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6072095 No.6072095 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6064854

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 FUCKING DOOM
(or Quake, Duke, Marathon, 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=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


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

== 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.6072097

=== NEWS ===

[12-13] Someone working on a Quake 2 Upscaled pack
https://twitter.com/HugoLocurcio/status/1202730353942814720
https://github.com/Calinou/quake2-neural-upscale

[12-13] BuildGDX v1.05 released with PC Powerslave/Exhumed support
https://m210.duke4.net/

[12-10] La Tailor Girl beta #3 available
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=405#p1127571

[12-10] Doom Delta updates
https://forum.zdoom.org/viewtopic.php?f=43&t=52262&start=570#p1127423

[12-8] Kinsie throws up an update for Deathmatch Simulator
https://forum.zdoom.org/viewtopic.php?f=19&t=66264&sid=56705334c3293a2ffdce5fbc3b15c1ac&start=30#p1127273

[12-7] A beta for Akeldama, a vanilla-compatible megawad, has been released
https://www.doomworld.com/forum/topic/103867-akeldama-first-beta-released/

[12-5] GMOTA 1.4 released
https://combine-kegan.itch.io/gmota

[12-4] Nova 3, a 32 level megawad
https://www.doomworld.com/forum/topic/98624-nova-iii-rc1-available/

[11-28] Defrag World Cup 2019
https://dfwc.q3df.org/comp/dfwc2019/

[11-26] French Meat 2 for Blood released
https://www.moddb.com/mods/french-meat-2

[11-22] Wrath: Aeon of Ruin is now in Early Access
https://twitter.com/3DRealms/status/1197892935867666433?s=19

[11-21] Death Wish for Blood updated to version 1.6.9
https://www.moddb.com/mods/death-wish-for-blood

[11-21] Port of PC version of Powerslave/Exhumed released
https://forums.duke4.net/topic/10872-pcexhumed-exhumedpowerslave-pc-port

[11-17] ZSDF editor anon releases AceToolkit
https://gitlab.com/accensi/acetoolkit

[11-17] Shrine, a total conversion for Doom II
https://www.moddb.com/mods/shrine

[11-15] Triune Discovery and Jump Boots for Quake have released
http://celephais.net/board/view_thread.php?id=61791

[11-13] Andy Olivera steps down from maintaining DSDA, new site available
http://doomedsda.us/news.html
https://dsdarchive.com/

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6072109

https://www.youtube.com/watch?v=0XKIB8mkYMs

>> No.6072129 [DELETED] 

>>6072097
I made bread today

>> No.6072140 [DELETED] 

>>6072097
[12-14] I made bread today

>> No.6072156
File: 13 KB, 415x467, power of friendship and huge guts.png [View same] [iqdb] [saucenao] [google]
6072156

>> No.6072279

Quake TC for DUSK when?

>> No.6072291

>>6072279
does DUSK even have mods?

>> No.6072293
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6072293

Alright motherfuckers it's that time of the week again, SCREENSHOT SATURDAY. So step up and show what you've been working on, sprites, maps, mods? Let's see it.

>> No.6072297
File: 18 KB, 240x188, file.png [View same] [iqdb] [saucenao] [google]
6072297

>>6072293
I don't have any maps yet but have this caco I just drew.

>> No.6072302

>>6072291
It will, and they've shown Half-Life and Quake 1 maps ported to it.

>> No.6072304
File: 27 KB, 796x226, hands.png [View same] [iqdb] [saucenao] [google]
6072304

>>6072293
Still working on hands. Progress isn't fast right now but that's because hands are fucking hard. Redid the lines on the fist because the old version looked like shit. Got the arm for the attack frame done and one gesture there.
With any luck I can take those two arm frames and just use TEXTURES to make all of the necessary frames. Cus there's gonna be a lot.

>> No.6072328
File: 1.19 MB, 525x438, 1575789059217.gif [View same] [iqdb] [saucenao] [google]
6072328

>>6072302
>Arcane Dimensions in DUSK

>> No.6072345

>>6072279
they need to hurry up and release the sdk before interest dries up
i mean what the fuck, it feels like the sdk has taken longer to develop than the actual game at this point

>> No.6072354

WTF is up with this script?

script 2 (void) {
FloorAndCeiling_LowerByValue(22, 8, 200);
delay(8);
FloorAndCeiling_RaiseByValue(22, 8, 200);
}

The 3d platform lowers, but will not come back up. I am so close, but very rusty with ACS scripting.

>> No.6072365
File: 336 KB, 1630x1018, HUD 1.png [View same] [iqdb] [saucenao] [google]
6072365

>>6072293
Can't see it in the screenshot, but the book bobs up and down occasionally. Still working on the alternate variants

>> No.6072371

>>6072354
a delay of 8 is only 8/35ths of a second. that couldnt possibly be enough time to move 200 units. try a significantly longer delay, or just use tagwait(sector).

>> No.6072372

>>6072354
a surface in motion can't be sent to move in a different direction, and chances are they're still moving after the Delay(8)
use TagWait(22) instead

>> No.6072389

I am still awaiting the Doom Sprayer wad based on the image of the guy spraying the Cacodemon.

>> No.6072409
File: 85 KB, 508x802, SCVA.jpg [View same] [iqdb] [saucenao] [google]
6072409

>>6072095
I started editing some DOOM midis with new instruments. What do you think?
I replaced the standard drums in E1M3 with the TR606 preset in SoundCanvas VA. I think the track sounds MUCH smoother now. How can i save these changes permanently? Every time I seek/reset the track the MIDIRESET changes everything I've done back to default.

https://voca.ro/8ex0joHffwe

>> No.6072414

>>6072409
Oh neat, lets have a listen... *puts headphones on* ... its shit.

>> No.6072418

>>6072414
>RPing
go back to the trash discord threads

>> No.6072425

>>6072409
do something with snare, its quite annoying

>> No.6072429

>>6072414
:^)

To me theres two kinds of DOOM music, at least in the first game, the metal inspired ones, and the more moody, synth ones (E1M2, E1M3, E2M4 etc)
The synth ones are fine with the stock SC-55, but with SCVA you can use SC-88 patches. I just felt the standard drum patch isnt suited for these types of tracks.
>>6072425
sure. this was just a quick 2 minutes of me messing around. I love the doom music but sometime I wish I could tweak them into a bit more.

>> No.6072447

>>6072372
>>6072371

This works fine.

script 2 (void) {
HudMessage (s:"Dont fall off."; HUDMSG_PLAIN, 1, CR_GOLD, 0.05, 0.95, 1.0);
FloorAndCeiling_LowerByValue(22, 8, 200);
Delay (565);
FloorAndCeiling_RaiseByValue(22, 8, 200);
}

>> No.6072531

I don't suppose anyone knows a decent link for the .wav (or .flac) files for Scourge of Armagon or Dissolution of Eternity? I found my original Quake disc after several hours rummaging and I'm not looking forward to a repeat.

>> No.6072628

>>6072531
Should be in the OP.

>> No.6072654
File: 72 KB, 540x385, as.png [View same] [iqdb] [saucenao] [google]
6072654

Any suggestions of christmas inspired songs like this? https://www.youtube.com/watch?v=0gkIA5Y16h0

>> No.6072663
File: 3.59 MB, 1874x3615, protoDMmapmaybe.jpg [View same] [iqdb] [saucenao] [google]
6072663

Next to the .zip which contained an earlier draft of Doom 2's levels (some maps which were replaced, some which were altered, even heavily cut up and redone), I found another which contained some additional maps. Most of it is a lot of nothing.

Map 01 is an early and broken draft of a room which later shows up in Bloodfalls, that area with the two Pain Elementals. All light is set to 0 and some sectors are broken.

Map 02 is an earlier version of Underhalls, it's mostly similar, but I think this was before the entire map was shifted slightly, mostly to just make one single teleporter floor texture/flat align.

Map 03 is pic related, it doesn't look like any officially published level by iD Software, it has no monsters in it, and it has all weapons available, possibly this was an early take at making a Deathmatch Only level, author unknown. This was the most interesting part to me, as though it doesn't really look like anything exciting or special (I don't DM so I don't know if this even looks playable), it's a complete map which we never got to see back then.

Map 04 I'm pretty sure is just a little test of elevator functions, it's a central square elevator with four player starts, and then on each side there's a room (at varying height levels) which has a switch to lower the elevator.

>> No.6072853

>>6072663
pic related looks like that deathmatch map that American McGee released as a pwad.

>> No.6072874
File: 99 KB, 1200x678, ELy2n46XYAACEjZ.jpg [View same] [iqdb] [saucenao] [google]
6072874

>>6072095

>> No.6072924

>>6072853
There we have it.

>> No.6072945

What are you waiting for? Christmas?

>> No.6072953

>>6072663
>>6072853
>>6072924
https://doomwiki.org/wiki/Id_Map01

>> No.6072970

Where should I go if I want to commission some textures for a retro FPS? Fiverr?

>> No.6073026
File: 546 KB, 1932x1086, 20191213221245_1.jpg [View same] [iqdb] [saucenao] [google]
6073026

Play Lithium.

>> No.6073036 [DELETED] 

>>6072095
the OP posts of these threads always crack me up, and this is no exception.

>> No.6073039

>>6072095
the OPs of these threads always crack me up, and this is no exception.

>> No.6073046
File: 7 KB, 100x100, Printer.png [View same] [iqdb] [saucenao] [google]
6073046

hey faggots any good quake partial conversions to play?

>> No.6073053

>>6072328
Holy shit, I haven’t even thought about that. That would honestly be amazing.

>> No.6073056

>>6072409
Snare's a bit sharp and loud, otherwise sounds cool

>> No.6073180

Who does the voice for Doomguy? I'm googling around and all I'm getting are results for newer games and fucking goblin slayer

>> No.6073182

>>6073180
Nobody knows yet. The guy that does the dub voice for Goblin Slayer is just Doomguy’s motion capture actor.

>> No.6073186

>>6073182
Sorry I meant the original doomguy. Doing the grunts and stuff.

>> No.6073190

>>6073186
Honestly, I have no idea. I can’t find anything either.

>> No.6073192

>>6073036
>>6073039
Same, I lurk these threads even though I doubt I've played as much Doom as the regulars.

That, and just about any thread on /vr/ is higher-quality than any thread on /v/.

>> No.6073193

>>6073192
indeed. and pardon me, first time I posted I put "OP post" and then realized how redundant that was. deleting and reposting on chans is a bad habit of mine.

>> No.6073207

>>6072970
depending on what you need, I may help with some
I am quite busy with IRL stuff like xmas coming up and other work, but I can slot in some textures for anon

>> No.6073236

So, what are your honest feelings on the Cacowards for this year?
I have to say, the neural network sprites look great

>> No.6073273

>>6073186
>>6073190
Probably some anonymous dude working at that General Series 6000 sound library thing or whatever. Bobby Prince used a lot of sounds from that for Doom, also for Duke Nukem 3D.
I believe it came from a specific set in that library, that set is not just used in Doom and Duke, but you can hear it in Heretic and Hexen as well.

There's a video somewhere playing them, but I can't find it.

>> No.6073286
File: 2.87 MB, 696x392, shittysnow.webm [View same] [iqdb] [saucenao] [google]
6073286

Eviternity is good and all but how do I turn off this shitty snow effect that makes my game lag?

>> No.6073297

>>6073286
Lower resolution.

>> No.6073303

https://www.youtube.com/watch?v=2tIHNVY1EGM new powerslave GDX

>> No.6073313

>>6073303
Been playing it over the last few days, it's plenty of fun, if heavily flawed.

Damn those are complex levels. I still like the PSX/Saturn version better to be honest though.

>> No.6073315

what the hell is up with those insectoids with laser pistols in powerslave? Extremely out of place, silly and badly designed

>> No.6073317

>>6073315
Turns out the real villain in Powerslave is ALIENS (locusts ?).
They were way better introduced in the console version, only appearing in the very last level.

>> No.6073318

>>6073303
That hand bongo sound is absolutely fucking obnoxious.

>> No.6073319

>>6073318
You can murder the bongo players... Which I've been doing, systematically.

>> No.6073351
File: 4 KB, 100x100, no chicken.png [View same] [iqdb] [saucenao] [google]
6073351

No.

>> No.6073362
File: 67 KB, 1845x923, Photoshop_2019-12-15_11-35-03.png [View same] [iqdb] [saucenao] [google]
6073362

>>6072293
making some railings, glad to finally make some progress instead of being afraid to start working on the project

>> No.6073386

>>6073351
Yes

>> No.6073441

>>6072291
Isn't Wrath: Aeon of Ruin gonna be more moddable because it's Darkplaces, meaning most Quake tools are gonna work?

>> No.6073450

>>6072970
You want a pixel artist, those typically hang out at Pixelation or Pixel Joint. Maybe DeviantArt.

>> No.6073453

Will Sonic Robo Blast 2 run on ZDoom?
My laptop doesn't have newer OpenGL version so it can't run GZDoom

>> No.6073458

not gonna lie powerslave pc version is pretty shite

>> No.6073464

>>6073453
Get lzdoom if it runs on the zd family.
But isn't SRB from another branch of sourceports?

>> No.6073482

>>6073441
>darkplaces
lmao!

>> No.6073485

>>6073482
What are you pretending to say even?
Wrath runs on a modified version of darkplaces that supports extra menu stuff and something I can't remember the name of from quake 3 for map geometry.

