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/vr/ - Retro Games


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5229663 No.5229663 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5223650

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
-Album of 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.5229665
File: 105 KB, 640x960, you can do a lot of things in 100 minutes.png [View same] [iqdb] [saucenao] [google]
5229665

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline still extended indefinitely(?)
-Quote your submissions here for the organizer

=== NEWS ===

[12-16] Doomsday's 2.1 update released
http://blog.dengine.net/2018/12/doomsday-2-1-released/

[12-15] BloodGDX and WitchavenGDX both updated
http://m210.duke4.net/

[12-13] Spram's Metroid Doom
https://www.doomworld.com/forum/topic/102880-sprams-metroid-doom-released/

[12-13] Eric releases 'Corruptor of Humanity', a multiplayer gamemode for Hideous Destructor
https://forum.zdoom.org/viewtopic.php?f=43&t=62875

[12-10] John Romero announces a new megawad, Sigil
https://www.romerogames.ie/sigil/

[12-10] Cacowards 2018
https://www.doomworld.com/cacowards/2018/

[12-10] Doomworld's 'Top 100 Memorable Maps' and 'Top 25 Missed Cacowards'
https://www.doomworld.com/25years/top-100-memorable-maps/
https://www.doomworld.com/25years/top-25-missed-cacowards/

[12-10] Ashes: Dead Man Walking, an expansion campaign for Ashes 2063, released
https://forum.zdoom.org/viewtopic.php?f=19&t=62707

[12-10] PSXDOOM / PSXFINALDOOM / DOOM64 on GZDoom (Master Edition) released
https://www.doomworld.com/forum/topic/94139-release-psxdoom-psxfinaldoom-doom64-on-gzdoom-gec-master-edition-dec-10-2018/

[12-10] Half-Life documentary published by Noclip
https://www.youtube.com/watch?v=BQLEW1c-69c

[12-10] SM189, a Quake map pack using exclusively Doom textures, released
http://celephais.net/board/view_thread.php?id=61660

[12-10] Eviternity released to celebrate Doom's 25th birthday
https://www.doomworld.com/forum/topic/103425-release-eviternity-rc1/

[12-10] Doom's 25th anniversary

[12-09] Anon map for 100min /vr/: Nothing Amaze-ing (>>5209560 ) (link fixed)
https://u.lewd.se/eLE21t.7z

[12-09] Quake Xmas Jam 2018 released
https://www.youtube.com/watch?v=DrbH2ilr-Kg

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5229724

First for HIDEOUS DESTRUCTOR

>> No.5229730

What are some good Doom 2 megawads with Phobos skybox?

>> No.5229737

>>5229724
This post does not pass certification.

>> No.5229739

Pls explain to a brainlet -

Why are flashlight mods like DarkDoomZ so taxing on the framerate in certain maps, but not in others? Sometimes I'll run around everywhere with the flashlight on and suffer no frame loss, and other times I'll drop from 60 to 40 in other WADs if I turn it on

>> No.5229748

>>5229724
Fourth for FUCK THOSE WEIRD ZOMBIEMAN SPECTRE THINGS

>> No.5229760
File: 1.82 MB, 640x360, liberator mating ritual.webm [View same] [iqdb] [saucenao] [google]
5229760

>>5229724

>> No.5229762

>>5229724
Xth for fuck undead marines
go prime a grenade up your rectal walls

>> No.5229768
File: 151 KB, 388x443, 1507935759387.jpg [View same] [iqdb] [saucenao] [google]
5229768

>>5229724
Based

>> No.5229773

>>5229768
this is it, this is the mod in a nutshell.

>> No.5229778

>>5229760
d-did it hurt her?

>> No.5229781

>>5229665
Who the hell still uses Doomsday?

>> No.5229789

>>5229781
people who like hd textures & don't need eyes.

>> No.5229845
File: 1.25 MB, 1280x850, i came here to cringe and chew bubblegum.png [View same] [iqdb] [saucenao] [google]
5229845

>> No.5229869

>>5229760
>tiny liberators pop out 9 maps later

>> No.5229884
File: 118 KB, 1024x768, doom24.png [View same] [iqdb] [saucenao] [google]
5229884

>>5229068
I would like to file a complaint, can't get out from there and it doesn't kill me.
Other than that I like it, especially the details inside.

>> No.5229891

What is your preferred lighting setting for GZDoom? Dark? Doom? Legacy?

>> No.5229893

>>5229891
idc lmao

>> No.5229894

>>5229893
ok

>> No.5229903 [DELETED] 

>>5229893
you'll never amount to anything in life

>> No.5229904

>>5229891
i forgot but i think it's software

>> No.5229906 [DELETED] 

>>5229903
I already amounted in your mom haha

>> No.5229912

BFG changed the TITLEPIC but what about the classic collection on Steam and GOG?

>> No.5229913 [DELETED] 

>>5229906
my mom is dead.

>> No.5229916

>>5229739
>Longer explanation: This is because spotlights, despite their appearance, behave like normal dynamic lights; they must generate a list of all linedefs in their radius and check if they affect those linedefs, every tic. The problem is more pronounced because I'm using a larger light radius to simulate a longer beam, ergo an exponentially larger number of linedefs need to be checked. Unfortunately, this is not fixable on my end. The only solution is for the engine to only check linedefs within the spotlight cone instead of the whole radius.

I just use DarkDoomZ with one of the simpler flashlight mods out there, like beamflashlight

>> No.5229920 [DELETED] 

>>5229913
yeah it was ages ago haha

>> No.5229941

>>5229724
Who is Hideo?

>> No.5229948

>>5229724
it feels real good to down a baron with a shotgun barrage

>> No.5229953

>>5229869
underrated post
sides in orbit

>> No.5229959
File: 1.46 MB, 1920x1080, 2018-12-18-113656_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5229959

This is a DOOM WAD called Paranoid

>> No.5229970
File: 322 KB, 1366x768, Screenshot_Doom_20180916_171148.png [View same] [iqdb] [saucenao] [google]
5229970

>>5229959
This a doom map named space wars

>> No.5230046

>>5229552
Has someone modeled a full naked Doomslayer yet? I know the only available models aside from the suit is his face and disembodied hands, but that seems enough to start with.

>> No.5230050
File: 10 KB, 192x270, steve-jobs.jpg [View same] [iqdb] [saucenao] [google]
5230050

Could the Apple ||GS handle WOlf3D, DOOM and Heretic properly?

>> No.5230056

>>5229730
Bloodstain

>>5229781
People use Doomsday? That shit was dated and unappealing back when I was a kid.

>> No.5230057

>>5230046
I heard it's just arms and legs.
You're not hoping for SFM porn, are you?

>> No.5230059

>>5230050
Not in a million years.

>> No.5230063

>>5230057
Why do you think I asked? What else could possibly have been my motive?

>> No.5230087

>>5230059
Do you even know what the fuck the Apple ||GS is though? What it looks like?

>> No.5230142

any DOOM, DOOM2, Strife or Heretic WADs where you fight mostly robots and cyborgs? basically, instead of hellspawn demons, the Phobos and Deimos bases have been overrun with rebellious machines that have learned full self-awareness, consider carbon life to be worthless trash worthy of destruction or modification. The 3rd Episode could be re-skinned from being Hell to being a full-on space station.

>> No.5230149

>>5229665
>Deadline still extended indefinitely
I think I'll just compile it and release it as is, if there are no objections. We have maybe a dozen maps? At work atm so I can't get an accurate count.

>> No.5230220
File: 122 KB, 640x481, 2537B04D-81AF-49B9-80B3-9395F2B5CE87.jpg [View same] [iqdb] [saucenao] [google]
5230220

>>5229663
I just downloaded almost the entirety of the /idgames archive. Now have upwards to over 12,000 wads/pk3s. What should I be in for?

Also finished giving newer textures to this old “Hollywood Holocaust” map. I’m considering editing it with GZDoom builder to add other features from the original map.

>> No.5230224
File: 151 KB, 750x727, 4EAE10AE-BF30-4501-B607-7195DB920EF0.jpg [View same] [iqdb] [saucenao] [google]
5230224

>>5229959
Imagine it’s 1995 and you’re making some shitty doom map. Suddenly a person from the future shows you this image and tells you “This is what the future of doom modding will be”

How would you react, /vr/?

>> No.5230251

>>5230220
How did you do that? I’m stuck here manually downloading maps and extracting folders from over 2000 .zips

>> No.5230256

>>5230251
Some kind soul on the doomworld forums took the time to package all of them.
https://www.doomworld.com/forum/topic/99896-complete-idgames-archive-downloads/

>> No.5230362
File: 2.99 MB, 1280x720, 1545119690504.webm [View same] [iqdb] [saucenao] [google]
5230362

>>5229663
What game is this?

>> No.5230365

>>5230362
im just gonna geuss and say either turok 1 or 2

>> No.5230369

>>5230362
turok 1

>> No.5230371

>>5230362
That's the Turok 1 PC Remaster.

>> No.5230380

>>5230224
'hey anon you could make a game with this, make it big in the everliving vidya industry, open up a games store, release several critically acclaimed titles under your belt, and subsequently move toward no longer giving two shits about the industry you helped nurturing'

>> No.5230415

>>5230371
>>5230369
>>5230365
Thanks. I randomly found the webm and thought it looked cool as fuck. I guess I know what I'll be playing today.

>> No.5230448

>>5230256
It's weird that there isn't a sort of torrent release every few months.

>> No.5230464

https://forum.zdoom.org/viewtopic.php?f=4&t=15080&hilit=Spriting+Carnival&start=32610#p1083907
i'm loving this so far
they may be a bit bigger than most vanilla sprites, but still good

>> No.5230471

>>5229891
Standard because I assume that's what's... you know... standard
And I prefer the visibility of modern rendering to the software style where things get darker in the distance

>> No.5230478

>>5230464
Bigger is better, baby.
Well, up until the Cyberdemon's head gets stuck in the ceiling.

>> No.5230487

>>5230478
that's kinda the concern to have when it comes to sprites
i remember some people complaining that metadoom's spidermastermind's corpse was too big it could block the view

>> No.5230514

>>5230464
this marlboromike guy types like he's having a stroke.

>> No.5230520

>>5230220
>What should I be in for?
Lots of bad maps but also a lot of rough diamonds.

>> No.5230532

What are some good puzzley maps? And I mean puzzley, not just unintuitive switch hunts.

>> No.5230539
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5230539

>>5229724
how do i load a new battery into a HERP

>> No.5230548

>>5230532
Crystal Maze.

>> No.5230550

>>5230532
Cyberdreams.

>> No.5230603

>>5229665
>GUNCASTER EARNED A CACOWARD

What the absolute fuck is this shit?

>> No.5230607
File: 29 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
5230607

>>5230603
well you see anon, that mod with the silly dragon that shoots a lot of guns won a Cacoward.
and it earned it

>> No.5230615

>>5230607
Does it though? Last time I played it, it was a clusterfuck of menus with some overpowered and boring base weapon.

Did the maker overhaul it? In which case I rescind previous shock.

>> No.5230621

>>5230615
Why not play it? It's still a bit clusterfucky but there's no denying the amount of detail and polish that went into the presentation and visuals.
The gameplay isn't my thing seeing as it's too easy to nuke rooms, but I still think it earned the cacoward

>> No.5230637

>>5230615
It's a Pillowblaster mod, once they get their refinement you get a lot of overpowered weapons, fancy animations and visual effects, and a ridiculous number of hidden or extra features like upgrades, shop systems, transformations or so forth. You go into Pillowblaster weapon mods for the sake of blowing shit up into oblivion, maybe toss in some really nasty Colorful Hell, Champions and/or DoomKrakken stuff alongside maps with a large number of monsters and go to town.

Unless it's early-to-mid Trailblazer, which is probably one of his most down-to-earth mods. Late game though, it's just a lesser notch of overpowered.

>> No.5230641

>>5230149
I think that's a good idea since submissions seem to have really dried up lately.

Maybe releasing it will create some enthusiasm to do another speedrunning project.

>> No.5230665
File: 94 KB, 1000x498, 1538673398108.jpg [View same] [iqdb] [saucenao] [google]
5230665

Do people here actually like Immerse Doom?

If you do, do you use all of its features, or which do you turn off?

