hating.

preview for the new terminus doom wad featuring swan fox and the antagonist is the layers of white moth

before you say "WHAT IN THAT PIC IS DOOM RELATED?!"
understand, this is a MOD!

>> No.4635359

>>4635356
>you will never be this mad

thank god i'm not a soriel shipper

>> No.4635360

>>4635335
damn hdoom's lookin really hot after the latest update

>> No.4635364 [DELETED] 
File: 1.89 MB, 1838x1550, newmod.png [View same] [iqdb] [saucenao] [google]
4635364

and this is a preview for the new doom wad featuring link and the antagonist is the lightsabers of sonic

>> No.4635370

>>4634950
It's already available in the Google Play store for free

>> No.4635372

imagine being so bitter that someone is making content that you have to falseflag and spam the thread.

i hope the PEanon hasn't left. i've seen contentfags be driven out entirely in other threads in the past and it always sickens me.

>> No.4635374

imagine seeing those images and considering it content

>> No.4635379
File: 39 KB, 800x450, c_scale,fl_progressive,q_80,w_800.jpg [View same] [iqdb] [saucenao] [google]
4635379

>>4635374

>> No.4635381

>>4635372
do you consider scribbles and blog posts considered good content?

>> No.4635382

>/doom/ turns into drama
As usual.

>> No.4635386

>>4635374
>>4635381
they are, you newfag

the fact that he's a whiny bitch and that you don't like him doesn't suddenly make them not content
we have charcola, hege cactus, plenty of other scribble-artists that have been around for quite some time in /doom/, with about the same level of art quality. but for some reason you don't throw a shitfit about them, despite that they do scribble-art of mods as well

>>4635084
seriously, look at those proportions here
that fucking hand angle, the arm length
but why are you not getting so shitter-shattered about it?
why is it only one single person you're directing it towards?
there's only two answers i can think of:
either a: you are the artist trying to get pity replies, or b: you're a shitter who has a grudge against him and want to derail threads, but whatever reason it is i'm going to shit on you all the same

>> No.4635387

>>4635381
I enjoy cute doodles of doom monsters even if they're dodgy MS paint jobs or whatever.

>> No.4635390

>>4635386
i specified GOOD content
posts with art dont deserve to be praised or even tolerated just by virtue of being content

>> No.4635397

>>4635390
nah, i fucking hate his art as well, lots of areas he can improve on and i'm going to yell at him about what he can improve every goddamn time

but i'll take fifty of his shitty doodles over you getting so anally annihilated over the fact that he exists
it's still doom content relevant to the thread interests, instead of hangwringing over "i can't believe someone's continuing to post art!!!"

>> No.4635403

>>4635381
>>4635390

Rather that than your AIDS infested ass shitting diarrhea all over the place

I've seen this exact behavior of driving out contentfags over multiple boards over several years simply to cause malice. What has happened to you that you're so bitter? You honestly seem angry that someone is trying to create art. You sound like every edgelord who makes deviantart cringe blogs that reposts art by 12 year olds to point and laugh at. You do nothing more than mock. You are a fucking piece of shit and if anyone should leave, its you.

Maybe you should finally grow some guts
and let the person be rather than act all high and mighty on someone trying to improve their work. A little kindness can go a long way, and sadly I don't see any of thag comong from ylu.

>> No.4635413 [DELETED] 

wait as long as i say its from a mod thats coming soon can i upload unlimited personal sketches of literally anything into doom threads?

>> No.4635417

We're all in agreement that the art is shitty, there's no argument there. We're not fucking coddling his dumb shit, it sucks and his blogposts about how lonely and sad :(( he is are annoying.
But the only difference is "Your art is shitty, do it better" versus "Your art is shitty, stop drawing". Because bad content can become good content if you do it enough, whether good legitimately or good in the "I'm laughing my ass off at this" way.
We're a community of modders, we take bad shit and kick it into shape. If you look at /rhg/, they do the same thing. "This hack fucking sucks, do it better".
We even tried to critique S'arais before he showed he was a completely fucking paranoid delusional shithead and a lost cause.

>> No.4635419

>>4635403
>Rather that than your AIDS infested ass shitting diarrhea all over the place
i'm not even the guy that was posting all the mocking scribbles; i think thats too far because it shits up the thread in the same way
>and let the person be rather than act all high and mighty on someone trying to improve their work. A little kindness can go a long way, and sadly I don't see any of thag comong from ylu.
the whole point is that they dont seem to be improving their work, they just whine about how they want to do so while drawing the same stuff over and over again

>> No.4635420

>>4635413
No, you're not allowed.

>> No.4635421

>>4635417
Oh hi, nambona. Should've known it was you after all.

>> No.4635423

>>4635419
>i'm not even the guy that was posting all the mocking scribbles
my mistake, it seems we're (mostly) in agreement then

>> No.4635426

>>4635419
Doesn't matter. You offer suggestions rather than chimping lut and actively driving someone out because you don't like their art.

>> No.4635428

>>4635360
I want HDoom lolis.

>> No.4635431

>>4635421
How in the world do you make that leap of non-logic? Are you that desperate to try and attach names to anonymous people?

>> No.4635435

hi would someone be kind enough to play this
https://forum.zdoom.org/viewtopic.php?f=43&t=58645
and tell me whats wrong and whats good
i really need feedback, thanks in advance to whoever reviews my crappy gameplay mod

>> No.4635439

>>4635435
wrong: some monsters, small parts of hud, gameplay
good: really good design overall changing the gameplay, and the monsters are great. hud is perfect too, i wouldn't change anythign

>> No.4635440

>>4635421
Nice try, Eric.

>> No.4635446

>>4635440
Good one, Sam

>> No.4635451

>>4635446
Stop shitting everywhere, Michelangelo.

>> No.4635453

>>4635370
What about a phone emulator that's not for smartphones?

>> No.4635456
File: 110 KB, 250x309, 250px-Sam_&_Max[1].png [View same] [iqdb] [saucenao] [google]
4635456

>>4635446
Thanks, little buddy!

>> No.4635462
File: 1.33 MB, 1920x1080, Screenshot_Doom_20180310_040403.png [View same] [iqdb] [saucenao] [google]
4635462

Ah shit.

>> No.4635464

>>4635456
i aint even mad
well played

>> No.4635465

>>4634553
STRETCH AND SMEAR

>> No.4635480

>>4635386
are you a legit schizo?

>> No.4635482

>>4635439
could you go indepht on what's wrong? i'd really appreciate it.

>> No.4635483

The only good artist is HDoom guy.

>> No.4635484

>>4635462
is that swim with the whales?

>> No.4635489

>>4635483
i thought drpyspy was underrated

>> No.4635493

>>4635480
are you a legit bitch?

>> No.4635495

>>4635435
those shotgunners do absurd damage
i'm not big on the randomized enemies when there's such a power difference between them
ammo is a bit scarce too, either bullets should do more damage or enemies should drop more ammo, but probably the former

>> No.4635505

>>4635493
I'm asking in regards to the second paragraph, who even is that directed towards?

why are you so aggressive towards everyone who replies to you?

>> No.4635510
File: 80 KB, 601x572, qSbo3tf.png [View same] [iqdb] [saucenao] [google]
4635510

>>4635483
Give it a rest already, jesus.

>> No.4635518
File: 324 KB, 1920x1080, Daffy lewds.jpg [View same] [iqdb] [saucenao] [google]
4635518

What's a good MegaWAD to go with DRLA?

>> No.4635526

>>4635435
It's a bit harder than normal Doom but it doesn't really have anything that sets itself apart. Kind of reminds me of Metal Slug a little bit. But it's not really anything special.

>>4635495
I'm pretty sure the pistol does the same damage it does in vanilla, but it just fires faster so the tendency is to magdump it.

>> No.4635528

>>4635456
Sam and Max Doom when? I want to throw Max like a weapon and he just latches onto an enemy and chews them to death.

