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/vr/ - Retro Games


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5412334 No.5412334 [Reply] [Original]

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom, Quake, Duke, Marathon, or Thief:
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:

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

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

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

Doom RPG series
https://doomrpg.weebly.com/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

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

>> No.5412337

=== NEWS ===

[3-05] TNT 2: Devilution is almost done!
https://www.doomworld.com/forum/topic/104882-tnt-2-devilution-clean-thread-new-updates/

[2-26] Dimension of the Boomed sequel 'Realm of Z-Magic' teaser demo released
https://www.doomworld.com/forum/topic/104723-the-realm-of-z-magic-teaser-demo/

[2-24] Chex Quest HD trailer
https://www.youtube.com/watch?v=JDblwrDDGc8

[2-22] Powerslave EX mouse fix for Windows 10
https://community.pcgamingwiki.com/files/file/1218-powerslave-ex-fix/

[2-16] Bungie's Pathways Into Darkness rebuilt in Aleph One
http://simplici7y.com/items/aleph-one-pathways-into-darkness

[2-21] SM192 released for Quake released
http://celephais.net/board/view_thread.php?id=61692

[2-19] Colorful Hell updated to 0.96, introducing a new tier and more
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=705#p1092145

[2-18] SIGIL delayed until April
https://rome-ro.squarespace.com/news/2019/2/16/sigil-update

[2-13] NBlood released, an open-source port of Blood modeled off EDuke32
https://twitter.com/nukeykt/status/1095422953334857728

[2-10] Evilternity updated to final release
https://www.doomworld.com/forum/topic/103425-final-release-eviternity/

[2-9] BTSX E3 screenshots
https://www.doomworld.com/forum/topic/104557-back-to-saturn-x-episode-3-wip/

[2-9] Quake2XP receives an update
https://www.moddb.com/mods/quake-2-xp/downloads/quake2xp-1269-beta2

[2-8] Sunder and Deus Vult II resume development
https://www.doomworld.com/forum/topic/45774-dvii-second-edition-underway-its-time/?do=findComment&comment=1960915
https://www.doomworld.com/forum/topic/46002-sunder/?do=findComment&comment=1961207

[2-8] XLEngine on Github
https://github.com/Mindwerks/XLEngine

[2-8] New DBP project: Mindblood Genesis
https://www.doomworld.com/forum/topic/104171-mindblood-genesis-dbp08-released-a-limit-removing-project-from-doomer-boards/

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5412361

>>5411801
>>5411829
discuss

>> No.5412363
File: 96 KB, 475x258, 1549654123253.png [View same] [iqdb] [saucenao] [google]
5412363

>Hexen is so confusing!

>> No.5412372

>>5412363
>press button
>zero indication about what it did
>have to search the whole game to find out
Great design. Meanwhile even 1993's Doom had infinitely more intuitive level design. Fuck Hexen.

>> No.5412382

HDoom is literally so fucking bizarre

>> No.5412393

>>5412334
Where's a link to last thread? Op is dumbass.

>> No.5412394

>>5412393
Don't make fun of the mentally disabled.

>> No.5412395
File: 206 KB, 444x517, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
5412395

>>5412393
Update
===================
Last thread: >>5403773
===================

>> No.5412397

>>5412382
What were you expecting out of a porn mod for doom?

>> No.5412403

>>5412361
GMOTA's random crash stems the dumb way I implemented taking away weapons for the super moves. That should be fixed for version 1.3
Denonsteele had the same issue too.

>> No.5412406

>>5412403
I'm not sure if I want to know, but fuck it: how did you do it?

>> No.5412413

>>5412372
literally never happens, the switch usually tells you what it did, and if it doesnt then youll just see it easily (for instance in the 1st hub when you hit the puzzle switches, something new opens up when you return to the hub)

>> No.5412421

>>5412363
Hexen isn't confusing, but it sure as shit is boring.

>> No.5412425

>>5412406
As you trigger the Doomslayer's berserk, in the weapon's code I have it take all of his weapons. The problem was that includes the currently equipped weapon, which causes the VM abort. A friend pointed out the fix: all I had to do was make sure it takes the currently equipped weapon last.
Though why it suddenly takes issue with that is beyond me. But it's fixed

>> No.5412428

>>5412372
Hub 1 was fine, but shit Hub 2 i couldn't find

>> No.5412438

>>5412382
You are years late to make any sort of whacky comment about HDoom, might as well qualify for a position at Polygon.

>> No.5412451

>>5412421
IMO, only the first hub is boring. Gets a bit more fun in the later hubs.

>> No.5412462
File: 497 KB, 1280x1744, doom10.jpg [View same] [iqdb] [saucenao] [google]
5412462

What are some good enemy behaviors that can make a shooter challenging, while still being skill based and fair?

It peeves me when old school shooters only have variations on 'the enemy that launches a single slow moving projectile at your current location without leading you.' Those enemies will never, ever hit the player unless theres a ton of them surrounding you, or unless the player is terrible. Enemies that lead you or shoot homing projectiles are much more interesting, while still being fair in the sense that a sufficiently skilled player can still dodge those attacks. What are some other sorts of attacks that are actually dangerous towards moderately skilled players, without being broken in a way where they basically guarantee that the player will take damage?

As a followup question, do you believe that a game is not truly skill based unless it is possible for the player to complete it without taking a single hit (regardless of difficulty level)?

>> No.5412493

>>5412361
Mark SHOULD stop spaghetti coding though. Have you seen it? Graf went out of his way to add an exception for Mark's infamous "I.0" typo, so Graf could get bawling Brutal kiddies off his back, and yet Mark dragged his feet for like a year on fixing that tiny little issue, which could have been fixed in half a minute by the use of CTRL+F.

I mean I'm not saying that Graf can't be arrogant, and at times pretty irrational, but Mark's code is undeniably fucking sloppy, which causes problems.

>>5412363
Seven Portals is kind of obtuse, and bland, really being the worst offender in that regard (it gets better later), but overall the whole "One Third Of The Puzzle Has Been Solved" thing should include some kind of clue, like an individual name for each puzzle so that you know at least vaguely what you just did, rather than just leaving you to keyhunt and switchhunt with near zero context.

>> No.5412497

>>5412382
Are you new to the internet?

>> No.5412515

>>5412425
Sounds more like a GZDoom problem than a mod problem.

>> No.5412523

>>5412462
> do you believe that a game is not truly skill based unless it is possible for the player to complete it without taking a single hit (regardless of difficulty level)?
I think a better requirement would be if it's possible to complete it without dying. Avoiding getting hit ever, especially in a Shooter, would be near impossible unless you removed stuff like hitscan entirely. But this would also imply that knowing how to deal with hitscan enemies, and how to intelligently manage health resources as a result of hitscan damage are not valid skills to have.

>> No.5412536

demon tiddy

>> No.5412538

>>5412523
Hitscan isnt inherently broken or unbalanced, its more about how they are implemented. Doom 2016 had a hitscan enemy (the hellrazor) which I dont think ever hit me once, not even on nightmare. Because he telegraphs his attack like a motherfucker and you can interrupt it with damage. Most balanced hitscan enemies work that way

>> No.5412552

>>5412462
everything about the Q1 ogre is the ideal fps enemy

>> No.5412562

>>5412552
Then why do I still hate its guts?

>> No.5412565

>>5412538
My point wasn't that it's broken.

>> No.5412582

Is it bad that I beat brutal Doom before I beat vanilla? Bdoom was so fucking good imo,especially with Metal Vol. 4.

>> No.5412585

>>5412582
It's fine, you shouldn't worry about people obsessing over years out of date drama.

>> No.5412595

>>5412582
lol metal music packs

>> No.5412640
File: 202 KB, 400x400, 1442433609638.jpg [View same] [iqdb] [saucenao] [google]
5412640

>>5412363

>> No.5412663
File: 61 KB, 495x599, Lost_episodes_of_doom.jpg [View same] [iqdb] [saucenao] [google]
5412663

Who's played this?

https://doomwiki.org/wiki/The_Lost_Episodes_of_Doom

This is a weird-ass level set. The path you need to go has absolutely no contrasting textures. Lifts have the same textures as walls for example, and there's a lot of trial-and-error traps, such as a pit of four deaf cyberdemons with a 20% damaging floor that has a normal floor texture. Like who's gonna be able to recognize that until you explore?

Otherwise, interesting for a commercial level set released in 1995.

>> No.5412664

Why do people say System Shock 2 is such a downgrade from the first game? Whats so great about System Shock?

>> No.5412696

>>5412664
It's more complex, there are more systems at play, leveling goes much deeper. It's too obtuse to hold up for me, though.

Unrelated, but damn does Asylum of the Wretched hold up for a 19 year old wad

>> No.5412727

>>5412451
Shadow Wood was my favorite. dat music <3

https://www.youtube.com/watch?v=5BaewBDAxDo

>> No.5412758

>>5412663
I've played it. Honestly not that great, IMO.
Very much a product of 1994 mapping.

>> No.5412902

>>5411868
thats because of leftover stuff from smooth doom, basically you just need to toggle some options in smooth doom settings menu to fix it ( sparkles, recoil, bobbing to ON )

>> No.5412903

>>5412363
>>5412413

>1/6 of puzzle have been solved in the hub!
>something has opened on another level

>> No.5412912

avactor.wad is fucking dogshit when it comes to gameplay. One of the worst wads ive ever played

500+ hordes of monsters on giant open areas
clusterfuck map design, have no idea where to go and what switch does what
secrets that put you in a tiny 1m x 1m room with 4 barons for a stimpack
basically serious sam lite: brown edition

>> No.5412920

>>5404064
8MBGMSFX

it's got this nice low-fi feeling to it, while being pretty well balanced and good for all tracks. Every other soundfont ( including roland sound canvas emulator ) stands out too much, when compared to the rest of the sounds of doom.

>> No.5412943

>>5412912
Yeah, I started the first map really into the aesthetics (love Epic 2, Doom Raider, etc. adventure stuff) but then it opened into that huge, flat, boring and frustrating wide area and I dropped it.

Anyone know any better wads similar to the ones I mentioned?

>> No.5412956
File: 17 KB, 205x246, download (13).jpg [View same] [iqdb] [saucenao] [google]
5412956

Could they make this shit a little fucking harder? The little flying gnars are so much faster than you that they're impossible to dodge or outrun. You just have to drop everything you're doing, even though there's a million guys in every direction coming for you, to deal with the little faggots.

>> No.5412963

devilution looks comfy and like a fitting sequel and not anything like whatever the fuck revilution was supposed to be

>> No.5413013 [DELETED] 
File: 7 KB, 202x249, fatfedora.jpg [View same] [iqdb] [saucenao] [google]
5413013

>>5412595
>le sophisticated purist
cringe

>> No.5413021

>>5412963
Revilution was an excellent megawad, it just doesn't capture the style and atmosphere of TNT Evilution.

>> No.5413030

>>5412337
>[3-05] TNT 2: Devilution is almost done!
WHEN

>> No.5413058

>>5412176
Thanks, I'm already halfway through Scourge of Armagon.
My only complaint is music so far. Original ost is vastly superior.

>> No.5413060

>>5413058
Personally I just remove the mission pack music so it plays the original. The new music (in both packs) is so generic and lame, they clearly didn't understand how fitting Trent's noisey, abstract ambient music was for Quake.

>> No.5413078

>>5413021
yeah that's my point. i really don't understand why they're connected at all really

>> No.5413137

>>5413078
Revilution became a thing, due to drama and creative differences during TNT2's development.
IIRC, the original project leader of Revilution, Kyka, wanted TNT2 to focus on large atmospheric maps, like the ones Drake O'Brien made. But some people disagreed, as those types of maps were only a small percentage of TNT, not the majority. There was also situations where he would make changes to maps without the original authors permission (which funnily enough, is similar to something that happened during Plutonia 2's long development before Gusta saved it.)
I'd imagine TNT2 in its current form won't feature as many large sprawls as TNTR did.

>> No.5413154

>>5412663
> bfg
> firing one tiny dinky laser

>> No.5413163

>>5413078
I love it almost as much as the original TNT, at any rate.
There's a little bit of TNT in there, but a lot of it is much more distinct.

>>5413137
Interesting. I guess that sort of explains some of the design choices. I did enjoy the gigantic sprawls a lot, even if they didn't capture Drake O'Brien's style all that much (for better or worse). I said this before, but as far as tributes go, the best fuckup you can do is to make something which is distinct and good on its own merits.

At any rate, I'm very excited to get another TNT derived megawad.