>> No.5230668

>>5230621
>>5230637
he should just make a monster roster with the sole intent on kicking your ass to justify and make the player use all the new and overpowered shit

see
> https://www.youtube.com/watch?v=nA9uQlYHJh0

>> No.5230678

>>5230668
it doesn't really matter what you're fighting when the shop sells invulnerability powerups and you have a BFG that hits the entire map

>> No.5230735

I'm not the only one who hates the Spawn enemy in Quake, right?

>> No.5230748
File: 456 KB, 1280x1440, yahtzee-spawn.png [View same] [iqdb] [saucenao] [google]
5230748

>>5230735
No, it can go fuck itself.

>> No.5230768

>>5230748
Indeed. There's no mod to just replace them with other enemies, is there? I really love the game but they make playing the 4th episode so much worse.

>> No.5230774

I have the IWADs for Doom, Doom 2, and Ultimate Doom and I got Crispy Doom to run all of them.

But when I try to run Strife with Crispy Doom, it says "You are trying to run Strife with the crispy-doom binary. That won't work."
How do I switch to the Strife binary or download Crispy Strife?
Sorry for coming off as an idiot I just need help and I'm not good at this but I want to play Strife.

>> No.5230782

In the first room of E1M1 of Ultimate Doom, there is a shortcut which lets you skip like half the level.
Doom (not the Ultimate Doom version) does not have this shortcut.
Is this correct or is my Doom wad just wrong?

>> No.5230787

>>5230782
Still trying to answer this but everything I see online basically says "they were the same game. just an extra level" but there's shortcuts and things missing from number 1 that are in the ultimate version so what the hell?

>> No.5230789

>>5230782
doomwiki mentions it

>> No.5230791

>>5230789
Oh it does? I didn't see that but I'll believe you. Good to know.

>> No.5230795

>>5230774
So do I need the ZDoom source port to play WADs for Strife and others (from http://doomgod.com/wads/iwads/))
or is it possible to do this with Crispy Doom?

If not, how are you guys able to play Hexen, Heretic, Strife? What source port do you use?

>> No.5230808

>>5230795
GZDoom for everything
no real reason to use anything else (menu-phobia is not a valid reason)

>> No.5230814

>>5230808
Alright cool. downloading it now. I've been using Crispy Doom until now for some reason but I'll check this out.

>> No.5230837

>>5230782
I feel it was put in due to the popularity of Deathmatch, going through the doorway permanently opens up the side of the computer room too.

>> No.5230853

Trying to use Crispy Doom for vanilla, but whatever IWAD I drag to the exe I just get vanilla Doom 2. What do?

>> No.5230863

>>5230853
I made a separate folder with the entire Crispy Doom re-copied over for each version of Doom I want to use (Doom, Doom 2, Ultimate Doom). I just make sure the iwad I want to play is the ONLY iwad in the same folder as the Crispy Doom source port. This method is retarded and not at all efficient, I realize, but it works.
Just make sure the iwad you want to use is the only iwad in the same folder as Crispy Doom and you'll be good. It seems to just use the first iwad it finds.

>> No.5230870

>>5230863
fixed my problem. What a strange quirk!

>> No.5230880

>>5230863
>>5230870
A more elegant solution is to make a set of scripts or shortcuts
>crispy-doom.exe -iwad doomu.wad
>crispy-doom.exe -iwad doom2.wad
>crispy-doom.exe -iwad doom2.wad -file scythe.wad
and so on

>> No.5230896

>>5230087
Yes. Why the fuck would some underclocked 80's shitbox discontinued in 1992 be able to even imagine running the most graphically advanced game ever made as of 1993?
Doom struggled to maintain a good framerate on a 386, and usually required so much memory a computer like that couldn't be running its mouse drivers at the same time, a 486 being necessary for a full experience.

If you butchered Wolfenstein 3D enough it might be able to run on a IIGS, slowly.

>> No.5230902
File: 110 KB, 639x480, 29664928-ED86-4C59-A065-6857ED6FF122.jpg [View same] [iqdb] [saucenao] [google]
5230902

I’VE GOT BALLS OF STEEL

>> No.5230936

I've been mapping for a while now, and one chapter I'm working on is asking for a custom enemy. Do I need to move to gzdoom?

>> No.5230954

>>5230936
It's far easier to make a custom enemy with GZDoom, but you don't have to, there's .bex for Boom format, and there's .deh for everything else

>> No.5230957

>>5230954
I'll read a bit, thanks for the pointer, anon.

>> No.5230976

>>5229781
>>5230056
Doomsday Is becoming Renderer for future stuff
>https://talk.dengine.net/discussion/comment/17260/#Comment_17260
and i would love to see that stuff implemented in GZD

>> No.5230987
File: 296 KB, 668x437, 1520876234129.png [View same] [iqdb] [saucenao] [google]
5230987

>>5229768
Is Hideous Destructor what happens when a fudd tries to make a milsim?

>> No.5231000

>>5229663
has anyone seen the thread on /vr/ about the neural scaling stuff
anyone would like to try and test on quake 1 or 2 textures?
>>5230316

>> No.5231024

>>5231000
to be honest, the little bit I tried with the doom mod really didn't look much different from one of those "HQ" scaling filters

Individual textures and side by sides look nice for sure. But in practice, to my eye, it didn't look right. To be fair, I'm probably a retard or something.

I can't imagine it would look much different on anything, but I'm sure people are going to try

>> No.5231047

>>5231024
Doom itself needs a lot more of work, atleast the guys at doomworld are doing it
id like to see this with Quake 1 and 2 textures, mainly weapons and monsters

also PSA for those who uses quake2xp, Kirk released a small update on the github page, the latest nvidia drivers broke DoF
>https://sourceforge.net/p/quake2xp/code/HEAD/tree/glsl/dof.fp
just DL and throw into the the baseq2/glsl folder

>> No.5231081

>>5230987
How is it fudd?

>> No.5231089
File: 45 KB, 216x278, 1544064734179.png [View same] [iqdb] [saucenao] [google]
5231089

So what's this general's beef with Terrywads?

>> No.5231092

>>5231089
Why wouldn't you have a beef with it?

>> No.5231095

>>5231089
fuck off Terry

>> No.5231102

>>5231089
>/b/ tier humor with the exact same joke every single time
>usually concealed as something legit
>authors with delusions of grandeur
>boohoo mean old Ty/Bloodshredder doesn't allow us on the archive
What's there to like? I mean it's multiple rungs below YouTube Poop in quality, and the people involved are nothing short of unbearable.

>> No.5231107

Idea: megawad where Map 31 is still the first level of Wolfenstein 3d but Map 32 is E1L9, which is Wolfenstein 3d's first secret level.

>> No.5231110

i thought this had something to do with easier difficulties removing a certain secret

>> No.5231117

>>5231110
meant for >>5230782

>> No.5231140

Is any of the Joy of Mapping stuff good?
Is it also good with gameplay mods?

>> No.5231148
File: 52 KB, 640x480, 1544405512604.jpg [View same] [iqdb] [saucenao] [google]
5231148

>>5230665
pls respond

>> No.5231150
File: 689 KB, 1981x1114, Screenshot_Doom_20181218_014613.png [View same] [iqdb] [saucenao] [google]
5231150

Neutronian Chaos

>> No.5231172

>>5230637
trailblazer is my favorite pillowblaster mod, paired with colorful hell. I need to try it with champions, because even on the hardest difficulty with halfed ammo count, you still end up being way too powerful way too quickly. I also turn off the rapid fire rocket launcher because that shit makes it too easy as well.

>> No.5231181

>>5231172
Trailblazer is when Pillowblaster made a mod that was actually fun
Russian Overkill and Dragonmeme are trash

>> No.5231270

>>5229447
it's an obviously shared interest in cacopetting

>> No.5231285

>>5230149
If you wait about 30 minutes, I'll have a submission up and ready, assuming you haven't already finished.

>> No.5231286

>>5231024
I wish someone could test it with quake 2 sky boxes

>> No.5231296

>>5231089
Umm...
You mean "What's the whole fandom's deal with Terrywads"?

>> No.5231304

>>5231172
trailblazer+DRLAmonsters(+legendoom lite) usually feels pretty great
i think there was a small compatibility issue but i don't remember what

>> No.5231361

>>5229665
Well, assuming there still time to insert one more map, here's one. Name is "Beneath the Slums," credit the map to "Mosin Nagant," it's my YT account. Ran out of ideas toward the end, so it's not perfect, but I'm not used to having only 100 minutes, lol.

Link to map:
http://www.mediafire.com/file/dv3ml0qnidaum4a/Beneath+the+Slums.wad

Link to video:
https://www.youtube.com/watch?v=S3PAYFX2c9s

>> No.5231365
File: 8 KB, 289x174, index.png [View same] [iqdb] [saucenao] [google]
5231365

>>5231081
ridiculously slow movement speed
Sprinted for more than 30 seconds? heh, time for a heart attack kid
also what the fuck are those calibers? 4.26? 7.76?

>> No.5231430

>>5231365
to be fair, you're sprinting at the same speed at the Usain Bolt while carrying several pounds of military equipment.

>> No.5231456

>>5231365
>>5231081
>>5231430
I kind of wish HD actually was attempting to be a milsim, but it isn't. It's sort of a hybrid of milsim and the author's cyberpunk headcanon (which is completely fine), and I enjoy it for what it is, but it does make me curious if anyone would care to make a mod for his mod that actually made it into a milsim

Then again, it's already a niche project for a niche game, so I highly doubt it.

>> No.5231463 [DELETED] 
File: 151 KB, 1920x1080, trump.jpg [View same] [iqdb] [saucenao] [google]
5231463

Just installed another silly HD hires 3D model pack made by russians from moddb and discovered this in the secret level (map32).

>> No.5231469
File: 76 KB, 458x1024, 1534865408732.jpg [View same] [iqdb] [saucenao] [google]
5231469

Hi can I get this image but with doomguy please

>> No.5231471

>>5231463
Do not like.

>> No.5231479

>>5231365
So you don't actually know what fudd means? Hideous Destructor is designed to be playable with the use of cover, and the use of fairly modern tacticool weapons.

>ridiculously slow movement speed
Movement speed depends on how much you're carrying. If you're completely loaded down with stuff, yeah, not as easy to run with that shit.
On the other hand, if you inject some Berserk, you can really move fast, even if carrying a fair bit.

>Sprinted for more than 30 seconds? heh, time for a heart attack kid
Don't sprint while carrying lots of shit, especially if you are doing stims.
But yeah, it'd make more sense if you just kind of passed out for a while (in which case I suppose you could be killed if you passed out somewhere unsafe).

>also what the fuck are those calibers? 4.26? 7.76?
4.26mm is a caseless cartridge which intends to duplicate the exterior ballistics of 5.56x45mm NATO, while being lighter in weight and shorter in size. It's probably also based in concept on those various 4.92x33mm and 4.73x30mm cartridges that H&K was working with when developing the G11.
I personally think the 5.56mm cartridge is better, because better heat dissipation, and malfunctions would be easy to clear. But then again, I think the ZM66 rifle is meant to be a parody of the ACR program, and overall a joke.
Actually using the 4.26mm caseless cartridge with the Vulcanette, it's a much more satisfying experience.

For the 7.76, it's a traditional cased cartridge, I guess it's got a larger projectile, perhaps it's also longer than a typical .308 caliber projectile as used in 7.62x51mm NATO/.308 Winchester cartridges, so you overall have a heavier projectile.

I'm not sure on the actual ballistic specs or full cartridge dimensions of any of these, actually, but I'm kind of just speculating based on what I see and have heard.

>> No.5231481

>>5229663
dear /doom/ could someone please test this?
>https://kingdomakrillic.tumblr.com/post/178254875891/i-figured-out-how-to-get-esrgan-running-on

>> No.5231482
File: 1.24 MB, 1122x964, roadrage.png [View same] [iqdb] [saucenao] [google]
5231482

>>5231469

>> No.5231491

>>5231469
>>5231482
Reminds me of this
https://youtu.be/9hzr1ERviXU?t=106

>> No.5231496

>>5231479
Well, cartridges like .303 brit is 7.7mm, so I mainly just throught of it as a very slightly necked up .308/ stuffing a .311 bullet into a .308 case

>> No.5231510

>>5231496
Well it could be, but I'm not sure what you'd actually accomplish by giving 7.62mm NATO a very slightly larger in diameter bullet. Presumably you're looking for a higher projectile weight, so thus it would also make sense if the projectile was not just a tiny bit wider, but actually longer.