>> No.4635536

>>4635505
it was a continued thought from the previous paragraph, pointing towards that art for demonstrative purposes

i have no love for armchair psychologists

>> No.4635539

>>4635536
ah, I see. so that's yet another guy you're engaging on a slapfight.

>> No.4635547

>>4635301
i don't know how to use that night visor

>> No.4635559 [DELETED] 

>>4635420
>>4635421
>>4635423
>>4635426
>>4635431
>>4635440
>>4635446
these posts can stay then?

>> No.4635563 [DELETED] 

>>4635559
>still butthurt about artists posting

LMFAO

>> No.4635567

>>4635528
>Sam & Max: D_RUNNIN the Highway

>> No.4635568

>>4634316
I'm meaning whether GZDoom could be able to track player progression like equipment persistently.

>> No.4635572 [DELETED] 

>>4635563
what? don't care about artists. just confused why my shit is censored and posts of equal or lesser quality are fine... not even mad, honestly just curious as hell what's going on. mod have a personal grudge against me?

>> No.4635576 [DELETED] 

>>4635572
>MOMMY THE MODS HATE ME FOR BEING A BITCH

Hold that fucking L

>> No.4635578 [DELETED] 

>>4635576
wow, you're really hyped up tonight, aren't ya?

>> No.4635581 [DELETED] 

>>4635563
as are you
for every single thing

>> No.4635584
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4635584

hey guys

shut up

>> No.4635586

By the way i hope PEanon comes back to spite you faggots

>> No.4635587
File: 504 KB, 1000x1000, hunter_from_quake_iii_arena___by_excrem_by_excrem-dc5cxyd.jpg [View same] [iqdb] [saucenao] [google]
4635587

>>4635584
alternately: look at this recent lewd picture of hunter from quake 3

>> No.4635589

>>4635586
Pretty sure he never left.

>> No.4635590
File: 139 KB, 459x570, 1485134981879.jpg [View same] [iqdb] [saucenao] [google]
4635590

What wads are you playing boys

>> No.4635601
File: 10 KB, 320x320, HAHAHAYEAH.jpg [View same] [iqdb] [saucenao] [google]
4635601

https://www.youtube.com/watch?v=Ffkpv81lLmg
*muffled HAHAHA YEAH playing in the midst of all shooting*

>> No.4635602

>>4635590
Metadoom, LaTailorGirl and sometime for something quick; project brutality+ maps of chaos overkill

>> No.4635606

>>4634697
how did you choose which game versions to include? just so you know there are multiple versions of each game for different phones with varying resolutions and graphical capabilities

dedomil net has most if not all of the versions available

>> No.4635607

>>4635589
What do you mean?

>> No.4635610

>>4634754
>>4634697
I'll bundle it in the OP if there's an emulator for the games available on Windows and/or GNU+Linux.

>> No.4635613

>>4635590
Right now playing Valiant, Blade of Agony, and BTSX with corresponding final doomer weaponset.

>> No.4635619

>>4635435
It's confusing the hell out of me how the Super Shotgun feels so weak but I KNOW it's dealing the normal damage. It might be because it has so little spread and pellets? Try increasing the spread and amount of pellets like the Vanilla SSG. It's meant to be as much of a crowd control weapon as it is a heavy enemy killer.

>> No.4635634

>>4635613
Do you play through MegaWADS at the same time?

>> No.4635635
File: 30 KB, 84x87, light.gif [View same] [iqdb] [saucenao] [google]
4635635

>> No.4635637
File: 132 KB, 216x232, stoic anime mom watches you fap.png [View same] [iqdb] [saucenao] [google]
4635637

I've been playing Half-Nuked (The HL1 Duke Nukem weapons mod) and got up to the beginning of Surface Tension at the bridge. Should I have the RPG/Devastator or the equivalents of the crossbow/ HL1 rocket launcher? I remember in the places of the tau cannon and crossbow at least they weren't there at all.

>> No.4635652

>>4635587
Rule34 used to be a lot classier

>> No.4635662

>>4635652
that's a fucking lie and you know it

>> No.4635664

>>4635590
Violence. I love its color scheme.

>> No.4635684

>>4635652
>class
Stop being a dork.

>> No.4635685

>>4635652
Google "Tijuana Bibles" and say that to me again with a straight face.

>> No.4635686
File: 28 KB, 993x185, file.png [View same] [iqdb] [saucenao] [google]
4635686

Now That's What I Call Shitposting: .lmp wrangling edition

>> No.4635714

>>4635518
JPCP, Community Chest 4, D2TWID, Alien Vendetta.

>> No.4635730

>>4635635
Let's try these nightmare vision goggles

>> No.4635746

>>4635652
Nigger, there was slash fiction written about Gilgamesh way back when those stories were first written down.

"class" is an illusion when it comes to erotica, just take it at face value.

>> No.4635756

>>4635590
Whatever Oblige spews out at me honestly. ATM my settings are medium map sizes, nuts level of monsters with the ramp up to the highest.

>> No.4635786
File: 1.45 MB, 1920x1080, retributionmap01.png [View same] [iqdb] [saucenao] [google]
4635786

FDA - RetributioN Triliogy map01 - 'Argent Refinery'

https://www.youtube.com/watch?v=WJ-NBEqd4bU

Text accompaniment in YT description as it's too long to post here.

>> No.4635805

>>4635746
>>4635662
>>4635684
>>4635685
Jesus, you people really took that with no subtlety. No inflection on the internet I guess.

>> No.4635829

>>4635746
Gilgamesh? I don't believe you. Prove it.

>> No.4635945
File: 205 KB, 1280x720, unroptions3.png [View same] [iqdb] [saucenao] [google]
4635945

>MENUDEF Submenus need long option names or else it just squishes everything to the left
Why?

>> No.4636036
File: 41 KB, 500x312, brutal-half-life-beta-01-bfg9000.jpg [View same] [iqdb] [saucenao] [google]
4636036

Yo, how would you guys feel about a re-imagining of Half Life's story and gameplay, but if it were made as a successor to Doom? Lighting fast running, no reloading, maze like levels littered with secrets, etc. Wanting to fuck around with GoldSrc and thought it may be a fun project to redo Half Life as a 1994 Doomlike

>> No.4636057

I felt HL1's story already does pretty good as a successor to Doom's story due to having pretty similar beats (demon/alien invasion from teleportation fuckery on a secret base; one man kills everything on two worlds) but I wouldn't be against adding more Doom-like speed and map complexity to the mix.

>> No.4636060

>>4636057
Story, totally, but I mean more from a gameplay standpoint.

>> No.4636107

>>4636036
Nah.

>> No.4636186

>>4636036
>Remove what makes Half-Life Half-Life
Nah...

>> No.4636190

>>4635084
>>4635138
but WHO IS HAND?

>> No.4636202
File: 1.68 MB, 480x360, vr drama.webm [View same] [iqdb] [saucenao] [google]
4636202

>> No.4636220
File: 122 KB, 667x622, 1504710971691.png [View same] [iqdb] [saucenao] [google]
4636220

>>4636186
>actually liking HL's mediocre hitscan combat

>> No.4636223
File: 91 KB, 960x350, unroptions4.png [View same] [iqdb] [saucenao] [google]
4636223

>>4635945
Nevermind, I missed that there's a parameter for centering, hooray.

>> No.4636225

>>4636220
Anon didn't say anything about hitscan?

>> No.4636228

>>4636036
as much as I enjoyed half life I feel like I only enjoyed it only on the first or second run

if it was re imagined as a doom like clone then that could be interesting I could imagine it having that spirit of half life with a mix of the gameplay of both doom and the platforming in turok

>> No.4636229
File: 133 KB, 393x369, yerAutisticErry.jpg [View same] [iqdb] [saucenao] [google]
4636229

>>4636220
>actually being a massive turd who gives a shit what other people like

>> No.4636232

>>4636229
i like Half Life, i was just miffed about anon's usage of "what makes half life half life", read the thread.

