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

/vr/ - Retro Games


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5176742 No.5176742 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5168697

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.5176745
File: 105 KB, 640x960, ten times ten minutes.png [View same] [iqdb] [saucenao] [google]
5176745

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline extended indefinitely

=== NEWS ===

[11-21] Man on Wing Commander CIC forums making Blender script to ease ripping sprites from 3D models
https://www.wcnews.com/chatzone/threads/wing-commander-sprite-enhancement-experimentation-and-information.29588/page-3#post-405356

[11-21] Anon map release: Hellevator
https://my.mixtape.moe/jlqesd.wad

[11-21] BloodGDX update 0.795
http://m210.duke4.net/

[11-19] SgtMarkIV releases 'Bolognese', universal gore mod to succeed to Ketchup
https://www.youtube.com/watch?v=xW07VJBTjME

[11-17] 'Rednukem' EDuke32 project in now beta
https://forums.duke4.net/topic/10241-rednukem-redneck-rampage-port/

[11-17] Quake Halloween Jam released
http://www.celephais.net/board/view_thread.php?id=61650

[11-15] A podcast about Quake launches, 'Quakecast'
https://quakecast.podbean.com/

[11-14] New Descent game announced, unimaginatively titled Descent (2019) (it's actually Descent: Underground with a singleplayer mode)
https://www.youtube.com/watch?v=_5oiAmKDevI

[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

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

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5176749
File: 956 KB, 1280x913, am i really free.png [View same] [iqdb] [saucenao] [google]
5176749

>tfw forgot about HL1's 20th anniversary again

Damn it

>> No.5176841
File: 432 KB, 1366x768, doom35.png [View same] [iqdb] [saucenao] [google]
5176841

>>5176745
After scrapping and restarting a few times, I finally finished my 100 mins of /vr/ map. Boom compatible, but I'm pretty sure not so much for vanilla. Hoping you like Berserk punching.

Map name: A Huge Gut Feeling
Author: Dogman
Song: The Discolored Wall (Castlevania Bloodlines - Stage 3)

>Links
Map: https://www.dropbox.com/s/i8g19lrixa6j32c/A%20Huge%20Gut%20Feeling%20%28Dogman%29.rar?dl=0

Song: https://www.khinsider.com/midi/genesis/castlevania-bloodlines

>> No.5176858

Absolute new guy here. Started playing DOOM 2016 on the Switch a few months back, put it down for Skyrim, Monster Hunter, and life. I always thought I was crap fps games.

Picked DOOM back up last week. Been playing it a shit ton, and I am LOVING IT.

>> No.5176862

>>5176841
Nice. Dug it. Added.

>> No.5176871
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5176871

I've always wanted to make my own Doom style game. Is there anything in particular that you guys would recommend I add?

Also, why are Lost Souls the worst enemy in the game? They're just so annoying.

>> No.5176886

>>5176871
>Is there anything in particular that you guys would recommend I add?

A weapon suited to long range.

>Also, why are Lost Souls the worst enemy in the game? They're just so annoying.

They're almost always groups, and whenever they charge you and miss, they go zooming away from you and out of your effective range. After a few seconds of engaging a group, they're probably got you surrounded.

The PS1 version reduced their points, probably to compensate for the slow, fixed turn speed more than anything else, but I honestly feel like it'd be solid choice even on PC with a mouse and keyboard.

They're just not fun to fight. I've always felt that they should reliably die in a single up close shotgun blast, but that's a rare occurance and they typically require 2, and even 3 is infuriatingly common.

>> No.5176887

Is the Diablo TC worth playing? I saw it on the ZDoom forums and it looked cool.

>> No.5177012

>>5176749
Don't worry, devs forgot too.

>> No.5177014

>>5177012
At least Crowbar Collective is doing a bang up job with Xen lately; who even needs Valve at this point?

>> No.5177035

>>5177012
I noticed as such. Some anons were trying to nominate Hunt Down The Freeman on the Steam Awards for 'Best Alternate History' as a result.

>>5177014
Apparently Xen will be longer as well? I heard On A Rail is still kind of gutted but it sounds like retail Black Mesa might be worth a play when they do finish.

>> No.5177038

>>5177035
That's what I've heard too; there's some pretty good fan maps out that extend On a Rail and Surface Tension, so after Xen is out Black Mesa is looking to have a good chunk of playtime under it's belt.

>> No.5177041

>>5177038
As far as I understand, the guy who made both is part of the dev team and Surface Tension Uncut got implemented into the game. Wonder how the multiplayer component will work out though.

>> No.5177083

>>5176749
I don't know why HL1 gets so much praise. Other than innovating storytelling in FPS form and birthing Counter-Strike, the gameplay and game design is absolutely atrocious and vomit inducing.

>> No.5177084
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5177084

>>5177012

>> No.5177151
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5177151

>> No.5177219
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5177219

>>5176858
Doom 4 is a fun game. You should try out the classic games too, they are very fun too.

>> No.5177223
File: 276 KB, 800x600, Screenshot_Doom_20181123_021925.png [View same] [iqdb] [saucenao] [google]
5177223

More bloom. It's suitable coming from the bright red flames.

>> No.5177224
File: 277 KB, 800x600, Screenshot_Doom_20181123_023406.png [View same] [iqdb] [saucenao] [google]
5177224

>>5177223
So far I'd recommend the Lost Episodes edition of DTWID, by the way, they're about as good, but do some things a bit different, and slightly too detailed to look TWID.

There's not too many megawads for Doom 1.

>> No.5177337

>>5176858
Play the classic ones too. Go with Final Doom and No Rest for the Living too.
Also check out Doom 64,it's a great one.

>> No.5177340

>>5177224
>There's not too many megawads for Doom 1.
I'd imagine this is because there's just not much incentive to map for Doom 1 over Doom 2, outside of doing tributes to the original mapping styles/themes.

>> No.5177342

>>5177151
Berserk wad when

>> No.5177350
File: 2.77 MB, 2771x2225, 1460424728960.png [View same] [iqdb] [saucenao] [google]
5177350

>>5177342
So far there's this:
https://www.youtube.com/watch?v=7FJ-wBjYNkg

>> No.5177386

who's the black spidermastermind in colorfull hell?
i never got to see it because latest ch fucks up and crashes to me

>> No.5177389

https://dondeq2.com/
post retro fps sites

>> No.5177445
File: 31 KB, 320x200, exploitable.png [View same] [iqdb] [saucenao] [google]
5177445

>>5177340
It's not as easy to make maps for it with the smaller bestiary, true, but if you're creative you can still make do with what's available.
For instance, Double Impact, in one episode it uses all of the available monsters in Doom 1 and does a great job with it, because the locales and enemy encounters are just really well set up.
Doing something like TWID though, you would keep the enemy progression and only use monsters as they would start appearing in each episode, and thus you're even more limited.

https://www.doomworld.com/idgames/levels/doom/Ports/megawads/ddamn0.9
This is one I'd like to recommend, the first episode feels very much like Babby's First Episode, but it rapidly improves throughout Ep2 and Ep3, you can feel the author learning and improving as the levels progress.

>> No.5177447
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5177447

>>5177389
>these are alphas in slavland

>> No.5177491

Spooktober's comin'
... 24 days after it was supposed to.

>> No.5177493

>>5177491
Well Christmas was a time for scary stories for a while.

>> No.5177494
File: 836 KB, 1024x1152, face_by_thedoomman-dcluye4.png [View same] [iqdb] [saucenao] [google]
5177494

Imagine a Doom spin off, that's a fighting game, but you get to play as the demons with their attacks throughout the series.

>> No.5177507

>>5177491
November is the spookiest of months, neither Halloween not Christmas, all it has is Black Friday seeping into additional days.

>> No.5177540

>>5177494
Hell Knight and Baron are already Ryu and Ken, fireball throwing recolors of each other.

>> No.5177543

And the best single Doom map is.....

>> No.5177568

Who is the better Quake mapper: NewHouse - or G1ftmacher?

Note: G1ftmacher didn't do the released version of ad_sepulcher (The Forgotten Sepulcher). He only did the prototype map ad_e1m3 (The Sepulcher), that later got remade by SimonOC into ad_sepulcher.

>> No.5177582

>>5177342
Brutal Doom v21 has added an easter egg Dragonslayer for some time.

>> No.5177605

>>5176742
>>5176745
One guy is remaking The Chaos Engine in Doom, the Test version is UP
>https://forum.zdoom.org/viewtopic.php?f=19&t=62571

>> No.5177608

>>5177543
Foursite

>> No.5177695

>>5177605
Pretty stylish. Never played chaos engine though.

>> No.5177732

>>5177083
Kys

>> No.5177748

>>5177543
Culture Shock

>> No.5177751

What's the doom equivalent of 4channel?

>> No.5177756

https://www.doomworld.com/files/file/16173-tnt-renascence-episode-1/

>> No.5177757

>>5177493
Like the Krampus of Germanic mythology.

>> No.5177759

>>5177751
Any slaughterwad once infighting kicks in.

>> No.5177765
File: 417 KB, 2560x1440, syndicate-bloom.jpg [View same] [iqdb] [saucenao] [google]
5177765

Niggas be like yeah Bloom looks good

>> No.5177779

>>5177765
> suicide: 100%
advice to follow

>> No.5177787

any news on the samsara monster addon?
i thought all that's left is a bit of quake and some ss replacements

>> No.5177830

>>5177695
play it

the Genesis European version is SOLID if you don't want to emulate Amiga, also there's the PC port.

>> No.5177876

>>5177765
It'll look good if you don't crank it up like you're playing a 2006 FPS. Only light sources should display bloom, and it should never be thick enough to obfuscate detail or geometry.

>> No.5177881
File: 247 KB, 1360x768, hexen03.png [View same] [iqdb] [saucenao] [google]
5177881

This game has become one of my favorites of all time. The cool weapons, tough enemies, interactive environments, challenging puzzles, the incredible aesthetics. I mean just look at those aesthetics!

>> No.5177895 [DELETED] 

Well /a/ is going fucking berzerk because of the domain change, may as well hang out here

>> No.5177910

test

>> No.5177912

>>5177582
wait, what?

>> No.5177914 [DELETED] 

>>5177895
/a/spies tend to take an inch and make a mile so no surprise there

>> No.5177945

johnny test

>> No.5177946

>>5177912
>give dsweap

>> No.5177949

>>5177881
Quake 1 mod with Mesoamerican themes WHEN?

>> No.5177953

>>5177949
Castle Koohoo

>> No.5177975

>>5177945
*whip crack*

>> No.5177984

4chan X updated by the way.

>> No.5178013

>>5177946
>unknown item "dsweap"
Are you yanking my yankee, anon?

>> No.5178021

>>5177945
>>5177975
>>>/co/

>> No.5178041

>>5178013
I think it must be a beta from October or newer.

>> No.5178042

>>5178041
I was playing bd21testnov01_Rebalance_08.pk3, still nothing.
Please spoonfeed me, senpai.

>> No.5178049

>>5178042
Just go to Moddb and download the latest version. brutal21RC3.pk3 or something like that (it ends with RC3).

>> No.5178057

I really want to make a wad based around old 4chan memes

>> No.5178059

>>5178057
We have pol.wad already, but more stuff could be fun.

>> No.5178060

>>5177949
I've been waiting for the same fucking thing. Especially after playing the mesoamerican themed levels in Quake Champions. I'm surprised there hasn't been a map jam dedicated to that theme yet. Like the other anon said Castle of Koohoo is a good one, Trench by muk0r is also a nice level running on ad. I also found some maps on quaddicted by typing on in a bunch of tags like Inca, Mayan, Aztec, etc. but I haven't gotten around to playing them yet.

>> No.5178061

>>5178057
I remember /doom/ was making a /v/.wad but the project fell through as usual.

>> No.5178063

>>5178060
Literally why spoiler any of that?

>> No.5178068

>>5177949
>>5178060
It's especially weird since Dissolution of Eternity had some Mesoamerican themed maps.

>> No.5178071

>>5178059
I'm just wondering what enemy Cockmongler should be

>> No.5178074

>>5178071
Baron?
Geroge Zimmer would probably be the Cyberdemon.

>> No.5178075
File: 901 KB, 1050x1929, Screenshot_20181123-182652.jpg [View same] [iqdb] [saucenao] [google]
5178075

Not sure if anyone has posted about this yet but it is looking incredible, it's been in production for like 10 years. Nash has come and made brutal doom but universal and good. The blood stains and the gibs can be in a ton of colors and the blood stains overlay onto the textures (look at the blood on the top.) praise based Nash. https://forum.zdoom.org/viewtopic.php?f=46&t=62641&p=1080776#p1080776

>> No.5178082

>>5178063
I haven't used spoiler in a long as time so I fucked it up.
>>5178068
That's a good reason for me to finish that map pack.

