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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 284 KB, 484x658, 1587711759614.png [View same] [iqdb] [saucenao] [google]
6371210 No.6371210 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6362815

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.6371212

=== NEWS ===

[4-24] Anon shares a map, Funny Towers
https://mega.nz/file/lA9ljB7B#kSBT3dW8CEsoyzVncKHwjDnkX0mBXPfxmERDlmxRylU

[4-24] Anon converts a few midi tracks using various soundfont banks
>>6369212

[4-22] Doom Retro updated to version 3.5.5
https://www.doomretro.com/

[4-21] Trailblazer 1.5 is out
https://forum.zdoom.org/viewtopic.php?f=43&t=47494&p=1148021#p1148021

[4-19] Anon shares first map, Heavy March, looking for feedback
https://mega.nz/file/GZ1RSKpY#UQ1CCbPEzfRYQssh2SbHr9bOFKIJFREPpOz5--Aptqs

[4-19] Refracted Reality mapset now available for download
https://www.doomworld.com/forum/topic/113801-release-refracted-reality-rc1/

[4-18] New companion mod by Skelegant, Gholazon X
https://forum.zdoom.org/viewtopic.php?f=43&t=68239

[4-17] Anon shares his first map for Blood, Shafted
http://blood.freeminded.de/index.php?section=maps&id=619
https://archive.org/details/Shafted

[4-17] Crispy Heretic is being maintained again
https://www.doomworld.com/forum/topic/67168-crispy-doom-580-update-apr-17-2020/?page=59&tab=comments#comment-2116114

[4-15] Cool Skies mini-episode 1 is officially released
https://www.doomworld.com/forum/topic/113043-cool-skies-mini-episode-1-release/

[4-14] New Chex Quest teased
https://twitter.com/ChexMix/status/1250109904058077184?s=19

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6371217

just imagine

>> No.6371229
File: 107 KB, 212x225, 1578861488725.png [View same] [iqdb] [saucenao] [google]
6371229

Any more good texture replacements out there? Wanna spice up vanilla wads or fit the theme for certain mods. Already know of Blood, Hexen 2 and Doom 64 style ones.

>> No.6371242
File: 53 KB, 1011x773, Doom Launcher.png [View same] [iqdb] [saucenao] [google]
6371242

>>6371206
Doom Launcher only shows a few wads from idgames as opposed to the whole archive.

>> No.6371247
File: 225 KB, 540x421, 1586980259650.png [View same] [iqdb] [saucenao] [google]
6371247

Plutonia isn't fun, even with High Noon Drifter.

>> No.6371256
File: 1.84 MB, 480x270, 5207e028421e0c41c410d93523ddda14592eaaf0.gif [View same] [iqdb] [saucenao] [google]
6371256

I'm on a 3D shooter frenzy. Throw me some obscure/shitty titles for me to play. I alread went through Turok 1/2, Quake 1/2/AD, WRATH, Hexen 2 etc
btw WRATH is fucking awesome. can't wait for the full release with 3 hub worlds and giant bosses

>> No.6371260

>>6371242

Looks like it's only displaying /newstuff for some reason

>> No.6371262

>>6371256
It's not /vr/, but since you mentioned Wrath, Dusk is really good.

>> No.6371273

>>6371256
An onbscure one: from faraway times, I remember a game called Chasm: The Rift. I recall it somehow managed to trick me into believing it's more advanced than Quake when in fact it was really limited, but masked by many clever stuff. Upon looking into the exe, it also turns out it was compiled with Borland's Turbo Pascal, which makes it even more obscure. But I can't recall much more.

>> No.6371274
File: 439 KB, 1366x768, shot026.png [View same] [iqdb] [saucenao] [google]
6371274

I'm releasing my Doom 64 map now, called Desolate. It's designed to be more challenging than original Doom 64 or Doom 2 gameplay, so I'd play I Own Doom difficulty for something similar to original UV or Watch Me Die. Works in the official port and in Doom 64 EX. I've included some useful readme files.

https://www.dropbox.com/s/8wwtv2o1ee355v3/Desolate.7z?dl=0

>> No.6371283

>>6371242
Basically that tab is for searching wads only.

>> No.6371285

>>6371269
not him but I now know what the clientside puffs option in Zand is for

>> No.6371289

>>6371229
I like the Disruptor one quite a bit.

https://forum.zdoom.org/viewtopic.php?f=46&t=68109

>> No.6371308
File: 3.87 MB, 3840x2160, 1574863715144.png [View same] [iqdb] [saucenao] [google]
6371308

Imagine 2b2t but as a Doom map

>> No.6371316

>>6371308
I don't know what that is

>> No.6371325

>>6371256
Outlaws. Good Western-themed shooter. The artstyle is pretty ugly but the gameplay is great, they captured the feeling of being in a shootout well. Runs on windows10, and you can enjoy more modern graphics options if you use DGVoodoo.

>> No.6371329

>>6371113
>Original Doom sends only inputs, thanks to it using pseudo-random tables for its random functions, that makes the actions totally predictable from there.

>GZDoom however uses actual random that is not limited to the numbers in the table, and are actually randomly selected.

Brainlet here, is there any actual difference in probability between GZDoom's true rng and vanilla Doom's psuedo tic based rng?

>> No.6371341

>>6371316
A colossal minecraft map that's been running un-wiped since early 2010

A lot of those buildings are as tall as mountains

>> No.6371343

>>6371329
vanilla doom used a sequential table of "random" numbers. so if you play a level the exact same way, it will play out exactly the same (including damage values, monster movements, etc.) every time.

>> No.6371347
File: 1.15 MB, 1560x1648, temp.png [View same] [iqdb] [saucenao] [google]
6371347

>>6370520

>> No.6371348

>>6371343
Right, I know that's important for demo playback, but I mean is there any difference in the actual likelihood of, for example, the player scoring a maximum damage attack?

>> No.6371357
File: 122 KB, 1280x720, D93A6300-41A1-4E65-9EEA-C3B58FC1AD1A.jpg [View same] [iqdb] [saucenao] [google]
6371357

Are there any other mods for the XCOM reboot weapon, or is there only the XCOM 2 Storm Gun in Final Doomer?

>> No.6371358
File: 500 KB, 718x1600, causality.jpg [View same] [iqdb] [saucenao] [google]
6371358

>>6371210
>>6364378
I feel like we owe to sergei to make his project come to life.
He's been shit-talked to oblivion by dozens of members, but he hasn't considered for a second to stop working.

I'm considering contacting sergei to see if I can help him with the level design. I'd appreciate if any other anons joined in.

>> No.6371367

when i logged out of doomseeker it set my set my display settings to 680 x 140

>> No.6371369

>>6371367
Okay

>> No.6371378

>>6371369
the screen looked like it came from uganda

>> No.6371379

>>6371347
Looking good.

>> No.6371382

>>6371325
Outlaws is fun and pretty creative, but Jesus fucking Chist those hitscanners. I thought Blood hitscanners were bad. And Outlaws relies on them almost entirely.

>> No.6371391

>>6371347
Is this some kind of Heretic remaster?

>> No.6371401

>>6371348
I'm not sure what are you asking. Doom RNG is a list of numbers it rotates through. This affects damage, monster AI, spread and maybe some other things.

>> No.6371423
File: 1.18 MB, 1920x1080, Screenshot_Doom_20200425_204114.png [View same] [iqdb] [saucenao] [google]
6371423

Post screenshots.

>> No.6371429
File: 293 KB, 1920x1080, Screenshot_Doom_20200422_020123.png [View same] [iqdb] [saucenao] [google]
6371429

>>6371423

>> No.6371432
File: 23 KB, 460x119, Screenshot_2020-04-25 (0) vr - CULTIST AND BLOODHEAD - Retro Games - 4chan.png [View same] [iqdb] [saucenao] [google]
6371432

>>6371423

>> No.6371437

Is there a frontend with a utility for automatically updating metadata for each wad? (Screenshots, release date, etc.)

The closest thing I've found yet is Doom Launcher but that only retrieves shit from idgames.

>> No.6371439
File: 429 KB, 1280x720, Screenshot_Doom_20200413_222138.png [View same] [iqdb] [saucenao] [google]
6371439

>>6371423
I have basically not played Doom or done much work for months. Have an old one showing nothing I haven't already shown.

>> No.6371441

>>6371432
>ugly-ass serif font
>default theme
Just disable font smoothing and your retro web experience is complete.

>> No.6371442 [DELETED] 
File: 29 KB, 574x217, post screenshots.png [View same] [iqdb] [saucenao] [google]
6371442

>>6371432
>>6371423

>> No.6371446

>>6371441
What's wrong with default theme?

>> No.6371449
File: 392 KB, 1920x1080, screenschotd.png [View same] [iqdb] [saucenao] [google]
6371449

>>6371423

>> No.6371451
File: 28 KB, 500x204, post screenshots.png [View same] [iqdb] [saucenao] [google]
6371451

>>6371423
>>6371432

>> No.6371478

>>6371382
Well, thats kind of the point in Outlaws. Its just a different style of gameplay.

>> No.6371485

Is there a way to stop Doom Launcher from backing up wads when you point it to a folder?

>> No.6371501

>>6371274
Pretty nice work, anon. >>6371212

>> No.6371509
File: 1.21 MB, 1600x1600, ID SOFTWARE HIRE THIS MAN.png [View same] [iqdb] [saucenao] [google]
6371509

>>6371449
what character and monster?
i know it's a samsara addon at least

>> No.6371515

>>6371509
Space Seal, Corridor 7.

>> No.6371524

>>6371509
Why can't nobody ever seem to get his hair right

>> No.6371536

>>6371256
kiss psycho circus and kingpin

>> No.6371540

>>6371308
it's an abstract kind of hell

>> No.6371542

>>6371536
>kiss psycho circus
surprisingly fun when I was a kid. haven't played it since.

kiss sucks though.

>> No.6371549
File: 250 KB, 860x744, 1573291761456.png [View same] [iqdb] [saucenao] [google]
6371549

>>6371542
>kiss sucks though

>> No.6371558

>>6371542
I think they have some good songs, though I was never a megafan or anything.

>> No.6371561

>>6371549
they really couldn't play though. they hired studio musicians because they couldn't do their own overdubs.

>> No.6371563

>no ac-dc fps
I want to get off this timeline

>> No.6371571 [DELETED] 

>he plays hl1/cs 1.6 in software mode
literally poorfag cope.

>> No.6371591

>>6371549
allow me to reiterate for him:
kiss sucks and gene simmons is a fag

>> No.6371613

>>6371591
I will never recover

>> No.6371624

>>6371308
The number of 3D floors required would make any Doom port commit suicide.

>> No.6371643

>mouse lags and stutters in prBoom+
What gives? I have win 10 and use prBoom+ 2.5.1.4

>> No.6371647

>>6371624
You might have just given me an idea about silent teleporters. I'll go test some things in DBX now...

>> No.6371691
File: 27 KB, 512x239, nNl5vEf_jcAd9dSEwia-rL3EJnJNT1Wz70uKRceHf6fmkgnyWfhN4f4mvMRbTrYFYXJxwSjkDZtW3dmh0x6nwQjWJ3CYsJdT35uBRKudEmxku9DVhnO1Nrb0pP-W2BAuUAsDI9gBIJxBwhMVOL5UsN2iC6FRjyw.jpg [View same] [iqdb] [saucenao] [google]
6371691

Another day procanistating without even open Trenchbroom

>> No.6371694

>>6371691
> procrastinating on quake mapping
you either get to work or you get the shaft

>> No.6371715 [SPOILER] 
File: 250 KB, 1898x2274, 1587857598991.jpg [View same] [iqdb] [saucenao] [google]
6371715

>>6371691
based

>> No.6371716

>>6371691
>open trenchbroom
>close it and install need for speed porsche on windows 10
I don't even know how that happens

>> No.6371735

>>6371591
Not gonna contest that, because I really don't know enough about them to say they're not. I know they whore their brand like crazy for merchandise, and they tried that awkward glam rebranding with new costumes in the 80s.
All that said, I still think they have a couple of decent and even good songs, don't know how much of that was written and performed by them, but it has their name on them.

>>6371308
That's almost an interesting idea just for all those impossibly tall monolith stone structures (assuming you styled them right), but I suspect the layout wouldn't lend itself to any kind of worthwhile gameplay.
I assume a lot of those monstrosities don't get touched in years, simply because the regions have been completely strip-mined and there's nothing left to search for.

>> No.6371741

so I installed the newest build of GZDoom cause I hadn't updated in like 4 years, but it reset most of the options and now I have no idea how to get everything looking right(the HUD for example is all fucked up) or to get the mouse to work right(like turning off that stupid thing where moving the mouse forward or backward also moves you in those directions in game), anyone mind giving me some help?

>> No.6371758

>>6371741
mouse options > always moselook > on
display options > screen size > 11

>> No.6371760

Is there any advantage to using TFix lite over the full version?

>> No.6371782

>>6371760
just a smaller download side for those with garbage connections.

>> No.6371813

>>6371741
just copy over your old .ini file

>> No.6371821

FUCK NO END IN SIGHT AND FUCK NETHERWORLD CITADEL HOLY SHIT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.6371824

>>6371821
What's wrong with No End in Sight?

>> No.6371835

>>6371824
There's no end in sight.

>> No.6371836

>>6371210
Samsara but for either blood or DUKE3D

>> No.6371837
File: 5 KB, 236x199, 1474438286029.jpg [View same] [iqdb] [saucenao] [google]
6371837

>>6371274

>> No.6371851

>>6371836
Why wasn't Caleb ever included in Samsara?

>> No.6371857
File: 1.56 MB, 3840x1020, Doom Display Options.png [View same] [iqdb] [saucenao] [google]
6371857

>>6371741
Mess around with scaling options in HUD options menu. I'm at 1920x1080 and I use pic related.

>> No.6371865
File: 24 KB, 632x467, 1298418245264.jpg [View same] [iqdb] [saucenao] [google]
6371865

>>6371347
Is this the new Rekkr episode?

>> No.6371876
File: 264 KB, 1920x1080, Screenshot_Doom_20200329_161630.png [View same] [iqdb] [saucenao] [google]
6371876

>>6371423

>> No.6371880

>>6371835
maybe you need glasses

>> No.6371885

anyone here excited for diabotical? I missed the closed beta, was it any good

>> No.6371905
File: 3.13 MB, 4000x2250, IMG_20200425_223133.jpg [View same] [iqdb] [saucenao] [google]
6371905

What a easy stage for plutonia

>> No.6371910

>>6371885
gameplay was alright
bugs and crashing were abundant
I didn't really enjoy playing it anymore than quake champions as far as new arena FPSs go

>> No.6371916

>>6371905
Why the fuck did you take a picture of your monitor

>> No.6371920

>>6371916
I think it's his switch

>> No.6371924

>>6371920
The Switch has a screenshot button

>> No.6371925

What's the difference between slaughter and challenge map design? I saw some dudes on doomworld make this distinction without really explaining.

>> No.6371927
File: 299 KB, 1280x1280, 1584975753546.jpg [View same] [iqdb] [saucenao] [google]
6371927

>>6371920
>doom on consoles

>> No.6371935

>>6371758
>always mouselook on
no

>>6371741
Set vertical mouse sensitivity to 0 to prevent you from moving forward/backwards with your mouse

>> No.6371940

>>6371741
>HUD all fucked up
you mean its tiny? adjust the HUD scaling

>> No.6371949

>>6371927
Switch port is pretty based now
>>6371916
It's from switch

>> No.6371950

>Map is called Impossible Mission
>It's possible to beat

>> No.6371963

Does anyone know of any decent midi converting and playing software, just for listening to? I'm interested in collecting.

>> No.6371972

>>6371950
>Map is called It's Impossible
>It's possible to beat

>> No.6371982

>>6371925
Slaughter inherently implies large enemy counts relative to the levels size. I imagine challenge maps are just maps with encounters designed to be punishing even without an excess of monsters. Like Plutonia.

>> No.6371985

>>6371963
I use xmplay with its midi plugin

>> No.6372008

>>6371851
Term said that he wasn't able to get the jumping physics accurate to how they are in Blood, which is arguably one of the things you do most in the game
He may have also said that there just wasn't a specific reason for inclusion since he didn't seem to fill any role, I don't really remember
Anyways, that ship has long-sailed

>> No.6372013

>>6372008
>Anyways, that ship has long-sailed
Moreso considering Kinsie doesn't seem very willing to brave the spaghetti code for anything beyond maintenance.

>> No.6372024
File: 5 KB, 87x73, ZTNKB2.png [View same] [iqdb] [saucenao] [google]
6372024

Manc replacement for a Spaceballs / SW themed set

>> No.6372028
File: 60 KB, 1400x807, 1586564028433.jpg [View same] [iqdb] [saucenao] [google]
6372028

>>6371927
>t.has never played DOOM on either PS1 nor N64 let alone ps3 or Xbox 360 DOOM3

>> No.6372029

>>6372028
I've never owned a console

>> No.6372030

>>6372029
Ok sure

>> No.6372035

>>6372024
>SpaceballsThe.wad

>> No.6372038

>>6372028
the Xbox 360 version with NRFTL would probably be the best console port of the original game, if it weren't for the fact that it has the extreme sound pitching always turned on

>> No.6372047

Valiant or Eviternity?

>> No.6372049

>>6372047
Valiant is far better

>> No.6372051

>>6372049
t. Skillsaw

>> No.6372074
File: 39 KB, 190x258, Mutual Console Hate.png [View same] [iqdb] [saucenao] [google]
6372074

>>6372028

>> No.6372075

>>6372051
t. Dragonfly

>> No.6372079

>>6372051
Eh, it's a rough competition between two excellent megawads, you don't have to be Skillsaw to find something you prefer in Valiant. That being said, FAR better is quite a stretch...

>> No.6372082

Making my way through the big three on Build.

So far, Shadow Warrior seems to be the weakest. It's actually kinda annoying to play.

>> No.6372091

>>6372079
Eviternity turns into a slog after like 15 maps. Pointlessly big maps with poor gameplay flow.

>> No.6372098

>>6372091
Only map19 and 32 are huge, though.

>> No.6372123

>>6371274
I like the map. I haven't played it on skill 1, but the difference between skill 2 and skill 3 feels too great. Add some more filler monsters on skill 2. I'm about to try it on skill 4 now

>> No.6372131
File: 10 KB, 228x221, images (2).jpg [View same] [iqdb] [saucenao] [google]
6372131

put morpheus666 out of his goddamn misery already

>> No.6372139

>>6372131
Who?

