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/vr/ - Retro Games


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5147231 No.5147231 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5138347

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.5147232
File: 105 KB, 640x960, sixty seconds a hundred times.png [View same] [iqdb] [saucenao] [google]
5147232

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline November 15th

=== NEWS ===

[11-06] Death Wish updated to 1.5; Original MIDI soundtrack addon released
https://www.moddb.com/mods/death-wish-for-blood

[11-05] Consolation Prize updated, albeit with minimal testing
https://forum.zdoom.org/viewtopic.php?f=19&t=55298&start=105#p1078513

[11-04] Turok 2 Coop Mod version 0.9.5 released
https://www.moddb.com/mods/turok-2-co-op-mod

[10-27] DOOM RPG Remake Project revealed
https://www.doomworld.com/forum/topic/102919-drrp-doom-rpg-remake-project/

[10-25] Hexen ZDoom community project announced
https://forum.zdoom.org/viewtopic.php?f=42&t=62375

[10-25] Redneck GDX supports Rides Again

[10-25] Redneck Rampage to get another reverse-engineering project, but using EDuke32
https://forums.duke4.net/topic/10241-rednukem-redneck-rampage-port/

[10-20] Deepdream Doom v1.1 and Deepdream Chex v1.0 released
https://www.mediafire.com/?z7wrmazotn6ws

[10-20] 'Beta 64' megawad for Doom 64 EX posted on Doomworld
https://www.doomworld.com/forum/topic/102849-beta-64-a-29-level-megawad-for-doom64-ex/?tab=comments#comment-1928807

[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/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5147237

Crosslink for visibility. I feel like I'm real close, but what am I missing?

>>5147234
>>5147229

>> No.5147248

Vinesauce is streaming the original Quake

>> No.5147250
File: 2.02 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
5147250

IT
WAS
THE
GREATEST
EVER
MADE

>> No.5147253
File: 22 KB, 300x274, 1415398038859.jpg [View same] [iqdb] [saucenao] [google]
5147253

>>5147248
Which one of them

>> No.5147254
File: 664 KB, 1920x1080, Screenshot_Doom_20181105_232700.png [View same] [iqdb] [saucenao] [google]
5147254

Okay, it's spawning the bastards underground with the wrong sprite. This one's confusing.

>> No.5147257

Death Wish 1.5 pretty much fixes all the shit enemy placement and hordes from the original, spreading everything out nice and evenly.

>> No.5147269

>>5147253
Binny

>> No.5147276

>>5147127
>>5147234
>>5147254
I recommend you go to Realm667, download some of the exemplar weapons hosted there, and then look at their DECORATE code to figure how they work. That's what they are supposed to be there for.
I should give you a much better idea on what to do and what you did wrong.

>> No.5147280

>>5147237
>>5147234
rename RVLRA to RVLRA0
that rotation thing I mentioned? 0 is the "no rotation" rotation, if that makes sense

>>5147254
yeah that's what happens when you use an "in hands" sprite as a pickup sprite
check the offsets on RVLRA0 and then check the offsets on MAGNA0, and you'll see why it's doing that

>> No.5147289
File: 183 KB, 1507x590, spritesyo.jpg [View same] [iqdb] [saucenao] [google]
5147289

>>5147276
Okay, will do. Thank you.

>>5147280
Well, I actually have a separate sprite for the pickup. I figured out the naming issue earlier but didn't seem to resolve the problem. Offsets should be set properly, but it's not even registering the pickup sprite.

Thanks a lot for all the input guys. I think I'll call it a night for now but I've gotten a lot done in a short time thanks to you.

>> No.5147305
File: 799 KB, 960x540, doom01.png [View same] [iqdb] [saucenao] [google]
5147305

>>5147232
I made another entry for 100 mins of /vr/:

"Light & Simple" by Action Max.

https://drive.google.com/open?id=1fIlbBYrpuGV-BI9mW9k-c5ScPfVekT-v

It's a MAP07 replacement (i.e. a Dead Simple knockoff) based around invisible floors. I re-used the concept from a map I made long ago for an abandoned /vr/ E1 replacement project.

It has difficulty levels and co-op starts, for those so inclined.

>> No.5147307

>>5147289
oh i see what's going on; your spawn state is going straight into your ready state
states just run straight down; you have to use either stop/wait/loop at the end if you don't want to have your actor run from one state block to the next

- "stop" means "I'm done doing anything and I'm going away now". it disappears from the world when it hits this state. not sure what it does with weapons, but most likely it'll leave you with no gun in your hands and no way to switch out.

- "loop" means "I'm going back to the last state label I reached". usually this is the first one above it.

- "wait" means "I'm running the last state again"

>> No.5147314
File: 407 KB, 1920x1080, Screenshot_Doom_20181105_235639.png [View same] [iqdb] [saucenao] [google]
5147314

>>5147307
That did it. Adding a 'loop' beneath the Spawn state fixed it. Now I just gotta scale the sprite! You're a hero man.

>> No.5147315
File: 314 KB, 1000x1000, 1539215997359.png [View same] [iqdb] [saucenao] [google]
5147315

>>5147248
>ends the stream by saying there's not as much incentive to play it as modern games because it doesnt have collectibles and upgrades
the absolute zoomer

>> No.5147318

>>5147314
another thing I forgot to mention: a state duration of -1 means "forever"
I remember one guy on doomworld getting unreasonably mad at doing a "PISG A 1; loop" thing rather than "PISG A -1; stop", but that's doomworld for you I guess

>> No.5147321

>>5147318
Okay, good to know. Not sure why the hell the sprite's so big, it's only 64x42.

>> No.5147324

>>5147269
Meh.

>> No.5147349

>>5147321
>should we tell him?

>> No.5147359

What's the reason for Quaddicted updating so slowly and generally being a mess of improperly packaged mods?

>> No.5147361

>>5147321
Dood.
You dont make pixel artwork by drawing big squares (or rather rectangles in your case).
That's what shitty indies do.
And all sort of problems stem from that.

Instead use simple pixels, and if you need to upscale the sprite do that in TEXTURES lump.

Each pixel in Doom is equal 1 unit, and since they arent suare, 1 horizontal unit is 2,34375 cm and 1 vertical unit is 2,8125 cm.

So your gun is literally 150cm by 117cm

>> No.5147365

>>5147361
Oh man, I'm no artist mate, I'm ripping that from something off of google images. Damn, I don't know how I"m going to reconcile that then.

>> No.5147368

>>5147315

You can think of these old games as really just puzzle games. Shooting is almost secondary. It's about solving the level, solving how to tackle the enemies, in which order, and with what weapons. You pay the map.

>> No.5147369

Is there a way to change the original music to the stuff in psx doom? I like the moodier music much more. I'm playing the gog ultimate doom version through gzdoom, if that matters.

>> No.5147374

>>5147369
https://www.moddb.com/games/doom/addons/psx-soundtrack-replacement-high-quality

https://forum.zdoom.org/viewtopic.php?f=19&t=45060

>> No.5147375

>>5147374
Dude, hell yeah.

>> No.5147383

>>5147368
>you pay the map
I thought those were modern games

>> No.5147395

>>5147368
in good maps, monsters are a part of a greater puzzle.

Another sentiment that was posted here is that the structure of Doom's level (a good one) is similar to a structure of a Metroid-style game. Every level is a place. Only one part of the place is available to you at the start. You unlock more and more parts of the place as you play, unlocking shortcuts, loops and new areas in places you've already visited, except if in Metroid's case that was done through abilities, in Doom it is done through keys and switches.
This results in a very similar sense of exploration, and is gratifying in the same aspect.
So if one does not like this sense of exploration, he would also not like that significant part of what makes Doom Doom.

>> No.5147426

>>5147315
>>5147368
He complained that the game's really repetitive too.
I mean sure, if you quicksave abuse like Joel

>> No.5147435

>>5147383
you smarmy son of a bitch

>> No.5147436

>>5147231
Hey guys playing a weapon mod, looking for map pack.

I enjoyed Alien Vendetta, anything similar?

>> No.5147441

>>5147426
It wasn't him streaming?

>> No.5147539

>>5147436
Hell Revealed 2, I guess. It's commonly brought up together with Alien Vendetta.

>> No.5147590
File: 115 KB, 640x480, EtherealAutoaim.png [View same] [iqdb] [saucenao] [google]
5147590

What's the best way to replicate Autoaim, when Autoaim turned off?

Here's what I want to do:
In Heretic the bolts of Ethereal Crossbow all autoaim separately and thus can hit several targets, one for the center and 2 to the sides, achieving a shotgun-like effect of spread damage across several enemies. But the bolt from one side cant aim at the enemy to another.

If there are no other enemies present in the aiming range of the side bolts, they will autoaim on the same enemy as the center one, so in a situation where there are 2 enemies in the line of fire, 1 side bolt will aim on the side enemy, and the center bolt with the other side bolt will aim at the central enemy.

With autoaim disabled or put on anything below maximum, this does not work, and bolts fly in a spread pattern, with side bolts never autoaiming onto anyhting. And that makes an Etheral Crossbow a considerably weaker weapon at medium ranges.

I want to replicate that autoaiming pattern, at least for the side bolts, so the side bolts would autoaim on the enemies that are to the sides of the central bolt, but without their seeking ranges intersecting with each other.
The problem is that the standard seeking projectile would autoaim on the enemies on the both sides of the crosshair.

>> No.5147701
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5147701

woah, doom2 looks like THIS???

>> No.5147706
File: 520 KB, 1366x768, Screenshot_Doom_20181104_152541.png [View same] [iqdb] [saucenao] [google]
5147706

OH NO, YOU'RE NOT GETTING ME WITH YOUR SPAM SHIT. HOW TO YOU LIKE MY SPAM HUH?

>> No.5147708

>>5147701
>GZDoom

>> No.5147710
File: 1011 KB, 1366x768, Screenshot_Doom_20181104_152550.png [View same] [iqdb] [saucenao] [google]
5147710

>>5147706
THAT'S WHAT YOU GET YOU LOLI SHIT. MESS WITH THE BEST, DIE LIKE THE REST

>> No.5147713

>>5147701
I am tuly AMAZED by what those MODDERS can do with ORIGNAL Doom engine!
:^)

>> No.5147715

>>5147706
the details on that chaingun sprite are amazing! what's the mod?

>> No.5147723

>>5147701
>very flexible gamedev toolkits available basically for free
>this fucker still decides to use unoptimized code mess that is GZDoom for a completely new game
Why.

>> No.5147725
File: 490 KB, 1366x768, Screenshot_Doom_20181104_144554.png [View same] [iqdb] [saucenao] [google]
5147725

>>5147715
clustertruck
it's fine

>> No.5147732

>>5147706
>>5147710
>>5147725
>the chaingun is ripped from somewhere else
>the rest aren't that amazing

>>5147723
The challenge of flexing something out of an inflexible engine, also to bring some attention to the engine so that more people would try to make something on it.

>> No.5147749

Anybody here ever play/still play with original keyboard bindings? I find it really hard to do.

>> No.5147759

>>5147749
Nope, I'm a nub who uses WASD and free aiming.
But even back in the day I never used the keyboard, I used to use the mouse movement kek. No wonder I never finished anything except Doom 1 as a kid.

>> No.5147771

>>5147723
Doom has something over those engines, and that's levek design. Games these days dont even have decent BSP editing tools, and the ones they do have are buggy and not meant for detailing. Everyone's moved onto a whiteboxing to modelling/modular pipeline for modern development. Doom was made at a time where mappers had more freedom and responsibility. I'm not sure any full 3d engine has the level design tools that Doom has available.

>> No.5147790

>>5147749
In times of Doom i used originakeybinds.
In Quake/Duke i shifted to WASD for movement + numpad keys for looking and other things (8456 for looking, 0 for firing, KPEnter for quick turn and 79123 for other things).

It's only UT and Q3 competitive scenes that forced me to adopt WASD+mouse

I still play WASD + NumPad when I emulate console games, find it much easier than gamepad (which I also have). Changing direction with keys that are already under your fingers is much faster than flicking your thumb from one side to the other for me, as well as lifting your thumb from the stick to press one of the face buttons.

>>5147771
Q3 engine had it, and its code is open now.
Unreal Engine still has it, even in its 4th iteration.

>> No.5147796

>>5147231
OH GOD the Revenant's undergarment looks like a cross between a living heart and a strawberry to me!

>> No.5147812

why are the revenants the funniest out of the demons

>> No.5147814

>>5147796
I find that phrase strangely erotic

>> No.5147816

>>5147749
On my laptop, since it's preferable to using a trackpad and i don't play any mods or maps that would need mouselook on it. On my main PC i use modern controls although i only bind jump and crouch for maps/mods that need them.

>> No.5147829

>>5147359
Because the maintainer is a braindead idiot.

>> No.5147847

>>5147790
>Unreal Engine still has it, even in its 4th iteration
UE4s bsp tools (and the bsps themselves) are garbage. At least the last version i used, and they weren't a high priority to fix, according to the devs. They were just for the whiteboxing/prototyping phase.
Quake 3 has the ability but you can't sell the product like you can with GZDoom now (bot that thats a requirement, but the option is nice). Is there a true3D game engine that you can use to make a sellable product at a quake level of fidelity? Just before things start getting so complex as to require an unwieldy sized team?