>> No.6073487

>>6073482
>>6073485
darkplaces a shit

>> No.6073505

CRUDUX CRUO

>> No.6073509
File: 7 KB, 326x277, file.png [View same] [iqdb] [saucenao] [google]
6073509

>>6073386

>> No.6073510

just finished Eviternity. The last 2 levels are fun, but the first 2 levels of the last portion are really heavy on hardware so I couldn't enjoy them, I kinda wanted to get off with it and move on. The rest of the episodes are varying on Quality, The Hell levels and the 2nd part of the Tech levels were pretty fun. And the Final Boss was a pretty cool Addition, I want to see more of this type of stuff on other wads.
Pretty good WAD in general, along with Scythe 2 they are the WADs that I enjoyed the most so far.

>> No.6073523

How does mouse look affect aiming in GZdoom? Specifically vertical aiming. When I turn on mouse look does the game stop doing vertical autoaim or does it still function like it would if I could only look horizontally? Just curious.

>> No.6073525

>>6073523
There's an option for that, so you can mouselook and keep vertical autoaim. Or disable one or both

>> No.6073529

>>6073525
If I turned on mouselook but didn't do anything to the autoaim settings would that mean I've still got vertical autoaim on? I realise this isn't a very scientific test, but I just played through the first mission of eveternity with mouselook and it didn't "feel" like vertical autoaim was on.

>> No.6073540

>>6073464
>>6073453
SRB2 is based on a heavily modified doom legacy engine that is so far removed from any of the Doom source ports at this point, IIRC.

>> No.6073552

>>6072097
>no cacowards

the fuck?

>> No.6073559

>>6073510
While I do like them, I kinda dislike that Scythe 2 and Eviternity have so many episodes. Sure it adds variety to the aesthetic themes, but sometimes it feels more like a collection of smaller unrelated mapsets compiled together, rather than as a single large mapset with a consistent story.

>> No.6073594
File: 1.28 MB, 2296x2729, 20191011_110327~2.jpg [View same] [iqdb] [saucenao] [google]
6073594

>>6072095
Dang this thread for making me hungry. Every time I see it looks like a big basket of dogwood fruits.

>> No.6073619
File: 9 KB, 535x250, 2a33ca6c294f9cbaef92efab05f3062ff6a581a7.png [View same] [iqdb] [saucenao] [google]
6073619

Play Complex Doom.

>> No.6073627

>>6073619
Is shite.

>> No.6073657

>>6073559
>, rather than as a single large mapset with a consistent story.
I never played a WAD like you describe. Eviternity feels pretty connected from mapset to mapset. Scythe 2 does feel disconnected though.But I don't mind it, the maps are really good and fun.

>> No.6073682

>>6073657
What I mean is that most megawads that follow the traditional three episode structure tend to feel like theres a belieavable story reason for the change in theme. Where as 6 episode wads can at times feel a bit random and jarring with the theme changes.

>> No.6073724
File: 524 KB, 1920x1017, Screenshot_Doom_20191201_071139.png [View same] [iqdb] [saucenao] [google]
6073724

>>6073619
Play Colourful Hell

>> No.6073728

>>6073724
Does colorful hell cover your screen in useless notifications in addition to changing monster colors?

>> No.6073731

>>6073728
You get alerts about rare monster spawns, I'm pretty sure that guy fucked with the settings to make a bunch spawn at once

>> No.6073741
File: 1011 KB, 1366x768, Screenshot_Doom_20181104_152550.png [View same] [iqdb] [saucenao] [google]
6073741

>>6073619
remove little shit wmds first

>> No.6073779

>>6073619
Go Bugger an Imp

>> No.6073795

>>6073731
I had this happen when I disabled monsters

>> No.6073802

>>6073731
He didn't fuck with the settings, he just ran the okuplok map with it.

>> No.6073807

Retarded question but where is the actual code for weapons/actors stored in the doom 2 IWAD?

>> No.6073815

>>6073807
its in .exe

>> No.6073816

>>6073807
it's in the executable

this is why sourceports exist

>> No.6073819

>>6073807
nowhere
because it's stored in Doom2.exe
that's why you need DeHackEd to modify things in vanilla
and you can't create new things - if you want new monster, you have to modify existing actor
and you cant create new behaviours, only combine existing ones - for example pinkie rush in D4V is a lost soul attack

>> No.6073840

>>6073207
I'm nowhere near complete with my total conversion but I'd like to have *some* textures done beforehand as the look of the environment for each level is central to the idea of my project, and I'd like to know that when I do finish it that it won't just be sitting on my hard drive waiting for good textures.

I'm not in a rush for anything to be done immediately, so holiday stuff isn't a big deal for me. If you'd still like to contribute I'd like to see some of your art and know how much a dozen 128x128 textures would cost

>> No.6073863

>>6073619
the base Complex is alright but all the Legendary shite is terrible

>> No.6073865
File: 29 KB, 1217x713, Photoshop_2019-12-15_12-22-10.png [View same] [iqdb] [saucenao] [google]
6073865

>>6073840
I have posted a response to screenshot saturday earlier today, did those railings this morning, might revisit them later on after project enters beta phase and make them more varied
price of textures depends on what theme you are needing, if its something I can use for my own projects, textures will come free, but I would expect to use them as well, and would like to have community use them too
otherwise, I am very flexible and price would most likely be symbolic
I do variety of styles, again pic related is strict vanila palette but I am no stranger to truecolor and pbr methods

>> No.6073872
File: 54 KB, 1587x448, Builder_2019-12-15_19-07-20.png [View same] [iqdb] [saucenao] [google]
6073872

>>6073865
of course, with patches all those shapes are building blocks for different variants

>> No.6073881
File: 320 KB, 1360x768, scr-map7-0002.png [View same] [iqdb] [saucenao] [google]
6073881

>>6073319
Wtf. the bongo guys are bros.
great game, kinda goes downhill at the end due to the overuse of FUCKING WASPS though.

>> No.6073887

>>6073487
You are uninformed and likely stupid.
Darkplaces is commonly considered a poor Quake port because various things are not accurate to Quake. And it has a bad reputation due to the various ugly graphics mods made for it.
However, its still Quake at heart, and its various additions to the engine make it good for making a Quake-like game. So there's really no issue with Wrath using Darkplaces. It looks great.

>> No.6073889

>>6073881
Jewellery lingerie in a egyptian setting or princess of mars\Conan kinda shit is a gift to mankind.

Wonder if the pc version is worth playing.

>> No.6073892

>>6073889
Theres a whole enemy thats just a jaguar in a bikini.

>> No.6073919
File: 1.21 MB, 1380x1800, ELxIYuwUYAInNH8.jpg [View same] [iqdb] [saucenao] [google]
6073919

>> No.6073920

>>6073865
The TC I'm creating isn't for Doom, but I'm assuming Doom uses the same size textures (128x128). The theme of the textures will be much different from each other per map. I'm going for an LSD Dream Emulator type style where you transition back and forth to different dream worlds which is why in my previous post I said that the look of the environment is very important. Each map must look and feel unique, and the textures the maps use will be a big part of that. I plan on only having a few maps for the first release, probably five different environments with each having more or less around ten textures per environment.

Of course this is a lot of work, but this is basically my dream TC so I want it to be as good as possible

>> No.6073932

>>6073920
what engine?

>> No.6073936

>>6073236
Pretty fair, overall. Obvious winners won, and a few underdogs.

>> No.6073937
File: 212 KB, 1000x1000, Marathon_Tee_1000x1000_5874e2da-e941-4ac3-9031-74906792d0d3.png.png [View same] [iqdb] [saucenao] [google]
6073937

bungie recently recognized marathon for the first time in years if anyone is interested in picking up boomer merch from a dead company

https://bungiestore.com/collections/whats-new/products/marathon-25th-anniversary-t-shirt

>> No.6073939

>>6073887
>Darkplaces is commonly considered a poor Quake port because various things are not accurate to Quake.
Yah. And that's not even relevant to wrath, as it's not-quake.

>> No.6073940

>>6073932
It's for Marathon, so Aleph One.

>> No.6073950

Out of curiosity, does anyone here record TAS demos for Doom? Was considering doing it just as a past time, learning and uploading some demos to DSDA on some WADs just for fun. Nothing super competitive like the main WADs. The idea of super optimizing a run or maybe even constructing one does appeal to me. It's surprisingly hard to find a video of a person actually working on a TAS, found only one of a person constructing it and none of someone re-recording it, like on a stream.

>> No.6073951

>>6073940
I am not familiar with Marathon, so I dont think I would be much help here

>> No.6073954

>>6073939
It's not even necessary to shittalk about Darkplaces when you can just check how Wrath looks. It's bigger problem now is AI and pathfinding since Quake isn't mean for open scenarios.

>> No.6073956

>>6073937
Might have to grab one, even if I never wear it.

>>6073951
Only thing you'd need to know on the art side would be the dimensions of the textures. If you're not interested though there's no hard feelings

>> No.6073980

>>6073881
>>6073889
>>6073892
nipplee chain piercing is where it's at

>> No.6073985

>>6073919
2weeb4me
but is that a sneaky NESfag reference

>> No.6074012

>>6072345
How does the SDK even work?
Is it just the source code and a unity project?

>> No.6074040

>>6073351
Tell me about the chicken. Why does he say "No."?

>> No.6074042

>>6074040
Maybe his butt hurts.

>> No.6074051
File: 418 KB, 1920x1200, 1326340160704.jpg [View same] [iqdb] [saucenao] [google]
6074051

>>6073980
Nipplee chain piercings, tiaras, jewel armbands and leg bracers, breast cups, see through fabrics.

Give me all of them.

Anyway fpses.

>> No.6074056

>>6073351
>>6073386

So what are the odds Dwars frequents this thread?

>> No.6074067
File: 204 KB, 1280x960, dooooooooooom.jpg [View same] [iqdb] [saucenao] [google]
6074067

>> No.6074074

>>6073529
Yes. I would recommend turning it off for freelook, because it's just gonna be frustrating.

>> No.6074079

>>6073619
Back in my day, we were marines, and we 'Encountered' Imps, fucking zoomers and their OCs.

>> No.6074097

>>6073865
This makes me think, I can use a codefriend, someone who knows Decorate very well. Do you know one who's willing to help? For compensation even.

>> No.6074101

Darkplaces seems to be Quake's GZDoom. Not accurate to vanilla behavior, but has its own useful features.
I guess Quakespasm would be Quake's prboom?

>> No.6074167

>>6072109
>doomguy's biggest weakness is if anyone find his voodoo clones somewhere and kills him with it

>> No.6074169
File: 1.50 MB, 1920x1080, Screenshot_Doom_20191216_095257.png [View same] [iqdb] [saucenao] [google]
6074169

Rate my skybox. Got tree wall texture from Stalker.

>> No.6074178

>>6074169
Workable. Do the clouds scroll?

>> No.6074179

>>6074178
Yes.

>> No.6074180

>>6073182
>Doomguy is now voiced VR Ryan
Didn't Dan Southworth also done him in the live action ad?

>> No.6074189

>>6074167
That could make for a really interesting TC, having the voodoo doll be a hostage that the player has to save in each level. Obviously the hostage dying would fail the level, and thus, kills the player.

>> No.6074194

>>6073919
>Shelly: these american comics are good, written by good authors and...
>caleb: Fuck capeshit, fetch me the SHIROW, wang! She needs some education!

>> No.6074195

>>6074167
>implying he just won't crawl back out of hell until there are no more voodoo dolls left

>> No.6074196

>>6073351
lilith.pk3

>> No.6074201

>>6073919
You know, (original) Lo Wang would probably be a very fun guy to watch anime with. Even if he ends up talking a tad too much about how much he wants to bang Sailor Moon.

>> No.6074223
File: 2 KB, 209x51, 2019-03-06-151513.png [View same] [iqdb] [saucenao] [google]
6074223

>>6073351
That's fine.

>> No.6074263

>>6073919
Shelly is Cute CUTE

>> No.6074270

So...
I have a question and this is for all of you. Do you think Doom is legitimately (meaning no cheats) beatable on Ultra-Violence?

>> No.6074278

>>6073954
Talking about it, is anyone else getting massive performance issues on the hub?
>>6074270
Why wouldn't it be? 1 in particular is easy as cheese

>> No.6074283

>>6074169
Looks pretty good. See about maybe replacing the big gnarly Doom trees with something more normal looking, just for consistency with the skybox.

>> No.6074286

>>6074283
I have a few cool tree textures, I will put something in.

>> No.6074287

>>6074270
Did you mean Nightmare? Ultra-Violence isn't that much harder than Hurt Me Plenty.

>> No.6074292

>>6074169
How's it look if you raise the 'ceiling' of the skybox? Make the clouds farther up?

>> No.6074409

>>6074270
Are we bringing that meme back now?

>> No.6074419
File: 32 KB, 644x216, 1576458158109.png [View same] [iqdb] [saucenao] [google]
6074419

>always played just Doom 1/2
>finally decide to play a Build Engine game
>pick blood because everyone says it has the most satisfying weapons
>encounter pic related at basically any point
>mfw I can't stop dying
Holy fuck what is this, every type of hitscanner in this game are like chaingunnern on speed. They don't even need to register you're there, the second you're in line of sight they unload on you.

I only just beat the carnival level but I am constantly quicksaving/quickloading. I'm playing on Well Done just for reference.

>> No.6074423

>>6074419
Use more dynamite, Tommygun is your goto weapon in fighting cultists as it stunlocks them, it often doesn't look like it because they don't go into a direct pain state or make sound, but they'll try to backpedal away from your machine gun fire.

>> No.6074431

>>6074423
I'm getting better at using the dynamite, I still don't have a full grasp on the distance for held length.

