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/vr/ - Retro Games


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5873871 No.5873871 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5867539

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/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 (>6 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 Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=17fEEr969NzxgqPBVl0M0stXZxTjegRbZ


Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

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
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.5873873

=== ONGOING ===

/vr/ Heretic Mapping Project
-Currently looking for mappers, testers, and anyone else who can help.
-Project Discord server: https://discord.gg/BBPnHM8

H.U.H. - /vr/ Quake Mapping Project
-Current release, final unless bugs are spotted
-https://mega.nz/#!znJVlAiJ!CfsIcjb1Z_hDcesCaUKOkCcRJlgUhLmf49T6RVYCbUU

=== NEWS ===

[9-9]ZeroMaster completed MAP07 of Plutonia on UV Pacifist.
https://www.youtube.com/watch?v=9MnFyHjgJgk

[9-5] Could You Would You in a Box released
https://www.dropbox.com/s/yh5xig7vrvobnqh/Could%20You%20Would%20You%20In%20A%20Box.zip?dl=1

[9-3] Doom4 Vanilla updated to 1.1, MS-DOS version released
https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-new-v11-ms-dos-edition/

[9-1] Colorful Hell update
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1117225#p1117225

[9-1] Doom 4 Vanilla released.
https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-dehacked-project/

[9-1] OTEX, a resource of textures and flats released
https://www.doomworld.com/forum/topic/103426-otex-texture-set-%E2%80%93-update-version-10-released/

[9-1] Fraggle's 'Miniwad' released
https://www.doomworld.com/forum/topic/108721-miniwadwad-a-minimalist-iwad

[8-29] Joe Rogan interviews John Carmack
https://youtu.be/udlMSe5-zP8

[8-27] Anon releases his unfinished project, free for cannibalizing
https://gofile.io/?c=7iv0Zp

[8-26] Ion Fury devs claim upcoming patch is not censoring content
https://steamcommunity.com/games/562860/announcements/detail/1616150570017627014

[8-25] Final Doomer 3.1 releases with Hellbound, Alien Vendetta, and Whitemare-themed weapon sets
https://forum.zdoom.org/viewtopic.php?f=43&t=55061

[8-23] Paradise v2 final version out
https://www.doomworld.com/forum/topic/106058-paradise-v2-final-version-8222019/

=== PREVIOUS ===

https://pastebin.com/5PFid2h3

== PROTIP ==

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

>> No.5873901

>>5873871
I actually had a dream where part of it involved talk about how Blood 2 could have been good had Warner Bros. not interfered too much. We could have had a good canon sequel to Blood 1997.
If only...

>> No.5873950

>>5873901
Blood 2 would have been good if they didnt demand the game in the first place and they made it later on their own terms.
Imagine if it came out in in the mid 2000s on Lithtech Jupiter or Jupiter EX.

>> No.5873954

Are there any decent machinima made in retro FPS?

>> No.5873959

>>5873901
>>5873950
If you guys say so, I still think Blood 2 looks thoroughly bad even on the conceptual level. I really hate all the story ideas and the change in setting and what not.

>> No.5873964

Just curious, why aren't we talking about Doom 64 confirmed for Switch? Are we just waiting for it to actually release to put it in the news?

>> No.5873970

>>5873959
Blood 2 is bad on the conceptual level because they barely had time to make a concept and didnt have time to even put half of it in the game.
http://www.blood-wiki.org/index.php/Development_of_Blood_II#Production

>> No.5873974

>>5873970
There is something disgusting about the engine, I even knew back then, made Shogo barely playable as well. But the jokes and anime love triangle kept me going.

>> No.5873981

>>5873974
Early Lithtech was janky, but we clearly saw that it got better. If Blood II was made by a Monololith more experienced with "3D" FPS in a more refined engine it'd be as great as FEAR.

>> No.5873986

Am I just seeing things or did something happen that made newfags flood /vr/? Almost every thread has a higher quota than usual today.

>> No.5874031

>>5873986
I haven't notice anything, I think you're just paranoid.

>> No.5874036
File: 18 KB, 470x480, riker.jpg [View same] [iqdb] [saucenao] [google]
5874036

>>5873970
http://www.blood-wiki.org/index.php/Blood_II:_The_Chosen#Release_and_Critical_Reception
>"Blood 2 worked, and most people could play through the entire game and have a good time. PCGamer gave Blood 2 an 80%, which isn't too bad. Blood 2 had some bugs, but it was definitely playable by most people, it's just that over time some exaggeration by a minority of hardcore gamers on various websites have exacerbated the perception of Blood 2's problems - which understandably has lost Monolith some gamer confidence." - Jason Hall, July 10, 2000

>> No.5874046

>>5874036
>it's just that over time some exaggeration by a minority of hardcore gamers
major cope, jason.

>> No.5874064

On a recent Vinny stream he played a Pokemon Doom mod which let you catch the demons and send them out against other demons. I think it was Pokemon Doom: Titanium, but the mod is 8 years old, and the one place it was uploaded (dropbox) is dead, as is the developer.
Does anyone have a copy of the wads for this mod?

>> No.5874119

>>5873873
MARVELLER'S CHANNEL IS GONE
HAS ANYONE MADE BACK UPS OF HIS VIDEOS ABOUT OLD FPS MODS?

>> No.5874121

Why does Unreal feel so terrible?

>> No.5874149

https://youtu.be/z_hRWybd1nI

A video showing some of the leaked beta stuff from Doom 2's development.

>> No.5874154
File: 65 KB, 640x295, magazine.jpg [View same] [iqdb] [saucenao] [google]
5874154

>>5873873
Just a heads up, you don't need to replace the old news archive unless the oldest pieces in the current news post are about to be bumped off. That's when I usually update mine anyway.

>> No.5874160

Quake still is terrible.

>> No.5874206
File: 726 KB, 960x537, keyboard.png [View same] [iqdb] [saucenao] [google]
5874206

>download temple of the lizard men
>"hey, this is pretty cool"
>that helicopter level

>> No.5874210

>>5874160
Yeah, it's real terrible on the competition, still today there are games which can't hope to match its great singleplayer campaigns and timeless multiplayer gameplay.

>> No.5874220

>>5874119
WHAT!!!!???

HOLY FUCK IT'S GONE!!!

>> No.5874238

>>5873954
Wasnt there a Quake camper one?

>> No.5874262

>>5874119
>>5874220
Who the fuck is Marveller

>> No.5874374
File: 19 KB, 261x215, 1568077665739.png [View same] [iqdb] [saucenao] [google]
5874374

>"Quake still is terrible."

>> No.5874380

I don't understand Romero's intention for his secret level in SIGIL (E5M9: Realm of Iblis)

Like...
>Here, fight a cyberdemon with 60 cells. What do you mean that's not enough? You can just shotgun him/chaingun him to death for 5 minutes bro. What's the deal?
>Fine. I'll put more cells and a rocket launcher right behind the cyberdemon. Lol. Aren't I clever?
>Yeah there'll be a secret by that final castle. You gotta shoot the eye. And when you get down there guess what you get. Light Amp! Thought you'd get a soulsphere? a BFG? no! You get a light amp! Haha!

>> No.5874391

I'm not sure how to search for this or where else to turn. I want to turn off that idiotic screen tilting that happens while strafing in Quake. I've turned off headbob with that console command, but everything I've turned up so far to disable that tilting also permanently disables mouselook. Can someone help a motion sickness prone man play a 23 year old game?

>> No.5874394

>>5874391
cl_rollangle 0

>> No.5874395

>have enjoyed Shadow Warrior Classic Redux for multiple playthroughs and recommended it as the best SW port
>suddenly starts crashing frequently
>now cant exit the map in my save without it crashing
Well shit. eSW32 when?

>> No.5874396

>>5874394
Thank you. I'd actually just managed to find it myself on google as you posted that, but I'm going to post a complete sentence for idiots such as myself to stumble across in future search engines.

cl_rollangle 0 is the command to stop the screen from tilting while strafing in Quake

>> No.5874398

>>5874396
>cl_rollangle 0 is the command to stop the screen from tilting while strafing in Quake
I come from the future. Thank you based anon for posting this easily Googleable phrase.

>> No.5874406

>>5874398
I figure if I'm a shmuck googling this shit here and now, who's to say there won't be a shmuck googling this shit at a later date? Provided /vr/ even has its own archive. To be honest, I don't know. I respect this board too much to fuck with it under normal circumstances.

>> No.5874408

>>5874406
I wasn't being ironic or anything, I think it's genuinely useful to have that phrase floating around in the archives for posterity

Now go forth and HUH, my man

>> No.5874409

> doom was a raycaster

this shit triggers me

>> No.5874435

>>5874408
Fucking hell, this is so much harder than Doom was. Any getting good advice to offer? I've forgotten the name of those enemies which pounce you, but they're feeding me my own balls.

>> No.5874439

>>5874380
romero is shit, don't forget it.

>> No.5874454

>>5874380
The cyberdemon encounter is a puzzle. You have to make the shotgun zombies infight with the pinkies, then do the whole castle without waking up the cybie.

>> No.5874460

>>5874454
is that even possible

>> No.5874463

>>5874460
Yes. I did it that way.

>> No.5874465

>bethesda finally gets someone to make the little doomguy figures from 4
>3 years later, as soon as the design is going to be out of date

>> No.5874473

>>5873873
>ZeroMaster completed MAP07 of Plutonia on UV Pacifist.
I think its funny that despite being a dead simple clone, the Arachnotrons are purely optional.

>> No.5874487

>>5873964
It's just the Kex port.

>> No.5874529
File: 867 KB, 1360x768, 2019-09-11 00_19_51-Shadow Warrior.png [View same] [iqdb] [saucenao] [google]
5874529

Found another cool Shadow Warrior usermap. That is a slightly difficult feat because AFAIK there isn't a centralized place to find reviews/screenshots of them.
00wang.map. Very nice level design, with intuitive progression plus various shortcuts and cool secrets all over the place. The texturing & lighting are good, and there's a fair amount of of room-over-room usage. You get plenty of explosive weapons to play with, plus various barrels littered around. Very fun.

>> No.5874572

>>5874465
pretty sure those have been around since at least two years ago

>> No.5874582
File: 4 KB, 96x120, do you read sutter cane.png [View same] [iqdb] [saucenao] [google]
5874582

>silence
>the church
>it's empty
>torches casting light
>the podium
>you find the book
>The New Bible
>the music kicks in https://youtu.be/gjJ_uFz-Z9g
>here they come

>> No.5874650
File: 721 KB, 1632x2049, EEI8cYDUUAAmtDQ.jpg [View same] [iqdb] [saucenao] [google]
5874650

>>5874460
Yes, I did it by mistake

>> No.5874686

So, I recently found out about the Extra Crispy mod for Blood 2, that apparently fixes a lot of shit. Has anyone used it to know if it's any good? I know Blood 2 won't ever be GREAT, but if it could fix a lot of the balance and gameplay issues, it might make it at least worth playing.

>> No.5874693

>>5874686
No. Leave a report on my desk before you go home tonight.

>> No.5874695

>>5874036
There's also a fact that enemy ai/aiming/damage is tied to FPS and if you dont limit it to 60 you gonna have really bad time

>> No.5874696

>>5874154
I don't know how that thing usually done. The only other time I made a new thread was a few years or so back when there was a grand debate on how to make new threads and in the end nobody fucking did and we had to go without a general for some time

IIRC it was a bit simpler back then

>> No.5874705

I feel super dumb for not trying out vulkan earlier.

>> No.5874714

I never played Doom (not as in, never ever picked it up and played a round, but never played through the single player or spent much time playing it in multiplayer). The only shooting games I ever played much were Goldeneye and Halo 3, and they were basically just because my friends played them. Is it worth it for me to go back and play Doom? If so, which one?

>> No.5874715

>>5874714
>shitineye and gaylo
it may already be too late for you, but just play the original Doom and if you like it you can go from there.

>> No.5874718

I'm finally done with Sigil pistolstart run. Time to beat my head against the third episide of Scythe again.

>> No.5874724

>>5874705
Oh, it doesn't crash with mods anymore. Final Doomer + shaders seem to work. Nice.

>> No.5874729

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

>> No.5874732

>>5874715
Yeah I never said they were good, just that I played them when they were out because that's what my friends played, and that's what you do with multiplayer games. What version of the original Doom is best?

>> No.5874748

https://www.youtube.com/watch?v=rNlgRaGfSo4

>> No.5874756
File: 1.91 MB, 2560x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
5874756

>>5873873
Hey friends, I just finished HUH. Congrats to everyone who made a map for it! Here's my playlist of individual blind playthroughs with my commentary.

https://www.youtube.com/playlist?list=PL02raekz5HSFMOt45Ovmdg9syx95yZ8OP

>> No.5874792

>>5874732
Just play something if you want to play something. Damn.

>> No.5874816

>>5874732
>What version of the original Doom is best
Play DOS version on the original DOS PC that was assembled before 1996.

But seriously, if you want super-vanilla as-it-was-back-then experience, use Chocolate Doom
Slightly less chunky vanilla -as-it-was-on-Win95 (Doom95) - use Crispy Doom, double resolution, uncapped framerate
If you just want Doom with high resolution and smooth framerate - prBoom+/glBoom+ (just don't forget to set texture filtering to nearest filter, mipmap linear)
If you want mods and loads of options that might look better to you but are not vanilla - use GZDoom. Filtering advice still applies.
If you want multiplayer use Zandronum.

All ports initial setup is as easy as extracting the port, and then dropping DOOM.WAD into the same directory. All of this shit and downloads you could easily find in the OP if you actually went there and read it.

>> No.5874880

>>5874816
>just don't forget to set texture filtering to nearest filter, mipmap linear
holy shit, i feel genuinely retarded that i didn't know this. you've just improved my GZDoom experience so much. thank you baste anon.
by the way, what's the difference between linear mipmap and just no filtering at all? just curious

>> No.5874881

When is Doom 2 supposed to be shit again?
Because right now I enjoy it more than most of D1

>> No.5874882

>>5874409
It isn't a raycaster, but the way that visplanes are drawn kinda resembles it, even though the complete process, with the BSP trees and all, is more complex.

>> No.5874897

>>5874380
It's a userwad tier level for sure.

>> No.5874898

>>5874881
It's a subjective thing, but a lot of people will say it has a strong first third and then loses steam kind of abruptly, but there's still a bunch of good maps later.

Some people hate Tricks & Traps, I think it's excellent, some people hate Refueling Base, but not me. Everyone loves Donut Of Death, including me, but the following map, The Factory, is one of my least favorite maps and kills my enjoyment the most.
I want to say that the first 11 maps are the most consistently good, and then the remaining 22 maps are all uneven in quality, you can go from two mediocre maps, then one great one, and then immediately a shit one.
I think there's more good and decent maps than there are weak and shit ones, for what it's worth, and some of the best maps in Doom 2 are in the last third.

>> No.5874938

>>5874064
https://www.youtube.com/watch?v=1OV3SQ_6DhE
https://doomwiki.org/wiki/Kate_Fox
Damn, the creator of this mod passed away a couple years ago.

>> No.5874947

How much did Ion "Fury" cost to make?

>> No.5874956

>>5874882
Aren't the visplanes drawn by stepping through them, one constant-depth horizontal line at a time? I don't see how that's similar to raycasting

>> No.5874963

>>5874947
10000$ to trannies, 500$ to voice actors.

>> No.5875018
File: 1.93 MB, 640x480, duke nukem 3d drawing frames.webm [View same] [iqdb] [saucenao] [google]
5875018

>>5874956
I meant more how it does this.
This is Duke Nukem 3D, but it draws in a similar manner.

There's animations of how Doom does it too, but I can't find it in my folders.

>> No.5875041

>>5875018
I still don't understand how ray casting works in general. Obviously it's not the same as ray tracing, but are they similar at all somehow?

>> No.5875057

Uhh Trenchbroom problem here, i was trying to do a damagin floor untill i had an issue that turned all the elements into hurting floors so i've tried rewriting them back on bein Worldspawn but now the map won't compile

>> No.5875062

>>5874898
That explain a few things. THanks, I'll brace myself for the shit maps

>> No.5875064
File: 933 KB, 917x481, file.png [View same] [iqdb] [saucenao] [google]
5875064

>>5875057
here is a screenshot if that can help

>> No.5875120
File: 404 KB, 1280x640, Anisotropy.png [View same] [iqdb] [saucenao] [google]
5875120

>>5874880
>>5874880
Here's a comparison gallery I made a while back, and no one uses it
https://imgur.com/a/H7uNE

Also every single one of these threads we have posts about filters and how to disable them.

When you have a distant texture on your screen, it is represented by less pixels than there are in the texture.
This causes several pixels of texture (texels) to be represented by a single pixel on your screen.
If you have no filters, then a random texel is selected and with high contrast texture this results in shimmer since the tiniest of movements will cause that choice to shift to a different pixel.
This results in a lot of uncomfortable shimmering on the distant textures, and loss of detail as well since textures turn into mess of random pixels.

