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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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5110716 No.5110716 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5102364

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
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, Quake, Duke, Marathon, or Thief: https://imgur.com/a/wWS8zXz
Contains infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0


IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
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/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.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

== /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.5110717

=== ONGOING ===

-100 minutes of /vr/ underway
-Organizer currently has not set a deadline for the project

-Some elements in the OP (not the news) need some updating
-Quaddicted no longer blocking EU IPs, still seeking help for GDPR compliance

=== NEWS ===

[10-18] DM4Jam DLC Update released, three extra maps
http://www.celephais.net/board/view_thread.php?id=61644

[10-10] DavidN is making BD less of a clusterfuck
https://forum.zdoom.org/viewtopic.php?f=43&t=62203

[10-09] SM188 released, made with and using features from the recent progs_dump devkit
http://www.celephais.net/board/view_thread.php?id=61639

[10-06] XUMP - Hexen Upstart Mapping Project released
https://www.doomworld.com/forum/topic/101939-hexen-upstart-mapping-project-released/

[10-05] Doom 64 EX community project announced
https://www.doomworld.com/forum/topic/102637-doom-64-ex-community-project-announced/

[10-02] Quake Champions audio ripped and shared, although from earlier version
https://www.dropbox.com/s/w87eb6j6oo3vct4/qc_snd_mus.zip?dl=1

[10-01] Deepdream Doom v1 released, v1.01 may be coming soon
https://www.mediafire.com/?z7wrmazotn6ws

[09-29] Quake C devkit "progs_dump" released, plus maps demonstrating its use
http://www.celephais.net/board/view_thread.php?id=61633

[09-28] La Tailor Girl's 1.68.99 release available
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=300#p1074206

[09-16] Doom Delta 2.0 released
https://www.youtube.com/watch?v=tmRBcbP5q5k

[09-15] Anon's quickstart map updated to support more Heretic, Hexen, and Strife IWADs
https://my.mixtape.moe/ykpkoh.pk3

[09-14] RedneckGDX released (fixed link)
https://m210.duke4.net/index.php/downloads/download/8-java/52-redneckgdx

[09-13] SM187 for Quake released, 4 hour speedmaps
http://www.celephais.net/board/view_thread.php?id=61629

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply and anchor it to this post.

>> No.5110720
File: 105 KB, 640x960, 100mins of stuffing.png [View same] [iqdb] [saucenao] [google]
5110720

>> No.5110724
File: 59 KB, 490x519, douk.jpg [View same] [iqdb] [saucenao] [google]
5110724

I ain't afraid of no Quake!

>> No.5110725

Xth for Marathon.

>> No.5110740

Apparently someone on ZDoom forums made Universal AI. https://forum.zdoom.org/viewtopic.php?f=43&t=62232

>> No.5110743

>>5095612
Can anyone identify the mods this guy is running? Looks like a blast to lan up.

>> No.5110761
File: 156 KB, 700x700, phil.gif [View same] [iqdb] [saucenao] [google]
5110761

>>5110740
>Can't see through bars

Wouldn't this cause problems with monster cages?

>> No.5110803
File: 1.40 MB, 1920x1080, spasm0003.png [View same] [iqdb] [saucenao] [google]
5110803

QUAKE MODDING HELP NEEDED

For some reason my third person model won't spin like the regular model
I cannot discern a possible reason or missing animation or anything like that

>> No.5110807

Been playing Ultra Crispy with some map packs and just switched to Blood,and man Caleb is a slowboi dont get me wrong he can jump,just cant keep up with the Doomboi

>> No.5110810

>>5110803
FOUND IT
QF MDL tools has a "rotate" option in object properties
I'll probably be finished tonight

>> No.5110819

>>5110761
I think that's just something he made happen for his demonstration video, to illustrate. Maybe.

>> No.5110825

>>5110743
That's Arcane Dimensions, the best Quake map compilation ever

>> No.5110852

>>5110803
godspeed, ripper

>> No.5110857

>>5110803
Hey, you’re still at it! Got a question, do the ripped models come UV unwrapped or did you have to do it manually?

>> No.5110879
File: 87 KB, 810x930, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
5110879

Anyone know how to get rid of the atrocious mouse accel in Quake 2? I'm using yagami and dont recall seeing any options get rid of it. I tried googling a fix when I had the same issue with Kingpin (uses the same engine as Q2) and heard some mention of adjusting m_yaw and m_pitch values, but I think I went full brainlet and fucked up since that did't work.
This shit is the only thing stopping me from fragging strogg right now.

>> No.5110881
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5110881

>>5110724
I'll show you something to be afraid of...

>> No.5110904

>>5110857
yes they do, however you have to increase their size by 2 to fit it properly

>> No.5110917

>>5110879
m_filter?

>> No.5110919

>>5110879
I never had accel in yamagi, but try this http://donewmouseaccel.blogspot.com/2010/03/markc-windows-7-mouse-acceleration-fix.html

>> No.5110927

>>5110825
Thankyou very much!

>> No.5110979

I might be retarded.
How do I use idclev properly in No Rest for the Living? I have nerve.wad loading properly, the first level works when I start the game, but when I try warping to a different level, I get warped to a Doom 2 level.

>> No.5110982

>>5110761
Fuck me, Phil.

>> No.5110994
File: 1.89 MB, 1920x1080, preview3.png [View same] [iqdb] [saucenao] [google]
5110994

https://streamable.com/zxjan
Quake Champions nailgun mod for Quake

https://pastebin.com/vxSgf4Hr

Test it out my guys!

>> No.5110997
File: 43 KB, 225x321, faceapp-Quake-Champions-Ranger-2.jpg [View same] [iqdb] [saucenao] [google]
5110997

>>5110917
>>5110919
It turns out that m_filter 0 works. Thanks Gs that's y'all some real niggas.

>> No.5111004

>>5110994
fuckin sweet.
will you be able to do the same for the remaining weapon skins?

>> No.5111006

>>5111004
FUCK YEAH I WILL
gonna take a while

>> No.5111009

>>5111006
I asked you before but never got a reply. could you please get some screenshots of the D2 SSG displayed from the center of the screen?

>> No.5111013
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5111013

>>5110716
>try to map
>no inspiration
>no creativity
I used to be good at this bros.

>> No.5111016

>>5111009
yeah definitely. I need to find the time to set everything up, set up a lighting rig, and figure out what looks best for classic Doom. I could definitely atleast provide the model

>> No.5111024

>>5110724
Duke Nukem >>>>> Doom

crouching, jumping, swimming, JETPACK, room over room, slopes, better movement, pipebomb, shrinker, devastator, cooler character

Doom has the berserk pak over steroids, the SSG, and the Archvile, that's all. Leveldesign is also hot shit compared to Duke 3D.

>> No.5111025

>>5111024
cool opinion
i'm sure we haven't heard this before and in no way is getting tiresome

>> No.5111027

>>5111016
nice! looking forward to it. fantastic job so far my dude.

>> No.5111028
File: 310 KB, 427x576, 1531060195440.png [View same] [iqdb] [saucenao] [google]
5111028

>>5111013
>try to map
>no inspiration
>no creativity
>go look at someone else's map and change it around a little bit and call it mine

>> No.5111031
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5111031

Today I just realized that if Dwayne 'The Rock" Johnson gets elected president, there WILL be a BFG in his Presidential Library.

>> No.5111080

I hope they make remake heretic like doom 2016 :)

>> No.5111086

>>5111080
no one knwos who owns the heretic rights so they should just make a new quake SP game starring galena from champs

>> No.5111091

So I just started building a map and I am working on a room that has a lot more enemies then any other room previous. I did this on purpose to ramp difficulty but I find when I am play testing all I do is open the door and fire at a monster then back out and repeat. It ends up being not that hard, one way to fix it would be to lock the door behind the player to keep him from doing that but I feel like there might be a level design no no or name for this sort of situation that has a more clever design solution

>> No.5111095

>>5111080
this but for hexen because they could actually work something out with the main three characters that is interesting and engaging, unlike literally doom with magic

>> No.5111096
File: 51 KB, 600x600, 1372359600.carelessdoodler_20130624_thelegendofkohr-ah.jpg [View same] [iqdb] [saucenao] [google]
5111096

>>5110716
https://www.youtube.com/watch?v=_cZzRrYrxBI

LOL

>> No.5111102

>>5111080
they literally can't even if they wanted to, IP shenanigans.

>> No.5111105

>>5111095
Isn't it all the same lore? Make a heretic game and then make a Hexen game. I just want to fight d'sparil in the new doom engine

>> No.5111110

>>5111025
fuck off, people are allowed to post their opinions on imageboards

>> No.5111113

>>5111096
who's this fag?

>> No.5111125

>>5110979
just kys

>> No.5111128

>>5110979
No, you aren't. You always have to play through the entire thing unless save at mapstarts. I prefer starting with Canyon of the Dead, that's where the best levels start.

>> No.5111135

if I override the wad files in BFG edition with the standard ones we all use, does that disable achievements or screw with them or the base game in any way?

>> No.5111142

so we had HUMP, QUMP, XUMP... when's X2UMP?

>> No.5111152
File: 42 KB, 162x180, hello anon.png [View same] [iqdb] [saucenao] [google]
5111152

>>5111096
>The mod copy and pastes an entire Wikipedia excerpt

Did the author even give credit?

>> No.5111156

>>5111128
That's strange, but thanks. I just wanted to beat the levels from a pistol start.

>> No.5111157

>>5111156
There might be a code, but sadly I don't know.

>> No.5111159

>>5111157
In the worst scenario I'll just IDDQD through the levels and save at the start of each one.

>> No.5111170

>>5110979
>>5111157
What about "listmaps"?
And the in the console just the usual "map x"

>> No.5111171

>>5110716
>HEY YOU, PLAY DOOM
no

>> No.5111183
File: 30 KB, 320x320, crudox cruo.png [View same] [iqdb] [saucenao] [google]
5111183

>>5111171
play blood then

>> No.5111187

>>5111152
He's Russian, so, no.

>> No.5111238

>>5111086
Blizzard does.

>> No.5111370

>>5110740
Needs more senses. Hearing chance by your movement/radius, sight by light level. Dodging projectiles.

>> No.5111375
File: 798 KB, 1282x965, image.png.8c7a0442639f85284d1f33af20e42be9.png [View same] [iqdb] [saucenao] [google]
5111375

>>5110717
New DOOM64 megawad "Beta 64" -- for DOOM 64 EX engine; not GZDoom!

https://www.doomworld.com/forum/topic/102849-beta-64-a-29-level-megawad-for-doom64-ex/?tab=comments#comment-1928807

>> No.5111384

>>5111375
Neat. It's nice to see content coming out for 64EX for a change.

>> No.5111390

One of the best details from the PS1 port of Doom is Doomguy's new death animation for his face

>> No.5111427

>>5111135
pls respond

>> No.5111432
File: 3 KB, 68x132, B1_acolyte.jpg [View same] [iqdb] [saucenao] [google]
5111432

>>5111375

DUDE THATS COOL

>> No.5111438
File: 114 KB, 1080x1080, FB_IMG_1539634148982.jpg [View same] [iqdb] [saucenao] [google]
5111438

>>5110716
Anyone up to speed with this?

>> No.5111460
File: 741 KB, 1280x724, chex.jpg [View same] [iqdb] [saucenao] [google]
5111460

>>5110717

Deepdream Doom v1.1 and Deepdream Chex v1.0 is out. https://www.mediafire.com/?z7wrmazotn6ws

Still not happy with it, but it's an improvement over the old version. New textures and shaders and all that. I just don't wanna look at any more dogslugs.

>> No.5111461

>>5111460
is music and sound affected too?