>> No.6074435

>>6074431
Oh and make sure to crouch a lot, crouching fucks with their aim and buys you a little bit of time

>> No.6074436

>>6074419
Crouch a lot, it gives you a much smaller hitbox

>> No.6074441
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google]
6074441

>>6074419
Jump and use cover a lot. The game gives you a lot of dynamite so don't be afraid of testing a corner or doorway by just throwing a bundle and listening for screams.
Also crouch a bunch, cultists struggle to hit you when you do that.

>> No.6074443
File: 17 KB, 549x367, image.png [View same] [iqdb] [saucenao] [google]
6074443

Old oc

>> No.6074451

>>6074419
I know people will call casual on me for this, but you really should try playing Blood on Lightly Broiled your first time through. Blood is not Doom, Blood doesn't fuck around and Well Done is much harder than UV.

>> No.6074457

>>6074451
If he plays in the original .exe that can be a problem, but for sourceports I would suggest to start out easy, yeah.

>> No.6074458

>>6074419
In case you want some boomer advice:
https://www.youtube.com/watch?v=puYhzJvXz2s

>> No.6074460

>>6074457
I pirated the gog copy of Fresh Supply's latest patch version so that's what I'm playing.

>> No.6074464

>>6074460
That'll work.

>> No.6074468

>>6074464
Is there a reason it would've beena problem with the original dos version?

>> No.6074473

>>6074468
The original version of Blood has this wierd bug where it switches difficulty with its opposite on the list when you load a game.

>> No.6074483

>>6073919
I like how RobertCop is struggling not to laugh in the second panel

Also come on, Caleb, Usagi's good

>> No.6074492

>>6073919
is it just me, or does wang look hybridized in this?
its clearly got new wang looks, but i see olde wang in there too

>> No.6074496

>>6074492
I always assumed that new wang would start looking like old wang as he ages.

>> No.6074503

>>6074443
What a qt

>> No.6074516

>>6073286
Oh wow, what mod are you using?

>> No.6074521
File: 1010 KB, 2560x1440, steak.jpg [View same] [iqdb] [saucenao] [google]
6074521

>>6074473
Almost, what it does is that it swaps damage calculation with the opposite difficulty level if you load a saved game.
So if you die and load a save, or just load a save in general, and you're playing on a low difficulty, you'll find that monster placement is the same and all, but they're doing (much) more damage to you.
Consequently, if you play on hard and load a save, you would get lower damage calculation (but still with the monster placement of the selected difficulty all the same).

The only way to revert this is to go to the next level, so one of the oldschool solutions was simply to save before the level exits and then just try to do the levels in one go, or to play on Lightly Broiled, where it would invert to nothing. The Extra Crispy difficulty was balanced for co-op play, so I wouldn't suggest it for single player, even exploiting the reduced damaged scaling.
This bug is fixed in BloodGDX and NBlood, and Fresh Supply isn't even built on any of the original code and instead just approximates intended behavior as best as it can, thus the bug wasn't there to start with.

>> No.6074527

https://www.youtube.com/watch?v=Xki4owSLnlY

>> No.6074537

>>6074056
Likely, honestly.

>> No.6074556

>>6073887
Not him but I used to stay away from Darkplaces cause it crashed a lot and stuff. Does it still do that?

>> No.6074585
File: 96 KB, 1904x1042, 20191215192138_1.jpg [View same] [iqdb] [saucenao] [google]
6074585

Finally finished Return To Na Pali. It was a lot shorter than the base game but it was nice. I'm not complaining.
I was expecting to encounter space marines more often, though.

>> No.6074606

>>6074585
I remember really loving the autorifle in that. Not as much as the minigun of course. Also at least it cut down on mercenaries compared to the base game, those fucking sucked to fight.

>> No.6074607

>>6074292
A little better. Like my glassy teleporter?

>> No.6074609
File: 1.82 MB, 1920x1080, Screenshot_Doom_20191216_141436.png [View same] [iqdb] [saucenao] [google]
6074609

>>6074607

>> No.6074619

What kind of port should I use to run BIG map wads like Okuplok? Trying to run something like nuts with Guncaster on GZdoom just results in 3fps slideshows.

>> No.6074639

>>6074619
I used gzdoom and Russian Overkill and it run fine.

>> No.6074642

>>6074451
Depends on the player. I started on well done, struggled with the very low on ammo first episode.

But by the second and third was blasting away.

>> No.6074661

GMOTA on Scythe 2 is some of the most fun I've had.

>> No.6074669

>>6074661
GMOTA seems to be made for tight condensed maps. It looses steam on sprawling maps since its combat is most fun at close ranges..

>> No.6074680

how many levels does base arcane dimensions have? how much can I add?

>> No.6074681

>>6074609
A bit better. The glassy reflection doesn't quite work on the textures used there IMO, the red teleporter pads are framed with that typical rusty brown riveted metal (which obviously wouldn't be shiny at all), perhaps if you cut out the center of the pads and only made those shiny.

>> No.6074686

>>6074669
The sheer numbers on the final maps made the game sound like an arcade with the cacaphony of meme voicelines and sounds.

>> No.6074706

>>6072097
dbp18 rc2

>> No.6074732

>>6074263
"No"

>> No.6074754

>>6072097
Bury My Heart Knee Deep completed.
https://www.doomworld.com/forum/topic/102605-bury-my-heart-knee-deep-final-version-121519/

>> No.6074809

>>6073889
It's got huge flaws : the lives system is FUCKED (but GDX allows for saves), the enemy behavior is erratic and weird, grenades and flamethrower both suck ass but the level design is kind of amazing. It's incredibly complex, and sometimes frustrating because of how obtuse it is and of the deathtraps, but it's really smart how paths keep criss crossing and switches keep elevating and lowering parts of the terrain to reveal new paths and shit. Fun to explore even if you might get lost from time to time.

>> No.6074825

is there a way to turn off the wack ass dynamic crosshair in lithium?

>> No.6074845

Best megawad released in recent years? My Doom itch is back.

>> No.6074848

>>6074845
SIGIL

>> No.6074861

>>6074848
>SIGIL
>megawad
SIGIL is like a quarter of a megawad.

>> No.6074890

>>6074845
Bloodstain, Ancient Aliens, Alfonzone, No End In Sight, Going Down

>>6074861
True, and it's not mindbending, but it's pretty fun, and I enjoyed Buckethead.
Imagine if John Romero made all of Thy Flesh Consumed himself, it's a ballbuster, but in a fun way.

>> No.6074893

>>6074845
Mutiny was fucking good as well.

>> No.6074948

>>6073919
Is caleb a closet pedo?

>> No.6074958

>>6074516
Final doomer

>> No.6074994

>>6074861
If you count the mp arenas and sp areas as separate levels, it would be. But that's a tad silly.

>> No.6075009

>>6074994
You can't really access them from each other, so they're basically 18 levels that share 9 maps together.

>> No.6075047
File: 552 KB, 540x544, santa-doom-3.png [View same] [iqdb] [saucenao] [google]
6075047

Any good Christmas/Winter themed WADs?

>> No.6075076

>>6074051
give Nali titty monster gf
in the game's lore it's supposed to be the protagonist, unnamed female prisoner on vortex rikers
but only turbo nerds give a shit about Unreal's lore

>> No.6075093

>>6073303
How do you get the music to work in this port?

>> No.6075104

>>6074706
In English and with a link?

>> No.6075113

The level/boss idea I had for a while:
Level itself is a circular tower with several floors.
Each floor rotates (done via teleporters), and has several exits that lead up and down.
On each floor player has to activate one of several mechanisms that would define rotation of the floorbelow and where you enter the next floor.
When player reaches the top, he will fight a miniboss, and then gets to descend via the outer wall of the tower that now has defences and obstacles depending on mechanisms player chose to use in the first stage.

When player gets down, tower uproots itself and becomes a massive boss that has different weapons and attack patterns depending on the mechanisms that were activated during ascension.

>> No.6075121
File: 479 KB, 516x648, Powerslave Exhumed.jpg [View same] [iqdb] [saucenao] [google]
6075121

>>6073303
That looks like fun.

>> No.6075219
File: 179 KB, 1080x1166, DcTaNcYXkAEEio0.jpg [View same] [iqdb] [saucenao] [google]
6075219

I've left these threads for almost a month and while they have their issues I still have a better time here
when it comes to Doom than I did browsing r/doom and Doom Twitter for a short time.
So yeah it's good to be back.

>> No.6075224
File: 137 KB, 623x527, 1529879721793.png [View same] [iqdb] [saucenao] [google]
6075224

>Playing with Dark Textures(low res)
>With DarkDoom and Dead Space music pack
>Enemy pack is Bratwurst but with nazi skeletons
>TFW It's more scary than Doom 3

>> No.6075227
File: 2.22 MB, 640x480, mastermind_walk_forward.gif [View same] [iqdb] [saucenao] [google]
6075227

>> No.6075231
File: 382 KB, 700x475, Filename Pending (52).png [View same] [iqdb] [saucenao] [google]
6075231

>>6075219
>r/doom
What did you expect from Reddit?
>Doom Twitter
Why is that even a fucking thing?

>> No.6075239

>>6075219
Doom twitter is so fucking vapid, nobody ever talks about playing the game (classic or 2016), nobody talks about what maps they're playing (granted, few play custom maps).
At best you kinda have the general retro FPS twitter, which tend to talk more, and usually have better memes.

>> No.6075242
File: 336 KB, 787x975, Redneck_Rampage_cover.jpg [View same] [iqdb] [saucenao] [google]
6075242

Completed the 2nd episode to this game. How the fuck did people beat this shit back in the day in 320x200?

>> No.6075245

>>6072095
Damn I can't find a game bros, all I can remember is that it take place in various environments like deserts, mountains even the Olympus or some shit.
You fight skelletons, statues and various beasts and mythological creatures with a (I think) tommy gun, pistol, bazooka, and even a shovel.

>> No.6075257

>>6075245
Will Rock.

>> No.6075268

>>6075257
Holly shit, that's the one, thanks man

>> No.6075293

Imagine being Bloodite Krypto.

>> No.6075295
File: 266 KB, 2048x909, ELD9joHU0AAp1PY.jpg [View same] [iqdb] [saucenao] [google]
6075295

>>6075231
>What did you expect from Reddit?
Nothing but considering the amount of content Doom has to offer I expected some interest in modding and mappings, or hell some cool artworks as well.
I got garbage memes and a bunch of contrarians.

>Why is that even a fucking thing?
That's pretty much what happens with most Twitter communities, they're toxic and obsessive over their hobby, it's Tumblr 2.0
Which is funny because Tumblr Doom was chill and comfy, but on Twitter became "corrupted"
>>6075239
General Retro Fps Twitter is neat, some memes are funny.
But yeah there's a legitimate disinterest on community projects and such, I see stale memes that die in a week or fanarts that feel like fanfiction bullshit or the same jokes getting more attention on Twitter.
Artists who are seriously talented don't have nearly the amount of followers than the most popular ones in there who are either:monster fetishists or trend whores.
Damn it, even doom_txt ain't the same.

>> No.6075321

OP with Mega links; shall we change them to something without dl limits? Downloading from it is getting utterly annoying.

>> No.6075324
File: 29 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google]
6075324

>>6074686
>The sheer numbers on the final maps made the game sound like an arcade with the cacaphony of meme voicelines and sounds.
Was that good?

>> No.6075358

>>6074201
They are the same anon, Old and new wang are the same.

if SW3 is announced, we will see Hung-Lo, Kamiko becoming human once more and marrying him its obvious that they got together and Hoji becoming his Dragon tatoo.
And zilla preparing his plans to conquer the world.

>> No.6075365

>>6075324
It *sounds* good.

>> No.6075384

>>6075365
well as long as it sounds and plays good, that's what matters

>> No.6075403

>>6074948
nah he wants Ophelia to embrace her inner senshi, hence why he makes fun of her.

>> No.6075405

>>6074051
i thinks this is the original idea for the Skaarj Queen, but they went with lizard horror.

>> No.6075410

>>6073815
>>6073816
>>6073819
Huh. That makes my job a lot harder. I don't think I have a doom 2 executable.

So what I'm trying to do (keeping in mind I have little to no coding experience) modify an old mod WildWeasel made, purely for my own purposes.
In his nazis mod he's got this secret weapon that's like a flame sword, the code of which is set up to not actually be accessible ingame except via keen dying and it dropping on his death. The problem is, he wrote this:

ACTOR WWKeen : CommanderKeen replaces CommanderKeen
{
DropItem "Firebrand"
}

at the bottom of the code for the weapon. There's no actual WWKeen actor anywhere else in the pk3. What this does is it causes a weird interaction where the actual commander keen spawns in game as normal, but does not drop the weapon, under any circumstance. HOWEVER, if another mod replaces keen with something else, that replacement WILL be detected, and it will drop the item.
The only reason I even noticed this was in the game, was I was playing Scythe2 and the weird ifrits that are only in MAP30 are actually keen replacements in the wad. However, there's no behavioral code for ifrits written into scythe2 that I can find, and I was hoping that there was keen code in the wad for doom2 that I could look at, in the hopes that I could just copy it over to a file within the WW pk3, call it "WWkeen" or something and trick the mod into thinking keen had been replaced, thus keeping functionality for keen completely normal, except that he'd actually drop the weapon.
I'm well aware there's probably a much simpler way to do this, I just have no idea what it would be.

>> No.6075432

>playing sigil on freedoom
This is weird

>> No.6075495

>>6075076
No? It's the nali goddess of thunder or some such.

>> No.6075523

>>6075405
Not enough polys anyway for a decent four tits wonder.