>> No.5413354
File: 152 KB, 923x1051, 1535883603283.jpg [View same] [iqdb] [saucenao] [google]
5413354

>mk champions work on all monster mods
holy shit
next time I should read zdoom mod OPs before downloading them

>> No.5413432

Why is Plutonia so fun whereas the vanilla and Doom II feel like a chore to play?

>> No.5413435

>>5413432
cuz they're too easy.

>> No.5413440

>Metadoom has not referenced the 3do prt

>> No.5413463

From what I've seen in Romero's Sigil playthrough, Map05 and Map06 will be god tier levels. Map05 with that desolated music looks like a dark, post apocalyptic version of Downtown, I haven't seen such thing in Doom maps.

>> No.5413478

>>5413432
It does offer a lot more challenge. Doom and Doom 2 are mostly pretty easy, but I think they're still kinda fun.

>> No.5413483

>>5413432
Far less Imp faggotry in Plutonia. I think that's it.

>> No.5413502

using the automap is cheating

>> No.5413508

>>5413432
>>5413478
>>5413483

>nobody understand what autists want

>>5413502
no, since it's a feature and I can bring it up with one button. I'm also not running blindly around like an asshole(you).

>> No.5413509
File: 47 KB, 544x591, s5r1j.jpg [View same] [iqdb] [saucenao] [google]
5413509

>>5413502

>> No.5413535

>>5413502
standard vanilla features aren't cheating you mong

>> No.5413543

>>5413535
but cheats are vanilla features

really makes u think

>> No.5413546

>>5413502
>>5413543
where do you draw the line?

>> No.5413549

>>5413543
does it work on nightmare, which disables cheats?
checkmate

>> No.5413595

>>5413432
>feel like a chore to play
If you playing without pistolstart.

>> No.5413623

>>5412956
use the knife

>> No.5413703

>>5413432
Plutonia is an actual challenge, and overall has tighter pacing. Many mappers were influenced by it, so it can feel a bit more modern in that sense, too.

>> No.5413852

https://twitter.com/dietinghippo/status/1102879467741966336

Just saw this in my feed. It's a bathroom I guess

>> No.5413875

>>5413549
So if it doesn't work in nightmare, it's not "vanilla"

Ok, that makes sense.

>> No.5413882

>>5413875
no, dumbass
if it works in vanilla nightmare, it's not a cheat
if it doesn't, then it is

>> No.5413886

how do you play these games, keyboard+mouse or controller?

>> No.5413889
File: 60 KB, 620x269, hands_free.jpg [View same] [iqdb] [saucenao] [google]
5413889

>>5413886
with my special controller for extra challenge

>> No.5413891

>>5413889
i mean, is it ok to play duke nukem 3d on saturn if i don't want to bother setting up dosbox controls?

>> No.5413893

>>5413886
I'm a weirdo and use gamepad+mouse, mouse aiming plus analog stick for movement is great

>> No.5413905
File: 391 KB, 776x1198, knee deep in the bullying.jpg [View same] [iqdb] [saucenao] [google]
5413905

>>5413886
Whichever way you find comfortable, really. One of Doom's strong sides is that you can approach it in a lot of ways, and it'll kind of just work.

>keyboard + mouse
This was kind of how it was intended to be played. In the original games, you couldn't aim up or down, but you could use the mouse to aim horizontally, and it plays best this way.
To compensate for the lack of vertical aiming, you're given an 'aim-assist', which will try to direct your shots up or down, based on the height of an enemy in your line of sight (it's not foolproof, but once you get a feel for it, and its fall-off distance, you'll understand it and get used to it).

With modern sourceports, you can have modern freelook, and turn auto-aim off, also opting to have a little crosshair in the middle of the screen, so you can manually aim.
Mind that this will make the original game a little easier, and easily allow you to break sequence on some maps. I think for a first timer, playing without modern bells and whistles are for the better, as it'll give you a feel for what it's like.

>keyboard only
The game can be played this way, and the original is easy enough that it's alright.
This will be slower though, as keyboard buttons don't give the same speed and precision for turning as the mouse does.
Some mistakenly believe that the game was originally only played this way, but more likely, their computer at the time didn't have enough memory to run both Doom and their mouse drivers at the same time, and didn't know that the original .exe would accept mouse input.

>controller
Kind of like keyboard playing, only much more ergonomic.
With a modern port, you could use analog sticks and have analog input, so you could have a much smoother control than with just a keyboard.
Some of the old console ports didn't have too hot controls, some had decent ones. With a modern gamepad, you could set up your binds and configs as you please, and have a pretty damn good way of playing, if you're so inclined.

>> No.5413907
File: 174 KB, 923x865, caco feels good man.png [View same] [iqdb] [saucenao] [google]
5413907

>>5413893
>mouse + gamepad (analog stick)
I'm with this guy. Feels good man.

>> No.5413912

>>5413905
>keyboard only
>slower
Someone doesn't use WASD+Left/Right Arrows. Keyboard only is fast as fuck if you don't use the original shit key layout.

>> No.5413913

>>5413891
You could do that. Mind the console ports differ from the PC original, trimming a fair amount of content to make them run.

If you don't want to fiddle with a DOSBox, there are sourceports for Duke Nukem 3D as well, such as EDuke32.

>> No.5413914

>>5413912
That's true, but mouse will still be faster.

>> No.5413917

>>5413886
Keyboard only, arrows, one handed for more challenge.

>> No.5413927

>>5413917
when I was in high school I was trying to play a browser version of doom 2 but you could only use the arrow keys to move but if you wanted to control the look rather than the strafe you hand to use like the space bar it was a nightmare

>> No.5413936

>>5413917
If you can play that well and comfortably, that is somewhat impressive. Some people speedrun keyboard only, and are pretty good at it.

>> No.5413943

>>5412663
> four deaf cyberdemons
There's six of them, actually.
And it's you can't trigger them without jumping into inescapable pit, so it's impossible to get 100% kills on that map without cheating.

>> No.5413950

>>5413943
That's like a retroactive ZDoomism!

>> No.5413958

>>5413905
>>5413913
ty

>> No.5413981

>>5413958
segall

>> No.5413985

>>5412536
diddy

>> No.5413989

>>5412363
It's less that it's confusing and more that it's tedious.

>> No.5414005

>>5413852
It's based on some Something Awful guy who redecorated his bathroom and it looked insanely gaudy, similar to that map.

>> No.5414010

>>5414005
Grover Bathdoom

>> No.5414117

>>5413623
I was doing that, but it's still frustrating because of the delay between weapon switching (especially since you can't cancel the shotguns' reload animations).

>> No.5414126

https://www.youtube.com/watch?v=xGHGiSk-fnQ

>> No.5414129 [DELETED] 

>>5413502
plating doom is cheating

>> No.5414140
File: 8 KB, 255x191, 1544413036545.jpg [View same] [iqdb] [saucenao] [google]
5414140

>>5414126
This looks comfy as fuck

>> No.5414143

>>5413502
playing doom is cheating

>> No.5414147

>>5414140
It's hilarious too.

>> No.5414148
File: 323 KB, 1534x1080, from ACO WEG with love.jpg [View same] [iqdb] [saucenao] [google]
5414148

>> No.5414158

>>5414148
tell me more, alex

>> No.5414170

>>5414148
how many japanese games referenced doom?
i know a konami one that used a pistol sprite

>> No.5414175

>>5414158
>>5414170

Actually it's a lazy western porn game that uses assets from a japanese game. Solvalley School. It's sort of funny though.

>> No.5414194
File: 9 KB, 701x140, file.png [View same] [iqdb] [saucenao] [google]
5414194

Is anyone else having this issue with quakeinjector?
I tried running it with both openjdk and Oracle's java, but it gives the same error on both when it tries to load the database from the site. Is it related to the database reordering mentioned in https://www.quaddicted.com/forum/viewtopic.php?id=637 ?

>> No.5414231

>>5412664
>>5412696
should i bother with system shock if ive enjoyed doom?

>> No.5414240

>>5414231
It's so different... You should just give it a try.

>> No.5414268

>>5414175
>>5414148
Why did no one ever managed to make a porn game with as much interactivity as that one ancient Kasumi flash?

>> No.5414331

>>5412363
Planning on playing it for the first time soon.

>> No.5414369

>>5413502
I want you to understand that you are an idiot.
Have a nice day.

>> No.5414459

>>5413440
If MetaDoom version 6 ever happens, Kinsie could take the opportunity and make a trailer with BFG Division as the song playing in the video.

>> No.5414482

System Shock is weird as fuck IMO. I tried it and goddamn the controls are weird and you're so slow.

ID FPSs have really spoiled me I guess.

>> No.5414601

>>5412337
>TNT 2: Devilution

What the fuck is this? It's not made by the same dudes, is it? I realize this sounds dumb even saying, but I figured it was worth asking just in case.

>> No.5414606

Why are Caco's the best looking sprite in Doom? Theyre so beautiful

>> No.5414610

>>5414175
>it's another /weg/ "game" that's just a russian selling screenshots he made in Honey Select and put in Ren'py
Are there any worthwhile DOOM VNs?

>> No.5414623

>>5412382
yes but more importantly
>anime hair

>>5412363
Hexen gets really boring midgame, after the novelty wears off. From the castle there on it gets more action packed

>> No.5414634

>>5414175
hello, fellow /weg/

>> No.5414641

>>5414606
Do not pet the Cacodemon.

>> No.5414647

>>5414606
I like the Barons too
Both are especially good with correctly colored blood
The contrast looks nice

>> No.5414651

>>5414606
they were pretty much ripped from a DnD manual, no wonder they look so nice

>> No.5414704

>>5413886
Racing wheel with my feet and I only play the most upboated slaughterwads for true Doomers such as myself.

>> No.5414715

i don't know if someone ever pointed this out but BTSX with the DMXOPL patches sounds fucking amazing

god i love FM

>> No.5414743

>>5414651
>DnD
Hah! ID's staff are a bunch of NERRRRDSSSS B)

>> No.5414759

Something that might interest some people:
https://archive.org/details/@zomb_apos_s_lair
archived and repackaged games to work on modern systems. Gunman Chonicles, Heavy Metal FAKK2, Companians of Xanth and what not...

>> No.5414762
File: 2.39 MB, 3840x1080, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
5414762

What is the best HD pack for Doom?

>> No.5414765

>>5412565
The point is that hitscan doesnt mean guaranteed damage unless its poorly balanced

>> No.5414798

>>5414762
there isn't one, they're all awful

>> No.5414805
File: 418 KB, 525x650, 1474752449836.png [View same] [iqdb] [saucenao] [google]
5414805

>>5414759
BASED

>> No.5414807

>>5414762
Looks amasing!

>> No.5414808

>>5414798
Why Doom community won't make a good one?

>> No.5414814

>>5414808
Because HD texture packs will never look good with Doom's level geometry

>> No.5414815

>>5414808
it's not possible to make a pile of shit an edible dish

>> No.5414819
File: 90 KB, 1337x1337, 26 years.jpg [View same] [iqdb] [saucenao] [google]
5414819

>>5414808
You cannot improve perfection

>> No.5414827

>>5414762
Doom 2016

>> No.5414828

>>5414819
smooth doom does.

>> No.5414839

>>5414827
But D2016 is not Doom. It's not modder friendly at all like all previous games in this franchise.

>> No.5414840
File: 37 KB, 600x568, 1537920742221.jpg [View same] [iqdb] [saucenao] [google]
5414840

>>5413502

>> No.5414845

>>5414828
I agree, it does.. but it's not HD textures.

>> No.5414854

>>5414762
None of them.

>> No.5414861
File: 1.00 MB, 2048x1024, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
5414861

>>5414814
Some HD textures in DHTP pack look good and close to the original, here's comparison.

If you add extra details to the levels, dynamic lights, PBR materials, parallax it would look great.

The hardest thing would be making and animating good 3D models.

>> No.5414865

>>5414861
>If you add extra details to the levels, dynamic lights, PBR materials, parallax it would look great.
it really would not

>> No.5414876

reminder to ignore vodkanigger posts

>> No.5414889

>>5414828
Smooth Beautiful Doom is better:

https://www.youtube.com/watch?v=K67IngKI-eA

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

>> No.5414896

>>5414889
Judging by the videos, I think it goes a little overboard

But to each their own, you're more than welcome to like it yourself.