>> No.6372142

>>6372131
Why do you say that?

>> No.6372149

>>6372139
A DW user.

>> No.6372157
File: 111 KB, 960x540, Protip02.jpg [View same] [iqdb] [saucenao] [google]
6372157

PROTIP:
Get monsters to kill eachother to conserve ammo (and health).

>> No.6372165

>>6372149
What did he do?

>> No.6372171

>>6371813
>just copy over your old .ini file
it overwrote my old one

>>6371758
neither of those options did anything

>>6371857
well I don't think I can use Vulkan(my laptop is like 10 years old), and I've tried messing around with those settings and just can't seem to get it right

>>6371935
>Set vertical mouse sensitivity to 0 to prevent you from moving forward/backwards with your mouse
can't find that option anywhere

>>6371940
trying to but can't seem to get it right

>> No.6372206
File: 199 KB, 960x540, did_you_even_try_anon.jpg [View same] [iqdb] [saucenao] [google]
6372206

>>6372171

>> No.6372207

>>6371210
That image is fucking awesome

>> No.6372209
File: 298 KB, 377x360, 1318561250021.png [View same] [iqdb] [saucenao] [google]
6372209

>>6371274
I like the map, anon. It really comes into its own on skill 4. The difference between skill 2 and 3 is greater than the difference between skill 3 and 4, though. Maybe try replacing the Unmaker with a plasma rifle on skill 4? I would do it myself if I knew how. Slade? or DoomBuilder64?

>> No.6372216

>>6371274
Also the trap at the exit room is quite underwhelming compared to the bridge of death with the 4 cacos and the hellknight. Maybe replace the exit-room caco with a pain elemental, and put a baron directly inside the exit room itself

>> No.6372218

>>6372206
actually had no idea that was what that did

>> No.6372225

>>6371274
Ah and one more thing, replace all the pinkies with spectres on skill 4, and make spectres warp into that dark room with the mancubi and hellknights every time you press the switch, similar to how nightmare imps warp in when you press the switch

>> No.6372230
File: 2.94 MB, 800x504, 2020-04-25 21-21-29.webm [View same] [iqdb] [saucenao] [google]
6372230

>>6371865
Yeah. E4M6. I mostly skipped 4 and 5 for now. right now M4 just holds map scraps that I may or may not use. I'll probably jump around a few levels from here out.
I think this one's going to be broken into 3 acts. Beginning area that takes you to a middle area, then an end area.
One complaint I've seen is people getting lost in open levels, so I'm trying to come up with ways to prevent that with some bottlenecking or compartmentalizing. For the most part. Still trying to avoid linearity.

>> No.6372232

>>6372030
A lot of old PC gamers haven't. My dad hasn't. I think he tried Resident Evil 2 on a PS1 once.

>> No.6372248

>>6372230
Interesting colors. Is this like a heavenly realm?

>> No.6372252

>>6372047
Valiant had a better roster of new monsters. And I like that it includes a buffed chaingun.

>> No.6372253

>>6372252
Yeah I wish Eviternity had included a new chaingun to go with the buffed pistol.

>> No.6372258

>>6372248
No, that's just the colors I used for the bonus level sky texture. I'm going to change that before the end.
It's an atlantis/mu/sunken civilization thing. It's a multi-cultural type thing that existed before the war.
Some of the same cultures that you could see in the museum level.

>> No.6372286

>>6371950
>Map is called "Go Fuck Yourself"
>Map fucks you preventing you from doing so alone
wooooooooooooooow

>> No.6372291
File: 53 KB, 548x827, doom64 cut content.jpg [View same] [iqdb] [saucenao] [google]
6372291

>> No.6372305

>>6372291
So is that an archvile or what?

>> No.6372315
File: 287 KB, 1280x800, 2019-04-05-image-6.jpg [View same] [iqdb] [saucenao] [google]
6372315

>>6372258
>atlantis/mu/sunken civilization thing
Could you steal some textures from Heretic for that? I remember some "underwater" levels with lots of blue walls in it.

>> No.6372320
File: 468 KB, 1920x1080, 64archvile.jpg [View same] [iqdb] [saucenao] [google]
6372320

>>6372291

>> No.6372321

>>6372315
I'm not stealing textures for this. The closest I have is some textures I repainted for a Thief high res texture pack, and even that bothers me a little.

>> No.6372325

>>6371821
finally someone who shares my feelings. Fuck NEIS and fuck those assholes behind it.

>> No.6372329
File: 142 KB, 1440x900, Summoner.png [View same] [iqdb] [saucenao] [google]
6372329

>>6372291
That gerardo guy on DW recreated this for his Doom 64 missing monster project. It actually looks pretty good relative to the others, if not a bit less detailed, but since it'd be digitized, all those bits would vanish anyway.

>> No.6372332

>>6372325
why though

>> No.6372334
File: 391 KB, 655x645, 1587830900500.png [View same] [iqdb] [saucenao] [google]
6372334

>>6372320

>arch
>vial

>> No.6372336
File: 97 KB, 549x563, intradesting.jpg [View same] [iqdb] [saucenao] [google]
6372336

>>6372315
That screen looks pretty cool desu. What port is that? Is Heretic the game that's basically a series of switchhunts, though?

>> No.6372337

>>6372336
You're thinking of Hexen, Heretic is Doom but fantasy with some new weapons, tweaks to damage rolls, and an inventory system
Fantastic art direction too

>> No.6372341

>>6372336
p sure it's just gzdoom with a heretic AI upscale texture pack.

>> No.6372346

>>6372291
My very first reaction to seeing a female arch-vile was NOPE, but if the sounds are done right, it could actually be even cooler than the original. A high-pitched shriek as an alert sound, and some hellish witch pain and death sounds would be ebin. I feel like I've heard a sound that would be suitable for a death sound but I don't have a link. She'd have to be flat-chested, though, to come across as emaciated and corpse-like

>> No.6372347

>>6372337
Tweaked damage rolls? You sure? It always seemed to me that the RNG was about as extreme or worse as Doom's. For example it takes 3-6 crossbow shots to kill the axe knights.

>> No.6372350

>>6372347
Hence why I say tweaked, it's noticeably different from Doom's damage rolls. Dicerolls are fucking wild in Heretic.

>> No.6372371

OpenGL or D3D?.

>> No.6372373

>>6372346
I got it! I was thinking of Infested Kerrigan from Brood War
https://www.youtube.com/watch?v=VA308PjYn6Y

>> No.6372375

>>6372347
looking at the source code:

> staff: 5-20, picks between the two at complete random
> wand: 7-14, also full random
> gauntlets: d8 on melee, whereas doom does d10
> crossbow: normal d8, same as doom
> dragon claw: same doom d8, but hitscan
aside from certain attacks doing less damage against bosses, and the powered mace instakilling non-bosses, all the rest use the same damage calcuation/ randomization as doom
though a lot of the base damage are rather low, and heretic enemies generally have more health than doom monsters

and in the mace code
> return TELEFRAG_DAMAGE; // Something's gonna die

>> No.6372425
File: 576 KB, 1920x1080, Screenshot_Doom_20200426_023307.png [View same] [iqdb] [saucenao] [google]
6372425

This level is my worst nightmare

>> No.6372431
File: 430 KB, 1920x1080, Screenshot_Doom_20200426_024132.png [View same] [iqdb] [saucenao] [google]
6372431

>>6372425
FUCK IT GOT WORSE

>> No.6372432

>>6371949
how

>> No.6372434

>>6372082
Not Redneck?

>> No.6372438

>>6372431
which map is this? i played it before but i forgot

>> No.6372442

>>6372434
>big three
I don't think redneck counts

>> No.6372446

>>6372425
FUCK FUCK FUCK FUCK

>> No.6372447

>>6372438
"200 Megahurts"

>> No.6372452
File: 5 KB, 556x556, PlasmaHistogram.png [View same] [iqdb] [saucenao] [google]
6372452

>>6371348
Yes, for example some numbers in the table appear multiple times, while some don't appear at all, aslo many guns sequentially call several numbers in a row (like SG and SSG) which limits the actual combnation of rolls they can have.
All this means is that certain numbers have higher chance of appearing since they are in the table several times.
In GZDoom's RNG there are all rolls in-between are possible, and there's no numbers that have higher weight than others.
Picrelated is an example of damage probabilities for plasma in Vanilla.
As you can see there's a better chance at dealing 15 or 25 damage than dealing 20.
In GZDoom that chance is even.

>> No.6372456

>>6372434
Redneck Rampage may appear to belong with the big 3 due to its prominent humor and representationalist locales, but its a huge step down in quality.
Powerslave (DOS) is a vastly superior Build game. The combat is just decent but it has some of the best level design of any 90s fps.

>> No.6372457

>>6372447
i thought that was pale monument from sunder

>> No.6372461

>>6372456
>but its a huge step down in quality.
Eh. From Shadow Warrior it's a slight step down in quality, maybe.

>> No.6372469

>>6372347
Wand, Crossbow, Claw and Phoenix rod are slightly more powerful than Pistol, SG, Chaingun and RL respectively, on the other hand Hellstaff is much weaker than Plasmagun, only a bit stronger than Claw/Chaingun
There's no SSG-type gun.
But you have to take in mind that all these weapons have powered up modes, and there are plenty of Tomes of Power that scattered around the levels, and you can bring one across the level. Many people neglect to use them when situation arises for some reason. Powered Claw for example can easily obliterate crowds of enemies, and powered Gauntlets can allow you to tank through almost anything.
Also there are bombs and Morph Ovum.

Heretic's enemies are beefier than Doom's however they do not approach the sponge level of Barons of Hell. Even the miniboss Iron Lich can be taken out in just 3 Phoenix blasts.

Overall I don'
t find Heretic's enemy/weapon composition to be worse than that of Doom in terms of fighting enjoyment. Also their behaviour is somewhat more intersting - the Disciples of D'Sparil (the caco equivalent) shoot spreadshots and blink, and miniboss Iron Liches/Maulotaur attack patterns are more engaging than anything Doom has.

>> No.6372472

>>6372461
SW is much more enjoyable to play than RR with its super shitty hitboxes.

>> No.6372474

>>6371343
zdoom and gzdoom still use a deterministic PRNG, which is still the reason their demo and netplay features work at all, and why doing the same things after reloading from a save will get you the exact same behavior and the exact same damage values every time
it's just the PRNG used in them is more sophisticated than "pull this number from a table", so you get a much more even distribution

the other guy saying that zdoom and gzdoom netplay directly syncs actors is dead wrong, it still works through sending inputs, as checking NetUpdate() in d_net.cpp would verify

>> No.6372481

>>6371210
Hey guys, I have a question regarding a glitch in System Shock that's useful for speedrunning.

It is demonstrated here at the timestamp in the video
https://youtu.be/bSxXbcQwbFI?t=242

According to them, the idea is that you run into a door while crouching, uncrouch, and then save when you get right next to the door. When you save, the head clips through, allowing you to fully clip through the door. I've been trying to pull this off but so far I've been unsuccessful. Anyone here manage to pull it off? If so, could you give more details on the sequence of inputs/timing? I haven't been able to find any info online except for that SGDQ run.

>> No.6372515

>>6372461
Shadow Warrior has some flaws but its still way better. RR looks ugly as sin (everything is a shitty photo or 3d model rip), the enemies are annoying (both in design and in spouting lines), and the level design is a confusing mess (they literally have tiny identical black keys to open unmarked doors).
And dont forget that fucking sewer level. That was truly one of the least pleasant maps in all of mainstream FPS history.

>> No.6372563
File: 100 KB, 96x96, doomguy smile.gif [View same] [iqdb] [saucenao] [google]
6372563

>>6371509
>brown eyes
stop making this mistake
>>6371524
it looks correct to me

>> No.6372645

>>6371821
>>6372325
You guys are shitters

>> No.6372665

I made a playthrough video of the first map of 100 minutes of /vr/.
https://www.youtube.com/watch?v=OYtm0LUTECc
Pls no bully, I have a thick accent, I was struggling with the recording setup, but the volume and clarity still feels wrong, keyboard and mouse can be heard occasionally, and I used like 10 different renderers, but most of them messed up the video really bad. This one produced the best results. Honestly, this is very embarassing, but I did my best.

>> No.6372709
File: 111 KB, 952x898, 1587311353341.jpg [View same] [iqdb] [saucenao] [google]
6372709

>>6371308
>In October 2015, the server was reported to take up over 800 gigabytes of storage and cost $90 a month to maintain.[8] As of April 2020, this has increased to 7,468 gigabytes from over 456,213 unique players, according to the server's owner.[9]

>> No.6372742

Does plutonia's difficulty peak at the twilight? (map15)

>> No.6372746
File: 143 KB, 640x626, 12.jpg [View same] [iqdb] [saucenao] [google]
6372746

>>6371316
longest running anarchy minecraft server. it's very interesting. I never liked minecraft much but here's a few things about the server I found out.
>people do a sort of "version archaeology". Because of updates, the further away you get from spawn the more modern the terrain gen and items/blocks. So people can date things.
>players almost always are using cheats, xray etc.
>because everyone cheats there's a weird stalemate/balance to the pvp
>there's unique relics due to people exploiting old bugs that don't exist anymore. Things like unique godswords.
>the aim of the game for most players is to make large elaborate bases and structures and not get them griefed, the more elaborate and longer lasting bases are seen as desirable to grief and generate a sort of kudos.
>there's bases that have been around for years that people have never found, some active and some forgotten.
or my favourite
>there's a clan who make canals and their entire modus operandi is to make, repair and defend transport infrastructure. There's been wars fought over this shit with some clans constantly trying to destroy their work and other clans coming to their aid.
It's like something out of the battletech universe, it cracks me up

>> No.6372760

>>6371437
unlikely, there's no standard platform or anything for releasing wads so everyone does shit differently

>> No.6372767

>>6372742
Go 2 It is harder, but I think The Twilight is the biggeset difficulty spike compared to what had come previous.

>> No.6372769

>>6372665
Hello, decino's brother whom he keeps locked in the basement

>> No.6372775

so I found out the Doom novels from the 90's are available in ebook format on Amazon, got me wondering if I should buy them and give them a read when I next get paid

unless someone around here has copies they might be willing to share

>> No.6372784

I love the Egypt level in Duke Nukem World Tour.

>> No.6372791

>>6372775
The novels are in one of the megas in the OP. Just saying.
I'm gonna read them just out of morbid curiosity.

>> No.6372796
File: 61 KB, 1280x720, 329.jpg [View same] [iqdb] [saucenao] [google]
6372796

>>6371274

>>6371501
>>6372123
>>6372209
>>6372216
>>6372225
Thanks anons, I've updated the map with ideas you've mentioned. There are some minor lighting tweaks and bugfixes too. I've decided to just replace the Unmaker with the Plasma Rifle on all skills. Skill 2 should be just a little bit more difficult now, skill 3 is the same except the Plasma Rifle change and more ammo since it deals less damage. And skill 4 has all the suggestions added.

https://www.dropbox.com/s/y116e37hzc6c5v7/Desolate%20v1.1.7z?dl=0

>> No.6372801

>>6372232
desu I think you're really missing out on videogames if you don't play both PC games and console games.

>> No.6372808

>>6372801
I never did own a console myself as a kid. It seemed redundant both to me and my parents. So I missed out on a lot of games. And now I am too old to buy myself a console, just so I can play some exclusive.

>> No.6372816

>>6372808
Just emulate, dude.
Buy a decent USB gamepad, and then get some emulators for NES, Gameboy, SNES, and Genesis, super easy to get into. Back when I was a kid in the early 2000s, emulating old 8-bit and 16-bit games was considered one of the really big perks of a PC, everyone did it, because it was just piles of free and (usually good) games.

>> No.6372821
File: 2.99 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6372821

>>6372425

>> No.6372826

>>6371274
what editor did you use to make this?

i noticed when i try to load beta64.wad in the new port it will crash, but desolate.wad and jdagenet_wretched.wad will work just fine in the new port

>> No.6372827

>>6372816
Well, you can't emulate current gen games.
I really want to play FF VII Remake, because it looks dope. But I refuse to buy Playstation just for this game.
As for emulation I only recently started beating Metroid series. It's fun as fuck. I wish I played Super Metroid as a kid.

>> No.6372852

>>6372827
>I really want to play FF VII Remake, because it looks dope. But I refuse to buy Playstation just for this game.
Just watch the cutscenes on youtube. They padded the game with pointless dull fetch quests to justify having Disc 1 be Midgar only.

>> No.6372882

Is there any "minimal starter pack" for Eduke32? I'd like to experiment with the engine for a potential future project, but I don't have my Duke data on this machine (plus it would be easier to play around with placeholders than to strip down the full game).

>> No.6372883
File: 118 KB, 960x540, desolate.jpg [View same] [iqdb] [saucenao] [google]
6372883

>>6372796
this version is the same as the original :(

I might as well beat it again while I'm still here. I noticed a way that you can "cheese" the three hellknights trap in the starting room - if you never fire a shot from within the starting room once the first hellknight warps in, the other two hellknights will not warp in. So you use the cacodemon and imps to infight and weaken the first hellknight, then run into the room where the cacodemon spawns, and from there you can kill the first hellknight without alerting the other two hellknights. Same thing when the arachnotron+hellknight warp in: you let them infight, then kill the winner from the second room, and hellknights 2 and 3 will never warp in

>> No.6372947
File: 217 KB, 1573x618, d64demosfeelgoodinside.jpg [View same] [iqdb] [saucenao] [google]
6372947

Damnit! I can record demos in Doom64EX but not the new Steam port >:(

>> No.6372949
File: 639 KB, 1366x768, shot000.png [View same] [iqdb] [saucenao] [google]
6372949

>>6372796

>>6372883
Oh god oh fuck I'm sorry, I accidentally put the old version in the folder. Uploaded again, thanks for noticing the thing with the Hell Knights, I will leave the way to cheese the fight but I added a crusher to kill them near the end of the level if you accidentally somehow miss them.

https://www.dropbox.com/s/4i01os0bbby9ayz/Desolate%20v1.1%20for%20real%20this%20time.7z?dl=0

>>6372826
Doom Builder 64
The main issue with adding maps to the new port right now is that you just can't add new textures, at least I couldn't. I tried adding new music too but while it worked in the new port it crashed in Doom 64 EX. Beta 64 adds new textures and there are many other differences between how the wads are built internally and what is allowed which makes some stuff incompatible in one of the ports.