>> No.5178085
File: 9 KB, 225x225, sauce.jpg [View same] [iqdb] [saucenao] [google]
5178085

So far,which one is the best gore mod?

>> No.5178135

>>5178085
They've all got their ups and downs, some are more finicky than others.

Ketchup/Bolognese and the really fucking old versions of Nash and Droplets are the only ones that work without zscript.

The more recent Droplets, Universal Gibs and the just announced new Nashgore all want zscript.

>> No.5178141

way I see it, Bolognese may be a helluva lot better than ketchup or brutal doom when it comes to effects and optimization, and the monster colored blood was fixed, but i'm still not fond of how out-of-place the blood splats on the environment look, among other things. plus apparently the performance still isn't all that great.

>> No.5178145

>>5178141
>out-of-place the blood splats on the environment loo

I think it's more realistic (for firearms and explosives) than the other options.

>> No.5178148
File: 106 KB, 1207x755, p4E9NDk.jpg [View same] [iqdb] [saucenao] [google]
5178148

>>5178075
It looks neat, I've always liked Nashgore over a lot of the other options but some of the screens have me struggling to tell it apart from other recent overhauls of gore mods.

>> No.5178150

>>5178141
yeah that's one thing i don't like about gore mods either. are there any where the blood textures are low-res like they should be?

>> No.5178151

>>5178085
I like good old fashioned NashGore, I like the pixely and 'crunchy' blood sprays, and the chunky gibs, it makes me think of the gore in Rise Of The Triad.

>> No.5178152

>>5178150
There was a mod of Ketchup that had this but I've not seen it for a while.

That 8bit blood mod might work too, maybe.

>> No.5178215

>>5176742
I wonder why Bitterman didn't continue fighting on further into the heart of the Strogg homeworld after killing off the Macron in search of the tower of the Nexus Core? DId he get killed shortly after leaving the Macron Fortress, get whisked away by the Arena Gods for Q3A, or did he take one of the Strogg ships and fly off into space to search for a greater purpose?

>> No.5178230

>>5178060
go to func_msgboard and propose it

>> No.5178270
File: 653 KB, 887x555, doomguy.png [View same] [iqdb] [saucenao] [google]
5178270

>> No.5178293

>>5178075
Looks good except for the translucent wall decal's edges. should be hard edged.

>> No.5178297

>>5178270
Never ever

>> No.5178305

>>5178270
delet this

>> No.5178313

>>5178148
Why this “blood” looks like ketchup rather than blood?

>> No.5178454

Anyone got the Carmack and Me image?

>> No.5178457

>>5177447
I imagine the chick in the picture didn't know what to expect when they told everyone to meet up to take a photo of their clan for their internet game team.

>> No.5178471

>>5178454
Seconding, I also want this.

>> No.5178475

>>5177083
>birthing Counter-Strike
Action Quake 2 was a thing before HL1 existed.

>> No.5178482

>>5178475
Ah yeah that is totally exactly like counter strike. No difference at all.

>> No.5178518
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5178518

>>5178482
you know the devs of AQ2 are the same guys who made CS, right? you're not being retarded on purpose, right?

>> No.5178540

>>5178518
Yeah, and id made both Doom and Commander Keen.
What's your point?

>> No.5178560

>>5177014
Everything about that trailer was tight as hell, except the manta rays. They should be replaced with something more alien.

>> No.5178561

what is the most kino of the vanilla dooms and why is it 64?

>> No.5178590

Talking about pros, do you know any Doom wads made by pros? AFAIK NRFTL was made by people who were involved in CS, but any non commercial pwad levels?

>> No.5178613

>>5177014
>>5178560
Wait isn't Black Mesa finished already?

Jesus that shit's been around for fucking years.

>> No.5178614

>>5178613
I hope so. Hopefully OP will let us know any time now.

>> No.5178615

>>5178613
>>5178614
Black Mesa's still not released Xen, but they finally put out a trailer for it and are gonna release it next year.

>> No.5178623

>>5178615
Fucking hell, that'll have been about 15 years since they started posting trailers and shit for it.

>> No.5178717

>>5178135
>>5178085

Hard to say, really. They're all unique in their own way. Droplets is all about HD and realism from what I can tell, Nashgore has always been more vanilla-oriented, and I have no clue how to classify Universal Gibs. Depending on how you set it up, it can be either more "HD" or more vanilla, but not one of the extremes (due to floor decal sprites not being quite as pixelated). Also depending on the settings, it can work as an amplifier to both Nashgore and Droplets (Josh reports UG doesn't make Doom shit the bed when used with the lowest trail density settings) or standalone gore mod. According to Nash, there MAY be a conflict with Nashgore and UG later down the line, but so far it hasn't been established where exactly or if it's even worth worrying about it.

So far one thing that Nashgore/Droplets definitely beat UG at is proper sprite sorting because they use models. Not really a mod issue tbf, but they end up looking better anyway.

>> No.5178931

What's the latest version/remake of real guns advanced? I know it's bad, but it's a guilty pleasure

>> No.5178965

>>5178931
.v143 & you do a lot worse

>> No.5178993

>>5178965
>and you do a lot worse
?

>> No.5179036

>>5178993
*you can play a lot worse

>> No.5179038

>>5178270
>bethesda's relationship with nintendo seems good so far
>most demanded fps/zenimax character
>sakurai probably is aware of doom, at least in some 3 year old interview
>nintendo possibly picking the 5 characters for marketing; doomguy being choosen to promote eternal
just pray pete hines or anyone didn't break any nda with those hints

>> No.5179042
File: 673 KB, 1267x1897, 51rg7374n4v01.jpg [View same] [iqdb] [saucenao] [google]
5179042

Something stirs in the dark.
https://youtu.be/uxRf3vCMUFw

>> No.5179054

>>5179042
cool

>> No.5179069

>>5179042
>that pic
>RETRO SCI FI DOOM WHEN?

>> No.5179071

>>5177540
Imp is Sagat, Mancubus is E. Honder, Pinky is Zangief, Zombieman is Guile, and I am not so sure about the rest...

>> No.5179073

>>5177881
I thunketh the Egyptian-themed maps are even nicer.

>> No.5179074

>>5179071
Who's Chun li?

>> No.5179080

>>5177350
Could be better

>> No.5179081

>>5179071
little spider can be dhalsim & cyber can be akuma

>> No.5179086

Remember when one of Q2's expansions had a segment where you'd disguise yourself as a Strogg?
Image that in Doom where Doomguy pretends to be a zombieman and his HUD face shows his hair painted green and red eyes.

>> No.5179135

>>5179086
>Remember when one of Q2's expansions had a segment where you'd disguise yourself as a Strogg?
no, I don't

>> No.5179142

>>5179135
I can't tell which one but there was a part where you'd go inside a tube and then it's stated that you're somehow one of them or a look alike, so they won't attack you during it.

>> No.5179147
File: 1 KB, 71x30, (Blood) Rat.gif [View same] [iqdb] [saucenao] [google]
5179147

*ruins your no damage run*

>> No.5179152

>>5176745
Colourful hell updated to 0.95

https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1080925#p1080925

>> No.5179154
File: 841 KB, 400x400, 1539016646850.gif [View same] [iqdb] [saucenao] [google]
5179154

>>5179147
*survives dynamite beacuse it landed two stairs too high*

>> No.5179156
File: 40 KB, 600x470, krabs worry.jpg [View same] [iqdb] [saucenao] [google]
5179156

>>5179152
White cyberdemon added

>> No.5179159
File: 33 KB, 509x509, 1493279006991.jpg [View same] [iqdb] [saucenao] [google]
5179159

>>5177083
don't worry bro it's ok to have retarded opinions

>> No.5179163
File: 51 KB, 480x480, 1813058-transparentteslacannon.png [View same] [iqdb] [saucenao] [google]
5179163

>>5179154
*proceeds by beating the hell out of them with non other than the tesla cannon itself just for the sake of destroying those fuckers in the most horrible way*

>> No.5179167
File: 36 KB, 575x431, reviewr1250-4.jpg [View same] [iqdb] [saucenao] [google]
5179167

Best Doom clone.

>> No.5179234

>>5179042
Looks interesting, looking forward to play this

>> No.5179237

What happened to Romero's Blackroom?

>> No.5179242

>>5179237
It's dead, anon.

>> No.5179245

>>5178623
Yeah, but Xen look really cool so.

>> No.5179254

>>5179237
He showed it off, and people weren't impressed enough, so he decided he'd workshop it some more.
Presumably development is also happening more quietly, as I think he strongly recalls what a disaster the Dai-Katana hypetrain was.

>> No.5179290

>>5178215
Didn't Q3 state that he eventually got captured by the Strogg?

>> No.5179334
File: 47 KB, 469x479, Smug.jpg [View same] [iqdb] [saucenao] [google]
5179334

>>5179156

>> No.5179339

>>5179147
These little cunts are straight-up broken. They bite you when they appear to be multiple feet away. The range is bullshit.

>> No.5179359

>>5178454
>>5178471
Trying for this again. I feel like one of you all have to have it.

>> No.5179363
File: 2.27 MB, 3840x2160, kingpin.png [View same] [iqdb] [saucenao] [google]
5179363

I'm gonna bury those two motherfuckers

>> No.5179369

>>5179359
isn't it a parody of a poster for "mac and me"?

>> No.5179370
File: 306 KB, 1000x1354, huuh.jpg [View same] [iqdb] [saucenao] [google]
5179370

I need more Ranger

>> No.5179372

>>5179369
yeah

>> No.5179374
File: 10 KB, 369x300, hey.png [View same] [iqdb] [saucenao] [google]
5179374

>>5179370
huh? HUH!

>> No.5179381
File: 359 KB, 800x600, Screenshot_Doom_20181124_202310.png [View same] [iqdb] [saucenao] [google]
5179381

Holy shit this is a cool set-piece, you pass through these thin passages, where crushers start working as you enter them, so you hurry.

Throwing the switches at the other side, so you can progress, lets loose TWO barons on you, and you have a Berserk pack at the ready, so you have this crazy intense chase in this narrow and hard to move in death contraption, you have to avoid getting turned into pâté by the stompers, while avoiding getting cornered and doubleteamed by the two Bruisers, also sneaking in Berserk hits while they get stuck in the machinery.

10/10 Encounter, check out DTWID Lost Episodes.

>> No.5179430
File: 239 KB, 800x600, 1542465239170.png [View same] [iqdb] [saucenao] [google]
5179430

HOLY SHIT, IS IT SCREENSHOT SATURDAY ALREADY?
FUCK!
POST SCREENSHOTS, WEBMS, WHATEVER YOUR WORKING ON!
How's that SMM/Samsara Monster Addon that anon was working on?

>> No.5179434
File: 210 KB, 1280x800, blood.jpg [View same] [iqdb] [saucenao] [google]
5179434

>>5179430
Nothing much, i just did a bunch of screenshots of my favorite FPS

>> No.5179436
File: 139 KB, 1280x800, blood 2.jpg [View same] [iqdb] [saucenao] [google]
5179436

>>5179434

>> No.5179439
File: 186 KB, 1280x800, blood 3.jpg [View same] [iqdb] [saucenao] [google]
5179439

>>5179436
I'll stop now though, i don't want to make some bigass dump.

>> No.5179490

If I wanted to make my own wad, how much C programming is involved?

>> No.5179493

I hate how they took away Ranger's RAGE MACHINE shtick and gave it to Doomguy just to satisfy the rip and tear memers

>> No.5179496

>>5179490
none, unless you want to use GDCC for some reason
(if you don't know why you'd want to use it, you don't want to use it)

>> No.5179503

>>5179490
Fuck all, it's all scripting languages, so no actual programming.

>> No.5179504
File: 46 KB, 549x438, DedZreXX0AAP_yU.jpg [View same] [iqdb] [saucenao] [google]
5179504

>>5179370

>> No.5179516

KNOW i know what the new cybie and the black spider mastermind are

>> No.5179547

>>5179493
Doomguy just seemed more frustrated with having to deal with shit in Doom 2016 than anything. He was violent and scary, sure, but he didn't seem rageful. His angry outbursts were aimed at and destructive to things currently annoying him.

>> No.5179567

>>5179434
>>5179436
>>5179439
cool but that doesn't look like anything you're working on

>> No.5179569

>>5178270
If he does get in and even gets exclusive music, they better do easter eggs like those in Doom '16 music.

>> No.5179581

>>5179290
He done diddle-doo be gone andf done that, poor man.