>> No.5111479 [DELETED] 

>>5111461

Sadly no. I couldn't figure out how to "deepdream" sound in a way that wouldn't be even more annoying than the visuals. You need a top of the line GPU for https://www.youtube.com/watch?v=exXUPJRZKZ0

>> No.5111483

>>5111461

Sadly no. I couldn't figure out how to "deepdream" sound in a way that wouldn't be even more annoying than the visuals. You need a top of the line GPU for https://www.youtube.com/watch?v=exXUPJRZKZ0

On second though, I got decent results from vocals a few months ago https://www.youtube.com/watch?v=dTYdRX1b000 and and the only way to know for sure whether Doom's music will work is to try it. It takes several days to train, though.

>> No.5111484

>>5111170
>console
Fuck that. Civilised people only play Doom on PC.

>> No.5111492

>>5111484
...Eh?
Doom has console on PC...
You fuck stupid?

>> No.5111494

>>5111492
>muh PSX Doom!

>> No.5111502

>>5111492
He's fuck stupid ~`

>> No.5111532
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5111532

>>5111484
>>5111494
Pretending to be this retarded is still retarded.

>> No.5111537 [DELETED] 

Any one here played project warlock? I'm trying to but the game stutters often and the mouse movement feels rly unsmooth

>> No.5111538

Has anyone ever tried to do something like Ape Escape but in Doom, where the player must capture enemies?

>> No.5111546

>>5111438
Is that the mod made by Mark's girlfriend?

>> No.5111562

>>5111538
Like HDoom?

>> No.5111593 [DELETED] 
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5111593

I don't think it's nice, you laughin'

>> No.5111610
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5111610

>>5110724
Duke? Freeman? Quake Guy? All amateurs, I'm the only serious action hero around here!

>> No.5111616

>>5111610
[Proceeds to have more enemies than every slaughtermap combined]

>> No.5111642
File: 38 KB, 338x339, Streetcleaner.jpg [View same] [iqdb] [saucenao] [google]
5111642

i'm looking for some good single player campaigns for Quake aside from AD's

Sometimes during my night shifts, the urges to play quake to numb the constant noise from the servers gets me to the point of freaking out. Only HUH can set me free.

>> No.5111662

>>5111642
https://www.quaddicted.com/reviews/?filtered=episode
Have fun.

>> No.5111670
File: 6 KB, 189x267, q1ranger1.jpg [View same] [iqdb] [saucenao] [google]
5111670

>>5111642
So, you gotta play the /vr/ mapsets, those are usually pretty fun and cool.
read the sticky, it'll get you some recs

>> No.5111678 [DELETED] 

>>5111593
what's this?

>> No.5111684 [DELETED] 

>>5111678
_____________OwO__________

>> No.5111687 [SPOILER] 
File: 615 KB, 1920x1017, 1539972610853.png [View same] [iqdb] [saucenao] [google]
5111687

electrocute the water

>> No.5111690 [DELETED] 

>>5111678
A Wolf-clone tries to follow a 90's FPS tradition of "killing off" the competition to prove itself superior. But it's not.

>> No.5111692

>>5111687
How does it detects water? Can it be used on any liquid floor?

Can you pour some water to electrcute later?

>> No.5111693

>>5110716
Hey, does the last official version of Zdoom support Ketchup Doom Project Brutality, Final Doomer, and Doom Delta?
Also, last I checked the Skulltag forums are not viewable anymore.

>> No.5111694

>>5111692
The zappers detected common water tiles and bounce and zap around in them making for really zappy zap zap zap

i wish i could make it more flexible than just tile check

>> No.5111696

>>5111642
Play this.

https://www.quaddicted.com/reviews/gotshun-never-released_levels.html

>> No.5111697

Does Strawberry Doom exist?

>> No.5111701 [DELETED] 

>>5111678
"Retro" fps with roguelike garbage to pad the game out.

>> No.5111706

What are the hottest wads of 2018 bros?

>> No.5111707

>>5111697
I think I've heard of it

>> No.5111709

>>5111706
Nothing. It's been a very boring year.
I'm actually waiting for The Unspeakable One's project. Dear god.

>> No.5111715

>>5111693
it doesn't, gzdoom is the future we didn't choose

>> No.5111717

>>5111706
Adventures of Square: Episode 2
REKKR
Golden Souls 2
Super MAYhem 17

>> No.5111720

>>5111717
>adventures of square
Hot Garbage; Omegamatic did it better.
>Rekkr
Also hot garbage, everything feels wrong
>Golden Souls 2
Probably the best so far; though 5 steps forward 4 steps back.
>Super MAYhem
not even may

>> No.5111725

>>5111720
>Hot Garbage; Omegamatic did it better.
lolwat

>> No.5111729

>>5111706
>>5111709
>golden souls 2
>diablous ex
>maskim xul
>tangerine nightmare
>alfonzone
>breathless
>sharp things
>quirky domain
>exomoon
>ashes 2063
>avactor
>rekkr
>struggle
>preacher
>freaky panties
>umbra of fate
>magnolia
>adventures of square ep2
>under the freezing sea
>doom slayer chronicles
>demonstary
>perilous cavern
>...
>"ITS BEEN A VERY BORING YEAR"
Really?

>> No.5111731
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5111731

>> No.5111732

>>5111729
most of those are neither new, notable, or interesting, many are hot garbage straight up and if any of them get an undeserved cock award there's going to be a riot.

>> No.5111734

>>5111720
Well your opinion is atrocious.

>> No.5111736

>>5111734
At least I don't think everything released ever with the same boring concepts and rehashes we've already seen is good.

>> No.5111737

>>5111736
>the same boring concepts
It's just what doom it is, dude. This all the same game.

>> No.5111738

>>5111736
> listed only 4 things
> everything released ever

>> No.5111739

>>5111737
Again; spitting in the face and chasing off those willing to experiment is why everything is so copypaste same blandness in level design now.

>> No.5111740

*this is

>> No.5111743

>>5111538
Mr.Friendly is like Animal Crossing but in DOOM.

>> No.5111761

>>5111732
i can guarantee you rekkr's going to get a caco and i look forward to seeing you shit your diaper over it

>>5111736
>>5111739
lmao i haven't seen opinions this shitty since memfis

>> No.5111763

>>5111761
only if you give such a pisspoor mod one.
>every gun feels bad
>every monster is a boring bullet sponge
>wildly inconsistent textures in each theme
>ssg looks like a fucking chaingun and has nonsensical reload?

if it gets a cockaward doom is dead

>> No.5111764

>>5111739
>and chasing off those willing to experiment
This has literally never happened except for S'arais, who is a special brand of delusional faggot.

>> No.5111765

Horrible atmosphere.

>> No.5111768

>>5111764
Bloody revisionist.

>> No.5111769

>>5111763
>ssg looks like a fucking chaingun and has nonsensical reload?
damn, mod ruined.........

ps: i am willing to bet hard money rekkr will get a caco so you better start preparing your essays about how doom is dead

>> No.5111770

>>5111765
good post, sure showed them

>> No.5111776

>>5111732
>there's going to be a riot
>( X ) Doubt

>> No.5111778

>>5111769
>legitimate complaint dismissed
hi rekkrfag

>> No.5111780

I wonder (((why))) he's targetting rekkr in particular.

>> No.5111781

>>5111778
had nothing to do with rekkr, try again ronald mcdonald

>> No.5111784

>>5111709
I'm waiting for Years to make more of Nihility.

>> No.5111785

>>5111781
not ronald mcdonald, try again colonel sanders

>> No.5111791

>>5111781
>Complaining that Rekkr's SSG looks like a Chaingun is not a legitimare complaint, nor has anything to do with Rekkr
Underageb&

>> No.5111792

>>5111784
>Nihility: Infinite Teeth
>There's no teeth
False advertising I want my time back

>> No.5111793

>>5111785
This made me giggle since Colonel Sanders is my pet name for Mark.

>> No.5111802

>>5111785
>t. burger king

>> No.5111806

>>5111791
>being this fucking incapable of reading
big yikes

>> No.5111813 [DELETED] 

Oh golly gee, another thick as pigshit autist is throwing a temper tantrum in the thread
I wonder just WHO this individual is????

>> No.5111825

>>5111813
good post

>> No.5111831

>>5111813
Amazing post. Surely we needed such in the thread!

>> No.5111841 [DELETED] 

>>5111831
>The redditor is immunized against all dangers: one may call him a faggot, parasite, underage, shitposter, it all runs off him like water off a raincoat. But call him a redditor and you will be astonished at how he recoils, how injured he is, how he suddenly shrinks back: “I’ve been found out.”

>> No.5111845

>>5111696
I'm a different anon also looking for quake maps. Thanks for this recommendation - do you have other recommendations for quality maps that are in a q1-style and atmosphere?

>> No.5111860

>>5111763
Are you vasyan777?

>> No.5111864

>>5111841
you are the very first mention of reddit in literally the entire thread

>> No.5111869 [DELETED] 

Hey mods, you forgot more than a few.
>>5111720
>>5111732
>>5111736
>>5111739
>>5111761
>>5111763
>>5111764
>>5111769
>>5111770
>>5111776
>>5111778
>>5111781
>>5111785
>>5111806
>>5111831

>> No.5111870

Do anyone here have that "fix'ed" version by an anon of Project MSX?

>> No.5111871

>>5111870
By fixed you mean no regenerating health?

>> No.5111874

>>5111869
hey, I'm just fuckin around with fast food restaurant figureheads.

>> No.5111876

>>5111869
>i dont liek hees opinion where are mods

>> No.5111887

>>5111860
Negative.

>> No.5111892

what the fuck is going on in this thread

>> No.5111894
File: 219 KB, 312x568, 209d90f1-b846-488a-b68c-c12300a974ec.png [View same] [iqdb] [saucenao] [google]
5111894

>>5111892
Newfags and retards.

>> No.5111895

>>5111892
The same as ever.

>> No.5111898

>>5111892
A depressed lunatic with a flare for the dramatic has opinions on a 25 year old video game. And this time, he's angry.
Coming to a thread near you.

>> No.5111906
File: 358 KB, 1920x1080, 33.png [View same] [iqdb] [saucenao] [google]
5111906

Why is this happening? I've replaced about every sector in this set of stairs.

>> No.5111908

>>5111906
God is punishing you for your filter

>> No.5111909
File: 1.06 MB, 1920x1080, 354.png [View same] [iqdb] [saucenao] [google]
5111909

>>5111908
No dice, chief!

>> No.5111912

>>5111906
Check to make sure your vertice is on the grid
>>5111908
fuck off shitposter

>> No.5111917

>>5111912
>shitposter
No, really, explain to me how anisotropic filtering on sprites doesn't look like dogshit.

>> No.5111918
File: 121 KB, 1280x646, 347.png [View same] [iqdb] [saucenao] [google]
5111918

>>5111912
What do you mean by on the grid?
The one in the East is the one breaking, but the one West is fine and their exactly the same except mirrored.
>>5111917
I'm not using filtered sprites, I'm using 2xBRZ resize. No shit it looks like aids, because you're scaling down a scale-up method when you view it here.

>> No.5111921

>>5111918
I mean on the grid. Go to 1PX if necessary.

>> No.5111925

>>5111909
Check your draw segs and look for a tiny sliver segment. Move vertices until it's gone.

>> No.5111926

Fat nerds fighting over old games

>> No.5111929

>>5111921
>>5111925
That did it, thanks. Not sure why it only messed up with half the stairs though.

>> No.5111932

>>5111926
That's the entirety of this board then

>> No.5111942
File: 346 KB, 1902x1268, 15397929631130.jpg [View same] [iqdb] [saucenao] [google]
5111942

Should Doom look like the second picture?

>> No.5111945

>>5111942
It look hellishly horrifying so I guess it fits the theme?

>> No.5111952

>>5111945
This can be made if you resize original sprites with Waifu2x, convert tem into flat 3D models format, generate PBR materials with CrazyBump and add dynamic lights.

>> No.5111973
File: 435 KB, 593x539, xvyxl5o5_r2_640.gif [View same] [iqdb] [saucenao] [google]
5111973

>>5111952

Jokes aside, Doom's sprites are a weird mixture of photos and pixel art that makes upscaling them nearly impossible, since most tools are designed for one or the other.

