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/vr/ - Retro Games


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File: 272 KB, 2688x1427, doompancakes.jpg [View same] [iqdb] [saucenao] [google]
6404727 No.6404727 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6398004

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.6404728

=== NEWS ===

[5-6] New version of Nobody Told me About ID, a Doom mod inspired by Build Engine games
https://www.youtube.com/watch?v=_LzLpxuNwfU&feature=emb_title

[5-5] New update for Barely Breathing, a horror-themed mod
https://www.youtube.com/watch?v=h9wZq4Eglas

[5-4] Doom mod that lets you deform any Doom map
https://www.youtube.com/watch?v=1icgXmbBR_k

[5-2] Anon shares his newfag-friendly pack of Doom mods
>>6391483

[5-2] ZCode, a language intended to replace Decorate (?)
https://www.doomworld.com/forum/topic/114119-the-zdcode-booth/

[5-2] "ClusterBloom is a compendium of rare maps with the craziest ideas you'll see in your whole life"
https://www.moddb.com/mods/clusterbloom/downloads/clusterbloom-ver1-667?fbclid=IwAR3-cvF7li4clqcfaG4501TJOKoXLrmPGjuT7QnW_1dJz-66sFhJfx8mii0

[5-1] Austerity v3.0 RC1
https://forum.zdoom.org/viewtopic.php?t=68428&p=1149505#p1149505

[5-1] DBP23: Evil Egypt released
https://www.doomworld.com/forum/topic/114095-dbp23-evil-egypt/

[4-28] Anon shares a map, Sundered Citadel
https://mega.nz/file/ZnYiHKBa#6ZWeaLgeplVO6PgCGmsPOL8_HyV1sSEETi8uCfb_VNo

[4-28] A new YouTube channel about mapping in Trenchbroom
https://www.youtube.com/channel/UCMkmAYBVLAC9jGIUD4LjacA

[4-28] Further work on a Doom port/remake on the Amiga 500
https://www.youtube.com/watch?v=DvRxpxVRdEg

[4-28] More Quake Champions rips, guns
https://knockout.chat/thread/9182

[4-25] Anon releases Desolate, a Doom 64 Map (updated link)
https://www.dropbox.com/s/4i01os0bbby9ayz/Desolate%20v1.1%20for%20real%20this%20time.7z?dl=0

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6404756
File: 6 KB, 80x56, painboy.png [View same] [iqdb] [saucenao] [google]
6404756

What a name. And what a guy! Killing him is almost as bad as letting him live.

>> No.6404760
File: 64 KB, 360x450, Formerhuman_sprite.png [View same] [iqdb] [saucenao] [google]
6404760

>yEAy
>yEAy

>> No.6404771
File: 197 KB, 1920x1080, 20191214192232_1.jpg [View same] [iqdb] [saucenao] [google]
6404771

Greetings Turok. How may I assist you?

>> No.6404776

>>6404771
She looks stoned.

>> No.6404780
File: 710 KB, 596x1076, f3c100cb4e9e2b54a3d299ebf41cb75c615e46ca_s2_n1.png [View same] [iqdb] [saucenao] [google]
6404780

>>6404776
Well she does hang out with Native Americans.

>> No.6404783
File: 770 KB, 1915x1080, screenshot.png [View same] [iqdb] [saucenao] [google]
6404783

Shameless bump for my new map's sort of-release: >>6403346

Advice on placement of monsters etc would be appreciated.

>> No.6404845

>>6404780
That drawing of her's kinda weird; her body is drawn like your average comic book hero, but her hands look really out of place and Dr. Seuss-like, and not even because of the fact that she has four fingers on each of them.

>> No.6404910

>>6404783
Looks pretty neat. Maybe I'll give it a go.

>> No.6404917
File: 765 KB, 1920x1080, doom.png [View same] [iqdb] [saucenao] [google]
6404917

>>6404783
Went into the map and took a bit of damage early on and couldn't find health, so was a bit worried it would be a map with not enough supplies, but the armor and health that appeared near the red key room was just in time.

I did die once as pictured, but I blame that mostly on the ambush room where I ate point blank mancubus flames while trying to keep moving around the revenants and pain elementals. I ran the map with coop-style respawning on, and could reenter the locked room and continue where I left off, so props for keeping that in mind to make the map coop friendly.

I got lost a bit in the main area with the teleporters, and was able to figure out their gimmick, but it might not be obvious to every player -- maybe add floor textures that make arrows of a sort that imply how they work, or have one end of each n/s and e/w set of rooms have a teleporter that takes you to the other set, if that makes sense. Also, it took me awhile to figure out that the yellow key was tin the middle. if there's a way to make it more visible, like having it on a high pillar in the center and the spiral steps going up after you clear the ambush room, it would make it a bit more clear that a) it's a goal and b) that it's ready to be picked up.

The blue room trap had me take a hit from the archvile, the sudden monster ambush worked pretty well.

Maybe add some monsters on pillars or cages
to restrict them from moving around, I was able to camp in the little elevator area that takes you up to the yellow key doors, safe from the revenant teleport shenanigans while shooting all the monsters that came close.

Ammo wise there was plenty, though that last bit of secret cell packs were pretty much too late to matter. Couldn't find the other two.

>> No.6404932

>>6404917
>Maybe add some monsters on pillars or cages
That's a good idea. I was thinking about it, but kinda forgot to actually implement it, will do on finalizing.

>> No.6404943

Playthrough video of Map10 of 100 minutes of/vr/ is up. My favorite map of the wad.
https://youtube.com/watch?v=5bQlQYFDHWI

>> No.6404949

Decino just posted a new video going in depth on how Doom's AI functions.

https://www.youtube.com/watch?v=f3O9P9x1eCE

It's making my brain hurt since I'm stupid as fuck and cannot into math.

>> No.6404952

Is it just me or does Eternal Doom get less confusing as it goes on? The beginning is so obtuse I gave up playing multiple times over the years, but now I've powered through half of it and it gets much better after the first few levels.

>> No.6404965

>>6404845
To be fair Turok is from a comic book plus I like that style.
Don't know why they give her 4 fingers,in the comics she looks better.

>> No.6404985

>>6404965
But her hands are almost like they're drawn in a totally different style from the rest of her. Plus the anatomy of the palms and fingers look really wonky to me, especially the angle of her right hand's because the bottom half of her palm looks like the front of it is facing forward, but the lack of foreshortening on the fingers looks like the hand's meant to be seen from almost a front view angle.

>> No.6405028
File: 111 KB, 400x617, 38.jpg [View same] [iqdb] [saucenao] [google]
6405028

>>6404985
If I had to guess... It honestly looks like an artist with a problem drawing hands, ala Rob Liefeld's aversion to drawing feet.

>> No.6405036

>>6404949
Anon there's barely any maths in this video what are you even talking about?

>> No.6405038

>>6405036
The distance calculations. I don't know how to figure out probability and percentages.

>> No.6405060
File: 598 KB, 1273x1920, ec1ce1cb054a5925a5aa506a4c4e5a37.jpg [View same] [iqdb] [saucenao] [google]
6405060

Is it really that bad?

>> No.6405076
File: 28 KB, 499x481, de15df26e9bf61c4f5672a08dc60a50b.jpg [View same] [iqdb] [saucenao] [google]
6405076

>>6404727
None of you play Doom, you are always playing a new mod or whatever that takes the soul of the game away, be it by using mods, a new map set using non-vanilla features, new monsters, new weapons, new game modes and so on. The only tolerable thing is whatever ways the Odamex is used in Doomcon: to have someone spectate the game at high resolutions, and have it being played at a higher resolution, with mapsets that use strictly vanilla features, and if you doubt that, just look at the classic Doom release in Doom 3 BFG Edition: the game is rendered at 960x600 with an (canon) episode added to Doom II.

The majority of you are just posers using new engines and slapping the label "hey it is Doom!" on it.

>> No.6405079
File: 104 KB, 222x213, nico sneer.png [View same] [iqdb] [saucenao] [google]
6405079

>what if I made intentionally retarded posts?

>> No.6405081 [DELETED] 

>>6405076
What is the point of making posts like these? Accusing everyone of some broad generalization and shitting up the thread because oh no, someone isn't having fun the right way. Grow up or go back to /v/.

>> No.6405083

>>6405081
>What is the point of making posts like these?
Getting (you)s, and he succeeded.

>> No.6405085

>>6405079
The true art is in being unintentionally retarded.

>> No.6405086

>>6405060
Your mom? Nah, a bit overweight and a roastie, but sucks dick like a vacuum cleaner.

>> No.6405090 [DELETED] 

>>6405081
Thanks for the (You), faggot. People like me don't make this place worse, retarded easy to bait niggers like you do.

>> No.6405095

>>6405038
The gist is that the closer you are (except melee range), the more likely they are to fire a missile. And the probability differs between monsters.
>>6405086
Anon that doesnt even make sense as a response. Please apply your burns more thoughtfully.

>> No.6405117

>>6405076
At least this line of thinking is marginally less retarded than Graf's "vanilla/boom compatibility is holding Doom back" stance. But that's really all it has going for it.

>> No.6405120

>>6405079
There is not a single post containing what you just quoted. Are you okay, anon?

>> No.6405121
File: 2.54 MB, 390x373, 1585270792164.gif [View same] [iqdb] [saucenao] [google]
6405121

>>6405086

>> No.6405123
File: 278 KB, 448x458, Dominus.png [View same] [iqdb] [saucenao] [google]
6405123

>>6401607
>the one on the bottom right

>> No.6405131

>>6405117
I would agree with him if he said "gzdoom" instead of "Doom".

>> No.6405136

>>6405121
I know you are, but what am I?

>> No.6405137

Something I got curious about: what Doom mods/conversion have female protagonist? I think I saw something with animals where enemies said "After her" and stuff like this once but that's about it.

>> No.6405138

>>6405137
Hedon

>> No.6405140

>>6405137
Not Doom but an entirely new game built on top of zdoom. http://heroestospare.com/rabotik/harmony.php

>> No.6405142

>>6405131
That's the problem with Graf. He thinks his frankenstein's monster of an engine is synonymous with Doom and can't understand why anyone thinks otherwise.

>> No.6405145

>>6405137
off the top of my head,

La Tailor Girl
Demonsteele
Cyberrunner but that's ultra dead because you could run straight out of maps
I guess those Metroid ones technically

>> No.6405143

>>6405137
You're thinking of Rise of the Wool ball, besides that I can think of Lt. Typhon and Demonsteele, and I'm pretty sure there are others but I'll be damned if I can recall them right now.

>> No.6405147
File: 92 KB, 1920x1080, yay_AVJ.png [View same] [iqdb] [saucenao] [google]
6405147

I did babby's first Archvile Jump in Scythe's MAP23. Do I get a cookie?

>> No.6405149

>>6405117
This is not a retarded thinking, in the moment you change the rules of a game, it becomes a different game that shares some similarities with said game.
Logic 101.

>> No.6405150

>>6405142
He should just make his own engine and licence it to indie devs. He'll make hundreds.

>> No.6405152

I want to find the best maps, campaign for Doom or Quake, where to start?

>> No.6405153

>>6405152
The OP is a good place to start :)

>> No.6405158

>>6405145
Highway Acceleroid Booster then. Also you can sometimes play as titty monster in High Noon Drifter.

>> No.6405165

>>6405153
is not organize enough, most of the time I end up to find random garbage or incomplete project that has the attention of the community while I want to play just complete stuff, ZDoom is slighty organized but Doomworld is shit

>> No.6405182

>>6405165
It should be easy to find some good stuff at Quaddicted, they make really pretty maps https://www.quaddicted.com/reviews/

>> No.6405186
File: 236 KB, 530x423, Doom Comic Turok 1.png [View same] [iqdb] [saucenao] [google]
6405186

>> No.6405189
File: 230 KB, 530x423, Doom comic Turok 2.png [View same] [iqdb] [saucenao] [google]
6405189

>> No.6405202

>>6405152
Moddb, idgames and the undernet.

>> No.6405204
File: 9 KB, 473x347, 588631764319.gif [View same] [iqdb] [saucenao] [google]
6405204

Daily reminder that Tom Hall and Sandy are the best combo possible and their stages are godly.

>> No.6405213

>>6404727

"so you wanna play some X" images in OP are broken, they're super blurry and low resolution

>> No.6405218

It was nice to see John Carmack mentioned in a UK article today.

Shame it was calling for the Imperial College Covid-19 modelling code, which he had a prominent part in, to be retracted as it's inaccurate to the point of being unsalvageable - and even for the entire area of expertise to be defunded such is the seriousness of this story - but still it was nice to see his name.

>> No.6405225

Lilith is fucking stupid.

>> No.6405226

>>6405204
Every time you get to a shitty map you don't even have to look it up, you just know that its a Tom/Sandy joint.

>> No.6405228

>>6405213
They're not, though?

>> No.6405234

>>6405226
Who did the earth levels in 2?

>> No.6405235

>>6405234
You mean city levels? Because until Nirvana they are all Earth levels.

>> No.6405236

>>6405225
t. graf

>> No.6405251

>>6405083
>say something stupid or inflammatory
>someone calls you stupid and questions why you are acting belligerent
>haha epic troll, victory for me

I don't understand this mindset.

>> No.6405253

>>6405137
Project Einherjar and all the various expansion packs made by the same author.

https://mikestoybox.net/2017/01/04/project-einherjar/

>> No.6405256

>>6405251
Anon, at this point it's all just an attention gaining game. It's doesn't even matter if you actually get annoyed from the stupid posts, if you give them any semblance of attention, they get what they want.

>> No.6405260

>cant find last secret
>idclip to find it
>don't even feel shame afterwards because it was fucking ridiculous "walk through wall texture that looks exactly the same as everything around it on a walkway you have to drop down to from another secret" bullshit you would never find normally without methodically humping every single wall in the level

>> No.6405281

I am sexually attracted to Graf.

>> No.6405286

>>6404727
Doom or Heretic but you are a chef fighting ornery food and beverages.

>> No.6405293

>>6405286
>misread this as horny
>got hard at the thought of a carrot with a nice ass

I've been here too long.

>> No.6405296
File: 488 KB, 768x384, ios_numbers.png [View same] [iqdb] [saucenao] [google]
6405296

Icon of Sin's wall textures are numbered like so:

1 3 2
8 4 6
9 5 7

What did id mean by this?

>> No.6405306

>>6405296
I'd rather ask why there's so many segments. The way I see, it should need 4 at best. Hell, even 1 should suffice as long as you can align the hole.

>> No.6405312

>>6405234
Sandy I think

>> No.6405313
File: 361 KB, 1680x1050, shot016.jpg [View same] [iqdb] [saucenao] [google]
6405313

>>6404776
>>6404771
She looks cute though.
Better than that HD Pack for Turok 2.
She's high as fuck.

>> No.6405323

>>6405306
>even 1 should suffice as long as you can align the hole.

That's what she said!

>> No.6405325

>>6405234
>>6405312
yeah, all the outdoor levels are peak sandy

>> No.6405330

>>6405306
textures are limited to 128px tall

>> No.6405334

>>6405325
>>6405234
That's usually when I quit playing because it goes to shit

>> No.6405342

Why didn't they break doom 2 up into episodes?

>> No.6405343
File: 6 KB, 257x196, unamused.jpg [View same] [iqdb] [saucenao] [google]
6405343

>>6405251
This is not "stupid" nor "inflammatory", it is a legitimate concern that affects multiplayer Doom. I will give you a hint: everyone who once loved actual Doom moved away from it to play CTF and other non-Doom trash. What happens with that population if they prefer to play non-Doom over Doom? They can't play both at the same time so the population playing Doom becomes such a minority that might as well call it dead. Obviously you can't see that issue since you are most likely a non-Doom player and used to playing single-player and just slap a "stupid post" label on the post because you can't think outside the box. You can't see anything beyond your belly button and that is why you reach this conclusion.
>>6405256
>Anon, at this point it's all just an attention gaining game.
The world isn't 100% composed of attention whores, review your worldview.

>> No.6405350
File: 447 KB, 477x469, Turokguy.png [View same] [iqdb] [saucenao] [google]
6405350

What are your thoughts about the Turok games?
Remasters included.

>> No.6405351

>>6405334
fuck you downtown is fucking awesome

>> No.6405352
File: 11 KB, 676x684, console version.png [View same] [iqdb] [saucenao] [google]
6405352

>>6405204
Spawning Vats is pretty based and was one of the first stages ever made in Doom, I love how massive this map is.
That downgrade in the console ports

>> No.6405357

>>6405225
Agreed

>> No.6405371

Now that the dust has settled, how did you like Ion Fury?

>> No.6405375

Huh I just realized we can talk about counter strike(the mod) here. Neat.

>> No.6405380

>>6405350
Turok 1 remaster is fun, I liked it. Beat it twice, once on Normal then on Hard. Kinda made me wish I hadn't ignored the N64 version for so long. Played the Turok 2 remaster but didn't get far into it, I'll have to give it a proper playthrough someday.

Also bought the physical Switch versions of both games from Limited Run Games last year, cool stuff. Would anyone be interested in me scanning the booklets included with both games? The one for the first game contains some words from the devs (including Kaiser) and the second game's booklet has concept art for characters and enemies, including some which were cut from the final game. I get the feeling someone may have already scanned and uploaded them somewhere by now, but you never know.