>> No.5179610

>>5178270
I want a move with the grapple hook shotgun

>> No.5179630

>>5179610
Has any mod right now added the SSG from Eternal yet?

>> No.5179637
File: 962 KB, 1172x400, map03.png [View same] [iqdb] [saucenao] [google]
5179637

>>5179430

>> No.5179641
File: 1020 KB, 1040x587, map03-2.png [View same] [iqdb] [saucenao] [google]
5179641

>>5179637

>> No.5179718

>>5179637
>>5179641
Nice

>> No.5179735

Is Caleb a glass cannon?

>> No.5179740

>>5179630
The D4D devs is probably desperate to get that in, he's been desperate to get in everything else seen in the footage.

>> No.5179754

>>5179735
yes
with high agility

>> No.5179784

>>5179630
One of the super shotties from DUMP 3 had that ability before the Eternal trailer.

>> No.5179790

>>5179740
Has Kinsie said anything about adding it to Metadoom? Right now the super shotgun is one of the few weapons without any kind of alt fire.

>> No.5179804

How is 100 minutes of /vr/ coming along?

>> No.5179808

>>5179790
https://forum.zdoom.org/viewtopic.php?f=43&t=53010&sid=89b238724f11f9ef46206d23604e494e&start=1500#p1079230

>> No.5179872
File: 700 KB, 1214x434, hair.png [View same] [iqdb] [saucenao] [google]
5179872

something i find interesting about doomguy is how his quake champions face tries to be as accurate as possible to the point it tries to mimic his original haircut
which is something tno's bj didn't do despite it being based off 3d bj

>> No.5179887

>still no intermission podcast episode

>> No.5179893
File: 1.16 MB, 1360x768, hexen06.png [View same] [iqdb] [saucenao] [google]
5179893

>>5179430
Still working on this.

>> No.5179913

>>5179872
Probably because BJ is based off the reboot

>> No.5179930

>>5179872
you might also notice that doomguy's head is squished because they forgot about the 5:6 pixel ratio

>> No.5179931
File: 89 KB, 1280x800, 11_25_18_what_ophelia_used_to_see_while_she_was_alive_from_her_usual_position.jpg [View same] [iqdb] [saucenao] [google]
5179931

>>5179567
i know but i still wanted to post some Blood because i thought sure why not, it's a beautiful game i mean i'm not gay but if this game had a cock i would've gladly sucked it you know what i'm saying

>> No.5179979

>>5179735
Yes, which is why his high evasion is of utmost importance.

>> No.5179982
File: 125 KB, 539x479, doom dissatisfied.png [View same] [iqdb] [saucenao] [google]
5179982

>>5179872
Doomguy's really abnormally consistent. I think even the Doom Slayer's face is kind of reflective of his old self. Meanwhile BJ's gone through 4 separate appearance reboots, and Machinehead aren't exactly trying to keep a consistent canon with older games.

>> No.5179986

>>5179982
keep in mind that the ETERNAL trailer has a reflection of his head on the helmet, and it kinda looks like his QC look.

>> No.5179995

>>5179808
That's the sensible option, which beats the mad rush the D4D dev is in.

>> No.5180087

its there a way to play doom wads with hexen weapons? and monsters?

>> No.5180095

>>5179237
D44M happened. Romero shut the fuck up right after its overwhelming success. In fact, the entire timing of Blackroom's reveal was suspiciously close to D44M's release date.

>> No.5180109
File: 76 KB, 833x300, MARANAX PELLET.jpg [View same] [iqdb] [saucenao] [google]
5180109

MARANAX PELLET

>> No.5180123
File: 208 KB, 833x300, NO MORE PELLET.jpg [View same] [iqdb] [saucenao] [google]
5180123

>>5180109
NO MORE PELLET

>> No.5180140

>>5179167
this is true.

>> No.5180141

>>5179237
some NDA went on im guessing

>> No.5180165
File: 390 KB, 1400x875, Screenshot_Doom_20181021_025550.png [View same] [iqdb] [saucenao] [google]
5180165

>>5180087
Wrath of Cronos for the weapons, characters and items.

Monsters would require some importing work, which is doable but fiddly.

Pic sort of related.

>> No.5180167

>>5179237
I mimagine they're working on getting it playable and quality enough to relaunch the kickstarter. That's why it got pulled in the first place, for not showing any gameplay.

>> No.5180172

>>5180109
> blood cultist in doom palette
do it, with the appropriate pun

>> No.5180207

>>5179893
Means what are you making.

>> No.5180348

>>5179804
By the looks of it maps are slowly trickling in. It's a real challenge making a playable map in 100 minutes, moreso than the 200 and 300 minute challenges.

>> No.5180423
File: 578 KB, 1280x1024, Screenshot_Doom_20181113_191220.png [View same] [iqdb] [saucenao] [google]
5180423

>>5179430
You know the drill by now. I ain't gotta say shit. Join in the project if you wish.

>> No.5180437

>>5179804
>>5180348
Yeah. Slowly but surely. There's a couple in there I like quite a bit. >>5176841 had the right idea to go with a gimmick. There's a map07 replacement with a decent gimmick too. That's the trick I think. Come up with a solid room or intersection, and build the map around that. Limit your space if you need to.

>> No.5180442
File: 28 KB, 461x424, temp2.png [View same] [iqdb] [saucenao] [google]
5180442

>>5179430
makin another weapon model

>> No.5180463
File: 111 KB, 1024x768, ps_large2.jpg [View same] [iqdb] [saucenao] [google]
5180463

>>5180442
Looks VS as fuck.

>> No.5180473

>>5180463
NC for lyfe nigga

>> No.5180476 [DELETED] 

>>5180473
NC are SJW leftist cuckfaggots.

TR forever.

>> No.5180492
File: 173 KB, 220x313, PlanetSide_Coverart.png [View same] [iqdb] [saucenao] [google]
5180492

>>5180476
NC are corporate slaves
>tr
lmao
Even devs knew who best faction was.
>Purple and fucking cyan, which sticks out like a motherfucker
>Weapons are fucking garbage
>ZERO co-ordination, mass-zergfits barely held together by sparce VS command that can barely agree which ass is theirs to scratch
>Vehicles are fucking garbage
>Lowest popcount

>> No.5180515

>>5180463
God I miss planetside 1, I wish the planetside-forever emulator actually had popularity behind it.

>>5180492
TR vehicles were garbage, when did you ever see a blue/gold or purple/cyan Prowler? TR is my favorite faction due to the dakka design but my favorite weapon in the game was the suppressor and the bolt driver, finding a nice hill during a battle and taking potshots at enemies was strangely comfy.

>> No.5180521

>>5180515
>when did you ever see a blue/gold or purple/cyan
like, constantly dude.
Still, yes. I wish the PS emulator had popularity and not nonces that had no clue what they were doing

>> No.5180546
File: 12 KB, 514x306, temp2.png [View same] [iqdb] [saucenao] [google]
5180546

>>5180463
It'll look a lot less VS soon enough. The purples will be desaturated down, and more metallic... More wood. Dunno what the paint job on it is actually going to be. Maybe cyan? I dunno.

>> No.5180550

>>5180546
I mean, it doesn't need to look "less VS".
I like the weird hoses-and-pipes aesthetic on a supposedly high-tech gun.

>> No.5180556

>>5180550
I'm not purposefully trying to make it less VS, just editing it as I see fit. We'll see what it lands on.

>> No.5180568
File: 77 KB, 380x349, 999999999999.png [View same] [iqdb] [saucenao] [google]
5180568

>>5180556
alright man, s'cool.
your gun.

>> No.5180731
File: 2.73 MB, 480x270, 1503933754961.gif [View same] [iqdb] [saucenao] [google]
5180731

>>5179042
>turn-based Doom with action points
I'm both scared and intrigued at the same time

>> No.5180738

>>5179042
https://www.youtube.com/watch?v=ZbmdSLUT4es

>> No.5180769
File: 21 KB, 152x254, 1520975445071.png [View same] [iqdb] [saucenao] [google]
5180769

>>5179042

>> No.5180939
File: 43 KB, 818x827, masturbating.jpg [View same] [iqdb] [saucenao] [google]
5180939

>>5179042

>> No.5181075
File: 104 KB, 604x865, 1537660940525.jpg [View same] [iqdb] [saucenao] [google]
5181075

>>5179370

>> No.5181086

>>5180172
Nah it's funnier as it is.

>> No.5181162
File: 237 KB, 500x400, caco cola.png [View same] [iqdb] [saucenao] [google]
5181162

Enjoy!

>> No.5181247

>decide to try out the ashes 2063 maps with hideous destructor
>die the second the first map starts from fall damage
lol

>> No.5181286
File: 270 KB, 407x287, bloody hell.gif [View same] [iqdb] [saucenao] [google]
5181286

>attempting an Extra Crispy run on Blood
>preferably with no-damage
>without any save states, obviously
>time passes and i'm doing great
>then i measure myself with the actual threat of this fucking game
>THE DAMN DOORS
>unpredictable abominations that will open everytime at different speed and angle
>this door in particular is inside a very tiny cabin, so it's not that hard dying for this particular one, coupled with the fact that it opens insanely fast
>alt+F4 while crying

>> No.5181293
File: 225 KB, 1558x837, 0.jpg [View same] [iqdb] [saucenao] [google]
5181293

>>5179430
This is going better than I expected, considering it's my first map. Dumprtuck tutorials make this quite easy.

>> No.5181360
File: 1.09 MB, 1371x385, eeee.png [View same] [iqdb] [saucenao] [google]
5181360

Anywhere I can find Doom-like textures other than Realm667?
also
>>5181162
what wad is that?

>> No.5181365

>>5181162
Now to add other food and drink brands as textures and powerups!

>> No.5181367

>>5181360
i believe its 32in24diet
32in24, but singleplayer

>> No.5181369

>>5181293
Doombuilder, Slade, or other?

>> No.5181373

>>5181369
That's Trenchbroom for Quake

>> No.5181382

>>5181293
Looks neat, very abstract architecture. The brushes in that middle corridor look very messy though, maybe it's intentionally bizarre but it just looks bad.

>> No.5181395
File: 83 KB, 640x480, Shrak.png [View same] [iqdb] [saucenao] [google]
5181395

What do you think about Shrak

>> No.5181396

>>5181395
what's shark?
quake's own hacx?

>> No.5181404

>>5181395
I'd rather not be in his swemp

>> No.5181415

>>5181382
I'm just at the blocking stage, so it all need a lot of itinerations. Not sure how I'll tweak all that shit, but it's fun to make stuff.

>> No.5181450

>>5179493
>RAGE MACHINE
don't you mean hate machine?

>> No.5181460

>>5181450
explodingyellowvan.gif

>> No.5181461
File: 85 KB, 220x220, 220px-Nine_Inch_Nails_-_Pretty_Hate_Machine[1].png [View same] [iqdb] [saucenao] [google]
5181461

>>5181460
wrong hate machine anon

>> No.5181491

>>5181395
don't know anything about it, other than your screenshot. Looks like it has better textures and models than quack tho

>> No.5181498

https://www.youtube.com/watch?v=Xm-cR6QyyVE

>> No.5181504

dl'd my Steam copy of Quake. set up quakespasm. What's the simplest way to get music working?

>> No.5181509

>>5181504
download the music, make sure the filenames are track02-track11, place in id1\music
i think quakespasm handles wav, mp3, and ogg

>> No.5181527

>>5181491
https://www.youtube.com/watch?v=89N3dzCrjMM

>> No.5181532

>>5181527
That weapon at 3:25 looks fun

>> No.5181535

>>5181491
most of the textures in that screenshot are from quake

>> No.5181549

>>5181535
>most of the textures in that screenshot are from quake
>Shrak for Quake
Upon closer inspection i think you're right anon, wow just how did you find out.

>> No.5181586
File: 270 KB, 466x720, 1426752038276.jpg [View same] [iqdb] [saucenao] [google]
5181586

>>5178454
>>5178471
>>5179369
Finally found it. Google-fu required me to put quotes around it.

>> No.5181603
File: 67 KB, 640x640, laughing shibe.jpg [View same] [iqdb] [saucenao] [google]
5181603

>>5181586
Thank you!

>> No.5181637

>>5181527
That actually looks tight as shit. Some of the monsters look a little weak design wise, but still. Neat.

>> No.5181649

>>5181549
maybe you show word your posts a bit better.

>> No.5181659

>>5181527
I would guess that this works with quakespasm just like malice, right? Looks like it'd be interesting to play.

>> No.5181683

>>5181649
I was just messing with you a little, relax. A simple google search regarding this topic would've set you up though, at least that's what i did in order to get my answers.

>> No.5181696

>>5181683
not him.
>google
but sure.