In ye olde times low resolutions made pixels constantly shift as you move anyway, so the issue was masked. But if you play at a res higher than 320x240, it begins to show itself.

Mipmapping downscales textures that are shown at the distance preemptively, reducing the choices the algorithm has when deciding on what pixel to show, which results in: 1) Less/no shimmer. 2) Slightly faster drawing since GPU has to operate with lower res textures and 3) Slightly more memory useage to store mipmaps.

Anisotropy is a kind of extra mipmapping that introduces several extra vertical and horizontal downscale slices with shifted perspectives, to display when the texture is shown at high angle to improve the visual clarity. This eats more at the memory, but improves the visual quality considerably. On any system released in the past ~16 years the memory and performance loss is completely neglegible since hardware got optimised to use this technique. In 99.9% cases there is no reason to NOT use x16 Anisotropy.
Anisotropy is a mipmapping technique and will not work if mipmapping is disabled.

Picrelated is a comparison to show what anisotropy does to walls/floors when mipmapping is used.
(cont)

>> No.5875126
File: 2.48 MB, 1280x2640, Crop comparison.png [View same] [iqdb] [saucenao] [google]
5875126

>>5875120
(cont)
Linear->Bilinear->trilinear filters use increasing amount of samples. Less samples preserves more details for low-res content, where details can be as small as a a group of a few pixels, while more samples results in better image for highres textures.
Filters generate mipmaps as a side effect on their own, but they are incredibly shitty and blurry, since the amount of mips is low.
Separate mipmap pass is always preferred.
Nearest mipmap filter is shit as it essentially represents a detail on the texuture with a random pixel form that detail regardless of how it will look.
Linear mipmap represent the detail on a texture by merging the colors of surrounding piels that were omitted, but does not do any additional blurring thus preserving most of the detail.
Bilinear mipmaps and filter are shit all around the board.
Trilinear mipmaps use more samples, and result in better quality on high-res textures, but a bit blurrier than linear on low-res textures.

The galery linked above shows comparison of the full screenshots, but here's a cropped variant. As you can see Linear mipmaps + x16 anisotropy produces the best results. with sharper textures in the middle range and benefits of anisotropy resulting in no shimmer and preservation of distant detail, while trilinear starts to blur things too much at the mid-range.

>> No.5875129
File: 474 KB, 1280x640, more comparison.png [View same] [iqdb] [saucenao] [google]
5875129

>>5875126
>>5874880

>> No.5875137
File: 1.21 MB, 1280x720, NoFilter-linear_mipmap_x16-ani.png [View same] [iqdb] [saucenao] [google]
5875137

>>5875120
>>5875126
>>5875129
note that using filtered mipmaps without actual filter will NOT blur the textures that are in close-mid range. Those remain as sharp as ever.

>> No.5875161

>>5873871
Duke 3D and Blood But you play as either Homer Simspon or Mcbain.

>> No.5875163

>>5874695
WB should have given Monolith more time to work on the Characters and the Frames per Second.

>> No.5875167

>>5874938
>I think Kate is just busy and didn't pass away. I hope this gives some hope to people. I read through the detailed reports of the apparent Snow Fox death, and they mention numerous times throughout the report that a MALE body was found. This death is not Kate's.
S-should we tell him?

>> No.5875168

>>5874695
>>5875163
That's a general LithTech engine issue which was not sorted out during its whole lifetime.
In fact, in original Blood, damage of choking hands and your ability to take them off is also tied to FPS, resulting in instant death when played through Dosbox on high end machines.

>> No.5875170

>>5875161
Redneck Rampage but you play as Farmer 1 and 2

>> No.5875179

>>5875168
They fixed it by FEAR. Every Lithtech game before except Alien Vs Predator needs to be capped at 60 FPS.

>> No.5875187

>>5875179
This may sound weird, but my love for AVP1999 is not only the great tense gameplay and respect for the alien franchise etc. But it was the game that actually taught me how to play fps decently.

I was not big into lan multiplayer until a bit later and games like Quake, HL Thief etc I played in a very timid way, absorbing shit you know, I was a big adventure game player. But those fucking aliens taught me how to fucking control my pulse and aim shoot and just fucking run.

>> No.5875190

>>5874119
what happened?, i used to watch his stuff

>> No.5875208

>>5875064
It would probably be more helpful to look at or post the compilers' logs.

>> No.5875209

>>5874714
The only proper way to play vanilla Doom is with no freelook and there's no reason to play a game with no freelook. Play Quake or a Build engine game instead.

>> No.5875210

>>5875018
The floors are drawn in constant depth horizontal lines, and the walls in constant depth vertical lines.
Yes I guess if you conflate constant depth vertical lines with raycasting like in Wolfenstein 3d, sure, but you don't need to cast rays to do that, and raycasting can use different methods to draw (e.g. One raycast per pixel instead of one per pixel column)

>>5875041
Calculate the line equation for a region of the output image (some examples a pixel, rectangle, pixel column), then you use this line equation to check for collisions against surfaces. Once you find a collision, draw the surface in the selected screen-space region (Wolfenstein 3d used pixel columns), or if there was no collision you could draw a background graphic.

Raycasting tends to work well with simple map geometry, but doesn't scale when maps become more complex as you end up having to do many redundant collision checks against the same surfaces.

>> No.5875221
File: 155 KB, 586x421, Untitled.jpg [View same] [iqdb] [saucenao] [google]
5875221

What could he be referring to?

>> No.5875230

>>5875221
>it's blood for some reason

>> No.5875241

>>5875221
Redneck Rampage, Tekwar, Witchaven, Powerslave, Turok.

>> No.5875242

Everyone says that Doom 1 had the best level design, but some of it is still really shit. I don't know how anyone can defend E3M2.

>> No.5875246

>>5875221
Probably some Randy bullshit

>> No.5875248

>>5875221
Borderlands faggotry

>> No.5875249

>>5875221
Dangerous Dave, Bio Menace.

>> No.5875253
File: 385 KB, 492x676, dookie.png [View same] [iqdb] [saucenao] [google]
5875253

Douk is dookie

https://www.youtube.com/watch?v=krPH0cWIP5U

>> No.5875254

>>5875248
>borderlands
>mid 90s comeback

>> No.5875256

>>5875221
In all seriousness, it's prolly Quake. AFAIK Duke and Quake were two of the biggest FPS games of the mid 90s, specifically 96 when they both came out.

>> No.5875258

>>5875221
Catacomb 3d, Hovertank.

>> No.5875261

>>5875221
Pipes.

>> No.5875262

>>5875254
Oh right I just skimmed the post. It's requiem avenging angel then.

>> No.5875263

>>5875221
>>5875248
>>5875254
Turderlands comes out this week
I'm gonna pirate it

>> No.5875264
File: 1.10 MB, 1366x768, Screenshot (160).png [View same] [iqdb] [saucenao] [google]
5875264

>>5873871
Pic related happened when I tried to load JFBuild. The error message says it couldn't find a tables.ini file.

>> No.5875265

>>5875126
>>5875129
>>5875137
Thank you, this was pretty helpful even though I'm a tech brainlet

>> No.5875267

>>5875256
DAMN THOSE ANCIENT ALIEN BASTARDS ARE GOING TO PAY FOR SHOOTIN UP MY SLIPGATE

>> No.5875268

>>5875264
I don't think there's a GRP file in your dir.

>> No.5875269

>>5875264
It sure does.

>> No.5875270

>>5875264
*tables.DAT

>> No.5875271

>>5875267
Imagine Douk going HUH

>> No.5875272

ILLEGAL aliens

>> No.5875275

>>5875263
Why would you waste your own time with kusoge?

>> No.5875278

>>5875221
>Voidpoint does Dunkan Nunkan 3D 2 The Sequelening

>> No.5875279

>>5875253
https://www.youtube.com/watch?v=eckoYQqdk28

>> No.5875290

>>5875275
I actually liked the first and second one, as I guess I am one of those 5% of the people who are able to completely ignore the shitty plot/dialogues/flavour in a game and play it purely for the gameplay.
I didnt grind out over 50 levels, as scaling breaks there and developers admitted it themselves, but shit eaters begged them for level increase anyway and so they did it.
There's community patch that's supposed to help with scaling issues, but I played the game just when GOTY with all the DLCs came out so I didn't use it and don't feel like replaying it again (I did play through it 6 times with all 6 heroes leveling them up to about 50)
I'd actually like to see how BDL turns out without influence of Burch.

>> No.5875306
File: 1.06 MB, 1366x768, Screenshot (161).png [View same] [iqdb] [saucenao] [google]
5875306

>>5875264
Never mind I got it to work via adding the proper files.

>> No.5875309

>>5875242
Out of all the shitty E3 you choose to shit on M2 in particular?

>> No.5875312

>>5875256
Nigga are you fucking serious? You think there's gonna be a new SP Quake project surprise announced with Duke Nukem voicing Ranger? That makes no fucking sense. Ranger is a silent protag for one thing. And they wouldn't call it a "comeback", since Quake Champions exists.
>>5875278
Apparently 3DR has reached out to Gearbox multiple times to be able to use Duke Nukem (perhaps to have a cameo or role in IF), but they said no.
>>5875264
Isnt Mapster32 more modern/better?

>> No.5875317

>>5875221
So we're finally getting Sin Emergence Episode 2.

>> No.5875318

>>5875312
>Apparently 3DR has reached out to Gearbox multiple times to be able to use Duke Nukem (perhaps to have a cameo or role in IF), but they said no.
Instead of saying bazinga he would say he wants to transition.

>> No.5875330

>>5875317
This makes the most sense

>> No.5875332

>>5875221
Kingpin 2.

>> No.5875339

>>5875221
Chex Quest came out in 96 and it is getting a remake.

>> No.5875341

>>5875041
Raytracing and raycasting are two completely different things.

>> No.5875343

>>5875312
Well maybe Randy "That Fucking Bastard" Pitchford finally got on the retro revival bandwagon after he's seen various successes.
He'll just embezzle as much as he can of course and leave the project to die as an empty shell.

>> No.5875359

>>5875290
the games are most fun when you disable the scaling completely, something you can do easily enough by modifying the community patch (or reborn mod)

sage for not retro

>> No.5875384

>>5875221
https://www.youtube.com/watch?v=kdyavnsGVSk

>> No.5875391

is there a way to make the ioquake3's config.cfg stay in baseq3 instead of going to appdata?

>> No.5875420

>>5875384
>muuuuh GRAPHIX!!
This era was total shit.

>> No.5875440

>>5874238
diary of a camper literally made machinima

>> No.5875443

Everyone's already forgotten about Ion Fury huh?

>> No.5875457

>>5875443
Its pretty but there is nothing to talk. No one is interesting in the game from enemies to the antagonist to Shelly herself.

Good job you made a safe game.

>> No.5875459

>>5875420
That was the era when graphics were advancing at incredible pace, so staying on top of the game and developing technology that would become accepted by the industry was a major priority for many developers.

>>5875443
It's only barely related to retro.
Plus the gameplay is medocre.
Amid Evil is better.

>> No.5875464
File: 738 KB, 1440x1557, 1566063545354.png [View same] [iqdb] [saucenao] [google]
5875464

>>5875256
>In all seriousness, it's prolly Quake

>> No.5875467

>>5875443
Tranny debacle destroyed the game.

>> No.5875479
File: 96 KB, 640x816, kph6eq5qaf131.jpg [View same] [iqdb] [saucenao] [google]
5875479

>>5875443
Everyone interested has assumably finished the game by now, and there's no multiplayer or usermaps yet, so there's not too much to talk about.

>> No.5875491
File: 83 KB, 512x512, Hgrunt_alpha01.png [View same] [iqdb] [saucenao] [google]
5875491

>HL Grunts have proper m16 in Alpha
>changed to MP5 with grenade launcher in release

>> No.5875513

>>5875057
quake doesn't have damaging floors

>> No.5875514

Did the anon working on the Alf Life damage mod cook something up after all? I haven't been following?

The one that said they wanted to make human enemies less bullet spongey.

>> No.5875518

>>5875513
>lava

>> No.5875519

>>5875518
yeah that's not a floor, given you can swim in it

>> No.5875527

>>5875491
It doesn't make any sense, it has never made any sense, and they made the same mistake in HL2 with the stupid fucking SMG design because gaben fondling his nipples is more important than coming up with something sensible.

>> No.5875534

Speaking of it.
Just finished Quake 4. Finally.
I dismissed it back then. Its...

Alright.

Yeah the strogification scene is cool.

>> No.5875540

>>5875527
You could actually explain why shotgun has double shot, it shoots two rounds very fast like G-11.

>> No.5875545

>>5875527
I mean, Half-Life never really billed itself as a realistic tactical shooter, and in fact has some pretty cartoony elements to it here and there, I think the lack of realism is excusable.

>> No.5875546

>>5875527
>and they made the same mistake in HL2 with the stupid fucking SMG
Because they used OICW in Alpha, again a proper rifle instead of smg.

>> No.5875547
File: 163 KB, 653x905, 1564513864509.jpg [View same] [iqdb] [saucenao] [google]
5875547

>>5875534
Yep. Definitely one of the better fps of the era, but still just kinda meh. The squad stuff and sluggish movement for the entire first half of the game really hurts the overall experience.

>> No.5875552

>>5875459
The desire to stay on top of the game in graphics over gameplay experiences is what caused messes like Duke Nukem Forever

>> No.5875553

>>5875534
i've only played through it twice
hardest difficulty on both times
suprisingly fun bunnyhopping and strafejumping around while avoiding pretty much all damage until you stop and get shredded
or a berserker comes and smacks from full health and armor down to 20hp

>> No.5875554

>>5875547
It's very meh but still playable. Jank but cool tank scene.

>> No.5875556

>>5875554
Yeah, the good parts were good at least.

>> No.5875560

>>5875556
Machine gun feels meaty.

>> No.5875562
File: 37 KB, 500x507, IMG_20190531_114918.jpg [View same] [iqdb] [saucenao] [google]
5875562

I liked Q4 better than D3 when I tried both out back in the day.

>> No.5875573

>>5875545
It sort clashes with the overall believability they were going in both games.
But yes its comic logic.

I like both Mp5 and M16.

>> No.5875575

https://combineoverwiki.net/wiki/It%27s_a_Wonderful_Half-Life
>Author Michael Houston was invited to Valve to create an issue of his Dank and Scud series based on Half-Life before the game's release.The comic was built using early versions of the game content, highlighting a number of models and environments in their pre-release state.

>> No.5875576

Still no forest/swamp wad?
Should I keep playing Serious Sam 2's deadwood map and pretend it's good?

>> No.5875580

>>5875562
Me as well NOW in 2019. Doom was a going for SS2 horror game could be amazi9ng, but they didn't go all the way.

Would be a cool twist side story for doom to make it a survival horror game.

>> No.5875581

>>5875545
>>5875573

In fact I forgot the beta alpha version were really even more goofy comic book. With a sarge like minigun character.

>> No.5875598

>>5875443
The game should have been more brutal.
Hate it all you want but today that's what most people who aren't /vr/core expect out of a new "retro" game and IF doesn't fit the bill. And regardless of the brutal stuff, I think the gameplay did an amazing job at ignoring important core gameplay evolution the genre enjoyed since Duke yet still managed to add the shit stuff nobody wanted like markers or reloads.

Wrath will do much better

>> No.5875604

>>5875562
it's quite literally Doom 3: Quake 2 edition

i like upgrades given at certain specific points of the game
doesn't let old, weaker weapons become useless and prevents the "max out the best weapon you have and ditch the rest" approach that usually happens when upgrade decisions are given for the player
the nailgun remains my favourite weapon from the sheer upgrades it gets
> high damage homing projectile machinegun with a scope and triple magazine
i also like the sound it makes

>> No.5875640

Are there any good maps from Duke or Blood that are based on the movie Aliens (1986)? Thinking of making a level based on it. I only found a couple examples on youtube.

>> No.5875646

https://www.youtube.com/watch?v=3mFr7QX9oUQ
Is this an actual song in Doom RPG?

>> No.5875654

>>5875573
>>5875527
It's not that sort of game, but lets analyze the Mp5/AR15 thing further:

>shares ammo with a Glock 17/Beretta M9
>this makes sense for the MP5, these guns all shoot 9mm Luger, however...
>MP5 does less damage than the pistols, despite having a longer barrel
>MP5 is far less accurate than the pistols, despite having a far more accurate action with a fixed barrel, and being a weapon with a stock you can shoulder and a forward point of contact to grip, which would make it far easier to aim than any pistol, and far easier to control in rapid fire and full-auto (on top of the inherent higher weight of the gun, and the added weight of the 40mm grenade launcher)
>the MP5 appears to have some kind of integrated silencer, like on the MP5SD models, but the gun isn't remotely suppressed
>HD pack turns this weapon into a Colt Model 733 with a M203
>which still shares ammo with a 9mm pistol
>and which still would be more powerful
>and would still be inherently more accurate and easy to shoot and control

>> No.5875668

>>5875646
No, this is the Kirby 64 final boss theme.

