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/vr/ - Retro Games


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4727306 No.4727306 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4723056

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
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
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

Doom RPG series
https://doomrpg.weebly.com/

== 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.4727307

=== NEWS ===

[04-21] Rumors of a new Doom movie
https://www.doomworld.com/forum/topic/100434-another-doom-movie-being-made/

[04-19] Anon's hack of Terminus's Doombike mod
https://desuarchive.org/vr/thread/4718315/#4722307
http://s000.tinyupload.com/index.php?file_id=00088901197544308135

[04-19] Doom 2016 OST coming to vinyl
https://twitter.com/DOOM/status/986590166637842432

[04-17] Anon release: Firstmap.wad
http://www.mediafire.com/file/kiu1aq9kqr81zas/Firstmap.wad

[04-17] Trailblazer update 1.4c released, mostly bug fixes
https://pillowblaster.tumblr.com/post/172994870631/trailblazer-14c-update

[04-16] La Tailor Girl 1.52 released
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1050351#p1050351

[04-16] Booster public test build #2
https://drive.google.com/uc?id=1G-Xg0dc8OOwkhq1AHKs2w7wpz-IRB3hD

[04-15] Patch to remove demon runes from D4T
https://forum.zdoom.org/viewtopic.php?p=1050273#p1050273

[04-15] Conversion of Quake Ikwhite textures to Doom format
https://my.mixtape.moe/etefke.wad

[04-13] Anon texture release: Source engine-style devtextures
http://s000.tinyupload.com/?file_id=93737565247231239878

[04-11] Heretical Doom updated to v1.2
https://forum.zdoom.org/viewtopic.php?t=56762

[04-11] Impromptu Minidido, large multi-author map for prboom/eternity, RC1 released
https://www.doomworld.com/forum/topic/100311-impromptu-minidido-rc1/

[04-11] Anon map release: Soundless Mound
https://marisakirisa.me/tmp/soundless_m.pk7

[04-08] Anon map release: MAP01.wad (seems not to have any other title)
https://nofile.io/f/Sy9wXHX5j1g/MAP01.wad

[04-08] GZDoom Hardware Survey Concludes: older 2D backends to get the axe
https://forum.zdoom.org/viewtopic.php?t=60152
https://forum.zdoom.org/viewtopic.php?t=60156

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4727335

>>4727307
>[04-08] Anon map release: MAP01.wad (seems not to have any other title)
>https://nofile.io/f/Sy9wXHX5j1g/MAP01.wad

You know what, I'm gonna check this out and try to give feedback.

>> No.4727340
File: 515 KB, 1280x800, Screenshot_Doom_20180421_155304.png [View same] [iqdb] [saucenao] [google]
4727340

>>4727335
So far, I like the aesthetics in this. Solid start.

>> No.4727341

https://www.youtube.com/watch?v=PnyxLLB2bHo
Transfering resources from some game, still a lot to do.

>> No.4727348
File: 139 KB, 800x600, Screenshot_Doom_20180421_035507.png [View same] [iqdb] [saucenao] [google]
4727348

New grenade ammo container, contains six grenades, which can be taken one at a time. No longer will you accidentally step on a box and waste five grenades because you could only carry one more.

Also it's nice seeing the weapon graphics in full screen.

>> No.4727351
File: 490 KB, 1280x800, Screenshot_Doom_20180421_155645.png [View same] [iqdb] [saucenao] [google]
4727351

>>4727340
Seriously? RUDE.
Asking me to fight Archvile with no health, no armor and only a shotgun? Seriously?

Also I'm assuming this is trying to teach me that I should save often in this level.

>> No.4727358
File: 163 KB, 407x356, 1517442300129.png [View same] [iqdb] [saucenao] [google]
4727358

>>4727340
>>4727351
>blurry
>over saturated
>fucked up aspect ratio
How can you even enjoy playing Doom like this?

>> No.4727360
File: 412 KB, 1280x800, Screenshot_Doom_20180421_160526.png [View same] [iqdb] [saucenao] [google]
4727360

>>4727351
Weird, that was actually MUCH easier after I disabled Always Run. In a small space like this, this meant maneuvering was way more precise.

People in this thread always told me "Always Run" should be always on, I feel lied to.

>> No.4727364

>>4727360
>In a small space like this, this meant maneuvering was way more precise.
Just hold shift to walk then.

>> No.4727368

>>4727341
Yo, those are some rather nice textures.

>> No.4727370
File: 126 KB, 400x300, Screenshot_Doom_20180421_161023.png [View same] [iqdb] [saucenao] [google]
4727370

>>4727358
Huh, I didn't notice the bluriness.
I actually play it in 800x600 downscaled linear to 400x300, but I thought that'd be too small/pixelated to share in the thread, so I switch it to scaling to 1280x800 when taking screenshots, cause I thought it's gonna look better. I guess it didn't.

Pic related, how I actually play. Also pic related, aesthetics in this level are really good, I love the whole thing where a base is consumed by a FLESH DIMENSION.

>> No.4727379
File: 72 KB, 400x300, Screenshot_Doom_20180421_161638.png [View same] [iqdb] [saucenao] [google]
4727379

>>4727370
Then, a Baron of Hell, that's super easy to kill in a super cheesy way.

One thing I noticed so far is that this level like to throw tough enemies at you, and gives you more than ample cover to fight them fair, even if you only have a shotgun.
I like that. I think that's when Doom is at its purest, when it turns into battle between you and demons, you having to outsmart them and outdodge them because they have you outgunned.

>> No.4727398
File: 158 KB, 400x600, Clipboard03.png [View same] [iqdb] [saucenao] [google]
4727398

>>4727379
And then an imp maze in the dark (optional, but noone will skip it because it's a shortcut and gives you plenty of shotgun ammo), and then it ends.

I have to say, if this was first level of a larger wad, I'd definitely keep playing to see what comes next.

Neat.

I like this level! It's sort of short, and the only weapon is the shotgun - but I think judging by the name, MAP01, it serves it's purpose well - as in, as a first level of a larger wad.

It definitely feels very good to play, and having small amount of weak monsters in places where you can fight them fair is definitely an interesting take on an opening level of a wad, rather than usual stuff of simply siccing hordes of weak enemies at you.

I like the imaginative encounters - simple, but interesting and fair. I especially like how author unleashes a Baron shriek right behind players back, forcing them to go downstairs seeking more place to fight - right in the line of fire of several shotgunners, that was a really cool moment. But in the end, all encounters - Archvile, Caco, Hellknight and Baron were all interesting and somewhat memorable.

Good level.

>> No.4727416
File: 96 KB, 475x582, 1397508151182.jpg [View same] [iqdb] [saucenao] [google]
4727416

Gimmie some tips and tricks on how to start infighting. Infighting's pretty useful and it's always fun to watch monsters fight but how come it doesn't work all of the time?

>> No.4727425

>>4727416
First of all, starting infighting works best with hitscanner enemies. They're the best for this, as they're easiest to 'aim' at other monsters. Arachnotrons and mancubi are also good for this. Starting infighting with projectiles are harder, and melee is actually impossible. Similarly, despite arch-vile attack being hitscan, it can't start infighting either.

Generally what you want to do is to simply run circles around the group of enemies that include one of these infight-heavy enemies. Eventually, someone will start infighting.

>> No.4727428
File: 1.32 MB, 943x663, the D.png [View same] [iqdb] [saucenao] [google]
4727428

Has anyone here played Highway to Hell?
If yes what do you think?

>> No.4727429

>>4727428
It was okay
The railgun felt a bit slow, SSG's primary and secondary fire are switched and i don't get the point of a machinegun and uzi's as a starter weapon.

>> No.4727431

>>4727425
Melee infighting is possible, but only when it's from A_SkullAttack

>> No.4727438

>>4727351
There's a Berserk Pack secret at the beginning, I assumed you were just supposed to punch the fuck out of him while using the pillars as covers.

Kind of intense to fistfight to the death, a nightmarish demon in a locker room like that. Like I'm imagining an all nude doomguy full with berserker rage, punching as hard as he can, finally gouging the vile's eyes out and slamming it's head into the concrete wall until it stops moving.

>> No.4727443

>>4727416
Projectiles of the same species don't work, generally.
Guns work great, a chaingunner firing indiscriminately can make a whole bunch of guys really pissed, and mancubodes let loose large volleys of fire kind of recklessly, so it's easy to trick them to hit others.

>>4727425
>melee is actually impossible
Depends. As mentioned, lost souls are prone to start bumping/ramming each other (which looks funny as shit), but monsters can indeed start meleeing each other.

This depends on sourceports, and some of this can be mods, but if you're agile enough, a melee attack can sometimes tag another monster, even of the same species, and since these are technically short range hitscans, they'll star beating and clawing at each other, even if they're the same species.
Then there's the barrel, and this works in vanilla, if a monster sets off a barrel, and hurts another monster, this can piss the other one off and he'll go over there and slap that guy, there was also a very strange vanilla bug where a monster hurting itself with a barrel would start using melee attacks on itself.

>> No.4727445
File: 239 KB, 800x600, YOU KNOW WHAT DAY IT IS.png [View same] [iqdb] [saucenao] [google]
4727445

WELL I BETTER POST THIS HERE TOO. IT'S SATURDAY. WHAT'RE YOU WORKING ON?

>> No.4727449

>>4727429
Personally I really like it.
The SSG isn't a problem for me.
I think the uzi was added for the sake of a dual wielding weapon.
Loved the flamethrower.

>> No.4727464 [SPOILER] 
File: 6 KB, 170x326, 1524325020317.png [View same] [iqdb] [saucenao] [google]
4727464

>>4727445
when naked but you really wanna punch a fucker

>> No.4727486
File: 2.38 MB, 1280x720, mrfriendly.webm [View same] [iqdb] [saucenao] [google]
4727486

darksucker is a good wood

>> No.4727489

currently replaying heretic, I think that game is better than Doom 2, the pacing feels a lot better

>> No.4727495

>>4727370
>pushing the saturation like that
Goddamn dude, why

>> No.4727558
File: 3.55 MB, 996x934, statue2.png [View same] [iqdb] [saucenao] [google]
4727558

>>4727445
I figured out how to lower the statue in my map with one switch instead of two.

I made a sector with the desired floor height and put eight small sectors into it, one for each sector that makes up the statue. Then simply joined the sectors together and kept the 159 action on the switch.

>> No.4727559

>>4727464
Noice.

>> No.4727563

>>4727464
handhairjob? hairhandjob? I don't know anymore!

>> No.4727567

>>4727495
I'm playing on a crappy laptop screen whose settings I can't really adjust, so I oversaturate it to compensate for washed out screen.

>> No.4727574

>>4727348
Is this your ICD re-vamp? looking forward to it (although I'll miss the side view guns I understand why you changed them)

>> No.4727582

>>4727567
I must say, that's pretty genius

>> No.4727586
File: 76 KB, 400x450, 1467796280721.gif [View same] [iqdb] [saucenao] [google]
4727586

I'm playing EvilTech and I can't figure out, for the life of me, how to get the yellow key on Map13

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/eviltecc

>> No.4727594
File: 137 KB, 800x600, Screenshot_Doom_20180421_035300.png [View same] [iqdb] [saucenao] [google]
4727594

>>4727574
Yeah.
I'm ok with angled guns, but I think centered guns just fits Doom better, also mixing angled and centered guns I think just looks bad.

Not 100% sure what I'll do with the Uzis, though, since there aren't really any good centered Uzi graphics that look consistent with the Shadow Warrior ones (which I kind of want to go with, possibly working them over a bit).

There'll still always be the regular ported classic version available though.

>> No.4727604

>>4727567
what's the highest aspect ratio can it achieve

>> No.4727607

>>4727586
I managed to make progress, I don't think I need help anymore

Go ahead and give the megawad a try though if you want

>> No.4727620

What are ZDoom-isms?

>> No.4727629
File: 89 KB, 1200x1159, a0376934643_10.jpg [View same] [iqdb] [saucenao] [google]
4727629

At what point do you just F.E.A.R.?

>> No.4727631

>>4727629
Go 2 It

>> No.4727634

>>4727629
[muffled agitation noises in the distance]

>> No.4727636

>>4727620
Where did you even hear that expression
>>4727629
Pretty much any slaughtermap

>> No.4727637

>>4727604
Aspect ratio? It's 16:10 screen, but I play it windowed in small resolution because my computer can't really handle playing Doom in high resolution with dynamic lights and stuff (it's a pretty crappy computer). Plus I prefer playing windowed anyway since it lets me multitask and stuff.

>> No.4727638
File: 86 KB, 500x500, AAAAHHHHHHHHHHH.png [View same] [iqdb] [saucenao] [google]
4727638

>>4727445
MY FUCKING GOD I HATE THIS SO MUCH

>> No.4727639

>>4727629
>when you grab an item and there's a swarm of boners
>when you're still only hauling the shotgun and chaingun and you hear a Cyberdemon roar and know he's coming for you
>when archies come to play and there's already a horde of enemies trying to restrict your movement

>> No.4727645
File: 571 KB, 1366x768, Screenshot_Doom_20180420_184836.png [View same] [iqdb] [saucenao] [google]
4727645

>>4727620
putting op custom monsters in your maps

>> No.4727650
File: 643 KB, 1366x768, Screenshot_Doom_20170819_113314.png [View same] [iqdb] [saucenao] [google]
4727650

>>4727629
>
>>4727637
>Plus I prefer playing windowed anyway since it lets me multitask and stuff.
can't be more important than playing doom

>> No.4727659

>>4727629
I'm F.E.A.R:ing at every moment. It's kind of the point

>> No.4727662

>>4727416
Elder god tier is making a monster melee itself to death after hurting itself by detonating a barrel that doesn't kill it.

>> No.4727669

>>4727620
bugs in maps not designed specifically for zdoom but which zdoom silently works around for you so you only notice them when trying to run in other source ports.

for example map03 of hellcore 2.0 you can only leave the first room in zdoom because the door has a walk trigger in front of it. zdoom makes all non-pressable special lines transparent to use key presses. so despite hellcore 2.0 declaring itself a boom-compatible mapset, you can't play it successfully in any source port other than zdoom+derivatives.

>> No.4727670
File: 506 KB, 1366x768, Screenshot_Doom_20171111_145710.png [View same] [iqdb] [saucenao] [google]
4727670

>>4727650
wrong pic

>> No.4727673

>>4727486
I wanted to make something like that a long time ago, but couldn't figure out how.

>> No.4727681
File: 290 KB, 1600x876, Castle Azgul 1.png [View same] [iqdb] [saucenao] [google]
4727681

>>4727445
Working on my first ever map, going for a castle theme with it (as shown by the level name.)

>> No.4727684
File: 462 KB, 1600x876, Castle Azgul 2.png [View same] [iqdb] [saucenao] [google]
4727684

>>4727445
>>4727681
Here's a bit of a screenshot of the actual level view as well for my castle level.

>> No.4727690
File: 494 KB, 1098x878, jsqRodt.png [View same] [iqdb] [saucenao] [google]
4727690

What do you think of MetaDoom?
I see there are mixed opinions about it.

>> No.4727691
File: 865 KB, 1920x1080, gzdoom 2018-04-21 14-14-24-14.jpg [View same] [iqdb] [saucenao] [google]
4727691

I'm tried to run Brutal Doom with Mr. Friendly, but it crashes upon loading a level with this error. What would I have to change in either mod to make them compatible?

>> No.4727705

>>4727691
Obvious bait, but you can start by removing brutal doom.

>> No.4727707
File: 22 KB, 406x638, 1234558496591.jpg [View same] [iqdb] [saucenao] [google]
4727707

>>4727691

>> No.4727708

>>4727691
>What would I have to change in either mod to make them compatible?

Far more than would actually be worth it, even for the meme.

>> No.4727712

>>4727620
Forgetting to disable crouching/jumping but making it unclear if player is supposed to use them or not.

>> No.4727715
File: 4 KB, 58x63, Lilskullasma.png [View same] [iqdb] [saucenao] [google]
4727715

>>4727445
I Don't know if its ok to show frankesprites count so im just gonna post this frame and thats it.

>> No.4727719

>>4727708

Just found that out after 15 minutes of cutting out code from Mr. Friendly and getting an error in the worldtick function.

>> No.4727724

>>4727712
don't know where you heard that but it is comedically wrong
>>4727715
>I Don't know if its ok to show frankesprites
anything you made is fine

>> No.4727734

>>4727629
When I see lots of pinkies coming, when I hear one arch-vile, or more arch-viles.

>> No.4727741
File: 356 KB, 1366x768, Screenshot_Doom_20180421_203937.png [View same] [iqdb] [saucenao] [google]
4727741

I really like how the SSG looks in Faspons.

>> No.4727742

>>4727629

When my Level 1 Rattata holds on with its Focus Sash and uses Endeavor on the opponent

>> No.4727745

>>4727684
Those pillars look nice. Put in a few red torches, too.

>> No.4727746
File: 8 KB, 320x200, 1520376621607.png [View same] [iqdb] [saucenao] [google]
4727746

>>4727715
We LOVE Frankensprites
For example, this was meant to go on walls and spew out Lost Souls, but then that got scrapped in favor of the Pain Elemental.. Heck, these sprites are even inside the Pain Elemental and ingenuity of it all blows our minds

>> No.4727749

>>4727715
Frankensprites are among my favorite, it takes some skill to do them well.

The skull plasma thing there looks pretty badass.

>> No.4727753

>>4727629
The first time I ever faced the fucking Fiends in Quake. Fuckers gave me nightmares as a kid.

>> No.4727757

>>4727746
Oh yeah, what did they make the Pain Elemental out of?