>> No.5414980
File: 22 KB, 640x480, Screenshot_Harmony_20190306_012757.png [View same] [iqdb] [saucenao] [google]
5414980

Well I finally assed myself to finish Harmony

man this game was tedious as fuck. I don't know exactly, i think the overuse of orange-blue was what made it such a chore ti finish

the game has a strong start and a strong end. but the midpoint is the most unbalanced mess there is. they make it very clear you can't 100% all monsters on every level - making you fight like 16 cyberd-types on level fucking 7 and and it was practically impossible to find secrets conventionally. melee and fucking shotscan enemies are damage sponges while strong enemies are glass cannons. you end up wasting bullets killing mooks with the shittiest pistol in the history of WADs because 1-2 bullets of the shotgun makes all the difference

there's also some tnt level monster traps that force you to reload because there's literally no way to evade them on the first go.

Wish i could recommend, but fucking christ, don't play this WAD

>> No.5414981

>>5414762
one that makes it look like quake would be nice desu

>> No.5414985

>>5414980
yo was that no war sign made in paint with the spray can tool?

>> No.5414998
File: 749 KB, 2560x1600, Screenshot_Harmony_20170805_165135.png [View same] [iqdb] [saucenao] [google]
5414998

>>5414985
maybe? one thing is that the art design is very particular. I think all monster models are made from digitized clay or something similar.

i sat 1.5 years on this WAD, ugh

>> No.5415024

>>5414889
Is Smooth Beautiful Brutal Doom a thing?

>> No.5415069

>>5413432
Doom and Doom 2 were made for the average video games fan. Plutonia, as one of the Casalis said, aimed for veterans.

>> No.5415070

>>5413886
I was keyboard only when I was a kid. Been using keyboard+mouse since the mid-00s.

>> No.5415078

>>5414601
No, it's not made by the same people who made the original. TeamTNT in general is pretty much dead, as most of its members have moved on, and a few have even passed away.

Like TNTR, it's made by members of Doomworld.

>> No.5415092

>>5414765
But that in itself is not what makes hitscan poorly balanced.

>> No.5415093
File: 321 KB, 1691x565, Crash.jpg [View same] [iqdb] [saucenao] [google]
5415093

>tfw no crash gf
GOD
DAMN IT

>> No.5415103

Post abs

>> No.5415112

>>5415093
Since GZD supports Quake 3 models, I demand Crash and Orb follower mods.

>> No.5415128

>>5414765
>>5415092
To expand this. Poorly balanced hitscan would be if it did enough damage to insta-kill you, even from mid-long range. As at that point, it's near impossible to utilise cover in a skillful fashion while fighting, and makes it much more luck-based.

>> No.5415132

>>5414651
The design is based on an illustration of an Astral Dreadnought, specifically its head, but I'm fairly sure the sprites themselves are hand drawn.

Sandy called the Caco his favorite, because of how versatile it is as a monster, and mentioned that Adrian and Kevin liked not having to draw walking frames for it.

>> No.5415138
File: 1.13 MB, 2448x3264, 1502331646199.jpg [View same] [iqdb] [saucenao] [google]
5415138

>>5415103
*sighs*

>> No.5415139

>>5414998
I started this some years ago but never finished it, really didn't enjoy the gunplay. The monsters look kinda cool, and I have to respect the effort of making them that way, but they don't look as clean / touched up as Doom's digitized models look.

>> No.5415141

>>5414268
A lot of work, I assume.
want that flash with the other DOA girls, particularly Marie and/or Tina.

>> No.5415145
File: 39 KB, 321x490, 200 erect.jpg [View same] [iqdb] [saucenao] [google]
5415145

>>5415138
holy shit anon

>> No.5415153

>>5415112
hunters moon already has player characters for them, wouldnt be too hard to make followers using the assets

>> No.5415154

>>5412663
I played it years ago. It felt dated even in the mid aughts. It's not bad, just basic. There's no real reason to play through the whole way other than curiosity.

>> No.5415156

>>5415139
I don't hear a lot of good about Harmony anywhere. Is there a common consensus that it just isn't very good?

>> No.5415162

>>5415138
Nice.

>> No.5415164

>>5415138
>right hand is cartoon-four-fingers style
>left hand has five
looks good otherwise

>> No.5415171

>>5415164
i think both have either four or five depending on how you see the bottom part as a fold of her glove, anon

>>5415138
she's so PERFECT
FUCK

>> No.5415178

>>5414762
Non meme answer, use the newest Nashgore, Smoothdoom, and Voxel pack together. Everything looks and plays the same but with more little detail and everything feels chunky in a good way.

>> No.5415190

>>5414839
good, means no retarded reshaders lol

>> No.5415193

>>5415138
man did I get bored out my mind that one day at work.

>>5415164
lol fug

>> No.5415195

>>5415139
>>5415156
It's one of the lesser known total conversions.

There certainly was an attempt, but like the other anon said the gunplay makes the game terrible. Everyone gun but one is nearly twice as slow as the standard doom arsenal, and the pistol is a projectile making closed room fights a pain at the start of the game.

All in all fights are simply slow - not good on doom's engine - because all hitscans and melee monsters are damage sponges, and there's a fat lot of them. You spent most of the time corner-hugging because you have a 0.5 reaction time hitscan that takes several shots to kill with any weapon, missile launcher included. Did I mention any given level is 50% hitscans?

Suddenly you find yourself running out of health in what's an already tedius, chore-like progression of corner shooting high hp mooks and in a mid game that more or less starves you out of bullets. The game then makes you abuse corners with the shitty pistol so you actually have some actual firepower for the 2 decent enemies in the game, who ironically are glass cannons. The enemies aren't even hard, just mildly annoying - except for the cyberdemon expy that has 3 attacks and one's a mine that drags your autoaim with it, making your missiles hit the floor.

>> No.5415197

I'm still bothered, I've been pondering it for weeks now, but what had Danny won?

>> No.5415203

>>5415193
Draw more sexy Crash.

>> No.5415204
File: 485 KB, 1000x1300, 1525547198645.png [View same] [iqdb] [saucenao] [google]
5415204

>>5415138
AWOOOGA
*eyes pop out of head*
*sproioioing sound*
*mouth drops to floor *
*tongue falls out of mouth and unrolls across the floor like rolled-up rug*

>> No.5415205

>>5415193
much seed has been spilled to the result of you getting bored, anon
you ever draw any more other than the rocketjump pic?

>> No.5415206

>>5415195
That sounds extremely terrible actually.

>> No.5415207

>>5415138
I wish this had taken off in place of anthro daisy but I guess beggars can't be choosers. although I admit I'm a fan of both designs

>> No.5415210

>>5415207
w-wat

>> No.5415212

>>5415207
>although I admit I'm a fan of both designs
Well, Crash is an actual id software design, while anthro Daisy is just furbait.

>> No.5415228

>>5415197
a ping pong contest obviously

>> No.5415230

>>5415138
>>5415193
Aside from finger mishap this one is great
Draw more of her.
or make her a shortstack SFM model, god we do not have nearly enough of those

>> No.5415236

>>5415203
You have to say please or the drawbros run away, doofus.

>> No.5415238

>>5415230
Why not Hunter, or Galena, or any of the other Quake waifus who would logically have awesome tight abs?

>> No.5415246

>>5415204
golden age animation style doom wad when

>> No.5415265

>>5415210
We're not gonna talk about bootleg Judy

>> No.5415270

>>5415238
shortstack versions of them just wouldn't fly as well as Crash's
Unfortunately most current shortstack models are either buttugly goblins or superdeformed LoL yordles, only good one being that one Shantae model

>> No.5415276
File: 287 KB, 1920x1280, id_hunter_by_johnmueller-d8i8oog.jpg [View same] [iqdb] [saucenao] [google]
5415276

>>5415270
Shortstack sucks. If you don't want 6'6", 200lbs of bronzed Amazon goddess, then get out of my sight.

>> No.5415281

>>5415276
I want both.
But while we have great amount of those, the shortstack department is surely lacking.

>> No.5415283
File: 1.61 MB, 906x1409, 20190306_012937.png [View same] [iqdb] [saucenao] [google]
5415283

>>5415203
>>5415205
haven't done much since then, or at least anything of particular note involving any quake characters besides sorlag if you're into that. I may get around to doing more later today, no promises though.

>>5415207
lmao I brainstormed anthro daisy in a matter of 2 mins as a sort of gag that stuck around for reasons. I still do one offs from time to time but that's different

>> No.5415295

>>5415283
>Sorlag if you're into that.
Yes. Though probably not here.

>> No.5415296

>>5415283
>besides sorlag if you're into that
I am, but I think I've already seen it. The one with the feet?
>that pic
>teacupping
DAISY NO

>> No.5415316

>>5415283
ree I need you to do more with the doom eternal mancubus one pinup isn't nearly enough

>> No.5415317 [SPOILER] 
File: 104 KB, 650x650, 1551854573251.jpg [View same] [iqdb] [saucenao] [google]
5415317

>>5415276
Both are nice, but I mostly prefer petite. Wide hips are mandatory either way.
LoL looks like a shit game, but goddamn I want to fuck Jinx.

>> No.5415318

>>5415283
How about a cute tomboy R63 Ranger?

>> No.5415320
File: 297 KB, 595x842, 1466623321523.png [View same] [iqdb] [saucenao] [google]
5415320

>>5415318

>> No.5415341

>>5415320
This makes my Nailgun the Super Nailgun.

>> No.5415349

>>5415283
adorable.

>> No.5415353

>>5414889
>>5414762
Is it possible to run a highrez PBR map on a vanilla texture properly?

Asking because vanilla-sized normalmaps don't display well without trilinear filtering, and you can not separate filtering for normalmaps and regular textures so it's either both of them are filtered or neither.

Duke World tour worked around this since it does use linear filtering for its normalmaps even if regular textures don't.

>> No.5415354

>>5414482
System Shock 2 is much better. "normal" controls

>> No.5415385
File: 34 KB, 265x435, Cacodemon2.jpg [View same] [iqdb] [saucenao] [google]
5415385

WHAT WERE THEY THINKING?

>> No.5415401

>>5415385
Good question. I think some of the Doom 3 monsters are actually pretty good, but the caco can't compare to the classic, or the Doom 4 one.

>> No.5415446

>>5415385
>>5415401
I think that Arch-Vile was the worst. First, it even doesn't look menacing at all. It just looks like regular zombie with melted hands. It's not even bigger than zombies or imps. Second, it doesn't even sound menacing. It sounds like a little scared rat, when you shoot at it. It has propably the most high-pitched scream of all Doom 3 monsters. Also it doesn't pose almost any threat. The flamethrower attack is easy to dodge, and it summons just low-lvl demons like imps or maggots, and stops summoning if it already has 4 minions.

>> No.5415453
File: 30 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
5415453

>>5415446
Yeah, the Arch-Vile really sucked in Doom 3.
Pic related says about as much about him as it does about how good the chainsaw was.

>> No.5415461

Why Doom 2's Archvile has so big HP? He is smaller than the Revenant. The rest of the squad has proper HP compared to their size, but AV is out of place.

>> No.5415486

>>5415461
So that he'll be dangerous.

>> No.5415508

Ok ya'll please help me

I'm on Windows 7 and need to know how to download and play Doom, Blood, Heretic, etc. any retro FPS that was supposed to be good

It needs to have sound

>> No.5415510

>>5415508
pastebin in the OP.
Links in the OP.
OP has it all.
Even sound.

>> No.5415513

>>5415508
>>5415510
Don't forget: you also need mouse, keyboard and at least one hands (better two).

>> No.5415515

>>5415513

did people play keyboard only in the old days?

>> No.5415521
File: 25 KB, 1566x227, doom turning movement.png [View same] [iqdb] [saucenao] [google]
5415521

>>5415515

>> No.5415524

>>5415515
you could
does not mean you should
but you'd need mouse to click on the links in the op at the very least

>> No.5415527

>>5415515
Yes, and competitively too (though they were generally at a disadvantage).

I played Wolf3D and Doom with a keyboard only for a long time, even refusing to use a mouse long after that debate was dead. I'm not competitive in any way, just throwing another point that keyboard only was a thing. Ctrl was shoot, with the pinky.

>> No.5415528

>>5414623
Well, considering it initially meant to only be 3 episodes and end with Heresiarch fight, it's understandable. Anyway, everythong up to that point is rock solid. Episode 4 is pretty shit. Episode 5 is alright though, does a number of interesting things.

>> No.5415545
File: 1.64 MB, 616x466, 1532305101085.gif [View same] [iqdb] [saucenao] [google]
5415545

I don't touch a game since two weeks ago... hell, I don't do any recreative activity since two weeks ago
is this the life of the wagecuck?

>> No.5415571

>>5415524
> you'd need mouse to click on the links in the op
Actually, you can just use Tab and Enter for that.