>> No.5875683

>>5875654
Would make sense people say all the time military forces would go with a sleek easy to control mp5 to kill the scientists. But didnt they knew about the aliens while being briefed on site?
They brought fucking tanks so a bigger cartridge would be better or make sense.

In the end the best compromise would be ninjas and special opfor black forces using the mp5SD and silenced pistols to hunt freeman in certain parts of the story, and the regular soldiers rock the M16 or even something heavier and crazy. Delta Force game had the OICW, it was still not a dead failure at that point it seems.

>> No.5875729

>>5875562
I like Doom 3 better overall, but Quake 4 has some neat moments.

>> No.5875759

>>5875242
they mostly mean the first episode

>> No.5875780
File: 197 KB, 1366x388, babel-m-warning.jpg [View same] [iqdb] [saucenao] [google]
5875780

I'm getting this warning when loading Project Babel's monster only version that an anon posted a couple of threads ago.
Is it anyhting to worry about?

By the way, playing Plutonia w/ Final Doomer and Babel Monsters is fun as fuck.

>> No.5875815

>>5875467
It sold as well as it was ever going to. normies/ mass market don't care about build

>> No.5875828

Is there any way to make a weapon able to activate switches/open doors by hitting them?
Also what would be better for a fist weapon:
Two attack buttons, Fire is left punch, AltFire is right punch, with R/Z being used for a kick
or
One attack button, Fire has a random chance of doing either left attack or right attack, AltFire being used for a kick and R/Z being used for something else

>> No.5875834

>>5875828
Well do you plan on making the left and right punches different? Like will left punches be quick, weak jabs with rights being stronger hooks? You gonna do some sort of combo system? If not, just have fire be random punches and put kicking on altfire.

>> No.5875876

>>5875562
I'd think the same if you didn't have to walk for half the game.

>> No.5875889

>>5875780
It's because they added those warnings in later versions of GZDoom. Earlier ones actually required default values for virtual overrides. Second one sounds like returning super.Tick() in a Tick() override, a thing that some people used to do. Neither are real issues.

>> No.5875896

>>5875339
Is it using a Doom engine?

>> No.5875908

>>5875834
At first I was going for something like the Heavy's fists in TF2. I realized I can have more function if I put both left/right punch on one button, but I like the feel of having control over which fist you punch with even if it doesn't really change anything.

>> No.5875914

>>5875908
I guess my other questions would be: How useful is kicking gonna be, and how elaborate are the altfires for other weapons gonna be?

>> No.5875925
File: 1.38 MB, 1366x768, Screenshot (168).png [View same] [iqdb] [saucenao] [google]
5875925

>>5873871
I'm kind of impressed by the Build test game. You already have access to 2 weapons at the start. and can acquire up to 4 or 5 in total via exploring the maps. I wonder whose voice it is that says "NO!" whenever you lose all your HP and die?

>> No.5875985

>>5875889
That's good to know. Thanks

>> No.5875991 [DELETED] 
File: 195 KB, 796x760, 1568230133048.png [View same] [iqdb] [saucenao] [google]
5875991

Why did he do it bros

>> No.5875993

>>5875925
>tfw always saw the discord logo as a pair of mickey mouse pants but found out the other day it's actually supposed to be a game controller
bit weird innit

>> No.5875994 [DELETED] 

>>5875991
He's seen way too much shit and knows he'll never go home.

>> No.5875998

>>5875993
i thought it was a stylized space invader

>> No.5876008

>>5875914
Kicking is gonna be a little slower, push enemies further away, and have a longer reach than punches
This is just a standalone weapon mod, unless I include it in a pack it's gonna be an addition to the standard doom weaponset that doesn't replace anything

>> No.5876016

>>5876008
Then you might want to keep things really simple and keep it to a primary/altfire thing, it'd be weird as hell to have a single weapon have three different means of attack with everything else being strictly vanilla.

>> No.5876035

>>5875896
No, scratch rebuilt in Unity I think.

>> No.5876052 [DELETED] 

>>5875994
home is a thick lizard lady

>> No.5876114 [DELETED] 

>>5876052
extra thick?

>> No.5876127

Unholy Cathredal is a good stage, I personally love the feeling and the aesthetics of this map, I never understood the hate about it

>> No.5876130

Anybody know if Doom 64 EX has a Smooth Doom equivalent?

>> No.5876142

>>5876130
d64 retribution?

>> No.5876150
File: 80 KB, 1473x811, Lil doomguy 4.jpg [View same] [iqdb] [saucenao] [google]
5876150

>> No.5876151 [DELETED] 

>>5876114
no
just hint of it

>> No.5876156
File: 30 KB, 974x556, monster doodles.png [View same] [iqdb] [saucenao] [google]
5876156

>>5876150
are we sharing doodles now?

>> No.5876157

>>5876142
I didn't realize there were options besides EX, I'll check it out.

>> No.5876165
File: 100 KB, 1142x810, Lil doomguy 3.jpg [View same] [iqdb] [saucenao] [google]
5876165

>>5876156
I hope so.

>> No.5876175

>>5875993
I saw it as either a pic nose or some animal face myself.

>> No.5876176 [DELETED] 

>>5876151
based vanillababy

>> No.5876179
File: 11 KB, 486x594, this set still needs a new name at some point.png [View same] [iqdb] [saucenao] [google]
5876179

>>5876165
Unfortunately that was the most directly doom related doodle I've done in awhile, everything else has been based around my dumb mod OCs

>> No.5876185

>>5876179
what is this based on?

>> No.5876189
File: 1.49 MB, 1885x1826, get doom motherfucker.jpg [View same] [iqdb] [saucenao] [google]
5876189

>>5876185
The helmet? Something a friend drew based on his own intreptation of the helmet in pic related.

>> No.5876192

>>5876189
thought it was based on doom 64

>> No.5876194

>>5876127
This map is ok, I guess.
Not so fun of that teleport puzzle.

>> No.5876196
File: 376 KB, 994x762, 2018-07-25_03.52.21.png [View same] [iqdb] [saucenao] [google]
5876196

>>5876192
I can see it with the antenna, though he said he got marathon vibes from it

>> No.5876210
File: 45 KB, 610x380, df.jpg [View same] [iqdb] [saucenao] [google]
5876210

this game is so good holy shit
quickly becoming my fav DOS-era fps

>> No.5876225

>>5875221
Jon St. Jon is cringe

>> No.5876227

>>5876210
I absolutely love Dark Forces.
I just hope we get a decent sourceport soon enough, cus I can't bring myself to play anything on dos-box anymore.

>> No.5876232
File: 82 KB, 500x705, doom marine.jpg [View same] [iqdb] [saucenao] [google]
5876232

Shit doodle I just made, I was suppose to be working on my article, but I'm such a wreck right now that drawing helps me keep calm.

>> No.5876239
File: 482 KB, 600x450, gzdoom 2019-09-12 04-44-42-17.webm [View same] [iqdb] [saucenao] [google]
5876239

>> No.5876250

>>5876239
>tfw your cacodemon drinks too much apple juice

>> No.5876260
File: 273 KB, 1296x998, DOSBox_RUKknOjW0x.png [View same] [iqdb] [saucenao] [google]
5876260

>>5876210
fix your aspect ratio my man

>> No.5876280

>>5876210
It's really good. Some levels are very meh though, design wise.

>> No.5876303

>>5876225
Your mom is cringe.

>> No.5876306

>>5876225
faggot.

>> No.5876324
File: 1.15 MB, 1200x1778, dhoom 3.jpg [View same] [iqdb] [saucenao] [google]
5876324

I know it's not retro, but what does /vr/ think of Dhoom 3?

>> No.5876336

>>5876324
Too dark

>> No.5876390

>>5876324
criminally underrated because brainlets think Brutal Doom is what Doom was supposed to be from the beginning

now go back to /v/

>> No.5876420

>>5876324
>Chadhoom 3

>> No.5876546

>>5875576
Have you played Grove.wad? Basically a forest.

>> No.5876570

>>5875443
no tits
no redeeming qualities
tranny pandering
easily forgotten

>> No.5876574

>>5875562
I kinda agree. I do think the hell levels of Doom 3 were better than Quake 4, but the early levels really bring it down. Quake 4 was a much more consistently decent experience.

>> No.5876589

>>5876546
I'll try it.

>> No.5876654
File: 124 KB, 393x367, pasqualo banana.png [View same] [iqdb] [saucenao] [google]
5876654

i didn't set up the soundfonts properly while playing DOOM 64 Retribution and i've been playing with beeps and doots for my music

i just thought the soundtrack was shit

currently on altar of pain

>> No.5876663

>>5874529
Thanks for the recommendation anon. Most people here don't seem to like SW I can appreciate it.

>> No.5876721

https://www.youtube.com/watch?v=eFqqsYoT4hk

>> No.5876727
File: 424 KB, 1200x1200, psxmusic.wad.jpg [View same] [iqdb] [saucenao] [google]
5876727

>>5876654
The soundtrack is great for creepy ambient, Aubrey Hodges is a great video game music composer, both the PSX and the N64 soundtracks from Midway are from him and are practically the same but the D64 soundtrack is tracked and with slight differences due to the cartridge limitations, so that's it, if you want to hear it non-tracked try psxmusic.wad in your load.

>> No.5876729

>>5874898
IMO, the early American McGee maps are a bit overrated. They're not bad, but many moments can feel a bit filler-ish to me. Like the final keys in Focus and Waste Tunnels are kinda just there, and don't really amount to anything, for example.

>> No.5876746

>>5876721
Kind of a lazy fuckup way of doing things

>> No.5876779

>>5876016
Alright, I've made two versions of the weapon. The main one will be simple, Fire will have a random chance of doing either left or right punch, while AltFire is the kick. The other is the previous one, like Heavy's fists, and will be extra.
I'm taking another page from TF2, this time crits. The fists have a 1/64 chance of doing a devastating critical attack, signified with a different sound and animation. Same goes for the kick.
I'm still trying to figure out how to make the fists activate switches and stuff when hitting them. I don't even think it's possible, but it would be the last touch I'd like to add to them.

>> No.5876787
File: 430 KB, 1600x2183, 1558731207017.jpg [View same] [iqdb] [saucenao] [google]
5876787

Give it a rest

>> No.5876829

>>5876787
lol

>> No.5876837

>>5876787
>>5876829
In comparison, Memelyneux makes Toddler Coward look like an honest person.

>> No.5876840

>>5873954
There's like 5 minutes of Marathon in an RvB episode, it's the one where Church goes back in time from the explosion

>> No.5876884
File: 199 KB, 1250x421, squotch.jpg [View same] [iqdb] [saucenao] [google]
5876884

>>5876727
Needs more stretching and warping

>> No.5876892

Classic Doom is an inherently 2D game that would be much more conveniently played from 2D perspective. The only, ONLY ways being 3D ever comes into play is when
1) you realize you can't fire predictive shots with weapons 5 and 6, when the enemy is not on the level with you, due to vertical auto-aim not picking them up
2) when auto-aim outright turns off on a certain distance
3) when the difference in height is so large the enemy is either fully above the screen or occluded by the ledge

Oh yeah, and I guess you can duck under projectiles thrown at you at a vertical angle, by running straight at them, sure.

All of those occurrences except the last one are very few and far in between meaning Doom is at least 90% a 2D game with fog of war on anything beyond your current fov.

>> No.5876903

>>5876892
So play Linear Doom.

>> No.5876905

>>5876903
Is that where the game is turned into an overhead map like a 2D shooter

>> No.5876909

>>5876905
No.

>> No.5876920

>>5876390
Always injecting your sperging out over brutal doom. Do you losers ever let up?

>> No.5876924

>>5876920
Maybe don't feed the trolls.

>> No.5876956

>>5876892
those are all made for optimisation's sake
Gameplay uses 3 dimensions
Visuals use 3 dimensions
The game is 3 dimensional
Stop trying to come up with your own definitions and excuses why one of those dimensions shouldn't count

>> No.5876976

>>5876920
Oh hai Mark.

>> No.5876981

>>5874756
Oh good. Couldn't be arsed to play every map myself.

>> No.5876982

>>5874374
I masturbate when I play old shooters and quake II, not one my wang no feel love long time

>> No.5876983

>>5876982
You wank with your feet?

>> No.5877004

>>5875221
Take No Prisoners

>> No.5877045

It's actually astounding how Black Mesa takes Half-life's combat and makes it worse.

>> No.5877057

>>5877045
Black Mesa's combat is taken straight out of Exodus from the Earth, actually. It's a fairly okay game eurojank, by the way (made for completely unprecedented, for Russia, 10 mil dolla, by the way). Horrendously translated though. Original Russian version had a pretty sweet Die Hard 1 vibe to it and its voice-acting, which surely all perished in, well, translation.

>> No.5877059

>>5877057
>Horrendously translated though.
Judging from reviews in English, that is.

>> No.5877064

>>5877045
Everything is comically small and the rocket launcher is godawful.

>> No.5877076

>>5877045
Generally, in what it differs from HL, Black Mesa is a mixture of Exodus' combat and Heart of Darkness' puzzles, the remade visuals and redesigns being a mixture of both, in style. Nu-Xen seems to be a spin on Myst3's Edanna.

HL itself, in what it differs from Quake, is a mixture of AnotherWorld-like progression in FadeToBlack- like environments (even the weapon menu and suite voice were shoplifted from FtB). Also, addons are actually way more novel, in their design sensibilities, from historical perspective, than the main game itself.

>> No.5877080

>>5876892
The Doom being a 2D game meme can be easily disproved just by placing a raised floor between the player and a monster. If it's not a 3D game, why can't you shoot a demon through this obstacle when it's above your eye level, but can shoot it by going up a couple of stairs to an elevated platform in the same room?
tl;dr you're either baiting or a brainlet

>> No.5877082

>>5876727
I've been watching X-Files lately and round about season 3, I started hearing samples I recognized from Aubrey's Doom soundtrack in like, every other episode.

>> No.5877087

>>5877080
Okay, you have a point here.

>> No.5877090

>>5877080
I will add however that I was following the logic of Milo's Plutonia's maps that made you use the fact that rocket splash ignores height difference, by constantly forcing you to fight beyond auto-aim distance. That effect, splash ignoring height, is an explicitly 2D-ish artifact, which only makes sense when you consider the game from overhead perspective.

>> No.5877094

>>5877090
Also, chaingunner/revenant/spiderdemon-fest is there to force you use the cover, specifically intended for that group, thus staying outside of auto-aiming distance for that very group.

>> No.5877101

>>5877094
It is exactly in those doublebind-like situations, that you are meant to blast un-autoaimed rockets at the wall beneath the monsters.

>> No.5877109

>>5877090
Consider this: making a distance calculation in a 2D space using pythagorean theorem involves two powers of 2 and a square root, square root being a pretty costly operation because in computation you can only do it by repeatedly guessing and raising each guess to the power of two until it's what you decide is good enough. Adding a third dimension requires you to do the same song and dance the second time. And then if you want your calculations to have a believable effect in any capacity, you want to measure the distance from an enemy hitbox's closest point instead of its origin which is right at its feet.
So yeah, the infinitely tall pillars are there purely for optimization's sake. It's also why source ports just fixed that without breaking a sweat a couple of years later.

>> No.5877113

Alright, you ABSOLUTE ANONS. Do you ever speedrun all of Ultimate Doom/Doom 2/TNT/Plutonia iron man style?

>> No.5877119

>>5877109
>And then if you want your calculations to have a believable effect in any capacity, you want to measure the distance from an enemy hitbox's closest point instead of its origin which is right at its feet.
which is very easy with doom's axis-aligned bounding boxes
on any given axis, clamp the origin's position on that axis between the edges of the bounding box
do that for the X, Y, and Z axes, and you now have the point on an AABB closest to a given point

>> No.5877147
File: 2 KB, 190x137, asdf.png [View same] [iqdb] [saucenao] [google]
5877147

>>5877109
oh, and also keep in mind that doom explosions are square, and don't measure damage falloff based off true distance. in my shitty diagram here, damage falloff is just based off the longer of dx or dy - checking dz as well would've meant what, four more instructions?

looking at the code, there really is no reason that explosions couldn't have been Z-aware. the sight checks are already Z-aware, so it can't have been that. whatever the reason was, it wasn't performance.

>> No.5877153

>>5877147
>there really is no reason
Carmack didn't know what he was doing at the time.

>> No.5877189

>>5873871
The JFbuild Maps sometimes make me think... What if Extreme Paintbrawl were make by a better studio and was actually good?

>> No.5877206

>>5877189
it would stil suk cuz being good sometimis isnt gude enouh
word

>> No.5877207

>>5876729
I actually think Waste Tunnels is pretty slapdash and meh overall for being in Doom 2's otherwise strong first third.
McGee does better and better as he goes though, E4M1 is one of my favorites, and his Quake maps are rock solid.