>cacodemon body (recolored)
>imp arms
>cyberdemon horns
>beta blursphere (eye)
>leftover "blobmonster" wip graphics

>> No.4727762

>>4727745
Thanks! It took a few tries on the pillar size and textures to get something I was satisfied with, and I'll keep the red torches in mind as well!

I wasn't sure when I should start adding decorations and stuff, but I'm satisfied enough with this entry hall now that adding stuff like that isn't a bad idea.

>> No.4727763
File: 15 KB, 300x250, Skullasma.png [View same] [iqdb] [saucenao] [google]
4727763

>>4727749
>>4727724
>>4727746
Well alright then, heres the full sprite sheet that i made, yes i am redead-ita.

>> No.4727779

>>4727763
very nice demonic weapon. also welcome

>> No.4727781
File: 103 KB, 576x240, cXCAosw.jpg [View same] [iqdb] [saucenao] [google]
4727781

Is there a retro FPS that still looks somewhat good with HD textures?

>> No.4727784

>>4727781
No.

>> No.4727787

>>4727781
Never with higher resolution, but truecolor texture replacements can be great

>> No.4727789

>>4727781
They look better in their normal resolution textures. Just upping resolution will just make things look weird, fake and uncanny.

Now, something that CAN look good, is if you made lightmaps, bumpmaps and normal maps for all the textures, sprites and flats in Doom, that can look totally excellent if done skillfully.

>> No.4727803
File: 48 KB, 512x386, Bestchains.png [View same] [iqdb] [saucenao] [google]
4727803

>>4727779
Thanks also heres annother that i made,

>> No.4727809

>>4727763
That is one sad skull

>> No.4727814

>>4727690
It's a great, but flawed mod

>> No.4727815

>>4727789
So there are good texture replacements?Of course no HD or anything like that.

>> No.4727818

>>4727803
I think it would really benefit from the extra chaingun rotation frames in Smooth Doom

>> No.4727820

>>4727814
Every mod has its flaws.
This one is problably how some weapons feel.

>> No.4727826

>>4727815
Replacements? Uh, well, people have made various texture sets, but I don't know if they'd strictly work as replacements for Doom's original textures.

>> No.4727831
File: 187 KB, 1084x808, temp.png [View same] [iqdb] [saucenao] [google]
4727831

>>4727445
made a new sky for bonus episode

>> No.4727842

>>4727820
I'm gonna blame it on Doom 3 sounds
I wonder if the machinegun would be better with the sounds of the HAR from Doom 16

>> No.4727843

>>4727831
c u t e

>> No.4727847

Anyone have a download to the Qonquer mod for Quake? The original link is down.

>> No.4727849

>>4727629
>Approach map exit.
>A bunch of demons suddenly spawn in, but don't block the exit off.

sayonara

>> No.4727870

>>4727594
I get what you mean; hopefully you find something you're happy with. The guns in ICD are still amazing to this day, just so damn satisfying to use.

>> No.4727874
File: 211 KB, 680x1071, 1472098136577.png [View same] [iqdb] [saucenao] [google]
4727874

>>4727629
Archviles in Hideous Destructor

>> No.4727875

>>4727629
"... You're being watched"

>> No.4727882

>>4727874
Just about anything that is multiple Imps, a large assortment of zombiemen aware to your presence at once, or nastier in Hideous Destructor pretty much elicits panic.

>> No.4727887

>>4727874
I really don't understand how to even play Hideous Destructor. I get shot, my screen flashes a bunch, and then I bleed out. And there's no way to not get shot because hitscan.

>> No.4727897

>>4727887
It turns the game into a one-man-army Rainbow Six, with all the horseshit that implies. You gotta take corners slowly and carefully, crouch-shoot foes, make sure to memorize applying bandages or tossing armor off if you're set on fire, and all sorts of micromanagement of both your gear and enemies around you least you die in seconds.

Honestly, i'd rather someone just make a high-damage mod that adds more realistic weapons and smarter monsters but doesn't try to overcomplicate the gameplay for my sort of "high difficulty kinda-realistic shooter" fix.

>> No.4727901

>>4727831
wait, episode of WHAT?

>> No.4727904

>>4727901
rekkr, guessing by the graphic resolution and palette.

>> No.4727912

>>4727904
ah, yeah I'm starting to see it, thanks

>> No.4727913
File: 573 KB, 1560x818, empty.jpg [View same] [iqdb] [saucenao] [google]
4727913

Gotta figure out how I'm going to use all this empty space. I overestimated how big this would be in game. Felt my first map was a bit cramped.

>> No.4727917
File: 653 KB, 960x540, Screenshot_Doom_20180421_220818.png [View same] [iqdb] [saucenao] [google]
4727917

New abort_m feature

>> No.4727925

>>4727917
Are you ever going to make a real mod or are you content to reheat stale memes until the end of time? Fuck outta here.

>> No.4727928

>>4727897
I'd like that a lot better too.

I think Hideous Destructor is just too hard for me.

>> No.4727929

>>4727925
you sound upset that someone's having fun, anon.

>> No.4727931 [DELETED] 

>>4727929
don't respond, just report.

>> No.4727932

>>4727917
would actually be funnier with just the middle fingers and (i assume) noises. The best part of brutal drm is bd fanboi reactions though so it works

>> No.4727935

>>4727929
No, I'm asking him a question. This weeb spaniard just sits here making doom_txt bait and regurgitating dead memes into his mods all day to insulate himself from any criticism by saying "It's a joke man!". I'm asking if he ever plans to make something worth playing.

>> No.4727936 [DELETED] 

(((JUST ASKING QUESTIONS)))

>> No.4727938

Would anyone enjoy CPMA-esque movement in a doom mod or is normal q3 style better?

>> No.4727939

>>4727932
Oh there are sounds alright.
https://my.mixtape.moe/ketcfd.webm

>> No.4727943

>>4727939
i'm gonna tell merzbow you pirating him

>> No.4727964

Strange Aeons is really interesting. This is my first level pack but if this is what I have to look forward to when messing with Megawads then I'm very interested.

>> No.4727970

>>4727964
People get pretty creative with .wads some times.
Doom as a base game is good, but really, the best part about it is all the cool levels (and also mods, if you like that), that people have made with it over all these years. What's even better is that people are still interested in it and still make stuff today.

Some of my favorites include Bloodstain, Double Impact, and Nihility

>> No.4727981

>>4727939
What if there was a mod where you shot a bunch of Brutal Doomguy middle fingers instead of demons? It'd be a form of bird hunting.

>> No.4727982

>>4727981
Xaser did one where you shoot exploding middle fingers at demons. Does that count?

>> No.4727984
File: 58 KB, 347x415, 1520713767459.jpg [View same] [iqdb] [saucenao] [google]
4727984

>>4727982
Kinda, in that case you're not hunting birds but you're hunting WITH the birds.

>> No.4727986

>>4727982
I think >>4727981 meant "monster replacement", where the enemies are middle fingers, shooting explosive middle finger projectiles at you or "poking" you as their melee attack.

>> No.4727997

>>4727970
I'm playing it with High Noon Drifter and I gotta say the Cowboy weapons and the little changes to the story to make the main character feel more at home are nice too.

>> No.4728021

>>4727938
You will not be able to accurately replicate either.

>> No.4728026

>>4728021
I don't care about accuracy, but general feel. I've been figuring out some things overriding the internal player movement functions. Just adding bunnyhopping makes things fun.

>> No.4728035
File: 1.36 MB, 1280x1024, Screenshot_Doom_20180421_030428.png [View same] [iqdb] [saucenao] [google]
4728035

>>4727445

>> No.4728043

>>4728035
Oh my goodness

>> No.4728049

>arrive at workplace one hour and 35 minutes before turn starts
>it's saturday so stall 25 minutes inbetween customer calls each lasting for two minutes tops
>my feet hurt
>I wish I was home HUHing

>> No.4728051

>>4728035
Oh hello there Diablos. (The architecture and textures look very nice too.)

>> No.4728062

>>4728035
Please tell me that skybox animates. Because that would be fucking amazing.

>> No.4728069

>>4728062
Why yes, yes it does. It's a 3d vortex

>> No.4728070

>>4728069
i am penile-pleased

>> No.4728072

>>4727464
cool

at first i thought the hair ornament was, you know, those lines that come out of people's faces in cartoons when they're surprised/angry/whatever

>> No.4728082

>>4727935
Did you even play Soundless Mound? That's definitely something worth playing imo

>> No.4728086
File: 2.79 MB, 800x342, skyspin.webm [View same] [iqdb] [saucenao] [google]
4728086

>>4727901
>>4727904
Yeh, Rekkr. Wanted the sky to denote that the episode is separate from the others.

>>4728035
That all looks fantastic.

>> No.4728091
File: 166 KB, 1920x1080, zscript hud.png [View same] [iqdb] [saucenao] [google]
4728091

>>4727638
>MY FUCKING GOD I HATE THIS SO MUCH

wait till you try ZScript for HUDs!

>> No.4728093

>>4728091
zbars are a lot better than SBARINFO

>> No.4728095

>>4727681
>>4727684
Sweet. Lookin good. Made my first map the other day too.

>> No.4728096

>>4728035
I love this. I want that gun.

>> No.4728097

>>4728093
More flexible, yes - more frustrating, hell yes.

I'd say SBARINFO is very easy, and a lot of the drawing stuff can be transferred rather painlessly, though there's a lot more to do to get a simple HUD working, like initialising your own interpolators and defining your fonts.

>> No.4728101
File: 137 KB, 623x527, 1456691543434.png [View same] [iqdb] [saucenao] [google]
4728101

>>4728091
>GNU brace style

>> No.4728104

>>4728097
Just being able to simply hook custom variables, making loops and functions and whatever is invaluable to me.

>> No.4728110

>>4728104
I agree, it's so much more powerful & flexible than SBARINFO.

>>4728101
eh, it's more Whitesmiths than GNU - each to their own

>> No.4728135

Is DTS-T a good wad?

>> No.4728147

>>4728035
If that's a boss fight then I really hope Wrath of the Eikons plays in the background.

>> No.4728167 [DELETED] 

>>4727931
>just report
For what, you knee-jerk backseat janitor?

>> No.4728168

>>4727831
>>4728086
You did a good job on this skybox, but for some reason it feels like it doesn't fit in

>> No.4728169

>>4728093
in terms of function? yes

in terms of actually making something? hah hah hah hah hah hah hah hah hah hah hah hah hah hah hah

>> No.4728170 [DELETED] 

>>4728167
>just mentioning the function makes (((the shitters))) butthurt

>> No.4728171

>>4728035
Awesome.

>> No.4728173

>>4728169
I disagree. Had no issues making my status bar so far.

>> No.4728174

>>4728173
i'm sure you didn't, Marisa "I'm The Only Person Who's Tamed ZScript So Far" Kirisame

>> No.4728175

>>4728170
Not an argument.

>> No.4728176

>>4728086
will you have nice ground textures to go with that nice skybox?

looks like it could've been in Golden Souls

>> No.4728178

>>4728174
I'm not marisa. I'm the msx remake guy. I'm sure I'll run into trouble when it's time for usable inventory stuff.

>> No.4728184

>>4728174
>>4728178
>anons thinking other anons are Marisa
Shouldn't have dropped that tripcode, huh?

>> No.4728187

>>4728168
It's kinda not supposed to, but I might go a different route with it anyway. We'll see.

>> No.4728189

>>4728184
Some guy here seems to really have a hateboner.

>> No.4728190

>>4728178
hm. my mistake, then. it was i being the faggot this time.

point being, i've found that zscript huds are really a wide variety of nonsense that can extremely easily break the renderer of the game, to the point where i've had to reinstall gzdoom. sbarinfo is simple and straightforward - it's LIMITED, but at least it doesn't cock up gzdoom to the point where it refuses to load the scene

>> No.4728192

>>4728173

I'd disagree with your disagreement. I've had nothing but issues with ZScript HUDs.
The whole
>Can't call ui function DrawString from play context (not readable)
especially pissed me off, because it's perfectly definable in the native GZDoom HUDs but when you try and define a custom HUD? Fuckin' nope.

>> No.4728195
File: 409 KB, 1600x685, Screenshot_Doom_20180421_161534.png [View same] [iqdb] [saucenao] [google]
4728195

>>4728176
Not in any of the bonus episode maps, no... But it does go well in this map, now that you mention it.

>> No.4728196

>>4728187
I think it looks rather cartoonish compared to the other textures if that makes any sense

>> No.4728203

>>4728190
I've just never had an issue.

> to the point where i've had to reinstall gzdoom
Sure you didn't use a bugged devbuild and getting a new version fixed it? Otherwise it sounds like a legit weak point for malicious code mods.

>> No.4728209

>>4728192
ZScript HUDs are ui scope, there's no fucking way in hell you'd be getting that error.

>> No.4728210

>>4728192
I used a relatively barebones hud from the forums and built upon it in my usual clumsy fashion. This is the contents of my hud file:
https://pastebin.com/TtRwngQb

>> No.4728214
File: 85 KB, 210x434, 20000fullinsane.png [View same] [iqdb] [saucenao] [google]
4728214

>>4727306
How the fuck do I get master.wad to work on chocolate doom?

>> No.4728215

>>4728187
>>4728196
i was thinking the same thing, doesnt really match the more realistic textures and sprites

>> No.4728216

>>4728209
>>4728192
There is, actually.
You can only draw shit in a ui function, you need to use an event handler's RenderOverlay event.
If you want to draw stuff in play scope you'll need to set up your own API to transfer data to an event handler that does the actual drawing.

>> No.4728218

>>4728203
it's possible, but i never noticed any patchnotes that addressed zscript huds and after it tanked my gzdoom i deleted the hud and honestly did not care to try again

>> No.4728219

>>4728203
>I've just never had an issue.

I mean, that's good and all, but there's a reason "Works On My Machine" is a meme.

>> No.4728220

>>4728216
I don't use a renderoverlay event. see my pastebin

>> No.4728221

>>4728095
Thanks! It's taken me a couple of weeks of trying and adjusting a bunch of design ideas to get this far, but I'm hoping to start making better progress on it moving forward.

>> No.4728226

>>4728216
You're not supposed to draw ANYTHING in play scope. What the fuck are you even trying to do?

>> No.4728228
File: 6 KB, 199x181, 1523576366255.png [View same] [iqdb] [saucenao] [google]
4728228

huh

>> No.4728239
File: 1 KB, 200x200, 18b74f88bd7a39fe22aaa555a1914bca.png [View same] [iqdb] [saucenao] [google]
4728239

>>4728228
nope

>> No.4728247

>>4727398
Ok, so I returned to it and played through that MAP01 (https://nofile.io/f/Sy9wXHX5j1g/MAP01.wad))
with Hideous Destructor. It's been actually quite fun! I noticed that enemy spaws are pretty different on lower difficulties (I played on Ugly, I'm new to HD) - particularly, the Arch-Vile was replaced by a Hellknight (who was easily dispatched by a DERP). The biggest issue was the Baron since you have to fight him in place where you don't really have any cover, but a DERP, some grenades and a fast-firing rifle took care of that.

I think I'm gonna play through it again with High Noon Drifter and Trailblazer. Maybe with Netronian Chaos, because it replaces enemies.

This is a really solid map, I have to admit. It needs a name so people will know what one refers to - all I could think of was either "Resurrection of Nobility" (referring to Archvile and Baron fights) or "This is my BOOMSTICK" (referring to the fact that it's a shotgun level). Maybe "Shotgun Wedding" or "Pump Action"?

>> No.4728310
File: 222 KB, 800x600, Screenshot_Doom_20180421_230019.png [View same] [iqdb] [saucenao] [google]
4728310

>>4727445
May as well post this.

>> No.4728313

>>4727887
>there's no way to not get shot because hitscan.
One word: COVER. Cover, cover, cover.
You need to find cover, get to it as soon as you can, and don't leave until it is safe. If you need to fire, stick half your head out of cover, fire as quick as you can, go back. You are given a metric FUCKTON of grenades - you can throw them without sticking your head out of cover. Use them. Similarly, most of the time you get a DERP drone - it's super useful. Plop it behind a corner and watch it tear enemies to shreds.

Similarly - move as slow as you can to keep iron sights/scope on screen. Don't run'n'gun, it's a realistic game.

When screen flashes, you need to bandage yourself. You're supposed to press 9 if you have a medkit, or the quick bandage hotkey. Bind them. Similarly, bind strip armor hotkey - if you are on fire, taking off your armor will help you (if you are in a situation where you CAN'T take off your armor because e.g. you're under fire, instead crouch, and start spinning - it's meant to be a 'stop drop and roll' thing).

Finally, most important part: Hideous Destructor is a TACTICAL shooter. You need to use TACTICS. Plan your approach, try to outmart your enemies. They're predictable - if they know where you are, they will agressively pursue you, and if they don't, they will run around like headless chicken. And the key is - YOU KNOW WHERE THEY ARE. After all, you played these levels before, right? You remember where things are, so think ahead! If you know there is a group of hitscanners behind the corner, throw a grenade and hear them die! And so on. Plan ahead to survive!

Also, enforcer is a good starting class- shotgun and grenade launcher. Hold R when cycling the shotgun.

>TLDR:
Read the manual!
https://github.com/MatthewTheGlutton/HideousDestructor/blob/master/hd_manual.txt
Watch Hideous Destructor Bootcamp!
https://www.youtube.com/watch?v=3VnZti9IMn8
https://www.youtube.com/watch?v=iRTlczAqrkM
https://www.youtube.com/watch?v=MMwFU-j_U9o

>> No.4728318

>>4728313
>>4727897
>>4727887
Now that I think of it... how about we take these 'basic advice' and turn it into a "So you want to play Hideous Destructor" and put it in the OP?

>> No.4728319

>>4727897
Play Project Brutality with Custom Doom, and increase all damage taken/dealt 2-5 times.