>> No.4636237

>>4636232
>>4636225

>> No.4636238
File: 379 KB, 677x519, 16469054_1081574115287729_80833504_n.png [View same] [iqdb] [saucenao] [google]
4636238

>>4636225
>>4636237
>removes what makes half life half life
>talking about brutal half life
>meaning the combat
>meaning the mediocre grenade spamming hitscan combat
you guys are complete and utter retards.

>> No.4636241

>>4636238
?? No one said anything about Brutal Half-Life either, are you okay Anon?

>> No.4636242
File: 38 KB, 629x130, Výstřižek.png [View same] [iqdb] [saucenao] [google]
4636242

>>4636241
this is bait... right?

>> No.4636246

>>4636242
>Wanting to fuck around with GoldSrc and thought it may be a fun project to redo Half Life as a 1994 Doomlike
Nope

>> No.4636253

>>4636242
Are you talking about the filename? You sure it's not just being used because it has a BFG in Half-Life in the picture and the filename is just coincidence? Why does it matter anyway?

>> No.4636258

>>4636253
the BFG is in brutal half life, since it was clearly inspired by brutal doom.

>> No.4636259

>>4636246
brutal half life makes the game into exactly that. Stop barging into conversations on topics you don't know shit about.

>> No.4636262

>>4636258
Does the brutal HL BFG just act as a super charged rocket like it does Brutal doom or is it a proper BFG?

>> No.4636264

>>4636262
it feels like a proper bfg, with splash and all.

>> No.4636269

>>4636264
I wonder if does the actual BFG cone ray from the player.
Someone should test that.

>> No.4636274

>>4636036
Lightning fast running is a crutch for people who can't bunnyhop.

>> No.4636283

>>4636259
But he's not talking about Brutal Half-Life, he's talking about making a 90's Doom-clone style reimagining of Half-Life. If he wanted something like Brutal Half-Life he'd just play Brutal Half-Life?

>> No.4636287

>>4636036
sounds like a waste of goldsrc

>> No.4636302

>>4635637
No, you get the rocket launcher during the helicopter fight at the cliff face in the original Half Life.

>> No.4636304

>>4636302
I don't think any of the helicopters are required kills anyway.

>> No.4636308

>>4636304
They aren't, but the guy wanted to know if the original game gave you those weapons at the point he's at.

>> No.4636313

Just throwing this out there, but Wolf 3D was always a pretty bad game, the only reason it stood strong was it's technical side. That's why people don't like any of the Wolf 3D engine games, they were basically just wolf but repackaged, but now people didn't have a reason to praise them. It was an important game for the time, but compared to other games, it's just terrible.

>> No.4636324

>>4636313
It was a novel concept. No one had really done the same kind of large labyrinthine levels Wolf3D did and at the speed it was able to be played at. I also think part of the reason no one remembers the Wolf3D engine games as well is because... there just wasn't much you could do different. IdTech1 you could do a lot more with so everyone remembers its derivatives far more.

>> No.4636325

>>4636313
I agree. It suffered from boring identical looking mazes with no variety, a lack of enemy diversity (There's like four enemy types total), the secrets are so well hidden it's all down to luck finding them (or holding down space and wall grinding) and there's only a handful of weapons.

Doom only came out about a year later but it fixed everything wrong with Wolfenstein, with interesting maps that didn't all look the same, varied enemies, and more weapons.

>> No.4636507
File: 384 KB, 350x263, Pingu.gif [View same] [iqdb] [saucenao] [google]
4636507

Thanks for the feedback Term, that was immensely helpful. I've got a whole list of ideas to go over and alternatives to tackle. I actually shared a lot of your criticisms, so it was good to hear it from someone else.

>> No.4636541

>>4636507

No worries, mate. Looking forward to seeing what you do next.

>> No.4636553

What is the Cybermancer in GMOTA's abilities, again?

>> No.4636562

>>4636553
Cyberdemon replacement, big fucker that shoots lasers, missiles, has a few special attacks like a REALLY BIG laser that pretty much wipes you off the face of the earth or a massive cloud of rapid small laser bullets that will also wipe you off the face of the earth.

Hopefully he's gonna get an eye laser attack soon too, and some other bullshit.
He's also going to speak in completely broken X-men arcade Magneto english and it's going to be really hard to take him seriously

>> No.4636563

>>4636562
>Hopefully he's gonna get an eye laser attack soon too, and some other bullshit.
Will that be easy to implement?
What was his design again?

>> No.4636564
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4636564

It's Screenshot Saturday, get on with it.

>> No.4636565
File: 12 KB, 312x345, One eyed bastard.png [View same] [iqdb] [saucenao] [google]
4636565

>>4636563
I'm not sure, at the moment I've let the person who originally made his behavior work on it, though I might have to take over soon.
This is his design. Drpyspy did a fantastic job on him.

>> No.4636567

>>4636565
Is his spriteset finished?

>> No.4636569
File: 148 KB, 1368x894, New titlescreen.png [View same] [iqdb] [saucenao] [google]
4636569

>>4636564
Trailer is like 90% done, got a spiffy new title screen thanks to the help of someone. Just waiting on some monster actions and this shit will be ready.

>>4636567
Yep!

>> No.4636580
File: 191 KB, 600x600, Hilarious.png [View same] [iqdb] [saucenao] [google]
4636580

>>4636565
>the fucking rook in the place of his left arm

>> No.4636583

>>4636569
what is the trailer mising?

>> No.4636586

>>4636583
a short reveal of the Doomslayer

>> No.4636587

>>4636586
do you except the mod to come out tomorrow?

>> No.4636591
File: 58 KB, 351x366, fire41.png [View same] [iqdb] [saucenao] [google]
4636591

>>4636587
Doubtful, I don't want to make any statements on when this update hits, but god damn is it close. I'm antsy as fuck to get this out.

>> No.4636593

>>4636036
Neh. Also I like reloading.

>> No.4636617

>>4636586
Wasn't the point of GMOTA to be a SNES style hack and slash?
I'll be happy with the final product because you're really good, but it's an odd direction to take it.

>> No.4636623

>>4636617
It still is, Doomslayer is essentially a Julius mode: an alternative character that breaks the normal gameplay and is usually really powerful. If I could, I'd make him an unlockable character.

Admittedly when I start working on Kustam later he's also going to have a stronger ranged focus.

>> No.4636631

>>4636313
>but Wolf 3D was always a pretty bad game
I don't agree. The gameplay isn't mindblowing, but it is kinda fun. It hits enough arcade notes to be engaging, at least for the first 3 episodes.

>That's why people don't like any of the Wolf 3D engine games, they were basically just wolf but repackaged
Some were. Corridor 7 isn't super exciting or anything, but it does one or two new things, and Operation Bodycount is legit awful, but people seem to remember Blake Stone with some fondness (I never played that one).

Rise Of The Triad however is genuinely very good, it does everything Wolfenstein 3D does but better, and it does far more.

>> No.4636650

>>4636631
>Rise Of The Triad however is genuinely very good
Tbh it's a rare instance when too much artistic liberty hurts the game in the end, there's some good guns, but barebones enemy variety and zany shit like mushroom/elasticity mode really shifts the game into wrong position.

>> No.4636664
File: 50 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
4636664

>>4636569
i have no idea who helped you with that title screen, but it's really good so they're probably really handsome and witty

>>4636631
> but people seem to remember Blake Stone with some fondness (I never played that one).
it's basically more wolf, but with engine improvements like floor and ceiling textures, more weapons, the ability to backtrack to old levels to grab missed secrets, and some interesting twists in the enemy design. very funky bobby prince soundtrack, too. if you like wolf3d i'd recommend giving it a crack. BStone is a reasonably faithful source port with an option for high-res and WASD controls, and it'll cover you until ECWolf adds support sometime in the next 20 years http://bibendovsky.github.io/bstone/

>> No.4636703

>>4636650
>and zany shit like mushroom/elasticity mode really shifts the game into wrong position
What? The wacky tone is what gives the game it's charm.