>> No.5147883

>>5147847
>sell the product like you can with GZDoom
They werent trying to sell Total Chaos (at least yet), didnt they?

Also I'd like to see one game on GZDoom engine being sold. Even if its relatively garbage, it's stioll gonna be better than that Warlock trash.

REKKR couldve been it, should the author actually considered selling it. Seeing the hype Warlock has gathered gives me an idea it could've been successful too

>Is there a true3D game engine that you can use to make a sellable product at a quake level of fidelity

Isn't Darkplaces GPL so you can sell things made on it?

>> No.5147893

man I really want to have fun with explosives in Blood but the damage registry with them is so unreliable. sometimes a TNT bundle will make contact with the surface right behind them and explode, and they won't take any damage, or you'll throw one at a bunch of cultists or zombies and you'll either only hurt one or two at a time, or end up killing several.

>> No.5147941

>>5145987

If it's doable, then I don't see why not.

>> No.5147959

>>5147231
you know how doom 4 has those gory nests, where their portals are just "holes" with a different skybox?
is that effect possible in classic doom, because i thought mayham 17 did that in a map

>> No.5148009
File: 31 KB, 960x720, 1540744923547.png [View same] [iqdb] [saucenao] [google]
5148009

>>5147812
because theyre always happy

>> No.5148038 [DELETED] 

>itt everything is trash, garbage, or trash-garbage

>> No.5148039

>>5147250
Is this LEGO Worlds?

>> No.5148086

I legitimately enjoyed goofy multiplayer maps like the oversized bedrooms and kitchens. Does Doom have anything like that?

>> No.5148102

Can't stop thinking about how much the QC D3 helmet reminds me of the Varia suit.

>> No.5148185

>>5148038
welcome to 4chan, enjoy your stay

>> No.5148189

>>5147771
>I'm not sure any full 3d engine has the level design tools that Doom has available.
how about quake you fucking buffoon?

>> No.5148191

>>5147883
>Isn't Darkplaces GPL so you can sell things made on it?
Yes. Darkplaces is the GZdoom of Quake- it's not a Quake engine per se anymore, just an engine that can run Quake mostly accurately.

>> No.5148197

>Read the Rise of Triad description on Steam
>"IT'S JUST LIKE DOOM"
Good thing there's no other Build Engine game even remotely like it to draw a better comparison to.

>> No.5148207

>>5148197
The term "doom clone" was invented by guys that write descriptions like these.
The only other thing close to Doom was Heretic, and even then it was an almost exact copy.

>> No.5148270

is cyclones by raven software any good?

>> No.5148283

>>5147232
removed the spawning in of lost souls in the speedmap for 100min
made it vanilla compat (including visplanes) also
https://anonfile.com/t63dA0k0b0/MAP01_van_wad

>> No.5148284

>>5147314
I want a mod where the BFG is just a revolver that size

>> No.5148286

>>5147749
Only for Wolf3D.

>> No.5148287

>>5147959
I'm pretty sure I've seen that in all sorts of ZDoom maps, unless I'm confused and thinking of another effect.

>> No.5148303

Any wads where you can get new abilities? Like a Metroidoomia

>> No.5148315

>>5147232
>>5147231
New speedmap (not for 100min), might come back and texture and detail more later, lots of green right now.
Vanilla compatible, including visplanes, use both files included (second one is doom1 texture pack.)
https://anonfile.com/ob6cA1keb2/open_zip

>> No.5148330

>>5148303
Just play Metroid Prime if you want that

>> No.5148346

>>5147883
>Isn't Darkplaces GPL so you can sell things made on it?
I didn't know that. Pretty rad.

>> No.5148348
File: 76 KB, 600x583, 1418021946068.jpg [View same] [iqdb] [saucenao] [google]
5148348

>>5148330
you cant tell me what to do

>> No.5148371

>>5148303
I once thought of making a map for Zandronum where all the secret rooms have max health and armor upgrades as a sort of Metroid-style progression. I backed down when I realized how often people pistol start maps on UV, which would render the whole thing pointless.

>> No.5148378 [DELETED] 

Daily reminder that valve fps and their mods ruined fps gaming.

>> No.5148381

>>5148378
Doesn't stop the good mods and their subculture from existing

>> No.5148384 [DELETED] 

>>5148381
Hlbabby

>> No.5148392 [DELETED] 

Threadly reminder to ignore the ESL anti-HL shitposter

>> No.5148394

>>5148371
Well they wouldn't do that if a mod was explicitly continuous-oriented

>> No.5148396 [DELETED] 

>>5148392
You know its true

>> No.5148398 [DELETED] 

Even marathon is better than half life.

>> No.5148404

>>5148392
I always read ESL as ESR in this context and it still makes sense

>> No.5148405

How do you have your folders sorted?

I mean, your main wads, your downloaded custom wads, your ports, everything.

>> No.5148408 [DELETED] 

Doom is like deus ex compared to half life.

>> No.5148410

>>5148405
I tried, but slowly it became a mess.

>> No.5148412

>>5148405
I ask because I use GZDoom and I'm not too sure how to keep my wads (custom levels, weapon mods, funsies, etc) organized for easy use and loading.

>> No.5148416 [DELETED] 

Not even the best 1998 fps. The poll was rigged.

>> No.5148417

>>5148412

I personally keep my IWADs and ports on my SSD and all PWADs on my HDD under a folder called "wadpk3"

Each port gets their own folder and I launch them via Doom Explorer.

>> No.5148426 [DELETED] 

Hl is to fps games what mgs is to the stealth genre. Cinematic trash.

>> No.5148430

>>5148405
I have "holding pen" folders for Megawads and Level Packs that I download, and once I finish something one of them it goes into one of three folders: Stuff I liked, Stuff that was okay, Stuff I didn't like. Gameplay Mods are their own separate folder.

>> No.5148432

>>5148405
doom\engines
doom\utilities
doom\projects
doom\mods
doom\total conversions
then all the map wads just go in the main doom folder

>> No.5148437 [DELETED] 

Half life is literally baby first pc fps.

>> No.5148489

>>5148417
>>5148430
>>5148432
Thanks! This really helped me, specially >>5148430

>> No.5148510

>>5148303
When you say WAD here are we talking about actual map/mapset or just gameplay mods?

>> No.5148545
File: 18 KB, 642x507, launcher-tiers.png [View same] [iqdb] [saucenao] [google]
5148545

Coming Soon

>> No.5148648
File: 185 KB, 1124x743, doomed.jpg [View same] [iqdb] [saucenao] [google]
5148648

>>5147361
I got it to work perfectly by using 'Scale' in the actor properties. Works great now, just like I wanted. Very happy with it.

So now, I just need to get it to appear in GZDoom Builder. I've assigned a new doomednum to keep it unique but it still isn't showing. What've I missed?

>> No.5148653
File: 63 KB, 562x344, doomblush.jpg [View same] [iqdb] [saucenao] [google]
5148653

>>5148545
I love it

>> No.5148661

>>5148545
>Doom retro
>using this garbage instead of Crispy Doom

>> No.5148667
File: 187 KB, 851x716, imretarded.jpg [View same] [iqdb] [saucenao] [google]
5148667

>>5148648
I'm retarded.
I wasn't using GZDoom builder with the GZDoom configuration.

It works perfectly, I was just being dumb.

>> No.5148669

>>5148661
The plan is that you'll be able to choose other engines. This program is processing metadata for a *lot* of engines/versions and automatically picking the ones that are compatible with the PC / WAD-being-played. DOOM Retro floats to the top because it supports boom where choco/crispy don't.

>> No.5148672

>>5148669
I see. Makes sense then. Great program.

>> No.5148727

A 8+1 level episode version of Hell on Earth, do you agree /vr/?

>1. Underhalls
>2. The Crusher
>3. Dead Simple
>4. O of Destruction
>5. Industrial Zone
>6. Monster Condo
>7. The Spirit World
>8. The Living End
>9. Tricks and Traps (secret)

>> No.5148735

What is the best source port and why is it Chocolate Doom?

>> No.5148739

>>5148727
replace O of destruction with Gotcha and ur good

>> No.5148743

>>5148735
Crispy Doom makes it better. 30 fps is just not as fun as 60 or more. Only problem I have with Crispy Doom is that it always loads Doom2 automatically, it should be the last one I played imo

>> No.5148828

>>5148743
>not having 6 gorrillion batch files for launching all your IWADs and PWADs

>> No.5148831

>>5148828
>not using a launcher

>> No.5148834

>>5148831
but what if I want to feel like a hacker

>> No.5148840
File: 1.53 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
5148840

>>5148039
It's LEGO Wolf3D. Old wolfenstein 3D project someone was making but hasn't been updated in a few years.

>> No.5148845

>>5148840
Now I wanna see somebody make lego Doom or lego Duke

>> No.5148875

>>5148834
you could try compiling GZDoom in unix

>>5148840
poor legoguy needs glasses

>> No.5148881

>>5148840
>yfw some of those bricks are Jewish

>> No.5148882

>>5148875
but gzdoom doesn't use fmod anymore, so the hard part of compiling it is gone
thank fuck

>> No.5148893

>>5148845
>ITS TIME TO KICK BRICK AND PLASTIC PIZZA
>AND IM ALL OUTTA PLASTIC PIZZA

>> No.5148894
File: 1.59 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
5148894

And he was a good friend.

>> No.5148897

>>5148489
You're welcome. The Stuff I liked and Stuff that was okay folders have a few extra folders within them for qualities that I need to remind myself of, like if the wad is for Doom 1 or if the wad kills you to progress, in case I or someone else I recommend those wads to should play it with a gameplay mod where dying like that may set you back.

>> No.5148903

>>5148894
that fuckin Roblox meme fucked my perception of Lego people so bad I can only hear 'OOF' when I look at their faces

>> No.5148916
File: 360 KB, 1280x1024, Screenshot_Doom_20181106_234021.png [View same] [iqdb] [saucenao] [google]
5148916

>>5148903
Oof

>> No.5148937

>>5148916
looks preddy
gibbe

>> No.5148943

>>5148840
reminds me, whatever happened to that Voxelstein project with the Kensilverman voxlap engine

>> No.5148960

>>5147231
I love you people, and I love Doom too

>> No.5148970

>>5148960
HOW MANY TIMES DO WE HAVE TO TEACH YOU OLD MAN

>> No.5148990

Why does no one ever talk about Quake 2?

>> No.5148992
File: 25 KB, 499x375, come-here-bro.jpg [View same] [iqdb] [saucenao] [google]
5148992

>>5148960
I couldn't find that one screenshot that looks like two revenants hugging, so take this instead.

>> No.5148995

>>5148990
Because it doesn't deserve to exist

>> No.5149001

>>5148995
But then we wouldn't have Action Quake 2.

>> No.5149029

>>5148990
It's not very good. It's not terrible, but it's Id's worst game.

>> No.5149035

>>5148990
I like Q2 more than Q3 because it has singleplayer.

>> No.5149042

>>5149029
That's fair. I guess what I remember positively about it is the mods more than the game itself.

>> No.5149045

>>5147723
because people don't want to learn new things, happens to me with unreal engine 2
I PAID for an unreal engine 4 license when it was not free and I still don't know how to use it

>> No.5149050

>>5149029
but that's Doom 3.

>> No.5149054

>>5149050
Doom 3 is still better than Quake 2. I replayed Q2 recently, and it's very boring and dull. The only good thing that is going for it is the music.

>> No.5149060

What's the legality of making a game in GZDoom and then selling it?

>> No.5149071

>>5149054
Doom 3's got the chainsaw and that's about it lel

>> No.5149078

>>5149029
quake 4 takes the "worst id game" crown easily
the worst you can accuse quake 2 of is being bland; quake 4 is bland *and* has terrible feeling guns, obscene enemy damage (can you even dodge the berserkers? they can miss by 5 feet and still do 70 damage to you), the most annoying vehicle sections I've ever had the displeasure of going through, and the quad damage never even shows up in the single player
I never want to see that goddamn walker again

>> No.5149080

>>5149078
But Q4 is not an id game.
It's Raven Software game

>> No.5149087

>>5149080
it's got id's logo on the box, doesn't it?
fine then, doom 3, since at least quake 2 lets you have fun bouncing around and mincing strogg with the chaingun, super shotgun, and railgun. doom 3 is a massive slog - nowhere near as bad as quake 4, but still a snoozefest with a dumb story that keeps getting in the way of the actual game, as little as that might be. it's not even a remotely decent horror game - horror games don't let you blow your problems away with a rocket launcher. the only good thing it does is the hell section, and half of that is because of infinite stamina.

>> No.5149089

>>5148937
but anon you hate my maps

>> No.5149097
File: 12 KB, 125x120, tfw doomguy beats you to the punch.png [View same] [iqdb] [saucenao] [google]
5149097

>>5148992

>> No.5149103

>>5149089
no gibbe or I'll call the sheriff

>>5149097
>>5148992
cute

>> No.5149146

>>5149060
you can, but you should probably use freedoom rather than bundling any id wad with it

>> No.5149151

>>5149146
I don't think he can sell GZDoom even with FreeDoom

>> No.5149165

>>5149151
>>5149146
>>5149060
Theoretically you can sell FreeDoom+GZDoom package, but in that case you are required to provide all the credits for everyone who was involved in cration of both and that can be tricky.