>> No.5111976

>>5111942
it should look like the first just smoother so you can't make out every single pixel.

>> No.5111978

>>5111929
It's a very common node bug. Don't know why it happened. There's one in ZDCMP2 they missed. Fuck if I'm telling them though after given history.

>> No.5111998

>>5111973
>ESRGAN
Oh my god it does it right.

>> No.5112007

How can I make inventory items not overwrite the Mugshot?

>> No.5112021

Skulltag forums are not viewable by non-staff members anymore! WTF!? And what is this "Wrack!" program from the makers of Skulltag, and what does it do?

>> No.5112025

>>5111763
There's no way Rekkr isn't getting a Caco.

>> No.5112028

>>5111973
Jesus, that's a phenomenally good job.

>> No.5112036

>MiniDoom 2 has Arachnos crawling around blocks
I wonder if this had any bit of inspiration for Eternal

>> No.5112042

>>5112021
I dunno man but did you see this epic new mod for Doom?? It's called Bru-nah fuck it, too obvious.

>> No.5112046

>>5111942
>>5111945
looks like a leather car seat

>> No.5112052

haha oh man fighting the shotgun zombies in doom 3 is so much fun!! haha the way they shove you back 50 feet when they approach you ahah. also how they deal such consistent dmg at such distances... plus lets not forget they figured out how to make the shotgun fire in auto :O they perfectly compliment this games amazingly fluid and engaging combat. :)

>> No.5112067

>>5111973
That would look like shit if it weren't for everything in that being covered in plant matter

>> No.5112074

>>5112025
Then our standards have dropped and we might as well give WOW.WAD a "lifetime achievement"

>> No.5112083

>>5111973
>>5112067
Looking at it again, I retract my statement until further evidence.

>> No.5112114

I remember someone thinking about a Resident Evil 4 style of inventory system for Doom, but what about Heretic or Hexen?

>> No.5112141

>>5111706
la tailor girl cause dam bruh she hot :D

>> No.5112149

>>5112141
am I the only one who fails to find that mod interesting?

>> No.5112150

>>5111973
>>5112083
Somebody apply this thing to Doom sprites and textures so we can see if it goes somewhere (preferably not off the deep end)

>> No.5112152

>>5112149
No.

>> No.5112157

>>5112149
no, I hate blatant fapbait.

>> No.5112161

>>5112157
Me too.

>> No.5112162

>>5112149
I guess I can appreciate the spritework. it's decent but not enough to engage me for too long.

>> No.5112181 [DELETED] 

Vasyan777 killed 19 and Injured 50 at a Vocational College in Crimea, Russian Officials Say

http://time.com/5426914/student-gunman-crimea-college/

A month ago he made a letsplay video of Doom mod dedicated to Columbine High School massacre in 1999: https://www.youtube.com/watch?v=WTWtcP56how

>> No.5112186 [DELETED] 

>>5112181
How the fuck would a civilian in Russia be able to acquire the weapons for that?

>> No.5112190 [DELETED] 

>>5112186
it's almost as if people can get guns even if they're legally restricted...

>> No.5112195

>>5112149
>>5112157
I actually find it interesting on the gameplay side more than fanservice side (I've had enough lowrez tits back in the 90's, ty).
The idea of having different altfires and effects bound to your outfit is rather uncommon (for Doom I mean), and the variety of outfits greatly plays in its favour.

>> No.5112206 [DELETED] 

>>5112181
Call me dumb, how do we know that's Vasyan777?

>> No.5112207 [DELETED] 

>>5112181
>Vasyan777 killed
Source?

>> No.5112210 [DELETED] 

>>5112181
[ x ] Doubt, but if that guy really was vasyan it would be a 11/10 meme spree killing.

>> No.5112215

>>5112074
nah, you're just a fag

>> No.5112218

>>5112149
It has a pretty novel concept but it suffers from a lot of poor design, there's an overwhelming amount of STUFF in the mod and very little is explained or communicated to the player. Worse still some of the extra modes that can be switched on weapons are done through text, the weapon itself keeps the same look as if it's in the default mode.

I think having a bunch of outfits change how weapons behave and having two (soon to be three) playable characters with unique quirks is ambitious and cool as hell, it just needs a lot of polish and refinement.

>> No.5112232 [DELETED] 

>>5112190
I don't think Vasyan777 is smart enough to find and deal with Russia's Black Market.

>> No.5112235 [DELETED] 

Vasyan777

>> No.5112250 [DELETED] 

>>5112235

Vasyan777 is a Crimea shooter, here's poof.

> Moreover, the guy did not play any computer shooters, but specific games.

> - You know, there are such modifications where you have to play for Dylan or Eric (arrows from Columbine - ed.) And shoot schools. On the page on the social network, he posted footage from the film about those events, and on the avatar in Steam (gaming site - ed.) He had a photo of Dylan.

Google translated from https://www.kp.ru/daily/26896/3940895/

Vasyan777 has a moth old video of columbine wad played with his mod. Also he didn't post on Russian thread since these events happened. However he usually was always active there.

This is his video: https://www.youtube.com/watch?v=WTWtcP56how

>> No.5112261

>>5111973
>>5112150
yeah where the heck is the program/plugin for this

>> No.5112301
File: 62 KB, 960x540, tumblr_pb5cbsXk7L1sg6ldbo1_1280.png [View same] [iqdb] [saucenao] [google]
5112301

Something i find interesting about old school FPS and Doom clones is that thay have certain design elements and ideas, that are also present in a lot of other games from different genres.
>Relying on health, ammo, pick ups etc
>Level design and exploration
>Weapon/enemy variety
>Boss fights
>Power ups
>Some times, inventory items
>Movement focus, maybe a bit of platforming too
>Maybe stuff like life systems or score numbers
>Just the setting being creative or unrealistic, but most of the time not that complicated
And a game like Doom 4 and its upcoming sequel sort of make this obvious.
It makes me wonder if it's why some people wouldn't mind putting Doomguy next to the likes or Mario or Dante and why there's crossover mods/fangames/fanart/anything and "out of genre" experiments.
It's probably because, compared to modern military shooters, they feel "gamey", both in terms of gameplay and their settings.

>> No.5112306

>>5112301
Old school FPS games feel like an arcade game. I'm probably not the only one who has this sentiment.

>> No.5112310

>>5112306
Even when Doom dropped the life/score systems from Wolfenstein 3D, you'd still end almost every level with a screen showing how many kills/secrets/items you got and the time spent in those levels.

>> No.5112314

>>5111845
Unfortunately not really. That mapset just nails the original feel; the guy who made it really understood OG Quake's design philosophy and made something really cool. I wish more mappers returned to this style. I love this expansion and I'm glad you like it, too.

Anyway I can also recommend Soul of Evil. It's not like OG Quake but it's really great. It has an incredibly sinister/evil/satanic feel and is very immersive/atmospheric, while also having very good gameplay. Check it out for sure if you haven't already.

>> No.5112316
File: 109 KB, 1280x868, futuristic rifle so smart it cant miss but profiting from it is tricky.jpg [View same] [iqdb] [saucenao] [google]
5112316

>>5112310
I never liked those screens really, not all items and monsters are equal to each other, id rather have gotten more points for killing a baron or cyber than a lost soul. And getting a megasphere is much more important and powerful than getting a light amp visor.
Percentage screens suck, they should've had a points system for each category. And some Secrets are potentially more important than others too, id be okay with secrets having points to them.
> I been playing since '95, always felt this way pretty much too

>> No.5112318

>>5112316
Knowing Eternal is using some sort of life system and the Arcade mode, i wonder what they could do with more arcadey elements.

>> No.5112324

>>5112301
That's literally same for any action titles because that's the basic gameplay elements for a good game.
How you use them and mix together is different issue.

A rather major thing about GOOD oldschool FPS - level design. Good oldschool FPS map is a "Place" where things going on. It has distinct areas that are interconnected in a non-linear way even if you can't access all the paths at once. You start off with only part of the "place" being accessible, and at the end you have the whole place accessible by exploring it and finding way to unlock new areas (switches, keys).

It's the same principle of exploration, as in Metroid games / Metroidvanias and it's baffling to me that many people don't see the connection. For me, Doom scratches the same "exploration" itch Metroidvanias do.

OLDER shooters like Wolf and Blake Stone are not places, but mazes where there are no areas that are distinct enough. They are much more deserving of a nickname "Mazeshooter" than Doom which gets called that some times.

Newer shooters take the exploration aspect out of the equation by putting numerous points of no-return, and moving the player from setpiece to setpiece in a linear fashion. Thus, they remove the massive ammount of enjoyement that was to be gained from fruitfully exploring the environment - and that satisfaction from fruitful and meaningful exploration is gone completely.

newDoom is middling in that regard, idiosyncratic even, some times giving you ability to explore the paths, but also often locking you in and putting no-return points. As if developers didn't really get that part of the oldschool formula

>> No.5112327

>>5110716
If GZDoom or ZDoom ever got successfully forked after Graf either ragequits permanently or an heroes, what should it be called? KA-BOOM? Shazam? YDoom? AMDOOM? BlitzDOOM?

>> No.5112329

>>5112327
FGZDoom. Fuck Graf Zahl Doom.

>> No.5112337

For the first time since I was a wee little baby fucking around on DOOM 1 on an uncles' computer, I've installed DOOM 1 & 2 as a grown adult and am ready to experience what I've been missing. Wish me luck, /vr/

>> No.5112342
File: 118 KB, 980x552, bugged out.jpg [View same] [iqdb] [saucenao] [google]
5112342

>>5112324
yeah in newer shooters its all actually one huge place thats put together in pieces, and they try to keep the story moving along with points of no return
> even old school Fallout had Places, separated by a world travel map
> modern Fallout does not have Places, its literally one huge place, and its an annoying Pita to move between destinations because it stretches out how long it takes to get anything satisfying done and get conclusions on quests.
mfw The Glow was definitely a Place like something right outta silent hill and you had to prepare for that mofo before even stepping foot into the map square
> stop just short of going in The Glow, open up random desert tile map to pop several pills of Rad-X, go to exit grid
> step just over the world map square into The Glow, satisfaction at not immediately taking a shitload of rads, I can definitely do this
> oh shit I forgot to bring a Rope!

>> No.5112347
File: 509 KB, 854x480, the future of gaming.png [View same] [iqdb] [saucenao] [google]
5112347

>>5112327
>>5112329
fund it, ill donate

>> No.5112350

>>5112347
We'll have to make double sure it's not a Vasyan in disguise

>> No.5112356
File: 184 KB, 640x480, 445-1090618635-8ba967752614d376bd3b7af4bdfac9de.jpg [View same] [iqdb] [saucenao] [google]
5112356

>>5112350
>>5112342
speaking of which I wonder why its so hard to find games with truly awful, nasty, gritty, actually-dangerous looking map scenery in them these days

>> No.5112383
File: 162 KB, 1200x676, doom-para-pc-rarissimo-primeira-verso-em-disquetes-orig_MLB-F-233673488_739.jpg [View same] [iqdb] [saucenao] [google]
5112383

This takes me back

>> No.5112397

>>5111973
LINEAR
ALL
DAY
LONG

>> No.5112398

>>5112383
Hey, someone 3Dprinted a save icon!

>> No.5112413

>>5110720
Hey, whoever did the Tricky Trio map. I got around to playing it. It was funny. But apparently unbeatable? So uh. No?

>> No.5112439 [DELETED] 

Project Warlock has cool artstyle, but the gameplay is really bad.

>> No.5112448 [DELETED] 

>>5112439
>look it up expecting a mod
>it’s a full game
>”retro styled fps”
I see

>> No.5112451 [DELETED] 
File: 50 KB, 850x222, file.png [View same] [iqdb] [saucenao] [google]
5112451

>>5112439
It's a Zoomer game that wants to look like a Boomer game.