>> No.5181713

>>5181637
yeah their design and animations are a bit debatable, but obviously what instantly captured me were the weapons instead.
>>5181659
yes, this should work with quakespasm without much trouble. Don't trust my words too much though, when i first played this i didn't do it through qs so i wouldn't actually know.

>> No.5181794
File: 1 KB, 24x31, STFOUCH2.png [View same] [iqdb] [saucenao] [google]
5181794

>i set up a poll for chainsaw replacements
>'sword' wins by a landslide
>mfw i can't find any fitting sword sprites

>> No.5181818
File: 56 KB, 426x240, chaincaws.png [View same] [iqdb] [saucenao] [google]
5181818

>>5181794
You know what you must do.

>> No.5181825

>>5181794
Chainsword

>> No.5181827

>>5181794
Either make some from scratch, or look at Thief Gold swords for inspiration.

>> No.5181862

>>5179872
>as accurate as possible
Not with those fucking tiny alien ears that look like they were modelled without any idea of anatomy

>> No.5181901

I shot an imp in hideous destructor and it turned friendly, is this a bug or a feature? Either way I love my imp buddy.

>> No.5181910

>>5181901
If you have excess magical healing energy in you (from healing potions and the like), you may occasionally release some ("You feel power coming out of you") and resurrect nearby demons as allies.

If you resurrect a healer imp this way, they will keep resurrect other demons for you and you'll get your own demon squad.

>> No.5181919
File: 27 KB, 600x322, 812e934ebd19c7db9167d63ee2f83029a8c15bbe.jpg [View same] [iqdb] [saucenao] [google]
5181919

>>5176742
>Wolfenstein has New Colossus
>DOOM has NuDOOM
>No NuQuake

>> No.5181920

>>5181919
quake champions :)

>> No.5181926
File: 1.42 MB, 1920x1080, Screenshot_Doom_20181126_023200.png [View same] [iqdb] [saucenao] [google]
5181926

>>5181910
unfortunately the little bastard was stuck in this crate and it was right at the end of the level, that's fucking awesome though, didn't read anything about that in the manual, i assume those flowers that pop up sometimes are related too

>> No.5181927

>>5181794
Do the Shadow Warrior katana.

>> No.5181942

>>5181920
alright
> q3 has qc
> q2 has q4
> q1 has jack shit

>> No.5181945

>>5181919
>Wolfenstein has dogshit
>Doom has a good but not great successor
>Quake lives forever in its old school glory

>> No.5181990

>>5181942
>>5181920
>>5181919
QC was supposed to be to build up to Nu-Quake you know...
QC is literally just worldbuilding

>> No.5182056

Is it bad that I kinda wish South Park EX was a thing? I feel like it'd actually be pretty decent with a smooth framerate and KB+M controls.

>> No.5182062

>>5182056
No. I want the same thing. The MP was legit fun, and the single player was entertaining, but mostly mediocre. It's just a wave shooter tho...

>> No.5182072

>>5182056
>>5182062
it was actually released for pc, no idea if it can be made to work or if it's even the same game, since a lot of license 'ports' back then would often be separate games

>> No.5182078

>>5182072
It's the same game but getting it to work on modern machines seems to be a difficult task with no easy fix.

>> No.5182093
File: 30 KB, 298x279, 1542807506071.png [View same] [iqdb] [saucenao] [google]
5182093

>>5179042
Oh my god.

>> No.5182114

>>5179042
Vaklyria Chronicles: Doom?

>> No.5182185

>>5182072
I checked a long time ago when I was hosting retro FPS servers. It's near impossible to get running on newer machines.

>> No.5182190
File: 1.80 MB, 432x354, lowpolygun.webm [View same] [iqdb] [saucenao] [google]
5182190

>>5180546
done

>> No.5182194

>>5179042
>turn based fps for first time
>its free doom mod
oh my fucking god

>> No.5182219

>>5181286
>theres no custom blood map that entire map is filled with doors
>in fact theres no custom map at all except death wish
end this suffering please

>> No.5182239
File: 5 KB, 203x224, garbage.jpg [View same] [iqdb] [saucenao] [google]
5182239

>>5182219
>>in fact theres no custom map at all except death wish

>> No.5182252

>>5181990
[citation needed]

>> No.5182271

>>5181990
Yeah I wish

>> No.5182301

>>5182252
>>5182271
I'm certain it was stated somewhere, but fuck me if I'm going to look for it.

>> No.5182317
File: 1.52 MB, 1920x1080, face.png [View same] [iqdb] [saucenao] [google]
5182317

>>5179986

>> No.5182319

>>5182317
I can't see a face there. I just see either a pinhead or he's already wearing his helmet.

>> No.5182335

Are the maps 33 and above in Chillax only accessible through cheats/command line?

>> No.5182339

>>5182317
Forgot how good that game looks.

>> No.5182341

>>5182335
No.

>> No.5182342

>>5182341
Well, fuck.

>> No.5182389

>>5176871
One of the keys to a good fps, is a good shotgun.

If you have a great shotgun, many other things are better for it.

>> No.5182392
File: 56 KB, 533x800, 2446668-a-hand-holding-a-wallet-full-of-cash-isolated-over-a-gold-background.jpg [View same] [iqdb] [saucenao] [google]
5182392

>>5177224
>>5177223
Do my eyes deceive me?

Can you have bloom just come off certain textures/areas of the map instead of everywhere???

How did you do this? (Or am I just a brainlet)

>> No.5182439

>>5182392
Brightmaps bruh, that simple trick can trigger Bloom in specific areas.

>> No.5182460

>>5178270
based and doompilled

>> No.5182461

>>5179430
doesn't shadowlink have a twitter/tumblr?

>> No.5182485

>>5182317
what am I supposed to see here?

>> No.5182486

>>5176742
Question to all people who tried speedmapping: what is the shortest speedmapping time limit you've seen, that still would result in a playable (not necessarily pretty) level?

>> No.5182508

>>5182439
Fascinating.

So if I wanted an effect of say, glowing acid, do I set it as a brigtmap in my wad (making sure it's packed in so players see it) and then for those who use bloom, *that* texture alone will bloom and not everything?

What am I missing here.

>> No.5182512

>>5182486
assuming the mapper knows all the basic shit about making levels and isn't still figuring out the editor, 100 minutes, but that was Sergeant Mark IV and he's capable of working very very quickly when he wants to
in others, i've seen good shit when guys give themselves a week

>> No.5182545
File: 91 KB, 640x480, confused shambler.gif [View same] [iqdb] [saucenao] [google]
5182545

>Trenchbroom supports Daikatana now

https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0

>> No.5182557
File: 158 KB, 479x730, ranger.jpg [View same] [iqdb] [saucenao] [google]
5182557

Which is better, Arcane Dimensions or Dimensions of the Past?

>> No.5182587
File: 1.38 MB, 1920x1080, 1543219593359.png [View same] [iqdb] [saucenao] [google]
5182587

>>5182485
>>5182339
>>5182319
not him but look at the reflection, you see some tuff of hair, and its the same as his QC head

>> No.5182615

>>5182545
I somehow doubt we will be getting a whole lot of Daikatana mods.

Then again, I only played the original version. Is the modern Steam version with all the fan-made patches that improve AI pathfinding or let you disable companions etc worth playing?

>> No.5182648

>>5182341
So how DO you get to level 33?

>> No.5182678

>>5182587
I wonder if they'll make the face different because of how deformed he looked in QC.

>> No.5182686

>>5182461
Maybe he's taking a break

>> No.5182702

>>5182557
AD

>> No.5182703

>>5182678
Considering his backstory, if anything, he should look MORE deformed by the time of Doom Eternal.

>> No.5182782

Did anyone try Last Reaction TC for Dick Kickem? I thought the underwater episode matches the quality of the original game, with more badass gameplay.

>> No.5182809
File: 304 KB, 800x600, Screenshot_Doom_20181124_230824.png [View same] [iqdb] [saucenao] [google]
5182809

>>5182508
Yeah.

I'm using SBrightmaps.pk3 (which I deleted the monster frames from, because they conflicted with the fixed and realigned frames of the Sprite Fixing project, which have their own brightmaps that are already very good, I also deleted the ones for the medkits, because that looked ugly).
SBrightmaps are much more bright (and also complete) than the packed in GZDoom brightmaps.

Combining with the bloom feature, the regular one will impart a very subtle glow if the texture or sprite in question is in a bright sector, or if a dynamic light shines on it, while SBrightmaps will make certain light and computer textures glow in the dark proper.
Pic related, you have the red fire texture, which is made generally brighter, combine it with the light of the sectors (and the darkness of the nearby sectors) along with the dynamic light of the torches, so you get a fairly good glow.

So you could make a particularly strong brightmap for the texture you want, and yeah, that texture would stand out even in a dark environment. Bloom would probably make it look nice and glowy too.

>> No.5182814
File: 160 KB, 800x600, Screenshot_Doom_20181124_215330.png [View same] [iqdb] [saucenao] [google]
5182814

>>5182392
Also to add, GZDoom's bloom is for the most part very subtle, you only ever see it against bright objects and surfaces, which in my opinion is the right way to do it.
I end up really only seeing it with the bright lights and stuff, and shining my flashlight on monsters.

>> No.5182817

>>5182814
>I end up really only seeing it with the bright lights and stuff, and shining my flashlight on monsters.
As an aside note for anyone's interests, if you mix it with the latest DarkDoom and Universal Enhanced AI stuff, you can legitimately have stealth and monsters flipping out at you shining your dynamic flashlight.

>> No.5182823
File: 325 KB, 800x600, Screenshot_Doom_20181124_230859.png [View same] [iqdb] [saucenao] [google]
5182823

>>5182817
Oh? Can you give a quick rundown on those?

>> No.5182826

>>5182557
AD, no contest here I'm afraid

>> No.5182835

>>5182823
DarkDoom lets you control the light levels of the maps so that you can make them a hell of a lot darker at your discretion with multiple settings, mostly for mood lighting purposes. It also includes that one flashlight mod an anon made here, though, that casts dynamic shadows from full wall edges, and you can tweak it for having a sort of shoulder/headlamp or more of a springy handheld thing. Really lets you creep through dark, demon-filled bases with poor visibility, if you want a horror vibe.

Universal Enhanced AI started out with enemies being able to pathfind to players easier and be able to 'lose track' of them, continuing their search and checking out sights and gunfire but not automatically knowing where the player is at all times. The latest update lets you enable a lightweight stealth system, though; the game screen turns a dark, low shade of blue when you're "hidden", which also makes enemies less accurate in their attacks on the idea that they can't see your precise position. You can configure the light levels at which you're more visible at, and it actually adds value to crouching behind cover to be less of a target. It also has enemies react to seeing the player in/around dynamic lights, which works well with the flashlight. If you don't like the stealth system, then you just turn it down to zero.

>> No.5182859

>>5182835
oops, forgot to mention that the DarkDoom you'd want to look for is DarkDoomZ

>> No.5182868

>>5182809
>>5182814
Rocking, I didn't think this effect was possible.

Tune in in 10 years time when I come back trying to implement this in my level and forget what you said on how to do it.

>> No.5182871
File: 2.57 MB, 2560x1080, spasm0010.png [View same] [iqdb] [saucenao] [google]
5182871

Soon my friends

>> No.5182880

>>5182835
Isn't SneakyDoom a complete mod based on those?

>> No.5182882

>>5182871
Wow nice Doom map man.

>> No.5182887

>>5182882
To be fair, nothing in this screenshot is impossible in Doom. Colored dynamic lighting, slopes, and deep water are all in GZDoom.

If you really want to push it, so are character and item models.

>> No.5182891

>>5182887
That's why I said nice doom map, of course that is a doom map.
Nobody would be so rude as to post levels for Quake in a Doom thread.

>> No.5182893

>>5182891
it's more likely than you think

>> No.5182897

>>5182880
SneakyDoom was sort of an early concept by Josh, a whole gameplay mod designed around stealth which combos well with DarkDoom. He actually made the Universal Enhanced AI as a sort of spiritual successor to that but more compatible, I guess.

>> No.5182906

>>5182891
this is a retro fps thread not a doom thread.
don't be a pedantic prick about it

>> No.5182914

>>5182897
Wait, there's an improved version of SneakyDoom? Hell YES I need to play this.

>> No.5182964

>>5182891
I'd welcome it, Quake is a great game too.

>> No.5182980

>>5182891
You'd have to be a special combination of new and autistic to actually think this
>>5182871
Looks cool anon, certainly quite brown

>> No.5183001
File: 113 KB, 504x528, Floating Head of Anger.png [View same] [iqdb] [saucenao] [google]
5183001

>In GZDoom Builder
>Discover I dragged a vertex halfway across the map who knows how long ago
>Can't use undo because working on a different part of the map and would lose other progress
>Spend 15 minutes cleaning up the mess
>mfw

Does this happen to anyone else?