>> No.6405383

>>6405371
Pretty good. kinda mediocre combat but hey, at least it feels good while I straferun through the cyberpunk atmosphere.

>> No.6405384

>>6405371
It's good

>> No.6405392
File: 127 KB, 1920x1080, doom2.png [View same] [iqdb] [saucenao] [google]
6405392

>>6404783
Ok, I went through it again in strict singleplayer and found out that due to the monsters stopping upon player death, the red key room ambush actually didn't happen, due to the monsters no longer moving into the teleporter as it opened. After having to deal with the trap proper, my rating of the wad goes from having a good amount of ammo and supplies to having a slightly above adequate amount. If you waste too much dealing with the teleporting revenants you might have ammo shortages.

The red key room trap in particular is very nasty, you don't have much room to move in there to dodge Hell Knight, Pain Elemental, Mancubus and Revenant shots while also having to consider that there is an Archvile in the room as well. Eventually I just fled down the elevator and dealt with them by going back up thru the yellow door and shooting the enemies from the gap above, then dropping in to rocket the archvile and other monsters. I'd have to quicksave it and drill thru it a few times to be sure, but if forced to clear out the room without escaping I'd say the ambush is close to being unfair.

This is without picking up the berserkpack/cell pack and megaarmor until after the map is essentially cleared. If those two secrets aren't obtained the map is quite difficult.

Oh, and I went thru the areas again a few times and couldn't find the last monster.

>> No.6405397

>>6405371
enemies bad
weapons bad
music good
looks pretty

>> No.6405408
File: 79 KB, 999x902, MAP14_map.png [View same] [iqdb] [saucenao] [google]
6405408

>>6405352
>She doesn't mention the best map ever made
Best architecture
Best theme
Best gameplay
Best music

>> No.6405418

>>6405371
I like it, but I don't particularly care for the other Build games.

>> No.6405427
File: 442 KB, 1021x1320, turok2bonusartworkcomic.jpg [View same] [iqdb] [saucenao] [google]
6405427

>>6405380
Here's some of them:
https://www.turokforums.com/index.php?topic=67.0

>> No.6405456
File: 675 KB, 1764x994, Base_Profile_Screenshot_2020.05.png [View same] [iqdb] [saucenao] [google]
6405456

>>6404727
Newest version of our survival horror mod, Live Through Doom was released yesterday. .5 added crafting as well as replacing some of the weapons and such. check it out! Would love more feedback and testers.

https://www.moddb.com/mods/litdoom-survival-gameplay

>> No.6405457

What is the worst song composed by Bobby Prince and why is it waltz of the demons?

>> No.6405459
File: 616 KB, 1764x994, Base_Profile_Screenshot_2020.05.4.png [View same] [iqdb] [saucenao] [google]
6405459

>>6405456
There's a few different classes, ranging from vanilla Doomguy, to a more realistic survivalist, all the way to the weaker, crafting based scientist with sentry summons.

>> No.6405481

>>6405457
https://www.youtube.com/watch?v=uqPygriypYI

>> No.6405484

>>6405371
*Ion Maiden

I refuse to not use that awesome title because of lawyer faggotry.

>> No.6405485
File: 852 KB, 1920x1080, doom3.png [View same] [iqdb] [saucenao] [google]
6405485

>>6405392
>>6404783

Okay, turns out that either standing there and firing plasma non stop on the upper level works, as does jumping down and clearing everything behind the pillar and then moving back to deal with the enemies above. I guess I was just making things harder than it had to be.

>> No.6405501

>>6405371
Pretty damn good game. Of course there are various aspects that don't stack up to the big 3 Build games, but there are many aspects that surpass them. And besides, it's not like an FPS that good comes along every day.
Main issues are the protagonist (not enough personality - nothing to do with gender) and the levels (too many industrial/facility levels).

>> No.6405571

>>6404783
I think you've got a lot of really cool scenarios in this map but it struggles to come together into a cohesive flowing whole. Like for example you've got the revenantaporters, which are pretty neat gimmick to build your level around, but there's all these side rooms with other gimmicks that kind of distract from it, but more importantly, the revenantaporters are immediately introduced at 100%, you immediately get slapped in the balls with teleporting revenants and specters and other enemies trickling in at the same time, it's an idea I'd want to introduce before hand to make players comfortable with it's function, before I start pulling crazy stuff like that. In addition, I didn't feel like I had a good sense of through the map, it seemed like the route through the level kind of jack knifes arbitrarily all over the place and I'm just bumbling around, even just using decorations to help signpost doors and ways to go would help even that out I think. overall I like a lot of scenarios and ideas but I don't think it comes together 100%.

>> No.6405586

>>6405408
I like that map

>> No.6405596
File: 1.91 MB, 1891x1031, Turok_Dinosaur_Hunter_-_Attack_Robot_-_Poacher_-_014.png [View same] [iqdb] [saucenao] [google]
6405596

>>6405350
I'll include my thoughts on the games I've played.
>Turok Dinosaur Hunter
Very fun, feels like Doom with dinosaurs. First ever fps I played as a kid. Got an excellent remaster.

>Turok 2: Seeds of Evil
Liked it even more than the first one, although I never managed to finish it on the n64 without using cheats. Loved messing around with it, even discovered a co-op glitch that would only work on black cartridges and would break upon entering a teleporter. Got a convenient remaster with QoL upgrades that helped me finish it legit this time around. Adon is best girl.

>Turok Rage Wars
Had fun fragging my brother and friends but we tended to play smash bros and pokemon stadium 2 more when it came to multiplayer. Probably because I was the bigger FPS fan and kept winning most matches.

>Turok 3: Shadow of Oblivion
Liked it but not as much as 2. Graphics/art wise to me it felt like an updated Turok Dinosaur Hunter. Also some of the previous guns being downgraded from proper weapons to attachments felt kinda lame (like what happened to the Shredder). Been some years since I last finished it though so I would love to play a remaster of it.

>Turok Evolution
Felt kinda weak overall. The guns were cool and had some pretty alternate modes but why in the FUCK did some levels take away weapons? Seriously, there was this one level where my pistol was gun but ammo kept getting dropped for it! What a tease. Also the Nuke only shows up once in the entire game and your only chance to use it is at the very end of level against a group of mooks you could easily dispatch with a single shot from the rocket launcher.

And as for Turok 2008...

>> No.6405606
File: 3.26 MB, 954x1331, t1 p6.png [View same] [iqdb] [saucenao] [google]
6405606

>>6405380
https://files.catbox.moe/0f3lw1.zip

Enjoy.

>> No.6405634
File: 2.75 MB, 2728x3461, Turok_art_04.jpg [View same] [iqdb] [saucenao] [google]
6405634

>>6405596
>Turok (2008)
This felt like a knife drove through my heart. I remember reading up on everything I could about this game. I was beyond excited to hear that a new Turok game was coming to modern systems. I even preordered it! When it finally came out I dove into that game for hours on my first sitting and spent a good few minutes idling on the screen where you first see a few Brontosaurus in the distance. This was it, a new Turok game! I felt really happy during those first few minutes.
Then I started to notice the problems. An immortal T-rex that I had to run away from, QTEs up the ass, lame weapon design and sound effects, boring characters, boring locations, BORING! The weapons in particular I had an issue with. It was the lamest arsenal yet, and it was even more limited than Evolution! The biggest gun you get in that game is a freaking RPG! The only weapon I kind of liked was the minigun due to being able to turn it a sentry gun. The game was such a disappointment to me and it's not like I didn't give it a chance. I played through it twice on regular and hard difficulty, but it still left me feeling empty.
At the end of it all I'm convinced the Turok franchise is dead. While yes, Nightdive did some excellent remasters, to me it felt more like I was experiencing some found memories. I don't think Turok as a series will ever make a proper comeback and I've grown at peace with that. I'd love to be wrong of course. For now I'll just settle with hopes for additional remasters.

>> No.6405689

>>6405158
hwat about High Noon Drifter?

>> No.6405698

>>6405689
BFG replacement, try it out yourself and see

>> No.6405703

>>6405457
>hating on waltz

>> No.6405716

>>6405689
It allows you to summon someone's fem demon fetish OC and control it.

>> No.6405723

>>6405716
Don't talk like that, Basilissa is pure.

>> No.6405729

Any mods for Ion Fury? Dont see any.

>> No.6405734

>>6405501

Shelly is really fucking boring and so is the main enemy and enemies.

They get irritating, just want to change their voice.

>> No.6405738
File: 256 KB, 960x540, beegalientiddies64.png [View same] [iqdb] [saucenao] [google]
6405738

>>6404771
>>6405313
Can't wait try out her boss battle
https://www.dropbox.com/sh/whpa4fnfgygjp4v/AABxtXOTxshibsBmzTMpzdNCa?dl=0&preview=bossadon_rev_2_14_20.flv

>> No.6405743

>>6405723
No demon is pure.

>> No.6405749

>>6405743
Basilissa is a good girl.

>> No.6405757

>>6405734
Pretty much how I feel about it as well.
>>6405738
Oh damn, haven't seen this before. Looks really cool and I was just thinking about having proper boss battles in doom.

>> No.6405775

>>6405757
The modauthor was contentposting here months back. Last thing he released was some demovids
https://www.dropbox.com/sh/whpa4fnfgygjp4v/AABxtXOTxshibsBmzTMpzdNCa?dl=0
Haven't heard from him since the lockdown started. Maybe he died of WuFlu.

>> No.6405779

>>6405775
Yeah I remember him posting some time ago, but haven't seen the vids. Hope he's alright.

>> No.6405808

>>6405457
>waltz of the demons
>bad
No.

>> No.6405809

>>6405457
Worst for me is Countdown to Death. Just adds a sorta "boring" vibe to levels.

>> No.6405816

>>6404952
The middle levels of Eternal Doom are relatively straight forward, yeah. Things should get confusing again once you reach map20.

>> No.6405824

>>6405076
I pretty much exclusively play vanilla and boom compatible wads, on Eternity Engine. And I revisit the iwads fairly often.

>> No.6405835
File: 519 KB, 680x680, 1588591891713.png [View same] [iqdb] [saucenao] [google]
6405835

I like playing GZDoom doom2.wad with beautiful doom while listening to civvie 11 and drinking beer

I want gf

>> No.6405837
File: 403 KB, 656x687, 1587145487831.png [View same] [iqdb] [saucenao] [google]
6405837

>>6405076
That's a silly blanket statement to make, especially in this general. I play vanilla doom, using either chocolate or crispy, fairly often. How about you go to some other more prominent community, where you statement might hold more true, and post this there.

>> No.6405839

>>6405738
I always found it funny that Adon's personality had an air of reserved refinement in the cutscenes, but her MP quotes make her come off as a full-on a sassy, condescending bitch.

>> No.6405841

>>6405835
based

>> No.6405842

>>6405835
>playing a game while listening to a video.
I struggle to understand this as you'll most likely end up loosing focus with either of those things. Just listen to some music instead.

>> No.6405853

>>6405835
are you me?

>> No.6405861

>>6405835
I truly don't understand how anyone likes civvie's content.

>> No.6405862

>>6405457
Waltz of the demons isn't bad, it just could use better instruments. It fits Limbo well.

Worst song is probably DOOM.

>> No.6405864

>>6405861
I like old games and I'm bored most of the time.

>> No.6405869
File: 874 KB, 854x922, 1558213256446.jpg [View same] [iqdb] [saucenao] [google]
6405869

>op image
>suddenly remember when my dad used to make fun shaped pancakes when I was really little
I'm homesick now.

>> No.6405872

>>6405861
Like a walk through but shorter and highlights the more "interesting" parts of something.

>> No.6405898

>>6405738
The guns in this mod manage to look both chunky and skinny at the same time. It's weird.

>> No.6405912

>>6405861
Are you the guy who hates that he agrees with Civvie's opinions?

>> No.6405915

>>6405912
I'm not sure what you even mean, so I guess not.

>> No.6405959

>>6405915
A few threads ago, someone was arguing that civvie was a terrible youtuber, because he always had agreeable opinions, which he found boring.

>> No.6405961

>>6405959
Well I find his content boring but it has nothing to do with his opinions.

>> No.6405964

Good shit.
Currently in the process of setting this up on a streaming stick.

>> No.6405970

>>6405912
No, that's me. And I'm still right. Fuck that bland uncontroversial dipshit.

>> No.6405971

>>6405964
no, please, anything but the shit streaming stick

>> No.6405975
File: 128 KB, 728x426, autism peak.gif [View same] [iqdb] [saucenao] [google]
6405975

tfw my map project has become so massive that I'm too scared to share for testing it before it is done.

>> No.6405979

>>6405964
???

>> No.6405980

>>6405964
I somehow misread this as "in the process of getting this chick to suck dick"

>> No.6405983

>>6405975
Share an individual level or two then.

>> No.6405997
File: 119 KB, 1920x1080, 20200506185419_1.jpg [View same] [iqdb] [saucenao] [google]
6405997

>>6405980
Now Entering
Anal Outpost

>> No.6406038

>>6405898
I've seen that in other mods with 3d HUD weapons. GZDoom has this weird FOV effect those.

>> No.6406050

>>6405738
>3 Long range attacks
>1 Jump attack
>3 melee attacks
>active sidejump dodging?
>Sass-backing
Are there any doom mods with bosses that have that level of complexity?

>> No.6406052
File: 86 KB, 1440x1080, AncientAliens.png [View same] [iqdb] [saucenao] [google]
6406052

Just finished Ancient Aliens. Really enjoyed it overall. That twist ending was brilliant

Favourite maps: 08, 10, 16, 17, 18, 22, 24, 25, 26, 27, 29

>> No.6406070

>>6406052
Also, one thing to say. I remember seeing some people call Ancient Aliens a slaughterwad, and I'm really baffled by this. There were only about three levels that I'd call slaughter, and only the one Joshy made (map28) actually felt like a typical slaughtermap. The other two that were by Skillsaw (map15 and 29), are really tame in comparison.

>> No.6406073

>>6406070
if there's more than 10 monsters in a room it's slaughter
if there's more than 5 arch viles or pain elementals in a level it's slaughter
if I die it's slaughter

>> No.6406074

>>6406073
>if there's more than 5 arch viles
This but unironically.

>> No.6406076

>>6406070
Glad you enjoyed Ancient Ayys anon. It's one of my favorite megawads. I would encourage you to check out Valiant as well, it's made by skillsaw too and it's great.

>I remember seeing some people call Ancient Aliens a slaughterwad, and I'm really baffled by this.
Always take what people say on the internet with a grain of salt yeah. AAyys isn't slaughter. Like you said, it has like 3 maps that lean towards that, but to say that is a slaughterwad is indication that the person doesn't know what they're talking about or they're salty as fuck that they can't finish it without savescumming like crazy or something.

>> No.6406083

>>6406073
>if I die it's slaughter
Pretty much this.

>> No.6406085
File: 1.31 MB, 1920x1080, Screenshot_Doom_20200506_195950.png [View same] [iqdb] [saucenao] [google]
6406085

i guesss AV26 a slaughtermap

>> No.6406086

Amid Evil > Dusk

>> No.6406089

>>6406085
Why are you a low polygon count lady

>> No.6406092

>>6406070
Map29 feels weird as the final challenge of the mapset, map28 was a lot fiercer.

>> No.6406095

>>6406052
>Favourite maps
>16
>24
Mah nigga. Those were my favorite maps too, really beautiful visuals.

>> No.6406103
File: 1.85 MB, 1920x1080, amidevil.png [View same] [iqdb] [saucenao] [google]
6406103

>>6406086
nah

>> No.6406104
File: 945 KB, 1920x1080, Screenshot_Doom_20200506_195944.png [View same] [iqdb] [saucenao] [google]
6406104

>>6406089

I'm weird and like certain things a lot, in this case a playerskin. Try not to be like me and enjoy all things in moderate doses, even Doom.

>> No.6406106

>>6406092
Indeed. The final horde in map28 took me like 15 tries alone, and this was with a save that hadn't triggered it yet, and with 200 hp/armor and full ammo ready to go.

>> No.6406108

>>6406106
Now do it without saves

>> No.6406114

>>6406076
I'm not a huge fan of Ancient Aliens but it's really well designed and I've played bits and pieces of it, and it's just really hard. I guess they've never played stuff like Sunder or Chillax or the legendary nuts.wad

>> No.6406118

>>6406114
>legendary nuts.wad
Uuh
Anon, you do realize nuts.wad is piss easy right

>> No.6406125

>>6406108
I don't think I have the patience for that with this map, heh.

>> No.6406129

>>6406118
Well yes there is no rule that says a slaughterwad must be hard hard, maybe it leans more towards hard to stay awake hard, but if you load up stuff like Russian Overkill along side it you might even possibly have a fun time (for five seconds)!

>> No.6406134

>>6406125
But think of how good you will feel when you finally make it to the exit without having saved a single time, think of the dopamine rush

>> No.6406135

How do I make midis?

>> No.6406136

>>6406135
https://www.conversion-tool.com/audiotomidi/

>> No.6406139

>>6406136
>audiotomidi
ew

>> No.6406141

>>6406136
Pretty sure this just results in a garbled mess.

>> No.6406145

>>6406136
But anon I want to make real midi not garbage autoconverted midi.