>> No.5415589

>>5415508
Should be easy, generally just follow the instructions for each sourceport:
>Doom,
Chocolate Doom (just the original game, but running on modern systems).
Crispy Doom (adds some quality of life features).
PrBoom+ (Ditto, and plays some more advanced maps in the 'Boom' format).
GZDoom (allows a lot of features and customization, as well as all kinds of different mods, I recommend trying this one after you've played the original game on one of the previously three mentioned ports).

>Blood
Can be Dosboxed, but it's not foolproof.
There's two sourceports available right now, which are actually reasonably correct; BloodGDX, and NBlood.
Supposedly, there is also going to be an official release port for modern systems sometime in the near future.

>Heretic
Chocolate Heretic, optionally, this game can also be ran in some Doom sourceports.

>Duke Nukem 3D
Here yo uhave EDuke32, as well as Megaton Edition (discontinued, and can't be found commercially anymore, you would have to pirate it), then finally 20th Anniversary Edition.
Anniversary Edition works ok, is available on consoles, and comes with a brand new episode, featuring some decent, and even really good maps, as well as some developer commentary, but the drawback is that you will be supporting Randy Pitchford by buying it. Caveat Emptor.
Megaton Edition is also kind of ok, but not as overall ok as Anniversary, but on the other hand it comes with all the 90's expansions (including the VERY fun Duke Caribbean : Life's A Beach), so if anything you can just grab it to get all the games.

EDuke32 would be the best way to play, though nobody has ripped the Anniversary levels to port them to that engine yet.

>> No.5415603

>>5415508
>>5415589
Shadow Warrior has Shadow Warrior Classic, and Shadow Warrior Redux, the first is free on Steam, the second costs a couple of bucks.
The reboot is a pretty different game, but I found it was quite fun in its own right. Don't play its sequel.

Rise Of The Triad has WinROTT, and WinROTTGL, they're a bit clunky, but they work.
This game is underrated, getting overshadowed by Doom, and often sort of unfairly compared to it, when it's a bit less like the typical FPS of the time, and much more like an arcade SHMUP in first person form.

Hexen can be ran on GZDoom, as can Strife, though the latter isn't 100% full fledged.

>>5415515
The first screencap puts it well. But basically, you can if you want to, and it'll work. Doom is very flexible like that. Also works well with a gamepad.
Mind that Final Doom and usermade levelpacks can be a lot harder if you play this way, but they're still 100% doable.

Generally, FPS play best with mouse and keyboard, or if you're inclined for it, mouse and gamepad.

>> No.5415623

>>5415515
Doom yes, but by the time DN3D came by I had my own Keyboard+Mouse layout (wackly non-standard from todays perspective) but it was good enough and it let me run circles around other players in Duke Match.

>> No.5415632

master levels may be a bit crappy but they do have their moments
>mephisto lets you go inside the icons' literal brains and has a revenant literally rising from his grave

>> No.5415635

>>5414808
instead of realism, they should aim it for a cel shaded art style like wind waker or gravity rush for example

>> No.5415636

>>5415632
I really like the idea of the Cabal Series, but only like half of it is in Master Levels, and Sverre Kvernmo would make MUCH better maps later.

>> No.5415637

>>5415571
Not for Mega you don't :P

>> No.5415638

>>5415635
Why emulate something so disgusting?

>> No.5415640

>>5415637
:P

>> No.5415641

>>5415603
Both Classic and Redux of SW fuck up in one way or the other (like invisible mines and such)

>>5415589
>>5415508
All Doom engine games can run on GZDoom (Doom, Heretic, Hexen, Strife)

>nobody has ripped the Anniversary levels to port them
They did. What they didn't port were the scripts for new weapon (shit) and new enemies (also shit)

>> No.5415657

>>5415207
what about crash and daisy mixed?

>> No.5415660

>>5415446
>>5415453
i wish his later designs kept the tubes on his mouth

>> No.5415664

>>5415638
i'm just saying, doom's aesthetic is so cartoony and whacky, you could just pick an art style that could be anything that isn't realism

>> No.5415681

>>5414459
i hope he adds nazis based off rtcw and tno and maybe some orcs and elfs reference

>> No.5415737

>>5415589
There IS an option to play World Tour levels via eduke32. The only thing you'll be missing on is everything flamethrower-related.

>> No.5415753

>>5413502
I'd understand if you said using it with 'Show Trigger Lines' enabled..
But saying that using the automap on it's own is cheating.. that's a bit of a stretch

>> No.5415773

>>5414126
so there's where that little doomguy sprite animation comes from
i wonder how's doom 64inator too

>> No.5415829
File: 146 KB, 1024x644, Logo.jpg [View same] [iqdb] [saucenao] [google]
5415829

https://www.moddb.com/games/the-amc-tc/downloads/the-amc-tc-episodes-1-2-and-3

just released AMC TC Episode 3, I cross-posted in the Build thread but they don't talk about mods much over there

>> No.5415834

>>5415829
Wow this came out of nowhere!

>> No.5415851

>>5415834
I think nowadays more than ever trying to hype something up just draws a massive crosshair on your chest, hope you lads here enjoy it

>> No.5415862

>>5415283
More Daisy is alway makes my day

>> No.5415958
File: 112 KB, 220x266, sof.png [View same] [iqdb] [saucenao] [google]
5415958

Anyone else remember this game? I feel like I'm the only one that's ever played it when I bring it up to people.

I think it uses the quake II engine, I had lots of fun with this shit.

>> No.5415964
File: 2.71 MB, 640x480, Doom2004.webm [View same] [iqdb] [saucenao] [google]
5415964

Is there a Doom mod that makes archviles actively walk toward nearby revivable monsters?

>> No.5415968

>>5415737
Oh, that actually sounds like an improvement.
Do you get error markers in their place or something, or will EDuke turn them into something else?

The flamethrower was fucking terrible, the flame trooper was kind of just tedious and annoying, and the final boss, well, he's a goddamn joke, because I can jizz farther than his little flamethrowers can reach.

>> No.5415971

>>5415589
smartscreen says i shouldn't open eduke32 downloaded on https://dukeworld.com

>> No.5415972

>>5415958
It was fun, and pretty much the pinnacle of gore mechanics in FPS games, everything after the Soldier of Fortune games was downhill.

Arguable if it's retro or not since it's early 2000s and some people class retro as 1999 and before.

>> No.5415976

>>5414808
The best we have so far is the 2x neural upscale.

>> No.5415979

>>5415964
can't recognize map and mod, is not satore with doom monsters

>> No.5415980
File: 450 KB, 1280x720, Screenshot_Doom_20190306_105803.png [View same] [iqdb] [saucenao] [google]
5415980

So I tried out Ol' No Name. Pretty good

>> No.5415982

>>5415972
Oh damn, you're right. February of 2000.

Honestly if this board can talk about thief 2 then this is fine. This game was pretty neat and was my first FPS back then, so it's special to me. I remember the sequel was pretty meh though.

>> No.5415983

>>5415964
They do that already though?

>> No.5415992

>>5415983
No they don't, they just walk toward the player. stepping on corpses is coincidental.

>> No.5416002

>>5415979
It's DM-GodComplex, a huge explorative castle/dungeon map that's quite Doom-y
http://www.mapraider.com/maps/unreal-tournament-2004/deathmatch/4378/GodComplex
Not sure where to find the Doom monsters now, but I think I recall they were an extra addon for an Unreal to UT2004 conversion mod?

>> No.5416010

>>5415992
He pretty much looks after corpses though. I mean I guess assign him a state where he calls A_Wander instead of A_Chase, maybe he'll go look for bodies more then.

>> No.5416028

>>5415964
I bet that's better coded than Dots's little abomination for Unreal 1.

>> No.5416029
File: 429 KB, 1280x720, Screenshot_Doom_20190306_120908.png [View same] [iqdb] [saucenao] [google]
5416029

>>5415980
Fairly hard on HMP, but not obnoxiously so. The first map is pretty short, but the second map is really long, I think I clocked in like, well over an hour on that one.

Also, when I turn on my flashlight in this room, the framerate drops like a rock, probably because this floor grate which is like, a hundred visplanes. Like, a frame per second, and slows down a bunch if I do it even near it.

>> No.5416035
File: 245 KB, 1280x720, Screenshot_Doom_20190306_121747.png [View same] [iqdb] [saucenao] [google]
5416035

>>5416029
There's lava right under. I'd say you could probably fry a burger on that grill, but with actual lava it would probably turn charred fairly soon.
I mean you could probably grill an entire cow just by putting it nearby.

Anyway, the map has a lot of nice detail, which I'm a whore for, like this kind of lighting. Chugs if you use a flashlight mod in some places, but this map is older than some of the people here, so it wasn't designed with things like that in mind.

>> No.5416040

>>5416002
there is a doom mutator with unreal 1 for ut2004 but I don't remember a doomguy companion in there

>> No.5416051
File: 496 KB, 1280x720, Screenshot_Doom_20190306_124223.png [View same] [iqdb] [saucenao] [google]
5416051

>>5416035
It's like an Espi map in here.

>> No.5416054
File: 286 KB, 1280x720, Screenshot_Doom_20190306_125607.png [View same] [iqdb] [saucenao] [google]
5416054

>>5416035
Actually, fuck, I'm a retard, I confused this one for The Darkening. Ol No Name is from 2015

>> No.5416063

>>5412337
Can I shamefully self-promote my gameplay mod for the news section? I released a general polish update for it and I could desperately use some playtesting and balance advice.
https://forum.zdoom.org/viewtopic.php?f=43&t=62535

>> No.5416072

>>5416028
I wish .:..: was fucking google searchable!

>> No.5416092

>>5415829
>amc
I just remembered this mod, and when I go to check, Episode 3 is out!

>> No.5416109

>>5416028
which is?

>> No.5416110

>>5412337

See:
>>5415829

Just making sure this isn't lost.

>> No.5416120

>>5416109
>>5416072
it's inside the unreal 1 mod for ut2004 >>5416040

>> No.5416123
File: 390 KB, 1280x720, Screenshot_Doom_20190306_131027.png [View same] [iqdb] [saucenao] [google]
5416123

>>5416054

>> No.5416130
File: 320 KB, 1280x720, Screenshot_Doom_20190306_132209.png [View same] [iqdb] [saucenao] [google]
5416130

>>5416123
This was a neat room. It's a secret which is in a little path, and inside it, there's a room with a malfunctioning crusher, the thing kind of jitters erratically up and down a couple of feet above your head, so you feel kind of nervous about the thing slamming down on you as you collect your rocketbox.

>> No.5416187

Did anyone watch the Sigil streams? Early impressions?

>> No.5416201

>>5416110
cheers mate, I keep forgetting to tag the news post

>> No.5416210 [DELETED] 
File: 626 KB, 652x562, 1550530959441.gif [View same] [iqdb] [saucenao] [google]
5416210

>>5415971
>smartscreen says

>> No.5416230

>>5416063
I tried that mod a couple weeks ago. I thought the weapons felt pretty good though I didn't care for the monsters. I'm biased though as I prefer to play with Shades of Doom or Dark Doom Monsters and generally only use weapons only mods. I'll give it another go when I get home later today and play through Coffee Break with it.

>> No.5416273
File: 530 KB, 640x480, clawnolith.png [View same] [iqdb] [saucenao] [google]
5416273

>this must've been someone important.

>> No.5416303

i still remember term saying that somewhere in some hard drive, he had files for when he tried to put prison 849 in samsara
has he found it or is it lost?

>> No.5416307

>>5416130
>>5416123
>>5416054
>>5416051
>>5416035
>>5416029
Your mod release when huh?

>> No.5416314
File: 76 KB, 1043x1200, D0_ft4sWoAAwQlZ.jpg [View same] [iqdb] [saucenao] [google]
5416314

https://twitter.com/3DRealms/status/1103346730077249536

>> No.5416332

>>5415958
I want to play this game but the HUD is too small and theres no way to scale it

>> No.5416341

>>5416332
same problem i have with unreal

>> No.5416345

>>5416230
Thanks! You can actually go into the main DECORATE file and comment out the #include line for the monsters. It has no ill effects last time I checked, and that should hopefully still be the case.

>> No.5416347
File: 358 KB, 1280x720, Screenshot_Doom_20190306_163449.png [View same] [iqdb] [saucenao] [google]
5416347

>>5416130
Kind of a rude amount of arch-viles though.

>>5416307
I'm working on it. I've hit some points where some of the more bothersome things are done.
I have a todo list actually, which I'm slowly ticking some things off from, most graphical assets are done or close to done, a lot of it is coding.