If you want to sell your game on any official platform, you can use GZDoom (or Darkplaces) but it must not include anything from the commercial wads, or stuff licensed for non-commercial use only.

On the ther hand there was a game on steam that stole a lot of assets from doom mods and TekWar, though it sold somewhere like 30 or 40 units lol. It was taken down... And then quickly reuploaded back.

>> No.5149207

>>5149089
>posts map
>someone asks for it
>b-b-but you'll hate it!!!
man fuck you

>> No.5149213
File: 460 KB, 1619x835, progress.jpg [View same] [iqdb] [saucenao] [google]
5149213

Things are finally coming along nicely. Thanks so much for all the help guys.

>> No.5149229

>>5149213
you should probably connect bottom 2 areas in some way (maybe a secret or smth.

>> No.5149432

>>5147231
I got at least three or so questions for the Samsara monster addon anon
1 Have you considered a Blake Stone SS replacement for the Duke Nukem 3d set? 3D Realms sort of did the game when they were Apogee
2 Will the Cyclones monster be that viking/warrior looking dude?
3 With these games being represented under SS replacements, will it be just one per game?

>> No.5149591

>>5148739
Map 11 is the best official iwad level, so no.

>> No.5149596

>>5148893
Kicking brick is more badass than kicking ass. Choose your shoes wisely.

>> No.5149601

>>5149029
Any good ID games since Doom II?

>> No.5149603

>>5149601
I'm sure I've heard something about arenas...

>> No.5149623

>>5149601
*Doom 1

>> No.5149728
File: 292 KB, 1366x768, smap2.png [View same] [iqdb] [saucenao] [google]
5149728

>>5148315
here is screenshot

>> No.5149762

>>5148727
The only good levels, all in an easy to load wad? Do it.

>> No.5149780
File: 19 KB, 200x102, Screenshot_Doom_20150322_094358.png [View same] [iqdb] [saucenao] [google]
5149780

>>5149432

1. I didn't even notice that Blake Stone was done by Apogee. I ended up choosing the High Guard from Rise of the Triad since that game was the first FPS I saw on the list of 3D Realms games that was before DN3D.

2. I don't really know, I haven't played through it yet. Ideally I'd find something that fits the idea of an enemy with a machine gun and that isn't too high up the roster.

3. Yes, it'll just be one per game

>> No.5149782

>>5149780
By the way, how close is the mod to completion or at least a stable state?

>> No.5149790

>>5148990
Its just not memorable at all. Its really good game by any mean. but Its just not intense. Enemies, sounds, visuals are just clunky and feels like watered down version of predecessor.

>> No.5149808

>>5149780
Is that Catacombs 3D?

>> No.5149821

with how icon of sin works, has anyone tried to remake that scene in star wars, where they shoot down the death star's weakspot, but with the ios' romero head?

>> No.5149826

>>5149821
I dont think so but theres not enough star wars wads out there

>> No.5149853
File: 178 KB, 986x567, spawn.jpg [View same] [iqdb] [saucenao] [google]
5149853

Okay, so things have been going well, but I've run into an unusual problem. I just realized I can't tag 'things'. I seem to remember being able to in standard Doom Builder. Is there something different with GZDoom builder or am I missing something?

The idea is to spawn a Baron at this point in the level. Trying to fight him and everything else in the room makes it a little hectic, so I wanted him to spawn as the player approaches the button for the exit door.

>> No.5149870

>>5149853
you're in doom or boom format
the concept of thing tags only exists in hexen and udmf format

>> No.5149874

>>5149870
Ah, okay. I'll switch things around a bit and see what I get. Thanks! That didn't occur to me.

>> No.5149937

>>5148303
gateway experiments 5
(only 1 and 5 exist)
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/ge5-pd

>> No.5150091
File: 629 KB, 1280x1024, Screenshot_Doom_20181107_154745.png [View same] [iqdb] [saucenao] [google]
5150091

>>5149103
>>5149207
fuck sakes make up your mind lads
>>5147231
>>5147232
inb4 post removed

canhgnelorg:
-shit dude a lot of things i dont remember
-like a lot of shit
-i think i tweaked some things?
-some areas are slightly altered, still reworking the entryway to map02
-map03 still incomplete- (You). asked for this after all.
-some stuff?
-tried to keep from adding too much stuff, but there's at least two more decorations that will be necessary in the last few maps.
-map03 got a music change.
-it's still shit

>> No.5150115

>>5150091
>still no link
nvm, don't care anymore

>> No.5150137

>>5150115
2 layte https://www.dropbox.com/s/ndhyqitdzvaz18r/lotx-ms4.rar?dl=0
odd visual bug with some midtextures but not sure the reasoning; inconsistent behavior.

>> No.5150226
File: 2.21 MB, 1920x1080, Screenshot_Doom_20181107_232218.png [View same] [iqdb] [saucenao] [google]
5150226

Another 3D floor heavy map done.

Good ol' DM-Pyramid, but without the broken BSP that makes the invisibility unreachable.

>> No.5150240

what are the characters in doom radys from?

>> No.5150317
File: 9 KB, 228x242, vvcap 2018-11-07-20-18-10.png [View same] [iqdb] [saucenao] [google]
5150317

What are some good medieval maps to play GMOTA on them?

Also, any other weapon mods I should add and maps for them?
No russian overkill since it got old fast.

>> No.5150323

>>5150317
Combined Arms, also by Kegan, and La-Tailor Girl

>> No.5150354

>>5150317
Trailblazer and colourful hell go well together
you could even add legendoom to get your shit extra pushed in.

>> No.5150361
File: 291 KB, 1505x854, intermissions.jpg [View same] [iqdb] [saucenao] [google]
5150361

How the hell do intermissions work?
I'm just trying to start the level with a text scroll, but I'm having a hard time finding information on how to accomplish that.

>> No.5150365

In other news QCDE got a new character
Despite being bloated, i find it funny the mod existed for less time than the game itself, yet it seems to have done a lot more with the core gameplay's concept
https://www.youtube.com/watch?v=gpAw5iv-Guc

>> No.5150417

>>5150365
If you can manage to convince some friends or family members to play QCDE with you, and you get a good map pack, it's actually a lot of fun

>> No.5150423

>>5147395
Shit anon, that explains why I fucking love SotN so much. It scratches the same itch that a good Doom map does.

>> No.5150440

>>5150091
>>5150137
I'm not the guy that replied to any of your posts ITT
Played the first map, pretty alright, I enjoyed it. Encounters seemed okay, I was out of ammo at end and ran away from the imps and the knight to the exit, probably should have used the berserk fist more often in the earlier parts of the map. Detailing seemed pretty good, but I didn't know what sector lighting to set it to; dark seemed too dark and I settled on legacy. Some of the texture choices are a little garish and clashing, I would settle on a theme for a room or area and have it be a little more complementary.
A lot of the time I didn't know why things were happening and was confused; why are the other marine tanks consoles that all display the same dialog when I press use on them? Why were there custom weapons that didn't get ammo or further use later in the level? Why did some of the marines in the tank get gibbed later? There's also a bit of not being sure where to go once something happens but its still doable because the level isn't that big. I also noticed a lot of the e1m1 homage areas but them being so close to the original is actually a little distracting.
I didn't play the second map because it was intermittently at a fine framerate and 1 or less fps. I'm not sure what is causing that.
Overall good, liked the changes in height, would maybe work on more showing the player where to go, perhaps by allowing them to see areas before they get to them (though you did a good amount of this already, it's mostly at the end of a "wing" where this becomes an issue, less clashing textures and either pick and stick to the custom weapons or don't use them. I would move away from KDIZDesque appropriation of iwad architecture. The novels every time a weapon was picked up seemed a bit silly but since you only see them if you open the console it's not a problem.
Overall 6.5/10

>> No.5150457

>>5150440
Oh also your imps in fight if they hit each other with fireballs for some raisin

>> No.5150463

>>5150365
both are sitting at the exact same level, all QCDE's done is releasing characters that got nothing to do with id properties at a slightly faster rate than the real thing.

>> No.5150465

>>5150463
QCDE also either comes up with OC's or takes too much creative liberties at existing stuff
So much more than Samsara

>> No.5150485

>>5150317
Final Doomer with TNT, Plutonia, Japanese Community Project, Ancient Aliens, and Back to Saturn X. there might be more if I remember correctly.

>> No.5150493

>>5149001
yeah action quake 2 would be fun to play if anyone online actually put their money were their mouth is and played the damn thing west of fucking europe

>> No.5150504

>>5147232
>Death Wish updated to 1.5

What changes were made?

>> No.5150557 [DELETED] 

>>5150457
>>5150440
All enemys are allowed to infight
lighting is tested in dark but use what looks best
texture use is generally an issue, still looking for better ones for the general theme.
only the console should be a conversation, will fix
will attempt to fix various things and continue to refine, hopefully clean up the frames on second map

>> No.5150570

>>5148315
>not for 100min
damn...

>> No.5150581

>>5150457
>>5150440

all enemies infight regardless of species.
there is a general theme but it's not quite being conveyed well yet if i daresay.
conversations with inactive units shall be fixed.
custom weapon ammo distribution is more based on early usage and/or trivialization if more ammo was so inclined.
i will try to neuter the framerate issues
lighting is whatever looks best; tested with dark
tried to use some color-code for many things.

>> No.5150589
File: 1.00 MB, 1920x1080, Screenshot_Doom_20181108_153718.png [View same] [iqdb] [saucenao] [google]
5150589

I've been playing Io Complex and I've been enjoying it so far
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/iocomplex
Check it out when you have the time

>> No.5150625

>>5150361
I still haven't really found a solution for this yet. I've been going over the information on the wiki, which would be useful if not for the fact the syntax of their arrangement isn't discussed. Can anyone point me to something that might help me along?

>> No.5150626

>>5150589
when you kill the red mancubus type give flamethrower into console, it's meant to drop a flamethrower, but it just drops a smaller red mancubus that does nothing

>> No.5150694

Any good Doom youtubers or reviewers out there?

>> No.5150701

>>5150570
I went over by about ~300 minutes, so it's not at all in the realm of the project, unfortunately.

>> No.5150709

>>5150581
I would recommend having test actors (maybe even a test map) for stuff not really in yet, and add in as it reaches a workable state; this will confuse your testers less.
Oh I also thought the idea of powering the doors a la deadspace 1 was neat, like a universal key that gets consumed, but right now it doesn't do much over normal keys; if you add in decisions the player has to make (2+ doors, only one key at start, etc) it will make it more interesting as they will have to prioritize one area or the other.
I would also pick a sector lighting scheme and stick with it and relay that suggested lighting information to players.
As I said before, overall I liked it. The one map I played shows promise.

>> No.5150715

>>5150694
It's kind of sparse.
There's Icarus, who's kind of a big scrub, there's some Aquarius guy who reviews various garbage and terrywads sent to him, the shtick gets old fast, and he's REALLY bad at Doom.

I find mostly people posting their LPs/Speedruns are what's good. Tatsurdcacocaco does UVMAX speedruns, FortOfHardKnox does mostly Hideous Destructor, which is fun at times, if you're into that sort of thing.

>> No.5150737

>>5150589
I don't like the machine gun. It looks like the shotgun so I expect it to behave like the shotgun. It has a forced burstfire, it goes *tink!* and it reloads seemingly at random
and theres no ammo for the shotgun

>> No.5150781

Just when I thought I was getting tired of Doom I decide to give a try to my first Weapon mod and a Slaughter map.
Guncaster with Slaughterfest 2012.

I feel like a kid with a new toy.
I'm searching for more Slaughter recommendations in the forums now.

>> No.5150836

>>5150709
I'll do what I can, sir.

>> No.5150838

>>5149782

Fairly close, most of the Quake stuff is finished and it's mostly just adding some polish. Though I do still need to tweak their movement speed and maybe their sizes.

Another thing is that I can hopefully make the Fiend's jump attack act less goofy than it currently does.

Last thing is getting those last 3 Wolf SS replacements in, run some closed online tests, and put out a new version.

>>5149808

Yes, the mage is from Catacomb 3-D

>> No.5150909
File: 82 KB, 1171x787, intermissions.jpg [View same] [iqdb] [saucenao] [google]
5150909

After a fuckload of research and trial and error, I finally understand the syntax of the Intermission block now. Makes so much more sense now. All I need to know now is how to point it to the next map afterwords. Not seeing anything obvious on the wiki that points out an operator that will work. Anyone know of something?

>> No.5150927

>>5150737
The burst machinegun gets an upgrade a few levels in

>> No.5150928

what are the best resolution options for doom?

>> No.5150934
File: 341 KB, 850x832, d9a.png [View same] [iqdb] [saucenao] [google]
5150934

We need a Doom version of this pic, that has Doombguy with an SSG kicking down the door.

>> No.5150937

>>5150909
CLUSTERS.

HOLY SHIT IT'S CLUSTERS. God damn I feel retarded.

Well, I started thinking about it and I was like
>Hmm, endsequence is kind of peculiar, what if I'm looking in the wrong place?

Sure enough, I spot the Cluster blocks and there we go. Literally what I wanted from the beginning.

Hours wasted on sheer stupidity.

>> No.5150962
File: 76 KB, 1920x1080, Screenshot_Doom_20181108_020306.png [View same] [iqdb] [saucenao] [google]
5150962

>>5150937
Now, I just need to see if there is a way to adjust the scale of this text. There is a lot of text and it DOES wrap, but it does so way off screen so most of it is unreadable. I *can* get around this by just using a new line, but that's cumbersome and requires more trial and error.

