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/vr/ - Retro Games


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6418667 No.6418667 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6411667

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.6418668

=== NEWS ===

[5-10] Endless Madness, an alleged 'jokewad/slaughterwad/power fantasy' for Doom 2
https://forum.zdoom.org/viewtopic.php?f=19&t=67785

[5-7] Turok 3 mouse injector + more for Mupen64Plus
https://www.turokforums.com/index.php?topic=743.0

[5-8] PR/GLBoom+ now defaults to showing armor color based on what you're wearing
https://github.com/coelckers/prboom-plus

[5-7] You can now create bots in Zandronum
https://zandronum.com/forum/viewtopic.php?f=11&t=9941

[5-7] More new content for Barely Breathing shown off
https://www.youtube.com/watch?v=Ehxd0pnUV0Q

[5-6] Live Though Doom updated, added crafting and weapon replacements
https://www.moddb.com/mods/litdoom-survival-gameplay

[5-6] Anon shares a new map, Bridge World
https://www.mediafire.com/file/9ez7nhad20x794e/bridge_world_20200605.wad/file

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6418674

Shotgun starting is cool, but only in the mission packs.

>> No.6418675
File: 596 KB, 1266x688, doommaam2.png [View same] [iqdb] [saucenao] [google]
6418675

I accidentally the news order. Bugger.

>> No.6418678

Why are we moving onto new thread when the last thread is page 8?

>> No.6418679
File: 2.77 MB, 960x360, heretic.webm [View same] [iqdb] [saucenao] [google]
6418679

>>6418639

>> No.6418680

>>6418678
Some people just love to be the one making the new thread, so they have to do it before anyone else.

>> No.6418691

>>6418679
Who cares
Crispy is best either way

>> No.6418695

>>6418675
Shouldve done it with that godawful BD impchoke

>> No.6418698

>>6418691
If you're going to play with crispy, might as well just to with brutal doom at this point. Don't pretend to like vanilla.

>> No.6418704

>>6418679
This is the typical "works on my machine" situation. In your vid, there's no difference. On my system, there is - Chocolate is skipping and stuttering all the time. Interestingly enough, I tested all the 4 games with Chocolate, and for some reason, Strife works flawlessly. I'll try to compile the others from source and see if it makes any difference, perhaps my OS doesn't like the prebuilt binaries.

>> No.6418709

>>6418698
> you can't take one step towards the center from one end of the spectrum
> you HAVE to go to the complete opposite end, awlays
careful, you'll pull a muscle with those leaps of logic

>> No.6418714

>>6418704
>This is the typical "works on my machine" situation.
More like the typical PEBKAC situation.

>> No.6418717

>>6418698
>>6418709
the horseshoe theory is true here as well it seems
"you don't really like vanilla" fags can be just as obnoxious as brutards

>> No.6418719

>>6418714
K, just fuck yourself already.

>> No.6418723

>>6418704
What's your GPU?
Chocolate renders at 1600x1200 for pixel perfect integer 4:3 AR, then downscales it to yourt res with linear filter. This may result in stuttering if you are bottlenecked somewhere.

>> No.6418731

>>6418723
An ancient Radeon HD4200, but still powerful enough to run id Tech 4 (or ironically enough, GZDoom). What I find strange is Chocolate Strife works just fine, and from what I can see, they all share the same rendering code. So in theory the other games should work as intended.

>> No.6418734

>>6418667
What is with this dumb fucking reddit meme you faggots keep posting

>> No.6418738

>>6418734
TLOU2 spoilers. Settle down anon.

>> No.6418739

>>6418731
The strife is ancient (last updated in 2011), and uses a different approach.
>>6418734
It's not a reddit meme. It's the Last of Us leaks meme, where a woke bitch chokes a beloved character from previous game

>> No.6418740

>>6418738
>>6418739
Oh okay, I guess that makes it funny then. Fuck you

>> No.6418741

>>6418698
I honestly feel like most people who use Crispy instead of Chocolate are doing it for uncapped framerate. Which I have a hard time justifying as being somehow un-vanilla.

>> No.6418743
File: 561 KB, 1266x688, mental.png [View same] [iqdb] [saucenao] [google]
6418743

>>6418734
/v/ is making OC mocking TLoU 2 spoilers when Reddit and Twitter shitters are being carebears about the whole fiasco.

>> No.6418753

>>6418739
>The strife is ancient (last updated in 2011)
Nope, it's maintained like the rest of the code (and was also the base for Nightdive's Strife Veteran Edition in 2014). Check their github repo. Even the prebuilt one (3.0.0) corresponds to the other Chocolate releases.

>> No.6418762

>>6418753
Looking at chocolate git, go to branches - Chocolate Strife - last updated 9 years ago.

>> No.6418767

>>6418762
It's almost like branches aren't used for what you think they are.

>> No.6418773
File: 25 KB, 537x312, zU30ibn.png [View same] [iqdb] [saucenao] [google]
6418773

>https://doomwiki.org/wiki/Spider_paralysis
lmao this clumsy turd can't catch a break

>> No.6418779

>>6418773
https://www.youtube.com/watch?v=V9rSdsr5ltE

>> No.6418782

>>6418773
Huh, I've seen it happen in decino's videos, but I thought it was something between a pinky stunlocking it and pushing it into a wall so it can't move.

>> No.6418784 [DELETED] 

>>6418734
The Last Of Us 2, one of the most hyped-up games of the generation (because the first game was a media darling) got a ton of shit leaked by a disgruntled employee, including the mid-game twist that the protagonist from the first game gets violently murdered by a tranny and said tranny takes over as the playable character, and then you the player is forced to beat the other playable character from the first game nearly to death (possibly to actual death, the cutscene was vague). Tons of damage control from the devs, C&Ds out the ass, and now /v/ is memeing the shit out of it to stir up controversy. I'm enjoying it because I enjoy anything that prompts /v/ to actually make fresh OC instead of just wojak variants.

>> No.6418786

>>6418740
Easy there anon, drink a glass of water. Things will be okay.

>> No.6418795

Someone put Doom onto a FPGA. https://twitter.com/sylefeb/status/1258808333265514497

>> No.6418805

>>6418795
No someone put a doom map renderer onto an fpga.

>> No.6418806

>>6418795
>>6418805
Someone put penis on your moms.

>> No.6418810

>>6418806
well, ye
how else is anyone going to be born

>> No.6418818

>>6418810
Parthenogenesis?

>> No.6418825

>>6418762
That was when it was still WIP - remember, Strife's source code was lost, so they had to reverse engineer everything. But it has been merged into master since then.

>> No.6418827

>>6418795
Cool, a dedicated Doom accelerator! I hope Graf will make it compulsory for GZDoom in the near future.

>> No.6418832

>>6418795
That's map rendering FPGA.
Now make separate FPGAs for sprites, logic, DECORATE, ACS and ZScript parsers, then tie them all together in a synchronised system and we can get us a real Doom arcade cabinet with mod support

>> No.6418842
File: 35 KB, 120x120, archvile.gif [View same] [iqdb] [saucenao] [google]
6418842

*teleports behind you*

>> No.6418867

>>6418832
>DECORATE, ACS and ZScript
>real Doom

>> No.6418879

>>6418867
>flavoured water is not water!
>movies notr in the theatre is not movies!
>you haven't played the game if its not on OG hardware!
>you haven't read the book if it wasnt in hardcover!

>> No.6418897

where can i get the hideous destructor's zm66 sprites? cant find them in hd pk3, im also retardd

>> No.6418909

>>6418897
Believe it or not, it's in the graphics folder, not the sprites. I suspect some dark magic is involved.

>> No.6418923

>>6418909
>>6418897
It may be in the graphics folder if there's some layering trickery involved with weapon "sprite" being a placeholder, while actual animations happen separately in a layer

>> No.6418929
File: 41 KB, 600x676, 1589203099474.jpg [View same] [iqdb] [saucenao] [google]
6418929

Playing through Quake II for the first time as I didn't have a system that could run it back in the day... I am enjoying it quite a bit and have been looking up stuff about the main character/lore shit and my only question is what the fuck is wrong with Bitterman's head? He's human, he's from Earth. What is that shit? I see no mention of weird shit on his head in his bio.

I know this isn't official art but that shit is on his player model too

>> No.6418930

>>6418929
I'll throw you under a truck.

>> No.6418943

>>6418929
That's what he looks like in Q3A, where it is implied that he had been captured and mutilated by the Strogg. I don't know which version of Q2 you have, but his vanilla model is your average muscle-bound armor-clad soldier of the era.

>> No.6418945

>>6418930
Just tell me what the fuck it is, Bitterman

>> No.6418951

>>6418943
Oh wait you're right, I was looking at the QIII Arena character model, I see the Quake II one now.. hadn't actually seen the model in game

>> No.6418952

>>6418698
>If you're going to play with crispy, might as well just to with brutal doom at this point. Don't pretend to like vanilla.
What the fuck logic is this?
If we're going to be this petty, then Chocolate isn't vanilla enough either, because it has support for reading .deh files, where as vanilla itself literally required patching the executable.

>> No.6418958

>>6418952
Nobody claims Chocolate is Vanilla. It's a totally different flavor.

*ba dum tss*

>> No.6418964
File: 2.41 MB, 1024x576, justwerks2.webm [View same] [iqdb] [saucenao] [google]
6418964

>>6418897
now that i think about it, sprite replacement mods are bloat

>> No.6418980

>>6418923
>>6418909
The weapon sprites are assembled in TEXTURES using the spritesheet in the Graphics folder.

>> No.6418982

>>6418964
lemme guess
you edited the sporite in regular editor
then forgot to set offsets in Slade

>> No.6418984

>>6418982
yes

>> No.6418985

>>6418930
Sure thing, fatso.

>> No.6418986

>>6418985
> fatso
hump yo mom

>> No.6418997
File: 21 KB, 357x357, BC4MZd82_400x400.jpg [View same] [iqdb] [saucenao] [google]
6418997

>>6418986
BLOW IT OUT YOUR ASS

>> No.6419008
File: 155 KB, 1032x560, 1589070427320.png [View same] [iqdb] [saucenao] [google]
6419008

>>6418997

>> No.6419010

>>6418929
He's just mutated from all the nukage

>> No.6419019

>>6418929
He was an Asari

>> No.6419020

Daily reminder:

Duke 3D: revolutionary classic, widely acclaimed masterpiece with amazing levels, atmosphere, memorable monsters, weapons, and all american jeans hero.

Blood: fanmade sequel with awful enemies, blocky levels and ugly colours. Whinger cultists also make the game unplayable. Caleb is nothing more than a little dirt on Duke's mighty boot.

>> No.6419026

>>6418980
The absolute madman.

>> No.6419036

>>6419008
Oh fuck, that's perfect.

>> No.6419054
File: 179 KB, 534x644, carmackbattleax.png [View same] [iqdb] [saucenao] [google]
6419054

So fucking based, wish I could've been there...

>> No.6419060

>>6419054
>wish I could've been there
Karmack would've thrown you out for being a useless piece of shit in, like, a hour.

>> No.6419061
File: 37 KB, 530x456, 1586301142184.jpg [View same] [iqdb] [saucenao] [google]
6419061

>>6419060
>Karmack

>> No.6419068

So I just learned about the alternate soundtrack, Methods of Destructions, to Quake made by the same guy who did the soundtrack for Quake 2, Sonic Mayhem. Apparently that is what got him noticed by Romero in the first place, sending in the alternate soundtrack in 1996. I was never a huge fan of Reznor's ambient soundtrack to the game and I think this is pretty good and more what I expected back when it was released. Is there a way to play it with this soundtrack in game?

>> No.6419073

>>6419060
>Karmack would've thrown you out for being a useless piece of shit
I'd have fucked him so good we'd be married today.

>> No.6419081

>>6419054
>chinese throwing stars
Please tell me this entire thing wasn't written by a professional.

>> No.6419086

>>6419081
It's from Masters of Doom by Michael Kushner

>> No.6419091

>>6419086
And I almost bought it.

>> No.6419094

>>6419091
It's a fantastic book with a shit ton of great anecdotes and behind the scenes stuff - who cares if he mislabeld gook projectiles?

>> No.6419112

>>6419094
It's merely as unprofessional and ignorant as you are. But not only that, the formatting seem to be atrocious as well.

>> No.6419124
File: 47 KB, 480x480, ET91Oi5UMAMn0tf.jpg [View same] [iqdb] [saucenao] [google]
6419124

>>6419061
John Karnak

>> No.6419127

>>6419112
It's a screencap of the ebook on a phone you stupid faggot, fucking kill yourself pretentious nigger.

>> No.6419134

Why are cacodemons so stupid and ugly?

>> No.6419138

>>6419134
They are kinda cute, but they are probably the worst monsters in the game
>slow
>big
>damage sponge
>boring attack
>overused as fuck

>> No.6419141

>>6419134
Please dont talk about my sons that way

>> No.6419143
File: 292 KB, 600x633, 1587356120343.png [View same] [iqdb] [saucenao] [google]
6419143

>>6419138

>> No.6419149

>>6419141
Go back to work on Blackroom, John.

>> No.6419152

>>6419143
Git out and stay out and take your forty faggot friends with you.

>> No.6419154

>>6419081
>>6419091
It's a book about iD Software, not oriental weapons, why does that detail bother you?

>> No.6419157

>>6419134
Go to hell.

>> No.6419159
File: 268 KB, 546x546, 1558051268150.gif [View same] [iqdb] [saucenao] [google]
6419159

>>6419134
>map with huge open arena and a sea of nukage that extends for miles beyond
>shoot a cacodemon with the ssg
>he's sent flying back to like the end of the fucking map
>have to wait an hour for that fucking idiot to slowly float back so I can finish it

>> No.6419164

>>6419154
Well, old Kushball also wrote that Crusher has Cyberdemon inside crusher, not Spidermind.

>> No.6419170

>>6419164
For all we know, that was a detail that was true at one point during development, and then changed.

>> No.6419198 [DELETED] 
File: 874 KB, 854x922, 1588823667664.jpg [View same] [iqdb] [saucenao] [google]
6419198

hey fellas. Is there a doomworld or doom in general discord? Looking for a place to share maps, asks noob questions that aren't worthy of entire forum posts etc etc

thanks

>> No.6419202

>>6419198
>Looking for a place to share maps, asks noob questions that aren't worthy of entire forum posts etc etc
Oh, you should try the doom general on /vr/. Seems to be exactly what you're looking for!

>> No.6419206

>>6419134
>b-but why are muh monsters so ugly?