>> No.5231514
File: 237 KB, 500x400, caco-cola.png [View same] [iqdb] [saucenao] [google]
5231514

>>5231491
>Cacosoda
>not Caco-Cola
BLEW IT

>> No.5231519

>>5230853
>>5230863
>>5230880
Easier to just use ZDL.

>> No.5231521

>>5231456
There's Special Weapons, the Rainbow Six weapons mod, but that doesn't change enough. Hideous Destructor feels like a sort of quasi-joke mod that transformed into serious "hardcore welcome to hell" development in time. It'd be kind of nice to see something where you don't have to deal with every single individual bullet like hyper autism and stuff like that, but still had more realistic weapons combined with enemies that try to evade, flank and avoid sight lines if possible when combat begins.

>> No.5231535

>>5231521
The 4.26mm caliber is plenty enough that you wouldn't really have to think about managing every single cartridge into every single magazine.
Using the Vulcanette, you wouldn't have to worry about jams either. Just consolidate mags maybe once every now and then, then ignore other calibers like 9mm or 7.76mm.

I admit that a mutator for simplifying ammo and magazine management would be appealing, however.

>> No.5231582 [DELETED] 
File: 23 KB, 419x421, iddqd.jpg [View same] [iqdb] [saucenao] [google]
5231582

>>5231463
BLONDALD BLUMPF is finished!

>> No.5231586 [DELETED] 
File: 45 KB, 475x91, Linguica_gets_another_excuse_to_say_et_al.png [View same] [iqdb] [saucenao] [google]
5231586

>>5231463

>> No.5231589

Which source port for somebody playing Doom for the first time?

>> No.5231591

>>5231589
Chocolate Doom
PrBoom+
Crispy Doom

>> No.5231593

>>5231589
Crispy Doom, if you want a pretty close to vanilla experience but also would like some quality of life changes.

Chocolate Doom if you're a purist

You won't really have a use for PrBoom+ until you start getting into mods

And you'll only want to start using GZDoom until you start getting into GAMEPLAY mods

>> No.5231601

>>5231591
Eternity isn't a bad choice either
I'd avoid Doom Retro though

>> No.5231605

You're ID software. You plan to make a new anniversary megawad to Doom 2. New textures, new music by Prince, new maps by Romero, McGee, Petersen (well, secret levels only for him)....

Also 2 new weapons, and 3 new monsters, one of them is a boss.

Now now /vr/, name your two additional weapon types, and 3 monster ideas (attack mode, or class... ie. Lost Soul, Painie, Caco are same class).

>> No.5231613

>>5231605
I choose 1999 and U Got the Look

>> No.5231615

>>5231482
Thanks

>> No.5231626

Fourfeather was not a particularly good Madfox's Quake map.

It was another of his techbase maps (three previous techbase maps of his were Grunt Grenadin, Phantom Pholly and Tomentarium; also some remakes of maps from other games, but I haven't played any of those). I don't like either of those, to be honest, but this one was probably the most trivial one gameplay-wise.

It had some nice modelling going on for it, it could very well even be the best looking Madfox's map up to date. It had a lot of new enemies too, not that they added anything new to Quake's combat at all. Thing is, the entire map, everything about it, could be summed up to a title like "Pointless Gimmick: The Level". Actually, while playing it, from roughly a halfway point I started to think I was playing some kind of Arcane Dimensions parody. This doesn't check through though, there was only a 3 months gap between the initial release of AD and the release of Fourfeather, and there is no way Madfox would be able to do this kind of level with all of its custom modelling all in 3 months considering all of his post-Abandon releases took years of tinkering of some kind. So, fuck knows. I don't really care either, to be quite honest.

I didn't find all of the secrets ("feathers" as the text prompt tells the player - which is obviously connected to the title and possibly to the theme of the map) though. Maybe, once you collect four of those "feathers", the fifth secret ends up being some kind of underside to the map. I fail to see, how this could be the case though, as by the time I left, there were only two monsters left, one of which was the "friendly zombie". Also, the three secrets I did find were very trivial, and after having glitched to the fourth (thus having collected "four feathers") I didn't hear anything spawning or opening.

>> No.5231634

>>5231140
Anyone?

>> No.5231638
File: 983 KB, 800x565, shambler googly.png [View same] [iqdb] [saucenao] [google]
5231638

>>5231626
https://www.youtube.com/watch?v=Z89nWualhso

>> No.5231639

>>5231634
haha.

>> No.5231669

>>5230896
Ok then. You are correct. After all, it does have the same CPU as the SNES

>> No.5231670
File: 1.03 MB, 1981x1114, Screenshot_Doom_20181219_145233.png [View same] [iqdb] [saucenao] [google]
5231670

I wasn't prepared for how dense Struggle is. 150+ enemies on most levels.

>> No.5231673

>>5231089
I find terrywads to be hliarous, people shouldn’t take them seriously. Aquarius and folks like him waste their lives complaining about them.

>> No.5231680

https://www.youtube.com/watch?v=eRmYVa4hyzw

>> No.5231685

>>5231605
Well then, let's try to be as bad as possible.

> two additional weapon types
Super Duper Shotgun (with 8 barrels)
BFG10D (D means - Decillion)


> 3 monster ideas
Suffering Elemental (flies, fires 10 fireballs in a row, summons Pain Elementals.)

Arch-angel of Hell (looks like a mix of Arch-Vile and Baron. Fires waves of fireballs that create fire on the ground where they fly. Has Archies hitscan-fire attack (except that you also get before the attack detonates, while you see fire on your screen, also fire lingers for some time even after you hide or kill the enemy). Also can resurrect everyone, including boss monsters)

CyberSatan (Huge. Has 16 arms. Some of them have double Rockets Launchers. Some of them have Revenant-like homing missiles. Some of them have shotgun-chainguns. The arms are randomised every time the boss spawns. When he walks he creates damaging shockwaves. Has a rare attack where he shoots a wave of BFG-balls from his mounth.)

>> No.5231689

>>5231605
Prince is dead.

>> No.5231696

>>5231626
P.S. I did recheck, after glitching to the fourth secret and "collecting" the fourth "feather", nothing changes anywhere I could notice. In fact, having noclipped around the map for like 5 to 10 minutes, I didn't manage to spot either the last secret or the last monster. The monster is no big deal, it's probably some fish stuck in some corner. The last secret trigger though, considering the title of the map, could be deliberately placed in some obviously unreachable place, although I have no idea of whether that is actually the case.

Moreover, I have to elaborate on my point of "probably the best looking Madfox's map" above. The texturing specifically is very mishmashed, in a way it wasn't in the previous maps by that mapper, with glaring palette inconsistencies in places where those textures are obviously meant to represent the same material. This is supported by the visual style, that mashes together what started as a Russian-style castle - with some Arabic-looking arches - with a techbase environment - with some Cthulhu-esque things - not to forget about that weird background.

The only interpretation that even pops into my mind after the AD on didn't check out, is that this map is an intentional nonsense, and that if it even has a point of some kind, is that it doesn't pay off to look for any kind of deeper meanings in what is a mishmash of completely trivial quotes (both visual and gameplay-related) taken from completely unrelated sources.

I still don't like it though.

>> No.5231702

>>5231589
http://www.mediafire.com/file/imqk71i8zu95kd5/DOOM+Retro.zip

>> No.5231724

>>5231670
you could even say that
it's a struggle

>> No.5231737

How would you describe Sandy Petersen's level design style?

>> No.5231748

>>5231737
The greatest mystery in the history of professional level-design?

>> No.5231759

>>5231737
Experimental, sometimes his maps worked (map13) and sometimes they didn't (map28).

>> No.5231796

>>5230808
Bad advice.

>> No.5231805

Anybody here gotten Smooth Doom and Final Doomer to play nicely together? I tried commenting out the weapons for SD but that removes all the player weapons from the game

>> No.5231812

>>5231805
There's a discontinued Smooth Doom Monsters Only version.

>> No.5231817

>>5231759
>map28
map28 is good tho

>> No.5231831
File: 1.11 MB, 800x634, 1539026277141.png [View same] [iqdb] [saucenao] [google]
5231831

Why is Doom 64 so good, it's everything I wanted Doom 2 to be.

>> No.5231842

>>5231831
Because it's sp00ky looking, and a visual upgrade from Doom's limited color palette.
>inb4 muh style

>> No.5231854

>>5231817
>have to shoot a wall to progress
>this is completely unintuitive to the player
>good

>> No.5231860

>>5229663
Alright this is a weird request but here goes. I really like Destiny's style of mixing firearms with magic and otherworldly shit. Are there any good doom mods or wads that combine technology with the arcane? Preferably gameplay wads, but some mapsets would be fucking great too.

>> No.5231861

Hey, what did Tom Hall do to get kicked out of Id Software not long after DOOM2 got officially released?

>> No.5231865

>>5231861
He got kicked out before the first doom was released.

>> No.5231868
File: 535 KB, 750x1334, 1545221333917.png [View same] [iqdb] [saucenao] [google]
5231868

>>5231842
I also much prefer the game's style over Doom 2's, so I agree.
It's far less about fast-paced bullethell action, and the map design is more aching towards classic Doom rather than clustered and weird like Doom 2.

I also like how the Doomguy is practically ruined psychologically from constant fighting, everything feels a lot more dark and hopeless.

>> No.5231872

Anyone else have a weird appreciation for old, jank as shit ZDoom mods? Like ZHalf-Life is one of my favorite ZDoom total conversions and I don't think I'll ever stop loving it no matter how bad it actually is.

>> No.5231882

>>5231872
zportal.

>> No.5231892

>>5231865
Oh really? Then why wasn't he erased from the game credits of either registered version of the games?

>> No.5231901

>>5231872
Aeons of Death and Alandoweaps used to be my shit back in the day.

>> No.5231902

>>5231102
>>5231089
Basically this post sums it up but for wad authors who supposedly make joke wads meant to piss people off, they sperg out constantly if someone dislikes their content. Doomguy2000 for example will screech like a fag if you say his content is shitty. I used to troll him a lot by calling it stolen.

>> No.5231903

>>5231892
he wrote the design document and did some work on levels.

>> No.5231910

The 3D russian pack looks like shit and I hope the creator of it is permabanned from the site for making such a disgustingly ugly project.

>> No.5231915

>>5231696
>>5231626
nice essay niggerfaggot try using less pretentious words and i might read it without calling you a cumlicker hehehehehheeh :3c

>> No.5231916

>>5231868
Yeah, the style of the game is what had me fascinated with it who knows how many years ago. I remember stumbling across Absolution in 7th or 8th grade, which I felt was fine, but not perfect. When Doom64 EX finally came out, I was elated. I couldn't stop playing (still need to beat it).

I agree with your observations about the levels. I love Doom 2 for the new stuff it introduced, but I always felt the levels were a visual, and in some cases gameplay, downgrade from Doom 1. They're just too brown, and their layouts are not as intuitive as Ultimate Doom.

>> No.5231920

>>5231872
OMG Weapons and Monsters!
I wish there were more mods like this, with really simple implementation. Just fun, and easy to make.

>> No.5231928

>>5231861
He argued with some of the others a lot, usually Carmack.

Pre-Doom he fought to have secrets in Wolf3D and for Doom he fought to have things like teleporters, flying enemies and shit like that.

>> No.5231934

>>5231861
iirc according to masters of doom he really disliked the style of the doom games and wanted to make more cartoony, keen-esque stuff
also he wanted the games to be more story-focused

>> No.5231970

>>5231910
That russian didn't make it. He stole everything from JDoom hires pack which was dated in 2007 or somethign, made a single GZDoom pk3, added c00l sHaDeRs, PbR's, gRphIc EfFeCtS (stolen from Brutal Doom which probably were stolen from somwhere else), called it his fucking graphical overhaul mod.

>> No.5231981

>>5231970
he kept fucking spamming it and his screenshots of it several months ago in these threads, too
lo and behold, most of the 3D models were basically broken in some way or another, and somehow he rejiggered the whole thing to clumsily rewrap itself around the brutalized gore, meaning that removing it fundamentally fucked a lot of shit up

>> No.5231987

>>5231970
>>5231981
Apparently even the Russian boards couldn't be fucked with his shit.

>> No.5231992

>>5231987
Say what you will about Russians, when they have a community they are some headstrong fellows and don't tolerate bullshit. And they can put out some pretty neat maps and mods, too.

>> No.5231996

>>5231992
Their boom maps are a thing of beauty. Sadly they get a little too power drunk when using the more advanced stuff.