>> No.5150969

>>5150934
"Alright, which one of you degenerates likes running BRUTAL DOOM WITH HDOOM?"

>> No.5150973

>>5150969
Handholding fits too

>> No.5150980

>>5150504
Mostly eliminates the enemy spam, backtracking and other annoying things from previous versions that wasted time. Some levels look a little different / have added stuff. Adds a few deathmatch levels. I never tried playing it co-op but theres a new checkpoint thing so if you die you dont have to haul your ass all the way across the map to catch up because teleporters open near the levelstart as you progress. I dont think I could go back to the other versions after playing this one - some of the bigger maps that felt like a chore are more fun now and dont take as long to finish. GDX still messes up the white colors but im not going back to DOSBox for that.

>> No.5150993

>>5150781
welcome to a new world, my friend

>> No.5151124
File: 9 KB, 63x106, no cruox about it.gif [View same] [iqdb] [saucenao] [google]
5151124

https://blood-wiki.org/index.php/Cultist_Language
Let's take cultposting to a new level..

>> No.5151151

>>5151124
This page always triggers my autism because the phrase they have as "caecux infirmux" is obviously maranax infirmux in the game. It's the infamous "modern arts and fear books" phrase.

>> No.5151220 [SPOILER] 
File: 189 KB, 1024x1600, 1541683644061.jpg [View same] [iqdb] [saucenao] [google]
5151220

>> No.5151224

something i usually think about doom is that it's the kind of game that feels both simple and complex in a way that it works as a modding/mapping base, which is why some of tom hall's ideas wouldn't work
but at the same time, some of those concepts could have been used in later doom games, with final doom being just more doom 2 maps
doom 64 also had some interesting ideas that could have been used like the double cyberdemon
but i guess that's what modding is for

>> No.5151338

>>5150993
It makes me a little sad people still prefer Brutaldoom over other mods specially when those are better and more fun like Guncaster.

>> No.5151339

>>5151338
some mods like samsara and metadoom sound even better just by the concept, but at least one had a kotaku article i guess

>> No.5151367

Is Doom the best game ever made?

>> No.5151371

https://doomwiki.org/wiki/Demon_control_grenade?curid=36499&diff=188554&oldid=0
Cool

>> No.5151425

>>5151367
possibly

>> No.5151504
File: 2.75 MB, 1020x641, output.webm [View same] [iqdb] [saucenao] [google]
5151504

My computer is too much of a potato for Guncaster.

>> No.5151513

https://inmost-dens.tumblr.com/post/179884516914/level-progress-diagrams-final-doom-complete#notes
This could be interesting.

>> No.5151527
File: 2.67 MB, 888x500, 2018-11-08 14-43-00.webm [View same] [iqdb] [saucenao] [google]
5151527

Another one with worse results.

>> No.5151545

>>5151527
looks like pretty much any slaughter map with extra effects in gzdoom

>> No.5151548

>>5151545
Are there any tips to avoid losing frames whenever I blow lots of blood up? (which for slaughter maps would be all the time)

These kind of mods are usually made with GZDoom in mind.

>> No.5151559

>>5151548
Unfortunately I think if you want juicy tomato explosions everytime you shoot something you're going to have to stick to small maps with lower monster counts.
Even relatively compact, non-slaughtery maps like DEX have slowdown with ketchup/brutal gore. Same with Droplets+Demonsteele.

>> No.5151571

>>5151367
imho, it stands up with the best of the best.

>> No.5151584

>>5151548
decrease max decal amount?

>> No.5151679
File: 10 KB, 369x300, 1539353848051.png [View same] [iqdb] [saucenao] [google]
5151679

>>5147231
I wonder if Quakespasm is strict on what kind of non-Keyboard controllers it allows. Its not impossible to play Quake1 nor Quake 2 with a gamepad nor joystick. Just look at the N64 and Saturn versions of Quake 1, and the N64 and PS1 ports of Q2.

>> No.5151684

>>5151124
I swear to Silverman that I'm going to go Caleb on you dumb cultistposters

>> No.5151861
File: 133 KB, 640x384, Screenshot_Doom_20181108_213944.png [View same] [iqdb] [saucenao] [google]
5151861

Lookin' good

>> No.5151889

>>5151861
Doom Looks Good

>> No.5151918

What's the most period accurate way to run doom? I bought a nice crt monitor and want to give DOOM a shot. What should I switch off in the options or what version is best for something like that. The rest of the setup is modern.

>> No.5152030

I wonder how the shoulder flamethrower could work in MetaDoom, if it was implemented.
>it shoots fire from your left side, making it look possibly weird in a mod
>could probably only work on zombies, despite their average low health
>it's like a mix of the bleeding effect from the axe and the dog gun, except for the latter, it makes them drop armor bonuses if they're shot at
>may or may need require its own key if it can't be an inventory item like others
>maybe also require a long delay and the player waiting less than a second for the cannon to show up on screen and do its job
>maybe the fire doesn't need to damage the zombies, at least not as much
Meanwhile, that new goblin enemy could drop acid from above.
Hoping id releases more news about the game.

>> No.5152136

>>5152030
>Only works on a few select monsters
>Long wind up
That's horrible. Why the fuck would you even bother with it, a handful of armor bonuses wouldn't make it worthwhile.

>> No.5152147

>>5151861
Doomguy is screwed out of luck, as he has implant nor interface that lets him enter cyberspace.

>> No.5152159
File: 8 KB, 162x308, B1_zealot.jpg [View same] [iqdb] [saucenao] [google]
5152159

>>5151684
crudox cruo

>> No.5152686
File: 65 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
5152686

my name is dick lickem

>> No.5152735

>>5151861
okay but what about doom maps in System shock?

>> No.5152834

>>5152686
>i've come to ass and ass and i'm ass out of ass

>> No.5152836

>>5152686
duke nukem
douk noukem
nuke dukem
dick kickem
cock rockem
suck fuckem

>> No.5152872

>>5152836
Moar pls

>> No.5152961

>>5152686
duke nukem shits and pisses in his own game dude

>> No.5153001

>>5152961
DOUK NEVER LOOSES

>> No.5153023

>>5153001
I LIVE AGAIN!

>> No.5153025

Is there a way to automatically pistol-start? That is, not needing to use warp each level

>> No.5153050

>>5153025
https://www.doomworld.com/idgames/utils/exe_edit/patches/pstlstrt

>> No.5153071

>>5151679
You can always use an external input filter/binder like reWASD if something's not supported.

>> No.5153080

>>5153050
Nice

>> No.5153085

Why the hell there's no proper level mirroring in zdoom? This Crispy Doom feature is amazing and freshens up old levels for me.
Mod for gzdoom that mirrors image on screen is not really good.

>> No.5153292

>>5152136
If you use the rate that doom eternal uses in the trailer, i.e. one shard per bullet, you could get upwards of 25 armor from a small group of zombies. Imagine using the flamethrower on the shotgunner group on The Pit for example. That would be at least 45 armor.

>> No.5153296

sometimes i feel like if i ever were to make a mod where hitscan was replaced or gone, i could leave out the zombiemen because of how simple they are

>> No.5153306

>>5151504
>>5151527
>2018
>single threaded game engine
WHY.jpg

>> No.5153307

>>5153306
>single threaded game engine
I could give a smart answer but I don't know what're you talking about.

>> No.5153374
File: 30 KB, 320x320, 1730965-b1_cultist1111.png [View same] [iqdb] [saucenao] [google]
5153374

>>5153023
>>5152686

>> No.5153403

>>5152836
>>5152872

Duck Fuckem

>> No.5153452

>>5153403
LET'S GO FUCK A DUCK!

>> No.5153476

how do iget gzdoom lan working decently. It constantly freezes or crashes and there input delay- so what's the deal? is gzdoom not good for lan?

>> No.5153532

>>5150226
legitimately thought this was a UT99 screenshot for a second, damn.

>> No.5153540

>>5151918
Chocolate Doom.
https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom

>> No.5153545

>>5152836
>no Doug Huggem

>> No.5153551

>>5152686
ITS TIME TO KICK

>> No.5153554

>>5147231
Vita versions of Zandronum, Zdaemon, and Chocolate DOOM WHEN?

>> No.5153556

>>5153551
ASS AND CHEW BUBBLEGUM

>> No.5153595

>>5153551
A-

>> No.5153601

>>5153551
somebody's gonna freakin pay for screwin

>> No.5153630

>What might Sigmund Freud make of a game like Quake? In this follow-up to Doom, one of the most popular computer games of all time, players are represented on screen by a succession of lethal, priapic weapons that pump bullets, shotgun shells, and nine-inch nails into bad guys. Arguably, there are more violent games — the Mortal Kombat series is no Sunday in the Park With George — but Quake, like its daddy, Doom, and its granddaddy, Wolfenstein 3D, reduces participants to grunting, ambulatory phallic symbols.

>Of course, as Freud himself might say, sometimes a double-barreled shotgun is just a double-barreled shotgun. So, leaving aside the supposition that 90 percent of Quake‘s audience consists of sexually frustrated males, it’s worth examining this game’s incredible carnage quotient — and asking how society got to the point where it’s acceptable to link up with pals over a worldwide computer network (the way to play, unless you prefer a more solitary experience) and blow their virtual heads off.

>It all started four years ago with id’s Wolfenstein 3D, a primitive gorefest that at least had the virtue of a well-defined enemy — to wit, Nazis. Although Wolfenstein 3D was probably the bloodiest game of its day, it’s hard to hold id responsible for desensitizing impressionable teens when Nazis have been blown up, impaled, and incinerated in 50 years of World War II movies. Though Doom is populated mainly by bloodthirsty demons, players get to decimate enough Homo sapiens that the game veers, at times, uncomfortably close to an interactive snuff movie. (It doesn’t help that game hackers can alter the appearance of the bad guys to resemble their bosses, or even custom-design levels to resemble their places of work.)

https://ew.com/article/1996/08/23/quake/

Totally nuts how clutching at pearls people were over Wolfenstein and Quake back then. Even if this guy admits that it's fun, and WWII movies have been doing it for ages.

>> No.5153710

>>5152836
dookey nookey

>> No.5153720
File: 10 KB, 218x231, download.jpg [View same] [iqdb] [saucenao] [google]
5153720

>been stuck on the secret level of "War is Hell" on Deathwish 1.5 for two whole days
>searched every square inch of the map to find a way to progress, even cheesing it back to the house and getting all the way down to the missile just to figure out what the fuck I'm supposed to do
>walk back into the room with the white fire and run over it again
>turns out you can infinitely spawn fishmen
>what's the point
>another 10 minutes of looking around and I noticed the hologram of the fishman just standing in front of the doorway
>didn't think anything of it because previous maps have had static figures and holograms just lying wherever for no reason other than decoration
>summon a fishman and get it to follow me, to which it ends up stand on the platform
>the doors open
I want to smash the developer's face in with a fucking keyboard. Who the fuck would have thought to do that?

>> No.5153730
File: 2.25 MB, 2675x1242, boomer.jpg [View same] [iqdb] [saucenao] [google]
5153730

How the fuck are you supposed to get anything meaningful done and finished in 100 minutes?

>> No.5153736

In Doom are the forces of Hell actual Hell or are they just aliens in another dimension?

>> No.5153739
File: 298 KB, 800x800, baron of hell huffing.png [View same] [iqdb] [saucenao] [google]
5153739

>>5153736
I hope they are just aliens from another dimension so that I can think about sucking baron of hell's cock without losing my chance of getting into heaven.

>> No.5153757

>>5151504
that really bites because Guncaster is the best mod

I love playing dadrock dragon!

>> No.5153764

>>5153757
Anon here gave me a hint I didn't understand tho >>5153306
I guess it's to help me run it better or something.

>> No.5153767

>>5153764
He's just saying that GZDoom is badly optimized garbage, as in it doesn't utilize multi-threading capabilities of mutli-core CPUs.

>> No.5153771

>>5153767
it's so bad for multiplayer you have no idea

I use Boom instead

>> No.5153773

Are there any other good Hexen mod apart from Wrath of Cronos?

>> No.5153780

>>5153771
I'll see if Guncaster works better with Boom then, thanks for the suggestion!
In all my life I've tried very few source ports actually.
My first was Doom Legacy, then ZDoom and now GZDoom.

>> No.5153785

>>5153771
Stupid question but I'd rather ask than just guess:
Boom = PrBoom?

>> No.5153796
File: 1.37 MB, 1280x894, Doom - cygnis and daisy.png [View same] [iqdb] [saucenao] [google]
5153796

>>5153780
Hombre, how young are you? Boom is a rather barebones port of the Doom engine. GZDoom is full of bloat, but it also adds bunch of new features that allow mods like Guncaster to exist.

I'd recommend you to instead look for maps that aren't as just massive open spaces with retarded amounts of geometry and monsters. Also, consider lowering your resolution. I have a laptop that can run most last gen games without effort, but running GZDoom for some reason gives very low fps by default, even in vanilla maps, even without the extra eye candy.

>>5153785
RTFM

It literally says on the landing page of PrBoom what it is.