>> No.4728324
File: 296 KB, 800x600, Screenshot_Doom_20180422_004604.png [View same] [iqdb] [saucenao] [google]
4728324

Also I want to say that I really appreciate this detail here.
I believe this is from scrapped Doom content.

>> No.4728328
File: 326 KB, 800x600, Screenshot_Doom_20180422_004610.png [View same] [iqdb] [saucenao] [google]
4728328

>>4728324
Whoop! He's an elevator too!

>> No.4728329
File: 300 KB, 800x600, Screenshot_Doom_20180422_004614.png [View same] [iqdb] [saucenao] [google]
4728329

>>4728328
Bye!

>> No.4728332

>>4728324
what wad is this? tangerine nightmare?

>> No.4728335

>>4728313
>if you are in a situation where you CAN'T take off your armor because e.g. you're under fire, instead crouch, and start spinning - it's meant to be a 'stop drop and roll' thing
worst advice
this gets you killed ten times out of ten because now you're not just under attack and on fire but also spinning around like a retard
drop the armor, shoot the guy shooting you, then put it back on, or shoot the guy while you're still on fire if it's not that extreme
the only time you actually want to stop drop and roll is if you have spiritual armor and are carrying a second set, and don't want to deal with the inventory spaghetti required to avoid losing your spiritual armor

>> No.4728341

>>4728214
you don't. or edit the wad so that they occupy map01-map20

>> No.4728345

>>4728335
Alright, you probably know better. I'm new at HD.

>> No.4728352

>>4728035
highly intrigued

>> No.4728367

>>4728332
Alfonzone.

Though I can't say I love this episode of it. Does Tangerine Nightmare look a lot like this map?

>> No.4728369

https://twitter.com/DrPyspy/status/954441445183668225
What happened to this?

>> No.4728371

So, on a recommendation, I downloaded Ancient Aliens. Is there a weapon pack that would compliment it well?

>> No.4728372

>>4728369
i would assume it's a part of his doom64-izer project that's been posted every now and then on /vr/ for years now

>> No.4728386

>>4728319
Funny really, I already play a lot of Brutal Doom realism mode. I'm just hoping Project Brutality isn't some sort of absolute clusterfuck of unenjoyment or something.

>> No.4728395

>>4728324
>>4728328
>>4728329
follow him and do some magic tricks in the meantime as he keeps descending

elevators love the bunny tophat one. also the one with the thumb. bring a card deck so you can play UNO

>> No.4728403

>>4728371
final doomer

>> No.4728404

something i wished doom 4 inspired mods had was a death animation for the revenant, where his jetpack would brake and he's start flying until he hits something and explodes

>> No.4728405

>>4728324
>>4728328
>>4728329
cute.

drop down and sit on him.

>> No.4728407

>>4728404
>brake
break

>> No.4728412

>>4728407
>break
brick

>> No.4728426

>>4727445
https://my.mixtape.moe/mitibl.webm

i slack off too much

>> No.4728441

>>4728426
>no SSG
:c

>> No.4728446

>>4728247
That's cool and all but my computer just broke a couple days ago

>> No.4728449

>>4728446
how did you brake your computer

>> No.4728454
File: 107 KB, 635x847, doodle.jpg [View same] [iqdb] [saucenao] [google]
4728454

>>4728221
Yeah. I got obsessed and knocked my map out in four days or so but I'm taking a lot more time on this next one. Mostly out of laziness though. I've taken to carrying around a notebook of graph paper that I doodle level design ideas in. Really shitty doodles, but I understand them at least.

>> No.4728456

>>4728426
something about this seems oddly familiar
map?

>> No.4728457

>>4728449
Dropped a bottle of computer breaking liquid on it

>> No.4728458

>>4727629
Never.

Mostly because I'm a massive idiot who insists on going for 100% kill count, even in maps where F.E.A.R. is clearly the intended method.

>> No.4728471

Anyone want to do a project for Heretic mapping?

>> No.4728472

Need suggestions for map packs: My favorite aesthetic in doom is the marine who makes it from a techbase, through hell and accomplishes everything on his own like a badass with energetic music. That's why I liked winters fury so much (the boss fights really helped too) So i'm looking for mapsets that really tell a story with the level design, I feel like scythe, and alien vendetta and all of those don't really tell a story with the map design, it's all pretty random/arbitrary aesthetics.

>> No.4728474

>>4728472
forgot to add: Thats also why I loved ancient aliens and going down.

>> No.4728505

>>4728426
What's all this then?

A weapon set? Level mod?
Looks neat

>> No.4728519

An attempt at analysis of NewHouse's Dark Realm of Blue Magic episode for Quake1. Note: Author claims to be primarily inspired by Petersen's and Romero's maps for Quake. However the secret map in the ep is clearly inspired by Lewis Carroll's Alice as well. Almost the whole ep is also blue, Wizard's Manse and Azure Agony style.

Now, to the point. The maps seem to be shotgunstart-completable. They don't seem to feature any pronounced progression either over the course of maps themselves nor between the maps over the course of the episode. They feel arbitrary and their order in the course of the episode feels random. Despite featuring apparent meticulous research on Romero's and Petersen's, so to speak, mapping mannerisms, the majority of the content in the ep feels highly derivative of either Romero's or Petersen's respective mapping styles in no particular order. The entire thing is pretty much a compilation, a remix. It should be noted, that Romero and Petersen possess VASTLY different mapping styles, and that the choice to make a crossover between the to in an apparently highly stylized episode is in itself very apparently strange.

There are things that differ it from the pure remix, or a collection of mapping quotes. First, going pure blue gives it a strange sort of impenetrable feel, as if it's meant to mean something. Second, the episode features a lot more swimming and a lot more underwater fighting (treated exactly as ground fighting is) than either Romero's or Petersen's levels do. In fact, the blueness is clearly linked to the theme of water and maybe drowning, which makes Azure Agony the closest of the analogies to it, of the original maps. Third, the price of the mistake in the ep is generally much higher than in original levels and you are basically supposed to complete the fights the way the developer intended you to, which brings up the theme of reading developer's intentions based on his apparent action, as evidenced in maps' contents. Fourth, (cont)

>> No.4728520

>>4727781 It hasnt been done but I have faith it is possible.

https://forum.zdoom.org/viewtopic.php?f=46&t=58180

imo i feel like a true HD Doom conversion can be one with actual claymation instead of rerawing everything and giving up a quarter way thru

>> No.4728526
File: 580 KB, 887x1200, gallery_20572_187_404939.jpg [View same] [iqdb] [saucenao] [google]
4728526

pic for next thread

>> No.4728528

>>4728526
Maybe not for the next thread, but we can hang it on the fridge where everyone can see it anon!

>> No.4728529

>>4728526
Barney's like
>Hey guys what's happening in this threa-

>> No.4728532

>>4728458
I usually go for 90% to 100% killcount when possible, but there's things which make me turn and run, to "regroup" and work out a strategy in my head.

>> No.4728535
File: 90 KB, 359x443, unknown[1].png [View same] [iqdb] [saucenao] [google]
4728535

>>4728526

>> No.4728536

Is Project Brutality generally frowned upon too?

>> No.4728538
File: 17 KB, 480x404, 1523231210344.jpg [View same] [iqdb] [saucenao] [google]
4728538

>>4728526
>ammo count where frags should be

>> No.4728540

>>4728310
Nice HUD.

>> No.4728546

>>4728519
(cont) there are copious (in comparison to the original maps) textual messages triggered at certain point of the map (akin to Petersen's hints, but way more numerous and explicit), as well as directional arrows, guiding you to secrets, locked doors, etc. Fifth, some of the maps feature weird concatenations of the original models of parts of the textures, which reinforces the theme of remix, a compilation, a collection of quotes taken outside of their original context, of, to say it plainly, a Frankenstein. Sixth, the author talks about the "strange dreams" that he claims inspired the episode (in addition to original maps) both in the textual description of the ep, and in the final congratulations text.

There is no pronounced final bossfight, Azure Agony style.

Now, to my interpretation of the entire thing.

The ep is not so much a remix, as it is a memoir, a chronicle. "Here is what I remember about those levels". Every notable trick in the book from ep2 and ep4 is used somewhere in this ep. In fact, I would say, that the author clearly has a very good memory, and is quite observant as well. In fact, I would link the theme of water and depth, which I wrote about above, as clearly linked to the theme of deep memory and remembrance. Herein however lies the problem. The author describes memorable tricks by recreating them, but he doesn't interpret them. In fact, the very fact, that Romero's and Petersen's tricks are used in no particular order, treated as interchangeable despite being parts of vastly different mapping styles, just makes it apparent that either Romero's or Petersen's tricks are treated as mere conventionalities, not as gestures which originally had some sort of meaning behind them. The author DESCRIBES his impressions from the two episodes in random order, he doesn't INTERPRET. In fact, if seen as an attempt to interpret either of Romero's or Petersen's mapping styles, it is a very weak and ineffective one, which suggests that (cont)

>> No.4728562

>>4727935
Do you have some kind of anger problem, Anon?

>> No.4728563

>>4728318
I'm hoping one day someone makes something akin to "PRO DOOM MONSTER STRATS", but for Hideous Destructor. Both for the sake of being a tutorial (Knox's stuff is great, but outdated), and of course humor.

>> No.4728570

>>4727741
I really like Faspons in general! Very robust weapon mod.

>> No.4728574

>>4727307
Dated [04-21]:
Touhou Doom Episode 3.5 Re-Release:
https://forum.zdoom.org/viewtopic.php?f=19&t=57817

>> No.4728580
File: 55 KB, 600x750, that tickled.jpg [View same] [iqdb] [saucenao] [google]
4728580

>>4727629
I prefer R.A.F.E.

>> No.4728583

>>4728563
I was thinking about doing something like that, but the mod changes so frequently that any tips it would include might be completely obsolete within the year.

>> No.4728591

>>4728426
I can't get over that meaty as fuck pistol reload sound. That's a pistol that demands respect.

I see it has infinite reloads too, you and this mod are cool in my book

>> No.4728594

>>4728536
haven't played it, can't give my opinion

don't care to play it, and so will probably never have an opinion

>> No.4728595

>>4728546
(cont) the author doesn't really understand either Romero's or Petersen's styles at all, beyond the surface level, and this episode is the result of his repeated attempts to "get" it. Which naturally isn't all that great of a result in regards to this particular goal, since the author plainly tries to pass his ability to memorize stuff for his acumen.

HOWEVER, that doesn't account for all the things described above, that differ this ep from being purely a copycat. The heavy stylization (reminiscent of Azure Agony, but still markedly different from it), the different gameplay feel, the insistent mentions of strangeness and dreams, all the at times unnecessary visual and textual directions to the player all suggest, that this ep should be treated as a product of inspiration, meaning an artistic work, with the relation between this ep's mapping style and those of Romero and Petersen being directly linked to the central theme of this episode as that of an artistic work. That central theme seems to be EXPLANATION as such (as closely related to interpretation as such, the mention of which naturally emerges from discussion of this ep's mapping style). The episode, being all blue, looks mysterious and strange, as in unEXPLAINABLE. The explicit textual directives and visual directives provide EXPLANATIONS over what the author explains player to do. The entirety of the author's mapping crusade can be seen both as a failed attempt to interpret Romero's and Petersen's respective artistry for himself, and as an equally failed attempt to EXPLANATION the gist of Romero's and Petersen's respective artistry to the player. The player is sort of supposed to struggle to interpret his experience over the course of the episode exactly the way the author clearly struggles to interpret his source material.

This raises however a valid point. However Romero or Petersen interpreted their own respective mapping, neither ultimately descended to explain the internal logic (cont)

>> No.4728596

>>4728591
Hi Kegan.

>> No.4728601
File: 134 KB, 922x692, iMtbPv8.jpg [View same] [iqdb] [saucenao] [google]
4728601

>>4728596
Hello but shhhhh.

>> No.4728613

>>4728595
(cont) behind their respective creations explicitly, in plain words, they left it open for interpretations. Being open for interpretations means you can try to interpret it, but you cannot really verify those interpretations of your, and whatever conclusions you ultimately arrive to, ultimately remain as pure speculations. However, one can either be satisfied with one's interpretation (everything fits) or not. And the author of the ep is clearly not satisfied with his interpretations of the Romero's and Petersen's legacy, hence (and that is my own speculation) the entirety of this episode's more artistic side. Simply put, the author probably more or less realizes he simply doesn't have a clue, what either of those two persons thought like, while, for some reason, trying to pretend like he somewhat does.

In any case, I didn't like that episode all that much. The "read author's thoughts in order to progress" factor, and the sheer excess of PetersRomero over the authentic and inspired stuff made this episode much more of a trudge that it needed to be. Even if it being a trudge closely reflects author's experience in regards to his interpreting attempts, it, at the same time, doesn't make it, well, an all that interesting of an ep, to be honest. In other words, I hoped for a much higher amount of "strange dreams" than there was in this ep.

>> No.4728626

>>4728613
P.S. Also, Quake1 is an inherently ambiguous game, singleplayer-wise, since it is primarily about unrestricted 3D mapping, since different mappers in it clearly ascribed very different meanings to very similar looking tricks and gestures. In other words, not a singular mapping convention really had any singular meaning from the get go, and trying to divine one during however many repeated attempts just means going in circles really, nothing else. In other words, Romero and Petersen used the same content as the same means for vastly different goals, that had nothing whatsoever in common between them. Failing to realize that and not treating different mappers strictly individually, would just lead to confusion. Which seems to be exactly the case with NewHouse and his Dark Realm of Blue Magic.

>> No.4728637

>>4728426

That looks sweet. I like the weapon speeds.

>> No.4728641

>>4728546
>There is no pronounced final bossfight, Azure Agony style.
Also, scratch that. There actually is. The last fight, the pit with the zombies and vores in neck-tall water, is the clear bossfight, although you kind of realize it retroactively.

That fight is also staged in a very interesting way. The water is high enough so that only zombies' and vores' head are visible, and they are not really distinguishable one from another. The vores' projectiles are also masked by the water surface, flying below it for the most part. That seems to tie in with the theme of ambiguity, mentioned in the postscript above.

>> No.4728642 [DELETED] 
File: 2.24 MB, 1262x1965, DOOM_Slayer_Bigger.png [View same] [iqdb] [saucenao] [google]
4728642

Admit it. He's a much better M rated rep than snake and beyonetta combined.

>> No.4728646

>>4728642
No.

>> No.4728654 [DELETED] 
File: 241 KB, 1200x990, DRMylwsX4AAvqCO.jpg [View same] [iqdb] [saucenao] [google]
4728654

>>4728646
Yes

>> No.4728656

Wait shit wrong thread

>> No.4728659

>>4728540
It's NC-HUD, it works with regular gameplay, and has some compatibility patches for some popular gameplay mods.

If you want fullscreen, but also want a full statusbar, complete with the face, it's very good.

>> No.4728661
File: 63 KB, 400x400, YES!.jpg [View same] [iqdb] [saucenao] [google]
4728661

>>4728426
>dat dakka from the subgun

>> No.4728664

>>4728659
>If you want fullscreen, but also want a full statusbar, complete with the face
>complete with the face
That's it, I'm sold. Doom just isn't the same without the legendary mug.

>> No.4728665

>>4728456
udmx, I think map 25?

>>4728505
an existential violence simulator. an experiment in game design i'm trying out. basically, going to make a buncha sprawling, maze-like deathmatch-styled maps, then set a bunch of spawning enemies in to hunt the player down. the goal is to create a thick, tense atmosphere of dread and terror, as opposed to the usual doom powertrip

>>4728591
thank you friend!

>> No.4728669

>>4728664
https://forum.zdoom.org/viewtopic.php?&t=33079

It's very nice, has some adjustable elements to it as well, and has an oxygen bar for levels where you actually dive underwater (can be toggled off).
Should be pretty easy to adapt to some mods, just with some tweaks.

>> No.4728671

>>4728472
epic & epic 2

>> No.4728682

I swear I heard higher quality versions of the Quake soundtrack somewhere. Somehow the soundtrack can sound cleaner on youtube than in-game.

Is my mind playing tricks on me or are there actual higher quality versions of the songs kicking around somewhere that I just don't know where they are?

>> No.4728687

>>4728472
Double Impact is a very good Episode 1 replacement, not very long, but is extremely tight and each level is great, featuring some very cool music, and making the absolute most out of the smaller Doom 1 bestiary.

>> No.4728725
File: 466 KB, 1024x768, Screenshot_Doom_20180421_235751.png [View same] [iqdb] [saucenao] [google]
4728725

here's a quick boom compatible map, nothing too great. pretty linear
https://my.mixtape.moe/abvwgx.wad

>> No.4728750
File: 189 KB, 1920x1080, Screenshot_Doom_20180422_015835.jpg [View same] [iqdb] [saucenao] [google]
4728750

here's my first ever map! tested it in Chocolate DOOM and GZDoom.
http://www.mediafire.com/file/f3xu3bifrox8mb2/roomv4.zip

>> No.4728797

Weird. For some reason my comp deletes Quakespasm 0.93.0 the moment I try to open it, then won't let me unzip it again.

>> No.4728831

>>4728797
Prepare for the classic "Eh it works for me" reply. This is a message board after all

>> No.4728852
File: 2.64 MB, 1280x720, gzdoom 2018-04-22 03-52-05-413.webm [View same] [iqdb] [saucenao] [google]
4728852

>>4727116

Managed to fix this, now they bounce properly no matter what direction they're fired in.
Thanks for the report!

>> No.4728862

>>4728831
Thankfully, it seems like it too does work for me now. Weird.

>> No.4728864

>>4728750
Cool, will give it a try.