>> No.6419210 [DELETED] 
File: 8 KB, 239x211, uknowwhat.jpg [View same] [iqdb] [saucenao] [google]
6419210

>>6419202
ok
Looking for another wad to play. I enjoy memento mori, dystopia 3, congestion 1024, sigil, first half of wads like requiem, tnt etc.

Are there any quality "oldschoolish" megawads out there that don't get significantly harder during the latter half like some of the ones I mentioned. so ones where map 20+ isn't 500 + fucking monsters and nigh impossible to do with out pussy saves?

>> No.6419213

>>6419198
Hopefully not. You can share maps and ask noob questions here, this is not a forum.

>> No.6419215

>>6419210
Try Alien Vendetta on Hurt Me Plenty or even Hey Not Too Rough, it has a reputation for being a really tough .wad, but it only goes balls to the walls on Ultra-Violence, it's much more mild mannered on lower difficulties.

>> No.6419220 [DELETED] 
File: 155 KB, 376x376, 1589130662014.png [View same] [iqdb] [saucenao] [google]
6419220

>>6419215
I pretty much strictly play on UV but I will give it a shot tonight thanks. Maybe I'll try UV up to like may 15 or something then switch.

>> No.6419229

>>6419210
Fava Beans.

>> No.6419240
File: 105 KB, 800x600, Screenshot_Heretic_20170905_1411.jpg [View same] [iqdb] [saucenao] [google]
6419240

Except for Samsara and Guncaster, are there any other mods that work for both Doom and Heretic/Hexen?

>> No.6419247

>>6419240
Trailblazer

>> No.6419248

>>6419240
High Noon Drifter

>> No.6419249

>>6419220
>I pretty much strictly play on UV
That's fine for Doom and Doom 2, since they aren't very hard at all, but for pwads, this varies. A lot don't bother to implement difficulty levels at all, but some do, and in that case, they will usually have UV actually be particularly hard.
If you've never played Plutonia before, it can be worth to try on HMP, as the wad was designed to be very tough on UV (when making it, the authors would go back and redo encounters if they weren't hard enough, until it became really tough for them).

There's no behavioral changes or anything between HNTR, HMP, and UV, it's just monster count/placement. Only ITYTD and Nightmare actually change functional mechanics of the gameplay.

>> No.6419259

Your post intrigued me so I did some search. Thankful managed to find a download for the tracks here http://p-l-m.blogspot.com/2012/04/sonic-mayhem-methods-of-destruction.html
All you gotta do is download these then rename the tracks from track02.mp3 to track10.mp3 following this list https://www.quaddicted.com/webarchive/www.quaddicted.com/quake-nostalgia/methods-of-destruction-the-alternate-quake-soundtrack/
Note that originally the song named B7 repeats twice and the second occurrence is as an exact copy and not the extra B7 sega remix included in the download. But still I think you can use the sega remix as an adequate replacement. Also there's no replacement track11 so just use the one from Quake's original OST. Put them in your Quake source port music folder and that's it. Did it myself and it works.

Thank you for bringing this to my attention anon, didn't even know it was a thing. Also I just realized Sonic Mayhem worked on Prototype's OST, one of my favorite games. No wonder the soundtrack is so good, damn.

>> No.6419264

>>6419259
Meant for >>6419068

>> No.6419328
File: 106 KB, 514x440, 81577135-c4e41d80-93b1-11ea-9c45-947379b66874.png [View same] [iqdb] [saucenao] [google]
6419328

What do you think about Nobody Told Me About ID mod?

>> No.6419337

>>6419328
10 monsters-falling-from-their-platforms /// out of 10

>> No.6419339

>>6419328
Tastes like salty milk and coins.

>> No.6419347
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6419347

Daily reminder that Tom is king and his maps with sandy are the best ones from Doom

>> No.6419351

>>6419328
good song

i don't play beta mods, i'll check it out when it hits version "1".

>> No.6419353

>>6419068
>>6419259
Actually I went ahead and made an easy to use package for this. Here it is https://www16.zippyshare.com/v/SYSLXmJK/file.html just copy the files in the music directory. Also included an alternate track10 which is a remix from Quake 1 Sega Saturn version.

Honestly this OST is pretty nice, fits well with the game.

>> No.6419374

Imagine entire mapset set underwater.

>> No.6419375
File: 69 KB, 600x375, 89221179039.jpg [View same] [iqdb] [saucenao] [google]
6419375

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 human 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.6419381

>>6419328
I need to implement a menu like that for my mod.

>> No.6419384

>>6419347
Blessed post

>> No.6419397

>>6419374
Like an underwater base, or literally just swimming underwater?

>> No.6419405
File: 650 KB, 1266x688, 1589042120843.png [View same] [iqdb] [saucenao] [google]
6419405

>>6418734
>reddit
>sprouted first on /v/
dumb faggot

>> No.6419406

>>6419397
Literally just swimming underwater shooting spearguns and torpedoes.

>> No.6419415
File: 150 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6419415

>>6419347
*block your sector*

>> No.6419416

>>6419406
sounds fun, sign me up! Also, all the enemies are the sharks from Duke 3D.

>> No.6419417

>>6419138
they're the only doom 1 monster with their salt as far as being able to get to the player wherever they are goes

>> No.6419420

>>6419415
This map is underrated

>> No.6419425
File: 3.88 MB, 344x338, 15598296581.gif [View same] [iqdb] [saucenao] [google]
6419425

>>6419415
>block
blocks

>> No.6419426

>>6419416
No, if such project will ever sprout, its main mission should be to educate people on the dangers of nature's mistake known as jellyfish.

>> No.6419432

>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.
maps also had 0 verticality so it's got that going against it despite having ooo two different door opening animations that don't change gameplay at all. please.
>>The weakest human 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.
ok. that's what happens when your game has like five enemies
>>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.
any half decent mapper could make a lot of those things out of sectors in doom. and still how the fuck are potted plants and tables more interesting to you than hung corpses and defiled religious iconography?
>Run at 60 fps
it sure as shit didn't on most computers at the time

>> No.6419437

>>6419417
*worth

>> No.6419439

>>6419432
meant for >>6419375

>> No.6419450
File: 38 KB, 520x254, 1238406-carmackatwork.jpg [View same] [iqdb] [saucenao] [google]
6419450

>>6419353
Yeah that is the page I learned about it as well, after searching around for Sonic Mayhem because I enjoyed the Q2 soundtrack so much and found this, I'm really glad he eventually agreed for it to be posted even though it had already leaked by then.
>>6419259
Fucking based, thank you anon

Pic mostly unrelated, Carmack with ponytail

>> No.6419454

>>6419432
Wolfenstein 3d has 5 enemies and 7 bosses (fake hittler counts) = 12 while Ultimate Doom has 7 enemies and 3 bosses = 10
Wolfenstein 3d has more enemies.

>> No.6419461

>>6419328
I really like it. Just wish there were more build like map packs

>> No.6419467

>>6419454
Yes, but bosses have no rotation sprites. So one Doom monster is roughly equal to five Wolf3D bosses.

>> No.6419469
File: 246 KB, 1023x576, Screenshot_Doom_20200511_204457.png [View same] [iqdb] [saucenao] [google]
6419469

>>6419461
Doom 2 Rebuilt it's pretty much going for that.

>>6419351
I would suggest you to try it,so far is great.

>> No.6419474
File: 201 KB, 1023x576, Screenshot_Doom_20200511_034014.png [View same] [iqdb] [saucenao] [google]
6419474

>> No.6419478

>>6419467
Fair enough

>> No.6419479

>>6419467
That's bullshit, but I'll allow it.

>> No.6419501

>>6419450
Those post numbers got reversed when I quoted them, not that its hard to figure out which message is for which. Thanks again!

>> No.6419506

>>6419467
Are you sure there are no rotation sprites for them?

>> No.6419508

>>6419454
half of those bosses were just graphics-swapped big chaingunners who shot at you and did nothing else. none of them match the complexity of literally any doom enemy

>> No.6419519

>>6419474
what the fuck am i looking at?

>> No.6419528

>>6419474
You might want to increase the contrast a bit. I can still make out some of the details.

>> No.6419531

>>6419506
I'm one hundred 100% percent sure there are no rotations for them in original Wolf3D. However they were drawn by doom modding community some time ago.

>> No.6419532

>>6419469
There are already a few Doom 2 "reimappings", but not a single complete one for Ultimate Doom

>> No.6419534

>>6419474
E1M1: HOMgar?

>> No.6419558
File: 250 KB, 1073x1525, 2020-05-11 14.31.22.jpg [View same] [iqdb] [saucenao] [google]
6419558

Is this review of the Rise of the Triad remake accurate? If so I'm buying it today.
https://www.destructoid.com/review-rise-of-the-triad-256974.phtml

>> No.6419559

>>6419532
There's the Way ID did.
Which is excellent.

>> No.6419568

>>6419240
heretical doom

>> No.6419572

>>6419558
No. It's garbage.
If you wanna play a remake, play Shadow Warrior 2013.

>> No.6419573
File: 800 KB, 1023x576, Screenshot_Doom_20200511_213759.png [View same] [iqdb] [saucenao] [google]
6419573

>>6419534
>>6419528
>>6419519
This supposed to be Low Res Dark Textures + Darkdoom.
This is what is supposed to be without the latter.

>> No.6419578
File: 205 KB, 1023x576, Screenshot_Doom_20200511_214022.png [View same] [iqdb] [saucenao] [google]
6419578

Duke 3D textures sure make everything look different.

>> No.6419581

>>6419572
But I heard it's just Serious Sam with Lo Wang, focused on arena combat areas and the sword/magic more than the guns

>> No.6419587

>>6419558
No. Not even worth pirating unless you're really curious.

>> No.6419603
File: 2.51 MB, 1920x1080, dooman.png [View same] [iqdb] [saucenao] [google]
6419603

Hello anons here's my new map: https://mega.nz/file/tqwE2IZb#KUqotPs5OYR8INY-klh1YT8zHAo-V2f9zW94TGVULpQ
I previously made Sundered Citadel and I think this one is an improvement but there's still a long way to go so all feedback is appreciated. tested on Crispy Doom and GZdoom, I imagine it works on basically anything else. should only take roughly 5-10 minutes to beat.

>> No.6419614

>>6419581
Its more Painkiller than Serious Sam and yeah really combat arena focused. But the magic was something I ignored 99% of the time. The healing magic was the only one I ever used in the campaign.

>> No.6419616

>>6419603
OH SHIT
I'm one of the guys that played your previous one and left feedback. Really excited to play your new one. Be back in a bit.

>> No.6419617

>>6419558
I hear mixed things about it. I love the original, but I have yet to try the remake.

>>6419581
Sort of. If you liked Doom 4, it's fairly similar. The gunplay feels kind of floaty and not too satisfying, but the swordplay feels pretty great.
If you didn't like Doom 4, you probably won't enjoy the Shadow Warrior reboot much more.

>> No.6419621

>>6419559
i meant building up on same recogniseable layouts
there are several complete mods for d2 but no d1 one is complete

>> No.6419629
File: 1.00 MB, 1920x1080, 2020-05-11-145855_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6419629

>>6419603
>>6419616
Woops just found a no texture glitch right here using GLBoom+, but I'll go play the actual map now

>> No.6419632

>>6419416
And gillbeasts from blood

>> No.6419635

>>6419621
Wonderful Doom?

>> No.6419636

>>6419629
Seems like your port doesn't support the sky hack.

>> No.6419640

>>6419636
The what now
It's just PRBoom+ using the openGL renderer

>> No.6419643 [DELETED] 
File: 19 KB, 641x386, file.png [View same] [iqdb] [saucenao] [google]
6419643

What should I upgrade to get Eternal running?
I played through 2016 with little to no problem on minimum

>> No.6419647

>>6419640
Sky hack means not drawing upper wall if ceiling is sky. This way you can have buildings of different height (Although it gets a bit wrong if you try to put shorter buildings in front of the higher).

I haven't yet looked at the map, but seems like it's not done in your port for some reason.

>> No.6419653

>>6419647
>>6419629
I didn't apply the sky texture to a few lowered sections, both Crispy and Gzdoom still accounted for this so I didn't think to inspect further, I'm seeing if I fixed it and downloading GLBoom+ to test it out now thanks for the heads up

>> No.6419654
File: 338 KB, 1023x576, Screenshot_Doom_20200511_220441.png [View same] [iqdb] [saucenao] [google]
6419654

>> No.6419675 [DELETED] 

>>6419558
Personally, I think the remake is as good as the original, which is... Just a silly fun little game.
Voice acting is hecky and music is.... Different, but you can choose to play the DOS versions.
Also there's more platforming.
>>6419643
I think Eternal requires twice as much RAM at least. Otherwise, I don't think it runs too different to 2016.

>> No.6419725

>>6419603
>>6419629
Ok, just finished your map on UV anon. Here's a few observations

>I don't know if it was your intention, but the map felt VERY ammo starved, at least on a first playthrough on Ultraviolence. If this is intentional and ammo was more plentiful in Hurt Me Plenty, that's good then, because UV is being made harder on purpose! Just be mindful that ammo shortage mixed with tanky enemies like Cacos and Hell Knights with only a shotgun/pistol can be a bad combination (you only get chaingun when the map's already over, or from a secret)
>If monsters are inside a cage that you cannot shoot through until you free them, it might be best to make the texture solid, otherwise you're leading the player to believe you can kill them from behind the bars
>Your blue switch, while it does have a blue torch nearby, should probably be bordered with a blue texture. I would even go as far as removing the switch and just making the bars that raise to reveal the elevator be colored blue instead or something, but that's just me
>Having a single 1% armor bonus as the reward for one of your secrets was a bit weird
>Your ambushes were clever, but very forgiving. I think it would be more interesting if for example you locked the player inside the room so you're forced to fight in the trap. Because otherwise I can just leave the area and door fight them like a boring player.
>I liked the idea of the little alleys around the buildings. Maybe something else could be done with these?
>Maybe making it more clear which doors in buildings are broken/unopenable and which are?

>> No.6419730

>>6419635
>Wonderful Doom
Changes layouts and flow, not in a good way

HontE and and Doom 2 Rebuilt have same general layout, but with added detail and expanded upon.

>> No.6419738

>>6419725
*Sorry, meant 10% armor bonus

>> No.6419743

>>6419603
>>6419629
https://mega.nz/file/N6gVQIqJ#LlSaa_nJ4A_9DKGaiIVMRYoYJb6S-C28bwMB9SU5keo new upload with fixed sky textures for PR/GLboom

>>6419725
thanks for the feedback anon, the ammo starvation was intentional and it should be more forgiving on lower difficulties.
The cages are something I couldn't quite resolve with solid walls, because I wanted the health kits in them to be visible, so that the player can choose when and where/if to open them and I couldn't really think of a better way.

