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/vr/ - Retro Games


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6339764 No.6339764 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6334259

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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.6339765

=== NEWS ===

[4-13] New mod for Blood: Trauma Therapy
https://www.moddb.com/mods/blood-trauma-therapy

[4-12] Anon shares new map, looking for feedback
https://mega.nz/file/3wQkRYaQ#Bef5au_79yvvU3rsBNNmYnoMmsSGJKtlZ2Et_wuXVX0

[4-11] Doom 4 Vanilla 3.1 released + MS-DOS Edition
https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-v31-new-update-ms-dos-version-released/?page=26&tab=comments#comment-2113332

[4-9] Anon mirrors Realm667 website
https://pastebin.com/VsM6GjD6

[4-9] Sunder Map19 released
https://www.doomworld.com/forum/post/2111859

[4-9] National Videogame Museum 1:1 recreation in Doom
https://www.doomworld.com/forum/topic/113196-national-videogame-museum-wad/

[4-8] Anon map release, The Burning Wall
https://ufile.io/jzx5arsx

[4-8] Space Hunter updated to v1.2
https://combine-kegan.itch.io/space-hunter

[4-7] New Doom 64 map, Wretched
https://www.doomworld.com/forum/topic/113381-wretched-doom-64-custom-map/

[4-5] Raze 0.5.1 with all supported games. >>6314586
https://drive.google.com/open?id=1sZoTTV1m3yMq9QWch9Rc8AMmUgofpFkd

[4-5] Cerberon Plaguemaker, a new Quake 2 singleplayer map is here
http://quakeulf.suxos.org/3d/maps/cerberon.zip

[4-5] Doom 4 Vanilla 3.0 was released with Back to Saturn X compatibility
https://www.youtube.com/watch?v=KqBvoHiEbmk

[4-5] Dark Forces DeHacker updated to v1.1 with a lot of improvements:
http://df-21.net/

[4-5] Anon releases shitty Heretic mod:
https://forum.zdoom.org/viewtopic.php?f=43&t=68063

[4-4] Anon map releases:
Bad Reception: https://mega.nz/file/q4ZAHaLQ#M2kgSDjJ3q54YSpt2G7NsT2d0v3QOPkzwQq0oANJJv4
The Chamber: https://ufile.io/fwgwf4dm
Borrowed Time: https://mega.nz/file/jpIS0YIa#aLbtJC4kKzy5YYLP-04u_UUC_cMHq9INB3rK7c2vcGI

[4-3] Doosk Heretic Update:
https://youtu.be/zB-IeeoDaeY

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6339781

Is it a bad idea to spam Cacodemons in one map as a constant repeating encounter and then later as a massive wave of enemies flying through a window?

>> No.6339801
File: 229 KB, 640x480, Screenshot_Doom_20200405_173836.png [View same] [iqdb] [saucenao] [google]
6339801

Lambda is great.

>> No.6339823

I've played 7/20 Master Levels of Doom 2, I think I might take a break. Their combat encounters are fun but all of them have been super labyrinthy and progression isn't telegraphed well at all in these levels aside from attack.wad. I've had to use a walkthrough for all of them aside from Attack and I never had to use one for Doom 1 and only a tiny bit for Doom 2 iirc.
>>6339781
Depends on the player's available weapons, standard shotgun? Terrible idea. Rocket Launcher, SSG, BFG, Plasma? Better idea. But I'd say use variety in your enemy counts, swarming one of the same enemy type over and over is likely just to make the player annoyed or have Deja Vu.

>> No.6339874
File: 1.65 MB, 1195x1937, bloodite krypto.jpg [View same] [iqdb] [saucenao] [google]
6339874

>> No.6339902

>>6339874
gets me everytime

>> No.6339907
File: 117 KB, 300x541, Top Cac 2.png [View same] [iqdb] [saucenao] [google]
6339907

>> No.6339920
File: 1.29 MB, 1616x939, file.png [View same] [iqdb] [saucenao] [google]
6339920

Heya.
I like Doom tournament's intent and techical execution, but the balance is allover the place (like ASMD - a shotgun replacement having lower DPS than enforcers) and I look for ways to fix that.
Unfortunately it's made in very complex ZScript to the point where I'm not even sure where the damage values are for most of the guns, and I need help with finding out.

Also I'd like to replace minigun and ASMD models to those of DoomReal without changing the other FX (like traces and particles)
Any help/advice on how to achieve that would be greatly appreciated.

>> No.6339959

>>6339920
To find the damage values, you'll probably want to Ctrl-F "DamageMobj" in the the weapon or projectile definition files and trace the arguments backwards. Also, any calls to A_Explode and such.

>> No.6339962
File: 473 KB, 1365x768, Screenshot_Doom_20200414_030706.png [View same] [iqdb] [saucenao] [google]
6339962

http://www.mediafire.com/file/68ks01t3zfzdf2x/coolskies_v099abvgd.wad/file
Map05 is finished and had went through in-house testing. Further feedback is welcome. I doubt I will change it much, unless there are any glaring problems.

I should warn you that it only works in GZDoom/Zandronum for some reason, I will be grateful if someone will help me troubleshooting it, as I am aiming for eventual Boom compatibility (problem seems to be with PNAMES lump). However, since I'm stuck with GZDoom for now, I included a tiny DECORATE mod in the package.

>> No.6339967

I'm definitely going to have to replay Back to Saturn X with GMOTA, or Treasure Tech when that's out.

There are so many barrels to throw.

>> No.6339970
File: 1.08 MB, 600x609, 41115126.gif [View same] [iqdb] [saucenao] [google]
6339970

HaoaH

>> No.6339983
File: 115 KB, 1716x979, file.png [View same] [iqdb] [saucenao] [google]
6339983

>>6339959
>DamageMobj
yeah... I'm still stumped as to what i have to edit here

>> No.6339992

i have a throbbing erection and i want to kill

>> No.6339996

>>6339992
Sounds like it's time to boot up Hdoom

>> No.6340004

>>6339992
I think this is probably why Nihilanth, who has a giant brain, had a third arm grafted to his chest.

>> No.6340010

>>6340004
He'd listen to HFO audio

>> No.6340030

>>6339983
Okay, so arguments and pointers are as follows:
t.Results.Hitactor is the actor that damagemobj is called from. "t" is a LineTracer class, something used for powerful scripted line tracing/hitscan functions. "Results" is a struct inside LineTracer containing whatever data it reports. HitActor is a field containing the actor, if any, that LineTracer found.

DamageMobj is what everything that damages an actors calls; calling it is like telling what ever you're calling it on (not necessarily from) "get hurt this much".
The arguments are as follows:
The slot with "self" is the inflictor, like the puff or missile that caused the damage. The field with "Target" is the actor that launched the missile or shot the puff or did the melee attack etc. Here, I believe the function is called from a missile, so the missile's Target is a pointer to the player that fired it (It doesn't make sense that the Target field in projectiles is used like this, but it's been like that internally in the engine forever). "int.max" is in the damage field, meaning infinite damage field in this case. Note the comment above, seems to be for conditional error handling reasons. 'JoltedX' is the damage type, and the following two fields are for flags and the angle of the attack (useful to thrust actors in the right direction when hit for example) respectively.

>> No.6340048

>t.Results.Hitactor is the actor that damagemobj is called from.
i mean the actor that damagemobj is called ON.

>> No.6340174

NRFTL is still the best mapset for Doom 2 ever made. Prove me wrong.

>> No.6340184

>>6334313
Man you must really hate slaughtershit, that's one of the best placed and fairest slaughter encounters in recent megawads I found.

BTW if you go back to eviternity skip map 19 it's fucking garbage and nothing like maps before or after, looks great but wow is it boring, can't imagine spending however much time and effort that map took (and it looks like it was a lot) just for it to play like shit.

>> No.6340193

>>6340174
I would say Going Down and UAC Ultra are better, but NRFTL is still top shelf material.

>> No.6340212

What do numbers in map releases mean?

>> No.6340216

>>6339765
New Chex Quest teased.
https://twitter.com/ChexMix/status/1250109904058077184?s=19

>> No.6340219
File: 22 KB, 512x256, BLBDPLTN.png [View same] [iqdb] [saucenao] [google]
6340219

>>6339764

>> No.6340220

>>6340216
https://store.steampowered.com/app/804270/Chex_Quest_HD/

>> No.6340228

I heard I can use SLADE to change level names, how'd I do it? I know about MAPINFO (Though don't understand format yet) but also heard it can generate patches for things that don't accept mapinfo.

>> No.6340230
File: 231 KB, 399x288, chexlady.png [View same] [iqdb] [saucenao] [google]
6340230

>>6340216
cute

>> No.6340231

>>6340230
You wouldn't fuck a waffle

>> No.6340234

Which is the best recent big leagues megawad? AA, Eviternity or something else?

>> No.6340240

>>6340234
Probably Eviternity, there's one currently being finished called Akeldama if you want good pure vanilla stuff.

>> No.6340260

>>6340212
What numbers?

>> No.6340262

>>6340260
>[4-5]
And the like. Wait, is this dates? I feel kinda dumb.

>> No.6340264

>>6340230
new waffle-fu

>> No.6340267

>>6340260
I meant in OP-post obviously.

>> No.6340273

>>6340262
>>6340267
Month-day.

>> No.6340317

How do I play Kyle 873's DoomRPG mod with DoomRL Arsenal and the DoomRL Arsenal Monsters pack in GZDoom? Sorry, haven't played Doom in years but this shit looks awesome. Do all three just have a pk3 I can drag and drop at once or something?

I see DoomRPG has it's own launcher or something because it's supposed to be complicated

>> No.6340337
File: 6 KB, 641x333, Безымянный.png [View same] [iqdb] [saucenao] [google]
6340337

>>6340317
Honestly, I don't have a slightest idea how people who don't use FAR even play Doom wads.

>> No.6340349

>>6340234
Lost Civilization

>> No.6340353

>>6340264
>Waffu

>> No.6340356

>>6340317
http://letmegooglethat.com/?q=How+do+I+play+Kyle+873%27s+DoomRPG+mod+with+DoomRL+Arsenal+and+the+DoomRL+Arsenal+Monsters+pack+in+GZDoom%3F

>> No.6340357

>>6339764

> [4-12] Anon shares new map, looking for feedback
> https://mega.nz/file/3wQkRYaQ#Bef5au_79yvvU3rsBNNmYnoMmsSGJKtlZ2Et_wuXVX0

Ok it's pretty fun but
> the first white wizard pop up unexpectedly and if you choose to cover instead of jump to him and then cover you're just gonna waste all the ammo and then you're totally fucked
> when you open the gates to the big arena with red key enemies popping up from the behind is pretty unfair and you can get cucked before you have a chance to fight back
> end level button doesn't fucking work

I see you kinda went for the atmosphere of design, making various small shits that give detail to levels but they kinda get in the way of movement and I don't think if it's worth it.

Overall: 7/10, not bad.

>> No.6340367

>>6340337
I have no idea what I'm looking at, is that a wad loader for MS DOS?

>> No.6340371

>>6339765
> [4-8] Anon map release, The Burning Wall
> https://ufile.io/jzx5arsx
I'm loading it and choosing Hell on Earth OR Knee Deep in Dead and it just loads original maps. WTF?

>> No.6340373
File: 289 KB, 1140x851, 1430336643374.png [View same] [iqdb] [saucenao] [google]
6340373

>>6340353

>> No.6340374

>>6340367
https://en.wikipedia.org/wiki/Far_Manager

>> No.6340375

>>6339781
Sounds like slaughter. Boring.

>> No.6340385

>>6340371
Just checked, it replaces Doom II's map 02. Try now.

>> No.6340386

>>6340371
For some reason it's a MAP02, so you gotta load Hell on Earth and use idclev02 or put -warp 02 as a launch argument.

>> No.6340394

>>6340385
>>6340386
Alright well right off the bat: how about NOT DOING AN ELEVATOR RIDE IN THE BEGINNING OF THE LEVEL WHERE YOU JUST HAVE TO WAIT TO GET TO THE START?

Like the idea with being inside with occasional windows through which lights and enemies can peek.

>> No.6340398

>>6339781
Sure, go ahead and post it on dw so you can get props from the doominati

>> No.6340402
File: 2.65 MB, 1920x1080, Screenshot_Doom_20200411_204133.png [View same] [iqdb] [saucenao] [google]
6340402

>>6339823
>I think I might take a break
Fuck the """"master"""" levels. Play something fun, like Preacher.wad. This is currently my favorite WAD ever and I'm not even done with it. The pacing is unlike anything I've ever played; the player starts are random and there are no safe places, the levels are open and non-linear filled with popcorn enemies and ammo is spread out through the level so you have to keep running and gunning to pick up ammo or you run out. Level 6 is my favorite so far

Adventures of Square is also unironically fun. I beat the first level on skill 5 and it was a LOT of fun (monsters don't respawn, it's just UV with fast monsters and less health). I'd recommend downloading the standalone version that comes with GZDoom so that you don't have to change your settings every time you change from Square to a different WAD - you want freelook and crosshairs in Square to navigate the underwater sections easier, and you wanna turn off freelook and crosshairs when playing Doom. Sure you can navigate the underwater areas without freelook AFAIK but unlike Doom these levels seem to have been designed with freelook and no autoaim in mind

And ofc there is Eviternity which I'm sure you've already heard of by now. Preacher's levels are funner imo but has 9 levels compared to Eviternity's 32

>>6340184
t. someone who has never played Preacher or Eviternity

>>6340184
I hated getting lost in map 19 but I think I'd have a hell of a time going for a HMP or UV saveless run of it once I have the route memorized

>> No.6340405

>>6340371
This map is unfinished. There's no exit.
There's nothing after the red key, and there's not even a blue key in the level and the room behind the blue door doesn't have anything in it either.

Some criticisms: It's alright for a beginner's level, the gameplay isn't annoying, although it is lacking and a bit boring, and the visuals aren't very ugly.
There's a few unpegged doors and misaligned textures, which are common mistakes for beginners.
The damaging floors absolutely shouldn't be 20% damage, because you're forced to walk through them to progress through the level, leaving it up to luck whether you get hurt on them or not, unless you find a secret with a radiation suit which isn't telegraphed at all.

And playtest often and make sure your levels are finishable next time you release something.

>> No.6340407

>>6340317
2 ways - either learn to use command lines, or use a launcher. If you use a launcher I recommend one called Doom Launcher.

Command lines are the simplest for me. Create a new text document called "Play DoomRL" or whatever, file name isn't important, change the file extension from .txt to .bat to make it an executable file, right click and select Edit, and inside the file type:
> gzdoom -iwad doom2.wad -file ___ ___ ___
Where the blank spaces are the file names for DoomRPG mod, DoomRL Arsenal and the DoomRL Arsenal Monsters pack; you must include the extensions.

>> No.6340410

>final fight in the final level of a megawad is just a slaughterfest
>been stuck here for a week trying to beat it
>don't want to give up after getting this far
fuck

>> No.6340457

>>6340410
It's like you just had a 5 course meal and the waitress brings you paint thinner as a digestif. Just drop it and shun the bitch.

>> No.6340461

>>6340407
I'm not sure that actually works with them. Doom RPG does some fucking unholy stuff with cvars that I think need special handling when combined with DRLA

>> No.6340467

>>6340461
Well I know it's compatible because both creators shill for the other to play them together, not sure if you have to use the Doom RPG Loader though

>> No.6340523

What are the best sourceport or ways to play D3D, Blood and SW

>> No.6340531
File: 2.85 MB, 240x180, wysofab.gif [View same] [iqdb] [saucenao] [google]
6340531

>>6340356
Why, you SON OF A BITCH!

>> No.6340543

I am impressed that trying to change title pic on a WAD crashes the game.

>> No.6340563

>>6340543
Is there no way around that?

>> No.6340568

>>6340563
I'm sure there is. But I assumed it would be as easy as importing MIDIs, but apparently it's not.

