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/vr/ - Retro Games


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5264502 No.5264502 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5257620

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:
[YouTube] SO YOU WANT TO PLAY SOME DOOM
[YouTube] SO YOU WANT TO PLAY SOME QUAKE

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 (embed)

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.5264512

=== NEWS ===

[1-1] GZDoom 3.7.1
https://forum.zdoom.org/viewtopic.php?f=1&t=63098

[1-1] SM190 - Six Textures released for Quake
http://www.quaketastic.com/files/single_player/speed_maps/sm190_pack.zip

[12-31] La Tailor Girl updated to 1.70H
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1085657#p1085657

[12-31] PortaDOOM Cacowards 2018 Released
https://github.com/Kroc/PortaDOOM/releases/

[12-30] 100 Minutes of /vr/ on Doomworld
https://www.doomworld.com/forum/topic/103723-100-minutes-of-vr-half-the-time-half-the-maps/

[12-28] GZDoom 3.7.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=63032

[12-26] Anon makes a mutator 'ArmorisHitPoints'
https://my.mixtape.moe/lnuzbw.zip

[12-26] ESRGAN algorithm used to make HD Textures for RTCW
https://www.youtube.com/watch?v=uyRfptKJutU

[12-26] The Merry Christmassy Doom Project
https://www.doomworld.com/forum/topic/103649-the-merry-christmassy-doom-project-a-limit-removing-project-from-doomer-boards/

[12-26] Anon map release: Exotic Exports
https://www.dropbox.com/s/rtv23e9k4c9g462/Exotic%20Exports%201.2.zip?dl=0

[12-26] DOOMBA, a Roomba script that turns clean maps into Doom maps
https://twitter.com/DickWhitehouse/status/1077227171482021889 (embed)

[12-24] Hellshots Golf sees a formal release
https://www.youtube.com/watch?v=7qEHK4iBiXc
https://forum.zdoom.org/viewtopic.php?f=19&t=61021

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5264518
File: 11 KB, 248x414, blank.jpg [View same] [iqdb] [saucenao] [google]
5264518

https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

Here's what are supposed to be the videos in the OP, I got in a rush and forgot to copy over the youtube links

>> No.5264520 [DELETED] 
File: 3 KB, 150x200, TADAAAA.jpg [View same] [iqdb] [saucenao] [google]
5264520

There was nothing wrong with the other OP. Stop being so thin-skinned.

>> No.5264543
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google]
5264543

Here's to 2019 and another year of Doom mods and modding accessories.

>> No.5264546
File: 141 KB, 1674x240, 23050340291.jpg [View same] [iqdb] [saucenao] [google]
5264546

Hey, I want to get into mapping for quake. Decided to use gtkradiant, made a basic map and I need to compile it, but the BSP menu is empty. What do I do?

>> No.5264556 [DELETED] 
File: 8 KB, 80x160, 1529292424778.gif [View same] [iqdb] [saucenao] [google]
5264556

Can we get the other OP back? This one is boring, tasteless, stale, and without humor; Some people are taking a joke title way too seriously.
Probably a demon or something.
Also this OP might of been banned for racism.
Thank you.

>> No.5264575

>>5264546
https://ericwa.github.io/ericw-tools/

>> No.5264576

>>5264546
I'm curious to know why you chose gtkradiant over Trenchbroom 2. Trenchbroom is an easy to use editor that's made even easier by the amazing set of tutorials its creator made.
https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE

>> No.5264579
File: 7 KB, 100x100, shit.png [View same] [iqdb] [saucenao] [google]
5264579

What are you playing?

>> No.5264581
File: 734 KB, 1440x1080, DOOM0020.png [View same] [iqdb] [saucenao] [google]
5264581

How's that map coming along, anon?

I just need to texture the techbase part of this map and add some more supplies and I think it'll be good to go. I've also got an idea to improve Hideous Destructor playability without changing the map's vanilla gameplay that I'm eager to try out.

>> No.5264582

>>5264579
Lunar Catastrophe and Rise of the Wool Ball.

>> No.5264585

>>5264579
doom

>> No.5264589

>>5264579
my dick

>> No.5264590
File: 953 KB, 1208x775, how the hell can you even claim youre doing all the work.png [View same] [iqdb] [saucenao] [google]
5264590

>>5264585
Okay, smartass.
>>5264582
Give us some sauce!
>>5264581
Dude, I don't even know. It's way too much for me to handle alone and I've stated that since the beginning.

>> No.5264593

>>5264590
>Okay, smartass.
I could have being playing quake

>> No.5264595

>>5264593
...
Okay, that's fair.
The foolish assumption was of wondering what wads/mods one was playing, but then again I did ask incredibly vaguely, so that's all on me.

>> No.5264596

>>5264593
quake is DUMB

>> No.5264602

>>5264576
thats not the creator, hes a mapper that uses it. sleepwalkr is the name of trenchbroom's programmer

>> No.5264604
File: 202 KB, 1360x768, duke0025.png [View same] [iqdb] [saucenao] [google]
5264604

Wew

>> No.5264605

>>5264582
... Please?
I wanna know your thoughts about them.

>> No.5264607

>>5264604
you can almost see her entire boobs!
can't show that in a christian game

>> No.5264608

I want a non gay explanation on why there are no weapons, monster mods or tcs for quake

>> No.5264610

>>5264608
its hard :)

>> No.5264612

>>5264608
my understanding is that quake modding doesn't work like zdoom where everything can be mixed and matched and easily replaced
if you want new monsters and weapons, you have to make new maps that employ them

>> No.5264613

>>5264608
There is, though. I found a pretty neat one once which had a lot of weird things, including a grappling flail and Head-Grenades...

...These same head-grenades can randomly turn on you and chase you to your death, though.

I can't remember the name. You'd have to ask Mr. Azrael/Atomiska about it.

>> No.5264615

>>5264608
Arcane dimensions is a thing too. From my understanding, Quake modding is significantly weirder and tougher than Doom modding. So the community is smaller.

>> No.5264619

>>5264608
You've got Quake 1.5 coming in the near-future.
There are mods out there for this sort of stuff, but they're very obscure and pretty fucking shit. It's just a hell of a lot harder making and animating 3D models worth a damn for mod developers depending on how you get into the scene.

>> No.5264624

>>5264608
There are some. Mostly ancient though. Anyways one reason is that Quake's modding language QuakeC is basically C, which is much harder for the average uneducated person to learn than Decorate or Dehacked.

>> No.5264625

>>5264605
https://www.doomworld.com/forum/topic/103629-lunar-catastrophe-an-ultimate-doom-megawad-released/
Lunar Catastrophe captures the id feel pretty well while having its own twists though some maps so far feel a bit longwinded (probably doesn't help that I space sessions out)

https://forum.zdoom.org/viewtopic.php?t=56668
Rise of the Wool Ball is bredy qt and I love how the ROTT-influenced gameplay complements the graphics though I wish you were a tad less squishier.

>> No.5264626
File: 2.91 MB, 1280x720, Base Profile 2019.01.02 - 01.45.29.05.DVR.mp4.webm [View same] [iqdb] [saucenao] [google]
5264626

>>5264581
It worked, I'm a genius. This wall doesn't have any way to open it normally - you can only get in by using HD's geometry destruction. Placed inside are things with HD-specific Doomednums, to provide the player specifically with frag grenades and a ladder to better handle this part of the map. I'll have to come up with some better indicator that that's what you're supposed to do, although I suppose a distinct texture of small size like this ought to make it obvious enough.

>> No.5264627

every time rise of the triad is brought up, i'm reminded of the fact that besides Return and some recreations for Samsara, no one's done enemy/weapon ports to Doom to just dick around with and such

i tried to do it but i procrastinated, and after a point very early on as someone not experienced with that sort of stuff, it all became almost nonsensical to me

>> No.5264629

>>5264625
Oh yeah, I remember how RotWB was ROTTlike. Doom's community should really consider glancing at how the hell it's GADDs work. I've only ever been able to get close to floating bridge actors, but they can't move easily move, be given commands by the mapper, and carry actors on them at the same time.

>> No.5264631

>>5264576

I chose radiant because its a little more traditional. Seems like you could do more with radiant than trenchbroom, but maybe I'm wrong?

>> No.5264632
File: 121 KB, 640x480, 262740-william-shatner-s-tekwar-dos-screenshot-taking-out-an-opponent.gif [View same] [iqdb] [saucenao] [google]
5264632

The next episode of Wool Ball should emulate the greatest FPS on the mid-90's: William Shatner's TekWar.

>> No.5264636

>>5264632
I gotta play this sometime. Maybe I'll stream it.

>> No.5264635

>>5264629
>Doom's community should really consider glancing at how the hell it's GADDs work
it's just floating actors with wide width and low height

that's all

>> No.5264638

>>5264575

How do I use this?

>> No.5264642
File: 418 KB, 862x617, I really did rip these out of that CTF wad, but nobody who made the sprites has said anything and the readme said it was okay.png [View same] [iqdb] [saucenao] [google]
5264642

>>5264635
It's really not. Try replicating the behavior of the GADDS in DOOM. It's not as straightforward as you think, because they stop whenever an actor intersects them vertically or horizontally. Horizontally makes some sense (though it should be up to the mapper), ROTT's don't. They carry any corpses, ammo, or weapons ontop of them and still keep moving, IIRC.

Pic related, It's one of three different examples in the wad. They have to be really small too, as actors will try to wander outside of their normal radius and appear to be "floating" on air. Which isn't what you want.

>> No.5264643

>They carry any corpses, ammo, or weapons ontop of them and still keep moving
And live actors too, sorry, but ROTT enemies tend to walk off them anyway as they don't recognize it as another platform (likely a W3d engine limitation)

>> No.5264668

>>5264502
1st thing i do when i sit down at highchool/college
>open laptop
>open launch gzdoom
>continue where i left off cus the 2 first lessons are Philosophy and all there is already familiar
feels good man

>> No.5264674
File: 548 KB, 1782x1002, Screenshot_Doom_20190102_023234.png [View same] [iqdb] [saucenao] [google]
5264674

I like tekwar as the Terrorists! game mod

>> No.5264680
File: 572 KB, 1782x1002, Screenshot_Doom_20190102_025042.png [View same] [iqdb] [saucenao] [google]
5264680

>>5264674
The music for Map 27 of Freedoom Phase 2 is surprisingly moody

>> No.5264682

If Chex got a proper Super Shotgun replacement, would it be called "The Universal Remote"?

>> No.5264698
File: 64 KB, 900x675, 1546200296147.jpg [View same] [iqdb] [saucenao] [google]
5264698

>>5264502
zoomer here
whats the best way to play doom wads (even brutal doom) on phones?

>> No.5264707

>>5264680
Freedoom's soundtrack is one of my favorite parts of it, honestly. Also I do like the gloomy aesthetic, even if some of the models and textures are a bit shit.

>> No.5264713 [DELETED] 
File: 553 KB, 1179x2678, doom never changes.png [View same] [iqdb] [saucenao] [google]
5264713

>>5264698
>brutal doom
>phones
>phoneposting
Run boy. Run like mad. You unwittingly stepped on a hornet's nest. People will eat you alive for having mentioned that

>> No.5264719
File: 466 KB, 1782x1002, Screenshot_Doom_20190102_034155.png [View same] [iqdb] [saucenao] [google]
5264719

Almost done Freedoom 2. It's been pretty good

Also Terrorists is a pretty fun mod

>> No.5264723

>>5264698
http://www.beloko.com/?page=game_doom

Found this by googling and it's based on GZDoom though I don't know how recently it's been updated or if it's any good since I don't have an Android device atm.

>> No.5264730

>>5264713
I know D4T was made to be compatible with D-Touch, so maybe try that?

>> No.5264756

>>5264608
but there's a handful of them in the OP vid about Quake what

>> No.5264758

Ultimate DOOM is the worst fucking thing. How am I supposed to enjoy this game when the music SOUNDS LIKE ASS?!

>> No.5264764 [DELETED] 

>>5264713
Why does brutal doom cause the ultimate chimpout?

>> No.5264771
File: 2.87 MB, 480x337, 1546200642312.gif [View same] [iqdb] [saucenao] [google]
5264771

>>5264723
>>5264730
danks : )

>> No.5264816

Has Ion Maiden added any new maps yet?

>> No.5264819

>>5264723
I think somebody forked it and put it on github but then abandoned that too. Should be slightly newer than that one and also free.

Edit: Found it. https://github.com/nvllsvm/GZDoom-Android

>> No.5264830
File: 112 KB, 1343x827, GTarcade_2019-01-02_12-02-09.png [View same] [iqdb] [saucenao] [google]
5264830

First comments to 100 Minutes

>> No.5264838

>>5264758
By obtaining better taste.

>> No.5264840

>>5264758
You are hopeless, anon.

>> No.5264842

>>5264838
>>5264840
The music doesn't even sound like the original, imagine the 32x ost but 100x worse

>> No.5264845
File: 67 KB, 722x725, 1480700431506.png [View same] [iqdb] [saucenao] [google]
5264845

>>5264830
Well done boys.

>> No.5264873
File: 414 KB, 800x1402, 1499932580506.png [View same] [iqdb] [saucenao] [google]
5264873

For you mappers out there, how do you go about it? Do you plan things out beforehand or do you just throw shit at the wall and see if it sticks?