>> No.6406149
File: 391 KB, 514x474, 1186439.png [View same] [iqdb] [saucenao] [google]
6406149

Just finished Valiant. Gameplay, aesthetics, jams, all on point. Can't believe it.
I'm thinking Back to Saturn's next.

>> No.6406165

I need fanart. Fanart of Hexen!

>> No.6406174
File: 1.01 MB, 1572x2229, 5290929.jpg [View same] [iqdb] [saucenao] [google]
6406174

Didn't know this was a thing until now. https://github.com/ec-/Quake3e
Seems like an up to date continuation of ioquake3 with some nice improvements.

>> No.6406178

>>6405743
true, true

>> No.6406181

>>6406165
I only have the one with Parias hanging out with some trap.

>> No.6406185

I love Civvie!

>> No.6406184

>>6406178
But Basilissa is.

>> No.6406186
File: 991 KB, 1166x903, 1579650126052.png [View same] [iqdb] [saucenao] [google]
6406186

>>6406165

>> No.6406205
File: 287 KB, 2048x1984, scrap939_a.jpg [View same] [iqdb] [saucenao] [google]
6406205

>>6406165
Parias decided to visit Doomguy now that the hype for Doom Eternal is calming down a bit. He always gets a kick out of the cute little helmet pickups that are all over the place.

>> No.6406206

>>6406205
Wholesome.

>> No.6406216

>>6405330
I'm pretty sure one of the computer textures is 256px tall.

>> No.6406227
File: 1.44 MB, 900x950, 1387670963580.png [View same] [iqdb] [saucenao] [google]
6406227

>>6406165

>> No.6406231
File: 663 KB, 1800x1776, 1529151877495.jpg [View same] [iqdb] [saucenao] [google]
6406231

>>6406227
>>6406165

>> No.6406258

>>6406184
contradictory oxymoron statement

>> No.6406268
File: 314 KB, 997x665, 1530157082839.png [View same] [iqdb] [saucenao] [google]
6406268

>>6406165

>> No.6406274
File: 26 KB, 312x750, 1584987328965.png [View same] [iqdb] [saucenao] [google]
6406274

>>6406268
I forgot this meme was a thing
I wish it stayed forgotten

>> No.6406309

Is there a website or something for tracking wads you've played?

>> No.6406318

>>6405296
>okay let's start by doing one horn, that's texture 1
>now since it's low hanging fruit we mirror it for horn 2, that's texture 2
>now we do the rest of the face, those are textures 3, 4 5
>now fill the right side of the background, 6 and 7
>and left side, 8 and 9
It's the order the textures were made.

>> No.6406320
File: 194 KB, 601x955, Doom Launcher.png [View same] [iqdb] [saucenao] [google]
6406320

>>6406309
Doom Launcher does a pretty good job of recording wad information for you even if it has some quirks.

>> No.6406324
File: 51 KB, 1280x720, 1562970229816.jpg [View same] [iqdb] [saucenao] [google]
6406324

>>6404728
can someone make this work?
https://www.turokforums.com/index.php?topic=743.0
yes, I'm the retard asking for help
also, I think this is news related because it seems the turok 3 port will be never ever
https://www.youtube.com/watch?v=a__BK2yWF5k

>> No.6406325

>>6406320
Is it possible/convenient to synchronize your data between multiple devices?

>> No.6406327 [SPOILER]  [DELETED] 
File: 786 KB, 1059x1200, 1588839325150.png [View same] [iqdb] [saucenao] [google]
6406327

>>6406165

>> No.6406340
File: 335 KB, 1202x890, 1578247895894.png [View same] [iqdb] [saucenao] [google]
6406340

>>6405634
I wouldn't even say it's terrible but it feels like a complete downgrade compared to the previous entries.
Especially the weapons which are the best part of Turok games shouldn't be lame.
That chaingun is the worst one in a FPS game.

If Turok keeps getting popular nowadays maybe we might get a revival.

>>6405738
>>6405775
>>6405779
Always loved this anon work,hope he's alright and didn't gave up on it.
Making that weapon set separate like Doom Tournament or Zrift would be awesome.

>> No.6406342

>>6406325
I don't believe it's possible synchronize over the internet however you can always copy over the DoomLauncher.sqlite as that's where all data is being saved to.

>> No.6406343

>>6406342
possible to synchronize

>> No.6406353

>>6406309
yeah there's this hip new program from a lesser known indie developer, i think it's called.. Text Document.

>> No.6406359

>>6406353
>not using excel and showing power points of your statistics to your family

>> No.6406381

Fuck it, out of every remake/remaster/revival of a retro shooter, RoTT is the best one I played. I don't even like the original game, its only reason for existence is to provide Doom modders with rocket launcher sprites and cool music. And yet we have this - no epic takedowns, no serious plot, no console port, totally capturing pure retarded fun atmosphere of the original. How is this even possible.

>> No.6406383

>>6406340
titbones

>> No.6406387

>>6406381
Overload is pretty much remake of Descent, made by same people.
Too bad nobody bought it so studio had to close down and dissolve without making a sequel.

>> No.6406389

>>6406381
The RoTT remake is fucking trash, though.

>> No.6406392
File: 351 KB, 674x717, Безымянный.png [View same] [iqdb] [saucenao] [google]
6406392

>>6406383
Yes, and?

>> No.6406393

>>6406165
Someone post the googly eyed Cleric.

>> No.6406401

>>6406389
Your mom is fucking trash.
Though it is pretty trash from techincal point of view. You can't alt-tab out of it without FPS dropping when you come back.

>> No.6406404
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google]
6406404

>>6406393

>> No.6406437

>>6406381
Just a few threads ago people talked about how bad and cheap that remake was and how its humor misses the mark compared to original. It's possible that modern games may have lowered your standards.

>> No.6406441

>>6406437
Nah, I just had low expectations and was pleasantly surprised.

>> No.6406445

>>6406404
> paris

>> No.6406456

>>6406381
Cool, but it's still trash.

>> No.6406465

>>6406456
Yes, but it's still better than nuSW or nuWolf (and probably nuDoom, but I haven't played it because whatever scrap of goodwill I may have had for Bethesda ran out during my playthrough of nuWolf).

>> No.6406472

>>6406465
You're a stupid virgin and I'll take your virginity by force.

>> No.6406478

>>6406472
That's what she said.

>> No.6406480
File: 113 KB, 564x945, Blank+_839592b15d3b75010864e609cc5d6665.jpg [View same] [iqdb] [saucenao] [google]
6406480

Quake 2 bad

>> No.6406495

Playing map15 of doom 2 for the second time ever, with a decade long gape between playthroughs. This level is a huge pain in the ass. I've probably spent 30 minutes fucking about, trying to figure out how to get the red key, then figuring out what the switch does in one of the yellow-key islands, only to completely miss the blue key until I watched a guide.

>> No.6406496

>>6406495
Oh, and the fuckin' chaingunners too.

>> No.6406497

>>6406495
Map15 is probably Romero's least linear map he's ever made.

>> No.6406525
File: 127 KB, 500x826, sudhfuisdhf.jpg [View same] [iqdb] [saucenao] [google]
6406525

Why do wuake champions run so terribly

>> No.6406531

>>6406525
get the fuck out of there hissy

>> No.6406545

>>6406525
>why does an abandoned, trendchasing, russian outsourced game run so poorly

>> No.6406595

>>6406525
Because it's a cash grab with not much attention put into it. It's funny since I'm certain that in most cases developers know what the players really want, yet they refuse to comply and keep adding all kinds of cancer into the game in their chase for the mythical mass appeal.

>> No.6406643
File: 145 KB, 816x639, sky experiment.png [View same] [iqdb] [saucenao] [google]
6406643

Experimenting with sky textures despite being unable to draw. Does this part look weird to you?

>> No.6406660

>>6406495
doom 2 fucking sucks, industrial zone is why

>> No.6406709
File: 42 KB, 1200x481, EXQ42VGX0AIoSHC.png [View same] [iqdb] [saucenao] [google]
6406709

>>6404727

>> No.6406721

>>6406709
I saw an asian version of bottom, second the other day. Was doomguy also exposed to agent orange?

>> No.6406723
File: 100 KB, 588x642, Turok_2_Seeds_of_Evil_001.jpg [View same] [iqdb] [saucenao] [google]
6406723

Ngl,I feel Iguana Entertainment were fucking based when they made Adon in Turok 2.
A 6'6 feet tall alien woman with abs,not even Quake 3 a year later had a woman as muscular.

Too bad they ruined everything with her Turok 3 design which it got rid of the abs and looked generic as hell.

>> No.6406736

>>6406709
center top still the stuff of absolute nightmares

i fully expect to see it in mods

>> No.6406738
File: 387 KB, 760x560, d5u6354-9fa984e6-973d-4796-80f8-02eb14a3fdbb.png [View same] [iqdb] [saucenao] [google]
6406738

Speaking of Turok 2,I still feel it has some of the best animations ever made in a FPS game when it comes to the kills.
They make every weapon so powerful.

>> No.6406750

>>6406738
oh yeah, i have to put the turok 2 shredder on my to do list
splitting ricochet lasers, woo

>> No.6406751

>Map29 of 200 minutes of /vr/
why

>> No.6406752

>>6406525
>Poorly optimized
>Their engine sucks
>Gets an update at each government death

This game could've been awesome if they were more focused

I see you picked Cacobro only good drawing

>>6406750
Love that weapon

>> No.6406785

>>6406643
By this part you mean the mountains? Because it looks alright, nothing to really complain about or point out.

>> No.6406794
File: 183 KB, 700x932, 1588752557191.jpg [View same] [iqdb] [saucenao] [google]
6406794

>>6406723
They knew what they were doing at the time.

>> No.6406820

>>6406738
Few FPS weapons are more satisfying than the base shotgun with explosive shells.

>> No.6406908

yo
powerup ideas
wacky, unique, and outright dumb ones
go

>> No.6406917

>>6406908
this like, thing, that gives like, ideas for other power ups for you to get in game. haha that would be so cool mang

>> No.6406923
File: 1.30 MB, 1843x1041, file.png [View same] [iqdb] [saucenao] [google]
6406923

>> No.6406924

>>6406785
I meant the Black spot.

>> No.6406927

>>6406908
superborger that makes you fart every 3 seconds for 60 secxonds
makes every monster in vicinity to turn in your direction and stare at you for a second before attacking all at once.

>> No.6406928

>>6406908
quad damage from quake

>> No.6406930

>>6406908
One that makes the enemies on screen in fight for as long as it's active then re-focus on the player when it wares off.

>> No.6406935

>>6406908
Caco-juice, lets you float around like a cacodemon for a bit.

>> No.6406943

>>6406908
Magnetic projectiles, basically like this: https://www.youtube.com/watch?v=5fKE8QE1TlM

>> No.6406954

>>6406495
>trying to figure out how to get the red key
You don't even need the red key.

>> No.6406968

>>6406083
e1m1 is a slaughtermap like jesus christ guys, 3 shotgunners in one room?????????

>> No.6406976

Yknow what would be a fun idea for movement mechanics in either a mod or throwback FPS game like Dusk? Bunnyhopping but you let go of the movement keys entirely after building up speed and simply relying on jumping and moving the mouse around for air control while trying not to bump into anything that'd stop you in your tracks. Basically, you maintain/maybe build up momentum by bhopping without using any of the movement keys.

>> No.6407017

>>6406908
Berserk but enemies also teleport towards you when you punch.

>> No.6407040
File: 247 KB, 800x800, cover1.jpg [View same] [iqdb] [saucenao] [google]
6407040

So I made a couple maps back in 2013 but haven't done any since. Kinda quit playing doom since then too. Anyway I enjoy zdaemon and zandronum both for different reasons and would like to make my map look good on zandronum but also work on good ol zdaemon (exactly like Romero's new Sigil). In fact that's the style of mapping I enjoy and will probably make something similar for fun.

1. Is chubz still the go to for learning how to map (i'm rusty as hell) and will his tutorials allow for the map to work in both zdaemon and zand?

2.What do I pick for "game configuration" in doombuilder 2 so my wad will be compatible in both zdaemona and zand? Do I just pick Doom 2 or Boom or what? example: teleports or traps working for one port but not the other etc...

3. Hell, is doombuilder not event he go to anymore?

4.Am I missing anything important to look out for that will prevent my wad from working on both multiplayer ports before I get started? Thanks

>> No.6407053

>>6406104
Are you playing in 3rd person?

>> No.6407067
File: 38 KB, 500x500, 1574405855748.jpg [View same] [iqdb] [saucenao] [google]
6407067

>>6406324
I really expected more attention to this news

>> No.6407098

https://www.youtube.com/watch?v=-DN4aU-Km9o

>> No.6407173

Why when I try to use pencil on a patch in SLADE, nothing happens? What's the secret?

>> No.6407184

>>6405408
Neurosphere is better.

>> No.6407197

>>6406723
>bioelectric being
>is flesh and blood in the games

>> No.6407203

>>6405313
Yeah... that mesh was never meant for HD textures

>> No.6407213
File: 297 KB, 1024x1347, RCO036_1473477000.jpg [View same] [iqdb] [saucenao] [google]
6407213

>>6407197
>Here lies Turok
>He never scored

>> No.6407217

>>6407203
In cases like this, upscaling the original stylization is better than attempting realism

>> No.6407249

>>6407203
>>6407217
Upscaling can make the game look better but HD Textures at least 95% of the time they make the game look worse.
Unless it's meant to be a modern realistic enviroment it won't work.

>>6407213
And just like that,before Joshua gets fucked over in Turok 3.

>> No.6407265

>>6407249
For Adon in >>6405313 the graphical fidelity of the texture doesn't match with the graphical fidelity of the 3d mesh. It would need to be remodeled.

>> No.6407271

>>6407213
What's the context here? Is she about to sacrifice her essence or incarnate into physical form?

>> No.6407276

>>6407271
She sacrifices her essence

>> No.6407343

>>6406381
The funny thing is a lot of the problems with ROTT 2013 actually trace back to the original. Like the how (almost) every enemy is a guy with a gun, your weapons have infinite ammo, and you can only carry one explosive weapon. Those are just flawed design concepts.
But then it added its own problems like terrible optimization, boring levels, and cringy attempts at humor.

>> No.6407370

What are some good maps to play through with demonsteele?

>> No.6407371

>>6407040
1. dunno
2. i think zandronum can handle any map format, but zdaemon doesnt do UDMF (the most advanced one). so you can use format doom, boom, or doom-in-hexen (map for doom but with hexen's scripting features).
3. ultimate doom builder is the most current map editor
4. dunno. zdaemon is a software engine and zandronum has OpenGL, so there might be discrepancies with visual effects.

>> No.6407381
File: 547 KB, 1920x1080, Screenshot_Doom_20200507_125658.png [View same] [iqdb] [saucenao] [google]
6407381

>>6404783
I liked it, I could hear an Archvile stuck near the exit.
I also got stuck here.

>> No.6407391

>>6407343
>your weapons have infinite ammo, and you can only carry one explosive weapon
IDK looks like a fair balance to me
After all you don't have a Contra game , or most other arcade games limit the ammo for your base weapons, and special powerful guns are powerups
which is exactly what ROTT is doing.
It's an arcadey shootemup but in first person instead of 2D.

>> No.6407396

What is the best Roland SC-55 soundfont?
I remember someone here mentioned a couple that are not by Patch93

>> No.6407398

>>6407381
Yes, I might have messed that up. I also messed up mancubi teleport closets they let them out too late.

Did you fall down from the ledge above?

>> No.6407407

>>6407398
Yeah, trying to grab the green armor.

>> No.6407409
File: 8 KB, 192x250, cover.jpg [View same] [iqdb] [saucenao] [google]
6407409

>RETRO FPS THREAD

https://www.mobygames.com/game/target
https://www.youtube.com/watch?v=o0dHy24JAms

https://mega.nz/folder/9SRFDCpD#HBoc7BvZZKl-YmAyx9GwIg

>> No.6407410

>>6405456
>>6405459
Looks neat. Gonna try it out.

>> No.6407427

>>6407276
I want to sacrifice her ass

>> No.6407443
File: 52 KB, 800x600, ayy bootayy.jpg [View same] [iqdb] [saucenao] [google]
6407443

>>6407427
That would be a big task

>> No.6407451

>>6407409
>>https://www.youtube.com/watch?v=o0dHy24JAms

Without blabla:
https://www.youtube.com/watch?v=UYwh1GuKlLk

>> No.6407460

>>6407407
I'll have to think of something. Didn't quite thought it through when vile-proofing the room.

>> No.6407467

>>6407173
Did you choose brush type before drawing? The Set Brush option next to the color. Because it won't draw if you haven't chosen any.

Related to that, I just found out how the translate pixels drawing tool works in Slade and I feel dumb because it would have saved me so much time with precise recoloring.

>> No.6407468
File: 67 KB, 360x360, Cacoeye.jpg [View same] [iqdb] [saucenao] [google]
6407468

>>6406908
Cacodemon eye, for 60 seconds you:
Lose depth perception, can shoot fireballs, make Cacodemon sounds.

>> No.6407474

>>6407468
unironically would be a cool partial invisibility replacement

>> No.6407479

>>6406908
A partial invisibility replacement that makes it impossible to wake up demons without damaging them.