>> No.6372958
File: 268 KB, 546x546, 1586755019563.gif [View same] [iqdb] [saucenao] [google]
6372958

I want to play some Doom and Heretic and since today's Alien day the Aliens mappack for Doom. Should I buy them on Steam? Can I use a controller with that version? What about wads? I fear the modded community releases have more options to play than the retail version. Does it even make sense to buy these titles nowadays?

>> No.6372989

>>6372958
>Should I buy them on Steam?
They're free in the OP
>Can I use a controller
Keyboard+mouse or GTFO

>> No.6372990

>>6372958
>Should I buy them on Steam?
No, just buy Karmack a pizza if you really care so much about giving money to the devs.
>Can I use a controller with that version?
Why would you play FPS with controller?
>What about wads?
>I fear the modded community releases have more options to play than the retail version.
Community was honing their skills for quarter a century, what do you think?
>Does it even make sense to buy these titles nowadays?
None of the original devs are working in id, so no.

>> No.6373002

>>6372989
>>6372990
Thanks, anons!

>> No.6373016

What are some good weebo/jap cyberpunk wads?

>> No.6373018

>>6372958
>Should I buy them on Steam?
None of the original devs would ever be seeing that money, so just look to the OP to get the games.

Also, all of Doom's important assets are contained inside a single file that doesn't have to be modified. Fan-made content like maps and gameplay mods are likewise contained in their own separate files for the most part, and you can use a source port to play the game like it was in '93 or go with something more modern. So whether you actually buy or pirate doesn't matter on a technical level at this point.

>> No.6373020

>>6373016
demonsteele

>> No.6373035

>>6372958
Doom on Steam is literally the original game running in dosbox. It's as vanilla as it gets, for better or worse. The game doesn't have steamworks or anything of the sort which means you can replace the dosbox exe with gzdoom or whatever other sourceport and Steam will still track your gameplay time. Heretic is probably the same deal. You can play with a controller using gzdoom, not sure about other sourceports.

>> No.6373051

>>6372171
Post a screenshot of what it looks like, you probably just need to tweak scaling options. OpenGL will work fine if you don't have Vulkan support.

>> No.6373054

>>6372291
Boner, no. It is a ruse.

>> No.6373058
File: 397 KB, 1365x768, Look at my works, ye Mighty, and despair!.png [View same] [iqdb] [saucenao] [google]
6373058

>>6373016
Maps:
Diabolous Ex.
Cool Skies 2 Which will never come out, because it is me who is making it.

Mods:
Final Doomer JPCP weapons set.
Lithium.

>> No.6373061
File: 82 KB, 486x576, vileguy.jpg [View same] [iqdb] [saucenao] [google]
6373061

>>6372291
I like the pseudo-Giger theme, but I ultimately think the classic Vile is much scarier, he just looks like a huge and mutated, really just barely human looking corpse.

>> No.6373068

>>6371509
So, in this new batshit insane continuity is Doom Slayer still a grandson of BJ Blazkowicz? Asking for a friend.

>> No.6373101

>>6373068
Great Grandson and supposedly. I don't think they've said otherwise yet. Commander Keen is the Grandson of BJ and Doomguy is his son. Poor Doomslayer finding all those Commander Keen skulls in each game.

>> No.6373131

>>6373101
I am feeling Doomguy would be more traumatized that he's related to those two idiots from Youngblood. That would really shake my resolve.

>> No.6373149

>>6373068
>>6373101
Always disliked those ideas.

>> No.6373150

Just finished Hexen and Deathkings on hard. Thought I'd completed Deathkings already in the past but turns out I only played the first hub. Only had to look at a walkthrough once(!).

Any good custom Hexen map sets you'd recommend?

>> No.6373183
File: 29 KB, 465x437, 1583093242164.jpg [View same] [iqdb] [saucenao] [google]
6373183

>>6372949
ANON - you have GOT to check out how good this level looks in this demo
> https://anonfile.com/9db4Dft4o7/DesolateDemoByAnon01_lmp
I recorded it in D64EX, so you have to play it back in EX as well, because the two source ports handle movement differently so demos desync. Use the launcher and type the commands "-file desolate.wad -playdemo desolatedemobyanon01". You probably know all this but I'm typing it just in case.

I'm starting to think it might just be better to fight the three hellknights in the starting room instead of avoiding it, but in this demo I use my strategy where I avoid alerting the 2nd and 3rd hellknights

>> No.6373186

>>6372515
>And dont forget that fucking sewer level
That, and the keys are the two things I agree with. The level design isn't that bad.

>> No.6373208

Can the new D64 episode be played in regular Doom64 EX? If so, is there a download for the episode anywhere?

>> No.6373279

>>6371210
I went to a general on /vg/ that was nudoom merged with /arena/ about 3 or 4 weeks ago. Many are still very thirsty, but why all the posts there consisting of just HUH?

>> No.6373280
File: 4 KB, 219x276, Arch Vial.png [View same] [iqdb] [saucenao] [google]
6373280

>>6372334
This is what happens when you don't get 100% Item completion, kids.

>> No.6373286

>>6373280
rofl

new corruption cards card: health and armor bonuses are guarded by archviles

>> No.6373292

https://www.youtube.com/watch?v=2fL1t3G7J1o

>> No.6373298

>>6373292
> e1m1
> rocket launcher secret
> map02 music

>> No.6373305

>>6373292
I unironically like this song from Viper https://www.youtube.com/watch?v=eFkKMrDTvM0

>> No.6373318

>>6373183
Fuck, I can't get the demo to work, is your Doom 64 EX version 2.5? I keep getting the mismatched demo header error.

>> No.6373335

>>6373318
Shit I dunno, I use the one I got from the link in the OP. I'll download the official version from the website (I think it was last updated 2014?) and see if my demo works there

>> No.6373346

>>6373318
Damnit, I downloaded the D64EX version from the official website and my demo doesn't work on it. I will record a new demo then, and I'll start using this version of D64EX from now on.

I was gonna link you to the version of Doom64 that I found in the OP but I found more than one, so instead of downloading them all and seeing which one it it was, I'll just record a new demo

>> No.6373358

>>6373346
You don't have to, I've found the right version and I'm watching it right now.

>> No.6373370

>>6373292
Is this a nigger Pistoletov?

>> No.6373385

>>6373346
>>6373358
Very nice run anon, you found some interesting bugs such as the Arachnotron blocking the "garage door" from closing at the blue key fight and the raised wall trapping a Hell Knight. I don't think the first one really breaks anything, and the second one i don't know how to fix except maybe raising the ceiling so the Hell Knight can move? But it still would trap a Mancubus or an Arachnotron.

>> No.6373409
File: 450 KB, 1365x768, Screenshot_Doom_20200426_235702.png [View same] [iqdb] [saucenao] [google]
6373409

So, instead of modifying MAP01 from my previous project, I decided to remake it from scratch. Polyobjects are way easier to work with than I expected, though portals and 3D floors are giving me some trouble.

>> No.6373429

>>6373409
What weapon wad?

>> No.6373439

>>6373429
It's going to be a partial conversion, so I'm making my own weapons out of ruins of my failed Heretic weapon mod.

>> No.6373443

>>6373358
Whew, which version was it? For some reason, I cannot turn left or right with my mouse in this new version I downloaded!

>>6373385
TY, nice level anon :) I had a lot of fun grinding it. I beat it on skill 2 and 3 first so I knew my way around and I was grinding on skill 4 for a while to achieve that run.Sadly you cannot see my HUD in the demo so you can't see that I was saving the berserk for when I needed it and the Baron hit me REALLY hard so that's why I ran to grab the berserk when I did

>> No.6373445

Whats your favorite gun in retro FPSs?
I always like ice weapons, so duke nukems freezethrower is probably my favorite

>> No.6373450

>>6373443
Nevermind, 1 second internet search and I found out how to fix the mouse issue

>> No.6373471

>>6373445
I may be a complete retard, but I almost never use freeze thrower in D3D. I guess I don't know how to use it efficiently. I guess most D3D guns are is too gimmicky for me. Devastator is fun, but runs out of ammo very quickly, shrinking ray sometimes refuses to work because of weird collision detection, pipebombs are pretty situational and freezethrower takes a bit too long to kill a more powerful enemy. I caught myself using shotgun, RL and chaingun almost exclusively even in later episodes.
As for the question - either laser/plasma weapons or chainguns. Is there any FPS that has laser chainguns? All I can think of is Fallout 1/2.

>> No.6373475

>>6373445
Shadow Warrior grenade launcher. I fucking love grenade launchers, and this one is fine specimen indeed.

>> No.6373487

>>6373445
Q1 rocket launcher desu

>> No.6373495

>>6373016
Any map by zanieon :^)

>> No.6373523

>>6372291
i like to imagine this could be a succubus in doom, where even those were cyber in some way

>> No.6373536
File: 554 KB, 1920x1080, Screenshot_Strife_20200426_133516.png [View same] [iqdb] [saucenao] [google]
6373536

>>6373445
Strife grenade launcher

>> No.6373567

>>6373150
Cyrgoth's Manor & Cyrgoth's Revenge

>> No.6373584

I'm playing Plutonia with pistol start and no saves and I have an announcement to make.
Ahem : FUCK MAP 12, FUCK MAP 15 and FUCK MAP 24.
That is all, thank you for your attention.

>> No.6373640

>>6373584
my pistol start run of Plutonia stopped at MAP26 and Ive never been able to get past it

>> No.6373661

>>6373450
>>6373443
For anyone else having the mouselook issue in EX: https://doom64ex.wordpress.com/2017/12/04/patch-for-windows-10-users/

>> No.6373681

>>6373640
I'm at MAP25 at the moment, we'll see how that goes

>> No.6373724

>>6373640
Start a new game on skill 2, warp to map 26, and beat the map on easy so that you can learn your way around the map. Then beat it on skill 3, then grind it on skill 4. If the map is EXTREMELY difficult then you might need to start on skill 1 first

>> No.6373725

>>6373640
>>6373681
I believe in you guys!

>> No.6373726

>>6373681
Good luck anon, I'm at MAP 25 and I fucking hate it.

>>6373584
Fuck map 10 and 25 too. (15 and 24 are fine though.)

>> No.6373734

>>6373724
Also, beat the map without cheating on skill 2 at least. Some time before you beat the map on skill 4, open the automap and use the IDDT cheat to reveal all the secrets, then use the IDDQD and IDCLIP cheats to visit each secret so you can use them in your UV run

>> No.6373771
File: 2.89 MB, 540x400, 2020-04-26 22-26-05.webm [View same] [iqdb] [saucenao] [google]
6373771

Hey, this is pretty cool effect. You walk into a room and it's like entirely different room now.

>> No.6373783

>>6373640
I warped to map 26 to check it out and no wonder you haven't beaten it yet - I've been wandering around for 10 minutes with no idea where to go. I dunno why you guys do this to yourselves; this isn't fun.

>> No.6373798

>>6373771
Was that a silent teleporter or instant lifts?

>> No.6373805

>>6373798
Instant lift.

>> No.6373807

>>6373805
And how do you make the steps go to different heights with that?

>> No.6373808

>>6373771
Instant lifts is a classic mapping trick, if you're creative there's actually a lot that you can do with it.

>> No.6373812

>>6373807
Made tiny sectors outside the map and joined with this ones.

>> No.6373816

>>6371210

Is Chex Quest just a meme or legitimately good game, able to withstand the comparison with Doom?

>> No.6373827

>>6373816
the 3 eps are easy but really fun
shorter too
give it a whirl, it doesn't take much time to beat

>> No.6373838

>>6373816
It's surprisingly competent, but ultimately it's intended for little kids, so it's not very challenging.

>> No.6373845

>>6373816
For a thing that was given for free in a box of cereals and made within insane time constraints, it's pretty incredible how good it is.

If you don't care about the context, it's still pretty fun and worth a look as a curiosity.

>> No.6373847

>>6373838
>>6373827
Even on Ultra-Zorchent Zorcher start no mid-level zaves?

>> No.6373861

>>6373847
Try it with Fast Monsters, I guess.

>> No.6373875

What's your favorite modded map for sheer atmosphere?

>> No.6373881
File: 55 KB, 782x557, DepthDwellersWeapons2.png [View same] [iqdb] [saucenao] [google]
6373881

>>6371210
Not really Doom related, but more related to Doom clones.
Weapons sprites i've ripped from Depth Dwellers.
Altough that game was shit i found that some weapon designs were kind of interesting even if simple.

>> No.6373893

>>6373881
A lot of that is visibly just shit they had lying around, like bolts, electric plugs, and caps for medicine bottles and what not. Are there any interesting mechanics attached to any of them?

>> No.6373898

>>6373893
Not really, no. But then again - same goes for Doom.

>> No.6373905

>>6373898
Fair enough, though the BFG is pretty esoteric in its function and gives some room for unusual tactics.

>> No.6373969

>>6373681
Me again, I've beaten it. It ain't so bad, the Hell knights room is a bit dickish. I'm glad I found the secret Megasphere.
Without spoilers, how is MAP26 of Plutonia ?

>> No.6374015

>>6373783
>>6373640
>>6373681
>>6373969
Just out of curiosity, and don't take this the wrong way - how old are you guys?

>> No.6374025

>>6374015
I was born the year Doom was released. Why do you ask tough guy?

>> No.6374026

>>6374025
Was just curious, anon
Good luck with the maps

>> No.6374030

>>6374026
Thanks m8

>> No.6374031

>>6371210

Wow it's so amazing to see a whole community WITHIN 4chan based around Doom. It's my favorite game of all time, I'm pretty much an expert on Ultimate Doom and Doom 2 at this point. I do wonder though - has anybody beaten it on Nightmare? Cause it seems like it's even harder than ultra-violent.

>> No.6374080
File: 266 KB, 816x639, switch.png [View same] [iqdb] [saucenao] [google]
6374080

I'm trying to pick a texture that plays nice with metal pillars, has a matching switch and contrasts enough with marble to draw attention to this area. But so far can't think of anything.

>> No.6374090

>>6374080

get rid of the COMPBLU and just have the marble

>> No.6374137

>>6373893
Yeah, you got it right. They really look like bolts and caps.

>> No.6374164

>>6371256
If you don't have Half-Life, download XASH 3D and try the following mods:

PARANOIA
Black Star
Residual Point & Life
Uplink
Project Quantum Leap
Edge of Darkness
C.A.G.E.D. (on Steam)
Firearms

>> No.6374171

>>6374080

The blue is interesting but I think it only works if you got some kind of machinery nearby. Replace it with the hellish glowing red/blue? Or just the glowing red things?

>> No.6374186
File: 281 KB, 816x639, switch.png [View same] [iqdb] [saucenao] [google]
6374186

>>6374171
There's a switch out of sight on top of the staircase which limits somewhat my options.

For now I settled for on brightly lit smooth marble, might switch to flesh later.

>> No.6374197

>>6373724
>>6373734
I almost forgot: make sure you're wearing purple socks and ate a breakfast of exclusively 4.37 eggs while you're doing all of this or else you're a fucking scrub.

>> No.6374248

Would you say replacing soul sphere with a berserk pack is a good idea for difference between medium and hard?

>> No.6374307

>>6374080
so Beetle, how many maps are you going to make in total? I haven't been following these past few days.

>> No.6374327

>>6374307
This is the fourth. I have also started fifth in parallel. I have also idea for 6th. Chances are this will be the point where I will decide I made enough to release "Act 1" but I also have a couple of prototypes and unfinished stuff I might incorporate into "Act 2".

>> No.6374342
File: 838 KB, 1889x834, 5.png [View same] [iqdb] [saucenao] [google]
6374342

>>6374327
meanwhile I only have one gigantic map that is about 90% finished, but it will still take a while.

>> No.6374374

>>6374342
Don't take too long, I liked that one. Rule number one of success: PRODUCE A LOT OF CONTENT FREQUENTLY.

>> No.6374376

Does Chocolate Doom faithfully replicate visplane overflow crash?

>> No.6374437

>>6374376
Yup.

>> No.6374447

>>6374437
That explains a lot.

>> No.6374453

How long do you think it'll take before we get our own board?

>> No.6374461

>>6374376
Yes, I learned this the hard way when playing through Chex Quest. In either the penultimate or last level, there's a large area of the map that can cause VPO because the map was poorly tested, and I had to do it all again.
Luckily, the game was designed for 4 year olds so I got back in about 4 minutes

>> No.6374470

>>6374453
never
these threads don’t move fast enough to warrant a whole board, and if they ever got faster, they’d be moved to /vg/, because hiro/staff probably aren’t keen on making yet another /v/ offshoot
you could probably make your own board on one of the other chans, just don’t expect anyone to come

>> No.6374471

>>6374453
Retard

>> No.6374480

How high does a pillar need to be to make sure you can't just archvile jump on it?

>> No.6374483

>>6374453
Retard

>> No.6374489

>>6374248
Highly dependant on the map. If you're ammo starved, the bezerk pack can be a godsend and better than a soulsphere. In most cases, the soulsphere will help far more, because getting the most value out the bezerk pack's healing depends on how hurt you are. Consider what condition you think the player will find themselves in, and if punching will be a useful ability.

>> No.6374493
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google]
6374493

>>6374453
Why? This is such a dumb question I want to hear your train of thought for this.

>> No.6374495

>>6374480
according to my calculation: 80

>> No.6374502
File: 149 KB, 461x346, 1567645646136.gif [View same] [iqdb] [saucenao] [google]
6374502

Duke 3D > Blood > SW

>> No.6374510

>>6373131
Hopefully BJ cheated on his wife and had another kid.

>> No.6374529

>>6374502
Very accurate. Duke 3D just does everything it wants to do right and as a result comes off as the strongest game in the "trilogy", Blood is a lot more ambitious and tries more things but ultimately didn't pull them off as well as Duke and as a result a lot of things are just kind of broken and others unpolished (like the level design for half the episodes after the first) and lastly everything about Shadow Warrior sounds good on paper, but the foundation of the game just isn't doing enough and the level design is really underwhelming compared to the other 2 games. I'd also like to say that I enjoyed Redneck Rampage a lot more than I thought I would, it's weird in the sense that everything in it is broken and janky but the level design really ties the game together and it ends up being more than the sum of its parts, if anything I'd really like to see the game get reworked to get the actual gameplay improved.