>> No.5877223

The Pit's idea seems to be this. The map contains max amount of lost souls, and several pain elementals. With lost souls topped off, pain elwmentals could be disposed of safely without wasting ammo. Thus the best way to proceed with the map is to kill pain elementals before you kill lost souls. Problem is, if you aggro them, they will be chasing you and generally being a problem. Thus, you need to know for sure which rooms visit in which order to kill first pains, losts second. That is, the intended way of completion cannot be achieved on the blind play, you have to know what follows to do the right thing currently.

>> No.5877237

So everyone knows about DOOM's myriads of ports and travesties like the 3DO port, but why have I only now just heard of this?
https://www.youtube.com/watch?v=wPdrJtrCi3U

>> No.5877243

>>5877237
Because it's shit.

>> No.5877249

>>5877243
Right, which is exactly why I would want to know about it. It's fucking terrible, which is great.

>> No.5877254

>>5877249
Well here you go. Brazilians.
https://dukenukem.fandom.com/wiki/Duke_Nukem_3D_(Sega_Genesis)

>> No.5877258

>>5877254
>Brazillians
That explains everything then.
I started playing DN3D for the first time, just finished the first episode. I really like it now that I stopped trying to play it like DOOM; the interactivity and level detailing is bonkers.

>> No.5877321

>>5875654
>video games are not reality
Wow!

>> No.5877329

>>5877321
>"It's not that kind of game... "

>> No.5877338

>>5876787
To be fair it's a pretty impressive game for 1994
https://www.youtube.com/watch?v=m3zsPl4Ampw
I've never played it. And Terminal Velocity came out a year later.

>> No.5877367
File: 21 KB, 329x356, 3D0FZ10front.jpg [View same] [iqdb] [saucenao] [google]
5877367

>>5877258
The only Pre-Saturn Sega device that would be up to playing Duke Nukem 3D is the 32X add-on because the sound and graphics wouldn't be as mutilated. Either the 32X or 3DO would be good candidates for a homebrew console port of Duke 3D.

>> No.5877448

>>5877367
I'm thinking hypothetically, the 32X + the Sega CD could do Doom better justice than the 32X alone, it could run the game at good speed and with a six button controller you had good input, but the cartridge only holds like 4MB, so they had to cut so much content to just squeeze it in there.

They could fit all the full three episodes on CD, along with everything else they cut, as it has more than enough storage space, so they could have all the enemies and bosses, and all their rotations. Further, they could even have a recorded audio soundtrack.
The Genesis could do a decent rendition of the music if they had tried, but with actual CD audio you could have something better still.
Naturally, this would be an expensive and cludgy way to have Doom, because you had to buy the overpriced dud that is the 32X to play this hypothetical port.

Of course, Carmack could instead have been more lenient and helpful with the Saturn port's development instead, and while we're still on that dream track, Sega should never have done the 32X to begin with and focused on supporting the Saturn better.

>> No.5877467

>>5877153
>Carmack didn't know what he was doing at the time.

more that the Doom engine development was a haphazard process of one guy butting his head against problems until they worked well enough. there was no real plan, no code review, no anything. so in areas like collision physics that are actually kind of tricky, the code is a spaghetti mess of hacks and shortcuts.

>> No.5877545

>>5876924
>everyone with a different opinion is a troll

>> No.5877556

>>5877207
I kinda like the layout of Waste Tunnels. I just wish it had better monster usage.

>> No.5877565

>>5876884
Just perfect, like GZDoom.
- Graf Zahl

>> No.5877569

>>5876976
What kind of money? DENNY!

>> No.5877601

>>5877082
Great find, man.
Doom PSX was released in November 1995.
X-files 3rd season was aired from September 1995 to May 1996. Ripping from a tv series airing would need sampling from a home-recorded vhs at best. Ripping quality audio from a psx cd was easy, some even could be played in the usual audio cd player.

>> No.5877613

>>5877467
For a spaghetti mess it's well optimized though.

>> No.5877628

>>5876903
Linear doom doesnt fix that issue with height, it only reduces width. We need Delicious Flat Doom

>> No.5877639

Doom 3 sucks!

>> No.5877640
File: 111 KB, 800x600, DRL.png [View same] [iqdb] [saucenao] [google]
5877640

>>5877628
>We need Delicious Flat Doom
https://drl.chaosforge.org/

>> No.5877643

>>5877556
Yeah, kinda. Like I don't hate it, there's parts I like particularly, but some people accuse Doom 2 of being overly brown, and while I don't think some brown is bad, I think Waste Tunnels is one of the brownest maps in the game, and could have used some different colors.
Ironically though, I would have chosen the brown wastewater flat for the flooded parts, to better convey the whole waste part. Monster usage could have been more exciting, too.

>> No.5877645

>>5877640
>playing D**m

>> No.5877647
File: 57 KB, 281x283, ViolenceIn3D-AOC.jpg [View same] [iqdb] [saucenao] [google]
5877647

>>5877645

>> No.5877648

Flat Doom is just ____

>> No.5877656

>>5877648
Flat
https://youtu.be/DNYs7g1i_iQ

>> No.5877670
File: 64 KB, 248x287, ahahaha faggot.png [View same] [iqdb] [saucenao] [google]
5877670

>>5877645

>> No.5877741

>>5877601
Maybe both used the same sound library.

>> No.5877742
File: 1.53 MB, 500x281, so flat.gif [View same] [iqdb] [saucenao] [google]
5877742

>>5877648
Delicious.

>> No.5877746

>>5877741
Yeah, like the second life teleport is the same sound for the doom imp throwing you a fireball.
Don't ask me how I know, I watch it for the plot.

>> No.5877753

>>5877076
>Also, addons are actually way more novel, in their design sensibilities, from historical perspective, than the main game itself.
lmao, what a retarded post.

>> No.5877754

>quake chumps updates
>they cowarded out and didn't name hunter in the background image
my boner is unsatiated. time to die to bots in q3 for an hour

>> No.5877804
File: 28 KB, 620x343, 9d9yj.jpg [View same] [iqdb] [saucenao] [google]
5877804

>>5877565
I wonder why exactly Graf dislikes AMD so much?
Its fine having an optimized version of DOOM and other Idtech 1 games, but damn, the often poorly made shadowmaps, his obsession with making it necessary to have a computer with very high-end computer with not just a more modern CPU, but also at least a 1050-1060 Nvidia for said ""shadowmaps"" to work properly for games from the early-mid 1990s! Then there's the mods for said games that don't work well or not at all with the more recent versions of GZDOOM! Say what you want about the most recent versions of Eduke32, xDuke, and Nblood, but at least the coders for each of those Build sourceports aren't so haphazard with shadowmaps nor do they heavily recommend Nvidia over all other types of Graphics cards!

>> No.5877809

>>5877754
Have you ever encountered a bot that managed to have better aim with ranged weapons than you? Just curious.

>> No.5877810

>>5877809
like with projectile weapons? sure, enemies in games have been able to lead those well for years

>> No.5877819

>>5877810
> ADADADAD
> projectile aimbot: confused screaming

>> No.5877840

Whats the best way to play Shadow Warrior? The mouse look in the remaster sucks peen and SWP crashes before each map loads.

>> No.5877870

>>5877754
Any new weapon skins at the least

>> No.5877882

>>5877753
Opposing Force was one of the two main sources of inspiration (the other one being Turok 2, despite the final iteration ending up very linear due to having been cut down for xbox360) for DNF throughout the ENTIRETY of its development. Its level layouting is heads and fucking shoulders above anything in the base game, extremely consistent in terms of resistance it offers to player in terms of navigating latouts, using them in combst correctly enough. Level is an entity, an opponent in itself, throughout the game, in incomparably more pronounced and involved way than anything in base game ever was. In what it differs from the base game, it is a result of a singular vision (moreover, initially was an unrelated game concept, later just repainted HL, which shows in its design, new weapons and enemies), as opposed to just mashing two previously existing cinematic games together which you can easily check is exactly what HL did. Basic HL's innovations it is praised for have NOTHING TO DO with actual in-game combat (as in first-person SHOOTER), because the games it parroted weren't shooters to begin with (well, FtB is debatable, but let's just zero in on it being utter dogshit combat-wise when compared with Quake). It is exactly this which Opposing Force fixes by having its layouting consistently matter and provide friction throughout the ENTIRETY of it, all of its aspects and mechanics.

And Blue Shift just has Fucking Great puzzle design.

>> No.5877883
File: 122 KB, 447x213, the dream is dead.png [View same] [iqdb] [saucenao] [google]
5877883

>>5877870
Nope, they're all older ones and none of them are available without the battle pass.

>> No.5877884

>>5877840
wat is swp

>> No.5877885

>>5877882
My eyes just fucking glaze over when reading this

>> No.5877886

>>5877882
fuck off gearbox shill.

>> No.5877889

oh no he's retarded.
hl haters top themselves everytime.

>> No.5877896

>>5877882

this is the dumbest ass shti I've ever read. Op4 has terrible pacing, a soundtrack that melds together and has zero memorable tracks, a bunch of rehashes of segments from the OG HL campaign (pit worm's nest is just smaller scale blast pit) and race x sucked.

>> No.5877898

>>5877885
Same, tl;dr-ed.

Half-Life, in what it does differently from Quake, is derivative of two games, that aren't even (at least, good) shooters to begin with.

Opposing Force, in what it does differently from Half-Life, is original and coherent.

>> No.5877902

>>5876570

Great level design and fun combat. Enemy variety sucks though and the arsenal needed either more weapons or more distinctive alternate fires.

And ignoring your stupid slur, they didn't pander to anyone, and the devs even went out of their way to say they won't change anything offensive in the game. If you're going to be a dipshit moron at least get your facts straight first.

>> No.5877904

>>5877882
>as opposed to just mashing two previously existing cinematic games together which you can easily check is exactly what HL did
Where can I read about this? What were the initial two games? Also what is FtB?

>> No.5877907

>>5877896
Op4's pacing, regardless of whether you like it or not, is SELF-CONSISTENT in the same way Op4's soundtrack, while being unmemorable track-wise, is highly distinctive as a whole. Both are Their Own Things. And intersections are simply a way to make it obvious that addon takes place in the same "universe" as the base game. Op4 uses those intersections better anyway (and before you start on a dam with the heli, heli goes down from couple of tau shots the moment it appears).

>> No.5877908

>>5877904
fade to black.
the retard think this is similar to hl.
https://www.youtube.com/watch?v=F6lSCQLgWqM

>> No.5877909

>>5877904
youtube: Fade to Black longplay
gog: Another World whatever anniversary

>> No.5877912

Op4 is not more original than the main game, sorry Randy.

>> No.5877913

>>5877045
Its still okay. But yeah.


Echoes on the other hand is fucking perfect, and I would explore entire black mesa like that.

>> No.5877915
File: 156 KB, 800x1027, 88240-shadow-warrior-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
5877915

I feel like Shadow Warrior's gameplay would instantly feel better if they hadn't used palette swaps for the ninja enemies. There's like 5 different variations that's just the same sprite with different colored pants. One is the basic grunt, and the other 4 have ten times the health and carry explosives. It just feels wrong to fight dudes that look like low-tier grunts yet have as much health as giant green demons. Plus it can be difficult to quickly differentiate between them, especially for colorblind niggas such as myself.

>> No.5877919

i thought hl ripped off cybermage, system shock, goldeneye, duke, marathon, unreal according to shitposters.

>> No.5877921

>>5877912
Considering it repeatedly recycles beats from the base game, it really isn't that original, no.
It's pretty good, but it's nothing groundbreaking.

>> No.5877926

>>5877909
Better video quality here:
https://www.longplays.eu/downloads.php?cat_id=21&download_id=6838

>> No.5877931
File: 67 KB, 1280x960, dark_002.png [View same] [iqdb] [saucenao] [google]
5877931

I'm starting to think that maybe one of the Dark Forces level designers was colorblind.

>> No.5877936
File: 163 KB, 349x335, melon bread.png [View same] [iqdb] [saucenao] [google]
5877936

>>5877908

>> No.5877947
File: 2.82 MB, 1920x1080, Screenshot_Doom_20190912_215232.png [View same] [iqdb] [saucenao] [google]
5877947

Q U A D

>> No.5877956

fade to black is a shit game. Don't associate it with good games like flashback, another world and half life.

>> No.5877969

>>5877956
It was literaly helmed by the same person that helmed Flashback previously.
And Half-Life developers have associated themselves with a shit game on their own volition, by means of thoroughly ripping off its designs (both environment and interface related - note however that PC and later PS1 versions have different interface).

>> No.5877975
File: 174 KB, 358x358, 1503335690339.png [View same] [iqdb] [saucenao] [google]
5877975

>>5877969

>> No.5877981

>>5877884
Its a source port I got from here,
http://www.proasm.com/sw/swdls.html
The sites got user maps and total conversions as well. Pretty neat.

>> No.5877983

>>5877947
Tripfags pls leave :/

>> No.5877986

>>5877919
I fucking wish HL would rip Cybermage off instead. At the very least, it would've had radically better layouts. In fact, Another World + Cybermage would've been a fairly sick combo.

>> No.5877987

>>5877983
Usually tripfags just post boring garbage that doesnt warrant an associated name. Marisa mostly posts screenshots of various projects. Thats not so bad.

>> No.5877991

>>5877986
>>5877969
fuck off schizo.
Back to rpgcodex

>> No.5877996

ahem cybermage and ftb are shit.

>> No.5877997

>>5877991
Cybermage is as much of an (non-)RPG, as HeXen 1 is.

>> No.5877998
File: 397 KB, 474x551, xylxy1hg2qkz.png [View same] [iqdb] [saucenao] [google]
5877998

>>5877991
No that anon glad that you mentioned the codex, there is pre pre pre pre pre alpha SS3 gameplay vid released.

This will be a worse rape than underworld. But with love. With love.

>> No.5878003

>>5877998
>ranger wins decisively against anarki at Q3DM2, 1999 (colorized)

>> No.5878032
File: 105 KB, 640x480, Screenshot_Chex_20190912_133527.png [View same] [iqdb] [saucenao] [google]
5878032

Punching these slimeballs so hard they go back home

>> No.5878035
File: 104 KB, 640x480, Screenshot_Chex_20190912_133535.png [View same] [iqdb] [saucenao] [google]
5878035

>>5878032

>> No.5878036

>>5877969
lmao are you ok retard?

>> No.5878098
File: 180 KB, 640x480, Screenshot_Hexen_20190912_140631.png [View same] [iqdb] [saucenao] [google]
5878098

>>5878035

>> No.5878105

>>5876324
people think it's bad because it's just different when in reality it's bad because it couldn't decide what it wanted to be, so it became an awkward middle ground between two different things

>> No.5878112

>>5878105
Doom 3 is Serious Sam: The First Encounter styled ambushes (with lesser space and monster counts, yes, but nonetheless) among Martian Gothic: Unification general setting, tone and design sensibilities, painted in a "darker&edgier" version of Quake 2's visual style.

>> No.5878115

>>5878112
For as flawed as it is, I do like that about it.

>> No.5878117
File: 1.30 MB, 1209x715, temp2.png [View same] [iqdb] [saucenao] [google]
5878117

please us this worm to jump in the hole

>> No.5878128
File: 287 KB, 763x423, snail closeup.png [View same] [iqdb] [saucenao] [google]
5878128

>>5878117

>> No.5878131

>>5878117
ew vore

>> No.5878231

>>5876324
Also had a really weak enemy variety.

>> No.5878235

Is E2M2 the greatest stock map ever made?

>> No.5878242

>>5873871
https://www.youtube.com/watch?v=Bsk6YHd_hss

>> No.5878246

>>5878235
It's definitely one of the top ones. I think E2 has some of the original game's best maps.

>> No.5878251

>>5877076
Also, as a cherry on top, you wanna hear something REALLY out of the blue?

HL2 is Daikatana episode 2 (Greece; others - to much lesser extent; gravity gun is a spin on the disc weapon from ep2, you even use literal circular saws pretty much immediately after you are given the gravigun) spliced with Messiah (Shiny's). On a sidenote, Greece is by far the best chapter in Daikatana, entirely unaffected by retarded Romero's rebalances, yet still polished to the maximum extent anything in Daikatana could be.

Dunno about HL2ep2 yet.

>> No.5878265
File: 63 KB, 240x135, slide.gif [View same] [iqdb] [saucenao] [google]
5878265

>>5878251

>> No.5878295

>>5878112
It literally uses the same type of ambushes as Doom 1's most loved episode. Yet people ignore everything that makes a resemblance to the og Doom and play it off as bad. Double standards much.

>> No.5878316

>>5878295
It uses them way too much, for most of the game, and while being overall much darker.

>> No.5878321

>>5878295
Doesn't KDitD use teleportation-type ambush in its secret level only, all the other ones being of the monster closet type?

>> No.5878329

>Hl is a Fade to Black rip off
>Hl2 is a Daikatana rip off
>Op4 is more original than base hl.
What did zoom zooms mean by this?

>> No.5878331

Blue Shift is unironically my favorite HL.

>> No.5878334

You unironically have shit taste.