>> No.5183005

>>5183001
Not in doombuilder. I have a habit of constantly swapping between 3d and 2d view to deselect everything.

>> No.5183019

>>5183005
>Implying the 3D-2D switch is not the most efficient way to deselect things.
Kek, I double tap Q all the time to deselect. I don't even notice I'm going into 2D mode anymore.

>> No.5183028
File: 1.41 MB, 720x404, 1541016720577.gif [View same] [iqdb] [saucenao] [google]
5183028

what are the hot new gameplay modifications for thine game doulm?
also i need that "romerog doom" pasta

>> No.5183120

>>5183028
Ashes 2063

>> No.5183126

>>5182891
Faggot.

>> No.5183168
File: 17 KB, 1235x127, romerog.png [View same] [iqdb] [saucenao] [google]
5183168

>>5183028

>> No.5183194
File: 1.27 MB, 1920x1040, tol.png [View same] [iqdb] [saucenao] [google]
5183194

Well I got this far lets see if I can think of anything else for this map.

>> No.5183247
File: 1000 KB, 1920x1080, Screenshot_Doom_20181126_154015.png [View same] [iqdb] [saucenao] [google]
5183247

For some reason the neural upscale gives me Duke Nukem 3D vibes, though at times they also look a bit too fuzzy for my liking.

>> No.5183251
File: 1.28 MB, 1920x1080, Screenshot_Doom_20181126_154022.png [View same] [iqdb] [saucenao] [google]
5183251

>>5183247
Bolognese blood also clashes less with the higher tile pixel count, though the lower-pixel gibs end up doing so. And the blood splatters on the ground being a flat red shade compared to blood pools and the wall splatters still feels off.

>> No.5183280

>>5183247
The hand painted portions of sprites don't weather the upscale as well imo. The mainly maquette based areas do very well.

>> No.5183285

>>5183247
>neural upscale
So these up-scales are done entirely by a computer? They look really good. I'd be curious to see how they look with GZDoom's sprite resizing options.

>> No.5183286
File: 247 KB, 638x471, 78a18018-baf1-401e-ac86-c612be74c70d.png [View same] [iqdb] [saucenao] [google]
5183286

DoomSlayer Chronicles might be one of the most disappointing releases in recent years.

>> No.5183297

>>5182587
I'm not an optics expert but I'm pretty sure the glass would have to be concave with respect to the plane of vision so that the reflection looks that compressed
we are seeing anything here

>> No.5183298
File: 1.19 MB, 1920x1080, Screenshot_Doom_20181126_161223.png [View same] [iqdb] [saucenao] [google]
5183298

>>5183285
https://www.doomworld.com/forum/topic/99021-v-0-93-doom-neural-upscale-2x/
Kinda wish they would've used the Sprite Fixing Project as a base.

>> No.5183302

>>5182545
>waiting for cs1.6 support
>fucking daikatana gets it
well, can this game be fixed?

>> No.5183304

>>5182486
60 minutes if you plan ahead
of course this is not actually 60 minutes but well...

>> No.5183306

>>5182615
it's just less annoying

>> No.5183313
File: 816 KB, 1920x1080, Screenshot_Doom_20181126_162211.png [View same] [iqdb] [saucenao] [google]
5183313

>>5183285
>>5183298
Also I tried the hires sprite resizing stuff but wasn't noticing it initially. Then I used DBThanatos' gore mod, and when trying it there I noticed the gibs were being affected, but the Neural Upscale stuff wasn't. I wasn't even noticing minute details or slight pixel alterations at all regardless of the settings - not on walls, nor on sprites.

I guess the rescalers just don't work for them.

>> No.5183316

>>5182891
nice 4channel guys

>> No.5183318

>>5182871
>Coloured lighting
>Exceeding palette-limit

This isn't Quake, what is it?

>> No.5183323

>>5183247
>Duke Nukem 3D vibes

Probably because Duke 3D's monster sprites are about that resolution.

>> No.5183324

>>5183318
quakespasm

>> No.5183329

>>5179086
That was quite clever. I wonder if they just switched "notarget" on for that segment.

>> No.5183348

>>5183323
what happened to the guy who were working on parallax and PBR textures for vanilla doom?

>> No.5183438

Between Turok 2 and Unreal, which you think is superior?

>> No.5183445

>>5183438
Turok 2's fun for the feeling of an adventure and I prefer the weapon lineup, but Unreal isn't as maze-like or nonsensical at times, and feels a lot more "natural" about itself combined with a damn good atmosphere and enemy AI.

I'd only pick Turok 2 out of having played it more and preferring the guns.

>> No.5183493
File: 950 KB, 4250x2390, 1539109990338.jpg [View same] [iqdb] [saucenao] [google]
5183493

>>5183168
thank

>> No.5183517

>>5183194
>lets see if I can think of anything else for this map.

Something other than brown! Heretic's E1 sky would help. It has grey, silvery clouds which are really pretty. Oblige can also generate some near looking skies. I'm a huge fan of custom/non-vanilla skies in Doom maps. I think they do a lot to define the character and atmosphere of a level, and I don't think Doom 2's skies are anything special.

Architecture looks really good, though! I like the detail quite a bit, as well as the use of shadows and darkness inside.

>> No.5183539
File: 657 KB, 826x968, Alex_Mercer.png [View same] [iqdb] [saucenao] [google]
5183539

Alex mercer unwittingly bumblefucked into Doomguy's line of fire.

Since we know this is a relatively even match
How fucked are the bystanders?

>> No.5183549

>>5183438
As someone who only played Turok 2 a handful of times, Unreal. Had I owned a 64 rather than a PC I might be singing a different tune. Both games are fun regardless.

>> No.5183550

Alright, lads, here's a map I've been working on over the past two days.

https://www.youtube.com/watch?v=jC-2JDVplsg

Youtube compression sucks, so feel free to suggest alternative video sharing sights that would BFG my videos.

>> No.5183553

>>5183438
both are good

>> No.5183557
File: 56 KB, 256x200, wasteland mountains.png [View same] [iqdb] [saucenao] [google]
5183557

>>5183194
Seconding the other guy. Replace the sky with literally whatever else you can get. The E1 sky texture is fine, or just about anything else.
I think an overcast gray daylight sky would make a decent contrast with all the brown.

I wouldn't say you should make it much less brown, you're going with a theme of it I see, but you should break it up here and there, maybe add some green brick parts in some rooms, perhaps some patches of grass here and there, etc.
The sky alone would do a lot though, so here, try this, and see if Slade is willing to palette it any good, it's made from the E2 sky and the E3 sky. The sky itself will break up against the brown tone of the level as a whole, while the brown mountains will match the brown rocky wastes your level is situated in.

>> No.5183562

>>5183557
Yeah, I'd say only do a very minor bit of green for trim and whatnot, maybe moss/plant growth.

>> No.5183569
File: 1.01 MB, 1920x1080, Screenshot_Doom_20181126_164134.png [View same] [iqdb] [saucenao] [google]
5183569

i've been playing the maps from ashes with hideous destructor, darkdoomz and sbrightmaps and it's fucking incredible, some parts of the maps don't work with hideous destructor's gameplay (in order to start the game you have to quickly put yourself into god mode since the initial fall kills you) although the ladder can deal with most of the long drops, the monster placement and level design just fits hideous destructor so perfectly, darkdoomz makes the whole atmosphere even more tense and sbrightmaps means you're looking in the distance with your scope for some glowing imp eyes to find out where the fuck the fireballs are coming from
1000/10 would recommend

>> No.5183583

>Don't have any weapon that uses shells on a custom character
>Custom HUD still insists on showing the shell icon

>> No.5183617

oh no a cybermond

>> No.5183620

is Grezzo2 the edgiest thing ever put out by the Doom community?

>> No.5183623

>>5183620
yeah, probably.

>> No.5183625

>>5183620
Early in brutal doom's existence i think there was an official addon using actual gore photos as the textures, grezzo is more funny edgy than just what the fuck edgy.

>> No.5183627

>>5183625
I feel like someday he will add a remake or that comumbine kids map as a secret level. mark my words

>> No.5183634

>>5183569
Are there any good 'realistic weapons' kinds of mods that don't screw with the gameplay significantly but would be fun for this kind of thing? You know, besides Faspons and Weapons of Saturn.

>> No.5183638
File: 49 KB, 320x240, 320px-Cyberdreams.png [View same] [iqdb] [saucenao] [google]
5183638

Is this the GOAT puzzlewad?

>> No.5183639

>>5183625
I think he gleefully announced that he was gonna do it, then completely failed to understand why this was recognized by everyone as fucking revolting and tasteless.

>> No.5183643

>>5183634
If you haven't already played ashes 2063 you should, but the sterilized mapset is designed to work with pretty much anything, the way the encounters are designed works really well with mods that make the player more vulnerable, if sneaky doom works with hideous destructor i'd be into playing it again like that. I forget the name but there's one mod with rainbow six weapons that might be good. Forgot to mention in my initial post that i'm also using immerse which is an extremely good camera/aiming mod that is a fusion of realistic aim and tilt++.
>>5183639
I recall it being attached to the post back when brutal doom was still allowed on zdoom's forums, but i'm probably wrong.

>> No.5183656
File: 695 KB, 994x738, sweating jotaro.png [View same] [iqdb] [saucenao] [google]
5183656

Blood is wearing me down, lads

>> No.5183661

>>5183639
Prior to the real gore announcement, I had a passing interest in Brutal Doom. Afterwards, I really just wanted nothing to do with it. I get that it was an optional file, but I just can't stand IRL gore, and could never look at the mod the same way. I honestly prefer Beautiful Doom and Smooth Doom for making Doom look more fluid. Or the OG graphic violence mod: Nashgore.

>> No.5183662

>>5183656
Blood is a serious gauntlet. Wind down with a bit of Duke Nukem 3D for the day.

>> No.5183665

>>5183638
Yes, so far. Nobody's really tried because everyone likes the same dull square-room maze bullshit.

>> No.5183672

>>5183656
What difficulty are you playing on, my dude?

>> No.5183745

>>5183672
Well Done
Fuck those god damn hands

>> No.5183780

>2001
https://www.newgrounds.com/portal/view/30786

>> No.5183790

>>5183745
I'd suggest turning it down to Lightly Broiled whenever you start the next episode. That's how I played the game the first time, and it was still challenging and fun enough. The hands are kind of retarded. If I remember right, they can be detached from your neck by pressing the use key over and over again.

>> No.5183791

https://www.youtube.com/watch?v=PvaPkr-3XMs

>> No.5183810

>>5183791
I remember being in sixth or seventh grade when I first saw Nash Gore and I clearly remember thinking how violent and graphic it was. Vid related was the first I had ever seen of it.
https://www.youtube.com/watch?v=x00gzLPkODI

Next clear memory of it was:
https://www.youtube.com/watch?v=nS1VBcCcJzM

Had to be the most violent Doom mod I had seen at the time. Will give this a shot.

>> No.5183872
File: 46 KB, 864x501, RalseiGetDownFromThere.jpg [View same] [iqdb] [saucenao] [google]
5183872

I fucking adore this Ralsei companion mod. With Ashes 2063 it's one of the comfiest Doom experiences I've ever had.

>> No.5183883

>>5183872
ok but
what about susie
keeps swinging an axe around
constantly switching between friendly and hostile, but never actually killing anything

>> No.5183886

>>5183304
Thanks!

>> No.5183892

>>5183883
>but never actually killing anything
How do you even not go for 100% everytime?

>> No.5183916
File: 1.72 MB, 960x720, South Park PC.webm [View same] [iqdb] [saucenao] [google]
5183916

>>5182056
>>5182062
>>5182072
>>5182078
It can actually be played on modern PCs without too much hassle. Ended up finding that there's a copy on the Internet Archive complete with instructions on how to run it. The fix makes use of some app compatibility patch and nGlide so you can run it at any resolution you want. Tested on my machine which is running Windows 10 Pro 64-bit and it ran just fine.

Quick webm made and here's a link for those curious
https://archive.org/details/SouthParkPCGame1999

Now for online multiplayer, I'm not sure how easy that might be.

>> No.5183948

>>5183872
What IS that thing?

>> No.5183951
File: 1.50 MB, 1920x1040, tol 2.png [View same] [iqdb] [saucenao] [google]
5183951

>>5183517
>>5183557
I was a little iffy on the brown in my levels and the sky was going to be replaced at some point. For the most part I plan on making stuff for this level as I go with the only set in stone aspect being the light/dark contrast and Plutonia theme.