>> No.4728912

So what's the trick in making a level in GZDB without people complaining about making it GZDoom exclusive

>> No.4728913

>>4728912
impossible

no matter what, people will rag on you for making it for gzdoom

>> No.4728919

>>4728913
okay what I was going for was how do you make it back-compatible friendly
or do I just stick with DB2

>> No.4728921

>>4728919
mostly by testing in the appropriate software of choice

if you make a boom level and then test in prboom and it works fine, it doesn't really matter what you make it in

>> No.4728927

>>4728912

when you go new map it asks for the format so choose boom. If you're the anon who posted a map recently and got paid out for making it udmf but using no umdf features look it up on the wiki.

>> No.4728939
File: 120 KB, 1115x1605, Horokko.jpg [View same] [iqdb] [saucenao] [google]
4728939

>>4728324
reminds me over reaverbot eyes

>> No.4728942

>>4728927
I'm not him but I figured I'd not make his mistakes

>> No.4728948
File: 1.46 MB, 454x402, 2018-04-22 19-40-59.webm [View same] [iqdb] [saucenao] [google]
4728948

Why is this happening? It's not allowing me to add vertices to the linedef.

>> No.4728965

>>4728948
Check your options, you probably disabled some fuction to draw stuff over.

Probably it is some of the little button in the upper toolbar, check that ones before the little lightbulb there, they are responsible for geometry tools functionality.

>> No.4728993
File: 1.87 MB, 320x240, abvwgx-dead.webm [View same] [iqdb] [saucenao] [google]
4728993

>>4728725
http://s000.tinyupload.com/?file_id=73883209538896143632

first attempt, dies at the end. i might have survived had someone not knocked on my door and broken my concentration.

the sky texture and especially the trees texture are excellent. not sure exactly what it is, but they look so good.

>> No.4729017

>>4728526
Which Doom mod is that?

>> No.4729029

>>4729017
Aeons of death

>> No.4729031

>E2M4 had a "machine" that was meant to resemble a face eating, with the evil eyes as eyes and a crusher as a mouth
>E2M8 had wall textures of dead Barons to indicate how stronger the next boss is, that he makes the previous one look like a pussy
>The tower of babel can be seen being built in the intermission screen, while the secret level pops up at some point
>E3M2 is a hand and E3M4 has lungs and a stomach
>E2M6 has demons "worshipping" a shotgun, because they feared it
What are some other interesting details about hell that happen in the games?

>> No.4729036

>>4728526
>doom 2 is a doom killer
that's rather confusing that something would kill its own franchise
and when I'm confused I often say HUUH

>> No.4729037
File: 1015 KB, 1600x1200, chainguns.png [View same] [iqdb] [saucenao] [google]
4729037

>>4728526
This too.

>> No.4729056

>>4728750
Very much looks and plays like a first map, found most of the monster encounters quite odd but I liked the marble room the most. You're very generous with the green armors - possibly too generous as I personally only took a couple hits total on a blind first playthrough.

Now that you've got a bit of an understanding of the mapping process I'd recommend playing through some of your (and the community's) favorite maps and dissecting what makes them 'good': how the ammo/weapons are spread out, how the monsters are used to change the gameplay, how powerups are used to manipulate the player, etc.

>> No.4729068

Has joel played any of your guys' maps yet?

>> No.4729070

>>4729068
He played one my mods last year, and he seemed to really like it.
He also read the damn help screen I put at the title and that made me happy.

>> No.4729080

>>4727818
Do you know who made the frames then?
i have added the frames to the sprites but i don't know who made them. (and the credits aren't precised either).

>> No.4729113

>>4729080
I think they're by perkristian actually.

>> No.4729116

>>4729068
One guy here was extremely angry with Joel because he played his map incorrectly and missed the secrets.

>> No.4729121

>>4729031
E2M9 has that thing where you're supposed to make Barons and Cacos fight, maybe sorta implying these two species not getting along so well.
That was the premise derived from this level in the novel, anyway.

>> No.4729138

>>4728386
Nah, it has much smarter, aggressive enemies than regular Brutal Doom. There is stuff like, imps can climb on ceilings now, and enemies no longer have issues with climbing stairs.

>> No.4729146

>>4728687
I'm kind of surprised more people haven't stolen the music from that.

>> No.4729168
File: 1.29 MB, 1280x3966, So you want to play marathon.png [View same] [iqdb] [saucenao] [google]
4729168

anyone want to play some marathon infinity, I can host a server

>> No.4729174

>>4729036
At the time people didn't know if a sequel is going to be any good. Remember, when we look at games like e.g. Bubsy 2 was much worse than Bubsy 3D, or Streets of Rage 3 was much worse than earlier installments, or how Final Fantasy Mystic Quest was fucking pathetic compared to rest of FF - so people didn't know if Doom 2 was gonna be any good. Disappointing sequels happen.

In the end, it turned out to be amazing, but people didn't know that before launch.

Interesting stuff from that magazine:
These games are called "first person 3D games" meaning that "first person" name stuck very early on and not everyone called them "Doom clones"
Also, the Barney is a reference to a Doom mod, apparently. Yes, from 1994.

And the other games on that list are:
Doom 2
>I don't even need to talk about it
System Shock
>Pretty succesful, launched an entire genre (immersive sims), had a sequel, remaster, and upcoming another sequel and remake, pretty succesful
Dark Forces
>It spawned several sequels as Jedi Knight, again, pretty popular
Descent
>On one hand franchise is dead, but on the other hand it is semi-well known among retro enthusiasts, so it's something
Wolf 3D for Mac
>Again, relatively well known among Wolf fans
Duke Nukem 3D
>Another success story
Shadow Warrior
>Moderate success
Rise of the Triad
>Again, kind of know? It gotten a remake...
Heretic
>Another good game
Blood
>Again, no intro needed
Blake Stone
>Relatively obscure, if good, Wolf clone
Corridor 7
>Obscure Wolf clone
...But then, some of the games on this list are ones I literally never heard of.
Ruins
Terminal Terror
Sensory Overload
Fortress of dr Radiaki
In Extremis
CyClones
BrainDead 13

I've never heard of these?
Apparently Sensory Overload was a Mac title, and has more of an action-adventure bend with emphasis on using items?
CyClones was supposedly a game by Raven, which makes it even more bizarre that I never heard of it (or if I did, I don't remember it).

>> No.4729175

>>4729138
>"I smell hyooman"
>Imps sounding like pigs in a slaughterhouse

>> No.4729178

>>4729175
Yeah, sounds are annoying as fuck though.

>> No.4729189

>>4729031
DID YUOU NO GAYMES? In doom map22, there is a shotgun. This is a reference to the black metal artist Kirk Cocaine, as he committed suicide by shooting himself in the head with a shotgun.

>> No.4729193

>>4728912
Tack on some new decorate monsters and give the map coloured lighting. Problem solved. I sort of do this in making partial conversions, make boom levels then toss some new monsters and weapons.

>> No.4729194

>>4729174
I was referring to the fact that doom 2 is still a doom title
if ROTT or something usurped doom then fair enough since it's a competitor, but I don't think the title of "___ Killer" quite applies when talking about something in its own franchise

>> No.4729195

>>4729168
Has anyone made one of these but for Rise of the Triad?

>> No.4729202
File: 424 KB, 1083x545, Clipboard06.png [View same] [iqdb] [saucenao] [google]
4729202

>>4729174
Continued:
Terminal Terror is apparently an anti-terror themed game where you have to worry not to shoot civilians or friendlies? Sounds interesting.
In Extremis is apparently sci-fi horror themed where you're sent on an alien-infested space station, and it's supposedly puzzle heavy? After looking at screenshots, it looks fucking amazing.
Fortress of Dr Radiaki is described, I quote:
>'knife-in-tongue, tongue-in-cheek action game that's as fun as it is funny. Radiaki puts you in a 30-level maze and gives you opportunity to bash a Fidel Castro lookalike and tangle with a high-rent incarnation or Rosie the Robot"
That tells me absolutely nothing. We complain about modern game journalism, but damn, this is fucking useless.
Finally, weirdest one is BrainDead 13 which is described as a 'comedy horror'? That's definitely an unusual combination. Well, except... it's apparently not a FPP game. It's a Laserdisc interactive movie. Perhaps back in 1994 it was planned to be an FPS? Or perhaps gaming journalists are fucking useless.

Funnily enough, "Ruins" is apparently an Apogee game... that was eventually retooled into what we now know was PowerSlave. Isn't history funny?

Also, the article (https://archive.org/stream/ElectronicEntertainment12Dec1994/Electronic_Entertainment_12_Dec_1994#page/n58/mode/1up)) mentions some notable Doom mods back from 1994. These are:
>Star Wars 2
>Alien Doom (I mean, DUH)
>Yak World
>JL3
>Laura Beyer Demo: Is This House Haunted?
>SFG

>> No.4729240

>>4728993
thanks for playing. what did you think of all the battles?

>> No.4729243

>>4729174
>Final Fantasy Mystic Quest was fucking pathetic compared to rest of FF
Well, yeah, it's not for experienced players.
FFMQ is babby's first turnbased RPG, a sort of "bootcamp" game, if you will.

If you want to introduce your 8 year old daughter/nephew to turnbased games, it's an extremely nice 'tool'.
The plot is easy and non-convoluted, the dungeons aren't very mazelike, the combat has all the basics but is mostly simple.
It'll teach the kid all the basics of, elemental typing, experience and level, item and spell usage, turn based combat, and dungeon crawling.
The music is very nice and appealing, the graphics are cartoony and stylized, yet pretty cool and neat, enemies and bosses even showing damage progressively, a nice visual element that satisfies by telegraphing that what you're doing is effective.
For someone young who's never played a turnbased RPG game, it's engaging enough to generally have them see it through to the end, and after beating it, craving more, and having learned enough to confidently move on to something more grand like FF5 or Chrono Trigger.

Mystic Quest is an easy and simple game, but that is the idea that the game is designed around; it was literally made to introduce newbies to the series.
It's very easy to get into while not holding your hand TOO much.
If you've already played and beat a normal Final Fantasy game, of course it wont be very exciting for you, you are not the target audience.

>> No.4729256

>>4729202
CyClones has this really interesting aiming system, where you can move the crosshairs around the screen and the gun turns, without changing your viewpoint. I wish more games had that control system.

>> No.4729264

>>4729243
MEANWHILE I WAS THROWN INTO PHANTASY STAR 2 AND LIKED IT

>> No.4729268

>>4729243
Here's the thing: it's a bad idea.
Jrpgs are already a rather un-challenging genre, and you want to introduce action players to it... by making it even LESS challenging and involved? To people who expect to play tough unrelenting games like Ninja Gaiden, Castlevania or Contra?

That's simply a bad idea. You're going to bore them to death.

Super Mario RPG realizes this concept much better, by having a simplified plot (i.e. overarching plot is simple, and game works basically like an episodic saturday morning cartoon where you go from town to town defeating baddies).
Bushi Seiryuuden (weird RPG by Game Freak) does something similar, where while battles are turn-based, they are played from side-scrolling perspective, basically making them a turn-based platformer - which again, is probably a better way to accustom action game players to turn-based battles.
One could also use action RPGs like Zelda 2 or Secret of Mana to do that job, too.

Similarly, I believe that Chrono Trigger also works as a 'beginners jrpg' because of certain features (your choices matter in the beginning and you're told they matter which opens players eyes to potential of RPG games; battles are fought on the overworld and not on abstract battle screen and involve real characters walking up to each other; no random encounters; and while the story isn't entirely episodic, it's sort of episodic as story of time period you're in usually focuses on a single plot/theme).
I imagine that's why so many people like Chrono Trigger, because it's a good RPG for beginners. It's not the best RPG in existence... but I imagine for many people, it's the ONLY SNES RPG they played.

Let's be honest, Mystic Quest was a mistake. It introduced people to basics of RPGs... but it didn't convey WHY rpgs were a genre anyone would like. It didn't have good writing, or fun combat, it was way too basic. I imagine much more people were convinced to play RPGs after Super Mario RPG or Chrono Trigger than Mystic Quest.

>> No.4729273

I like Mystic Quest and appreciate it for what it is. Honestly. The soundtrack alone carries the game.
and I fucking loved it as a kid, and I hated turn based RPGs back then, I think of the reasons why I liked it so much was the monsters were always on the field and you could use weapons on the field to solve puzzles, along with jumping, it was a nice break from just walking around everywhere in most JRPGs.

This ain't Doom talk though.

>> No.4729283

>>4729268
>Super Mario RPG realizes this concept much better, by having a simplified plot
I accidentally rest of paragraph.

I meant that it does this better by having simplified plot AND platforming in the overworld (making it a quasi-isometric platformer) AND action elements in combat.
Plus, it's fucking Mario, people who don't play RPGs know who Mario is and will buy a Mario game.
People who don't play Final Fantasy don't give a shit about another Final Fantasy game.

I recall Square at the time had licenses that would've worked better than Final Fantasy - Aliens film, Tom Sawyer, or their own shmup series Thexder.
That, or they could've created an original setting that felt more like an action game, perhaps a sci-fi scenario where a group of commandos (your party) has to fight aliens.

>> No.4729325
File: 159 KB, 1440x1080, 2428275-gunbuster___1992___taito.jpg [View same] [iqdb] [saucenao] [google]
4729325

>>4729256
There is an arcade FPS called Gun Buster, which mixes a Wolf-clone style FPS with a light gun game.
You aim you gun anywhere on the screen by aiming a gun, and in addition to that you can rotate the screen and walk.

I've never played it but it sounds kinda similar to what you describe.

>> No.4729335
File: 96 KB, 685x521, Clipboard013.png [View same] [iqdb] [saucenao] [google]
4729335

>>4729325
God, that's an ugly fucking screenshot, why.
Have some better ones.

And a gameplay video.

>> No.4729336

>>4729335
Forgot link.
https://www.youtube.com/watch?v=m6Tm6jbPC8k

>> No.4729354
File: 60 KB, 900x386, Bestchains.png [View same] [iqdb] [saucenao] [google]
4729354

>>4729113
Yeah i asked Gifty, it is indeed perkristian

>> No.4729367

>>4729174
>Bubsy 2 was worse than Bubsy 3D.
The fuck? Bubsy 2 was the best one.
Of course, since this is Bubsy we're talking about, that's like saying having one of your fingers cut off is the most preferable of mutilation, if you were forced to choose, but still...

>> No.4729375

>>4729202
Here's links to these wads:
>Star Wars 2:
https://www.doomworld.com/idgames/themes/starwars/starwar2
>Aliens TC:
http://www.moddb.com/mods/aliens-tc/downloads/aliens-tc-full
>Yak World
https://www.doomworld.com/idgames/levels/doom/v-z/yakworld
>JL3
https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/jl3
>Laura Beyer Demo
https://www.doomworld.com/idgames/levels/doom/g-i/hauntedp
>SFG
https://www.doomworld.com/idgames/levels/doom/d-f/dmsfg
(at least I'm assuming this is the one, but release date of 1994 seems to confirm it's this one)

>> No.4729380

>>4729367
What the fuck did I write? I mean that Bubsy 2 was much worse than Bubsy 1, which was decent.
Bubsy 3D is much worse than either of them, though.

I have no idea why I wrote Bubsy 3D, honestly.

>> No.4729407

>>4728641
Played through some of NewHouse's individual maps, speedmaps and such. I think what I previously overlooked is that his levels seem to revolve heavily around trust. They are basically very linear challenge courses which are borderline unfair the first time around UNLESS you use a specific possibility that just happens to be there and using which would allow you to turn the situation on a dime. It's like you are heavily coerced to rely upon the leveldesigner in the situations where it's that very leveldesigner tries to sink you. From this naturally follows the question: does the leveldesigner consider the hypothetical player a friend or a foe. Is he deliberately trying to teach him by making him succed by learning something, or to sink him? Are the supplies and opportunities provided to the player always sufficient for tackling the mandatory challenges his maps present. His maps, are, like, constantly in this semi-friend semi-foe sort of penumbra. It's like you don't outright trust him (although leaps of faith of various sorts are very much mandatory in his maps - and yes, they do lead into tough traps), and you don't outright distrust him, you just sort of continuously doubt how much goodwill, as a leveldesigner, he really has in regards to you as a player. It's like he always kind of acts somewhat suspiciously as a leveldesigner, that's what it is. And some of those suspicious are (more often than not) retroactively explained through, like, "oh, so THAT's what it was all about" to some extent, and for some that explanation comes up as a, you know, kind of afterthough. It's like, for an individual encounter, what came about first: was it the idea of how to create additional problems for the player that came first (and the means to survive the setup - later), or was it the idea of some interesting interesting player's behavior through which the player is meant to succeed, that came first.

>> No.4729413

>>4729407
In other words, the main question is: Is the actual point of the majority of his setups the player failing on the first try, or the player succeeding on the second? And the answer to that question is left deliberately hanging in the air, ever deliberately unclear. It's like as if the actual point is that whatever you think you know about the author, really and truly you don't know jack shit because the author chose not to tell anything about him to you.

Also, the prevalence of Petersen's and Romero's copypaste in Dark Realms of Blue Magic episode also seemingly serves the same purpose: to make sure the actual author (expressed through his individual mapping style) remains hidden, obscured and mysterious.

>> No.4729416

>>4729413
All of that (as well as the previous analysis of author's handling of Romero's and Petersen styles in DRoBM ep) more or less boils down to (author's) INTENTION (in regards to the player).

>> No.4729421

where do I go to discover all those random megawads they play on doomseeker? Cacowards i'm pretty sure only has cacoward maps

>> No.4729426

>>4729421
What random megawads? I'm 99% sure they only play alien vendetta or hell revealed 2. Otherwise just look at the server name and wad list.

>> No.4729429

>>4729421
>where do I go to discover all those random megawads they play on doomseeker?
wadseeker.