>> No.6075570

it's ya boi markymark with a new weapon mod.

https://www.youtube.com/watch?v=2dXE0SGQehI

>> No.6075571

>>6075570
... it's literally just the brutal doom weapons?
I don't get it

>> No.6075582

>>6075571
It's brutal doom without torture porn, and vanilla-ish weapons (no reloading or ads) but faster.

>> No.6075590

>>6075570
Looks boring.

>> No.6075595

>>6075570
It's funny how many other mods flex on these weapons, the only interesting thing is the pump action SSG but it's so fast and so powerful that it doesn't seem like it's gonna add much.
greyscale view is an interesting choice for invulnerability, still easy on the eyes so that's appreciated.
At least Mark's doing something other than Brutal ____ though.

>> No.6075603
File: 861 KB, 1080x1920, Screenshot_20191216-091828.png [View same] [iqdb] [saucenao] [google]
6075603

Is project warlock any good?
Is there anything better I should spend my $6 on gog?

>> No.6075616

>>6075603
Great music, the game play kept me interested to finish it. For 6 bucks it's worth it

>> No.6075653

>>6075570
not bad but what I like the most is that it has the grenade launcher from Necrodome. Wish that game was given more attention.

https://youtu.be/q_bhnUxEJLQ?t=51

>> No.6075661

>>6075570
looks kinda like a DAKKA but with more gore
I'll give it a spin actually

>> No.6075668

>>6075239
>Doom twitter is so fucking vapid,
That's all of twitter.

>> No.6075670

>>6075603
Runs like dogshit

>> No.6075794

>>6075410
The other patches that are replacing keen are doing so with a dehacked patch, which is then allowing your replacement to work. You would need to write your own dehack patch to be able to have it replace him standalone. DESU it would probably be easier to modify the cyberdemon to run a script that checks the map number, then drop the weapon on death if it matches the secret level's number.

>> No.6075813

>>6075121
You know, its not often these old video game artworks are actually accurate to the game. Lovely stuff.
He does appear to be carrying a shotgun on his back, but they actually did plan and scrap a shotgun weapon in development.

>> No.6075826
File: 1.20 MB, 832x1285, doom community png.png [View same] [iqdb] [saucenao] [google]
6075826

>>6075295
>>6075239
>>6075231
>>6075219
This image summarizes everything you just said.

>> No.6075828
File: 115 KB, 543x398, 835a3ce6-ed74-4d42-a5e9-1e52984afd4e.jpg [View same] [iqdb] [saucenao] [google]
6075828

>>6075570
It looks...eh.
After gameplay mods like Faspons and Lt Typhon etc.,this looks tame,doesn't help there are mods that did pretty much the same thing.

>> No.6075831
File: 412 KB, 960x540, Screenshot_Doom_20191211_232338.png [View same] [iqdb] [saucenao] [google]
6075831

>> No.6075835
File: 6 KB, 63x66, 1394977872286.png [View same] [iqdb] [saucenao] [google]
6075835

>>6075826
>No chicken
Uh...

>> No.6075839

>>6075828
I don't think there'll ever be another mod quite like Typhon.

>> No.6075858

>>6075242
>320x200
Why are you playing it in low res mode? The readme file straight up recommends you to run it in at least 800X600 SVGA mode. They only included a low res option as a last resort for people too cheap/poor to upgrade their machines to mid 90s standards but still wanted to play the game.

>> No.6075862

>>6075835
It's a reference to Graf.

>> No.6075869

sonic robo blast 2 is such a fucking good TC, guys

>> No.6075870
File: 24 KB, 500x403, 41LpU8Ha1-L.jpg [View same] [iqdb] [saucenao] [google]
6075870

>>6075839
Yeah,it has a lot of weapons and options but doesn't feel like too much.
It has the right balance,plus some of the sprites are wonderful.

Oh and the Gondola too.

>> No.6075874

>>6075870
I'm also fond of the general attitude of the mod, it doesn't take itself too seriously and it has just the right amount of goofy bullshit in it.
And yes, the Gondolas were a great addition.

>> No.6075886

>>6075570
Mark must have played DAKKA with his gore mod and went

"huh I could release this as my own shit and my knuckledragger 14 year old fanbase wouldn't know the difference"

I'm not saying I'm not going to enjoy playing it, but I am saying that it's not original in the slightest.

>> No.6075887

>>6075616
>>6075670
Both of these are correct regarding Project Warlock. Its gameplay is fun and addicting, the music is not bad at all, but it runs like ass unless your computer is really good, cause it's built on Unity.

>> No.6075893

>>6075887
Dude stop blaming the engine for the developer's poor coding. Dusk was made on Unity and runs perfectly fine.
Of course the developer of PW was literally like 19 when he made it, so its not surprising its unoptimized.

>> No.6075917

>>6075893
Fair enough, I'm aware of several unity games that are made much better, the fact is that Unity doesn't run for shit on any toasters.

>> No.6075921

>>6075917
depends on "toaster" as definitions vary
Unity is very lightweight compared to say UDK/UE4 as clean base project contains less bloat

>> No.6075930
File: 922 KB, 975x1300, 70906331_p1.png [View same] [iqdb] [saucenao] [google]
6075930

Anyone know how to fix prboom+ fps issues?

For whatever reason, it's been dropping frames like crazy, even on the simplest of levels, like MAP02 of NOVA 2.

I thought it was because of my slow computer, since these issues only began when my SSD burned. I got a new one recently, and still, loading prboom+ in it still shows considerable framerate drops. This is driving me nuts. I wish it wasn't the only Boom/MBF compatible option other than the ZDoom family.

>> No.6075951

>>6075930
so do you have the issues in zdoom?
are you saying you didn't have these issues previously? even playing on the same maps that ran well before, now do not?
what're your specs??

>> No.6075963

>>6075874
It's like Guncaster but not as OP and doesn't have the risk to slowdown the framerate.
Still love Guncaster though.

>>6075886
Yeah,it might be a fun mod but there's nothing particularly new or engaging.
The sprites were used in other mods(surprisingly no overused UAC rifle) and for the guy who gets so much praise it's really underwhelming,I hope Vietdoom turns out to be good.

>> No.6075965

>>6075951
I don't have the same issues in ZDoom, but I don't want to use it for a number of reasons, including demos and compatibility.

Windows 10, GTX GeForce 660 Ti, i5-3330, 8GB RAM. It should be more than enough to run a simple limit-removing map on any sourceport, right?

>> No.6076015

>>6072095
Is anyone here having worries that Doom:Eternal will end up being similar in overall quality to Fallout 76?

>> No.6076028
File: 1.69 MB, 640x360, Surprise.webm [View same] [iqdb] [saucenao] [google]
6076028

Oh my.

>> No.6076030

>>6072095
Heretic+TES ARENA=???

>> No.6076037
File: 148 KB, 1678x879, 1563528346163.jpg [View same] [iqdb] [saucenao] [google]
6076037

>>6076015
I'm certainly worried for the quality of Doom Eternal,but similiar to Fallout 76?
They have to put effort into making it that bad.
At least we know that Eternal is an ambitioud FPS,while F76 had no idea what it was marketed as and nobody knew until it came out and bombed.

>> No.6076042

>>6075595
>greyscale view is an interesting choice for invulnerability, still easy on the eyes so that's appreciated
That's been a gzdoom devbuild feature for a while now. The mod doesn't even touch powerups.

>> No.6076046

>>6076042
So you mean those newer builds of GZDoom just replace the default invuln effect? As shitty as it may be that's a little boneheaded.

>> No.6076048
File: 28 KB, 558x119, 2019-12-16-220723.png [View same] [iqdb] [saucenao] [google]
6076048

>>6076046
No, it's disabled by default.

>> No.6076049

>>6076015
what the fuck are you talking about there's no comparison to make??
jesus your life must be hell worrying about shit that makes no damn sense lol

>> No.6076058

>>6074419
Play Duke 3D as your first build game instead.

>> No.6076089

>>6076049
I can see why he might be concerned about Bethesda fucking with the development of Eternal, but they seem to mostly leave the Id boys alone.

>> No.6076098

Are there any visual/aesthetic wads that show visible monster damage/health? Something like demons having visible wounds/inconsequential limbs lost? I have never seen something like this.

>> No.6076146

Blow it out your ass!

>> No.6076152
File: 34 KB, 640x480, Screenshot_Hacx_20191216_185226.png [View same] [iqdb] [saucenao] [google]
6076152

Well I just beat hacx

Combat was nice, different from DOOM. All enemies were squishy but could deal serious damage, armor also meant jack shit and HP could go all the way to 400, to give further emphasis on the glass cannon-ess of all enemies.

Weapons are different. Shotgun and SSG replacements are much more fast paced but lack the oomph of their DOOM counterparts. The machine gun's role is now almost entirely dedicated to high rate of fire stunlocking, but with post-fire a cooldown like the plasma gun's. Combined with the ridiculous ammo consumption means you gotta reserve it it for priority targets or big FUCK OFF moments. This leaves the rocket launcher for sniping larger enemies from afar, as few will actually survive more than a few hits. The BFG replacements operates like a normal BFG but is far less useful with most guns being capable of area control now.

Mapping got quite creative mid game but at the last 5 levels it all suddenly drops. Seems like the team ran out of energy and just stopped caring, going form 160 placed enemies on intricate quasi-linear levels to 50 monsters in a square room. The final map is total shit and ends in a cliffhanger death exit to boot.

Using DOOM I & II as the standard, I'd call it Decent. I feel that the glass-cannon monsters gameplay had more juice to be extracted, alas, it was not to be. A boss monster or two could have done wonders and made the rocket launcher a actual tactical choice.

Still wayyy better than Harmony

>> No.6076153

>>6073505
MODERN ARTS AND FEAR BOOKS

>> No.6076204
File: 2.22 MB, 512x384, heh.gif [View same] [iqdb] [saucenao] [google]
6076204

What is the greatest mapset of all time, /vr/?

Nominating Hell Revealed.

>> No.6076230
File: 1.78 MB, 640x360, YHeMadTho.webm [View same] [iqdb] [saucenao] [google]
6076230

>> No.6076241
File: 152 KB, 800x600, 1516119502940.jpg [View same] [iqdb] [saucenao] [google]
6076241

>>6073892
Downloading right away.

>> No.6076301

>>6076204
Compendium.

>> No.6076332
File: 60 KB, 1202x670, angelo.png [View same] [iqdb] [saucenao] [google]
6076332

I'm tired of regular Doom. Mappakes and slight gamplay mods feel samey.
Recently played Memoirs of Magic with a friend and loved it.
Hedon was not bad, and that sonic fangame was ok too.
Give me some other total conversions I might have missed, lads.

>> No.6076342

>>6075570
There isn't much novel about this, but I'll cut him some slack for making a straightforward gameplay mod that isn't just straightup Brutal Doom again, cutting out a lot of the fat and not having a bunch of feature creep.
This looks like it could actually be pretty fun. Also that pump-action Super Shotgun looks pretty gnarly.

>> No.6076353

>>6076152
still waiting on xaser for that new hacx shit

>>6076332
golden souls and that castlevania one
hocus pocus doom or whatever from this year

>> No.6076356

>>6076353
Will check those out. Thanks anon!

Also for the reocrd, have played the megaman one too

>> No.6076365

I'm having an issue with eDuke32.
I'm running Powerslave but there's no music

>> No.6076384

>>6075668
Pretty much, but at least for other games people do wanna talk about gameplay, and not just memes.

>> No.6076389
File: 58 KB, 474x522, 551.jpg [View same] [iqdb] [saucenao] [google]
6076389

I really wish Kinsie could go back to Juvenile Power Fantasy,that mod is so much fun and has so much potential to expand the possibilites.

>> No.6076460
File: 57 KB, 732x450, doppo.jpg [View same] [iqdb] [saucenao] [google]
6076460

Any way to disable mouse smoothing or whatever the fuck makes the mouse movement so unbearable in Crispy Doom?
I don't have the same problem with prboom+, GZDoom, nor Chocolate Doom,

>> No.6076505

>>6076028
>>6076230
context?

>> No.6076512

>>6076505
New monster AI i'm making for Heretical Doom. going to put a vanilla+ monsters CVAR in to go with the difficulty adjustments.

>> No.6076538

>>6076058
Kinda late for that now

>> No.6076542

>>6076015
No, mainly because Zenimax seems to just let id do their own thing

>> No.6076570

>>6074458
But Civvie sucks at Blood. Enough so that comments about it are such a running gag that he acknowledges it

>> No.6076594

>>6076332
have you played the classics? batman doom and aliens TC?

>> No.6076604

>>6076332
If your friend's up to it I'd recomend you try some coop maps also. Gameplay changes a lot when dying means respawning and you don't need to care about conserving ammo, and the maps built with that in mind really have a different flavor. I'd recommend Destination Unknown if this sounds enticing. It features some crazy maps that change gameplay quite a bit.

https://www.youtube.com/watch?v=fg2F6t0i7y4

>> No.6076642

https://www.youtube.com/watch?v=UzM8t6jyxMU
https://www.youtube.com/watch?v=hQ0Fq6Ea1i4
https://www.youtube.com/watch?v=DGG-MYYCkiU
https://www.youtube.com/watch?v=Ycw3LRrecZA
don't know who this guy is but i like discovering unknown modders
this is technically shilling but i like mech mods

>> No.6076643

>>6076570
Oh, sure. But he covers the basics and the basic theme is "it was a slog, but I got through it." Seems like a good thing for a new player to hear so they don't get discouraged.

>> No.6076653

Excuse me, question.