>> No.5264875

>>5264842
>the original music doesn't sound like the original music

>> No.5264876
File: 281 KB, 535x466, mike_stoklasa.png [View same] [iqdb] [saucenao] [google]
5264876

>>5264632
>TekWar
>that janky-ass gameplay
>the texture alignment which is just all over the place
>the dull and repetitive missions
>those fucking matrix levels
That really has to be one of the worst thing Shatner has ever been apart of. I haven't read the books so I have no idea how they compare in terms of quality.

>>5264636
If you're prone to epileptic seizures, reconsider that.

>> No.5264894

>>5264873
run oblige for inspiration, add terry traps at dead ends and done

>> No.5264896

I want to make a DOOM mod like Grezzo 2, but I don't know where to start. I want original enemies, weapons, maps, powerups, and I want a brutal doom-like gore system

>> No.5264901

>>5264894
I know that's a joke but I can't help but ponder how awful that would be.

>> No.5264934
File: 121 KB, 842x386, 1545527352037.jpg [View same] [iqdb] [saucenao] [google]
5264934

What did they think of this years Cacowards?

>> No.5264936

Any free wads by professional mapmakers? Like Arcadia demade or the two maps by Romero.

>> No.5264940

>>5264936
I made several

>> No.5264941

>>5264698
>>5264723
FreeDoom on android now uses GZDoom too, dunno what version. It's free.

Doom-Touch has been removed from market after Beth purged it nearing the release of nuDoom, but then was put back on as Delta Touch - it has 4 ports - Chocolate, PRBoom, Doom Retro and several versions of GZDoom - 1.9.1, 3.2, 3.6 and some other. It has better controls and overall better framerate with mods (can even run Brewtal Dewm and Guncaster on my chinkphone), but costs around 2 bucks or so. When it just released, Beloko was giving it out for free to people who bought Doom Touch before (which also cost 2 bucks back then)

>> No.5264951

>>5264940
t. Tim "big boy" Willits

>> No.5264953

>>5264934
Well, one of them is dead, and the other is probably doing VR stuff or space rockets still.
I guess shoot Trent Reznor an e-mail or something.

>> No.5264975
File: 194 KB, 557x605, 1454195342491.png [View same] [iqdb] [saucenao] [google]
5264975

>mfw Explosive Chainsaw
LegenDoom never ceases to amuse me.

>> No.5265028
File: 309 KB, 1600x878, Screenshot_Doom_20190102_075212.png [View same] [iqdb] [saucenao] [google]
5265028

At some point in the past mentioned they wanted to see more Remnants pop up. This probably won't help it that much, but body props can sometimes spawn groups of 2-6 (weaker) zombies.

>> No.5265042
File: 671 KB, 1080x1920, Screenshot_20190102-134546.jpg [View same] [iqdb] [saucenao] [google]
5265042

Anyone played this? It looks fun as fuck.

>> No.5265053

>>5264830
Damn...hearing Curse of the Donuts is "a must for anybody" despite how unfinished it ended up being is really nice.

>> No.5265057

>>5265028
That's a stylish health bar, did you make it?

>> No.5265064

>>5265057
https://forum.zdoom.org/viewtopic.php?p=1051578 It can be found here.

>> No.5265080
File: 7 KB, 248x186, file.png [View same] [iqdb] [saucenao] [google]
5265080

>>5265028
>>5265064

Could anyone make less obtrusive healthbar, maybe integrated into the crosshair?
Here's a mockup based on Quake 3-style crosshair that I whipped up a while ago as an example. Left bar for enemy HP, right bar, maybe for player ammo or something.

>> No.5265085

>>5265080
I think Wildweasel did something like that a while back, check ZDF.

>> No.5265098

>>5265080
Isn't that just HL2's crosshair but with enemy health showing up instead of yours?
Q2/3 crosshair was static if I remember correctly.

>> No.5265120

>>5265098
I said I used Quake 3 crosshair as a base for the mockup, meaning i copypasted it then drew over it. HL2 crosshair is way too big and opaque which makes it more obtrusive than this one.

>>5265085
He did a healthbar akin to what >>5265028 has, and another one that just puts numbers around the crosshair (that is distracting)

>> No.5265132

Which ports remain vanilla compatible without being locked to 35 FPS?

>> No.5265137

>>5265132
Crispy. PrBoom+.

>> No.5265145

>>5265053
It's got a pretty neat gimmick.

>> No.5265154

>new LTG
Muh dick

Milf character when

>> No.5265158

>>5264842
are you drunk?

>> No.5265162

>>5264842
It's the same music.

>> No.5265172

>>5264698
Delta touch.

>> No.5265175

>>5264873
Every map I've made is entirely improvised. I just make corridors and rooms and hope the results are good.

>> No.5265176

>>5265132
All that is not chocolate.
GZDoom is "vanilla-compatible" too, you know.
The term you probably are looking for is "Vanilla-limited" - for that, only Crispy. All others add Boom features.

>> No.5265179

>>5264830
Who fucking cares.

>> No.5265182

>>5265179
...everyone who worked on it?
And at least these two >>5264845>>5265053

>> No.5265191

>>5265176
Wasn't Graf vocal about how compatibility was a waste of time for GZDoom?

>> No.5265192

>>5264758
>>>/v/

>> No.5265197

>>5264502
Hey /doom/.
I have a problem. I keep abandoning my maps, feeling that I can't finish them. Help me. How can I do something cool with the editor?

>> No.5265213
File: 202 KB, 800x533, 800px-Doomplasma.jpg [View same] [iqdb] [saucenao] [google]
5265213

>>5264502
The "Plasma Gun" weapon sprite is actually the front end of a dart-firing Nerf M60 replica.

>> No.5265216

>>5265197
>I keep abandoning my maps
it's not exactly a hard problem to answer
finish them

the difficulty is not in figuring out *what* to do, because in literally any map it's easy to put down a square room and putting an exit portal in the middle
it's in actually doing it

>> No.5265219 [DELETED] 

>>5265197
Lol, try playing an actual good game that isn't so fucking boring you have to ask someone how to enjoy it.

>> No.5265220 [DELETED] 

>>5265219
You don't belong there.

>> No.5265223 [DELETED] 

>>5265220
holy shit you worthless fucking nigger stop fucking replying to obvious bait

>> No.5265225 [DELETED] 

>>5265220
Good, I wouldn't want to.

>> No.5265227

>>5265176
GZDoom isn't really vanilla compatible. There are a few things it can't do. Demos, for one, and dehacked patches don't work quite the same.
It is mostly compatible though.

>> No.5265229 [DELETED] 

>>5265216
Lol, try playing an actual good game that isn't so fucking boring you have to ask someone how to enjoy it.

>> No.5265246

>>5264502
https://www.youtube.com/watch?v=rG7wWbJOK9c
Froci, look at this.

>> No.5265252

>>5265213
Nice. I have some old toy/nerf guns lying, I wonder if they make for good weapon sprites with a bit of work in PS.

>> No.5265258

Who do you think is the better NRFTL designer? Russel Meakim or Richard Heath?

>> No.5265262
File: 2.66 MB, 960x540, Quake xmas lava.webm [View same] [iqdb] [saucenao] [google]
5265262

ahahaha xDDDD

>> No.5265312

>>5264842
Did you perhaps use an odd midi setting?

>> No.5265313

>>5264934
Trent Reznor's opinion:
https://youtu.be/QczxCxFRUf0?t=106

>> No.5265346

>>5265227
DEHACKED works just fine, but there's a 50/50 chance to bug out if you try to combine it with a ZScript/Decorate mod. If you launch just a map and DEH it will work all the time.

>>5265246
thats what MBF gets you.

>> No.5265352

Something in learned in Strife: there's a lot of secrets that aren't marked as secrets, which means exploration matters.

>> No.5265361

>>5265352
>The secrets on the map are relatively easy to find
>so you think you got 100% and the tally says the same
>but there are better hidden secrets that are not marked that you will never discover since you don't search for them aftyer getting "100"

>> No.5265380

>>5265361
>secrets aren't really secret because their existence is told to you and numbered
>the unmarked secrets from Strife are true secrets
My whole life was a lie.

>> No.5265384

Episode 4 Thy Flesh Consumed is so much more interesting than the other 3 episodes holy shit. Whoever designed this episode was insane.

>> No.5265386

>>5265346
>DEHACKED works just fine
It really depends on how far you go with it. Simple hacks will work fine, but there are quirks that won't replicate in GZDoom. Last I checked Batman Doom still didn't work, for instance.

>> No.5265387

>>5264608
If you count commercial TCs there's MALICE which is pretty damn good and xmen shadows of apocalypse, which i haven't played.
There's also arcane dimensions and zerstorer but they're not that different from base quake.
The thing is most quake mods are mp focused as most people only cared about multiplayer with quake.

>> No.5265406

>>5265361
Somebody needs to bring back "Super Secrets" or "Super Secret Levels"

>> No.5265414

>>5265406
>MAP34

>> No.5265415

>>5265262
lmao get owned nerd

>> No.5265420

>>5265414
I know, I mean in modern retro (does that make sense?) FPS

>> No.5265423

>>5265361
>>5265406
>SuperSecrets
>regular secrets count from 0 to 100%, so 1/5 would be 20%, 3/5 is 60% and so on
>supersecrets only count if you found 100% of the regular secrets.
>Don't show up as anything special on the map
>Count from 100% to 200%, so in case of 1/3 SS you get 133%, 2/3 is 167% etc.

>> No.5265424

>>5264876
Even Free Enterprise is better than TekWar

>> No.5265427
File: 294 KB, 434x725, 1503800129275.png [View same] [iqdb] [saucenao] [google]
5265427

>>5264830
>People like our projects
Feels good man. I'm really impressed that you guys were able to squeeze out some fairly decent maps in the short amount of time given.

>> No.5265429

>>5265361
so, basically all of the Unreal and Half-Life secrets

>> No.5265431

>>5265313
that episode was a trip

>> No.5265437

>>5264876
>>5264632
TekWar really feels like if someone tried to make a superambitious Duke mod withought having any idea of what he was doing

>> No.5265440

How is it legal that d-touch charges money? They're literally just packing other peoples work together. I get that the ports are open source but it still feels fucked to me.

>> No.5265446

>>5265437
Capstone, what would you expect? Money to licence different engines but no real clue how to property utilize them. Thank god they folded before shitting out Corridor 8, another would-be "gem" in the BUILD engine.

>> No.5265452

>>5265440
Under the license GZDoom is under, perfectly legal as long as they provide source code for the modifications. Beloko does provide the android-ported source codes on request.
Another thing is the universal wrapper for multiple engines with unified, highly customizable control schemes and mod selector - that is his own, and IDK if he's providing code for that (doubtful).

>> No.5265465

>>5265440
Mobile seems to be the wild west.
Legal to modify the engine buuut it's still crappy to charge money for it.

>> No.5265468

has anyone played the mobile rpg games in the op?
so far, besides meta doom, there's only russion walkthroughs of the games

>> No.5265480
File: 1.35 MB, 1920x1080, Screenshot_Doom_20190102_125211.png [View same] [iqdb] [saucenao] [google]
5265480

Does anyone even play the Doom RPG mod anymore? shit is still fun, also RLA 1.1 when

>> No.5265483

>>5265427
Yeah. 100 minutes was maybe a bit absurd. Next time we should go for a different limit. Sector limit or monster. Size. All three. Something

>> No.5265491

>>5264502
How much better would Doom SNES be if Nintendo didn't whine and complain to them to censor most of the gore, and were given 2-3 more months to work on the port?

>> No.5265496

>>5265491
Probably still dogshit because it's on the SNES which can't do 3D for shit, see: Starfox.

>> No.5265498

>>5265491
they couldve just overclocked the cart unless theres restrictions behind doing something like that, the engine they made was more inaccurate than any source ports on pc so nothing would be different

>> No.5265521

>>5265496
Starfox was good graphically by SNES standards. Plus it helped that it was not 1st person by default

>> No.5265531

>>5265496
What if it had both the SFX2 and the DSP-2 chip in the cart?

>> No.5265556

>>5265491
The extra time koghtve helped. The port itself is a damn miracle on it's own. Guy who made it is a bit of a wizard.

>> No.5265560

>>5265262
I don't know why but the filename cracked me up

>> No.5265576

>>5265560
Your brain is weird.

>> No.5265580

>>5265576
well, the simplicity and bluntness coupled with the webm itself did it.

>> No.5265594

https://www.youtube.com/watch?v=E1lO6QsBAbA

>> No.5265603

>>5265480
>also RLA 1.1 when
Pretty soon, it seems.

>> No.5265610

Has anyone ever made an enemy out of Doom's cover?
As in, the red barons with yellow horns and cybernetic armguns?

>> No.5265614

>>5265594
That was done for ages now. (At least since 2013)
What has not been done is actual swing mechanics - you can't swing from the rope, or reel yourself up/down on demand, only get pulled to point of impact.

>> No.5265618

>>5265491
I thought John Carmack didn't like that they were messing with the engine to make it run better on the console? Or was that the Saturn port

>> No.5265634

>>5265618
I know he played silly buggers with the developers of the GBA Doom.

>> No.5265637

>>5265634
>tfw 2 doom 2 textures were used in a gba shooter

>> No.5265653

>>5265258
The one who designed Canyon of the Dead and Hell Mountain. Those were the best maps.

>> No.5265657

>>5265618
3DO port.
Developers used affline texture perspective to render it faster (like most 3D engines did at the time), but it was fucking up every single texture, so Carmack NOPEd the thing and told them to use proper rendering methods.
IIRC he helped with Saturn port.