>> No.5878338

>>5878321
Correct.

>> No.5878342

>>5878329
daikatana has more soul in one frame than hl2 does in the entire game

>> No.5878345

/tv/ is having an argument about nudoom, who is in the wrong here?
>>>/tv/120911108

>> No.5878347

>>5878342
Ok romero.

>> No.5878354

>>5878345
>/tv/
everyone is in the wrong just by merit of using that board

>> No.5878356

Nudoom sure lives in /v/ zoomers head rent free.

>> No.5878364

>>5878345
I mostly see Wojak images. Not much of an argument. I'm gonna say everyone is in the wrong.

>> No.5878368

>>5878295
Except the level design was trash so every single one of the instances it happened were easy to foresee. You can't hinge on a single gimmick.

>> No.5878371

>>5878345
>>5878356
Fuck off, faggot.

>> No.5878376

>>5878371
I was just saying that /v/ is so obsessed(probably one guy) with trashing nudoom that they have to shit up /tv/.

>> No.5878379

>vitaQuake FPS tanks on Grisly Grotto
Oh boy.

Was this an issue back in the day? Big open spaces causing huge amounts of rendering latency? I hope shit like this is rare.

>> No.5878403

>>5878345
>the faggot board for faggots is having some faggot argument about something they don't understand well
Color me surprised. These assholes are peak Dunning Kruger.

>> No.5878408

>>5878379
Not familiar with VitaQuake, is it based on another sourceport?

>> No.5878413

>>5878408
Yeah, it's based on winQuake

>> No.5878424

>>5878413
Hmm. Then it's software rendering on your Vita I guess, rather than using proper accelerated 3D.
Is there any port for the Vita based on GLQuake or QuakeSpasm?

>> No.5878431

>>5878379
>Was this an issue back in the day?
back in the day a consistent 25-30fps would've been good performance so sort of but not in the same way

>> No.5878457

>>5873871
Duke Nukem, Redneck Rampage and Blood but on PS Vita.

>> No.5878469

>>5878424
It actually does use 3D acceleration, fully utilizing the vita's GPU. It's based on winQuake, but has had a lot done to it.

It's weird because I learned that the engine uses water for occlusion culling thanks to this. As soon as I break the surface, it drops to 15FPS.

>> No.5878475

using linux for the first time and trying to play gzdoom, this shit is fucking confusing, has anyone just put together a zip file for linux with everything in it?

>> No.5878501

>>5878431
a vita should be way more powerful, though
sounds like the port itself is fucky

>> No.5878502

Have you noticed that unlike Duke3D, Redneck Rampage, and Shadow Warrior, Blood has little in-game humor? secret areas yeah, but not so much humor.

>> No.5878515

>>5878379
In a manner of speaking, most people would be lucky to have a computer good enough to run the original .exe at a consistent 20fps on launch.

GLQuake kind of set of an arms race in hardware development that had been just waiting for something like that to happen, many people who wanted to run Quake in OpenGL and get good and consistent +30fps performance shelled out big bucks to upgrade or replace their PC.
It was a bit of an industry driver like that, and then of course other games using 3D acceleration came along too, which drove development even further.

>> No.5878528

>>5878235
>>5878246
I love the music and the atmosphere of this stage.
The lack of zombies + berserk + labyrinth of boxes + clash of hellish and tech base theme are pure kino.

>> No.5878602

are there any good fanmade maps for doom 64?

>> No.5878610

>>5873871
I hope there's a prototype of Duke Nukem 64 that has at least slightly less censorship than the retail version.

>> No.5878616

>>5878610
You could probably make a romhack or something.

>> No.5878619

>>5878616
N64 romhacking is at BEST barely out of infancy.

>> No.5878628

>>5878619
Probably, but just swapping a few frames and editing some lines would probably be feasible.

>> No.5878640
File: 348 KB, 603x931, 1564093050870.png [View same] [iqdb] [saucenao] [google]
5878640

Do you folks really not use deodorants to the point that companies need to advertise these things at conventions?

>> No.5878646

>>5878640
>folks
>>>/reddit/

>> No.5878653

>>5878640
I don't go to cons.

>> No.5878675

>>5877882
>4chan spacing

>> No.5878692

>>5878675
Take your adderall zoomer, one paragraph isn't hard

>> No.5878695

>>5878692
make it easier to read it only takes a second you autistic twit

>> No.5878703

>>5878695
Anon I have bad news

>> No.5878705

>>5878695
How is spamming line breaks "easier to read"? It's the same amount of text. Have you ever seen books? They're

not

written

like

t

h

i

s

and people have been reading them just fine for thousands of years.

>> No.5878714

your op4 post was shit anyway.

>> No.5878715

>>5878705
books also don't have 270 character long lines

>> No.5878718

>Doom has retards who can't read long paragraphs
>That one music thread has a retard arguing that midi is a programming language
>Programming thread has retards falling over themselves to try proving they're smartguys while also being blatantly wrong.
Holy fuck isn't summer strong this year. Anytime now we'll see retarded posts with cropped porn attached for no other reason than to get the post more attention.

>> No.5878732

>>5878675
>asshurt redditor

>>5878714
It is. It could use some spacing and formatting, but spacing between every sentence is always bad.

>> No.5878741 [DELETED] 

>>5877804
Graf Zahl is a tranny loving faggot who needs a fucking lynching.

>> No.5878746

>>5878741
holy BASED

>> No.5878754

>>5878746
no seriously, other then the tranny cocksucking.

He gets pissy about mods he doesnt like, remember lilith that weird mod that fucked with dooms visuals? he intentionally made it impossible to run on more recent gzdoom versions because he got so asshurt about it winning or getting close to winning a cacoaward.

He fucks with GZdoom so much it barely runs yes admittedly my ancient machine, but I shouldnt need a super computer just to play some fucking DOOM, I went back to Crispy/ChocDoom.

Fuck Graf Zahl and Fuck GZDoom and ZDoom, so many fucking trannies.

fucking gross.

>> No.5878757

>>5878732
>>5878705
No one said you had to space between every sentence, you fucking retard.

>> No.5878759

>>5878757
cope.

>> No.5878764

>>5878759
seething

>> No.5878769

man i was giving you guys the benefit of the doubt for a while but i'm just gonna just stop opening filtered posts from now on.

not even /vr/ is safe anymore.

>> No.5878772

>>5878769
It'll pass eventually.

>> No.5878774 [DELETED] 

>>5878769
>wah muh feelings I'm upset
shut up queer.

>> No.5878793 [DELETED] 

>>5878774
i come here for DOOM, not to listen to insane 8ch*n rejects ramble on about their retarded politics.

you either take that language back to where ever you came from or keep it to your fucking self.

>> No.5878810 [DELETED] 
File: 193 KB, 448x445, hellwalker.png [View same] [iqdb] [saucenao] [google]
5878810

>randy prickford stealing things again

>> No.5878826

And yet Randy thinks Op4 is more original than half life,

>> No.5878868

>>5878746
>>5878754
what did I miss, anons?

>> No.5878880

>Bitching about Randy Pitchford
>Muh Half-Life
>>>/v/

>> No.5878885

>>5878868
Install 4chan x and it automatically links you to the archived posts.
Then you can enjoy fascinating stuff like "Graf is a tranny lover".

>> No.5878898
File: 2.61 MB, 640x360, Snek AttackSample.webm [View same] [iqdb] [saucenao] [google]
5878898

Tried making a more snekky styled attack for the ophidians, so I made them slink down and made their projectiles floorhuggers. Thoughts on how to improve?

>> No.5878906

>>5878880
kys zoomer hl is retro and randy games suck.

>> No.5878961

>>5878898
Honestly feels like too many frames for the animation. I think it would be just fine if they paused then instantly snapped to the floor, kinda like the pig cops in Duke Nukem.

>> No.5878971
File: 1 KB, 293x172, midi.png [View same] [iqdb] [saucenao] [google]
5878971

Serious question, is not my intention to antagonize, but I want to genuinely know:
Why do /vr/etro fps prefers SC-55 over SGM-V2.01?
Had you guys tried SGM-V2.01 but still prefer SC-55? Or SC-55 is good enough for you?

>> No.5878989
File: 65 KB, 217x394, 1512208972789.png [View same] [iqdb] [saucenao] [google]
5878989

>>5878502
It's the most fucked up while also taking itself way more seriously than the others.

>> No.5878994

>>5878971
I have never tried SGM-V2.01.

I don't own an actual SC-55, but SC-55 recordings and SC-55 imitation soundfonts (such as Emperor Grieferus') are the ones I've liked most so far.

If you could record some of Plutonia's Community MIDI Pack with an SGM-V2.01 or imitation soundfont of it, and posted it here to listen to, that'd be really neat. That's the MIDI Pack I usually play as a benchmark, in my case.

https://www.doomworld.com/idgames/music/plutmidi

>> No.5879010

>>5878898
That animation is pretty odd, it just looks like he sinks into the ground from a distance. Maybe he could like sway from side to side so the projectiles are fired in a spread.

>> No.5879012

>>5878475
Answer: Depends on your distro.

>> No.5879031

What retro FPS has the best "enemy on fire" effect?

>> No.5879034

>>5878961
I think one inbetween frame would be fine.

>> No.5879035

>>5879031
dakka's flamethrower

>> No.5879047

>>5878295
Teleport ambushes in classic doom were usually for grabbing a strong weapon or key, and were generally a rare occurrence in the iwads. Doom 3 often had teleport ambushes whenever it felt like.

>> No.5879086

>>5877947
I really like the "mixer" minigun from OG Unreal more than any other minigun model for how both goofy and awesome it is at the same time.
Wish there was a highdef model/remake of it, but instead they went with boring ones in the UT's and on.

>> No.5879107

>>5877840
>The mouse look in the remaster sucks
Would that be the Classic Redux version? If so, I thought it was just me. I can't for the life of me figure out why I hate aiming in it so much, despite messing all around with the sensitivity and axis scaling.

>> No.5879110

>>5878898
>>5879010
would look better if upper part flopped to the side instead of forward, leaving his snek part visible - this would solve the "sinking" illusion issue

>> No.5879116

>>5877840
what remaster

>> No.5879127

>>5879031
Tossup between Blood, Strife, and Rise Of The Triad.

In Blood they run around and scream, fully engulfed in flames, and it's just great and visceral, they damage others as well with this. You get to do this a lot, and different enemies have different screaming, some enemies even have their own sprites for being on fire, like the gargoyles.

In Strife, they stay in place and wave around, as they fall over and you see the fire burn them away until they're a charred skeleton, and like most things in Strife, this is animated VERY smoothly and consistently, look at it frame by frame, and additional bonus points for the fact that when the player catches on fire, you see yourself waving your burning arms back and forth as you die.

Rise Of The Triad goes for a very deliberately cartoony depiction, like with a lot of other things. A fireball erupts at the enemy's feet, and as it dissipates, you see the standing, charred skeleton, which proceeds to collapse with an audible xylophone rattling noise.
Given ROTT's digitized actors, you get this delightful juxtaposition of realistic characters with comedicly exaggerated gore and cartoon violence,

>> No.5879146

>>5879127
>run around and scream, fully engulfed in flames
Those are just death animations, once characters HP are fully depleted.

I guess he was asking about characters taking "burning" damage over time.

>> No.5879156
File: 16 KB, 106x148, flameguy.gif [View same] [iqdb] [saucenao] [google]
5879156

>>5879146
>>5879127
Yes, I was thinking of the actual taking of fire fire damage. Lots of great death animations to go around, but all the damage effects I could think of are pretty lacklustre.

>> No.5879187

>>5876210
its cool but man i just get lost in some of these levels

>> No.5879196
File: 2.62 MB, 2410x1356, 1562092336591.jpg [View same] [iqdb] [saucenao] [google]
5879196

>>5878475
I have put together a simple command line launcher for GZDoom, if you're interested. It's what I use for easy mod management on Linux. None of that ZDL stuff.

https://pastebin.com/kQVs46z3

It follows the folder structure found in the second MEGA link of the OP, in the DOOM folder.
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

>> No.5879205

>>5876227
>I just hope we get a decent sourceport soon enough
Is there anyone even working on one? I don't know if there's enough demand/passion('tism) for one person to actually bother developing one

>> No.5879212

>>5877467
I don't think code review would have helped much too much, how many people at the time could have legitimately contributed to the harder stuff in doom?

When you consider how much time was spent, how many people worked on it, and what doom accomplished, it's pretty astounding.

>> No.5879214

Just finished the JPCP. Pretty great, except level 29. That was just shit. No direction. The "reality tearing apart at the seams" aesthetic was pretty good though.

>> No.5879216

>>5875167
>What are you talking about, KateFox was a girl wasn't she?
>https://www.youtube.com/watch?v=ToxCauCn9Sc
Ah, I see.

>> No.5879258

>>5878502
>>5878989
Some of the Cultist screams remind me of Homer Simpson. I know that doesn't count but the cartoonish slapstick sense is always there with the physics and over the top violence.

But really the game is cartoony in a Evil Dead/Army of Darkness kinda way, its more AWESOME in a adolescent fantasy sense, but you know its not serious. Warhammer setting is something unrelated that I think goes for a similar feeling. Its pulp and grimdark if you are in the mood for that, and cartoony and whacky if thats what you are in the mood for.

I think thats why these darker adolescent style settings do so well, is they can kinda morph into the emotional valence the player is in the mood for.

Interesting you bring up the lack of humor, I agree, but its not a problem.

>> No.5879265

>>5879216
how far could you make it, vr? <5 seconds here

>> No.5879289
File: 89 KB, 500x500, cover.jpg [View same] [iqdb] [saucenao] [google]
5879289

>>5878994
Here's a little sample of sgm-v2 playing the map02 song trigger:
https://vocaroo.com/i/baseday4QhL3jx

But while searching for sc-55.sf2 alternatives I found this little one named Scc1t2.sf2 that sounds quite good for a 3 mb soundfont, and I'm actually liking it better than the way bigger sgm-v2 (241mb), and sounds quite similar to sc-55 (115mb).
https://vocaroo.com/i/s07nxEB2PYVS

>>5873871
If the mega.nz anons get to read this, please give it a try and consider adding Scc1t2.sf2 along Sc-55 as an alternative to their archives.
https://stash.reaper.fm/v/23360/Scc1t2.sf2

>> No.5879296

>>5879265
4 seconds

>> No.5879308

>>5879216
Why are there so many of these people in the Doom community anyway?

>> No.5879324
File: 185 KB, 1080x1033, 1568095165966.jpg [View same] [iqdb] [saucenao] [google]
5879324

>>5879216
>>5879308
>that voice
Yikes, sounds like the final boss in the roger rabbit movie.

>> No.5879325

>>5879265
I wanted to see what the mod was but they didn't do a good job of showing it off so like 2 minutes

>> No.5879328

>>5879324
More like gayer Mickey Mouse tho.

>> No.5879329
File: 192 KB, 256x256, ZZWOLF6.png [View same] [iqdb] [saucenao] [google]
5879329

>>5879325
I think nothing of value was lost, mein fren.

>> No.5879336
File: 1.07 MB, 1242x1570, E3266CE9-C958-48E0-81A7-B2B5722EDDED.jpg [View same] [iqdb] [saucenao] [google]
5879336

>>5878640
And talking about that...

>> No.5879346
File: 297 KB, 800x600, Screenshot_Doom_20190913_034222.png [View same] [iqdb] [saucenao] [google]
5879346

Dark Doom Creatures + Dakka + Ancient Aliens = Delightful

>> No.5879416

>>5877902
> the devs even went out of their way to say they won't change anything offensive in the game.
OGAY?
OGAY

>> No.5879419

>>5877902
>And ignoring your stupid slur
tranny, did i hurt your feelings?

>> No.5879460

>>5879416
They didn't replace OGAY

>> No.5879469

I thought the devs had hid a reference to a furry porn site in Ion Fury but it was just MSG

>> No.5879489

Any good Doom1&2 total texture replacement? I want to mix up my replay a little bit and D2's city levels just looks awful
I mean textures done in a totally different style, not vanilla but HD unnatural looking shit.

>> No.5879513

>>5879216
so random XD

>> No.5879517

>>5878251
And HL2ep2 is, in what it differs from HL2, a mixture of, unironically, Myst 3: Exile (this may look familiar to you, but you haven't seen how it plays out - yet), and

...

Op4.

Like how low do you need to sink to rip off a second party addon to your own game without giving a credit. No fucking wonder Ep3 never materialized, they clearly ran out of cool enough similar format enough games to scavenge from (could still scavenge from Prey, btw).

>> No.5879527

>>5879517
And I cannot help, but wonder, whether ep1 just HAPPENS to be a spin on Blue Shift. Completely coincidentally, needless to say (irony warning).

>> No.5879545
File: 36 KB, 650x365, BbkUkixv87ZoQrAKtUDYuU-650-80.jpg [View same] [iqdb] [saucenao] [google]
5879545

>>5875339
Eeeh.