>> No.6340579

"Error: Idgames - Network Error: Error creating SSL context ()"
Anyone know what this error is about? I've set up skulltag/zandro in the exact same way on like 7 different pcs, never had this before. Comes up when trying to use wadseeker. I was playing doomseeker on my old pc just yesterday with the default wadseeker settings, so I don't think the host died, unless they did literally today

>> No.6340610

>>6340568
I always assumed it would be too actually, kind of neat that made it that way.

>> No.6340614

>>6340610
*that they made it that way

>> No.6340638

>>6340373
>Pulls out doom 3 imp
Well let's change that
I said doom 3 because that shit is not an imp. Pinky is ok as a design, but that's not a pinky. That's it's cousin.

>> No.6340645

>>6340638
wat

>> No.6340648

>>6340610
It seems SLADE has a button that fixes it. Not that it did me any good since the picture I tried to use looks meh. But I just wanted to see if I can.

>> No.6340662

>>6340523
BloodGDX/NBlood for blood, eduke for d3d. For. Shadow Warrior, I have no idea. Go find the one sourceport out there or play the redux version that you can download for like ten bucks.

>> No.6340703

>>6340645
Doom 3 imp is ass
It needs boolet in face

>> No.6340713

I wonder if Jimmy Paddock OK with using his MIDIs that aren't originally part of Doom projects in WADs.

>> No.6340718

>>6340703
I posted a H-Doom shotgun as a picture you fucking retard.

>> No.6340732

>>6340718
He's responding to the text in the pic. But he's still an idiot.

>> No.6340740

>>6340718
I said doom 3 imp is ass
The text in the image said
>I've never been fired before
And the doom 3 imp is the first target
What's the problem?

>> No.6340742

>>6340219
What were the devs of Plutonia thinking!? I still haven't gotten past the first stage.

>> No.6340748
File: 67 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6340748

>>6340732
Why say lot word when little word do trick?

>> No.6340751

>>6340748
Yer ugly

>> No.6340759

>>6340713
Why don't you ask him?

>> No.6340760
File: 142 KB, 701x1024, 14728986502791.jpg [View same] [iqdb] [saucenao] [google]
6340760

I will never be not mad that useless pistol hogs such a convenient button. At this point, shotgun should just be a default sidearm with infinite ammo. I mean, did anyone ever ran out of shells?

>> No.6340761

>>6340751
>Dancing

>> No.6340773

>>6340760
>infinite ammo
No. That shit encourages and rewards bad habits, mainly hanging back and plinking away at monsters until they're dead. Even if you're using it aggressively in combat, it means you're gonna fuck up your ammo balance and eventually have a surplus.
If you're gonna do that, make it a tradeoff of some kind, like only being able to access infinite shells that fire less pellets if you drain all of your normal shells, while that circles around into the hanging back and plinking strat, it's only an option when the player burns through their shells, meaning there's a good chance they'll still get bitten in the ass later on for poor ammo management.

>> No.6340784

>>6340760
In doom eternal hell yes
In doom 1,2, and 2016 hell no
The pistol is trash, but you gotta have it
If they made it not trash it could be like a dispersion pistol (unreal) and plasma gun combo and it could work. Regenerating ammo, fast automatic fire, but with low damage per shot, rewarding aim due to the fast fire and dealing with weak enemies quickly, but not standing up to bigger enemies. Also unlimited shells would be broken and stupid, as either it would also apply to the super shotgun, and totally break it, or not apply to it, and be stupid as shit because they both take shells.

>> No.6340785

>>6340773
>hanging back and plinking away at monsters until they're dead
that's entirely on you (the player) - if you want to live a joyless life, nobody will stop you.

That kind of line of thinking reminds me of some reviewer who chose to play an RPG as the most boring build of warrior, and then complained about how the combat is boring and monotonous.
When countered with "Bro, you did this to yourself lol, should've picked some active abilities instead of just passives, or played a different class like Mage or smth". His response was "But I GotTa bE AbLE tO WeAr AnY aNd aLL kinD oF gEar witTHouT rEStRiCTionS"

>> No.6340791

>>6340785
You'd be amazed how many people will do that to themselves though. It's better from a design perspective to not offer the temptation to players.

>> No.6340792

>>6340760
Contrary to popular belief, Doom really ain't perfect

>> No.6340805

>>6340785
>that's entirely on you (the player) - if you want to live a joyless life, nobody will stop you.

That doesn't apply here. In a game like Doom the player is trying to find the most optimal ways of doing things. It expects the player to try to win as best they can. In 2016 using the pistol was bad because you're giving your enemies a million extra attack opportunities so you won't use it. But for OG Doom people will immediately realize they can just hang back since its safer and better leads you to winning than running forward. If you have an infinite ammo weapon you need to de-incentivize it. A shotgun is a workhorse weapon, you want people to use it and it needs to be powerful.

>> No.6340813 [DELETED] 

>>6340805
This. If a level's best strategy is to camp continuously, it's a badly designed level. Levels favor the most challenging, fun and dynamic method of fight, not punish you for it.

>> No.6340819

>>6340760
Pistol action is pretty damn snappy in Valiant and Deus Vult II. Doom 2 could've really used a pistol upgrade like the SSG.

>> No.6340823

>>6340805
>>6340805
This. If a level's best strategy is to camp continuously, it's a badly designed level. Levels should favor the most challenging, fun and dynamic method of fight, not punish you for it.

>> No.6340825

>>6340805
>>6340823
>>6340791
you can still do this in normal Doom
just be a corner warrior and projectiles won't hit you while you plink at them with pistol/doubletap chaingun.

>> No.6340826

>>6340825
You'll eventually run out of ammo though.

>> No.6340831

>>6340825
That's unnecessary for anything but hitscanners, which are the enemies supposed to make you take cover
Though I don't really get what you mean by corner warrior exactly

>> No.6340836

>>6340825
Until you run out of ammo that is. If you had infinite ammo it would be a disaster. Good map designers will force you into combat by putting things behind you. Or having enemies shoot splash damage weapons forcing you out of your corner. Or just a shitload of melee enemies where corner camping with a plinky pistol means you let them overwhelm you easily.

>> No.6340885

>>6339764
https://archive.org/details/zero_horizon
https://archive.org/details/yenixionunity

>> No.6340886

sry for offtopic but whats the best source port for Quake? just wanna play it in hi-res with music

>> No.6340894

>>6340886
Use Quakespasm. You'll need to download the music separately, the files can be found in the OP.

>> No.6340898

>>6340886
>>6340894
Quakespasm-Spiked to be specific.

>> No.6340908

>>6340662
>>6340523
Classic Redux is in the OP

>> No.6340910

I think I broke my WAD by trying to move music into it and now I'm not sure how to fix it all.

First I fucked something up by trying to move MAP03 into existing one but accidentally overwriting MAP01. Luckily I had enough backup.

>> No.6340926
File: 16 KB, 607x215, dario on plutonia difficulty.png [View same] [iqdb] [saucenao] [google]
6340926

>>6340742
Let me guess - you went straight for UV difficulty. Two options - 1) beat every level with pistol starts and 0 saves on skill 2. If you feel like, you can play the level again with pistol start no saves on skill 3, or move on to the next level. 2) Do a continuous playthrough on Hurt Me Plenty

>> No.6340934

>>6339764
How do I place vertical aiming in my Doomseeker game server? The freelook is set as true but I still don't have vertical aiming.

>> No.6340935

>>6340398
No fuck that shit. I've watched a bunch of idiots upvote a first time map that looked like a goddamn D!zone abomination from the early 90s. They didn't even give any hints how BAD it actually is, just cuddly leddit-tier comments.

>> No.6340937

>>6340898
Huh, never heard of this offshoot.

>> No.6340942

>>6340894
The download in the OP comes with the music.

>>6340886
The link in the OP contains the game files only - you will need to copy the folders (id1/rogue/hipnotic) into the Quakespasm folder. COPY the files. Keep an original copy of the game files in the zip in case you need to copy them again (for playing Quake 1.5 for example).

You can download the Quake 1.5 mod and play that, though some people will say you should play the normal Quake 1 first. I would say play Quake 1.5 first unless you plan on playing the game twice. To setup Quake 1.5, download it and unzip it in a separate folder from Quakespasm. Copy the id1 folder into the Quake 1.5 folder (do not copy rogue/hipnotic as they will not run with the mod). Double click the "Quake 1.5" .bat file to play

>> No.6340972

>>6340942
Not him but is nquake legal? Is tyrquake compatible with ezquake servers?

>> No.6340981

>>6340942
>recommending mods for a first playthrough
for shame.

>> No.6340984

>>6339874
I really wished I could say this in the maurders voice. It just seems too perfect to leave like that.

>> No.6340998

>>6340942
>I would say play Quake 1.5 first unless you plan on playing the game twice
Nah, son.

>> No.6341030
File: 30 KB, 1024x512, aa or no aa.png [View same] [iqdb] [saucenao] [google]
6341030

For high res transparent textures, should I aa the edges or should I let the engine try to do that?

>> No.6341057

We need a v9 Doom guide.

>> No.6341070

>>6340926
What an arbitrary and illogical way of playing the game. Want him to wear a shoe on his head while he does it, too? Just play it on HMP if UV is too hard and don't be a savescumming bitch.

>> No.6341072

>>6341057
What would you add?

>> No.6341081

>>6340926
No, I did not go for UV difficulty. I played on Hurt Me Plenty.

>> No.6341095

>>6341081
What IWADs have you played beforehand? I'd say if you want to go with HMP maybe either practice a bit more or just continue trying to grind MAP01. Otherwise maybe Not Too Rough would be worth considering?

>> No.6341125

>>6340402
>Fuck the """"master"""" levels
Honestly, yea, kinda. Most of the combat encounters in them are really fun. At least Attack.wad was, that's been the highlight for me personally. The rest while having fun combat are WAY too hard to figure out progression for their own good. I think it was combine.wad that had fucking tiny ass stairs on the side of a wall that you wouldn't be able to tell were there just from looking at the wall that you needed to go up in order to progress. Honestly I'm mostly just playing them so I can have them done and not have them on my plate months down the line.
>Play something fun, like Preacher.wad.
From your description, Preacher.wad seems pretty cool actually. Two things though.
>How hard is it?
>How long is it?
If it's Plutonia level for example I probably won't touch it right now, because well I haven't gotten to Plutonia yet. The current playing order for me is ML -> TNT -> Plutonia, just so I can have a more gradual difficulty curve.

>> No.6341140
File: 20 KB, 280x311, 14423168110220.jpg [View same] [iqdb] [saucenao] [google]
6341140

https://www.doomworld.com/forum/topic/113234-satanic-infestation-freedoom-fork/

>> No.6341170
File: 1.36 MB, 1920x1080, 47.png [View same] [iqdb] [saucenao] [google]
6341170

>See anons talking about DNF
>"It feels like a mockery of Duke3D"
>"People who wrote it problably hate Duke"
>Remember those parts whenever you're small some of the ladies will say things like where they would shove you or even eat you
>DNF deadass has a vore/giantess fetish

That alone gave me the urge to pirate World Tour.

>> No.6341184
File: 418 KB, 1024x576, Screenshot_Doom_20200413_182033.png [View same] [iqdb] [saucenao] [google]
6341184

>> No.6341205

>>6341184
Oh hey! I know that wad. It's just called "zombies" right? That revolver sprite looks new though.

>> No.6341235

>>6341205
It is.
It's from an updated version called Re-Animated.

>> No.6341254

>>6340523
>What are the best sourceport or ways to play D3D, Blood and SW
well for Blood it's probably Fresh Supply, for Shadow Warrior it's probably Classic Redux, while for Duke, well the best way would have been Megaton Edition but it's not available legally anymore unless it was already in your Steam library

>>6341170
speaking of World Tour, did they ever figure out how to get Alien World Tour to work outside of that release, like either in eDuke or even somehow jamming it into Megaton Edition?

>> No.6341259

https://www.youtube.com/watch?v=b96pTJV-0S4

>> No.6341276
File: 56 KB, 440x960, 1446845756096.jpg [View same] [iqdb] [saucenao] [google]
6341276

>>6341070
>Just play it on HMP if UV is too hard
That's exactly what I said
>Do a continuous playthrough on Hurt Me Plenty

>> No.6341280

>>6341081
Do pistol starts on skill 2 then. I recommend pistol starts on skill 2 because a continuous playthrough on skill 2 might be too easy. You could even do a skill 1 run to learn the level before playing it again on skill 2 - pistol starts, no saves of course

>> No.6341287

>>6341259
good fucking god what a mess, and not even a glorious one like russian overkill.
just redundancy and nonsense piled on top of redundancy and nonsense.

>> No.6341290

>>6341254
>well for Blood it's probably Fresh Supply, for Shadow Warrior it's probably Classic Redux, while for Duke, well the best way would have been Megaton Edition
So, what's the best way to play Doom then - official Unity port or Doomsday with 3D models?

>> No.6341293
File: 188 KB, 960x540, Preacher map 6.jpg [View same] [iqdb] [saucenao] [google]
6341293

>>6341125
>How hard is it?
Pretty hard, but in a good way - lots of low-tier monsters even on skill 2, but on skill 2, you get lots of strong powerups, like more soulspheres/armor, and the occasional extra megasphere or invulnerability. You could play it on skill 1, even, for the buffs - it's the same as skill 2 but you take 1/2 as much damage and ammo pickups give you double ammo, so it's a very forgiving environment to learn the levels in.
>How long is it?
Only 9 short levels - but the levels are non-linear, so if you know your way around you can beat a level in like 3 minutes, but on your first playthrough it can take like 15+ minutes to beat it since you're running around exploring.

Levels 2, 6, and 7 are my favorites, and level 6 is currently my favorite Doom level I've ever played. I had to load level 6 with no monsters and learn my way around it because I kept dying, though admittedly I could have done the same in skill 1 but whatever, no monsters was faster. I played it pistol-starting every map on skill 2 and I had a blast. I plan on going back and beating it in a continuous play-through, as well as beating each level on UV pistol starts as well because I liked the levels that much. I beat map 6 pistol start UV no saves but I also learned all the secrets during my no monsters exploring - there's a BFG that helps a lot, and there's an invincibility secret on the northern side of the map

>> No.6341303
File: 46 KB, 573x609, 1542348075005.jpg [View same] [iqdb] [saucenao] [google]
6341303

>>6341140
>https://www.doomworld.com/forum/topic/113234-satanic-infestation-freedoom-fork/
>Nice abs

>> No.6341320
File: 2.00 MB, 1920x1080, Screenshot_Doom_20200414_192907.png [View same] [iqdb] [saucenao] [google]
6341320

>>6341125
I forgot to mention, I recommend playing it on GLBoom+ for four reasons:
1) The maps look way better with OpenGL lighting compared to software rendering
2) You get to see the demos that come with the WAD! The first one is funny because the "Hallelujah!" from the berserk powerup synchronizes with the music
3) You can turn on monster health bars in the options menu, which no other port has AFAIK
4) Usually I prefer GZDoom's brightmaps but in this case I think the game looks better without brightmaps, specifically because I don't like how the look with the plasma / "prayer" weapon. You can still use GZDoom for fun gore mods like pic related, though

>> No.6341323
File: 106 KB, 1200x1200, mancubus.png [View same] [iqdb] [saucenao] [google]
6341323

>>6341140
This is incredible

>> No.6341329
File: 19 KB, 371x355, 1486699492035.jpg [View same] [iqdb] [saucenao] [google]
6341329

>>6341290
>Doomsday with 3D models

>> No.6341352
File: 8 KB, 934x121, Stop reposting it in every thread.png [View same] [iqdb] [saucenao] [google]
6341352

>>6341290
There is no best way to play Doom because there are so many different maps and options.
I recommend Crispy Doom, or Chocolate Doom even, for the original Doom 1. Or you can play those maps on GZDoom with tons of cosmetic mods like gore mods and bright maps and music. Here is a pastebin of some mods I recommend
> https://pastebin.com/ytMDbx8K
It looks much cleaner and easier to read with greentext but whatever.
I recommend Crispy Doom or Chocolate Doom for the original Doom1, Crispy Doom for limit-removing maps, PrBoom+ or GLBoom+ for Boom maps, and GZDoom for when you feel like playing anything with cosmetic mods like gore and brightmaps

>> No.6341369

>>6340819
That's the chaingun.