>> No.5265680

>>5264502
You! Hey, you! Have you seen in this thread great stuff about Hideous Destructor, but had issues getting to start playing? Are most mapsets way too hard in HD for you?

Introducing: Wolfendoom HD Trainer!

Ok, seriously now, it's just a bunch of Laz Rojas Wolfendoom maps that I converted to be purely vanilla. They're way too easy for vanilla play, but they work perfectly as a beginner's introduction to HD - they're about as hard as regular Doom on UV! There is no monster closets, no crazy traps, and there's a ton of alternate routes and cover.

http://www.mediafire.com/file/9xn3s1qkuauql7a/vanillawolf01.zip/file

I will be working on rebalancing it, so we will *finally* get a proper 32map megawad that is fully Hideous Destructor compatible.

NOTE: For some reason, Laz Rojas chose not to implement difficulty levels, so monsters spawn at I'm Death Incarnate levels regardless of difficulty chosen. So there's no difference between Ugly, Grotesque and Hideous. I have honestly no idea what to do about that, because currently maps are already way too easy, and implementing difficulty would make them even easier. So Ugly, Grotesque and Hideous all play exactly the same.

>> No.5265687

>>5265680
Neat, i've been looking for more maps that play well with HD.

>> No.5265693
File: 105 KB, 912x967, doom 2.png [View same] [iqdb] [saucenao] [google]
5265693

Linedefs are the reason why this game is above all else, maps are beautiful in other games for sure, but Linedef mapping made it possible to make the perfect and most fluid mapping to make challenging and dynamically beautiful maps.

Sorry Duke.

>> No.5265698

>>5264502
I hope Ketchup Doom 5.1 works with the latest Zandronum. Also hoping to figure out how to setup Ancient Aliens, be it for either Doom 1 or 2.

>> No.5265701

>>5265594
>>5265614
Here's the kind of rope swinging mechanics I'm wishing to see one day in GZDoom
https://www.youtube.com/watch?v=myTugOhiv9k

>> No.5265709

>>5264830
>tfw my map was the only one that got negative criticism
Oh well.

>> No.5265716

Why did they discard the old Zandronum (then Skulltag) announcer? It was cool as fuck.

>> No.5265721

>>5265693
>preferring abstract tech-bases over duke's pseudo real locations
Disgusting taste m8

>> No.5265734

>>5265687
>>5265687
If you're already experienced, I strongly recommend going for either Grimdark or Nightmare, especially if you're already familiar with Wolf3D maps and unlikely to get lost.

>> No.5265735

>>5265709
But 2 of them got negative criticism.

>> No.5265739

>>5265721
Duke has an edge on level design, but the monsters and weapons are shit.

>> No.5265742

>>5265262
Am I the only one who thinks those AD smoke effects look really bad?

>> No.5265750

>>5265739
Weapons are more diverse in Duke, Monsters could be better, right.

>> No.5265754

>>5265721
Duke Nukem's level design is somewhat restricted by its goal of representationalism. In Doom, people can go mental with completely abstract designs.

>> No.5265758

>>5265721
>more realistic is better
nah.

>> No.5265765

>>5265721
That's precisely what makes Duke's levels boring.

>> No.5265775

Fucked up to thing Doom 3 MP existed and had power ups because i never seen them being used ever

>> No.5265786

>>5265653
And Redemption of the Slain, the best Doom wad ever made.

>> No.5265787

>>5265754
quickly results in unrelatable maze fuckery

>>5265758
it is when it's well done, and a fucking nightmare when not

>>5265765
see above dickwad

>> No.5265791

>>5265754
Duke had Allen Blum who was better than al Doom mappers combined. That set the bar too high for usermappers though, nobody managed to reach the same heights.

>> No.5265792

>>5265791
this basically

often copied, never equalled

>> No.5265804

>>5265791
It also had Levelord.

>> No.5265807

>>5265191
Isn't GZDoom barely compatible with itself?

>> No.5265810

>>5265804
Some of his maps are OK.

>> No.5265814

>>5265739
Duke levels were basically a third of Take No Prisoners without the top-down view to make them fun. They looked great sure but they in know way had the fun and maneuverability of Doom.

>> No.5265817

>>5265807
There are mods that have been made for GZDoom for the most recent versions of the past year that have been utterly broken with the last update.

You get a lot of that with GZDoom, they'll break whatever is being used and tell the mod developers to shut up and deal with it.

>> No.5265821

>>5265814
Man Take No Prisoners was neat, it's arguably still one of the most interesting top-down shooters.

Rip Raven.

>> No.5265824

>>5265814
The gameplay in most BUILD games is vastly different to that of DOOM. DOOMlets having difficulties adjusting to Blood on the last two skills should be indicator enough.

>> No.5265831

With Strife and the possible RPG stuff that can be put in Doom, i'm surprised nobody made a Kingdom Hearts mod.

>> No.5265837

>>5265824
Blood was a difficult game in it's own way, the levels were well made for what it had because it didn't constrain itself as much to cities like Duke. The only thing I'll rag on it for is some gameplay elements were just fucking difficult for being so raw and young compared to when other games in the industry did them, but that's a small thing.

>> No.5265853
File: 523 KB, 1782x1002, Screenshot_Doom_20190102_145611.png [View same] [iqdb] [saucenao] [google]
5265853

Map 29 in Freedoom 2 is pretty good.

>> No.5265859
File: 989 KB, 1782x1002, Screenshot_Doom_20190102_151218.png [View same] [iqdb] [saucenao] [google]
5265859

You are dead, openIconOfSin

>> No.5265863
File: 66 KB, 1782x1002, Screenshot_Doom_20190102_151554.png [View same] [iqdb] [saucenao] [google]
5265863

I had no idea that the cast to Terrorists was so prestige

>> No.5265876

>>5265804
Levelord pales in comparison. His best level was the unreleased Sewer map.

>> No.5265880

>>5265876
A sewer map that is actually good? Any screenshots of the layout?

>> No.5265884

>>5265837
The problem with Blood is its ugly, blocky leveldesign without the grand scale of what defined the best Duke maps. Even Levelord's average maps were better than the good Blood. Dark Carnival, which is regarded high by most fans is certainly not better than Movie Set, which is one of Duke's lesser outing.

>> No.5265891

>>5265884
Are you kidding me. Dark Carnival is so much better. Movie Set is small and cramped compared to Dark Carnival's large, open, interconnected design. And Dark Carnival has much more interactivity/fun and memorable fights (like the snake pit room with the giant crowd of cultists). Movie Set is so forgettable in comparison, it's a real missed opportunity.

>> No.5265893

>>5265880
http://dnr.duke4.net/maps/Sewer.html

The map has a very good looking city closer to Allen Blum's style, and a sewer below, which means it's an interesting 3D layout with two floors connected.

Unfortunately it's an unfinished map. The problem is it was left cold in the beta stage when Duke had higher monster count, also some of the sound effects weren't polished, or stuff like hydrant not aligned to the floor properly.

It's still worth the playthrough for the architecture and layout. You can actually skip various city parts falling down the vents to the sewer area.

>> No.5265895

>>5265884
That's something todays mappers would surely do different, but understand that all BUILD titles had strict target frame rates for slow machines, so a lot of maps in all titles took a good cut in size and complexity. Blood maps are not pretty. In fact the whole tile set feels downright dirty, used and old. But they make up for it because they play so damn well.

>> No.5265897

>>5264579
Trying to make an heretic WAD that isn't totally square bland shit but failing so far.

>> No.5265902

>>5265891
Dark Carnival is still not a match to the likes of Dark Side, Lunar Reactor, The Abyss, Fusion Station, Freeway, Derelict, Duke Burger, LA Rumble etc. It's layout is pretty ordinary, only the interactivity and the humor stands out.

>> No.5265937

Strife update: Blackbird says "fuck".

>> No.5265956

>>5265895
The tileset and the palette is the worst part of Blood. Duke's colors are so much better. Blood palette is like the one LameDuke or ROTT used.

>> No.5265963

>>5265956
Most base tiles in that set are ancient, started in early 1994, but it fits the overall tone of the game. Dirty. Drab. Used. Depressing. Can't imagine Blood with saturated colors other than red.

>> No.5265978

>>5264830
They have poor taste. 100 minutes was pretty shitty. Those are probably some of the other anons who made maps for it.

>> No.5265990

>>5265963
Death Wish still managed to look like fresh in comparison. It has much better leveldesign than the original game, you can only wonder why it's not a commercial product.

I for one would love to see Blood with better tiles and better (more saturated) colors. Doom palette looks fresh despite being a demonic horror game.

>> No.5266000

>>5265990
Will never happen, thankfully.

>> No.5266010

>>5266000
you do know the game is being remastered, right

>> No.5266019

How long have you guys been playing Doom?

>> No.5266028

>>5266010
Yeah, like they change that. They will use the original tilesets, like every other Night Dive "remaster" does. Remaster is also wrong here, it's another port, running on Kex engine.

>> No.5266030

>>5266019
Since I was about 5, so probably 19 or 20 years.

>> No.5266040

>>5265978
>>5265179
t. mappinglets

>> No.5266041
File: 802 KB, 1782x1002, Screenshot_Hexen_20190102_161630.png [View same] [iqdb] [saucenao] [google]
5266041

Wolfen with Guncaster Vindicated

Dragons versus Werewolves

>> No.5266045

>>5266041
The creator is a furfag I think

>> No.5266046

>>5266028
I'll play that and probably will have way more fun than I did with anything Duke in the last 5 years, because it'll still be the original game at heart.

>> No.5266050

>>5266019
I was born the year the game came out, and was playing it when I was like, four or five. But all I had was the shareware version back then. My real Doom experience in-depth was with the PSX version of the game, and as a kid that shit just fucking spooks you.

Then several years ago (2011? 2012?) I found these generals, pirated the PC version of Doom, and soon enough got pretty much everything Id-related legitimately.

>> No.5266051

>>5266045
wow!

>> No.5266056

>>5265897
Oh yeah... I was going to palletize rekkr textures for heretic and pack them into a resource wad(the ones that would fit in anyway). Dunno if I still have the pngs now though...

>> No.5266057

>>5266046
Did I say otherwise? Remastering something like Blood into some AAA level shit is out of Night Dive's reach and luckily so because all these HD attempts for the BUILD games look like ass...I contributed a few tiles to that big DN3D High res pack. 10 years ago I was all over this but it's fucking pointless now. It adds nothing of value and it was dated on arrival.

>> No.5266062

>>5266057
I wasn't accusing anyone of anything. I'm just mocking Duke's current position in the industry and how belittled he is because of a lackluster revival attempt and a failed relaunch of his star title. shouldn't be anything new.

>> No.5266065

>>5266019
since doom 64

>> No.5266074

Are there any Quake WADs for Doom?

>> No.5266095

>>5266074
dimension of the boomed
riot control
zaero
nexus aftermath
castle of the damned

>> No.5266096

What is exactly the Quickstart Map mentioned in the news archive, at [09-15]?

>> No.5266107
File: 398 KB, 1782x1002, Screenshot_Hexen_20190102_165000.png [View same] [iqdb] [saucenao] [google]
5266107

Wolfen's music is great so far

>> No.5266159

>>5266045
People on this website masturbate to prepubescent anime girls with giant dicks molested by tentacles, but you are concerned about people who whack it to otherwise vanilla anthopomorphic animal people?

Also no, he's not. You might be confused because he commissioned a furry artist for art of this mod, but that just makes sense, if I'm gonna make a mod about mechas and want art of it, I will commission a mecha artist. It's just expertise.

>> No.5266162

Okay uh, so I noticed that Things in Doombuilder are described as blocking either "No", "True-Height" and "Completely". I understand first two, but what does the "Completely" mean? These objects appear to be entirely passable through in the actual gameplay.

>> No.5266163 [DELETED] 

>>5266159
>but you are concerned about people who whack it to otherwise vanilla anthopomorphic animal people?
Furries take it far beyond a simple fetish and create a lifestyle out of it.

>> No.5266164 [DELETED] 

>>5266159
>People on this website masturbate to prepubescent anime girls with giant dicks molested by tentacles
at least they're humans you furry faggot
learn the culture of the site you invade, is it friday? are you on /b/? fuck off

>> No.5266169

What did /vr/ think of Struggle?

>> No.5266171

How can Build be so much better than Id Tech? Sure, it came out fairly later, but it could still run on a puny 486.

>> No.5266191 [DELETED] 
File: 444 KB, 2048x1360, aa6507522e1c606ba0e2475ed06a734b.jpg [View same] [iqdb] [saucenao] [google]
5266191

>>5266163
it's okay when weebs do it tho?

>> No.5266196 [DELETED] 

>>5266191
No. Waifushit is cancer too.

>> No.5266197 [DELETED] 

>>5266191
this site has several anime boards and no furry board, fuck off retard

>> No.5266198

>>5266191
both of you shut the fuck up, this is getting off topic

>> No.5266203

>>5266171
More low level optimization, idk

>>5266191
It's never OK

>> No.5266204

>>5266107
Where do I find this "wolfen"?
google does nothing

>> No.5266206 [DELETED] 

>>5266198
Agreed, it's clear >>5266045 was bait anyway.

>> No.5266261

>>5266162
ZDoom makes them true-height, but in more vanilla ports they are infinitely tall

>> No.5266281

>>5266197
shit stinks just as much as piss.