>> No.5112469

https://www.youtube.com/watch?v=nmojjg8IO1M

>> No.5112473

>>5112218
On top of all that the weapons are also kind of hard to differentiate and the names aren't very descriptive making it sort of difficult to tell which is which in the outfit descriptions for what they affect.

>> No.5112481

>>5112469
the only good part of quake 4 was the crouchsliding, prove me wrong

>> No.5112484 [DELETED] 

>>5112451
How the fuck does this kid find the time to develop a game at 19?

When I was that age I was (and still am) buried in college work for my EE/CompE degree. I've got the skill but no time or energy for modding or game development at the end of the day...

>> No.5112485

lmao
https://youtu.be/UicIltPNKdU

>> No.5112502 [DELETED] 

>>5112439
Aside from disliking the upgrade system I've got no real issues with the gameplay, what's bothering you? I'm happy that the starting melee weapons are actually reasonably useful, been using the axe almost exclusively.

>> No.5112530 [DELETED] 

>>5112439
>look up screenies
>everything is just flat wolfenstein shit
Why? You're right on the artstyle, but everything is so flat. Wool Ball got away with this by being free, but I'm not going to pay 12 USD for something that even Chasm: The Rift did better.

>> No.5112545 [DELETED] 
File: 51 KB, 417x916, WarlockCredits.png [View same] [iqdb] [saucenao] [google]
5112545

>>5112484
It uses basic Unity framework to the max.
Also it was not he, who made literally all of the assets, he just put them all together in the Unity which does not take much skill. The assets, textures, music etc. were made by a decently sized team.

Besides Threre are very few frames per enemy, absolutely no rotations (estimated ~300 frames total), 6-8 textures per level theme (~140 total, including variations), and all that is very low res. One guy would've been able to do that in a few months without trying too hard, if he didnt have any other occupation.


>>5112530
Because whoever did this does not really get the oldschool formula, going for the surface level instead of understanding what made old games work so well and going from there. This is the case with absolute most "retro-inspired" attempts.

So far only Ion Maiden seems to be a proper modern oldschool style shooter, DUSK and AmidEvil close behind - they have quite a few flaws, but still decent attempts.

>> No.5112549 [DELETED] 

>>5112439
>>5112502
>>5112530
>Retro shooter inspired by Doom!
>It's a low-effort Wolf clone instead.
>Runs worse than nuDoom
Every goddamn time.

>> No.5112550 [DELETED] 

>>5112549
This. The fact that I have like 20 FPS on a modern system in a game with that kind of graphics is saying something. And for the love of everything holy and sacred, why do people insist on using Unity, god fucking dammit.

>> No.5112556 [DELETED] 

>>5112550
They could've done everything this game does on GZDoom with even less effort
And it wouldve ran great
what a shame

>tfw GGGPleb is praising this shit

>> No.5112570

>>5110720
Played Time2Crate now too, after my tablet pc dying and recharging it. Pretty simple, but p fun none the less. Would be pretty easy if you were carrying weapons over, so might be best suited for an earlier map.

>> No.5112572 [DELETED] 

>>5112549
>>5112550
>>5112556
While unity is indeed pretty damn garbage I've had no performance issues with the little I've played of warlock.
My pc is 4 years old and was mid-range when I built it, and I get stutters in GZDoom sometimes, so I feel like saying making it in GZDoom would be better is a bit hyperbolic.

>> No.5112581 [DELETED] 

>>5112572
That's the thing with Unity, there is a cutoff point beyond which it runs like ass, and only a bit better machine will see major improvement.
40-50 fps in Warlock, 60+ on nuDoom (high settings), 250+fps in GZDoom and ~130-160 in laggy ass mods like Russian Overkill or BD

Even in rare ocasions Warlock did hit 50-60, it still felt really choppy like it was actually doing 30 fps. And then there was weirdness where my FPS fall dramatically if I hit a wall with an axe - it would dip down to 15-20 for a moment, freeze up, then resume playing, but all inputs/actions in that freeze-frame preserved so it felt like a weird form of teleport.

>> No.5112583

>>5112413
>unbeatable
git gud

>> No.5112589

>>5112583
The exit straight closes on you from the starting teleporter out. There is no trigger to open it.

>> No.5112593

>>5111765
Like the old time.

>> No.5112597

>>5112589
you're too slow

>> No.5112601

>>5112597
go collect rings, dumbo

>> No.5112603

>>5112597
ok

>> No.5112604

>>5110979
I will absolutely not leave someone who want to pistol start hanging. IDCLEV works perfectly in PRBoom. Are you having problems in GZDoom?

>> No.5112632

>>5110979
>>5112604
I see what your problem is now if you're using GZ. Nerve doesn't use "MAP" for its levels because it's a distinct "episode" from Doom 2. All of its maps are LEVEL instead, which is not idclev-able. Pull down the console with ~ and type in "map levelXX" for the level you want go to.

>> No.5112675

>>5112597
CHILI DOGS

>> No.5112689

>>5112329
fagz doom

>> No.5112692

>>5111942
Only if there are floor decals too

>> No.5112694

>>5112689
><FAgZ>GrafZahl: stop bullying me ok

>> No.5112702

>>5111909
good job making your Doom look as ugly as possible

>> No.5112703

>>5112702
It's 2xBRZ, anon, not lowpoly. You can calm your autism.

>> No.5112705

>>5112703
lowpoly looks better than that

>> No.5112716

demo to prove tricky trio is beatable

https://www3.zippyshare.com/d/PpG56mGR/13278/tricky_trio.lmp

>> No.5112734

>>5112703
It still looks all ugly and soapy.

>> No.5112740

>>5111438
Is that the synthwave music replacer for Doom, the synthwave inspired level / megawad that's being made, or a new gameplay mod?

>> No.5112742 [DELETED] 
File: 936 KB, 1920x944, PUNGD0_rlt.jpg [View same] [iqdb] [saucenao] [google]
5112742

>>5112150

You were warned.

>>5112261

It's a pain in the ass to set up. Instructions for Windows are here, Linux is pretty similar. https://pastebin.com/HLDxy6ma

letsenhance.io uses similar tech, but you can only upload 20 pics for free before paying them.

>> No.5112745

>>5112742
That looks awful. Dunno what I expected.

>> No.5112747
File: 936 KB, 1920x944, PUNGD0_rlt.jpg [View same] [iqdb] [saucenao] [google]
5112747

>>5112150

You were warned. It was trained on downscaled photographs, and anything outside of that (like phone camera pics or 256 color art) tends to look like shit.

>>5112261

It's a pain in the ass to set up. Instructions for Windows are here, Linux is pretty similar. https://pastebin.com/HLDxy6ma

letsenhance.io uses similar tech, but you can only upload 20 pics for free before paying them.

>> No.5112760
File: 192 KB, 1330x525, resize.png [View same] [iqdb] [saucenao] [google]
5112760

>>5112734
I disagree. It's a nice balance of smoothing out crunchy pixels on a 1920x1080 display without becoming overly stylized.

>> No.5112776

>>5111871
As in it works perfectly on "modern" GZ Doom.

An anon is working on updating it and has shown off some crazy looking special effects, like an energy shield that surrounds a monster and flashes visible at the point of impact when it blocks an incoming' hit.

>>5111870
I don't think he's released it yet.

>> No.5112781
File: 23 KB, 840x310, pick a flavor.png [View same] [iqdb] [saucenao] [google]
5112781

I wasn't happy with the yellow gadget so I'm trying out some other colors here.

>> No.5112782

>>5112074
>completely rebuild Doom as a new game with new sprites, new textures, new enemies, all in vanilla
>use vanilla features to make pseudo-3d illusions
>art style is consistent, enemy designs are creepy as fuck
>levels are pretty fun

But please tell me more about how it doesn't deserve to be recognised with an award because the SSG has a rotating barrel and the rune launcher is shit.

>> No.5112783

>>5112781
I pick C

>> No.5112784

I just kinda realized, couldn't your map technically lose some points in certain invidual's mapping contest due to his own incompetence at the game?

>> No.5112786

>>5112784
Yes. All mapping is subjective, to an extent.

>> No.5112787

>>5112781
A or C
B is too contrasting and D blends with the hand

>> No.5112792
File: 841 KB, 400x400, 1539016646850.gif [View same] [iqdb] [saucenao] [google]
5112792

>>5112784
Ah yes, the ol' "My maps are PERFECT! People just don't UNDERSTAND!"

>> No.5112795

>>5112781
I didn't mind the yellow, the top blue part looks weird now though.

>> No.5112812

>>5112306
>>5112310
Rise Of The Triad is the most arcadey of all FPS, playing like a mutant between the First Person Shooter, and the Shoot-Em-Up sidescroller.

>> No.5112813
File: 17 KB, 254x244, shoot your reshaded goo my dude.png [View same] [iqdb] [saucenao] [google]
5112813

>>5112795
Better?

>> No.5112817

>>5112813
I think so! It doesn't look like a flat blue surface now. not sure what the white border is though.

>> No.5112819

>>5112817
Glass, my friend draws in a far sharper style than me. I might need to thin this a little.

>> No.5112849

>>5112784
Joel? Nah. At least he's reasonable and knows when it's his own fault.
Like, in the first contest he was really bad at the Xasers wad (Dead.Air), but still gave it a second place.

>> No.5112886

>>5112481
It has best campaign of all quake games

>> No.5112931

>>5112886
the campaign's only fun with sikkmod + quake 2 everything
even then, crouchsliding is the only reason it isn't worse than quake 2 in every way

>> No.5112936
File: 1.45 MB, 1920x1080, Screenshot_Doom_20181020_134245.png [View same] [iqdb] [saucenao] [google]
5112936

Placing the flames on this chandelier was tedious but worth it.

>> No.5112941

>>5112383
PLEASEBEJOKINGPLEASEBEJOKINGPLEASEBEJOKING

>> No.5112971

>>5112849
Not to mention he asks the dev if he's doing something wrong whenever he finds an impasse.

>> No.5112973

I want to map build for Blood.

Spoonfeed me.

>> No.5112976
File: 1.00 MB, 1600x900, Screenshot_Doom_20181020_080447.png [View same] [iqdb] [saucenao] [google]
5112976

>> No.5112983

>>5112936
is that a model or are you an absolute madman?

>> No.5112995

So...
Blood has Death Wish.
Quake has Arcane Dimensions.
What does Doom have?
And Duke?
And Heretic, Hexen?

>> No.5112997

>>5110716
tnt.wad > doom2.wad

>> No.5113000

>>5112995
what criteria are you looking for here

>> No.5113001

>>5112995
Doom has hundreds of wads.
Duke has AMC TC, Furever 2013, Plus
Heretic and Hexen get the shaft, sadly

>> No.5113006

>>5112995
>What does Doom have?
TNT

>And Duke?
Duke it out in D.C.

>And Heretic, Hexen?
>

>> No.5113014
File: 327 KB, 401x361, duke vacation.png [View same] [iqdb] [saucenao] [google]
5113014

>>5113006
>Duke it out in D.C.
Caribbean is FAR superior.

>> No.5113023

>>5113001
Well yeah, but Quake also has a bunch of stuff.
I meant like what would be the one huge awesome wad that always get recommended?
You know? Like what would be Doom's counterpart of Arcane Dimensions?

>> No.5113026

>>5113023
That's the thing, Doom has a whole fucking lot. Read the damn OP.

>> No.5113036

>>5112983
It's a model, i'm not that crazy :P

>> No.5113039 [SPOILER] 
File: 1019 KB, 1920x1017, 1540042511939.png [View same] [iqdb] [saucenao] [google]
5113039

Quick! Use Hydropump!

>> No.5113040

>>5113026
I know. I just wonder what would be the one.

> Read the damn OP.
I'm not a newfag.

>> No.5113048
File: 911 KB, 1024x768, sshot053.png [View same] [iqdb] [saucenao] [google]
5113048

>>5111375
Not really new - its been on the Doom64EX forums for years. Seems Antnee only just made a thread on DW though.