>> No.4636723

>>4635301
how did you manage to get more than 2 players work
it always goes out of sync for our little group when we try play with 3 or 4 players

>> No.4636725
File: 494 KB, 1280x720, demonsteele1.png [View same] [iqdb] [saucenao] [google]
4636725

>>4635590
Demonsteele with Hellcore 2.0

Quite a few wads are frustating to go through with Demonsteele cause they gimp your playing style too much. Tons of powerful enemies squashed into tiny spaces without room to manouver just isn't fun with some mods.

Hellcore does hold up well so far though.

>> No.4636738

>>4634561
UNF what mod?

>> No.4636740

>>4635590
Dark World, with the last build of the thing I'm doing (I like to run through mapsets as a testbed for changes I do).

Though it was a while since I played, I got distracted by Shadow Warrior

>> No.4636759

>>4636723
i dont know, but if it helps we used hamachi. im honestly amazed it didnt go out of synch, since it was 2 fags from south america and 1 fag from north america.

>> No.4636768

>>4634561
WHAT MOD NIGGER

>> No.4636803

>>4636768
jeez man I just woke up

Eriguns

>> No.4636810
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google]
4636810

>>4636803
Good morning

>> No.4636815

>>4635590
High Noon Drifter + Strange Aeons + the compatibilty patch that also makes the story fit around Drifter.

It's a lot of fun, and I'm only just now finding out that the bow is actually a good weapon. I assumed it would suck at first due to how low tech it looked, but I'm sniping Cthulhu spawn across the map with it.

>> No.4636816

>>4636810
...are you sure?

>> No.4636819

>>4636725
Scythe 2 is the best mod for Demonsteele, because
a) It's a good mapset anyway and
b) Term playtested the mod with it mostly

>> No.4636821
File: 74 KB, 350x447, 1463635864174.jpg [View same] [iqdb] [saucenao] [google]
4636821

>>4636816
Yes. It's saturday

>> No.4636824

If I finished Doom 1 and 2, but didn't play through TNT and Plutonia, should I get to them or would you recommend a different megawad?

>> No.4636831

>>4636824
TNT and Plutonia are just as essential as the original two iwads in my opinion.
Just prepare for Plutonia to up the game significantly if you're not used to harder maps.

>> No.4636837

>>4636759
Oh my, hamachi's still a thing?

Neat

>> No.4636848

https://www.youtube.com/watch?v=Sz3uUNb3S1M
Will it ever be topped?
>>4636824
They are fantastic, but Plutonia is pretty hard

>> No.4636850

>>4636036
No
I like my Doom Doom and my Half-Life Half-Life

>> No.4636853
File: 645 KB, 1920x1080, Screenshot_Doom_20180310_102551.png [View same] [iqdb] [saucenao] [google]
4636853

I like the parts of DRLA where I get sick weapons

>> No.4636854

>>4636824
They're worth playing, if not to appreciate their influence on the community, then to see something different.

TNT features some cool new music and textures, and offers a bit more challenge then Doom 2. Some of the levels past 20 get a little rough (Habitat for instance is just plain bad), but I think it has enough interesting things going that it's worth giving a try.

Plutonia is a different beast, meant to give people who felt the original games too easy, something to really bite into. It's a lot harder, pulling no punches, and sometimes being outright unfair, but it's pretty fun and absolutely beatable.
If you didn't find Doom very easy on UV, I would advise playing Plutonia on a lower setting, HMP or even HNTR.
It's very green, and very red.

>> No.4636859

>tfw no teleportation mod for doom so i can play it in VR without throwing up after 5 minutes

>why don't you make it yourself?

I'd give up after half an hour

>> No.4636863

>>4633372
Does the creator of Yamagi live in Germany or Luxembourg? I'm saying this because some pages on his website read like German.

>> No.4636865
File: 101 KB, 640x480, prboom.png [View same] [iqdb] [saucenao] [google]
4636865

Decided I want to play some Doom on my Debian laptop. This is what happens when I launch Ultimate Doom on PRBoom+. What gives? I can't figure it out.

>> No.4636867

>>4636865
It looks like a lot of surfaces aren't rendering.

>> No.4636871
File: 774 KB, 1920x1080, plutoniamap01.png [View same] [iqdb] [saucenao] [google]
4636871

>>4636865
how the fuck did you get plutonia map01 when loading ultimate doom

>> No.4636876

Quake mappers.

Romero: "Here is how you make the Quake level. Come to think of it, no, HERE is how you REALLY make the Quake level. Come to think of it,.."
Willits: "Eerm, I guess, if you say so... (changes topic immediately) Look! A shiny (meaning gimmick)!"
McGee: "FUCK'S SAKE! Here. Looks similar enough to what you've imagined? Now, PLEASE, leave me the fuck alone."
Petersen: "Yeah, right (continues with whatever he was doing before, while also introducing several new changes to ascertain it's EXTRA not like Romero's stuff)."

>> No.4636884

>>4636876
ok.

>> No.4636905

>>4636865
That's clearly Plutonia Map 01, but you opened it with Ultimate Doom.

I'm assuming what you're looking at is the game not rendering textures on a bunch of these walls because they don't exist in Ultimate Doom.

>> No.4636912

>>4636905
>>4636871
Yeah, clearly. But why does it even open Plutonia when I'm trying to play Ultimate?

>> No.4636916

>>4636905
plutonia is an IWAD though, it has all the textures it needs
that's the weird part

>> No.4636923

>>4636569
Oh god, I can't wait for this to be released. I might as well cream my pants.

>> No.4636924

Also, regarding Quake's E2M7:Underearth.

It's clearly made in a style that's highly uncharacteristic for Willits (the only similar map of his in Quake was made in collaboration with McGee) and very much resembles the mapping style of his sister, Theresa Chasar (see maps 7, 9 and 10 from raven.wad, also collaborated with Willits on UD's E4M5 and MasterLevels' attack.wad/canyon.wad). It's way too good an imitation to be a simple homage on Willits' part, and noticeably too loose in terms of space usage, and not nearly as natural in its flow, when compared to, well, three Theresa's maps above.

So, the explanation I've come up with is this. Theresa definitely did have input on this level. HOWEVER. I don't believe she had access to the actual editor. After all, that would simply be too risky for Willits, considering he was pretty much a newcomer in id. What I think happened was that Willits and Theresa did collaborate on the map, or maybe it even was primarily Theresa ideas - BUT that her parts were ultimately created BASED ON HER WORDS and maybe some diagrams. So that she served as a sort of "screenwriter" in regards to this map.

That would definitely explain "Extremely similar, but nnnnot quite, however you look at it" feel I got from this map.

Well, and it goes without saying that this is purely a speculation. However, it's a speculation that seems plausible enough for me, and the one I'm pretty okay with.

>> No.4636942

>>4636725
Have you tried Demonsteele with Russian Overkill?

>> No.4636950

>>4636942
Does that even work? You're mixing two gameplay mods together.

>> No.4636952

>>4636831
>>4636848
>>4636854
TNT Evilution it is, so far.

>> No.4636956

>>4636876
Also, ultimately, I think, Romero agreed to leave id because ultimately he couldn't handle becoming increasingly irrelevant in his own (partially) company. Like, that his coworkers would only PRETEND to listen to him.

And Daikatana's history pretty much showed, that it not that those coworkers were assholes. It's just that sometimes Romero simply didn't know what he was doing and what he was talking about, and was simply way too sure of himself in situations where this kind of self-confidence was completely inappropriate.

>> No.4636960

>>4636950
It does. Term himself confirmed it.

>> No.4636985

>>4636819
Noice! I like Scythe 2. Perfect excuse for a replay.

>> No.4636991
File: 90 KB, 640x400, 1504360888465.gif [View same] [iqdb] [saucenao] [google]
4636991

Is there any mapping scene to speak of for Wolf3D? I have the feeling its vanilla engine capabilities, weaponset and enemies are too limited to really make for interesting gameplay these days.

>> No.4636992

>>4633372
What difference does ketchup Doom have from skulltag and GZDoom overall?