>> No.5266289

>>5266204
https://forum.zdoom.org/viewtopic.php?f=19&t=15414
Use this download if you want it, the idgames version is bugged

>> No.5266290

>>5266162
No: can place a thing inside other thing
True-Height: Can place a thing ABOVE other thing
Completely: Cant place a thing anywhere on top or inside another thing

>> No.5266303

>>5266171
duke was pitting against quake so I suppose it had to have good optimization

>>5266164
>>5266197
lol do you think it's okay for an adult to be this angry over nothing

>> No.5266316
File: 817 KB, 1782x1002, Screenshot_Hexen_20190102_165127.png [View same] [iqdb] [saucenao] [google]
5266316

I'm getting a bug in Wolfen where some enemies are invisible and are attacking me. I can hear them laughing at me, but I cannot hurt them.

I'm going to assume it's because I'm playing with Guncaster.

>> No.5266318
File: 1.22 MB, 1360x1536, GravityStreamReactorRoom.jpg [View same] [iqdb] [saucenao] [google]
5266318

Hey lads, i was away for few days but spent some time mapping in the meanwhile:

>> No.5266321

Anyway, when will id show us anything new about Eternal?

>> No.5266331
File: 428 KB, 1280x720, 674674.png [View same] [iqdb] [saucenao] [google]
5266331

>> No.5266334 [DELETED] 

Make America great again

>> No.5266340 [DELETED] 

>>5266334
No.
Make Russia Great Again

>> No.5266343 [DELETED] 

>>5266340
Russia is already great, it just doubled down on homosexual propaganda.

>> No.5266347

>>5266331
What's this?

>> No.5266349

>>5266347
Golden Soul 2.

>> No.5266385

>>5266331
That is the most foul, twisted sort of demon sitting on that desk.

>> No.5266389

>>5266318
Looks pretty.

>> No.5266404

>>5266331
This would be a top wad for me if you could actually replay the levels after you beat them, with already-collected big coins greyed out. Once you reach the end there's nothing to do besides restarting the entire mod.

>> No.5266407

You die at the end of episode 1 and are sent to hell. You are the zombies

>> No.5266413

>>5266159
There's tons of artists that can draw anthropomorphic dragons that dont also own anthropomorphic dragon cocks

>> No.5266415

>>5266407
No, John, YOU are the zombies.

>> No.5266420

>>5266413
Drop it already. It's clear certain people won't understand and the post he was responding to was bait in the first place.

>> No.5266421
File: 238 KB, 1366x768, Screenshot_Doom_20190101_135213.png [View same] [iqdb] [saucenao] [google]
5266421

well at least i didn't have to bumrush my way in a long ass line.

>> No.5266424

>>5266421
Where is this image heading?

>> No.5266429
File: 96 KB, 1366x768, Screenshot_Doom_20190101_135258.png [View same] [iqdb] [saucenao] [google]
5266429

>>5266424
something i can't apparently opt out of.

>> No.5266475

>>5265716
What does this announcer do?

>> No.5266481

>>5266318
I thought it was a ut2k4 map

>> No.5266485

>>5266429
>che guevara
dropped

>> No.5266496
File: 111 KB, 500x373, impsheet.png [View same] [iqdb] [saucenao] [google]
5266496

>>5265610
Here you go
https://forum.zdoom.org/viewtopic.php?f=19&t=54160

There's some cover art smg sprites in this thread too
https://forum.zdoom.org/viewtopic.php?f=43&t=47975

>> No.5266507

>>5266429
>Chuck Norris
Damn, how old is this mapset?

>> No.5266548
File: 462 KB, 1366x768, Screenshot_Doom_20181230_133044.png [View same] [iqdb] [saucenao] [google]
5266548

>>5266507
old enough to block JPCP's path.

>> No.5266551

>>5266421
Hmm... Has anyone ever made a wad where you kick ass in heaven instead of hell?

>> No.5266567

Why did quake have a massive modding community back in the day but dropped off?

Is it because Quake isn't as memed as Doom? Quake needs a rip and tear meme or a doot or something to get it into the mainstream consciousness again. Get PewDiePie or some YouTube to say it's better than Doom to get the contrarians on board too

>> No.5266575

>>5266567
doom's modding community is already niche.

>> No.5266576

This isn't addressed at Doom specifically, but if a game hasn't had the best preservation, is it better to play as classic as possible or to turn on as many visual enhancements as possible?

>> No.5266586

>>5266567
>Get PewDiePie or some YouTube to say it's better than Doom to get the contrarians on board too
Stop and think about what you just said Anon. Do you REALLY want shitty people like that paying attention to Quake?

>> No.5266609

>>5266567
Doom modding and mapping is way easier than Quake, that's it.

Yeah Trenchbroom can make your life easier, but it's still far from making it easier than GZDoom Builder and that is only in the mapping deparment.

About coding, i don't think i need to explain why Doom got so strong in gameplay mods and TCs and Quake got almost nothing.

>> No.5266613

>>5266420
Just because it's bait doesnt mean it isnt true, furfag apologist

>> No.5266614

>>5266429
>No black Dynamite
>https://www.youtube.com/watch?v=mHSBORXTVNQ
and DROPPED!

>> No.5266618

>>5266567
Sites that were hubs for most of the modding community died.
Same reason for unreal.
I blame fileplanet.

>> No.5266625

>>5266567
Not only does it take a lot of effort, but at that point youre better off making something on its own which is why Half Life killed the quake modding scene.

>> No.5266625,1 [INTERNAL] 

>>5266613
Kill yourself.

>> No.5266645

Is there a pc Quake 2 EX of the N64/PS1 versions in the vein of what Doom 64 EX did?

Quake 2s ports look really fucking cool

https://youtu.be/DFYjSkUdfb4

>> No.5266653

>>5266551
other than that spaghetti shit, none as to date.

>> No.5266660

>>5266609
Quake is a clusterfuck and a half to do gameplay mods for, especially compared to Doom.

>> No.5266663

Can /vr/ make something more autistic than those Mararthon Yuge maps?

>> No.5266664

congestion 2048 when.

>> No.5266698
File: 531 KB, 1366x768, Screenshot_Doom_20181211_122253.png [View same] [iqdb] [saucenao] [google]
5266698

is there any other mod that adds mommy heiserach?

>> No.5266704

>>5266664
MAYhem 2048?

>> No.5266705

>>5266698
H-Hexen.

>> No.5266741

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

>> No.5266746

>>5266741
These mods got so bloated at this point.

>> No.5266752
File: 379 KB, 960x540, Screenshot_Doom_20190102_210717.png [View same] [iqdb] [saucenao] [google]
5266752

I'm on Map 5 of pulse
Got through everything else, step into the fake exit and see this
Is this supposed to be a joke? Don't even know if this shit's beatable

>> No.5266759

>>5266752
play better.

>> No.5266769

>>5266741
i should've dropped this when they replaced the hmg with the nailgun

>> No.5266778

>>5264873
It's best to sketch the ideas you have beforehand.

>> No.5266794

>>5266609
Also: any idiot with MS Paint can make custom sprites. Learning to make custom models is significantly harder.
Even if you don't make graphics yourself, you have a giant repository of already existing graphics for practically any occasion.

>> No.5266798

>>5266507
It's just Deus Vult II, the best Doom 2 wad of all time

>> No.5266845

>>5264873
First try to think of an idea or a theme - it can be anything from 'conveyor belts' through 'old castle' to 'realistic office building'. As long as there's something unifying the level. If your idea is visual, then it will also decide what textures you will use.

Then, try to think of some ideas for rooms or encounters that incorporate your theme. For example, in the conveyor belt idea I might want player try to dodge Hellknight fireballs while on a small conveyor belt next to ravine of acid; while with the office theme, I will probably want a floor of cubicles with demons and shotgunners hiding in them. Really, that requires raw creativity, you can't substitute that.

Once I have several cool ideas, then I try to sketch out a way to arrange these encounters/ideas into an actual level - think how they might connect, lead to one another. Think where they keys/switches will be, and try to make a structure with a nice sense of flow (e.g. player never has to turn around 180 and walk back through a long corridor with nothing happening, all areas are well connected somehow)

Then I make a 'whitebox' in Doombuilder - basically a version of the level with no real textures, just STARTAN2 boxes with enemies, to see how the map feels to play. Then I play it, see what needs improvement, play it again, slowly start adding textures and visual polish like detailed sectors etc to areas I like, fix areas I don't like, remove ideas that don't work, add new ideas that I come up with while playing, et cetera.

Eventually I decide that enough is enough, and I end up with a final product.

Eventually before you finish, you might want to send a map to a friend or somebody for testing so you can see if there are any issues you're missing (e.g. it's easy to get lost or something), but that's technically optional, and depends how seriously you're taking this.

>> No.5266853

>>5266698
Reminder to myself to make a Mega Milk edit with Heresiarch.

>> No.5266906

>>5266698
whoever did this knows very little of the anatomy, how breasts work and how clothing reacts to those breasts.

also her nips must be fuckhuge

>> No.5266909

>>5265042
http://www.zerogravity.com.au/xmen/
didn't test the download.

>> No.5266917

Hey what are all the hardcore OG Doom fans' opinion of NuDoom? I know it ain't retro, but its parent game is.

>> No.5266919

>>5265262
watching AD webms and seeing that texture work tempts me to play it so bad, but i need to finish the rogue pack first

>> No.5266926

>>5266917
It needs more level design polish and less arenas. But for a modern interpretation that was salvaged from being Call of Doom, and with none of the old Id staff on-board, it was pretty fine. Just not stellar.

>> No.5266927

Wolfen is a good mod though, deal with it

>> No.5266928
File: 145 KB, 960x540, doom.jpg [View same] [iqdb] [saucenao] [google]
5266928

I'm usually against DOOM covers, but damn. He pretty much nailed it. https://www.youtube.com/watch?v=EBbQFvIhBQs

>> No.5266935

>>5266741
when I see a picture in picture I automatically close the video

>> No.5266940

>>5266926
>and with none of the old Id staff on-board
Tim Willits is there.

>> No.5266943

>>5266794
making low poly models is not arcane magic
I think it's harder to obtain and install a working 3ds max .iso

>> No.5266949
File: 471 KB, 1782x1002, Screenshot_Doom_20190102_221105.png [View same] [iqdb] [saucenao] [google]
5266949

>if you hold down the aim button in XWeapon, it'll switch back and forth from aiming- nonstop

I don't like this

>> No.5266954

>>5266926

The thing I dislike the most about both Doom 3 and 4 is the fact that there are other NPCs that aren't demons. One of the best parts of OG Doom's world is that there is NOBODY else. Only the player.

>> No.5266956

>>5266954
You must hate multiplayer then.

>> No.5266958

>>5266954
even in doom 1 there was daisy and doom 2 had people trapped in the hellcity you rescued

>> No.5266960

>>5266943
Making GOOD low poly models is tricky though.
Making good low-poly models that animate well is even more so.

>> No.5266974

>>5266954
If the intermissions had been told from some random crewmate's perspective telling you the objectives and events (eg: like when you destroy the fire force field in doom 2 so that the humans can escape) through radio or something instead of an invisible narrator nothing would have changed. Solidarity is just one of the aspects the original had, it's nothing nobody ever boasts about because it's not like the game excels in story in the first place, let alone one aspect of it (doomguy is alone) being considered a plus.

Also Doomguy in 4 couldn't give less of a shit about the story, all he cares about is how to get to where the bad guys are so he can smash em, who cares if humanity goes to shit because of an energy crisis.

>> No.5266975

>>5266958
you didn't see them in game. Only in text.
>>5266954
on that note, do you think it would be fine if the NPC exists, but only through intercomm messages to the player?

>> No.5266981
File: 954 KB, 1782x1002, Screenshot_Hexen_20190102_222415.png [View same] [iqdb] [saucenao] [google]
5266981

I tested out Wolfen without Guncaster Vindicated and the sorcerers spawned as normal. It WAS a problem with Guncaster which is a shame because I like to play through Hexen maps as a cool dragon.

>> No.5266994

>>5266975

>intercomm

Nah, I miss Doom's total isolation. Finding PDA/terminal entries from dead NPCs would be alright but I that isolation was a huge part of the appeal of Doom's environments for me.

>> No.5266996

>>5266956
>multiplayer
a place where there is nobody

>> No.5267001

>>5265735
Well, more than two users disliking then.

>> No.5267002

>>5266956

>You must hate multiplayer then.

For the most part yeah. I do play Goldeneye Source for a few days every few years though lol

>> No.5267005

>>5266954
Doom 4's NPC's are tolerable because they're only in cutscenes, and they're pretty interesting characters too. In Doom 3 you actually have to stand around listening to generic military dudes talk and give you orders and shit. Annoying.

>> No.5267007

>>5266169
Breddy gud.

>> No.5267012

>>5266940
The habitual failed credit thief who is in charge of Quack Champions going down the shitter.

>> No.5267023

Which one is the version of GZDoom that is giving all the stability problems? My latest version is 3.40 and I want to get something new to play some of the latest mods, but on the other hand I also don't want anything buggy.

>> No.5267028

>>5267023
Better worded, what's the latest stable version of GZDoom?

>> No.5267029

>>5267028
no such thing.

>> No.5267034

>>5266949
It's old as shit
Real shame too, was my favorite weapons mod, went great with RL monsters

>> No.5267045

>>5267028
3.6 is ok

>> No.5267053
File: 221 KB, 825x589, 1479448116449.jpg [View same] [iqdb] [saucenao] [google]
5267053

DoD Fag here.
Happy new year guys, I hope you've been having a nice first two days of the year.

>> No.5267062

>>5267028
Depends, I stick to 3.2.5 unless something I really want to play demands a higher version.