>> No.6419745

>>6419654
I hope the chaingun gets retooled to make it feel more “buildy” and unique than Duke’s ripper, but this is a fun mod so far

>> No.6419751

>>6419743
now that I think of it, just having a solid walled cage in the starting area with a single imp and a few HP bonuses may have been a good solution to inform people what the cages are for.

>> No.6419759

Is Quake Champions worth playing for an old school Doom/Quake fan? I would just be using the free default Ranger of course. And is it possible to play offline with bots?

>> No.6419764

>>6418734
you are even confessing you saw it first on reddit than here

>> No.6419767 [DELETED] 

>>6419603
I smoked a fat bowl and couldnt do it on uv near the blue key area.. Hurt me plenty i did it. All i have to say is thank god I have brass knucks on because ammo is scarce as fuck. I like how the health was too but you could grab it from the cages if you had skill..

Needs more ammo man. otherwise that was really fun and the detail was really good looking.

>> No.6419771

>>6419573
it honestly just looks kinda bitcrushed

>> No.6419774
File: 606 KB, 1920x1080, 2020-05-11-155224_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6419774

>>6419743
Almost but not quite done yet, still getting these here and by the barn

>> No.6419776

>>6419558
It's the worst classic shooter remake except for all the others.

>> No.6419780
File: 875 KB, 1920x1080, 2020-05-11-155341_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6419780

>>6419774
pic related
(toggled on vertical mouselook to show you on the previous one)

>> No.6419782 [DELETED] 

>>6419767
I'm smoking a fat bowl as I type this, small world

>> No.6419783
File: 1.11 MB, 1920x1080, Base Profile Screenshot 2020.05.11 - 17.53.00.63.png [View same] [iqdb] [saucenao] [google]
6419783

is this game supposed to be this hard?
I even missed a super weapon part

>> No.6419791
File: 803 KB, 800x450, QCDE_single_player_screenshot.png [View same] [iqdb] [saucenao] [google]
6419791

>>6419759
Quake Champions: Doom Edition is based

>> No.6419795

>>6419643
overclock, ram, a new vga

>> No.6419809

>>6419783
game?

>> No.6419814
File: 761 KB, 1437x808, Screenshot_Doom_20200511_175924.png [View same] [iqdb] [saucenao] [google]
6419814

>> No.6419817

>>6419780
>>6419774
>>6419743
>>6419725
>>6419603
Alright, now running through your map a second time on UV after my first playthrough. I think the ammo on UV is tight but fine. You did well, specially if it's more generous in HMP and lower. I would however maybe advice you include a secret with a berserk pack or something. Maybe if you'd like to make like some sort of optional tavern in the village or something like that, that could go there. But it's probably not necessary.

Something that could be fun would be being able to get up to the battlements near the exit to kill the imp crowd, as in using the elevator and riding up to their height

>> No.6419818

>>6419809
turok 3

>> No.6419823

>>6419759
No
If you don’t like the idea of abilities you probably aren’t going to like the game itself
The game is missing a lot of features and modes that previous installments had, and almost never gets updated
It’s also horribly unoptimized and you’ll likely run into stuttering or other issues
And no, you can’t play offline with bots, they thought it was a good idea to make players buy the game in order to have bot matches

>> No.6419838
File: 518 KB, 500x715, AAAH.gif [View same] [iqdb] [saucenao] [google]
6419838

>2020
>just today I realized you can auto save screenshots pressing win + print screen
>mfw

>> No.6419842

>>6419791
t. doom champions developer

>> No.6419848

>>6419823
>they thought it was a good idea to make players buy the game in order to have bot matches
So then can I pirate it?

>> No.6419851 [DELETED] 

>>6419767
>>6419782
DAE LE WEED? XD

>> No.6419854

>>6419783
now try it with the n64 controller and 10 fps

>> No.6419856

>>6419842
QC Doom Edition is a mod for classic Doom

>> No.6419858

>>6419851
Go get some fresh air, Quinten.

>> No.6419860

>>6419856
yes?

>> No.6419863

Playthrough video of map02 of 200 minutes of /vr/ is up.
https://youtube.com/watch?v=GJHOBocJA-g

>> No.6419876

666 minutes of /vr/ when?

>> No.6419896 [DELETED] 
File: 295 KB, 419x419, 1588823764247.png [View same] [iqdb] [saucenao] [google]
6419896

>>6419603
link sundered citadel

>> No.6419903

>>6419876
That'd be a gimmick worth doing desu.

>> No.6419927

>>6419896
https://mega.nz/file/l7h1RaTQ#6ZWeaLgeplVO6PgCGmsPOL8_HyV1sSEETi8uCfb_VNo I was going to redirect to the news post but some reason that link broke, fair warning, unlike my current level, this one will definitely break on anything that isn't GZDoom

>>6419817
thanks for all the feedback anon, I can tell I've made a lot a progress with mapping because I'm getting specific feedback now rather than big-picture problems. I really like the tavern idea, I may go back in and add that at some point, though right now I think it's better for me to start hacking away at my next map rather than trying to perfect this one

>> No.6419939

>>6419927
You are getting better for sure! I hope you also noticed through this that starting out on the smaller scale can prove to be more interesting and tighter than trying to design these really big maps with hundreds of monsters. Not that there's anything wrong with big maps with big monster counts inherently, but I mean from a learning-to-map kind of perspective Looking forward to playing more of your stuff.

>> No.6419941 [DELETED] 

>>6419860
Well but you're gay

>> No.6419942
File: 702 KB, 1437x808, 9f6atK9.png [View same] [iqdb] [saucenao] [google]
6419942

>>6419814

>> No.6419945

>>6419848
No because it's an ebin live service game

>> No.6419949

>>6419945
Damn... I like the idea of it, seems cool... I don't like the paid champions and all that kind of shit but the idea of taking characters from the whole iD universe and making a Q3 or Quake Live style arena shooter seems like a no brainer for a hit but I guess they have fumbled the ball completely on that.

Some of the models/textures look cool at least

>> No.6419954 [DELETED] 

I'm just pissing you off, I'd like the mod but nobody plays it

>> No.6419957 [DELETED] 

Half Life 1 is an overly long game with repetitive levels/filler throughout and sub-par shooting (not HL2 levels of bad shooting mind but the gunplay is at best unsatisfying and on hard just spongey enemies). The supposedly amazing marine AI is 90% hardcoding grenade throws and the like + voice lines that have no bearing on what they're actually doing so they seem smarter. There are a lot of weird TECHNOLOGY features like alien-specific AI that, while neat, you'll rarely even see and won't have any effect on your actual experience playing the game. Xen was actually a good way to freshen up the end of the game after endless bland/grey corridors.

You could cut out at least 1/3rd of the entire game and improve the overall experience without losing anything but filler. Much of the game is just walking down grey corridors fighting the same group of 2-3 enemies to flip a switch and while that's true of many classic FPS games they at least had some difficulty, competently designed shooting mechanics and enemy variety to keep it interesting.

>> No.6419958 [DELETED] 

>>6419941
>>6419954
also
>2020
>not being bi

>> No.6419964 [DELETED] 
File: 65 KB, 768x1024, 1583463312695.jpg [View same] [iqdb] [saucenao] [google]
6419964

>>6419958

>> No.6419969 [DELETED] 
File: 35 KB, 465x604, 1809239-n517581288_2545296_4021274.jpg [View same] [iqdb] [saucenao] [google]
6419969

>>6419958
Queer

>> No.6419972 [DELETED] 

>>6419964
>>6419969
it's like you guys don't have asses

>> No.6419975 [DELETED] 

>>6419958
>bro it’s the current year just shove some meat in your pooper lol
so what about them video games

>> No.6419976 [DELETED] 

>>6419972
I have one, but it's only for shitting.

>> No.6420009
File: 538 KB, 960x540, DE_DOOM_Comic_RipTear.jpg [View same] [iqdb] [saucenao] [google]
6420009

The DOOM Comic: Based or Cringe?

I actually like that they used it as almost a design document alongside Doom II for Eternal.

>> No.6420014 [DELETED] 

>>6419851
Yes, I get medical marijuana from the dispensary.

>> No.6420016 [DELETED] 

>>6419975
>Shoving videogames in your ass
That's just nasty dude. You play them videogames.

>> No.6420018

really poor thread quality lately.

>> No.6420056

>>6420009
Most comics are pretty shit. Except Dilbert.

>> No.6420063

>>6418667
>shilling TLoU
You people are garbage

>> No.6420067

>>6420009
Bit of goofy fun in the past. I think Brutal Doom and Doom Eternal marketing ruined it sort of.

>> No.6420071

>>6420009
It's a guilty pleasure of mine.

>> No.6420073

>>6420009
Basement cringe

>> No.6420075
File: 324 KB, 1023x576, Screenshot_Doom_20200512_000206.png [View same] [iqdb] [saucenao] [google]
6420075

Robocop Doom is kino

>> No.6420085
File: 115 KB, 713x400, dead or alive you're coming with me.webm [View same] [iqdb] [saucenao] [google]
6420085

>>6420075

>> No.6420094

>>6420056
>>6419823
I think one thing to come out of Quake Champions that I think all old school Quake fans should check out is #1 of the Quake Champions comic, which is about Ranger. Quake 1 lore is scarce as fuck as it is and the art is really nice in it. Recommended.

You can read it in full here:
https://imgur.com/gallery/SnmnG

>> No.6420096
File: 978 KB, 1424x2136, qcc1.jpg [View same] [iqdb] [saucenao] [google]
6420096

>>6420094
Forgot to post the cover

>> No.6420102

>>6419210
>>6419220
>Are there any quality "oldschoolish" megawads out there that don't get significantly harder during the latter half like some of the ones I mentioned. so ones where map 20+ isn't 500 + fucking monsters and nigh impossible to do with out pussy saves?
>I pretty much strictly play on UV
I think I found your problem

>>6419240
Bolognese gore mod

>> No.6420105
File: 1.80 MB, 1616x1125, G-Man_Half-Life_1_models.png [View same] [iqdb] [saucenao] [google]
6420105

>> No.6420137

>>6420105
>GMan's twitter post about his "glow up"

>> No.6420140

>>6420105
Original
HD
Dreamcast
PS2

I’m sure I got it wrong

>> No.6420146

>>6420094
>Click image to zoom in
>It gets even smaller
>Have to right click view image for full size
Fucking imgur

>> No.6420149

>>6420146
It's just opening up for me with a magnifying glass mouse cursor but the images are pretty big already but I'm on my laptop using Chrome.

>> No.6420153

>>6420009
Yeah and thats why i fucking hate nudoom

>> No.6420156

>>6420153
I think it's cool as fuck myself. What's wrong with it?

>> No.6420162

>>6420156
A reference here and there is nice but it went full retard with it and made it more of a joke than it already was by trying hard to make it cool.

>> No.6420164
File: 1.00 MB, 1440x2560, pOPQLw1H.jpg [View same] [iqdb] [saucenao] [google]
6420164

>>6420094
>Ranger married a demon
What a chad

>> No.6420165

>>6420105
Hd model usage should be a war crime

>> No.6420174

>>6420162
They went a bit overboard with it at times, I will give you that. But I thought that using lines from the comic for the first time ever having Doomguy speak was pretty genius as nothing else would really have worked, and it's debatable if even that did or he should've been left silent. As it was it was only a couple of fragmentary sentences and he sounded suitably deranged as someone who had spent that much time in Hell undoubtedly would be.

>> No.6420178

>>6419432
Why are you getting angry that Wolf3D could've been better than Doom in some very small categories?

>> No.6420179

>>6420140
Correct but the Dreamcast model was also used in the HD pack for Oppossing Force/Blue Shift.
HL1 had a different HD model which is the second Gman in the pic until an update that changed it to the Dreamcast one.

>> No.6420182

>>6419791
Can you play this with bots? I don't really like playing with other people and I doubt there are many playing this at any given time anyway but it looks neat

>> No.6420184
File: 27 KB, 131x669, wad_authors.png [View same] [iqdb] [saucenao] [google]
6420184

>>6418667
I'm making a list of prominent WAD authors to keep an eye on, and these are the names I came up with

Which names do you think I'm missing here?

>> No.6420186

>>6420182
Yes

>> No.6420189

https://www.youtube.com/watch?v=H0O8Q69lUbQ

>> No.6420190

>>6420063
More like shitting on TLoU

>> No.6420198

>>6420179
Which is funny, because the original HD model looks better than whatever one on the right replaced it
He went from looking sinister and intelligent to a smiling goober with a massive forehead, to a bugeyed weirdo

>> No.6420205
File: 722 KB, 1368x1264, Fuck yeah Ranger.jpg [View same] [iqdb] [saucenao] [google]
6420205

>>6420094
Goddamn, Doom 2016 style Quake 1 remake/renaissance when???

>> No.6420225

>>6420205
>doom 2016 style
NO. The last thing quake needs is bloat from leveling up, purchasing skill and upgrade points. If you want more Quake just play Arcane Dimensions its way better than anything ID can do nowadays

>> No.6420231

>>6420225
>Arcane Dimensions
Never heard of it. What is it, a Quake inspired fan game?

I just want to see Quake 1 get the love and shine it deserves like Doom did along with an expansion of the lore, merch, etc. Ranger deserves it.

>> No.6420234

>>6420184
Good list so far.
>Pipicz
>years
>Alexander S. 'Eternal'
>Lainos

>> No.6420235

>>6420231
Holy fuck anon your in for a treat. Its massive mod for Quake made by some really dedicated mappers. http://www.simonoc.com/pages/design/sp/ad.htm

>> No.6420243
File: 18 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
6420243

>>6420085
"Thank you for your cooperation"

>> No.6420247

>>6420075
About the mod,I love how it implemented Emil as a boss after he was turned into a mutant.
That was creative

>> No.6420260

>>6420235
Oh wow, yeah I am reading about it now. This looks awesome. Thanks bro!

>> No.6420261

>>6420184
TerminusEst13

>> No.6420268

>>6420231
Arcane Dimensions is a real treat, it's a huge and lovingly made mapset with some cool new content, if you like base Quake, you'll love AD.

>> No.6420273

>>6420184
PinchySkree makes good wads

>> No.6420287

>>6420260
I spent a couple of weeks playing it in 19', very captivating. Even the test maps are pretty decent.

>> No.6420290

>>6419375
>Doors could open in sideway
Did doors actually open sideways, or was it just animation?