>> No.5232002

>>5231970
But he credited all assets that he used on this page: https://www.moddb.com/mods/lowpoly-doom-lite-10/addons/doom-lowpoly-mod-v2

Also he didn't call it mod in description. He described this pack as compilation.

>> No.5232007
File: 188 KB, 1920x1054, Screenshot_Doom_20180320_181640.png [View same] [iqdb] [saucenao] [google]
5232007

>>5231992
and some absolute shite as well.

>> No.5232009

>>5231981
>he kept fucking spamming it and his screenshots of it several months ago in these threads, too
he still does it from time to time because his endless autism gave him the ability to ban evade like a motherfucker

>> No.5232040

>>5231673
Aquarius basically asks people to send them to him implicitly. Also the dude is hilariously fucking bad at Doom. I watched a few videos once and I lost count of how many times he just stood there and let incoming projectiles hit him.

>> No.5232045

>>5231689
He means Bobby Prince.
I think I'd like a .midi ripoff of Pussy Control though.

>> No.5232054

>>5231981
it's a troll you dumbasses
i swear vr is one of the most easily baited boards, probably because of the older age range

>> No.5232056

>>5232054
>older age range
People here still use emoticons from time to time, facebook/twitter memes and act overly excited in general, like a kid. It's like I'm reading youtube comments.

>> No.5232065

>>5231872
I fucking love old 2000s-era ZDoom mapsets.

>> No.5232069

>>5231670
That's a hideous tree

>> No.5232070
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
5232070

>>5231737
For Doom, it's messy, but deliberate. The guy is an oldschool D&D nerd to the core, and he stages his levels like dungeons for the player.
His use of textures and colors could sometimes be pretty odd and bad looking, but mind also he was trying for some surreal themes, trying to bring about some the mindbending environments of his favorite Lovecraft stories (at least how he envisioned them), thus as someone else said, 'experimental'. He loves to set up traps and stage encounters, like you're in some Tomb Of Horrors kind of place.

His style is visually much more cohesive in Quake, with Quake also playing a lot at Lovecraftian horror (one of his favorite themes), so he's in a perfect element here, making some of his best maps.

>>5231759
Map 28 I think overall is pretty good, but he did an extremely bad choice in terms of progression by basically requiring you to shoot a switch which isn't obviously a switch and which just looks like a decoration like anywhere else they're used.
This isn't telegraphed to the player in any way at all, so it's very easy for someone to just reach this point and then wonder what they're supposed to do and where they're supposed to do.

I'd say it's like an otherwise nice looking gemstone, but with a big unsightly crack in it that really takes away from its beauty.
Maybe they should have been indicated by making it so some linedef you have to pass somewhere will highlight an arrow or something in the room suggesting to the player that the symbols on the walls have to be interacted with, thereby making the player try out things.

>>5232045
Aaaaaah Pussy Controoool!

>> No.5232085

>>5232056
youtube comments are mostly boomers

>> No.5232089

>>5232056
>still use emoticons from time to time
Either ironic or in the very rare cases when it isn't they get called out by everyone else.

>> No.5232112

>>5232056
beats being super cynical about everything
>imblityng

>> No.5232132

>>5232056
>and act overly excited in general
Frankly, I prefer seeing people overly excited than bitter and angry over complete nonsense.

>> No.5232146
File: 309 KB, 1000x562, purple-rain-56645ae5f3b8e.jpg [View same] [iqdb] [saucenao] [google]
5232146

>>5231605
this gonna be one funky ass megawad

>> No.5232149

>>5232070
>Map 28 I think overall is pretty good, but he did an extremely bad choice in terms of progression by basically requiring you to shoot a switch which isn't obviously a switch and which just looks like a decoration like anywhere else they're used.
>This isn't telegraphed to the player in any way at all, so it's very easy for someone to just reach this point and then wonder what they're supposed to do and where they're supposed to do.
There is a hint though.
The hint is in that you are allowed to visit that room before you can progress in it, by going through the immaterial "wall" while looking for secrets.
When you to the room again, from another angle, it becomes immediately obvious for you, that the level has just looped on itself. So it makes sense to check the room where the loop actually closes.
So, well, you eventually shoot the wall, provided you are thorough enough.

>> No.5232154

>>5231605
>2 new weapons
- Pipebomb/C4
- Railgun ala quake 3, not quake 2.

>3 new monsters

- Railgun Zombieman : Obviously has a railgun. He takes a while to aim, he can't track you quickly, and there's a red light trail so you can see if he's lined up or not. This is so that you dont get hit for 80 health without being aware of it. He always drops a railgun, so you get it faster than the plasma gun.

- Armored Revenant : A revenant who can't fire missles, but has a shield and double normal health due to his armor. When he has less than half health, he loses his shield, but his speed increases and he punches harder out of desperation.

Boss enemy:

- Balgar Demon : A cyberdemon without his cybernetic enhancements. He behaves exactly like a Baron, but throws fire that deals 150 dmg when it hits you. His stomp is an instagib if you're in range.

>> No.5232156

What is your favorite starting Hideous Destructor loadout, /doom/?

>> No.5232158

>>5231860
GMOTA, Demonsteele, and Guncaster come to mind immediately. High Noon Drifter has some magic items too but not as many. Heretic and Hexen both have magic as a heavy influence.

>> No.5232164

>>5231605
>You plan to make a new anniversary megawad to Doom 2
Go fuck yourself, I choose to make a new Campaign pack for Doom 3 instead.

>> No.5232171

>>5232149
>When you get to the room again
fix
That having been said, however, there is a caveat. The level, from what I remember, is called "Spirit World" - and its title can be seen as referencing traversable walls this level uses at least thrice (once in the first corridor leading to the room with the switch, twice in the second corridor leading to the room with the switch). HOWEVER. If I am not mistaken, the traversable wall that leads to the first corridor (which player HAS to take in other to spot the place where the level loops in itself correctly), leading to the room with the switch is the FIRST traversable wall that appears in that level. That is, before the player, provided he plays the level for the first time, really learns that such traversable walls are, indeed, a thing in this level. So it just sort of assumes that you'll cram yourself into that wall just because reasons.

>> No.5232178

>>5231860
The Arcane Wanderer is very early stages but.
https://forum.zdoom.org/viewtopic.php?f=43&t=62837
>>5232158
Also for extensions of Heretic there's Heretical Doom and Hexen there's Wrath of Cronos.

>> No.5232184
File: 34 KB, 471x480, E71B9E6E-081B-435B-B8B2-D15A6F51C729.jpg [View same] [iqdb] [saucenao] [google]
5232184

>>5231872
>He doesn’t play dehacked mods from the 90s where texture rips were utterly horrible but amusing

>> No.5232190
File: 154 KB, 800x600, doom take it easy.jpg [View same] [iqdb] [saucenao] [google]
5232190

>tfw just discovered John Romero's new levels he made a couple years ago
>tfw just discovered Brutal Doom
>tfw haven't had this much fun in an FPS in years

Welp, time to start looking up crazy WADs and mods.

>> No.5232195 [DELETED] 

>>5232190
>>tfw just discovered Brutal Doom
yikes.

>> No.5232201 [DELETED] 

>>5232195
I don't even like Brutal Doom but damn, the people who try to start shit every time it's mentioned are even more annoying

>> No.5232205
File: 67 KB, 253x164, hideous destructor.png [View same] [iqdb] [saucenao] [google]
5232205

>>5232156
security guard.

>> No.5232207 [DELETED] 

>>5232201
>people complaining about people complaining

>> No.5232208

>>5232190
i particularly enjoy Hellbound with BD, I'd recommend it

>> No.5232212

Why new romero wad looks so boring? Couldn't he just add some new GZDoom features like dynamic lights (instead of obsolete sector lightling), 3d floors, PBR materials, 3D objects. What's is the point of making something that a map generator like Oblige can do nowdays?

>> No.5232215

>>5232184
I wish I could find some of the mods I played back then, some were so fucking bizarre.
>>5232201
They exist to keep it in view and in people's minds more than the people who like it.

Gets doubly retarded when it's a mod developer doing it.

>> No.5232219

>>5232212
He's said before he's way behind the times with mapping, though at the time he was saying that as why he wasn't doing a ton of stuff.

>> No.5232220

>>5232212
as you can see>>5232009

>> No.5232221
File: 3 KB, 1053x20, notepad++_2018-12-19_18-40-12.png [View same] [iqdb] [saucenao] [google]
5232221

>>5232156
autistic minmaxed custom loadout

>> No.5232224

>>5232146
Doom's palette doesn't have enough shades of purple.

>>5232149
>you eventually shoot the wall, provided you are thorough enough
Why is that? Shootable switches are very uncommon in Doom and Doom 2, and these aren't indicated. Again, nothing about the switches themselves suggest they can be interacted with, a first instinct would be to try to UNF them, but they then do nothing.

>> No.5232226

>>5231605
Replace the pistol with a revolver that takes different ammo from the chaingun - inherently more useful than the regular pistol
Double grenade launcher - does more damage than rocket launcher, but low range and harder to aim

>> No.5232227

>>5232224
in vanilla doom, using the walls makes no sound at all, so you'd at least have that telling you something's up
zdoom "fixed" that, removing that hint

>> No.5232228

>>5229663
Anyone here notice that Strife WADs and PK3s are rarer than not only DOOMI&II WADs, but also Heretic and even Hexen?

>> No.5232230

>>5232212
because GZDoom maps are shit and it's generally better to focus on boom-compat stuff before you bloat it with pointless bullshit

>> No.5232235

>>5232228
That's because Strife modding is a nightmare. Everything's hardcoded and shit can break for no apparent reason.

>> No.5232237
File: 347 KB, 2560x1440, 222222222.jpg [View same] [iqdb] [saucenao] [google]
5232237

>>5232212
Something ugly like this? No thanks, we don't need vasyanstvo, we need Doom.

>> No.5232246

>>5232237
BLOODY SCREEN, SO REAL

>> No.5232249

>>5232230
>>5232237
Why is /doom/ so easy to bait? Every single fucking time. What the hell is wrong with you people? How more obvious does the bait have to be?

>> No.5232251

>>5232227
>in vanilla doom, using the walls makes no sound at all, so you'd at least have that telling you something's up
you mean when you UNF walls?

>> No.5232254
File: 1.20 MB, 1002x1042, Lucky_luciano.png [View same] [iqdb] [saucenao] [google]
5232254

>>5232237
Someone please replace that Imp with Lucky Luciano

>> No.5232256

>>5232208
I'll check it out. Thanks, anon.

>> No.5232257

>>5232251
i *guess*

>>5232249
imagine actually giving a shit about this

>> No.5232263

>>5232228
There's a patch to run Doom gameplay mods in Strife now.
>>5232235
Less is hardcoded than you'd think, and a lot of what is can be really easily replicated and replaced with basic DECORATE.

>> No.5232264

>>5232249
somebody must tell him his risen3d resurrected abomination of a mod that it's so bad satan rejected it from his domain

>> No.5232273

>>5232257
i used prboom+ and i could UNF walls

>> No.5232274

Is there a wad that replaces enemies in heretic levels with doom ones?

>> No.5232279

How can I use a supershotgun in Doom 1's maps?

I want to play KneeDeepInTheDead with the Contractor loadout in Hideous Destructor just for fun, but the supershotgun gets converted to the regular shotgun when I try it. I've already tried loading -iwad doom and -file doom2, but that didn't seem to do the trick.

>> No.5232282

>>5232274
The almost universal Doom Heretic one does but you got to feed it your own wad with truecolored sprites and sounds.

>> No.5232283

>>5232273
did you try the actual walls in question
https://my.mixtape.moe/melcel.webm

>> No.5232286

>>5232279
Load doom2.wad as a pwad, or use Wadsmoosh to get doom_complete.pk3 to use as your iwad.

>> No.5232290

>>5232279
try it the other way around (doom 2 as the iwad, doom 1 as the pwad)
chances are hideous destructor is using the filter/ directory to get rid of its SSG when doom 1 is the iwad

>> No.5232292

>>5232282
Link? Google turns up nothing.

>> No.5232293

>>5232237
why is this imp shooting fire out its dick

>> No.5232297

>>5232070
>>5232149
can we please ask sandy to do some levels or review some for quake 1

>> No.5232301
File: 964 KB, 1920x1080, trickshot.webm [View same] [iqdb] [saucenao] [google]
5232301

it's not screenshot saturday but whatever

>> No.5232303

>>5232297
You'd need a Ouija board to ask him, anon...