>> No.6407480

>>6407467
I didn't choose the brush, yes. How the hell am I supposed to know that there's even a button, lol.

Though it ended up poorly, I'm better off editing the whole thing in Paint.NET

>> No.6407482

>>6407468
CACOSPHERE

>> No.6407494

>>6406738
Why does he have a bullseye on his head?


I didn't have an N64 as a kid.

>> No.6407496
File: 766 KB, 1000x4774, pistols.jpg [View same] [iqdb] [saucenao] [google]
6407496

Somebody should make an ACTUAL Borderlands 2 mod, with visually randomised weapon parts, like original has.
IIRC it's possible now with the overlay function

Also what's with the file upload speeds on 4chan lately? It takes insanely long even for small files. 9 times out of 10 captcha "expires" before an image under 1 meg hits 50%

>> No.6407502
File: 47 KB, 444x554, 1561856833616.jpg [View same] [iqdb] [saucenao] [google]
6407502

Why do half the maps in Arcane Dimensions feel like they're made by DOOM mappers?
>here's a large room with some pillars and thirty enemies, enjoy circle strafing for a minute
If I wanted to play DOOM I would.

>> No.6407525

>>6405596
>Been some years since I last finished it though so I would love to play a remaster of it.
->
>>6406324

>> No.6407531

Man, it's hard to make textures when you can't draw.

>> No.6407537

>>6405738
d-did you killed adon?
what a gay

>> No.6407548

>>6407537
Its okay she got better

>> No.6407556

>>6406908
doomguy skate

>> No.6407561

>>6407407
Also, a little poll: How hard was it to figure out teleporters?

>> No.6407614
File: 1.15 MB, 1920x1080, gottem.png [View same] [iqdb] [saucenao] [google]
6407614

>>6404728
PR/GLBoom+ now defaults to showing armor color depending on the type of armor you're wearing (like Crispy), instead of only by amount
https://github.com/coelckers/prboom-plus

I know that only like 3 anons might care about this, but whatever, just thought I'd let you know since it also bugged me and now it's fixed

>> No.6407626

Can anyone recommend a megawad or any map set that would go particularly well with Doom RLA + RPG?

>> No.6407630
File: 65 KB, 1024x576, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6407630

>>6407371
Yeah I totally understadn the software vs opengl and the same map will look significantly different (especially lighting). I just want the actual functionality to be fine on both ports. In other words 100% playable and functionign correctly. I'll do doom in doom format or whatever I guess.

Thanks man.

>> No.6407641
File: 6 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6407641

I made a single-segment demo of skillsaw's Lunatic.wad! This map pack has some of the best music I've heard in any WAD. I haven't played very many WADs admittedly, but this is one of my favorites ever, maybe my top three, but then again it's difficult to compare a 32-level megawad like Eviternity or Going Down to a 5-level PWAD.
> https://youtu.be/fArIEaj8Lwo

>> No.6407642

Are there any mods - especially for the build engine - that are proper 'survival horror' experiences? Seems odd that I haven't seen any since the original RE was right with Quake and Blood.

I've been watching a lot of retro FPS stuff lately and it seems like it would be a good fit.

>> No.6407651

>>6407614
is this a mod or a new version of prboom?

>> No.6407656

>>6407651
New version. It's the only currently-active fork of PRBoom+ that exists right now, to my knowledge. Numbered at v2.5.1.7

>> No.6407658
File: 411 KB, 1280x903, 1280px-Bete_Giyorgis_01.jpg [View same] [iqdb] [saucenao] [google]
6407658

Are there any maps inspired by medieval Ethiopean churches? They seem very Doom-friendly.

>> No.6407663

>>6407641
That's cool and all anon, but if you were going to make a single-segment uvmax demo, why did you do it on GZDoom of all things. Playing on a heavily-modified source port like that kind of invalidates the run from the get-go

>> No.6407672
File: 16 KB, 476x356, 1298189120068.jpg [View same] [iqdb] [saucenao] [google]
6407672

>>6407641
>That motion blur
>That tilt
>That weapon sway
But why

>> No.6407680

>>6407663
oh it's not meant to go on DSDarchive or anything, it's just for fun. even if I did do it on PrBoom, it wouldn't be speedrun material lol

>> No.6407693

>>6407658
Not that I know of, but that would be super cool. Always thought it was amazing that they carved entire chapels and churches out of mountains.

>> No.6407694

>>6407656
how do I use this? i don't see prboom-plus.exe anywhere

>> No.6407697

>>6407694
You compile it, anon
Download the repo, do
cmake .
and then
make
And you'll have your binary (EXE in your case)

>> No.6407701

>>6407494
Multipurpose optical device

>> No.6407702

>>6407694
>releases

>> No.6407709

>>6407697
I literally don't know what any of that means

>> No.6407724

>>6407702
I'm looking at releases but they are from 2019 so they won't have the armor update

>> No.6407725

>>6407502
probably because they also make doom maps

>> No.6407726

>>6407614
>prboom fork touched by graf's dirty hands
no thank you

>> No.6407728

>>6407702
Anon won't find the fixed version in releases, because it was not a release, just a merged commit. The last release is from 2019.

>>6407709
I would compile it for you and link you the EXE, but I'm on Linux and I don't know if a cross-compile for Windows would work for you, but I could try. Just never done it before

>> No.6407729

>>6407724
well, fug, I didn't look at it, I just went with this >>6407656, it's the same version

>> No.6407731

>>6407729
Your first instinct was correct, even though they're numbered as the same version the releases in release page won't have the armor fix because that's new. The version number just hasn't changed because a new release hasn't been made. Sorry if that's confusing.

>> No.6407732

>>6407728
->
>>6407729
I need to redownload visual studio anyway but it will take a while

>> No.6407739
File: 883 KB, 426x213, Looking.gif [View same] [iqdb] [saucenao] [google]
6407739

>>6406324
Are we ignoring the fact that we have mouse control on turok 3?

>> No.6407746

I wonder if some fun surreal thing can be created by placing a short, sky-ceiling sector in the middle of the taller room.

>> No.6407747

>>6407739
yes, I actually wanted mouse control on armorines

>> No.6407749

>>6407739
Probably because Turok 3 wasn't all that popular to begin with. I bookmarked it for later if I ever want to play it

>> No.6407751
File: 64 KB, 688x547, StarTrekSpock.jpg [View same] [iqdb] [saucenao] [google]
6407751

>>6407749
nightdive can't make a single post without being swarmed by turok3tards

>> No.6407752

Now that you mention the HUD colors - one thing that Crispy Doom and PrBoom do correctly and GZDoom doesn't is, when you pick up a backpack and you have over 50 shotgun shells, your ammo count is blue, except in GZDoom, it's green. You can toggle "Backpack changes threshold" in Crispy/PrBoom but not in GZDoom

>> No.6407757

>>6407496
> why hasn't anyone made X mod yet?
sprites
its always sprites

>> No.6407760

>>6407747
totally forgot that was a thing
I didn't even know it was also on ps1

>> No.6407761

>>6407757
you already have the 3d models, you just need to take 1 million screenshots, what's the problem?

>> No.6407762

>>6407757
But GZDoom does support models rather well now.
Just look at DoomTournament - IIRC that uses models in different overlays for some effects, same could be done with Borderlands parts, and model viewers/extractors exist for it

>> No.6407763

>>6407752
Gzdoom has HUD colors? I thought you needed a mod for that.

>> No.6407765
File: 85 KB, 1920x1080, 2020-05-07-154126_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6407765

>>6407757
Who needs sprites
This is the ascended way of playing Doom, anon

>> No.6407767

>>6407663
>>6407672
Point taken, though. I will record any future demos on Crispy Doom or PrBoom/GLBoom

>> No.6407768

>>6407765
Oh and here it is in motion
https://www.youtube.com/watch?v=fIYI9LMqrRM

>> No.6407770

>>6407763
u can toggle colorized hud in options

>> No.6407773

>>6407726
What are you afraid of is gonna happen? It's not an advanced port with lots of coding features and special graphics options, it's just another Boom derivative with some quality of life features and practical additions.
I know it's popular to meme about Graf, and I certainly have my own misgivings, but also maybe think about what the actual consequences would be.

>> No.6407779

>>6404728
New stuff for Barely Breathing
https://youtube.com/watch?v=Ehxd0pnUV0Q

>> No.6407781

>>6407768
I shouldn't like this but I do

>> No.6407787

>>6407761
You do it then and make it easier for someone else to make your mod :)

>> No.6407789

>>6407773
>It's not an advanced port with lots of coding features and special graphics options
Graf has explicitly stated in the past that someone needs to take Boom and add more advanced features to it so that Boom stops "holding Doom back".

>> No.6407793

>>6407751
I haven't seen many people asking for Turok 3 non-stop to NightDive but yeah it's much more complicated than that.
Doom 64 is far more simple to port but Turok 3 is a whole different level and not just because it's an N64 exculsive.

My biggest wish is a Turok revival like Doom did,made by competent people.

Dreamworks holds the rights,hope they're not too stingy with it

>> No.6407794

>>6407762
you still need sprites to assign each frame of model animation to, and trust me, it's not pretty when you've got weapons with 800 frames or more (because if you want to swap textures and whatnot you have to make a duplicate of the whole thing with different skins assigned in modeldef).

>> No.6407802

>>6407761
Because that looks like shit unless you have the time & talent to clean the screenshots to fit Doom's style

>> No.6407804

>>6407789
What kind of advanced features are you picturing? To my knowledge, what he's actually adding is stuff like MAPINFO support, which would simplify things such as renaming levels, making actual episodes, etc. He's not squeezing in ZScript in there.

>> No.6407807
File: 6 KB, 206x245, 1578879613016.jpg [View same] [iqdb] [saucenao] [google]
6407807

>>6407802
>>6407787
I was being sarcastic

>> No.6407808

>>6407794
But those will be dummy sprites, right?
Could'nt it be done once for 1 skin then automated for others with some kind of search->replace?

>> No.6407815

>>6407789
Obviously that means that Graf is going to retroactively hardcode Brutal Doom into all existing versions of Doom.

>> No.6407818
File: 2.78 MB, 841x857, why.webm [View same] [iqdb] [saucenao] [google]
6407818

>>6407808
sure, I've written tools for it, but it still doesn't make it any less hellish to work with.

>> No.6407820

>>6407793
let it be dead
the last turok comic turned an indian into an afroamerican

>> No.6407828

Does Ijon even visits these threads anymore?
I want to tweak durations of the flame on the minigun's flamethrower in DAKKA for them to stick longer both on walls and enemies, but I can't for the life of me figure out how to do it since it looks like it all is delegated to ACS and the code for it is pretty confusing

>> No.6407849

Playthrough video of Map11 of 100 minutes of /vr/ is up. A very difficult map.
https://youtube.com/watch?v=BhDfbWfnP5w

>> No.6407850

>>6407820
It was rebooted once more going back to the roots but yeah it was still a dumb decision.
Wasn't a bad comic but a non-native Turok sounds dumb. The name itself means Son of Stone.

>> No.6407852

>>6407807
poe's law
next time, do the :^)

>>6407818
> webm
yum yum, more painkillers

>> No.6407856

>>6407749
>>6407793
Honestly, a remaster of Rage Wars with new features and mod support would be better than a TK3 remaster.

>> No.6407861

>>6407856
It would also be less work than rebuilding 3 from the ground up.

>> No.6407863

>>6407794
>you still need sprites to assign each frame of model animation to
No you don't. All my static models use MODL A 0 on every actor and there's no MODLA0 sprite or textures definition anywhere.

>> No.6407872

>>6407863
please explain how you do animations and tie actions to them then

>> No.6407874

>>6407850
>son of the stone
>not son of the watermelon
c'mon now

>> No.6407878

>>6407789
"more advanced features" = ZScript + GZDoom's trademark obnoxious unoptimized "modern" renderer?

>> No.6407879

>>6407856
>another multiplayer dead in 2 weeks
really no

>> No.6407880

>>6407863
>talking about animated models
>"hurr ackchually for my static models..."
how hard did you get dropped as a child, anon?

>> No.6407889

>>6407856
there is also mouse input from the same guy
https://www.turokforums.com/index.php?topic=747.0

>> No.6407893

>>6407856
Rage Wars had a dope OST,if they make the maps bigger similiar to Unreal Tournament and Quake 3 would be great.

>>6407889
Nice

>> No.6407894

Is doomwiki down?

>> No.6407901

>>6407893
you could probably play online too
>>6404691

>> No.6407910

>>6407828
it doesn't stick on walls, those are just particles being spawned. you could adjust how long the particles last (MinigunImpactFlame), but I don't know if you'd get satisfying results.
as for adjusting how long enemies stay on fire, it's the third parameter for "Dakka_StartMinigunBurn", which gets called from lines 1040 and 1056 of decorate/weapons/40_minigun.dec

>>6407878
no, "more advanced features" like UMAPINFO support, so that new mapsets can have alternate exits on maps other than 15 and 31 and still be able to target a demo-friendly port

>> No.6407915
File: 1.53 MB, 1025x894, .....png [View same] [iqdb] [saucenao] [google]
6407915

You can actually notice the downgrade of Turok games when you analyze the main villain and final bosses.

>Turok 1
Cyborg Shao Khan looking motherfucker who's able to move faster than you and has a remarkable agility as well.

>Turok 2
A God who can regenarate his health and throw every sort of technological and magical powers at you.
He's problably not even dead after you kill him.

>Turok Rage Wars
Non-canon but the fact you get to fight the main protagonist from Turok 1 consumed by darkness,Tal'Set is pretty damn cool.

>Turok 3
Built up since the previous game,a devourer of worlds who's a weaker version of Turok 2 final boss gameplay wise. The fact it leads to a Turok vs Turok fight afterwards is pretty badass.

>Turok Evolution
A Custer looking mothrtfucker on a T-Rex with Rocket Launchers,which is pretty lame,nothing unique about it.

>Turok(2008)
A guy who's really good at killing people whose boss fight is a QTE and the real final boss is a generic T-Rex.

>> No.6407918
File: 65 KB, 268x200, 1563370290535.png [View same] [iqdb] [saucenao] [google]
6407918

>>6407818
>shell_fuck
And here I thought HDoom would be the pinnacle of depravity.

>> No.6407921
File: 107 KB, 1210x1016, 1466321667214.png [View same] [iqdb] [saucenao] [google]
6407921

>>6407918
It's ammo based on pic related.

>> No.6407923

>>6407918
you never stick your peen in a 4-bore shell?

>> No.6407925
File: 416 KB, 513x495, unknown-1.png [View same] [iqdb] [saucenao] [google]
6407925

Is there a reason the doom general is now full of dinosaur faggots and the like? When did this happen?

>> No.6407927

There is no excuse to not play marathon. Release 1.3b3 has mouse look as good as zdoom and you can easily make a script to fix the fov

>> No.6407931

Lilith.pk3 would have been better as a single highly focused level, or maybe 2 or 3. The gimmick is neat, but it wears thin pretty quick and isn't enough to carry a full episode, the whole thing just becomes a slog by the end.

>> No.6407934
File: 85 KB, 627x229, file.png [View same] [iqdb] [saucenao] [google]
6407934

>>6407925
>doom general

>> No.6407935

>>6407934
Yeah. That's what I was asking. When did doom general become this gay shit?

>> No.6407936

>>6407934
Now in gorgeous 90s calculator font!

>> No.6407937

>>6407925
>>6407935
You mean Turok fans? Or other FPS fans?
That's been a thing for years,anon.

>> No.6407938

>>6407935
when you shown up and the gay ratio flipped over

>> No.6407946

>>6407938
>>6407937
Oh. Kind of sad to see doom get lumped into all this other shit now. Thanks for replying.

>> No.6407950

>>6407946
Nothing stopping you from making a Doom only topic.

>> No.6407954

>>6407946
What's wrong with having some other retro FPS being brought into the discussion from time to time?

>> No.6407958
File: 117 KB, 816x639, doesn't look like anything.png [View same] [iqdb] [saucenao] [google]
6407958

Yeah, that looks terrible. Doom palette is not conductive to northern lights.

>> No.6407959

>>6407925
>>6407946
> hating on turok
i haven't even played the game, and you get me to say this

>> No.6407961

>>6407946
>Keend eef seed tee seeee deeeem geet leempeed eentee eell thees eetheer sheet neew
don't be a fucking faggot

>> No.6407962

>>6407959
>i haven't even played the game
w h y

>> No.6407964

>>6407954
Hes a faggot just ignore

>> No.6407971

I'm looking for a doom experience that is vanilla+. Any mod recommendations? Enjoying D4V so far.

>> No.6407973

>>6407962
never had it or a system for it when i had time
and now don't have time
i have many games i should, and do want to play
but since we're on the subject, whats the best way to play them, and which are worth playing?

>> No.6407981

>>6407973
I played in on the n64 back when I was a kiddo. Most of the time, fps controls for the n64 were garbage. I would try a pc port.

>> No.6407986

Don't know if this is the place to ask, but does anyone have a pdf of the Daikatana strategy guide? I don't care about the walkthrough parts, but I'm interested in the behind the scenes stuff and the Top Cow comic that's apparently included. I'm on a bit of a Daikatana kick right now, and so far internet searching turned up goose eggs.