>> No.4636997
File: 22 KB, 480x360, totenkopf.jpg [View same] [iqdb] [saucenao] [google]
4636997

>>4636991
There's some.
Totenkopf SDL is a really cool one that uses an upgraded engine.

https://www.youtube.com/watch?v=DoyKeVYz-O4

>> No.4637067

>>4636819
doesn't scythe 2 has replacements for the nazis and keen?

>> No.4637094
File: 590 KB, 571x800, minigun.png [View same] [iqdb] [saucenao] [google]
4637094

If you had to pick one new weapon to add to the default DOOM2 weaponset, what would it be?

I think dual pistols look cool whenever I see them but practically their function is already served by the chaingun. I think I'd put in Skulltag's Railgun - it's useful for quickly despatching tough but fast enemies (arachnotrons, revenants, archviles) at distance in a way the RL and plasma gun can't compete with.

>> No.4637108

>>4637094
some sort of upgrade to the chaingun, seeing as it's the only viable hitscan weapon, maybe something more suited for long-range encounters
I always have had a hard on for dual wielded MACs/Uzis but what that weapon would be I don't know desu

>> No.4637121

>>4637094
A hand grenade.

>> No.4637127

>>4636991
I don't know how big it is, but I do follow this site
https://deans-wolf-blog.blogspot.com/
It posts mapsets and whatnot when they're released for Wolf3D, like the other day the "DieHard Wolfers Mapping League" was released

There's also one called "Operation Eisenfaust : Origins" that I believe had origins of a controversial Wolf3D mod.

>> No.4637136

>>4637094
An upgrade to the shotgun. Give it a longer range.

>> No.4637149

>>4637108
>the shotguns aren't viable hitscan weapons
The super shotgun is pretty much the workhorse weapon in most wads.

>> No.4637168

After not playing Doom for like years, I booted up TNT Evilution, which I never played past like level two, and HOLY SHIT, THIS GAME IS SO FUN
seriously, what does Doom do so right?

>> No.4637170

>>4636992
I have no idea what you're talking about or what ketchup Doom is, but I can tell you it hasn't spawned the greatest cancers infesting multiplayer Doom, and it probably doesn't fuck everything up whenever it gets updated.

>> No.4637185

>>4637168
The weapons are all useful and feel powerful despite it being such an old game, the monsters all have their own abilities and niches in fights and are easy to identify based on their appearance, finally the formula is simple yet ID managed to make it effective to the point where no other game in history has had such an impact on the medium.
It's no surprise that you can load up Doom today and find it more fun than the average modern shooter, provided you can look past the graphics.

>> No.4637190

>>4637127
Eisenfaust I recall began as Sonderkommando, where you played as said sonderkommando (google it, it's pretty dark) in a deathcamp rising up against the Nazis in violent revolt.

People apparantly objected to the premise and detailed concentration camp and deathcamp imagery, so the author felt pressured to change it.

Oddly, all the detailed deathcamp imagery was no longer objectionable once all the emaciated and shaved inmates are replaced with cartoony Wolfenstein mutants. Green uniforms, red eyes, grey skin, but they're all still being put through all the horrible torture as the original inmates were.

I mean is it actually less offensive to show a grey skinned mutant hung from a roof by a chain as a guard dog tears out his entrails, even if all of Eisenfaust strongly alludes to actual real life atrocities the Nazis did to actual people?

I don't get some people.
Yeah, it's a very dark and serious subject, but that's not a bad thing, inevitably you'll sometime get to this if you're gonna make Wolfenstein content that's new, and I think if done with some manner of dignity and good ideas, it's absolutely worth it. And besides, you're the hero, you're killing the Nazis for their atrocities, freeing your fellow inmates, doesn't that count for something?

>> No.4637197

>>4637149
oh yeah I forgot the shotguns are hitscan
back to lurking for me I guess

>> No.4637216

>>4637190
Modern politics are pretty fucked, my dude. It's vocal extremes on both sides and we're better off keeping our heads down and just enjoying some Doom.

>> No.4637225

>>4637190
>I mean is it actually less offensive to show a grey skinned mutant hung from a roof by a chain as a guard dog tears out his entrails, even if all of Eisenfaust strongly alludes to actual real life atrocities the Nazis did to actual people?

I guess more cartoonish violence doesn't hit as hard as stuff that more closely resembles actual atrocities. I'm not surprised some people felt it was a bit much.

>> No.4637236
File: 815 KB, 1920x1017, Screenshot_Doom_20180310_214411.png [View same] [iqdb] [saucenao] [google]
4637236

>>4636564
MEDIC

>> No.4637238

>>4637236
Is that an upgraded nurse costume? It looks good.

>> No.4637243
File: 58 KB, 500x500, 1520107223380.jpg [View same] [iqdb] [saucenao] [google]
4637243

>>4637236
yes... YES!

>> No.4637262
File: 47 KB, 289x162, gmotafuckinabout.png [View same] [iqdb] [saucenao] [google]
4637262

>>4636569
ehhh... fucking around with your logo for no reason.
was something to do while i drank my coffee this morning. feel free to ignore

>> No.4637274

>>4637262
looks like you just bloax'd it t b h

>> No.4637285

>>4637236
I see at least two Valentine references.

>> No.4637305

Any good Trenchbroom tutorials? I'm getting kinda tired making Doom maps and wanna give Quake a try.

>> No.4637310

>>4636876
People shit on Sandy's maps for being less visually detailed than the other three's (also: Spawns), but I feel like he's the one who had the most fun experimenting with the shit the engine could do. I remember reading something a while back about the floating-water entrance to E4 in the start map and how that was such a ridiculous, out-there concept at the time that it was only fitting for it to have been done by the Call of Cthulhu old-man-on-staff.

>> No.4637314

>>4637305
https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
dumptruck_ds of func_ has been making a series of pretty excellent video tutorials. Haven't watched them myself but they seem pretty popular; depending on how in-depth they go, it's worth noting that most of your learning process won't be for Trenchbroom's controls and interface specifically, but how Quake mapping in general works (brushes, leaks, wads and paks, the qbsp/vis/light compile process, and so on).

>> No.4637318

>>4637314
>videos aren't 30+ minutes
Thanks this is exactly what I was looking for.

>> No.4637342

I like the maps of Doom 1 but wish it had the weapons/enemies of Doom 2

>> No.4637351

>>4637342
PSX Doom does that a sort of.
There's a TC that replicates it authentically, down to every aspect, and one that's a bit stripped down to let you play with mods.

>> No.4637357

>>4637310
Evolution Of The Wad's first episode went over his mapping and legacy, and about how the hatred for his mapping is exaggerated and partially unfounded.

>> No.4637371

>>4637342
It doesn't help that GZDoom has a habit of making dark areas into I-can't-see-shit-captain areas of pure darkness and Doom 2's earlier maps have a lot of this.

>> No.4637383
File: 164 KB, 1280x720, Screenshot_Doom_20180310_202829.png [View same] [iqdb] [saucenao] [google]
4637383

Fuck yeah, I found Basilissa. Time to give some unsuspecting Great Old One a burning asshole. Really loving this mod so far.

>> No.4637386

>>4637371
Well, there are flashlight mods for GZDoom, that helps a bit.

>> No.4637389

>>4637386
isn't there an option to change the lights, tho?
i also don't get how gzdoom's default setting start off different from the original games
i mean, yeah it's not a faithful sourceport and is meant for mods and all, but still

>> No.4637397

>>4637383
I see you're going through Strange Aeons as well with High Noon Drifter


Those moving train/carrier levels are mad dope, hella fun

>> No.4637398

Is Shades of Doom any good?

>> No.4637401
File: 101 KB, 1280x720, Screenshot_Doom_20180310_144926.png [View same] [iqdb] [saucenao] [google]
4637401

>>4637397
Yeah, I'm using the compatibility patch too.
It's really good, I've just got to that giant moving fortress map and it's amazing.