>> No.6420313

Now that I think about it, Arcane Dimensions could really use one particular feature; a quick button that randomly chooses a background music track from the music folder, that way you could just dump a bunch of suitable tracks in there and just press that button until you get something that suits the level you just entered.

>> No.6420318

>>6419876
When you give us a set of rules and a deadline.

>> No.6420326

>>6420009
kinda wished they look more into doom's franchise/fanbase history than just the surface

>> No.6420367

>>6420313
My biggest gripe with AD was that the shotguns were no longer hitscan. Those yellow projectiles made them feel less satisfying, and shooting those one flying enemies became annoying.
Also, I recall some sort of plasma gun that was basically Doom 64’s. They could’ve made a more detailed version of the weapon from Armagon, maybe change the sounds and damage, would’ve been fun.

>> No.6420368

>>6420184
me

>> No.6420383

>>6420009
I find it odd that some people seem to hate it or think it's bad. It's obviously intentionally over the top.
>>6420018
The door's right there buddy.

>> No.6420385

>>6420205
Ranger would die in 1 second from that many shamblers

>> No.6420406

Soundless mound makes me want more of this crossover.

>> No.6420431

>>6420225
>The last thing quake needs is bloat from leveling up, purchasing skill and upgrade points
Speak for yourself boomer. I can already imagine how stupid you could make the game with something like fallout-style perks or just slight overall buffs to your character that add up over time. Or if they played up the lovecraftian horror elements over the fast-paced rocket jumpfest Quake is stereotyped as and you got something more akin to wizardry with bigger guns.

Now I've gone and gotten myself excited over a game that will never exist. I'm gonna zoom myself out of here.

>> No.6420449

>>6420225
Oh no, light RPG elements. Ree, Ree Ree.

>>6420367
Yeah the shotguns are really unsatisfying and awkward to handle if you don't toggle off projectile fire. That plus the SSG firing sound is taken from Quake 3 which was a poor choice. Would've been a better fit for the single barrel.

>> No.6420458

>>6420431
Yes completely remove the identity of quake and just make it a nudoom knock off.

>> No.6420461

>>6420449
>>6420367
You can revert to hitscan shotguns with a console command (impulse 130).
I agree hitscan is better. Any realistic shotgun projectile would be indistinguishable from hitscan due to the extremely high velocity. We shouldn't be able to see the pellets travelling to the enemy.

>> No.6420468

>>6420449
And not even light RPG at that, like levelling up your character or upgrading your strength or anything of the sort. It's just a handful of unlockable abilities. 2016 was much worse in this regard.

>> No.6420474

>>6420318
I never did this and I'm not an expert on megawads but what about a quarentine themed one?
we can turn the cacos into coronaviruses

>> No.6420496

>>6420474
There was a smaller WAD where you clear Cacovidemons out of Romero's anal tract, but it got cancelled by the trannies at Doomworld.

>> No.6420498

>>6420496
well, we can leave romero's anus aside if you don't mind

>> No.6420504

>>6420367
I kinda liked the plasma gun because sometime it would cause explosions, which was cool.
I didn't love the non-hitscan shotguns at first, but they grew on me a little for some reason.

>> No.6420545

>>6418879
Flavored water isn't water, and the rest of your analogies aren't even remotely comparable.

>> No.6420547

>>6420458
Quake barely has any identity, it was a rushed patchwork game from the result of internal squabbles, and every subsequent entry into the series is something different

If anything, adding RPG elements would be more faithful to the original Quake: The Fight for Justice idea than making it Doom but in 3D

>> No.6420561

>>6420225
Things need to change sometimes. If you want to play Quake as it was, play what you already have at your hands. I don't understand the argument that "new installments aren't supposed to be different from the ones that came out almost a quarter century ago". Doom 2016 and Eternal were amazing in their own ways and were made with nothing but love for the classics. That's exactly what Quake deserves too.

>> No.6420562
File: 250 KB, 640x480, d217ed6-c99b1ced-2392-4f09-912c-8e2b9c361a80.png [View same] [iqdb] [saucenao] [google]
6420562

Why are there no good Commander Keen wads for doom?

If done right it could be just as iconic as chex quest and there is one out there called Commander Keen 2.5D but its lacking in many areas sadly.

>> No.6420564

>>6420561
I'd be fine with a new Quake but I don't want a big elaborate upgrade system. That shit actually hurts my incentive to replay the new doom games, cus starting a new file without the upgrades feels fucking awful.

>> No.6420583 [DELETED] 

>>6420561
>Doom 2016 and Eternal were amazing
They're pretty mediocre and the only reason people put them on a pedestal is because every other fps that's coming out is complete garbage so they look better in comparison.

>> No.6420594

What are some wads?

>> No.6420596
File: 8 KB, 271x186, download.jpg [View same] [iqdb] [saucenao] [google]
6420596

For those who went in Wolfenstein 3D mods,which one is superior between Project Toten Eisenritter and Castle Totenkopf?

>> No.6420612

Friendly reminder that Quake 3's CROM FFA is still populated and you should play.

>> No.6420614 [DELETED] 

>>6420561
Things need to change for the better. Nudoom was not that lmao "love for the classics" lol sure especially with how they took nothing from them except for the doom comic memes and the look of the demons in eternal. Shitty map design, awful weapon balancing and bloated progression systems sure are great improvements!!

>> No.6420615

>>6420583
That's some self-defeating reasoning. But sure, let's pretend your point exists.

>> No.6420620

>>6420583
And then Dusk came along and did everything better than doom 2016

>> No.6420621

>>6420458
>>6420547
Quake has an identity, but most of Quake's identity lies in its style and aesthetics, and then its movement physics. Retaining those would be very easy even if you go for a perk system.
The original game is a delayed-rushed patchwork and compromise, but that's also part of what makes the game what it is, all the medieval gothic shit spliced with a sci-fi action shooter was done kind of as a hurried necessity, but it made it stand out at the time, it has a lot of character that way.

Like imagine if in the last two months of Diablo's development, Blizzard North decided "FUCK! Let's turn it into a sci-fi shooter with guns!" with barely any time to alter it, they'd have to keep a lot of the sword & sorcery stuff and demons, because that's almost all the work they've done.
It wouldn't be a typical sci-fi shooter for the time, it would be different, like Quake was.

>> No.6420629

>>6420615
In what way is anything I said self defeating?

>> No.6420630

>>6420614
the way you need to prioritize targets on the fly, know what weapon to use in specific scenarios to not get your shit pushed in and yeah the map design is decent but certainly not pisspoor. you're just a pissy cunt.

>> No.6420635 [DELETED] 

>>6420630
>siege mode gauss cannon, rich get richer
wow just like classic doom!

>> No.6420640

>>6420545
Sure it is. Lacroix is plain water.

>> No.6420641 [DELETED] 

>>6420614
>took nothing from them except for the doom comic memes
The story shit in Eternal specifically is so fucking pandering that it's actually kind of insulting.

>> No.6420645
File: 31 KB, 640x482, 1453602017811.jpg [View same] [iqdb] [saucenao] [google]
6420645

having an issue with LAN for Doom. I got GzDoom setup and use ZDL and I wanted to play coop with my brother. The problem is that we are out of sync despite using the same version for everything.

What causes it? Using ZDL 3.2.2.2 and the latest GzDoom.

>> No.6420647

>>6420596
I've only played Totenkopf of those, but if you do play it, play the SDL edition, because it's completely tits.

>> No.6420648 [DELETED] 

>>6420629
Using your own reasoning that they are only popular because of the current FPS landscape, which is complete fucking bullshit because other retro shooters coexist with it and are just as popular.

>>6420635
2016 was shittily balanced. Eternal fares better in that regard. You still have no leg to stand on defending a game that gives you the tools to deal with every encounter bound to the 8 key.

>> No.6420649

>>6420645
FYI I tried Hamachi and the issue still persists. And no, firewall isn't the issue because we gave the programs permission for both computers

>> No.6420651 [DELETED] 

>>6420648
Im not playing eternal why the fuck would i play the sequel to a game i hated

>> No.6420661
File: 21 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6420661

>>6420184
Darch, author of my favorite PWAD Preacher
Eternal, author of my previous favorite Hell Ground

If you haven't played them, you need to play them both NOW. GLBoom+ recommended to play back the included demos and for OpenGL lighting

>> No.6420664

>>6420641
you mean with the way they quote the comic in a passing fashion once or twice throughout?

>>6420645
haven't tried gzdoom in coop before but shouldn't you use zandronum for that

>> No.6420670 [DELETED] 

>>6420651
Way to weasel out of the discussion you actual fucking retard. Go fuck yourself.

>> No.6420671

>>6420664
We are trying to coop with custom WADs that don't work on zandronum. We got everything working except that sync issue. It persists even with vanilla doom

>> No.6420678

>>6420651
Anon...

>> No.6420682 [DELETED] 

>>6420648
You'd have to be legitimately fucking braindead to try to unironically claim games like Dusk or Ion Maiden or whatever even remotely fit the definition of "just as popular" as Doom 4/Eternal.

>> No.6420701
File: 5 KB, 88x83, 8key.jpg [View same] [iqdb] [saucenao] [google]
6420701

>>6420648
>8 key
What did he mean by this??

>> No.6420703

>>6420670
I never said quake was perfectly balanced. ID just wouldnt shut up about how much classic doom was in Doom2016 when that just wasnt true.

>> No.6420715

>>6420682
You probably let some head wound unattended for long enough to type out the garbage you're spewing, blaming me for berating you on your stupid fucking logic. I don't think anything on my post can be lent to misinterpretations, but allow me to reword myself to accommodate your clearly below average intellectual level: fans of the current FPS retro scene and the mainstream FPS scene equally enjoy the new Doom games, because their merit doesn't hinge on them being 'different'. They're good games by themselves and that's why they are well regarded. Your argument doesn't work. You fucking cum inhaler.

>> No.6420743

>>6420641
Aside from Doomguy's origins, where's the pandering? Rest of its story and lore is completely new to the series. You didn't read the codexes, did you? No, wait, your reply to that will be "hurr durr I don't play Doom for its story!". Then why the fuck take part in discussion about it?

>> No.6420749

Are there any blood maps being made?

>> No.6420751

>>6420645
Ensure that both of you are using the exact same iwads and pwads. I had this problem where me and my friend had slightly different doom2 iwads and it was constantly putting us out of sync. Redownload everything again from the same source if you have to.

>> No.6420754

>>6420751
it was the exact folder as mine so it shouldn't be possible

>> No.6420756

>>6420703
The way they promoted 2016 as being 'close to the classics' (which I don't know where that came from, because the game was never going to measure up to them by virtue of there being a Y axis present and the engine not being able to accommodate as many monsters per map) was probably in regards to surface level shit, things like sprinting being your default movement speed, doing nothing but shooting shit, opening doors, collecting keycards, the combat having an emphasis on moving around and dodging fire, things like that.

The games do carry the Doom DNA to some degree, no question about it. It just runs deep to the point they can veer off into other things to do with the combat to appeal to millennials.

>> No.6420757

>>6420184
-Gusta. He was heavily involved in Kama Sutra and Plutonia 2. Also was a playtester for Speed of Doom. One of my favourite 00's era mappers.
-Vader. Known for The Rebirth, Thunderpeak, a couple KDIZD maps, a few BTSX maps.
-Breezeep. Frequently contributes to speedmapping sessions, including a map in each Team Rocket megawad, Has mapped in a few MAYhem megawads, and even two maps in 300 minutes of /vr/. Also a Quake mapper.

>> No.6420760

Whomst here has actually beaten a user made Marathon campaign? Tempus irae and Rubicon here.

>> No.6420773

>>6420754
do it anyways, maybe something got slightly corrupted when you sent him the files

>> No.6420781

>>6420756
Thats what made me mad. Im a boomer brained millenial and when i heard all that shit they talked and then they barely backed it up aside from surface level shit i was dissapointed. I get why people like the game though but i guess im just a dumb ass bitch who wants gzdoom maps with modern graphics.

>> No.6420795
File: 67 KB, 1280x960, Mr. X.png [View same] [iqdb] [saucenao] [google]
6420795

So i'm replaying scythe 2 since i've decided to put it off quite some time ago and this guy is much more obnoxious than i could remember. What do you guys think about scythe 2 and particularly the second part of it's mapset?

>> No.6420805
File: 204 KB, 720x341, manual.png [View same] [iqdb] [saucenao] [google]
6420805

https://youtu.be/ewDg4OSq_6A

>> No.6420809
File: 75 KB, 1440x1080, Mr. X.png [View same] [iqdb] [saucenao] [google]
6420809

>>6420795
Maybe i am just bad at this game

>> No.6420816

>>6420795
The Evil marines are absolute bullshit, yeah. I remember Resurgence re-used them, but nerfed their speed to a crawl so that its no longer a pain to shoot at them.

>> No.6420830
File: 395 KB, 2500x1536, infinity_bg.lg(4).jpg [View same] [iqdb] [saucenao] [google]
6420830

Marathon makes me feel things that doom doesnt. Wish it was more popular, maybe one day Aleph One will run at 60fps then more people will play it

>> No.6420845

>>6420773
just tested it and that was it. Thanks man

>> No.6420847

>>6420845
np, sometimes computers just don't

>> No.6420848

>>6418667
https://youtu.be/YaYE1fjVLPw
let's party , bababy.

>> No.6420857

>>6420009
It's not as cringe as cybermage.
https://youtu.be/ew3Di5-s27Y

>> No.6420863
File: 155 KB, 800x288, 800px-Models_HL_DC.png [View same] [iqdb] [saucenao] [google]
6420863

>>6420105
>>6420179
>>6420198
seems like the original HL1 HD G-Man is some unused model for the Dreamcast version.

>> No.6420865
File: 324 KB, 1024x768, slip_lasershots.jpg [View same] [iqdb] [saucenao] [google]
6420865

>>6420367
>that was basically Doom 64’s
A lot more powerful, though. Though if I could choose between exploding plasma and the rebounding lasers from SoA, I'd gladly take the latter. Felt much more fun.

>> No.6420878

>>6420594
Wad are some wads.

>> No.6420883

>>6420621
Fucking this.

>> No.6420939

>>6420562
wtf? O_O

I need this.

>> No.6420962

Thoughts on Deathmatch Classic?.

>> No.6420964

>>6420939
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/ck25da

>> No.6420969

>>6420962
Pretty cool actually, I like some of the small changes it does to be slightly Half-Life-y. You don't really need it though, because you could just play normal Quake deathmatch.

I wish someone ported the weapon models, with the muzzleflashes, to regular Quake.