>> No.5183954

>>5183948
I don't know, I've never seen that species before!

>> No.5183957

>>5183916
Hamachi or some such might help that.

>> No.5183961
File: 38 KB, 788x499, RalseiNoGetDown.jpg [View same] [iqdb] [saucenao] [google]
5183961

>>5183948
Ralsei from Deltarune. I haven't played Deltarune before(I did play the original Undertale about 1/3 of the way through) but one of my friends who was into the game convinced me to get the mod. It's pretty cute and it's also helpful because he can restore your health on the spot by hugging you.

>> No.5183962
File: 546 KB, 1280x1024, Screenshot_Doom_20181127_012203.png [View same] [iqdb] [saucenao] [google]
5183962

Map03's getting nearly done, balances to fix up, exit cutscene, and then we can do up the first two maps before calling it a demo release.

>> No.5183964

>>5183948
He's a goat.

>> No.5183967
File: 6 KB, 200x200, hellknight.gif [View same] [iqdb] [saucenao] [google]
5183967

>>5183964
but doomguy kills those

>> No.5183978

>>5183951
the tech steps don't fit with the rest of the architecture anon

>> No.5183979

Why is Serious Sam so fucking boring

>> No.5183983

>>5183979
because it's extremely repetitive and predictable
t. SS fan

>> No.5183985

>>5183979
Too serious

>> No.5183987

>>5183983
Yeah, I did beat the first two games once but I can't fathom ever replaying them again.

>> No.5183990

any doom engine gurus here
how does the rendering work?

>> No.5183991

>>5183983
true
I really enjoyed 1 and 2, but I spaced them out over the course of like a year

>> No.5183992

>>5183990
It just does

>> No.5183993

>>5183992
that's a shit answer

>> No.5184001

trip and tear

>> No.5184004

>>5184001
tits and rear

>> No.5184005

>>5184001
> off by one

how should i kill myself in doom

>> No.5184007

>>5184005
And in a slow board, no less. Go and play Final Doomer, choose JPCPguy and promptly commit sudoku.

>> No.5184009

>>5184007
it jumped by 3 numbers instantly

> Go and play Final Doomer, choose JPCPguy and promptly commit sudoku.
alright

>> No.5184012

>>5183872
No kidding, bringing him along in stuff like Netronian Chaos and BDLite is fun since his hugs heal, he dances and says uplifting things for morale and it's funny when he goes into a room of baddies and hugs everyone in there to death after the door closes behind him.

I plan to see what happens if I bring him along in Hideous Destructor, High Noon Drifter and Chex Quest

>> No.5184014

Is it normal to get random corrupted brushes when making Quake maps? I keep ending up with seemingly normal brushes that end up invisible or HOM's in-game. And then when I delete them and make a new one in their place, it's fucked up too. Anyone have experience with this?

>> No.5184024

>>5183978
this. I presume they're placeholder though.

>> No.5184038
File: 734 KB, 1280x1024, Screenshot_Doom_20181127_023356.png [View same] [iqdb] [saucenao] [google]
5184038

>>5183962
And I've once again run into a snag because of scripting bullshit I don't understand:

This room is a semi-randomized encounter; with the archvile intended as the main sub-boss/threat. The problem is, teleporting him to the center here and keeping him there is one problem; the other is his health which doesn't seem to want to change; he still goes down in 3 hits from SSG.

The script is as follows:
script "archvilething3" ENTER
{
while(true)
{
if(GetActorProperty(10, APROP_Health) <= 175)
{
SetActorProperty(10, "APROP_Health", 3000);
setactorstate(10, "see");
TeleportOther(10, 123, yes);
thing_damage(10,-3000);
delay(6);
Thing_Stop(10);
delay(33);
Thing_Deactivate (10);
autosave();
break;
}
delay(1);
}
}

Obviously I don't know what the fuck I'm doing.

>> No.5184053

>>5184038
>"APROP_Health"
it's not a string, just do APROP_Health

>> No.5184057

>>5184038
And then it decides to work for some reason? I don't get this shit at all.

Differentials:
SetActorProperty(10, APROP_Health, 3000);
Thing_Stop(10);
setactorstate(10, "see");
TeleportOther(10, 123, yes);
thing_damage(10,-3000);
thing_damage2(10, -3000, 0);

>> No.5184058

>>5184053
Freakin' ninjas. Thanks though.
I genuinely don't get the difference, but whatever.
https://www.youtube.com/watch?v=PTJ0oTx-FnE

>> No.5184060

>>5183948
A toothpaste boy.
He's very soft.

>> No.5184076
File: 144 KB, 1022x762, overlays.png [View same] [iqdb] [saucenao] [google]
5184076

>>5184058
>>5184053
Right. Map03 is 'functionally' complete then. I'll give it a couple more runs later down the line, but right now I want to polish up Map01 and Map02 respectively; as I want to make the first three maps high quality; However, at this point, I've grown tired and burnt out on the prospect and really want to work on a fresh map; which will allow me to go back into the whole thing with a clear mind.

Some people gave some proper and useful feedback, but I don't understand a lot of that either unfortunately; or don't understand proper execution of the idea.

Which of these two seems like the more pressing map?

>> No.5184094
File: 27 KB, 600x518, prkersglasses.jpg [View same] [iqdb] [saucenao] [google]
5184094

>>5183872
>>5183961
>filters

>> No.5184301

>>5182871
the green filter or whatever makes it so ugly, remove that

>> No.5184356 [SPOILER] 
File: 541 KB, 4032x3024, 1543329185490.jpg [View same] [iqdb] [saucenao] [google]
5184356

YOU ARE TINY GLASSHOPPAH

>> No.5184398
File: 739 KB, 1167x708, barney.png [View same] [iqdb] [saucenao] [google]
5184398

>>5183872
>>5183961
if you think the goat is too gay the author is working on Barney the tomboy bully

maybe we will see a Kris addon in the future, that would be pretty stylish

>> No.5184410

>>5183916
I did every step that was in the readme.txt file in order but the game won't launch. Maybe it's because I used WinCDEmu instead of Daemon Tools Lite but I recall that the latter had adware or malware or some shit so I'd rather not.

>> No.5184504

>>5183961
what is the mod called?

>> No.5184506

>>5184504
Ralsei companion mod.

>> No.5184530
File: 310 KB, 600x468, 1542428171580.png [View same] [iqdb] [saucenao] [google]
5184530

>load up vanilla for what seems like the first time in years
>it feels so bland after playing hundreds of .wads and mods
anybody else ever experience this?

>> No.5184592

>>5183990
Binary Space Partitioning

>> No.5184594

>>5184530
Never. It's always a pleasure returning to the real deal.

>> No.5184595

>>5184530
Not really, in spite of me playing every pwad with a mod nowadays.

>> No.5184646

Has anyone tried making a dating sim in Doom?
Like a TC that feels like a visual novel/walking sim type of game, taking place in a different setting and with a huge emphasis on NPC interaction?

>> No.5184651

>>5184646
There's Mr. Friendly, where there are no guns and you instead have to complete tasks for monsters to finish levels, it's kind of like animal crossing in doom, complete with a (very basic) fishing system.

>> No.5184653

>>5184646
community is falling 3 has heavy npc interaction, Strife-style.

>> No.5184681
File: 30 KB, 184x184, c2a6d534c55f4c664150083dda87e76131259397_full.jpg [View same] [iqdb] [saucenao] [google]
5184681

thoughts on fireblu?

>> No.5184706

>thinking about eternal's new shoulder cannon
>suddenly remember that one hacx weapon

>> No.5184758

>>5184681
> not animated

>> No.5184759
File: 654 KB, 500x480, Mr. Friendly.gif [View same] [iqdb] [saucenao] [google]
5184759

>>5184646
I think like 10 years ago or something, someone tried making a furry dating sim in ACS.

>>5184651
>Mr. Friendly
I can't read that name without thinking about that monster they were considering in the Half-Life beta, which would show up and eat random dead bodies (for memory reasons, actually, to get rid of them), as well as knocking off Gordon's glasses and trying to rape him to death.

>> No.5184764

>>5184592
I know that

>> No.5184817

>>5184530
Not for real Chocolate/Crispy vanilla. GZDoom "vanilla" feels awful to me.

>> No.5184832
File: 1.60 MB, 1920x1080, Screenshot_Doom_20180810_151741.png [View same] [iqdb] [saucenao] [google]
5184832

>>5184681
It's okay -- IGN

>> No.5184836

>>5184706
>It's even in the left side
>>5184832
We still don't know the context of the texture.

>> No.5184839
File: 948 KB, 1315x737, fireblu and bitrates.png [View same] [iqdb] [saucenao] [google]
5184839

>>5184681
Makes your streams and videos pretty.

>>5184836
It's supposed to be some kind of flame or energy, obviously.

>> No.5184863
File: 39 KB, 640x400, Screenshot_Doom_20181127_142154.png [View same] [iqdb] [saucenao] [google]
5184863

Ashes 2063 is good stuff.

>> No.5184883

Cacowards in two weeks.

What do you think will win?

>> No.5184885

>>5184883
Metadoom finally has the artifact but still won't win

>> No.5184887
File: 198 KB, 1078x1348, 1522734584838.jpg [View same] [iqdb] [saucenao] [google]
5184887

>>5183979
>>5183983
I agree that from the gameplay standpoint it got stale pretty fast as I aged.
But I won't lie, I still enjoy the scenery they did of Egypt, Mesoamerica and Babylon. Plus the OST too.

>> No.5184897

>>5184883
Total Chaos, likely. Due to it's "omg this is in DOOM!?!?" factor.
It probably deserves a win, but raises the question: when a Doom mod no longer a Doom mod? SRBK probably deserves a win too, but the same question applies.
Many Doom ports are essentially indie game engines at this point.

>> No.5184910

>>5184883
GMOTA for gameplay mod.
Golden Souls 2 if the judges aren't faggots.
Guaranteeing some kind of reference to Total Chaos.

>> No.5184916
File: 424 KB, 840x525, Screenshot_Doom_20181127_215142.png [View same] [iqdb] [saucenao] [google]
5184916

>>5183872
>>5183961
He's truly a sweet cinnamon roll.

>> No.5184919

>>5184883
>>5184897
Total Chaos will take Mordeth if nothing else, its development started around a decade ago.

>> No.5184925

Is there a mod for Doom that simply makes the weapon switching instant like in Quake?

>> No.5184928

>>5184883
Golden Souls 2, Total Chaos, maybe Abort_M.

The Sonic Robo Blast Kart racer will at least get a mention for breaking the curse.

>> No.5184930

>>5184925
You just take out the raise/lower from weapons, it's really easy.

A few like Psychic do it by default.

>> No.5184931

>>5184883
probably qc
speaking of which
https://www.youtube.com/watch?v=G9Z_qPsM3RM

>> No.5184936

>>5184928
I've never seen SRB2 mods get Cacowards before, so why would they now?
...and why all the attention towards it, all of a sudden? I swear SRB2 Kart has been around for a decade or so by this point.

>> No.5184948

https://www.youtube.com/watch?v=G9Z_qPsM3RM

>> No.5184951

>>5184948
>>5184931
thanks for letting us know, chief

>> No.5184956

>QCDE gets too many characters already in a whole year

>> No.5184958

>>5184883
GMOTA, Total Chaos, Quake Champions, Golden Souls 2. A lot of high profile releases this year.

>> No.5184965

>>5184948
Fucking amazing.I've wanted Freeman in the mod but I didn't expect him to actually make it in.

>> No.5184968

>>5184956
>Too many
It's a fair selection of characters.DBT decided to go all out with this update. It's going to take a while for the next one.

>> No.5184973

>>5183948
a character from a boring, bland game.

>>5184931
>>5184948
so when do we jump the shark and start shoving characters from different game genres? we might as well get ahead of the curve and start pushing max payne in there just because.

>> No.5184976

>>5184973
>you're in a Doom mod, Max

>> No.5184979

>>5184976
>funny as hell...

>> No.5184986
File: 1.78 MB, 1920x1080, Screenshot_Doom_20181127_163830.png [View same] [iqdb] [saucenao] [google]
5184986

this mod isn't too bad, when you're a master of the martial arts.

>> No.5184989

>>5184979
>It was the most horrible thing I could think of. . .

>> No.5184991

>>5184973
If it's fun,that's all I care.
If he puts characters who don't come from an FPS game but were actually in one,It would be fine for me.
Like Jackie Estacado from the Darkness or Tal'Set/Joshua Fireseed from Turok.

>> No.5185000
File: 1.02 MB, 1366x850, Screenshot_Doom_20181124_144858.png [View same] [iqdb] [saucenao] [google]
5185000

Even with all its issues I liked Brutal Wolfenstein 3D.
I really liked the direction it was going for with EP 1 & 2 Remakes.