>> No.5153820

>>5153796
>I have a laptop that can run most last gen games without effort, but running GZDoom for some reason gives very low fps by default, even in vanilla maps, even without the extra eye candy.
Oh well, that makes me feel a little better.

>> No.5153850

>>5153796
sauce on your pic???

>> No.5153852

>>5153850
what he said

>> No.5153859

>>5153306
>>5153767
and how are you gonna multithread the game logic without breaking demo and netplay compatibility?

all demos are are tic-by-tic player inputs, and all netplay is is each player telling everyone else their tic-by-tic inputs; for either of them to actually work, everything has to run exactly the same on both sides, in the exact same order. if anything gets mixed up, as multithreading tends to do, the slight difference in game state causes a ripple effect, and pretty soon you'll be completely desynced, causing a demo that makes absolutely no sense or a netplay experience where everyone sees a completely different set of events, one where the other players slam into and shoot at walls a lot.

the assumption everything runs in a specific order has been baked into the engine since day 1. multithreading breaks that assumption, and you can't have that without breaking netplay, demos, and possibly a great many other smaller things that rely on specific timing. it's not happening.

>> No.5153903

>>5153730
Easy.
Don't make anything big. Bite sized maps. Dead simple.

>> No.5153907

>>5147305
I missed this somehow. I'll play it tonight!

>> No.5153935

>>5147305
Pretty tight. A little easy to cheese the mancs by hiding behind their pillars, but that's pretty common. Might have given the player a rocket launcher instead of an SSG to make the risk of exploding yourself potentially not worth the tactic. Still fun.

>> No.5153942
File: 555 KB, 1280x720, guncaster - cygnis.png [View same] [iqdb] [saucenao] [google]
5153942

>>5153820
I just gave it a try again. You can get pretty smooth performance by checking the "here be dragons" menu -> convenience and enabling "toaster mode". You can also limit the decal and particle amounts in the regular GZDoom display settings. If you are running GZDoom on older non-Nvidia GPU, that might also cause issues, judging by personal experience.

Also, change the mod's gameplay settings to have damage given something like 0.4, still feels pretty powerful but the fights start feeling like actual fights instead of cheatmode. Dunno how the difficulty affects, was playing on Wyrm.

>>5153850
>>5153852
Some furry bastard named Cruelpastry. Most of his stuff doesn't seem to be that good.

>> No.5153946
File: 53 KB, 530x642, doomguy.jpg [View same] [iqdb] [saucenao] [google]
5153946

>>5153942
*GPU issues with dynamic lights. Devs said that ATI's has harder compatibility but I suspect that they are just lazy.

>> No.5153959

>>5153796
Oh man you know Cygnis and Daisy fucked so hard they burnt the house down

>> No.5153968

>>5152836
>>5152872
Chuck Cuckem

>> No.5153974
File: 642 KB, 495x720, manual.png [View same] [iqdb] [saucenao] [google]
5153974

>>5153736
seems to be the biblical kind of hell, but the intermission screens from Doom II make a mention of interdimensional aliens and evil spirits, whatever that's supposed to mean. I wager it's just an attempt at deepening the game's creature lore or something.

>>5153942
looked him up and found his tumblr blog. I gotta say I do like his style and anatomy work a lot, but his piece topics are certainly not my... uh, taste.

I mean it's not bad. seems right up /co/'s alley more than anything else. guess my mind has just gone numb from all the demented furry stuff I've seen over the course of the years.

>> No.5154250
File: 386 KB, 641x416, Unbenannt.png [View same] [iqdb] [saucenao] [google]
5154250

Of all things, this is not what I expected in Sweet Bro and Hella Jeff.

>> No.5154254

>>5153942
Oh, I gave a look to the Here Be Dragons menu but didn't notice the Toaster Mode option, will give it a try, thanks man.

>> No.5154268

>>5152836
>suck fuckem
formerly chuck's

>> No.5154394

>>5153730
Plan out your aesthetic and a rough idea of what you want to happen in your map, then map like crazy.

Set time goals for yourself, like:
60 minutes: map geometry mostly done
70 minutes: monsters in,
80 minutes fine detail, some playtesting
90 minutes: tweaking, polishing
100 minutes: done

>> No.5154443 [DELETED] 

Why you're all such an utyata?

>> No.5154464

>>5154443
Who the FUCK you callin' an utyata?
also
What's an utyata?

>> No.5154492

>>5154464
Slav memes as always
https://translate.google.ru/#ru/en/%D1%83%D1%82%D1%8F%D1%82%D0%B0
https://en.wikipedia.org/wiki/Imprinting_(psychology)#Baby_duck_syndrome

>> No.5154673

>>5153859
QZDoom's softpoly renderer uses multicore rendering.
Nobody's had a single core processor in over ten years.
GZDoom isn't concerned with demos at all and multicore processing does not break netplay at all if properly coded.
Then again it is graf, so maybe it is impossible after all (for him)

>> No.5154679

>>5153306
>>5153767
>>5153859
I feel it's worth pointing out multi-threading is mostly unnecessary (here) anyway. There is so much optimization potential in any game engine that goes unrealized due to time constraints, and i guarantee you a 1-man source port of a 25 year old engine is NOT going to be heavily optimized for new features/limits.

It's perfectly possible to use modern LOD techniques to 'cheat' a million 3d models with guts flying everywhere, and if done correctly would be indistinguishable from an un-optimized naive rendering.

>> No.5154698

>>5154673
Not sure if you've done much multi-threaded programming? I've done a little and it's harder than it seems. I added multi-threading to my toy game engine and the synchronization actually slowed things down, it's really only of benefit if you can parallelize enough and in a way when threads aren't running lock-step (slow).

In the beginning game engines branched off particular subsystems to other cores, but that proved slow (as above) and kind of pointless past 2 threads, as most of game code isn't parrallelisable at a module/subsystem level without expensive syncing. Then i believe the next trend was using a thread pool to quickly spawn a bunch of workers for demanding separate and smaller tasks, like calculating AI or physics. I think this is also much easier to work with, and the sort of tasks it's used for inherently require less frame-perfect timing (thus less syncing). I believe modern engines are using MT more than before now that rendering can be done from any thread (eg, using vulkan or directx 12), though I haven't used multi-threaded rendering so i'm sure how much better things are now.

Anyway i cut a lot more slack now when devs choose to keep their game single-threaded.

>> No.5154701

Here's a new The Crimson Deed preview, showing the Sawed Off Shotgun, Bats Animus power and the new blood particles! https://www.youtube.com/watch?v=a-byGMSnqCI

>> No.5154710
File: 18 KB, 176x264, ShadowWarrior.jpg [View same] [iqdb] [saucenao] [google]
5154710

>THERE CAN BE ONLY ONE

>> No.5154853
File: 182 KB, 1280x720, screen.jpg [View same] [iqdb] [saucenao] [google]
5154853

>>5147231
Doom Eternal XP with top map packs.
http://www.mediafire.com/file/th8ckpc229yovbu/Doom_EXP.zip

>> No.5154880

Can I change the difficulty mid-episode in GZDoom Ultimate Doom? I just started playing and completed a few maps on second difficulty but it's far too easy.

>> No.5154898
File: 28 KB, 500x500, i5 6500.jpg [View same] [iqdb] [saucenao] [google]
5154898

>>5154673
HMMM.... last official version of ZDOOM, PrBoom, or Chocolate DOOM: which one is better for choosing as the first Idtech1 Sourceport for my next Windows PC that has 8GB of RAM installed along with either an Intel i5 6400 or i5 6500 CPU?

>> No.5154903

>>5154880
Nope. Best you can do is start over and level warp to the map you're on.
You'll pistol start it, but by the end of the next level or so you'll probably have a comparable loadout.

>> No.5154906

>>5154853
What is this map pack?

>> No.5154907

>>5154673
>GZDoom isn't concerned with demos
Speaking of... it does have support for demos, it just doesn't have a reason to since they're not supported between versions.
But it made me wonder if you could make a mod that let you rewind gameplay utilizing it. Like Duke 3D on consoles did.

>> No.5154912
File: 96 KB, 787x960, 59d54fc460b0a06074667fd673be4435e450f4b6b494a321ad6a8fc335eb4166.jpg [View same] [iqdb] [saucenao] [google]
5154912

I find it fascinating how Graf and his cohorts hold the ZDoom modding scene by the balls despite the fact that any group of individuals could just grab the GZDoom's source and flip the bird to that egomaniac Kraut.

>> No.5154924
File: 277 KB, 680x384, [DISTANT RATTLING].webm [View same] [iqdb] [saucenao] [google]
5154924

>>5154912
We've been over this many times and that one guy is gonna come in here talking about how you should do if it's so easy and how we should all accept it etc etc.
Shit sucks, just accept it and move on. Because we're gonna just go in circles again when it starts up.

>> No.5154940

>>5154906
XXXI cyber sky

>> No.5154945

>>5154903
Warping sets me to a default difficulty, right?

>> No.5154946

>>5154880
Change to Ultra-violence and write your level in console. "map e1m1" for example, or "idclev 11".

>> No.5154954

>>5153859
But demos and netplay are already broken in GZDoom.
Also Multithread would not have any negative effect on anything if all that had to be done in a tic would be done at the end of it to change the state of a game to the next one one, which would be because multithreading is faster.

>> No.5154957

>>5154924
Nah.

>> No.5154959

>>5154912
1) GZDoom is popular
2) The moment somebody forks GZDoom into something better Graf goes turboautistic and implements something that breaks the possibility of you updating your code up to GZDoom capabilities without fucking things over
3) People continue to use newest GZDoom because thats what mods they play need to work
4) Your fork dies because nobody wants to play a fork that does not support the latest mods even if it runs better

Already happened a couple of times.

>> No.5154967

>>5154945
It takes you to whichever map on whatever difficulty you have selected.
P sure.

>> No.5154978
File: 26 KB, 205x205, 1468009698796.jpg [View same] [iqdb] [saucenao] [google]
5154978

>>5154959
THere's always the possibility of him actually calling it quits or him dying of stuff like Angina or terminal cancer.
If only...

>> No.5155049

>>5147231
>nightmare Plutonia
>vanilla keyboard control
Is this even possible?

>> No.5155170

>>5153942
>Most of his stuff doesn't seem to be that good
I think is really talented but sometimes can be really gross because of the details.

>>5153974
I think they're definetly bibilical demons. Being aliens doesn't feel as threatening as coming from a different plane of existence.

>> No.5155172
File: 585 KB, 1366x800, Screenshot_Doom_20181110_151852.png [View same] [iqdb] [saucenao] [google]
5155172

Eriguns 2 is bizarre but great.
Which weapon mods are you playing with?

>> No.5155190

>>5153974
>You, the tough marine
>you're still a smart, pissed off marine
checkmate to all the delusional retards thinking doomguy is meant to be perpetually scared or shitting himself at the sole prospect of killing demons.

>> No.5155192 [DELETED] 
File: 328 KB, 2880x1800, 1514686967483.jpg [View same] [iqdb] [saucenao] [google]
5155192

>try to play Doom 3
>want to play comfy vanilla in 4:3
>change graphic settings
>restart the game
>graphics reset to 640x320 always
>try some fixes from Google
>nothing works

Any ideas and help? I really want to play this timeless masterpiece (as a separate alternate Doom game) again.

>> No.5155216

>>5154912
those with the ability have no time, those with the time have no ability, those with the time and ability have no motivation.

>> No.5155217

>>5155172
Why does almost every weapon modder draw their guns in such bad perspective? I know the lines don't match in Doom and the middle of the screen with all guns but they are usually so short that it doesn't matter.

>> No.5155328
File: 776 KB, 1920x1080, Screenshot_Doom_20181110_222224.png [View same] [iqdb] [saucenao] [google]
5155328

rusting away...

>> No.5155334

>>5155217
At least the weapons sound and look good.

>> No.5155363

>>5155172
I'm going through Doom 2 with the Ashes weapon and monster replacements and about to get to the Phobos Anomaly to square off with a pair of the Baron's replacement.

Also tried the weapon pack only with City Assault as a test and it's surprisingly fitting.

>> No.5155380

>>5154673
rendering also isn't game logic, and demos are still frequently used for debugging
do you have any actual multithread implementation that guarantees everything will run in the exact same order on everyone's computer in netplay, or are you just talking out of your ass

>> No.5155389
File: 73 KB, 628x689, flex quake.jpg [View same] [iqdb] [saucenao] [google]
5155389

Played Per Aspera Ad Inferi on Hard Mode.
This map was really challenging but I still liked it.
Then the last part came in that almost ruined it.
Why it has to send you all these enemies all at once? It creates this chaotic situation that is not fun at all.

I think this was one of the weakest parts of Arcane Dimensions.

>> No.5155403
File: 382 KB, 1024x768, Screenshot_Doom_20181110_222650.png [View same] [iqdb] [saucenao] [google]
5155403

Resuming mapping after a good while.