>> No.6420978
File: 242 KB, 640x1408, 1498696625870.jpg [View same] [iqdb] [saucenao] [google]
6420978

>>6420009
I like it but I don't like the way it's impacted the franchise. People ignore the parts of the comic where Doomguy is on the backfoot or gets hurt in favor of just portraying him as an invincible anger golem; even the DOOM comic, as cheesy and ridiculous as it is, doesn't actually do that in the greater picture. People just look at Rip and Tear and ignore the rest.
I honestly wish Doomguy got portrayed a little closer to how Ranger often is; just a marine forced into a situation with almost no chance of survival who refuses to give in and die despite the odds because of what would be lost if he did. Make him over-the-top, give him bloodlust fueled by the scores of demons he kills, but keep some element of humanity.

>> No.6420985

>>6420962
It’s a respectable tribute by Valve to the company whose game and engine let them make Half Life, but as a game itself, I don’t really see what it offers.
I don’t know about past popularity, but no one touches it these days, it wasn’t even given away for free in the HL:Alyx special. It’s really just Quake 1 DM but with modified geometry to accommodate for the larger playermodels, and it’s not like Q1 online isn’t accessible anymore.

>> No.6420995 [DELETED] 

>>6420978
The whole "doomguy is some fucking messianic unstoppable killing machine" was actually a contributing factor to me dropping eternal.

>> No.6421013

>>6420184
Ribbiks

>> No.6421026

>>6420562
Iirc there was one being made like 2 years ago? Don't know what happened to it.

>> No.6421028 [DELETED] 

>>6420995
2016 did that. Way more often.

>> No.6421032

Brainlet question here: how do I use Decorate to make a weapon that acts like a monster’s?
For example, I want to recreate the Imp’s attack, where you press fire and launch a fireball, but if you’re close enough to an enemy, you melee instead.
I’ve been looking on ZDWiki, but I don’t know if I need to (or even can) inherit anything or make it from scratch.

>> No.6421043

>>6420978
>People just look at Rip and Tear and ignore the rest.
Seriously, in the very next page hes running for his life.

>> No.6421045

>>6421028
What's your point?

>> No.6421056 [DELETED] 

>>6421045
It's not precisely a new thing and the way you specified Eternal led me to believe you were conveniently forgetting 2016 also was to blame for the same thing, to a much greater effect. Oh well.

>> No.6421078
File: 727 KB, 1360x768, 2020-05-12_015520_807.png [View same] [iqdb] [saucenao] [google]
6421078

Soldier Of Fortune has great pixel art.

>> No.6421081
File: 765 KB, 1360x768, 2020-05-12_045041_916.png [View same] [iqdb] [saucenao] [google]
6421081

>>6421078

>> No.6421085
File: 1.85 MB, 1360x768, 2020-05-12_022912_624.png [View same] [iqdb] [saucenao] [google]
6421085

>>6421081

>> No.6421089
File: 1.44 MB, 1360x768, 2020-05-12_020046_212.png [View same] [iqdb] [saucenao] [google]
6421089

>>6421085
Guns 'n' milk

>> No.6421148

>>6421089
Ah, America.

>> No.6421156

>>6420184
>dew
As far as I'm aware, there aren't any released maps by dew. He's more a prominent playtester for many wads.
I know he was credited as a co-author for a couple btsx maps, but from what I remember reading in the dwmegawadclub thread from ages ago, his contributions to those maps were largely thing placements and balancing, with actual level design by joshy and esselfortium.

>> No.6421193

>>6421089
Those look more line cleaner bottles.

>> No.6421223 [DELETED] 

>>6420978
This.
>>6421028
Have you played Eternal? For all 2016 harps on how terrifying THE DOOM SLAYER is to demons, Eternal spends double the amount of time sucking him off. There's a level filled with audio logs about a human scientist investigating THE DOOM SLAYER as demons invade, and by the end of them she concludes that he's literally God and we should all worship him. The cutscenes and codexes are more of the same. 2016 at least had the decency to keep it in the codexes where I can ignore it. Regardless, it's shit writing spoiling a well-designed but very samey and linear set of games.
tl;dr You have no idea what you're talking about. Also, suck me.

>> No.6421324

>>6420184
Eric Harris
John Travolta

>> No.6421332

>>6420018
>really poor thread quality lately.
your post really elevates the thread to new standars

>> No.6421345

>>6420184
>not captain huehue

>> No.6421393

>>6420562
Would definitely love to see a Commander Keen TC.

>> No.6421402 [DELETED] 

>>6421223
All of that was contained to that specific level. The cinematics never show anything other than him doing stuff or being his usual angry self, not musing over how all-powerful he is like you imply. What the fuck are *you* on about?

Also, there's the corrax entries in 2016 which were spread throughout the game. Which is sensible, seeing as this is the first time his character is introduced.
>suck me
Quarantine doing things to you.

>> No.6421409 [DELETED] 

>>6421402
>The cinematics never show anything other than him doing stuff or being his usual angry self, not musing over how all-powerful he is like you imply.
Did you literally not play the game?

>> No.6421432

>>6421409
All that was in the cutscenes was him standing around or cutting somebody's throat and walking away. The most I can give you is the part where he launches himself out of a cannon and even that can be construed as comedy more than an unironic attempt at being a badass, or the seraphim scene where he's just given more strength (whatever the fuck that means), which 2016 already established. Nothing equating to him becoming a literal defacto god.

Also, the cutscenes are all available on youtube.

>>6420184
Get whoever did Lilith.pk3 in there, and post the end result to ZDoom forums. Sit back and wait.

>> No.6421441

>>6421432
Isn't it literally just Graf who hates lilith and not the zdoom community as a whole? Honestly, lilith isn't even that good, it would have been way better as a single map or maybe 2 or 3. The gimmick loses it's charm pretty quickly and can't carry the whole 8 levels or however many it is.

>> No.6421445

>>6421432
Why did he get so mad over that, anyways? Such an odd bit from him. Did he just happen to have it out for the author or some shit?

>> No.6421458

>>6421441
I found it great myself, especially since different levels tended to also have their own unique gimmicks.

>> No.6421493

>>6420009
Ruined the franchise. Also the whole "rip and tear your guts" was only on the first page, because Doomguy was under effects of berserk pack at the moment.

>> No.6421508
File: 107 KB, 772x377, 1403819918492.png [View same] [iqdb] [saucenao] [google]
6421508

Guys, check out what I found. Ah, year 2014, when we still were allowed to have qt grills in western AAA games.

>> No.6421514

>>6421445
It didn't worked on the latest version of GZDoom and it won Cacowards, and he took it as personal offense.

>> No.6421515
File: 982 KB, 850x850, 1583615353603.png [View same] [iqdb] [saucenao] [google]
6421515

>>6420205
>Doom 2016 style Quake 1 remake/renaissance
Please no. Current id can't design levels to save their lives.
I mean I'd be up for it if it were only the same old Quake gameplay without any gameplay gimmicks but with modern visuals. Maybe adding some new weapons or monsters.

>> No.6421524

>>6420189
Huh this is from the same guy working on that Doom Shinobi mod, figures.

>> No.6421528

>>6421441
I thought lilith was pretty creative and unique. It's definitely not something I'd return to, though.

>> No.6421535

>>6421508
I mean, considering what happened with Duke Nukem Forever, people had all the reasons to be wary. Glad we ended up getting a decent product.

>> No.6421538

>>6421535
>Glad we ended up getting a decent product
Too bad it wasn't nuDoom.

>> No.6421542 [DELETED] 

>>6421538
I mean, Doom 2016 wasn't quite my cup of tea, but I wouldn't call it horrible. That's why I said 'decent' rather than the second coming of christ or something.

>> No.6421546 [DELETED] 

>>6421515
the fault with Eternal's maps is that they err on the linear side most of the time, but they allow for backtracking and the visuals are actually great. Taking Quake's reduced enemy count per fights and constricted maps, they could pull it off nicely.

>>6421538
Don't falseflag.

>> No.6421561 [DELETED] 

>>6421546
>the fault with Eternal's maps is that they err on the linear side most of the time,
There's also the whole basically every bit of combat taking place in an arena encounter thing which was bad in 2016 and is still bad in eternal. Such a boring way to design maps. I don't think I've ever really liked any fps that does maps like that.

>> No.6421591 [DELETED] 

>>6421561
There's a lot more instances of incidental combat than in 2016 though. That game was always so on the nose with that kinda stuff, it got pretty tiresome after several replays. Eternal gets sustainably more creative with its encounter designs in comparison.

>> No.6421602 [DELETED] 

Any retro fps with chill beats and cute girls I can fuck my onahole to? Thanks.

>> No.6421605

>>6421032
I'm not sure on the specifics, but you'd probably want to run a check for if there's an enemy in the melee range first, and if there isn't any, have the weapon do the projectile attack. However if there's and enemy in range you have the weapon do its melee attack. Look up the decorate function list on zdoom wiki to find what you need.
>>6420018
It's /v/ leaking in. You can tell by the slang/images posted and how hard new games are being defended.

>> No.6421608

>>6421324
Travolta did doom maps?

>> No.6421612

I think the chex quest soundtrack randomly playing from nowhere stopped me from shooting myself

>> No.6421614

>>6421605
The discussions barely did anything to the thread. Or the last one. Or the one before that.

>> No.6421615

>>6421608
didn't you see swordfish?

>> No.6421618

>>6421605
>new game bad

>> No.6421619

>>6421615
Il be honest i didn't.

>> No.6421621

>>6421618
Where did I say that? Way to prove me right though.

>> No.6421623 [DELETED] 

honestly in retrospect the idea behind Doom 2016's multiplayer wasn't bad, it's just that it ended up feeling too different from the Single Player so it just felt wrong, same with the level maker component(honestly a shame they ditched that part for Eternal)

>> No.6421624

>>6421621
ok

>> No.6421625

>>6421032
What I'd do in this case is have your claw swipe animation play out, and chuck your fireball, but right before the fireball is launched, have it fire a short range melee projectile, and then when it hits something, have it immediately give the player a token item that makes the weapon skip the fireball throw, maybe go to a different animation.

>> No.6421627 [DELETED] 

>>6421623
The problem with the multiplayer was it was a shitty outsourced hackjob that id clearly didn't give a fuck about. Then again this did Eternal's in house and it's still a trainwreck, so maybe it wouldn't have mattered.

>> No.6421628

>>6421623
Snap-map had potential, but the whole thing was way too limited and controlled.

>> No.6421629

Remember when this thread was about retro fps?

>> No.6421631

>>6421628
I think SnapMap would've worked if instead of asking you to create level geometry from pre-designed chunks, they allowed players to make their own levels out of textured cubic tiles, a'la Minecraft. That would've been way better and allowed for more creativity.

>> No.6421634

>>6421089
>>6421085
>>6421081
>>6421078
Why are the floor textures so much higher res than everything else?

>> No.6421635

>>6420805
>You don\t need reflexes of a hyperactive 8 years old
If only Sgt Mark read this part of the manual...

>> No.6421636

>>6421634
because you are not supposed to play that game without filters

>> No.6421637

>>6421631
That sounds like a solid idea, but honestly they should've just released a plain old level editor and allowed people to make completely custom content. But of course that's not in bethesda's/zenimax's interest.

>> No.6421639

>>6420562
Commander Keen is a platformer, and platforming in Doom engine is pretty hard to do. I've seen many people try, but only Sonic Robo Blast 2 actually succeeds.

Sure, you could make a in-name-only Keen wad where he just shoots all aliens with guns and you don't even get the pogo stick, but why would you?

>> No.6421641

>>6420094
Did they ever make a second issue? I genuinely can't find this comic anywhere on any comic sites etc.

>> No.6421647

>>6419474
Hey, could you upload wads for Darkdoom somewhere? Regular download went down.

>> No.6421650
File: 729 KB, 1920x1080, Screenshot_Doom_20200512_092157.png [View same] [iqdb] [saucenao] [google]
6421650

Playing DTWID's inferno and come on, this is way too close to the original

>> No.6421651

>>6421639
I thought Golden Souls 2 did it well

>> No.6421652

Using shitty dynamic lighting effects is almost as bad as using shitty smeared sprites and anyone who uses either should be ashamed of themselves.

>> No.6421656

>>6418679
Difference at 0:09, Golems are in different places, I imagine due to different pathfinding. The only reason the demo doesn't desync is because the player doesn't interact with this specific monster, but if they did, it'd be fucked.

>> No.6421657 [DELETED] 

>>6421623
The multiplayer component is actual trash and it's always been. I hate that there's been people coming out of the woodwork defending 2016's garbage game choices like it and snapmap lately, which were almost universally agreed upon to be appallingly bad back when they were released. Now it's all retarded circlejerking over 2016 because Eternal assraped them.

>> No.6421658

>>6421656
It's not in a different spot, look at the floor. It's just that the fov is slightly different and gives that impression.

>> No.6421662

Am I the only one who doesn't like the music in doom 64? It makes the game feel to monotonous to me, to the point I don't even enjoy playing it that much.

>> No.6421664

>>6421658
The video streams are also very slightly desynced.

>> No.6421668

Shadow Warrior crashes every time I die using SWP.

You die quick in this fucking game.

Someone help.

>> No.6421669

>>6421639
>Sure, you could make a in-name-only Keen wad where he just shoots all aliens with guns and you don't even get the pogo stick, but why would you?
I dunno, I think it could work.

>> No.6421670

Commander Quake

>> No.6421672

>>6421668
Get good.

>> No.6421674

>>6421672
Got any tips? Or just a better sourceport, I'm not shelling out cash for redux.

>> No.6421675

>>6421668
Play an actually good game instead.

>> No.6421676

>>6421650
>this is way too close to the original
Eh, I can't really think of any area in the iwad that this could be directly copying.

>> No.6421678

>>6421674
Try Raze, it is made by le no chicken and it seems to werk.

>> No.6421680

>>6421676
The entrance area just feels like a beefed up version of e3m1

>> No.6421683

>>6421676
Very evocative of e1m1/9

>> No.6421684

>>6421683
e3m1/9 not e1m1/9.

>> No.6421687

>>6421678
What is that thing anyway? Is it Build but with all the Build code gutted?

>> No.6421690

>>6421678
>le no chicken

>> No.6421691

>>6421687
It's eduke32 + nblood + other source ports based on eduke with graf's hardware rendering on top iirc

>> No.6421695

>>6421691
>with graf's hardware rendering on top
Recipe for disaster.

>> No.6421697

>>6421691
>All of the problems of build with all of the problems of gzdoom
Surely, what could go wrong?

>> No.6421701

>>6421651
Yeah, but Batandy is like one of few people who can do it well. That's why he was able to make a not shitty Castlevania iwad. If he made a Keen TC, I would definitely play it.