Quite a few other Doom64EX mapsets here if you're interested in that kind of thing:
https://www.tapatalk.com/groups/doom64ex/wads-and-mods-f3/

>> No.5113054

>>5110994
i think you should keep the original nail firing sound, the new one from QC is meh

>> No.5113058

>>5112936
that's a nice rivalva

>> No.5113067
File: 1.32 MB, 1920x1080, wing1 2018-10-12 13-11-05.png [View same] [iqdb] [saucenao] [google]
5113067

>>5111942
only wall and doodad textures works well, monsters on the other hand are a complete clusterfuck as >>5111973 stated

or you upscale them by scratch by paying attention on the details as hidfan is doing on Doomowrld atm
>https://www.doomworld.com/forum/topic/99021-doom2-neural-upscale-2x/
or you do a complete 1;1 remake of the original monsters and port them back as sprites as the dudes on Wing Commander CIC are doing with Wing Commander 1 Ships and Assets
>pic

>> No.5113073

>>5113067
>Using Howard Day's Models
Perfect choice

>> No.5113076
File: 1.01 MB, 1600x900, Screenshot_Doom_20181019_003624.png [View same] [iqdb] [saucenao] [google]
5113076

So things have been going well (aside from a constantly low-feeling sense of muse and motivation to do much of anything.) Only got roughly 2 monsters to do, a weapon to finish and some odds and ends to tinker on until the "base" mod has been ""completed"". Which makes me feel kinda glad.

>> No.5113079

>>5110716
https://www.youtube.com/watch?v=OpmPLrpGSos

>> No.5113110

>>5113076
i like that target health bar
does it vanish instantly, or does it linger for a moment if you look away?

>>5113079
old news mang

>> No.5113112
File: 158 KB, 917x1280, dsdg.jpg [View same] [iqdb] [saucenao] [google]
5113112

any news regarding the BURL TUMD update?

>> No.5113115
File: 59 KB, 1920x1080, Screenshot_Doom_20181020_163157.png [View same] [iqdb] [saucenao] [google]
5113115

>>5110716

>> No.5113127

>At least another 6 months before Ion Maiden is released
Kill me

>> No.5113152

>>5112716
You can still get stuck in the map, and the player doesn't even know they're timed.

>> No.5113156

>Mario had question mark blocks
>Sonic has televisions
>Crash has wooden boxes
>Castlevania has candles
What does Doom have, the Plutonia map 06 cube?

>> No.5113159

>>5113014
I liked DC a lot more as a kid. Haven't played either in a long time though.

>> No.5113163
File: 68 KB, 500x411, not a secret.jpg [View same] [iqdb] [saucenao] [google]
5113163

>>5113156

>> No.5113164

>You now remember the third level of Nuclear Winter

>> No.5113165

>>5113156
Doom has secrets.

>> No.5113169

>>5113156
icon of sin spawn cubes, so pretty much the plutonia map 06 cube yeah.

>> No.5113170

>>5113156
what, like things you run into frequently that you attack to get small items out of?
the zombies?
zombiemen especially
they are just very complex clip pickups

>> No.5113171

>>5113169
>Doom Eternal
>VEGA corrupts IOS, so he gives away helpfull items

>> No.5113172

>>5113171
> get telefragged by a megasphere

>> No.5113173
File: 883 KB, 1280x928, 211a2c47-6343-4c6c-8c82-c513a69e0118.png [View same] [iqdb] [saucenao] [google]
5113173

Beated Nihilanth.What a chore,this boss was insufferable not because it was hard but because it's tedious. The last part of Half Life besides certain parts in Xen it really decreases in quality

>> No.5113174

>>5113173
I agree.

>> No.5113182

>>5113110
It goes away near immediately.

>> No.5113183

>>5113173
They spend a lot of time doing all sorts of cool shit to make Xen feel unique and fun, but then scrapped 90% of it, and the leftovers can still be seen.
Check out this guy's vids (beside the one im linking): https://www.youtube.com/watch?v=izT5i2nFY-w&t=1s

>> No.5113190

>>5113039
I'd hydropump her.

>> No.5113196

>>5113173
I wonder how the Black Mesa devs are approaching Xen. Surely all this time wasn't just spent on art passes?

>> No.5113197

>>5113163
UNF

>> No.5113198
File: 503 KB, 499x410, A SECRET IS REVEALED.png [View same] [iqdb] [saucenao] [google]
5113198

>>5113197

>> No.5113214
File: 120 KB, 1280x720, big_1524823557_image.jpg [View same] [iqdb] [saucenao] [google]
5113214

>>5113183
I think Xen surely looks cool but certain parts like the platforming were really difficult.
Yes,the game has platforming but here was taken to the extreme.
But for me pretty much the last part of Half-Life even pre-Xen was pretty meh.but overall it's still an awesome game.

It's like Doom 2,where the last part it's pretty bad but there it was slowly decreasing in quality,here it's great for 90% of it and then BOOM,mediocre.

Nihilanth was a cool concept but poorly executed,which is a shame because the game is really polished.

>> No.5113220

>>5113214
I liked all of HL. Just throwing my opinion out there. Never really grated me.

>> No.5113239

Is it just me or 3 different sound effects were reused in Duke3D from Doom only from Mancubi?

>one part of recog. sound became Octabrain recog. sound
>the other part became a chain door sound used in Death row and other maps
>part of the dying sound became another door sound used in Fusion station and other alien maps

>> No.5113240

>>5113220
Would you consider Half Life the final evolution of retro FPS games?

>> No.5113246

>>5113239
Wasn't Bobby Prince on both games?

>> No.5113258

Speaking of HL,do you know how to open the console with Xash 3D?

>> No.5113262

>>5113240
Uh. Maybe? It was the last thing that got aped hardcore, though most games don't really feel like it anymore. They do the mostly linear, in-game cutscene thing, but lack any of the magic or mystery. Deus Ex is still being aped today though, if you consider that retro.
NOLF did a lot of different mission-to-mission stylings that games like COD knowlingly or unknowlingly expand on. I guess GoldenEye was an earlier example of that though.
I dunno. Weird question.

>> No.5113265

>>5113258
I would imagine just ~
You might have to put -console in your command line or something.

>> No.5113275

guys, this is my first retro thread ive participated in and ive been playing quake champions for a while now and I picked up quake 1 and I was wondering if anyone knew how to make maps?

>> No.5113290

>>5113275
yes but these threads tend to be populated by cuntbags

>> No.5113293

>>5113239
They used the same sound library that was popular at that time (don't remember the exact name). There was plenty of sounds there that got reused everywhere, like Doom door and elevator sounds and so on, including in some TV programs.

>>5113240
Not really. HL, while retains some of its oldschool roots, is too linear (there are very few non-linear places) , with numerous point-of-no-return instances, and no real "exploration" as >>5112324 described it. The player is fairly strictly guided through a sequence of setpieces, which is a design principle taken by hard by the modern FPS and developed further in MoH, Halo and CoD. It was the game that paved the way for the new, "directed experience" wave, that took far more control from the player than prior FPS did.

IMO the last true oldschool FPS was Unreal, though some consider RTCW to be one (It's fairly close to HL IMO so its kinda on the verge between oldschool and new)

>> No.5113303

>>5113290
as long as I get the information I want to get to making maps I dont mind some cunts

>> No.5113348

>>5113303
Haven't done any quake mapping since like 1999, but iirc trenchbroom is the program you want. I would download that and start dicking around.

>> No.5113361

>>5113348
ok thanks

>> No.5113364

i need some music and maps to play Shut Up And Bleed
shit is too good

>> No.5113367

>>5113156
I just remembered Duke Nukem 1 had boxes like that too, that show up in Reelism.

>> No.5113368

>>5113293
There were less known ones. undying comes to mind.

>> No.5113370

Holy shit, speaking of FPS and old games, can you imagine if these games had time limits?

>> No.5113371

>>5113361
I'd be more helpful if I could. Maybe if you asked about Unreal mapping.

>> No.5113374

>>5113368
Undying is linear+cinematic as well. Freedom of exploration there was illusory.
Wheel of time was so-so.

>> No.5113390

>>5113198
>199hp
>think you're gonna come back at the end of the map to top off or get a good health boost
>forget about soing that and just finish the level and only remember on the time screen

>> No.5113392

>>5113374
You were free to explore and back track and go down the wrong hallway. It was an all roads lead to Rome scenario, but so is unreal, or doom. You're free to take whatever path you want, but the destination is the same.

>> No.5113415

>>5113370
Someone would probably make a wad that uses the par time as the timer and you die once you hit zero.

>> No.5113436

>>5113370

If id were British devs they'd probably would have done it. They loved their unnecessary time limits.

>> No.5113441

>>5113262
What do you mean by "aped"?

>> No.5113463

>>5112936
to be quite desu the resolution of that models textures really stands out (in a bad way) from the rest of the world

>> No.5113472 [DELETED] 

>>5113293
Half life is still better than a lot of these old school shooters like unreal and especially garbage like marathon.

>> No.5113478

>>5113472
no way, fag

>> No.5113490 [DELETED] 

>>5113478
Marathon exposes the flaws of maze design

>> No.5113504

>>5113490
But Unreal follows oldschool formula better than Half-Life. Half-Life is one step too much into the modern zone.

>> No.5113507
File: 364 KB, 1280x1287, 1539901204301.jpg [View same] [iqdb] [saucenao] [google]
5113507

>>5113370
Imagine if the par in Doom was the time limit

>> No.5113508

>>5112995
Death Wish and AD are so damn overrated. They're good, but there's many equally good and even better mapsets for both games in existence. But they're the only ones that ever get attention from the general populace.

>> No.5113513 [DELETED] 

>>5113504
Half life is better than unreal . Doesn't matter it's old school or not. i bet you think rainbow six and operation flashpoint are bad.

>> No.5113515

>>5113370
>>5113415
Scythe 2 has a map that does that with voodoo doll scripting

>> No.5113521

>>5113490
>Marathon exposes the flaws of maze design
And Marathon is not like Doom or Duke Nukem

>> No.5113526

>>5113513

>>5113240 >Would you consider Half Life the final evolution of retro FPS

the question was never "which one is the better game".

>> No.5113527

>>5110716
There needs to be a Heretic, DOOM1, or Doom 2 WAD where there are 2 or more possible endings.

>> No.5113529

>>5113527
So, you either
a) kill all the demons
and
b) kill all the demons
that's a hard choice to make.

>> No.5113535

>>5113529
How about Heretic then?

>> No.5113541

>>5113535
a) kill all
and
b) kill all
with addition of "be angry elf"

>> No.5113554

>>5113541
a)kill all
b) lose to final boss
and
c) become a gargoyle.

>> No.5113559

>>5113554
>lose to final boss for alternate ending
this is the worst way to do things

>> No.5113576
File: 1.16 MB, 1920x1080, ccnw1.png [View same] [iqdb] [saucenao] [google]
5113576

I was going through my Doom folder and found one of my many unfinished levels. The premise for this one was that you would fight your way through this factory/skyscraper and end on the roof, however I scraped this one for being too similar to the one level I did manage to finish.

>> No.5113580
File: 1.76 MB, 854x480, extra ketchup.webm [View same] [iqdb] [saucenao] [google]
5113580

Need to figure out how to create and spawn an object to continuously spill blood.

>> No.5113587

>>5113580
Just... Make an object that constantly spills blood?
And also limit the bloods existence time to 5-6 seconds (new spilled blood would replace old) or it will eat up all of the performance.

>> No.5113589 [DELETED] 

>>5113526
It came before 2000 its retro

>> No.5113592

>>5113587

You got me, I just couldn't think of anything better to say.

>> No.5113594

>>5113589
but is it oldschool?

>> No.5113604 [DELETED] 

>>5113594
yes just like system shock and deus ex and rainbow six.
Not my problem all you know about level design is mazes.

>> No.5113612 [DELETED] 

>>5113604
But then Halo is oldschool too.
You go from location to location, stuff happens around you as you go
you can explore for some hidden items
its basically same shit with a different skin and few altered mechanics

>> No.5113617

>>5113508
So what you're saying is... If Blood has Death Wish and Quake has AD...
Then Doom has Brutal Doom!