>> No.6341373

>>6340898
Give me your sales pitch.

>> No.6341383

>>6341140
Holy kek, the dude missed April fools but I unironically want to see it finished. This is top tier stuff.

>> No.6341384

>>6341170
>>DNF deadass has a vore/giantess fetish
You know Duke is definitely the kind of guy who's into shit you wish you never found out about once you know.
I dunno what the plateau is beyond "secret public park trannie habit" but he's gotta be a few planes of existence past that point.

>> No.6341386
File: 2.85 MB, 1024x576, Skells.webm [View same] [iqdb] [saucenao] [google]
6341386

>Digging through my webm folder
>Find this gem from a few years ago

>> No.6341412

>>6341276
If you had a modicum of reading comprehension you would realize my post was focused on your Legends of the Hidden Temple-ass first option.

>> No.6341414

>>6341386
The timing of the golden skellies showing up is impeccable.

>> No.6341415

has any eternal themed mod been made yet?
i've seen sprites for weapons but they're not finished or usable yet
i wonder if it's possible to recreate the bfg 10k in sectors
i also saw models on sfm workshop/lab at least

>> No.6341487

>>6341415
> sloped 3d sectors in non orthogonal angles
good
fucking
luck

also
> completely static
> just a backdrop prop

>> No.6341523
File: 804 KB, 1307x734, axJmn.gif [View same] [iqdb] [saucenao] [google]
6341523

>>6341352

>> No.6341540
File: 272 KB, 1337x1080, Screen_Apr3_01-16-51.png [View same] [iqdb] [saucenao] [google]
6341540

>>6340216
old still gold

>> No.6341546

>>6340230
>>6340231
yes i would
get on it, artists

>> No.6341598

>>6341487
You could do it in slices and use a black middle texture that blends in with the sky for the underside. Or a million other tricks. Of course someone would figure out a way, what a boring objection

>> No.6341603

>>6340174
NRFTL is decent, but a tad overrated, IMO. Vivisection is a fantastic level, though.

>> No.6341606

>>6340234
Can Ancient Aliens even be considered recent anymore? It came out four years ago.

>> No.6341613

>>6341320
>>6341293
Interesting, might check it out actually.
>playing it on GLBoom+
I might, but I'm very set in my ways when it comes to GZDoom with Vanilla Essence and stuff, perhaps it's just I'm a newcomer so I've latched onto what works for me with furious intent. Never actually used GZDoom brightmaps I don't think. I've tried to go all vanilla purist, with the autoaim and the software rendering. Maybe I'd have more fun if I was a little less strict on it, frankly I don't know.

>> No.6341631

>>6340337
Why not just use Doom Launcher or ZDL like a normal person?

>> No.6341632

>>6341540
Is hidden Isabella gonna be the new version of that meme with the thicc demon girl player sprite?

>> No.6341636

>>6341598
>what a boring objection
???

>> No.6341652

>>6340760
>did anyone ever ran out of shells?
I run out of shells all the time because I pistol start. If the shotgun had infinite ammo it would entirely change the game.

>> No.6341660

If Golden Souls had a difficult Plutonia expansion they would call it Super Dario Bros.

>> No.6341691

What's the consensus here on TNT?

>> No.6341694

>>6341691
It's dynamite

>> No.6341696

>>6341691
It explodes.

>> No.6341698

>>6341691
it's da bomb

>> No.6341706
File: 314 KB, 1197x755, Vore.png [View same] [iqdb] [saucenao] [google]
6341706

id think they slick -_-
SHE dabbin!!! XDDD

>> No.6341721

>>6340337
desu i mostly have unix machines around so i just use the commandline. paths are set so i can just use relative filenames when loading the stuff.

>> No.6341739

>>6341140
Glorious. Tommy Wiseau levels of determination to perform a shitty execution of an even shittier idea. I wish him all the best.

>> No.6341740

>>6339874
I wonder how it must feel to get outed and btfo to a point where you post something like this and never return.
All that time building up your reputation as a super good player down the drain. Surely he must have a backup account or something.

>> No.6341778

>>6341740
It's pretty nuts that he went this far to cheat in community threads. The stakes were so low. He was a pretty good player too, going by his streams.

>> No.6341798 [DELETED] 
File: 321 KB, 500x512, 1559727211963.png [View same] [iqdb] [saucenao] [google]
6341798

>>6341412
If you had a modicum of reading comprehension you would realize my post already included what you said. And pistol starts with no saves on a given difficulty is hardly overly-complicated, except for you, nigger.

>> No.6341806
File: 216 KB, 1653x1341, Screenshot_2020-04-15 Satanic Infestation (Freedoom Fork).png [View same] [iqdb] [saucenao] [google]
6341806

>>6341140
>all those users having a stroke and sperging out because he wants to make his shitty little thing
Honestly hilarious how worked up they seem to be while he's chill and producing his crap at an even pace. I mean look at this post, and there's another grave warning that he needs to contact a lawyer. And a ton of people asking why over and over fishing for upboats.
It's like they don't understand the little satisfaction from making something like that, even if it is bad.
And his monster concept art honestly isn't that fucking awful,>>6341323 is nice imo, it kind of reminds of that little brown japanese meme monster thing that was around a while back.
I just find it funny that people can find themselves so irate against someone trudging along and having a nice time and still think themselves in the right. Between this and smaug up the top of the thread, doomworld seems like one hell of place.

>> No.6341821

>>6341323
This legit looks like the guy is trolling.

>> No.6341830
File: 1.99 MB, 1920x1080, Screenshot_Doom_20200414_192828.png [View same] [iqdb] [saucenao] [google]
6341830

>>6341613
>software rendering
Software rendering looks better on classic maps designed with software rendering in mind. It looks like crap on maps designed for OpenGL lighting, and everything is way too dark to see.
>Vanilla Essence
I haven't used that; doesn't it reduce your resolution? Again, good idea for early maps, bad idea for a really good looking map. GZDoom with 0 mods should look identical to GLBoom+. I recommend adding Perk's Hi-Res SFX to you mod load order BEFORE Preacher.wad so that Preacher's few unique sounds will override the mod's sounds where it needs to. Or don't load any mods at all. I just like PerK's sounds; they are the same as Doom's sounds except higher quality

>> No.6341859

>>6341140
>https://www.doomworld.com/forum/topic/113234-satanic-infestation-freedoom-fork/
all these senior spergs getting pissed off at this is hilarious. nice to see people helping too

>> No.6341867

>>6341821
If I had to guess, I'd say it's Nambona

>> No.6341873

>>6341660
....heh

>> No.6341874

>>6340216
>>6340230
Too bad it would probably be another Unity garbage

>> No.6341879

>>6341874
Confirmed to be Unity years ago.

>> No.6341887

>>6341415
>>6341487
>>6341598
Since you're obviously looking at GzDoom, if you wanted to do the BFG10000 from Doom Eternal, it would be far easier to just make it as a 3D model and add it into the level or something, than going through the migraine recursion that would be trying to construct the entire thing out of linedefs, 3D floors, and slopes. It would definitely be possible to make it look like it fit into the level, even to make it look sort of like it was made out of level geometry.

You could even give it actual animations and stuff through that, something that would be magnitudes harder if you tried to make it out of level geometry.

>> No.6341889

>>6341290
What's the best way to eat soup, with hand or with shoe?

>> No.6341901

>>6341874
Eh, I don't think Unity is as bad as it used to be.

>> No.6341902
File: 109 KB, 1252x834, casali.jpg [View same] [iqdb] [saucenao] [google]
6341902

>>6341660
And I would play it.

>> No.6341908

>>6341901
It's default pipeline is absolute garbage, and only 0.5% of devs bother to alter it, which is why 99.5% of games on it are terribly optimised.
Same why most UE4 devs for the past couple of years use horrible blurry TAA implementation it has on by default, even AAA games do this, even if it looks terrible.

>> No.6341932
File: 1.32 MB, 1024x990, 1576867119122.png [View same] [iqdb] [saucenao] [google]
6341932

>>6340230

>> No.6341947

>>6341908
Most poorly optimised Unity games I can think of came out many years ago. Any recent examples?

>> No.6341967

>>6341691
TNT is alright, if a bit bland. I prefer the Memento Moris when it comes to 95-96 era mapping, though.

>> No.6341990

>>6341830
>Software rendering looks better on classic maps designed with software rendering in mind. It looks like crap on maps designed for OpenGL lighting, and everything is way too dark to see.
Ohhhh, I see.
>I haven't used that; doesn't it reduce your resolution?
I don't think it does, what it does is just change your settings from not vanilla to vanilla, and then you can tweak it from there to your liking. It didn't reduce resolution for me. It feels weird not to use it because at that point in my head I'm just like, "well why not just use freelook at that point?" and such. Are most wads designed with Doom autoaim in mind?
>Perk's Hi-Res SFX
Based. Will do as suggested on the load order advice.

>> No.6341992
File: 19 KB, 320x200, skipit_002.png [View same] [iqdb] [saucenao] [google]
6341992

>>6341908
some devs also rely on TAA as some crutch for their transparent materials. not limited to Unreal either: Q2RTX turns into noisy mess unless TAA is on
>>6341947
recently, Pathologic 2. from a couple years ago, Shadowrun Hong Kong with ridiculous loading times, Layers of Fear that sweats rendering a single room, Deadcore that needs third-party fixes to fix junk camera. a bunch more, probably. nothing's really changed over the years.

>> No.6341993

>>6341992
>some devs also rely on TAA as some crutch for their transparent materials
Well that's really their fault
TAA is absolutely horrible and should never have been used for anything.

>> No.6341994
File: 786 KB, 996x581, Wunderwaffe-DG-2.png [View same] [iqdb] [saucenao] [google]
6341994

Is there a preferably good mod that adds
>pic related
and/or it's kin from later installments?

>> No.6341997

>>6341874
Thats just a tool. Its not the clay's fault if someone sculpts a cock out of it.

>> No.6342000

>>6341992
Pathologic 2 is the only recent example you listed. The rest are 4-6 years old at this point.

>> No.6342001

>>6341997
It's a tool, but the makers of the tool tell you how to use it in a wrong way

>> No.6342004

>>6342000
sorry I don't go out of my way to torture myself 24/7 with the freshest unity crap I guess. and we are on /vr/, I wouldn't consider 3 years "many"

>> No.6342009
File: 1 KB, 327x34, aaaaa.png [View same] [iqdb] [saucenao] [google]
6342009

Anons, is there anyway to figure out how to tag IWADs and Mapsets without having to add another menu to Doom Launcher's UI? Pic related.

>> No.6342014

>>6342004
>I wouldn't consider 3 years "many"
Pathalogic 2 was the only thing you listed that was within the past 3 years.

>> No.6342016

>>6341254
I thought Fresh Supply was shit and BloodGDX was better? And is Eduke better than the old megaton edition?

>> No.6342020

>>6341997
Sure one can theoretically create a photorealistic image in MSpaint bt painstakingly placing all the pixels by hand
But it's significantly harder to do it than using good old photoshop

>> No.6342024

>>6342014
meant to type 4. you really wanna split them hairs eh?
I don't actually know/care when they were released, I'm trusting your "4-6" numbers. I've just played them relatively recently. I'll play what you consider "recent" in 5-10 years, maybe. I'll get back to you then, hold your breath.

>> No.6342027

>>6342024
Shadowrun Hong Kong released in 2015
Layers of Fear released in 2016
Deadcore released in 2014

>> No.6342039

>>6342024
>>6342027
Take this to /v/, these games can't even legally drink yet,

>> No.6342040
File: 2.17 MB, 1920x1080, Screenshot_Doom_20190320_180101.png [View same] [iqdb] [saucenao] [google]
6342040

>>6341184
Don't remind me, I havent worked on my remake mod for years...
I'm ashamed.

>> No.6342049

https://www.youtube.com/watch?v=XSMKTzgk808

>> No.6342052

>>6341990
>It feels weird not to use it because at that point in my head I'm just like, "well why not just use freelook at that point?"
It's still the same game. PrBoom and GLBoom are the standards for recording and playing demos becuase they run just like Doom. Differences are they can run Boom and MBF maps (tweaks to the engine and can run bigger maps) and you can use 1080 resolution or more but I just use 1080. You'll see when you download demos or watch videos online; most demos are recorded in PrBoom and most youtube videos are recorded on PrBoom. GLBoom is the same thing just OpenGL. If anything it's GZDoom that is more unlike Doom because it's different technically; it can't even run vanilla demos for example, but that is only a concern for demo recording.
If the mouse feels weird look up info online. I limited my GPUs framerate to match my monitors refresh rate and that solved the problem but there are other options like disabling enhanced mouse precision in the control panel
>Are most wads designed with Doom autoaim in mind?
Yes. I can only think of one that requires free aim and that's a ZDoom map called Dark Tartarus. Everything else is designed with the autoaim limitation in mind - it's just not the same game without it

>> No.6342060

>>6342016
>is Eduke better than the old megaton edition
I suppose that doesn't matter since you can get the former but not the latter. Also you can use these music packs with EDuke
> sc55.duke4.net/games.php
Create a new folder in the EDuke folder called "autoload" and put that zip file in it. Then when starting up EDuke check the "enable autoload" box

>> No.6342118

>>6342049
sad.

>> No.6342152

>>6342060
>you can get the former but not the latter
>he doesen't know

>> No.6342169

>>6342016
>I thought Fresh Supply was shit and BloodGDX was better?
And you're right. I would recommend NBlood instead of GDX, though.

>And is Eduke better than the old megaton edition?
In many ways. Eduke is in active development. The Megaton engine is quite ancient.

>> No.6342216
File: 1.08 MB, 804x1495, gblevels.png [View same] [iqdb] [saucenao] [google]
6342216

>> No.6342240
File: 237 KB, 481x467, BzSW3Ri.png [View same] [iqdb] [saucenao] [google]
6342240

>>6341806
I decided to check out the Doom community again after several years being away and it's completely changed. The old users I used to know have become weird and cliquey and are constantly huffing their own farts. They also tried to cancel Tormentor667 because he copy-pasted some rooms from another wad. The freakout and drama was so over the top. I know Torm has made mistakes in the past but honestly this looked like a case of character assassination. You'd think he'd murdered orphans or something. Honestly sad and a little disgusted to see the community act like this. Maybe it was always like this and I just grew up.

>> No.6342248

>>6342240
The Doom community's always been like this. But I can see why they're pissed. It's pretty fucked up to copypaste someone else's map, then submit it to another's mapping project.

>> No.6342251

>>6342240
>Maybe it was always like this
Definitely not. There has always been a certain level of toxicity (mostly in a sarcastic way), but nothing like this...

>> No.6342260

>>6342240
Doomworld and ZDoom have always taken permissions seriously. It's only lawless wastelands like Zandronum and ModDB where you can get away with ripping shit off and claiming it as your own.

>> No.6342270

>>6342216
The brain capacity required to operate their respective level editors, or the level of people who make third-party maps for them?

>> No.6342283

>>6342240
Hi torm

>> No.6342306

>>6342270
both

>> No.6342331

>>6341030
Let the engine do that.

>> No.6342341
File: 2.05 MB, 1920x1080, vkQuake 2020-04-15 04-02-20-115.png [View same] [iqdb] [saucenao] [google]
6342341

Holyyyy shit. I was about to write off Dissolution Of Eternity as being a cash-in considering how much worse it was than Scourge Of Armagon; worse secrets, worse enemy encounters, overall a much easier affair. But then Tomb Of The Overlord and Tempus Fugit show up. Holy SHIT what were they doing for the past 7 maps? Practicing? These are right up there with the best of Scourge. I really hope it stays like this until the end.