>> No.5155418

>>5155403
Looks good

>> No.5155437

>>5154954
>Also Multithread would not have any negative effect on anything if all that had to be done in a tic would be done at the end of it to change the state of a game to the next one
so how do you resolve overlaps - say, when the end position of two monsters overlap? if it's by the order they were initially spawned in or something similar, how do you make sure they all spawn in a deterministic order, while making sure that mods that expect the things they spawn to spawn *immediately* don't break? expanding on that, how do you handle ACS, where you not only have to defer changes to any things in the map, but also to any map variables and arrays because of the effects they could possibly have on future scripts in the current tic? how do you handle functions that alter map arrays to simulate returning multiple values? or a combination of ACS and DECORATE that spawns actors and manipulates their pointers to create a chain of references and manipulate everything in said chain?

this is what I'm getting at - this shit is too deeply ingrained into how the engine works, and you can't possibly pull it out without breaking things everywhere, oftentimes in places you didn't expect. you can't multithread it. it's simply not possible.

>> No.5155446

>>5153942
He's such a hunk, jesus christ

>> No.5155448

>>5155437
Since we are multithreaded create a special thinker in a separate thread that all conflicts would be sent to be resolved, as with everything, only results on the end of a tic matter

>> No.5155451 [DELETED] 

>>5155389
Who is he?

>> No.5155474

>>5155448
what does that even mean? how does that handle mods that expect the things they change to immediately apply? now that all those changes (including ACS map variable modifications, which is huge) got deferred to the end of the tic and from the script's viewpoint, none of their changes actually happen until next tic, how could the scripts possibly work as intended?

basic stuff like spawning a thing, calling SetActorState so it runs *now*, then reading user variables off the thing to see what changed - that stuff doesn't work anymore. basic stuff like a thing calling a script which modifies other things - those changes won't apply until next tic, so it's as if the script never even ran. do you not see how this completely breaks mods?

this isn't even getting into engine stuff - even things like searching for valid things have side effects due to storing intermediate data in the calling thing itself, due to the way they were implemented way back in 1994. who knows what could break if you change that? and that's not even getting whatever else in the base IWADs requires multiple objects to be synced up with each other within a given tic. not to mention the sheer overhead of doing every collision check at least twice (the base movement code won't suddenly stop doing collision checks) and storing every single actor property twice, and the you have to ask - would you even get any performance benefits from this, even if you somehow make everything work?

for the third time, it simply is not possible to multithread the game logic. anyone who understands how the engine works agrees with this.

>> No.5155516

>>5155474
>how does that handle mods that expect the things they change to immediately apply

Things never run "now" in Doom. The calculations are run by the separate thinkers for each type of things and results of those calculations are applied at the end of a tic. Thinkers can be threaded harmlessly since they are already separate to begin with.

>> No.5155532

>>5155516
>The calculations are run by the separate thinkers for each type of things and results of those calculations are applied at the end of a tic.
go look at AActor::SetXY, SetZ, and SetXYZ methods - actor.h, starting at line 1415. you might notice it just sets position directly.
now go look at P_TryMove in p_map.cpp, starting at line 2246. you might notice it calls SetXY, SetZ, and SetXYZ directly. not only that, but it also handles the unlinking and linking from the world right then and there too - in other words, when P_TryMove is called, it moves. right then and there.

tldr: you're an idiot who's talking out of his ass

>> No.5155541

>>5155217
Wouldn't the guns look like shit if they were drawn in the "correct" perspective?

>> No.5155552
File: 239 KB, 800x600, saturday.png [View same] [iqdb] [saucenao] [google]
5155552

STOP

WHAT ARE YOU MAKING

>> No.5155558

>>5155451
Phil Swift from Flex Seal
https://www.youtube.com/watch?v=JZLAHGfznlY
https://www.youtube.com/watch?v=0xzN6FM5x_E

>> No.5155560 [DELETED] 
File: 705 KB, 1280x800, Screenshot_Doom_20181109_212141.png [View same] [iqdb] [saucenao] [google]
5155560

>>5155552

>> No.5155578

>>5155558
THAT'S A LOT OF QUAD DAMAGE

>> No.5155592
File: 12 KB, 345x216, tempofield.png [View same] [iqdb] [saucenao] [google]
5155592

>>5155552
outfits, what else?

>> No.5155594
File: 156 KB, 500x339, laughing openSUSE.jpg [View same] [iqdb] [saucenao] [google]
5155594

>>5155592
gameplay

>> No.5155601
File: 3.62 MB, 2560x1440, 15418847803901.jpg [View same] [iqdb] [saucenao] [google]
5155601

>>5155552

>> No.5155602
File: 76 KB, 320x240, doom.png [View same] [iqdb] [saucenao] [google]
5155602

What's a wad with a large amount of monsters?

I want to just plow through endless amounts of gore.

>> No.5155606

>>5155602
Maps of Chaos.If you want something familiar.

>> No.5155607

>>5155602
Try Holy Hell

>> No.5155609
File: 843 KB, 1366x800, Screenshot_Doom_20181111_014016.png [View same] [iqdb] [saucenao] [google]
5155609

I like to call this "the room of pain".
Because everyone die here and lags like hell.

>> No.5155612
File: 182 KB, 1920x1080, screenshot0344.jpg [View same] [iqdb] [saucenao] [google]
5155612

Doom how it was meant to be played

https://www.youtube.com/watch?v=Rlg7JCERCe0

>> No.5155619

>>5155612
If he would update to the latest Lowpoly Pack then yes. But he's using an old crappy version.

>> No.5155621
File: 198 KB, 1628x936, black fortress map02 - insertion point.jpg [View same] [iqdb] [saucenao] [google]
5155621

Does anyone have tips or resources for good map design? I have a hard time planning out what I want a level to look like, even though I have a broader plan adn aesthetic in place. I want rooms to flow together as naturally as possible without coming off as too rigid, like an office building or something. This is the first map of the WAD I'm working on. It's functional, and to the set of playtesters I handed it off to, they enjoyed it. However, it is by no means final. I'm just satisfied with where it's at so I can work on the next map. I also want to encourage exploration, without coming off too heavy handed. I love doing this stuff but man sometimes I feel like it's beyond me.

>> No.5155623
File: 96 KB, 782x580, marky mark.jpg [View same] [iqdb] [saucenao] [google]
5155623

Tried BD lite and so far is good.
It's a shame there's no weapons feedback but hey it's already something when you work with that nightmare code.

>> No.5155629

>>5155621
Just generate a map in Oblige. Remove all sector lighting and replace with GZDoom dynamic lights. Add as many PBR materials and coloured dynamic lights as you can and your map will get a cacoward.

>> No.5155646

>>5155602
Okuplok

>> No.5155653

>>5155621
Also, should I wait until I have at least the second map ready or would anyone be cool with testing what I have? I know only so many people who can playtest for me here.

>> No.5155657

>>5155602
Anything by Skillsaw.

>> No.5155684
File: 497 KB, 736x981, 1541900204677.jpg [View same] [iqdb] [saucenao] [google]
5155684

>>5155601

>> No.5155690

>>5155609
lol

>> No.5155695

>>5155612
>Doom 3 how it was not meant to be played
ftfy

>> No.5155729

I feel like this is the best place to ask this:
What's the best modstack/update mod to use for Doom3 (have both original and BFG if that helps)

>> No.5155741

>>5155729
A flashlight mod, honestly.

>> No.5155782

>>5153720
There is a book right next to the hologram that makes a message pop up telling you exactly what to do. You basically have to run over it to get back to the the white fire room. Pay more attention

>> No.5155787
File: 869 KB, 1280x960, Screenshot_Doom_20181111_043645.png [View same] [iqdb] [saucenao] [google]
5155787

Dropped the damage modifier to .25 , it's starting to resemble an actual game and gives most fun I've seen so far.

>> No.5155827

>>5155601
any way to try this without the 3d models? only the textures? does this run in gzdoom?

>> No.5155850

Okay, so you're supposed to be able to change the menu background by simply adding a Doom formatted graphic and renaming it TITLEPIC. For whatever reason, that doesn't seem to want to work. What the HECK

>> No.5155851
File: 546 KB, 1200x900, 1528849663782.png [View same] [iqdb] [saucenao] [google]
5155851

Has anyone made a mod for doom to add bhopping yet?

>> No.5155854

>>5155850
Ah, figured it out. TITLEPIC cannot be between an S_START or S_END marker.

>> No.5155869
File: 80 KB, 801x531, temp2.png [View same] [iqdb] [saucenao] [google]
5155869

>>5155552
rocket launcher. for some reason the rocket's edges will not unsharpen though...
so for now I'm trying to figure that out.

>> No.5155887

>>5155869
weld vertexes and make all the triangles the same smooth group

>> No.5155912

>>5155827
Looks like an entirely different engine, i'm guessing the doom4 engine. If i'm correct it's not just a matter of high-res textures and 3d models, the entire rendering will be different.

>> No.5155918
File: 452 KB, 960x540, doom02.png [View same] [iqdb] [saucenao] [google]
5155918

>>5147232
Another 100 mins of /vr/ entry: "Outpost" by Action Max.

https://drive.google.com/open?id=1bmvhI7plzwHbBMhwVEtlLffRntWrGyUE

Attempting a MAP01 replacement this time. It only has zombiemen, shotgun guys, imps, pinkies and chaingunners (except on HNTR).

You're also restricted to the pistol, shotgun and chaingun, unless you can find the secret (not that it's that hard to find).

>> No.5155921

>>5155869
nice strawberry launcher!

>> No.5155929

>>5155782
You mean that blazing fast string of text right by ammo and a group of enemies? Yeah, really great map design.

>> No.5155936

>>5155918
Fixed a HOM error I didn't notice. Same link as before.

>> No.5155942

>>5155887
They are, and they're all cleared sharp with autosmoothing on...
>>5155921
Thanks!

>> No.5155941

Is ZScript worth getting into yet? I just want to use HudMessage for now but I've read ACS is on it's way out the door, plus I can't find much of anything on how to do that with ZScript.

>> No.5155946

>>5155918
so how many maps are we up to now for this project anyway? I might make something if we don't have too many.

>> No.5155949

>>5155918
Fucking rad.

>> No.5155954

>>5155946
9? I have a few on my laptop because I didn't have access to my computer for a bit.
So there are plenty of open slots.

>> No.5155957

>>5155941
if you need to ask, it isn't
that's my take on it

>> No.5155959

>>5155954
Oh damn. I thought it would have been way more than that considering it's the shortest time limit we've had yet on one of these projects.

>> No.5155964

In Doom builder can you change the number of a map after you've made it? I'm a retard.

>> No.5155993

>>5155959
Yeah, might bump that up. It's been over a month though.

>> No.5156006

>>5155964
Hit F2. You can change it's number there.

>> No.5156068
File: 122 KB, 792x587, pic.jpg [View same] [iqdb] [saucenao] [google]
5156068

>>5155929
there's no ammo nearby, and the enemies are 2 zombies (cannon fodder) at the opposite end of the hall. maybe stop running around like an idiot instead of blaming the level. imo the dev shouldnt have put in text instructions but he probably didnt want to get email complaints from people who can't put two and two together. you're the kind of person in a focus group who gets entertainment dumbed down for everyone else

>> No.5156072

>>5156068
I’m not the guy you’re arguing with but this is just really poor design

>> No.5156079
File: 17 KB, 459x294, 5ae.jpg [View same] [iqdb] [saucenao] [google]
5156079

I need good maps for SUAB STAT

>> No.5156081

>>5155389
I did notice Per Aspera Ad inferi being the weakest map in AD too. Not neccessarily because of all the enemies that spawn at the end, you have a rocket launcher and a lot of space to strafe so its not that bad. I feel the weakest part of the level was the level design it self. It didn't have any sense of exploration and the layout of the rooms amounted to empty boxes connected by equally empty hall ways.

>> No.5156086

>>5156072
a message telling you exactly what you need to do next to where you need to do it = bad design because not paying attention. okay, maybe it should just be key hunting the whole time because players can't handle the most basic "puzzle" without explicit instructions. i like how the first reaction is always "blame the level" and not "maybe i'm a dumbass"

>> No.5156094
File: 3.05 MB, 2560x1440, 15418814237642.jpg [View same] [iqdb] [saucenao] [google]
5156094

Finally, in 2018, id Software released a remastered version of Classic Doom, a labor of sweat, tears and coding designed to give gamers the truly re-imagined experience they'd so desired. The remastered version brings full 3D into an old 2.5 game. The launch version, released in Steam features the entire Doom experience, starting from Doomguy's initial accident in the UAC Labs to his desperate leap into the unknown dimension of Hell.

The Doom Remastered quickly won instant critical acclaim, gaining attention from numerous publications world-wide. The remastered version adds fresh features, like remixed level design, High Definition Textures with PBR materials, Dynamic Lights and Steam Workshop support. The new physically-based rendering (PBR) brings a new stage of realism by allowing the light rays to interact with the given surface matter to the textures, for example the environment made of metal realistically shines as it would do in real life. All the new 3D models are professionlly made and replace every single flat boring obsolete 2D sprite. Doom Remastered also adds more brutality into the game by allowing the player to disassemble corpses of the dead enemies. For fans of the Doom series everywhere, remastered version is a glorious moment of triumph, where the passion of the fans triumphed over the cash-driven realities of the gaming industry to breathe new life into an old classic.

It's available on Steam for just $19.99!

>> No.5156096
File: 2.56 MB, 2560x1440, 15418814237943.jpg [View same] [iqdb] [saucenao] [google]
5156096

As remakes go, Doom Remastered stays almost totally true to its roots as an old-school shooter in that there is no upgrade system or collectibles to speak of; only raw action and quick thinking. Like most 90's-era first-person shooters, the core loop of gameplay revolves around the player being given an arsenal of increasingly destructive and weird weaponry while being pitted against ever-more difficult enemy encounters and ambushes, forcing them to employ their wits and cool to stay alive under fire. Regarding the guns, almost nothing has changed save for stylish 3D models with high texture definition. All the old fan favorites are present, including the Plasmagun, the Rocket Launcher, and the BFG9000.