>> No.5232305

>>5232301
thanks, I hate it

>> No.5232306

>>5232303
>>5232297
Nevermind, disregard that. I don't know why I thought he had died

>> No.5232310

>>5232283
is that what you meant?
fuck i never noticed

>> No.5232312

>>5232002
>he
you mean "i," because it's extremely obvious it's you, Dimitri.

>> No.5232315

>>5232306
>https://twitter.com/SandyofCthulhu
nomentions of doom birthday

>> No.5232318
File: 548 KB, 797x600, 1476428529232.png [View same] [iqdb] [saucenao] [google]
5232318

>>5232301
>that motion blur

>> No.5232320

>>5232318
i wanted the full cod experience while testing this out

>> No.5232324

>>5232293
The fireballs just have long trails and with added postprocessing effects like bloom and godrays all light becomes too strong and it gets hard to see whether it is a trail or the actual fireball.

>> No.5232325

>>5232292
https://www.mediafire.com/file/rw44wursy6w2f0f/Almost_Universal_Doom_for_Heretic_patch_v0.3.7z/file

>> No.5232331

>>5232290
This doesn't let me load E1M1 or any of doom 1's maps, sadly

>>5232286
I'll try getting the smooshed version

>> No.5232332
File: 34 KB, 640x480, 1479965826111.jpg [View same] [iqdb] [saucenao] [google]
5232332

>>5232320
cod didn't have witcher 3 class nausea inducing camera movement

>> No.5232338

>>5232331
why wouldn't it
just use the map command

>> No.5232339

>>5232338
>map e1m1
>no map e1m1 found

>> No.5232343
File: 1022 KB, 1692x947, Untitled.png [View same] [iqdb] [saucenao] [google]
5232343

>>5232325
uh

>> No.5232345

>>5232338
well ok I tried it and zdoom doesn't actually load any of the MAPINFO data for it, so never mind

>> No.5232348
File: 568 KB, 1600x900, Screenshot_Heretic_20181220_002541.png [View same] [iqdb] [saucenao] [google]
5232348

>>5232292
>>5232325
Should only need the monsters pk3 and the sounds and converted sprites from Doom but otherwise it seems fine.

>> No.5232350

>>5232339
well you screwed it up then
not that it matters anyway, because of >>5232345

>> No.5232351

>>5232301
Are you making Borderdoom?

>> No.5232352

>>5232343
That's the Doom playpal fucking with the Heretic one.

>> No.5232353

>>5232352
what do

>> No.5232354

>>5232351
nah, just the hud, i'll change it later. that's quite a nice idea tho

>> No.5232361

>>5232249
it takes me maybe five seconds to call him a dumbass and move on with my life

you care far too much about this

>> No.5232362

>>5232353
Use slade to convert the Doom 2 monster sprites to truecolour pngs, paste them in a new wad, also paste in all the sounds they use.

It's some amount of fucking about but it works.

Or try whichever Romero's Heresy is the one that does shit with Heretic.

>> No.5232364

playing through the xxx archive on idgames is a fucking trip

>> No.5232394

heck on earth

>> No.5232401

Who voiced doomguy's grunts and screams in the original game?

>> No.5232402
File: 13 KB, 640x712, 1410090648465.png [View same] [iqdb] [saucenao] [google]
5232402

>>5232364
>XXX archive

>> No.5232404

>>5232364
For a second I thought you had mentioned xxx-mercenaries.wad. Skulltag servers used to play with that one.

>> No.5232423

new to doom
wasnt my flavor until recently
what are some good mods to get?
I like fantasy and medieval and magic stuff
please and thank you

>> No.5232427

>>5232423
GMOTA

>> No.5232429

>>5231920
I've been having a lot of fun using omgwpns with oblige generated levels

>> No.5232431

>>5232423
REKKR
or just play Hexen & Heretic

>> No.5232432

>>5232423
Heretic
Heretical Doom
Hexen
Wrath of Cronos

>> No.5232447

>>5232431
I really like Hexen
but someone on /v/ told me to buy Doom for the mods

>> No.5232448

>>5232423
REKKR if you want to play a Nordic version of Doom game.
GMOTA if you want a to play with an arcadey, melee focused version of Doom wads.
Heretical Doom if you want to play Heretic/magic weapons in Doom wads (and be a little overpowered).

>> No.5232449

>>5232447
>someone on /v/ told me to buy Doom
/v/ here, whoever told you to buy doom is a fucking retard
read the sticky, anon

>> No.5232450

>>5232402
>>5232404
fuck it you get what i mean
succubi.wad is definitely the work of a serial killer

>> No.5232452

>>5232228
Because Strife is much less well known and popular.
It'd be nice to mod, but as said it's a goddamn snake's nest of hardcoded bullshit, what an NPC actually is can vary dramatically depending on map slot, and it's not made immediately clear in which way.

You'd pretty much have to use GZDoom to make new actors and what not, because trying to do Vanilla strife content, you'd have *extremely* little freedom in what you could actually do.

>> No.5232454

>>5232423
It's only a demo but the crimson deed is interesting and has a magic system, the castlevania mod by the same creator is also very cool. They're not recognizably Doom at all, though, and they're heavy on GZDoom muh graffix shit if that bothers you.

>> No.5232460

>>5232449
why is Doom retarded?

>> No.5232461

>>5232401
Carmack

>> No.5232463

>>5232461
which one

>> No.5232465

>>5232460
Doom isn't retarded, the guy who told you to buy it is. None of the money goes to the original devs, and it's piss easy to find the wads you need online.

>> No.5232468

>>5232452
It's not actually anywhere near as impossible a task as people make out, you have to faff about with getting the right conversationids and use ZSDF to replace dialogue with what you want.

>> No.5232481

>>5232465
who does the money go to?

>> No.5232489

>>5232481
ALL THE PROFITS GO TO ME! JOHN ROMERO!

>> No.5232491

>>5232481
Zenimax

>> No.5232494

>>5232481
Tim Willits.

>> No.5232496
File: 479 KB, 900x702, 2a20ce7d8f5896b2ac0123419462d1d706b94016c8df5ddb0a42b29eafcf784c.png [View same] [iqdb] [saucenao] [google]
5232496

>>5229663
Did DOOM and Quake help to put nails in the coffin of Graphic Adventure games(at least in the West?)

>> No.5232541

>>5232401

They were stock sounds from the General Series 6000.

>> No.5232545

>>5232301
god I remember those dogshit MW2 sprites

>> No.5232549
File: 851 KB, 1147x517, Untitled.png [View same] [iqdb] [saucenao] [google]
5232549

>>5232237
we need to go deeper

>> No.5232563

I'm looking to get into midi arranging for a project, thought I could help while learning.
Anyone looking for some custom MIDI tunes?

>> No.5232564

>>5232452
Almost everyone uses GZDoom to play Strife anyways, I don't think that hardcodedness is an issue these days. The issue is that the playerbase is small, and any user expansion would be expected to have a story, NPC's, & dialogue, which most mappers don't have the desire or skill to write.

>> No.5232584

>>5232564
>Almost everyone uses GZDoom to play Strife anyways,
I don't, not like GZDoom has any Strife-based innovations, those are sourced from ZDoom and Vavoom.

>> No.5232602

>>5232279
Load Doom 2 as a pwad and then summon the SSG with the console?

>> No.5232607
File: 609 KB, 1981x1114, Screenshot_Doom_20181219_193230.png [View same] [iqdb] [saucenao] [google]
5232607

I will destroy them all

>> No.5232612

>>5232607
*holds up spork*

>> No.5232659

What are the best Christmas mods for festive Dooming?

>> No.5232664

Give me less well-known weapon mods pls

>> No.5232674
File: 267 KB, 1360x768, Screenshot_Doom_20181219_192357.png [View same] [iqdb] [saucenao] [google]
5232674

>>5232659
Mori XMas, Snow2008, Winter City

>> No.5232675

>>5231854
just punch it if you're worried about your ammo

>> No.5232685

>>5232549
holy shit yes we do

>> No.5232687

>>5232675
It's more how are you supposed to figure it out

>> No.5232708

>>5232687
hard work and guts

>> No.5232723

Man this shit is awesome.
I remember playing the shareware like 20 years ago, but never played any doom again. I'm having a metric fuckton of fun.

>> No.5232725

>>5232723
doom is cool, imo

>> No.5232751

>>5232723
The original three episodes will always be utterly timeless to me. I feel bad for the people who've been so spoiled by community WADs that they think only E1 has any good stock maps, when it's really just a couple subpar ones in the later episodes.

>> No.5232790

Bad news: the Dragonslayer won't be making it into DRLA 1.1. It was holding Yholl back and people kept annoying him about it over on discord
Good news: the Dragonslayer will come in a later update, and there is only one more thing left on the to-do list, followed by some testing.

>> No.5232816
File: 103 KB, 1424x1080, wadpromo.jpg [View same] [iqdb] [saucenao] [google]
5232816

Yo I posted this in the last thread but then 4chan died and the thread died too but basically I made this map for fun and wanted to know what you guys thought.

The story is that doom guy needed a change of clothes after beating ultimate doom so he decides to head home for a map. yada yada shoot stuff.

Compatible with limit removing doom 2. tested with crispy doom. Doom 2 is required.

>> No.5232819

>>5232816
Hey ding-dong, you forgot the link.
http://www.mediafire.com/file/hd3czl92r7c228h/chngv1.wad/file

>> No.5232835

>>5232816
It's some goddamn bullshit. Hitscanners that target you immediately, chaingunners that mow you down immediately if you even try to shoot the shotgunner. There are no brakes and no ammo either.

>> No.5232846

>>5229884
>>5232816
thanks man! that part totally slipped my mind haha.

>> No.5232876
File: 174 KB, 1920x1080, 2018-12-19-223626_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5232876

Well...E1M3 on Hideous Destructor for the first time with no saves was...an experience.

I don't think I've ever been so happy to finish a level before.

https://clips.twitch.tv/KindAuspiciousJellyfishFrankerZ

>> No.5232883

I remember watching this youtube video with a doom 2 wad that had cool lighting systems like under grates and stuff

anyone remember this

>> No.5232910

>>5232819
thanks dude! lol i totally forgot hahaha

>> No.5232943

>>5232549
one word
H U G E

>> No.5232964

>>5232835
i will admit that i purposely designed the map to be quite difficult, there is more than enough ammo to complete the level.

as for brakes, i don't make them obvious, but you can relax a little bit after entering the blue door and clearing out the enemies inside. avoid the windows.

>> No.5233098
File: 13 KB, 418x359, 1535152806234.png [View same] [iqdb] [saucenao] [google]
5233098

>>5230539
anybody? bueller?

>> No.5233102

>>5233098
altreload i think

>> No.5233112

>>5233102
that's it! thanks m8

>> No.5233115

>>5229663
Thoughts on Delphi Doom?
https://sourceforge.net/projects/delphidoom/

>> No.5233126

>>5233115
>delphi
what year is this

>> No.5233227

Where did Netronian Chaos come from?

>> No.5233310

>>5231872
Old ZDoom mods are great. Does anyone else like the Claustrophobia: The Walls Close In wad? It's mostly fighting enemies in tight spaces, but where it really goes unique are those long epic boss battles, with the scripted spell attacks that they have.

Then there is Daedalus. TeamTnT megawad, which consists of hubs, in style of RTC-3057 (another great early ZDoom wad btw). Still haven't completed it, but I'll propably return to it, when I have completed everything else on my doom wad list. It's going to be long project, so I'll safe it to last.

>> No.5233312

>>5231670
I can't play this, because the new weapon sprites look horrible.

>> No.5233321

>>5231605
For weapons I'd want "official" Doom (not 64) versions of Unmaker and Dark Claw.

For monsters I don't know. Something that would spice up the combat even more, and make interesting combos with existing enemies. It's hard to imagine something new and unique, when we have gotten already so many great custom monsters with uTnT, Zen Dynamics, Valiant and such.

>> No.5233324

>>5233227
korea

>> No.5233336

>>5232212
Couldn't disagree with you more. Sigil looks absolute great, and I'm happy that Romero didn't go full retard with ZDoom features. ZDoom maps are almost always shit, because of the barfed dynamic lights everywhere and unfitting 3d objects everywhere. UTnT and early ZDoom wads were absolute great, but things have really gone overboard after them. Also there is much of difference between AI made shitmap and human made map with actually interesting and challenging fights.

>> No.5233343

>>5232816
>The story is that doom guy needed a change of clothes after beating ultimate doom so he decides to head home for a map.
deepest lore

>> No.5233350

>No Big Lebowski WAD

Come on, man.