Are there any good weapon wads that work with Strife? I've played WWHC-Diaz with it and it's pretty fun but I'd like to see what else there is to offer.

>> No.6076660

>>6076653
Weapons Of Rebellion

>> No.6076708

>>6074419
you get used to it, episode 1 is also by far the hardest

>>6074451
lightly broiled is like Doom's UV -fast
well done is like FEAR's extreme difficulty and you can't use bullet time
extra crispy is reserved for certified mad lads

>> No.6076730

>>6076204
Scythe

>> No.6076735
File: 374 KB, 900x675, 1568069669226.png [View same] [iqdb] [saucenao] [google]
6076735

Just got a new computer and transferred my GZDoom folder over but the settings didn't transfer. Am I retarded? The settings file should've gone with the folder right?

>> No.6076736

>>6076389
I really wish he released another REELism expansion pack

>> No.6076752

>>6076735
the settings file is named after your system name. so you need to rename it to match your new system, or copy its contents into the new settings file it generates

>> No.6076762

Is there still really no option for Dark Forces other than playing it in Dosbox or an abandoned engine remake?
The game deserves better.

>> No.6076785

>>6076752
you're a real one, thanks man

>> No.6076813
File: 458 KB, 702x702, file.png [View same] [iqdb] [saucenao] [google]
6076813

>>6072097
Someones making a FreeDoom equivalent for Quake called LibreQuake
https://github.com/MissLav/LibreQuake

>> No.6076815
File: 391 KB, 1152x506, file.png [View same] [iqdb] [saucenao] [google]
6076815

>>6076813

>> No.6076816

>>6076642
>secudoom
Holy shit, how haven't I heard of this. It's perfect.

>> No.6076831

>>6076813
Neat

>> No.6076835

>>6076332
Wrath of Cronos.

>> No.6076843

>>6075324
It was an experience seeing a billion Goof Troop iron balls being fired at me.

>> No.6076845

>>6076762
Nope sadly, just fly with DOSBOX, the only best and legit way to play the game.

>> No.6076865

>>6076813
>>6076815
> ssg literally the tf2 scattergun

>> No.6076879

>>6076813
Would be cool if the file came with the fuckin .pak files needed to run it so Im not just at a menu with no sound and able to launch into a map

>> No.6076896
File: 424 KB, 514x836, 1515455113649.jpg [View same] [iqdb] [saucenao] [google]
6076896

>>6076879
Yeah I have no fucking idea why but it will only boot to the menu with no sound and it wont load the game cus it says the player model is missing even though lq1/id1 has LITERALLY EVERYTHING IT NEEDS TO DO SO

>> No.6076912

What difficulty settings would you recommend for a first time doom/doom2 player?

>> No.6076921

>>6076912
Hurt Me Plenty if you have a functioning keyboard and mouse.

>> No.6076924

>>6076912
Ultra-Violence
Outside of Plutonia, the iwads make ITYTD, HNTR and HMP way too easy. Nightmare! is more of a joke difficulty.

>> No.6076936

>>6076912
Play Knee Deep on Hurt me Plenty and the rest on UV.

>> No.6076948

>>6076912
Hurt Me Plenty is fine. Ultra-Violence doesn't actually affect damage and its biggest influence is changing monster spawns or adding more of them. They're not hard games, so pick whichever is more comfortable with you. There's at least one case in Doom 2 where a map's namesake is only relevant on UV but otherwise yeah.

Difficulty can also change spawns of other items, including keycards, but it's rarely invoked. Some fan-made megawads if you ever get into them might treat UV as their hard mode.

>> No.6076994

>>6076813
hey it doesnt look too bad, looking forward to this

>> No.6076996

>>6076948
So it doesn't change ammo/health drops? I find myself running out of ammo pretty often (never played fps before)

>> No.6077016
File: 19 KB, 486x316, ammo.png [View same] [iqdb] [saucenao] [google]
6077016

>>6076996
There's some deviance officially but not a lot, maybe diversify your usage of weapons on different monsters. Like the shotgun in Doom 1 is a good workhorse weapon on anything not that big, but zombiemen and shotgunners go down easily to the chaingun, which doesn't do a lot of damage otherwise although can stunlock some monsters like Cacodemons. A berserker pack's damage bonus to melee lasts until the map ends, and it's a cost-efficient way of dealing with pinkies.

Finding secrets also reward exploration with more ammo and weapons.

>> No.6077073

>>6077016
Another question, since you can savestate at any point, doing so really cuts down on the difficulty. Is savescumming frowned upon among people who play this game? Obviously I'm going to play the way I want to regardless but I'm curious if purists insists you never savestate or whatever
Thank you for the info

>> No.6077083

>>6077073
I generally save at every level start and occasionally before parts I know are difficult.

>> No.6077086
File: 240 KB, 1000x952, the boss of this techbase.jpg [View same] [iqdb] [saucenao] [google]
6077086

>>6077073
Savegames are a point of contention on tougher maps that reppears from time to time.Generally speaking clearing the map in one go is a common practice in the original Doom 1 +2 IWADs. But even if you die late in, you'll likely know where to go anyway. You may find yourself using less savegames as you get better though. Some community maps especially are much more lengthier and challenging which is where the debate comes up especially, but saving as a map starts to retain your gear is generally typical and a source port like GZDoom does that automatically.

Doom 'purists' would be using a source port like Chocolate Doom which plays out identically to the original release's limitations, and savegames are technically an original part of the game.

>> No.6077101

>>6076948
>There's at least one case in Doom 2 where a map's namesake is only relevant on UV
Which map is this?

>> No.6077117

hey can any post the doomguy version of tom from tom & jerry reading the newspaper

>> No.6077125

>>6077073
Its perfectly fine to do midlevel saves if you do them in a "checkpoint" style, like after picking up a key, or before opening a locked door that you now have a key for. I do this a lot myself, when playing mapsets.

The thing people frown upon is saving before and after every single room. This usually takes away any form of punishment behind dying, and in some cases where the player is a bit careless, can instead make certain situations more tedious than they actually are due to the poorly timed save locking the player to limited health and resources. It just takes away some of the fun that could be had while playing the game.

>> No.6077130

>>6077016
Its interesting that KDITD has the most shell boxes on UV, considering UV also almost doubles the amount of Shotgunners compared to HMP, so its even less likely to run out of shells now.

>> No.6077170

>>6076912
depends on the WAD
I do recommend using Boom/Vanilla comp levels and no veritcal aiming
the game's much easier when you focus on dodging and fire in the vague direction of enemies

>> No.6077175

>>6077073
play with fucking brutal doom for all we care m8

>> No.6077203
File: 568 KB, 682x460, avgn.png [View same] [iqdb] [saucenao] [google]
6077203

>>6077073
No one gives a shit, mate.

People that actually hold games so religiously to say that you can't "cheat" or "savescum" need to leave their shells and realize there's more to worry about than something that has no actual effect in your life.

>> No.6077205

>>6074201
well to be fair...sailor moon seemed to be the only chick that reciprocated his advances.

>> No.6077221

>>6076843
Those actually aren't from goof troop, they're original sprites from Skelegant.

>> No.6077238

>>6074451
casual

>> No.6077243

>>6075603
I forgot about this game, I've bought every new "retro" fps game but this one

>> No.6077263

>>6076594
Man, Batman Doom was pretty impressive for 1999

>> No.6077267

>>6075603
>>6077243
It's a wolf clone with flat square-y levels, 4-5 textures per level (some times theres an elevator to take you between 2 flat areas)
Enemy sprites have no rotations
Pixel density is lower than Doom's, about on par with Wolf.
No balance. Upgrade an SSG or some other weapon to cakewalk the game on any difficulty.
Apparently author is a retard who did a lot of shit that really tanked performance and made the game darker on higher settings than it is on lower.
Basically put it's a "lets make a shooter with pixels"!

>> No.6077276

>playing Quake in VR with motion controls
Pretty fun but it's spooking the fuck out of me. The old graphics usually come off as quaint and almost comical, but in VR the low resolution of the headset makes the graphics really shine. Most games you get a big barrier to immersion because of how blurry everything is, but Quake almost perfectly feels like you've stepped into your monitor. Shamblers were terrifying. 10/10

>> No.6077291

>>6076912
uv, if that's too hard then keep at it til you git gud cuz that's the bare minimum really
more pwads hmp is equivalent to iwad uv

>> No.6077303

>>6077291
I'd argue a lot of modern pwads tend to make HNTR as the equivalent to Doom 2 UV, rather than HMP.

>> No.6077307

>>6076735
This picture always makes me sad

>> No.6077319

>>6077303
heck, yeah definitely some

>> No.6077323

>>6076996
also: infighting, it's your friend and it's fun
focus on dodging monsters, running around em and making them hit each other, becomes a very helpful skill with many wads especially on higher difficulties and can save a bunch of ammo depending on how pedantic you are about it

>> No.6077362

>>6075858
I figured I was overlooking something like that, but I wasn't certain from memory if SVGA was the 'standard' then. I played through in 4K on the GDX "port"

>> No.6077368
File: 98 KB, 298x270, file.png [View same] [iqdb] [saucenao] [google]
6077368

>>6074196

>> No.6077380

>>6076813
I would have called it Tremor or something like that

>> No.6077404

>>6073919
I'm so glad I don't know what the fuck this means. Fuck weebs.

>> No.6077407

>>6077404
>Fuck weebs.
I feel like you don't understand what that term actually means.

>> No.6077415

>>6077404
It means nothing, you sped.

>> No.6077423

>>6077407
It's like he's a newfag retard, even.

>> No.6077443

>>6076204
Doom Slayer Chronicles

>> No.6077456
File: 5 KB, 168x200, 1390616059234.png [View same] [iqdb] [saucenao] [google]
6077456

>>6077443

>> No.6077527
File: 142 KB, 613x3180, 1263418338523.png [View same] [iqdb] [saucenao] [google]
6077527

I'm about to play Hexen for the first time. What class should I pick? Also I'm a big baby but I like a challenge, what difficulty should I pick?

>> No.6077535

>>6076204
>Hell Revealed.
Eh...It was ground breaking in 1997, and certainly influenced a lot of mappers during the late 90's and early 00's. But many mapsets since have evolved the style of gameplay so much, that Hell Revealed just comes across as dated at this point.
And ignoring all that, The good maps only really take up the second half of the megawad. The first half is pretty weak overall, besides a couple maps.

>> No.6077549
File: 306 KB, 774x1032, IMG_20191217_182936 resized because of 4chan's prehistoric but also kind of reasonable image size limit.jpg [View same] [iqdb] [saucenao] [google]
6077549

>>6076845
I ended up cutting out the middle man and just burnt the original image to a CD, installed it on my old PC. It's an ancient Dell prebuild better suited to 9x stuff than DOS but it's working okay. Framerate's perfect, only visual bug I've noticed is the lower eighth of the frame flashing across the HUD maybe once every few minutes and the Soundblaster 16 support on their jank-ass OEM Soundblaster Live is... serviceable but overall it's still a good time. Even without mouselook.

>> No.6077635

>>6077535
HR is like, the most influential pwad of all time. It was a heavy influence on stuff like Alien Vendetta and Scythe, that influenced every single wad that came after them, so by proxy, they owe it all to Hell Revealed.

>> No.6077685

>>6077203
>doom
>killer instinct
>maximum carnage

>> No.6077718 [DELETED] 
File: 210 KB, 305x437, Half-Life_Cover_Art.jpg [View same] [iqdb] [saucenao] [google]
6077718

>None of the fun interesting weapons don't have any ammo because Valve couldn't figure out how to balance them

>Most common ammo is for a peashooter SMG that makes every enemy a bullet sponge

>70% of the game is boring grey corridors/tunnels, 20% interesting desert levels

>10% is interesting alien worlds, yet somehow manages to be the worst fucking part of the game

>"Puzzles" so simple and contrived they can only be described as tedious

>First-Person platforming

>Cinematic

All it needs is rechargeable shields and it is Halo. The only redeeming part about this game is the modding community. The gunplay pales when sat next to something like Blood or Stalker.

>> No.6077721
File: 35 KB, 377x325, 1562171345555.jpg [View same] [iqdb] [saucenao] [google]
6077721

>>6077718
Do you just come here to complain about stuff you don't like, or do you just do it because it's painfully off-topic?

>> No.6077745

>>6077635
>It was a heavy influence on stuff like Alien Vendetta and Scythe, that influenced every single wad that came after them, so by proxy, they owe it all to Hell Revealed.
I mean, if we're going there, then Hell Revealed owes it to Go 2 It from Plutonia, or even the map that predates it, The Punisher.
But anyhow, my point was that hardly anything takes direct influence from Hell Revealed anymore. Alien Vendetta and Scythe series also included their own changes to the formula that people liked, and wads like Sunder and Speed of Doom continued to make their own changes even further, and so on. Purely on a gameplay standpoint, Post-Mortem or Resistance is Futile compared to say, any Ribbiks map, are like night and day as a result.

>> No.6077808

>>6076642
>mechwarrior Doom

heeeeeell yeah

>> No.6077830
File: 24 KB, 506x253, EIGNbXeUUAAdwrY.jpg [View same] [iqdb] [saucenao] [google]
6077830

>>6076642
A mech game in doom would be fucking amazing.

Dont know about mechwarrior, it would probably be really hard to make location based damage or mech sprites, you can make the 3d I think?

But a game like Heavy Gear or Front Mission, Gungriffon is absolutely doable and would be immensely satisfying.

>> No.6077854
File: 1.99 MB, 375x375, 1441843456478.gif [View same] [iqdb] [saucenao] [google]
6077854

>>6074196
I beat lilith.pk3 on UV, it was aight.