>> No.6342362

>>6340231
>>6340230
I have so much maple syrup for her

>> No.6342370

>>6341140
>Doom 2 No Way Id Did It
top kek

>> No.6342387

>>6342169
A newbie question: is there a way to run the Megaton expanions (Nuclear Winter, Carribean and Duke it out in D.C) on eduke?
I guess I am a retard who can't make them run properly.

>> No.6342407
File: 143 KB, 800x974, 1571396788572.jpg [View same] [iqdb] [saucenao] [google]
6342407

Zoom-zoom here. I fell for the meme and started playing Quake, Doom and other id Software gaymes.
And I've really enjoyed them. They're really solid and minimal in a way that most FPSs these days aren't.
Gonna start playing the ultimate boomer game next, looking forward to it. Thanks for the pastebins and mega links!

>> No.6342413

Doomworld is honestly garbage for learning. Look at this thread of some guy who made a absolutely terrible first map. They give him garbage advice, nothing to improve the map, just stupid bugfixes at best.

https://www.doomworld.com/forum/topic/113247-my-first-map-woodworks/

>> No.6342418

>>6342413

There's only 3 replies you dolt

>> No.6342428

>>6342418
basically every thread over there

>> No.6342460

>>6342341
i like that mural, even though its painfully obvious its mirrored

>> No.6342467
File: 2.41 MB, 3360x2100, MazeWin95.png [View same] [iqdb] [saucenao] [google]
6342467

>>6339764
I don't get why FPS shooters that don't have any Z level are called Doom clones, rather than Wolf 3D clones.

>> No.6342474

>>6342413
If someone wants to learn to make an alright vanilla level they'd need no feedback or advice given how fucking easy to use Doom Builder is. Also, the person who replied to that guy is a major retard (who also probably used some stupid shit to test it like Crispy/Chocolate Doom instead of GZDoom) if he couldn't get the rocket launcher.

>> No.6342481

>>6342407
>ultimate boomer game
Hold 'em poker?

>> No.6342483

>>6342467
Because Doom has Z-level, just limited. Hence the term 2.5D.

>> No.6342496
File: 290 KB, 1920x1080, Screenshot_Square_20200415_080537.png [View same] [iqdb] [saucenao] [google]
6342496

Adventures of Square is a really fun game

>> No.6342502

>>6342474
>claims GZDoom to be the supreme solution to everything
Hi Graf!

>> No.6342504

>>6342413
You can't really learn mapping by someone telling you how to, I'd say the best advice for mappers is that they should git gud at Doom before mapping, so they are experienced with the gameplay.

>> No.6342509

>>6342467
Because people who say that don't actually know games like Wolfenstein 3D, Doom, Heretic, Duke Nukem 3D, Quake, etc.
That's why you get games that look like they're drawn in MS-Paint and have 90 degree walls only, being advertised as being inspired by Doom.

>> No.6342515

>>6342240
The main admin of doomworld is a goon, of course they're gonna be like that

>> No.6342525

>>6342509
>games that look like they're drawn in MS-Paint and have 90 degree walls only, being advertised as being inspired by Doom.
Not only that, they are at least 800 MB in size, and built on Unity so it will run like crap. I hate hipsters (and I know this feeling is mutual).

>> No.6342526

>>6342474
Considering OP literally says
>but it doesn't use any non vanilla textures or features so I'd imagine that it works for most source ports.
I don't think it is completely invalid for someone to attempt using a different source port than GZDoom.

>> No.6342535

>>6342240
>They also tried to cancel Tormentor667
IIRC, Most people just simply wanted him to respond and apologise (which he eventually did). I don't think many people (if at all) were calling for him to be permanently banned or anything.

>> No.6342550
File: 127 KB, 1287x814, douk.png [View same] [iqdb] [saucenao] [google]
6342550

>>6342387
You need to have the .grp files for the expansions then select them from the EDuke menu. Also don't forget to use the digital music packs, or Jimmy's MIDIs.
> sc55.duke4.net/games.php
Put these files into a new folder in your EDuke folder called "autoload," and click the box to enable autoload in the EDuke startup prompt.

> http://jamespaddockmusic.com/2017/04/30/duke-it-out-in-d-c-midi-pack-released/
Unzip these into a new folder in your EDuke folder called "DC music" or whatever, the name doesn't matter in this case. To use them, select them from the "Custom game content" drop down folder. Pic related.

>> No.6342557

>>6342535
I certainly wouldn't hold a lasting grudge over it. That is assuming it was an honest mistake as he said, which makes the most sense to me, because why the fuck would you go through the effort of intentionally plagiarizing such incredibly simple geometry? You wouldn't save any time cutting and pasting it in, making it fit in, and it wouldn't be difficult to make something very similar.

>> No.6342558

>>6342509
>>6342525
The same is true of roguelikes. Everything with even a slight amount of randomized gameplay elements is a roguelike, or the very trendy roguelite.

>> No.6342564

>>6342535
They didn't want to cancel him, but Rachael, being a proud member of cancel culture himself, assumed they do, and overreacted.

>> No.6342565

>>6342558
I like roguelike/roguelite in concept, but modern ones are seldom particularly good or interesting.

>> No.6342567

>>6342550
You can't use the Duke DC MIDIs while running another mod like Alien Armageddon this way, though. You can unzip the Duke DC MIDIs directly into your EDuke folder so you can run them with Alien Armageddon, but then those MIDIs will automatically play even when you aren't playing the DC expansion, which is why I keep it in a separate folder.

Also I forgot to mention because I thought it'd be obvious but you specifically want the Duke 3D FLAC zip and the Caribbian/Nuclear Winter OGG zip in your autoload folder

>> No.6342582

>>6342550
>>6342567
Thanks. I actually tried copying .grp files into eduke directory but the result was all fucky (you still can only play the vanilla episodes, but with the expansion's skins), so I just assumed I am doing something wrong. That or my "not necessarily legal" version of Megaton Edition was not working correctly. Also, thanks for the heads up on the music.

>> No.6342590
File: 439 KB, 1747x918, doom folder.jpg [View same] [iqdb] [saucenao] [google]
6342590

>>6342557
How could you accidentally copy/paste Epic 2 sections into your own maps?

>>6342504
>I'd say the best advice for mappers is that they should git gud at Doom before mapping
I agree. People who go straight to mapping and virtually haven't even played other peoples' megawads slightly irritate me. Pic related are the WADs that I've either played or am working on finishing (I tend to temporarily switch to another one when I get stuck on a level but still wanna play)

>> No.6342591

>>6342467
Because people who use terms like these don't play video games.
A lot of video game genre names are retarded to be honest, one could argue that most JRPGs are not RPGs at all. And metroidvanias are beyond retarded.

>> No.6342601

>>6342582
Did you get the expansions to work? You can get them from one of the megas in the OP and run them with EDuke

>> No.6342608

>>6342591
I hate the term metroidvania. Its own agreed upon "rules" have even been broken by both Metroid and Castlevania franchises

>> No.6342632

Quick and obscure technical question: what does Blood's GUI.RFF contain exactly? It doesn't look to be in the standard RFF format, nothing seems to be able to extract it, plus the actual gui elements used by the game are in the ART files.

>> No.6342665

>>6342601
I guess. Is the menu supposed to look like that? It works for what is worth.

>> No.6342668
File: 304 KB, 1920x1080, life's a bitch.png [View same] [iqdb] [saucenao] [google]
6342668

>>6342665
It would be nice if I actually upload a picture.

>> No.6342687

>>6342668
yes the expansion will replace the 3rd episode when u load it

>> No.6342713
File: 1.24 MB, 1520x825, Screenshot_Doom_20200122_014339.png [View same] [iqdb] [saucenao] [google]
6342713

>>6339765
Cool Skies mini-episode 1 is officially released!
https://www.doomworld.com/forum/topic/113043-cool-skies-mini-episode-1-release/

>> No.6342740

Just finished Episode 2 in Ancient Aliens. Fuck me, map18 becomes an absolute clusterfuck of Cacos near the end. I imagine UV Maxing this map would be a pain, too. Still had fun, though.

>> No.6342752

>>6342740
Is this "Illuminati Revealed" level? I ended up just ignoring the monsters as much as I could in this level, instead going for the switches and keys.

>> No.6342757

>>6342752
Yeah same. After a few deaths, I pretty much realised there was no point sticking around to finish fights, as my ammo would just eventually run out, with plenty of monsters still spawning in. I should've realised from the get go, honestly, considering its a boss shooter level.

>> No.6342793

>>6339781
>Redemption of the Slain /10

>> No.6342795

>>6340579
Fixed it, just had to reinstall windows

>> No.6342803

>>6342740
I thought the difficulty curve was out of whack in AA, some really strange decisions in how those episodes were put together. MAP18 is probably the hardest in the wad.

>> No.6342835

>>6342803
Eh, So far difficulty didn't seem to have any major spikes for me. Map18 was hard, and can definitely get crazy, but it never felt like it was hopeless.

>> No.6342843 [DELETED] 
File: 370 KB, 920x920, 3x3doom.jpg [View same] [iqdb] [saucenao] [google]
6342843

>>6342835

>> No.6342847
File: 370 KB, 920x920, 3x3doom.jpg [View same] [iqdb] [saucenao] [google]
6342847

>> No.6342850

>>6342847
I love CIENT ALIE

>> No.6342856

>>6342847
The Final Doomer weapon packs for Alien Vendetta, BTSX, and Ancient Ayys are really good.

>> No.6342976

>>6341140
>all those fags whining and reeeing about quality

I don't get this mentality. Even if someone releases a shitty wad, they could just...not play it.

>> No.6342982

> getting upset over other peoples opinions
but why anon?

>> No.6342989
File: 23 KB, 102x300, THEY'RE EVERYWHERE.png [View same] [iqdb] [saucenao] [google]
6342989

THEY'RE EVERYWHERE

>> No.6342998

>>6339764
Now I want crunch berries.

>> No.6343014
File: 396 KB, 1440x1080, 2020-04-15 19_22_44-The Ultimate DOOM - Crispy Doom 5.7.2.png [View same] [iqdb] [saucenao] [google]
6343014

E5M7 has so much armor for so small amount of medikits. Cried bullshit at shotgunners' trap and after so many tries got my ass bitten off by sneaky cacodemon right next to level exit

>> No.6343017

>>6343014
That chasm at the end often makes me break my self-imposed "no saving" rule.

>> No.6343023

I was thinking of making comparison pics of gzdoom, chocolate and crispy. Would it be worth it/does anyone care? And what maps would be best to use (preferably starting areas)?

>> No.6343026

>>6343023
I'm really stern and set in my ways about using GZDoom but I'd say it'd be a good resource for anons just getting into Classic Doom or just those wanting to try out the other Source Ports.

>> No.6343038

>>6342989

*splat* AAAAAAAA

>> No.6343048
File: 1.01 MB, 1437x808, Screenshot_Doom_20200415_151112.png [View same] [iqdb] [saucenao] [google]
6343048

>> No.6343052

>>6343023
For the GZDoom comparison, you should probably include bunch of settings presets and not just the default result.
>And what maps would be best to use (preferably starting areas)?
Unironically Perfect Hatred?

>> No.6343054

>>6343048

hot

>> No.6343062

>>6343052
I was gonna do gzdoom as close to vanilla as possible, if you wanted bells and whistles you were going to use gzdoom anyway.

>> No.6343090

>>6342989
THANK GOD IT'S YOU

>> No.6343093

>>6343023
>>6343026
Not a bad idea. An info chart of physics and collision detection changes in ZDoom/GZDoom could be useful too.

>> No.6343096

>>6343093
And a complevel chart.

>> No.6343105
File: 1.02 MB, 1437x808, Screenshot_Doom_20200415_152853.png [View same] [iqdb] [saucenao] [google]
6343105

>>6343048

>> No.6343106

>>6342590
>How could you accidentally copy/paste Epic 2 sections into your own maps?
Maybe you should read his reply and decide for yourself.
It seems like a shit mistake to make, but it honestly makes more sense than "I copied inconsequential rooms from an extremely popular mod on purpose even though I'm known to be a decent mapper".
The copied rooms were filler geometry...
But whatever. None of my business really. Just a curiosity.

>> No.6343115

hi friends, what was this anon playing that had time from pink floyd as bg music?
>>/vr/thread/5293887#p5297816

>> No.6343117
File: 920 KB, 4864x1020, 1561270660251.png [View same] [iqdb] [saucenao] [google]
6343117

So this was more annoying than I thought it'd be, since every port takes screenshots in a different resolution and I need to scale them by a power of two to avoid uneven pixels. Anyway they look almost the same, gzdoom sw looks a bit different right around the top and the hw renderer is in truecolor only as far as I can tell.

>> No.6343120

>tfw going from vanilla Doom mapping to Doom 64 mapping

holy fuck I love macros

>> No.6343121

>>6343117
GZDoom's software renderer is *not* a true software renderer. It still uses the same pipeline as the hw renderer.

>> No.6343129

>>6343120
I just 100% Doom64 on Steam. What tools do you use to make Doom64 maps? What engines run it? Are they GZDoom maps?

>> No.6343130

>>6343117
you can use a palette tonemap with the opengl renderer

>> No.6343138
File: 1.39 MB, 4864x1020, 1555929068871.png [View same] [iqdb] [saucenao] [google]
6343138

And perfect hatred by request.
>>6343121
Does that make any difference in practical terms?

>> No.6343139
File: 241 KB, 440x427, 1515881364855.png [View same] [iqdb] [saucenao] [google]
6343139

>played jenesis with complex doom
>got to the end
>after a lot of chicanery managed to complete both puzzles
>shot what i imagine is the final boss core after comparing it to a recording video
>it turned into DSP and i couldnt complete the map
>closed and considered it a win anyways
what happened? what should i play next?

>> No.6343146

Did anyone ever made anything with Diabolous Ex texture pack?

>> No.6343147

>>6343139
Did you know that Lost Souls only have 3 tics of memory?

>> No.6343158
File: 1.14 MB, 4864x1020, 1569077191127.png [View same] [iqdb] [saucenao] [google]
6343158

>>6343130
Oh, right. I hadn't fiddled much with the option since I figured all of them were "cinematic" stuff. Anyway here's one with the palette tonemap, I guess it's a decent alternative if you want to have that 8-bit color depth flavor.

>> No.6343160

>>6343129
>What tools do you use to make Doom64 maps?
Doombuilder 64:
https://sourceforge.net/projects/doom64ex/files/tools/builder64/?
Here some links to help out with the game's scripting:
http://doom64ex.sourceforge.net/wiki/index.php/Macros
http://doom64ex.sourceforge.net/wiki/index.php/Macro_Scripting_and_Compiling_with_Doom_Builder_64
http://doom64ex.sourceforge.net/wiki/index.php/Macro_Scripting#Getting_Started

>> No.6343170

>>6343105
kek

>> No.6343184
File: 57 KB, 1280x1000, e4m2_dos.png [View same] [iqdb] [saucenao] [google]
6343184

>>6343117
>>6343138
>>6343158
should have included dos doom for completeness
should have made/corrected all shots to have similar aspect ratio

>> No.6343186

>>6343138
>Does that make any difference in practical terms?
Yes, it defeats the point of its own existence in the first place.

>>6343130
And this is us zoomers: porting a '93 game, gutting out its original renderer to replace it with a bloated and inefficient but "modern" one, so we can then use palette emulation shader fuckery to make it look like the original game from '93...

Make no mistake, I have nothing against you guys. I just getting more and more fed up with GZDoom everyday, especially because it's pretty much being forced down on everyone's throat. /rage off

>> No.6343187

>>6343184
All shots have similar aspect ratio. I think adding DOS Doom would just make the image bigger for no real reason, absolutely nobody seriously considers DOS an alternative when Chocolate exists.