>> No.6374540

>>6374493
No reason really, just shitposting to see if ppl get indignant.

>> No.6374545

>>6374540
I appreciate the honesty, but there's better places to shitpost, anon.

>> No.6374562

>>6374540
>purposefully shitposting to see if people don't like it
I don't think you need to be Einstein to predict the result

>> No.6374575

>>6374529
I would consider putting blood on a closer level to duke 3d if it had better enemy design. I just don't think the enemies are as well designed as duke's enemies even if you can cheese a lot of them in duke with the shrinker

>> No.6374593

>>6374540
Leave. This is the last place on this shithole of a site not crawling with cancer and I want it to stay that way

>> No.6374603

>>6374575
I'd forgive Blood's enemy design more if it was a little more polished, the fact you can just negate some enemies by crouching (bloated butchers, stone gargoyles) or others will drain your health from 100 to 0 without you being able to do anything about it (hellhounds, choking hands) just reeks of the game needing a little longer development time. Duke's enemy design just feels a lot more consistent, it feels like all the enemies were carefully designed and they weren't really broken or janky outside of maybe the mini battlelords being shrinkable but only if you hit them in certain areas.

>> No.6374609

>>6374545
>>6374593
It's a slow and dull night, anons. In any case I'm back to posting on topic.

>> No.6374637

>>6374603
If cultists weren’t able to near-instantly remove 30 health the moment you peek from a corner, and all of the other monsters were retooled to be actually threatening, Blood would probably be one of my favorite games ever

>> No.6374639

>>6374502
>>6374529
I actually think Blood is the strongest in terms of weaponry (all the guns feel extremely satisfying to use, some of Duke's are kind of a slog desu) but beyond that I do like Duke better in terms of enemy design and just personal preference for the setting.

>> No.6374648

Spent a whole week compiling a modpack and ignored my job. Now that I have it finished I need to sort out all those task I should've done a week ago. I love Doom.
Gonna post pack in a few days, though, in case Doom Launcher will get an update, since it's a tiny bit bugged right now.

>> No.6374710

>>6374639
It's funny, Blood's entire arsenal looks incredibly gimmicky and unconventional at first glance, but most of it manages to still be solid yet unique. Every FPS has a shotgun or a rifle, but how many have voodoo staves and aerosol cans?

>> No.6374717

Finally finished plutonia, lightspeed is the hardest stage by some margin.

>> No.6374719

I'm trying to get gzdoom to work on my raspberry pi4. I have it installed and all, and can play, but the changes I make to the settings (display, controls, etc.) are never saved. It also crashes with fatal error when I exit out.

Running gzdoom 3.4.1

>> No.6374738

>>6373471
The Hyperblaster from Quake 2 is kind of a laser chaingun.

>> No.6374743

>>6373771
>>6373798
>>6373805
>>6373808
I'm familiar with silent teleporters, but how do instant lifts work?

>> No.6374756
File: 79 KB, 720x720, 92713200_10163375534475187_3279021614246658048_o.jpg [View same] [iqdb] [saucenao] [google]
6374756

>> No.6374757

>>6374738
That somehow reminds me how Doom essentially has two machine gun weapons, the chaingun and plasma rifle. Obviously the balancing in that is the plasma rifle has more damage, with the trade off being you have to account for projectile travel, but what's the general game design philosophy one should have when adding two guns of the same type (two MG's, shottys, etc.)?

>> No.6374785

>>6374743
They move so fast they're instant. Work just like any other lift.

>> No.6374794

>>6374757
I think some kind of added mechanic like armor penetration vs health damage is pretty nice. In Stalker the AK 5.45×39mm did more health damage while 5.56×45mm NATO rounds did more armor penetration. 9mm hollowpoints did insane health damage but did nothing vs heavily armored enemies. You also had to take into account things like recoil as some weapons really hurt but couldn't be fired full auto at a target far away. At least I think thats how it worked last I played it was with mods and thats how it worked there.

>> No.6374804
File: 538 KB, 320x240, 8a03be694bd0e05c45734e06020032837f41807e.gif [View same] [iqdb] [saucenao] [google]
6374804

>>6372665
Mapper here, glad you enjoyed it!

>> No.6374805

>>6374757
that really depends on what kind of shooter you're making
if it's a fast paced arcade-like game, then making multiple guns of a similar style requires a different approach than a milsim like Arma or >>6374794

>> No.6374812

>>6374805
One easy way to make two MG type weapons is to make one like an assault rifle, with good accuracy but moderate damage and ROF, and make the other automatic weapon specialize in either damage and/or ROF, like a fast-firing submachine gun or something.

>> No.6374813

>>6374637
Blood still lacks the decent level design to me, if the whole game was on equal quality as the first episode, it would give Duke a run for its money, but it really peters out about halfway through and just becomes a jumble of uninteresting maps. I do think that Death Wish does a good job at providing some really great levels and if that were the actual game it would probably be on the same level as Duke.

>>6374639
I like the weaponry in both games, but Blood definitely has the higher highs in terms of weapons (the sawn-off shotgun alone would make it better), but I've never liked the hairspray (the tommy gun and dynamite do everything it does but better), the tesla rifle (it just kind of looks/sounds weak for the amount of damage it actually does) or the life leech (just doesn't do enough damage to make me want to use it). The Duke aresenal again is just more solid and consistent, nothing in there is too crazy but it's all functional and feels about right and satisfying to use except for maybe the freeezethrower and the tripmines, though the lack of alternative fires is something I definitely miss while playing it, but it's not exactly fair to hold it against Duke.

>> No.6374816

>>6372665
Fuck, I knew I forgot something, I have to include these.

>> No.6374820

>>6374756
Nice mix of the toothy and alien designs.

>> No.6374826
File: 159 KB, 1200x675, EWk_h3vXQAEic-I.jpg [View same] [iqdb] [saucenao] [google]
6374826

>>6371210

>> No.6374828
File: 148 KB, 1200x675, EWk_h3wX0AA7B0X.jpg [View same] [iqdb] [saucenao] [google]
6374828

>> No.6374829

>>6374826
>>6374828

moar

>> No.6374831

>>6374828
Reminds me of Hellraiser somehow

>> No.6374843

>>6374813
the aerosol can is basically just for killing zombies & spiders without using up your good ammo

>> No.6374860

What are some good levels/wads for Demonsteele?

>> No.6374863

>>6374860
Scythe 2 was used by Term himself to test it, IIRC.

>> No.6374868

>>6374843
I suppose, but I love launching zombies up with a double-barreled shotgun blast. If you angle it up a little bit you can really get some distance on those guys.

>> No.6374885

>>6374868
also, if you hit them just right, you can decapitate the zombies with the shotgun.

>> No.6374904

>>6374756
reverse image search gives nothing, is there more to this?

>> No.6374910

>>6374757
The weapons need to fit distinct roles. All Doom's weapons have attributes that make them useful in some situations and near worthless in others.

Shared ammunition pools are a good way of of forcing the player to choose between ways of spending their resources. It's kind of a shame that the SSG, chaingun and BFG tend to be more useful in most situations than their counterparts.

>> No.6374916

>>6374756
Wow, Satanic Infestation is looking great.

>> No.6374917

>>6374826
>>6374828
Is this part of Refracted Reality?

>> No.6374973

As a modding newbie, Doom 4 Vanilla has really put a fresh coat of paint on Doom 2. I'm actually afraid of pinkies and imps

>> No.6374978

>>6374910
Personally, I only whip out the SSG for enemies that actually need it. Cacos or higher threats

>> No.6375030 [DELETED] 
File: 1.10 MB, 1920x1080, 643.jpg [View same] [iqdb] [saucenao] [google]
6375030

I didn't like Doom 16 when I played about an hour of it when it came out, but I could never really put my finger on why.
Does anyone with some unfavorable opinions of it have some more concrete criticisms of it?

>> No.6375031

>>6374910
its not that they are more effective
its that they are (under most circumstances) more efficient

>> No.6375032

>>6375030
Nothing concrete, but the visuals always throws me off for some reason. It feels too busy to the point it becomes distracting and hard to focus on the gameplay.

>> No.6375042

>>6375032
One thing I think that offput me was the level design being really uninteresting. Maybe it got better as the game progressed, but that and other things I never was able to quantify made me just give up on it.

>> No.6375045

>>6375030
i had the same problem, it just didn't grab me the first time

i revisited it a year later after having come to terms with the fact that it plays nothing like doom and had a great time

>> No.6375054

>>6375030
One part of me wants to type out an essay with every complaint I have but I've already done that in these threads too many times. I'll just say I hate the tiny as fuck combat arenas where you don't get much room to actually run around. If you look at an arena it looks big on paper, but its actually a series of small platforms you jump around on. You MUST be facing the object you want to climb on top. Enemies are always crawling around so they're annoying to shoot and you can't keep track of them. Also I absolutely hate how things get animated these days. Imps don't keep their center of mass constant so shooting at one can lead to lots of randomly missed shots when it feels so strongly you should have hit it.

Now I sorta want to dig in the archives for the one old thread where tons of people gave some pretty long well thought out responses. At least to make a screenshot to throw in Gmanlives' face so he can stop saying "I went online and couldn't find aaaaaaany reason why this game isn't objectively the most perfect thing to ever happen." When he just shitposts on twitter all day

>> No.6375059

>>6374910
Plasma Rifle is unjustly slept on just because the BFG has bigger theoretical numbers. It's a fantastic weapon for nearly every situation.

>> No.6375062

>>6375059
It's definitely the best long range weapon against stationary targets.

>> No.6375063

>>6375059
I agree completely. Part of a designer's job is to incentivise players to make fun choices (like using the BBBBBBWANG rifle), but the BFG is just so efficient in its ammo in/damage out ratio that not saving your plasma for it becomes too sub-optimal.

>> No.6375073

>>6375030
It's slow and the color palettes are super dull, and I fucking hate the music and seeing people praise it. Eternal thankfully fixes all the gameplay-related issues, but the music is just as shitty.

>> No.6375076

>>6375030
I actually tried to play through but I got bored so I dropped it after the factory level (level 3 I think.)

Here's my (poorly presented) criticism:
>I played it on Ultraviolence and it was completely mindless and boring. Combat was trivial and to remain safe, I only had to press the awesome button whenever I got to low health (which IIRC was easy to avoid just by doing cycles in the ~skateparks~.)
>No matter what people say, glory kills absolutely do make the game worse even if you don't use them because damage values are tuned to allow you to put monsters in stagger range as frequently as possible. As a result you end up with the shotgun not killing the imps in one shot even at close range, which means you need to finish them off with another shot or a melee attack (and since after one shot they're not a threat, this is just cleanup instead of a challenge, and it really does hurt the game's pacing.)
>The monster number cap could be felt even at the very beginning, and it's way too low.
>I also found the mini-cutscenes insulting and aggravating (not just the glory kills, but things like being stuck in the room while the game's villain talks, or the game removing control to show you the fucking machinery rotating after you press a button in level 1 or 2.)
>The movement is also bad: it's slow and I find that having "free" vertical navigation defeats the point of arena navigation (mantling with the faster mantling rune basically means any vertical level you can mantle to is "your" level)
>The visuals were uninspired, and the colour choice was visually tiring and unpleasant to me (admittedly this is subjective.)
The guns I got also sounded really weak (and IIRC the sound design is really poor). I tried to play it on Nightmare but I lowered it at the first or second arena because IIRC it doubles the total number of monsters you have to kill per arena.

I also think this video has a lot of valid points: https://www.youtube.com/watch?v=9scguKZSS-U

>> No.6375112

>>6375076

desu anon about 3/4 of these criticisms seem to have less to do with the game itself and more with you being a crybaby

>> No.6375125

>>6375030
What I dislike about this game (and its sequel) is that they have essentially infinite resources. If you're low on health or ammo, a nearby monster will always be a source of those. Any mistake can be amended, it doesn't have any lasting impact or change how you approach the rest of the fight or a level. That's not what classic FPS games do, and I hate that.
Also the arenas are blatantly too restrictive, but I personally don't mind that too much, as Serious Sam might be a serious contender for Doom in my heart.

>> No.6375132

>>6375030
It feels more like Hotline Miami than a retro FPS (activate thing, kill bad guys, move to other thing, activate, rinse and repeat). Conveniently, I liked Hotline Miami so I didn't mind '16, but it could play a part on why you didn't enjoy certain aspects of the game.

>> No.6375136

>>6375112
no matter what way I try to look at his list and think about what constitutes the 3/4 of crybabyness, it all makes it sound like you bought into the hype and will refuse to say anything but "git gud lol"

>> No.6375148
File: 260 KB, 598x354, AnnoyingManchild.png [View same] [iqdb] [saucenao] [google]
6375148

>>6375112
I found him!

>> No.6375151

>>6375030
Someone is going to jump at me for this but Eternal exists and is better in every conceivable way. 2016 had nonexistent balance and enemy hierarchy was completely absent, the visuals were boring and one-note and just about nothing about the game demanded respect, did anything to grab your attention or had you think your way out of an unfavorable situation. The whole thing was just a mindless romp that saw you jumping back and forth two locations at random, and how people refer to its simplistic nature as a positive trait is baffling to me. The game TRIED to pose a challenge several times throughout but it never quite figured out how.

It's funny how I didn't mind any of these glaring issues at the time of playing (or rather, I just ignored them for the sake of my own time with it) but looking back, 2016 is way flawed for me to go back to. Perhaps when Doom 6 or whatever the fuck it's called comes out I'll look back on Eternal and skew my views on it the same exact way, but for now my opinion is that it is what 2016 should've been.

>> No.6375156

>>6375151
>2016 had nonexistent balance and enemy hierarchy was completely absent, the visuals were boring and one-note and just about nothing about the game demanded respect, did anything to grab your attention or had you think your way out of an unfavorable situation. The whole thing was just a mindless romp that saw you jumping back and forth two locations at random, and how people refer to its simplistic nature as a positive trait is baffling to me. The game TRIED to pose a challenge several times throughout but it never quite figured out how.
And how does Eternal succeed where 2016 failed in all this?

>> No.6375169

>>6375156
By taking things like ammo availability, weapon self damage, TTK efficiency and meaningful target prioritization into account (all pillars from classic Doom design) into account. I don't think 2016 ever made its heavy tier enemies feel like anything other than target practice dummies by comparison. In Eternal you are encouraged to wipe out the fodder before you tackle the heavies, dodge in and out, or play it safely and disable the weakspots, and then dispatch the trash.

>> No.6375171

>>6375030
I think 2016/Eternal are fun in their own way, but the whole "must kill all/specific enemies in room to unlock door to progress" does get tiring after a while.
Like, I think its a valid form of arena design, I just think it works better when its reserved for the rare Boss-style encounter, rather than something you experience multiple times per level.
I prefer what Classic Doom pwads often do with arena fights, in that you don't actually need to kill everything in the room, but instead often need to scramble for a key/switch in the area, or wait a set amount of time before being able to leave. Makes combat feel more about survival, rather than as a required objective.

>> No.6375183

>>6375030
It starts off kinda slow cause you only have 2 weapons (excluding the shitty pistol). It gets better as it progresses and the combat peaks once you get the gauss canon.

>> No.6375186

>>6375076
The shotgun is an unreliable piece of shit but you could dispatch an imp without effort in one point blank shot easily

also the stagger state is triggered upon enemy hp reaching a certain amount, it doesn't just give it an extra health bar

>> No.6375201

>>6375186
I bet that anon ran into the shifting center of mass problem described by >>6375054 without realizing it. Imps have arched backs, when they charge their attacks they shift to the side. So if you're aiming right under their head at what you think is their center of mass you're actually mostly hitting air. So at point blank he was missing half his shots and assumed he was getting a direct hit.

>> No.6375207 [DELETED] 
File: 136 KB, 838x607, cyberdemon531.jpg [View same] [iqdb] [saucenao] [google]
6375207

>tranniversary
What went wrong?

>> No.6375219

>>6375201
Not him, but I feel like that's part of what makes imps in the new games any sort of threat. They're very agile and hard to hit, and constantly run around with the ability to quickly toss a fireball while strafing. The shotgun's range and RoF struggle at longer ranges, so you need to use the HAR/Heavy Cannon to lock them down.

The imps in 2016 can get especially fucked though, with that ability they have to cling onto walls. It feels like even if you're directly hitting them while they're latched onto a surface, they survive much more damage on average than if they're running around. The fact that I never saw any imps try this in Eternal tells me they removed it.

>> No.6375224
File: 159 KB, 300x300, file.png [View same] [iqdb] [saucenao] [google]
6375224

AI enhanced ranger

>> No.6375229 [DELETED] 

>>6375207
weren't they a racist right winger who did a 180 after being banned from GDQ

>> No.6375251 [DELETED] 

>>6375030
The best way to look at it is look at what it removes from Doom:
>monster limit
>no infighting
>no level design
>in Doom most weapons had a defined purpose, Doom16 blurs the lines between weapons with upgrades
>instant weapon switching further makes every individual weapon's pros and cons irrelevant since the optimal way to play is rolling your face on the number keys firing one shot with each weapon
>no mods, mapping is severely restricted
On the flipside you get cutscenes, rip and tear memes and cinematic takedowns, three features that Doom definitely did not need.

>> No.6375256 [DELETED] 

>>6375251
>instant weapon switching further makes every individual weapon's pros and cons irrelevant since the optimal way to play is rolling your face on the number keys firing one shot with each weapon
Quake did this much better.

>> No.6375258 [DELETED] 

>>6375251
>no infighting
Eternal felt like a slap in the face in this regard. Enemies were infighting, but only until you showed up. Once Doomguy is in the picture, they forget all about their frenemies.
And then, just for a double dose of slapping, it turned out that their infighting did precisely zero damage to each other. God that was insulting.

>> No.6375262 [DELETED] 

>>6375258
I remember one retard from Russian 2ch defending the lack of infighting in Doom 4 because "hurr infighting is shit mechanic, it makes game less hardcore, game just plays by itself and you don't need to do anything to win".

>> No.6375267

>>6371308
If it's humans creating that, then I have never in my life before seen such concentrated autism.