>> No.4729448
File: 54 KB, 662x712, 26611e364b3c0f44c0e5f792e6ad75a7.jpg [View same] [iqdb] [saucenao] [google]
4729448

hideous destructor is hell

and I love it

>> No.4729449

Official survey starts now. What are /vr/'s favourite Doom (Ultimate Doom) and Doom 2 map. Name 5 from Doom and another 5 from Doom 2.

Mine are from Doom 1:
>E1M3
>E2M2
>E2M7
>E4M2
>E4M6

Doom 2:
>Map11
>Map17
>Map27
>Map28
>Map29

>> No.4729482

>>4729268
>To people who expect to play tough unrelenting games like Ninja Gaiden, Castlevania or Contra?
How many 8 year olds reliably make it through Contra or Ninja Gaiden without years of practice?

They'll play it, but do they beat it?
There's nothing wrong with a casual entry, it serves as a gateway drug for the rest of the series.

>> No.4729483
File: 100 KB, 250x250, 1460747399219.png [View same] [iqdb] [saucenao] [google]
4729483

>>4729448
I can relate. how the hell do I stop playing this mod and try something else? I'm enjoying HD too much to care about other mods

>> No.4729492
File: 138 KB, 700x600, E1M8.png [View same] [iqdb] [saucenao] [google]
4729492

>>4729483
This is your life now. There's no going back.

>> No.4729495

>>4729268
>That's simply a bad idea. You're going to bore them to death.
Certainly worked on me, and got me playing the other ones.

>> No.4729501

>>4729483
I get that effect with some mods. I used to be extremely into Accessories To Murder.

>> No.4729506

>>4729483
You too? I can't stop playing it. Going back to anything, vanilla or not, feels so alien now. Running so fast and being so tough feels weird. No other mod has had this effect on me.

>> No.4729516

>>4729202
>'comedy horror'? That's definitely an unusual combination.
Comedy horror was a pretty common genre in movies in the late 80's-2000

>> No.4729521

>>4729195
The ones I know of are Quake, Doom, Duke, Blood, Marathon, and Thief.
If there are more, that'd be cool.
I kinda want an Unreal/UT99 one. A lot of the maps made for those are lost to the ravages of times... A backup repository would be nice.

>> No.4729529

>>4729449
>E1M4
>E1M7
>E2M4
>E2M7
>E4M6

>12
>14
>16
>26
>29

>> No.4729531

>>4729036
> that's rather confusing that something would kill its own franchise

>>4729194
> but I don't think the title of "___ Killer" quite applies when talking about something in its own franchise

Guys
Sonic'06

>> No.4729541
File: 160 KB, 569x1252, 1455600915889.jpg [View same] [iqdb] [saucenao] [google]
4729541

>>4729492
Oh well, I'm not complaining. I'm still having a blast with this mod. Kinda wish someone made a similar mod for Quake.

>>4729506
>Going back to anything, vanilla or not, feels so alien now. Running so fast and being so tough feels weird.
Indeed! It feels so weird, almost like as I were playing completely different games.

If someone is interested in similar mod for Unreal - you should check out RLCoop. It's not as hardcore and tacticool as HD, but still, it manages to change gameplay quite a lot and provides a decent challenge

>> No.4729561

I wish there was a hideous destructor lite that would let you use the core mechanics from hideous destructor in other mods

>> No.4729565

>>4729031
E2M3 had a cage with one or two Caco's in it
Map28 had a throne

>> No.4729574

What's your favorite and least favorite DTWID maps?

>> No.4729576
File: 275 KB, 854x623, gay caco jail.png [View same] [iqdb] [saucenao] [google]
4729576

>>4729565
Doom truly has the deepest lore.

>> No.4729578
File: 269 KB, 1162x699, Arachnotron64.jpg [View same] [iqdb] [saucenao] [google]
4729578

Is there a Doom 64 wad for like gzdoom or something that replaces Doom 64's ugly monster sprites?

>> No.4729581

>>4729565
>>4729576
it's a well

>> No.4729587

>>4728750
Not bad for a first map. Fairly entertaining to play aside from the room in your picture. That room was kind of a slog unless you intend for people to skip the monsters in the pits. Its kind of annoying to have monsters just under you that you cant actually shoot, but mess up your auto aim so you cant shoot the revenants on the pillars.

>> No.4729589

>>4729031
TNT had
>Floating IOS blocks in the end of Caribbean
>Levels taking place at the caribbean and Egypy
>The truck
>Wormhole based level
Plutonia
>Invisible bridge
>Floating cages with archviles
>Teleporting archviles
>That one block that gives you shit, if you're under it
>A level taking place on a town taken over by hell
>A secret level being a remix of classic levels
Master Levels
>A "mansion" with a fireplace and a bed
>Levels literally meant to represent a big black tower and a castle in the middle of a blood ocean

>> No.4729590
File: 11 KB, 180x128, GATLC0.png [View same] [iqdb] [saucenao] [google]
4729590

>>4729354
That looks really sweet dude. That glowy bottle thing really works well on it.

>> No.4729591

>>4729590
Thanks

>> No.4729597

>>4729578
https://forum.zdoom.org/viewtopic.php?f=19&t=55298

>> No.4729598

>>4729449
Doom 1:
E1M1 - Hangar, because of course. It's like SMB1 world 1-1 in how well it introduces player to aspects of the game - e.g. you start in an empty room just to get accustomed to movement, then you enter room filled with 90 degree angles and hitscanners that is almost just like better Wolf3D, and then suddenly you're thrown at a room that showcases all the way in which this is NOT Wolf3d - projectile enemies, raised floors, acid and demons; similarly, you get rewarded for exploring at every step, and blue armor is sitting in a pool of acid so you can immediately learn that it reduces damage more than green armor - and just like SMB 1-1 it contains an alternate speedpath that you can use to skip
E1M3 - Toxin Refinery, because the entire section where you're going to get the blue key, including the acid donut and the imp ambush, is pure fucking classic level design.
E1M9 - Military Base - mostly for nostalgia purposes, because that's where I discovered that one can punch demons to death without wasting ammo. Plus, I like how elegant the level design is.
E2M2 - Containment Area, because berserking imps is fun, and so are believable environments. Box maze is a genius idea.
E4M2 - Perfect Hatred, because despite a lot of, eh, hatred (lol) towards this level I really like the setup that so heavily relies on the jumping mechanics.

TO BE CONTINUED with my levels for Doom 2... (I can't fit in 2000 characters. Seriously, why is there such a strict character limit?)

>> No.4729603

>>4729598
CONTINUED:

Doom 2:
Map1 - Entryway - again, classic. Simple, no bullshit map that introduces you to basics of the game, and has plenty of secrets for watchful players. Also, it has nice balance between optional and mandatory content. Short and sweet.
Map6 - The Crusher - mostly because of the titular crusher, which is an amazing way to introduce Spiderdemon without making him too threatening. ALso, I like the puzzles in this level - and how it actually changes the critical sequence on lower difficulty level, amazing stuff.
Map7 - Dead Simple - again, no explanation needed. Instant action. First you're circling around enemies - and then another enemies circle around YOU.
Map11 - Circle of Death - I really like the setup of a central ring used as a hub, plus I like the encounters in this level.
Map23 - Barrels o'Fun - I mean, again, no explanation needed. It takes a gimmick (barrel puzzles) and turns it into a great level.

>> No.4729640

>>4728472
equinox tells a story pretty well

>> No.4729641

>>4728993
>>4729240

soz for not back tracking through thread but map?

>> No.4729643

>>4729516
Yeah, but not in games. How many comedy horror games you can think of off the top of your head? I can think of Zombies Ate My Neighbours and that's about it, unless Blood counts as a black comedy.

Speaking of, did anyone make a Zombies Ate My Neighbours TC for Doom?

>> No.4729670
File: 2.99 MB, 320x240, roomv4-fda-05.15.webm [View same] [iqdb] [saucenao] [google]
4729670

>>4728750
decent first effort. looks straight out of a '94 wad collection but i like that. yellow key room with pillars was fun. agree with other lad who said too much green armour. was expecting archvile in exit room but it was only a demon. please check you don't have the two-sided flag set on single-sided lines. boom complevel first attempt demo below.

http://s000.tinyupload.com/?file_id=54574480009207245450

>> No.4729671
File: 25 KB, 500x500, FB_IMG_1524087158272.jpg [View same] [iqdb] [saucenao] [google]
4729671

red faction made me realize just how badly all those early 2000 shooters have aged in every regard save for the two or three exceptions.

this might just be the first FPS game that I have played where my only goal is to look for the exit to every level as quickly as possible. every time a cinematic is triggered or a special event takes place I'm just sitting there hoping it's the last.

I would gladly take blood 2 over this any day.
/blog

>> No.4729675

Are there any Star Wars gameplay mods?
I don't mean like Chibi Rebellion, which is a TC, but I mean something like a gameplay mod, that you can play with level wads.

>> No.4729690
File: 22 KB, 855x561, shark.jpg [View same] [iqdb] [saucenao] [google]
4729690

WIth the existence of that Star Wars swamp monster, i wonder how many attempts existed to make a liquid based enemy in Doom, like a shark for example
>Only spawns on liquid textures and cannot leave them
>Visually, it's just the fin but with liquid related effects and details
>Movement made to indicate it's swimming
>On attacks, it shows off its face to bite the player

>> No.4729693

What are your guys opinions on Dusk?

So far I am digging it, reminds me of Quake 1 a lot

>> No.4729695

>>4729671
Did you make to the guys with railguns, heavy machineguns and tactical nuclear bombs yet? If not, boy, are you in for a treat.

>> No.4729704

>>4729671
Also, t-t-timed missions (with everything aforementioned).

>> No.4729706

>>4729693
bad

>> No.4729708

>>4729706
Why?

>> No.4729714

>>4729675

Look up watdust or wardusted. WE mod that replaces textures too.

https://m.youtube.com/watch?v=_vPZ1XIeoAk

>> No.4729719

>>4729690

There's the swamp creatures in hexen

>> No.4729721

>>4729695
currently in a fight with the final fantasy villain looking motherfucker with the energy shield. I'm getting my anal orifice repositioned by all those SMG guys that spawn in, each one taking a whopping 6 point-blank shotgun shells to go down. I can only compare this portion of the game to what developing a tumor in your mouth must be like.

>>4729704
haven't made it to that part yet, sounds fun, can't wait. I wager manage perfectly with just one viable weapon in my entire arsenal.

>> No.4729725

>>4729693

I dig it for sure. Wish there was vq3 movement option and not just qw style but it's all good.

>> No.4729726

>>4729725
>accelerates you while holding W
it's not even qw style, it's fucking painkiller

>> No.4729728

>anon mentions PB, decide to give it a try
>just feels like brutal doom, the hardest difficulty was probably on par with vanilla doom UV
did I do something wrong lads, I'm actually quite bad at doom

>> No.4729743

>>4729037
That's so cool. Who drew this?

>> No.4729745

Time to meme it up
https://www.dropbox.com/s/x4k2bxhorxb4vyo/CLANG.wad?dl=0

>> No.4729751

>>4729643
>Speaking of, did anyone make a Zombies Ate My Neighbours TC for Doom?
I remember seeing someone doing that in ZDoom Forums, but I don't think it went anywhere.

>> No.4729752 [DELETED] 

Anyone here know how to install Your Path of Destruction and use it in Quakespasm?

>> No.4729753

>>4729690
People use the Duke shark for those purposes, albeit it only really works with ZDoom underwater terrain. That being said, I'd love to see something like a massive underwater monster. Something that really makes players fear getting into the water.

>> No.4729761
File: 259 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
4729761

Anyone here know how to install Your Path of Destruction and use it in Quakespasm?

>> No.4729762

>>4729761
does it not just install to a mod folder like every other quake mod? looks sort of janky anyway

>> No.4729764

>>4729719
There's also the fishman from Blood (I don't remember if it's able to leave water)
>>4729753
>I'd love to see something like a massive underwater monster
There's a Cutmanmike wad with a giant squid boss, though it's kinda cartoony looking.

>> No.4729769

>>4729721
oh wait they don't spawn in, lol. the eos chick comes in busting through a wall with a door conveniently laid to the side and starts plinking away at capek with the godawful assault rifle for god knows what damage. I don't even know if she's dealing any.

he of course disregards her presence entirely. I like to think it's because she was barely present throughout the course of the story of the game despite her importance to the plot. or maybe it's the fact that she's missing all of her shots. I really don't know. he focuses on me, 1-2 shots me with homing plasma spheres. rinse and repeat.

>> No.4729770

>>4729762
it just comes with an exe called grafswap and its supposed to install (or "swap") the modded stuff in but it doesnt work at all.

>> No.4729774

>>4729675
Proper Dark Forces sourceport when?

>> No.4729776

>>4729761
>cyburdumun

>> No.4729783

>>4729770
that sounds like malware my dude, quake mods don't 'swap' vanilla stuff, they're installed into subfolders alongside \id1 (i.e. \rogue, \hipnotic) and the game automatically overrides the vanilla content with the new files when you play
googling 'grafswap' only gave one relevant hit, here
https://www.quakewiki.net/archives/doom/bugs.html
which doesn't exactly help much, it's possible the mod is so old it expects your quake install to be plain ol' dos quake right in your C:\ directory or something and if it's not placed in the right spot it has a seizure when trying to install; that page does mention a proper mod folder (\quake\ypod) but good lord it looks buggy from that page alone

>> No.4729797

>>4729753
I was thinking it could fit in Colorful Hell, since it has bugs as enemies

>> No.4729805

>>4729721
>>4729671
I love the vehicles in that game. Both the sub and the fighter are really satisfying.

>> No.4729817

>>4729578
>Arachnotron64
But that's one of the coolest designs in that game.

>> No.4729823

>>4729693
cool but NOT RETRO

>> No.4729825

>>4729671
Red Faction has a lot of neat gimmicks, but the gameplay wasn't actually that amazing.
Like GeoMod is fun to play with, but it's ultimately just a gimmick, it doesn't really come up a lot in the gameplay, as far as I recall.

Not Volition's strongest series, IMO.

>> No.4729831
File: 592 KB, 1920x1080, there's all kinds of shit.png [View same] [iqdb] [saucenao] [google]
4729831

>>4729743
/v/ drawthread. Honestly not a bad source of images to use for the OP too.

>> No.4729842

Im having an issue building my wad where i cant shoot through certain doors when they are open while i can shoot through other open doors that are exactly the same. Anyone know how to fix this?

>> No.4729845
File: 135 KB, 320x240, 320px-Pirate_Doom_title[1].png [View same] [iqdb] [saucenao] [google]
4729845

Any other wads have a "theme park" feel like Pirate Doom?

>> No.4729846

>>4729842
oh btw i can shoot rockets through it, the player can move through it as well as monsters

>> No.4729853

>>4729690
I think strange aeons had those orange underwater things.

>> No.4729856

>>4729449
My favorite D1 map is probably E4M3, it has a grand sense of scale with so much open space and places to explore
For D2 it's probably Map04, The Focus, very classic-style and kinda spooky level

>> No.4729858

>>4729745
so this replaces every sound with a metallic clang effect, and only works in gzdoom?

>> No.4729859

>>4729845

DN3D life's a beach has a theme park level. I have doom vacation which is like a doom remake of it and might have that map?

>> No.4729861

>>4729764
the fish guys can leave water yes

>> No.4729862

>>4729671
Red Faction could be great, it starts really well but the AI and forced stealth brings it down so low it couldn't possibly come back by the time you have to use the shitty vehicles.
A remake could probably make it at least as good as a quality half life knockoff but it'd have to take a lot of liberties to fix some of the design flaws.

>> No.4729869
File: 120 KB, 540x589, 46dfca4e-a5b9-46ec-93f0-8def6e3cec7f.png [View same] [iqdb] [saucenao] [google]
4729869

>all this red faction trashing
I got it on steam when it went on sale sometime ago... hohoho lord.

what am I in for?

>> No.4729872

>>4729869
First, look up a fanpatch for it. I forget the name.
Second, you're in for a fairly average early 00's shooter with a neat gimmick and a whole lotta potential cheap deaths. Still better than the second game though.

>> No.4729873

>>4729728
Nah mate, buoodal dumb and any of it's forks are dead easy thanks to the fact that general gonzalez 7 added pretty much everything wrong with modern FPS, making it dead easy. You can kill a cyberdemon with 3 SSG blasts, and anything below that is a joke.

>> No.4729878

>>4729873
Except hitscanners.

>> No.4729879

>>4729873

dw there's 37 difficulties to balance it out

>> No.4729885

>>4729862
>forced stealth
Oh lord, I forgot that.

That was beyond bad.

>>4729869
It's not Duke Nukem Forever tier, but it's hardly Duke Nukem 3D caliber either, to put it one way.
You might have fun with it, but you'll quickly grow frustrated with it at parts.

I don't think many would hold it against you if you went and noclipped past the stealth levels, because jesus.

>> No.4729886

>>4729869
HL clone from PS2 with an utterly useless destructible geometry gimmick, that ends up being kind of a Shogo rival gameplay-wise (that was NOT a compliment). Really cool music though.

>> No.4729891

>>4729886

oi
shogo is mean
red faction is allg too

>> No.4729894

>>4729886
Is shogo really that bad? I faintly remember it being a decent anime themed shooter.

>> No.4729896

>>4729878
I was never hugely bothered by hitscanners.

The first thing I do when I see a shotgunner or chaingunner coming out from an opening or past a corner, is to dive behind whatever corner, pillar or door opening I see, to get out of the way before they level their guns at me, taking stock to see how many of them there are, then formulating exactly what to do the second after.

>> No.4729898

>>4729896
/doom/ complained constantly about BD being too hard with hitscanners, because traps in maps are now death traps due to how much harder hitscanners are now, so someone playing Plutonia for the first time and doesn't know about all the traps will be turned to mincemeat on the very first map.