>> No.6407995

>>6407973
Go for Nightdive Remasters for 1 and 2.
Rage Wars and 3 are tricky,you might need an emulator.

>> No.6407996

>>6407962
Different anon, but I just never thought Dinosaurs were all that interesting.

>> No.6408000

>>6407996
there are like 4 dinosaurs in the entire turok series, really

>> No.6408004

>>6407971
mandatory smooth doom post

>> No.6408005

>>6407996
Tbf,Turok 1 had like 2 dinosaur enemies and the sequel just a velociraptor,it's mostly dimensional creatures like aliens and stuff.

>> No.6408015

>>6407996
>>6408000
this is sadly true

>> No.6408024

>>6408015
>The irony of the worst Turok game actually has the biggest amount of dinosaurs as enemies

To be fair,the dinosoids kinda count as dinosaurs despite being hybrids.

>> No.6408025

>>6407927
>as good as zdoom
Lies, I played and I liked Marathon though, but mostly for the plot.

>> No.6408031

>>6408024
>You will never racemix with a velociraptor
I'm tired of living

>> No.6408032
File: 428 KB, 760x900, doomguy_and_daisy.png [View same] [iqdb] [saucenao] [google]
6408032

Guys, I just threw away the entire codebase of the game I was working on!

The reason being is that I decided to migrate the project to a Doom engine base - long story short it's easier to create assets for than the engine I was using previously, even if it lacks certain features.

GZDoom has all I'd need, but it won't run it on my system very well (and I don't want my 90s style game to require a late 2010s PC to run anyway). I'm thinking about using Crispy Doom as the base. Its Raven code is being maintained again, and I might also be able to reuse some Strife code. (Imagine how cool it would be, the Strife system with ACS and polyobjects!)

Thanks for listening, and watch this space for more info...
...eventually

>> No.6408037

What is the Difference between Doom and Doom 1024 in SLADE texture conversion interface? The latter seems better, but I assume it won't work everywhere or something?

>> No.6408042

>>6408031
Funny you're saying this because there was a comic where Joshua disguises as a dinosoid and hangs out with a female dinosoid.
So yeah it's confirmed that there are women among them.

>> No.6408046

>>6408032
have you tried the different renderers? or scaling the resolution down?

>> No.6408051

>>6408031
I don't really really think a cloaca would feel good

>> No.6408057

>>6408051
Do you have any evidence to back this claim up?

>> No.6408058

>>6408051
THE OMNI HOLE

>> No.6408065

>>6408031
>>6408051
>>6408057
>>6408058
cease
and
fucking
DESIST

>> No.6408069

>>6408065
>Mating by cloaca is known as cloacal copulation, commonly referred to as cloacal kiss.
why I didn't listen...

>> No.6408073

>>6407950

>Nothing stopping you from making a Doom only topic.

Nothing stopping you from making a non doom "retro FPS" topic.

I guess somebody had to capitulate and in this case it was the doom general apparently a few years ago..

>> No.6408079

>>6408046
Yes, I tried everything. To no avail.

>> No.6408098

>>6408073
this thread has been a general retro FPS thread since 2013
>>/vr/thread/S1221878

>> No.6408109

>>6408073
>Nothing stopping you from making a non doom "retro FPS" topic.

Doom could only carry the general for so many years. You also missed when these topics were archiving before the bump limit.

>> No.6408117

>>6407971
i haven't updated this but here you go. it's all cosmetic stuff like sounds and music for crispy/prboom, or gore and brightmaps for gz
> https://pastebin.com/ahQKcKY8

>> No.6408136

>>6408117
Damn, I think the flashlight mod will be pretty useful. I've had troubles seeing some areas, even when I crank the brightness all the way up.

>> No.6408145
File: 104 KB, 723x651, placehold.jpg [View same] [iqdb] [saucenao] [google]
6408145

This is the best texture in any of the official games out there. Change my mind.

>> No.6408195

>>6408025
I mean yeah, thats the best part of marathon. Hell ive yet to play an FPS game classic or modern that has a better written story

>> No.6408207

>>6408195
Because we all play FPS games, especially oldschool ones, for the story.

>> No.6408217

>>6408145
Four thousand and ninety-six bits of bullshit!

>> No.6408221
File: 84 KB, 614x600, fireblu.png [View same] [iqdb] [saucenao] [google]
6408221

>>6408145

>> No.6408223

>>6408207
>not being a lore fag for all the games you like

>> No.6408227

>>6408221
I unironically love fireblu.

>> No.6408235

>>6408221
This.

>> No.6408241
File: 2.36 MB, 2560x1440, 64.png [View same] [iqdb] [saucenao] [google]
6408241

>>6404727
Officially released content btw

>> No.6408247 [DELETED] 

>>6408241
NUID IS BAAASED STOP THEYRE BASED RIP AND LE TEAR

>> No.6408251

>>6408247
That was Nightdive.

>> No.6408252

>>6408241
I also think I may have softlocked myself on the same level

>> No.6408271

>>6408241

what level is this

>> No.6408284
File: 55 KB, 564x705, 82c12d29a71a8f2a8873cf5dce1dbf69.jpg [View same] [iqdb] [saucenao] [google]
6408284

>Turok 2
Has a weapon clearly inspired by the sphere from Phantasm and it became iconic.

>Blood 2
Has another Phantasm based weapon but it sucks ass.

I know the latter was rushed but it's ironic how the game filled with horror references did a far worse job.

Also there seems to be a sudden interest in Phantasm in 1998

>> No.6408285

>>6406340
>Titbones

I want a low mid poly porn game. Yes I went full coomer.

>> No.6408289
File: 2.93 MB, 854x480, 1587198511660.webm [View same] [iqdb] [saucenao] [google]
6408289

>>6406324
extremely based

>> No.6408295

>>6408271
Map 35: Evil Sacrifice

>> No.6408310

>>6408285
>low mid poly
why

>> No.6408314

>>6408310
I dont know just cause it's different. As long as it had some collisions for you know stuff.
Sims4 modding is very entertaining.

Just saying.

>> No.6408318

>>6408314
Fair enough. From one Coomer to another, by the way.

>> No.6408325

>>6408289
d-did he die?

>> No.6408334

>>6408247
Retard

>> No.6408347
File: 157 KB, 660x660, contrabandFIREBLU.gif [View same] [iqdb] [saucenao] [google]
6408347

>>6408221
I hear somebody was smuggling illegal FIREBLU again

>> No.6408382

>>6408046
pretty sure thats a pasta

>> No.6408385

>>6408347
god damnit my framerates

>> No.6408393

>>6408037
Doom is the palette that comes with Doom. I'd imagine Doom 1024 is a custom palette used in a wad of the same name. So if you want to use that palette, you'd need to find it copy it into your wad for people to actually see it. Because those palettes in Slade are just for how you view graphics in the editor, theyre not automatically added to your wad.

>> No.6408443

>>6407915
>Turok 1
I always say the Campaigner as fusion of Conan and a Terminator, my nickname for him was "Conanator" His actual backstory i the comics is rather wacky (His pet T-Rex is named Thunder btw)
>Turok 2
The game treated the Primegen as a cosmic super evil, but in the comics he's a tragic scientist who accidently'd his home universe and was attempting to undo his mistake (destroying the current universe in the process). Joshua ended the conflict by negociating with him.
>Turok 3
Yeah Oblivion was massively mishandled

>> No.6408448

>>6408385
*bitrate

>> No.6408486
File: 10 KB, 270x187, download.jpg [View same] [iqdb] [saucenao] [google]
6408486

>>6408443
It was always jarring how different is the Primagen in the comics.
The guy was pretty evil but just wanted to go home in the end.
Plus in terms of personality he seems far more calm and reasonable.
If only they spent those cutscenes in Turok 2 to show more about the Primagen rather than build up Oblivion.

Speaking of which both its design and boss fight are pretty lame compared to the Primagen.
For a creature who supposed to be the ultimate evil was kinda pathetic,especially when you consider he had to possess Joshua to stand a chance.

>> No.6408487

Anyone know where I can find a comprehensive video tutorial with actual instructions of mapedit for Blood?
Something like this
https://www.youtube.com/watch?v=0rL_0AU3wqE
but with more for just about anything

>> No.6408505

>>6408289
acclaim had fine animators back then

>> No.6408565

This was prolly already talked about at one point, but I'm really surprised that Turok hasn't been rebooted yet. But a Blood remake/reboot is prolly more likely cus it's more popular

>> No.6408573

>>6408565
Turok was rebooted
No one wants to talk about it.

>> No.6408578

>>6408573
I meant an actual one that does't gargle anus

>> No.6408585

>>6408565
>blood is more popular than turok
Hahaha, what?

>> No.6408590

>>6408585
I mean currently in terms of "games getting love again," I think Blood's more in the limelight whereas we're just starting to talk about Turok again, not counting the release of the PC ports on Steam a few years back.

>> No.6408591
File: 736 KB, 1600x900, 1575647696508.png [View same] [iqdb] [saucenao] [google]
6408591

smol

>> No.6408596

>>6408247
Actual retard.

>> No.6408609

>>6407726
I'm pretty much in the same boat as you, but if it's any consolidation, most of the contributions are done by other people, including the main developer of crispy doom.

>> No.6408612

>>6408591
I want a defanged babuin for a pet

>> No.6408615

>>6407726
His fork of prboom+ is largely about getting UMapinfo to take off. Everything else about it is just QoL stuff, because entryway stopped maintaining it.
In fact, I'm pretty sure graf wants someone else to take the reigns, as he'd prefer to focus on GZDoom.

>> No.6408627

>>6408037
1024 is what the claustrophobia 1024 wads used, iirc

>> No.6408638

>>6408590
>>6408585
I saw a certain spark in popularity for Blood.
Now it's ranked among the best FPS games ever. I guess Civvie contributed to that.

Meanwhile Turok is still remembered also due to nostalgia,still it's good to see more people getting into it thanks to the remasters.

>> No.6408640

>>6408565
Seeing the success of Nudoom, I'd say that the gaming public would be receptive to a wacky, weird FPS like the classic Turoks.
But I don't even know who owns the rights at this point, and I don't think many even remember it. If one was made it'd probably have a AA budget

Blood is certainly going to stay dead, if Fresh Supply is any indication.

>> No.6408656
File: 576 KB, 953x1468, RCO013_1584023659.jpg [View same] [iqdb] [saucenao] [google]
6408656

>>6408640
Turok is owned by Dreamworks, no joke.
I don think they're like Atari with Blood.
Honestly something like a Turok revival could work.
Turok and Doom aren't that different in tone and concept wise.
If Nu Doom is well received, why not Turok?

>> No.6408664

>>6408656
>the animation company who created Shrek owns the rights to a dinosaur shooter game on the N64
wonder how that happened

>> No.6408667

>>6408656
if nudoom is considered to have platforms elements, nuturok should be kaizo shit

>> No.6408680

>>6408656
If they do a revival, they'd probably do a survival game based on the original Turok timeline rather then the 90s Accliam/Valiant timeline.

>> No.6408694
File: 92 KB, 1080x608, 88905476378.jpg [View same] [iqdb] [saucenao] [google]
6408694

Things that Wolfenstein 3D did better than Doom:

>The enemies patrolled the maps when they had not yet noticed your presence, unlike that strange 2 steps stance from doom.

>Doors could open in sideway and walls could be pushed back, both Impossible in Doom as we could see in the secret maps from 2.

>The weakest enemy of this game was much less shameful than the zombieman, in the penultimate difficulty he already has a greater precision and does a greater damage too, although both have low hp.

>Point-blank shots do more damage, simulating better the reality as incredible as it may seem, in doom only shotguns and bfg have this characteristic.

>Despite all the limitation of this old engine, the maps had more real life decorations such as tables, chairs, lanterns, flags and etc ... Things that we came to see in beta stage from doom.

>Run at 60 fps unlike Doom that was limited to 35 cap.

I know that Doom is a much superior game and its engine too, but it is interesting to see some features that maybe were sacrificed for the game run better on the systems of the time.

>> No.6408695

>>6408638
I have no idea how Civvie likes blood so much when he couldn't even beat Eternal on UV. Must be some boomer drug in sprite based games that allows them to overcome bullshit hitscan difficulty

>> No.6408701

>>6408656
>>6408680
There's a spiritual successor to Turok that does both. It's called Ark: Survival Evolved

>> No.6408704

>>6408695
>Must be some boomer drug in sprite based games that allows them to overcome bullshit hitscan difficulty
It's called gitting gud, you can dodge the hitscanners in Blood.

>> No.6408705

>>6408664
they bought out the company who owned the rights, duh

>> No.6408707

>>6408656
nuturok should have wall/tree jumping or something. Like if you're being chased down by a pack of raptors and the only way to not die is to bounce around all over the place. Add in a vomit inducing amount of camera bob like in the original for ultimate immersion.

>>6408701
>Ark
I'll kill you

>> No.6408736

Can someone drop the names of Doom gameplay enhancers that don't stray too far from base game? These are really fun for me, and so far I've got:
Nobody Told Me About id
Project Babel
Beautiful Doom(ish)
Final Doomer

>> No.6408741

How do the doomwiki maintainers even let their cert expire? You literally get emails from letsencrypt warning you that your cert is going to expire if you don't autoupdate it.

>> No.6408769

>>6408627
The blue in that palette gives me a strange joy.

>> No.6408789

>>6406480
Good for you.

>> No.6408795

>>6407443
_______4u________

>> No.6408805
File: 25 KB, 1208x1164, e3m5.png [View same] [iqdb] [saucenao] [google]
6408805

This map sucks.

>> No.6408817

>>6408805
Bah, I like it.

>> No.6408821

>>6408704
>It's called gitting gud
but Civvie isn't capable of it since he had to drop to HMP on Eternal, which is easier than Blood on the easiest difficulty.

>> No.6408826

>>6408707
>I'll kill you
Please do so, and fast.

>> No.6408830

>>6408694
This whole post reminds me of the jump from Doom to Quake.

>> No.6408839

>>6407468
>Lose depth perception
How would that even look?

>> No.6408848

>>6408821
Sure, but that doesn't detract from my statement; you can dodge hitscanners in Blood.

>> No.6408852

>>6408736
High Noon Drifter mostly keeps the balance and weapon archetypes.
Netronian Chaos is probably as far as you can take gameplay modding while staying true to the original - you have a limit of weapons you can carry at once, multiple weapons in one slot, and enemy replacements. However, despite those things, it is pretty close to vanilla in the actual game feel.

>> No.6408856

>>6408741
>The person whose contact info was given stopped being an active contributor.
>The person whose contact info was given doesn't check their emails too often.
>Emails got buried under pages of junk mail.

>> No.6408863

>>6408694
Weakest enemy of Wolf is the fucking dog, who has 1 hp and is barely threatening, biggest dilemma in fighting dogs is "do I even bother using guns". Soldier isn't the weakest, though he is the most common.

>> No.6408868

>>6408694
>Despite all the limitation of this old engine, the maps had more real life decorations such as tables, chairs, lanterns, flags and etc ... Things that we came to see in beta stage from doom.
Thank Tom Hall. He always liked to make things appear more real, really ahead of his time in 1994.

And enemy patrols existed because Wolf was originally going to be a stealth game.

>> No.6408873
File: 100 KB, 1863x728, 1575004101424.png [View same] [iqdb] [saucenao] [google]
6408873

>>6405606
Okay, so it seems like Chrome is reporting it as a harmful file for some strange reason. Not sure if that's because it doesn't like the hosting location, but in case anyone has any doubts, this is what the inside of the .zip looks like.

>> No.6408876

>>6408839
Pinkies biting you beyond melee range.

>> No.6408880

>>6408873
>dolphin porn all the way down
...thanks

>> No.6408882

>>6408880
I'm surprised it took this long for someone to make that joke, lol.

>> No.6408883

>>6408873
I had the same warning on firefox

>> No.6408884

Do dolphins have vaginas?

>> No.6408887

>>6408884
Don't see why not, they're still mammals after all.

>> No.6408889

>>6408887
Wonder what they feel like.

>> No.6408893

I'm working on a gameplay mod that would turn Batman Doom into well,a gameplay mod, and it's a pain in the fucking ass. Exporting and importing all the graphics from original BD is so boring that I'm genuinely wondering if I should just redraw them from scratch - it'd be slower, but much more fun.

>> No.6408894

i dunno what a Doom is but i would like to eat some pancakes

>> No.6408895
File: 1.07 MB, 660x930, Turok3GOGTile.png [View same] [iqdb] [saucenao] [google]
6408895

>>6406324
ok, I did some over 9000 hours media for gog galaxy

>> No.6408901
File: 1.01 MB, 1600x650, Turok3GOGBackground.png [View same] [iqdb] [saucenao] [google]
6408901

>>6408895

>> No.6408906
File: 30 KB, 112x112, Turok3GOGIcon.png [View same] [iqdb] [saucenao] [google]
6408906

>>6408901

>> No.6408938

>>6408893
gib it a shot, anon

>> No.6408943

>Half Life Alpha 0.52, Lameduke, Unreal beta 1995, early Doom versions.
Why doesn't Quake have an interesting leaked pre release version like those games?.
What are they hiding?.
I want to see RPG Quake.

>> No.6408956

Any comfy youtubers aside from decino?