Doom Remastered is a good game, not just for long-time fans, but for new ones too. It's a testament of how far we've come, and how much further we still have to go in the field of game-making. So grab your helmet and purchase it on Steam!

>> No.5156097
File: 1.86 MB, 2560x1440, 15418847803770.jpg [View same] [iqdb] [saucenao] [google]
5156097

In Deluxe Edition you can play classic doom arcade game!

>> No.5156105

Why do I get the feeling this is all fuel for /v/irgin hateboners

>> No.5156109

>>5156094
kek

>> No.5156127

>>5156094
Thought this was real for a half second scared the shit outta me. The 25th anniversary is next month lets hope we dont get something like this

>> No.5156134

>>5156068
>>5156086
It's a puzzle element that's
>introduced more than 2/3rds into the game
>completely betrays the design choice of the previous levels where static figures were just there as decoration

I made it just fine not paying attention to the other books and figuring out the other puzzles, because those were well designed and fit in with the rest of Blood's mechanics. Shit, the secret levels were easier to access because they never interrupted the flow with a completely left field choice.

It utilized nothing that the player learns or is eased into from any previous experience with triggers or enemy placement. It's shit design. What's more, how do you excuse the fact that you get the hint once?

>> No.5156138

>>5156134
What's more, I still figured it out. You're drawing these comparisons like I was some sort of braindead idiot that gave up after ten minutes of trying. I was caught with my pants down because the entire time I was looking for switches and hidden paths -- you know, the usual thing that Blood and all Build Engine games progress their levels with?

I have every right to complain that it's bad design because IT IS bad design. You'd say the exact same thing if you weren't paying attention to what's a crapshoot of flavor text or a hint that wasn't needed up until that point.

>> No.5156146

>>5156079
Doom 1, honestly.

>> No.5156158
File: 58 KB, 578x388, hdoomguy1_.png [View same] [iqdb] [saucenao] [google]
5156158

How many more years will HDoom stay in "tech demo"? It's shaping up for a decent contender to the Mordeth Cacoward... once it actually comes out, I mean.

Mike could have had it finished it a long time ago had he commissioned additional artists using that Patreonbux he regularly shills for on Twitter. That, and probably spent less time watching cheese horrors films with randoms on synctube.

I'm not really trying to be dickhead, it's just that when most of Mike's friends in the modding community have managed to complete multiple complex gameplay mods and not receive a penny for them, while he's still on "demo" phase for a parody porn mod almost 5 years down the line... then something's seriously not right here.

>> No.5156179

>>5155851
Apparently bhopping is in trailblazer, fucked if I know how they did it, though.

>> No.5156182

>>5156158
>i'm not really looking for critique when I post update videos/pictures on projects
mike, how do i put this politely

>> No.5156205

What are some must have auto-loads for Doom? As in, keeps the feeling the same, but just enhances it a bit?

>> No.5156214
File: 92 KB, 770x1126, ddd.png [View same] [iqdb] [saucenao] [google]
5156214

Some time ago I made myself a 150mb copy-paste quake installation to play whenever and on whatever I want.
It was in a time in which Q1 was pretty much only in ID store and on steam (with no soundtrack), and making everything work with .iso version was a pain in the ass.

Had plans ot share it, but fucking forgot about it. Pic related, readme file for it. What would be the best way to share it with other without any kind of legal risk?

>> No.5156218

How easy/hard is it to make music in DOOM's format (that is to say the original format with its soundfont)? Is it as simple as making a normal MIDI and converting it? I by chance listened to a song and thought "man, this could easily be plagiarized into a song for a DOOM map" and I'm considering doing it just for the hell of it but if it's a tedious process then I should ignore the impulse.

>> No.5156224

>>5156214
There already is one in the OP

>> No.5156245 [DELETED] 
File: 260 KB, 1280x847, 1480313700590.jpg [View same] [iqdb] [saucenao] [google]
5156245

>>5155192
I will bump fora while. Maybe someone had this before.

>> No.5156246
File: 120 KB, 577x476, hdoomguywaitwhat.png [View same] [iqdb] [saucenao] [google]
5156246

Did... did he just ragequit?

>> No.5156253

>>5156246
nvm I'm retarded

>> No.5156264

>>5155192
try the dhewm 3 source port
I dunno what's going on, but it's probably a good idea to go that route anyway

>> No.5156265
File: 234 KB, 520x731, baron of hell.jpg [View same] [iqdb] [saucenao] [google]
5156265

>>5156158
>DON'T CRITICIZE ME, RRREEEEE
Lot of weebish lewd artist are like this, funny. Not good personality type for eFame, or life in general for the matter, desu.

>> No.5156290

>>5155328
Is this Doome Nikki?

>> No.5156298

>>5156265
a lot of wannabe creators are like this in general, really
i see it a lot in new mappers with chips on their shoulders trying to upend a status quo, and every single one of them are the same.

mike's 100% in spergmode, but i assume it's just a temporary annoyance he's dealing with right now, a week down the line he'll probably say "wow i'm being a fag".

>> No.5156324
File: 247 KB, 800x600, Screenshot_Doom_20180827_043606.png [View same] [iqdb] [saucenao] [google]
5156324

>>5156205
Brightmaps, they highlight specific details on certain sprites, flats and textures;
>imp's eyes
>baldy's eyes and his muzzleflash
>caco's eye and mouth
>lights on switches
>lights and lamp textures in general
>that one small red light thing on that one tech texture
>the cracks on those glowing cracked rock textures
>fire on torches
>diodes, arrays and screens on computer textures
It's small stuff, but it looks just really neat to see details like that stand out in the dark.
I also like dynamic lights, personally, a volley of fireballs bathing a room with reddish light I think looks neat.
Some don't, however.

There's also the Sprite Fix .wads, one for autoloading with doom.wad, and one for autoloading with doom2.wad, tnt.wad, and plutonia.wad. Basically what these do is fix just those mistakes iD missed, such as sprite offsets on enemies, you'll notice when using it that some animations which you felt looked a little bit choppy before now looks more smooth and consistent, or that the Spider Mastermind doesn't dramatically shift when firing from certain angles. Also fixes a scant few stray pixels.
These come with compats for Brightmaps, as well.

https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/
If you don't like Brightmaps or dynamic lights, you'll probably still find that you'll want this one.

>> No.5156342

I'm shocked no one's made PSX Doom with restored monsters like Archville.

>> No.5156345

>>5156342
I'm surprised nobody "PSXed " the original maps with PSX-style colored lighting, but more tastefully and logically applied.

>> No.5156352

>>5155594
When I looked at the thumbnail, I thought the lizard was saying "midichlorian".

>> No.5156361

>>5156345
>but more tastefully and logically applied.

Nah, original PSX lighting is perfect.

>> No.5156369

>>5156361
>Lights are blue, lighting is orange
>perfect

>> No.5156371

>>5156342
I would LOVE to see a more complete Final Doom done in the PSX style, with the non-nerfed Revenant and the actual Arch-Vile.

I mean imagine Hunted in the Playstation style, that'd be tits!

>> No.5156387
File: 111 KB, 834x538, 128924146731.jpg [View same] [iqdb] [saucenao] [google]
5156387

How do I make a QW Team Fortress server?

>> No.5156390

The Quake Demoman looks like Bane.
That is all.

>> No.5156393
File: 340 KB, 640x480, honte.png [View same] [iqdb] [saucenao] [google]
5156393

I remember that one "Up-decoration" mod for base Doom 2 maps by a russian guy

was there anything similar done to Doom 1?

>> No.5156397

Getting like 2fps in GZDoom 1.8.06. I remember my older laptop running it just fine. What gives?

>> No.5156415

>>5156397
>1.8.06
yikes

>> No.5156421

>>5156390
FOR YOU

>> No.5156431

>>5156397
4 years and a change in rendering.
You could always try playing in software mode.

>> No.5156446

>>5156387
Start with this, I guess: http://lmgtfy.com/?s=d&q=host+quakeworld+server

>> No.5156498

>Samsara monster addon's SS reps are just games made by the same devs that later made the games with playable characters
I love this

>> No.5156513

>>5147318
I take an educated guess and assume the stop method takes less resources than looping through the same sprite constantly

>> No.5156526

>>5156214
do you think anyone gives a shit?
there are tons of websites with doom iwads

just upload it to mega.nz

>> No.5156546

>>5156397
Get 1.8.10 it's the latest version with old renderer.

>> No.5156572

>>5156158
Well, he did turn away from H-Doom to Monster Girl Quest. Also, he helped his friends with sprites for their stuff, so I would not say he's a totally lazy leech... Although Patreonbux is an obligation.

>> No.5156573

>>5156572
Also, putting high quality spritesheet together is quite a lot of work. Like, easily a month's worth of hours per 60 sprites (roughly 5 hours per sprite seems like a valid assumption to me). So if he has an other job or a full-time project, then slow pace is understandable to me.

>> No.5156579

Does someone have hellshot_golfalpha15 ?

>> No.5156590

Was there anything fun about HDoom?

>> No.5156594

>>5156079
I played through Mall of Mayhem with it, and it worked pretty well. I'm currently going through Hell Ground as well. It seems fun so far. Make sure to grab a flashlight mod.

>> No.5156596

>>5156105
It's a certain slav trying to shill his mod again. Don't engage.

>>5156158
>then something's seriously not right here.

He went full shitweeb. That's what went wrong.

>> No.5156606

>>5156596
>He went full shitweeb. That's what went wrong.

This. Wanting to fuck demons is fine and all but once you completely submerge yourself in anime, that's a mental illness. I don't trust him and don't think anyone here should either. It is very likely he has harmed people around him (if there's anyone around him, kek)

>> No.5156607

>>5156579
Only have the alpha 04, I don't remember seeing any more posts about it since whenever that was released.

>> No.5156627

>>5156606
this is true, John Wilkes Booth was into anime and look what he did.

>> No.5156638

do you guys ever turn on demonsteele, cheat in the iron maiden and start bashing shit? That thing so so god damn satisfying i swear

>> No.5156646

if doom 64 retribution's lights aren't accurate but that could be possible, has anyone done something like d64r but with said accurate lightning?
i wonder why did kinsie even used that for consolation prize

>> No.5156657

>>5156572
He's also working on Ion Maiden iirc. Pretty sure most of his focus is on that for the time being.

>> No.5156665 [DELETED] 

>>5156606
hello, s'arais

>> No.5156668 [DELETED] 

>>5156665
can't be, (((he's))) not drawing attention to himself, and is also actually making sense.

>> No.5156674 [DELETED] 

>>5156668
>and is also actually making sense
lol

>> No.5156676 [DELETED] 

>>5156668
fair point with the first part, my mistake

>> No.5156681 [DELETED] 
File: 5 KB, 249x235, 1531652030627s.jpg [View same] [iqdb] [saucenao] [google]
5156681

>>5155192
>>5156245
>>5156264
The sourceport loads to the menu and then no cursor exists or keyboard works.
I tried the Steam one again and as long as I didn't turn on AA, the game let me change graphics options.
It's fine now.. I am not sure what is the shittery..

>audio streams (webm) are not allowed
Why don't the mods go fuck themselves with their cheap ass servers..

>> No.5156682

>>5156606
???

>> No.5156683

>>5156682
¿¿¿

>> No.5156691

>>5156590
Yeah, I mean, the setup is pretty funny.

>> No.5156708

Is this the longest lasting doom thread?

>> No.5156720

>>5156708
Pretty sure the earlier ones lasted a while.
Less posters back then. /vr/ as a whole has taken a slight downturn over the last year.

>> No.5156741

>>5156720
Eh, while there are a lot of /v/ermin invading this is still a pretty comfy board

>> No.5156761

>>5156708
no?

>> No.5156906
File: 341 KB, 630x444, super_mario_doom_64_by_hotdogmaster-d36xky3.png [View same] [iqdb] [saucenao] [google]
5156906

Kinda weird that a modern Doom game has lives, but not a modern 3D Mario game.

>> No.5156930

>>5147701
Anyone else not able to get this to run? It's been hanging on the scripts or something when GzDoom boots up. I'm not sure if it's freezing or just takes a really long time.

>> No.5156984

>>5156638
No, I didn't do that, but Iron Maiden is really fun.

>> No.5157014

>>5156906
The lives in Doom don't do anything other than let you respawn instantaneously rather than going back to a checkpoint.

Lives in Mario games were the limited amount of times you're allowed to fail.

they're different concepts gameplay-wise and only share the name.

>> No.5157020

>>5156179
read this, flipped out, started trailblazer, jumped around dead simple with no monsters on. It's true.

It's strafejumping though, which is quake 2/3 movement, not quake 1 movement which is bhopping.

Still insane that I didnt figure that out.

>> No.5157180

>>5157020
the only difference between quake 1 and 2/3 movement is the air acceleration value and max air speed value, so it wouldn't be hard to change it

>I spent two goddamn minutes on captchas for this post because google can't figure their shit out

>> No.5157292

>>5149045
Then get crackin' sir!