>> No.5416358
File: 1.84 MB, 300x262, 1525190892593.gif [View same] [iqdb] [saucenao] [google]
5416358

>>5416314

>> No.5416375

would more realistic city levels have worked with Doom's art style?

>> No.5416392

>>5416375
>wolfendoom blade of agony
>ashes 2063

>> No.5416395

>>5416375
They would and they do.
There are plenty user-made examples!

>> No.5416396

>>5416375
Sure.

>> No.5416401

>>5416392
>>5416395
>>5416396
i was just wondering since the doom 2 ones look so lazy

>> No.5416404

>>5416401
Well, Doom 2 was developed in like 5 months, and Sandy had to pick up a lot of slack from Romero, who was frequently absent.

>> No.5416406

>>5416303
Term seems to gang onto things. If I had to guess he probably still has it.

>> No.5416413

>>5416401
> look so lazy
They're not lazy really, they're just... Weird, I guess?
The main problem, is that the city levels were made by Sandy, who's really more of a tech person, than a creative person. He's not lazy, he's just isn't an artist.
Sandy can design overall feel of the map, think up a bunch of gimmicks and interesting scenarios, but he can't make a pretty map.
So pretty much the opposite problem of the slaughterwads, that look pretty but play like shit.

>> No.5416467

Why is Doomguy's abs exposed? Doesnt seem practical

>> No.5416471

>>5416467
Shut up.

>> No.5416475
File: 371 KB, 1920x1080, Screenshot_Doom_20190306_210718.png [View same] [iqdb] [saucenao] [google]
5416475

Okay... but why?

>> No.5416479

>>5415515
The keyboard was more reliable for me. I remember the mouseball getting stuck all the time.

>> No.5416482
File: 206 KB, 283x267, midriff.png [View same] [iqdb] [saucenao] [google]
5416482

>>5416467
Because if you got a sexy washboard like that, not letting the world see it is a crime.

>> No.5416483

>>5416467
fucked up how the very iconic cover of the first doom game depicts doomguy's penis exposed, through a hole in his pants, shooting cum at a demon's open mouth
what was id thinking?

>> No.5416487

Is ProDoomer THAT bad?

>> No.5416492

>>5416483
remember how during the icon of sin there's a big wet sloppy diarrhea sound that plays during the whole level and when you beat the icon of sin you can hear john romero say "haha just kidding gamer"

>> No.5416494

>>5416483
>Mancubus yells "Cum in your mom" before shooting his fireballs
It was a really different time back then.

>> No.5416501

>>5416479
Ball mice certainly weren't as nice as modern optical ones.

>> No.5416504

>>5416314
'the fuck is this shit

>> No.5416512

>>5412956
Serious Sam isn't meant to be some well designed fps. It's basically just musou. You don't put much thought into what you're doing until a specific unit shows up. It's really boring imo.

>> No.5416523

>>5416504
That 3D Realms game on Quake engine (actually Darkplaces)

>> No.5416526

>>5413905
On that point I find playing with modern concessions a lot more fun than the original game, because of the increased mobility. What I mean by that is that it's incredibly fun to duck under Hell Knight and Baron of Hell balls so that you can stay closer to them and kick their shit in. It's almost like Blood in a way, except the crouching is weirdly punished more. Blood had fights in such a way that you'd typically crouch when they started so that you'd survive longer, and hitscanners were coded to miss, however in ZDoom, hitscanners always target you when you crouch, as do the monsters who fire projectiles. You can't crouch under arachnotron balls, cyberdemon rockets (they just angle down and either hit you directly or hit behind you and shove you closer to the monster and end up getting you killed) or the aforementioned hitscanners, as well as Arch Viles and Revenants, but everything else is fair game.

And hot fucking damn is it fun.

>> No.5416531
File: 64 KB, 1339x616, sandy.png [View same] [iqdb] [saucenao] [google]
5416531

>>5416413
>Sandy, who's really more of a tech person, than a creative person. He's not lazy, he's just isn't an artist.
He's a writer, he wrote for Dragon Magazine, and has published pen & paper games and modules (and still does). I'd say he's very artistically inclined in a way.

He's good at coming up with scenarios, but given his love for H.P Lovecraft, and the theme of Doom, then presented with all new technology, he experimented a lot with abstract ideas. He'd lay things out as dungeons in an RPG, stage encounters and come up with traps and setpieces, generally they play well, but some of them could uh, maybe not look that great.
Mind there was a time crunch, and he did half of Doom and Doom 2's maps, with initially rather limited familiarity with the engine, and they had to make sure it wasn't TOO taxing for computers at the time.

If you look later at Quake, Sandy did a bunch of maps, which all played great and looked great. Quake played a bunch towards Lovecraftian themes, which is his favorite, so he was very much in his groove in that way.

>> No.5416536
File: 2.70 MB, 1280x720, 2019-03-06 21-34-47.webm [View same] [iqdb] [saucenao] [google]
5416536

titanfall vortex shield
using hellforged to test custom monsters firing custom projectiles

>> No.5416540

>>5416531
I actually do like the idea of a Doom the way Sandy Did mapset, but it would have to be really creative. Maybe each person gets a series of linedef specials that are the only ones they can use, and they have to make several speedmaps, then one is selected for the final product.

>> No.5416556

>>5416540
Honestly, I'd love to see him do just maybe a short episode at his leisure, like how Romero came back and did some maps.
It'd be neat to see what he'd do without a heavy time crunch, and just come up with something he thinks would be neat, because I really do like most of his maps.

>> No.5416629

>>5416303
>>5416406

I probably still have the, yeah. That'd be five harddrives' worth of stuff to dig through, though.
What are you looking for specifically? The test build I implemented her base character in, the sprites I was going to use, the individual separate weapon wads, or something else?

>>5416467

His shirt got ripped.

>> No.5416636

>>5416629
The shirt was ripped when he bought it, it's a fashion statement.

>> No.5416637

>>5416629
No, it's not ripped, it's designed to show off his hot abs.

>> No.5416638

>>5416637

It got ripped because he's ripped.

>> No.5416642

>>5416629
i don't know, even if the prisoner is unfinished, it'd be neat if it was available online, either if someone managed to salvage it or at least for preservation

>> No.5416643
File: 14 KB, 100x100, doomguylikes.png [View same] [iqdb] [saucenao] [google]
5416643

>>5416638
He caught me mirin'.

>> No.5416663

what about a rainbow tier for colorfull hell?

>> No.5416674

>>5415385
Now thatsa spicy meatball!

>> No.5416690

>>5416187
https://www.youtube.com/watch?v=dgeR8JQnK5M

This video shows a full level playthrough between 1:47:10 and 2:00:10. I have to say I'm already in full love with this level, it looks like a fantastic sequel to Against Thee Wickedly, and it's puzzle heavy gameplay. This is something those braggart douches who create those annoying slaughtershit wads with neon colours can never do.

>> No.5416697
File: 319 KB, 539x452, tacodemon-57e997a911d4d.png [View same] [iqdb] [saucenao] [google]
5416697

>>5416690
Aw shit someone actually managed to save these streams. I was looking for them a few weeks ago. The levels look pretty good, but Romero really sucks at playing them.

>> No.5416723

I mostly play old WADs and I'm used to zdoom, should i change to gzdoom

>> No.5416730

>>5416690
>Romero plays super slow
Fuck man, maybe I've played this game too much.

>> No.5416732

>>5416723
I don't see much of a reason to change unless you want toplay old maps with mods. For some reason certain midi tracks in some maps won't play in recent versions of gzdoom.

>> No.5416740

>>5416697
Well, it's hard to unsee Romero's flaws as a player, but the levels still look like something you can't see through the large stockpile of user levels. I mean, you have to manage your movement, you need to be fast in one area, you need to be slow in another, a single Baron or Caco can give you massive troubles.

>> No.5416754

>>5416723
GZD3.4.1 is the version some people here stick to

>> No.5416764

>>5416730
well he IS showing it off. i love his commentaries on his EP1 replacements, too.

>> No.5416772

>>5416754
Any particular reason to stick to that version?

>> No.5416774

>>5416772
It's stable, relatively free of more recent performance-altering code changes, and has enough features to run many mods.

>> No.5416804

I just remembered Doom 4 had this kamikaze engineer zombie and i don't think he was even in D4T or anything

>> No.5416825

>>5416754
>>5416774
It does seems to fuck up sounds though, some weapons I've noticed are weirdly quiet in 3.4.1 compared to older/latest versions. Something to do with OpenAL I guess.

>> No.5416830

>>5416825
yeah OpenAL has a feature where it'll lower the volume of sounds that peak too much. It's really fucking annoying if you're trying to make good loud sounds that work both in newer GZDoom and then older versions and sourceports like zandronum.

>> No.5416837

>>5415657
Would you stick your dick in Craisy?

>> No.5416865

>>5416837
fuck you

>> No.5416914

>>5416830
Fucking OpenAL.

>> No.5416919

>>5416914
at least it's not fmod

>> No.5416921
File: 50 KB, 1210x170, wave mode.png [View same] [iqdb] [saucenao] [google]
5416921

>>5407028
>>5408383
Anyway, is there something like Skulltag's invasion mode but for GZDoom, that is also gameplay mods compatible?

>> No.5416923

>>5416919
>>5416914
Both have internal controls to deactivate automatic gain controls, but if the dev is retarded...no switch for that I guess.

>> No.5416937
File: 531 KB, 1366x768, Screenshot_Doom_20181211_122253.png [View same] [iqdb] [saucenao] [google]
5416937

>>5415283
/r/ing mommy heresiarch bullying baratus in ss

>>5416536
thicc

>>5416663
cactus will need to make it 2uh class of op

>> No.5416947

>>5416536
those sprites for that manc look nice
remind me of the cybermancubus from doom 16

>> No.5416960

speaking of samsara, any new relevant info on that monster mixer an anon was working on?

>> No.5416971

>>5416921
Also, if i remember correctly, Disrepair had limited resources that didn't respawn.

>> No.5417016

Are there any wads or whatever with good new midi music?

>> No.5417081

How do I play Beautiful Doom with Brutal Doom? Always get an error when I try.

>> No.5417089

>>5417081
you can't

>> No.5417101

>>5417081
You can't use it with other mods that change the weapons or monsters. Only if it's an addon meant to be loaded with it. You can find addons for it on moddb, make sure to read and make sure it's not standalone as some of them are. Just don't be one of those faggots who goes on every mod and comments "make work with burtal doom plz".

>> No.5417112
File: 1.60 MB, 1920x1080, Screenshot_Doom_20190307_024151.png [View same] [iqdb] [saucenao] [google]
5417112

So comfy.

>> No.5417131

>>5416345
I'm about to finally boot it up and play it. I would do that commenting out but I can't get Slade to work on my computer and I don't know why. It just won't open and I have all the .dll files it needed. It hangs up when I try to start it and just never continues. I have to close it from the task manager.

>> No.5417135

>>5415515
Romerog Doom. mouse. Obviously you couldn't aim in y axis but you could still aimge is shit. sly you couldn't aim in y axis but you couldD still aiYou could play Wolf3 from the start wih the m with the moth a when they weren't even planning on makinking Doom. mouse. Obvioum wituse. Romero was speedrunning it with a mouse years ago

>> No.5417145

>>5417135
You alright there buddy?

>> No.5417178

>>5417135
https://www.youtube.com/watch?v=w9pePpxU58M

>> No.5417182
File: 17 KB, 1235x127, romerog doom.png [View same] [iqdb] [saucenao] [google]
5417182

>>5417135

>> No.5417201

>>5417135
Take your time buddy

>> No.5417272
File: 50 KB, 1010x1010, 1448391522557.png [View same] [iqdb] [saucenao] [google]
5417272

>>5417135

>> No.5417295

>>5417135
how much fucking crank did you need to snort to be able to type so erratically. like jesus man, put it away

>> No.5417303

>>5417295
>>5417201
>>5417178
>>5417145
i'm really glad that /doom/ is getting so many new people

>> No.5417318

>>5417303
That's a recent /v/ pasta and I havent been there since 2013

>> No.5417319

Anyone else hate the term slaughtermap?
I think it's a perfectly valid style of map. But I've often seen people use the term in a derogatory manner (sometimes replacing "map" with "shit") in an attempt to invalidate a map's balance or challenge, even when they're talking about standard maps that just happen to have a few teleport traps or ambushes here and there.

>> No.5417324

>>5417319
>playing slaughtershit

>> No.5417325

>>5417319
cry more

>> No.5417329

>>5417319
>implying it's not a useful classification term

>> No.5417334

>>5417324
>>5417325
ok

>> No.5417337

>>5417324
>>5417325
Already on the defensive?