>> No.5879571

>>5876840
Church time travelling were the best 2 episodes of RvB too

>> No.5879584

>>5876324
Doom 3 was boring, it was basically that crash bandicoot level in the dark from the first game with a gun. It was painfully railroaded and every encounter was either:
>walk downhall
>trigger spawn
>unload weapon into it as is slowly walks towards you
Or
>Walk down hallway
>zombie or imp pop out of no where
>chip a bit of your health
>put it down with shotgun
I liked the story and characters though.

Resurrection of evil was a lot better but felt like they were handicapped by the technology of the time.

>> No.5879586

>>5875339
Cereal boxes with a USB drive prize then. Damn, that's gonna be expensive.

>> No.5879593

>>5877628
Try Dook Nookam Manhattan Project.
Or Wolfenstein 1D.

>> No.5879594

>>5879545
Looks un-ironically amazing

>> No.5879596
File: 1.05 MB, 1000x562, what a nice day.png [View same] [iqdb] [saucenao] [google]
5879596

>> No.5879604

>>5876324
It should have been an actual survival horror

>> No.5879605

>>5875242
There's a couple of lame ducks but over all Doom 1 is really good

>> No.5879606

>>5879308
They can easily relate to the grotesque creatures trying to take over in the games.

>> No.5879639
File: 352 KB, 401x534, he&#039;sin.png [View same] [iqdb] [saucenao] [google]
5879639

https://twitter.com/JSJisDuke/status/1171843488205303808

>> No.5879646

Daily reminder that both Doom and Doom 2 would have been ROTT tier shit without Romero's awesome mapping and coding.

>> No.5879648

>>5879646
t. Romero

>> No.5879651

>>5879646
Sure thing John.

>> No.5879652

>>5879596
Looks comfy af, I'm fondly reminded of Phocas Island 2

>> No.5879653

>>5879639
Based. Always bet on Duke.

>> No.5879663

>>5879289
I don't know if there's something wrong on my end, but your first vocaroo link doesn't play for me.

The second one sounds okay, but I mean, why would I use a 3mb soundfont if I already have a better sounding 114mb soundfont?

>> No.5879665
File: 120 KB, 1050x722, 1560123750206.jpg [View same] [iqdb] [saucenao] [google]
5879665

>>5873871
I have a question /doom/. What do you think of monster interpolation in Doom sourceports?

If you don't know what that is - the AI of monsters in Doom moves at 35 fps, like the original game. Even if you have the framerate unlocked. Some sourceports offer to interpolate the movement, so that they predict where the monster is going to step next and play it smoothly at 60fps. So, do you play with that interpolation on or off? And why?

If you're not certain what I'm talking about, you can check it for yourself in GZDoom. The cvar is "nomonsterinterpolation". Obviously, "nomonsterinterpolation=false" means "You're playing with interpolation", and "nomonsterinterpolation=true" means "You're playing without interpolation"

>> No.5879691

>>5875780
is there a version of babel with just the particle effects and shit? they look really nice and i want them active all the time but obviously the monster/weapon changes mean that i can't have it on autoload

>> No.5879693

>>5878961
>>5879010
>>5879034
>>5879110

Thanks for the advice guys, I'll go back and mess with it some more.

>> No.5879710

>>5876210
I enjoyed it a ton.
I'm not even sure what I was expecting when I played it but it exceeded them, and was really just a lot higher quality than I expected.
Df2 just didn't really do it for me, and I still need to beat it. It's not bad either, and is pretty fun too, but I just really liked the levels and spritework in df1 more I think.

>> No.5879721

>>5879086
Me too anon, It's so much more interesting looking

>> No.5879723

>>5879639
This was mentioned in the previous thread but what do you think it is, /vr/?

>> No.5879729

>>5879639
Turok? Blood? Tek war?
What are we in for?

>> No.5879758

>launch some doom through ZDL
>sometimes my entire computer controls just act weirdly when I'm done, as if the ctrl key is permanently pushed in
What the fuck is this shit? Is there a weird windows shortcut I hit without noticing? Sometimes holding ctrl for a while turns this shit off and everything goes back to normal, often I'm forced to reboot. I doubt it's my keyboard acting up, this only happens when I play Doom and it tend to happens after I alt-tab while playing it

>> No.5879798

>>5879665
is it better to play with or without interpolation?

>> No.5879801

>>5879798
I don't know. It seems to me that it is personal preference. That's why I'm asking you guys to see what you think.

Personally I like how the clunkier monsters, but that's just me. In Quake, I hate LERP, so I dunno.

>> No.5879803

>>5879801
*I like how the clunkier monsters look

>> No.5879806

>>5879801
>>5879803
does it directly affect gameplay? if not then I dont mind it, lerp is the same but for quake right? I play quake without lerp so it looks more like DOS

>> No.5879826

>>5879806
Yes, lerp is interpolation.

So if you like Quake better without lerp, then it follows that you'd like Doom better without monster interpolation as well.

>> No.5879827

>>5879806
>>5879801
>>5879665
it does not affect the gameplay
vanilla demos play the same with and without interpolation on Crispy and prBoom
same with Quake demos and fitz/spasm

so use whatever looks/feels better to you - it makes no difference

>> No.5879832

>>5879826
alright, though I do sometimes play doom with improved weapon animations so I guess I'm contradicting myself by not also using interpolated enemies

>> No.5879853

>>5879827
Crispy and PrBoom+ don't have a separate toggle for interpolation right? They either uncap the framerate and do interpolation, or they don't uncap and keep everything at 35fps, correct?

>> No.5879863

>>5879853
I may be mistaken, but iirc they interpolate either way but with capped frame rate you don't notice it as it acts same as original.

>> No.5879878
File: 2.04 MB, 640x360, new snek shot.webm [View same] [iqdb] [saucenao] [google]
5879878

>>5879693
How's this? sorry its a bit tough to see with the ground texture, but I tried to incorporate both less frames and having an offset. I can shorten the frame duration if its still not quick enough.

>> No.5879883

Missile decals in Doom.

Yay or Nay?

I personally dislike them because they make the walls look ugly with those blackened circles, but at the same time I like blood decals, so I dunno.

>> No.5879901

>>5879527
>>5879517
kys.

>> No.5879903

>>5873871
Can Duke Nukem 3D, Shadow Warrior, Blood, and Redneck Rampage be homebrew ported to the Vita?

>> No.5879904

HALF LIFE BAD OP4 GOOD RANDY GOOD LMAO.

>> No.5879912
File: 289 KB, 1154x903, 1551393526771.png [View same] [iqdb] [saucenao] [google]
5879912

>>5879878
That's a lot better. If you really want to get into more detail with it then I suggest adding some "slow in and slow out" to the animation. Basically, there's build up at the start and end of the animation. Another way to explain it is there's more detailed movement at the beginning and the end. I still think what you have now with less frames looks way better, but you might want to try replacing the first few and last frames to have less movement compared to the middle frames. Like in pic related the beginning and end frames of the pendulum are all closely packed together, but the middle frames are spaced out more.

>> No.5879924

>>5879912
I currently have it as 4 frames (3 descending, 1 shooting) with a 2 frame delay on each. If I'm understanding right, frame 1 and 2 should be more subtle than the jump from 2 to 3, while 3 to 4(shooting) should be more subtle than 2 to 3.... right? But yeah, I definitely see what you mean about having it be less uniform in its movement, it doesn't feel like there's any sense of acceleration as it is right now

>> No.5879932

>>5879924
I'm talking purely about the frames related to moving up and down, not the shooting frames. Since you have 3 frames for movement it kinda makes it a bit harder to detail acceleration. I would try this:
>Add one more frame to the movement animation
>Frames 1 and 2 should have subtle movement
>Frames 3 and 4 should have subtle movement
>Bigger "gap" of movement between frames 2 and 3
Try that out and see how it looks.

>> No.5879950

>>5879853

this it nonsensical. doom *IS* a 35 fps game. if you want "uncapped framerate" then you MUST have interpolation. there is no other way to get that 36th fps.

>> No.5879954

>>5879950
I think you misunderstood me anon
In GZDoom, for example, you can have uncapped framerate for everything except the monster animations. Those can be individually toggled on or off.

So you could actually have +60 FPS Doom with monsters stuck moving in 35 FPS (like their AI dictates), or +60 FPS doom with monster animations interpolated (but their AI still works at 35 as usual)

>> No.5879959
File: 1.71 MB, 640x360, Maybe This Snek.webm [View same] [iqdb] [saucenao] [google]
5879959

>>5879932
Alright, I think I understand what you mean. I added an extra frame and tried to space the movement out the way you suggested. I think I might need to speed some of it up with the extra frame added, so I'll tinker with it some more. Thanks for explaining that though, I'm not very good at animating so that will help a ton in the future.

>> No.5879969

>>5879959
After seeing this new animation you might want to consider the first attack frame as the 4th movement frame to get the timing better. Look up the 12 principles of animation if you want to know more. Some of them are a bit exaggerated for cartoon animations but most of them still apply everywhere.

>> No.5879992

>>5879969
Gotcha. Thanks for the advice and the reference about the 12 principles, a lot of these are obvious but for some reason I don't consider them inherently. Definitely going to keep the list handy while working.

>> No.5879998

>>5879489
there is one called "fearrical textures" that replaces all the textures with dark/grungy stuff
theres another called "hexen 2 texture diguise" that replaces everything with fantasy-style textures from that game

>> No.5880031

>>5879489
DarkTexturesPack.pk3
cacodemon textures
alt-dhtp

>> No.5880034

>>5879883
Nay. I don't like decals at all in Doom. In my mind blood decals are a Duke3d thing and look out of place in Doom, even though I'm not a purist otherwise and like dynamic lighting for example.

>> No.5880036

is there a console command that allows me to disable the sound that plays when you find a secret?

>> No.5880049

>>5880036
cl_showsecretmessage

>> No.5880056

>>5879998
>>5880031
Thanks

>> No.5880065

>>5880049
I was aware of that one but it also removes the ''a secret is revealed'' message, I just want to remove the sound it makes when you find one, if that's possible

>> No.5880070

>>5880065
Yeah I remember reading somewhere that it's not really possible to do easily even though it's an obvious option that should even be enabled by default.

>> No.5880087

>>5880070
damn, is there a reason why?

>> No.5880105

>>5880065
>>5880070
Easy. Just load an empty file named DSSECRET in your load order. It will the overwrite GZDoom's default DSSECRET sound with absolutely nothing.

>> No.5880118
File: 25 KB, 394x394, 1519769396214.jpg [View same] [iqdb] [saucenao] [google]
5880118

>>5880105
>it actually works
holy shit

>> No.5880121

>>5880118
why wouldn't it work?

>> No.5880125

>>5880121
I dont know I thought you were just kidding

>> No.5880135
File: 44 KB, 640x480, 1473783129017.jpg [View same] [iqdb] [saucenao] [google]
5880135

>>5880070
>>5880065
>>5880105
Speaking of which, what's the origin of DSSECRET from Z/GZDoom? It sounds like something that would've been in Doom's original sound library but AFAIK it's an original sound for ZDoom.

>> No.5880140

>>5879646
Get raped, ROTT is an excellent game.

>> No.5880186

>>5876324
The thing I disliked the most about Doom 3 was its awful shotgun. Miserable range and ridiculous spread force you to pretty much use it as a melee weapon. One of the worst shotguns in any fps, at least the expansions somewhat remedy this by reintroducing the double barrel

>> No.5880190

>>5873871
https://www.youtube.com/watch?v=3nRlb3WmRJo

>> No.5880201

>>5880135
Apparently Randi just put it mixed it themselves.
Wonder from what, though.

>>5880186
Doom 3's shotgun is just plain balls, yeah.
The chainsaw is sex though.

>> No.5880203

>>5880190
Dont forget to put in some pseudo Hendrix and Groupies Primitive for that vietcong feel.

>> No.5880210
File: 56 KB, 408x491, 1521310455105.jpg [View same] [iqdb] [saucenao] [google]
5880210

>>5880190
>ramming a tank into bamboo/wooden buildings damages it by ~100+ HP

>> No.5880226

Anyone know a singleplayer announcer mod for doom? some nigger shouting m-m-monster kill when you play well, etc?
I like the one in BD Black Edition but I need it standalone

>> No.5880228

>>5880056
no problem m8

>> No.5880232

>>5880190
>itaintme.mid

>> No.5880245

>>5880190
From that "touché build engine" thing with the light switch, I think mark religiously reads the retro fps thread.

>> No.5880257

bros, i need a quake mommy

>> No.5880262
File: 279 KB, 460x613, 1567493000291.png [View same] [iqdb] [saucenao] [google]
5880262

>>5880190
I don't really understand why a brazilian man would be so eager/fascinated by the Vietnam War to make a whole mod revolving it.

Why would a non-american glorify the what the yanks did there? Like he's trying to stan/roleplay as a redblooded american vs rice farmers defending their villages. Beats me.

>> No.5880263

>>5880257
ok

>> No.5880268

>>5880262
Mark has issues, at best.

>> No.5880273

>>5880268
The real question is whether or not you'll be able to napalm women and children in his mod. I wonder what his brazilian peers think of him.

"That's the weirdo that stans for the US and makes that one gorey doom mod"

>> No.5880301

>>5880262
>>5880273
>stan
Please don't say this cringe word ever again. But anyways to answer your question, as a burger I don't see it as stanning for us or even the particular war itself. It's a semi-modern, particularly brutal war that got a lot of media coverage from 80s and 90s action flics. Which I think fits with what he has already been doing, and yes I fully expect you'll be able to napalm civilians.

>> No.5880302

>>5880262
It's common for far-right Brazilians to fantasize about being white while glorifying America, despite the fact Brazilians are genetically closer to chimpanzees than to Americans

>> No.5880305

>>5880273
>The real question is whether or not you'll be able to napalm women and children in his mod.
Mark's a proud based edgelord sperg, he'll do it for sure.

>I wonder what his brazilian peers think of him.
Probably they are 50% proud of him, 50% ashamed of him but do the apologist thing. Like those russkies feeling proud of that fake-RTX gay asset flip mod that was trolling moddb.com some days ago. Then they just accepted it was an elaborate time-wasting shitpost and went back to drink vodka, do meme mods and be depressed blaming foreigners for being poor, instead of fixing their damn klepto-pluto-state.

>"That's the weirdo that stans for the US and makes that one gorey doom mod"
He got stuck standing for 80's US, probably a childhood imprint assburger thing, like this is Mark's CWCville thing, brutal retro stuff is his sonichu.

>> No.5880321

>>5880262
Why not?
I am actually Portuguese and I read recently both max hastings works about korean and Vietnam war and they are both fascinating.
I enjoy reading from fucking conflicts from fucking kadesh to manzikert, to vienna, to Waterloo all the way into now.

Vietnam amidst the lies, the bad handling of the national political turmoil in south and north vietnam, the french presence in indochina etc. Its a really amazing period.
I pro american as well despite all that, but while south korea was salvaged even with fucking big fucking errors vietnam just went bad for multiple reasons.

The way people see vietnam as just US baby killing disgusts me.

>> No.5880334

>>5880321
>The way people see vietnam as just US baby killing disgusts me.
It's kind of funny that this disgusts you, but the actual baby killing does not.
>I pro american
>Nam.
Please stop.

>> No.5880336

>>5880321
>The way people see vietnam as just US baby killing disgusts me.
I see vietnam as the beggining of USA getting their ass kicked by ideologues wearing black pajamas.
Wear a black pajama and die like ants, but eventually you'll kick their asses out of the country, like A-stan is mostly a taliban territory again.
The only way for the US to win is to make their soldiers wear black raggie pajamas also, not drones.

>> No.5880337

>>5880321
Remember that one time you told that kid to kill himself

>> No.5880341

>>5880334
>>5880336

If you say so.

In real history things were not simple as that. Shit happens in war. Truth of the matter is US should have never went there and learned from dien bien phu. But they did when no one would go.

Real life is a tragedy for all sides. There were heroes in the misguided commie nationalism, there were heroes in US. There were butchers as well.

>> No.5880342

>>5880321
It's ok Mark, opinion acknowledged, now go back to make that mod so we can kill 60's sprite pixel vietcong babies in the name of US democracy.

>> No.5880346

>>5880321
Who are you gonna steal assets from without crediting them this time?

>> No.5880348

>>5880342
Maybe he will also represent the butchery northern psychos did to the southern bourgeois.

>> No.5880354

>>5880348
Lol. No, you're going to be limited to 100% red blooded pure murrica tankin through villages and napalming them.

>> No.5880356

>>5880341
The black pajama thing was shitposting, dude.
But well, it triggered you. Maybe you'll find someone else to debate on all that stuff that you find "important", I couldn't care less about vietnam and the US, I think I'll play the mod if it gets out, but that's all. But hope you'll have a good day anyway.

>> No.5880359

>>5880354
Yeah, SgtMarkIV is no hella pinko, probably he's closeted OGAY, but no leftie, no good Lord NO.