>> No.4637409

>>4637094
>>4637108
give the chaingun's function to a SMG, give the chain the super nailgun treatment (double damage for double ammo consumption) with a wind up to balance it out

>> No.4637414

>>4637409
The nailgun to super nailgun was one of the few things Quake did well, along with the atmosphere and music.
I wish they made the chaingun better in the original.

>> No.4637417

>>4637414
>one of the few things Quake did well
fighting words

>> No.4637423

>>4637417
Don't get me wrong, Quake was alright.
But after playing it through twice I don't feel the need to every play it again. Doom can easily hold my attention while Quake was just a really good experience that I already feel done with.

>> No.4637424

Other than Strange Aeons, what are some other good western themed and desert levels and megawads?

>> No.4637425
File: 1.25 MB, 1920x1080, Screenshot_Doom_20180123_025332.png [View same] [iqdb] [saucenao] [google]
4637425

>>4636564
>Taken moments before crash

>> No.4637427

>>4637423
if you're playing literally just plain doom over and over and over, you probably have autism (which i hear is surprisingly common in the doom community)

>> No.4637430

>>4637424
For deserts, Epic 1 and 2 were pretty good. They aren't western themed, but for mods like HND they fit well.

A Fistful of Doom is a great western mapset, complete with a cute 90's attempt at reskinning zombiemen as cowboys and a fun spaghetti western sound effect on each kill. It's only two maps though.

>> No.4637432

>>4637425
Damn dude, what's that from?

>> No.4637434

>>4637427
No, I'm using mods and various mapsets.
I'd go nuts just playing the same maps over and over, no matter how much I like episode one of Doom.

>> No.4637439

>>4637434
so are you assuming everyone playing quake has been playing the same e1 through e4 for 22 years or what

>> No.4637440

>>4637432
Was running Slaughterfest 2012 maps with the Baron mod and Brutal Doom enemies.

Was going fairly fine up until this point with literally a thousand Imps. It was probably some combination of all the bits splashing in the lava that it eventually just gave up on.

>> No.4637441

>>4637427
I'm not sure if you're trying to insult us or something but I doubt the Quake community is any better when it comes to autism. We're all playing ancient and outdated games instead of the newer and flashier ones anyway, so I guess that takes some level of autism.

>> No.4637442

>>4637425
dude thats looks really cool

>> No.4637443

>>4637439
No? I just didn't care for the enemies or weapons. Chill out my dude.

>> No.4637445

>>4637441
joke's on you, there is no concrete quake community because they're always at each other's throats about which game is the best and why quake 1/quake 2/quake 3 was the last REAL quake game and why CPMA is for pros/babbies

>> No.4637450

>>4637445
But that makes them sound even more autistic, and not in the good way that results in more content either.

>> No.4637454

>>4637445
That's why I prefer the Doom community. I like Quake more as a game, but Doom just has better content creators.

>> No.4637457

>>4637454
*more content creators, because anyone with a potato and MS Paint can make a mod

>> No.4637459

>>4637457
True, and it is easier to mod for Doom, but that's resulted in a lot of cool things. Some bad too - just look at that Swan Fox thing last thread, but for the most part this is a good thing.

>> No.4637463
File: 407 KB, 500x645, Gordon-Freeman-on-Half-Life-1-box-cover-gordon-freeman-25689139-500-645[1].jpg [View same] [iqdb] [saucenao] [google]
4637463

>>4637454
As it turns out when content creators want to make big-time Quake mods, they end up making actual games.

>> No.4637470

>>4637445
but doom has that same community
>super shotgun ruined doom (it did)
>doom 64 has bad level design and is only liked because it is new, fan mapsets such as memento mori are better
>doom 3 doesn't exist, i dont care about the fun multiplayer im trying really hard
>doom 4? more like doom poor sequel xd muh cinematic kills and pinata enemies the game is ruined

>> No.4637472

is it time for the 102398th quake vs doom pissfest

>> No.4637473
File: 8 KB, 80x160, 1463247612642.gif [View same] [iqdb] [saucenao] [google]
4637473

>>4637470
>doom 4? more like doom poor

>> No.4637474

>>4637470
Super shotgun didn't ruin Doom 2. Trying to balance all the new enemies around it ruined Doom 2.

>> No.4637475

>>4637401
>>4637397
>>4637383
strange aeons is such a perfect fit for high noon drifter, like holy shit
the two fit each other so well in tone and gameplay, it's crazy
only problem is that the plasma rifle is only in secret levels, it's a shame it's not easier to get

>> No.4637476

>>4637472
I like both though.

>> No.4637478

>>4637475
I'm finding the guns are far more powerful than in vanilla anyway, so I don't really need the plasma as such.

>> No.4637479

>>4637475
Thinking about it I almost feel like playing through it again even though imo it really picks up in the egypt and Leng levels

>> No.4637480

>>4637476
GET HIM

>> No.4637483

>>4637479
I just love the level design. I'm only two episodes in right now, but the floating islands and weird industrial facilities are really cool. I'm interested to see what else is coming up.

>> No.4637484

>>4637472
Pretty sure we agreed Quake is better since it doesn't need you to get lost in every level and have you scouting the map all the time like Doom and its fanmade maps want you to do.

>> No.4637495

>>4635606
I just picked whichever ones worked and were in english. Seems like they all play at a decent resolution or can all be stretched at least.

>> No.4637525

>>4637484
No, we didn't.

>> No.4637535

"doom" difficulty or challenging difficulty?

>> No.4637536

Is there a WAD to make pistol start standard?

>> No.4637540

>>4637536
https://www.doomworld.com/forum/topic/67715-zdoom-pistol-start-options/

>> No.4637546
File: 423 KB, 1920x1080, Screenshot_Doom_20180310_181802.png [View same] [iqdb] [saucenao] [google]
4637546

>>4636564
fire

>> No.4637552

>>4637540
Thanks, but I use this one already. I was hoping there was another.

>> No.4637562
File: 127 KB, 1024x576, Screenshot_Doom_20180224_151552.png [View same] [iqdb] [saucenao] [google]
4637562

>>4636564

>> No.4637583

>>4637562
spoopy

>> No.4637584

That's some delicious dithering ya got there.

>> No.4637612
File: 135 KB, 270x231, josuke describes his experience with zdoom netplay to a sock.png [View same] [iqdb] [saucenao] [google]
4637612

>>4637463
Not related but I wish HL1 and 2 had proper bhop. Not saying either are bad for not having them, but I wish I didn't have to bind mwheelup/down to bhop or do it backwards. Then I could just go fast as fuck like in Quake.

Even though I understand neither of the games are supposed to be straight up run n gun type games, but I love being able to do that in FPS games in general for some reason.

>> No.4637617
File: 82 KB, 334x140, unknown.png [View same] [iqdb] [saucenao] [google]
4637617

>>4637612
>that filename

>> No.4637625

I just downloaded the new version of GZDoom. Some sectors in the official IWADs seem too dark, you cannot see enemies or even find your way around them. I messed with the brightness, gamma and contrast but it didn't help. Any ideas?

>> No.4637637

>>4637625
did you switch the lighting mode to software, in the opengl renderer options?

>> No.4637639

>>4637625
Options > Display Setting > OpenGL Setting > Sector Light Mode.
Fiddle around with those options to find one right for you.

>> No.4637653

>>4637612
At least HL1/2 and other GoldSrc/Source games still have id tech 2's delicious, delicious mouse input and player movement including air control even without bunnyhopping. That shit should be the gold standard for FPSs and it amazes me how many companies still fuck up simple shit like movement acceleration.

>> No.4637695

>>4637639
muuuch better.
Reasons for differences between legacy and standard?
Also, why does gzdoom come with such retarded defaults? Like the blurry textures?

>> No.4637698

>>4637695
>Also, why does gzdoom come with such retarded defaults?

Fucking million dollar question, right there.

>> No.4637704

>>4637695
>why does gzdoom come with such retarded defaults?
Only 1 answer: This is Graf's preferred playing style. Hideous filtered blurry textures, everything shit, no WASD bound, no alt fire bound. Just suffering in general.