>> No.6375276 [DELETED] 

>>6375251
And I forgot the most important part which is the actual combat. In Doom most projectiles are slow enough to be dodgeable and enemy behavior is simple, straightforward, and most importantly predictable. This means that, in addition to simply running around in circles, actively dodging projectiles and herding monsters are viable and often necessary strategies to deal with encounters, particularly in fanmade maps which expect the player to be very familiar with enemy behavior. In Doom16 monsters are more unpredictable, move around much faster, and projectiles are also generally much faster; while you would assume this makes the game more hardcore all it does is remove actively dodging and herding monsters as viable tactics in favor of just running around in circles.

>> No.6375292 [DELETED] 

>>6375262
Does that guy not realise that you can balance out mechanics by designing around them?

>> No.6375293

>>6371308
Do these buildings even have anything inside them? They all look hollow.

>> No.6375301 [DELETED] 

>>6375251
I agree most of those things suck, though the monster limit is understandable. And I'd say Doom 2016 level design (haven't played Eternal yet) is getting too much hate. The progression is usually more linear compared to original Doom, but the levels are good enough for the modern Doom gameplay, they just have a different goal. One good aspect of Doom 2016 levels is how they turn into somewhat of a collectathon with all the secrets and upgrades hidden around the map.

>> No.6375314
File: 1.88 MB, 3000x3000, ThePhilmarilion.jpg [View same] [iqdb] [saucenao] [google]
6375314

>>6375293
those are lava casts, a form of griefing

>>6375267
https://knowyourmeme.com/memes/events/the-philmarilion

>> No.6375325

>>6374743
If you use "raise/lower to highest/lowest something" but this something is in the wrong direction, it will move instantly. For example here I've got a platforms told to lower to to higest floor, but they are below the higest floor.

In a room before that I told floor to raise to the lowest ceiling but put ceiling below them to make doors that instantly disappear, but I might undo that later.

>> No.6375332 [DELETED] 

>>6375301
I'd day Eternal's level design is more linear, if follows very simple "exploration section - arena -exploration section - arena - end level" pattern. It is not neccesarily a bad thing. The game flows very well thanks to that and it's balanced well enough so you don't get fed up with one or the other. And thanks to enemies having strengths and weaknesses, all weapons serve a purpose now. You kinda have to play this rock/paper/scissors with monsters, at least on paper. Trying to pick a fight with a Doom Hunter using only a rifle is suicide. Similarly, chaingun is useless on a cybermancubus, because fucker's armor is too thick so you will just run out ammo first, and so on. And Eternal throws way, waaaay more monsters at you, so some arenas start to feel like Doom 2 maps.

>> No.6375339

>>6374757
Doom has managed to cover all niches well. The only one perhaps missing is railgun/magnum kind of high-damage slow-firing weapon. Having more than 2 in the same niche is often not fun because it blurs the distinction.

>> No.6375340 [DELETED] 

>>6375301
It feels designed by committee, which is why I don't deign it worthy of being called level design. Here's a linear path that takes you from setpiece to setpiece, with little hidden rooms here and there where you can collect a skill point and/or some lore piece. Ever played the Shadow Warrior reboot? Hard Reset? The Darkness 2? Call of Juarez Gunslinger? Literally any modern FPS that claims to be designed according to arcade and/or retro sensibilities? The design in all of them is literally the same. On the topic of lore, I remember a writer for The Darkness 2 saying in an interview that the epic backstory described in the collectibles for that game was something he slapped together in a couple days because the game was about to go gold and they needed to tick the collectible lore checkbox. It's something I think about every time I see people obsessing over every detail of nuDoom's lore, trying to find a deeper meaning to it, some grand and well thought out story behind it all when there's a very real possibility it was all hastily and apathetically written by some dude just to tick a box.

>> No.6375347

>>6375339
BFG is fairly slow firing. I'd say Doom's weapon roster is good enough as is, if anything it's already got an almost unhealthy amount of overlap, I don't think adding more weapons would be useful.

>> No.6375352

>>6375347
BFG is a room-clearer. What is absent is something slow-firing that needs precise aiming, though it's probably not that great choice for Doom.

Though tome-of-power+firemace was kinda like this.

>> No.6375356 [DELETED] 

>>6375340
>when there's a very real possibility it was all hastily and apathetically written by some dude just to tick a box.
Of course it was. The entire nu-Doom's story is a joke. And it works because everybody's in on it. FFS, some of the lore entries in Eternal would make young John Romero jizz himself. The whole point of the story is that there is no point to this story. Doomguy is just That Guy in some DM's superserious campaign.

>> No.6375359

>>6375325
Fuck yeah, this will be most useful for the map I'm working in right now.

>> No.6375363

>>6375352
Would such a weapon work well in Doom? There is this whole autoaim thing, so there is a possibility this kind of weapon would be OP. Having a railgun that autoaims and gibs powerful enemies is a bit overpowered, even taking reload speed into account.

>> No.6375370

https://twitter.com/SandyofCthulhu/status/1254555323098173440

>> No.6375371

>>6375352
>>6375363
It would make the rocket launcher irrelevant except for extremely niche cases like killing a bunch of low tier enemies blobbed together with splash damage.

>> No.6375372

>>6375370
Well, she's better at Doom than I was at that age, so there is that.

>> No.6375392

https://www.youtube.com/watch?v=QwV3uwM19EY

Sandy saved the shotgun from being scrapped. What a hero

>> No.6375398 [DELETED] 
File: 214 KB, 1280x720, shutup.jpg [View same] [iqdb] [saucenao] [google]
6375398

>>6375340
I remember being confused in 2018-19 seeing posts on other sites saying shit like "I hope there's a story reason as to why the mancubus looks different." My first thought was "Who cares? They changed it to make a callback to the original."

Then I realized people actually did care. I'm sure there's lore in video games that's actually thought out and implemented well, but seeing surface-level Youtube videos by people like Midnight or whoever, with titles like "DOOM: CACODEMON LORE ANALYSIS AND ORIGINS" just makes me laugh at this point. Motherfucker, I'll tell you what the history of the cacodemon is: Someone ripped off an illustration on a D&D book and turned it into a floating head since it'd be easier to animate.

>> No.6375408

>>6374910
normal shotgun is good for far away targets. the reduced damage output is offset by bullets actually hitting the target so ultimately you waste less ammo as if you'd try to hit enemy with SSG.

>> No.6375409 [DELETED] 

>>6375398
You've got a point, but you still annoy me.

>> No.6375410 [DELETED] 

>>6375339
>The only one perhaps missing is railgun/magnum kind of high-damage slow-firing weapon.
skulltag adds a railgun and fairly few people use it

>>6375347
bfg is more of an explosive panic button type weapon.

>>6375398
modern gamers are soulless NPCs and just do things that look human so they come up with those weird youtube videos

>> No.6375414 [DELETED] 

>>6375276
Yep, nail on the head. The enemies projectile speeds and unpredictability created situations where the optimal strategy was always 'run around, shoot where possible'. It was impossible to strategize on the fly as you do in classic doom.

>> No.6375426 [DELETED] 

>>6375414
Indeed, slow projectiles have their niche, they're more effective area denial attacks.

>> No.6375429

>>6375398
a big part of dooms charm to me is the mishmash of various sources, and how it feels connected to the real world, if that makes any sense
the guns are photos of dollar store toys, one of the wall textures is a scan of one of the dev’s knee scabs, and the enemies are a mix of being hand drawn and clay models
it all feels gritty and sharp and unrefined, whereas later doom engine games have better spritework yet feel weak

it really feels like the team was making do with what they had access to, and for lack of a better word, gives the game “soul”

>> No.6375432

>>6375429
>yet feel weak
Eh, debatable.

>> No.6375437

When does placement of hitscanners make it bad for you?

>> No.6375438 [DELETED] 

>>6375414
>It was impossible to strategize on the fly as you do in classic doom.
For all of it faults, Eternal tried to fix that and at least on paper, there is a large amount of strategizing on the fly. Mostly involving how to counter certain enemy with a certain weapon, and kill them fast, because the combat speed is faster than ever. At least you no longer have a weapon that carries you thoughout the whole game, like Gauss Rifle/SSG in 2016.

>> No.6375441

>>6375437
When there's a shitload of them and they're all surrounding me

>> No.6375445 [DELETED] 

>>6375276
>>6375414
there was a GDC postmortem thingy about Doom 2016 and the gist of their design was explicitly make the player never stop moving, because the team felt that high speed and constant movement was the cornerstone of what makes Doom fun, and have pretty simplistic AI as a result though it explicitly punishes camping the same piece of cover and will fire more projectiles and more accurately if you are staying still

you also are vastly overstating the importance of "strategy" in classic doom too, for the most part it's better to just click on demons fast then try to fuck around herding them in any sense. maybe sometimes there's "puzzle encounters" with explosive barrels but even those are relatively rare compared to normal stand-up firefights, and it's generally better in both games to isolate enemies and blast them at close range with the shotgun/ssg rather than herd them together

>>6375429
>"soul"
get the fuck out

>> No.6375446 [DELETED] 

>>6375438
>SSG upgrades let you pierce through enemies, reload near instantly, and fire twice at full power
>every enemy can melt from this except the cybermanc and maybe the baron
what were they thinking

>> No.6375451

>>6375445
I think the importance of strategy in classic doom mainly comes into play with Plutonia and pwads more than with Doom 1 and Doom 2 specifically.

>> No.6375452 [DELETED] 

>>6375446
ssg is a meme. literally. people would have flipped shit if the ssg wasnt in the game and would have flipped out even harder if it wasn't insanely powerful (despite the original ssg just being "really good" not outright OP)

>> No.6375457

>>6375408
True, but this use is undermined by the chaingun being as good or better in the same situation. The shotgun doesn't become entirely obsolete, but it gets far less usuage once the SSG and chaingun are both in the player's inventory.

>> No.6375458 [DELETED] 

>>6375446
In Eternal you can only upgrade reload speed and hook cooldown. And SSG is only really efficient at point-blank range and even on HMP that's a death sentence. So you really have to nail the mobility to be efficient with this weapon.

>> No.6375460

>>6375457
What if you have a chaingun, but no bullets?

>> No.6375461

>>6375437
Teleport ambushes where it's pretty much impossible not to get tagged at least once.

>> No.6375462

>>6375460
I mean, it is a big weapon, to zonking a zombie in the face with it should be efficient enough.

>> No.6375471
File: 2.85 MB, 540x402, 2020-04-27 13-09-34.webm [View same] [iqdb] [saucenao] [google]
6375471

Should I reshuffle monster placement here? I think it's fun even if I can't beat it today or even climb up to SSG.

>> No.6375472

>>6375437
ledges that have hidden arch-viles that'll resurrect them constantly.
I love Plutonia, but holy fuck that shit was just cruel.

>> No.6375473

>>6375437
hitscanners too far away to actually hit with your own weapons so they get infinite free damage on you. Also hitscanners obscured by opaque false walls and decorations they get to shoot through but you cant see them as you mysteriously keep taking damage and can never figure out from where.

>> No.6375481
File: 207 KB, 360x316, 1522612683046.png [View same] [iqdb] [saucenao] [google]
6375481

I just got an awful idea and I'm just curious if this has been done before
>player gets teleported directly on top of an invisibility sphere in a room filled with mancubi

>> No.6375484

>>6375481
Scythe had a similar thing with cyberdemons.

>> No.6375485 [DELETED] 

>>6375446
Don’t forget that it has a very boring altfire which lets you tighten the spread and nothing more, which reduces the only real drawback it has

>> No.6375487 [DELETED] 

>>6375446
>and fire twice at full power

while consuming 1 ammo per shot no less

>> No.6375495

>>6375481
I always thought it would be interesting to make projectile monsters always fire like you were invisible.

>> No.6375496

>>6375485
...so that's what it does. I swear, I've beaten 2016 4 times on UV and never realized that. I'm an idiot.

>> No.6375498

>>6375495
Having all monsters fire at random directions all the time would be dumb and unfun. But a singular enemy who does that is a good idea. Something like, say, a mancubus without a head could do the job and telegraph the idea to the player.

>> No.6375503

>>6375498
Sounds like the kind of thing you'd see in wads like Beyond Reality.

>> No.6375510

>>6375457
Shotgun lets you duck in and out of cover to put out more damage with less exposure. It's got its niches.

>> No.6375512

I leave for a few hours and this turns into /v/, kek

>> No.6375515

>>6375512
Can't be /v/, we're actually talking about video games and not spamming fapbait.

>> No.6375517

>>6375472
I used that trick, but with arachnotrons, to turn cyberdemon into a proper boss fight.

>> No.6375518

>>6375471
the instantaneous rising stairs and monsters look very janky, especially with the way the shells appear to be floating.
The overall gameplay of the area is pretty good, but two Archviles *might* be an exaggeration, as it might be that there's too much meat to shoot in such a small room.

Would you like a playtester for your levels? They look pretty good from your posts

>> No.6375523

>>6375510
Unless the monster is heavily resistant to pain chance, the chaingun should be able to immobilize it.

>> No.6375524

>>6375518
You mean janky as a matter of principle or in terms of placement? I used 2 arch-viles because one either is too budy resurrecting to zap, or too busy zapping to resurrect.

I have uploaded a wad with my first 3 levels on Doomworld to give some guy for playtesting: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=82928

It might be a bit tedious to play them all in one sitting though, and I will probably cut down the number of cacos on the first 2 maps, but haven't gotten around to do it yet. There's also a strange case of accidental triggering of shootable wall on level 2 causing a secret to not be secret. Balanced for pistol-starting.

>> No.6375526

>>6371256
Eradicator is great. Rebel moon/Rebel moon rising is good.

>> No.6375529

Made another short video. This time it's Map02 of 100 minutes of /vr/. Less struggling with the setup than the last time, but the audio is still not very good. I will try to do something about that.
https://www.youtube.com/watch?v=ThFkTCGzt9g
I took a look at some of the later maps, and I think I will need a lot of practice to beat them.

>> No.6375535
File: 56 KB, 640x480, Madspace_15.png [View same] [iqdb] [saucenao] [google]
6375535

>>6371256
MadSpace: To Hell and Beyond. Can't get any more obscure. It's a Russian FPS from 1997, with non-euclidean level geometry, and apparently it can be voice-controlled.

>> No.6375541

>>6371347
Nice stained window textures!

>> No.6375546

>>6372230
Goddamn i like the colors, nice job.

>> No.6375547

>>6372315
Staff sprite looks like it is AI upscaled.

>> No.6375550

>>6375510
To be honest the only real shotgun niche is "I don't want to waste two shells killing this singular imp/zombie", everything else is just reaching

>> No.6375556 [DELETED] 

>>6375340
>It feels designed by committee, which is why I don't deign it worthy of being called level design. Here's a linear path that takes you from setpiece to setpiece, with little hidden rooms here and there where you can collect a skill point and/or some lore piece. Ever played the Shadow Warrior reboot? Hard Reset? The Darkness 2? Call of Juarez Gunslinger? Literally any modern FPS that claims to be designed according to arcade and/or retro sensibilities? The design in all of them is literally the same
I hate this so much, level design was always a very important feature to old FPS games and it wasn't just a case of locking the player in lazy arenas to fight a few waves of enemies, yet that seems to be what people think old FPS games were all about. There's just no atmosphere or real exploration or strategies that revolve around taking the fight to more managable areas or taking into consideration how you enter a room or even rigging the entrance with explosives, just bouncing around the arena to avoid damage and shoot your enemies, it's just such lazy and uninteresting design. I was burnt hard by this in the Shadow Warrior remake (a game I didn't even like that much to begin with) and it has put me off all these other "reboot" games that have came out since. The only new FPS game I've played that had good level design that even felt remotely close to old FPS titles was Ion Fury. Maybe Dusk is good but I don't have any interest in it.

>> No.6375558 [DELETED] 

>>6375556
>and it wasn't just a case of locking the player in lazy arenas to fight a few waves of enemies,
you're fucking delusional. it was always this bad. the only difference is they used to have keycards hidden in corners so between arena fights you had to go pixel-hunting for a key to continue

>> No.6375561

>>6375535
It is also bade by soon-to-be authors of Il-2 Shturmovik.

>> No.6375563 [DELETED] 

>>6375558
Oh boy. The hot take that precedes a shitstorm.

>> No.6375565 [DELETED] 

>>6375558
There were definitely arena levels in older titles, but you weren't always just going to another room and then getting locked in and then having waves of enemies spawn to fight and you have to kill them all before the doors open. Opening a door with the next keycard (also, not pixel hunting, they aren't point and click adventure games) would lead you to the next encounter (which could be an arena), I mean, a game like Blood or Duke 3D (or Ion Fury) rarely have anything that resembles the bulk of the gameplay you deal with in the Shadow Warrior remake.

>> No.6375567 [DELETED] 

>>6375524
It's just a bad idea overall. Having not only monsters, but architecture appear out of thin air is very visibly hacky and ugly.

It's understandable, for I myself initially used that trick a lot in my first levels, but it's the type of habit that you really need to break out of or you'll become dependant on it. It's a cheap practice

>> No.6375572 [DELETED] 

>>6375565
In fact, there is no straightforward way in Doom to lock player inside an arena preventing him to exit until he kills all the monsters.

>> No.6375574 [DELETED] 

>>6375567
This entire level is supposed to be weird and ever-shifting, I didn't use this sort of thing anywhere else and don't plan to use it again, but I think in a few doses it works well.

>> No.6375576 [DELETED] 

>>6375558
Most old FPS didn't lock the doors behind you, so often fights could spill out of the room they started in onto adjacent corridors and rooms as you backpedaled (or in some cases rushed forward), also the fact the level layout had a certain degree of non-linearity, just enough that you actually had to allocate some of your brain power to keeping track of where you are in the level, how do branching paths connect, where did you see the red door that keycard is for, are what kept games from being mindnumbing. Ultimately that's what video games are about, making you use your brain to do things, take decisions, it's the difference between being an active participant and a passive observer like watching a movie, and all these simplifications, the homogenization, the streamlining of modern video games just aim to reduce the amount of activity required of the player to the absolute minimum in the pursuit of the broadest possible audience.

>> No.6375578 [DELETED] 

>>6375565
the fundamental nature of the design is still funneling the player through arenas to kill enemies that prevent them from rubbing their player hull on something.