>> No.5267103
File: 480 KB, 1920x1080, 81Jn6rXyXuL.jpg [View same] [iqdb] [saucenao] [google]
5267103

Eradicator (1996)

>> No.5267148

Which projects are you looking forward to the most? Me? I'm looking forward to the Age of Hell.

>> No.5267153

>>5267148
I guess I'm looking forward to the Chasm mod, I liked the skeletal knight things someone posted here from a WIP thread on zdoom forum. I'm not really interested in the weapons though.

>> No.5267181
File: 511 KB, 1782x1002, Screenshot_Hexen_20190103_001510.png [View same] [iqdb] [saucenao] [google]
5267181

>>5267153
In hindsight I should have played through Hexen and been more familiar with it before attempting a mod

>> No.5267183

>>5267148
Yholl's updates, can't get enough of his stuff.

>> No.5267206
File: 491 KB, 1600x900, Screenshot_Heretic_20190102_212335.png [View same] [iqdb] [saucenao] [google]
5267206

>>5266056
they work okay

>> No.5267208

>>5267148
I typically don't get myself hyped for stuff, I just enjoy what's out and finding new things.

The update for GMOTA does look cool tho.

>> No.5267209

>>5265978
There were only 2 anonymous mappers this time.

>> No.5267212

>>5267206
That's pretty neat, I remember a Hexen 2 one was about that didn't look too bad either.

>> No.5267216
File: 248 KB, 1130x900, 1458254512414.png [View same] [iqdb] [saucenao] [google]
5267216

>>5266954
There's nothing that bogs you down in that regard. It's also another huge reason I like Quake, there's no nonsense. It's also a bit misleading with how "fuck you, cutscene" he is the start when you later have scenes where you're just standing in a room.

>> No.5267223
File: 1.05 MB, 2560x1017, Screenshot_Doom_20190102_233608.png [View same] [iqdb] [saucenao] [google]
5267223

Yo guys!
It's been a while since I posted the first revision of Black Fortress here, and it's gone through a few changes. It's still nowhere near done but the first level is pretty happily playable. As I begin work on the second level, I wanted to get some feedback from you guys about the level design, gameplay and general aesthetic of the wad.

https://drive.google.com/file/d/1tTihh5SbGqb88_FP8R6YbI4eC27Gp4uT/view?usp=sharing

Feel free to crack it open with SLADE if you want to review the code in place as well. Thanks fellas, and thanks for helping me learn along the way!

>> No.5267224

>>5264638
it looks similar to the Half-Life map editor, so I guess you have to download those files, and in options you have to set them as the build libraries

>> No.5267227

>>5267028
I've been using QZDoom and it works beautifully. I actually recommend it to play Black Fortress instead of using GZD.

>> No.5267234

>>5267181
Now this is really starting to feel like a small world with all the content creators that post here, big and small

>> No.5267239

>Ion Maiden is only 35MB and already it's so good
needs more enemy and weapon variety for later campaigns, sure, but good fucking god

>> No.5267251

I have never played the original DOOM or DOOM 2 wads

>> No.5267258

>>5267251
do you want a medal

>> No.5267291

>>5265483
We wouldn't strictly have to limit ourselves at all.
Another idea we could look at later this year is that you have a month to do a level which is a tribute to one of your favorite Doom levels (official or not). Maybe limit removing.

>> No.5267307

>>5265618
That was kind of the Saturn port. The devs of that was trying to work out a faster way to do the rendering, by Carmack was unsatisfied with the texture warping.
Due the fact that the Saturn port runs like shit, he expresses a regret for that and that he should have allowed more experimenting.

For the SNES port, it's not even really a port of the Doom engine, it's a recreation in a proprietary engine called the "Reality Engine".
This engine, and the SuperFX chip used, was the only way to have Doom on the SNES, because you couldn't make an engine like Doom's run on the SNES's paltry processor and memory, hence why Carmack didn't think it was possible at all and the SNES Doom prototype was presented to him as a surprise by the independent programmer who made it.
Is I recall, Carmack was always impressed by people who could prove him wrong.
SNES Doom isn't excellent, but it works, and still pretty much plays like Doom.

>>5266794
>any idiot with MS Paint can make custom sprites
They can, but they'll look like dogshit if you don't know how to sprite at all.

>>5265657
That wasn't the 3DO port, the 3DO port was rushed out in 10 weeks because the only programmer with any competence had to hurry to hammer out just something and Carmack was a good enough sport to lend them a copy of the Jaguar version source code.
The 3DO port is a really crude and hurried port of the Jaguar version, thus, which was the version Carmack himself was more involved with.

>> No.5267335

>>5267291
I want to go all udmf

>> No.5267343

99.9% of you have already seen this but for any newfags in here:
https://www.youtube.com/watch?v=YUU7_BthBWM

Great fucking video.

>> No.5267345
File: 899 KB, 1782x1002, Screenshot_Hexen_20190103_015336.png [View same] [iqdb] [saucenao] [google]
5267345

Not sure if this was in the original Hexen but Wolfen has this Mystic Crossbow that doesn't seem to have an ammo count. You use a bunch of rounds and then it has to recharge.

This game is hard and I'm not sure how everything works. Very discouraging...

>> No.5267348

>>5267345
might be broken by gzdoom since it's such an ancient mod

>> No.5267351

>>5266794
>Learning to make custom models is significantly harder.
eeehhhh. i'd say it's pretty even if you're trying to do it well on both counts.

>> No.5267359

>>5267206
Aight well:
https://www.mediafire.com/file/8wfjoawyzxzzs5q/HREKTEX.wad/file
Applicable REKKR textures paletted for Heretic. Left out things that were specific to REKKR's story, or setting (so no longboats, raven skulls, or Nordic symbols). Had to clean a few of them up. Lemme know if I messed up somewhere, or organized the wad wrong or something - I only tested in GZDoom because I'm lazy, but neither it nor Doombuilder had no problem reading the textures though.

>> No.5267368

>>5266994
I feel the same. For me the main character in Doom is the world itself.

>> No.5267371

I've been playing doom for a few years, but I've never really been able to get into the community, mostly because I just struggle at joining new communities
where would be a good place to start? I've looked at doomworld a bit for good wads, but thats about it
Thanks

>> No.5267373

>>5267371
zdoom forums and ask some dude called graf for gzdoom new features

>> No.5267375

>>5266548
What is this mod?

>> No.5267376
File: 632 KB, 1782x1002, Screenshot_Hexen_20190103_021500.png [View same] [iqdb] [saucenao] [google]
5267376

>>5267348
Whatever the case, I think I might drop it. I'm not having a ton of fun

>> No.5267378

Does anyone know if there's an audio fix for half life blueshift and opposing forces?

>> No.5267379

Why arent there that many Build-engine based mods?

>> No.5267381

>>5267379
because build tools got stuck in the 90s

>> No.5267383

>>5267379
CON is a fucking dumpster fire compared to DECORATE/ACS/ZScript or even QuakeC.

>> No.5267385

>>5267383
>>5267381
What about the Ion Maiden devs, are they using the same tools or did they make something new that could possible be released later?

>> No.5267387

>>5267375
Please answer this guy.. I'm curious too.

>> No.5267389

>>5267385
I can ask, an actual real life friend of mine is one of the mappers

>> No.5267390

>>5267385
as far as I know, they're using a heavily modified eDuke32 engine and all the jank that implies.

>> No.5267392

>>5267375
>>5267387

>>5266798

>> No.5267396

>>5267385
they know how to use the jank tools and are paid to do that.

>> No.5267397

>>5266019
Almost 20 years now.

>> No.5267398
File: 2.10 MB, 1782x1002, Screenshot_Doom_20190103_024928.png [View same] [iqdb] [saucenao] [google]
5267398

Did the latest episodes of gzDoom change resolutions or something because MSXFix'd isn't working with gzDoom

>> No.5267402

>>5267398
There are no more fixed resolutions.
Graf said they are unnecessary.

>> No.5267403

>>5266407
You obviously survive and get revenge.

>> No.5267404

>>5266429
>Chuck Norris
>Che Guevara
Cringe as fuck in retrospect.
Fucking well made maps, however.

>> No.5267405

>>5266507
Older than some of the people here.

>> No.5267406

>>5267403
Obviously you survive hell after being sent there and make it out.

>> No.5267408

>>5266926
I think Kevin Cloud was involved still.

>> No.5267409

>>5266429
What is Crambo?

>> No.5267410

>>5267406
Hell, you survive obvious and make senting it out.

>> No.5267456

Doom Episode 4 is fucking amazing.

>> No.5267489

Reminder that you can enjoy Doom anyway you like. There is no right or wrong way to play

>> No.5267492

>>5267489
except vaseline filters

>> No.5267496

>>5267291
I like that idea. I already did something like that with a tribute to Hectic from Doom 64 for one of the DUMP episodes (maybe 3? I forget). It was fun.

>> No.5267498

>>5267496
Although we may have to set a "no dead simple tributes" rule though as every second wad already has one.

>> No.5267513

>>5266159
he DOES have porn of his char tho

>> No.5267518

>>5267239
Do you think they'll allow modding and shit when it releases? They should honestly make making mods easy as fuck to build a following

>> No.5267521
File: 40 KB, 300x391, HR_MAP07_map.png [View same] [iqdb] [saucenao] [google]
5267521

>>5267498
It would have to be someone's favorite first.
Also we could have a hard rule that it can't just be a replica of it, or that you have to put a spin on it.

A big problem with Dead Simple clones is that often they're made as obligations. The specials are there so you HAVE to use them, right?
On the other hand, thinking a bit more outside the box has given us some pretty fucking awful maps over the years too.

>> No.5267527

I just played the most bullshit fuck map ever created. The map ends with a spinning box of earrape and doom porn

>> No.5267530

>>5267527
why did you let terry touch your bootysnap?

>> No.5267549
File: 25 KB, 262x190, Capture 1.gif [View same] [iqdb] [saucenao] [google]
5267549

>>5266906
>also her nips must be fuckhuge
that's more pleasing to the dick

>> No.5267550

>>5265693
this map is giving me pareidolia

>> No.5267553

>>5266429
>>5267409
https://www.youtube.com/watch?v=VsrXvILW3Cw

>> No.5267554
File: 16 KB, 63x66, 1518885910980.png [View same] [iqdb] [saucenao] [google]
5267554

>>5265680
>302 error

>> No.5267563

>>5266906
Wow what a surprise a HeXen fan is a huge fucking virgin

>> No.5267569
File: 3.07 MB, 1842x1051, Screenshot_Doom_20190103_121503.png [View same] [iqdb] [saucenao] [google]
5267569

JPCP is a pretty good mapset, though map5 has performance issues with the current PB3.0 build.

>> No.5267570
File: 219 KB, 450x338, file.png [View same] [iqdb] [saucenao] [google]
5267570

>>5267569

>> No.5267576
File: 2.57 MB, 1842x1051, Screenshot_Doom_20190103_122256.png [View same] [iqdb] [saucenao] [google]
5267576

>>5267570
Dirty visor does that. Here.

>> No.5267581

>>5266906
> also her nips must be fuckhuge
Yes please!

>> No.5267582

>>5266906
>also her nips must be fuckhuge
Why is this bad?

>> No.5267605
File: 11 KB, 640x400, mkmap.png [View same] [iqdb] [saucenao] [google]
5267605

>>5265680
I cant enjoy this, anon...
Site says the file is missing...
Help? Reup?

>> No.5267643

>>5267012
>Quake Champions is going down the shitter.
How so?

>> No.5267646
File: 243 KB, 837x465, Screenshot from 2019-01-03 15-56-14.png [View same] [iqdb] [saucenao] [google]
5267646

https://www.youtube.com/watch?v=bSK350Bj1zM

>> No.5267652
File: 62 KB, 535x655, foxmug.jpg [View same] [iqdb] [saucenao] [google]
5267652

>>5266698
I would ask what mod this is
but I dont get off on death animations for hot girls so I'll pass

>> No.5267676

>>5267643
Well it's got like 2000 players playing at any given time. Which is tiny. And they just added a season pass.

>> No.5267681

>>5267676
>just added
isn't that what the champions pack always was

>> No.5267762

>>5267676
Give it time.

>> No.5267793

>>5267676
and that's 2000 split between regions and matching shit, at times it's practically barren.
>>5267762
Time to what? Die on it's arse?

>> No.5267813

>>5267793
No, give it time to grow. Games with online play don't just miraculously grow to have more than 10-12,000 players in a day.

>> No.5267821

>>5266917
It's okay for what it was, despite i personally having a few pet peeves with some things, but it was still fun.
Eternal looks better.

>> No.5267825

>>5267148
>D64-Inator
>That Samsara mod
>RPG id games in GZDoom

>> No.5267826

>>5266917
Doom 4 was pretty okay, level design was kinda meh, weapons were pretty good, I like the subweapons. I think glory kills woulda been better if just decking monsters at critical HP made them go splat in some whacky way depending on where you hit them without a need for a little animation.
The only shitty thing is after playing through the game and getting all the upgrades, playing from scratch feels awful when you don't have the fun altfires and runes.

Overall I'd give it a 8/10 and recommend it to people who want a good single player campaign in a FPS game that came out in the past couple years.

>> No.5267830

>>5267569
Try it with Black Edition

>> No.5267834

>>5267830
Honestly i dislike black edition

>> No.5267835

>>5266917
had some good fun with it.
hyped for eternal, mainly because it looks way better on the aesthetic front.