>> No.4637706

>>4637698
It's hardly unexpected to have a program's default settings correspond to the lead developer's preferences. Is it?

>> No.4637708

>>4636262
The Brutal Doom BFG is a proper BFG.

>> No.4637713

>>4637704
that better be a joke, because it's default settings feel so weird, it might as well be suited for someone who might hate doom

>> No.4637714
File: 117 KB, 625x773, 1517004171415.png [View same] [iqdb] [saucenao] [google]
4637714

>>4637484
>get lost in every level

>> No.4637715
File: 1.54 MB, 480x264, overthonk.gif [View same] [iqdb] [saucenao] [google]
4637715

>>4637713
>it might as well be suited for someone who might hate doom

>> No.4637718

>>4637704
>no WASD bound
zdoom and zandronum don't have this either.

>> No.4637720

>>4637718
Zandronum 3.0 does

>> No.4637721

>>4637706

Unexpected, no, but I certainly hope this isn't the case.
I'm trying to give Graf a modicum of credit.

>> No.4637724
File: 164 KB, 1600x900, duke-nukem-3d-art_1440.0.0.jpg [View same] [iqdb] [saucenao] [google]
4637724

How do I mod Duke Nukem 3D lads? I assume its nowhere near as easy as just setting up a WAD folder..

>> No.4637739
File: 1.12 MB, 1920x1080, tntfinaldoomer.png [View same] [iqdb] [saucenao] [google]
4637739

>>4636564

TNT + Final Doomer

>> No.4637742

>>4637739
I think he means stuff you're working on.

>> No.4637757
File: 32 KB, 320x240, TNT_title.gif [View same] [iqdb] [saucenao] [google]
4637757

>>4637742

Ah, gotcha.

In that case let me just say TNT > Plutionia

>> No.4637769

>>4637757
That doesn't mean you can't post random screenshots of whatever you're playing. That is always encouraged!

And yeah I do like that map >>4637739, I enjoy its spaciousness and the end looping back to the start via a thin walkway past a very nice looking slime fall.

>> No.4637782

>>4637724
Throw your mods in different folders in the Samples folder in your eduke directory. You can select them from the eduke launcher after that.

>> No.4637787

>>4637782
Alright, just downloaded eduke, thanks.

>> No.4637793
File: 1.09 MB, 1920x1080, why do i bother with secret maps.png [View same] [iqdb] [saucenao] [google]
4637793

>>4637739
I really tried to like TNTguy's weapon set but couldn't. Burst shotgun is great for general use but I didn't like the lack of burst damage in one shot especially against Archviles. The slot 7 that exclusively fires BFG rays is neat though.

Funny enough, I thought AAguy was forgettable even after going through the entirety of Scythe with it, but now going through Speed of Doom it's more satisfying than I remember. Slot 5 is kinda OP for what it is while Slot 6 is more situational, but the rest of the kit is solid.

BTSXguy makes me wish I had hitscan and some semblance of range on the SSG replacement despite the absurd damage potential

>> No.4637807

Hey, is HDOOMGUY still doing that Keen thing?

>> No.4637823

>>4637739
>>4637742
>>4637757
yes, screenshot saturday is for things you're working on, specifically

>> No.4637824

>>4637562
I would like to know more

>> No.4637834

>>4637793
BTSX chainsaw is the best tho

>> No.4637836

>>4637721
Its giving him credit for shitty defaults.

I can understand no WASD or altfire or reload bound, as they're not really "traditional" doom, but having filtered textures on by default is not "traditional" doom either, so it feels very inconsistent.

>> No.4637838

>>4637094
so a gauss cannon essentially

>> No.4637842

>doom 64 maps with complex doom
>enemy teleportation spawns don't work
oh
>>4637836
i think there's more than that, like how the automap has different colors and how the light amplification goggles have night vision mode instead of just "amplifying" lights

>> No.4637853

>>4637704
you are braindead and paranoid

>> No.4637856

>>4637704
I pretty much made everything the opposite. Now I nee

>> No.4637857

Trying to play through Demons of Problemantique with Lithium 1.5.3, on GZDOOM 64 bit, but outside of the pistol I haven't found any guns. Is this normal?

>> No.4637860

>>4637857
I ask because so far this has been Glock 18 simulator.

>> No.4637889

>>4637857
I think the mapset expects you to get weapons from enemy drops. Obviously it wasn't designed around gameplay mods that change that.

>> No.4637892

>>4637889
Well shit, any way around this?

>> No.4637905

>>4637892
push forward until you have the money to buy weapons from the shop or you reach the SSG and other higher-tier weapons that'll actually be placed in the map
or go play something else
or spawn the weapons in via console

>> No.4637968
File: 421 KB, 1920x1080, Screenshot_Doom_20180310_222845_01.png [View same] [iqdb] [saucenao] [google]
4637968

Ludicrous gibs!

>> No.4637982 [DELETED] 

>>4637853
>t. Graf Zahl

>> No.4637993 [DELETED] 

>>4637982
18+ website

>> No.4638009
File: 12 KB, 306x203, bot-supermech[1].gif [View same] [iqdb] [saucenao] [google]
4638009

Anyone here familiar with Descent? I'm playing on the Rookie difficulty and this game is kicking my ass, the Red Hulk enemies are goddamn horseshit

>> No.4638018

>>4638009
Trying to play these games without a joystick is pointless bullshit.

>> No.4638024
File: 560 KB, 1366x768, Screenshot_Doom_20180311_001545.png [View same] [iqdb] [saucenao] [google]
4638024

>>4634165
Played the first few maps and looked at the rest a bit. I'm no mapper, but I'd say the maps are pretty and well detailed. However, the first two maps are too easy, even on UV, and a bit linear. The difficulty only increases a bit after the helipad room in the third map.

You might want to change the texture of this door on the first map, also.

>> No.4638026

>>4638018
mouse and keyboard is easier in descent. this is not tie fighter or any other space sim for that matter

>> No.4638028 [DELETED] 

>>4637993
ah of course, I didn't realize Graf was under 18

>> No.4638031

>>4637562
Looks like a Resident Evil background.

>> No.4638036
File: 1.13 MB, 1920x1080, plasma folded 1000 times.png [View same] [iqdb] [saucenao] [google]
4638036

>>4637834
I'm currently sitting on 2.2 which I know at least had the weaker charged pulse shots, dunno if anything else got changed but I found the powerup replacing the chainsaw even more situational because hitscan and maybe damaging floors can just eat away that buffer quickly. It's fun while it lasts, but for something you can only use once per map it can end up being forgettable or limited.

>BTSX chainsaw is the best tho

That's a funny way to say JPCP.

>> No.4638052

>>4637853
quality post.

>> No.4638064
File: 83 KB, 577x624, 1500755639617.jpg [View same] [iqdb] [saucenao] [google]
4638064

>>4637443
Let me guess, you didn't like the damage output of the double barrel shotgun and thought the enemies were bullet sponges because of that, right?

>> No.4638069
File: 598 KB, 1920x1080, Screenshot_Doom_20180310_234142.png [View same] [iqdb] [saucenao] [google]
4638069

>> No.4638072

>>4638069
Hitler coming to claim the bonus boss spot that he deserved.

>> No.4638118

>>4637427
>if you're playing literally just plain doom over and over and over, you probably have autism
considering the amount of people who play plain unmodded games over and over just for fun on this board alone, the possibility of people preferring unmodded doom ain't that far out there.

and there's autists on like, every single approachable corner of the internet, so don't think you're calling anyone out or being brutally honest or blunt at any rate. the relation you're trying to draw between the two concepts is a very poorly thought out stretch.