>wah wah shadow warrior
it sounds like you bought a shitty game based on a shitty game and are flabberghasted that it's shitty. maybe play a different game like doom or marathon?

>> No.6375582 [DELETED] 

>>6375572
there isn't? 64 does that a lot

>> No.6375585 [DELETED] 

>WHAT DO YOU MEAN FPS GAMES ARE ABOUT SHOOTING THINGS!? I JUST WANTED TO EXPLORE SOME COMFY ATMOSPHERE

>> No.6375587 [DELETED] 

>>6375582
In Doom/Doom 2 there's no way to release a player once all monsters are dead. The only exception is E1M8 and MAP07 enabling certain actions once all monsters of certain type are dead.

>> No.6375589 [DELETED] 

>>6375578
If you think that's all there is to level design, there are still better ways of getting the player to encounter enemies than the laziest and least inspired design approach which is just shoving them in an arena after arena and spawning enemies in to fight.

>> No.6375591 [DELETED] 

>>6375587
>there's no ways to do it except for ways to do it

>>6375589
in a game as primitive as DOOM you have limited tools to work with to make encounters "organic". and if you're mad about games that are aping early 90s shooters copying those same methods or just teleporting dudes in or having them stand around in obvious arena spaces, you're an idiot. If you don't like that kind of thing, go play Bioshock or some shit.

>> No.6375595 [DELETED] 

>>6375572
Yeah. Vanilla/Boom, the only way to have a door/wall/foor change thanks to killing monsters is with tag666/667, and even then, it only works in very specific map slots, with very specific monsters, and only once per tag. You can make some changes with dehacked, like using the keendie flag (as it works on any mapslot) on a desired monster, but its still pretty limited.

>> No.6375597 [DELETED] 

>>6375591
>>there's no ways to do it except for ways to do it
Don't be obtuse, exceptions don't make the rule in a game that can easily have 30+ maps.

>> No.6375601 [DELETED] 

>>6375591
Are you retarded? I'm complaining because level design has gone backwards to just shitty arenas when before level design was much more varied and well designed. Locking the player in arenas is just fundamentally lazy design and doesn't take design elements into account about how the player enters a room or how they can leave or having different entry points to lead the encounter in different ways or other things that can give the player more gameplay options from something fairly rudimental and simple. They aren't "aping early 90s shooters" because they are just doing a shittier job than what was being done close to 3 decades ago.

>> No.6375614 [DELETED] 

>>6375591
Problem with recent Dooms isn't that they have arenas. Its that they rely too much on locking the player into arenas and requiring all monsters be killed in order to proceed. It makes for extremely repetitive gameplay, and limits what they can do with level design.
Also, I'd argue that Bioshock's level design actually reminded me more of 90's era FPSs than Doom 2016's did.

>> No.6375618 [DELETED] 

>>6375601
again, if you don't like it, why are you playing shooters marketed as being "classic" and "oldschool" when that classic oldschool method of level design was just the player trundling from one inorganic combat encounter to the next? why not play modern story-driven setpiece-driven shooters with more varied objectives?

>>6375614
It's fine to not like things but if your reason for not liking it is that it's too primitive and shallow, you should probably not play things based on 90s fps games because 90s fps games were totally that primitive and shallow.

that said you're a moron
>Bioshock's level design actually reminded me more of 90's era FPSs
ah yes vaguely open world liek levels with randomized loot, setpiece-driven encounters, and audiologs. the most 90s of aesthetics. every game was Hexen

>> No.6375620 [DELETED] 

>>6375585
You crazy?

>> No.6375625 [DELETED] 

>>6375618
You didn't address any of the points I made and just keep babbling on about enemy encounters being "organic" for some reason. And I don't play most new "retro inspired" shooters because they all fall for the same problem I just complained about and detailed why it's a problem and that people should be doing a better job.

If you are happy with having lower standards when it comes to level design, that's great, but don't expect everyone else to be on the same page, buddy.

>> No.6375636 [DELETED] 

>>6375625
>just keep babbling on about enemy encounters being "organic" for some reason.
your complaint appears to be that encounter-based design centering around arenas is bad, and that there should be some non-arena type of encounter making up the bulk of shooters. what is your complaint then? are you just mad that in an FPS game you have to destroy enemies to continue?

> And I don't play most new "retro inspired" shooters because they all fall for the same problem I just complained about
how do you know they have these problems if you haven't played them lmao??

>> No.6375637 [DELETED] 

>>6375614
>Problem with recent Dooms isn't that they have arenas. Its that they have arenas.

what would you replace them with then?

>> No.6375638 [DELETED] 

You shouldn't have to kill all the enemies to continue in a level. Full stop. FPS games are about immersive experiences, atmosphere, and exploration. NuDOOM spits in the face of that by requiring you kill all the enemies in an area to proceed.

>> No.6375641 [DELETED] 

>>6375636
>>6375637
Don't you have some thread on /v/ to shit up?

>> No.6375642 [DELETED] 

>>6375638
Good thing Id was spitting in the face of that back in the day with Doom 2.

>> No.6375646 [DELETED] 

>>6375618
>vaguely open world liek levels
Bioshock is not even close to being an open-world. If you mean open-ended, yes even classic Doom has layouts that were open-ended. Look at just about any Tom Hall level, for example.
>setpiece-driven encounters
90's FPSs do in fact have setpiece-driven encounters.
>audiologs
>randomized loot
What do these have to do with Level Design?

>> No.6375647 [DELETED] 

>>6375638
Agreed, having to go through arena after arena just shooting guys who are throwing fireballs at you is for cucked negroids who need a power fantasy spoon fed to them inbetween twitter chimpouts

Bring back comfy imps and keycard questing, that's what people actually like doom 1 and 2 for

>> No.6375650 [DELETED] 

>>6375637
>I can't read.

>> No.6375651 [DELETED] 

>>6375638
I agree on you with principle, but I also regularly operate on Search & Destroy, so I kind of just kill everything I can anyway.
Not that I don't have criticisms of Doom 4, mind.

>> No.6375653 [DELETED] 

>>6375642
Only one level in Doom 2 did that, though.

>> No.6375654 [DELETED] 

>>6375646
>Bioshock is not even close to being an open-world.
nah dude you can go back to any level once you've finished it, and the levels themselves are very open. they aren't "open-ended" in the same way a doom level is, they're just straight up a neighborhood and you can trundle around wherever you want. Bioshock 2 and Infinite are much more traditional modern shooter level design but in Bioshock 1 it basically gives you the equivalent of a city block as a level and just kinda goes "do whatever, man"

you can also revisit old areas. there's never really a reason to iirc but you can do it. once you've gotten past an area you can just kinda go back and fart around all you want.

it's not as open world as something like gta but it's probably more of a techincal limitation. but in general you're free to traverse levels as you please (locked doors and plot gates notwithstanding) and there's nothing pushing you continually forward or locking you out of going to old areas with your current character

>> No.6375658 [DELETED] 

>>6375636
Do you just not know what I mean by "arena"? An arena is when you go into an area, the doors lock behind you, enemies spawn in and you have to kill them until you can leave. You can actually fight enemies in areas that aren't linear chains of arenas, and they are usually more interesting to fight in than arenas because of reasons I listed in a previous post. The bulk of other old FPS games aren't based around arenas like that, the new "retro inspired" games are and are worse off because of it.

>how do you know they have these problems if you haven't played them lmao??
Are you legitimately retarded? Gameplay footage of these games exist, I've seen it, and the levels looked like the same arenas I'm complaining about.

>>6375638
>>6375647
Are you just so butthurt that people have opinions you don't like that you have to sperg out like this to defend Doom 2016? Maybe you should blow off some steam by playing a few levels of Brutal Doom.

>> No.6375660 [DELETED] 

>>6375638
This.

>> No.6375663 [DELETED] 

imagine thinking it's ever okay to make the player kill all the enemies to proceed

literally zero skill gameplay

>> No.6375667 [DELETED] 

>>6375658
there's lots of long pathways sprinkled with enemies that don't need absolutely need killing in nudoom tho??? that kind of shit really tapers off after the first level

>> No.6375670 [DELETED] 

>>6375667
I'm sure there is, but I'm also sure that most of the game is built around the idea of locking the player in arenas and fighting waves of enemies.

>> No.6375671 [DELETED] 
File: 280 KB, 1000x750, ORANGE CHAINSAW.jpg [View same] [iqdb] [saucenao] [google]
6375671

>>6375647
>>6375638
finally someone gets it

>> No.6375672 [DELETED] 

>>6375670
you can be sure of something and still be wrong. most of doom is about climbing stuff, really. lots of long bullshit instadeath platforming in the mid-game

>> No.6375678 [DELETED] 

>>6375638
THIS!!!

>> No.6375685 [DELETED] 

>>6375663
I don't think there's anything inherently wrong with that as a concept, but I do think Doom 4 relies very heavily on it, and it's to the game's detriment.
If it just did it on occasion, I would be fine with it.

>> No.6375687 [DELETED] 

>>6375672
Name even ONE platforming section in NuMaleDOOM.

>> No.6375690 [DELETED] 

>>6375685
it's wrong because it is not what DOOM is about. DOOM is about atmosphere and exploration, not just murdering guys. go play a CoD game or something if you want that.

>> No.6375693 [DELETED] 
File: 1 KB, 69x25, Yeah.gif [View same] [iqdb] [saucenao] [google]
6375693

>>6375638

>> No.6375696 [DELETED] 

>>6375654
Yeah, Its true that you can return to previous levels whenever you please. But objectives are for the most part pretty self-contained within the levels. Bioshock 2 also has basically the same level design formula, just without the ability to revisit previous levels. Infinite was very modern, though, yeah.

>> No.6375704

What just happened to this thread?

>> No.6375706

>>6375704
Shitflinging and samefagging.

>> No.6375708

>>6375690
The exploration and immersion is a huge part, for sure, but part of that is the combat as well, shooting monsters is one of the core parts of the game.

>> No.6375710

>>6375706
So half of it just got deleted?

>> No.6375714

>>6375710
Thread nukes happen every so often when it gets pretty bad.

>> No.6375715

>>6375710
Everything that was stemming from Doom 2016's discussion from a few hours ago was purged.

>> No.6375724 [DELETED] 
File: 144 KB, 1080x1355, deleted.jpg [View same] [iqdb] [saucenao] [google]
6375724

What did they mean by this?

>> No.6375730 [DELETED] 
File: 149 KB, 1080x1503, deleted_again.jpg [View same] [iqdb] [saucenao] [google]
6375730

Why are you hiding these posts?

>> No.6375731 [DELETED] 

>>6375690
this

soulful

>> No.6375734

Is there a wad that gives me a fuck-strong crossbow/bow? I'm talking, like, pinning things to the wall.

>> No.6375738 [DELETED] 

>>6375558
Why was this post kept?

>> No.6375747

>>6375734
adding into this why hasn't there been a dead space wad

>> No.6375752

>>6375734
heretic has a crossbow, and hexen has a few weapons that kind of look like one

>> No.6375757

>>6375704
Level Design discussion.

As we know, level design is not game dev, so discussing level design is not discussing video games.

>> No.6375786

>>6375734
Strife, poison bolts, acolytes. Pure sex.

>> No.6375789

>>6375738
Because janny-boy himself wrote it.

>> No.6375828

>>6371210
What WADs are fun on multiplayer? I've been playing zandronum with friends. Brutal Doom + Extermination day was a blast, but now that we finished that we're looking for more.

We tried ancient aliens and it was a bit too confusingly laid out, and we tried Sunlust and it was a bit too spammy with the monsters.

>> No.6375875

>>6372291
>tfw no archviless gf

>> No.6375890

>>6375529
P good.

>> No.6375896

Man, I didn't know Sandy had a YouTube channel, I feel spellbound.

>> No.6375910

>>6375828
Brutal Doom

>> No.6375912

>>6375910
wtf where did my greentext go. GODDAMN IT, FUCKING KEYBOARD

>> No.6375917

>>6375828
>We tried ancient aliens and it was a bit too confusingly laid out
Huh? I'm like 3/4 through aa myself, and I felt most levels were pretty straight forward with their layouts.

>> No.6375962

>scythe map24
>after the hundredth try on UV pistol start no saves decide to go down to HMP
>perched archvile that didn't actually do much replaced by chaingunner
>invul sphere completely trivializes the revenant fight to the point where it might as well not exist
So are mappers usually this condescending on HMP?

>> No.6375971

>>6375912
>It's the Keyboard's fault
Take your meds

>> No.6375979
File: 83 KB, 467x417, 1418598349571.png [View same] [iqdb] [saucenao] [google]
6375979

>>6375971

>> No.6376007

https://www.youtube.com/watch?v=1n-wBOXOIIU
https://www.youtube.com/watch?v=sntUTuURFrI

An horror mod which is being made by a friend of mine.
For now it's still in alpha, but it's progressing pretty nicely.

>> No.6376031

>>6373068
>>6373101
>>6373131

Also Hayden refers the portal between the Mars' ancient city and Naras Tabad as Slipgate. Hayden was a godlike being from who-knows-where. There's a possibility that Quake is also canon in the new Doom universe. Think of it like this. There's Heaven (Urdak) and Hell, and beyond those comes the great unknown, the cosmic horror, which Quake was tied to (Shub-Niggurath).

>> No.6376035

>>6376007

Does the character walk with a double limp? That screen bobbing is insane.

>> No.6376041

>>6375979
>Irrelevant sanic maymay
Bless you anon. I forgot all about this gem. I take back what I said about your meds.

>> No.6376043

Sigil or Alien world order?

>> No.6376048

>>6376035
That's a thing that still needs to be fixed.

>> No.6376056

>>6375910
Mostly asking for map-sets. Already played that one, anyway.

>>6375917
Maybe it's just because everything looks so weird and abstract.
...That, and we were playing it with Demonsteele, which made things more weird.

>> No.6376059

>>6375962
A lot of mapsets tend to do a half-arsed job at balancing lower skill levels. Fairly common for HMP and especially HNTR to just mindlessly nerf encounters without much testing involved, resulting in a severely watered down experience.

I think nowadays, mapsets have been a little better about HMP balance, but HNTR still gets neglected pretty badly.

>> No.6376060

>>6376043
Sigil only has one outright bad map (E5M9), IMO. Alien World Order was very hit or miss.

>> No.6376063

>>6376056
To be fair, Ancient Aliens definitely has a lot of weird colours

>> No.6376069
File: 21 KB, 564x564, 1578854284756.jpg [View same] [iqdb] [saucenao] [google]
6376069

>>6371210
Does anyone have any advice for Hexen? I've played through the main game as warrior and found it pretty straightforward, but I'm getting my ass kicked on the expansion as mage. Is there some kind of trick to using the frost shards or the bloodscourge? They don't seem to great, the frost shards just seem slow and weak and the bloodscourge seems incredibly expensive for the not-great damage I'm getting out of it.

>> No.6376103

>>6376069
I was doing this exact thign and just kind of stopped on the 2nd hub of death kings
frost weapon is fucking ass, the wand is way better

>> No.6376153

How is the PS4 ports? It's 3 bucks for each game, couch co-op seems worth it alone

>> No.6376159

>>6376035
Author on the line: This screen bobbing intensity is already decreased and also modified to be a more realistic. BTW: this type of bobbing depends of the protagonist's health condition.

>> No.6376292

>>6376069
the mage is just the worsr character. weak, slow, and his weapons arent even that good except the 3rd one (arc of death).
theres a little trick to thr frost shards though - they do a melee attack with more damage if you fire in mele range. which basically makes them a slower & less satisfying version of the axe, but its better than wasting a million ammo on freezing a single ettin.

>> No.6376312

>>6376153
Disaster at launch, but they fixed it with patches.
Overall, it's a good console port, particularly for the price.

>> No.6376335

>>6376103
>>6376292
Yeah I was kind of hoping there was just something I'm missing. The wand is alright since it pierces enemies, but the frost shards are just way too weak and slow, the arc of death is cool and powerful against non-shielded enemies but still doesn't take out centaurs reliably (I'm spending 5-10 mana per centaur and there are LOTS of them) and the bloodscourge just doesn't do enough damage to justify its mana usage since the fireballs just pass through enemies and do small amounts of damage to them, unless there's some trick to using it I just don't know about.

>> No.6376547
File: 1.74 MB, 960x540, Disc of Repulsion.webm [View same] [iqdb] [saucenao] [google]
6376547

>>6376335
Here's a few tips: Don't use Arc of Death in tight corridors, the lightning dissipates when it touches a wall. Never use Frost Shards at range, always use them in melee combat, they deal the same damage as the Fighter's Axe. While in melee range with Frost Shards, drop Flechettes for extra damage. Bloodscourge can obliterate clusters of enemies with the right positioning. Use Discs of Repulsion if you get cornered. Don't forget you have Kraters of Might, I rarely ever find mana to be an issue even as the Mage.

From my experience the Mage requires more finesse to work well, unlike the Fighter who just brute forces through everything and is much more straight forward in his playstyle.

>> No.6376596

What separates a good Doom level from a great one?

>> No.6376598

>>6376596
FIREBLU

>> No.6376601

>>6376596
Monster placement.

>> No.6376608

>>6376598
this

>> No.6376616

>>6376596
Sector toilets

>> No.6376634

>>6376598
Had anyone made a mono-FIREBLU joke wad? Just one level entirely made of the stuff
pure migraine fuel

>> No.6376635

>>6376598
>>6376616
these two

>> No.6376639

>>6376634
There was a challenge to make level out of tallgrey, fireblu and doortrack. I think it was called 50 shades of tallgrey. I didn't play it.

>> No.6376654

>>6376616
This. I hate being stuck in a long level without having someplace to go take a piss, or shit.

>> No.6376679
File: 436 KB, 1920x1080, 50-shades-of-graytall-map05.png [View same] [iqdb] [saucenao] [google]
6376679

>>6376634
>>6376639
Would recommend, it's pretty great.

>> No.6376685
File: 140 KB, 1440x1080, 6883E48DC579.png [View same] [iqdb] [saucenao] [google]
6376685

>>6376616
More than just a valid point

>> No.6376706

>Decided to try and move chex quest sprites and rename them to WVSS
>Turns out SS uses some other weird format

Looks like I need to learn more.