>> No.5267838

>>5267813
QC doesn't really have anything that encourages growth though

>> No.5267839

>>5266917
Feels more like Painkiller than Doom.
Unpopular opinion?

>> No.5267840

>>5264502
Post your face if DOOM: Eternal has stations in certain parts of each level where you can choose one(or possibly up to 2) out of 10 upgrades for each weapon(including for the fists) as well as some levels having instant recharge stations for energy weapons.

>> No.5267843

>>5267838
What does it lack that games like WoW, Fortnite, Counterstrike:Global Offensive and even PUBG have?

>> No.5267845

>>5266741
Compare pistol and rifle.
Pistol is XBOX huge.

>> No.5267846

>>5267840
That's... really specific.

>> No.5267850
File: 228 KB, 528x256, rockets.png [View same] [iqdb] [saucenao] [google]
5267850

>>5267835
People think it's fanservice but i guess they're just used to GOW and Tomb Raider being completely deviating from their original counterparts.
One of the problems with Doom 4's art style was that it looked like "sci fi gibberish with not many colors" that apparently some people misunderstood pick up items.
After like 4 different art directions, it's cool they took the opportunity to make the new Doom feel as "Doom" as possible and i wouldn't be surprised if 2016 was someone at ZeniMax saying "how do we make Doom appeal to Halo fans".

>> No.5267852

>>5267834
Alright. The performance patched Johnny Doom thing then.

>> No.5267856
File: 118 KB, 301x767, rogal dong expand.jpg [View same] [iqdb] [saucenao] [google]
5267856

>>5267840

>> No.5267859

>>5267843
A casual scene?

>> No.5267867

>>5267840
I don't get it.

>> No.5267879

>>5267867
1) Upgrade stations like in SS2 and Bioshock where once fully activated, you can use them to choose up to 2 upgrades for each of your weapons.
2) Instant chargers that can only be found in some levels that when used give high amounts of recharge to energy weapons as well as maybe also compatible armor.

>> No.5267881

>>5267838
Its not as buggy as Xbox One and definitely not PS4 PUBG

>> No.5267882
File: 289 KB, 512x384, patrick.png [View same] [iqdb] [saucenao] [google]
5267882

>>5267879

>> No.5267896

>>5267850
I also hope power ups get the same treatment.
Like, don't remove the sparks or flames around the spheres, just bring back the scary demonic faces and trapped souls instead of either nothing or a png of a skull.

>> No.5267907

>>5267843
Quake Champion's gameplay just... isn't very good, if you ask me. Level design, weapon design, character abilities, sluggish non-straferun movement...
Also it being a "live service" arena shooter where you have to patiently rely on the devs for all content (for better or worse), while playermade stuff isn't a thing at all.

>> No.5267912

Field Drones and monsters I hit with my chainsaw?

>> No.5267914

>>5267912
Meant for >>5267840 & >>5267879

>> No.5267924

>>5266917
I like it a lot. It's not "high speed chess"-y enough imo, though. The encounters feel like a wave shooter instead of a carefully set up and positioned battle (a few encounters we're pretty okay at this though)

>> No.5267970
File: 2.45 MB, 1920x1200, duke-nukem-3d.png [View same] [iqdb] [saucenao] [google]
5267970

I played Duke 3D for the first time the other day and had an absolute blast. Steam sale ends in an hour and I already bought Blood and Shadow Warrior, any other recommendations?

I have all Doom games.

>> No.5267980

>>5267970
Ion Maiden is pretty good too.

>> No.5267994

>>5267970
Rise Of The Triad, if you don't mind it playing more as a mix of an FPS and a sidescrolling shmup.

>> No.5267997
File: 570 KB, 1600x900, Screenshot_Doom_20190103_163840.png [View same] [iqdb] [saucenao] [google]
5267997

Fixed up Doom Vacation to run nicely with gameplay mods and suddenly it's homoerotic as fuck.

>> No.5268005

Imaging trying to recreate/demake Doom 4's levels in GZDoom and make it a mapset, that is also meant to be gameplay mod compatible
>Most of the geometry can be done in GZDoom maps i think
>Use classic textures, either in case they're needed or just to make levels more colorfull
>Make it so you don't need to double jump since that would be gone
>Add more supplies due to lack of new chainsaw and glory kills
>Replace most RPG like upgrade stuff with maybe any power ups, specially if some end up usefull in some occasions like the radsuit in a toxic floor area
>Argent cells could be blocks with three switches where you could either pick a soulsphere, megaarmor or backpack?
>Stuff like gore nests and the hell guard bosses could be additional enemies/actors
>Simplify the red laser/BFG pick up scene and replace BFG ammo with either plasma ammo or other BFG's
>In the last boss, make the pillars activated so the player can use cover from the vanilla Spiderdemon's hitscan
>Rune trials and classic levels can just go i guess
>Maybe replace possessed with zombieman, summoners with archies and hell razers with chaingunners?
>Not sure about the music but cinematic/story segments can just go
>Enemy spawning could be like with D64 where it spawns actual new enemies that even increase the enemy count (At least i thought thats how it worked)

>> No.5268012

>>5268005
dbt was doing that but gave up I think.

>> No.5268015

>>5267569
>why aren't these vanilla map packs designed for my weapon mods?

>> No.5268018

What's your favorite iteration of doomguy design-wise?

>> No.5268019

>>5268012
I thought all he did was a test map and two random MP maps, which i think were used for QCDE.

>> No.5268024

>>5268005
Also, give them more backtracking and no death falls in the 5th chapter.

>> No.5268032 [DELETED] 

explain the beef with brutal doom.

>> No.5268036

>>5268032
Too popular.

>> No.5268046

>>5267997
Gosh, I couldn't really imagine that without Duke's lines, the squirtguns, and the vacation themed enemies and items.

On the other hand, there's some good places where a grenade would do wonders.

>> No.5268051

>>5268032
just use archives to see archives /vr/ threads

>> No.5268056

>>5268032
>>5268036
Popularity while in a lot of people's opinions, not having the skill to deserve that popularity.

Drives a lot of people up the wall on that alone, let alone there having been a spate of the fans of it considering it to be the default for mods.

It's drama that should have long since run it's course but there are cliques who are obsessed with it and keeping it alive.
>>5268046
It does usually have the squirt guns.

>> No.5268057

>>5268032
new thing bad

>> No.5268060

>>5268032
Shit code, weird design choices and the fact Mark is better at mapping but won't touch on that subject.

>> No.5268074 [DELETED] 

>>5268032
imagine a timeline where the irate gamer was universally loved and less people cared about the avgn

>> No.5268076

>>5268057
>new
It's an okay mod.

>> No.5268078

I wonder if D4 making the Cyberdemon sprint was inspired by Heretic's Maulotaur

>> No.5268082 [DELETED] 
File: 207 KB, 640x640, 1544298906408.jpg [View same] [iqdb] [saucenao] [google]
5268082

>>5268074
worst timeline

>> No.5268092 [DELETED] 

>>5268074
AVGN is extremely unfunny though.

>> No.5268107 [DELETED] 

>>5268074
I can't.

>>5268092
Shhh.

>> No.5268112 [DELETED] 

>>5268074
Which game mod is AVGN in this case

>> No.5268131 [DELETED] 

>>5268112
The people all the stolen assets belong to

>> No.5268136

>>5268032
go do something else if you're really that bored.

>> No.5268143

>>5264579
Back to Saturn X with MetaDoom

>> No.5268146
File: 617 KB, 775x2330, somevacation.png [View same] [iqdb] [saucenao] [google]
5268146

>>5267997

>> No.5268151

>>5264576
Is there an equivalent tutorial for any of the Doom map making programs? I would like to get into it.

>> No.5268176

>>5265480
I tried a while back but it was really frustrating getting the files to work. Wish there was a single location I could get the files in a nice neat package. All the ones in the original doom rpg thread lead to bad builds and stuff

>> No.5268201

>>5268146
Accurate and fucking awesome.

>> No.5268204

>>5267912
>>5267882
LOL It appears that quite a number of DOOM and Wolf3D players have a hard time using their heads to comprehend the idea of both upgrading weapons at stations and in-game rechargers for not only energy weapons, but also a couple types of armor(think power armor like in SS2.)

>> No.5268207
File: 1.07 MB, 1080x792, 1545345297865.png [View same] [iqdb] [saucenao] [google]
5268207

>>5268204
wat

>> No.5268208

>>5267398
>MSXFix'd
What is this? Google doesn't come up with anything besides /vr/ threads.

>> No.5268210

>>5267398
Where do you get the latest version of MSXFix'd? I tried to google it but only found older versions

>> No.5268223

>>5268207
CHARGING STATIONS IN DOOM ETERNAL
UPGRADE ANY WEAPON VIA STATIONS OR TERMINALS DESIGNED FOR THAT PURPOSE!

>> No.5268225

>>5268204
Play Hideous Destructor.
Record your play.
Come back and post it.
Then we'll talk.

>> No.5268226

>>5267879
Okay I get it now

>> No.5268227

>>5267970
System Shock

>> No.5268230
File: 9 KB, 341x357, a1.png [View same] [iqdb] [saucenao] [google]
5268230

>>5268223
why need stations when in doom 2016 you can upgrade on the go from your pause screen? and recharge what?

>> No.5268235

>>5268225
I still haven't Figured out how to record playthroughs on GZDoom, though I have found out how to do screenshots.

>> No.5268236

>>5268226
I don't.

>> No.5268237

>>5268208
Its the ProjectMSX mod but fix'd
https://www.youtube.com/watch?v=7s8oGz0TUHY&disable_polymer=1

>> No.5268240

The only right way to play Doom is with no Y-axis looking and autoaim

>> No.5268248

>>5268230
Recharge stations for the energy weapons like the plasma rifle as well as certain types of armor that need charging. I'm talking about this being put in Doom Eternal, not Doom 2016.

>> No.5268249

https://youtu.be/8QHH6ODnRTA
Oh hot damn

>> No.5268274

How accurate is the DarkXL remake of Star Wars Dark Forces? Wondering if I should play it for the first time in DOSBox or XL.

>> No.5268291

>>5268237
More than just fixed really, it's overhauled to fuck to work with everything.

Shit even has proper Strife support with custom dialogue and everything.

>> No.5268324

>>5268237
>>5268291
Sounds good, where can this anon >>5268210 and I find it?

>> No.5268338

>>5267997
Somebody remade Duke Carribean in Doom?

>> No.5268351

>>5268249
what source port was used here

>> No.5268353

>>5268248
Recharge stations?

>> No.5268358

>>5268353
Yes, that. For Doom 2016

>> No.5268360
File: 189 KB, 800x814, 1531523563979.jpg [View same] [iqdb] [saucenao] [google]
5268360

>>5268358
*DOOM Eternal

>> No.5268380

>>5268324
According to the archives this is the latest version
http://www.mediafire.com/file/3f2rkrodhlaaraw/projectmsfixd_vr051417.pk3
Its dead

>> No.5268387

>>5268248
ok but
why?

>> No.5268389

>>5268360
>>5268358
Doom Eternal is out?

>> No.5268396

>>5267840
Both sound like lousy ideas. I hope they drop the upgrade shit entirely for Doom Eternal

>> No.5268404

Playing Brutal Doom!

>> No.5268412

What does /vr/ think of Freedoom?

>> No.5268418

>>5268412
Really ugly.

>> No.5268426

>>5268412
Has it's ups and downs, some of it's older assets are flat out better than the newer ones.

>> No.5268435
File: 10 KB, 1155x240, uploadfasteryoubastard.png [View same] [iqdb] [saucenao] [google]
5268435

>>5268380
>>5268324
>>5268210
Here's the version I have, not sure if it's the exact same one.

https://my.mixtape.moe/kkvnxy.pk3

>> No.5268446

kinda weird doom even changed art directions like 3 times

>> No.5268447

>>5268426
How do you achieve that? Old Freedoom is *legendarily* goddamn ugly.

>> No.5268464

>>5268447
Didn't say sprites, though it has some alright ones of those.

Some of the sounds and music have gotten worse in the last three or so big releases of it.

Like the gib sound, the older one sounds fucking awesome while the new one sounds like some dude recorded himself having diarrhoea,

>> No.5268465

More of that MetaDoom thing.
https://pastebin.com/zcH2P3kx
>>5258231

>> No.5268487

>>5268446
What was it like before?

>> No.5268526

what source port should i use for shadow warrior?

>> No.5268534

>>5268274
pls respond

>> No.5268574

>>5268435
Thank you anon. I think this might be a more recent version than the dead mediafire link, as its title is "Project MSfiX'd v1.0b 06/12/17" and that mediafire link was being posted before 06/12/17.

>> No.5268594

>>5268465
>* ZDoom marines are acknowledged in this mod, so rail gun AI doomguys are implied to have the Gauss Cannon and Berserker guys do the D3 scream noises
>* Theres cheat codes too, one of them makes rooms darker to reference D3 (IMPULSE 2004 in console), while another turns floor/ceiling textures into flat colors to reference SNES Doom (IMPULSE 16)
>* Kinsie worked on a thing called Consolation Prize where you can play mods in maps from PSX Doom and Doom 64. This led to a special feature in MetaDoom, where Doom 64 items can get "specific" spawn spots for the sake of faithfullness

Dayum this level of detail reminds me a lot of half life unused content, its amazing how he's putting a lot of faith into it!