>> No.5417340

>>5417329
I don't hate it as a classification term for a style of map. I just hate that people often use it in place of "map I don't like". It just feels like a reddit tier meme.

>> No.5417348

>>5417340
>needing to invoke reddit as a justification for your opinions
Please don't do that.

>> No.5417350

>>5417340
>playing redditmaps

>> No.5417351

>>5417319
They just make a map they think is pretty and then because the layout is not conducive to proper gameplay they just copy paste a thousand monsters and release the pile of shit.

>> No.5417358

>>5417351
Sunlust has great map design but people call it slaughter cause it's too hard. It just shows the low skill level in /doom/.

>> No.5417362

>>5417348
You're right. I shouldn't have brought reddit into this.

>> No.5417369

>>5417319
When I think slaughtermap I think large spaces with lots of ammo and gimmicks mostly centered in the crowd control aspects of doom gameplay. Perfectly valid mapping style, problem comes that a number of slaughtermaps are just done by people who don't playtest their stuff. There's a number of great WADs of this style that even got cacowards

>> No.5417371

>>5417369
This thread instantly dismisses all slaughtermaps though.

>> No.5417379

>>5417371
>threads are one person
stop

>> No.5417380

>>5417369
>problem comes that a number of slaughtermaps are just done by people who don't playtest their stuff.
Only slaughterwad I can think of that lacks proper playtesting was maybe Chillax, which is mostly stolen slaughtermaps with even more enemies thoughtlessly added.

>> No.5417385

>>5417358
I'm watching a couple runs on youtube and it seems to fall perfectly inline with that term.

>> No.5417386

>>5417358
I've even seen people here call Ancient Aliens a slaughterwad. Only like two levels in that wad could be considered slaughter, and they're not even close to what you'd get in actual slaughterwads.

>> No.5417391

>>5417371
because few people play old wads nowadays and slaughtermaps are very much a product of their time, back when zdoom was mostly producing mapping features.

they became quite popular to make and tedius to play so enthusiasm for them dropped pretty hard in the forums. nowadays there's new gzdooms gimmicks and features to exploit and few people pay attention to large "baroque" maps.

Simply as, a number of people here weren't there back when slaughtermaps were popular and lack the acquired taste for them

>>5417380
didn't playtest doesn't mean "BAD MAP CAN ONLY WON WITH CHEATS" but "is it really fun to play this map?". this was the main problem. DOOM has a skill ceiling and past that point adding more monsters only adds tedium. Even hardcore gamers simply get bored by it.

>> No.5417417

>>5417371
Nonsense. I don't. I think a slaughtermap can be a lot of fun as long as it's paced and balanced correctly. They can be a slog though. No doubt.
They're at their best when it's a single map or spread out between some more normal maps to give the player time to relax.

>> No.5417432

>>5417371
>>5417417
People tend to be dismissive of vanillaish gameplay wads that turn into bad slaughterwads halfway through because the mapper gave up on encounter design.

Those are very far apart from good slaughterwads.

>> No.5417451

>>5412334
>TFW still waiting for a System Shock 1 sourceport that isn't Shockolate

>> No.5417456

>>5417451
UnderworldExporter will support System Shock when he's done with Ultima Underworlds

>> No.5417462

>>5417391
>"is it really fun to play this map?"
You're implying that there isn't anyone who enjoys those types of maps, which is false.

>> No.5417467
File: 178 KB, 297x234, Rip_and_tear.png [View same] [iqdb] [saucenao] [google]
5417467

I just finally beat Doom 2 for the first time via Brutal Doom.

God damn that game was a blast, and only a shit ton more intense with the mod. It's crazy how well it holds up and how good it feels to shoot those little faggots of demons.

God damn I feel like a fuckin badass, game just makes ya feel that way yknow?

>> No.5417470

>>5417462
you are so in the defensive you completely missed the point of that sentence. read again.

>> No.5417476
File: 450 KB, 1360x768, thisisbait.png [View same] [iqdb] [saucenao] [google]
5417476

>>5417467
You're trying too hard, Anon.

>> No.5417481

>>5412334
Heretic but its been remade in Unity for the PS4 and Xbox One.

>> No.5417486

>>5417476
What the heck is that in your screenshot? I don't recognize that HUD

>> No.5417489

>>5417476
If you acknowledge it at all, that means it worked.

>> No.5417490
File: 459 KB, 1360x768, Screenshot_Doom_20190306_205744.png [View same] [iqdb] [saucenao] [google]
5417490

>>5417486
Ultra Crispy, neat Blood-inspired gameplay mod by GAA1992. Plenty of dual-wielding shenanigans.
Gore mod is Nashgore: Vengeance.

>> No.5417503

>>5417391
>slaughtermaps are very much a product of their time, back when zdoom was mostly producing mapping features.
Aren't most slaughtermaps vanilla and boom compatible, though?

>> No.5417505

>>5417470
What was the point? Because everytime I read it, I just read it as "I didn't have fun, so its not playtested"

>> No.5417507

>>5417476

man's kinda new here I'm trying

>> No.5417520

>>5417432
>because the mapper gave up on encounter design.
What does this even mean?

>> No.5417559

>>5416467
instills fear in cacodemons

>> No.5417564

>can't play doom without complexdoom anymore
>want to play cacowards maps how they were intended but can't bring myself to using vanilla weapons killing vanilla demons

This is suffering. Anyone else have this problem?

>> No.5417569

>>5417371
i love slaughter maps as long as you have room to move and circle strafe

>> No.5417590

>>5417371
Not everyone in the thread does that. Some people do. But it's not the whole thread.

>> No.5417619

>>5417520
Encounter design = Well thought-of placement of mobs as to enhance and mantain the flow.

>> No.5417637

>>5417619
Yeah, but what are the mapsets that turn into bad slaughterwads because the mapper gave up?

>> No.5417641

>>5417637
Not sure because I'm relatively new to all of this, but Scythe starts with nice and tight maps then suddenly it's all about dakka.

Personally I prefer flat maps where shooting barrels makes a difference, like the first maps in Doom Ultimate.

>> No.5417654

>>5417641
Scythe's slaughterish maps I'm fairly certain were because Erik Alm was a fan of Hell Revealed. And I wouldn't call them bad, myself.
I can definitely give you that Scythe has among the biggest difficulty spikes in megawad history, though.

>> No.5417668

>>5417654
going down.wad was fucking massive

>> No.5417669

Do people actually play slaughtermemes vanilla instead of just using them to fuck around with overpowered or crazy mods?

>> No.5417687

>>5417669
Again, depends on the quality of the slaughtermap. Goingdown.wad is ONLY good vanilla, and damn is it ever good (in my opinion best wad ever made)

>> No.5417691

>>5417669
They prob just play vanilla to record a uv max demo so they can show to everyone they are a Pro Doom Player™

>> No.5417692

>>5417654
I actually like that about Scythe. It lulls you into a groove before yanking the rig from under you but its slaughtermaps still cleave to the WAD theme of less is more, small and elegant design.

>> No.5417704

>>5417669
Depends.

>> No.5417709

>>5417668
I personally didn't get on with the map where it chucked like four cyberdemons at you in a mostly open area.

>> No.5417739

>>5417371
I like some light slaughter on occasion.

>> No.5417749

>>5417371
it's honestly a wonder how faggots like you are even capable of thinking for themselves

>> No.5417753

>>5417739
Lunatic is pretty neat for that.

>> No.5417791

When the WAD turns to slaughter I just plug in DAKKA.
Makes slaughter noot too easy, not too hard, but just right.
The only bad thing I can say about it is that some times when you are expected to use BFG at point blank it hurts you as well since DAKKA changes BFG projectiles into harmful explosives.

>> No.5417798

>>5417791
in most of those situations, I find the flamethrower, scrappers, or ssg alt-fire good enough to get the job done (or at least make some room)

>> No.5417801

>>5412562
I hate the ogre too, but i also love the satisfaction of outmaneuvering their grenades and baiting them.
The only enemy in q1 i hate and don't get a sense of accomplishment from beating is the blue blobs. Feels like random chance if i take them out without taking damage, partly due to their movement but partly because half the time there are 3 of those blue bastards ambushing from some really dark and blue corridor.

>> No.5417828

>>5417505
"is this game fun" is an essential component of game design. And map making is 70% game design, 30% prettying up. Slaughterwads lost popularity because makers simply stopped paying attention to design.

most of my played wads are actually slaughters. You got so worked out over it you couldn't even get that from my posts.

honestly it's ridiculous people get worked up over old history about a niche style of a niche mod community for an old game.

>> No.5417829

>>5417503
yeah Slaughtermaps came before the gameplay wad explosions that has been the 2010s

But I guess it depends on what you refer to with vanilla. most were made with zdoom in mind, although they could theoretically be run with dos doom / chocolate, they'd just rape the engine.

>> No.5417868

I don't mind slaughter as long as it's clear that that is what a wad is all about. Some people like that sort of gameplay and that's fine, the whole point of modding and mapping is that we can all play how we would like to play. I really don't like it when something suddenly changes from traditional gameplay to slaughter gameplay. The first 2/3 of Unloved was much different from the last stretch. The last bit became pure slaughter encounters in a row over and over again. It just wasn't fun at that point. It didn't feel like the creator was trying to ramp up the challenge. It was such a sudden swerve that it felt like he just didn't care anymore and wanted to fill up some rooms so he could just be done with it and move on. For anyone who hasn't played it at this point it's a heavily horror themed wad and all that gets thrown out the window when you have to mow down hundreds of monsters at once. It cheapens any tension and dread. To me it just didn't fit in with the majority of it leading up to that point. I won't lie or exaggerate, I found it pretty hard and it took me a long time to beat it once it became slaughter. It wasn't fun at all and normally I would quit if it becomes too much for me but he had done such a good job with it up until that point that I wanted to see the end.

>> No.5417870

>new quake engine game built on Darkplaces

Isn't.... Isn't that the bad one?

>> No.5417874

>>5417870
To modify a common phrase: Darkplaces is an okay engine, but a bad Quake engine. It's also one of the easiest/only Quake engine ports you can sell games on, because it's not technically the Quake engine anymore and is published under its own license.

>> No.5417878

>>5417870
It's an OK one.
DP is still better than Unity.
The problem with it is that it's disingenious to advertise a DP game as "Quake engine" game since DP is not even a source port at this point, but just a game engine that supports Quake format.

>> No.5417880

>>5417870
How about you research the facts yourself instead of basing your opinions on groupthink?

>> No.5417920

>>5417829
>most were made with zdoom in mind
And you're basing this off what?

>> No.5417929
File: 1.11 MB, 1440x1620, sm193composite.jpg [View same] [iqdb] [saucenao] [google]
5417929

>>5412337
Speedmap pack 193 for Quake released: http://celephais.net/board/view_thread.php?id=61697

>> No.5417957
File: 152 KB, 235x250, file.png [View same] [iqdb] [saucenao] [google]
5417957

>>5412334

>> No.5417958

>>5415197
HEY

>>5417829
Arguably they'd be used with Boom or PrBoom.

>> No.5417961

>>5417957
Have tried this, and can verify that it works.

>> No.5417984

>>5417957
No matter how much I shoot it always kills me first, this game is bullshit!

>> No.5417987

>>5417984
you're not shooting enough
shoot more

>> No.5418006

>>5417987
I'm trying but it's just impossible, I turn to shoot at the boss and it just shoots 3 rockets at me and I die! I thought this was a good game?!

>> No.5418046

>>5417957
You know, for a PROTIP, it's using the rocket launcher against the Cyberdemon.

>> No.5418048

>>5417984
>>5418006
https://www.youtube.com/watch?v=kvS6zMThiZU&user=ajcaraballo95
DODGE!

>> No.5418057

>>5417929
awesome, <3
they look good, going to play tonight

>> No.5418059

>>5418006
the rockets are easier to dodge the further away you are because its takes longer to reach you since they are projectiles
like the cyber demon tool me a while on the time I ever fought him cause I thought I could just circle him but it doesnt work

>> No.5418064

>>5417319
"blood room"

>> No.5418065

https://www.youtube.com/watch?v=CgrLN9Wl4xU

>> No.5418078

>>5418065
What's with the fad lately of farting out smoke and embers in trailers

>> No.5418086

>>5417829
>most were made with zdoom in mind
I'd argue most were made with limit removing and boom ports in mind, actually.

>> No.5418089

>>5418065
not a huge fan of the art style.