>> No.5880364

>>5880356
I know. Fuck America has tons of problems. But the modern zeitgeist of demonizing everything murica is also tiresome.

end rant

Gonna play quake

>> No.5880365

>>5880262
One of the best vietnam games was made by czechs (Vietcong). I don't get how being interested in the vietnam war is an american thing in the slightest, it interested me as a teenager (which luckily coincided with the releases of games like vietcong and battlefield vietnam, in that short period between the ww2 craze and modern war fps) and i'm not american. The era itself and especially the music are iconic, it's ingrained into pop culture thanks to movies like apocalypse now and full metal jacket and the concept of a force with superior arms fighting and losing against poorly armed guerillas is interesting and also makes for good gameplay.
Sad that there weren't more vietnam games, something on a modern engine with destructible/burnable jungle and traps that are actually hidden by dense undergrowth would be great.

>> No.5880374

>>5880365
I understand that, but this is Mark we're talking about. Do you really expect him to pick up on that sort of nuance? It's gonna be Brutal Dewm - kill rice farmers & make democracy jokes edition.

>> No.5880375

i see the cult of mark got past the mods

>> No.5880379

>>5880365
WWII had lots of representation because it was a victory, Korea did not because old hollywood thought it was a failure and not a thing to show proudly. But for a failed thing, Vietnam had a lot of representation in media back then, I think because post 60's Hollywood leans left always. It's funny that all that ambiguous representation only fed younger minds into idolizing those times, something to do with the concept of "the future being cancelled" in post-pomo I'd guess.

>> No.5880380

>>5880375
I have no love for brutal doom, but the idea that a non-american couldn't/shouldn't have any interest in such a well known and horrific war is just retarded.

>> No.5880385

>>5880365
Vietcong is pure undiluted Codename:Outbreak-worthy liquid shit. The ONLY reason it managed to fly was somewhat technological, for its time, graphics (butt-ugly, by the way) and the hot theme.

>> No.5880389

>>5880380
It's because of all those vhs/beta war movie rentals back then in brazil, young Mark's mind was so easy to impress. There it is, globalization.

>> No.5880408

>>5880380
all i see is a whole lot of circlejerking over one guy

>> No.5880410

>>5880408
>seeing something that doesn't exist
There's a term for that.

>> No.5880415

Trying to psychoanalyze a guy over a doom mod is cringier than the guy himself.

>> No.5880417

>>5880385
I only played a demo of codename outbreak and it seemed broken as fuck, vietcong was great though, fuck's wrong with you? To this day it's still one of the best squad-based shooters and definitely the most vietnam-like vietnam game, since you spend a lot of time just navigating the jungle avoiding traps.

>> No.5880418

>>5880410
follow the replies all the way backwards to see where it started

>> No.5880419
File: 43 KB, 329x216, brutal_doom___imp_meatshield.png [View same] [iqdb] [saucenao] [google]
5880419

>>5880389
Me and my gang use to love watching awful 80's movies for the ironic fun out of it.
Stuff like Deadly prey:
https://youtu.be/mLdTQCqcBDw
Or RoboWar:
https://youtu.be/0IV4g19TXrA
Hilariously bad stuff. The thing is, Mark's brutal edge is like he doesn't knows the concept of over-the-top in itself, like how stuff like Saints Row is really self-conscious parody. For Mark there is no irony, comedy is no fun for him, that's why he thinks his Imp choking sprite is hella cool, but for us it's laughably bad. A 1 gear sperg I'd guess.

>> No.5880421

>>5880418
It's not there dude, if anything it's only people shitting on Mark.

>> No.5880426

>>5880135
Late to this but I think it's from Heretic. Or maybe it's Heretic that first announced you had found a secret

>> No.5880428

>>5880415
>Trying to psychoanalyze a guy over a doom mod is cringier than the guy himself.
It's okie, Mark, we don't care about your diagnostic, go back to do reverse suicide counsel or kill viet babies..

>> No.5880436

>go to /vroom/
>Mark therapy general

>> No.5880437

>>5880415
>over a doom mod
You sure are a tourist here.
People shitting on Mark usually go back into even reading his old forums posts before he got banned everywhere.
This sperg had been leaving a trail since like a decade ago, it's not like people guesses about him just from a single mod.
But don't worry about Mark's "good name" get tainted by 4chins, things will go back to the usual /vr/retro fps shitposting,

>> No.5880439
File: 77 KB, 750x926, 1566794797434.jpg [View same] [iqdb] [saucenao] [google]
5880439

>Imagine being SgtMarkIV's concerned white knight, in an anonymous laotian puppets forum.

>> No.5880456

Let's see if we can't change the topic here

Can anyone tell me the difference between Co-op and Survival Co-op in Zandronum, and how all the rules effect the two individually?

Also is there some sort of guide for all this? The sites I've been to are simplistic and unhelpful

>> No.5880462

>>5880456
Survival is like co-op, but if everyone dies a certain number of times, everyone has to start the map over. In co-op you get as many tries as you need to beat the map.

>> No.5880465

>>5880462
And can they start the map over with the same items they had? Or is pistol start mandatory?

>> No.5880468

>>5880456
Survival mode server doesn't resets the level if all the people die in it, so depending on the extra server configs, stuff gets scarce if you don't beat it.
>Also is there some sort of guide for all this? The sites I've been to are simplistic and unhelpful
Yeah, I haven't found more info about it either, it's the usual wikis, or maybe a post in the zandronum forums, even discord. Most of this doom config stuff is word of mouth and old stuff gets deleted with time. ie. I'd been looking for weeks for good documentation on jdoom texture conventions, just small blurbs around.

>> No.5880469
File: 95 KB, 694x700, 1566415986513.jpg [View same] [iqdb] [saucenao] [google]
5880469

>it's another mark episode

>> No.5880470

>>5880468
It's funny, I used to not like the idea of documenting, but then I worked at a place where they made you document your software and they had documentation for people to look at and I was like "wow everyone should do this"

>> No.5880472

You know, thinking about it, Heretic solved the problem with Doom's pistol by just upping the fire rate a little and separating its ammo from the chaingun tier weapon.
It helps the tome of power makes it better too but still.

>> No.5880473

>>5880465
>Or is pistol start mandatory?
There are extra flags to setup that, even some mods have their own cvars, like dakka having an override thing itself for what items the player gets for the respawn. Do you use DoomSeeker? That could help you visualize most of the whole server options kaboodle instead of googling what an obscure server flag like 131231 means.

>> No.5880478

>>5880456
in survival, you have lives, which replenish at the start of the map
when you respawn, you use up a life. when you die with no more lives, you're out, and have to spectate until the next map.
if you lose all your lives, you lose all your stuff. if you survive the level, you get to carry your stuff to the next level.

that's pretty much it, any other differences aren't inherent to survival

>> No.5880480

>>5880465
Depends on what flags you set beforehand. Most co-op I've played let you keep your weapons upon death, but if you want more of a challenge you can turn that off.

>> No.5880483

>>5880470
Not dissing the all the doom modders, since what they do is laudable. But with some it shows their amateurishness by not doing good documentation and relying on a blurb buried in a forum made years ago. But some guys are well organized tho, like having a github and writing .me files, I love them.

>> No.5880484

>>5880468
>>5880462
It seems like you two disagree on what the modes are?

>>5880473
I'm using Doomseeker. The issue is in order for me to test stuff out I need to have two computers.


People ought to be able to start their own net game from inside zandronum.
Speaking of which, how come the bots don't shoot monsters?

>> No.5880513

>>5880484
>I'm using Doomseeker. The issue is in order for me to test stuff out I need to have two computers.
no you don't; add localhost as a custom server

>> No.5880519

>>5880513 (me)
actually no as far as I can tell you don't even need that
just start up a server, it'll show up in doomseeker since it auto-detects LAN games

>> No.5880524

I want to make a Marathon TC
I have positions open for
>story and terminal text(not super deep stuff, just something to glue everything together)
>level designer (more levels = more game)
>graphics designer (new guns, enemies, walls)
>I will accept a few ideas guys if they make map concepts
Me personally I will make levels and am project lead


I'm hoping for about ten to twelve levels, each lasting about 10-20 minutes

>> No.5880525

>>5880513
>>5880519
I mean in order to see the behavior with multiple players
because a coop game by yourself seems to behave identical to single player

>> No.5880527

>>5880484
>It seems like you two disagree on what the modes are?
No, we're not, that's because lives are another flag, you can set them to zero and hence gives you infinite tries. And survival makes the "no map reset when all players die" thing. As we said, it's all about what flags do you set up. But don't believe us, or the documentation, try the flags by yourself, click those options in the DoomSeeker server configuration and test them yourself.

>I'm using Doomseeker. The issue is in order for me to test stuff out I need to have two computers.
Yes, 127.0.0.1 is not enough for testing some stuff, I got some NET CLIENTSIDE bugs that couldn't be reproduced on non-local connections.
Do you know about the allfearthesentinel servers? You can try stuff on those and it's not local or lan.

>Speaking of which, how come the bots don't shoot monsters?
You're doing something wrong. could be from even a mod, or a cvar buried in your cfg file. Zandronum makes 2 parts for the config file, one is for server cvars, and the other for non-server config options, so that could be a problem if you don't pay attention.

>> No.5880538

>>5880525
so start up multiple clients? I'm sure you can handle running multiple clients at once

>> No.5880540

>>5880538
Wait can I just run multiple instances of zandronum
I didn't know that

>> No.5880546

>>5880540
sometimes when I'm testing a setup, I even make 2 servers by mistake by leaving the old one still running.

>> No.5880556

>>5880527
>No, we're not, that's because lives are another flag, you can set them to zero and hence gives you infinite tries. And survival makes the "no map reset when all players die" thing.
what? no, survival turns on the lives system. the lives system is not present at all if survival is off. survival map resets are controlled by "sv_survival_nomapresetondeath".

take your own advice and test it yourself. the netgame command allows for multiplayer emulation without starting a server. do "netgame", then "survival 1", then "map map01". notice how only then does the lives system kick in.

>>Speaking of which, how come the bots don't shoot monsters?
>You're doing something wrong. could be from even a mod, or a cvar buried in your cfg file.
again, what? zandronum/skulltag bots have never shot at monsters. never. there's no cvar to turn that on - do "cvarlist *bot*" and check for yourself.

please shut up, you don't know what you're talking about.

>> No.5880563

>>5880556
>urvival turns on the lives system. the lives system is not present at all if survival is off.
Yes, but had you tried using = 0 for the lives count? Or using a mod with it's own lives system like Dakka?

>again, what? zandronum/skulltag bots have never shot at monsters.
I was playing with my kid the other day, Project brutality, the bot was killing monsters while we were watching it. We had a private server in a local lan, not a sentinel server, those disable bots by default and it's non negotiable.

>please shut up, you don't know what you're talking about.
Plainly rude, it's not my fault that you didn't knew that stuff.

>> No.5880565

>>5880527
oh, and by the way? no, "sv_maxlives 0" does not give you infinite lives if survival is off. 0 counts as one life.

>> No.5880568

>>5875534
Quake 4 is good. I still prefer the Strogg look from 2.Too overdesigned in 4.

>> No.5880569

>>5880563
... dakka's live system is completely disconnected from zandronum's lives system. I know, because I fucking *made it*.

>> No.5880572

>>5880563
>I was playing with my kid the other day, Project brutality, the bot was killing monsters while we were watching it.
... oh my god are you fucking kidding me? those aren't zandronum's bots. if they're what I think they are, they're just dressed up +FRIENDLY monsters.

you really have no idea what you're talking about, do you?

>> No.5880575

>>5880569
Well, that's it, I use dakka and it overrides the underlying thing.

>> No.5880579

>>5880575
no, it does not override it. it is completely disconnected from it. dakka's life system gives you buddha mode, and once you hit 1 HP, it restores your health, does the flame effect, and decrements its life counter. it does not interact with zandronum's life system at all.

>> No.5880590

>>5880569
Hi Ijon, more stupid messages for Dakka when?
Actually come to think of it, is there anything else you'd want to add or change for Dakka?

>> No.5880592 [DELETED] 
File: 1.56 MB, 2448x3264, 1527060788842.jpg [View same] [iqdb] [saucenao] [google]
5880592

>>5875991
Because Scalie Warrior Waifu > your wife who probably married another man while you're away or is just dead.

>> No.5880594

>>5880190
I'll give him credit where it's due here, this is some interesting stuff, it's reasonably impressive, and he's finally doing something that isn't just spinning his wheels on Brutal Doom.
I may dislike him as a person at some points, but I will acknowledge that he can actually do some cool things when he applies himself.

>>5880262
He's probably interested in the Vietnam War because the war itself was really fascinating, there was a lot of technological development at the time, it's a very politically controversial and ugly war with a lot of brutality and war crimes coming from both sides (so you could see why a maybe perhaps not quite fully emotionally 'all there' guy like Mark, who may or may not be outright into guro, depending on who you ask, would be fascinated by just those points alone).

That said, there's tons of games and movies about WW2, and that's a war that's grotesquely glorified and whitewashed, when if you start to examine many things closer, and start to ponder some of the politics and morality of various events and factions, you can make some strong cases for why it's not nearly as clear cut of a war as popular media would suggest, where it's frequently boiled down to "good vs. evil".
I think that if it's ok to make a shooter game out of WW2, you can make one out of Vietnam.

>> No.5880597

>>5880273
Actually, I really hope he doesn't do that.

>>5880301
Kinda this.

>> No.5880601

>>5880302
>despite the fact Brazilians are genetically closer to chimpanzees than to Americans
to be fair, some of their problems can somewhat have something to do with portugal years ago

>> No.5880602

>>5876324
F.E.A.R and Dead Space were better

>> No.5880616

How come
Unknown
<NONE>
Cooperative

are all the same game type?

>> No.5880619

>>5880590
at this point, the only changes I'd make are sprite-related, and I'm not too bothered by it. oh, and maybe give it a once-over balance pass to see what I'd tweak (probably just the flamethrower and lancer), and *maybe* some new score rewards, but beyond that it's pretty much done, and I got other things in life to work on.

though some of the random messages (particularly the title screen's) do suck, and I have been meaning to make them suck less. I haven't had much success, though.

>> No.5880625

>>5880619
The stupid messages for the rocket launcher never fail to make me laugh, and overall I adore Dakka's arsenal, the only thing that bothers me is how the plasma gun works, something about it doesn't give me much reason to use it, I usually just save cells for the BFG which is excellent at fucking destroying everything including myself.
So what would you do for the flamethrower? Admittedly I don't use that too much either, when I equip the chaingun I'm usually going for FULLER AUTO because it feels good to completely shred dudes with it.

I still marvel at the pistols and scrappers though, the way ammo works for those two weapons is big brain shit and I've already stolen the pistol ammo thing for one of my mods. Gonna take the "use ammo to get ammo for this gun" for a later thing too.

>> No.5880640

>>5880365
>and the concept of a force with superior arms fighting and losing against poorly armed guerillas
Actually Vietnam had a lot more than just ragtag untrained guerilla fighters, they had a real army supplied by the Chinese and other East Bloc allies and sympathizers (who also sent military advisors who provided lots of good training), and it also had many veterans from back when Vietnam fought France.
In reality, US forces generally did pretty ok against the guerillas, it was the actual North Vietnamese Army which gave them the toughest time, the idea that it was all just guerillas is a myth.

>>5880415
Let's be fair, Mark is fucking weird and probably has some unresolved issues.

>> No.5880678

>>5880616
the "none" option... I guess is there for people +exec'ing config files? though I dunno why you'd do that and still go through doomseeker. most of the time, if you're doing +exec, you're running from a headless server.
for "unknown", your guess is as good as mine - the command line looks exactly the same for "none" as it does for "unknown", and neither of them specify a game mode.
zandronum defaults to coop, by the way.

>>5880625
yeah that's the thing. I only ever use the lancer alt-fire, and even then only when there's clouds of lost souls. but I also never use the plasma rifle in vanilla if I can avoid it, because the BFG is ridiculously ammo efficient and the rocket launcher and SSG are fantastic for everything the BFG is overkill against. and in dakka, the impaler and SSG in tandem ruin everything, the minigun is actually good, and the BFG is a "you win" button, leaving not much use for the lancer.

I feel like I'd end up riffing off of prey's q-beam and having the lancer primary fire overcharge enemies, detonating them and splashing nearby enemies with overcharge when they die. I was gonna do that with the BFG, but it wouldn't even matter there, would it?

the flamethrower's issue is that I was too conservative with its afterburn and overestimated how long you could burn a single enemy. all I did was lengthen the afterburn (+2sec), speed up damage buildup, and reduce the max damage cap, and now it's good. haven't pushed that change yet though.

>> No.5880681
File: 24 KB, 319x378, Red+alert+comp+oc+really+love+ra2+been+playing+for_c4e021_5569392.jpg [View same] [iqdb] [saucenao] [google]
5880681

>See this thread devolving into Vietnam War discussion
>Remember about Cold War games
>Remember that Red Alert is a thing
>TFW no Red Alert Doom mod

Seriously though, do you think it could work? Take the Soviets from those games and turn them into FPS enemies? They felt much more powerful than Wolfenstein Nazis(even if RA Soviets are more "cartoony").