>> No.5268598
File: 314 KB, 768x625, 1541570337426.jpg [View same] [iqdb] [saucenao] [google]
5268598

>>5268435
"Problem loading page"

>> No.5268605

>>5268487
>classic doom
>doom 64
>doom 3
>doom 2016
i just find it weird but i guess it had something to do with the state of the industry in those times
same for wolfenstein and quake

>> No.5268612
File: 1.78 MB, 1782x1002, Screenshot_Doom_20190103_155526.png [View same] [iqdb] [saucenao] [google]
5268612

Dragon man explores some Axteca ruins

>> No.5268631

>>5268594
Kinsie puts crazy levels of effort into Metadoom and it shows.

He's an alright dude.

>> No.5268651

>>5268598
it's working now

>> No.5268664

>>5268594
I wish my enjoy of Metadoom was as deep as it's systems

>> No.5268670

>>5267762
>Give it time
anon, the game came out 1 year, 8 months and 29 days ago

>> No.5268671
File: 870 KB, 1280x1005, Screenshot_Doom_20190103_161632.png [View same] [iqdb] [saucenao] [google]
5268671

>>5264642
Two more examples, because I'm semi-angry at real-world issues and vidya is the antithema of that
also subnautica is pure dread and you should be terrified delightfully by playing it.

>> No.5268674

>>5267843
battle royale

>> No.5268679

What are the hottest wads of 2019 lads?

>> No.5268680
File: 609 KB, 1280x1005, Screenshot_Doom_20190103_163425.png [View same] [iqdb] [saucenao] [google]
5268680

>>5268671
This little rock is supposed to follow an erratic track. The player never gets to this scenic area, but it's an example of what I mean. Players standing on top should not prevent movement, and should be carried, as that's what ROTT's anti-grav disks did.

>> No.5268686

>>5264873
I've mapped for almost 20 years now.

I freestyle all the time built on my accumulated mapping knowledge. No conscience involved.

>> No.5268691
File: 70 KB, 533x422, trackk.png [View same] [iqdb] [saucenao] [google]
5268691

>>5268680

>> No.5268697

wha do you guys use to map? DeepSea?

>> No.5268702

Finally beat Strife with the good ending.

>> No.5268703
File: 738 KB, 1440x1557, 1526522858463.png [View same] [iqdb] [saucenao] [google]
5268703

>>5268204
>LOL It appears that quite a number of DOOM and Wolf3D players have a hard time using their heads to comprehend the idea of both upgrading weapons at stations and in-game rechargers for not only energy weapons, but also a couple types of armor
>>5268235
>I still haven't Figured out how to record playthroughs on GZDoom

>> No.5268716
File: 1.72 MB, 1782x1002, Screenshot_Doom_20190103_160602.png [View same] [iqdb] [saucenao] [google]
5268716

>> No.5268729

>>5268686
it's interesting to see people who've started more recently and the different conventions they stick to.

>> No.5268740

>>5268716
unless you hacked avactor into a vaccinated edition, be prepared for completely busted balance due to dehacked
random invuln spheres where a purely decorative corpse would normally be

>> No.5268741

>>5268697
WadC.

>> No.5268745
File: 1.61 MB, 1782x1002, Screenshot_Doom_20190103_165313.png [View same] [iqdb] [saucenao] [google]
5268745

>>5268740
Is that so? That explains some things.

Also, some mod made level 13 way more detailed.

>> No.5268763

speakinf of doom eternal and doom 4, why do people like the 2016 manc so much?

>> No.5268774

>>5268631
The mod looks like it's easy to overrate and i'm surprised it never even got a mention in the Cacowards.

>> No.5268775

Doom Builder 2 or the GZ Doom version? I’m getting told different things by people on what’s good or not. Using GZDoom btw and haven’t downloaded a wad maker in YEARS.

>> No.5268790

Is the armored mancubus from doom 4 a reference to the Hectebus? They both shoot green toxic shit.

>> No.5268797

>>5268790
probably not but the fire baron in eternal reminds me of that one black baron in a lot of randomizer mods

>> No.5268812

>>5268763
does anyone? I've never even heard someone's opinion on it, it seems to be indifference if anything.

>> No.5268813

>Hell absorving and corrupting other worlds
>Cybernetic demons are probably hell stealing UAC tech
I wonder if the cybernetic ones were recent creations

>> No.5268817

>>5268813
No, cybernetic demons was all UAC creating shit. Read the "monsters" section of the doom 4 codex please

>> No.5268823

>>5268817
I meant the original Doom "lore"

>> No.5268829

>>5268763
If anything people love the retro redesigns that Eternal is bringing to the table. The older demon models from 2016 had a lukewarm reception. Personally, I like the mancubus way more in doom eternal, as well as the pickups, compared to doom 2016.

>> No.5268831

>>5268823
The Codex details how the cybernetic demons were actually made though and fits the canon way better.

>> No.5268851

>>5268829
i've seen people say they prefer the 2016 fatso because of the story behind him
he's like the one mancubus whose not really a cyborg but instead he's made of chitinous material that apparently grows from his food habits
https://doomwiki.org/wiki/Mancubus_(Doom_2016)#Lore
this is also why the cybermancubus exists, since he actual has metal and tech
i guess the story of him being smelly and weaponizing his farts fits him but so does his classic/eternal design, because an angry fat ogre with six nipples fits the "evil fat monster" bill a lot more than an armored cyclope thing

>> No.5268863

>>5268831
The idea of demons learning human tech or even just magically creating brains on legs and shit sounds more terrifying than scientists modifying the demon themselves.

>> No.5268869

>>5264576
Radiant is based as fuck for us oldfags who have been mapping for Quake engines for decades

>> No.5268870

>>5264608

>> No.5268910

>>5264608

There's an old one called Killer Quake Pack. check it out some time.

>> No.5268926
File: 990 KB, 1782x1002, Screenshot_Doom_20190103_181912.png [View same] [iqdb] [saucenao] [google]
5268926

Okay, fine! I'll give Metadoom another shot, just stop PMing me about how I didn't give it a fair shakes

Also, another shot at a hardcore playthrough, and I beat Intercept without dying?

>> No.5268939

>>5268926
>just stop PMing me about how I didn't give it a fair shakes
i have no clue who you are

>> No.5268943

>>5267826
I knew I'd agree with ya term.

>> No.5268945

>>5268151
You could try Chubzdoomer's Youtube video:https://www.youtube.com/playlist?list=PLCE835098C82D8F24
If text tutorials are up your alley you could try this: https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/

>> No.5268948

>>5268863
well, I don't necessarily give a fuck about doom scaring me, I like when shit fits canonically, not thematically

>> No.5268951

>>5268926
If you need some tips:
>You can insta kill spiders/Trites with melee (Keybind for fist)
>Melee key has a third fire for chainsaw that is silent and drops health
>To fuck with archies/summoners, stun them with something like a syphon grenade then use soulcube or BFG to insta kill, with the latter being great since they drop BFG ammo
>You can kinda spam inventory items, with Telsa rockets being useful with this
>Quad damage can affect inventory items too
>Even if K. mines deactivate you can pick them up back
>HWPistol is practically infinite if you stand in/next to liquids
>Wall shield can now let your own attacks go through it and Doom 3 machinegun fires one tick faster than vanilla chaingun

>> No.5268956

>>5268948
Wasn't Doom technically more about its theme than canon?
Also, i feel like naturally cyborg monsters from an abstract hell fit "demon" more than if it took the UAC to rebuild them, since the term "demon" technically means "supernatural creature from another dimension".

>> No.5268965

>>5268926
Also, axe can cut barrels without making them blow up.

>> No.5268967
File: 42 KB, 160x220, Bouncy caco.gif [View same] [iqdb] [saucenao] [google]
5268967

Boing boing boing

>> No.5268978

>>5268956
I understand the point you're making, and I don't give a fuck about it.
Doom has some things that are straight up, without a doubt, canon.
This is my point:

The old doom didn't have a proper canon lore explanation for the topic at hand. What you're saying is all conjecture and is not really supported by any actual evidence.

The new doom has a proper canon lore explanation for the topic at hand. It's supported by the Codex.

>> No.5268979

For fuck sakes.
Scientists did not modify demons to have tech. That's nu-doom.
Old-Doom is hell going "OWO WHAT'S THIS to absolutely everything they were absorbing; This included earth's culture and inhabitants.

>> No.5268980

>>5268775
Gzdoombuilder if you're making stuff for GZDoom, but it works fine for other formats too. I hear good things about Doombuilder x but know nothing about it

>> No.5268993

>>5268979
>Old-Doom is hell going "OWO WHAT'S THIS to absolutely everything they were absorbing
Source?

>> No.5268994

>>5268979
Okay, I get what you're saying now.
You're right, Doom 2016's lore and old doom's lore are not the same.

Also, where does it say that Hell absorbs tech and makes new demons? What are you referencing?

>> No.5269021

>>5268979
The technology the demons use came from hell.
The Icon of Sin creates demons prepackaged with technology.

>> No.5269026

>>5268943
Not term but thanks.

>> No.5269028

>>5268926
>stop PMing me about how I didn't give it a fair shakes
???

>> No.5269042

>>5268926
Dude this is an anonymous forum with thousands of posters and probably hundreds in this thread specifically, not everybody on here is one of your discord buddies or whatever

>> No.5269060

>>5268993
Doom bible/masters of doom or something, plus it's becoming a bit of a recurring 'gag' in the community.

Sandy Peterson or Tom Hall might even have said it; He was probably the DM for whatever campaign helped inspire DOOM in the first place

>> No.5269067

>>5267148
The Crimson Deed

>> No.5269073

>>5269060
Doom bible is literally stuff that was scrapped, it's not canon by any means. For fuck's sake UAC doesn't even exist in it.

>> No.5269076

>>5269060
>masters of doom or something
Show me.
>plus it's becoming a bit of a recurring 'gag' in the community.
That's irrelevant. There's tons of gags in the community but that doesn't make them part of official lore.

>> No.5269115

Hey Term mind sharing a build of Booster?

>> No.5269117

>>5268926

Dunno who you are, but MetaDoom is definitely worth a shot.
Pretty solid mod. Really fun, lots of stuff to play around with. I really like the enemy/weapon progression system in it.

>>5268943

That wasn't me, sorry.

>>5269115

Okay.
https://drive.google.com/file/d/1KDEhZBi4V1iLN4Z0Sw0obw4INFaNC-3s/view?usp=sharing
Still WIP, things super-unfinished, etc.

>> No.5269120

>>5269117
I didn't expect you to actually do it, fuck
Uh
Thanks, dude

>> No.5269132

>>5268943
Yeah. Wrong person dude. I'm pretty sure if I talked more in depth about the pistol and how it slightly disappointed me despite it having unlimited ammo it might be a little easier to guess.
Trying to guess who someone is around here is a little dumb though.

>> No.5269141

>>5269120

I mean, I don't see why not. Someone's interested in trying it out, so I'm flattered if anything.
Worst case scenario, someone tells me they don't like it and tells me why, and I can use that feedback to improve things.

>> No.5269213

>>5267148
Might and Magic as well as whatever else the maker has planned since Doom M&M is like an experiment/proof of concept

>> No.5269247

Who are some notably odd or obnoxious people in the Doom community other than Graf?

>> No.5269250

>>5269247
That's one hell of a rabbit hole, anon, and it goes deep.

>> No.5269252

>>5269247
Forced drama posters.

>> No.5269264

>>5269247
S'arais and Nambona

>> No.5269278

when does doomguy get confirmed as smash dlc?

>> No.5269280

>>5269247
on doomworld yesterday someone pretended to be a japanese mapper and posted an oblige-generated map with the NPC meme in it

>> No.5269284

>>5269280
How could you tell they were pretending to be japanese, and not just pretending to pretend to be japanese?

>> No.5269332

>>5268994
>>5269021

I'm not the same guy. I'm just saying that some parts of the community claimed "hell's invading and absorbing everything, particularly earth's culture and people; mostly because they got tired of beating up bad people all day" shtick. Nobody said it was canon, only that it's somewhat accepted.

Jeez, dude, don't need to bite my head off.

>>5269076
I don't own it.

>> No.5269340

>>5269117
is this the megaman mod?

>> No.5269350

>>5269247
vasyan

>> No.5269359
File: 9 KB, 645x773, 1524564299153.gif [View same] [iqdb] [saucenao] [google]
5269359

it's acceptable using oblige as a base?

>> No.5269384

>>5269359
If you don't plan on publishing the map online as your own, then yeah. You don't want to be like those SLIGE Terrywadders all over again.

>> No.5269403

>>5269141
Not the anon that asked for it, but I've been waiting for this and love it so far. Good job Term!

>> No.5269413

Which weapon mods work okay with Unloved?

>> No.5269434

>>5269384
but I'm going to edit that map

>> No.5269436
File: 267 KB, 620x372, ZAMN.png [View same] [iqdb] [saucenao] [google]
5269436

>>5267148
ZAMN

>> No.5269449

>>5269436
When is that due? I loved the original Genesis version.

>> No.5269491

>>5269340

Yeah, it's the Megaman mod. Slash Cyberrunner reboot.
It's kind of a personal mod that got a bit out of hand; I love mobility and moving fast, people really loved Cyberrunner but it broke the engine and I wanted to reign it in so it could be played on normal maps, and it just kind of expanded from there.

>>5269403

Thank you.
Please let me know if you have any criticisms or issues or if there's something that needs to be tweaked.

>> No.5269493

>>5269359
as long as you change it enough so that it's an original map and not just the equivalent of a palette swap, i don't see a problem with it
i'd imagine a lot of artists go looking around at procgen art for inspiration

>> No.5269502

>>5269434
Doesn't matter; if Oblige runs in your map's blood then it's not something to publish.