Go bug him about it, maybe he will want to make one.

>> No.6421702

>>6421675
Thanks. If you can give some advice on which game to play instead I'll be sure to ignore it.
>>6421678
I'll give it a look.

>> No.6421703

>>6421652
That depends. While I oppose dynamic lighting on candles and other doodads because that messes with lighting intended by level designer, dynamic lighting emitted by projectiles is harmless - it's temporary and only serves to make the game world look more interactive and atmospheric, and it makes enemy attacks easier to spot.

>> No.6421704

>be kim torn
>make one single map for scythe
>it's the worst map in the entire megawad
>still get your name in the TITLEPIC
When did you realize Erik Alm was a simp?

>> No.6421707

I want BigMacDavis' horsecock inside me

>> No.6421708

>>6421704
Did you know Kim is actually a unisex name? Did you know using the term "simp" is something only smoothbrains do? The more you know.

>> No.6421710

>>6421669
What weapons would you give the player? Raygun as a pistol replacement... but what then? Keen only ever uses a single gun in all the games.

Maybe you could have special ammo for the raygun or upgrades, but isn't that straying too far from the source material?

>> No.6421714

>>6421707
Go and stay go.

>> No.6421716

>>6421707
>Hello, BigMacDavis here, and today we will be doing a 100% exploration of anon's rectum, played through my giant dong

>> No.6421723

I want to be inside a Cacodemon (female)

>> No.6421728
File: 140 KB, 218x372, caco_shy.png [View same] [iqdb] [saucenao] [google]
6421728

>>6421723

>> No.6421732

>>6421708
t. simp

>> No.6421736

>>6421704
Kim made Postal Blowfish for BTSX, which is a great map, fuck off.

>> No.6421737

>>6421704
>>6421732
>simp
When did this place turn into reddit?

>> No.6421742

>>6421737
A few years ago. We're getting dumber.

>> No.6421746

>>6421650
DTWID is as set of cobbled up levels that barely resemble a place even abstractly, it's more like a bunch of vague locations made only to serve the gameplay. You may say this was the case with originals, but they at least tried to make you feel like you're in some kind of an actually place, even with the crude geometry, there was some theme it adhered to. Maps in DTWID are more akin to a grayboxed prototype area that's yet to be finished. And as you noticed it likes to reference some parts from the original which kinda defeats the point of making a new map pack.

It misses the mark on why the classic levels are the way they are and why people like them. And this is how I feel about most community made wads that sell themselves on being close to classic design. I'm not saying they are bad, including DTWID, but they kinda fail to deliver on their premise. If you want a good set of maps made in modern times that also understands the original designs, look no further than the commercial expansion, No Rest for the Living. Those guys knew what they were doing.

>> No.6421750

>>6421704
Kim is a dude, fuck off...

>> No.6421751

>>6421746
>DTWID is as set of cobbled up levels that barely resemble a place even abstractly, it's more like a bunch of vague locations made only to serve the gameplay. You may say this was the case with originals
Yes. That's why it's called "The Way id Did", it's meant to be done in style of vanilla id software maps. Well done on reading the title.

>> No.6421753

>>6421668
Use Dosbox?

>> No.6421754

>>6421746
That's what makes DTWID so fun, it's a cargo cult wad that worships even the design flaws.

>> No.6421756

>>6421670
Wait, that's actually an unironically good idea. Platforming in Doom sucks, but platforming in Quake is great. You could totally make a Keen mod in Quake engine.

>> No.6421761

>>6421684
>>6421680
Eh, vaguely? Still looks different enough to not be a direct copy.

>> No.6421765

>>6421746
>If you want a good set of maps made in modern times that also understands the original designs, look no further than the commercial expansion, No Rest for the Living. Those guys knew what they were doing.
Err what? NRFTL was nothing like the original levels at all. It very much looked and played like the type of maps the community made back in the 00's.

>> No.6421769

>>6421708
>>6421737
If you're triggered by the words simp or cuck, it's a good indication you are one.

>> No.6421795

>>6421746
I can admit that one criticism I had with many DTWID levels was that they lacked something to make them standout from the rest. Like, they do exactly what the project is for, in imitating the style of the id mappers (this isn't the problem). But they often threw together too many different aspects of their design sensibilities together per map that it just resulted in a bunch of levels feeling like "Generic Romero/Petersen style map" rather than having any clear vision to them.

Thankfully D2TWID and UDTWID largely rectified this issue.

>> No.6421801

>>6421769
Only wussies and dweebs use trending basic bitch insults.

>> No.6421802

>>6421751
>it's meant to be done in style of vanilla id software maps
Yeah and that's not really what it does. Nor design nor visuals. It's rather bland.
>>6421754
Too bad they seem to have drew more from the bad than good.
>>6421765
Admittedly NERVE looks a tad more visually complex, but I wasn't talking about visuals there as much as the map layouts, pace and overall flow. To me it play way more similar to original doom than community stuff.
>>6421795
>But they often threw together too many different aspects of their design sensibilities together per map that it just resulted in a bunch of levels feeling like "Generic Romero/Petersen style map" rather than having any clear vision to them.
Well put.

>> No.6421805

First time playing through vanilla Doom 2 in several years. My god I forgot how much of a slog this game is. I got through Ultimate Doom in like 2 days, and I'm only on map09 after nearly a week of Doom 2 because I just can't be bothered to play it.

>> No.6421806

>>6421805
Yeah, pretty much. Took me like 3~4 days to get through Doom 1, Ultimate, and SIGIL. Doom 2 took me almost 2 weeks.

>> No.6421808

>>6421802
>To me it play way more similar to original doom than community stuff.
I found NRFTL was closer in gameplay style to the early levels of stuff like Alien Vendetta, more so than Doom 1.

>> No.6421809

>>6421805
Same. I replay UDoom on the regular, but can't force myself to go past Doom 2's first map. As some anon noted, it's weird how they didn't split Doom 2 into episodes, I wonder why.

>> No.6421816

>>6421805
I completed Doom 2 nosaves in two days recently. I was playing it on GZDoom with mouselook and autoaim off, but still.

>> No.6421818
File: 217 KB, 640x480, d217e60-57d9aa19-0f52-4d86-bbc0-6c59a6336738.png [View same] [iqdb] [saucenao] [google]
6421818

>>6421710
Why not make it a fan based game, after all you're not and employee from id software. If you look at chex quest for example that one has a number of weapons that work well with the chex warrior. My point is it's a game and it doesnt have to be an exact TC of the original, as long as it has creative ideas that fit the theme and art style of commander keen then it would be a pretty damn good mod when its released.

>> No.6421819

>>6421805
Several maps are major fun stoppers for me. After I got to Downtown, I lost any desire to continue.

>> No.6421824

>>6421802
>Too bad they seem to have drew more from the bad than good.
I actually don't mind that, it's a contrast to other old-school-styled mapsets that gives it identity. It's uncritical in a charming way. The wad is overrated like you said, but that was one of the things about it that I really liked.

>> No.6421826

I want to make a Commander Keen fps with a lot of violence and then hand deliver it to Tom Hall so I can personally bask in the disappointment on his face.

>> No.6421828

>>6421818
I wonder why Tom Hall never tried to retrieve Commander Keen rights from id, it's not like they needed it for anything.

>>6421826
>Commander Keen fps with a lot of violence
You pretty much described Adventures of Square.

>> No.6421831

Remember when Tom Hall found the source code for several episodes of Commander Keen and said he'd release it once he got the go-ahead from id/Bethesda? Remember how the source code never got released? God I fucking hate Bethesda.

>> No.6421834

>>6421802
>>it's meant to be done in style of vanilla id software maps
>Yeah and that's not really what it does. Nor design nor visuals.
>>But they often threw together too many different aspects of their design sensibilities together per map that it just resulted in a bunch of levels feeling like "Generic Romero/Petersen style map" rather than having any clear vision to them.
>Well put.
If vanilla id software style maps is not what they did, then how can you agree with me that they felt like generic id software style maps?

>> No.6421840

>>6421828
>I wonder why Tom Hall never tried to retrieve Commander Keen rights from id, it's not like they needed it for anything.
I think he lost his chance at ever doing that ever since Zenimax took a hold of id software. They'd likely charge a hefty price for it.

>> No.6421841

Frank Klepacki > Alex Brandon > Bobby Prince. Objective truth, no point to argue.

>> No.6421843

>>6421841
What FPS did he compose aside from Renegade?

>> No.6421846

>>6421841
Lee Jackson > all

>> No.6421854

>>6421840
So I guess he was too salty to ask when he just got kicked out of id, and then he was busy working on big boy projects. Still, it's weird why he haven't tried that in 2001-2009 - after he and Romero decided to work on small indie titles such as Hyperspace Delivery Boy, but before id had sold its soul to Zenimax.

>> No.6421868

I like how the menu select icon in Doom 64 spins. In classic Doom it was a skull with glory eyes, Doom 64 is like nope. Introducing spinning boi.

That is all.

>> No.6421870

>>6421831
Man, thinking about that, thank fuck Duke 3D had its source released long before Gearbox got a hold of the rights.

>> No.6421874

I want to give Guncaster Vindicated a shot, but it's not giving me the episode select for the campaign. Just throws me straight into DOOM 2.

What did I fuck up here.

>> No.6421876

Good time when it was common place for developers to release the source code after a while.

>> No.6421886

>>6421834
I agree that they feel generic in a sense that it's a mush of elements taken from various classic maps, similar to what you'd get if you used an ai that only referenced original maps. But I don't know if something like a "generic id map" exists in Doom games, even the bad ones are at least original. Sure maybe there are a couple that don't particularly stand out, but overall id maps are unique. I see the term "generic id map" more as a concept than an actual thing.

>> No.6421895

>>6421886
There's a huge difference between designing a map in your style and trying to mimic someone's style. The latter will always feel more generic and 'restrained'.

>> No.6421928

>>6421895
You can rip off someone and still make something exciting to play instead of simply being mediocre and "okay". It makes me question the existence of the mod, but regardless I'm fine with it being there. It's just that I feel it shouldn't be held in some high regard nor be recommended as much.

Instead of looking at the maps and referencing them directly I think they should've thought more about each developer's design process and use that as a base. Romero didn't need to overly reference his previous works when making Sigil which still ended up fitting right in with the rest Doom 1 even with the new eye shooting gimmick.

>> No.6421958
File: 298 KB, 1280x720, 1589280076233.jpg [View same] [iqdb] [saucenao] [google]
6421958

>>6419008
fuck, never forget that Ventrilo annihlation

>> No.6421971
File: 626 KB, 945x665, napoleon 1927.png [View same] [iqdb] [saucenao] [google]
6421971

Anybody else play the Doom 2016 mod for Quake 1? i cant bind figure out how to glory kill and i couldnt rebind the special controls in game

>> No.6421998

>>6421971
Slayer's Testament? Check the Tutorials entry in the main/pause menu. It'll show you the commands you need to bind. I don't think the mod has glory kills except quick melee, at least in the version I have. Speaking of that mod, the maps look really nice visually.

>> No.6422030

>>6421637
>>6421631
They wanted it to be the same for both consoles and PC
And we all know how such things turn out

>> No.6422035

>>6421998
Yeah slayers testament. Idk i checked the help but i mustve missed it since im a bit stupid so i did it through keybinds.cfg instead. The maps do look really nice, i like how true to the 2016 game they managed to keep the enemy AI and movement its a really well crafted mod.

Im stuck at one spot of the mod which is such bullshit but thats due to me sucking ass at quake more than anything

>> No.6422036

Do you guys go out of your way to find WADs that aren't the ones everyone is talking about? If so what's your method? Grabbing random stuff from idgames? Watching /newstuff? Douching your ass?

>> No.6422042

>>6422036
Lurking the Wad Reviews blog, so far I've found a neat old Egypt themed wad called Osiris and some other cool classics.

>> No.6422072

>>6420094
>mfw i'm such a fucking weeb i start reading western comics right to left
fuck me

>> No.6422117 [DELETED] 
File: 1.72 MB, 500x403, sdffsdf.gif [View same] [iqdb] [saucenao] [google]
6422117

>>6420102
huh? I didn't think this problem was so obvious. So you play most wads on HMP eh? I always thought most people played on UV.

I always thought this due to the majority of multiplayer port servers being on skill 3 (UV). That is multiplayer afterall though and you often have help in those. Or they change the lives to maybe 2 or 3 SOMETIMES I guess..

>>6419817
>>6419767
>. I think the ammo on UV is tight but fine.
Played again just now today. I definitely can't do it on UV without saves. Died like 7 + times at least in or after blue key house area that's packed full of knights/cacos/shotgunners. Too overwhelming with the ammo being so tight. Maybe one of the knights need to go IMO.. maybe I just suck but I always considered myself a decent player.

>> No.6422121

>>6422117
>I definitely can't do it on UV without saves
This is a clue that you should turn down the difficulty to HMP. If you can't do a short map like that without saves, turn down the difficulty until you can. Then try again.

>> No.6422132

More WADs need to advertise HMP as their "Normal" setting. Ribbiks has the right idea. HMP should be the standard for PWADs, with UV only for when you actually WANT to have a harder time.

People complaining that a WAD on UV is too hard but refuse to play HMP is never going to not be confusing for me. I can't help but get reminded of GGShillman crying about Sigil being too hard for him on UV, probably while he was using saves everywhere as well. Is it really that much of a bruise to the ego to play on HMP first and then decide if you want UV?

>> No.6422135

>>6421746
Here's this dumbass again.

>> No.6422146 [DELETED] 

>>6422132
>>6422121
ya ya I understand and agree. I mentioned I beat it on HMP in first post. Was just kinda testing it for him and myself I guess..

>> No.6422149 [DELETED] 

>>6422132
Now sigil on the other hand was not too overwhelming on UV though. There was enough ammo. Was tight but enough. This map I just tested for anon I was punching shit 1/3 of the time.

>> No.6422153

>>6422132
I usually play on UV because I expect it to be the difficulty that most wads are balanced around.

>> No.6422154

>>6422135
I'll take it that you have nothing of substance to say.

>> No.6422159

>>6419068
wtf how have I never heard of this until now? This shit is awesome!

>> No.6422160

>>6418667
What happened to the Nashgore maker?

>> No.6422164

>>6421641
I think they made 3 issues total, each one spotlighting a different champion I believe... It got cancelled at issue 4 and it's story was worked into issue 3.

https://bleedingcool.com/comics/quake-champions-4-merge-3-feb-release/

>> No.6422168

>>6421928
>You can rip off someone and still make something exciting to play instead of simply being mediocre and "okay".
I think D2TWID and UDTWID did this pretty well, personally.
>Romero didn't need to overly reference his previous works when making Sigil
It wasn't that he didn't need to, its that it wasn't the point of Sigil to begin with. It's meant to be its own thing.