>> No.6376727

If anyone's really itching for some Doom Eternal mods, this add-on for Embers of Armageddon is now somewhere other than their Discord.
https://www.moddb.com/mods/embers-of-armageddon/addons/eoa-eternal

>> No.6376752

>mention Doom 2016 and how it stacks up to the original games
>everything gets deleted and get a warning
thanks mods

>> No.6376803

>>6376616
>>6376598
FIREBLU toilets. Flush VERY carefully.

>> No.6376806

>>6376752
the convo quickly went from that to something else entirely

>> No.6376819

My favorite enemy? Why, it’s the imp of course.

>> No.6376820

>>6376060
The highs are higher, the lows are lower in AWO..

>> No.6376821

>>6376335
Slaughtaurs suck ass to fight, especially since they aren't differentiated visually from their weaker variants. Blocking makes them take too long to kill and their projectiles are pretty strong. By far the most annoying enemy to fight in hexen. AND there spammed a lot in some levels, just love when those fuckers teleport in.

>> No.6376825

>>6376819
Basado. I could play 30 levels that just consisted of you with Chaingun/Shotgun versus Imps, Zombies, and Demons

>> No.6376826

>>6376819
I like the specter.

He doesn’t have a good reason to exist but I like him a lot

>> No.6376839

>>6376819
They are satisfying to kill, but not enough to truly challenge you.

>> No.6376878

>>6376819

why, my wakko caco of course :)

hahah! :D

it's my waaaaaaaakko caco! :) hahah

ITT: My favorite enemy - my answer is, of course, my wakko caco :D

hahaha!

>> No.6376881

>>6376819
https://www.youtube.com/watch?v=tqbYFNKKFZw

>> No.6376906

>>6376881
Most of the ones at the beginning would be pretty good sounds for the Mancubus

>> No.6376916

>>6376752
I wasn't here for any of it, otherwise I would have mentioned how I just bought it last week and was severely underwhelmed.

>> No.6376921

>>6376819
That's not the zombieman tho, bro
https://www.youtube.com/watch?v=qNDFfNfatug&t=2s

>> No.6376929

>>6376821
Yeah, they really just are annoying. They have decent amounts of health, can reflect projectiles, have strong projectiles of their own that share a firing animation with their blocking making things confusing and they are stacked in fairly high numbers. I really don't understand why they are so annoyingly designed.

>> No.6376932

>>6376916
I was one of the argue-ers, it was a discussion about the "chain of arenas" level design of new FPS games that are reboots of old ones (I was mostly referring to the Shadow Warrior reboot). I didn't like it and the other guy seemingly did.

>> No.6376938

>>6376929
I know, right? If you replaced every slaughter with a dark bishop the game would improve I think. At least they can be killed in a relatively short amount of time, and the dodging is much better player-enemy interaction than fucking shields up.

>> No.6376959
File: 3.00 MB, 720x960, TMA.webm [View same] [iqdb] [saucenao] [google]
6376959

For the Thief 2 Anniversary FMs you need to update TFix to the newest version. If I have an older version already installed, how do I just patch it rather than doing a clean install?

>> No.6376968

>>6373131
MachineGames Wolf isn't canon.

>> No.6376969

>>6376929
Just gas them

>> No.6376970

>>6376969
Oh, Adolph, this is your answer to everything.

>> No.6376976

>>6376929
I can’t think of any way to redesign them to be interesting enemies while still keeping the shield ability.

>> No.6376984

FUCK NO END IN SIGHT,FUCK NO END IN SIGHT,FUCK NO END IN SIGHT, FUCK NO END IN SIGHT

HEY GUYS DID WE PUT ENOUGH HURT FLOORS INTO OUR MAPS YET?

>> No.6376985

>>6376984
Is there, dare I say, no end in sight for the hurt floors?

>> No.6376991
File: 16 KB, 225x225, 1524191361409.jpg [View same] [iqdb] [saucenao] [google]
6376991

What're some good maps/megawads with a lot a verticality in its level design?

>> No.6376994

>>6376938
They really are just a pain, and they are just treat in such a casual way like imps are in Doom, like you should have no problem clearing rooms full of them. I mean, it's more than doable but it usually grinds the game to a halt or leads to your unexpected death when one just blasts you out of nowhere.

>>6376976
I'm sure there could be something, like not reflecting projectiles back or only raising shields after taking a set amount of damage rather than on the first instance of it and also having a clear firing animation.

>> No.6377009

>>6376994
>I mean, it's more than doable but it usually grinds the game to a halt or leads to your unexpected death when one just blasts you out of nowhere.
Exactly, as a mage I have to try and line up piercing shots with the wand and just wait till they die, or waste a ton of arc of death ammo
It was really fucking bad before the arc, especially on >>6376547 that level

>> No.6377017

>>6376994
I can't remember if it was HexArcana or Hexercise, but one of them removes the slaughtaurs completely and replaces them with centaur hybrids, and they only pull out their shields to fire a projectile. I haven't played that mod in a while so I can't remember how well it worked out.

Another idea is to make their turn rate slower while shielding. This lets the player walk around them and continue to damage them.
Or, keep it the way it is, but make it so that the shield only reduces damage instead of negating it.
Or turn it into a NuDoom pinky bullrush where they lunge forward while being invincible.

>> No.6377028

If I want a custom sky, I don't really need to worry about things like tiling, right? I can just take the sky I like and import it into wad after processing?

>> No.6377032 [DELETED] 

>>6376984

Piss off schizo

>> No.6377053

>>6376984
medicate

>> No.6377084

>>6376970
*Adolf

>> No.6377089

>>6376826
Specters were much more effective way back in the day, before more modern renderers turned them into the extremely visible outlines they are now. Plus an overall cleaner look for everything didn't help things.

>> No.6377120

Would some cultist enemies be a neat addition to vanilla Doom?
Thinking of having two types, weaker ones who hold knives and rush you and stronger versions who cast one of two damaging spells
Might base their design off of the Dsparil guys. Idk never played Hexen

>> No.6377124

>>6377084
*Adolph the Red Nosed Führer

>> No.6377157
File: 139 KB, 444x300, mecha-hitler.gif [View same] [iqdb] [saucenao] [google]
6377157

Hitler should've been the boss of MAP32 instead of yet another Cyberdemon.

>> No.6377161

>>6377157
But it's Grosse's level

>> No.6377163

>>6377028
What do you mean? Of course tiling is relevant. If the sky texture is under 1024px wide, it will repeat. And even then you dont want a visible seam.

>> No.6377165

>>6377157
>another extra enemy to be usable for dehacked monsters

>> No.6377168

>>6377165
See? It would've been a win-win situation.

>> No.6377171
File: 907 KB, 440x248, 1564379035509.gif [View same] [iqdb] [saucenao] [google]
6377171

>that discussion we had a few threads back about how bad fandom wikis are compared to non-fandom ones
>just learned that gamepedia is merging with fandom
Fuck
At least doomwiki is independent

>> No.6377187

>>6377157
Doom II should've had a lot of things

>> No.6377197

i remember linguica talking about a missing doom enemy concept about "creating danger zones" or something and the conclusion was either the carcass in eternal or maybe the cybermanc
or that one red archvile some mods have
something to do with time/space awareness

>> No.6377219

>>6377171
>gamepedia is merging with fandom
...fuck
any good sources of info are now going to get infested with fanboy autism

>> No.6377231

>>6377219
I guess it all depends on how it's handled
Frankly, I more worried about ui changes
Fandom uses that DREADFUL mobile format that doesn't even look good on smart phones, plus all of their ads.

>> No.6377238

>>6377219
Hey, did you know that X thing from Doom is ACTUALLY IMPROVED IN BRUTAL DOOM™? Thanks for reading my Trivia entry for Doom Wikia!

>> No.6377245

>>6377171
If they keep the ads to a minimum annoyance and retain the gamepedia site layout, then it shouldn't be so bad
It's easy to take doom fan dedication for granted, there are many games out there where the only source of info is a shitty wikia that hasn't been updated in years

>> No.6377272

>>6377231
> oh, youre going to gamepedia to look for info about where a certain enemy can be found and what items will it drop in that game youre playing?
> WELL HAVE YOU CONSIDERED CHECKING OUT THESE WIKIAS ABOUT SHIT YOU HAVE NO INTEREST IN

>> No.6377337

https://www.doomworld.com/forum/post/2120996

BASED

>> No.6377350

>>6377337
I'm genuinely fascinated to see how this project turns out.

>> No.6377358

>>6377337
Is he using a 3D model to digitize into sprites? Kid has some motivation. Also,
>redneckerz once again stepping in

>> No.6377392

https://www.youtube.com/watch?v=VnjLZow4zK0
le no chicken

>> No.6377396

>>6377337
Gotta love how more and more people are happily joining in.

>> No.6377398

>>6377337
This whole situation makes me almost choke up, not too much but this is really unironically kind of wholesome

>> No.6377432

>>6371210
>>6371212
QUAKE CHAMPIONS RIPS UPDATED WITH ALL RIPPED GUNS LADS!
https://knockout.chat/thread/9182

GO NUTS PORTING TO Q1, Q2,Q3 OR EVEN SPRITING THE SHIT OUT OF IT!

>> No.6377436

Can someone recap the capodecima drama? I've been laughing my ass off reading this twitter and now I want to know the whole story.
https://twitter.com/capoquotes

>> No.6377443

>>6377436
where's the doom or retro fps there

>> No.6377447

>>6377443
It's old doom drama. The dude tried to wreck a bunch of deathmatch servers or something.

>> No.6377452

>>6377432
>Besides lacking the Grenade Launcher and Chaingun, QC now has all Q1, Q2 and Q3 Vanilla Weapons in it

>> No.6377465

someone please recommend me a wad that uses the extra features of zdoom well (no brutal doom pls), I already know knee deep in zdoom.

>> No.6377468

>>6377452
>QC now has all Q1, Q2, and Q3 Vanilla Weapons
Q1 yes, but there's a good amount of stuff from Q2 and Q3 that isn't in

>> No.6377470

>>6377465
lilith.pk3

>> No.6377473

>>6377468
No laser gun, Flail and Mjolnir anon

>> No.6377482

>>6377465
Tei Tenga.

>> No.6377492

>>6377392
This guy sounds like he's perpetually sucking at least 3 cocks

>> No.6377494

>>6377468
i think he means that you can fill every QC slot with a counterpart from 1, 2, or 3

>> No.6377498

>>6377492
I liked his Heretic weapon analysis videos. You rarely get the kind of technical breakdown usually seen in decino videos but for other FPS from those times.

>> No.6377503

>>6377492
what else would you expect from someone who makes youtube videos about forum drama and seriously says "le no chiggun"

>> No.6377517

>>6377503
He ruined the [NO] jokes.

>> No.6377523

>>6377492
Do you think a TTS voice would be better?
Because I wanna do some vids, but I don't want to buy an expensive mic, and my current setup is literally a headset.

>> No.6377540
File: 10 KB, 1200x1200, 8c8360b2ce13d2a.png [View same] [iqdb] [saucenao] [google]
6377540

>>6371210
>>6371212
Remember: Cacodemons are not for bullying!
but samuel hayden is

>> No.6377547

>>6373445
Can't really go wrong with an Amplifier boosted ASMD.

>> No.6377565

>>6376679
this makes my gray
the grayTALL

>> No.6377581
File: 189 KB, 1080x1079, 01.jpg [View same] [iqdb] [saucenao] [google]
6377581

>>6377470

>> No.6377583

>>6377540
Hayden is to melt me with that magnificent voice.

>> No.6377594
File: 1.96 MB, 971x3685, lilith pk3.jpg [View same] [iqdb] [saucenao] [google]
6377594

>>6377581

>> No.6377601
File: 248 KB, 893x467, lilith drama rachael.jpg [View same] [iqdb] [saucenao] [google]
6377601

>>6377581
>>6377594

>> No.6377607
File: 3.18 MB, 960x708, 1588032761334.gif [View same] [iqdb] [saucenao] [google]
6377607

who was that japanese artist who did cute drawings of doom monsters?

>> No.6377613

>>6377607
Kurashiki?

>> No.6377615

>>6377607
Nanka Kurashiki?

>> No.6377616

>>6377583
>resoooooolve

>> No.6377621 [SPOILER] 
File: 56 KB, 1280x720, 1588049428278.jpg [View same] [iqdb] [saucenao] [google]
6377621

>>6377616
Oooooooooooooooooooooooooooooooooooooooooooooo

>> No.6377628
File: 617 KB, 220x167, e534980436.gif [View same] [iqdb] [saucenao] [google]
6377628

>every line of Samuel "NotTheVillain" Hayden
sultry

>> No.6377630

>>6377581
I think its funny that he considers Waterlab GZD to be a masterpiece. It felt like a generic late 00's era ZDoom map to me, complete with a brazillion new monsters that were only added because "lol zdoom". It's not bad, but no way was it a masterpiece in 2017.

>> No.6377631
File: 205 KB, 720x720, 34953651_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
6377631

>>6377613
>>6377615
yes, thank you friends

>> No.6377632

>>6377628
>samuel gets away with it because he reels off science facts about demons and how you are being disemboweled while seducing you

>> No.6377636

>>6377631
>master1200
Don't do that

>> No.6377643

>>6377607
>>6377613
>>6377615
Does she still draw stuff?

>>6377636
Sometimes the full-sized pic is too much for 4chan.

>> No.6377657

>>6377636
sorry, i just quickly downloaded it off pixiv because i wanted a reaction pic

>> No.6377681

>>6376826
Spectres are fucking scary under the right conditions in vanilla. You don't even need to use low lighting conditions, dark gray textures will make them almost impossible to see even in brightly-lit rooms.

>> No.6377704

>>6377681
What settings should I use to bring those conditions in GLBoom+ and GZDoom? I really hate what modern renderers do to specters.

>> No.6377732

>>6377704
gzdoom has a software renderer option that's as close as you'll get to vanilla doom on it.

>> No.6377735

>I've got smocks of Teeaal

>> No.6377736

>>6377704
Just use Vanilla Essence and work your way back from there,

>> No.6377825

>>6376916
Are you the guy who 'finishes' it like once every two weeks and comes here to remind everyone how underwhelmed he was out of nowhere like we should know?

>>6377581
Love how he has to go somewhere other than the ZDoom forums to rant on about the winners for a contest he doesn't even hold any importance in completely out of left field. How about you go back to making Vulkan do better than +5 FPS instead of bemoaning those people you scumbag.

>> No.6377826

>>6377089
I feel a lot of GZDoom's settings for fuzz effect make them too easy to spot. I have it set to swirly fuzz for hardware renderer, and disabled scale fuzz effect on software renderer. Makes it seem more inline with other software rendering ports on higher resolutions.

>> No.6377852

>>6376959
just update newdark.

>> No.6377936

>>6371212
new episode of doom "port" to amiga 500
https://www.youtube.com/watch?v=DvRxpxVRdEg

>> No.6377939

>>6375971
>>6376041
go play in the traffic

>> No.6377960

>>6377939
Can someone explain why this anon is so angry?

>> No.6377976

>>6377960
no prostitutes available

>> No.6378068

>>6377732
>confirmed to have never seen vanilla Doom

>> No.6378079
File: 200 KB, 770x1102, 23(69).jpg [View same] [iqdb] [saucenao] [google]
6378079

I simply do not understand Blade of Agony. On one hand, it is a massive undertaking. On the other - what the fuck is even going on with it? It's all over the place - Wolf3D-based sprites, 3D decorations, sprite decorations, modern FPS mechanics (sprint etc). It's a Frankenstein of a TC. It has identity crisis.

>> No.6378083

>>6378079
The dude who made it can't design good gameplay to safe his damn life. But at least he's got nice presentation.

>> No.6378092

>>6378083
It's one-man project? Anyway, gameplay is passable enough, but presentation... Fucking hell. Enemy machinegunners have cartoonish Wolf3D-style gatling guns, meanwhile player-usable stationary machine gun is a realistic 3D-model of a modern minigun.

>> No.6378094

>>6378083
Yeah, Tormentor667 was always pretty mediocre to me. Good looking visuals, but fairly boring layouts and gameplay.

>> No.6378131

>>6377825
>Are you the guy who 'finishes' it like once every two weeks and comes here to remind everyone how underwhelmed he was out of nowhere like we should know?

Nope, not me. I'm the guy who played episodes 1-3 and am too pussy to do Thy Flesh Consumed so I'm taking some advice and imagine Doom II first.

>> No.6378141

Any leads on survival-like wads? I don't mean Hideous Destructor tier but something like Shut Up and Bleed. I've found Live through Doom recently but it's just a brutal doom addon and it's too inconsistent for a moment. May be I just got confused with difficulty settings or picking wrong level wads.

>> No.6378160

Are there any wads heavily set in cities, excluding Hellbound?

>> No.6378169

>>6376984
just jump bro lol

>> No.6378170

>>6377028
You will want to take tiling into account, yes, at least horizontally, because it will look like garbage if there's a big ass seam in the sky.

>> No.6378175

>>6377197
Sounds interesting. Could you find the post?

>> No.6378176

>scythe map26
Come the fuck on, man.

>> No.6378178

Is it possible to create a panoramic sky texture? For example, I want a starry sky with a moon, but I don't want the moon to repeat itself. How large the texture should be for that? Boom-compatible, if it matters.

>> No.6378186

>>6377492
Reminder that his avatar is cropped from weird autistic furry porn.

>>6378178
Yes.

>> No.6378206

>>6378160
Doom 2 Reloaded has quite a few city maps.

>> No.6378207
File: 11 KB, 201x313, 1810f4d7be384902bda919eaa8c90ae2.jpg [View same] [iqdb] [saucenao] [google]
6378207

>>6378186
You're telling me it's not from the Soviet Winnie the Pooh adaptation?

>> No.6378210

Why is NEIS being targeted for hate lately?
Is it some official-only fag seething that it was added to the console ports?

>> No.6378213

>>6378210
meant for >>6376984

>> No.6378223

>>6378210
1: because Bethshits announced it and not everyone knew about it.
2: it's a megawad with puzzly, extremely mazey and stretched out stupid maps that only look pretty, but are fucking awful to play 6/10 times, filled with lava, blood and even water hurt-floors at every opportunity + baron and shotgunner spam in tight corridors
3: It's fucking shit

>> No.6378228

>>6378223
I take that as a yes.