>> No.6408962

>>6408956
Yes, but you'll never find them and neither will I because the algorithm makes it harder and harder to find small channels these days and that will inevitably cause most of them to quit making stuff because they think they can't reach the quality standards that people want when in reality it's just a really hard to get noticed in there

>> No.6408963
File: 152 KB, 332x400, Coomok_Son_of_Coom.jpg [View same] [iqdb] [saucenao] [google]
6408963

>> No.6408969

>>6408962
That's grim, but true.

>> No.6408973
File: 334 KB, 942x1505, Turok v.1 (Acclaim `98) 3of4 13.jpg [View same] [iqdb] [saucenao] [google]
6408973

>4 tiddie bikinizon women will never be in a Turok game

>> No.6408974

>>6408943
There's this: https://youtu.be/mSxjONA1ihs
>0:20
>You've heard of HUH now get ready for:
>OOWAAH

>> No.6408990

>>6408973
kind of superfluous but i like girls with long torsos

>> No.6408992

>>6408974
It's nice but it's not too interesting compared to other games prototypes.
I want to see how Quake looked in 1994/1995.

>> No.6409017

>>6408695
Blood has unlimited quicksaving. Nu-Doom does not.

>> No.6409020

>>6408956
>>6408962
I wish decino would format more of his videos how he formatted the doom/ii/tnt/plutonia uv-fast videos where he'd do multiple maps an episode. I don't know what it is about them, they're literally separate recordings stitched together, but I find them so much more watchable than individual map episodes.

>> No.6409046

>>6408974
Amazing just how shitty a great game can seem just months before release. This was released in Feb 1996 and the shareware came out in June of the same year.

>> No.6409048

>>6409017
this
he's a filthy savescoomer

>> No.6409050

>>6409046
You also have to keep in mind that id managed to develop games in timelines that seem tiny compared to most modern releases.

>> No.6409051
File: 46 KB, 269x321, 1546364915631.png [View same] [iqdb] [saucenao] [google]
6409051

>>6409048
>savescoomer
>you nut on the F5/F6 key

>> No.6409052

>>6409046
have you seen d2temp.wad? it's an archive of doom 2 as of july 1994, 3 months before release. missing textures everywhere and there's an archvile on the gantlet.

>> No.6409067
File: 122 KB, 800x1030, ultimate doom.jpg [View same] [iqdb] [saucenao] [google]
6409067

anyone else like inferno and TSoH a lot more than the first episode?
>cooler environments
>levels not as cramped, more options for routes
>more variety in combat
>planning nightmare routes is more interesting
>less fucking hitscan

>> No.6409068

>>6409067
oh, and for the record, most of TFC is unplayable garbage

>> No.6409069

>>6409068
>TFC
What's wrong with that HL mod?

>> No.6409075

I like all of the Doom episodes

>> No.6409076

>>6409020
I reckon the reason he isn't doing it that way with pwads is because pwads tend to feature longer levels on average than the iwads, which could result in 5 map videos consistently being extremely long.
I mean, TNT already has longer levels than the other iwads, and a couple of his vids for that were over an hour
Now look at his Eviternity playlist. If he did 5 map videos for that, his theoretical 16-20 video would've been over 2 and a half hours.

>> No.6409079

>>6409067
>>levels not as cramped
I dunno about that. Romero's E1 maps were pretty spacious for the most part.

>> No.6409080

>>6409067
Knee Deep in the Dead contains some of the best levels ever put into first person shooters. It suffers a bit in replayability because the levels are pretty easy, but that's honestly not really a negative given that they're introductory levels and are supposed to be easy. I still go back and replay episode 1 all the time, but rarely play the other episodes because the maps are a lot less enjoyable to play.

>> No.6409085

>>6408694
>>The enemies patrolled the maps when they had not yet noticed your presence, unlike that strange 2 steps stance from doom.
I actually would've liked for this to be a feature in Doom. Would've allowed for interesting stealth concept maps

>> No.6409097
File: 79 KB, 900x900, 1564567973435.jpg [View same] [iqdb] [saucenao] [google]
6409097

H-Doom but all the monsters are Ancient Egyptian themed.

>> No.6409103

>>6409080
i liked having barons as a regular enemy in e2 and e3. makes you strategize a lot more for enemy encounters and rationing the power weapons. e1 is great and iconic, but too much of it felt like mowing down endless monster closets with the chaingun.

>> No.6409109

>>6409067
>>more variety in combat
Eh. Most Baron placements in E2 and E3 felt boring to me. Though I kinda blame this on the fact that the Barons high health makes them awful as incidental monsters. There's a reason why Hell Knights were introduced in Doom 2.

>> No.6409112

>>6409097
Ancient H-liens?

>> No.6409113

>>6409097
H-Doom but all the characters look like decrepid crones and hags like succubus/incubus demons actually do. Only interaction you can have with them is gunning them down to smithereens.

>> No.6409115
File: 82 KB, 900x900, molly.jpg [View same] [iqdb] [saucenao] [google]
6409115

HDoom but for Catacomb3D: Catacoom3R.

>> No.6409120

Quake was the moment id had tech superiority over LGS.

>> No.6409121

>>6409113
>ackshually

>> No.6409123
File: 81 KB, 396x599, 396px-E2M6_map.png [View same] [iqdb] [saucenao] [google]
6409123

My favorite map from the original three episodes is E2M6. It only works for a first-time playthrough, but it works well. Almost like a direct mockery of people who complain DOOM is just mazes and rote key collection.

>> No.6409127

>>6409121
That not what I'm saying, though. Nor am I implying that it needs to be authentic. I think it would fit in better with Doom than something like anime monster girls. There are a lot of grotesque female demons in myths.

>> No.6409130

>>6409127
I think you've missed the point of hdoom, anon.

>> No.6409138

>>6409123
I love E2M6, yeah. I'm not the biggest fan of E2, but its a map I return to fondly.

>> No.6409140

>>6409130
The point of that mod is for its creator to gain some clout in the community. My idea is a better representation of what the initial h-dooms set-up implies. Which is conquering female demons.

>> No.6409141

>>6409069
felt like Romero was being a dick just for the sake of being a dick.
>e4m1 and e4m2
easily the worst two maps of episodes 1-4. zero maneuverability, heavy RNG on nm. >e4m3
strange half-finished level that has an ok interior part, and a dumpster fire of a starting point.
>e4m4
dull and forgettable
>e4m5
castle maze
>e4m6
actually quite good (minus the start). best level of TFC.
>e4m7
decent level. compares favorably to the rest of TFC, but low-tier compared to the average level of e1-3.
>e4m8
underwhelming boss level that recycles the inferno boss. unlike the previous three boss levels, this one has a lengthy, mediocre lead-up to the actual boss, instead of a glorious arena battle.
>e4m9
secret level. still haven't found motivation to replay this, based on how disappointed i was with the rest of the levels.

>> No.6409142

>>6409140
Your idea involves no sexual gratification

>> No.6409143

>>6409123
The dark wooden and tech areas in the map are nicely done.

>> No.6409148

>>6409123
actually didn't like the first playthrough, but really enjoyed replaying to optimize routes. great level for episode 2. I had a similar a similar experience with e2m2. hated the first playthough, but liked the level a lot more after learning it.

>> No.6409149

>>6409142
There's noting more gratifying than unloading some buckshot into a screeching hag. It's pretty much sex.

>> No.6409150

>>6409141
>Romero
Romero only did 2 of the levels in E4, and one of them is E4M6.

>> No.6409156

>>6409148
>but really enjoyed replaying to optimize routes
I guess it was the same for me, at first I hated it but by the end I thought it was actually brilliant and I only hated it due to how poorly I ran through it.

>> No.6409170

>>6405060
gtfo

>> No.6409173
File: 1.24 MB, 1920x1080, 1588842294661.png [View same] [iqdb] [saucenao] [google]
6409173

>the 5'11" virgin vs the 6'0" stacy

>> No.6409174
File: 11 KB, 229x220, index.jpg [View same] [iqdb] [saucenao] [google]
6409174

>>6409149

>> No.6409175

>>6405060
Yeah, how is he going to fucking fight that many at once with a shitty handgun

>> No.6409176

>>6409175
What, you've never pistol finished doom before?

>> No.6409180

>>6409150
for some reason I thought he also did e1m1. it had some of his hallmarks, but looks like I can't blame him for that one anymore. e2m6 is great, but it can't make up for e2m4.

>> No.6409181

>>6405323
kek

>> No.6409184
File: 580 KB, 267x199, 1583713415571.gif [View same] [iqdb] [saucenao] [google]
6409184

>>6409176
>a mod where the goal is to get rid of all your weapons and finish the game with just the pistol

>> No.6409186

>>6409180
*e4m1
he definitely did e1m1 and he did it well

>> No.6409189

>>6409184
>mod
Why the fuck would you need a mod for this just don't use the other guns holy fuck I swear some of the people in this community.

>> No.6409193

They should have given the Spider Mastermind a plasma attack with the same power as your own plasma rifle.

>> No.6409194

>>6409189
???

>> No.6409198
File: 134 KB, 1408x1024, scrap940_a.jpg [View same] [iqdb] [saucenao] [google]
6409198

the worst kinds of demons are the ones that pretend to be nice but then actually are scheming hateful bitches that succ all your money along with your life force.

>> No.6409203

>>6409189
Are you retarded?

>> No.6409208

>>6409180
e4m1 is very much a typical American McGee map, IMO. Romero's maps are usually more vertical.

>> No.6409215

>>6409141
>heavy RNG on nm
heavy RNG is pretty standard for Nightmare difficulty.

>> No.6409228

>>6409215
I thought the argument about NM was that because every monster instantly stops to start firing at you in .01 seconds their movement and behavior is way more predictable

>> No.6409229
File: 131 KB, 860x723, pls no bully.png [View same] [iqdb] [saucenao] [google]
6409229

>>6405076
i play on the shitty unity build for ps4 (with a controller)

>> No.6409234

>>6409180
>>6409141
>hating on Perfect Hatred
Looks like someone got filtered hard.

>> No.6409239

>>6409067
>Claiming that Knee Deep In The Dead is more cramped than the later episodes
Thats a first.

>> No.6409246
File: 183 KB, 768x768, 1588697429312.jpg [View same] [iqdb] [saucenao] [google]
6409246

I beat E4's first 6 maps including the secret level with a gamecube controller the other day

>> No.6409251

>>6409246
That's a good boy!

>> No.6409253
File: 86 KB, 1600x1100, aaaa.jpg [View same] [iqdb] [saucenao] [google]
6409253

>>6409229
>>6409246
Gotta use one of these things for the authentic 90's experience

>> No.6409257

>>6409215
true, but on other maps you have a slightly better chance of recovering from bad respawns. no health on e4m1 and respawning enemies blocking ledge jumps in e4m2 is what makes the NM particularly bad for those two.

>> No.6409259

>>6409068
somebody got filtered by E4M1

>> No.6409268

>>6409246
>>6409251
That boy does not exist.

>> No.6409269

>>6409141
>on nightmare
Who cares?

>> No.6409274
File: 1.12 MB, 478x474, 1560577554510.gif [View same] [iqdb] [saucenao] [google]
6409274

>>6409268

>> No.6409275

>>6409259
>>6409234
i know this is bait, but just for fun, how does one theoretically defend the level design in these two maps?

>> No.6409309

>>6407410
Thanks! Let me know what you think. We're slowly purging out the BD stuff so it'll be its own thing, but a lot has been replaced already as well.

>> No.6409318

There is literally nothing wrong with E4M1.

>> No.6409323

>>6409275
I actually do enjoy E4M2. I think its Baron placements uses them to their threatening potential, unlike E2 and E3. The Cacodemon swarm at the beginning also makes for an exciting start that forces you to actually move around.

>> No.6409335

>>6409275
>i know this is bait
What? How does that even constitute for a bait? For starters you seem to have played it on Nightmare, which is a bonus difficulty and the game wasn't designed with it in mind so you really can't complain from that aspect. On top of that, E4M2 was meant to be hard as was all of TFC.

It puts you straight into action and in general the level is short, which plays into it being hard and allowing for multiple retries with little down time. It's tightly packed and its unconventional design with added verticality presents itself as a different kind of challenge compared to most other maps. It's fast and each encounter leads into another with item and secret placement giving you enough tools to deal with all the treats. Its overall design makes you very mindful of your movement as it both literally and figuratively puts you on the edge. There is a clear amount of approaches you can take and you can tell that the map was made with clear intent. The map is a blast.

Seems to me that you just don't like it because it isn't as wide and flat as Sandy's maps. I don't know what you want people to tell you as you clearly have chosen to already dislike it because you had a hard time with it.

>> No.6409339

https://twitter.com/Madame_Doom/status/1258441444945276930?s=20

>> No.6409346

>>6409228
That was the argument for nightmare in Quake. Don't know if it applies to Doom.

>> No.6409348

>>6409339
I don't get it

>> No.6409359

>>6409335
Never before seen someone say so many things and yet so little before.

>> No.6409372

>>6409359
Well then you obviously haven't read too much :^)
And I said that I don't know what that anon wants people to tell him. The map is fun because it's short, fast, a good challenge with its use of enemies and item placement with a unique level geometry that doesn't allow you to carelessly run around. It's just well designed.

I used broad strokes because I don't want to write an essay just for the small possibility of satisfying some anon who doesn't like it. He didn't even say what he dislikes, just complained about RNG which pertains to Doom as a whole and just one level.

>> No.6409374

>>6409372
>and just one level.
and not just one level.

>> No.6409416

>>6409372
>broad strokes
That's not how you illustrate a point. In the time spent dragging your feet with meandering and inaccurate deconstructions of the maps by way of veering off into things like item placement in secrets and how 'every encounter is connected' which it is by default of the layout, or numbering out the 'amount of approaches' you can take to playing the map (whatever that's supposed to mean), all interchangeable positives to list off on the average Doom 1 map, you could've said something actually related to the combat in itself and explained what about being forced to scamper the map for 5 rockets to take out a single baron of hell makes for engaging, fun, or interesting gameplay.

>> No.6409424

Hell Beneath and Perfect Hatred are two of the best maps in Ultimate Doom.

>> No.6409429

>>6409080
>It suffers a bit in replayability because the levels are pretty easy
Not if you're grinding out deathless Nightmare runs, either individual levels pistol-start, or a single-segment demo of the entire episode. You can spend dozens of hours on that one episode alone because of how hard the run is. I made some no-commentary walkthroughs to help people achieve the run since no one else has made one. Just search "Doom Episode 1 Nightmare! Walkthrough" on youtube. Put your search in quotes to get videos with the exact title (I made numerous on different source ports)

>> No.6409439

>>6409228
the amount of damage you take is random, and so is the monster respawn delay. sometimes several turbo pinkies will respawn way too soon and end your run. or a monster will spawn in your face the instant you shoot a rocket

>> No.6409458

god, couldn't they just cut the lost soul's health points by half WITHOUT making them turbo anal cunts in doom 64
how was that a good idea

>> No.6409478

>>6409458
They needed a trade off.

>> No.6409481
File: 29 KB, 640x480, Doom64PainD64ex.jpg [View same] [iqdb] [saucenao] [google]
6409481

>>6409458
Oh, hi there. How is it going?

>> No.6409486

>>6409416
>explained what about being forced to scamper the map for 5 rockets to take out a single baron of hell makes for engaging, fun, or interesting gameplay
literally where in e4m2 do you ever need to do that
by the time you need to fight barons, you have a plasma rifle and more enough cells to deal with them, with plenty more cell packs along the way further on

>> No.6409489

>>6409486
Hell beneath.

>> No.6409497

>>6409489
All of the rockets are in the exact same place in e4m1 and you don't even need them if you aren't going for 100% kills.

>> No.6409498

>>6409489
so not the map he was actually talking about

>> No.6409512

Is it in bad taste to use "Release Arch-vile into a room full of enemies you just killed" two maps in a row?

>> No.6409516

>>6409512
if i die to it i'm just going to cheat my way back to that point in the map.

>> No.6409520

>>6409512
Undoubtedly yes. Those are special type of encounters and they easily wear out their welcome if used often. At least separate it by a few levels and when you repeat it, make sure that the scenario in which it happens is meaningfully different from how it went the first time.

>> No.6409530

>>6409498
>>6409275
I thought this was supposed to apply to both maps, my mistake.

It's still a pretty shit blurb that reads more like wanting to play up the positives on the average E4 map being a dick in the eye than actually saying something actually of worth about E4M2 specifically, though. The design is most certainly not 'unconventional' and the verticality and enclosed combat spaces are elements at play in literally every other map onwards. The only time traversal poses a significant challenge in the level is the catwalk leading to the yellow key ambush and even that can be sorted out without breaking a sweat by immediately cheesing the baron right behind you. A map having 'a clear amount of approaches' to beat is a complete fucking nonstarter in map design.

>> No.6409540

>>6409520
>>6409516
Yeah, I guess what I was considering is just downright trolling.

>> No.6409549

>>6409458
If they had only nerfed their health, they'd have become too easy.
The more aggressive behaviour allows them to still be a nuisance (which is their role as an enemy).
Its actually one my biggest gripes with Eviternity. It nerfed the Lost Soul's HP to 45 (even lower than D64's 60 HP), but did nothing else with him, making the enemy no longer serve its intended purpose anymore.