>> No.6077889

how do I donate money to the prboom+ developer
I want to show my appreciation

>> No.6077914

https://twitter.com/SVKaiser/status/1206999493130031106
oh fuck.

>> No.6077916

>>6077889
Send it to me and I'll give it to him in your stead.

>> No.6077925

>>6077527
Fighter, hard mode. All his weapons are useful & satisfying, and it's unique to play an FPS with a melee-focused character.

>> No.6077928 [DELETED] 

>>6077718
Hes right you know.
Not everybody who dislikes HL is that one spammer guy, janny.
Its a massively overrated game and really not at all similar to the classic retro FPS's that are discussed here.

>> No.6077940

Anyway, Half-Life is a great game.

>> No.6077956

>>6077928
whatever helps you sleep at night.

>> No.6077973

What, you can't even mention half life anymore? On the board for retro video games? In the thread for retro shooters?

>> No.6077984

on the other hand, how do I tell the prboom+ developer to make it compatible with macOS Catalina

>> No.6078009 [DELETED] 

Just admit half life is garbage compared to other retro fps.
You can't believe this is one of the best fps games.

>> No.6078017
File: 29 KB, 350x350, Impse.gif [View same] [iqdb] [saucenao] [google]
6078017

>>6078009
>>6077973

>> No.6078107
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6078107

>> No.6078129
File: 705 KB, 800x600, spasm0109.png [View same] [iqdb] [saucenao] [google]
6078129

These guys are so cool, I wish they were more common.

>> No.6078153
File: 532 KB, 800x600, spasm0111.png [View same] [iqdb] [saucenao] [google]
6078153

I think this map has way too many sounds playing at once or something, because stereo frequently cuts out and I get just audio on the left side.

>> No.6078184
File: 143 KB, 1280x1006, TNT.jpg [View same] [iqdb] [saucenao] [google]
6078184

I thought you lads were just joking about the chaingunners; jc denton on a stick!

>> No.6078194

>>6078184
ah yes, the single worst room in TNT
I don't know why it needed to be the size of a football field, but here we are

>> No.6078207

>>6078194
Chaingun Stadium

>> No.6078215

>>6078184
jeebus that room is sure brighter on glboom+ with filters off

>> No.6078234

Flying Heroes? Now that's what I call a fun arena shooter.

>> No.6078309

what do you think of sunlust?

>> No.6078330

>>6078194
One of the weaker maps in the set, though not the worst.

>> No.6078384

>>6075293
You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.

>> No.6078387

>>6078384
This is my favorite new meme.

>> No.6078391

>>6078309
pretty fun on UV. Should go back and pistol start it.
I've started to pistol start everything... more fun imo

>> No.6078402

>>6078391
pistol starting is only fun for me if I've already completed the map, or if it's not a part of a megawad. I like continuous play on megawads that are supposed to have it.

>> No.6078419

>>6078384
What's the origin of this copypasta? I googled it and couldn't figure out what it was referring to.

>> No.6078424

>>6078402
eh, then you miss out on the built in weapon progression etc. Just finished TNT eviternity on pistol start and you really notice the early-map SG etc. Some maps don't give you the BFG until a special encounter, stuff like that.

>> No.6078429

>>6078419
https://www.doomworld.com/forum/topic/105355-the-dwironman-league-dies-to-base-ganymede/?page=5&tab=comments#comment-1984170

>> No.6078442

>>6078424
never did pistol start of every map on a single wad in my life. I should try it.

>> No.6078493

>>6078429
Holy shit that butthurt. Wow. 10/10

>> No.6078661

>>6078429
>>6078493
> something something dragon avatar

>> No.6078778

>>6076015
at least we'll have the mods for classic doom based off the game, like d4t
and even then, i expect eternal to still be good

>> No.6078784

>>6077984
pretty sure the prboom+ dev is mia

>> No.6078786
File: 50 KB, 500x376, 1449267322181.jpg [View same] [iqdb] [saucenao] [google]
6078786

>sonic game in the cacowards

>> No.6078852

>>6078786
it's a pretty good one too

>> No.6078859

>>6076736
i wished someone backed up all the reelism addons because some download links don't work

>> No.6078883

>>6076015
No. Especially since they actually took the time to delay the game when they know it’s not ready. They’re even fixing the HUD too, so that’s great.

>> No.6078890

>>6078429
I will make an audiobook with this pasta. shit's glorious.

>> No.6078894

>>6076512
Nice.

>> No.6078901

>>6076089
>>6076542
Praise be Hugo Martin for finding out a way to get them to not mess with the game.

>> No.6078951

where are all the goddamn vanilla coop/deathmatch servers

>> No.6078964

doomwiki's twitter retweeted what i think is the only time someone's doomguy cosplay actually addresses his face, bloody grin included
most other cosplays seem to always include helmet and when they take off the helmet, it's not meant to resemble the hud mugshot at all

>> No.6078994
File: 1.63 MB, 640x360, Chaingun Sample.webm [View same] [iqdb] [saucenao] [google]
6078994

Close range is less accurate but winds up to a higher firing rate, medium to long range he does short bursts with a doomguy style accurate first shot of each volley.

>> No.6079018

>>6078309
Really hard, but really good.

>> No.6079027

>>6076015
Bethesda aren't the developers, so no.

>> No.6079030
File: 312 KB, 1920x1080, fanta.png [View same] [iqdb] [saucenao] [google]
6079030

Is it normal for Blade of Agony to have chugs sometimes? Is my patato turning into mold, a bad config?

>> No.6079040

>>6079030
>GzDoom
>Tormentor project
No, the chugging is pretty normal.

>> No.6079041

>>6079030
CHUG, CHUG, CHUG!

>> No.6079047

>>6079040
That's what I guessed with the engine pushed that far.

>>6079041
Where I live Fnata is not available everywhere but the places that have it, have some cool old looking bottles.

>> No.6079058
File: 654 KB, 800x600, spasm0123.png [View same] [iqdb] [saucenao] [google]
6079058

Bless my fortunes!

>> No.6079062

>>6073026
Got any good maps to play it with? Been thinking of going back to it.

>> No.6079067

>>6079040
I'm glad that Tormentor isn't really a dominant force in mapping anymore. Virtually all the ambitious projects from the mid-late 00's had him involved, and they just generally felt like over-designed messes, relying too much on sectors and zdoom features.

>> No.6079105
File: 496 KB, 800x600, spasm0126.png [View same] [iqdb] [saucenao] [google]
6079105

NO! THAT'S MY KEY!

>> No.6079108

>>6077685
What are you even trying to say?

>> No.6079121
File: 1005 KB, 500x333, lifetime1.gif [View same] [iqdb] [saucenao] [google]
6079121

>>6077535
>groundbreaking
Memento Mori I/II, Requiem, Icarus, Strain and Eternal Doom were released before / the same year as HR. Comparing those to HR, its gameplay and visuals are already bad and outdated.

Stop sucking "revolutionary wad" dick just because they appeared on a Cacoward.
"It was made in the 90s" is no excuse when there are wads far greater in quality that were released even before HR.

>> No.6079128

>>6072097
Clusterfuck 4.0 released.
https://drive.google.com/drive/folders/1Edp92Gr590NNd7rCLit5F8yrKm8y9SvJ

>> No.6079136

>>6079121
Not the same guy, but I just want to say that Memento Mori has aged atrociously, it's really only worth playing Memento Mori 2.

On Hell Revealed, I've had it described to me as not being for everyone, supposedly that it's only fun if you've already played it once and learned all its bullshit, which isn't exactly a ringing endorsement, because that suggests playing an entire megawad you won't like just to play it again, hoping you will.
Hell Revealed 2 is supposed to be better.

>> No.6079215 [DELETED] 

Do you retards believe half life can compare with Doom, Quake and the Build Engine games?
It's not even better than Unreal or Shogo.

>> No.6079225 [DELETED] 

>>6079215
Nope.
If it weren't for mods it wouldn't be popular. But that's obvious. Doom is a very flawed game in a load of technical design aspects.

>> No.6079235

>>6079215
Take your medication.

>> No.6079237 [DELETED] 

>>6079235
Hl is shit.

>> No.6079264
File: 75 KB, 1194x844, 1542216258976.png [View same] [iqdb] [saucenao] [google]
6079264

>> No.6079268
File: 162 KB, 1280x960, photo_2019-12-18_01-23-39.jpg [View same] [iqdb] [saucenao] [google]
6079268

What is this mapset?

>> No.6079285

>>6079237
Just take the damn meds.

>> No.6079293

>>6079264
stinky lizers

>> No.6079309

https://www.youtube.com/watch?v=4141vHMQ9ac


Doom augmented reality project

>> No.6079325

>>6079121
>Memento Mori I/II, Requiem, Icarus, Strain and Eternal Doom were released before / the same year as HR. Comparing those to HR, its gameplay and visuals are already bad and outdated.
No one cared about HR for its visuals. And you're outing yourself as having never actually played the levels HR was known for if you believe those wads you named did the same kind of gameplay better beforehand.

>> No.6079326

>>6079268
Looks like the hud from Reverie

>> No.6079337

>>6079326
Thanks

>> No.6079358

>>6079136
>Hell Revealed 2 is supposed to be better.
I dunno about that. It does have its share of good maps (Map29 is fantastic), and the overall wad is relatively more modern in its design sensibilities. But it also has its share of maps that are a massive slog (some even feel more like a parody of HR gameplay rather than a genuine continuation), and a few too many sequel maps that are uninspired.

>> No.6079401

>>6079293
rude
very rude

>> No.6079408

>>6076642
Holy shit this is badass

>> No.6079607

>>6075870
>Mossberg shoots 9 pellets
>Sawn-off shoots 16

>> No.6079610

>>6079309
>inb4 christchurch edit

>> No.6079626
File: 569 KB, 800x600, spasm0132.png [View same] [iqdb] [saucenao] [google]
6079626

>>6079105
I like how cartoonishly this map just yoinks away keys right under your nose a couple of times.
You go for the gold key and it just zooms away on a little cart as you approach, and then rides up on a little lift, it's hilarious.

All maps in Arcane Dimensions are are gorgeous and detailed, of course, and this one is no exception. Some have only a few/straigthforward secrets, others have lots of them and some esoteric ways to get them, I both love and hate this, but mostly love it.

>> No.6079653
File: 220 KB, 1024x1461, 1483994804081.jpg [View same] [iqdb] [saucenao] [google]
6079653

>>6076642
These look tight. I love the mech ones.
I wonder if a mod based on Metal Wolf Chaos or Armored Core could work.

>> No.6079668

>>6079626
There's a level called Nastrond where when you get close to the exit slipgate, it dooms away on a little track and the walls open to reveal two Vores. It's goofy but also really fun.

>> No.6079669
File: 1.56 MB, 2448x3264, IMG_20170826_153403973.jpg [View same] [iqdb] [saucenao] [google]
6079669

>>6079264
why is she so cute

>> No.6079672

>>6079309
Some of those sprites dont seem to be from Doom

>> No.6079707
File: 432 KB, 1334x1250, ELlyzcMU4AAbaTZ.jpeg.jpg [View same] [iqdb] [saucenao] [google]
6079707

>> No.6079720

looking for a wad if anyone knows the name. it's a gothic like map in which you enter a castle and get swarmed by demons. it's a newer map from 2018.

>> No.6079727

>>6079707
Even better when you remember that the Rock's real name is Dwayne JOHNson, then you have the two Johns:Carmack and Romero.

The fuck is up with all these Johns?

>> No.6079734

>>6079727
almost like its a common as fuck name

>> No.6079737

>>6079734
I feel anon was joking.
Then again, that's a lot of Johns

>> No.6079759

When it comes to crushers in Doom do they have to keep moving to hurt the player or can they still damage even when stopped?

>> No.6079781

>>6079759
Also how often did Doom 64 make use of moving floors that push the player?
Because all i can think are the first two maps and maybe that short river in Hell where you normally get the BFG

>> No.6079782

>>6079727
Prostitutes have to make money too

>> No.6079784

>>6079759
Think they have to keep moving. Otherwise you'll just be stuck in place.

>> No.6079794
File: 51 KB, 620x475, baronofhell.jpg [View same] [iqdb] [saucenao] [google]
6079794

>>6075227
I wonder why they cut the spiderbrains in Doom 3.

>> No.6079835

>>6079062
Disjunction, a fun and good-looking mapset of 11 very large maps that uses the CChest4 textures. Give it a blast.
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/disjunct

>> No.6079845

>>6079264
Who are those lizards? I don't get it

>> No.6079861
File: 344 KB, 1080x1080, so long gay sorgie.jpg [View same] [iqdb] [saucenao] [google]
6079861

>>6079845
Sorlag.

>> No.6079929

>sunder.wad
https://twitter.com/MemeDose1/status/1185912159756279808?s=19

>> No.6079931

>>6079929
https://www.youtube.com/watch?v=SOpcdJ_V5_M

>> No.6079937

>>6079727
John is a powerful name.

John the Baptist may have been JC himself instead of "cousins".

>> No.6079953

>>6074754
>get excited thinking it's an old west thing
>it's not
Still pretty cool.

>> No.6079993

>>6079669
I want pastry to make more Doom art

>> No.6080017

>>6079108
carts with unique colors

>> No.6080025

>>6077443
This if you're 12.

>> No.6080026

Hexen.

>> No.6080046

>>6080026
YOU HAVE PLAYED THIS GAME TOO LONG, MORTAL
I THINK I SHALL REMOVE YOU FROM THE BOARD

>> No.6080062

What if Eternal Doom by team TNT is added to the official ports?