>> No.5113618

>>5113617
You mean PRODOOMER V3

>> No.5113623

>>5112936
The gun seems to be aiming a bit too far to the left or she is holding it a bit crooked

I know the sword has this issue as well

>> No.5113626

Playing Doom is based and redpilled

>> No.5113627 [DELETED] 

>>5113612
SEETHING DOOMBABY

>> No.5113628 [DELETED] 

>>5113626
No its cringe and bluepilled

>> No.5113630

>>5113626
>>5113628
It's ascended and bogpilled.

>> No.5113643 [DELETED] 

>>5113627
CRINGE

>> No.5113661
File: 154 KB, 521x575, frens.png [View same] [iqdb] [saucenao] [google]
5113661

>> No.5113663

>>5113661
>cruelpastry
>equallycruel
huh.

>> No.5113665

>>5113663
Who's cruelpastry?

>> No.5113670

>>5113665
guy behind the daisy pics

>> No.5113673

Petersen's levels suck

>> No.5113674
File: 1.80 MB, 1518x1982, 1369549663081.png [View same] [iqdb] [saucenao] [google]
5113674

>>5113665

>> No.5113683

imagine maps of chaos but from doom 64 and final doom

>> No.5113691

>>5113674
Now put a dildo under her

>> No.5113696

>>5113275
Check Dumptruck's Trenchbroom 2 tutorials. They are really helpful if you're planning to start mapping for Quake 1.

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

>> No.5113697

>>5113674
holy shit, UNF.

>> No.5113704

>>5113696
thank you good sir

>> No.5113705

>>5113696
Hold on. Here's a full playlist. I blame youtube's shitty linking

https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE

>> No.5113707

>>5113705
awesome thank you

>> No.5113708
File: 228 KB, 1862x840, path (edit area) at 2016.12.22 09-45-00.440 [R2764].jpg [View same] [iqdb] [saucenao] [google]
5113708

>>5113576
Going through pictures of unfinished/scrapped projects is always fun.

>> No.5113728

>>5113513
>Half life is better than unreal
Wrong and irrelevant.

>> No.5113742

>Just noticed the water ceilings in E3M3
Anyway, is there anyway to make PrBoom plus' automap have red and yellow lines, like in normal Doom?

>> No.5113754 [DELETED] 

>>5113728
No, its better

>> No.5113758

https://web.archive.org/web/20131202231526/http://www.dcasali.com/games%20-%20finaldoom.html
Apparently, Plutonia's story has a bit of time travelling

>> No.5113784 [DELETED] 

Project Warlock is nice looking and fun to play. It's a good game. Prove me wrong.

>> No.5113786 [DELETED] 
File: 765 KB, 1690x862, 1539668304841.png [View same] [iqdb] [saucenao] [google]
5113786

Reposting, because sla/v/ have good taste.

>> No.5113797

>>5113728
Unreal is kind of boring compared to HL1, though i'd take ut99 multiplayer over HLDM any day.

>> No.5113798

>>5113786
Man, if only that were a /vr/ oriented list instead of being 95% non retro.

>> No.5113802 [DELETED] 

>>5113798
Man, if only your dad pulled out.

>> No.5113803

>>5113758
WHAT TO EXPECT FROM PLUTONIA:
* The most exciting, ferocious, non-stop Doom action available.
* Extensive use of all-new Raytraced 3d textures
* Strategic monster placement
* Fiendishly evil traps
* Tasteful use of special effects never before seen from other authors
* Immacculate attention to detail, asthaetics and lighting
* No texture misalignment
* Pioneering architectural design on all levels.
* All music taken from Doom1 to suit the mood of each level
* Demos showing some of the best players in the world
* Specially themed levels to enhance the feeling of realism
* Special attention paid to multiplayer modes - some levels have been specially adapted for deathmatches.
* Brilliant new skies
* New graphics

>> No.5113809

>>5113786
>Max Payne 3 above Max Payne 2
fucking dropped

>> No.5113814

>>5113809
It's not a rating

>> No.5113815

>>5113786
>XCOM:EU but no UFO:EU
>no mech games
>no Diablo 1

>> No.5113826

Mods on 4chan are just furious, jesus christ

>> No.5113827

>>5113814
What was it then?

>> No.5113830

>>5113826
damn, if only there was another board to talk about not-retro games

>> No.5113831

>>5113827
List

>> No.5113835
File: 28 KB, 722x198, truck.png [View same] [iqdb] [saucenao] [google]
5113835

http://www.wolfensteingoodies.com/archives/olddoom/manuals/Final_Doom_-_Manual_-_PC.pdf
Apparently, Doomguy also owned a pick up truck
Finally, we know what he can drive if he ever stars in a racing game

>> No.5113875

>>5113835
Damn. Someone really should break the Doomkart curse. Get TerminusEst13 on it after golf.

>> No.5113885

>>5113875

I'd raced around with Eric a couple times on the hoverbike mod, but I don't think I could get the thing to behave well in Zandronum at all.
I'd probably just add another chapter to the curse.

>> No.5113894
File: 229 KB, 969x809, tumblr_pctawahAOB1tl5e77o1_1280.jpg [View same] [iqdb] [saucenao] [google]
5113894

>>5113674

>> No.5113913
File: 3.41 MB, 1685x2394, 1.png [View same] [iqdb] [saucenao] [google]
5113913

>>5113674
>>5113894

>> No.5113914
File: 176 KB, 640x480, ugly texture.png [View same] [iqdb] [saucenao] [google]
5113914

I feel like this might be one of Doom's weirdest textures ever.
It looks like somebody dropped a bunch of rocks and blocks on the floor, took a picture of it and made it a wall texture.
Unless the blocks are supposed to give an impression of the walls itself having a strange look because of it, so i guess it's fitting in some way.

>> No.5113917

>>5113914
Weirder than FIREBLU?

>> No.5113918

>>5113885
What about after GZDoom gets client/server MP? Same issues apply?

>> No.5113920

>>5113914
I was never in love with that texture, but I don't hate it either.

>> No.5113921

>>5113914
Pretty sure I had a shirt with a similar texture.

>> No.5113923

>>5113918

I can't say for sure without trying it first, but that would be opening up so many fucking new avenues, let me tell you.

>> No.5113943
File: 287 KB, 1288x751, the cacodemon as a cat.jpg [View same] [iqdb] [saucenao] [google]
5113943

>> No.5113951

>>5112995
Duke has Forever 2013, Duke Hard, Metropolitan Mayhem, AMC TC, Alien Armageddon, WGRealms 1-2, Last Reaction and Water Bases, Starship Troopers, Daikarin, The Gate, Fusion TC, Layre, Pray Your Prayers, Lost Highway, Secret of the Acropolis, ADG episode, MPCC episode, WGspace series, Red series, Roch series, Imagination TC, Borg Nukem and many others.

>> No.5113961
File: 419 KB, 650x650, talz.png [View same] [iqdb] [saucenao] [google]
5113961

>>5113943

>> No.5113968 [DELETED] 

You guys should check out project warlock

https://www.youtube.com/watch?v=xcknq-wQn3E

>> No.5113970

>>5113914
always reminded of burnt coal
that level in particular always seemed to me like you were stumbling upon a hell BBQ hangout

>> No.5113987

Where is that anon who loved reviewing wads by the author's psychical state? I miss him nowadays.

>> No.5113993

>>5113943
is that goatse i spot?

>> No.5113996

>>5113580
Can you have it turn black over time?

>> No.5114005
File: 171 KB, 346x297, 1504900748201 (1).png [View same] [iqdb] [saucenao] [google]
5114005

What would a typical WAD for DOOM1, DOOM 2, or Heretic made by /vp/ be like? How about /vg/ or /g/?

>> No.5114006

>>5113951
haven't played Layre yet.

getting to it right away. I need something to wash away the godawful taste IMX's shitty fucking tumblr posts left in my mouth.

>> No.5114009

>>5114005
theres already pokemon wads.

>> No.5114013

>>5114005
I would probably add halo skins and stuff

>> No.5114014

>>5114006
>imx is a fucking retard
literally what else is new

>> No.5114015

>>5114005
myfirstmap.wad

>> No.5114017 [SPOILER] 
File: 1.69 MB, 2560x1440, 1540076506626.jpg [View same] [iqdb] [saucenao] [google]
5114017

Hello there

>> No.5114028

>>5114017
God that looks fucking ugly.

>> No.5114029

>>5114005
Probably exactly like that Ao Oni wad Term played the other night.

>> No.5114031
File: 406 KB, 1269x829, hole.png [View same] [iqdb] [saucenao] [google]
5114031

>>5110716
>>5110717
My responsibility this time, eh?
Late Screenshot Saturday.

>> No.5114038

>>5114017
The thing that bothers me the most in this image is the jagged mess of a sector the green armour is sitting on

>> No.5114051

>>5114028
I think that was the point in this case.

>> No.5114052

>>5114006
someone should inform that righteous cunt about that study they put out recently about a good chunk of games purchased on steam that are never fucking installed or played once.

for an owner of an art repost blog, and a stranger to english language at that, he sure fucking loves to flaps his gums about on random minutia the moment he gets the first chance to do so, even when it has fuckall to do with him.

>> No.5114053

>>5114005
>/g/
ARCHIE

>> No.5114067

>>5114053
>ARCHIE
Yes? What is it?

>> No.5114072
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
5114072

Fuck I nearly forgot about SCREENSHOT SATURDAY.
What're you fuckers working on?

>> No.5114078
File: 1.58 MB, 2560x1440, 15400770013110.jpg [View same] [iqdb] [saucenao] [google]
5114078

>>5114072
Neato!

>> No.5114082
File: 60 KB, 604x624, 1481586480114.jpg [View same] [iqdb] [saucenao] [google]
5114082

Love these threads. Only really played the core games, but never any mods or wads.

>> No.5114094
File: 567 KB, 1920x1080, Screenshot_Doom_20181020_194011.png [View same] [iqdb] [saucenao] [google]
5114094

>>5114067
It's the complete /g/ experience. The work of a genuine lunatic.

>> No.5114098 [DELETED] 

S'Arais is working on the world's first Fortnite crossover Doom mod, mixing modern masterpiece with cult classic, who hyped here?

>> No.5114107

>>5114094
i want to play this when it's done

>> No.5114109
File: 283 KB, 1464x908, 1432226702184.jpg [View same] [iqdb] [saucenao] [google]
5114109

>>5114098

>>masterpiece

>> No.5114115
File: 664 KB, 1966x1322, Screenshot_Doom_20181020_165053.png [View same] [iqdb] [saucenao] [google]
5114115

>>5114072

>> No.5114118

>>5114098
>Implying he will go anywhere near ACS scripting

>> No.5114127 [DELETED] 

>>5114109
>>5114118
>It's not okay if S'Arais does it
*dabs on you haters*

>> No.5114139
File: 85 KB, 832x640, revenant street.jpg [View same] [iqdb] [saucenao] [google]
5114139

>>5114017
All I can think about is this.

>>5114127
>It's not okay if S'Arais does it
Correct.

>> No.5114148

>>5114072
Oh fuck, I haven't done anything!

>> No.5114158

>>5113674
>>5113913
>>5113894
not a furry but this is hella effective for some reason.

oh god why.

>> No.5114170

>>5114158
"not a furry"

>> No.5114179
File: 1.54 MB, 500x500, WORMHOLE TRIP.gif [View same] [iqdb] [saucenao] [google]
5114179

>>5113674
>>5113894
>>5113913
Its only a matter of time before somebody on /b/ or /trash/ edits her to be Judy Hopps...

>> No.5114183

>>5114170
do I repeat myself for you?

>> No.5114192

>>5114158
Because abs.