>> No.5233420

>>5229663
So, who's enjoying Total Chaos?

Also is Quakespasm still the best option to play Quake?

>> No.5233554
File: 278 KB, 1920x1080, Screenshot_Doom_20181220_015522.png [View same] [iqdb] [saucenao] [google]
5233554

A demon girl killed by a Pokemon in Pallet Town while a cheerful goat dude who constantly gives compliments cries over her death. Doom modding

>> No.5233610

>>5233554
isn't that a hexen model?

>> No.5233694

Just played through Doom episode 1 for the first time. Fucking amazing.
How do I set up multiplayer and can I do it through Crispy Doom or do I need to use GZDoom?

>> No.5233702

>>5233694
For multiplayer you'll need Zandronum.

>> No.5233705

>>5232362
I tried that but the enemies are just invisible now. Do you have a working truepng wad I could use?

>> No.5233707

>>5233702
Thank you.

>> No.5233714

>>5232751
Yeah. Hell, I'd say that higher end community content has spoiled me, but I've still really grown to appreciate the original maps more objectively in recent years, I feel.
Like breaking down encounters and setups in my head, judging locales based on what they might be intended to be, the transformative process of Petersen working over Hall's leftovers, etc. A lot of people don't seem to be willing to judge the maps from their time or circumstances.

At any rate, I've always been very fond of the original three episodes, E2 and E3 are just superb stuff.

>> No.5233742

>>5231737
Gimmicks and Experiments.
Which is not a bad thing by itself, it's actually a good thing....
It's just it really would be better if there was somebody working with Sandy as a designer.
Just somebody who would take Sandys raw maps and design them, give them textures, maybe change geometry a bit to make it look all better.

>> No.5233754

>>5229663
Can someone help? I can't get eviternity to run. I drag it on gZdoom like I do all my other wads and I get some weird error message. Also gZdoom doesn't even ask me which doom iwad I want to run, it just starts eviternity immediately with a weird loading line but then I get the error message. Any help?

>> No.5233756

>>5233742
You kind of had the reverse of that with Sandy working over Tom Hall's maps, and I think those are some of the very best iwad maps.

>> No.5233760

>>5232751
I played doom 1 at release and it was always shit and boring, but I have superior taste to this meme hellhole.

>> No.5233767

>>5233760
ebin

>> No.5233769

Wow. Going from Crispy Doom to GZDoom makes all the sprites look like complete shit.

>> No.5233771

>>5233767
Good job replying with a meme dipshit.

>> No.5233772 [SPOILER] 
File: 286 KB, 1016x568, 1545317785120.jpg [View same] [iqdb] [saucenao] [google]
5233772

>>5233771

>> No.5233774

>>5233769
turn off filters.

>> No.5233780

>>5233774
I'm in the menu for GZDoom right now and I've gone through all the "Display" options. Can you please tell me how to shut them off? I actually kind of like GZDoom but Crispy Doom looked way better.

>> No.5233785

>>5233780
opengl renderer -> texture options -> texture filter mode

>> No.5233789
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google]
5233789

>>5233780
Coming to your rescue famalam

>> No.5233795

Why should I use GZDoom or Zandronum? The latter works way better on my Surface Pro.

>> No.5233802

>>5233785
Thank you.
>>5233789
Wow thank you for this. Fantastic tutorial and that solved the problem.

>> No.5233805

>>5233795
there's a ton of wads that only work with gzdoom, most ones nowadays are made with that source port in mind too.

>> No.5233816

Metadoom feels like it could have been in a curse status like Doom bible mods, but after two years, it managed to get planned features like the heart and SM sprites

>> No.5233831

Was High Noon Drifter made specifically to go with Ancient Aliens or does it just happen to fit really well?

>> No.5233836

Speaking of old Doom memes, remember NEDM?

>> No.5233852

>>5232212
>Map looks boring because its not a GZDoom wankfest
>Implying Oblige is even half as good as a Romero map.
Who the fuck are you?

>> No.5233861

>>5233852
He's someone who gets a rise of gullible dipshits like you apparently.

>> No.5233882

Could it theoretically be possible to make a source port that was feature complete? (ie: being able to accurately play original demos, while having the option to lift the engine's limits at the flip of some dials, plus supporting scripting and multiplayer)

Or is it basically impossible?

>> No.5233885

>>5233882
Eternity?

>> No.5233887
File: 2.87 MB, 1842x1051, Screenshot_Doom_20180413_002358.png [View same] [iqdb] [saucenao] [google]
5233887

PB3.0 is therapeutic.

>> No.5233889

>>5233885
So why isnt everyone using that?

>> No.5233890

>>5233887
2.03 is the definitive PB
v20b is the definitive BD

I will not be accepting anything else

>> No.5233891

>>5233890
3.0 has performance issues but honestly it's completely worth it to me for the beautiful thing that is 3.0's HMG.

>> No.5233895

>tfw Guncaster is unironically fun and well made
>tfw the main character is an anthropomorphic dragon

fucking scalies

>> No.5233897

>>5233831
I think it just ended up fitting really well.

>> No.5233901

>>5233891
3.0's HMG is godlike, nailgun included.

However, I hate the weapon bobbing in 3.0. It gives me a headache to have the thing jiggle left and right whenever you move the mouse. Plus, it's not smooth so it just looks janked as fuck.
Also 3.0 crashes all the time for me so I'm less interested in revisiting it.

2.03 has it's flaws, too. The upgrade for the UAC40 Carbine is an ugly mf. I always turn off upgrading to that LMG because I love the look and sound and feel of the Carbine more.

>> No.5233905

>>5233901
I guess I can see that being an issue, doesn't bother me though. Doesn't crash for me much either.

>> No.5233925

>>5233905
i need to try 3.0 again and see if my criticisms still matter to me now.

>> No.5233931

>>5233890
>v20b is the definitive BD
aint that the one that gave us a shitload of screenshots showing fucked up bugs in one or two threads last year?
or is that v21?

>> No.5233943

>>5233861
>implying that's better.

>> No.5233963
File: 170 KB, 1000x1000, 1519610311615.jpg [View same] [iqdb] [saucenao] [google]
5233963

what's a good short mapset to plow through in one sitting?
I've done chainworm commando, nihility, UAC ultra, you know the usual stuff already.

anything interesting come out lately?

>> No.5233969

Is there a Twitter equivalent of Inmost Dens?

>> No.5233976 [DELETED] 

>>5233963
I'd recommend one but you posted that image so now I won't.

>> No.5233978

>>5233976
alright then.

>> No.5233985

>>5233963
I'll recommend one in spite of your Faux Paus; Suspended In Dusk

>> No.5233990

Just remembered MetaDoom had two cheats referencing Doom 3's lightning and SNES Doom's flat floor/ceiling color textures.

>> No.5233995

>>5233985
alright so you've got nothing either.

Quake it is then.

>> No.5234012

>>5233789
>no software palette
come on, I can't be the only one playing with it on.

>>5233995
hey at least you got a kick out of a couple self-righteous chodes for posting a crop.
try the xmas jam, hope you don't mind the new additions to the enemy roster and the shotgun projectiles. AD's bloat has sure grown tiresome by now.

>> No.5234034

>>5234012
I liked breaking free from the constraints of the software palette.
So many colors! So many shades! With all the original graphics undistorted by shadow!

>> No.5234040

>>5233931
that's v21.

>> No.5234047

>>5233963
Ignore shitweeb whining.

Dystopia 3
Project Kate
Vanguard
Congestion 64 or anything by Wills if you want a laff

>> No.5234053
File: 495 KB, 1920x1017, tiddyousdestructor.png [View same] [iqdb] [saucenao] [google]
5234053

>>5229724
N'th for tiddyous destructor.

>> No.5234062

>>5234053
whats the point of this mod?

>> No.5234065

>>5234062
pain

>> No.5234083

>>5234062
1) Different armor (outfits) alter behavior of your weapons, especially altfires and has additional effects
2) There's fuckton of armors and outfits, as well as several characters
3) Outfits do not last long in battle unless you take care of them so you have to change often, which shuffles up the gameplay and gives a bit of randomness without becoming too lolrandomshuffle like in many other randomiser mods since the core functions your weapons stay the same.

>> No.5234128

>>5234047
>>5234012
yo, thanks, I'll look these up.

>> No.5234149
File: 265 KB, 398x444, 1544717300947.gif [View same] [iqdb] [saucenao] [google]
5234149

>>5229724
More like TEDIOUS DESTRUCTOR, amirite?

>> No.5234157

Does Cold As Hell work on current versions of GZDoom? I know it sounds like a dumb question but I had random mods break on me before.

>> No.5234182

https://forum.zdoom.org/viewtopic.php?f=4&t=15080&hilit=Spriting+Carnival&sid=b0f6b25a37417ef6a1c09c979a4a41ca&start=32625#p1084260
the game isn't even out yet

>> No.5234194

>>5234182
They did this for Doom 2016 too.

>> No.5234201

>>5234182
So?

>> No.5234246
File: 58 KB, 960x720, 1540938739793.jpg [View same] [iqdb] [saucenao] [google]
5234246

Can anyone help me name the wad?

The wad was for ZDoom and NOT vanilla (made use of ACS scripts).
It had custom maps and monsters from realm667 (lord of heresy for example).
The story is about you escaping from somewhere (i forgot), but you have to do mini boss fights occasionally.
The wad was from ~2009.

Does this ring any bells?

>> No.5234262

>>5234246
ultimate torment and torture?

>> No.5234276

>>5233795
Zandronum has better multiplayer and doesn't have a developer that shits the bed every other month.

GZDoom had more stuff for mods to use but it doesn't run the best with a lot of maps, has pretty shit multiplayer and a lot of mods get broken pretty much all the time.

Best to not fall into the binary choice camp, use whichever is best for whatever you want at the time.

>> No.5234294

>>5234047
>shitweeb whining
What? Who? Where?

>> No.5234297

Do people still play vanilla style maps? Or has that horse been beaten to death?

>> No.5234301

>>5232687
When I get stuck the first thing I do is start shooting things that look suspicious.

>> No.5234303

>>5234297
Still alive and well. In fact /vr/ made a speedmap compilation last year, and is working on another right now.

>> No.5234307
File: 736 KB, 1981x1114, Screenshot_Doom_20181220_023528.png [View same] [iqdb] [saucenao] [google]
5234307

There's gonna be trouble

>> No.5234314

>>5229663
Anyone here besides me and the OP still know about the Aftershock tools for Quake? I wonder if you would need an extra CD-drive for it to work on a physical computer: one for Quake, and the other for Afthershock tools

>> No.5234326

>>5234297
I like vanilla maps. I feel like it's Boom that's beaten to death these days. If I walk into an empty room and floors instantly raise up to reveal thirty boners and an archvile, I just close the wad because clearly there's nothing new to see there.

>> No.5234332

>>5234326
>walk into an empty room and floors instantly raise up to reveal thirty boners
Sounds like a terry wad.

>> No.5234361

>>5234332
umm sweetie those are called slaughterwads swetie

>> No.5234389

>>5234361
Ironic shitposting is still shitposting.

>> No.5234392

>>5234053
shes not putting it on?
u monster

>> No.5234421

>>5234392
clearly one pair aint enough

>> No.5234494
File: 623 KB, 1922x1410, 15453397669230.jpg [View same] [iqdb] [saucenao] [google]
5234494

How do I make something like this in GZDoom as shown on this screen with old version of JDoom (2007 I think)? Don't say that I fucking need to edit map and manually add dynamic lights. I there some kind of shader that generates dynamic lights sources from brightmaps?

>> No.5234508

>>5234494
>I there some kind of shader that generates dynamic lights sources from brightmaps
Not that I'm aware of.

What you could do is to replicate that one insane script Sgt. Mark did for Brutal Doom, which detects which level you're on by the way of which Things are placed, and then applies the pre-set "enhancements" to the map that way, including adding things, thus you could add dynamic light emitters in this manner.
That of course means you would have to write up scripts for this for each level, mind.

>> No.5234561

Does Doom Builder handle all the Zdoom linedef specials differently or am I just not getting it?

For example. The planealign special, according to the zdoom wiki is supposed to have arguments to tell it whether to align to the floor or ceiling, in front or behind, etc. In Doom Builder (latest version) When I choose this special there is nowhere to put arguments, instead there are a BUNCH of line specials with the arguments seemingly built in.