>> No.6343194
File: 52 KB, 1280x960, e1m1_lz.png [View same] [iqdb] [saucenao] [google]
6343194

>>6343187
your chocolate shots are not aspect-corrected

I'm assuming the point of screenshots is to showcase "faithfulness" to somebody who hasn't made their mind yet. what's the point if you don't compare to the original?

>> No.6343206

I don't get the fetishism for absolute port accuracy to the year 1994 or whatever.

I was stuck with Doom95 for many many years before discovering ports on the internet. You can't believe what a godsend it was to actually increase the resolution, use the mouse, experience true 3D floors etc.

You can't send me back to those days of keyboard only, tiny resolutions and too many tree sprites crashing the game. I WON'T GO BACK.

>> No.6343210

How do I get used to the fucky scaling when designing Doom 64 maps?

>> No.6343213

holy shit redneckerz is insufferable

>> No.6343218
File: 225 KB, 540x421, IMG_20191026_011722.jpg.png [View same] [iqdb] [saucenao] [google]
6343218

>>6343206
>keyboard only

>> No.6343227

>>6343218
yup I played with the arrow keys

>> No.6343229

why the fuck does turning vsync on in eduke make using the mouse feel really sluggish? and eduke isnt saving my mouse wheel up-next weapon and mouse wheel down-previous weapon

>> No.6343236

Until this day e2m2 still is the best map ever

>> No.6343238

damn, that new chex quest though

>> No.6343239
File: 6 KB, 640x400, setup_000.png [View same] [iqdb] [saucenao] [google]
6343239

>>6343227

>> No.6343243
File: 172 KB, 3840x1000, gz.png [View same] [iqdb] [saucenao] [google]
6343243

>>6343117
dos doom (left)
gzdoom "sw" (middle)
gzdoom hw (right)

>> No.6343265

>>6343239
I was a wee lad at the time. I could never get Heretic to install either so I missed out on that for years.

>> No.6343268

>>6343229
The mouse being thrown off by vsync is not EDuke specific, at least it happens to me with anything.

>> No.6343270

>>6343206
No one is forcing you dude, relax. Feel free to play the way you like it, that's what really matters!

I personally like the low-resolution because I think it's more scary and atmospheric that way. It also make simple geometry more complex due to the pixelation so I like to use it with vanilla maps.

>> No.6343276

>>6343129
>>6343160
Like the other anon said and provided, Doom Builder 64. I just play the map with the new port using the -file command, you can also use the Doom 64 EX port. There are several things different in Doom 64 mapping compared to Doom 1/2 mapping. You'll have to learn how to use lighting of course, but you'll spend less time on texturing. Some neat new features are of course macros, but also the ability to trigger actions by killing any tagged enemy. (Which works in a strange but understandable way, you'll have to use any random wall with the same tag as the killed enemy and give it the action type you want to activate by killing the enemy.) You won't have to teleport in enemies since there are now enemy spawners. You can easily put a switch on any wall texture now. There's a weird blank texture which allows you to make more tricky or pseudo 3d architecture I think? Door Open and Door Open Once might sound the same but Door Open Once works fucking weird. Make sure to select a button to copy and paste sector lighting in the editor controls settings.

That's all advice I've found out and can give so far.

>> No.6343291

>>6343276
Cool thanks. Sounds like a headache but it's probably easier than it sounds.

>> No.6343303

>>6343206
If this was meant for me after my GZDoom rant, you got it wrong.

I don't expect it to be an accurate port. There's Chocolate for that. What I hate is how the 2 core devs keep on adding useless stuff that nobody asked for. They are mostly obsessed with the renderer (from the original GL2 to GL3, and now they're moving to Vulkan), arguing that what modders really want is UE4-tier graphics. Then anybody who raises concern regarding their decisions will be called out in a manner that puts /pol/ to the shame.

There was a guy who tried to backport all modding features (ZScript and stuff) to the last version that ran on non-gaming PCs, but our dynamic duo was just as toxic to him as they are to anyone who doesn't unconditionally agree with their decisions and ideas.

>> No.6343305

>>6343268
shit is there anyway to fix it

>> No.6343312

>>6343305
Try turning on triple buffering in your GPU control app.

>> No.6343313

>>6343096
None of those ports use the -complevel parameter. You're thinking of PrBoom. GZDoom uses +set compatmode. Chocolate/Crispy use -gameversion, which is analagous to complevels 2/3/4 or compatmode 2.

>>6343106
I did read his reply and I found it disingenuous. He titled it something along the lines of "My Response to the Plagiarism ACCUSATION" (emphasis mine). So right off the bat, he's not saying he plagiarized - it's simply an """accusation.""" Then comes a wall of text and somewhere in there he says he "accidentally" copy/pasted someone else's work into his maps, and at the very end of the wall of text he says he's sorry. Please. If you made a mistake and are asking for forgiveness, you don't go on and on and on making excuses about how x is so hard and you say you "accidentally" did it and at the very end of your bitching and moaning you say you're sorry - you just say, "I fucked up, I'm sorry."

>>6343117
>Anyway they look almost the same
Only in your resized screenshots. The differences between 320x200, 640x400, and 1080 res are very clear

>> No.6343314

>>6343312
thanks anon, will try that out later

>> No.6343320

>>6343270
>I personally like the low-resolution because I think it's more scary
I think it's scarier because it's 1) harder to see and 2) it forces you to use your imagination

>>6343305
Maybe try capping your GPU's framerate to match that of your monitor's refresh rate - you can do that in the in-game menu or using the GPU control app

>> No.6343338

>>6343303
I mean vulkan does run noticeably better than OGL on computers that support it, so that's a good addition IMO, specially for those gigantic overly detailed maps like some of the ones in Eviternity and such.

>> No.6343340

>>6343313
>The differences between 320x200, 640x400, and 1080 res are very clear
The gzdoom screenshot is 640x480, not 1080p. So the same as crispy.

>> No.6343351

>>6343338
>I mean vulkan does run noticeably better than OGL on computers that support it
>on computers that support it
That's the important part. Also bear in mind, just because a machine supports it, it doesn't mean it will be playable. Same way I can't play the latest GZDoom - it runs, but the performance is abysmal.

>> No.6343364 [DELETED] 
File: 140 KB, 1280x960, Chocolate Doom.png [View same] [iqdb] [saucenao] [google]
6343364

>>6343117
>>6343138
>>6343158
>>6343243

Not to disrespect anon's efforts, here is mine alternative take with Entryway map. All screencaps taken under 640x480 resolution and upscaled up to 1280x960, integer correct. Zipped and uploaded pics themselves for interest.

https://imgsli.com/MTQ2NTU
https://anonfile.com/F4z6K0p9o3/Doom_pics_zip
https://files.catbox.moe/mcmznp.zip

>> No.6343365

>>6343313
>None of those ports use the -complevel parameter.
I just meant it would be good to have a chart explaining complevels.

>> No.6343376

>>6343351
Nevertheless there's a real reason for vulkan to be there, it's not just useless stuff nobody asked.

>> No.6343386
File: 75 KB, 807x425, GG.jpg [View same] [iqdb] [saucenao] [google]
6343386

>>6343364
cheers mate
nothing integer-correct about the way you handled those 320x200s, but good enough

>> No.6343390

>>6343376
The spyware was added after a popular petition however.

>> No.6343410

>>6343014
Those who say Sigil is bad or mediocre, I bet everyone, literally everyone knows where this pic came from. Which level, which part.

There are very few wads which have this strong sense of place. Romero is still a genius.

>> No.6343418

>>6343376
Such as locking out everyone with old(er) systems? Knowing their modus operandi, once the Vulkan renderer is done, it will be the only choice.

>> No.6343429
File: 140 KB, 1280x960, Chocolate Doom.png [View same] [iqdb] [saucenao] [google]
6343429

>>6343117
>>6343138
>>6343158
>>6343243

Not to disrespect anon's efforts, here is mine alternative take with Entryway map. All screencaps taken under 640x480 resolution and upscaled up to 1280x960 integer correct. Zipped and uploaded pics themselves for interest.

https://imgsli.com/MTQ2NTg
https://anonfile.com/RfUeKfp5o3/Doom_pics_zip
https://files.catbox.moe/gk2g81.zip

>> No.6343472

>>6343418
It's not like other ports don't exist. It's okay to have one port for modern computers.

>> No.6343475

>>6343472
Except when it's the only port people are willing to make mods for - and not because of its renderer.

>> No.6343482
File: 113 KB, 426x251, 1572845351904.png [View same] [iqdb] [saucenao] [google]
6343482

>>6342474
>vanilla level
>testing with GZDoom instead of Chocolate/Crispy or even Boom

>> No.6343485

>>6343475
It's not about willingness, it's because gzdoom has features other ports don't that make those mods possible.

>> No.6343497

>>6343485
Exactly, so it would be lovely if there would be a fallback renderer. But not only there isn't, they redesigned everything in a way that if your machine can't handle the GL3 renderer, it won't run the software renderer either.

>> No.6343512

>>6343090
KABOOM

>> No.6343530

>>6343482
>complaining about levels not working/being bugged when you are not using the source port the map was tested with

Purists are silly.

>> No.6343535

>>6343530
That's why YOU DON'T TEST VANILLA MAPS WITH JUST GZDOOM

>> No.6343536

>>6343530
So you're not mapping for Doom. You're mapping for GZDoom.

>> No.6343539

>>6343218
That's how i played my first time ever in 2010s and it's not bad as it might sound, somewhat ups dungeon crawler likeness of the game a bit more too. Though i was forced to pick up mouse by the beginning of 3rd episode of Doom 2

>> No.6343556

>When you finally start making that one idea that you thought would look really good and it looks like ass

>> No.6343585

>>6343497
I mean it's open source right, someone could implement zscript or whatever into some other sourceport. Maintaining multiple renderers like that is a pain in the ass, I can't really fault them for not wanting to do it.

>> No.6343613

>>6343536
Do you think maps that only require limit-removing aren't Doom either?

>>6343535
I'll agree that they should be tested out in Boom at least but my point still stands, use the source port (or Crispy/Chocolate if it's intended for regular Doom) the creator tested it with if you want to give real feedback instead of stupid complaints about bugs that wouldn't be there if you played it the way the author did.

>> No.6343617

>>6343613
I think it is entirely the fault of the author if they test their map using the wrong engine. To give an example of this, think about the old days of Super Mario World ROMhacking, where people only tested their ROMs using the highly-inaccurate ZSNES and their games as a result were often buggy on actual hardware or any more accurate emulator. Would you say that's fine? Using GZDoom to test something intended to be vanilla and it being broken in actual vanilla is no different than that, in my opinion.

>> No.6343625

>>6343613

Limit removing and vanilla are not the same thing.

>> No.6343628

>>6343617
I agree with this but I'd still use the source port suggested by the author to test out a map.

>>6343625
I asked if they are "Doom" or not.

>> No.6343640

>>6343530
Did you even read what the map author wrote or do you just like hearing yourself talk
>it doesn't use any non vanilla textures or features so I'd imagine that it works for most source ports

>> No.6343642

>>6343628

>I asked if they are "Doom" or not

He wasn't being rhetorical bro. The Doom engine and the GZDoom engine are not the same thing.

>> No.6343646
File: 125 KB, 500x528, damnthighres.png [View same] [iqdb] [saucenao] [google]
6343646

>>6343482
>Tails Gets Trolled posting
Yeah, gonna have to say that's pretty based. Have an AI-upscaled shadow.

>> No.6343647

>>6343640
He also said he tested it with a specific port thus it works with that one as far as he is concerned.

>>6343642
How is GZDoom related to what I said? If anything I was implying that Boom/prBoom+/etc. are also "Doom"

>> No.6343652 [DELETED] 

Goldeneye was better and more advanced than Half Life.

>> No.6343654

>>6343652
Did Goldeneye have roach AI? No? Shut up

>> No.6343670

What do I have to know to get the most out of blood?

>> No.6343675

>>6342413
I feel like everyone here is being over cynical retards.
I'll admit I haven't played this dudes map but what can you expect from someone who likely never made a map or worked with stuff like this before, you've never been there yourselves?
He might not know compatibility or what source port is best for what so why is that the main focus at this moment?
If anything that's why Doomworld used to be cool, they used to see potential and foster it.
The guy giving advice like bugfixes are explaining what didn't work which builds experience for the mapper to do better.
In a sense >>6342504 is correct because the more he plays and experiments the better he'll get.

>> No.6343687
File: 2.89 MB, 852x480, blood roasting.webm [View same] [iqdb] [saucenao] [google]
6343687

>>6343670
1: Use BloodGDX
2: Bullets hurt like shit, avoid trying to tank damage if possible.
3: Caleb is pretty fragile, but he's also very fast and agile, use his swiftness and jumping to dodge lead and really everything else too.
4: If you crouch down, enemies with guns will have to stop shooting and crouch down to get a bead on you again, so incorporate intermittent crouching into your jumpy-dodgy-dance.
5: The game gives you a lot of dynamite, do not be shy to use it, it can be bounced around corners and thrown in through windows like a brick.
6: Extra Crispy is almost like Blood's equivalent to Nightmare! difficulty, it's playable, but it's made with co-op play in mind, I wouldn't attempt it solo unless you're damn good.

>> No.6343694

>>6343675
I actually played the map and honestly it doesn't feel like he actually tried that much because the spider mastermind being stuck and not being able to move/fire at all is something he'd notice instantly if he playtested his map for a final run to see if everything's in order, at least. Besides that it's well, babby's first map so there's not a whole lot that could be said about it besides telling the guy to not make the whole level flat at the same height, but that kind of stuff is better learned studying other wads made by more experienced mappers.

>> No.6343697

You know how Doom 4 Vanilla works with Chocolate Doom, or Crispy Doom, or PRBoom+? How can I get Project Babel to work with, at the least, Crispy Doom? I'm spoiled by the colored blood and mirrored corpses of Crispy Doom, but Project Babel makes the combat rhythms of Doom feel like Half-Life to me, and I fucking love it.
>>6343670
Other anon said it all. Just gonna throw in some miscellaneous info:
-Dynamite is your fucking friend
-Flare gun has a killer alt-fire
-Dynamite is your fucking friend
-Hate mimes.

>> No.6343710 [DELETED] 

>>6342474
Vanilla maps should be tested on Chocolate, not GZDoom. And no, they are NOT easy to make as you have to deal with all kind of limits to do it.

Limit-removing can be tested on Chocolate, Crispy or PrBoom cl2. That's not a matter of taste btw: If you don't test on any of these the map can have some serious issues.

>> No.6343714

>>6341412
If you had a modicum of reading comprehension you would realize his first option was a simple training regimen for getting good at each map.

>> No.6343717

>>6343697
>How can I get Project Babel to work with, at the least, Crispy Doom?
lmao you don't
project babel uses zscript, it's never gonna work outside the zdoom family

>> No.6343721
File: 758 KB, 451x322, 1537065726483.gif [View same] [iqdb] [saucenao] [google]
6343721

>>6343717
I was afraid of such an impossibility.

>> No.6343726

>>6343697
I just tested Project Babel, and it already has Blue blood for Cacos and Green blood for barons.
As for the mirrored corpses, use this.
https://forum.zdoom.org/viewtopic.php?f=43&t=66117
And if you want some of the vanilla crunch in your visuals, use this, it has vanilla visual options and a low-res filter.
https://forum.zdoom.org/viewtopic.php?f=43&t=59412
Hope this helps.

>> No.6343728

>I want to play Doom as it was originally intended
>But I also want to play mods
What the fuck is the point then just use GZDoom if you're going to play with mods.

>> No.6343735

>>6343726
I fucking love you you have no idea man.
>>6343728
I just want the mirrored corpses and colored blood m89. Could give a fuck about originally intended.

>> No.6343746
File: 7 KB, 141x126, fresh blood.jpg [View same] [iqdb] [saucenao] [google]
6343746

>CRUDUX CRUO!