>> No.6080071
File: 180 KB, 780x481, 1511649076992.jpg [View same] [iqdb] [saucenao] [google]
6080071

What gameplay mod should I play through Eviternity with?

>> No.6080079

Is anyone else going to participate in the second stress test Decino is about to do this friday?

>> No.6080086
File: 357 KB, 449x449, 1572518738942.png [View same] [iqdb] [saucenao] [google]
6080086

>>6080079
Never heard of Decino. What's this stress test for?

>> No.6080090
File: 910 KB, 802x960, 79385619_10162683978425394_5164703937286111232_o.png [View same] [iqdb] [saucenao] [google]
6080090

Tell me some good slaughtery wads I can use with overpowered-but-not-russian-overkill mods like Dakka or the recently released Meatgrinder?

>> No.6080095
File: 2.99 MB, 252x195, 1572057655944.gif [View same] [iqdb] [saucenao] [google]
6080095

>>6080086
decino makes Doom playthroughs on UV and the ocassional video covering the inner workings on Doom
cool dude, probably the best Doom related person on YT

he is going to stress test a 250+ multiplayer match or something in zandronum

>> No.6080106

>>6080079
first I've heard of it, and I only heard of the first one through the screenshots of it
where are the details

>> No.6080121

>>6080079
Would have been fun to try if it didn't start at midnight for me.

>>6080106
check his channel

>> No.6080204

>>6079707
That pic is missing Buddy Dacote.

>> No.6080251
File: 3 KB, 262x64, previewbig.png [View same] [iqdb] [saucenao] [google]
6080251

I made some doomguy assets for my favorite spess game. keeping in mind the limitations of SS13's style, do they look like accurate?

>> No.6080252
File: 40 KB, 640x480, 1576579099951.jpg [View same] [iqdb] [saucenao] [google]
6080252

Guise. Wrath got an update 3 hrs ago. Anyone have it? Changelog is pretty neat

>> No.6080254

>>6080252
has*, oops

>> No.6080257
File: 133 KB, 788x852, 5a17063b943d2c592972fbc23f9a2fcad512308b.jpg [View same] [iqdb] [saucenao] [google]
6080257

>>6080026
GREETINGS, MORTAL. PREPARE TO DINE

>> No.6080260

>>6080062
Wouldnt happen because its chock full of textures ripped from heretic/hexen.
Also because all the normies would get stuck immediately and rage lol.

>> No.6080268

>>6080251
looks great keep it up!
maybe try an imp next?

>> No.6080304
File: 904 KB, 900x900, EEtpldIW4AAwzoY.png [View same] [iqdb] [saucenao] [google]
6080304

>>6080251
Awesome. Better get a chainsaw tho, gotta robust the wizard running around

>> No.6080336

>>6080095
Zandronum supports a max of 64 player per server, the 100 player stress test was made in ZDaemon because it doesn't have a player limit IIRC.

>> No.6080361

>>6080336
Nope, it was made in Odamex. Second test will be on Odamex as well.

>> No.6080382

>>6080361
Hmm, makes sense so, Odamex is still the most vanilla MP port of the 3, its understandable it handling that absurd amount of players and not crashing the server.

>> No.6080389

>>6079128
Note from the devs: There will be later a bug fix releases because this version has some big bugs that might be problematic for some, but the mod is still playable somewhat.

Just in case some people are interested on trying it out adn they see a mess

>> No.6080392

>>6080251
if someone is adding SFX for the marine make sure that the Zandronum multiplayer taunt is there, for extra effect.

>> No.6080437

>>6080026
fuck hexen.

>>6080090
slaughterfest 2012
sunlust
deus vult 2
scythe 2's later levels
going down (I played through all of this with Dakka, one of my favorite Doom playthroughs of 2019)
Combat Shock

So far that's all I could think of.

>> No.6080450

>>6080437
>shitting on hexen
tourists every1

>> No.6080452

>>6080437
Ok Dukoid

>> No.6080494
File: 1.21 MB, 640x360, Wallbuster.webm [View same] [iqdb] [saucenao] [google]
6080494

Cock and Ball Torture
from Wikipedia, the free encyclopedia

>> No.6080501

>>6080251
Why does he have a stiffy

>> No.6080503

>>6080501
Because Goonstation doesn't understand perspective.

>> No.6080506

>>6080494
YES

>> No.6080524
File: 2.00 MB, 200x200, 1524105615371.gif [View same] [iqdb] [saucenao] [google]
6080524

>>6080252
>Added a feature that automatically uninstalls the game when attempting to play on easy

Idk if this is real or not but this is actually hilarious lol

>> No.6080549

>>6080524
https://steamcommunity.com/games/1000410/announcements/detail/1688218948650588544
read for yourself it's there

>> No.6080553

>>6080524
>>6080549
Can confirm it doesn't uninstall your game, still funny though especially considering it's just smacked in the middle of the notes.

Also, regarding the part about adding air control, it doesn't feel like there's much of it here. It feels different compared to the movement before the patch, but I wish I could turn a little more while jumping cus right now it feels like there's not enough of it. At least in the sense it doesn't feel all that different compared to the previous version.

>> No.6080563
File: 551 KB, 800x600, spasm0135.png [View same] [iqdb] [saucenao] [google]
6080563

Arcane Dimensions has some nice bossfights going for it, I like that. That was always something I felt the original Quake was missing.

>>6079668
Is it part of a pack or anything?

>> No.6080605

One interesting thing about Half-Life is that in the song "Hard Rock Technology" you can hear something that sounds like a woman faint or a cat meowing.
The composer don't know how that happened and that's just industrial sounds.
Honestly I can't unhear it(around 0:36)
https://www.youtube.com/watch?v=LF9Cr1KW6f8

>> No.6080607
File: 433 KB, 1024x576, Screenshot_Doom_20191218_002332.png [View same] [iqdb] [saucenao] [google]
6080607

5'11 vs 6'0

>> No.6080609
File: 534 KB, 1044x501, screenshot duke.png [View same] [iqdb] [saucenao] [google]
6080609

>> No.6080617

>>6080605
That was all over that piece of music. Just sounds like that ethnic synth generic woman voice from many shit from the 90s.
You know the shit I am talking about. Like shit from the longest journey ost or Enigma.

Never really liked that one.
Loved the ambient guitar ones.

Btw Black mesa was pretty okay.

>> No.6080632
File: 555 KB, 600x685, doug freeman.png [View same] [iqdb] [saucenao] [google]
6080632

>>6080617
The whole HL OST sounds 90s as fuck,some of the tracks are awesome and some of the fan-remixes are great like:
https://www.youtube.com/watch?v=CR4Qi02srAE

About Black Mesa I really liked it,certain aspects were superior to the original,other not so much.
New Xen,is without a doubt superior to the original,it's fantastic.
Nihilanth kinda lost that Eldritch Abomination vibe that the original had.

>> No.6080643

>>6080632
I agree they cut some corners in some strange ways maybe time or engine limitations, I fucking hate hl2 engine.
But went above and beyond in other aspects. Weapons, making locations make more sense etc.


Shit HL is not even my favourite 90s game but I would love a fully navigated Black Mesa game made with the same love and autism as Echoes. And in GoldSrc or something imitating it.

>> No.6080651

>>6080609
>not "Thy Flesh Duke-sumed"

>> No.6080664

>>6080643
It's like they wanted to make a remake but also decided to take some liberties,which is appreciated so it doesn't look like a carbon copy of the original but some choices were questionable.

About Echoes I really liked it because of how different it was,it implemented the horror aspect,making you feel helpless.
Too bad it doesn't last longer.

I've seen that Timeline mod with nazis,not bad but too cliche for me.

>> No.6080675

https://twitter.com/datonestarfox2/status/1206390678865039360

>> No.6080676

>>6080675
I remember this protest footage of some dude spraying fire on someone from a can and the other dude pull out a gun and shoots but its empty

would be funny to add the Caleb taunts and then a MARANAX INFIRBUCKS

>> No.6080682
File: 615 KB, 1022x764, c8325887-2951-474f-b204-724588007857.png [View same] [iqdb] [saucenao] [google]
6080682

>>6080675
>datonestarfox2

>> No.6080687
File: 61 KB, 815x980, duke_is_teaching_me_zbrush_progress_by_ardathlilitu_darfj7a-pre.jpg [View same] [iqdb] [saucenao] [google]
6080687

>> No.6080689

>>6080687
Close but no cigar

>> No.6080702

>>6080687
Needs a massive package and a shit-eating grin.

>> No.6080720
File: 140 KB, 491x403, 1348980996278.jpg [View same] [iqdb] [saucenao] [google]
6080720

>have hundreds of games on backlog
>weeb shit, lewd shit, RPGs, racing games, other shooters, etc.
>just fire up Doom, Quake, or Duke instead with a random map
>backlog continues to grow

Why is it so addicting? I wish Oblige never died. Even if the maps are easily predictable in structure due to how the program works, it's literally endless entertainment where you can tweak the difficulty. I wish Oblige had true Duke/Quake support, even if it means converting generated Doom maps to Quake/Duke maps like the single version of Oblige that supports Quake did.

>> No.6080725
File: 18 KB, 350x352, 2bpdap.jpg [View same] [iqdb] [saucenao] [google]
6080725

>>6080720
>See a game on sale
>Buy it
>Realize that I still have plenty of other games I didn't complete
>Same for map packs and wads

It's like an endless cycle.

>> No.6080738

>>6080720
>
Because Duke and doom are actually fun to play

>> No.6080745

>>6080260
i wish bethesda would just rescue raven software or at least get the heretic rights to id software
and even then. something could go wrong

>> No.6080750

>>6080745
>I wish Zenimax would make a risky investment just so they can rape Hexen's corpse
Be happy with what you have unless you temp fate into fucking everything you love.

>> No.6080759

>>6080720
Oblige isn't dead, it was updated recently.

>> No.6080768

>>6080745
What worth does Hexen have to them? They already have The Elder Scrolls filling that niche for their software. Why create internal competition? They want to sell TES.

>> No.6080775

>>6080720
there's also the obaddon which adds a bunch of new bells and whistles to "modernize" your oblige generated map too

>> No.6080796

Sometimes i wonder if the Summoner from 2016 would have a more noticeable impact in classic Doom because 2016's focus on arena spawn wave style of combat makes me wonder which enemies are actually being summoned by this particular enemy and which are just because of the level arenas.
Because i forgot whatever animation or telegraphed move they'd perform when they summon, maybe it was one with a burning pentagram.
Because they'd make more sense in non arena areas, even if it means a level being designed around such a type of enemy that's almost a discount Icon of Sin.
And from that one SnapMap exploit where you can use a Summoner, they don't seem to spawn anything, making it seem like their purpose is to just make battles last longer.
Because a problem with 2016 is when variety is there but it doesn't feel well utilized.
I wonder how Eternal will manage to pull them off if they return and make them seperate from the Archviles.

>> No.6080805

I don't like Doom. It's gameplay is too simplistic, and it doesn't excite or interest me. I'm seriously longing for something new in this game. If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances...

Now, that would be interesting.

>> No.6080820
File: 297 KB, 500x385, violence-on-tv.png [View same] [iqdb] [saucenao] [google]
6080820

>>6080805

>> No.6080841

>>6080759
When?

>> No.6080889

>>6080805
You know, the Wadsmoosh guy made a gameplay mod based entirely around that line in that Edge magazine review. Look up "Mr. Friendly"

>> No.6080901
File: 48 KB, 510x610, 1576705187102.jpg [View same] [iqdb] [saucenao] [google]
6080901

Learned of a Hexen 2 mod called Haktoria that would've gave it a less puzzle-heavy and more anime bent. Sadly it died, and I don't know why. No footage survives of it (YouTube links are dead) and websites of it were wiped clean.

>> No.6080912

>>6080901
>No footage survives of it (YouTube links are dead) and websites of it were wiped clean.
You shouldn't have found it, anon. Now they'll come for you, too.

>> No.6080923
File: 8 KB, 190x200, 58-mullins.jpg [View same] [iqdb] [saucenao] [google]
6080923

>>6080912
"Bitch, please."

>> No.6080991
File: 723 KB, 800x600, spasm0144.png [View same] [iqdb] [saucenao] [google]
6080991

Release the Boglord, Y/N?
Found the key. Stupidly atmospheric map.

>> No.6080994

>>6079794
Sadly there are almost no levels in vanilla Doom 3 to fit those Barons
Those added monsters are awesome tho

>> No.6081005

>>6080901
>that pic
Thank god.

>> No.6081010

>>6080901
>kinda decent concept art for fanmade anime stuff
>then the face becomes UGUU sparkly eyed shit on the model and clashes with the rest of the body

>> No.6081049

>>6074619
i use prboom+ for okuplok

>> No.6081052

cacodemon / compatibility question:

do you guys leave in place the classic behavior where you can't run under cacodemons (and other flying monsters)?

i'm playing okuplok and there's a part with shitloads of cacodemons where this makes it completely unplayable. indeed things happen like: i'm shooting rockets, one comes in front of me but 8 billion miles overhead and i'm nowhere near seeing it, rocket shoots at it and hurts me due to infinite vertical damage, etc.

>> No.6081057

>>6075324
>GMOTA

yo kegan i've been playing your shit for years, fucking hell, more than 5 years now?

you're a good dude

>> No.6081062

>>6081052
Honestly I turn that shit off. The infinite y-axis on hitboxes is an artifact of very primitive programming and doesn't add much to the game. I also don't feel that "accurate" hitboxes significantly changes the game to where it's a deviation from intended enemy behavior in levels.