>> No.5269523

anyone else have experience using gzdoom in linux? just installed it and fired up heretic for a quick test drive but my mouse felt really weird. I don't know how to accurately describe it, just sluggish and not very responsive. Maybe it's just because I haven't played in a while, but I can't ever recall any doom-engine game feeling like this.

>> No.5269524
File: 44 KB, 620x372, Revenant_Old1.jpg [View same] [iqdb] [saucenao] [google]
5269524

I finally realized that the red shit on the revenant's legs is not tattered shorts or clothing, but actually blood

>> No.5269527

Speaking of Oblige, what settings have consistently given you guys the best maps?
Just want to fuck around for a bit but don't want to commit to any actual mapsets

>> No.5269538
File: 130 KB, 1920x1088, scrap830_a.jpg [View same] [iqdb] [saucenao] [google]
5269538

Both of my maps were gimmick maps where I focused more on the shape of the map and less about individual room design, after getting the basic shape together I figured out how the player would move thru the map and filled in rooms with basic encounters and thus I could make a neat experience out of the map without having to do elaborate traps, set pieces or decorating. As a bonus, it avoids the 'blocky boring square angles and rooms' problem almost by default.

>> No.5269592 [DELETED] 
File: 20 KB, 408x262, screen.png [View same] [iqdb] [saucenao] [google]
5269592

>>5264502
>>5264512
>>5269264
Alright, so I've been having philosophical bullshit chit-chat here with my uncle, and I'm pretty much going to see that most of our hostilities are based on a failure of communication/understanding.

I've been saying this from the get-go, but my best way to learn is collaborative works and comparing notes.

This is why I'm releasing another milestone: I want YOU to edit the things that bother you in the project. If I can see better examples of what people are talking about, alternative, or better ways to go about completing what I set out for, then this is what's the intent. It is very difficult for me to mentally visualize most feedback, especially when it seems the person in question is just raging and wanting something to complain about. ("you just want us to do all the work", etc.), I fully expect to be banned over this comment, but I want to try to explain and come to a mutual understanding. We have eachother pegged wrong. I want to like and work with you because I respect and admire you; and feel woefully inadequate to do so on my own. A shoulder to lean on and proofread/edit the works with a fine-tooth comb so that both parties can understand eachother and work out the situations better.

Don't think I've changed my behavior/attitude. It's been the same since the start. I just think most are mistaking the way I state things for hostility, when my statement about Kate Fox going to Hell, was of deep respect and felt more befitting since we are the DOOM community, and we've been creating Gorgeous Hellscapes for years; so I wanted Kate to be living and exploring those enviroments and helping make them in Hell.

Nevertheless, enough about me. I'm sorry for whatever greivances I may have caused, but this is ever so stressful; and given my court tomorrow, I'm going full spergonium with anxiety and nervousness (Why I clung to Evolve, Inner Child awakened, break from Cynicism + Court issues, emotional compromise)
Info+DL in next reply.

>> No.5269593

I just got into Doom mods recently. Why do people hate Brutal Doom?

>> No.5269595

>>5269593
It's a meme that got out of control. Brutal Doom has problems but people exaggerate them

>> No.5269604
File: 139 KB, 1246x773, conceptualization sketch feedback think of like when a concept artist submits various sketches for edit or improvement.png [View same] [iqdb] [saucenao] [google]
5269604

>>5269592
https://www.dropbox.com/s/6f0ph2jwab8cwmi/lotx-ms5.rar?dl=0

Baseline instructions:
1: Play the maps to your own desires, taking in reasonable criticisms without getting angry when I fail to understand. Make notes, draw images, screenshots, etc. Try to get into my mind and understand my intent for the level
2: Share the notes and/or edit the map, implementing tags/comments on them, like pictured. This will help understand consicely and may serve as inspiration/understanding
3: Take the conversations to heart and note, and prehaps see what the other person is doing and go "Aha, that's neat/cool, why didn't I think of that?"

I didn't ask for all the work to be done, nor attention or spoonfeeding.. I just asked for help in a way I could properly comprehend, and would benefit us both.

https://www.dropbox.com/s/6f0ph2jwab8cwmi/lotx-ms5.rar?dl=0

Basically; Conceptualization/sketch based feedback, Think of like when a concept artist submits various sketches for edit or improvement, and the person who asked for them goes "well, I like A, but B looks funny and could look really nice with certain elements of C and D, maybe E could be repurposed/recycled or based into something else?"

Whatever, waste of my time and effort, Comments are going to get deleted and people will continue thinking the same.

>> No.5269639

>>5268978
>The new doom has a proper canon lore explanation for the topic at hand. It's supported by the Codex.
Okay Brother Leandros

>> No.5269641
File: 14 KB, 214x261, 1369788619331.jpg [View same] [iqdb] [saucenao] [google]
5269641

>>5269592
>>5269604
>I want YOU to edit the things that bother you in the project
>Make notes, draw images, screenshots, etc.
>Try to get into my mind
>implementing tags/comments on them
I'm glad that you're willing to try and open up for more feedback, but the fact that I need to jump through so many hoops just to have you *consider* my critiques is a huge turnoff when I could honestly spending more time working on my own maps.
A concept artist submitting sketches for edit/improvement usually has a unified end goal, either that of payment or dedication to the resulting project, neither of which I have at all.

>> No.5269642
File: 41 KB, 570x396, ity.jpg [View same] [iqdb] [saucenao] [google]
5269642

>>5269592
>I just think most are mistaking the way I state things for hostility, when my statement about Kate Fox going to Hell, was of deep respect and felt more befitting since we are the DOOM community, and we've been creating Gorgeous Hellscapes for years; so I wanted Kate to be living and exploring those enviroments and helping make them in Hell.
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh I dunno what you're talking about but that's probably not something you want to bring up, chief.

>> No.5269646

>>5269593
It's an okay mod, it's just babbies first wad, so the fanbase overhypes it, and bitches if another wad isn't compatible with it.

>> No.5269668
File: 1.77 MB, 1782x1002, Screenshot_Doom_20190103_223427.png [View same] [iqdb] [saucenao] [google]
5269668

All these zombies!!!!

>> No.5269697
File: 1.95 MB, 1782x1002, Screenshot_Doom_20190103_235528.png [View same] [iqdb] [saucenao] [google]
5269697

Do you ever feel like you don't exist..?

>> No.5269710
File: 81 KB, 466x486, 1530365574983.png [View same] [iqdb] [saucenao] [google]
5269710

>>5269641
>when I could honestly spending more time working on my own maps.
And I get and understand that, but unfortunately; in order for me to help you (and belive me, I want to help you work on your own maps and not be judged for it, I want to like and respect you, help you out and give a second hand for something that overwhelms me, whilst taking the work-load off of you), but unfortunately, mutual symbiosis cannot occur if the parties cannot properly connect.

So, why don't I be YOUR slave for a while to prove that I'm not joking, and that what I've saying since the get-go isn't all about me; It's all about EVERYONE and how I can help EVERYONE with what they're working on, and improve at their own works.

>>5269642
Sorry man. I just figured and thought people would understand what I meant and where I was coming from; Hell as a vision forever is imagined by me as DOOM's depiction; Yes, it's a hellish, demonic place; but it's also an amazing place to explore, tour and visit, for those who just think Heaven is pretty boring with just white clouds, golden gates, and the like.

That's why I wanna help, man. I wanna see what you're having issues with, take your hands off of that problem for a while, and see if I can't help come to a solution with a fresh pair of eyes that makes us say "Oh my god, so THAT'S what you meant/how you did that? Now it all makes sence and I feel stupid for not getting it/etc."

Like, Back in JOM4, I knew there was going to be a lot of newer mappers, Since I had no real skill, I felt that Episode 4 would of been the best, and since my map was set at E4M3, I figured I'd try and help other people out in the same episode, so they had somebody to assist, unlike what I lacked in my JOM3 submission and really wished I had, One-On-One Help and discussion. I shouldn't of done that, but I thought I was helping other newblood mappers get better at something they had an infatuation with; at the loss of my own map's quality, exploiting my greif & duty

>> No.5269734

>>5269710
>>5269592
why is the doom community so weird.

>> No.5269739
File: 2.95 MB, 852x480, 1543633282062.webm [View same] [iqdb] [saucenao] [google]
5269739

why nobody told me this was a thing?

>> No.5269742

>>5269710
Self improvement, and mutual understanding are always worthwhile goals. Just keep in mind that if someone is offended there's a good chance that, not only are they not seeing it from your eyes, but also that you're not predicting the response adequately and voicing your critiques or concerns to match social norms.

>> No.5269780

>>5269734
why is *he* so weird
no one knows, really

>> No.5269825
File: 7 KB, 281x92, poster2.png [View same] [iqdb] [saucenao] [google]
5269825

>>5269742
>
Self improvement, and mutual understanding are always worthwhile goals. Just keep in mind that if someone is offended there's a good chance that, not only are they not seeing it from your eyes, but also that you're not predicting the response adequately and voicing your critiques or concerns to match social norms.
See, and that's exactly how I felt around the time of JOM4; I wanted to try and help other newbie mappers who were struggling, I didn't make any changes without first saying "hey, i think this is really cool, i'm wondering what this is, is this what you want, what is this, i can try and do this and show you the results to see if you like it and help you learn some of the things I wish I knew when I was starting out, and show you how to do them, after I figure out your intent. After doing edits, I'll show it off and change it again."

This is what I did with E4M1 and the current E4M2, Helping others was a detriment to my own map, but I saw that as an acceptable loss when trying to help others improve. I would have contacted the dude I put the roots in his map and edited it without his permission; but there was no way to do so; and everybody dogpiled me after I made the edit and didn't even try out extremely minor, non-intrusive edits that most outside of that discord said improved the feeling of the map.

I could have very easily called it quits when my cat died; but I felt like I had a duty to my people and to the community to keep on trucking; and I needed to do something for my deceased cat too; so I wrapped up what I had and kept working on other people's work. I was emotionally compromised and it should not of been a good indicator of what I'm actually like, when having an extremely stressful time and not properly coping, because I felt like I was letting others down and doing them a disservice, doing them wrong, by not trying to contribute and help.

>>5269780
Arguably traumatic childhood, Greif, Birth Defects, Lupus, Tetanus, etc.

>> No.5269830

BloodGDX is still a piece of shit, you all lied to me

>> No.5269831

>>5269830
haha we tricked you.

>> No.5269839
File: 744 KB, 1782x1002, Screenshot_Doom_20190104_012919.png [View same] [iqdb] [saucenao] [google]
5269839

I died on Map 8 to a Mancubus

>> No.5269850

>>5269830
you will eat that shit and love it

>> No.5269860

What are some gameplay mods that work with Chex Quest?
I know High Noon Drifter certainly works, but what else?

>> No.5269873
File: 705 KB, 1920x1080, 1526473551615.jpg [View same] [iqdb] [saucenao] [google]
5269873

my ability to do this shit baffles me

>> No.5269883
File: 204 KB, 404x416, 1522080433839.gif [View same] [iqdb] [saucenao] [google]
5269883

>>5269830

>> No.5269886

>>5269697
map?

>> No.5269898

>>5269860
Samsara

>> No.5269928

>>5268813
>>5268817
>>5268823
>>5268831
>>5268863
>>5268948
>>5268956
>>5268978
The intermission texts specifically mention hell being able to take control of human technology. Checkmate.

>> No.5269936

>>5267997
Mind sharing?

>> No.5269978

>>5269886
Comatose

>> No.5270045

can GZDoom record demos

>> No.5270062

>>5270045
-skill 3 -record e1m1.lmp
-skill 4 -loadgame auto2.zds -record e3m2.lmp
-fast -skill 3 -loadgame auto4.zds -playdemo e1m4.lmp
-fast -skill 4 -warp 2 1 -record e2m1.lmp

>> No.5270069

I never played DOOM II in my entire life. Should I? I beat the first one

>> No.5270084
File: 77 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
5270084

Does Freedoom have a plot?

>> No.5270085
File: 183 KB, 1124x1024, 1545842124439.jpg [View same] [iqdb] [saucenao] [google]
5270085

did S*ra*s finally take his meds or something?

>>5269739
that was always a thing

>> No.5270095

>>5270085
/trash/
that's all.
not acting any diffrent so i don't understand
please don't suspend for nonvidya

>> No.5270104

>>5270069
yes
enjoy your hitscan weapon that does roughly the same damage as rockets do

>> No.5270131

>>5269247
Me

>> No.5270150

>>5270045
it can, but demos are only compatible with the version they're recorded on
it's basically left in for debugging purposes and not much else

>> No.5270169

>>5269739
So how does it feel to inflict bloody carnage on what's basically a children commercial?

>> No.5270176

>>5269739
violent chex has been a thing ever since samsara first did it

>> No.5270210

New thread.

>>5270208
>>5270208
>>5270208

>> No.5270274

>>5270084
Take Doom / Doom II's plot, replace "UAC" with "AGM" or whatever it's called, and replace Doomguy with FreeDoomGuy.
There's your plot. It's just a mirror universe.

>> No.5270640

>>5265480
Seldom. Setting everything up takes forever. Lost my old setup. So sad.

>> No.5270658

>>5269873
I'm gonna cry

>> No.5270797

Are there any mods that put the blood enemies in doom? So far I've not found any that work

>> No.5270839

>>5266321
They said it was going to come out in 2018