>> No.6343748

>>6343746
MATAMA INFARMIA!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.6343749

>>6343714
Which the original poster never asked for in the first place, fucking retard.

>> No.6343754 [DELETED] 

>>6343613
No dude, vanilla can only be tested on Chocolate Doom. If it doesn't work on choco, it's NOT vanilla.

>> No.6343756

>>6342713
That was pretty enjoyable, thanks for sharing.

>> No.6343768
File: 227 KB, 499x636, 1570537212787.png [View same] [iqdb] [saucenao] [google]
6343768

>>6343749
Pistol starts without saves and changing difficulty settings are overly-complicated only for you

>> No.6343773

>>6343768
Who said anything about your arbitrary rules being "overly-complicated"? Meaningless and unnecessary =! complicated. Pick up a fucking book sometime, numbskull.

>> No.6343775

>>6343749
>only give helpful advice if specifically asked for
>inb4 ad hominem attack

>> No.6343778
File: 243 KB, 680x709, aaf.png [View same] [iqdb] [saucenao] [google]
6343778

>>6343775
>>only give helpful advice if specifically asked for

>> No.6343781

>>6343773
>Who said anything about your arbitrary rules being "overly-complicated"
You
>Legends of the Hidden Temple-ass

>> No.6343787

>>6343781
I fail to see how that equates to being overly-complicated.

>> No.6343792

Jesus christ, get a room, you two

>> No.6343796

>>6342467
>>6342509
>>6342591
Look at these fucking zoomer responses.

The reason is because Doom was a colossal break-out hit. It was installed on more PCs than Windows, for fucks sake
It has nothing to do with engine verticality at all. Before people settled on the name FPS for this style/genre of games, they called em ALL "Doom clones" because that was the one everybody knew--and because back then genres were used more like literary genres ("action" or "adventure") rather than established styles you could design within: ripoff titles were called "Doom clones" or "Warcraft clones" or whatever because that's what they were.

So it was a widespread catch-all term once and therefore popular enough to stick around in a limited sense for the games it more accurately describes.

>> No.6343804
File: 140 KB, 535x798, 1836464684.jpg [View same] [iqdb] [saucenao] [google]
6343804

>mfw arc complex master level no lives nightmare run

That was the most fun Ive had in a AAA shooter in a long time, even that double Cyberdemon arena that I had to try like 20 times due to going into it with only one crucible charge. This is what I want from my old school shooters, balls to the wall, desperate, exhausting battles.

>Rest of the master levels coming out 'eventually'
Oh god I hate this live service shit

>> No.6343805

>>6343796
You completely missed the point. Everybody here knows about that, but it's just this term is still used today despite being inaccurate

>> No.6343809

Is the red screen death option available for GZDoom? I can't find it even with the options search funciton.

>> No.6343813

>>6343805
No I didn't. Direct wolf3d clones are called wolf3d clones. To the extent that the post you morons were replying to might be true, it's only because it was once the catch-all.

The clone market stuck to that flat level layout because it was easier and they'd been doing it since wolf. Plenty of shovelware shit on the doom engine, and even early Build stuff, looks like it could be straight outta wolfenstein. The distinction is those 90 degree walls, which I'll grant one of those replies did mention, but the premise was bad.

>> No.6343819

I wish Blood had better enemies. Basically all of them are way too easy except cultists and all of the bosses are a joke except the post mortem bosses.

>> No.6343828

I'm sure if I played blood enough the game would "click" with me but I'm just gonna take a break from it for now.

I'm masochistic enough that I thoroughly enjoyed UV Plutonia but Blood keeps feeling like success is a matter of whether or not the hitscanners decide to track me while I'm zooming across a room and I have no idea if there's any consistency in it. The train level was pretty cool, at least.

>> No.6343845

>>6343828
I felt like Blood was hardest during early levels, until you get plenty of ammo and more powerful weapons. Same goes for Shadow Warrior - life is suffering until you'll get so many explosives that you can just blind fire several grenades into the room before walking in, just in case.

>> No.6343854

>>6343819
I think the combat is so fast and meaty enough that I don't worry about it too much. Like how the majority of Half-Life is against human marines, but Surface Tension is universally agreed to be the best chapter in the game because of it. Blood is like Surface Tension for a whole fucking game for me.
>>6343828
People understate how much Blood relies on dynamite. Whether or not that's a good thing is up to you, but you really should be leading with it.

>> No.6343868

>>6343854
with HECU in half-life I tended to bounce nades at them and even if I got winged a little by them on the peek it usually wasn't the end of the world.

Dynamite in blood detonates on impact and if I get winged by them I'm fucking dying

>> No.6343870

Post nostalgic doom videos, I'll start:
https://www.youtube.com/watch?v=dhNFoDpc62I

>> No.6343879

>>6343809
bls resbond :DD

>> No.6343880

>>6343868
>Dynamite in blood detonates on impact
Right click

>> No.6343882

>>6343880
shidd :DDD

>> No.6343889

>>6343882
Right click with the flare gun too. Blew my mind when I found that out.

>> No.6343954

God I hate SSG reload animation. What is even going on in it? It's like Doomguy swings it it all over the place before awkwardly jamming in shells with the wrong hand.

>> No.6343975
File: 7 KB, 558x920, 1689508510_FlamingHeretic.png [View same] [iqdb] [saucenao] [google]
6343975

i don't give a fuck what anyone else says, this guy is a fucking national treasure

>> No.6343984

>>6342590
how do you make shortcut look like a screenshot?

>> No.6343990

>>6343975
That's a really good idea for an enemy, not gonna lie.

>> No.6343992
File: 89 KB, 640x480, h92Tm0K.png [View same] [iqdb] [saucenao] [google]
6343992

>>6339764
You know those maps were the ceiling becomes a crusher but there's safe zones, like those with pick ups/items in tiny spaces, that exist just so you can move and avoid the crusher as much as possible?
What maps in any IWAD or official Doom game ever did that?
Because it seems like something someone like Sandy Peterson could've done but i'm having trouble remebering it in anything official in Doom.
I know the TC Beyond Reality had a level like that, which also had the floating Doomguy heads.

>> No.6343996

>>6343889
IIRC Original release only had altfires for TNT, Shotgun, Tommygun, spray and Voodoo Doll

Flare, Napalm, Lifeleech and Tesla altfires were added in Plasma Pack

>> No.6344001

>>6340760
The doom game with classes had one that multiplied pistol-type guns' damage by 8, which made them pretty worthwhile. Nothing about default pistol is good except for killing zombiemen and imps from really far before you get chaingun.

>> No.6344005

>>6343992
Didn't E2M1 had these where one crusher hides a secret passage or something, but you don't see it unless you jump into the pit with moving crushers

Also Heretic did it on multiple occasions, first time E1M2 where you get the claw - if you try to run right out you get crushed, so you have to run into an alcove with ammo and wait for crusher to pass

>> No.6344007

>>6343870

those "wads to play before you die" videos. i dunno what the fuck happened to them but if the uploader is lurking, put that shit back up pls

>> No.6344016

>>6343954
Same, but I've learned to live with it. Could always get Smooth Doom to make it look more passable.

>> No.6344023

>>6343954

He's not actually putting the shells in the wrong end, the amount of frames just makes it look weird as fuck if you're not paying close attention

>> No.6344042
File: 354 KB, 1606x783, howto.jpg [View same] [iqdb] [saucenao] [google]
6344042

>>6343984
Right click the shortcut and change the icon. You need to create the icon file, though.
1) Download Slade
2) Use Slade to open the WAD
3) Use the search on the bottom of the screen for a file in the WAD called "TITLEPIC," just type "tit" and it will come up
4) Double-click TITLEPIC
5) Find the button that says "Convert to..." and click it
6) Convert to PNG, pic related
7) Click the little X by the TITLEPIC tab, and select YES to save changes
8) Right click TITLEPIC in the WAD directory and select Export, pic related
9) Close the WAD and do NOT save the changes to the WAD
10) Google "create icon"
11) Upload the PNG to a website to turn it into an icon
12) Select the original PNG size and it will resize it automatically
13) Save the icon
14) Right-click shortcut and change the icon

>> No.6344050
File: 215 KB, 1606x305, command lines.jpg [View same] [iqdb] [saucenao] [google]
6344050

>>6343984
the shortcuts are to command lines - I only create shortcuts to the WADs I'm playing to keep it organized.

>> No.6344053

what about LZDoom

>> No.6344058

>>6344007
I agree. I was always in awe over that level as a child. Wish I would have DL'd it. I miss those days of Doom modding.

>> No.6344067

>>6343351
I have noticed a lot more lag and stuttering in the latest GZdoom build. desu I switched to LZDoom for the time being just for better performance, and did notice a difference.

>> No.6344094
File: 115 KB, 1645x385, Screenshot_2020-04-15 Satanic Infestation (Freedoom Fork)(1).png [View same] [iqdb] [saucenao] [google]
6344094

>>6341140
>people are STILL kvetching and hand wringing about this
>already two more pages since last night
Also, how litigious would zenimax/bethesda be over uncreative tc's like this really? I'm pretty sure similar stuff can be found around and hasn't gotten noticed or anything.

>> No.6344102

>>6344094
There's piles of them that are completely obscure, I doubt Bethesda or even ZeniMax will be interested in burning customer goodwill or wasting time and money on something so insignificant.

>> No.6344104

>>6344094
Bethesda is bethesda, but as long as they're making no profit off of it and they don't take anything directly from Doom, I don't see how they'd conceivably get in any trouble. I do think you can get closer to Doom than Freedoom does. This mod is a meme though.

>> No.6344107

>>6344094
Oh wow, didn't even know joe-ilya was back on doomworld.

>> No.6344112

>>6344094
Geeze, what is his problem? It's not his business what sergeirocks100 does with his time. If he wants to proceed with his project knowing the risks, that's his choice. The man tries to make something cool and people dump all over his work.
>Also, how litigious would zenimax/bethesda be over uncreative tc's like this really?
If he doesn't put Doom in the title, I think he can get away with it, considering there are popular wads that contain all of Doom's unaltered sprites, or sprites derived from them.

>> No.6344190

>>6342590
>People who go straight to mapping and virtually haven't even played other peoples' megawads slightly irritate me.

Dude your cheesy ass wad folder says you've played the game no more than two weeks.

>> No.6344208

>>6344094

desu 2/3 of that thread is just redneckerz' and joe ilya's faggotry

>> No.6344214

>>6343410
I can generally recognise sections of specific maps from even BTSX E1, which is supposedly samey for a lot of people.
Though I have done two full playthroughs of it.

>> No.6344227

>>6344208
Who the hell is that redneckerz guy, I swear he's gotta be the worst whiner I've seen on dw.

>> No.6344250

how do i play TNT map22 without my dad beating me

>> No.6344262

>>6344250
Tell your dad that he his important to you and that you care about him a lot, then do something nice for him. This can mitigate beatings (or confuse a severely bad dad) until you can get the fuck out of there leaving a letter that everything good you ever said to him was out of fear and not genuine and that you hope to never encounter him again.

>> No.6344274

I wish GMOTA had a monster pack I could use with Wrath of Cronos.

>> No.6344293
File: 2.92 MB, 480x270, fuck habitat.webm [View same] [iqdb] [saucenao] [google]
6344293

>>6344250
you don't

>> No.6344294

Is DoomRL + Doom RPG still how you play this game in a more RPG-like fashion?

>> No.6344316 [DELETED] 

le goodest boi caco thread :3 le kekie demoon

hehe he le post le cacor le blinker xd

ur rite i mus like kekkie le demo

heheh le caco ee mod doomed le kekko shoter kekkie thread!!

lle caccco thrad xd yayya le cute caccor le kekker caco cacorino nthread xd dddd cakie el cakko :333 bite my moddo hehehhe cakko le bitter le epic kekke demonz :)) then el litt le imp n le painer come :))) le caco n painer le qt n comfy le imper n baron n kelly go snuggl with le doomer ;))

xd caccorrrr n eyyyyyyyeeee

kellieyern imper they fo comy when

le doomer go boom xd n caco le bites xd

doomer go ugh n kekkier go blink

F***************KIN

I

C XD HOLE HAYLE

AND I WANT THOSE

T H O< S E

FUCKIN?T1?KA?OONIESTE?M?TER? IN MY MYF??KIN????H

HEH HEH HEHH.... EL CACO KEKKIE THREAD? :3 ? YOUUUUU> gONN boop LE eye goodesd bitter kek cacor

>> No.6344319

>>6344294
I can't get that combo to work, can't pick a class and I keep seeing "AAAAAA" at the top of the screen.

>> No.6344321 [DELETED] 

>>6344316
sneed

>> No.6344332

>>6344319
I only remember doing that from years ago and I hear RL was updated, so maybe they don't work together anymore.

>> No.6344365
File: 359 KB, 961x1080, 1586761802843.jpg [View same] [iqdb] [saucenao] [google]
6344365

>>6339764
Dear Doom Wizards, I need help regarding the status bar in PRB+.

When using the Boom color scheme, current behavior is that any number that goes above 100% turns blue in the status bar. Any number below 100% turns green, yellow, and then red.

Desired behavior is the above EXCEPT for armor - where I'd like it to preserve the blue color if last grabbed armor is blue, and to preserve green color if last grabbed armor is green - no matter their actual percentage. I know you can see this by switching to the advanced HUD, which will display armor as blue if last grabbed was blue, but still. How would you correct this?

Pic related shows what I want already happening in GZDoom and CrispyDoom.

>> No.6344401

>>6344227

one of torm's bootlickers.

>> No.6344445

>>6343530
https://doomwiki.org/wiki/Tutti-frutti_effect

>> No.6344457

>>6344445
To clarify, this sometimes happens when ZDoom source port users make a map and don't test it on others

>> No.6344470
File: 25 KB, 384x384, 1585550738422.jpg [View same] [iqdb] [saucenao] [google]
6344470

>>6339764
https://www.youtube.com/watch?v=3lQUuXKW4FQ&t=2344

>> No.6344471

>>6343530
That has nothing to do with purism. If the author only tested GZDoom, but claims that it should work with other source ports, don't act surprised when people attempt to play it on other source ports and report issues.

>> No.6344512

>>6344250
>>6344293
I knew I wasn't crazy when I remembered skipping most of it long before I knew how to properly beat it!

>> No.6344514

The minigun in D4V feels so fucking good. Probably my favorite one in any game.

>> No.6344561

>>6344514
The wind-down delay is really annoying though, makes it extremely hard to tap it for accurate shots like the chaingun.

>> No.6344564

>>6344561
I kind of like that. I agree that it fucks up accurate shots, but I find way more satisfying for the delay to be when you stop firing rather than the other way around.

>> No.6344581

For everyone who needs to know. The Quake 3 soundtrack is on spotify

>> No.6344583
File: 164 KB, 800x844, 1498697805261.png [View same] [iqdb] [saucenao] [google]
6344583

I'm two maps into Eternal DOOM and I'm already fatigued. I don't play more than a few maps per day anyway but I don't know how much I'd enjoy 32 maps of this just due to the maps already being large and the switches already being kind of hard to find (and I know that'll get get Hexen-tier by the end). Someone encourage me please.

>> No.6344590

>>6344583
Eternal Doom is an acquired taste for sure. If you're not a fan of large maps that are designed more around exploration and puzzles rather than combat, then it's probably not worth continuing.

>> No.6344594

>>6343796
>zoomer
I was born in 1993
zoomers were born in 1996.

>> No.6344596

>>6339874
what the flying frick appened

>> No.6344597

>>6344561
That's the point. Without the cooldown it'd be overpowered; it forces you to hold down fire while you turn and aim at a new target

>>6344583
I haven't played it but I read in a review that Eternal Doom is a switch hunt/puzzle-oriented/aesthetics-oriented megawad as opposed to being combat-oriented. Play Preacher.wad instead

>> No.6344598

>>6344590
That's a fair way to think of it. I think I'll just keep going until I can't.
After nine months of intermittently trying (with some admitted long breaks) and being three tenths of the way there I think I might need to bail on my "play everything in the 2003 Top 100 Wads" list soon. Even though the wads I'm playing are good I'm starting to feel overloaded despite playing other games in between each few playthroughs.