>> No.6422170

>>6422132
The problem is that too many maps are made for UV and you can tell HMP is rushed and the author didn't care for it.

>> No.6422174 [DELETED] 

>>6421515
I would be down for it to get the Doom 2016 treatment more or less... I know alot of old school shooter fans like us here don't want all that extra shit stapled on, the upgrade points and leveling and all that shit but if they put it out without any features and it was just a straight FPS then it'd get criticized and slagged for not having enough features and like it or not, the mass consumer and sales numbers are what makes these decisions to give their product more lifespan with the lowest common denominator players.

That said I actually enjoyed the overall expansion of the Doom universe in 2016 and Eternal. I actually like the upgrade trees and stuff. I really love all the throwback fan service collectibles in Eternal. I would actually be willing to see all that done to Quake 1 just because there is so little in the way of the lore/universe itself and I would love to see it get expanded. The core gameplay has to be true to the spirit of the original game though of course, of all the superfluous shit means nothing.

>> No.6422180

>>6422170
HMP balance has gotten better over the years, IMO.

>> No.6422181

>>6422132
This is kind of id's fault. Doom was too easy on the medium difficulty, which caused people to take UV as the real normal difficulty. It doesn't help that a lot of other map makers followed suit.

>> No.6422184

>>6422170
>>6422153
>>6422181
The only reason many maps are made with UV only in mind is because the author didn't know any better. They assumed "Well, we all play Knee Deep in the Dead on UV/Hard, so surely this should be the default skill for PWADs! I'm sure it has nothing to do with D1/D2 being easy! DOI!". There should be a concerted effort in the community to make sure HMP/Normal skill is the actual normal and default skill.

What is the point of playing a WAD in UV if you're just going to be savescumming the shit out of it at every turn?

>> No.6422191
File: 145 KB, 1200x1600, s-l1600.jpg [View same] [iqdb] [saucenao] [google]
6422191

>"Consume feces and expire."

>> No.6422196

>>6422154
What am I supposed to say?
You said:
>DTWID is as set of cobbled up levels that barely resemble a place even abstractly, it's more like a bunch of vague locations made only to serve the gameplay.
Which is an amazingly retarded criticism because that was 95% of Doom's original maps. The only slight hints at trying to look like a plausible location was by Tom and those levels were all renovated to be more abstract and surreal, in service of gameplay.

>> No.6422207

You know that lvl 2 puzzle with the blue key in Doom 64?
When the imps appeared, I almost screamed, letting out a huge gasp. It was true fear. They look scary as shit. I love the enemy design, except for cacos. The hands make it worse.
The game is fucking great, I was missing out.

>> No.6422213

>>6422168
>It's meant to be its own thing.
Yeah, but I still think it fits really well as Doom's 5th episode. It's pretty much more of the same, just taken up a notch. That aside, one of my main issues with DTWID is how rooms are too wide to feel like they're from Doom 1, they're more similar to something from Doom 2.
>>6422196
Did you fail to read and understand the very next line? I said that even compared to original Doom 1 maps, DTWID ones feel too barren. They tried to capture the cleanness of the original, but exaggerated it in the process.

>> No.6422224
File: 135 KB, 320x240, 320px-SIGIL_title.png [View same] [iqdb] [saucenao] [google]
6422224

>>6422213
>Yeah, but I still think it fits really well as Doom's 5th episode
Doom's 5th episode is SIGIL.

>> No.6422227

>>6422224
That's what I said. I replied to a sentence that was about Sigil.

>> No.6422239

>>6418929
He was captured and studied by the strogg
someone made a Q2 skin of him
https://www.moddb.com/games/quake-2/addons/q2bitterman

>> No.6422246

>>6422227
Sorry I am a stupid nigger and read it wrong.

Nice almost get though.
Let's see who got it:
>>6422222

>> No.6422247

>>6422239
Isn't that how he looks by default in Quake 2? What does the players skin/model look like?

>> No.6422251

>>6418929
Repulsive, what are those, gills? Fins on his head? I thought the Strogg were Borg ripoffs, why didn't they just graft some cool tech shit to his head?

>> No.6422254

>>6422247
Default Q2 Skin is Grunt for Males and Athena for Females

>> No.6422258

>>6422251
We don't know what could possibly be in there, could be that they gave him a brain extension in a way similar to the anatomy of the Twi'leks from SW.

>> No.6422259
File: 246 KB, 2048x2048, albumtemp-2.jpg [View same] [iqdb] [saucenao] [google]
6422259

>>6422254
This right?

>> No.6422261

>>6422258
Twi'leks or Asari is immediately what I think of when I see this.

I assume they changed his design like that because there were already too many generic Space Marines in Quake 3 so they wanted to change it up but why they went with that is beyond me

>> No.6422262
File: 834 KB, 1920x1080, q2xp0008.jpg [View same] [iqdb] [saucenao] [google]
6422262

>>6422259
this

>> No.6422264

It's always looked like hair to me in his q3a model.

>> No.6422268

>>6422262
They gotta take a shit.. Yeah I like the Bitterman face better on it.

>> No.6422272

>>6422264
I honestly thought it was some kind of weird dreads/wires that were pulled back into a ponytail back in the day... I didn't know it was some weird biological growth

>> No.6422276

>>6422268
To take a shit, they would first have to give a shit - but if they did, they won't make it too far on Stroggos...

>> No.6422278

How do you get the new Doom 64 port to display FPS?

>> No.6422279
File: 21 KB, 340x531, P_bitterman.jpg [View same] [iqdb] [saucenao] [google]
6422279

>>6422264

>> No.6422280

>>6422262
someone really needs to vertex to bone these models and then tesselate them to Q3A or HD status.

>> No.6422291

>>6422278
There should be an option to do so in the Steam overlay settings. But if you're playing it thru the Bethesdanet Launcher, fucking why, but also you could prolly just use 3rd party software that can be used to monitor FPS in realtime like Fraps or MSI Afterburner.

>> No.6422294

>>6422291
>fucking why
Because I don't have a PC right now so I'm playing it on Xbox One.

>> No.6422301

>>6422294
Oh, then consoles don't do that.

>> No.6422303

>>6422291
Thanks. I was hoping there would be an in-game solution.

>> No.6422305
File: 174 KB, 500x500, bitterman.png [View same] [iqdb] [saucenao] [google]
6422305

>>6418929
I think that is just the artists interpretation of the admittedly unclear shit on the head on the player model/texture from Q3Arena.

I prefer an interpretation like this as I too always thought it was hair

>> No.6422308

>>6422301
That wasn't me

>> No.6422314

>>6422174
I know that and it's not a secret all the big developers are going for mass appeal, but compromises more often than not impact quality and dilute a game. The way things are right now it's seems we won't get a classic fps from an AAA studio anytime soon and that sucks.

>> No.6422324

So I broke blood and bullet puffs in my mod, then spent couple of hours fixing it, then I remembered what I was trying to do when I broke them in the first place. What a productive day.

>> No.6422329
File: 27 KB, 369x365, 1527778525509.jpg [View same] [iqdb] [saucenao] [google]
6422329

>>6422308
o o p s

>> No.6422339 [DELETED] 

>>6422314
It does suck but you're probably right... the best we can hope for as far as in the AAA sphere is something like Eternal that is at least true to the fast and chaotic running and gunning that is a staple of retro FPS but with a bunch of other stuff bolted onto it.

Probably shit like Dusk, Wrath, Ion Fury, etc from smaller or indie studios is probably the only new classic FPS experiences we will get.

>> No.6422346

Is Devil Daggers any good?

>> No.6422353

>>6422174
I honestly don't mind the upgrades, especially the runes. Blood Fueled and Air Control are really fun to play with even if additional air control prolly shouldn't be unlocked but its there so o well

>> No.6422383

>>6421874
What's your load order?

>> No.6422386
File: 137 KB, 600x600, 1564998452234.jpg [View same] [iqdb] [saucenao] [google]
6422386

Most underrated wads?

>> No.6422387

>>6422353
Same, for me it's just MORE Doom, and I feel like Hugo Martin and the devs at iD have truly captured the spirit of the series and are carrying the torch forward as it were. Is all that shit necessary for a DOOM game? Of course not, but when implemented in the way it is it works and only gives the game more longevity and depth

>> No.6422390

>>6418667
Anti HL autist popped up yesterday on /v/ trying to derail and create anti HL and now Q2, Q3A and UT threads.
Also it isn't 1 autist, the idiots confessed by accident that they are from the Quake Mapping Discord Group, and they are Slavs.

>> No.6422395

>>6422390
Oh no! They are taking over /v/, what shall we do????

>> No.6422396
File: 26 KB, 480x270, Team+columbine_3d679a_5888178.jpg [View same] [iqdb] [saucenao] [google]
6422396

>>6422386
This guy reminds me of someone.

>> No.6422397
File: 267 KB, 552x390, skin.png [View same] [iqdb] [saucenao] [google]
6422397

>>6418668
Quakewulf's New Q2 map Is out
https://twitter.com/Colonthreee/status/1260231966957481984

>> No.6422402

>>6422390
>and they are Slavs
I bet they're Poles, the worst type of Slav.

>> No.6422403
File: 2.50 MB, 1720x720, wrongbase.png [View same] [iqdb] [saucenao] [google]
6422403

>>6418668
Outpost N: Yet another new Quake 2 singleplayer map, is here!

Twitter-post with some more screenshots:
https://twitter.com/Colonthreee/status/1260231966957481984

Direct download link:
https://variableone.com/maps/wrongbase.zip

>> No.6422405

>>6422403
My lightspeed was faster than you colon! >>6422397

>> No.6422407

>>6422390
>Also it isn't 1 autist, the idiots confessed by accident that they are from the Quake Mapping Discord Group
We already knew that was the case for Alf. In fact I'd like to see some hard evidence that there's more of them than just Alf.

>> No.6422410 [DELETED] 
File: 124 KB, 363x163, opera_V7YL6f8dpj.png [View same] [iqdb] [saucenao] [google]
6422410

>>6422387
>Hugo Martin and the devs at iD have truly captured the spirit of the series

I wish I could find the clip of Hugo Martin saying "Doom has always been a power trip".

>> No.6422412
File: 10 KB, 225x225, 1588158059570.jpg [View same] [iqdb] [saucenao] [google]
6422412

>>6422390
>Slavs

>> No.6422415

>>6422387
Bro, the guy plays shooters with a controller.

>> No.6422417

>>6422390
No, they are from Terrafusion.

>> No.6422419

>>6422410
Fuck off, the dude is clearly a fan of the series. He relies on fan service rather a lot but he has his heart in the right place and watching him talk about the series and the enemies makes it obvious its real passion for the source material.

>> No.6422421

>>6422417
And they are from that cursed discord group.

>> No.6422424

>>6422386
Dark Covenant.

>> No.6422425

>>6422419
a real passion for Brutal Doom*
FTFY

>> No.6422426

>>6422410
I mean what else do you call the superhuman feeling you get from blowing demons faces off with the Super Shotgun?
>>6422415
That's just the world we live in now, we have to deal with that.

>> No.6422428

>>6422417
What's a Terrafusion?

>> No.6422431

>>6422425
Ok I laughed but still you're being too hard on him. I mean we could've gotten the series put in someones hands who would've pulled a

>> No.6422432

>>6422431
*pulled a Last Jedi on us

>> No.6422435

>>6422431
It doesn't matter anyways. It isn't /vr/. Nice pre-mature po

>> No.6422438

>>6422415
So what? You think that's weird or something? I play FPS with mouse and keyboard, I also play FPS with controllers, I even play FPS with mouse and controller.
If you're not capable of playing an FPS with a gamepad, then there's something wrong with your hands.

>> No.6422439

>>6422426
>what else do you call blah blah blah
A badly designed level.
>>6422431

>> No.6422440

>>6422435
*poo

>> No.6422443

>>6422425
>Doom 4 is based on Brutal Doom!
Hello, Mark.

>> No.6422445

>>6422438
>So what? You think that's weird or something? I play FPS with mouse and keyboard, I also play FPS with buttplug in my butt, I even play FPS with mouse in my butt.
>If you're not capable of playing an FPS with a buttplug in your butt, then there's something wrong with your butt.

>> No.6422447
File: 14 KB, 208x129, c3ball.jpg [View same] [iqdb] [saucenao] [google]
6422447

>>6422405
H O W

>> No.6422448

>>6422445
High quality post, your argument was so strong that it raped my argument!

>> No.6422451 [DELETED] 

>>6422439
lmao I couldn't disable 4chanX's autoposting for some reason.

The new Doom are nothing like the originals.
The original Doom games are way more simple, require prediction and overall aren't set majoritarily in arenas you're not ever allowed to leave unless you kill everything.

Doom 2016/Eternal are the complete opposite of such -- Complex arenas occupy most of the level design, demons move unpredictably and they're filled with shit like upgrades.

>> No.6422454

>>6422448
Thanks, I'm always striving to improve quality of discussion no matter which board I am on.

>> No.6422456

>>6422439
You think how good it feels to shoot demons in Doom and Doom II is due to bad level design?

>> No.6422458 [DELETED] 

>>6422451
Eternal isn't focused on the arena shit as much, they consciously said the toned it down due to complaints on 2016

>> No.6422462

Doom 2 bad
Quake 2 bad
Shadow Warrior bad
me have brain damage

>> No.6422463

>>6422451
They're still good games. You don't have to be an elitist about it, they're worthy additions to the series.

>> No.6422465

>>6422451
>old good new bad

>> No.6422467

>>6422438
>I also play FPS with controllers
Controllers are inherently an inferior way to play FPS games and it's even worse when they're designed for it. The developer's preference for such control system heavily implies where his priorities are when it comes to game design.

>> No.6422468

>>6419374
Last reaction and water base TC for Duke. Second episode is just underwater bases.

>> No.6422469

>>6422456
Doom 2 has a lot of bad levels and that's not even an unpopular opinion.

The first Doom was certainly not an easy game for its time, and quite clearly they had in mind that they wanted to make the game challenging, instead of making it a powertrip.
Even new players nowadays are still destroyed by the original games.

>>6422465
Nice adhominen.

>> No.6422480

>>6422462
>Doom 2 bad
>Quake 2 bad
correct
>Shadow Warrior bad
ehh
>me have brain damage
you do

>> No.6422481

>>6422451
>The new Doom are nothing like the originals.
I'm fine with that, because why try to just remake perfection? Robocop is a perfect movie yet people insisted on making it again, as if it's somehow necessary, as if it could somehow be even close to as good.
Likewise, I don't think they would have done a good job trying to make a game just like the original Doom.