>> No.4729901

>>4729869
half life except your guns are garbo for the most part and every enemy is a bulletspongy, non-flinching HECU grunt with the ability to move spastically through the environment like one of unreal's enemies.
sensitivity is bad. crosshair might as well not be there. movement is only comparable to trudging your way through a giant pool of condensed milk with both ankles tied together. level design is frustrating for the most part. they're non linear, but also very extensive with rooms and halls that branch off to other portions of the map. you'll bump into dead ends often.

oh and you can blow parts of the environment and blast your way through stuff. it's only useful like twice in the entire game. also there's vehicles.

not SPECTACULARLY BAD by any means, mind you, but it's not gonna leave a good taste in your mouth.

>> No.4729902

>>4729894
It's pretty jank by today's standards, but even then it could be pretty weird. Plus since shotguns at point-blank and explosives are near-invariably lethal, the devs decided it would be a great idea to have ambushes and enemies placed around corners to bumrush you with shotguns and explosions in the mid-to-late game a lot.

Plus if you have to escort a certain someone who is armed, you can expect them to kill you at least once since they don't even attempt to check if you're between them and an enemy.

>> No.4729903

>>4729831
There's also the vrdoom booru, but I get the feeling that the majority of pictures there have already been used as OP images.

>> No.4729904

>>4729894

It's ok but not great. If you played it as a kid it's pretty sweet. NOLF on the other hand is AAA

>> No.4729908

>>4729898
>/doom/ complained constantly about BD being too hard with hitscanners
no we didn't

>> No.4729910

>>4729578
>Doom 64
>ugly monster sprites
How this meme got started I will never know.

>> No.4729914

>>4729878
Actually, I think I saw a webm once of a brutal chaingunner doing less damage than it's vanilla counterpart.

>> No.4729916

>>4729670
>please check you don't have the two-sided flag set on single-sided lines.
Not him, but why not?

>> No.4729917

>>4729898
>/doom/ complained constantly about BD being too hard with hitscanners
I never complained about it, because I'm not all that big on BD.
Some people complain about hitscanners overall, but that's in all contexts, and that's because they've conditioned by generic modern shooters with velcro cover mechanics to think that the *mere idea of using cover* is bad gameplay or something.

>> No.4729919

>>4729914
Well you're wrong, BD Chaingunners are far more destructive than vanilla ones, which caused people here to complain.

>> No.4729920

>>4729910
They are hideous, dude, with few frames of animation to boot.

>> No.4729923

>>4729903
Huh, that's still getting updated.

>>4729914
I thought it was the tracking that they had in recent versions which can make them less threatening.

>> No.4729924

>>4729919
You're either blowing it out of proportion, are Mark himself, or took the Power Fantasy description at face value.

That being said, no one should expect Brutal Doom to play nice with ambushes and slaughtermaps. Both the player and enemies doing way more damage with more aggressive shit can completely throw some mapsets into disarray and unfair difficulty for either you or the enemy. In some cases hitscanners can tear you to shreds with impunity if you're overwhelmed by them, and in other cases your ability to headshot foes and weapons like the rocket launcher becoming more powerful, faster firing, and faster traveling turns even powerful enemies into chumps.

>> No.4729926

>>4729920
I disagree. They fit the games horror aesthetic really well and look spooky in the dark environments of Doom 64. The only one I would agree actually looks "bad" is the cacodemon, and even then it's not horrible and I love its death animation.

>> No.4729930

>>4729916
makes automap confusing

>> No.4729931

>>4729916
because the game will see the flag and read the back sidedef as valid when it is not. some source ports transparently fix this but vanilla (and chocolate) do not.

>> No.4729938
File: 2.77 MB, 1280x360, brutal doom is so hard.webm [View same] [iqdb] [saucenao] [google]
4729938

>>4729919

>> No.4729940

>>4729926
The mancubus and baron looks pretty bad too.

>> No.4729945

>>4729938
i think your Oculus Rift is broken

>> No.4729946

>>4729894
I first played Shogo a few years back, based on everyone raving about how good it was. Really doesn't hold up well at all, either aesthetically or in terms of gameplay. It's Blood 2 tier in my books.

>> No.4729949

>>4729945
Shut up or I'll break your Oculus Rift.

>> No.4729953

>>4729949
Oculus Deez Nuts B)

>> No.4729956

>>4729926
>They fit the games horror aesthetic really well
The most horror thing the game has is dark lighting here and there as well as moody music, otherwise it's an rooty tooty point and shooty action game.

Also I didn't realize that horror = bad sprites and few frames of animation.

>> No.4729958

>>4729946
Of course it's Blood 2 tier, it's the same engine by the same developers around the same time.

>> No.4729959

>>4729956
Obviously it's not scary in comparison to horror games of today, but it sure as hell was back when it was first released and horror games barely existed.

>> No.4729962

>>4729714
Thanks! That's exactly what I was looking for!

>> No.4729965

>>4729920
Speaking of which, is there such a thing as Smooth Doom 64?

>> No.4729968

>>4729721
>>4729769

I think it's telling that I didn't catch your first post but I still knew it was about RF.
Also, that part is pretty much where I myself said 'fuck it' and started using cheats when I got stuck.

Personally I think Red Faction had potential to be something cooler, something closer to a guerilla simulator - at least that's the impression I got from playing the tutorial that goes into detail about stuff like breaking walls and using security cameras.

Like that part early on where you can use your freshly acquired rocket launcher to shoot the bridge out from below an APC to plunge it into the abyss - that kinda stuff would be dope.

Sadly, it devolves into a generic action movie where the whole destroying walls gimmick almost never goes into play.

>> No.4729970

>>4729037
If this is the next picture, the topic should be OVER THE MOUNTAIN AND FAR AWAY

>> No.4729972

>>4729761
Obligatory https://www.youtube.com/watch?v=dLWEjvTgOOQ

>> No.4729973

>>4729956
It's a basic action game NOW, but you have to remember that in 1992 horror genre didn't exist yet. Doom's occasional jumpscare or corpses were relatively scary back then, and helped influence the budding survival horror genre.

Monsters like Spectres were created entirely to be scary, and for no other real reason.

>> No.4729980

>Super Shotgun's function of elevating a shit-tier ammo type several tiers upwards is extremely unbalanced
>but it can't really be delayed to be given only after the BFG because it's not powerful enough in itself and also because the beefier enemies practically demand the player to have it
How long did it take for you to take the supershotgunisgamebreaking-pill?

>> No.4729984

>>4729980
the ssg was designed with the powerful new enemies in mind you dinguslord
fighting revenants, mancubi, etc. with a single-barreled shotgun is unfun

>> No.4729985

>>4729980
>CG is basically an upgrade to the pistol
>SSG is basically an upgrade to the SG
>BFG is basically an upgrade to the PG

>> No.4729986

>>4727445
shouldn't this be a gif?

>> No.4729991

>>4729980
>shit-tier ammo type
since when
if anything bullets are the shit-tier ammo type, low damage per bullet, barely any bullets from pickups and low ammo capacity

>> No.4729994
File: 3.93 MB, 4240x3276, 1510342116720.jpg [View same] [iqdb] [saucenao] [google]
4729994

Where do you draw the line between "this is a big fight" and "this is a slaughter map"?

>> No.4729996

>>4729994
When they just keep coming, or if I have no good room to maneuver or run for cover.

I also like at least A LITTLE bit of health.

>> No.4729998

>>4729984
Everything about that is relative, if there was no SSG they would be considered higher tier enemies that are expected to be killed with rockets or cells most of the time.

>>4729985
Chaingun is different because the pistol is absolute garbage, and CG only upgrades bullets into something that's usable at all but only against chaff in practice. BFG is pretty fucking strong but it uses lots of ammo and the Plasmagun is underpowered for it's ammo type. SSG takes a plentiful ammo type that's only good against chaff and turns it into something that can kill anything including cyberdemons.

>> No.4730002

>>4729994
The point where it would take more cells than I have ammo capacity to kill everything. If I need to literally empty my ammo out for the BFG multiple times over, it's a slaughter map.

>> No.4730006

>>4729980

ssg isn't gamebreaking. It comes down to level design. If ssg is given too early and map isn't balanced for it it can suck.

>> No.4730009

>>4729994
>Where do you draw the line between "this is a big fight" and "this is a slaughter map"?
When I start wishing every weapon was dual-wieldable or that every number slot had one extra tier of weapon.

>> No.4730013

>>4729994
if i survive it's a big fight. if i die it's slaughtershit

>> No.4730028

>>4729994
when killing hundreds of one type of enemy placed in big brainless formations is the sole attraction of the map and there's minimal thought involved beyond "hold fire on the bfg and don't stop moving"

>> No.4730029

>>4729991
most of that would be okay if mappers actually gave bullets in the amounts needed to be useful, instead of thinking they're like shells and you only need like one box every 10-20 enemies or so

>> No.4730030

>>4729994
the big fight encompasses the whole map

>> No.4730036

>>4730006
That's the thing, it's basically not possible for it to be balanced.
>if you don't have the SSG, you can't be reasonably expected to chew through a certain threshold of hp with shells reasonably, if the map disregards this and uses those enemy types without giving rockets/cells it's fucked, if they give you a rocket/cell weapon extremely early it's fucked, if they don't do either the enemy variety suffers by a lot and it's probably fucked
>if you have the SSG, you have the SSG
>if this is a custom map and you have the SSG, you'll probably be given ten million shell boxes and you'll use the SSG 99% of the time

>> No.4730038

>>4729482
I almost beat Super C when I was six.
"Almost" means I reached the final boss, and I did it with my brother, but still.

We lost our NES soon after but if we kept going at it for couple weeks, we would've beaten it.

>> No.4730057

>>4729994
> It's a large empty arena with no room to outmaneuver and contain the enemies, and you literally just need to hold the fire button and aim at them.
> It's a battle that requires more rockets/cells than you can possibly carry, and there are plenty of ammo around, because the mapper expects you to empty all your ammo reserves, refill, and do it again, and again.

Slaughtershit. Into the trash it goes.

>> No.4730059
File: 121 KB, 400x400, spoder.jpg [View same] [iqdb] [saucenao] [google]
4730059

>>4728526
this is great

>> No.4730060

>>4730013
litrally this

>> No.4730062

>>4729994
if I'm stuck there wondering "how the fuck could you enjoy this with vanilla weapons", then it's a slaughtermap

>> No.4730069

>>4730036
That simply comes down to laziness of the designer.
All it takes is some playtesting to give just too little shells so player can't blaze through it using only SSG. The fact that people don't do that is not fault of the game, it's fault of the level designers.

I mean, every game has a weapon that is better than others and you want to be able to use it all the time. It's just Doom mappers for some reason take this weapon - in this case, SSG - and keep giving too much ammo for it.

>> No.4730073

Am I the only one who's having problems with Faspons hud?
It's just too small, how do I fix this.
I tried everything but it simply doesn't change.

>> No.4730074

>>4729996
>When they just keep coming
https://www.youtube.com/watch?v=eT3BFzSD6YY

>> No.4730076
File: 1.52 MB, 4200x3300, 1523928803297.jpg [View same] [iqdb] [saucenao] [google]
4730076

>"ssg is unbalanced"
brainlet.jpg

>"no, chaingun's damage is just too low"
mastermind.jpg

>> No.4730090

>>4730013

Pretty much this.

>> No.4730098

>>4729449
Favourite Doom 2 map is easily "O of Destruction/Circle of Death".

You see a lot of stuff around the start, has that classic circle design and you can go around and do other shit and see other shit, there is a lot going on and you're not just going one room to the next, even if it is more linear than it may first appear.

>> No.4730105

>>4729958
I realize that. The fact is that people shit on Blood 2 while giving Shogo a pass for a lot of the same nonsense. They're both bad games.

>> No.4730107

>>4730069
I've played so many custom wads, even well-known ones, to be convinced it's not laziness or a mistake but intentional (and stupid) design instead. Even borderline slaughter maps hand the player massive amounts of shells compared to how feasible using them is, and expect the players to spend ridiculous amounts of time holding down the fire button with the SSG. Like the amount of enemy hp to burn through outscales the damage output of even the SSG, and the mapper is still pretending it's not a slaughtermap by not giving you enough cells and rockets, and instead enforces his giant SSG boner by retardedly proportioned ammo supply. I mean they usually even give you bullets like you're actually going to use those in the borderline-slaughter megawad final stretch maps.

Somehow even the best mappers are incapable of understanding that even the SSG reaches a bottleneck, where it can't shit out shells fast enough to not make gameplay a chore.

>> No.4730120

>>4730107
Not who you're talking to, though as a level designer agonizing over where to put the bloody thing, where do you think the niche for the SSG is?

Because so many players are used to it, I feel somebody not having one at all over 3 levels juts makes them feel like the game hasn't properly started until they've got one.

>> No.4730121

>>4730076
Only now did I notice how these things are literally Krang from TMNT.

>> No.4730136

>>4730120
Not that guy. SSG should be given around the time the first revenant group or mancubus group shows up. Basically treat it like a rocket launcher. It's not your fault if people ruin their own time by not pistol starting a level though.

>> No.4730142

So PRBoom+ plays demos back just fine. I assume it records them just fine as well? Anything I should know for that?

>> No.4730143

>>4730136
You're not supposed to pistol start each and every single level. You're supposed to pistol start if you die on a level.

>> No.4730151

>>4730107

Should jam doom 1 wads.

>> No.4730162
File: 228 KB, 500x394, AAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
4730162

>>4729994
When map just goes straight into
>and there goes another blob of 50 hell knights, don't thank me for this

>> No.4730163

>>4730120
The niche it was originally intended for was using shells to kill the mid-tier enemies that are too beefy for the normal shotgun, but in practice it's niche ends up being everything that isn't long range combat, dealing with multiple scattered hitscanners or a straight up slaughterfest. I don't know if anything can be ideal, but to avoid the "oh boy time to hold the fire button down again" -problem, you should think about the enemy encounters on the map and how much harder or easier the access to different ammo types makes them. If you have a room with a dozen barons in it, the player should probably have rockets instead of just shells to deal with that. Mind how fat and numerous the enemies being used are.

I actually think one reason why I really hate slaughtermaps is that there's no ammo type or weapon in the game that makes the encounters reasonable from the "time spent holding down the fire button" point of view, it's possible to reach a point where there's too much sheer meat on the map that even the BFG gets the Holding Down The SSG Trigger syndrome. The fact that even the BFG can get clogged by the sheer intake of raw enemy hitpoints could put some perspective on the problem.

>> No.4730174

>>4730120
I like giving the player an ssg *after* they get the rocket launcher or plasma rifle, as a sort of "okay now shells are relevant again" thing. after that, I tend to have a balance of like "2 bullet boxes, 2 rocket boxes, 1 shell box, and cells maybe" going on, so that the player can't just use the SSG for everything without running out of shells in no time.

>> No.4730181
File: 210 KB, 680x382, 4e0.png [View same] [iqdb] [saucenao] [google]
4730181

Last time I played Plutonia 2 I got my ass kicked. Should I give it another shot? I didn't complete it the first time.
If yes, what kind of vanilla mods should I it play with?

>> No.4730182
File: 49 KB, 460x259, 1524337977523.jpg [View same] [iqdb] [saucenao] [google]
4730182

>>4730163
True, and good points.
I think as designers we need to see that with all the new gameplay mods out and that are coming out slaughter maps or even fights in general give the player more options.

Eg: I'm using project brutality earlier but in that with big hordes I have more options than the regular lineup, such as a railgun, grenades of different types, rockets I can fire into the air then down into the crowd and even mines and black hole guns.

But every level needs to be balanced for vanilla, as if it's good for that then gameplay mods balance themselves around vanilla so it comes out in the wash.

>>4730163
>>4730174
So here's a challenge then, what are the fights where the shotgun or chaingun is better than the SSG

>> No.4730190
File: 102 KB, 640x480, 1524443124135.png [View same] [iqdb] [saucenao] [google]
4730190

>>4730182
>So here's a challenge then, what are the fights where the shotgun or chaingun is better than the SSG
when you want to snipe things, like here on 50monstr map33 i want the revenant dead before i go back in the building to finish off the cyberdemon. with the ssg you'd just waste all your ammo and it'd still be alive most likely.

>> No.4730192

>>4730143

What you mean is "in my opinion..."

>> No.4730201

>>4730182
>So here's a challenge then, what are the fights where the shotgun or chaingun is better than the SSG
you're not really gonna be using the shotgun or chaingun in big fights. their role usually comes in play when dealing with the trash in between fights, or dealing with things like imps and lost souls (and hitscanners, but I fucking hate hitscan ledge snipers) being annoying.

when dealing with small fries, the SSG is either overkill (at close range) or a waste of ammo compared to the shotgun (at medium range), and anything past the chaingun is overkill on anything less than a revenant, period.

of course, it doesn't matter when the map drowns you in shells, because then you can just use the SSG for everything. so don't do that!

>> No.4730207

>>4730201
>>4730190
Good points, I think Enjay's Waterlab did a pretty good job of a chaingun/shotgun fest as it was mainly lots of zombieman variants and imp variants which gave those two guns a lot of mileage.

As for the chaingun, it's damage shouldn't be 5/10/15 but just 15/15/15 but I can see why it is how it is because in that case it would be total overkill in multiplayer.

>> No.4730214

>>4730182
>So here's a challenge then, what are the fights where the shotgun or chaingun is better than the SSG
- Against the more fragile enemies at range
- Situlations where you'd take damage from hitscanners because of the SSG's reload speed but can kill them one by one with shotgun or chaingun

>> No.4730225

>>4730182
Chaingun:
First, hitscanners. Hitscanners can be stunned preventing them from firing AT ALL, as opposed to SSG whose slow reload means you will be exposed for a while.