>> No.6344603

>>6344596
Someone got caught cheating at speedrunning with some good, not foolproof but strong evidence, and immediately after being accused the guy responds with that crazy wall of text.

>> No.6344605

>>6344603
lel doomworld is so reddit-tier no wonder why

>> No.6344606
File: 13 KB, 90x90, smite of disrespect.gif [View same] [iqdb] [saucenao] [google]
6344606

>>6344596
this video will explain it. starts around 10 minutes
> https://youtu.be/Jv0ZRTlIXR0?t=596

>> No.6344645

>>6339801
what monster mod?
actually, what monsters work best with Lambda

>> No.6344656

>>6341184
whats that hud called again? to make it split like that?

>> No.6344659

>>6344656
Fullscreen Statusbar Mod
> https://forum.zdoom.org/viewtopic.php?f=46&t=63863

>> No.6344716

https://www.youtube.com/watch?v=wCGeNNvG0Z4

>> No.6344721
File: 805 KB, 1024x576, Screenshot_Doom_20200416_025651.png [View same] [iqdb] [saucenao] [google]
6344721

Zrift(A total conversion of Chasm the Rift) made me realize how much potential the original game had.
The weapons are great,the enemies look nice,better than most 3D FPS games at the time but the level design sucks.

It's incredible how they blend so well with Doom aesthetic.

>> No.6344781

hi anon can you recomend me some wad?
what i want:

> Some open area
> Not so confusing
> Slaughter
> clear 1 area go to another area clear it

*sry for my bad grammar

>> No.6344787
File: 562 KB, 1024x576, Screenshot_Doom_20200416_125843.png [View same] [iqdb] [saucenao] [google]
6344787

So I've downloaded the Doom 4 monsters addon and apparently it changes the keycard sprites with dead scientists corpses,which is a nice little touch.

That being said,this makes every other Doom 4 mod(except D4V) obsolete.

>> No.6344812

>>6344787
I wonder when is someone gonna make a Doom 4 mod that uses low poly 3D models for weapons a la slayertest.

>> No.6344838

>>6344787
i don't see a key
did you pick it up already, and was it around his neck or something?

>> No.6344843

>>6344838
Yes I picked it up already.

>> No.6344846

>>6344787
>Doom 4 monsters addon
What mod is that?

>> No.6344867

https://www.youtube.com/watch?v=3Sk5yYNngy4
https://www.youtube.com/watch?v=-Qs5Eo0xex0&feature=youtu.be&t=94

>> No.6344869

>>6344787
I still prefer D4T. You do way too much damage in EOA, or the monsters don't have enough health.
In D4T it takes 6 Super Shotgun shots to kill a Baron, in EOA it takes 2 without the Monster mod, and 4 if you use it. Combine that with EOA having Double Trouble means killing monsters is trivially easy with the Super Shotgun. Which I guess makes it accurate to Doom 4.
D4T also has Lightning Gun and Grenade Launcher, separate ammo pool for the Gauss Cannon, and has the enemies built in, so overall I like it more.
I tried using Ultimate Custom Doom with EOA, and only with the monster pack would it not break glory kills when upping monster health. I'll have to try a small playthrough with that to see if it would be better that way, but the other factors would mean I would probably still prefer D4T.

>> No.6344872

>>6344846
https://www.moddb.com/mods/embers-of-armageddon/addons/eoa-doom-4-monsters-addon-16

>> No.6344903

>>6344869
That's fair.
EOA damage system makes you really OP at times. Maybe with a new update we might get some other weapons.
There are addons for EOA that give you Doom Eternal SSG.
EOA has definitely the advantage in accuracy and compatibility but is hold back by the damage.

>> No.6344905 [DELETED] 

>>6344190
maybe a loser like you will sit and play several hundred doom levels in two weeks

>> No.6344909

>>6344903
>Maybe with a new update we might get some other weapons
He said he doesn't plan this.
https://forum.zdoom.org/viewtopic.php?f=43&t=68111&start=45
>For multiplayer guns, I once dreamed of recreating DOOM's multiplayer in GZDoom with EOA, but GZDoom doesn't have decent C/S multiplayer yet. So that's not a priority. If you're talking about using those in Singleplayer, that's not something I plan to do, as it goes against the grain of the mod itself.
Also, I'd like to look into more of the addons for EOA, past the monster pack, but I'd rather not have to go into a Discord and then have to actually get let in, all so I could try some add-ons I'll only potentially like, since it seems everything but the monster pack is hosted on their community discord.

>> No.6344923

>>6344909
Well that sucks.
Maybe in form of an addon that could work.
I remember D4T got some variations as well so it's possible.
So far all those addons on Discord are outdated.
I hope someone uploads them on Moddb or something.

Because Discord just sucks.

>> No.6344927

Where are the map updates by ViolentBeetle, did he get kung flu'd?

>> No.6344928

That guy who was doing SNES Doom mods is back again. This time Underhalls on SNES Doom
https://www.youtube.com/watch?v=Adv-qrKnwFc

>> No.6344931

>>6344923
I would be open to add-ons that add in the multiplayer weapons. I definitely prefer EOA's upgrade system to hoping you get lucky with drops in D4T. Also I'm still sad that they made the Reaper into a BFG tier, I loved the Shotgun tier version so much. If EOA add-ons could give me that back I'd be pretty happy.

>> No.6344939

Why is UV-fast the most popular category and not Nightmare?

>> No.6344949

>>6344939
Because Nightmare is a joke difficulty

>> No.6344967

>>6344939
>UV-fast the most popular category
For what? And according to who? UV-max and UV-speed are more popular for speedrunners if that's what you mean

>> No.6344980

>>6344967
For "I have a big pp" playthroughs

>> No.6345023

>>6341806
>little brown japanese meme monster thing

Domo-kun.

>> No.6345031

>>6343804
I only wished they would buff/revamp the cyberdemons. They should be fucking terrifying but they might as well not be in the game as is.

>> No.6345037

>>6345031
That's what the D2016 cybie and the final boss of Brutal Doom's campaign are for. Cyberdemons should be buffed to have some other attack than just missile launches.

>> No.6345041

>>6345037
What eternal cybies are missing that 2016's cybie had is mobility.

>> No.6345079

>>6345041
They were probably going for a mostly stationary artillery tower, but forgot that the enemy they're recreating was one of the fastest enemies in its game. "Tyrants" also don't attack nearly as much as they should to give a feeling of bombardment, all you need to do to counter them is occasionally dash away when you see the missile reticles on the ground. Hell, with their slow turning speed and almost non-existent mobility, staying on the other side of the arena is usually all it takes.

>> No.6345182

>>6344781
I would recommend serious sam

>> No.6345193

Does anyone know of where I could get the sounds of punch impacts from Doom 3? Like, the splat noise it makes when you punch an enemy.

>> No.6345202

Okay, so simple question.
If you're good enough at blood, is it POSSIBLE to bhop and crouch around rooms filled with cultists and not take a scratch? and if so, how? What in their behavior allows you to consistently evade hitscan?

>> No.6345235

What are some new(-ish) Doom wads that make heavy use of portals/room-over-room level design? Not necessarily surreal levels, just something that feels more like Build in 3d-ness.

>> No.6345247
File: 355 KB, 1920x840, Darkmoon.png [View same] [iqdb] [saucenao] [google]
6345247

So I'm trying to edit a wad (Darkmoon) for the first time ever using Slade. Darkmoon has no sound that plays when your fists impact an enemy and I'm trying to change that. I've already got the sounds named how I like them and in the right spot, but I'm not sure exactly how to proceed. I imagine I have to add something in to both sndinfo and the weapons file but I have no idea how to really format this at all.

>> No.6345280

>>6342240
The zdoom side of the community was always awful, but even doomworld became shit after the forum software update. Upboats do really turn everything into reddit.

>> No.6345282

>>6345031
I mean, IMO it's not that cyberdemons are weak, the game just starts throwing cyberdemons at you for realsies only after you get access to the Crucible. Crucible itself is a dumb weapon that makes any potentially threatening demon a joke.

>> No.6345290

>>6345282
Even without the cruci cybie isn't that hard to deal with with weapon switching, ice bomb, etc. He can't keep up with you.

>> No.6345301

>>6345280
The decline was 100% Linguica's doing. The site decayed overnight.

>> No.6345303

>>6345290
I think the impression is that the tyrant isnt weaker, but the slayer is much stronger, it has most of the same ability as the one in 2016.

>> No.6345308

Quake multiplayer is overrated. Singleplayer is more fun.

>> No.6345315

>>6345290
Yet still, even in Doom 93' you could just circlestrafe around him and shoot him with a plasma rifle and there is fuck all he can do about it. He's hilariously subseptible to autorun.
The difficulty with cyberdemons in later games/wads came from the game putting him in places where you can't circlestrafe reliably. E4 says hi.

>> No.6345329

>>6343778
>>>/twitter/

>> No.6345328

>>6344939
Overall less consistent and/or more tedious to run, I'd imagine.

>> No.6345334
File: 82 KB, 254x396, Necromancer.png [View same] [iqdb] [saucenao] [google]
6345334

>An unattractive appearance and the lack of a family conspired against the Necromancer, robbing him of confidence and making him morbidly self-conscious. His days and nights were spent inside his aunt’s decaying mansion, and very rarely did he emerge. He longed for a power — any power — that would increase his stature in village society. He wished to be handsome, or strong, or wealthy, or clever in conversation. But as time wore on, and he grew from a lad to a young man, it became clear that he possessed none of these skills.

>Bitter and alone, the Necromancer’s desire for acceptance slowly withered into hatred. He no longer wished to impress the villagers, but rather, to frighten and punish them

What did they mean by this?

>> No.6345336

>>6345037
Why do people keep acting as if Brool Tood were an official expansion.

>> No.6345340

>>6345315
Even then I would prefer huge fuckyou rockets with massive AOE instead of mini missiles with barely any splash damage.

>> No.6345342

>>6345334
Is he, dare I say, /ourguy/?

>> No.6345361

>>6345340
What's the point of unavoidable damage?

>> No.6345364

>>6345340
How about alternating between rockets and a hitscan projectile with forewarning (like a hell-razer's laser) to force the player behind cover and put those pillars to use?

>> No.6345367

>>6345361
>unavoidable
No one said that.

>> No.6345383

>>6345367
What's the point of making the rocket bigger or the explosion bigger then?

>> No.6345398

Well, I just beat Blood episode 1 on Well Done.
I'm not sure if I'm going to go through with the whole thing just yet.
It's weird, they might as well just not have included other enemies because the only enemies that are an actual threat (to an extreme degree) are cultists.

Also finding myself getting really impatient with the delayed fuse on the dynamite. Too used to the roller bomb from ion fury or the grenades from half-life, dynamite takes too damn long to burn down for your most efficient/safe way to deal with hitscanners. which are absolutely everywhere.

>> No.6345406

>>6345398
Yes I think Blood was poorly balanced. The Cultist's knife-edge hitscan attacks are really frustrating. The erratic Gargoyles are totally irritating. Blowing everything up with the TNT sort of makes up for it though.

>> No.6345414

>>6345398
Yeah, Blood's difficulty is... weird. On Pink on the Inside, it's surprisingly easy, Lightly Broiled ramps up difficulty significantly. It's also has inverted difficulty curve similarly to Duke 3d. Earlier episodes are much harder than the later ones.
I've just beaten D3D and Cycloid Emperor is a fucking joke. This first hitscan Battlelord on the other hand almost made me cry.

>> No.6345417

>>6345406
Gargoyles used to get very dumb the moment you crouched - it fucked up their attack patterns. You could cheese them this way without fail. I dunno if that was patched out already or not.

>> No.6345424

>>6345398
How exactly did Blood end up the contrarian's choice shooter? I feel like it's a surprisingly common that people that like to dump on most popular shooters inevitably recommend blood when asked what they like.

>> No.6345431

>>6345414
The 2nd and 3rd Duke boss are both jokes, but Duke3D difficulty curve is not broken. Every episode is harder than the previous one. The only exception is E2M5, which is nuts on CGS/pistol start. That level is created for episode 1 boss anyway.

Blood on the other hand is easily worse in episode 1, due to the annoying number of cultists.

>> No.6345434

>>6345424
I blame Civvie11.

>> No.6345438

>>6345424
id too popular
build less popular unless duke
that simple

>> No.6345441

I swear pinkies and specters feel more dangerous in vanilla and boom

>> No.6345457

>>6345441
As a DOOM purist (Dosbox vanilla or GTFO), I have noticed how much of a difference autorun in GZDOOM makes. I barely had any problems with Episode 1 on UV, thanks to much faster movement speed.

>> No.6345461

>>6345441
Pinkies in general never felt that dangerous to me unless I was in a tight space without chainsaw or berserk. It's basically just a gambit of either being relieved that you have the SSG or praying that you get those 3 shotgun shots in before they get to biting distance. Chaingun is a good choice too though, even if it drains ammo like a bitch for them.

>> No.6345463

>>6345457
Is there even a difference between dosbox and chocolate?

>> No.6345464

Weird thought: Blood would be unironically a lot more enjoyable. if you could see enemies through walls.

How hotline miami reconciles having extremely dangerous enemies with guns is the top down view. Imagine Hotline from a first person perspective, you'd just have to predict where enemies are going to be- like blood.

Most of the webms showing off how cool blood is are clearly made by people who have played levels before and already know where everything is.

>> No.6345468

>>6345463
no

>> No.6345475

>>6345463
none he's just a dumdum

>> No.6345478

>>6345336
doom is a series that was dormant/associated/kept alive by fans long enough that fans and the public rewrote the identity before bethesda/id
like a public domain property where everyone had their take on it but someone's was just too big

>> No.6345480

>>6345457
I grew up on Doom and just had shift held down all the time and it was easy even as a kid keyboard only. You're just a retard but it's okay, you're in the right place.

>> No.6345483

>>6345480
rude

>> No.6345485

>>6345398
Cultists are the only memorable enemies from Blood since they're the only ones who really put up any challenge. They can be very bullshit, and it feels like they're so strong because the testers kept playing the levels and ramping them up each time. Cultists should've been dialed down, and all the other harmless enemies should've been ramped up.
Blood has wonky balancing in general, but there's still enough there to be enjoyable.

>> No.6345487

marinara mozzarella

>> No.6345503

>>6342515
>goon
something awful?
reminds me of that "generation raised by the internet" image where someone's edit had 4chan and all and one of its inclusions was something awful
which would then become the definiton of "i used to be an edgy troll but now i'm a moralist that harasses 13 year olds for saying shit i only stopped saying 2 years ago"
>>6342240
what scares me about the old blood of the fanbase and even doom_txt is when they feel so "corporate friendly", almost on pair with midnight, spuds or r/doom
like, some of them barely pointing out negatives out of the new games and would rather jump into mocking "upset boomers" to defend some shitty tv ad or movie
it feels like they want to enable newcomers into being meme infested "consoomers"
it's neat that the new ports have wads added and that someone's fanart got into eternal, but at the same time feels like zenimax assumed the fans were the "heart" of doom
so shit like slayer's club makes it as if doom is the exception for brand consumerism, making the older fan culture look like anarchists in comparison

>> No.6345519

>>6344939
Because relatively few players are good at Nightmare (which, remember, was originally intended as just a joke). Sure, a bunch of people could do just one level on Nightmare, but actually running a level competing for time, that's REALLY hard, let alone a continuous episode or even entire megawad.

Remember that only one person has successfully done a single segment speedrun of Plutonia on Nightmare, and that person is widely regarded as one of the most talented speedrunners in Classic Doom.