>> No.5157320

why are no real slaughtermaps for quake 1? a la nuts or longdays wads but bsp maps?? i think nowadays computers could handle something like that but for quake?

>> No.5157343

>>5157320
Because Quake's enemies are significantly beefier than Doom's, and there's no BFG equivalent, so fighting huge hordes of them wouldn't be as fast and fun

>> No.5157408

>>5157343
>>5157320
Also, quake having 3d models and more level detail would historically have been harder to get to absurd slaughter levels, though now with modern source ports and beefy computer's that isn't an issue (for anything within vague playable reason, 100,000 shamblers and a million shamblers maps would probably skill kill our PCs.)

>> No.5157412

>>5157343
mmm but with the super nailgun or lightning gun would be fun i think, its weird for me that no one even tried it i think

>> No.5157415

>>5147232
>[10-27] DOOM RPG Remake Project revealed

Is this a full blown turn-based port, or is it just going to be a standard Doom mod "based on" the RPG?

>> No.5157439
File: 633 KB, 776x564, ram.png [View same] [iqdb] [saucenao] [google]
5157439

>>5157343
>he doesn't know the feeling of going commando on a elite of shamblers with a quad thunderbolt/SNG
this guy over here

>> No.5157453

>>5157343
True, though the quad damage would help a lot with that.

>> No.5157497

>>5156096
>>5156094
Really I have often wondered why modders haven't attempted something like this. The TeS nerds made Morroblivion, and they're working on Skywind.
Why hasn't the Doom community tried to do the same with on of the various moddable FPSes?

>> No.5157507

>>5157497
Because it looks like shit

>> No.5157540

>>5157497
First episode of Doom was remade in Doom 3

>> No.5157563

>>5157497
Because it doesn't really translate well.
Also HD mods for fundamentally low resolution games like these will always just look really shitty.

>> No.5157649

guys, I went berserk last Thursday and got a rhabdomyolysis, seems that I'm not doomguy
are there some new quake jams or something?

>> No.5157656

>>5157649
I don't even want to know what the fuck this means.

>> No.5157663

>>5157656
I overtrained so hard that my kidneys almost collapsed from so much toxin in my blood

>> No.5157668

>>5157343
why there is no bfg in quake?, not even in quoth or ad?

>> No.5157759

>>5157649
halloween jam is coming soon
zombie jam 2 was released last month

>> No.5157802

Literally only 10 minutes of HDoom are good

>> No.5157845

>>5157802
damn, you last that short, huh?

>> No.5157865
File: 72 KB, 1024x768, 1024x768-ReadMe2.png [View same] [iqdb] [saucenao] [google]
5157865

*is the best fps campaign ever*

>> No.5157875

>>5157343
>there's no BFG equivalent

QUAD FUCKING DAMAGE

>> No.5157917

recommend me some wads with rain/weather

>> No.5157947

>>5157663
And the hell does that have to do with this thread?

>> No.5157956

>>5156205
Doom Minor Sprite Fixing Project v1.9 (D1SPFX19.WAD & D2SPFX19.WAD)

>> No.5157992

>>5157917
Duke Nukem 3D: It's Impossible, Derelict

>> No.5158016

>>5157343
Quad damage is much more fun than the BFG. Even the double barrel shotgun becomes a mass meat grinder, let alone the rocket launcher.

>> No.5158087

>>5158016
I agree, with quad damage, imagine to fight hordes of ogres, and vores in an arena like map like longdays wad xD i want to learn to quake mapping just to make something like that

>> No.5158180 [DELETED] 
File: 126 KB, 742x1000, 1539732659226.jpg [View same] [iqdb] [saucenao] [google]
5158180

Did I get banned for shitting on the mods?

>test
>test

>> No.5158219

>>5157865
It's the best mod ever for sure.

>> No.5158232

i decided i will look for two things in quake modding... how to include effects i saw in some maps, like custom explotions in some maps of underwater jam for example, in other maps... and how to create a slaughtermap like longdays in quake :D i hope i get time to watch some trenchbroom 2 videos and tutorials

>> No.5158260

>>5157947
he's asking for something to play, chill.

>>5157649
dm4jam is still the way to go.

>> No.5158279
File: 152 KB, 748x574, oooh yeah.png [View same] [iqdb] [saucenao] [google]
5158279

>>5157992
>Derelict
Different anon but mfw

>> No.5158335

i had this nightmare i was on zdoom forums and someone made a thread titled "PLEASE DON'T LIQUIFY VIDEOS!"
they poste a video and simply looking at the thumbnail gave me some weird mental trigger, like some computer glitching or something
the thumbnail was a photo of a weird looking man or woman that even it it's still, it looked like it was moving
another dream i had was metadoom having a sword and a bird demon and i guess that predicted 2% of doom eternal

>> No.5158340

The black tower level from master levels for Doom 2 feels like someone looked at Doom 1's tower of babel and thought "this doesn't look like a tower".
Also, i just remember Sonic had that grab who shoots two fireballs left and right in an arc and i feel like MiniDoom 2 could have based their Mancubi over that.

>> No.5158412

>>5148303
You just gave me an idea. I wonder if it's possible to do a metroidvania using a hub map.
What are some wads that use a hub?

>> No.5158426

>>5158340
> Sonic had that grab who shoots two fireballs left and right in an arc
What... the hell are you talking about?

>> No.5158432

Ive seen maps about High-Techified egypt.
I've seen maps about high-techifyed ancient greece

It would be nice to see a map pack about SCI-Fied ancient greco-egyptian war, stargate style.

>> No.5158436

>>5158412
>I wonder if it's possible to do a metroidvania using a hub map.
Of course it is.

>> No.5158439

>>5158432
>I've seen maps about high-techifyed ancient greece
What maps? I've wanted to play Greek Doom since playing Hexen 2's Greek world.

>> No.5158446

>>5158432
>high-techifyed ancient greece
What maps?

>> No.5158464

>>5158439
>>5158446
I dont really remember, it was a secret map in some wad, actually set in "heaven overrun by demons" but it looked very grecian to me. It was 3 or so years ago

>> No.5158470

>>5158464
https://www.youtube.com/watch?v=l_WxLORClZg
This?

>> No.5158475

>>5158426
http://info.sonicretro.org/Crabmeat

>> No.5158508

>>5158470
not this one, older

>> No.5158518

>>5158475
Oh. That's a crab, not a "grab", come on!

>> No.5158561

>>5158412
>Metroidvania in Doom
That is entirely possible.

>hub maps
Strife is an example, though not one I'd learn that much from, because it's a snake's nest of hardcoded bullshit. But like, in just the gameplay, it's a good example of hub maps.

On actual Doom maps, there's Assault On Tei Tenga, which has aged like a carton of milk left on an Arizona sidewalk, but does show an example. For this one, I'd recommend to not actually really play this one, but rather just look at it and see how it functions.

>> No.5158567

>>5158561
Golden Souls 1 and 2 have hub maps.

>> No.5158570

>>5158567
Oh shit, you're right! That's an example that's also fun to play (mostly).

>> No.5158571

How to use console commands like "gamma 1.2" or "contrast 1.6" in quakespasm command line? im trying with "+gamma 1.2 +contrast 1.6" and its not working :(

>> No.5158576

>>5157947
it's obvious that I'm bedridden

>> No.5158590

>>5157649
Haven't really kept up with the Quake scene (not for a lack of interest, mind), but I guess I could suggest like DTWID and D2TWID, if you do feel like some Doomin'

>> No.5158609

>>5158590
already played it, I'm playing that dm4jam and the dlc

>> No.5158610

Sometimes, Doomwiki's lack of info in later games is interesting because Doom mods about those games means someone had enough info and documentation about them to even work
Like, there's a lot of Doom '16 mods that try to be as faithfull as possible and the fact Meta Doom exists means it may have better coverage of the RPG series than the wiki
Then again, not everyone can help the wiki, though

>> No.5158628

>>5158609
In that case, Nihility, it's an ep2 replacement. Uses DeHacked for stuff, so don't use any gameplay mods.

Honestly one of my few 10/10s in the past years, really hoping to see more episodes some day.

>> No.5158632

>>5157649
were you on gear?

>> No.5158650

>>5158632
no, just my wife divorcing my ass off
>>5158628
I'll check it

>> No.5158683
File: 841 KB, 1280x960, 5cnLVAX.jpg [View same] [iqdb] [saucenao] [google]
5158683

Its there a way to use 8-bit software render like in DOS quake but in quakespasm? i love that aesthetic that can be achieved only with that 8 bit rendering

>> No.5158738

>>5158683
mark V

>> No.5158749

>>5158432
We need High-Techified Aztec.

>> No.5158760

>>5158432
That'd be pretty baller.

>> No.5158790

>>5158738
How can i make mark v to look like it? iy doesnt on defaults

>> No.5158816

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

>> No.5158823

>>5158790
r_scale for chunky pixels
Try fucking around with "find [command]" for other stuff. Or maybe read documentation or something.

>> No.5158828

>>5158790
the software renderer is a different exe. mark v winquake

>> No.5158834
File: 1.29 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
5158834

>>5158683
i think im almost there with quakespasm, almost 1:1 what i added to command line was this +gl_texturemode 1 +r_particles 2 +r_lerpmodels 2 +r_lerpmove 1 +r_viewmodel_quake 1 +r_scale 2 +scr_ofsx -2.8 +scr_sbaralpha 1 +v_gunkick 2 +gamma 1.4 +contrast 1.6 +fov 80

>> No.5158839
File: 996 KB, 1366x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
5158839

>>5158834
Here it is, the final product hahaha so happy now :D its closest i can have it without 8bit software renderer

>> No.5158843

>>5158816
where do the voices come from?

>> No.5158845

>>5158843
the back of your mind, schizo.

>> No.5158849
File: 35 KB, 500x280, 1532005106699.jpg [View same] [iqdb] [saucenao] [google]
5158849

there are few things in this world that are more annoying than z-aware ogres. fortunately they're far and few in arcane dimensions.

the pouncing fucking knights with enough hitpoints to soak up a fucking nuke head-on, for one.

>> No.5158859

How much of the Doom bible concepts and shit appeared in modern Doom?

>> No.5158881
File: 2.31 MB, 1280x1024, pain stuck.webm [View same] [iqdb] [saucenao] [google]
5158881

Pain Elementals are adorable.

>> No.5158908

>>5152686
curses, I am above average

>> No.5158917

lol holy shit the chasm is bad
so, so, so, so bad

>> No.5158918

>>5158881
You know what would be fun? Giving Pain Elementals ability to teleport, and automatic teleport in 3 seconds after getting damaged.

>> No.5158931

>>5158859
The severed hand bit. Can't think of much else ATM.

>>5158917
I don't get why people hate that map so much, I really don't think it's as bad as people say.

>> No.5158935

>>5158917
what are you talking about? having to traverse half the map treading on print paper thin catwalks with boring, nonsensical enemy placement is precisely what Doom was lacking in its first iteration.

>> No.5158936

>>5158918
>teleports when damaged
>goes to some random part of the map
>spits out a lost soul
where the fuck did this skull come from

>> No.5158939

pain elemental that shoots out other pain elementals as well as a lost soul at the same time.

>> No.5158946

>>5147232
>Original MIDI soundtrack addon released.
I listened to them and they all sound like ass. Manufactured noise with no memorable melodies. I'll pass.

>> No.5158947

>>5158936
not on a random spot
just a bit further behind you

>> No.5158950

>>5158946
Tbf I have to agree, they're not memorable and the tone isn't always right (for Blood) either. But I've heard the Blood OST so many times they're still preferable.

>> No.5159013

>>5158087
IIRC the Quad Damage even affects the axe.
But then again why would you use the axe?

>> No.5159019

>>5158946
>>5158950
The only that really sticks out is Pestilence. It'd be a hell of a lot better if the WHIIIIIIIIIIIIIIIIIR in the background was toned way the fuck down and the transition near the end of the track wasn't a shit fade out

>> No.5159023
File: 468 KB, 1440x900, Screenshot_Doom_20181111_172024.png [View same] [iqdb] [saucenao] [google]
5159023

Guncaster Vindicated is a strange beast.
It removes the sense of being overpowered but still manages to be fun.

There are some bullshit parts though,with the zombiemen especially.

>> No.5159025

>>5159013
because you can

>> No.5159029 [DELETED] 

>>5159021

New bread

>> No.5159051

is it weird that i prefer the cybermancubus in doom 4 over the actual doom 4 manc?

>> No.5159053

>>5159029
Not again.

>> No.5159092

>>5159029
We're not gonna use that one.

>> No.5159095

Just report and hope the mods finally catch on to the vodkanigger.

>> No.5159107

>>5159029
fuck off

>> No.5159136

We have four pages to go, we'll outlast him.

>> No.5159171
File: 55 KB, 678x495, 1439397528051.jpg [View same] [iqdb] [saucenao] [google]
5159171

>>5159029
you're
a
nigger
please
fuck
off

>> No.5159210
File: 7 KB, 222x227, mario's a nigger.png [View same] [iqdb] [saucenao] [google]
5159210

>>5159171

>> No.5159235

>>5158839
Looks pretty close to how I remember it.

>> No.5159253

>>5158946
nah.

>> No.5159274

New thread (proper).

>>5159270
>>5159270
>>5159270

>> No.5159305

Thanks, mods!