>> No.4638124

>>4638024
played the first 3 maps
+texturing is mostly good
+general layout/design is solid
-weapon acquisition is a bit slow (dont get shotgun in map01 unless you find a secret, dont get the chaingun until map03)
-enemies are a bit boring (just one shotgunner at the end of map01, and no more until halfway through map02, variety only really begins in map03)
-texturing is weird in some places (eg. marble floor on a tech wall, or the fucked up door the other anon mentioned) and straight up ugly in one instance (the room that's nothing but stargr or startan or whatever)

>> No.4638127

>>4638064
maybe his thoughts have to do with the common opinion that the guns in quake for the most part don't feel half as gratifying to use as the ones in doom or that the enemies don't feel as threatening?

>> No.4638128

>>4638124
meant for
>>4634165
also forgot to say this - its better to use a new texture for something you want than to try to radically repurpose a vanilla texture because the latter will confuse people used to how the textures are traditionally used

>> No.4638137

>>4635590
I was playing the classics, I had played Scythe 1 and 2 and Alien Vendetta but got tired of hard maps (Hell Revealed was next). People here said BtSX was comfy. I think I should stop playing UV for good.

>> No.4638139
File: 562 KB, 743x750, Hell_To_Pay_Cover[1].png [View same] [iqdb] [saucenao] [google]
4638139

Is this worth playing?

>> No.4638140

>>4638127
*common opinion by doom fans

>> No.4638148

>>4638140
lmao why are you so butthurt and defensive over people not preferring your precious 90s FPS over another one?

>> No.4638156

>>4638148
i have severe depression and seek self-validation by getting angry about people's opinions on the internet

>> No.4638162

>>4638024
>>4638128
forgot to mention YET ANOTHER thing - theres an overreliance on simple "flip switch, door right by it opens" - should be more puzzley/complicated if theres going to be any switch flipping involved in opening doors

>> No.4638190
File: 632 KB, 1036x764, firefox_2018-03-11_02-59-45.png [View same] [iqdb] [saucenao] [google]
4638190

>>4637562
Looks like that Silent Hill TC, but way spookier. What is it?

>> No.4638193

>>4638009
I am. Have you taken the time to adjust your controls and get used to them? Also, don't be stingy with missiles. If your most hated enemy isn't the grey chaingunner you're doing something wrong.
Also, what port are you using?

>> No.4638218

>>4638139
Nah, it kinda sucks.

>> No.4638232
File: 650 KB, 1920x1080, Screenshot_Doom_20180311_012745.png [View same] [iqdb] [saucenao] [google]
4638232

Finally Reverie has an interesting map

>> No.4638243
File: 74 KB, 180x180, file.png [View same] [iqdb] [saucenao] [google]
4638243

>>4637807
I don't think it's *dead* per-se but everyone involved is busy with all sorts of other crap so it's just sort of sitting there on the floor waiting for someone to poke at it again.

>>4637695
Blurry textures, as ugly as they are, make it immediately obvious that the OpenGL renderer is active. Everything else is just kind of a hang-over from the old days that nobody really cares enough to change, especially since the player will just change it all to what they're most comfortable with anyway.

>> No.4638258
File: 57 KB, 400x329, 1509533090633.png [View same] [iqdb] [saucenao] [google]
4638258

Which one am I supposed to use? Gervill?

>> No.4638279

>>4638272
>"you seem awfully butthurt about people not thinking your favorite old game is the best"
>"n-n-no YOUR butthurt"

>> No.4638280

>>4638279
I misread your post as his because I suck at following conversations.

>> No.4638309
File: 994 KB, 480x302, I WANT JOJO.gif [View same] [iqdb] [saucenao] [google]
4638309

It's a bummer needing to turn off quality of life stuff because it makes GZDoom too laggy. After playing with Smooth Doom for so long, going back to classic animations feels like I'm playing Doom in slow motion. Say what you will about graphics not being as important as gameplay, an important part of how responsive a game feels is how quick, fluid, and striking everything looks. (As usual, Blood gets everything right here)

>> No.4638321 [DELETED] 

Say something nice about s'arais
Too late, already summoned

>> No.4638325

>>4637562
Reminds me of AFRAID OF MONSTERS.

Guess this is AOM: Doom Cut?

>> No.4638328
File: 400 KB, 1360x768, Screenshot_Doom_20180310_235738.png [View same] [iqdb] [saucenao] [google]
4638328

>load map wad with Hexen 2 Disguise For Doom 2
>suddenly every wad looks perfect for GMOTA

>> No.4638331

>>4637236
MY DICK

>> No.4638340
File: 455 KB, 1360x768, Screenshot_Doom_20180311_001843.png [View same] [iqdb] [saucenao] [google]
4638340

>>4638328
This is too cool

>> No.4638358

>>4638009
On the subject:how do I play it on linux.
Last time I tried iirc I had to compile the sourcecode only I had to compile something else first or some shot, just a general shotshow with shitty zip repos instead of a git or something.

>> No.4638376

>>4638258
if you dont know what a midi synth is click miscrosoft gs wavetable synth

>> No.4638419

>>4638328
Oh shit boy, that thing exists?

Time to try that out with wrath of cronos

>> No.4638437
File: 572 KB, 1600x900, Screenshot_Doom_20180311_062701.png [View same] [iqdb] [saucenao] [google]
4638437

>>4636564

Bit late, but here's a rehauled HUD for Booster. Fancy bar HUD is done, next up is the simple space-efficient fullscreen HUD.
Uses fullscreen offsets, so it's capable of being scaled to be bigger or smaller depending on user preference.

>> No.4638493
File: 131 KB, 340x178, delet-this.gif [View same] [iqdb] [saucenao] [google]
4638493

>> No.4638508

>>4638328
A link for Hexen 2 Disguise For Doom 2 please?

>> No.4638517

>>4638493
This makes me uncomfortable

>> No.4638524

>>4638517
What is worse,
>There's a spoopy skeletong inside you!
or
>There's a super shotgun inside you!

>> No.4638526

>>4638358
On Ubuntu you can just apt install d1x-rebirth, and I think most other distros carry it these days as well.

>> No.4638557

How's GMOTA, Kegan?

>> No.4638558

>>4637236
EXCUSE ME, IM IN NEED OF MEDICAL ATTENTION

>> No.4638559

>>4637236
Hello-o-o-o-o-o, Nurse!

>> No.4638567

>>4638557
Cooling on his window sill.

>> No.4638629

With that link to the mobile id games, will anyone tried to rip stuff out of it or at least make full walkthroughs that arent in russian?

>> No.4638638

>>4638629
You can find reverse-engineering notes for (and asset rips from) Doom RPG 1 here. http://www.neocomputer.org/projects/doomrpg

I believe the formats in the second-generation of the engine are very different.

>> No.4638640

>>4638629
i used to play a lot of Wolf rpg, and Doom 2 rpg, so i'm considering making a playtrough, but i'm not sure if an emulator can run it.

>> No.4638646

>>4638640
Didn't the anon who made the weebly site recommended J2ME Loader or something similar?

>> No.4638647

>>4638526
Oh. Is there any font to replace the illegible pixely one?
>>4638640
They should, j2me emulation is trivial.

>> No.4638652

>>4638646
>>4638647
My experience with KEmulator is that it either runs the game but with half the models and textures missing, or not at all. What was the weebly link again?

>> No.4638656

>>4638646
Yeah, but that's for android, i wanna play on PC.

>> No.4638657

New thread.

>>4638653
>>4638653
>>4638653

>> No.4638682

>>4638647
https://www.dxx-rebirth.com/addons/
The Hires pack has smoother fonts, but it also adds upscaled menu and intermission backgrounds. Not sure if there's a way to disable those if you don't want them, besides taking them out of the archive (the .dxa file is just a renamed zip).

>> No.4639342

>>4638328
>>4638340
Pls gib...

>> No.4639859

>>4638148
The opposite applies.

>> No.4639865

>>4638127
>guns in quake for the most part don't feel half as gratifying to use as the ones in doom
Mostly the shotguns and the axe. Nailguns, explosives and the thunderbolt have great feedback.

>enemies don't feel as threatening
Fiend feels more threatening than half the Doom roster, which to be honest is pretty silly in general.

But I guess you will get mad that someone is daring to refute your opinions.