>> No.6081072

>>6081062
well i already cheated in an earlier part of okuplok by using the infinite height damage to kill some revenants through a window, and moreover that part seems impossible without this trick, so i wonder if the damage part at least is intended?

the infinite height collision box for movement is so fucking annoying though.

>> No.6081073

>>6080901
it was supposed to be open GPL reimplementation of Hexen 2, kinda like FreeDoom.
But made by 1 person in weeb style. Few animu models in different states of nudity were made, some test levels to show them off and that's it. Like many such projects it never amounted to anything substantial and the author disappeared off the face of the internets.

>> No.6081094

>>6080062
Heretic/Hexen textures might make it difficult. They'd probs have an easier time with Icarus

>> No.6081114 [DELETED] 

Unreal is great. Half Life is garbage

>> No.6081119

>>6081114
nah, i played through unreal recently.
multiplayer saved that series, just like it saved quake.

>> No.6081120

>>6080549
>Soul Tether carry limit increased to 99
I was already questioning the point of quicksaving being a consumable item when the limit was 9, because you can find them everywhere anyway. But 99? Why have quicksaves tied to a consumable in the first place, if you're not actually going to have them limited in supply?

>> No.6081178

>>6081062
>>6081052
I keep it on. It definitely can see it as a nuisance with the flying monsters. But some authors see their infinite height as part of their threat, and often make deliberate uses of them with it in-mind.

Also while rare, there are instances where infinite height of objects is used deliberately to block the players path in vanilla and boom maps, too. A good example of this is the torches in the moat on map19 of Doom 2, that prevent you from easily going to the red brick building. Without infinite height, you can easily walk over the ones south of the red brick building.

>> No.6081203

>>6081178
>It definitely can see...
I* definitely can see...

>> No.6081229 [DELETED] 

>None of the fun interesting weapons don't have any ammo because Valve couldn't figure out how to balance them

>Most common ammo is for a peashooter SMG that makes every enemy a bullet sponge

>70% of the game is boring grey corridors/tunnels, 20% interesting desert levels

>10% is interesting alien worlds, yet somehow manages to be the worst fucking part of the game

>"Puzzles" so simple and contrived they can only be described as tedious

>First-Person platforming

>Cinematic

All it needs is rechargeable shields and it is Halo. The only redeeming part about this game is the modding community. The gunplay pales when sat next to something like Blood or Stalker.

>> No.6081240
File: 854 KB, 1920x1080, Screenshot_Doom_20191218_233856.png [View same] [iqdb] [saucenao] [google]
6081240

Trying to comment out Mark's blood code so I can use Nashgore without issues with Meatgrinder is a pain.

>> No.6081242

>>6081240
It'd be easier to port in the weapon itself, since the blood code is a putrid mess.

>> No.6081259
File: 1.79 MB, 1920x1080, spasm0003.png [View same] [iqdb] [saucenao] [google]
6081259

Hey motherfuckers, why aren't you playing the Quake 2019 Xmas Jam?

>> No.6081289

>>6081049
that's what decino used, right?

I don't think guncaster works in that, which is a shame. I mean I'll try anyway, it just says for gz only which sucks.

Thanks for the help though anon

>> No.6081304 [DELETED] 

Prove him wrong>>6081229

>> No.6081336
File: 194 KB, 1620x1080, image.png [View same] [iqdb] [saucenao] [google]
6081336

>> No.6081338
File: 198 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
6081338

>> No.6081349

>>6081289
prboom+ doesn't even know what a PK3 file is, much less what anything inside it is
any gameplay mod that doesn't say it's vanilla compatible (aka pretty much every gameplay mod besides D4V) won't and can't work in prboom

>> No.6081363

>>6081178
>>6081203
thanks for the input.

thinking about it more, the okuplok caco section that's messing me up (one of the last rooms) could definitely be part of the point; indeed, it might make that particular room MUCH easier to disable it?

thanks!

>> No.6081369

>>6081349
Why can't the most versatile and capable source port handle running simple 1,000 monster wads like NUTS again?

>> No.6081380

>>6081369
Because running 1000 softcoded monster AI routines is anything but simple.

>> No.6081392

>>6081259
damn thats some nice brushwork

>> No.6081402
File: 145 KB, 1600x1200, file.png [View same] [iqdb] [saucenao] [google]
6081402

I'm playing Dark Forces (through Dosbox obviously) and I've encountered this issue: there are some discoloration on some sprites, most notably thermal detonator.
Anyone here knows how to fix this?

>> No.6081405
File: 132 KB, 1026x770, file.png [View same] [iqdb] [saucenao] [google]
6081405

>>6081402
Some solutions says Direct Draw output solves it, but its already in DDraw so that doesent work

>> No.6081406

>>6081380
PRBoom+ manages it, as I have found out.

>> No.6081421

>>6081406
PRBoom+'s monster AI isn't softcoded.

>> No.6081468
File: 944 KB, 1920x1080, scr-map18-0000.png [View same] [iqdb] [saucenao] [google]
6081468

For all it's fucking flaws I'm having so much fun with Powerslave (pc version).
Not as good as the console versions but the level design is so interesting and intricate, a real blast if you can stomach the wonky enemy AI, constant platforming and shitty weapon behavior.

>> No.6081517
File: 28 KB, 1843x167, where it all started.png [View same] [iqdb] [saucenao] [google]
6081517

>>6081057
It's gonna be 6 years in a month. It'll be like 5 years for Combined_Arms, my memory's a little fuzzy on when exactly I started work on C_A

>> No.6081526
File: 601 KB, 1360x768, Screenshot_Doom_20180529_012707.jpg [View same] [iqdb] [saucenao] [google]
6081526

>>6080796
Hunter's Moon has her with all these things you're wondering.

Verdict: A fucking bitch of enemy worse than Archviles and Pain Elementals comboed.

>> No.6081534
File: 2.47 MB, 1920x1080, spasm0303.png [View same] [iqdb] [saucenao] [google]
6081534

the new xmas quake pack is insanity

>> No.6081537

>>6081534
That level was fucking sick, especially the 'roof' area. I'm pretty sure the ambient noise at the start was just someone holding a mic to a washing machine, though.

>> No.6081538

>>6081526
Is Hunters Moon still full of pointless plodding through miles of fuckhuge empty corridors, coupled with bullshit precision platforming on a timer?

>> No.6081542

Does anyone have any protips for defeating the Cyberdemon?

>> No.6081543

>>6081542
Shoot it until it flies

>> No.6081546

>>6081542
Punch him in the butt until he explodes

>> No.6081547

>>6081517
wow keg you're old. :^)

>> No.6081550
File: 2.52 MB, 640x360, butt-pummeled.webm [View same] [iqdb] [saucenao] [google]
6081550

>>6081546
>>6081542

>> No.6081585

>>6080991
Do you have scale set to 2? I really like the the way this looks.

>> No.6081613

>>6081538
Myself acknowledged such issue with existent maps towards the end of 2017 and since then i'm working on new maps that will replace the current ones due to such stuff.

Problem was mostly due to my younger "wow cool" boy that didn't have a clear vision of where to go with the mod, the map pack has been that much stagnant in progress due to that, but well, its not so much anymore since the past year.

>> No.6081619

>>6080389
>>6079128
Good news Clusterfuck 4.0.1 bugfix has been released you can now download it and not have the bugs!

https://drive.google.com/open?id=1Edp92Gr590NNd7rCLit5F8yrKm8y9SvJ

(also comes in as a mirror in a mega and also Moddb if you are interested on that)

>> No.6081651

>>6076813
wasnt there an old ass project for a freeware quake made by the OpenArena people/LeiLei

>> No.6081654

>>6081651
looking it up more it was like openQuartz or something

>> No.6081664

>>6080304
why take the extra time and effort to get the chainsaw in e1m2 maze when i could get one in the secret room in e1m3 with less detour

>> No.6081772

>>6072409
It's been done already, like a billion times. What would make anon's happy is if you made real songs into midis instead.

>> No.6081773
File: 40 KB, 960x862, 1506486139463.jpg [View same] [iqdb] [saucenao] [google]
6081773

>>6080805
>It's too simplistic.
>It doesn't excite or interest me.
>If only you could socialize with these creatures.

Go play HDoom, there is a lot more strategy to it and you can "socialize" with the creatures.

>> No.6081872

>>6081537
its a fear factory track iirc, but yeah you basically described ambient music

>> No.6081950

>>6080503
>>6080251
>goonstation
into the trash it goes

>> No.6081959
File: 317 KB, 481x439, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
6081959

>2020 in 2 weeks
>still no rise of the triads source port

>> No.6081962

>>6081950
No dude it's not for Goon, I'm just pointing out that just about every codebase is technically a Goon derative.
It's for Beestation. It's like TG but it's not run by an autistic tranny lover.

>> No.6082005

>>6081962
based

>> No.6082038

>>6081585
I don't know what that means, but I guess I could post my config when I get home.
I ran out of Arcane Dimensions and now I'm a little sad.

>> No.6082061

>>6080901
What a shame. Would have loved to have played it for four minutes, stop, masturbate then close it.

>> No.6082094

>>6081959
play return of the triad you numpty nonce

>> No.6082139

>speed of doom jumps from a map with 258 enemies to 2143
fr*cking epic

>> No.6082184

>>6081517
do i remember correctly that when you first added the hammer from hexen, it was completely overpowered? i vaguely remember spamming them on slaughter maps?

is this possible?

>> No.6082187

>>6082139
hold down the B*G key and win, faggot

>> No.6082195
File: 579 KB, 800x600, spasm0209.png [View same] [iqdb] [saucenao] [google]
6082195

Man, Arcane Dimensions is so crunk and flashy that even the test maps are detailed and distinct from the regular maps.
Mostly not as finely detailed, but clearly someone just noodled away on some looks here and there when bored, optionally some these are scrapped levels which were retooled to demonstrate this or that.

>>6081585
https://pastebin.com/24zm8Gjr
woop

>> No.6082197
File: 479 KB, 691x432, it gets bigger when I throw it.png [View same] [iqdb] [saucenao] [google]
6082197

>>6082184
Yeah, if you're talking about when the hammer was just a usable inventory item, it was busted as fuck, and at the start when it became a subweapon it was pretty fucking absurd.

>>>/wsg/3203071

Still one of my favorite webms I've made of this mod after all these years

>> No.6082210

>>6082197
>still no VP9 support on 4chin

>> No.6082215

>>6082197
absolutely glorious

yeah iirc i played through a few of the final scythe2 levels with hammer subweapon

>> No.6082245

>>6081526
I wonder if there's a mod that technically has both Archvile and Summoner besides MetaDoom, which makes Summoners carry Archie's abilities and only summoner unwilling.
Because D4T's is as close as it gets.

>> No.6082280
File: 327 KB, 1080x809, temp.png [View same] [iqdb] [saucenao] [google]
6082280

screenshot fuckin... thursday.
it's a swing.

>> No.6082283

>>6081959
...besides WinROTT and GLROTT?
Granted theyre a little janky, but they certainly exist.

>> No.6082286

>>6082280
Whats the theme of this new episode? It hasnt looked particularly medieval/Nordic in the screens ive seen so far.

>> No.6082303

>>6082286
Lost city sorta thing. First map is a little abstract, and I might go back and add some more recognizable-as-real-world-equivelants to it. This would be the 2nd map which is an entertainment district. Then down to the cities inner areas, technoworks, down to some mystical stuff, and then something something end.
There are a few maps which I don't have proper themes for that need to lead up to the planned end.

>> No.6082305

>>6082286
I also don't have a solid plan for the secret level. Though I have to create an entrance to it in this map.

>> No.6082316

NEW THREAD
>>6082312
>>6082312
>>6082312

>> No.6082345

>>6081240
What is this wad?

>> No.6082358

>>6082195
Thanks anon.

>> No.6082362

>>6082195
One of the AD guys here, that level in particular was just a random scrap MFX decided to finish to demonstrate the rotation tech

>> No.6082380

>>6081550
Was expecting the Whipsers of Satan love room.

>> No.6082421

Whenever someone says Doom can't work for a movie adaption because it's too much gameplay focused, it almost makes it sound like the gameplay in Doom isn't that interesting when there's a variety of situations to make a scene out of.
>Radsuit as a timed power up means a character will wear it just to go across lava or toxic waste and do something important until the suit rips apart
>Crew of marines in a puzzle/maze area trying to find a key to the exist and some die from traps and hazards
>Archvile being used for a horror scene where it turns out he can resurrect dead demons and perform an almost inescapable fire spell, causing an "oh shit" reaction
Like there has to be at least some material.
One of the reasons why Doom was many steps above Wolfenstein 3D was due to the more interesting gameplay.

>> No.6082430

>>6082283
They're frankly garbage, which is why Kaiser is working on something better, though likely on the backburner, as he's busy with Doom 64 right now. The fact that he's doing it at all is amazing because he doesn't even like ROTT, so I appreciate that he's even doing it.

>>6082362
Figured that.
Which map did you make? I enjoyed all of them.

>> No.6082481

>>6082345
the quake one, dimesnion of the boomed
it's not very good

>> No.6082519

>>6081959
wait for ecwolf

>> No.6082852
File: 1.87 MB, 1920x1080, Screenshot_Doom_20191220_133055.png [View same] [iqdb] [saucenao] [google]
6082852

Is my greenery any good?

>> No.6082879
File: 337 KB, 680x680, vedsgf00j3441.png [View same] [iqdb] [saucenao] [google]
6082879

How do you do, fellow doomers?