>> No.6345572

>>6344583
i think the first few maps are actually the most confusing

>> No.6345575

>>6344967
>>6344980
Maybe, I dunno, it's fun?

>> No.6345584

>>6345424
I just always thought it was fun and cool as fuck.

>> No.6345589

>>6341806
To be honest I think sprite versions of his little scribbles would still look better than those ugly things from FreeDoom.

>> No.6345654

If the chaingun is so weak then why are chaingunners so feared? Checkmate.

>> No.6345661

>>6345654
I think a good chunk of the reason that the chaingun is perceived to be so weak is that the sound just sounds like a slightly faster firing pistol.

You have the same gun in 64 but with a much more intimidating firesound and it feels much better to use.

>> No.6345668
File: 110 KB, 1024x768, DjcJNUUUYAA6tt4.jpg [View same] [iqdb] [saucenao] [google]
6345668

Guys, I want to make a fool-proof pre-configured and pre-modded pack of best wads for my friend who's not very good at PC gaming.
Should I use bats or Doom Launcher or something else?

>> No.6345670

>>6345668
Both can work.

>> No.6345676

>>6345668
Either that or ZDL.

>> No.6345685

>>6345668
bats

>> No.6345692

>>6345654
The chaingun isn't weak, anyone who says so is an idiot. The main reason it's used against weaker enemies/hitscanners is the response time, plus it takes a lot of ammo to kill a stronger demon, but they still can be killed as long as you just hold it down. And as >>6345661 said, it feels weak because of the noise too.

>>6345668
Doom Launcher is preferable, ZDL perhaps as well. I'm saying this because your friend may want to branch out and play WADs they found themselves. Doom Launcher and ZDL both make it easy to do that. I'd say if you are picking between DL and ZDL, go with Doom Launcher. It's more complicated however stuff like being able to search ID Games from the launcher is great when searching for recommended WADs and the like.

>> No.6345697

>>6345668
I'd go with ZDL, dunno about Doom Launcher, but ZDL is much more efficient than making a separate .bat file for any and all WAD combinations you'd wanna make.

That being said, if you want to also save said combination and not just try to memorize all the WADs you used and loading them manually, you can also make something called a .zdl file thru ZDL, which is essentially a file that saves whatever WADs you've combined and loads them accordingly. For example if you wanted to play HDoom with Sigil for whatever reason, you can simply load them in ZDL, make and save a .zdl file from that, and load the file if you want to play it again afterwards so you don't have to always load the WADs manually every time.

>> No.6345753

How do you like map names in WADs? Random titles? Some kind of theme? Funny? Or perhaps you don't care about map names at all.

>> No.6345769

>>6345753
In my WAD, I went for pune, or the play on words. Like, the second map is some kind of river lock/freight terminal, so I named it "Lock and Load". However this goes against the original naming convention of Doom 2, as in, the map should not look anything like it's name. But the modern trend seems to be pretentiousness, so if I'll ever get around to making more episodes, their names will be references to Viktor Pelevin books.

>> No.6345773

>>6345753
I do appreciate a nice thematic consistency. Not something that I give much thought, though.

>> No.6345870

>>6345661
>>6345692
Very few FPS automatic guns can stop even tough enemies as reliably as the Doom chaingun does.

>> No.6345886

>>6345661
Does it not actually fire faster in 64 than the classic version?

>> No.6345893
File: 499 KB, 1920x1080, Screen_Apr4_21-10-35.png [View same] [iqdb] [saucenao] [google]
6345893

>>6341932

>> No.6345912

>>6345886
Do Doom 64 weapons behave any differently at all other than the plasma rifle that fires slower but has no cooldown to compensate?

>> No.6345914

>>6345912
SSG fires a little slower and the chaingun shoots faster, if memory serves right

>> No.6345916

>>6345912
The pistol feels like it fires much faster.

>> No.6345927

>>6345912
>>6345914
i thought the ssg was slightly faster because of no reloading animation and it and the rl had pushback

>> No.6346002

>>6341806
Why is this IvanDobrovski guy such a fucking jerk?

>> No.6346038

>>6345912
Chainsaw has two blades. It works just as you'd expect a two-bladed chainsaw to work in comparison to a single blade one.

>> No.6346041

>>6345503
>>something awful?
yeah, that quote you gave sums them up pretty well

>> No.6346059

Holy cow. I'm joining DW just to contribute. Things just should not make people seethe like this.

>> No.6346061

>>6346059 was intended for >>6341806

>> No.6346063

>>6346038
That would just probably get in the way from a realistic point of view (making it more difficult to apply either blade at one time), but that doesn't really matter for a game like Doom 64, so instead the chainsaw is just sawing twice as much.

>> No.6346087
File: 23 KB, 333x424, 1419285374215.png [View same] [iqdb] [saucenao] [google]
6346087

Can we agree that revenant is the best enemy in vanilla?
- Can be dangerous even in small numbers
- Active, always on the move
- Not a bullet sponge, but fast and hard to hit with rockets
- Vulnerable in melee range, but not completely helpless unlike Pain Elemental, can still hurt careless player
- Charismatic as fuck

>> No.6346092

>decided to try "spontaneous" mapping instead of trying to think it out and draw it beforehand on paper
>accidentally create a interesting trap where you're stuck waiting for a lift for a moment while you dodge projectiles through a wide window in a cramped L-shaped corridor.

Don't think I would have ever thought of making something like that if I was trying to methodically plan it out as I usually attempt to do.

>> No.6346093

>>6346063
From a realistic point of view, chainsaw is a crappy weapon in general and has no place on Mars.

>> No.6346098

>>6346093
From a realistic point of view, you are a faggot.

>> No.6346105

>>6346098
From a realistic point of view, I am rubber, you are glue.

>> No.6346110

>>6346105
Good, let's fight crime as Sticky Anon and Rubber Fag.

>> No.6346114

>>6342847
we should do more of these

>> No.6346153

>>6346105
From a realistic point of view, haha saw go brrrrrr

>> No.6346182
File: 52 KB, 640x400, 1586315367462.gif [View same] [iqdb] [saucenao] [google]
6346182

Remember that Unholy Cathedral is the most underrated stage from doom, that stage was tense, atmospheric, literally profane, not so hard but challenging and had some nice teleport puzzle in the courtyard.

>> No.6346185

>>6346093
Give it a powerful engine and a strong chain with teeth suitable for flesh, and it'll do more than you'd think.

>>6346153
Exactly.

>> No.6346209

>>6346182

>literally profane

explain pls

>> No.6346214

>>6346209
It's a satanic church, dude.

>> No.6346227

>>6345441
>>6345461
remember u can bait their attacks
> https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.6346259

Are there really no resources to learn Zdoom out there besides studying the wiki and experimenting? I want to make my own shit but fuck spending a thousand hours playing with Graf Zahl's feces.

>> No.6346261

>>6346227
We all know that by this point. But GZDoom makes it extremely easy to punch and spot Pinkies and Specters, respectively.

>> No.6346263

>>6342474
>testing vanilla levels with only an engine that is as far from vanilla as it can go while still being Doom
what's your logic here? stfu.

>> No.6346264

>>6341806
>REEEEE STOP HAVING FUN REEEE

Fucking faggots.

>> No.6346267

>>6346087
And some wonder why he's so overused. Literally the perfect enemy.

>> No.6346274

>>6345654
When you leave the confines of Doom 1 Ep. 1-3, the chaingun isn't just weak, it's total dogshit.

The reason why it's good when chaingunners use it:
1. Doomguy has much less health than big boy enemies, not to mention the combined health of a lot of big boy enemies is on an another scale than Doomguy's health
2. The game is balanced around the player's survival depending on evading damage and you can't outrun boolit
3. Even small amounts of unavoidable chip damage add up over time, unless you're swimming in health packs and armors
4. Multiple chaingunners can fire at the same time, maybe the chaingun would be good in the player's hands if Doomguy could hold one in each hand, one in his mouth and one with his cock

>> No.6346284

>>6346182
The teleport 'puzzle' is fucking trash, though. That map feels like hardcore filler.

>> No.6346303

>>6346284
The teleporter thing isn't even hard to figure out if you pay attention to the lighting of the teleporters.

>> No.6346308

new to prboom+, i noticed i can't walk under Cacos right above me, is that how everyone else plays it or is there a way to disable that? couldn't find it in the options.

>> No.6346309

>>6346303
>isn't even hard
I know, therefore 'puzzle' because it's only really there to waste your fucking time and pad out the episode. Not as bad as Limbo but still not fun or compelling in the least unless you like holding the W key.

>> No.6346318

>>6346308
That's how it is in vanilla.

>> No.6346325

>>6346308
All actors are infinitely tall in vanilla Doom, but you can disable that through the options.

>> No.6346326

>>6345654
chaingun builds are a ton of fun in DoomRL!

>> No.6346335

>>6346087
He's a really solid addition to the enemy roster.

>> No.6346349

>>6340937
>>6341373
Uncapped framerate, goes up to 500fps instead of Quakespasm's 72fps limit without breaking the engine's physics. Useful if you're a sperg like me and care about the best mouse input possible, or if you have a 144Hz monitor.

>> No.6346357

>>6346274
>wtf why isn't the chaingun super good against big and strong enemies?!?
It lets you comfortably mow down weaker enemies like zombies and imps (which there are still a lot of) while saving more of your shotgun ammo.

>> No.6346359

>>6346357
And even the big monsters (save bosses and archies) will often be immobilized by it.

>> No.6346362

>>6346274
>the chaingun isn't just weak, it's total dogshit.
Look at this silly anon who doesn't know how to chaingun snipe or know WHEN to use it.
The chaingun is a valuable tool in your arsenal, just like every weapon.
Except for the pistol. Fuck the pistol.

>> No.6346369

>>6346349
vkQuake is exactly the same as Spiked, but rendered with Vulkan, so if your card supports it it's the best option

>> No.6346375

Duke solved the mystery of how to do a good starting pistol. More games and mods should follow its example.

>> No.6346379

>People put the Lightbringer in Heretic Wads
>Its worse than the crossbow without a tome of power active
>With a tome of power the dragon claw is better
>Ammo is impossibly scarce
Why even bother. Looks cool though

>> No.6346381

>>6346375
Shadow Warrior did it pretty good too, shurikens are spammable, bounce off walls, have a good fire rate, and use their own ammo.

>> No.6346391

>>6346375
I love the pistol in Duke Nukem 3D, it actually stays passable and feels alright to use for the remainder of the game, as opposed to Doom's pistol which just always feels like "Oh god, it's so slow, I need a shotgun or chaingun, please!" even from the beginning.

>> No.6346413

>>6346379
It usually replaces the Firemace, which is even worse unless tomed.

>> No.6346441

are the duke expansions like duke it out in dc, duke carribean and nuclear winter worth playing

>> No.6346448

>>6346441
None of the Duke games are worth playing.

>> No.6346454

>>6346441
Duke it out in DC and Duke Caribbean are fine, but nobody would hold it against you for skipping out on Nuclear Winter because it's complete shit.

>> No.6346457

>>6346441
Duke Caribbean is the comfiest game to play during quarantine days.

>> No.6346458

>>6346441
Duke It Out In D.C is alright, some think it's pretty nice, some think it's just eeeeh.
Nuclear Winter is reheated garbage, don't play it.
Life's A Beach is a wonderful episode of maps with a great and cheerful tropical vacation theme, most of it is just reskins, but it's very fun anyway, has some of the best official maps for Duke Nukem 3D.

>>6346448
I'm gonna put the smack dab on your ass.

>> No.6346476
File: 17 KB, 530x305, doom-drawing-arachnotron-6.gif [View same] [iqdb] [saucenao] [google]
6346476

I am a spider
Step step step step step

>> No.6346526

>>6346476
*tosses a pebble and pain chances you*

>> No.6346571

have any modders remade any of the New order or Colossus weapons in sprites? would make a nice anchor point for demakes or even just an updated version of bonus levels

>> No.6346707

>>6345654
Honestly, the only monsters I would avoid using Chaingun against are Barons, Arch-viles, Cybers, and Masterminds.

>> No.6346865
File: 60 KB, 500x376, 1519978585378.png [View same] [iqdb] [saucenao] [google]
6346865

What is the absolute best way to make a Doom server for Coop seeing how BestEver is gone?

>> No.6346894

>>6346865
TSPG is pretty much the same thing, isn't it? Except it no longer relies on IRC but its own website.

>> No.6346895

>2020
>getting filtered by the HECU marines
Lmao

>> No.6346921

Going wild tonight (german time) on [TSPG] =- MSX -= Clusterfuck Ragequit Club... tons of items, weapons and of course enemies without end. Hail Clusterfuck.

>> No.6347003

>>6339765
https://www.doomworld.com/forum/topic/67168-crispy-doom-580-update-apr-17-2020/?page=59&tab=comments#comment-2116114
Crispy Heretic is being maintained again.

>> No.6347030

just tried dml, its great

>> No.6347040

>>6346865
TSPG for sure. Check out allfearthesentinel.net

Its easy to setup and maintain (up to 3) servers there and they have a vast array of wads/pk3s already hosted plus you can upload your own wads as well.

There is no better option imho.

>> No.6347041

>>6347003
Nice. Crispy Strife would be cool too some day.

>> No.6347056

>>6346476
back in the 90s, the ex-gf of my big brother once said: "aww it's so cute, why would you kill it"

>> No.6347105

>>6347056
Listen, I fucking kill the Cacos, and those are goddamn precious, but that's just the game.

>> No.6347130

>>6347056
Why did they break up? She seems like the perfect woman.

>> No.6347152

>>6342169
why is fresh supply so bad? I played episode 1 on it and found it pretty great

>> No.6347154

>>6347130
Very fat, 90s goth-freak, batshit insane, liked to collect hundreds of stuffed animals and filled rooms with them, probably many other things I wasn't aware of.

>> No.6347157

>>6347152
It's not very accurate to the original. If that doesn't bother, it's fine enough.

>> No.6347169

New thread when?

>> No.6347240

>>6346375
I would spill the blood of the innocent for a patch for Duke3D that does nothing but change the pistol's behavior so you can reload it at will, but considering how it judges that off of your total ammo and not shots consumed, I don't know how viable that would be.

>> No.6347262

>>6347240
>it judges that off of your total ammo and not shots consumed
I never noticed that. That's actually really clever, considering the ammo pickups always give you exactly one clip's worth of ammo.

>> No.6347268

>>6347240
I just want the pistol to have 204 ammo, so that the last magazine isn't always half empty.

>>6347262
And the pistols you pick up have 4 magazines in them. I actually learned how to multiply things by 12 thanks to Duke. It was an educational game for a six year old.

>> No.6347270

>>6347262
>clip
REEEEEEEEEEEEEEEEEEEEEEEEE

>> No.6347272

>>6347270
I'm sorry /k/ please don't hurt me
If I ever make a weapon mod I'm going to have to run it over with either /DOOM/ or /k/ to make sure I don't make any super-retard mistakes

>> No.6347306

>>6347272
No why would you do that, getting angry at ridiculous inaccuracies in video game guns is fun.

>> No.6347315

>>6343186
>gutting out its original renderer to replace it with a bloated and inefficient but "modern" one
What

>> No.6347432

I've been wondering since I never touched them, are the singleplayer Unreal games worth playing?
I literally never hear them talked about.

>> No.6347456

>>6347432
The first one is pretty good. Haven't played the others, but I heard they were worse.

>> No.6347528

>>6347169
Guys?

>> No.6347536

>>6347528
Soon, i guess.

>> No.6347591

>>6347528
Gimme a few minutes

>> No.6347598

>>6347272
I'm all for accurate gun mechanics but fuck /k/

>> No.6347620

NEW THREAD
>>6347614
>>6347614
>>6347614

>> No.6347625

>>6344583
There are some good maps in Eternal, but my god Map30 is one of the worst fucking maps I've ever played. I literally couldn't bring myself to finish it, it's impossibly cryptic and the basic walkthrough for it is six pages long.