>> No.5114207

>When you play a good wad and it turns into slaughtershit. baka

>> No.5114263
File: 194 KB, 557x605, when the wad just right.png [View same] [iqdb] [saucenao] [google]
5114263

>>5114207
>when you play slaughtershit and it's a good wad

>> No.5114325

>>5114207
Oh yeah, I've played Strife.

>> No.5114331
File: 123 KB, 1280x720, mpv-shot0731.jpg [View same] [iqdb] [saucenao] [google]
5114331

Lindymeme has an interview with Sandy Peterson of all people.

http://www.youtube.com/watch?v=7pA5w0IqJgg

>> No.5114334

Never beat Doom 64, or Final Doom.

Should I? I started both, and then never finished them.

>> No.5114402

I hate mimes.

>> No.5114429

>>5114334
I can't vouch for 64 or TNT because I've always gotten bored, but Plutonia is absolutely worth it.

>> No.5114432
File: 299 KB, 756x1000, ha11.jpg [View same] [iqdb] [saucenao] [google]
5114432

>>5114334
Play 64. Final Doom is good but TNT gets slow and boring 2 thirds of the way thru. Plutonia is great shit tho

>> No.5114459

>>5114331
kinda makes sense considering Dildybeige is into tabletop games, especially more esoteric ones like Call of Cthulhu

>> No.5114463

which quake has the best singleplayer?

>> No.5114464

>>5113696
dumptruck is always looking out for us

>> No.5114468

>>5113674
>toes

YES

>> No.5114475
File: 795 KB, 1809x1018, Screenshot_Doom_20181020_231435.png [View same] [iqdb] [saucenao] [google]
5114475

I'm back in the saddle
Playing JPCP with the D4D mod

>> No.5114479

>>5114463
EIther 1 or 4.

>> No.5114483

>>5114475
JPCP is my #2 go-to for trying out gameplay mods.

Scythe 2 is #1

>> No.5114545

>have cool idea for doom mod
>have no idea how to make it
Where do I even start when it comes to learning Zscript?

>> No.5114556

>>5114170
I like how every post he makes explaining his stance on something has to be 5 paragraphs long at the very least

also you gotta have em italics and bold text man. gotta have em in your game if you wanna make it big

>> No.5114557

>>5114545
Like any other scripting project. Have the API open in a browser tab, then open up other mods and look at how they work. Start your own project and start with minor tweaks, learning how it works.

>> No.5114565
File: 357 KB, 499x410, 436457123234.gif [View same] [iqdb] [saucenao] [google]
5114565

>>5113198
WHERE DO YOU THINK YOU ARE

>> No.5114568

>>5114565
Those chainguys must be very short.

>> No.5114571

>>5114568
>new monster: anklegunner
>chaingunner with a hitbox decreased to 33% of the original
>can be placed in vents and small places behind bars
>deals the same damage as the regular chaingunner
>the only difference is that when the doomguy dies, he lets out the most annoying laugh in the world

>> No.5114583

>>5114565
I'm going to start making Chaingunner closets under the guise of a secret.

>> No.5114585

>>5113054
I included the sounds as a separate .pak so you don't have to use them

>> No.5114590

>>5113054
it actually sounds way better on the actual game.

>> No.5114593

>>5114590
the game dynamically mixes 30 or so sounds to make it ingame, it's hard to get close

>> No.5114612

>>5114463
4 or 2

>> No.5114626
File: 6 KB, 184x184, boilinpoint.jpg [View same] [iqdb] [saucenao] [google]
5114626

Is there anything better than Stronghold for an SP horde mode? Just looking for the best wave/invasion map I can find.

>> No.5114685

how do you make the chaingun viable with an assault rifle taking its place in the arsenal already?

>> No.5114715

>>5114685
turn it into a proper minigun
role: dump lots of ammo very fast against a big enemy/ horde
give it spinup, so the rifle has the advantage of immediacy

>> No.5114723

>>5114715
>role: dump lots of ammo very fast against a big enemy/ horde
We already have plasmarifle

>> No.5114745

>>5114723
but that uses cells

>> No.5114748

>>5114745
So what

>> No.5114808

>>5114556
???

>> No.5114817 [DELETED] 
File: 36 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
5114817

>>5110716
>tfw only one (You) in whole thread

>> No.5114830

>>5114808
meant for
>>5114052

>> No.5114895

>>5111763
I eagerly await for faggots like you to move on from Doom.

>> No.5114917

>>5113604
System shock is not mazes: the opinion

>> No.5114924

>>5114094
Now I see why Marisa makes those mods.

>> No.5114935

Carmack is going to be on Rogan
wonder how that will go

>> No.5114980
File: 202 KB, 286x296, medikit7.gif [View same] [iqdb] [saucenao] [google]
5114980

This one was fun to animate.

>> No.5115007
File: 254 KB, 708x708, 1537939675090.jpg [View same] [iqdb] [saucenao] [google]
5115007

Are the level packs for Quake 1/2 worth it?
What about Quake 4?

>> No.5115012

>>5115007
Quake 4 is best singleplayer Quake.

>> No.5115015

>>5115012
sure, you say that but my parents still dont love me
checkmate

>> No.5115024

>>5111610
Bruce Campbell ?

>> No.5115056

>>5115007
You might as well play the mission packs for Quake 1. They're not long, they're pretty easy, and their new weapons/alternate ammo ideas are interesting enough. At worst it's a mediocre experience.

>> No.5115064

>>5113156
what about weapon mod drones, runes or the ammo boxes from doom 4?
doom 3 had those closets that requires codes

>> No.5115082

>>5115007
Scourge of Armagon is fucking great. Dissolution is okay. Both definitely worth checking out if you like Quack.

>> No.5115087

>>5114980
i like it
>that little spark at the bottom
neato, but i'd make it appear just after the top effect

>> No.5115092

with stuff like source ports, settings, the source code and people talking about whether or not doom had mouse aiming, it feels like doom is one of those games that in some way, doesn't always have a "definitive" version
like, something that exists to be remembered and seen in different views

>> No.5115110

>>5115092
nah it had a definitive version, the original one, anything else is just modifications, what's hard to get about that? also those discussions you're referring to are less "doom had this" and more "you should/shouldn't play like this because most maps aren't intended to be played this way".

>> No.5115117

>>5114107
Its been out for a while
https://www.youtube.com/watch?v=0YoqfMFtO_4
https://forum.zdoom.org/viewtopic.php?f=19&t=46481

>> No.5115123

>>5114685
Every 20 or 30 rounds (depends on what you like), it displays a brief reload animation, just moving the gun to the side of the screen, swiftly swapping the magazine for a new one, then back in action and ready.
Think the reload animation for the pistol in Duke Nukem 3D, it's done in a second and you're immediately back to shooting.
What this does is to let you still have a volume of fire with the gun which is good, but it is limited, and it cannot compare to the volume of fire of the chaingun, which can fire its entire ammo pool uninterrupted, no pause for reload.

If you want the assault rifle to remain relevant and not be made fully obsolete by the chaingun, make it so the rifle has much less spread than the chaingun, so it's better at hitting at long ranges, never shooting wider than say, "2, 2", whilst the chaingun shoots at least double that.
Potentially, add an ADS or scope which lets you fire single shots in semi-auto only, but with perfect precision, "0, 0".

Another thing you can do is to give the rifle a grenade launcher, letting you firing a bouncing grenade that explodes on contact with enemies, with some decent range and damage, but it needs a reload after each shot.
This makes it more useful overall, but it has a rate of fire limit to its launcher, to not make other explosive weapons obsolete.

>> No.5115159

>>5115056
>>5115082
What about Quake 2?
Are those mission packs any good?

>> No.5115165
File: 767 KB, 492x868, Cybie details.png [View same] [iqdb] [saucenao] [google]
5115165

Something i noticed about Doom 64's Cyberdemon is that some of his changes may derive from the cover of Doom 2, making cover box art Cybie the "middle ground" between the original version and the 64 version.
I wonder if the eyes are one of the reasons why people like the 64 version more, since it makes him look more like a "predator".

>> No.5115189
File: 670 KB, 1349x600, 1453437539173.png [View same] [iqdb] [saucenao] [google]
5115189

>>5115165

Its the same fucking thing

>> No.5115194

>>5115159
They improve the enemy AI so that it's actually a bit enjoyable to fight them, plus the newcomers are some tough motherfuckers. Some of the new weapons are pretty cool, but since the original game already had a complete arsenal, cycling through them can be a bit of a chore. And turrets are bullshit.

>> No.5115251

This might be outside the scope of this thread, but does anyone know any good youtube channels that uploads UV-Max playthroughs of Doom wads? I like watching them when I'm not playing the game myself.

>> No.5115256

>>5115251
tatsurdcacocaco

>> No.5115293

Speaking of comparing Doom to other games, is the pain elemental Doom's version of Latiku?

>> No.5115365

>>5115293
>Speaking of comparing Doom to other games
Where?

>> No.5115370

>>5115293
What is Latiku

>> No.5115371

>>5115365
In this thread.

>> No.5115385

>>5114078
more like shitto because this is ugly lawl

>> No.5115425
File: 1018 KB, 2560x1440, parallax.jpg [View same] [iqdb] [saucenao] [google]
5115425

Parallax mallex

>> No.5115435

>>5115370
He means Lakitu, I think.

>> No.5115436

>>5115435
what is Lakitu?

>> No.5115438

>>5115370
That Koopa with glasses

>> No.5115446

>>5115436
Those little Koopa fucks in the Super Mario games which follow you riding a cloud, then throw the spiny turtle things at you.

>> No.5115447

>>5115436
From Mario. duh!

>> No.5115498

I'll always like the value ecomony behind health/armor/ammo pick ups in Doom, because you can make that blend with the level design, where it's easier to get the basic pick ups while something like Megaspheres can be rare and the bonus armor/health stuff can either be super usefull or useless, depending on your current state

>> No.5115530
File: 15 KB, 437x431, 1540110660682.jpg [View same] [iqdb] [saucenao] [google]
5115530

Why is Doom 2 so strangely designed, the maps are an absolute mess at times.

>> No.5115538

What is the best tool for making voxel models, that has no resolution limits?
The most widely recommended MagicaVoxel has 128x128x128 limit

>> No.5115539

>>5115530
Cuz abstract mappping is good

>> No.5115540

>>5115530
Romero slacked, so he didn't do much i think
Some of the maps were done by Peterson

>> No.5115556

>>5115530
Sandy got stuck with more map making duty than usual, because Romero was frequently absent/slacking/deathmatching.
Though there's some genuinely good maps in Doom 2 (some of the best which are Sandy's), you'll notice that right around the middle and end, there's a bunch of not as strong ones, a few which are kind substandard. It was also mildly rushed.

Many would argue that Sandy probably shouldn't have been making the city/industrial levels, or at least less of them, as he has a much stronger knack for more abstract stuff, but on the other hand, he did an absolutely amazing job refurbishing one of Tom's old ditched 'semi-realistic' map concepts into E2M2, so it's not like he couldn't work with elements like that.
Maybe if someone drew up some crude cityblocks or something, then told him to turn them into something, that could have been better.

>> No.5115562

>>5115539
They're just too abstract, I frequently get lost and then quickly lose interest.
>>5115540
You can definitely tell, it's just a completely different kind of game, the only true thing this game does better is introduce the double barrel.
>>5115556
Dangit Romero, this one really could have been the better one.

>> No.5115570

>>5115562
I'll be honest, while I'd trade some of Doom 2's levels for some more by Romero, I actually want to keep most of them.

>> No.5115581

I love Doom's maps, but I miss the enemies from Doom 2. What do?

>> No.5115606

>>5113742
Sorry I missed this post. If you go into Options -> Setup -> Automap, the second page onward will let you set colors.

>> No.5115617

>>5115530
You can thank Sandy Petersen and American McGee's horribly designed maps.

How the fuck are you so abysmal at mapping that you need to draw a big ass arrow saying GO HERE on the floor?

>> No.5115618

>>5115556
His favorite map from Doom2 isn't Spirit World though. It's Downtown.