>> No.5185034

>>5184014
It isn't normal, no. Make sure your map is sealed and you're running modern compiling tools, especially qbsp and vis (i.e. ericw's versions).

>> No.5185075
File: 168 KB, 1301x446, subs.png [View same] [iqdb] [saucenao] [google]
5185075

hey folks, video gay here
I was nearing 100 subs until yesterday so I thought that would be a nice excuse to get off my ass and work in another guide, and then I noticed I just lost 83 people all of the sudden
I guess that's the youtube algorithm declaring me a lazy pice of shit, I havent uploaded anything in a while but I dont think that many people decided to unsub the same day right at the same time

might be a site hiccup, I dont know, if any of you subbed in the past I would like to know if you got unsubbed without your consent, I heard of that happening before, hell, I had to resub to the creator of Earthworm Jim twice in the past

Its not a big deal considering the site is aiming to curate your subscription feed, making subs more and more irrelevant by the day, but its still rather annoying
I swear to god if I have to resub to Doug Tenapel one more time

>> No.5185078

>>5185034
Odd, I am using ericw's compilers with -leaktest to ensure they're sealed.

>> No.5185081

>>5184410
I think at one point Daemon Tools may have but I don't think it does now, I'm mainly using it since I found that my motherboard came with a license for the software. I'm guessing that due to the game being protected by SecuROM it might not work with many virtual drive programs, I was seeing stuff about "Generic SecuROM R5 v5.1" working with this game that temporarily blocks out the SecuROM stuff while it's running. There might also be NoCD patches available too, I didn't really look too much.

>> No.5185084

>>5185078
post your map and bsp to func_msgboard or #terrafusion for help

>> No.5185085

>>5185075
Says I'm still subscribed so either I'm one of the eleven or they've made a fuckup displaying the number.

Also Doug's a pretty cool guy.

>> No.5185175
File: 199 KB, 939x458, this is a TERMINATOR shotgun.jpg [View same] [iqdb] [saucenao] [google]
5185175

>>5176886
>>5182389
>>5176871
All of this basically.
Best way to screw with lost souls is to shoot them "once" while they're charging, they just kinda float backwards because they were interrupted with a painstate. Just dont do it again otherwise they go back to normal roam and can attack you again (shotgun, pistol).
The real reason they're used is to prevent rocket spam, thats why they're in E2M8 instead of a bunch of Barons. You've got rockets to burn against the Cyber, the lost souls are there to get in your face and make you eat your own explosives.

Good Doom style game?
I suggest 4 weapon switchout similar to Rise/Triad and allowing melee to use with any weapon you've got (similar to duke's boot or halo's rifle butt mechanics).

Also shotguns dont have to be shotguns...
- Some kinda thing that sprays projectiles in rapid succession, I like the idea of a goop gun that spits out a bunch of low gravity blobs, then they detonate 1-2 seconds later. So its like a flamethrower with more range but does damage like little grenades.
- Burst fire weapon that sprays shots all over the place because of recoil, but it fires real fast. Secondary fire mode shoots 1 shot at a time with reasonable accuracy.
- Grenade Launcher that shoots low powered grenades (20mm?) but its got a canister buckshot load it can also fire. Separate ammo type pickup. This one you can give it a wide spread because IRL those actually do spread kinda wide. There's a future-setting gun in Black Ops 2 like this which you get early on during a hang-gliding mission.
- Also you can go tandem with Shotgun blasts... have it shoot a strong reasonably accurate projectile (a small slug) with a pattern of buckshot around it. So close counts, but it still favors accuracy.
- Dont make shotguns do "per hitscan" damage that stacks up * number of hits. Use a mechanic where single hits do crap damage but can still faze targets, while the more hits you take, and the closer you are, the more damage gets caused in total.

>> No.5185185

>>5184005
plutonia + hideous destructor

>> No.5185187

>>5184038
this has punchy ibiza music, right?

>> No.5185190

>>5185185
More viable than you'd think.
Hunted is a nightmare like nothing else, however.

>> No.5185194

>>5184883
bolognese of course

>> No.5185197

>>5185190
it's viable and it also makes you want to kill yourself

>> No.5185198

>>5185185
what about hideous destructor + sunlust?

>> No.5185207

what's the best source port for quake 1 coop?

>> No.5185214

>>5184398
>Susie ax-murdering demons
I'm ready

>> No.5185215
File: 89 KB, 600x450, kac pdw 4pounds.jpg [View same] [iqdb] [saucenao] [google]
5185215

>>5185175
I say 4 Weapons switchout for a few reasons:
Doom and IDs all-the-weapons-you-can-eat setup is just simply unrealistic and unchallenging. You always have the tool for the job and you never lose them either.
> for all the following melee, grenades, inventory items dont count.
- Hexen's 3* weapon setup is literally not enough weapons for it to be fun. Thats a zelda puzzle game anyway. Plus you never really lose those weapons.
- Halo's 2 weapon switchout is too restrictive, there are plenty of weapons available but only being able to carry 2 especially when some of them dont require spare ammo to carry just begs for more.
- Rise/Triad had 4 weapons but the single pistol kinda counts as a melee item and there were plenty of aux weapons but only 1 slot was switchable.
- F.E.A.R. had a good thing going with its 3 weapon switchout and it was very well balanced, probably realistic enough too for an SOF agent. But a Doom style game isnt counter-strikey at all and has some license to have a little more leeway.

So thats why I say 4 Weapon switchout.
- Slot 1 being a pistol or small weapon you're not supposed to use much so your ammo capacity is pretty low (like 6 mags). But you can switch it for different kinds of pistols that do different things, a slow magnum, a short range blaster, standard fast firing pistol, etc.
- Slot 2 and Slot 3 carry the same types of items but they have size classes between them and if you're carrying two weapons of the same size class your maximum ammo for both of them gets nerfed by about 1/3rd. These would also include dedicated Melee weapons like Pickaxes, Chainsaws, etc. But if you observe the size class limitation and have something like an SMG + Shotgun instead of a Shotgun + Rifle you can make it effective.
- Slot 4 is the big guns slot of course. Anti-Tank rocket, Minigun, Turbo Plasma Gun, other scary things. If the slot isnt filled you can carry more grenades or something like that and those spill out when you pick one up.

>> No.5185220

>>5185215
>and you never lose them either.
Try pistol start.

>> No.5185235

>>5185220
to be fair, while all vanilla maps are designed for pistol starts, it's an optional personal challenge for players, not a native factor of the game. especially since the original game didn't exactly accommodate for it besides dying every map for a fresh start

>> No.5185243
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google]
5185243

>>5185220
Thats an understood and irrelveant part of the game/argument here.
If you play through the levels without dying you keep the weapons. Its not like you've got to drop your BFG and drop rockets to be light enough to vault some chasm. And you dont have to make choices about which ones you're going to grab either, you can have both.
Its not so much the realism issue as it is making you superpowered without the need to balance weaknesses. You just get more and more.
None of IDs games do this. Even though they were the pioneers of these games. Heck even the Half Life games dont make you drop stuff so that you can pick up some more of something else.
On the other hand when you've got a game with limited item slots they usually go to the other extreme like the ones ive listed.
>>5185215

>>5185235
the pistol start requirement is just to make sure the game isnt broken by you dying in vanilla OG or warping.
Would've been avoided if there was autosaves at first level entry like source ports do. Wouldnt have to insert replacement SSGs and RLs, etc.
They could've been randomized switch item spawns where if you have the item its just an ammo package, and if you dont have the item then one of these spots on the map will have the replacement weapon on it (so that way you never quite know where in the map your replacement weapon is at if you've warped in).

None of this would've required anything beyond trivial coding in those days. The per-level autosave could've been done when you reach the end screen tally of the previous map.

But considering that System Shock was a thing back around the same time, it seems the iD folks more or less just wanted to keep things as simple as possible.

>> No.5185251

>>5185243
>But considering that System Shock was a thing back around the same time, it seems the iD folks more or less just wanted to keep things as simple as possible.
Back in the days of $5000 PCs that were obsolete within a year, that was important. System Shock existed and it's very impressive to look at now, but back in 1994 nobody had the hardware to run it even remotely well. You would've been lucky to hit 20FPS, while Doom was plenty capable of hitting its cap of 35 if you weren't playing on a 386.

>> No.5185253

>>5185243
>it seems the iD folks more or less just wanted to keep things as simple as possible.
There was also the whole "John Carmack wanted an arcade-style action romp instead of a more hub-based and story-aided shooter" kind of thing that caused turmoil in development. Wouldn't be Half-Life in 1993 or anything, but creative differences caused a pretty big shift that coincidentally veered Doom away from being comparable to System Shock or the like of its time.

For the better in my opinion, since fans can do as they please in creating something more akin to the original design given how impressive something like Ashes turned out.

>> No.5185264

>>5185253
Ashes?

>> No.5185272

>>5185264
Ashes 2063, post-apocalyptic total conversion that mixes Doom style gameplay with Strafe intermissions and some vehicle riding levels. There's a combat-levels only version made for mod compatibility if you want to use different monsters and weapons.

>> No.5185274

>>5185253
>iD
why do people mess this up?

>> No.5185278

What are your favorite COOP/INVASION mp wads?
For me its Master of Puppets, then Complex Doom, then Brutal Doom

>> No.5185297

>>5184883

GMOTA gets best gameplay or else we riot.

>> No.5185298
File: 2.93 MB, 1280x720, ninja pirate.webm [View same] [iqdb] [saucenao] [google]
5185298

>>5185278
hideous destructor

>> No.5185334

>>5185297
I thought they didn't award just for updates though.

>> No.5185347
File: 14 KB, 369x300, asdaa.png [View same] [iqdb] [saucenao] [google]
5185347

>>5185085
welp thats weird, its back to normal now
guess it was just the site shitting itself

>> No.5185350
File: 2.38 MB, 1920x1080, 1523203595041.png [View same] [iqdb] [saucenao] [google]
5185350

I'm using Quakespasm Spiked 0.93.1 since a lot of time, I downloaded that Koohoo map and my Wheeldown for Prev Weapon is not working, it works with other actions
what can be happening?

>> No.5185358

>>5185350
did you try it in normal quakespasm
always try in normal qs before using spiked

>> No.5185370

>>5184681
Fun texture I use it
>To signify reality falling apart
>For "walk in" teleports.
>For 'energy' what ever that means

You can do all sorts of neat stuff when you have 10+ linedefs in a row with FIREBLU as a middle texture, and set the linedefs to be translucent. Also cool to scroll it.

8/10 texture, but needs to be used sparingly. Using it excessively just detracts from its coolness.

>> No.5185373

>>5185334
drla got an award, same with guncaster

>> No.5185381

>>5185297
GMOTA's not really "done" anyway, is it? Last I heard he still had 1 and a half characters to add.

>> No.5185406

>>5185350
>>5185358
I've realized it only happens in that map

>> No.5185456

>>5185298
i fucking hate ninja pirates so fucking much

>> No.5185470
File: 2.19 MB, 1920x1080, 1515253692720.png [View same] [iqdb] [saucenao] [google]
5185470

another thing
I'm pretty sure I had aa enabled before, it's even forced in the nvidia panel

>> No.5185487
File: 383 KB, 2502x2055, 5A576761-8C85-4DA5-9075-610490F4038D.jpg [View same] [iqdb] [saucenao] [google]
5185487

I’d nominate pic related for the next thread theme

>> No.5185493

>>5185470
you do have aa on, look at your nailgun

>> No.5185506

>>5185487
that shotgun looks so small
i thought it was doomgiy doing the
> omae wa mou
> shindeiru
pose

>> No.5185512
File: 28 KB, 534x401, wiseau.jpg [View same] [iqdb] [saucenao] [google]
5185512

Arcane Dimensions is the most overrated shit ever. Every level is crammed full of meme enemies. Some maps are so huge they have long loading times and slowdown even on a modern, decent PC. And they fucking fucked with the shotguns. They replaced the good ol' super shotgun sound with their own shitty version. In some levels they just flat-out replace it with their own unsatisfying triple-barrel (how could they fuck up such a good concept?). And they made all of the shotguns fucking projectile weapons, making the gameplay NOTICEABLY more slow and assified. It's straight-up insulting to classic Quake. And everyone hypes it to no end (including normie video game publications) to be THE Quake mod.

>> No.5185519
File: 560 KB, 614x829, file.png [View same] [iqdb] [saucenao] [google]
5185519

>>5185506
It's the angle.

>> No.5185524

>>5185381
Samson being a kobold does not make him half of a character.