I'm a complete noob so I really have no idea what I'm doing. I've gotten slopes to work just fine with experimentation but I want to know what I'm doing wrong before I move forward to more advanced stuff.

>> No.5234563
File: 867 KB, 1920x1080, 2018-12-20-154144_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5234563

>tfw you got an entourage of bodyguards, bots patrolling, and a turret guarding your stash with more stuff than you could possibly carry even with the backpack, so you just merrily go around the level using up as much ammo as you can just so you can come back to your comfy base and restock

>> No.5234567
File: 847 KB, 1922x1440, 15453395423561.jpg [View same] [iqdb] [saucenao] [google]
5234567

>>5234508
>That of course means you would have to write up scripts for this for each level, mind.

No. I need for all levels and all custom pwads. Hope it will be implemented in GZDoom someday. Also I discovered another cool feature in JDoom - glowing brightmaps. An old source port from 2007 still has cool features that a modern port of 2018 doesn't have.

>> No.5234597

>>5233931
Which one is the one that tried to assign a floating point variable a value of 0.i?

>> No.5234615

>>5234597
Still in the latest versions I think.

>> No.5234621

>>5234615
Brutal Doom's popularity feels like an accident

>> No.5234638

>>5234567
Are you sure that's not just gratuitous amounts of bloom? GZDoom has bloom too, but not really configurable.

>> No.5234651

>>5234561
I'm using the GZDoom Builder Bugfix Fork and the plane align special has those arguments

>> No.5234656

>>5234621
It's a scope creeped mess today, but it was actually pretty cool back in the v19/v20 days.
Not mindblowing, like some people say, but I thought it had some impressive things going for it then.

>> No.5234675

>>5234638
That JDoom version has no bloom, it's glowing textures.

>> No.5234691

Played through Grendel's Blade through MarkV-WinQuake.

Really liked the first half of it actually. The first building and the big optional area. It looked good (well, at least, soft-rendered - also, SimonOC really does seem to benefit from restrictions of McGee's style when trying to imitate it to an extent), it played tight (impulse 130 helped as well), there were quad runs and some Midnight Stalker-like precision jumping (I really liked jumping across those angled crossbeams), it almost didn't rely on ArcaneDimensions-esque bullshit. Just the layout of this half of the map with some light changes would be a perfectly good OG Quake map, say, Midnight Stalker 2. And it would be - was - a definite improvement over that map as well.

There even was a theme. The bottom level with the sword thrusting from it was like a central hub area, which I was crossing multiple times going from A to D and from B to C. Provided, I was looking for secrets, managing my ammo, etc. And there were other such crossroads in that first half of the level, you passed through again and again, all the while going in different directions. And from that point it made perfect sense that after clearing out the big optional area and after snatching the silver key, I had to remember that the silver door was situated right in the beginning of the level, right behind my back - and that I needed to backtrack right into beginning of the level and from that beginning to go in the direction opposite to where I had no choice but to go back when I just started the level.

Say what you want, but in my view the first half of this map was cohesive and well enough done all around.
(cont)

>> No.5234717
File: 816 KB, 3778x1392, ccccccccccc.jpg [View same] [iqdb] [saucenao] [google]
5234717

So the textures in JDoom (only in old version) can really generate dynamic lights. In GZDoom you would have to spend hours of tedious work to edit this map by adding dynamic lights sources to make something like this. So Graf cannot even compete with old source port dated in 2005.

>> No.5234719

>>5233890
For someone who has never played either BD or PB, which are the main differences between them? And what are their appeal?

>> No.5234735

>>5234717
To be fair, GZDoom was basically being co-developed alongside ZDoom for the longest time until Z finally got axed and pseudo-integrated into GZ. Graf is incompetent and dramatic, yes, but it's hard to really push things when you have to develop two halves of an engine that's both software and hardware simultaneously, and it's probably why the more fancy features have appeared only more recently.

>> No.5234736

>>5234717
Left looks like shit.

>> No.5234741

>>5234691
Actually, no, I'll just say, that everything after the silver-keyed door veered progressively more in the direction of a loopy whatever clusterfuck (detailing, styling, progression routes, bestiary, ammo balancing), and that the FINAL REVEAL (the "mega-secret" one) was hugely underwhelming, which, combined with the equally underwhelming last fight (which you can do just by lazily spamming excess rockets without even picking up the dedicated quad) effectively meant that the level ended with nothing of note.

Combined with the incomparably more sensible first half, I guess, it's just the case of not knowing when to, figuratively speaking, in relation to level-design, shut the hell up already. Much like, more literally speaking, this post right here.

>> No.5234765

>>5234741
Also, I have a question.

Does SimonOC have any other McGee-esque OG-Quake-ish maps (tight, squarish, tightly pickups-balanced, linear-ish with dedicated quad runs, etc.) other than the first half of Grendel's Blade (loosely DM4-inspired) and Midnight Stalker (loosely E3M6-inspired)? Maybe some of his AD maps are like that? Or are the aforementioned two maps the only ones he ever made for Quake in that kind of style?

>> No.5234784
File: 266 KB, 3440x1440, 33334.jpg [View same] [iqdb] [saucenao] [google]
5234784

>>5234717
But Graf made shadows, PBR and parallax which is more important than shiny textures. Current JDoom is shit useless port.

>> No.5234790

>>5234717
> light emitting textures so you can have lights with large surface area without needing 16 spotlights and 8 normal ones to make it look decent
if only
and it's especially noticable for lights that are close to a wall/ wall lights that go from floor to ceiling
you try to do that currently and you'll end up with super sharp triangles on the floor and ceiling

>> No.5234797

don't bite.

>> No.5234804

>>5234797
good post

>> No.5234806
File: 60 KB, 203x153, Capture.png [View same] [iqdb] [saucenao] [google]
5234806

can someone give me a rundown?

>> No.5234817

>>5234717
Then fucking ask him about your feature.
I'd rather have all the things that GZDoom brings to the table now than a really shitty sourceport with barely any of those.

>> No.5234825

>>5234817
Hi Graf.

>> No.5234853

Is there a tutorial for making a hub level? Something that an absolute noob with only vanilla mapping experience would understand.

>> No.5234865

>>5234825
I can defend the utility that GZDoom has versus some old 3D model focused abomination from the 2000's, without sucking Groß Salz's dick.
I would also defend it over Doomsday, en equally obsolete piece of reheated garbage.

>> No.5234867

How do I play Quake 2?

>> No.5234868

>>5234867
You don't, and continue having a higher opinion of Carmack.

>> No.5234871

>>5234867
You play Quake 1 twice

>> No.5234875

>>5234867
You install Arcane Dimensions and pretend that is Quake 2

>> No.5234879

>>5234867
I used yamagi.
don't tell the cool kids

>> No.5234885

>>5234867
oof

>> No.5234892
File: 244 KB, 500x353, 1534524636193.png [View same] [iqdb] [saucenao] [google]
5234892

>>5234868
>>5234871
>>5234875
>>5234885

>> No.5234903
File: 368 KB, 2560x1440, gzdoom.jpg [View same] [iqdb] [saucenao] [google]
5234903

>>5234865
But GZDoom is just as 3D model focused abomination as JDoom. The proper way is Chocolate Doom, everything else is from devil.

>> No.5234912

>>5234903
the proper way is dosbox

>> No.5234918

>>5234912
>What is Zandronum and PrBoom+

>> No.5234919
File: 79 KB, 750x750, rm4qdgb30rv11.jpg [View same] [iqdb] [saucenao] [google]
5234919

>>5234912
No. Windows 95 + CRT monitor.

>> No.5234929

>>5234867
by strafejumping everywhere all the time
if at any point you're moving around the map at normal run speed, you're playing it wrong

>> No.5234935

I unironically like Quake 2, suck my dick.

>> No.5234954

>>5234929
wot if u wok tho

>> No.5234959

>>5234935
Most people probably just don't like it since it wasn't originally meant to be a Quake game

>> No.5234968 [DELETED] 

By the way, you DO know Q2 was directed by Kevin Cloud, who ALSO directed so called "Call of Doom", right?

>> No.5234975

>>5234968
Still a better game than the entire first half of Quake 4.

>> No.5234978
File: 93 KB, 241x249, sogeum.png [View same] [iqdb] [saucenao] [google]
5234978

>>5234968
>literally just pulling shit out to make people feel bad for even touching the game in the first place

Please go the fuck back, seriously.

>> No.5234982
File: 68 KB, 680x738, fun is a buzzword.jpg [View same] [iqdb] [saucenao] [google]
5234982

>>5234968
Nobody gives a fuck.

>> No.5234987
File: 85 KB, 600x600, 93e6922144632420fdf42540e119aec43359ac7a104e17394ab9706085c7ceb8.png [View same] [iqdb] [saucenao] [google]
5234987

>>5234982
Fun is not a buzzword, dear numbskull.

>> No.5234993

>>5234987
I think he was mocking that mindset as well.

>> No.5234994

>>5234987
Yes?

That's why the /v/igger was being made fun of in the first place.

Do you have cerebral palsy?

>> No.5234998

>>5234987
Dumbass.

>> No.5235008

>>5234246
town infection?

>> No.5235012

>>5234912
>people actually still use dosbox

>> No.5235017

>>5235012
>people actually still play doom

>> No.5235018
File: 118 KB, 960x600, 63463.jpg [View same] [iqdb] [saucenao] [google]
5235018

How can I play Blood without the game being a poor janky game with poor mouse control?

It's such a step down after playing Doom 64 with fluid mouse controls.

>> No.5235019

>>5235008
https://www.youtube.com/watch?v=LgGrigdCdYw&list=PLA397EDF81F3E9EFF&index=2&t=0s
good music too
and these covers are fantastic

>>5235018
BloodGDX

>> No.5235020

>>5235018
play one of the sourceports

>> No.5235025

>>5234978
That's not it. I actually thought that Call of Doom's leaked designs were genuinely intriguing, and that the game, at the very, very least, would've made a really good youtube playthrough look.

I still hope they'll eventually do at least SOMETHING with all the content left from that project. Hell, maybe adapt it to an actual movie? I mean, hell, they are doing "Rage 2". Why can't they just do "Hell on Earth" without the DOOM moniker?

That having been said, Quake 2 SP is a legit weird game, and definitely a much more streamlined and cinema-like one, than either Quake 1 or possibly even Unreal 1.

>> No.5235026

>>5235008
ah, man. thanks for reliving those memories. that mod was the shit.

>> No.5235030

>>5234998
>>5234994
Alright, fine. Disengaging now.

>> No.5235035

>>5235017
>there are people on this website RIGHT NOW who still enjoy things

>> No.5235037

>>5235018
What's Wrong With configuring DOSBOX settings for the game files?

>> No.5235043

>>5235035
>There are people still using the internet in 2018.

>> No.5235046

>>5235035
>there are people on this website

>> No.5235050

>there are people

>> No.5235061

>there are

>> No.5235064

>>5234717
It could be implemented in zscript in a way that works with any map (but not with retextures, actually). It's still "tedious work" but it wouldn't take as long as handplacing the lights.

>> No.5235084
File: 47 KB, 624x480, 1536004212246.jpg [View same] [iqdb] [saucenao] [google]
5235084

>>5235019
>>5235020
Thanks guys, gonna play it all day.

>>5235037
Poor mouse controls are killing me.

>> No.5235085

>there

>> No.5235086

Can Skulltag runes such as Rage, Drain and Spread be implemented in gzdoom and work with any weapon without having to modify them?

>> No.5235098

>>5235086
The short answer is yes.

>> No.5235104

>>5235098
(excluding spread, actually)

>> No.5235135

>>5230976
I'm actually pretty stoked about the implications of that.

>> No.5235147

>Wanted to make a post explaining reference and shit about MetaDoom
>Tries to CTRL + C to copy it, just in case
>Ends up clearing the text instead

>> No.5235150

>>5234867
Just play it and have fun.
I think it's arguably better in some ways than the first (but then, it's also worse in some ways).
I think the hate for it is grossly exaggerated.

>> No.5235160

>>5234717
Doomsday team said that Doomsday will server as a renderer for Other engines, so they see no problems with Doomsday stuff being used in GZD
though their hexen and stuff is boner levels of pure hardon

>> No.5235161

>>5233310
ooh fuck, you have my attention. I'll check those out.