Second, monsters with high pain chance - Cacodemon, Pain Elemental, Arachnotron, Demon, Spectre - can be perpetually stunlocked using the chaingun, while SSG often can't kill them with one shot - forcing you to dodge their projectiles between reloads and risking getting hit.
This is especially important with Pain Elementals, where every second they stay alive they keep pumping out Lost Souls - stunlocking them until death is the safest way to deal with them, and you can't do that with SSG.

And third, obviously, sniping.

As for shotgun - ssg is SUPPOSED to be an objectively better replacement for shotgun, so it's an unfair comparison. But if I had to guess, eh - early on in a map/wad where you only have a handful of shells and have to fight some weak zombies? Using SSG then will be a waste of ammo most of the time.
Plus, because it has lower spread it's better for long distance sniping if you don't have chaingun.

>> No.4730226

>>4730214
I see, well this has been a useful conversation but I have to go to bed now.

>> No.4730236
File: 176 KB, 1400x950, 1524030366455.jpg [View same] [iqdb] [saucenao] [google]
4730236

>>4727306

any control configs I can use from you guys? I'm a newfag who enjoys half-life-like controls, wondering if I can bum a .ini file with someone's custom controls?

>> No.4730237

>>4730226
>>4730225

>> No.4730243

>>4730225
... I just realized that it's ironic that literal elementals of pain are extremely susceptible to pain. It's like fire elementals being afraid of lighting a cigarette, or water elementals that can't get wet.

>> No.4730246

>>4729940
how does the baron look bad? it's exactly the same as its vanilla counterpart.

>> No.4730249

>>4730226
Well, goodnight, don't let the cacos bite!

>> No.4730254

>>4730225
>>4730214
Actually one more thing because I'm about to sleep on it.
Do you think players would get frustrated in a typical mid-stage type level with a shotgun, chaingun and rocket launcher but no SSG?

Typical fight scenarios I think can be beatable with those 3 guns but some players I fear could get the shits. I just feel like so many maps you just use the SSG for bloody everything we need to try something else for a bit......at least until midway through a level set?

>> No.4730259

>>4730254

If balanced we'll then not at all.

>> No.4730264

>>4730254
some people have the need for an SSG so ingrained into them that they'll complain about not having one even when given plenty of ammo for their chaingun, rocket launcher, and plasma rifle
I wouldn't worry about it; as long as it's fun to you, it'll probably be fun to others,

>> No.4730269

>>4729931
What do you mean it will read the back sidedef as valid? What do you mean by valid and why is it a bad thing?

>> No.4730282
File: 946 KB, 1024x600, sm182.png [View same] [iqdb] [saucenao] [google]
4730282

huh...

>> No.4730293

>>4730269
the engine contains code such as

if (linedef->flags & ML_TWOSIDED) {
floor = linedef->backsector->floorpic;
}

but if the linedef doesn't have a backsector because it doesn't have a back sidedef. so it dereferences a null pointer.

>> No.4730295

Why can I only choose from certain textures when I'm making the floor or ceiling? Is this a Boom limitation?

>> No.4730302

>>4730282
at least it's not goatse

>> No.4730305
File: 373 KB, 1583x732, doublesided.jpg [View same] [iqdb] [saucenao] [google]
4730305

>>4730293
I have absolutely no idea what you just said. In laymans terms please? Like for example in the map I am making this linedef is part of a wall. The player will never see the other side of this specific line, but the engine has defaulted it to doublesided. Why is this bad? Like if you are playing through this map and you see this line that is doublesided what will happen?

>> No.4730309

>>4730182
>what are the fights where the shotgun or chaingun is better than the SSG
Anything past the range I can ejaculate.

The SSG suffers horribly at long ranges, while the SG can pattern rather decently, particularly if two or more enemies are standing side by side (such as a row of imps up on a ledge).

>> No.4730312

>>4729994
Both in the same circle.

>> No.4730315

>>4730246
Proportions and animations look kind of janky to me.

>> No.4730327

>>4730243
They're called that because they're constantly in pain. Having just one burning, flying skull bounce around in your stomach must hurt like hell. Pain elementals have at least 3 of those guys in there, and infinite at most.

>> No.4730328

>>4730254
I mean, we had an entire GAME with no SSG (Ultimate Doom) which was freaking amazing, so, no.

Shotgun, chaingun and RL are designed to compliment each other. You can use shotgun for weaker enemies, chaingun for midrange enemies, and rocket launcher for tough enemies.

>at least until midway through a level set?
That's funny, because it mimics how SSG arrived into Doom. One game without it, one with it. But yeah, I think it'd be a good idea to leave SSG out of the picture for a while. I think it should be given around the same time as plasma gun or rocket launcher, as a mid-late game weapon.

>> No.4730330

>>4730327
I think they literally have a portal to hell in their stomach.

Which honestly might be even worse.

>> No.4730341

At what point should someone propose a community project?

>> No.4730357

>>4730341
In september, if you're thinking of maps

>> No.4730361

>>4730357
No, I mean at what point in proficiency. I'd say that I'm pretty average when it comes to making maps, and I'd like to start a community project. I don't know if I should because I'm not an amazing mapper.

>> No.4730370

>>4730361
We're probably going to start vr spooky again this year in september

>> No.4730372

Is there a "so you wanna play" for Hexen or Heretic?

>> No.4730373

>>4730370
Okay. Doesn't answer my question, but okay.

>> No.4730378

>>4730361
As the other anon says, we're probably gonna do a Halloween project this year, so you have until fall to practice making maps.

Like just make a little 4 or 6 map episode to practice your skills until then. Make it about, uh, tombs or something, or whatever, try out the Gothic Resource pack, it has some baller textures and flats to play with.
The Boom format is pretty nice to work in too.

>> No.4730382

>>4730361
>>4730373
If you think you can make a map that plays at least as good as one of the better original maps, preferably looking at least as good as one of the better looking original maps, too.

>> No.4730386

>>4729483
>>4729448
>>4729506
looks like i'm not the only crazy guy here
of all the games i played i don't think ive played something like it, and i cant play something else
does anyone have a good map that works well with it?

>> No.4730392

>>4730192
it's safe to say that every single post on a vietnamese tokusatsu knitting board can be prefaced with "in my opinion"

>> No.4730396

>>4730386
We COULD start a community mapping project for it. Design it specifically for hideous destructor.

>> No.4730401

>>4729994
If I can't quickly kill three or four enemies to make space for myself, duck around to separate myself from problem enemies, or calm down a hectic situation within ten seconds (or after a BFG blast), then it's slaughter.

>> No.4730402

>>4730305
as it is, it's fine, because it has a back side and its sector index is valid. but if either of those weren't true, and the line was still marked as two-sided, the engine would crash the moment it attempts to retrieve any info regarding those two things, because it'd end up trying to read from memory it isn't allowed to read from.

also, if it's meant to be a solid wall, just delete the sector behind it and make it one-sided

>> No.4730409

>>4730396
that would be nice, but i don't know how to map shit

>> No.4730412

>>4730361
I suck cock at mapping and I started the 300 minute/Halloween project. The main thing to worry about is keeping everything organized and letting people know if their map doesn't meet the requirements that you propose.

>> No.4730415

>>4730378
>>4730382
That's not at all what I'm asking though. I'm not asking when I should submit a map, as I've done that already. When should I start my own mapping project?

>> No.4730423

>>4730415
gonna put it like this: if you don't have enough confidence to just do it, don't do it

>> No.4730454

>>4730396
I was thinking about whipping up a map over the next couple of days. Not necessarily designed for Hideous Destructor, but I would test it with both stock gameplay and HD. I think I could figure out some encounter setups that would provide a fair amount of challenge for both. A problem that I've noticed with so many maps designed for HD is poor enemy variety and low difficulty level making for uninteresting gameplay overall. It really is okay to use enemies that aren't the basic zombies and imps.

>> No.4730506

>>4730361
If just want to throw random shit together and have the ability to efficiently organize and manage groups of people, then go for it. If you want to assemble something with a decent standard of quality while lacking experience and confidence in mapping or reviewing maps, then don't bother.

>> No.4730507

I'm curious, who here still plays vanilla mapsets? Or does everyone for the most part load up some sort of gameplay altering mod

>> No.4730510

>>4730507
To add: I find that i LOVE the idea of complex doom (randomization, almost rougelike element, mini bosses that upgrade to super powerful weaponry) But I find it fucks with the dynamics way too much. Doom you're suppose d to run around in a track while shooting enemies dodging projectiles and finding good routes to take while constantly moving. Complex makes you hide in cover and peekaboo shoot. Does that gameplay change bother anyone else?

>> No.4730512

>>4730506
The idea I had was to limit it to one or two episodes, depending on how many people responded to the mapping gimmick.

>> No.4730523

>>4730512
What kind of gimmick/theme did you have in mind?

>> No.4730530

>>4730523
The traversible floor-height is restricted to a range of -4 to 4.

>> No.4730534

>>4728750
>>4728864
>>4729056
>>4729587
>>4729670

i have updated my wad hoping to address your critiques, tested in both gzdoom and chocolate
https://my.mixtape.moe/ylyuxt.wad

>> No.4730537

>>4729994
when it tanks my frames per second

>> No.4730545

maps with lots and lots of low tier enemies?

>> No.4730550

>>4729926
>The only one I would agree actually looks "bad" is the cacodemon
They turn the Cacodemon into a pain elemental and turned the pain elemental into a eldritch dingleberry.

>> No.4730554

>>4730534
It's really a slog to have to blast through so many enemies without a strong weapon. I almost ran out of ammo after killing the archvile and two barons but managed to skimp by and kill the mancubi and revenants. When I opened the next door and saw all the cacodemons and more mancubi I let out a sigh.

I saw an energy pack so I assume there was supposed to be plasma gun somewhere but I didnt find it.

>> No.4730563
File: 348 KB, 1644x823, floortexture.jpg [View same] [iqdb] [saucenao] [google]
4730563

>>4730295
Bumping this question.

>> No.4730567

>>4730554
i took out the plasma rifle and forgot to put it back in, i will fix that, i'll also add more ammo

>> No.4730573

>>4730563
yep, flats and walls use different types of textures that aren't interchangeable unless you're using zdoom and the sort

>> No.4730575

>>4730563
Vanilla map formats will only support certain textures on floors and ceilings, hence the differentiation between so called "flats" and wall textures.
UDMF removes this limitation, but I'm not sure about other formats.

>> No.4730586

>>4730567
You don't need to add a ton more ammo, but a little more might be appreciated. It's a pretty good first map, with decent challenge and varied textures. Some areas do feel a bit empty, but a lot of people like having more open areas like that to maneuver in.

Try spreading out your monsters around your rooms a little more to make it seem like there's a purpose for those big rooms. Its good to keep hitscan enemies like chaingunners, fallen, and sergeants together though. Both because its fun to kill groups of weak enemies and because its easier to dispatch them all quickly that way. It feels cheap to get shot at by chaingunners in opposite corners of the room.

>> No.4730608

>>4730586
is this better?
https://my.mixtape.moe/aaczhx.wad

>> No.4730670

>>4730507

I always play mapsets vanilla first before loading gameplay mods.

>> No.4730679

Is it possible to have a speedometer in Quakespasm, and if so how?

>> No.4730682
File: 43 KB, 480x500, Flower.jpg [View same] [iqdb] [saucenao] [google]
4730682

>>4727307
https://jp.itch.io/mr-friendly
Mr. Friendly has been released

A cozy Doom mod that radically repurposes any Doom level into an Animal Crossing-like nonviolent social space where each monster has a name and something to say. You play Mr. Friendly, a Guardian Demon tasked with helping improve the lives of Hell's minions as they recover from the latest space marine rampage. Level exits work normally; the point is to chill out, do quests, interact with stuff, and explore.

>> No.4730694
File: 210 KB, 720x720, that'll do lil boy.jpg [View same] [iqdb] [saucenao] [google]
4730694

>>4730682
This absolutely warms my heart

>> No.4730714

>>4730507
Almost always vanilla gameplay but usually Smooth Doom and/or alternate HUDs

>> No.4730720

>>4729878
>Except hitscanners
Except that BD hitscanner enemies are no longer hitscanners.
>Colonel Carpio does it again

>> No.4730723

>>4730720
That's an improvement by default.

>> No.4730725

>>4730679
There's probably one for doom, maybe you could look at how it's made

>> No.4730739
File: 6 KB, 224x224, Doomguy_happy_face.jpg [View same] [iqdb] [saucenao] [google]
4730739

Got the itch to play through Quake 1 again since I haven't played it in like 20 years, so I wanted a source port for it but there are so many. Came here since I knew this thread would have the info I need with no bullshit.

Appreciate this general, boys.

>> No.4730756

>>4730682
Someone play this with NUTS

>> No.4730782

>>4727351
There's armor in the secret behind you and two medkits in the archvile's closet as well as the berserk pack
I can beat the archvile pretty easily with the shotgun

>> No.4730785

>>4730682
>Texture sampler has the Unreal Engine default bubbly texture when empty
Hah, nice

>> No.4730796

>>4730682
Noticing in the video the monsters follow the player everywhere like the default +FRIENDLY behaviour, that's not good

>> No.4730807

>>4730739
everybody uses quakespasm

>> No.4730818
File: 3.41 MB, 1300x6971, 1514094816594.png [View same] [iqdb] [saucenao] [google]
4730818

>>4730739
This has all the info you'll need.

>> No.4730826
File: 30 KB, 648x595, doomed-wojak.png [View same] [iqdb] [saucenao] [google]
4730826

>>4729831
>>4729903
damn I completely missed these imageboards

>> No.4730838

what are some good interesting mods that keep the same dynamics and pace of vanilla doom?

>> No.4730857

>>4730838
Immoral conduct
Moonman if you turn off the racial obscenities
Samsara

>> No.4730870

>>4730857
im looking for a bit more challenge. I love the fact that complex is super challenging, but it just slows the game play down far too much. Often slows it down to a halt, starts to feel like call of duty

Do you thiink hard doom would be worth looking into? I don't want to cover peekaboo shoot. I want to run around dodging shit

>> No.4730873

>>4730870
Try Burl_Tumd if you want Doom gameplay that's cranked up a little.

Project Babel might also be a good fit

>> No.4730878

>>4730873
got a link for project babel? I can't find it

>> No.4730882

>>4730878
ah here we go
https://babel-mod.neocities.org/

>> No.4730883

>>4730882
thx anon i'll loader up with scythe tomorrow

>> No.4730963

>>4728472
Legacy of Heroes

>> No.4730965

>>4730545
I think there was megawad project centered around maps that only allowed human-type enemies, but I can't find it.

>> No.4731000

>ZDL last updated in 20-fucking-13
>multitude of bugs largely ignored, git seems to be abandoned
>not even support for .ipk3
yo what the fuck does no one use this?

>> No.4731098

>>4730818
>console image references my qump map
>another of the qump maps shown
you have brought great honor upon /vr/, anon. May your super shotgun always be full of ammo and quad damages be around every corner.

>>4730507
I always play maps vanilla. if the maps include some mod stuff like Necrosis, I will play with those modifications but no more.

>> No.4731139

How much text can you really fit on the Help Screen? It's 320 by like 240 or something if I recall right (and I probably don't).

Can you make pages for it?
I think I need at least 3 pages for the Help Screen of my mod.
GZDoom, obviously.

>> No.4731150

>>4731139
https://zdoom.org/wiki/MAPINFO/GameInfo_definition - look at the "infopage" property

the vanilla help screens are 320x200, but there's nothing stopping you from making a larger one in zdoom ports. 640x480's a good choice, since it's the smallest one gzdoom gives you on the video mode menu, and it still gives you a good amount of room to work with

>> No.4731179

>>4731150
>This is not to be confused with the GAMEINFO lump.
Wait, so I DON'T make a text lump and name it GAMEINFO?

>> No.4731184

>>4731179
no, you just put something like this in the MAPINFO lump
>gameinfo
>{
> infopage = "HELPPIC1", "HELPPIC2", "HELPPIC3"
>}

>> No.4731198

>>4730883
Hey if you can wait another few hours for Babel I have a bug fix for it. Haven't posted in a bit because I've been busy but I can upload when I get home from work.

>> No.4731201

>>4731184
That seems like it could have been less confusing, but alright.

>> No.4731251
File: 1.01 MB, 1920x1080, 0c6f9baa-638a-4910-8f6d-cdb39ff23cea.jpg [View same] [iqdb] [saucenao] [google]
4731251

Surprised that nobody even attempted to make a Cacodemon skin for Quake 3.
You have a Revenant, Imp, Arachnotron and Cyberdemon.
I mean yeah it doesn't have hands(except 64 one) but then you have models where they don't even hold the gun.
It's just weird that arguably the most iconic monster in Doom didn't get one.

>> No.4731271

>>4730782
When I wrote that I meant mostly that it's kinda rude that pretty much first real encounter in the level (after the entree zombies) is a tomato surprise of an Archvile, designed so when you go to pick up the shotgun, you will trigger the ambush.

I'm not saying it's impossible or bad level design, I'm saying it scared the shit out of me.

>> No.4731291

>>4730723
No, it's not.
Entire point of hitscanners is variety - first, they represent a threat that you can't avoid, meaning that in every group of enemies - you have to kill the hitscanners FIRST, before everyone else.

This is facilitated by them being relatively susceptible to pain chance, and all of them having very low HP. Generally, a single SSG shot will take out any hitscanner.

So there are many ways to deal with a hitscanner - you can take cover behind walls and abuse their attack animations; you can run in front of other monster to use them as huma- I mean demon shields and incite infighting; and you can simply kill them before they kill you, which is easy as they die very quick.