>> No.5185541

>>5185512
The non-hitscan weapons have actively diminished any desire I have to play it.

>> No.5185542

>>5185512
they rolled back the projectile shotguns to an optional toggle iirc

>> No.5185550

>>5185541
Well that's good, I'll have to look into that. It's such a stupid idea, bullets/shells IRL travel so fast they might as well be instantaneous for the purposes of a video game. But in AD they're slow enough for you to visually see them flying towards enemies.

>> No.5185573

>>5185512
>>5185541
>>5185542
>>5185550
The widowmaker needs a different sound effect, sorry but thats just gotta be changed.
Something with a loud BANG to it. Kinda like how the original fallout 1 sig sauer and 223 pistol were just over the top loud as shit.

Im thinking maybe the doom2 ssg sound could be mixed in with it as a tongue/cheek reference but the bulk of the sound should be something big and nasty reminiscent of an explosion (eg, half life 2 explosion, the blade runner pistol sound from the office interrogation)

>> No.5185576

>>5185573
>Im thinking maybe the doom2 ssg sound could be mixed in with it as a tongue/cheek reference
i'm thinking you should suck my dick

>> No.5185612

>>5185493
yeah, I meant to say anisotropic, I'm using nearest linear and far pixels wobbles all over the place

>> No.5185614

>>5185512
>>5185542
>>5185550

I think the idea behind the projectile shotguns was that so you could dodge shotgun blasts from grunts. I personally never had an issue with AD's shotguns as none of the enemies move fast enough to escape your shotgun fire. All of the enemies in AD (with the exception of shamblers I think) are standardized to fire projectile attacks.

>> No.5185627

>>5185614
You can dodge shotgun blasts from grunts in id1, though. Just keep moving perpendicular to them (i.e. circle strafing)- they're specifically set to always aim just a bit behind the player, so you only get hit if you run directly at them or away from them.

>> No.5185630

>>5185576
go jack off to the thought.

>> No.5185642

>>5185627
Cool I never knew that. Normally I just chain stun them or use cover. Does the same apply to vanilla doom grunts aswell? They also seem to miss a lot.

>> No.5185645

>>5185642
>Cool I never knew that
That's because it's not true at all.

>> No.5185657

>>5185645
b-but anon... people on t-the internet never l-lie!

>> No.5185659

Beat Saber Doom mod when?

>> No.5185668
File: 9 KB, 494x190, army_fire.png [View same] [iqdb] [saucenao] [google]
5185668

>>5185645
it is though; they take your position, subtract 20% of your velocity from that, and aim at that point instead

>> No.5185678

Are any of the Quake speedmapping packs worth playing? There's like a million of them but most don't have any ratings or reviews.

>> No.5185679

>>5185668
>>5185645 btfo

>> No.5185685

>>5185678
They're usually short enough that even if they're not worth playing by themselves, you're not wasting too much time if they turn out to suck. Some of them have some pretty damn imaginative map tidbits (or full maps, if the author is one of those "bang out 3000 units and 2 hours of gameplay in a weekend" types).

>> No.5185723

>>5185512
>Every level is crammed full of meme enemies.
stopped reading there

>> No.5185725

>>5185723
Only on fucking 4chan can people find a reason bash AD.

>> No.5185726

>>5185725
>4chan
you have to go back

>> No.5185729

>>5185723
Most of the enemies are annoying and/or unfitting. And most of the levels use them as much or more than the original enemies. it doesn't even feel like Quake.

>> No.5185731

>>5185725
I can't hate about AD as a whole but I will happily bash some of the levels if prompted. Looking at you, Fucky Suckbottom.

>> No.5185736

>>5185726
same shit, different domain
they didn't even touch the homepage logo

>> No.5185745

>>5185729
I prefer vanilla Quake mechanics over AD but AD mechanics are a nice break from hundreds of other vanilla releases. I don't think the authors were going for pure vanilla quake and even then it's still very close to vanilla quake when compared to your typical doom partial conversion mod.

>> No.5185746

>>5177445
I think it's less that people find it harder to make good levels due to the limited bestiary, and more just that most people simply don't see a point in limiting themselves to the smaller bestiary, unless they specifically want to make a set that tickles the doom 1 nostalgia. It's why a lot of Doom 1 mapsets don't include many new textures, if at all, besides maybe liquids and skies.

>> No.5185754

>>5185731
Leptis Magna really dropped the ball with the metric fuckton of enemies that spawned other enemies. I really enjoyed AD but fuck who ever thought making a 500 enemy map filled with fucking 500 pain elemental type enemy variations.

>> No.5185756

I think, SimonOC's deal is that he constantly misquotes.

His levels are packed by references to OG Quake's conventionalities, modern layouting conventionalities and his own invented tricks, but the deal is that all those references are subtly corrupted in being intentionally simplified and dumbed down. The same concerns SimonOC's own invented tricks. The first time around they appear in a more nuanced, from a gameplay standpoint, form than during the following times. In other words his levels seem to me to be packed full of REMNANTS of once good and interesting ideas, that are intentionally simplified, misused and run into the ground. Like a junk heap. Like, oh, it wasn't as good as you remember it, those are just nostalgia googles, you know. Of course in that junk heap any new ideas, any novelty, diamonds in the rough, do shine and stick out. However, they don't shine as much because they are big shiny diamonds, as because they are contrasted with something that progressively turns into schlock the more it appears in his levels.

That's... basically... planned obsolescence.

>> No.5185757

>>5185736
don't engage the /v/igger. they don't like it when their narratives are challenged.

>>5185756
you should fuck off too, thesaurusshitter.

>> No.5185760

Has anything good happened in the Duke 3D community since the DNF mod?

>> No.5185761

>>5185756
Fuck off.

>> No.5185767

>>5185756
The consequence is that because he doesn't develop either his or others' ideas as much as he runs them into the ground, and is constantly chasing shinies, as in new ideas, that don't have anything to do with the old ones, his levels, even in the best, new and shiny, parts play very shallow and lowest-common-denominatory. There isn't common theme, because he doesn't develop his themes, he hops from a theme to theme. And as for reused parts, they are pure timesinks that is only there in order to present the new gimmicks in a better light, and a blatant disrespect to the players time.

>> No.5185768

>>5185760
what can be better than being owned by gearbox?

>> No.5185771

>>5185768
Anything

>> No.5185774
File: 160 KB, 424x362, 1517009776351.png [View same] [iqdb] [saucenao] [google]
5185774

it's absolutely impossible to create a thread in /v/ over ut2k4

>> No.5185776

>>5185760
total meltdown tc?

>> No.5185781

>>5185756
>That's... basically... planned obsolescence.
THIS ANON IS POSTING SHIT POSTS EVERY WEEK AND BASICALLY, YOU'RE FUCKING OBSOLETE
HOW? JUST WATCH THE FREE VIDEO

>> No.5185796

>>5185754
I was just playing that and thinking the same damn thing. There's one area that has multiple wizards spawning lost souls and a yakman spawning giant imps. And both of these enemies are reskins of other enemies, and placed far away, so I visually couldn't even perceive that they were spawner types until the room was full of new enemies. Fucking annoying as shit and can decimate your ammo if you don't kill all of them quick enough.

>> No.5185797
File: 8 KB, 255x191, comfydoom2.jpg [View same] [iqdb] [saucenao] [google]
5185797

>>5184925
>>5184930
After about 15 minutes of fumbling in WhackEd, I managed to make it work. It looks like glboom+ and chocolate doom don't like it though, because they both crash after a few minutes of play. Works fine with GZDoom.

Here's the patch if anyone's interested in trying vanilla doom with instant weapon switching:
https://www.dropbox.com/s/rstyjmn9ra7pspx/instant_weapon_switch.deh?dl=1

>> No.5185798

>>5185756
Not a great way to start a conversation. You should start out with "Has anyone played X? I think it has some good ideas, but others are just overused staples of the era"
There. I just said everything you did in 2 sentences + gave others an opening for input.

>> No.5185801

>>5185797
If it doesn't work in Boom then you might as well use Decorate.

>> No.5185804

>>5185524
lel

>> No.5185810

>>5185796
Leptis was the last AD map I played because of the horrid enemy placement and choice. I would fire up the map several times, get a half way through, and just think to myself: "fuck this' and quit. It's a shame that the enemy choice is so poorly designed because the rest of the map is really well done. The scripted sequences, verticality, visuals, end sequence, secrets, lore and general pacing are all very well done. But those fucking skull wizards and mini vore spawners god awful.

>> No.5185825

>>5185810
Oh yeah, I forgot about the vore reskins. It's just so tedious. The enemies are already bullet sponges, adding a bunch of spawned enemies on top of that makes an encounter with them slow as fuck, feeling more like a mini-boss than a regular fight.

>> No.5185837

>>5184530
Vanilla Doom ep 1-3 is always a treasure, Doom 2 vanilla is a slog

>> No.5185842

>>5185837
Slog is best way to describe vanilla doom 2. I can play knee deep in the dead over and over again but as soon as I get shot if the back by those fucking shot gunners that spawn behind you in underhalls I lose the will to go further.

>> No.5185847

>>5185842
Giving up on only the second level is just sad.

>> No.5185857

>>5185847
I mean in terms of replay ability. Compared to doom 1 doom 2 just doesn't have the same replay value. Doom 2 just has a weird flow with maps that have very creative scenarios and layouts but are kinda hit or miss their hit or miss nature make them harder to play in rapid succession.

>> No.5185882

Samson >>>>>>>>>> Cygnis

>> No.5185913

>>5185512
Eh, I think its generally good, but does have some changes that bother me.

I prefer playing quoth maps, myself.

>> No.5185914

what's the most colorful quake map?

>> No.5185916

>>5185914
watch grass grow, can't remember the filename

>> No.5185919

>>5185914
>>5185916
>inb4 ter shibboleth

>> No.5185986

>>5184883
a lot of wads and mods got released this years but off the top of my head, i'm
probably gonna say ashes, traveling to the moon and order of the odonata

>> No.5186025
File: 29 KB, 741x568, 1519056769209.png [View same] [iqdb] [saucenao] [google]
5186025

is there a plain directional damage indicator mod?

>> No.5186030

>>5186025
Doom had the first ever damage indicator in an FPS, it's where you glance when you're hit.

>> No.5186032

>>5184928
There's no way I can win. The Mockawards are gone.

>> No.5186059

>>5186025
the vanilla hud you autist

>> No.5186191

>>5186059
bit sensitive aren't we?

>> No.5186212
File: 1.39 MB, 1920x1080, q2xp0007.jpg [View same] [iqdb] [saucenao] [google]
5186212

>>5185075
i would suggest doing a you want to play some quake 2 video

but
>we're stuck with Q2XP who is on hiatus until next year, Kirk and the team is probably working on the textures, no one has fixed the wall texture errors from vanilla and Mission packs like PIC.
>yamagi still has soundtrack problems, Q2PRO is still the best of the 2.
>There's a few good unit packs like Quakewulf's SonicMayhem
>eric-W compiler tools update with quake 2 lightning edit is still a WIP
>Turic is occupied with the Weapon Remodel project for quake 2

i wish next year becomes the year for quake 2 modding, i would kill for a PSX remake with the exclusive stuff, though i think that no one has ever ripped Quake 2 PSX and N64 assets like monsters, textures and power ups

>>5185512
>>5185756
found the faux retro /v/irgin

>> No.5186217

>>5186212
>dat misaligned pipe texture
DAMMIT ROGUE!

>> No.5186218

The funniest thing about Doom Eternal bringing back the older designs is people complaining the 2016 ones are gone and assuming they were "more Doom".

>> No.5186219

>>5186191
oh you're being serious kek

>> No.5186224

>>5186030
Didn't battlezone have a little broken green trapazoid that popped up, or am I misremembering?

>> No.5186232

New thread.

>>5186228
>>5186228
>>5186228

Self-reminder that Quake 3 turns 19 on the 2nd of December, Quake 2 turns 21 on the 9th, and Doom's 25th on the 10th.

>> No.5186272

>>5185668
https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/p_enemy.c
Learn to read code lying faggot.

>> No.5186279

>>5186272
learn self control you literal child lol

>> No.5186283

>>5186279
>Gets proven wrong
>Replies with umad
How about you fuck off instead?

>> No.5186380

>>5186272
are you actually retarded
what does doom code have to do with quake

>> No.5186401
File: 106 KB, 396x303, intredasting.jpg [View same] [iqdb] [saucenao] [google]
5186401

>>5186212
>complain about how a modern mod strays too far from the vanilla retro game
>"faux-retro /v/"

>> No.5186714

>>5186032
they were expanded, you dumbass

>> No.5186719

>>5186380
>Does the same apply to vanilla doom grunts aswell?