>> No.6378247

>>6372091
Eviternity sucks from map 1. It's so fucking boring. Only an absolute retard would prefer Evi to Valiant, which this general is full of so eh. All Eviternity has going for it is pretty maps, the gameplay is so fucking horrendously boring. Y'all love Doom 1 so go figure.

>> No.6378249

>>6378247
*And Valiant is pretty much the best megawad ever made. You're basically comparing a shiny turd to the best thing that has ever been made for Doom single player.

>> No.6378261
File: 2.62 MB, 640x400, fuzz.webm [View same] [iqdb] [saucenao] [google]
6378261

>>6378068
alright mr. vanilla expert, which one of these two is gzdoom and which is vanilla?

>> No.6378282

>>6378261
Not him, but second half is definitely not vanilla, considering the graphics look corrected, while the status bar isn't.

>> No.6378283
File: 54 KB, 1041x217, ganymede looped 2b.png [View same] [iqdb] [saucenao] [google]
6378283

>>6378178
This is possible, the simple way to do it (in GzDoom anyway), is to repeat the sky texture horizontally four times, then add the features you want where you figure they would fit.

Here's something I threw together a few years back, from some Duke Nukem 3D images and a stock photo of Jupiter, intended to be sky on the moon Ganymede. The scale is probably not correct, and realistically you would probably not see the stars this clearly (if at all), but who gives a fuck.

>> No.6378291

>>6378283
Thanks!

>> No.6378298

Why is SLADE doing some weird shit with my image when I try to import it and convert to doom format?

>> No.6378338

>>6378247
>>6378249
I prefer Valiant myself, but Eviternity isn't THAT bad. I wouldn't put it in my top 10 megawads, but I did enjoy it for the most part.
The dehacked monsters didn't seem as interesting as Valiant's. The pistol buff and Lost Soul nerf are pretty odd, too, considering they still use stock graphics and sounds.
But my only major criticism towards Eviternity is that maps 19 and 32 are far too long for a megawad like this (Though I can somewhat forgive map32, for being a secret level).

>> No.6378363

>>6378298
What kind of weird shit? Show us.

>> No.6378370

>>6378261
First one is vanilla.

>> No.6378384
File: 53 KB, 320x200, e4m2.gif [View same] [iqdb] [saucenao] [google]
6378384

>>6378282
unless I fucked something up specifically during the recording, there shouldn't be any difference. gz vs dos in picrelated

>> No.6378389

>>6378384
Except GZDoom will run exactly like the gif you posted on an average PC...

>> No.6378398

>>6378389
the human eye can't see more than 3fps anyway

>> No.6378420
File: 22 KB, 468x606, Untitled.png [View same] [iqdb] [saucenao] [google]
6378420

>>6378363
Something like this. It was just a first experiment I did with the sky, to find out if I'm missing anything. Looks like I do and a lot.

>> No.6378453

>>6378420
What format is the image in, and is it in indexed color or RGB colors?

>> No.6378454

>>6378338
>>6378247
Damn I thought I was alone in thinking Eviternity was overrated (gameplay wise, because visually it's impressive, can't argue with that), although that anon might be overreacting a bit about how overrated it is

>> No.6378460

>>6378420
Your image is being palette raped. Doom GFX only has 16 bit colours. You need to tweak the colours on the image in an editor so they match the Doom palette better.

>> No.6378463
File: 217 KB, 1024x768, stroggphalanx_shots.jpg [View same] [iqdb] [saucenao] [google]
6378463

>>6377494
id be glad if someone could port the Q2 weapons back to Q2.

Ok that there is no Phalanx or Ion Ripper, but i think those can be ported to HD by tessellating the original model and working with some details.

Or being a complete dick towards phoenix and remake the generations arena models to Q2 for the third time, since there SMG model is stil the old one

>> No.6378471

>Latest 2 versions of Crispy Doom flagged as malware by several vendors
Looks like we got too cocky Crispy bros.

>> No.6378474
File: 8 KB, 256x128, b.png [View same] [iqdb] [saucenao] [google]
6378474

>>6378420
you're converting your image to 256 color Doom palette, and there aren't many desaturated blues among those
there's probably a way to just use truecolor images without conversion, though that would limit compatibility somewhat. other than that, tweak hue/saturation until you get a less-bad result

>> No.6378489

>>6378463
>Generations Arena
Such a shame Quake 3's modding scene isn't as active as it prolly was back then, so mods like this are effectively dead in terms of MP. I remember first learning about GA and thinking how cool it'd be to play it online as opposed to with bots. It really was Samsara before Samsara.

>> No.6378504

>>6378471
Isn't that triggered by some of the external dependencies they use?

>> No.6378514
File: 125 KB, 1366x768, doom18.png [View same] [iqdb] [saucenao] [google]
6378514

Fear me.

>> No.6378521

>>6378463
Also besides that
>Chainfist, its literally Q4 Gauntlet.
>no Blaster, but ArtTur model exists.
>No Shotgun yet but that may come in the future.
>SSG model is kino.
>SMG is good and a mix of Q2 and Q4.
>Existing grenade Launcher model is good
>No Chaingun model
>Raingun is Kino
>Rocket Launcher was ported by Art Tur for KMQ2 and Q2XP but he didn't released it
>Hyperblaster is coming soon as plasma gun skin
>no BFG10k but art tur's model is good
>No Phalanx
>ETF Rifle is the Nailgun with another name (q4 nailgun fits the quota, unless Id does it)
>Ion Ripper Model is the most HD model of the bunch with a few tweaks even back then with filters
>No Plasma Beam (maybe a future Lightning Gun skin since id holds the rights for the mission packs)

Also most of Q1's models are in game besides the Grenade Launcher, Laser Canon and Mjolnir.
Quake 3 library is pretty much done besides the BFG and the Grenade Launcher, TA Nailgun may be added later on.

>> No.6378534

>>6377630
From what I've noticed, Graf isn't very enthusiastic about most vanilla/boom wads. I remember he once made a post on zdoom forums a while ago criticising chocolate doom for being the reason why many people still make vanilla wads, in response to 2011 having had a large amount of vanilla compatible wads (all of which, he considered overrated and unimaginative).

>> No.6378541

>>6378534
Very silly mindset desu, Vanilla and Boom mapsets tend to be more problem free when it comes to GzDoom mods.

>> No.6378553

>>6378534
>make a vanilla compatible map
>works with everything
>make a gzdoom map
>doesn't even work with the next version of gzdoom

>> No.6378560

>>6378541
Graf just wishes things would return to the way they were in the mid-late 00's, where ZDoom mapsets were much more common.

>> No.6378565
File: 181 KB, 530x356, temp2.png [View same] [iqdb] [saucenao] [google]
6378565

>>6378514

>> No.6378576

>>6377826
The more recent versions of GZDoom have a setting to make them look exactly like they do in software.

>> No.6378580

>>6377581
Holy shit is he STILL butthurt about Lilith? What a fucking baby.

>> No.6378593

UT99 question:
is it possible to organize mods and stuff in UT99, since you just dump everything into the system folder, and then I forget what is what after a few months

>> No.6378594

>>6378560
He actually thinks he's the most important person in the entire Doom community, and expects everything to bend over for him.

>> No.6378608

>>6378576
Problem with the software setting is that it emulates them as being like they are on low res, which only makes them stick out like a sore thumb on higher resolutions, IMO.

>> No.6378626

>>6378594
Rachael is personally curating his reality bubble to make sure he stays this way.

>> No.6378656
File: 35 KB, 720x960, 80428299_10212661884262182_8492910941480943616_n.jpg [View same] [iqdb] [saucenao] [google]
6378656

>>6371542
Nice hot take faggot

>> No.6378664

>>6378079
I liked the first episode of BOA my issue is the second one where everything goes downhill.

And that's a shame because it clearly wants to be a sequel to Return to Castle Wolfenstein which I adore and is arguably the best game of the series.

The next update is taking forever maybe he's going to make some changes to EP 1 and 2 I guess.

>> No.6378689

The Dog is playing Doom 64, if anyone is interested in japanese vtubers playing retro shooters.

We need a so you want to play some doom thing in japanese.

>> No.6378693

>>6378689
>We need a so you want to play some doom thing in japanese.
Does the Japanese Doom community not have a resource that tells people how to get started?

>> No.6378724

>>6378693
FPS for the Japanese are like VNs for Westerners - incredibly niche and misunderstood.

>> No.6378727

>>6378693
FPS games have been incredibly niche in Japan for a long time.
Only recently have they become popular with BR shooters like PUBG and Apex, which has a surprisingly big playerbase there.

>> No.6378734
File: 322 KB, 375x438, augh.png [View same] [iqdb] [saucenao] [google]
6378734

>See anons talking about scrapped enemies in FPS games
>Remember that time I played Half Life Echoes with a small section running away from a fleshy horse like monster which never appears in the main game or expansions
>Turns out that thing is called "Mr Friendly" by the original devs
>Reads what it was all about
>It wasn't scrapped because of the concept but they didn't know how to make the blur effect when it knocks your glasses off
>MFW

>> No.6378747
File: 108 KB, 694x554, Mr_Friendly_model.jpg [View same] [iqdb] [saucenao] [google]
6378747

>>6378734
Kiss me quick

>> No.6378754

>>6378747
Looks like something straight out of a PSX game.

>> No.6378761

>>6378754
Well it is from that era...

>> No.6378763

>>6378761
But wrong platform.

>> No.6378769
File: 218 KB, 500x581, Mr._friendly.jpg [View same] [iqdb] [saucenao] [google]
6378769

>>6378754
I always thought this guy had a damn cool design both the model and the concept art

>>6378754
Wouldn't be out of place in Silent Hill.

>> No.6378775

>>6378734
but does the mod implement the blur effect or not?

>> No.6378783

>>6378734
You forgot the part where after it knocked off your glasses, it would try to wrestle you down so it could rape you to death.

>> No.6378796

>>6378734
>we have an interesting idea
>we made and rigged a model for it
>can't implement blur
>we won't settle for it merely knocking your weapon out, let's scrap it altogether
Okay.

>> No.6378821

>>6378775
It doesn't considering it appears in a small portion of the game which was really creepy though.
Still a great mod.

>>6378796
Apparently is because of the limitations of the engine or didn't know how to implement it.
Could've found something else to put him in,maybe without involving rape.

>> No.6378849
File: 116 KB, 1000x563, intro-1585863581.jpg [View same] [iqdb] [saucenao] [google]
6378849

>>6371210
>>6371212
We should have some form of special community video, even including the outcasts, for this year's Doom's Day.
You know damn well what I'm thinking of the premise of the video which is mostly an extension of this video; Start off with https://www.youtube.com/watch?v=2NnmotMT7kE, then start slowly going through various maps and gameplay mods.
LET ME HELP YOU TO SEE, SLAYERS.

>> No.6378892

>>6378560
And it won't happen for the following reasons:
-Most mappers realised that mapping for (G)ZDoom takes far more time and effort than it's worth
-Most people who want traditional Doom gameplay consider (G)ZDoom features as too gimmicky and tacky in such context.
-Vanilla and Boom maps have proven to reach a wider audience thanks to more compatibility with other source ports.

>> No.6378895

>>6376991
Bumping this

>> No.6378906

>>6378892
Some will map for GzDoom, because there's interesting and worthwhile stuff you can do with it, but I think a lot of people think it's just not necessary for the kind of maps they are looking to do.

>> No.6378967

>>6378906
I mean, if you are looking to play some Doom maps, why'd you need GZ features? Why not just play Half-Life or something?

>> No.6378970

>>6378849

Fuck off back to /v/

>> No.6378985

>>6378967
Because I like Doom's gameplay, I like what people do with it with mods, and sometimes I like seeing what kind of shit people will cook up for GzDoom maps.
90% of what I play is Vanilla and Boom maps, but there's some GzDoom format stuff I think is well worth playing.

>> No.6378987

>>6378967
Because rabid GZDoom fanboys, just like their handlers, have no common sense. People were telling them for ages that if they want UE4/Unity feautures, they should use UE4/Unity.

>> No.6378995

>>6378987
Or instead of futilely trying to recreate Doom in Unreal Engine or Unity, I can use an engine that's already set up for Doom.

>> No.6379001

>>6378995
If you want to play Doom, why do you need SSAO, PBR and such?

>> No.6379010

>>6379001
I'm not using those, but someone else might be, and if they enjoy that, more power to them.
I do however enjoy:
>true 3D level geometry
>dynamic lights
>bloom (on a low and subtle setting)
>brightmaps
>jumping and crouching
>Quake style screen swaying and tilting
>small and unobtrusive little dot crosshair
>a HUD with the face, which doesn't obstruct my view as much as the classic bar
And it doesn't get into some gameplay mods which can be very fun.

>> No.6379014

Page 10

>> No.6379017

>>6379001
>>6379010
GAMEPLAY FUCKING MODS

>> No.6379043

>>6378970
Here's your (you), don't be an asshole.
There's something to be had here.
>some purist/brutaldoom lad is resilient to new maps/mods
>other person tells them to shut up and just listen/play
>repeat in accordance to skit
>play full song, synced with the beat, flitting through Echelon, DoomRLA, Lt. Typhon, Ancient Aliens, and even Terrywads, going through Doom 1, Doom 2, Doom 64, etc.
>Basically just a celebration of all things DOOM, Especially those who have tried and failed, We're all here for the same reason.

>> No.6379054

>>6371212
I posted this channel in the previous thread but now I think it should be mentioned in the news after seeing the curved staircase video.
A new channel for Trenchbroom mapping:
https://www.youtube.com/channel/UCMkmAYBVLAC9jGIUD4LjacA

>> No.6379056

> gzdoom maps = you like doom remake 4 tier garbage
strawmanning gets you nowhere in life

>> No.6379062

>>6378849
Oh, like that Half-life video fans did for the annyversary

>> No.6379063

>>6378892
The best things for gzdoom are TC's like Ashes 2063 and Abysm Dawn Of Innocence.

>> No.6379064

>>6379043
>>6378970
>Man proposes a special video for doom's 25th/26th birthday
>You tell him to fuck off back to /v/
What the fuck is wrong with you, Are you a Demon?

>> No.6379071
File: 699 KB, 640x640, dcdxui5-4ac0282d-b928-45f2-84ca-4402008c552e.gif [View same] [iqdb] [saucenao] [google]
6379071

>>6379062
I haven't seen the video, but probably? You got a link?

>> No.6379081

>>6379071
https://www.youtube.com/watch?v=OY2_53oydbM

>> No.6379082

>>6379043
There's already a SO YOU WANT TO PLAY DOOM video with almost 100k views, and it showcases various mods and ports without any cringeworthy SFM skits
However, if you want to make something like Marphy Black's GoldSrc anniversary video, some great big 20-30 minute video showing important community creations from the 90s till present-day, then feel free to do so. If you get a good framework for how it's going to be laid out, I'm sure people here will help you.

>> No.6379126

Does Icarus: Alien Vanguard not replace the occasional snippets of story from Doom 2 with its own stuff, or did I break/miss something?

>> No.6379130
File: 1.38 MB, 550x550, 1586303064557.gif [View same] [iqdb] [saucenao] [google]
6379130

>>6379082
Rough idea mostly, but yeah.
>Start off with the initial skit, maybe make the marauder basically any R667 enemy.
>Begins with the initial of KDITD episode, with each intermission text screen typing out transparent to each scene and slowly typed out over each episode. Repeat for other episodes and Doom 2.
>quick break from gameplay, various bits of art and other media
>Return to gameplay footage, much the same as above but with Doom 64 now.
>After the "decide to stay in hell forever to make sure no more demons rise up", fade to black, fade back in towards a scene of graves in a map.
>Pans over them, listing the people we've lost over the years. "...In all the years of bloodshed against the forces of hell..." it pans over a grave with a community member's name on it, then holds there, a small picture of each of their works slowly taking up the screen and then transitioning into gameplay of that wad. "...There are many who have dedicated, and fallen, in DOOM's wake..." This would be best suited for the 'Don't wanna cry again, I'm never gonna see your face again' bit. "...And this is for them."
>Gradually works from "works of the deceased" to notable major wads of today, starting at vanilla and working way over to GZDoom
>Other usually unfitting songs are played too when we run out of 'manhattan skyline'; sad, somber, but also upbeat in their own ways
>Cut from gameplay again. Showcase DOOM running on calculators, printers, etc.
>Back to gameplay, focusing on gameplay mods.
>Slowly transition to DOOM 3. There's a long, akward pause, but it continues after a moment with that game and it's mods, making way up to Doom 2016+Eternal
>Mods similar to a given scene are interlaced
>Finally the video ends off with doomguy standing at the helm of his 'fortress of doom' and glancing at earth, while we see some jokewads like Mock and the works of some of the most despised or exhiled community members. "Hated or not, we're together. Life is limited. DOOM is without End."

>> No.6379138

>>6379130
Again, super rough. There's supposed to be skits because it's a showcase of everything DOOM, including the sense of humor only found with DOOM. (FireBlu, ManCubeus, Caco petting, agitating skeletons, etc.)

>> No.6379141

>>6379130
ah okay i get it.
you're an "ideas guy".

maybe keep stuff like this to yourself, chief.

>> No.6379149

Is anyone else doing a new thread, or should I?

>> No.6379152

>>6379010
All of these can be (and most of them are) done by other sourceports, that don't even require a gaming PC. Having actually usefull features like what you mentioned is not GZDoom's problem. It's having >>6379001, with no way to opt out (no fallback renderer, no actual software renderer).

>> No.6379154

>>6379141
now why do ya gotta keep being a dick to the guy
not everyone is super talented bruvah
dont give everyone else a bad name

>> No.6379160

>>6379141
Who hurt you?

>> No.6379168

If there's several different areas from which ambush shows up, is it generally a good idea to group ambushers by type?

>> No.6379170

>>6379141
shut the fuck up

>> No.6379176

>>6379010
>Quake style screen swaying and tilting
There are actually people that don't immediately disable that shit in every game that has it?

>> No.6379178

NEW THREAD

>>6379174
>>6379174
>>6379174

NEW THREAD

>> No.6379189

>>6379152
Ambient occlusion and stuff like that is off by default, and GzDoom does have a software mode.

>>6379176
I always liked it, all the way back when I first saw it in the 90s. Is it realistic? No, but it just feels nice somehow.

>> No.6379224

>>6378849
fuck off cunt

>> No.6379252

>>6377936
This is kinda cool, haven't seen it before. Thanks for sharing anon.