>> No.5418093

>>5417870
Its only bad if you want to play Quake with accuracy.

>> No.5418096

>>5418065
>>5418089
The softness and colours are reminiscent of a cartoony ps2 game.
>>5418078
Possibly the same person did the trailer as the Ion Maiden ones?

>> No.5418097

>>5418065
Looks like another modern "retro" game, world design seems to have some nice bigs but otherwise I'm not convinced.
>>5418089
Can't quite put my finger on it but there's something that isn't meshing right.

>> No.5418102

>>5418089
It makes me think of Daikatana for some reason.

>> No.5418104

>>5418102
Weaponwise it makes me think of Daikatana mashed with Painkiller.

>> No.5418106

>>5418065
gunplay seems to be very weak, we'll see if it comes out

>> No.5418107

>>5417957
>rocket decals on the wall
heh

>> No.5418108

>>5418065
Since things not retro are being discussed has anyone played Apocryph and Amid Evil? How good are they?

>> No.5418184

>>5418065
> 1C Entertainment
Wait, what?
Russians are involved in this?

>> No.5418191

>>5418184
Yes. The devs are mostly russians.

>> No.5418192

>>5418191
Heплoхo!

>> No.5418194

>>5418191
Зaeбиcь.

>> No.5418195

Haдeюcь oни нe пoхepят пpoeкт.
ИИ зoмбaкoв в тpeйлepe нe внyшaeт

>> No.5418198
File: 14 KB, 365x507, that really cheekied my breeki.png [View same] [iqdb] [saucenao] [google]
5418198

https://www.youtube.com/watch?v=j_podzD4cSA

>> No.5418201

>>5418195
B дyмe вoн ии вooбщe никaкoй, нo игpa зaeбиcь.

>> No.5418206

>>5418191
I must buy.

>> No.5418227

>>5418046
Are you one of the tyson enthusiasts who punch out the e2m8 cyb without berserk or what?

>> No.5418239

>>5417920
memory. most 2000s wads i downloaded just said "use zdoom", slaughtermaps included.

>>5417958
yeah i forgot about boom

>> No.5418243

>>5418065
this is a nice half life mod

>> No.5418264

>>5418089
I like it, reminds me of Arcane Dimensions.

>> No.5418265

>>5412337
[3-07] Wrath: Aeons of Ruin revealed
https://twitter.com/3DRealms/status/1103627856201113601

>> No.5418280

>>5418239
> 2000s wads
> "use zdoom"
Maybe because GZDoom just didn't exist then?

>> No.5418292

>>5418227
No, I just know you're better off with the chaingun or the plasma rifle than you are with rockets vs a cyberdemon.

>> No.5418295

>>5418065
I thought it would use actual dark places graphics

>> No.5418308
File: 527 KB, 640x480, SkyBase-2016_3_6_13_53_26_649.png [View same] [iqdb] [saucenao] [google]
5418308

Does anyone know of any GZDoom maps that make use of soft cyan lighting? I'm trying to test the GL renderer's tonemap mode and it's difficult to find anything.

>> No.5418339

>>5418308
I think Diabolus Ex has it.

>> No.5418345

>>5418308
enjay's gene-tech had cyan lighting in it IIRC

http://forum.zdoom.org/viewtopic.php?f=19&t=46718

>> No.5418402
File: 560 KB, 960x540, Screenshot_Doom_20190308_005717.png [View same] [iqdb] [saucenao] [google]
5418402

>>5418339
There's only really a cyan coloured fog room, but it's usable!
>>5418345
I could only find one spot in the whole map that was cyan-ly lit, but it's very helpful, thank you!

>> No.5418431

How do we fix the SSG

>> No.5418448

>>5418402
Wish there was more than one blue range, you just can't get one range to be both cyan and blue. and if the blues aren't deep enough, sometimes the tonemap fucks up and uses bright purple instead.

>> No.5418464
File: 778 KB, 461x259, deathmatch.gif [View same] [iqdb] [saucenao] [google]
5418464

>>5418431

>> No.5418465

>>5418431
Remove the stray glove-coloured pixel from the left side of the barrel.

>> No.5418475

>>5418431
The two left hands in the reloading animation.

>> No.5418476

>>5418431
By removing regular shotgun

>> No.5418480
File: 130 KB, 960x540, Screenshot_Doom_20190308_012830.png [View same] [iqdb] [saucenao] [google]
5418480

>>5418448
Case in point, E3M12 in JoM5 just doesn't know what to do with fully saturated blue, and just goes to the crappy purple range

>> No.5418607

>>5418065
Cool. Why did they choose DP instead Qspasm though? Bunnyhopping's gonna feel weird, no?

>> No.5418623

>>5418065
https://www.gameinformer.com/2019/03/07/five-reasons-to-be-excited-for-wrath-aeon-of-ruin

>Today 3D Realms announced that it's publishing another retro-looking shooter called Wrath: Aeon of Ruin. Developed by newcomer Killpixel, Wrath's main surface-level hook is that it's created in the same engine that made Quake. However, there's a lot here that makes the game more than just another throwback shooter.

>The publisher stopped by Game Informer recently to let us play the game and we came away pretty impressed with our time in this dark fantasy shooter. Here are five reasons Wrath could be super cool.

>The Story Is Interesting
>Taking inspiration from Bloodborne and Shadow Of The Colossus, Wrath stars a wanderer called The Outlander trapped in a mystical dimension known as The Ageless Sea. Chosen by a cloaked figure called The Shepherd of Wayward Souls, the Outlander must track down and kill several Guardians, slaying literal armies of foes that try to stop the Outlander as they search. It's a fun, dark premise and 3D Realms promises some narrative surprises along the way.

>The Visual Design Is Fantastic
>The Quake-inspired aesthetic is cool, but everything else about the game's visuals sings too. From enemies to weapons and even level layout, the game reminds us of a heavy metal album cover from the '80s.

>> No.5418624

>>5418607
I gues because DP has all the fancy graphics stuff

>> No.5418625

>>5418623
>The Combat Is Meaty
>Players get their hands on several fantastical weapons in Wrath, including a double-barrel shotgun capable of showering hallways in ricocheting pellets as well as a launcher capable of hurling massive gobs of acidic slime on foes.

>You also have access to high-risk items that can get you out of the many tough occasions you'll come across. One item lets you take your health all the way down to almost nothing in exchange for ten seconds of invulnerability. Not a bad proposition if you're fighting a losing battle already and need a quick turnaround.

>Secrets Are Everywhere
>It wouldn't be a retro shooter without secrets. Get ready to solve puzzles, knock down walls, and scrounge every floor of every level of secret stashes of goodies, including armor, ammo, and weapons that can help you survive a toss boss battle.

>Modding Tools Will Be Available On Launch
>Killpixel and 3D Realms are giving players all the tools they need to make their own levels for Wrath, so expect to see even more demented, terrifying hellscapes to battle through after launch.

>> No.5418650

>>5418191
rush D

>> No.5418651
File: 200 KB, 1920x1017, Screenshot_Doom_20190307_174444.png [View same] [iqdb] [saucenao] [google]
5418651

so Im planning to make a balance and bug fix patch for CH before I go focus on other projects for a while.
I am currently tweaking the older enemies that havent been touched in a while like Yellow Mastermind, Yellow Cybie, etc

Anything people feel strongly about that should be looked into while I'm at it?

>> No.5418652

>>5418191
games too violent for babushka

>> No.5418674

It's not up on Youtube yet but 11 mins of Wrath gameplay
https://www.ign.com/videos/2019/03/07/11-minutes-of-wrath-aeon-of-ruin-gameplay

>> No.5418697

>>5418624
>>5418607
DP is much easier to program on than Quakespasm.

>> No.5418706

>prominent slender zombie design
>armblade
when's the hook shotgun?

>> No.5418716
File: 8 KB, 206x210, 1487967491394.jpg [View same] [iqdb] [saucenao] [google]
5418716

>>5418674
Here's hoping 3DR doesn't mess with Quake's movement physics if at all for the final release

>> No.5418718

And another
https://www.gamespot.com/videos/wrath-aeon-of-ruin-exploration-and-shooting-gamepl/2300-6448662/

I wish they'd gone for something a little more interesting than another nail gun for the auto weapon

>> No.5418738

>>5418674
>>5418718
i swear ive heard a lot of those sound effects before
half life alien controller on two different enemies
unreal and doom 3 pickup sounds for some of the armor items
the weapon draw sounds also used in valve games
and the arm blade sounds like the armor pickups from samsara

>> No.5418745

>>5418674
>quicksaves are pickups
I really like this.

>> No.5418767

>>5418738
I guess they use the same sound library as a source?

>> No.5418814

Sigil

>> No.5418860

>>5418239
Can you name the wads.

>> No.5419004

>>5418651
i don't encounter anything often enough to know if some of the higher end monsters should be changed, but, the orange revenants don't really.. do anything? most of the time they just get stuck in a wall.

>> No.5419012
File: 96 KB, 480x480, Poop_Emoji_7b204f05-eec6-4496-91b1-351acc03d2c7_large[1].png [View same] [iqdb] [saucenao] [google]
5419012

wraith: aeon of pooing

>> No.5419014

>>5418623
It actually looks really cool imo. If 3d realms keeps this up and don't overly compete with themselves they might just pull themselves up to some level of status again.

Wish gearbox would patch up and release 2001 DNF

>> No.5419025

give me the rundown on nblood. worth switching from gdx?

>> No.5419026

>>5419025
Yes.

>> No.5419029

>>5419025
No.

>> No.5419036

>>5417507
You made the mistake of thinking Brutal shitters would get as far as finishing the game

>> No.5419042
File: 1.68 MB, 1876x1866, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
5419042

Is there a mod that turns Doom into this?

>> No.5419048

>>5419025
no

>> No.5419052

>>5418651
the ice worms don't drop pick ups
is that intentional?

>> No.5419058

>>5419042
find a shitty HD texture pack and play with reshade

>> No.5419062

>>5415283
more Doom marine bun abs please

>> No.5419065

>>5419058
Is this a good HD pack? https://www.moddb.com/mods/lowpoly-doom-lite-10

Or there are any better?

>> No.5419070

>>5419065
No. it shit. Because it has boring vanilla gameplay and it's not compatible with Brutal Doom (the textures and pbr are good and can be used with Brutal though). What you need is neural upscale for Brutal Doom. But nobody has made it yet, so you have to make it by yourself with a program called Topaz A.I. Gigapixel.

>> No.5419080
File: 181 KB, 1902x1268, vvvvvvvvvvvvv.jpg [View same] [iqdb] [saucenao] [google]
5419080

>>5419065
It's vasyan pack.

>> No.5419109
File: 173 KB, 3440x1440, 1530310328903.jpg [View same] [iqdb] [saucenao] [google]
5419109

>>5419065
holy FUCK

>> No.5419118

>>5419109
They have a website, there's more screenshots: http://gzdoom.. at .ua (remove spaces) /photo/

>> No.5419160

>>5419070
subtlety is a lost art

>> No.5419172

>>5419080
>>5419109

I think we talked enough about Slavs and why they do these things...

>> No.5419179
File: 617 KB, 1770x994, 646464664.jpg [View same] [iqdb] [saucenao] [google]
5419179

>>5419160

>> No.5419189

>>5419065
If you really want something "HD", try Beautiful Doom. Mostly-vanilla gameplay with tons of flashy effects that don't violate the art style like these HD packs do. Try Smooth Doom if you want something much less flashy, or Dead Marine if you want smooth doom with really good weapon feedback and sound design.

>> No.5419198

>>5419189
>Beautiful Doom

It's made by russian vasyans, so it's shit.

>> No.5419208
File: 306 KB, 1000x1354, huuh.jpg [View same] [iqdb] [saucenao] [google]
5419208

Accurate vanilla Quake autoexec pls?

>> No.5419217

>>5417564
yes

vanilla doom sucks donkey balls
slow and tedious garbage that puts me to sleep, and halfassed dehacked mods are never spicy enough to change it.

>we gave you dual pistols and a standard vanilla shotgun. Now kill these 3 archviles and a bunch of imps.
FUCK OFF

"simple" weapon mods don't help either, they just make it boring in a different way ( mindless w+m1 monster slaying ). Shit like brutal doom, d4d, final doomer, high noon drifter, etc. The changes are insubstantial.

nowadays im only playing wads through gzdoom with advanced stuff, like demonsteele or gmota. Hideous destructor is poopshit though

>> No.5419235
File: 577 KB, 540x540, neet bored.gif [View same] [iqdb] [saucenao] [google]
5419235

>>5419217

>> No.5419236

> post in doom thread that you hate doom

wow, what a fucking weirdo

>> No.5419247

You think people would purposefully troll on the internet?