>>5233887
>>5233890
Speaking of 2.03, how the hell do I get 3.0 to run like 2.03? I wanted to play ProjectBrutality recently but the fucking high res blood being everywhere tanks my PC like a motherfucker

>> No.5235170

>>5235147
I even brought up the optional ZDoom marines with the Gauss cannon and D3 Berserk screaming noise.

>> No.5235174
File: 17 KB, 740x185, Capture.png [View same] [iqdb] [saucenao] [google]
5235174

>>5235147
>>5235170
well you're fucked now but;

>> No.5235176

>>5235174
I did it on Pastebin and i already closed the tab.

>> No.5235194

>>5235170
Let's see if i can remember a few things
>Berserk has a D4 sound, which is a little screech from those runes with the dumb minigames
>Radsuit is OG Radsuit mix with D3 hazmat suit kinda and it has a D64 power up as icon
>DRPG Dog gun was originally used as shield
>Some sounds are beta Doom 3
>The skullkeys, keycards and dead marines having different sprites
>Soulsphere and Invulsphere having D64 but brighter with white/yellow eyes, the latter has GBA Doom blue filter
>Megapshere and Soulsphere have that nuDoom Megahealth sound, latter has it edited to be mixed with OG sphere pick up sound
>Codex, menu/quit messages referencing lines in game, ingame lore, codex shit, manual stuff, references to the movie and novels (RRTS, coating someone with liquid, robo lost soul), Impse, John Stalvern, Martian Buddy even, Chex Quest i think
>Explenation of some options in the menu
>Wolfenstein 3D esque menu
>Doomguy having D3 related sounds? PSX death animation?
>Gender option faces
>Unwilling kinda resembled D3 zombies and possessed scientists too
>Pointless explenation of the menu's background, theme and title
>Z Sex was technically a mix of Z sec pistol guy, shotgunner and rifle man, like how the Commando was a mix of tentacle man and chaingun man
>The axe having different colors
>I think Beholder has sounds from an Hexen enemy
>GL haxing Duke related sprites for grenades and Hexen smoke effect
>Bit about wallshield resembling possessed security

>> No.5235240

>>5235026
>>5235008
Town Infection isn't really good or anything but I still can't hate it simply because of the nostalgia value. It'd be better without the huge AI battles full of hitscan enemies.

>> No.5235248
File: 267 KB, 1440x1080, DOOM0001.png [View same] [iqdb] [saucenao] [google]
5235248

>>5233312
i can't get enough of the early 90s look
inject the dithering artifacts straight into my eyeballs

>> No.5235249

>>5235046
>there are people
i don't understandu

>> No.5235251

>>5235248
joel please go to sleep

>> No.5235315

Looks like I've been playing too much Doom and sleeping too little. I went to take some night snack from my kitchen. I saw a Spider Mastermind with my left eye outside window. I was about to duck behind the table, before I would have got hit by it's chaingun, but then I realized that this isn't Doom, but a real life. That Spider Mastermind was just a pile of snow. So looks like I got PTSD from Doom.

>> No.5235319

>>5235150
I more meant, like, do I need an emulator or something.

>> No.5235326

>>5235315
Tetris Effect with shooters is my favorite mental fuckery to go through

>> No.5235332

>>5233312
use a weapon mod then.

>> No.5235338
File: 661 KB, 1981x1114, Screenshot_Doom_20181220_220126.png [View same] [iqdb] [saucenao] [google]
5235338

Netronian Chaos and Freedoom's texture go together

>> No.5235340

>>5235315
I once played RTCW so much so often that I started peeking around corners in public, thinking nobody would see me eavesdropping in on them.

I still wince everytime.

>> No.5235356

Looks like I've been playing too much Quake and HUHing too little. I went to take some health pack from the depot. I saw a spawn with my left eye outside facilities. I was about to bunnyhop behind the door, before I would have got hit by it's bounce attack, but then I realized that this isn't The Elder World, but a Slipgate Complex. That Spawn was just a pile of brushes. So looks like I got PTSD from The Dimension of the Doomed.

>> No.5235360
File: 107 KB, 805x540, [confused HUUUH].png [View same] [iqdb] [saucenao] [google]
5235360

>>5235356

>> No.5235362
File: 311 KB, 346x741, Dominic.png [View same] [iqdb] [saucenao] [google]
5235362

>>5235356
kek

>> No.5235370

>>5235356
>spawn in the dimension of the doomed
FAKE GAMER detected

>> No.5235383
File: 178 KB, 1440x1080, DOOM0003.png [View same] [iqdb] [saucenao] [google]
5235383

>>5235248
>encounter first archvile
>notice the attack is slower than usual
>not every day that a modern megawad nerfs one of the most infamous monsters in the roster
>kill it like usual
>encounter second archvile
>remember the drill that's a double-speed chainsaw
>slower archvile attack
>faster chainsaw attack
>perform basic arithmetic
>practice unlicensed dentistry on one pissed-off martian
that felt way too good

>> No.5235393

>>5235370
but he said elder world... ?

>> No.5235404

What's the amount where it becomes a worthwhile trade to pick up green armor when you've got damaged blue?

>> No.5235406

>>5235315
You can't duck in doom though

>> No.5235408

>>5235406
Spider Masterminds HATE this weird trick

>> No.5235412

>>5235104
except yes, if you make new weapons

>> No.5235415

>>5235412
But the question was whether you could do it without changing weapons.

>> No.5235416

>>5235408
but you can't dodge hitscan
the hitscan can just miss

>>5235412
then it's a no
unless there's some zscript magic where you get the player's current weapon, spawn a dummy actor in the player's camera, get the weapon's firing state, copy it, and have the dummy actor execute that state

>> No.5235456

>>5235416
meant for >>5235415

>> No.5235461 [DELETED] 

Amid Evil is pure kino, change my mind.

Pro Tip: You can't.

>> No.5235497

>>5234719
BD is first and foremost a gore mod - think ketchup or nashgore. It implements locational damage that not only affects how much damage is dealt to monsters but produced different death animations, like a headshot versus shooting a limb off versus plasma. The player can perform fatalities on mortally wounded monsters. Weapons are overhauled with the intention of keeping them all equally useful. I personally like it for the most part save for a few nagging issues: the extra actors generated from all of the gore tends to hurt the framerate, the changed monster and weapon stats throws off the difficulty and balance, and sometimes the resized hitboxes means that monsters get unintentionally stuck.

PB is BD but with more and better-balanced weapons, monster variants, more toggleables, and better coding. Most of PB's features can be customized for greater or lesser difficulty, speed or quality, or can be all be switched off in order to play as BD only.

>> No.5235525 [DELETED] 
File: 127 KB, 1280x1280, 1541198353251.jpg [View same] [iqdb] [saucenao] [google]
5235525

>>5235509

>> No.5235538

>STILL no Doom 1/2 Quake 1/2 ports for Switch

What the fucking FUCK!?

>> No.5235539

>>5235315
IF YOU DIE IN THE GAME
YOU DIE IN REAL LIFE

>> No.5235543 [DELETED] 

Don't reply to him.

>> No.5235560

>>5235315
>Playing with ducking on
You deserved to fall beneath the might of the chain gun.

>> No.5235589

>>5235543
Not retro.

>> No.5235592

>>5235538
A proprietary platform closed to homebrew that's what

>> No.5235606
File: 24 KB, 392x411, 1471815330297.jpg [View same] [iqdb] [saucenao] [google]
5235606

>playing BD
>see monster agonizing in pain after my gunfire failed to kill it
>feel sorry for it and mercy kill it
>cruelty bonus

>> No.5235608

>>5235497
Someone really should come up with a better loational damage detection technique that does not involves spawning thousands of hitbox actors every second

>> No.5235618

>>5235608
It's been done for a while now. You can actually just get the location that the attack touched the hitbox now. Hideous Destructor uses it for critical hits on center mass and flesh wounds on edge hits, and was going to use it for headshots that would miss entirely if you aimed to the left or right of the head, but it just didn't make for good gameplay.

>> No.5235621

>>5235606
>feeling sorry for demons
Fuck outta here

>> No.5235625

>>5235618
And how did the HD did this?
Can it detect front and back of the monster? (for instance, making a Caco's eye a crit point)

>> No.5235626

>>5235621
Not my fault brutl makes them into a quivering scaredy mess that almost seem to plead for mercy.

>> No.5235640
File: 13 KB, 648x356, notepad++_2018-12-21_00-56-45.png [View same] [iqdb] [saucenao] [google]
5235640

>>5235625
As far as I can tell these are just new variables that ZScript has exposed. It gets the angle and horizontal and vertical position of the hit compared to the hitbox to determine criticals.

>> No.5235658

>>5235606
I feel the same way. Shit like this kills me in video games. Not retro, but I always felt awful for killing grunts in Halo.

>> No.5235662

>>5235640
Sadly, I can't make heads or tails of that script

>> No.5235685

>>5235662
Bullets operate using LineTrace (https://zdoom.org/wiki/LineTrace)) to get a whole shitload of data about anything they connect with. The script checks some of that data and if it meets the requirements, sets the critical boolean to true, which is later used in the damage calculation. It's not something that can be so easily implemented with more "traditional" weapons using basic functions like A_FireBullets, but it's a hell of a lot more functional and less disgusting than the old "spam extra actors" hack.

>> No.5235691

>>5235685
So, this has to be weapon-sided as well, and can't be made universally compatible.

>> No.5235703

>>5235691
I think Nash made a very primitive universal implementation, perhaps back before we had LineTrace. I think all it did was check the spawn location of blood actors compared to the actor's height. Worked fine for single-shot weapons and the vanilla shotgun's horizontal spread, but not so much with the SSG, since just one of the twenty pellets could strike the "head" zone and the whole shot would have its damage boosted, and it didn't work at all with projectiles since they don't spawn blood actors in the first place.

>> No.5235783
File: 355 KB, 1920x1080, Screenshot_Doom_20180819_144458.png [View same] [iqdb] [saucenao] [google]
5235783

>>5234062

you cant be that naive anon

>> No.5235905
File: 2 KB, 204x17, craaack siiiiip.png [View same] [iqdb] [saucenao] [google]
5235905

Apparently Quake 3 just got an update.

>> No.5235917

>>5235783
hotchie motchie!

>> No.5235962

>>5235618
>>5235640
>>5235685
>You can actually just get the location that the attack touched the hitbox now
I've found this to be pretty terrible when I attempted this previously. Doom's hitboxes are fat, as well as uneven due to their box shape, so how the actor is actually hit fluctuates a lot. Working pitch into the calculation (because being above/below the enemy exacerbates the huge fat hitbox problem) was awful.
Even with a 100% working headshot system, it still felt bad due to if you slightly missed the headshot zone, you'd still score a hit on the thin air beside the target due to how wide their actual hitbox is.

>> No.5236000
File: 78 KB, 640x960, 1397784437904.jpg [View same] [iqdb] [saucenao] [google]
5236000

>>5235783
well thats a scene and a half

>> No.5236089

>>5235194
Got a few mre
>Backpack has a D3 sound because there was a backpack in that game
>SSG can show up in D1, replacing the shotty
>Some gore sprites come from DRPG and the sound of enemies getting crushed can be linked to Duke Nukem 3D

>> No.5236109

https://www.youtube.com/watch?v=z2IgyF20w3M

>> No.5236120

>>5235539
But if you die in real life...
You're still alive in the game!
Just not moving. And until somebody kills you in the game too.

>> No.5236171

>>5235416
Well, that's doable but it wouldn't be universal.

This really should be done on the engine side with a new Powerup class, then modifying LineAttack and SpawnPlayerProjectile to handle the spread effect.

Yeah... I guess it's time for me to open a PR once again.

>> No.5236173

>>5235406
>>5235560
I don't use ducking in game, but my legs aren't broken so I am well able to duck in real life.

>> No.5236240

https://www.youtube.com/watch?v=P14iW91LNnw
apparently some guy here describes archviles attack as some sort of lightning strike
maybe that could be how eternal will make his fire attack look to make it less awkward

>> No.5236249

>>5236171
>Yeah... I guess it's time for me to open a PR once again.
Inb4 [NO]

>> No.5236252

>>5236249
Graf rarely says no to me.

>> No.5236334

>>5236252
Lewd

>> No.5236358

New thread.

>>5236353
>>5236353
>>5236353

>> No.5236453

>>5235538
>>5235592
There's homebrew ports. Buying official ones wouldn't be worth it unless they do something a homebrew port can't do. None of the original id would see the money.

>> No.5236886

MetaDoom should have had a cheat code balled Impulse 64 and it just makes levels foggy