>> No.6409552

>>6409512
IMO, It's only in bad taste if you're making a mapset thats meant to be comparable to Doom 2 or TNT in difficulty progression.
If you want to make something where Arch-viles are common anyway, I don't really see why it would be an issue to anyone except those who complain about hard wads to begin with.

>> No.6409557

>>6409530
I was gonna write some stuff about how the blob of cacodemons demands careful movement to stop them from boxing you in before you have the firepower to deal with them, and how that forced movement and lack of firepower in the first half of the map - and the way that shuts out the usual "slow and steady" playstyle - is what makes E4M2 unconventional
but playing it again, I found that the lava-stairs give you more than enough ammo to deal with the cacodemons early on, making the map a lot less interesting as a result

it was more fun before I realized that

>> No.6409561

https://mb.srb2.org/showthread.php?t=47356
SRB2 got a random level generator that's built into a pk3.
Here's hoping one day we can have a mod for gzdoom, or a version of gzdoom, that has Oblige built in. Would be cool to play DoomRLA with permadeath rules and be able to easily generate new levels on the fly without having to back out to make a new file with Oblige.

>> No.6409568

Can someone share the RSS of Doomworld? I need it

>> No.6409571

>>6408393
Weird, Crispy Doom seems to have handled that palette well. Is it in-built and detected? Or perhaps it just has more sophisticated palette technology overall?

>> No.6409581
File: 787 KB, 2480x3508, 2223716129.jpg [View same] [iqdb] [saucenao] [google]
6409581

>>6409481
Every time I see a Doom 64 screenshot, I die a little inside, from how they ruined all the monster sprites. (At least they left the Caco relatively intact, but still.)

>> No.6409589

>>6409557
If anything, the map is the antithesis to E4M1. It actually accomodates monster infighting right off the bat, and given you have rockets to spare, you can clear out the platform with the imps and pick at the cacodemons with relative ease. Sorting out the hazards is actually sensible and encouraged, there's a radsuit right below the starting alcove that you can use to get around the center area to grab a soulsphere, then take the stairflights and stock up on shells. The large window on the opposite end of the room allows you to whittle away at the barons. You can cheese the yellow key encounter, go for the blue key, walk up the staircase, telefrag the cyberdemon, BFG the floating mouths, all with minimal effort.

It gets across the message that the episode is gonna bust your nuts off throughout pretty clearly, but at least to me, it doesn't make for a very interesting or fun map.

>> No.6409595

WTF I can't upload any screenshots/images/whatever
The upload takes over 2 minutes and by then it gives an error about expired captcha
Tried on different devices including phone.
Other internet services and upload/download tests show that everything is fine on my end

>> No.6409623

>dude what if we spammed imps ready to pounce at the player rounding every corner and behind ever door lmao
>dude what if the imps were able to make 90 degree turns in midair lmao
id sure was at the top of their game with doom 3 huh

>> No.6409651

>>6409623
Not to mention it takes 2 full pistol mags or 3-4 shotgun shells to take the said imps down, unlike their classic counterparts.

>> No.6409656

>>6409623
The first half of Doom 3 is so painfully boring.
>walk
>zombie pops out of the shadow
>walk some more
>imp teleports in

>> No.6409679

>>6409581
>relatively intact
>is a d2 pain elemental

>> No.6409684

>>6409623
having crouched imps instantly leaping when a door is opened is one of the only ways a semi-competent player can be threatened outside of bosses
that and the ZSec commandos, or maybe the player's own will to stay awake
I still believe that D3 is the weakest in the series, and anyone who says it's some underrated gem is either baiting or posturing

>> No.6409695

>>6409416
>>6409530
Again, your criticism is based on a Nightmare run and you only got yourself to blame for that. Now you're getting upset over semantics and because someone commented something positive about the map.

What I meant is that the mapper pretty much predicted all the possible approaches and specifically accounted and designed for them. There are clear outlines and directions of what to do. By design the level has to be sort of "dismantled" and it gives you all the elements you need to do so. Yet you have some wiggle space in how you deal with a situation, even though the map is pretty straightforward in how you need to beat it. Sound obvious, but there are maps that just throw you in a room, scatter some ammo and enemies about and lets you go wild.

I said that "each encounter leads into another" in how the level gives you little pause and it's not a simple set of hallways and rooms. What matters is pace, which is fast in e4m2. But you can't really rush in and duke it out either, you have to plan your approach. The map can punish you harshly for every misstep and lack of planning, but again that's why it's so short.

cont.

>> No.6409702

>>6409695
In the start area you need to avoid the constant projectiles as you also have to deal with approaching cacos. How do you approach this? Do you kill the shotgunners or let the imps get them? And then do you wake up the caco from bellow right away and take him down with imp's help or you kill the imps first and then deal with cacos? And when fighting cacos do you stay on the cliff or rush towards the hazard suit and fight them on lava. You need to pick the right moment when to go for the staircase with ammo as again a tomatoe might block you from the hazard suit. There's also the supercharge that you can't really get to until the cacos move close enough.

That's what I mean by good placement, it's all well planned out and this just the starting area

I just did a pistol start UV run and the map isn't even that hard. The map also gives you plenty of ammo, especially cells and is generous with health packs. As said before, it's neatly designed, short, fast, tense and difficult but not cheap. If you don't like that, than that's on you not the map.

>> No.6409703

>>6409679
>pain elemental
I know, that's why I posted a D64 Caco pic as a reference.

>> No.6409710

>>6409684
Was it ever meant to be anything more than a techdemo with a story?

>> No.6409720

>>6409710
You could use the tech demo argument for just about all of id’s games

>> No.6409730

>>6409720
Nah, only Q1 and D3.

>> No.6409732

>>6409589
I'm talking from a pistol start perspective, where you don't get a rocket launcher until after using the yellow key
and honestly, without that puzzle element I assumed was there, the map is disappointingly easy. if it had restricted your ammo supply early on, you would've had to make the choice as to which monsters die and which you have to keep alive, and figure out how to corral them so that they don't block you from doing what you need to do. and once you reach the end of the map and fill up on entirely too many cells and rockets, you'd have the payoff of shredding those enemies who have been giving you trouble this entire time. as is, you can just load up on shells, shotgun everything in the middle area, then take the rest of the map at your leisure.
granted, the sort of design I'm proposing is fragile, but having it work like that at least from a pistol start would've been much more fun than what's there now

meanwhile E4M1 is, yeah, pretty much the opposite - no interesting decisions to be made, just peek and peek and peek because there's no way to recover from any damage you take, and if you want 100% be prepared to deal with four barons whose only purpose in life is to make sure you don't leave with any of the ammo you found in the map

>> No.6409751
File: 115 KB, 640x684, file_13555_LayoutDust2.jpg [View same] [iqdb] [saucenao] [google]
6409751

Is this a wolfenstein reference?

>> No.6409769

>>6409751
>varied heights
no

>> No.6409782

>>6409751
No, its a reference to really old TF2 footage before it switched to a cartoony artstyle

>> No.6409862

>>6409769
>>6409782
Sorry anons I wasn't serious with that question and just wanted to point out how the level layout resembles a swastika.

>> No.6409905
File: 14 KB, 680x453, file.png [View same] [iqdb] [saucenao] [google]
6409905

>>6409862
>resembles a swastika

>> No.6409914

>>6409905
Did you just make that?

>> No.6409931

>>6409905
Sure it doesn't look exactly like it, but it just reminded me. Doom also has that wolf reference that they had to alter after someone complained.

>> No.6409965

>>6409819
What I'd really love is a more down-to-earth modern Doom, or a Doom-like game where a person with relatively normal powers
(i.e. no doublejumping/dashing/superstrengtrh, but still capable of carrying 7 guns + truckload of ammo)
Fights supernatural forces - demons and monsters both in fantastic hellish locations, and in more mundane environments.
Not the "call of Doom", but still closer to original Doom than '16 one

nuDoom went way off the deep end for me with all the "legendary demon slayer" thing.

>> No.6410034

>>6409965
I feel the same, they went a bit too far with the fantasy demigod/superhero stuff. I've yet too see a faithful modern adaptation of original doom games.

>> No.6410123

>>6410034
Yea and their insistence on making Doomguy into The Doomslayer ruined the multiplayer aspect as well. They removed deathmatch (which Doom invented) with a bunch of space marines and their only multiplayer mode is The Doomslayer vs demons.

>> No.6410127

>>6410123
They probably just removed it because it's out of fashion now. Was a good chance to bring it back into fashion though, shame they didn't try.

>> No.6410138

The perfect modern Doom sequel would've been made in idtech 2 and featured tasteful high quality low poly remakes of Doom 2's weapons and bestiary, while keeping the gameplay balance as close to Doom as possible.

>> No.6410139

>>6409067
I do enjoy the later episodes much more, if only for the far more varied environments and more enemy types.

>>6409275
I think E4M1 is fun, it's cramped and very intense.

>> No.6410146

>>6409623
>>6409684
Doom 3 has its flaws, but I think overall it's pretty ok, particularly with a flashlight mod.

>> No.6410190

Why doesn't Quake 2 have muzzle flashes anyway? It's especially puzzling as Quake 1 had them.

>> No.6410202

>>6410190
Most likely because physics and chemistry work differently on Stroggos.

>> No.6410210

>>6410190
I guess they thought 3D muzzle flashes looked too tacky.

>> No.6410214

>>6410210
But 3D explosions didn't?

>> No.6410227

>>6409651
>Not to mention it takes 2 full pistol mags or 3-4 shotgun shells to take the said imps down, unlike their classic counterparts.

Learn to aim? I can only assume the "spookiness" of the game got to you and you were panic shooting at walls when a single imp appeared.

>> No.6410232

>>6410227
Learn to play on anything else than lowest difficulty, and you'll see.

>> No.6410238

https://www.youtube.com/watch?v=t-ztU_I1fh8

>> No.6410240

>>6410238
I was expecting NGE theme, but hissed.

>> No.6410252

>>6410227
The shotgun can literally miss 1/4 of its load at point blank range when your crosshair is at their center of mass

>> No.6410256

>>6410252
Seriously I cannot understand how id royally fucked up an fps shotgun when they essentially invented the fps shotgun to begin with.

>> No.6410276

>>6408805
I whole Heartily agree

>> No.6410278

>>6410256
Because the people who liked the shotgun in the first place left the company by then

>> No.6410279

>>6410227
Ironically, the only thing that scared me in the entire game was that one surviving technician who calls you out from that walkway above, out of nowhere.

>> No.6410295

>>6410278
One thing that really confuses me is that when reloading it, you load 2 shells at a time. I'd understand having that for Easy mode, but I played Normal or whatever the second hardest difficulty was, and the shotgun still loaded 2 at a time. Then I found out it does that no matter what difficulty you play on. I mean, W H A T W E R E T H E Y T H I N K I N G ? ? ?

>> No.6410338

>>6410295
the reload animation was way too slow so they had to do something so using the shotgun in extended battles didn't feel too bad.

>> No.6410339

>>6408736
Babel is really interesting. I wish it were more popular. Then again maybe the dev should release it on moddb or on zdoom instead of a standalone website. Can't even link the fucking site here since gookmoot thinks it's spam. If anyone is looking to spice up their vanilla Doom experience with more frenetic combat, Babel is the place to go. It makes a number of minute changes, but my favorite ones are these:
>Weapon hot swapping that retains reloads i.e. fire off your ssg, swap to your shotgun immediately to get another shell off, switch back to ssg to finish reload animation and fire again
>Enemies fire in sequence + fear system
One enemy in a group attacks sends out a signal for others to attack. If you dish out punishment quick enough, enemies will attempt to move away from you, allowing you to reap the benefit of a kill. Both of these really, really spice up the gameplay for me so positively. Feels like Quake on Nightmare.

>> No.6410343

>>6410227
The shotgun has a completely ridiculous spread where it's possible to miss most of your pattern at across the dinnertable distances, it has spread wider than 45 degrees from the muzzle, you're literally forced to use it as a melee weapon if you want any kind good damage.

>>6410295
>>6410338
I'm assuming that's just a pro technique or something, grabbing and inserting two shells at a time.
I'm fine with that, not with the retard spread.

>> No.6410350

>>6409275
Not them but the first two maps of E4 are very good IMO, they punish bad habits harshly but are actually concise if played well.

>> No.6410353

What's Doomguy's vertical field of view? In other words, how does ceiling height relates to distance to the wall when deciding if I could see the ceiling.

>> No.6410372

>>6407880
You can use MODL ABCDEFH 1 etc for all your animated actors. Don't be rude to me just because I'm anonymous :(

>> No.6410375

>>6410353
Depends on the renderer. Should be 67.5 I think

>> No.6410386

>>6410350
My biggest problem with E4 is the poor progression and difficulty curve. Throwing M1 and M2 as the starter maps just feel odd.

>> No.6410390
File: 392 KB, 798x435, Plasmagun3.png [View same] [iqdb] [saucenao] [google]
6410390

>>6409684
I just replayed Doom 3 recently and liked it a lot, but it was too easy and the first third of the game is mind numbing. The game only feels like it stops fucking around after you get back from Hell, and its almost over by that point.
>>6410146
>particularly with a flashlight mod
I don't understand the drama around the flashlight, I never once felt compelled to use it in combat out side of "combat" like killing a couple non-threatening zombies in a corner.

>> No.6410391

Why is Doom 3 discussion allowed but not HL2?

>> No.6410396

>>6410391
Not even regular HL1 discussions are allowed here. You'll summon... HIM

>> No.6410397

>>6410386
No argument there, it is a rather steep climb in difficulty. Though I see E4 as sort of a preparation for playing Doom 2, which then preps you for the rest. The only E4 map I hate is the one where you start out in the middle of an open map, surrounded by hitscan enemies who are very far away, to me that's just lame.

>> No.6410402

>>6410397
>Though I see E4 as sort of a preparation for playing Doom 2
E4M1 and M2 are way harder than anything in doom 2

>> No.6410407

>>6410391
Not a good practice, but still more tolerated than anything to do with HL(2). Doom 3/2016/Eternal are direct descendants of the original Doom, and have really similar lore and atmosphere.

>> No.6410412

>>6410390
It's more I just think it's more convenient being able to see because the game is frequently so needlessly fucking dark. Also entry-teams have had flashlights on their guns for many decades, you think at least some of the guns on Mars would have some, particularly how dark it frequently is.

>> No.6410414

>>6410396
>>6410407
Why is even HL bad?

>> No.6410418

>>6410414
It's not, there's just this one guy (who doesn't play videogames), who always wants to talk about how much he hates Half-Life and how it ruined FPS, he spends all day idling on a Quake mapping discord (where he doesn't make maps, and doesn't provide any kind of creative input for making maps), and then brags to the people there how he posts about hating Half-Life.

He has some kind of developmental disorder I think.

>> No.6410426 [DELETED] 

>>6410407
>really similar lore and atmosphere
Excuse me anon what

You're trying to tell me that the lore of the old games ("here's a gun go kill demons") is similar to the (*gravely voice*OBSCURELOREABOUTSENTINELSANDMAKYRANDPRIESTSANDARENASYOUARETHECHOSENONEYOUARETHEMIGHTYSLAYERRIPANDTEARTHEIRGUTSRIPANDTEAR)????

You're trying to tell me that this shit
https://www.youtube.com/watch?v=L5KVMnS9zgY
is similar in atmosphere to this shit?
https://youtu.be/pNkQMtZAMAw?t=350

It's not even in the same ballpark

>> No.6410430

>>6410412
They definitely tried to make the flashlight seem useful, or any light source, such as with the pointless escort segment with the lantern and EMP. But I still maintain that weapons fire, glowing enemies, and ambient light sources were enough and the flashlight was a half-baked (innocuous) gimmick.

>> No.6410445

>>6410430
>the flashlight was a half-baked (innocuous) gimmick
More like another opportunity to show off what the lighting system can do. (It could even cast shadows, but it was disabled by default because GeForce 4s would have begged for mercy.)

>> No.6410446

>>6410445
That's kind of what I meant, I defend Doom 3's "darkness" because it helps make the game look spectacular even to this day. But I never used the flashlight for anything but checking pitch black corners for pickups.

>> No.6410450

What are your favorite gameplay mod and megawad pairs? I'm currently playing Alfonzone with Combined Arms, it's pretty kino

>> No.6410461 [DELETED] 

>>6410418
That is just a nerd that forgets it is fucking 2020 and that shitting on Doom is still cool. God, I remember the days I would mention Doom in late 00s, nobody seemed to know about the game, it took Brutal Doom to change that.

>> No.6410475

>>6410450
Vanilla gameplay with D2TWID

>> No.6410485

>>6410450
I like vanilla Doom with Ancient Aliens :)
I also like vanilla Doom with Valiant!
And vanilla Doom with Scythe...
And vanilla Doom with Going Down...
And...you get the idea.

>> No.6410487

>>6404728
https://zandronum.com/forum/viewtopic.php?f=11&t=9941
You can create bots in Zandronum now, something that was possible on Skulltag but the source code for the compiler was lost and had to be redone.

>> No.6410489

>>6410450
I like Hideous Destructor with anything that does not enter slaughter territory, just to see if I can get through. I'm not good enough to win slaughter maps with HidDest personally, but I know some people have managed

>> No.6410494

>>6410485
Wow, fascinating stuff buddy.