The trick to Downtown, by the way, is that you DO fucking NOT follow the arrow painted on the ground (which is a throwback to E3M2). Instead, you yank the plasma rifle, then infight the ENTIRE CITY ALL AT ONCE, then you maybe visit a couple of buildings, yank a rocket launcher in the process, and THEN, well, then you just might follow the arrow if you feel like it.

>> No.5115623

>>5115617
>How the fuck are you so abysmal at mapping that you need to draw a big ass arrow saying GO HERE on the floor?
See >>5115618.
a) It's a reference.
b) It's an intentionally bad advice.

>> No.5115628

>>5115117
What boards don't have their own doom wad at this point?

>> No.5115634

>>5115618
Also, when compared to Romero's Industrial Zone, there is simply no competition. One (DT) is, at its core, a pretty brilliant concept piece, the other one (IZ) is a misguided meandering clusterfuck.

>> No.5115642

>>5114331
absolutely spandau

>> No.5115661
File: 191 KB, 273x270, strangling.png [View same] [iqdb] [saucenao] [google]
5115661

>>5115642

>> No.5115673
File: 368 KB, 326x326, 1531816376681.gif [View same] [iqdb] [saucenao] [google]
5115673

>>5110716
How's this for an idea for a Thief Gold mod and fan mission: most of the characters and backgrounds, including Garrett have been re-skinned to be resemble either Legend of Zelda: OOT or BOTW. There are still explosives, but either way the FM goes, it mixes Thief 1 elements with either of the Zelda games. An Ocarina of Time based mod adds several new enemies and new text dialogue from select characters, while a BOTW-based FM would have major overhauls in the behavior of ranged and most melee weapons(with the addition of a repair skill somewhat similar to what System Shock 2 has), include a new day/night system where time passes in-game literally unless if you pause, a cooking mechanic to make food and elixirs, and have the moon change phases over the nights along with New Moons that trigger most non-boss enemies to resurrect.

>> No.5115723

>>5115673
theres a whole thief general bro

>> No.5115726

>>5114072
>>5114031
I mean I kind of covered you battle bruvah, but hey; proper format.

may I suggest replacing the large SAT block white-space with a random map screenshot?

>>5114078
>The weird bumpmapping and shininess
Ick.
>The model looks a bit plasticine in terms of texture but is otherwise probably one of the better models I've seen
hmm...

>>5114115
reminds me of zen dynamix

>>5114139
>>5114118
>>5114109
whot happened here?
Also if you think I haven't touched some modicum of scripting you clearly haven't seen LOTX- as shoddy as it's scriptwork is

>> No.5115741
File: 147 KB, 1024x576, Screenshot_Doom_20181021_143603.png [View same] [iqdb] [saucenao] [google]
5115741

>>5115726
>reminds me of zen dynamix

Hopefully that's a positive thing

>> No.5115745

>>5115741
Zen dynamix was basically the coolest shit at it's time. I remember it fondly. Shame Xaser's at my throat.

>> No.5115756
File: 484 KB, 1360x768, shot001.png [View same] [iqdb] [saucenao] [google]
5115756

now the game truly begins

>> No.5115829

>>5115617
American was nice with Waste Tunnels and The Crusher. Those two are top5 of the game along with Circle of Death, Monster Condo and Spirit World.

>> No.5115849

>>5115634
Youre clueless as always. DT is ugly, random and plays horribly. Who the fuck cares what was his intention with the arrow. Such mess shouldn't appear in a commercial game. A city level should look like Hollywood Holocaust or LA Rumble from Duke, not such an unplayable ugly garbage like DT, Factory or Suburbs. Petersen did well with Map27 and Map28 as they are lovecraftian enough to hide his lack of talent, but the rest of his stuff in both D1 and D2 are amateurish mess which would have been long forgotten if he designed them for PWADs.

As for IZ, it's certainly not on the level of Romero's other (Gotcha is also bad), he clearly couldn't get the idea of sandbox design, but that design is wrong in the way we saw it in D2, also IZ actually felt like adventurous and memorable at parts.

>> No.5115884

>>5115849
not that anon but,
>DT is ugly, random and plays horribly. Who the fuck cares what was his intention with the arrow. Such mess shouldn't appear in a commercial game. A city level should look like Hollywood Holocaust or LA Rumble from Duke, not such an unplayable ugly garbage like DT, Factory or Suburbs.
>implying he had that thought process & more resources at the time
you're thinking too modern. plus Hollywood Holocaust was horrible.

>> No.5115912

>>5115884
Lameduke was made around the same time when Doom 2 was made. It had a better Hollywood Holocaust as it had to be nerfed for framerate reasons in the final release. So it's not a valid excuse for the hackwork in DT and other levels.

Admit it, Sandy wasn't talented enough to match the likes of Levelord or Allen Blum. Romero made great maps in 1993, he just stopped caring after the huge success of Doom shareware episode.

>> No.5115918
File: 609 KB, 960x600, Screenshot_Doom_20181021_203302.png [View same] [iqdb] [saucenao] [google]
5115918

>>5114924
Someone called?

>> No.5115945

>>5115918
[NO]
post more tho

>> No.5115950

any comfy halloween wads?

>> No.5115960

>>5115950
Mall of Mayhem

>> No.5115986
File: 2.79 MB, 300x252, 1449604597610.gif [View same] [iqdb] [saucenao] [google]
5115986

>>5115849
>lack of talent

>> No.5116016

Thanks for this shitshow of a conversation to give me a reason to replay Downtown. I have no idea what >>5115618 is getting at, following the arrow on the ground gets you the shotgun, which sets up the progression through the rest of the map. But you certainly can just book it for the plasma gun, especially because you get a straight up free invuln right by it if you're too scared to sprint through. In fact, there are not one but two invulns in the map, along with three (!) berzerk packs, a relatively easy to find soulsphere secret, and a whole ass BFG.

I think Downtown is a pretty bold experiment in taking the open, sandboxy design of E3M6: Mt. Erebus and making it a lot more intense and chaotic. The bigass arrow is pretty cheesy, but I don't think it's a major problem because without it you'd get even more people scared of not being held by the hand like a typical level crying that it's a terrible map. (That said, I did run around in circles for a good while trying to figure out how to find the first key.)

It's tough in a unique way by forcing the player to do unguided exploration while under constant fire, though it does require more patience from players new to the map because it's easy to run into a fucked up fight that you just don't have the resources for. Plus, Sandy making Downtown set the creative stage for MAP29 of Plutonia and MAP19 of BTSX E1, so I'm glad for it.

>> No.5116179

>>5116016
>I have no idea what >>5115618 (You) is getting at, following the arrow on the ground gets you the shotgun
So? Again, you getting a shotgun is the exact same thing as an arrow. It's a reference to the canon intended way of progression in pretty much all the other maps - and it's a red herring.
>I think Downtown is a pretty bold experiment in taking the open, sandboxy design of E3M6: Mt. Erebus and making it a lot more intense and chaotic.
It's not like Mt.Erebus at all. Mt.Erebus is about minding your step and not aggroing (by making monsters see you) more than you can currently handle. Downtown is about having the balls to infight ALL the monsters in the outside part of the entire level, and disposing of the majority of them in one wide sweep without wasting a single bullet.
Sandy's E2M9 is about infight. Sandy's Mastermind fight is all about infight. Sandy's Downtown is about infight on a scope that's pushed to straight to 11 (at least, in concept, it's painted as a city block not in the least in order to make it seem way bigger than it really is).
It's a puzzle level. There is a hard way to do it, and an easy way to do it. The hard way is to follow the alluded '"intended'" '"progression'" path. The easy way is saying "Yeah, right" in relation to the arrow, taking a full sweep around the entire block, taking a couple of circles around it, nabbing the invulnerability, then camping in the dead center of the map, until everyone infights everyone. Maybe also throwing lost souls from the berserk niche and the pinkies with the caco from the rocket launcher room into the same mix.

>> No.5116196

>>5116179
>nabbing the invulnerability
AND the invisibility!

>> No.5116226

>>5113576
check Going Down map01

>> No.5116256

>>5116179
I just don't believe in a "canon" or this narrative of Downtown being some kind of deliberate subversion precisely because you absolutely can beat it taking the shotgun and going from there. If it was a "red herring," it would be by definition not actually a viable path.
But you can get the shotgun, hop down the hole to get the blue key from the mancubus room, jump into the very conspicuous teleporter to get the secret trove of shotgun and chaingun ammo, and then pop out right in the thick of things with a fully loaded shotgun ready to go. If you were feeling ballsy, you could go for the secret in the shotgun room and get a soulsphere right at the start of the map. That doesn't suggest a "red herring" intended to screw you, that suggests a map designed to have multiple viable options that you'd discover through exploration.
Infighting is going to happen no matter what because you'll need to run across the level to get to shit like the teleporters to the BFG tower to hop down onto the door you need to go to, or running across to get to the red key door. It's not like going the shotgun route means nobody is going to infight or that you can't start baiting fights once you're actually forced to be in the middle of the block.
It's just more plausible to me that Downtown was an experiment in letting players strike their own path, and the arrow just being one suggestion for players who would be caught off guard by such a weird approach to a map.

>> No.5116258

>>5116226
That was the inspiration.

>> No.5116276

How do set up Crispy Doom to allow nerve.wad and master.wad?

>> No.5116294

>>5114935
That should be amusing as hell.

I'm betting most of what Carmack says will go right over Rogan's head. $10 say Rogan will say things like "I'm too stupid for this conversation".

Carmack is not the kind of guy to dumb things down for anyone. Hopefully he smokes some weed or something hilarious though.

>> No.5116323
File: 1.18 MB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google]
5116323

how the FUCK do I get this key

>> No.5116401
File: 756 KB, 798x599, first quake map.png [View same] [iqdb] [saucenao] [google]
5116401

on my first quake map
I want to have the area other this doorway to be like a walkway that is a steep cliff off of one side and a cliff wall to the other side of the path. but idk how to make falling off the cliff kill you.

>> No.5116450
File: 57 KB, 569x428, quake map opening concept.png [View same] [iqdb] [saucenao] [google]
5116450

>>5116401
this is a concept of the map the looks arent important but the geometry is what im trying to get across

>> No.5116476

>>5115918
What WAD is this?

>> No.5116489

>>5115618
>>5116016
>>5116179
>>5116256
I thought the arrow was there for the "where the fuck do I go" moment (which I certainly have had) after a player wanders around the map, as it's hidden behind the starting wall and points to a tucked away staircase. Yes, you can get to the blue key by taking the BFG teleporter and jumping down onto the cacodemon ledge, but first time players (who didn't have the ability to look down, by the way!) wouldn't have intuitively seen it as an option.

>> No.5116491

>>5116401
>idk how to make falling off the cliff kill you.
have a trigger brush that kills the player when they fall off.

>> No.5116494

>>5116491
ok ill find out how to do that

>> No.5116497

>>5116491

thanks btw

>> No.5116557

vinesauce playing doom horror wads.

>> No.5116603

>>5114331
Goddamn, Petersen sounds nothing like what I figured. Dude's doing good for being 63.

>>5116494
trigger_hurt is your friend.

>> No.5116632

Would anyone know where to find Strife Veteran Edition in a, you know, extralegal manner?

>> No.5116694

>>5116476
One I'm making
>>5115950
One should be coming out in a couple days

>>5116557
it's always a treat when binyot plays doom

>> No.5116712

>>5116256
You do have a point.

>> No.5116761

New thread.
>>5116751
>>5116751
>>5116751
>>5116751
>>5116751
>>5116751

>> No.5117043

>>5111694
I remember there being a mod with gazoline that could be poured on the floor then ignited with a fire attack.

You could make "watter puddle" flat sprite object that is only vulnerable to electric damage, and make its death state into a same puddle but with shock animation and damage effect that lasts a short while.
Then make player be able to regen water ammo while on the water tile with the weapon out.

>> No.5117185

>>5116294
>Hopefully he smokes some weed or something hilarious though.
He specifically mention he didn't want to have an "Elon" moment.