So, turning them into regular projectile enemies REMOVES DEPTH. Depth is amount of possible meaningful choices and possible scenarios player can be put into - and now Zombie is indistinguishable from an Imp, and Chaingunner from an Arachntron (except they have less HP). This is removing depth, or as people say it - dumbing the game down.


Most importantly, whether you like it or not, many designers like to put hitscanners far away in the distance, where they're the more dangerous. You might dislike it, but it's their way of adding challenge to the game. But chaingunners are so fucking pathetic in BD - they constantly miss (a LOT, their shots are VERY inaccurate), their shots are visible, and they deal less damage than in vanilla - see: >>4729938
- which means that the common concept of a 'chaingunner trap' in Evilution or Plutonia where player has to immediately react to being shot at by chaingunners... becomes mindless and trivial. And when game is mindless and trivial, it becomes boring.

So no, it's not good. It dumbs the game down and breaks level design.

>> No.4731294

>>4731291
>Justifying shitscan in an engine that can handle extremely fast projectiles
Nope. Hitscan is just an abstraction used because handling very small fast moving objects wasn't feasible at the time. There is no meaningful difference between a hitscan and a tiny bullet projectile except that one is way less bullshit at ranges that hitscanners aren't meant to be effective at. The only use for hitscan in GZDoom mods today is being faithful to the original game or making player weapons easier to use.

>> No.4731295

>>4731251
Uh, hitbox issues? Cacodemons are fucking giant orbs. I'm not sure how Q3 handles hitboxes (each model has unique hitbox, or do all models share one and the same hitbox) but the result is bad either way:
>1: Cacodemon has a huge model, but most of it is intangible and can't be hit. All the time it will clip into walls.
>2: Cacodemon has its own huge hitbox, making player using it at a horrible disadvantage, as they can be shot much easier than others. Especially since normal models are thin human figures that move and jump, while Caco is a giant orb - basically a floating target, and as long as you aim somewhere in the middle of it, you will hit it. Oh, and player using the Caco model can't move through smaller passages, and they also can't take cover as part of the hitbox will be sticking out behind the wall even when they think they are hidden.

Revenant, Imp, Arachotron and Cyberdemon can get skins because they're humanoid-shaped. But Caco skin would be a disaster.

Cacodemon could work, ironically, as a champion in QC because you could take all of these things - huge hitbox, target shaped - and balance them out, by giving him more health or ability to fly.

>> No.4731305

>>4731251
> Psychoactive, narcotic properties
Huh. Now I'm imagining junkies and drug dealers in the doom universe keeping cacos as pets to make demon drugs.

>> No.4731306 [DELETED] 

>>4731294
weak

>> No.4731307

>>4731291
So because mark is a retard and made eah bullet do 3 damage, hitscan = good? Are you brain damaged?

>> No.4731309

>>4731294
I'm talking about hitscan from game design perspective (in game design, there is zero actual difference between hitscan and super-fast tiny projectiles, as they behave practically identical, so the game PLAYS the same, regardless of which technical solution is used for bullet simulation). This is literally a technicality that doesn't matter, and not what I'm talking about.


I'm talking about the fact that if you move fast enough, you can avoid getting hit by "hitscan" (not really) enemies in BD, which makes them no different from an Imp or Cacodemon. That's my problem with it, I don't give a shit about technical solution used, I care about how the game plays.

>> No.4731314 [DELETED] 
File: 34 KB, 604x340, Blank+_2689bdaaf96544a85531bea98749051e.jpg [View same] [iqdb] [saucenao] [google]
4731314

>>4731306
>Things I disagree with but can't argue against are bait
Pic related

>> No.4731316

Hitscanners are a necessary evil to a good FPS game, and should be used sparingly.
It's fine if you think otherwise, but it also kinda shows your lack of knowledge of Doom's gameplay and its map design.

>> No.4731319 [DELETED] 

>>4731314
>big argument detailing why hits an is an integral part of game design
>nuh uh because it’s actually dumb lol
weak
also nice meme, /v/ermin

>> No.4731320

>>4731307
No, I'm saying hitscan is a part of a larger experience.

Dealing with hitscanners alone is maybe not fun, but dealing wih a larger crowd of enemies where SOME of them are hitscanners, and you have to think of your hit what to do first (that you should kill hitscanners before everyone else... or perhaps you should try to get hitscanners to start infighting?) IS fun.

Hitscanners are fun when used correctly and add depth as a part of a larger system, creating new and unique scenarios player can interact with - that's what "game depth" is, how many varied scenarios a game can present.

BD removes or at least reduces that depth because it changes hitscanners into projectilers.

>> No.4731321

>>4731309
That doesn't change the other fact that hitscan is basically a random roll to do damage, whereas fast projectiles add depth by allowing a skillful player to avoid damage in other ways besides cover. All that needs to happen is that the projectiles need to be fast enough and they need to do appropriate damage. 3hp isn't enough at all, obviously, but hitscan in general is a shitty mechanic when you can just use the real thing it's meant to represent. You don't need to allow the player to dodge bullets like the matrix, and shouldn't, but allowing them to avoid them fairly isn't removing depth, it's adding it.

>> No.4731323

>>4731316
I guarantee if Doom didn't have hitscanners none of you would be defending them.
>can't do no damage runs on certain maps
>have too little hp and this trap will unavoidably kill me
Fuck hitscanners. No wonder videogames dropped them, including id themselves.

>> No.4731327

>>4731320
>think of your hit
I meant "think on your feet", what the fuck. I should get some caffeine, I must be tired.

>> No.4731329

>>4731323
>no wonder videogames dropped them
Anon... Anon.
Anon.

Have you like. Played other FPS games?

>> No.4731331 [DELETED] 
File: 19 KB, 615x548, 1521209346867.png [View same] [iqdb] [saucenao] [google]
4731331

>>4731319
>Everyone I don't like is /v/

>> No.4731332

>>4731323
Quake has hitscanners that are worth defending. Duke3D has hitscanners that are really worth defending. The Doom reboot dropping them entirely was a major issue.
Also, I don’t know where you get the idea that COD is something that doesn’t exist.

>> No.4731335 [DELETED] 

>>4731331
>/v/ meme

>> No.4731336

>>4731332
Or any of the far cry games, or battlefield, or medal of honor, or Titanfall 2 (it had a SP campaign)

But really at this point it's obvious he's just fucking with us.

>> No.4731338

>>4731321
turning hitscans into projectiles makes it so you can counter all the zombies and spider mastermind the same way you counter everything else that isn't an archvile - just circlestrafe them and they'll never hit you
how does making strategy more homogeneous add depth

>> No.4731339

>>4731305
>pst, hey kid
>wanna buy some fireblu?

>> No.4731345

>>4731338
You do realize that if a projectile is fast enough you can't circle strafe it at any realistic distance right? And adding random inaccuracy also really fucks with the ability to consistently dodge in close range. It's not like they're firing imp balls.

>> No.4731353

>>4730098
Yeah, Map11 is awesome.

>> No.4731359

>>4731345
if you're just gonna make the projectiles so fast that they might as well be hitscan, then why even bother? the gameplay effect isn't going to noticably change - chaingunner snipers are still going to get plenty of cheap shots on you, shotgunners behind doors are still going to be cheap ways to chunk your HP, and chaingunner traps will still shred you.

the big problem with chaingun snipers isn't them being long range, it's not knowing where they are. that's a completely different issue.

>> No.4731362

>>4731321
Again, hitscanners are a roll to damage IF enemy shoots. However, enemies have a ton of ways to prevent them firing at you:
>waiting until they start their attack animation, running behind cover, making them shoot at nothing, then popping out from behind cover and killing them
>killing them as soon as you see them - they go down fast even with a pistol, and with a chaingun or SSG you can usually kill them before they even have chance to let out a shot
>positioning yourself behind a monster so hitscanner will shoot a monster - you avoid damage, and if you're lucky you can even start infighting!
As you can see, there are MANY ways to avoid hitscanners attacking you. I think the biggest problem is that people don't know how to deal with hitscanners and think hitscanners suck because they engage them without any plan while standing in the open, and then they're surprised they take damage.
I mean, it's silly. I've never seen anyone complain about Arch-viles like that, even though his attack works almost EXACTLY like hitscanner attack, except he deals more damage and has more HP.

In addition, if you can avoid enemy bullets, there is no real reason to prioritize hitscanners above everyone else - again, removing depth. Normally when you face a big group of enemies you CHOOSE who to kill first.

Plus, your argument is stupid. Modern shooters like Gears of War, Halo or Call of Duty DO represent bullets as fast tiny projectiles.. but you can't dodge bullets in them! And you can in Brutal Doom, I just downloaded it to check. As long as you keep running, enemy bullets willl take too long to hit you, and you will avoid them.

And finally, it can't increase depth because projectile enemies ALREADY EXIST. If I wanted to dodge projectiles, I'd fight Imp, Hellknight or Arachnotron. Currently in BD, Chaingunner is identical to Arachnotron, except that Chaingunner is weaker, which makes him even easier. Why? What is the point of having TWO enemies with the same behaviour?

>> No.4731363

>>4731359
Of course the problem with ditching hitscanners enitrely is some maps take advantage of the hitscanning monsters so certain traps and monster set ups get broken because of it.

and I've fallen into that trap myself with my own mods, I've removed hitscanners in a few of them.

>> No.4731364 [DELETED] 

Friendly reminder that you deserve mark's retarded fanbase for ever considering putting BD on the cacowards.

>> No.4731374

And all of this is an example of why the Spider Mastermind is a rarely used enemy. Disregarding the sheer size, it takes a major aspect of hitscanning enemies (low health) and completely removes it.

>> No.4731375

>>4731359
Specifically to prevent plutonia chaingunner on a mountain meme bullshit and because it feels more fair to a player to be shot at with projectiles.

>> No.4731376

>>4731323
I think you're extremely mistaken about what we're talking about.

>What YOU think we're talking about:
Use of 'hitscan' technology to immediately detect bullet impacts. This was eventually replaced by most games by enemies firing very fast, very tiny projectiles.
This is NOT what we're talking about.

>What we are ACTUALLY talking about:
Gameplay effect of attacks that hit instantly, or almost instantly. We call them 'hitscan' for convenience even if they don't actually use hitscan technology, it's just a shorthand to denote attacks that hit instantly. I guess we could also call them 'instant attacks' if you want
See this video for more info:
https://www.youtube.com/watch?v=6QlODYzC43g

>The problem we are discussing:
Brutal Doom makes gun attacks so slow that you can actually avoid them by moving fast, which breaks the game. That's bad.

>What we're NOT discussing:
Brutal Doom portrays bullets as tiny, fast projectiles. That would be fine in itself, IF they weren't so fucking slow that you can actually dodge them by moving, which changes the gameplay.

>Consider:
Most modern games portray bullets as tiny fast projectiles.. but they ALSO make them instant undodgeable attacks.
We're talking about the fact that gun attacks in Brutal Doom are dodgeable, not what technology they use.

>> No.4731378

>>4731362
>No reason to prioritize
Go ahead and ignore fast projectile enemies in mods that add them. I dare you. You're just memeing about shit you've never actually played because Brutal Doom made a design decision and you have to be against it.

>> No.4731379

>>4731375
But with projectiles at a range like that, it means there's a LOT of projectiles whizzing through the air, at which point, starting to dodge them will mean you might potentially strafe into other projectiles flying through the air.

>> No.4731380

>>4731378
For clarification, do you mean FastProjectile or "fast projectile?"

>> No.4731382

>>4731374
Mastermind is very big and clumsy, easy to prevent him from shooting you unless it's an open field, and SM's minigun starts infights easily and gets him beat up by hordes of angry monsters. Also the BFG blows him up in one hit at point blank range.

>> No.4731383

>>4731364
>you
Who's "you"? Cacowards aren't voted by the public but rather a selection of judges' personal opinions.

>> No.4731385

>>4731323
Also... yeah, you CAN make a game without hitscanners. Doom 2016 is a great game with no hitscanners, for example.

But Doom isn't, and it's made to have hitscanners in it.

>can't do no damage runs on certain maps
>have too little hp and this trap will unavoidably kill me

That's problem with bad level design, not with the game itself. You're blaming the game mechanics for the fact they're used poorly. That's like blaming a chisel for poor woodwork, rather than the carpenter.

>> No.4731387

>>4731364
I've got a feeling that Private Paulo's gonna a say about this whole hitscans/fast boolets drama pretty soon.

>> No.4731389

>>4731380
Fast Projectile. As in projectile speed 100+, or fast enough that it can't be dodged in close quarters. What you're complaining about is more related to improper damage scaling than hitscan vs projectiles.

>> No.4731392

>>4731379
That's kind of the point.

>> No.4731393

Everytime someone tries to defend hitscanners it's always "but what about THIS specific situation where they're not that bad? ha! hitscanners justified!". Meanwhile every other monster has far more freedom due to their attacks being actually dodgeable, rewarding actual skill and not clairvoyance like hitscanners do. Gotta love that one invisible sniper killing off the last bit of hp I had.

>> No.4731394

>>4731378
I'm not saying I can ignore them, I'm saying they have much lower priority. They deal little damage and are avoidable, why should I be worried about them?

Also I don't even think Brutal Doom is that bad of a mod, turning hitscanners into projectilers is one of my major gripes with it.

>> No.4731395
File: 713 KB, 1347x1424, 1476701776781.jpg [View same] [iqdb] [saucenao] [google]
4731395

>>4731387
That would explain why this poster is getting so vehement about this.

>> No.4731397

>>4731389
This whole time I thought you were referring to the FastProjectile flag, which is what Hexen's Sapphire Wand uses. It makes more sense now.

>> No.4731398

The most classic and seemingly popular example of why hitscanners are an atrocity is Plutonia's very first map. There's a corridor that triggers a trap with 2 chaingunners behind you. There's absolutely zero way of avoiding damage unless you know about it before hand. Trial and error gameplay is tedious, frustrating and annoying.

>> No.4731401

>>4731394
But they're not. They are in Brutal Doom because their damage is shit. Other mods don't have that issue.

>> No.4731402

>>4731392
Yes and that causes issues with certain maps. Because what's normally something that only hits you every so often, you'll suddenly find yourself getting peppered with projectiles where attempting to dodge will mean you have a chance of getting hit more.

>> No.4731406

>>4731387
>"Fourchan slash veear simply doesn't GET how HARD and CHALLENGING fast projectile enemies are! They simply can't grasp the HARD genius of my HARD mod! You see, low damage attacks you can easily avoid are MUCH HARDER than instant attacks that deal serious damage! Yeah! They're clearly just scrubs who need to git gud at BD!"

>> No.4731408

>>4731385
>doom 4
>no hitscanners
you first fought the hitscan shield dudes in the second level, fuck off

>> No.4731409

>>4731398
That's more to blame on the maps than the monsters.
Doom 1 and 2 can be a fucking miserable game to play with bad maps

>> No.4731412

>>4731402
That's not functionally different than what hitscanners do.

>> No.4731414

>>4731401
... Yeah.

Um, yeah. That's my point. That BD implemented it badly?

I'm not saying there's no mods that use fast projectiles WELL or that it's inherently bad, I love Wardusted and Soul Crusher. But of course in these mods, fast projectile users deal real damage when they hit you, which balances out the fact that their attacks are easier to avoid.

>> No.4731415

>>4731414
The point I'm arguing against is that projectiles remove depth. Nobody is seriously saying BD is made well.

>> No.4731416

>>4731408
Come on, they barely even count. They're super predictable and really easy to avoid.

>> No.4731417

>>4731409
>That's more to blame on the maps than the monsters.
Except the only reason the atrocity happens is because the enemies happen to be hitscanners, if it was any other enemy you could easily react to them and avoid damage. Sure, the mapper is at fault, but much more so the enemies themselves. If you give a toddler a gun, that kid is gonna play with it. Also the point is that non-hitscanners have far more freedom with enemy placement, regarding fairness.

Fortunately Quake had less hitscan shenanigans, guess they learned somewhat.

>> No.4731421

I think the best way to do this is have hitscan monsters capable of doing both.
At long range, they use hitscan, at mid/close range they fire projectiles that can hurt more.

>> No.4731428

>>4731421
that is actually the worst of both worlds
>at long range they invisibly peck away at your health
>at short range you circlestrafe em

>> No.4731430

>>4731415
I mean, my problem is that fast projectiles in BD remove depth because you don't need to prioritize "hitscanners" anymore. Plus, they're slow as balls, and if you keep moving you won't get hit.

Most mods with fast projectiles make it much harder to avoid fast projectiles, which I guess INCREASES depth - you can treat them like hitscan (take cover, start infighting) OR you can try to avoid them. So player has MORE option to take care of them.

I don't think fast projectiles are bad IN ITSELF, I think BD made them in worst possible way that breaks the game.

>> No.4731434

>>4731398
you can spin round and fire before they do, if you're using a mouse. or even a keyboard if you have one of those mouse spinner utilities or a source port that implements a 180 flip key. also assuming not playing nightmare skill / fast monsters on first attempt.

>> No.4731441

>>4731434
or as i have just found out you can keep running and open the door (it is a fast door) and get through it again before they start firing

>> No.4731443

New thread when

>> No.4731445

>>4731441
anyway plutonia isn't meant to be beaten on first attempt, it was designed by players who found the original games too easy and who added more stuff that would kill you after playtesting their maps if they found them to be too easy

>> No.4731446

>>4731443
when golden souls 2 comes out.

>> No.4731458

NEW THREAD

>>4731454
>>4731454
>>4731454

>> No.4731461

>>4731446
that doesn't mean golden souls 2 is out btw

>> No.4731507 [DELETED] 

>>4731335
>Everybody I don't like or disagrees with me is the same person
You want to know how we know you're new here?
You're not talking about retro videogames.