>> No.6410501

>>6410494
I know right? What can I say, vanilla Doom gameplay just doesn't get old.

>> No.6410505 [DELETED] 

>>6410485
I like you
we should kiss

>> No.6410517

>>6404728
Submitting >>6403346 to be added to the post. I probably won't release an updated stand-alone version, but I'm only 2 maps away from releasing full "episode".

>> No.6410529 [DELETED] 

>>6410505
A-Anon I-I thought we had a thing.... I-I cannot believe this....

>> No.6410546 [DELETED] 

>>6410529
You thought Anon had a thing with Anon? It turns out Anon was cheating on Anon with ANON. Who could have known this would happen

>> No.6410547 [DELETED] 

>>6410546
fucking anon, I'm gonna rip and tear his DICK

>> No.6410554 [DELETED] 

>>6410546
Dude stop being so cringe you type like a dumbworlder, if I wanted to talk with dumbworlders I would be posting in dumbworld.
Lurk more please.

>> No.6410559

>>6408805
just learn the teleporters brah

>> No.6410560

>>6404727
I'm looking for a Quake 2 mod that added a minimap to the right-hand side of the screen. I accidentally deleted it from my hard-drive and I can't find it anymore. I was using an older version of Quake2XP at the time and I don't remember if that was it or if it was a standalone mod. Can someone help me find this minimap mod?

>> No.6410581

>>6409695
>>6409702
You're just checking the same fucking points over without really saying anything of worth about that particular map, yet again. The entire fucking episode plays out the exact same way. And what the fuck, who mentioned nightmare?

Whatever, I suppose.

>> No.6410621

>>6410581
i am the original e4m2 hater that played it on nm. UV pistol start is pretty fun. it's not so much the maps themselves in e4 that i have a problem with, it's playing them on nm that breaks them. TFC was tightly designed to make UV much tougher than UV in e1-3. This makes them great UV maps, but completely wrecks the NM. They likely didn't bother play testing them on all difficulties.

>> No.6410640

>>6410621
>it's playing them on nm that breaks them
You mean the joke difficulty that was added in a patch after release, and which none of the maps were actually designed for in mind? Yeah, you might have some trouble with that.

That said, a very good player can do all of Doom and Doom 2 on Nightmare, with some practice and some route planning.

>> No.6410641

>>6410621
That makes some more sense.

>> No.6410645

>>6409068
unplayable garbage is a bit too harsh
but it's a noticeable dip compared to e1-3
makes sense given they were busy with quake

>> No.6410648

Are there any good (G)ZDoom-specific mapsets?

So far the only ones I've encountered rely on "omg pretty colors and dynamic lights" but are boring to play. People that map for non-(G)ZDoom specific stuff seem to have a better grasp on making maps that play well, it seems (from what I've seen)

>> No.6410652

>>6410648
Alfonzone is a pretty good mix of mini-episodes, some more colorful than others, but they have variety. Fairly mod-friendly.

>> No.6410661

>>6410648
Try Temple of the Lizardmen 3 and 4

>> No.6410662

>>6410652
>Fairly mod-friendly.
But do they play fine in vanilla Doom, that's more of what I'm asking

>> No.6410665

>>6410662
no GZDoom map plays in vanilla doom
thats kinda the point

>> No.6410668

>>6410665
>>6410662
I mean vanilla gameplay in (G)ZDoom in those maps anon, I know they won't run in any other sourceport.

>> No.6410729

>>6410662
Of course. It plays just fine.

>> No.6410760
File: 978 KB, 1920x1080, 2020-05-08-145634_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6410760

>Scythe
>MAP26: Fear
>666 enemies
Very nice.
What other maps do this? I know it's just a gimmick but I like that gimmick.

>> No.6410780

What are somemaps with sexual jokes/undertones?

I know about
>Kama Sutra's MAP30 sector-vagina
>Imp Encounter where Doomguy fucks an imp and that's it
>The entirety of H-Doom

What are others?

>> No.6410785

none that are worth mention

>> No.6410787
File: 792 KB, 1360x768, shot006.png [View same] [iqdb] [saucenao] [google]
6410787

>Be a villain in Turok 2
>You're ready to take on this native american motherfucker
>As soon the door opens you see a fountain of blood and your brains right out of your head
>It's the most painful thing imaginable
>You wish he headshotted you instead

Seriously the Cerebral Bore is arguably the most hardcore weapon in a FPS game and it's quite OP as well,anyone but those guys from the Death Marshes and the bosses can be affected by it.

>> No.6410789

>>6407496
games like borderlands kinda made me realize that i don't like diablo-like RPGs.

because everything is disposable gear doesn't really leave an impact on you and you're pretty much at the mercy of RNG.

>> No.6410794

>>6410780
I've seen some sector phalluses before.

>> No.6410798

>>6410794
Any that stood out to you particularly? No pun intended.

>> No.6410850

>>6409581
>from how they ruined all the monster sprites
fuck you nigga, they look great

>> No.6410886

>>6409581
That picture makes me want her to play Classic Doom (even if just the new console port or whatever).

>>6410850
I think they're a mixed bag, like I love the design for the Pinkie and Pain Elemental, but I'm not that fond of say, the Mancubus, he just looks kinda strong-fat now, instead of the grotesque obesity demon he was in Doom 2.

>> No.6410893

>>6410886
The Mancubus in Doom 64 it's not bad just feels like it was taken from a different game.

>> No.6410935

>>6410893
Well, yeah, he's not a terrible design, I just think he's not nearly as good as his original one.

>> No.6410958
File: 896 KB, 788x872, 1579193085_1579191219356.png [View same] [iqdb] [saucenao] [google]
6410958

Can i post here my new retarded duke nukem 3d video or maybe it's too much of an annoying shilling?

>> No.6410962

>>6410958
Nobody can stop you.

>> No.6410967
File: 9 KB, 292x292, 1586903394194.jpg [View same] [iqdb] [saucenao] [google]
6410967

>>6410962
I'll take that as a "please daddy shill your shitty video" since it does please my ego

https://www.youtube.com/watch?v=xo8p7DKDlvU

>> No.6410973

>>6410967
It sucks

>> No.6410974

>>6410967
>>6410958
The last time screen/voice distortions like that were funny was back in 2008
They were never amusing ever again

>> No.6410979

>>6410967
Pretty dumb. I like it.

>> No.6410983

>>6410973
>>6410974
thank you
>>6410979
fuck off

>> No.6410986

>>6410983
ok fag

>> No.6410991

>>6410983
https://www.youtube.com/watch?v=krPH0cWIP5U
miles better

>> No.6410997 [SPOILER] 
File: 853 KB, 654x619, 1588973172775.png [View same] [iqdb] [saucenao] [google]
6410997

>>6410986
i think wolfenstein 3d is a great game

>> No.6411000

>>6410991
of course that's on a whole other level, that's a classic... i just wanted to spread autism and laziness with my video, not actual humor

>> No.6411001
File: 390 KB, 1024x576, Screenshot_Doom_20200424_195721.png [View same] [iqdb] [saucenao] [google]
6411001

>> No.6411006

>>6411001
nice

>> No.6411012

>>6411000
>admits it isn't even funny
>gets mad when people call it shit

>> No.6411023
File: 274 KB, 1024x576, Screenshot_Doom_20200424_195315.png [View same] [iqdb] [saucenao] [google]
6411023

>>6411001

>> No.6411025

>>6411012
did you even read the posts before you lmao i was and i'm still very grateful for it

>> No.6411028

>>6411001
That's a pretty good chandelier graphic, made from the candlestick sprite and all. Did you make it?

>> No.6411045
File: 556 KB, 1024x576, Screenshot_Doom_20200424_195632.png [View same] [iqdb] [saucenao] [google]
6411045

>>6411028
No I didn't.
It's part of a E1M1 mapset.Which is still incomplete. It's called E1M1 Multiverse:
https://www.doomworld.com/forum/topic/113872-e1m1-multiverse-beta/

Resident Evil Map download:
https://drive.google.com/file/d/1YmwHrAzoJoepwH-Yxy-sfGSfLekj0IEW/view

>> No.6411179

>>6410648
The difference is people who make vanilla/boom stuff tend to actually want to make, you know, doom maps.

>> No.6411195
File: 733 KB, 1591x894, dfgdg.png [View same] [iqdb] [saucenao] [google]
6411195

hello, this is the madman from last thread with the purple skybox. I just finished building and testing this giant ass room.

>> No.6411201

>>6411195
looks great!

>> No.6411215

>>6411195
Seems like it needs a few more cacos.

>> No.6411271

>>6410991
NOW YOU SEE ME
NOW YOU SEE ME

>> No.6411279

>>6410991
I love the smell of morning in the morning.

>> No.6411292

>>6411271
AND LIVE

>> No.6411319

>>6410991
so many babes

>> No.6411349

>>6411179
And people who make maps for (G)ZDoom don't?

>> No.6411351

>>6411349
No they want to make zdoom maps.

>> No.6411361

>>6411351
What if they want to make Doom maps but also with fireblu floor.

>> No.6411368

>>6411361
not the anon you're replying to but, that's a vanilla limitation that you can't use fireblu on a floor?

>> No.6411373

>>6411368
Animated flats are hardcoded in vanilla.

>> No.6411375

>>6411373
Huh, interesting

>> No.6411379

>>6411368
I suppose you can - by fiddling with files, but in vanilla walls and floors/ceilings are different type of textures that are segregated - and making new animated texture seems problematic. Seems like ZDoom engine allows just using whatever wherever, but I didn't tried it - but some maps I played did.

>> No.6411380

>>6411361
Then they can use boom features.

>> No.6411424
File: 1.26 MB, 1920x1080, Screenshot_20200508-164211.png [View same] [iqdb] [saucenao] [google]
6411424

I'm still impressed with the environments in chex quest

>> No.6411431

>>6411424
>Texture filtering
AAAAAAAAAAAAAAAAAAAA
MAKE IT STOP MAKE IT STOP

>> No.6411435

>>6411424
im just noticing now but chex quest has a fuckton of flats huh

>> No.6411443

>>6411424
Well, benches are pretty easy to make.

>> No.6411449

Unpopular opinion
The same way that Citizen Kane isnt interesting unless you're studying the evolution of cinema, Doom or Half-Life 1 arent interesting unless you're studying the evolution of FPS games. Everything they do has been replicated, improved and evolved in thousands of games, so theres really no point on playing them or honoring them forever when theres much more newer stuff.
Its like praising the first car ever, forever, and expecting young people to appreciate them.

>> No.6411456

>>6411449
Ok zoomer

>> No.6411457

>>6411449
People still ride horses and bicycles though. And still walk, like fucking cavemen.
Doom can be replicated, sure, but it usually isn't. There's an appeal to it that modern games moved away from towards something new which doesn't necessary make it bad, but it makes it different.

>> No.6411458

>>6411449
That's nice but I haven't seen anything really top Doom 1 and 2's mapping and modding scene.
HL1 is still good too, the quirks with the goldsource engine make it getting around satisfying, and Sven co-op is god tier.

>> No.6411460

>>6411449
>The same way that Citizen Kane isnt interesting unless
Strike 1: plebeian
>Everything they do has been replicated, improved, and evolved in thousands of games
Strike 2: Falsity
>Its like praising the first car ever, forever, and expecting young people to appreciate them.
Strike 3: Zoomer

>> No.6411461

>>6411449
Wrong

>> No.6411463

>>6411449
Have you actually played doom and hl1? Like man, I'm a zoomer myself who played vanilla doom for the first time a few months ago and loved it.

>> No.6411465

>>6411457
well yeah, ive even known people that still own horses, and modern bicycles are nothing like the first bicycles so that doesnt really apply
but how many years can you go playing on the same Doom 1 and 2 mechanics without getting bored? doesnt it feel too easy or too simple at times?
>>6411458
CS 1.6 and TF2 mapping scene were great too imo
>>6411463
yeah ive played vanilla doom, brutal doom, doom for the GBA, the quake games....

>> No.6411469

>>6411458
HL1 clearly brought the influence to the genre but very few of them managed to replicate it right its aspects.

The level of storytelling in that game aged like wine and the weaponry is great.

>>6411449
By that logic you shouldn't watch older movie because the audio,special effect etc. have been improved.
It's not about the tools,is about the execution.

>> No.6411475

>>6411449
This is an opinion I’ve seen a few times before, but I still don’t understand the mentality. If everyone agreed that the newest video games were automatically the best, then this board wouldn’t exist. It’s like saying that Riot Games’ LoL fighting game is better than SSF2T because it has 3D models and online.

In fact, if people automatically agreed that the newest pieces of any media were the best, then things would likely be much worse.

>> No.6411476

>>6411469
i agree, and fair enough, theres barely any people playing Wolfenstein or other FPS games older than doom, but still, doom is so basic and primitive that its hard to believe that someone thats actually half decent at FPS games would choose to stick to it rather than play more modern games like Quake 3 or even Quake 1 that give more options and mechanics

>> No.6411482
File: 39 KB, 221x189, tomoko-upset.png [View same] [iqdb] [saucenao] [google]
6411482

>>6411449
>people fall for it

>> No.6411486

>>6411482
>i dont share this opinion therefore its bait
>wtf people are replying to an opinion i dont like

>> No.6411492

>>6411476
Classic Doom still offers a good level of balance and a fantastic soundtrack.
Something that many FPS games of that era didn't quite achieve.

Let's take Soldier of Fortune 1 and 2. The sequel has better gore,weapons and graphics and arguably a better OST but is a worse game overall even with the new mechanics.

>>6411482
IDK anon,I've seen worse takes over the years and is hard to tell if they're serious.

>> No.6411493

>>6411351
>>6411349
>>6411361
guys i'm confused. I make limit-removing maps with some custom enemies (decorate). Can only Zdoom, Gzdoom and Zandronum make use of those or are there some other compatible ports?

>> No.6411496

>>6411492
the soundtrack of doom is just a midi version of popular grunge and metal the doom devs liked, like most of it is just simplified or slightly changed versions of already existing songs. not very different from GTA just grabbing existing songs for their soundtrack
not saying its a bad thing but its not really original content they made

>> No.6411504

>>6411496
Still really catchy though.
They're far from rip offs,just heavily inspired.

Take Blood and Shadow Warrior,I really like both games,but honestly their OSTs is pretty weak.

>> No.6411507 [SPOILER] 
File: 251 B, 16x15, 1588983898235.png [View same] [iqdb] [saucenao] [google]
6411507

>>6411449

>> No.6411510

>>6411492
The man is either a contrarian of the highest regard, or he has atrocious taste.
I've talked to a lot of zoomers, and all of them who've tried classic Doom think it's fun, and mind that these kids grew up with a very different market and climate for FPS games.
Combine that with the fact that there's not just people who have been playing Doom for 26 years and still have fun with it, over all those years, lots of people have picked it up and have had a good time with it.

It's like Tetris, it's objectively enjoyable for homo sapiens.

>> No.6411514

>>6411449
I didn't actually get around to playing Doom until like, maybe 2013 or so. Nothing really compares, it hit it out of the park.

>> No.6411516

>>6411476
I don't see how you consider Quake 3 "modern," seeing as it was released only 6 years after Doom, which would be 1999, over 20 years ago. I also don't see why it's relevant to the conversation, since it's a multiplayer-focused game with a barebones bot system campaign.
Quake 1 has more potential in map design, but the issue is that brushwork is much more involved and lengthy than sectors. There's also the compiling, which can take a long time, and you have to make sure that the map doesn't leak every step of the way. Making any large outdoor areas is also a chore too. There also aren't really more mechanics, unless you count the expansions, which no one ever implements.

>> No.6411519

>>6411516
bro the technical and gameplay jump is huge
those 6 years had more major changes than 10 years in the 21st century imo
Quake 3 engine was used for thousands of other games during the 2000's, it was a huge jump gameplay-wise and technically too, the peak of the genre imo

>> No.6411528

>>6411504
Blood's OST (the MIDI version) is incredible. It has strong rhythm that compliments the action, memorable melodies/motifs, and spooky atmosphere to match the game's aesthetics.

>> No.6411545

>>6411519
I understand it was a major leap, but it's still a 20+ year old game that was designed for multiplayer, which is why I don't see how it is either modern, or pertains to Doom, a primarily singleplayer game.

>> No.6411551

>>6411545
well i specifically said "more modern"
i guess i should have said "newer"
what im talking about anyway is about the gameplay mechanics and pushing the mechanics to its limits, regardless of being singleplayer or multiplayer. the movement mechanics, the game mechanics, etc....

>> No.6411557
File: 679 KB, 1920x1080, Screenshot_20200508-174524.png [View same] [iqdb] [saucenao] [google]
6411557

>>6411431
Better?

>> No.6411575

>>6411551
>>6411551
>the gameplay mechanics and pushing the mechanics to the limits
You can vertically aim, jump, and use a movement glitch to fly around at high speeds. I wouldn’t call this “pushing the mechanics to the limits.” It’s not like adding more stuff instantly makes things better, anyway.
>regardless of being singleplayer or multiplayer
Do you not understand how important this bit is? Being a multiplayer game is the entire reason the comparison doesn’t make sense.