>> No.5419248

>>5419217
Fans of mods are the same people that do not see the difference between jeans from John Lewis and shit from the market.

The same people, that will rather order 5 crappy pizzas from cheap delivery, rather than ordering 2 good pizzas from Pizza Hutt.

>> No.5419276

>>5419248
Fans of mods are that one guy who prefers 3D Samus Aran porn where she has the Sarah Bryant model instead of an actual official one.

>> No.5419282
File: 49 KB, 576x548, 1551577837370.jpg [View same] [iqdb] [saucenao] [google]
5419282

>>5419217

>> No.5419286

>>5419276
She looks sexier than the official models though.

>> No.5419291

>>5419248
>pizza hut
>good

>> No.5419305

>>5419236
>RETRO FPS THREAD

but then i guess gzdoom is not exactly retro

>> No.5419313
File: 546 KB, 3200x900, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
5419313

>>5419305
GZDoom was mistake

>> No.5419314

>>5419248
Ordering pizza is all shit.

>> No.5419316

>>5419217
GMOTA isn't that advanced though. Most problems can be solved with subweapon spam along with the stunning arm cannon

>> No.5419335

>>5419208
assuming fitzquake related port:
gl_texturemode gl_nearest_mipmap_linear
r_particles 2
r_lerpmodel 0
r_lerpmove 0 //i don't recommend this option
r_wateralpha 1
r_viewmodel_quake 1

>> No.5419337
File: 82 KB, 600x678, 1498796286351.jpg [View same] [iqdb] [saucenao] [google]
5419337

>>5419217
Silence, wimp.

>> No.5419338

>>5419313
Gzdoom would be fine if it wasn't for the retarded update to new OpenGl versions.
The real mistake was ending the development of Zdoom original
Wacky graphical effects are neat and all but there's no excuse why the most important sourceport of a 25 year old game should make my laptop cry

>> No.5419376
File: 87 KB, 1391x337, Capture+_2019-03-07-15-18-08.png [View same] [iqdb] [saucenao] [google]
5419376

>>5419198
What are you on about?

>> No.5419420
File: 259 KB, 1674x979, 555555555.jpg [View same] [iqdb] [saucenao] [google]
5419420

>>5419376
Anton Akopov from Russia. Beautiful Doom is a confirmed slavmod.

>> No.5419467

>>5419420
Well, I stand corrected. Thanks, Anon.
I still think it's a good mod, at the very least better than 3D models and PBR textures.

>> No.5419486

>>5419291
>T.Papa John's fanatic.

>> No.5419502

>>5419467
It's just as bad as that 3d/hires pack. Another dodgy russian mod. The sounds are a lame replacement and stolen from other games. The explosions were replaced with crappy ones. The zombies are overpowered. The gibbing animation looks like shit. Smooth Doom is much better.

>> No.5419510

>>5419502
>stolen
What are you, a copyright lawyer? Who the fuck cares?

>> No.5419512

ITT: (((Valuable Discussion)))

>> No.5419534

>>5419512
Back to >>>/pol/ with you.

>> No.5419535
File: 416 KB, 1983x1101, 656546546.jpg [View same] [iqdb] [saucenao] [google]
5419535

>>5419510
I don't care are copyright, but it looks stupid if I got a Doom mod that is meant to overhaul it, but it replaces the sounds you like to the ones that are familliar to you from other games (Duke Nukem 3D in this case). Also this mod adds a stupid watermark to the logo what makes it closer to the bloatware. Just look at this crappy logo - typical russian vasyan shit.

It makes me think of this >>5419248

>> No.5419589
File: 432 KB, 1983x1101, Untitled-3.jpg [View same] [iqdb] [saucenao] [google]
5419589

>>5419535

>> No.5419595

>>5418623
>same engine that made Quake
gaming journalism does it again.

>> No.5419607

>>5419510
Literally anybody who values the work of people who make videogames/mods, both of which don't get enough appreciation for their efforts.

>> No.5419614

>>5419607
Of course I value their work. But it's not like any sound designers are losing money over SFX they made decades ago being reused in a free mod.

>> No.5419618

>>5419614
It's still an asshole move to take somebody elses work and not give them credit at the very least. They worked to make that. They deserve to be known for it.

>> No.5419662
File: 210 KB, 2727x1117, Untitled.jpg [View same] [iqdb] [saucenao] [google]
5419662

>>5419535
My mod doesn't have this crap

vasyan777

>> No.5419693

>>5419662
Yeah, because your mod IS crap!

>> No.5419694

>>5412334
Most doom 2 megawads always handle their secret levels positions/slots like this
Map 15 > 31 > 32 > 16
Is it impossible to do it another way or is this done just because of tradition and familiarity?

>> No.5419707

>>5419694
It's coded that the secret exit action will only work in MAP15 and MAP31. You can only change this for advanced sourceports, like the ZDoom family. Most Doom 2 megawads aim for non-advanced sourceports.

>> No.5419713
File: 110 KB, 1600x900, 239003668.jpg [View same] [iqdb] [saucenao] [google]
5419713

>>5419693
I know that it is crap. But someone had to make it, so it would become a meme. A meme russian pack.

>> No.5419720

>>5419694
there's wads like Whispers of Satan and Dark Tartarus which have more than 32 maps.

>> No.5419736

>>5419713
That's not what you said before. Fuck off retard.

>> No.5419746

>>5419736
That was anons from 2ch who were forcing it here.

>> No.5419749

https://twitter.com/NeillBlomkamp/status/1103811900759003136

>> No.5419757

>>5419746
>N-N-NOT ALL SLAVSHITS

>> No.5419760

>>5419749
That was already tried. It sucked, and the first-person sequence couldn't save it.

>> No.5419761
File: 351 KB, 800x586, S.T.A.L.K.E.R. 13.jpg [View same] [iqdb] [saucenao] [google]
5419761

>>5419535
>slavmods are bad
no

>> No.5419763

>>5419757
Russians are not slavs, russians are fingols.

>> No.5419774

>>5419760
>That was already tried
Your point?

>> No.5419775
File: 16 KB, 188x214, 1502453925609.png [View same] [iqdb] [saucenao] [google]
5419775

>>5419217
Saying this would have gotten you labelled the thread retard in any DOOM community back in the old days.

>i've been playing DOOM for so long an entire generation of mod players just up and disappeared and the newfags don't even understand what made the community tick
ah fuck i feel old

>> No.5419784

>>5419775
I would assume most people are just ignoring him. Probably bait anyways

>> No.5419786

>>5419775
Fucking this, I quit modding and mapping a fucklong time back, only recently came back and it sure isn't the same community anymore.

>> No.5419787

>>5419775
This is obvious bait. He called mods that substantially change gameplay via making everything projectiles, giving you a projectile deleting quick melee, etc. insusbtantial. Please stop giving him mentions.

>> No.5419795

>>5419787
Sorry, you're asking too much from 4chan post 2014.

>> No.5419804

>>5418065
Fuck I'm hyped for this. Duskdev needs to look at it and realize you can make attractive retro-style models with more than 5 polys. And also learn how to make weapons satisfying.

>> No.5419812

>>5419775
I unironically miss the days of those shitty ZDoom/Skulltag wads that just had like fifty million weapons, like Insanity Doom and Alandoguns. Something about them is just so fun despite being so clearly dogshit.

>> No.5419815

>>5419795
Change that to the entire fucking internet, and we're good to go.

>> No.5419823

>>5419787
it does reflects that the new community meta is manly about gameplay wads

>>5419812
zharkov goes to the store and the sky may be were hilarious

>> No.5419825

>>5419607
Who cares. You're the type of faggot who'd out me for ripping assets from Ion Maiden to use in a free mod

>> No.5419829

>>5419823
I like the new community meta. We already have tons of maps, adding a million new ways to play those new maps is great.

>> No.5419831

>>5419825
If you didn't give credit, yeah. If you didn't want to put in the effort to make something yourself, at least own up to it.

>> No.5419835

>>5419829
I like it too. it's are probably the most diverse and creative the community has ever been - experimenting with the engine has sort of become the norm when back in the day you only had a handful of experimental/non vanilla modders (who released some really crazy stuff i may add).

The problem is that a lot of newbies, mostly the ones posting here, don't really know anything about the community, and some of the get cocky

>> No.5419846

>>5419825
>you: hey I made this, check it out
>reasonable person: wtf you didn't make those sprites
>you: oh my god shut the hell up. what a faggot
Grats. You're a asshole.

>> No.5419849

>>5419825
>who'd out me for ripping assets from Ion Maiden to use in a free mod
Who would you even get outed to?

>> No.5419850
File: 109 KB, 640x480, Screenshot_Hacx_20190307_222141.png [View same] [iqdb] [saucenao] [google]
5419850

>level 2 ends
>see a souped mancubus type with two attacks and one>get distracted by exploding droids
>turn back
>the fat fuck killed himself with his own spray damage
heh

>> No.5419864
File: 498 KB, 3440x1440, 32323.jpg [View same] [iqdb] [saucenao] [google]
5419864

Who is playing Psychophobia in 2019?

>> No.5419870
File: 50 KB, 640x480, Screenshot_Hacx_20190307_223524.png [View same] [iqdb] [saucenao] [google]
5419870

no gonna lie guys i like this tc

>> No.5419878
File: 41 KB, 435x500, 15519889545740.jpg [View same] [iqdb] [saucenao] [google]
5419878

>>5419864

>> No.5419880

>>5419864
>both models and sprites

>>5419870
you should, it's good, even if a lot of the actual map design is eh

>> No.5419886

I'll love a way to play quake maps in quakespasm but with doom monsters. Or that gzdoom can play quake maps with doom monsters. I KNOW that will be created eventually. Crossovers between every doom/quake/blood/duke maps and monsters... I will wait patiently...

>> No.5419892
File: 2.27 MB, 512x384, Hideous Destructor TNT fun times.webm [View same] [iqdb] [saucenao] [google]
5419892

They're all kinda cute when they're not trying to chew your head off.

>> No.5419895

>>5419886
shit idea. fuck you

>> No.5419897

>>5419886
GZDoom doesn't support lightmaps. Quake maps will look like shit in it.

>> No.5419898

>>5419846
>fagola: wtf you didn't make those sprites so you're banned and we'll report any mirror for your mods so no one can fucking play it
Gratz, ur a piece of shit

>> No.5419906

>>5419846
>>5419618
Both of you are assuming that using commercial assets in a mod = not crediting them / claiming they're original. Why? Nobody implied that's what they wanted to do.

>> No.5419913

>>5419906
Practically every big mod has commercial assets from somewhere, using what is to hand and crediting it has been the accepted practice for two and a half decades.

Then Ion Maiden came along, people started using that out of place shotgun as a grenade launcher and the ZDoom forum moderator asshats had a moral crisis, wanted to police it all and only after being shat all over for it did they rework it into a protection clique.

>> No.5419915

>>5419892
at the 10 second mark
> sir i need to ask you to leave

>> No.5419918

>>5418480
A E S T H E T I C

>> No.5419930

>>5419878
>when one of your Lost Souls makes Doomguy blow himself up with the rocket he just fired at you

>> No.5419934

>>5419930
#justdoomerthings

>> No.5419945

>>5419895
well that escalated quickly.

>> No.5419983
File: 757 KB, 1920x1080, Screenshot_Doom_20190308_041724.png [View same] [iqdb] [saucenao] [google]
5419983

Why does this happen, and how do I fix it? Tried several GZDoom versions and this sky is broken in all of them. All other skies look fine. This is Eviternity Chapter II sky.

>> No.5420002
File: 213 KB, 479x335, 1551841478316.png [View same] [iqdb] [saucenao] [google]
5420002

Tfw no Moon Man monsters only mod.

>> No.5420035

>>5418480
What did yo think of E3M14?

>> No.5420124

>>5420035
Slaughtershit/10

>> No.5420147

>>5419983
Isn't there a GZDoom setting regarding skybox appearance?

>> No.5420164

New thread.

>>5420162
>>5420162
>>5420162

>> No.5420503

>>5419535
>typical russian vasyan shit.
Vi prosto nenavidite vse russkoe

>> No.5420540

>>5419892
> 17-19 sec
It looks like that brown pinky is going into the big pinkys mouth

>> No.5420630

>>5418745
Daikatana much?

>> No.5420751

>>5419892
Are they high or what?

>> No.5420763

>>5420751
In Hideous Destructor, under some circumstances, it's possible to for an enemy to resurrect as a friendly.