>> No.5880693

Ok so it looks like there's no way to do it to where if all players die, the map resets and the players reset to what they had at the beginning of the map

>> No.5880694

>>5879646
Fuck off john you were never good

>> No.5880716

Hey, wasn't Trent Reznor gonna release the Quake soundtrack on vinyl? Did that get released?

>> No.5880731
File: 110 KB, 500x380, tumblr_otx4npGtGq1tmvxxdo1_500.jpg [View same] [iqdb] [saucenao] [google]
5880731

>Leave r/doom because is a contrarian shithole full of idiots
>Try to go to the Doom Twitter community
>Despite Twitter being awful, I'm hopeful
>It's equally bad for different reasons
Goddammit Doom fanbase is dumb as hell.
These threads ain't perfect but there's genuine passion for Doom even with its issues.
On Twitter, Doom fans love for the franchise feels fake. They shove Doom in whatever is the latest shitty meme or trend of filthy Twitter culture. Things like "Rip and Tear" and Daisy stuff was funny at first but later become obnoxious for how overdone it was.
Like there's barely any interest for level design, modding etc. things the community is known for all these years.

It's like they're fans of it because they like jumping on the bandwagon of Doom Eternal hype,be part of it only to become popular,almost obsessive at times. (In fact I've seen all this shit coming out around the time Doom Eternal was first revealed)

I just wanted people who were truly passionate and I got a legion of posers instead.

>> No.5880738
File: 528 KB, 1584x2114, pc_gamer_vol_2_no_10_october_1995_us_front.jpg [View same] [iqdb] [saucenao] [google]
5880738

>>5880716
Nope, still nothing
https://store.nin.com/products/quake-ost-1xlp

>> No.5880740

>>5880731
Your first mistake was expecting passion and sincerity on reddit or twitter.
Even here it's dwindling.

>> No.5880745
File: 344 KB, 240x240, SaltyCrispDachshund-max-1mb.gif [View same] [iqdb] [saucenao] [google]
5880745

>>5880731
I miss the days when Doombro and Nanka Kurashiki were the top dogs of funny Doom content.

>> No.5880746

>>5880731
I feel the same way, doesn't seem like a lot of people on Twitter who *really* like Doom that much.
Nobody every talks about their favorite custom mapsets or anything, outside of some of the Brutalkiddies.

>>5880738
Maybe Zenimax put a stop to it or otherwise got themselves involved and changed the nature of that idea?

>>5880740
I still hold on, even on the shitpostiest days of /doom/, I can not be broken, because I can just go and play some Doom and wait for it to blow over.

>> No.5880781

>>5880385
>Vietcong is shit
I bet you call Mafia a GTA clone.

>> No.5880808

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

>> No.5880816
File: 45 KB, 640x352, AZbFznsl.jpg [View same] [iqdb] [saucenao] [google]
5880816

>>5880746
I take "BD kiddies" over these posers any day. At least there's interest on showcasing mapsets and Megawads.

Unlike those who make stuff of whatever is trending right now with Doom slapped on it in order to get popular.
(it's like a combination of Halo and Minecraft fanbases worst aspects).
>>5880740
Yeah, but even then the discussions regarding community content and mods keep me here. It's chill and comfy at times.

>> No.5880834
File: 55 KB, 680x510, 70d.jpg [View same] [iqdb] [saucenao] [google]
5880834

>>5880808
>Civvie11 and Quake
Mmmmmm yes

>> No.5880841

>>5880808
https://www.youtube.com/watch?v=n0MSecdwED8

>> No.5880845

>>5880808
Oh hey, right on time, I was in a Quake mood.

>>5880816
>I take "BD kiddies" over these posers any day. At least there's interest on showcasing mapsets and Megawads.
Yeah, though I don't share their taste too much, many of them seem to actually like the gameplay and look for levels they think would be fun to play with BD/PB.

>> No.5880865

>>5880841
>Decino
I didn't expect this guy to be so good at first.
Him and Civvie11 are the most pleasant surprises for the Doom community on YT

Unlike Midnight

>> No.5880873

>>5880845
Same, thanks to certain BD vids I found great wads such as Darkstar and Doom comic wad

>> No.5880876
File: 568 KB, 1920x1080, 1544569020658.jpg [View same] [iqdb] [saucenao] [google]
5880876

>>5880845
I love playing both chocolate doom with SC-55 tracks and PB/D4T with overkill mods.

>> No.5880884

>>5880876
>Catvisor
That's so much better than that cluttered mess like Ultimate Doom Visor.
Btw, wad name?

>> No.5880892

>>5880884
It's Honte remastered.

>> No.5880945

>>5880745
>pic related
What a coincidence, I’m playing DS2 right now.

>> No.5880954
File: 201 KB, 1200x2000, 1497645283648.jpg [View same] [iqdb] [saucenao] [google]
5880954

>>5880808
>Civvie doesn't bhop at all in his playthrough
Somewhat disappointing he graced over it when discussing QuakeWorld at the beginning, but good vid nonetheless.

>> No.5880959

>>5880816
Dead Marine’s blood messages from the dead marines was always a nice touch I liked.

>> No.5880984

>>5880954
All of his videos are about single player.

>> No.5880990
File: 925 KB, 280x220, c00.gif [View same] [iqdb] [saucenao] [google]
5880990

>>5880959
Indeed, it makes the atmosphere more twisted and messed up. It shows how the demin invasion affected the other marines before dying.
It's even better when you play with DarkDoom and some creepy music addons.

>>5880892
Thanks mate

>>5880945
Dead Space 1 & 2 are excellent
Come to think of it, I want to make a Dead Space inspired mod now

>> No.5881006
File: 185 KB, 486x268, IMG_20190312_004329.png [View same] [iqdb] [saucenao] [google]
5881006

>>5880984
I want Civvie to cover that Postal 2 russian expansion that he teased with Postal Redux.
I heard that's absolutely terrible and some russians even said that the humor and jokes there is outdated as hell.

>> No.5881009
File: 142 KB, 600x841, 0FDB94B4-9346-4E38-A62E-FD142DABC70E.jpg [View same] [iqdb] [saucenao] [google]
5881009

>>5880990
I’m genuinely surprised there hasn’t been a Dead Space mod for Doom yet.

>> No.5881012

>>5880731
Most Doom related twitters i follow are noticeable community related people like the Doomwiki and some modders/mappers.
I know there's actual fans on Twitter but i fucking hate looking at official Doom tweets and seeing the same reaction images and gifs, some of which i know the sources of but don't even help their creators get a bit more attention.
It's like we went from
>People worrying about giving credit to others and even taking that seriously with Brutal Doom
to
>That one Doomguy Krusty Krab gif by Kinsie being shoved everyone without anyone ever finding out who did it, to learn about Reelism or MetaDoom
and it's ironic when you consider that half of Doom's popular status is influenced by the fanbase, from recurring jokes and memes to myths and rumors about the actual game.
I also don't like how the Doom_txt account even bothers with "original jokes" when the entire point of txt accounts is to quote funny shit out of context but at least they didn't fall apart like a lot of gimmick accounts on the Hellsite.

>> No.5881026

>>5880984
> strafejumping and bunnyhopping are for multiplayer only
airstrafing is what makes first person platforming doable

>> No.5881042

>>5881012
To add up, it's cool to see new people interested in Doom, specially because sometimes it feels a bit... small?
Like, you keep hearing the names Linguica and WildWeasel as if these specific names are main figures of the community and even if some of these people had some good impact (and probably some bad impact too) i feel like only some stuff exists when it's not the case.
BD's popularity kinda sucked when it's treated as the only worthy mod and the same applies to GZDoom.
The only except is the Doomwiki being seen as the one true wiki over the radioactive garbage pile from "fandom".
But even then, popularity might as well force this case of "only few things exist to most people" like again, with BD and GZD, along with the notion that there's too many slaughterwars because most people don't brip up traditional, non slaughtery wads.
What also doesn't help is misinformed people minsinforming others about gameplay tips or how to get into Doom they forget GZDoom isn't as faithfull.
I also hate how D64 was seen as non existent outside fans and it took an official port annoucement for people to accept its existence.

>> No.5881046
File: 182 KB, 850x695, Isaac.Clarke.full.451696.jpg [View same] [iqdb] [saucenao] [google]
5881046

>>5881009
Because they're really different in terms of game mechanics.
But they can be adapted.
Some weapons are more powerful than standard Doom weapons but reloading gets in the way and make it more difficult. Unlike the original game you can use all your weapons and your speed is unaltered, regular Doom speed.

Stasis can freeze enemies and attacks like fireballs and rockets.
Unlike the game it has a cooldown but is really slow.
Telekinesis can be used on barrels and throw them on the enemies.

This what I feel it should be like on weapon standpoint so it can be played with most enemies mods

>> No.5881057
File: 74 KB, 405x300, 2019-09-13 18_33_38-Window.png [View same] [iqdb] [saucenao] [google]
5881057

Uh
Whoops

>> No.5881058

>>5880524
not really interested but have you posted this in a specific forum?
i doubt anyone here would be interested in a marathon mod when some are already focused on a heretic mapping project

>> No.5881060 [SPOILER] 
File: 6 KB, 419x249, 1568424994677.png [View same] [iqdb] [saucenao] [google]
5881060

>>5881057

>> No.5881071

>>5880808
> EXPLODING SLAPPY BOIS

>> No.5881076

>>5879216
Couldn't make out any of that.

>> No.5881080

>>5881046
Which weapon would be your favorite in a Dead Space Doom mod? The Force Gun would probably be the weapon I’d want to see the most.

>> No.5881085

You know what, what if Doomguy could rescue his family/bunny?

>> No.5881102

>>5881057
That's quite the cockup.

>> No.5881105

>>5881085

He'd still be mad due to the demons killing his buddies back in Phobos

>> No.5881110

>>5881105
And the general audacity of the invasion and all the murdering. Doesn't quite seem like a forgive and forget kind of guy.

>> No.5881112

>>5881085
>>5881105
And a bunch of innocent people were still mercilessly slaughtered by demons.

>> No.5881116

>>5881085
What family?

>> No.5881131
File: 2.75 MB, 245x263, 1558861659721.gif [View same] [iqdb] [saucenao] [google]
5881131

>>5881012
>I fucking hate looking at official Doom tweets and seeing the same reaction images and gifs
I hate to say it but I used to be one of those people.
I did it for like 3 or 4 times then I got bored. Tried to talk about something related to the post while joking but almost no one gave a shit.
On Twitter is like a contest on who gets most likes and retweets faster than everyone else.
On Twitter you do the same things over and over again until it becomes obnoxious and nauseating.
And not even Doom which is known for having one of longest fanbases can avoid that plague.
I refused to follow any Doom fan who makes fanarts of the game in that place. It's just boring all around.

Is basically too much of a good thing.
About gimmick accounts, I don't understand how is so hard to simply upload stuff related to your main topic, I don't care if you're right or not that's not the reason I'm following you, you clout whore

>>5881042
We basically went from
>Fans who don't know anything outside BD
To
>Not wanting anything from the community creations at all

Even when someone posts something like Russian Overkill or Jojo mods with a link, few people actually care playing them and most go "look at this funny video now gimme retweets and likes".
Doom has always been popular but never massively popular as it is now.

About Doom 64 I don't understand the hype for it when you can play it for free on your PC with better controls.
Unless you want to play it while taking a shit, maybe is justified but not worth it.

As I said, it seems to be there are more posers who pretend to be massive fans and make content almost entirely related to Doom but only do it in order to get popular on Twitter and YT.

>> No.5881138

>>5881131
>but never massively popular as it is now.
Now now, Doom was an insane phenomenon back in its day.

>> No.5881145
File: 325 KB, 800x566, c1bb69898ca074b129955922a008c219.jpg [View same] [iqdb] [saucenao] [google]
5881145

>>5881080
Aside the classic Plasma Cutter, I would like the Handleheld Ore Cutter Line Gun and the Remote Control Disc Ripper.

>> No.5881151

>>5881145
speaking of dead space (even if it's borderline not retro fps) what about an enemy based mod based off the series?

>> No.5881154

>>5881138
Yeah but now with Social Media, Doom became huge as much as it was in the 90s.

>> No.5881167

>>5881154
It's funny, i thought there was a point before Doom 4 where the series was not so popular, most of the fanbase might have been 4chan just because of these threads or memes.
We've had the fucking Death Battle autism and BD but most people cared about either COD or TF2 or something while Doom was seen as a relic of its time with some fans keeping it alive.
I guess what we have nowadays is also a case of gentrification on video games and nerd culture, where the guy that probably made fun of you for liking something niche and weird is now the guy screaming and jumping over GOT and MCU.

>> No.5881169

>>5881151
It could work. Maybe something inspired by it because recreating the enemies as sprites can be difficult, especially the big ones.
Of course some of them would be absolutely relentless like in Dead Space.
Some of them would randomly be cut apart when you shoot them and crawl to attack you

>> No.5881416
File: 137 KB, 1920x1080, Weland.png [View same] [iqdb] [saucenao] [google]
5881416

>>5880524
It's not much, but I got started on a level. I wanted to recreate the oldschool bungie fuckery so I made a door where you get overwhelmed by pfhor and will die if you don't find the AR

I'm expanding my project efforts to a couple retro discords and the pfhorums

>> No.5881513

>>5880731
Yeah, I definitely have noticed a lot of "fans" that are nothing more than "oh yeah, I remember playing Doom"

>> No.5881667
File: 104 KB, 770x683, wew.jpg [View same] [iqdb] [saucenao] [google]
5881667

How do I fix this?

>> No.5881672

>>5881667
change the light level of one side of the water by 1
it's doing this because it sees that section of water by the grate as one visplane, and the light level trick gets the engine to break it into two

>> No.5881682
File: 81 KB, 803x596, wew2.jpg [View same] [iqdb] [saucenao] [google]
5881682

>>5881672
Thank you, that worked.

>> No.5881697

>>5881167
It's kinda like the same case with Jojo Bizarre Adventure.
An incredibly iconic series that was really niche in the west but exploded in popularity when it got an anime.
New fans acted how non-mainstream the fanbase was compared to the others but now 90% of it know about Jojo.
There were like 30 fans of it at best back in 2009.

Doom popularity on social media reminds me how Halo was popular during its prime.
Constantly referenced and tons of jokes and memes related to it non-stop but once the last entries came out it decreased in popularity and now Doom took the throne once again as "most popular FPS". But with all the negative aspects of it with a dose of social media toxicity.

>>5881513
Anon was talking about more about new fans that showed up around the time Doom 4 came out.
BD managed to get a lot of new fans into the series, same goes for Doom 4.
But here all the love for the series devolved into making memes and jokes non-stop and is always the same ones.
Like a tool in order to viewers.

>> No.5881702
File: 139 KB, 800x600, quake_guy_toy_by_zdg-d6znl58.png [View same] [iqdb] [saucenao] [google]
5881702

I wish that after Doom Eternal we get something related to Quake. Possibly single player focused.

>> No.5881705

>>5874121
Alright, I'll bite.
It's probably because you come to a full stop when you stop moving, as opposed to sliding a little before stopping like in Doom.

>> No.5881735
File: 492 KB, 1024x1024, 3250dcdc-26fe-4ee3-abf3-923e3611ba62.jpg [View same] [iqdb] [saucenao] [google]
5881735

If only it was real

>> No.5881740

>>5881735
if it was real there's a statistically improbable chance that you'd have it, so what difference does it make

>> No.5881936
File: 1.58 MB, 960x1103, impse was a mistake.png [View same] [iqdb] [saucenao] [google]
5881936

This chunky mofo. What the fuck is anatomy?
Pretty sure I found a buyer. Better not mess up anymore.

>> No.5881963

>>5881936
Looking dope, anon.
Keep it up

>> No.5881967

>>5881740
Good point but still want it

>> No.5881976

How do I get good at finding secrets?

>> No.5881979

Any of you gonna make a new thread or what

>> No.5881986

>>5881976
You use your eyeball(s). Visual cues or just automap hints.

>> No.5882003

>>5881702
I don’t. Machinegames want to do something with it, so if there’s ever going to be another Quake game, they’re the ones who’re going to make it.

>> No.5882010

New thread.

>>5882006
>>5882006
>>5882006

>> No.5882064

>>5881697
A lot of those new "fans" because of BD and Doom 4 ARE the people who go "oh yeah I remember playing doom". The fact that they are just memespouters and dont intereact with the actual community should've been an obvious indicator of this.

>> No.5882451
File: 1.25 MB, 1168x872, 1565830902211.png [View same] [iqdb] [saucenao] [google]
5882451

are any quake 3 servers still alive at all? thinking about torrenting the game and checking out online

>> No.5882474

>>5882451
definitely less than ut99 but there's still some people online depending on timezone
can't hurt to just check i suppose, also get monsterbrowser as server browser cause the built in one isn't very good