>require prediction and overall aren't set majoritarily in arenas you're not ever allowed to leave unless you kill everything
Prediction? Like rote memorizing the levels? No, you don't need to do that for any of the iwads. That said, I will say that Doom 4's greatest weakness was the fixation on locking the player into arenas.

>Complex arenas occupy most of the level design,
Largely to its detriment, sure.

>demons move unpredictably
I don't feel like they did.

>and they're filled with shit like upgrades
I don't really mind that particularly much.

>>6422469
>The first Doom was certainly not an easy game for its time
PFFFF. Maybe if you were a keyboard-only pleb. Nightmare mode was added early on just because of complaints about the game being too easy.

>> No.6422484

>>6422467
>inherently an inferior way to play FPS games and it's even worse when they're designed for it
Not by enough to make a difference.

>>6422480
>Doom 2 is bad
>Quake 2 is bad
Good grief, how atrocious your tastes are.

>> No.6422506

>>6422484
>Not by enough to make a difference.
Consolification is a major reason why FPS games changed for the worse. Things like slow walking speed, liner levels, forced aim down sight mechanic, low weapon limit where all done for the sake of adapting the genre for gamepads.

>> No.6422510

>>6422506
>where
*were

>> No.6422513

>>6422506
That stuff has more to do with a larger casual audience and forced pseudo-realism than anything.
Classic Doom plays very well on a modern gamepad, it's not hard at all to make an easy to use scheme that's better than playing keyboard only.

>> No.6422515

>>6422484
>how atrocious your tastes are
Can you stop projecting for a second?

>> No.6422521

>>6422481
Demons move unpredictably because their AI is designed to do so. They can hang onto walls, jump from them, strafe, and change directions to avoid your shots. Have you actually played the game?

In Doom 1/2 demons just move torwards you, so it's easy to make a mental image of where they'll be next and where their attack will go. Ever heard of muscle memory? That's something Doom 4/5 don't count on.

I'm sure you were there in the 90s bro.

>> No.6422523

>>6422515
Let me guess, you were filtered by Tricks & Traps?
I can see not liking Quake 2 because the start is slow, and a lot of people don't have the attention span to give it a couple of hours until you get your arsenal, but two thirds of Doom 2 is objectively good.

>> No.6422531

>>6422523
I'll give you the first third of doom 2, it's pretty alright. But after that it gets progressively worse until it falls down a precipice.

>> No.6422532

>>6422521
>They can hang onto walls, jump from them, strafe, and change directions to avoid your shots.
I never had any problems handling that. If that was intended to disorient or confuse me, they never succeeded.

>In Doom 1/2 demons just move torwards you, so it's easy to make a mental image of where they'll be next and where their attack will go.
Sure, but I can't say that Doom 4 ever felt particularly unpredictable at any point.

>I'm sure you were there in the 90s bro.
Were you? I can't imagine anyone finding the original three episodes hard at all.

>> No.6422538

>>6422531
There's only like a few maps in Doom 2 which are seriously bad.
>Downtown
>Nirvana
>The Factory
>Bloodfalls
Everything else ranges from decent to really good.

>> No.6422548

>>6422513
>Classic Doom plays very well on a modern gamepad, it's not hard at all to make an easy to use scheme that's better than playing keyboard only.
Here in Russia there was a big debate between FPS players back in 90s about whether M+KB was superior to KB only. KB-only apologists, known as "тpaктopиcты" ("tractor drivers"), argued that mouse aiming provides no advantage, and only player skill matters, not the control method. Surprise-suprise, tractor drivers were no longer a thing by the end of XX century. However, back during 7th/8th console generation something similar surfaced - now it was console players who argued that gamepad is superior to M+KB in general and in FPS games in particular. They even made long videos talking about how "office equipment" is inferior to designated gaming device, and how they able to easily defeat M+KB players in PC games with gamepad (though they can't show footage, because they forgot to make one, but it totally happened). I haven't heard any of this bullshit lately as well. Getting the idea?

>> No.6422582 [DELETED] 
File: 98 KB, 341x512, kys.jpg [View same] [iqdb] [saucenao] [google]
6422582

>too new school for zdaemons niggermexicanrussian
nonstop chillax and dwango

>too old for zandronum preteen incessant MEEEEAGAMANNNZZZ

What do /vr/?

>> No.6422605

>>6422582
Consider this a suggestion:
https://www.youtube.com/watch?v=4gO7uemm6Yo

>> No.6422607

>>6422548
Of course gamepad it's not as good, but it's a damn sight better than keyboard only, and it's overall functional. A stick for moving, and a stick for turning, that works well for Doom, even if turning with a mouse is better.

What I will argue stronger for is to aim with a mouse while using an analog stick for movement, the best of both worlds.

>> No.6422630

>>6422531
It's like you didn't even finish it, there are some pieces of shit like The Chasm or most of the city maps but the best maps are in the last third of the game.

>> No.6422636

>>6422607
>What I will argue stronger for is to aim with a mouse while using an analog stick for movement
Now THIS is just pointless. FPS games don't really need an analog movement that is independent of camera. I can't really think of any situation in FPS game where I would need an ability to move 60 degrees instead of 45 degrees or 90 degrees relative to the yaw.

>> No.6422645

>>6422636
Tractor drivers also argued that you don't need a mouse. I will be vindicated.

>> No.6422646 [DELETED] 
File: 3.64 MB, 480x270, 1588375906119.gif [View same] [iqdb] [saucenao] [google]
6422646

>>6422605
I don't have the guts to kill myself. Careful what YOU wish for by the way if I ever do I'll be taking a few with me on the way out.

>> No.6422654

>>6420018
Agreed, this one especially.

>> No.6422660

>>6422645
You won't. Mouse aiming offered a MASSIVE advantage in this particular case. Your example is more akin to fightsticks vs hitboxes in fighting games, I wouldn't even compare it to gamepad vs fightstick, and former is still used competitively in FGS even today.

>> No.6422674

>>6418668
Working on a remake of an old wad called School Doom.
For now only weapons are shown, but i'm already working on the enemies and maps ideas.
https://www.youtube.com/watch?v=1xHOc550YWs

>> No.6422681

>>6422646
Doom creates another school shooter. More news at 10

>> No.6422690

>>6422532
You don't have to predict anything in nuDoom, because 95% of enemies throw straight projectiles. No strategy, no target prioritization, just run in circles and shoot stuff on sight.

>> No.6422701 [DELETED] 
File: 304 KB, 1280x1274, bQRm7aK.jpg [View same] [iqdb] [saucenao] [google]
6422701

>>6422681
Nah a lot of people deserve death but not innocent little highschoolers who haven't even lived long enough to become shitty human beings yet.

On topic, was playing uaclabs the other day. Not bad at all and quite pleasantly surprised by the detail especially for time it was made without modern doom editors.

>> No.6422703

>>6422674
I don't get it. It's like this wad can't decide whether it's about school shooting or light-hearted schoolyard combat with toy guns and improvised weapons.

>> No.6422728

>>6422481
>Nightmare mode was added early on just because of complaints about the game being too easy.
Yeah, complaints by testers. The people who had been playing the game for 12 hours a day for a year.

>> No.6422748

>>6422703
yeah i know. it's kind of strange how the original wad mixed those two things.
But anyway i wanted to follow the original story, so i kept the strange fact that the protagonist attacks the school with toy guns.

>> No.6422778

>>6422728
>complaints by testers
What testers? Nightmare was added to the game AFTER release, this was feedback from customers.

>> No.6422785

>>6422660
Sure I will, as people age they realize that eventually they can't comfortably use WASD anymore, and they'll look for alternatives, and that's what the analog stick will be, offering better precision and true 360 degree analog movement adjustable on the fly, at that.

>> No.6422786

>>6422748
>i wanted to follow the original story
But would it benefit the project in any way, though? Look at official RoTT remake versus Rise of the Wool Ball - former stayed true to the original and all its flaws and was panned for it, latter excised genuinely bad design decisions of the original in favor of true and tried Doom formulas, and was better for it. Do you want to make an obscure project that would languish in oblivion like the original, or something actually good and enjoyable?

>> No.6422787

>>6422386
Bloodstain

>> No.6422790

>>6422728
>Yeah, complaints by testers.
Nightmare was added in v1.2. Game was already out at that point.

>> No.6422797
File: 54 KB, 1171x430, 61+dXqkqzvL._AC_SL1200_.jpg [View same] [iqdb] [saucenao] [google]
6422797

>>6422785
>as people age they realize that eventually they can't comfortably use WASD anymore
Shouldn't they be switching from ESDF, though? It is objectively better layout, why didn't it became industry standard by now? In fact, it shouldn't even be a ESDF either, but a >OEU because that's how it is on Dvorak keyboards which universally replaced QWERTY keyboards because they are too objectively better. Oh wait, they didn't.

>> No.6422807

>>6422728
>The people who had been playing the game for 12 hours a day for a year
Doom was developed in less than a year's time, and was only really resembling its final form sometime by the last couple of months, there was NOBODY who had a year's worth of experience with the game until well after release.

>>6422797
>Shouldn't they be switching from ESDF, though?
Still keyboard buttons.

>> No.6422812

>>6422807
>Still keyboard buttons.
Point->
Your head.

>> No.6422815
File: 53 KB, 640x480, Swim_With_The_Whales_title.png [View same] [iqdb] [saucenao] [google]
6422815

Fucking hell, there's way too much nuDoom posting. Let's try to get back on topic.

I've been playing Swim With The Whales and I really love the dreamlike atmosphere of it. Does anyway have recommendations for WADs with a similar feeling? I already know about the other WADs by Ribbiks.

>> No.6422817

>>6422812
Oh I understood your point very well, I just ignored it, because it was stupid. A good analog stick is ten times more ergonomic than any keyboard setup will ever be, WASD was always a compromise

>> No.6422838

>>6422817
>A good analog stick is ten times more ergonomic than any keyboard setup will ever be
Yep, using thumb only instead of all of my fingers is so much more ergonomic. Fuck right off, I've had enough of this bullshit back when I was playing fighting games.
>WASD was always a compromise
You know what was a compromise? ANALOG THUMBSTICKS. They were designed to provide at least some sort of analog control without the need for table. For actual analog control you need either a joystick (I'm talking about proper flight-sim ones) or a mouse, both of which are unusable on couch. Gamepad is ultimate jack of all trades, master of none control method, you can't be seriously advocating it for anything. And no, you don't need a joystick, whether a proper one or analog micropenis thumbstick, for movement control in FPS games, just like you don't need racing wheel for driving in GTA-like games.

>> No.6422850

>>6422786
>Do you want to make an obscure project that would languish in oblivion like the original, or something actually good and enjoyable?

well, obviously the second.

>But would it benefit the project in any way, though?

Well, not really, the story can be changed but i would like to stick to the original concept and make it better even if a bit silly. if we talk about gameplay i'm going to make it better. i mean in the original the maps sucked and the weapons were simple replacements, same as the enemies. i'm trying to tweak it in those things.

>> No.6422856

>>6422838
Keyboards are for typing, not playing, they're really a poor compromise for any kind of active action, it's like playing a game with a typewriter.
A gamepad is a compromise depending on games, for a 2D platformer a huge arcade deck isn't necessary and takes up space, you can get comparable input with a good D-Pad and good face buttons, and better yet with a good analog stick.

Do you know why we play with keyboards? Because it's the solution from primitive home computer games back when people weren't always expected to have a gamepad or joystick. It was never a case of "Oh, keyboards are obviously much better than those, this is the best thing possible!"
With a proper setup for a microswitch DPad and a good analog stick for the left hand, and a good five button mouse in your right hand, you would have the best tools for three dimensional games.

>> No.6422862

>>6422838
>using thumb only instead of all of my fingers is so much more ergonomic
Adjusting a smooth stick with your thumb is less ergonomic than twisting your hands into a claw to fit onto a typewriter layout?

>> No.6422864

>>6422856
It's not about the keyboard, you cunt, but the mouse. No controller will ever beat the mouse when it comes to FPS.
Controllers are great for platformers and games made specifically for controllers, like 3rd person console games.

>> No.6422874

>>6422864
>No controller will ever beat the mouse when it comes to FPS.
Where am I arguing that, you fucking dyslexic idiot? I'm CLEARLY talking about pairing the superior mouse, FOR LOOKING/AIMING, with the superior analog stick FOR MOVING.

>> No.6422881
File: 498 KB, 1920x1040, greatest idea in the universe.png [View same] [iqdb] [saucenao] [google]
6422881

Decided to resurrect the idea that originally motivated me to learn to map - with large central lift connecting different areas of the same map. Let's see if I can make it less awful after a few months of learning.

>> No.6422889
File: 209 KB, 1051x417, temp5.png [View same] [iqdb] [saucenao] [google]
6422889

is this a good texture combo

>> No.6422892

>>6422856
>Keyboards are for typing, not playing
Uh-huh, and mouse is for selecting fields in spreadsheet software. "You're not supposed to play with M/KB, it's office equipment!" It is exactly the rhetoric I've heard from retarded cargo cult consolefags on Russian 2ch. I'm literally not even going to read the rest of your post, I am not focusing my sight on it, you just proven that you should not be allowed to even have an opinion, let alone voice it. Get out of my face, you human-shaped piece of trash, you are lowering quality of posting at this site just by being in presence of computer that runs the browser that is loading this webpage. I'm drawing the line here. You are menace to the society and an enemy of entire humanity and probably some animals as well. You will do us all a great favor if you sign up for NASA, so that the planet Earth would have at least some chance to rest for a short period without your presence if you will be chosen to participate in lunar mission. I would've told you to move to Antarctic, but scientists over there do not deserve to suffer your presence.

>> No.6422896

>>6422889
Looks neat as fuck. What map format are you doing?

>>6422892
Fuck you too, then, you faggot.

>> No.6422902

>>6422889
What is this supposed to be, exactly?

>> No.6422907

>>6422889
That'd look pretty cool if they were scrolling opposite directions and had WARP effects applied to them. Maybe also some pulsing light.

>> No.6422928
File: 520 KB, 559x414, 1588548388795.png [View same] [iqdb] [saucenao] [google]
6422928

>>6422469
>Doom 2 has a lot of bad levels and that's not even an unpopular opinion.
Haters gonna hate

>> No.6422929

>>6422469
Powertrip =/= cakewalk. The whole point is you feel bad ass once you've mastered the skills to handle yourself

>> No.6422939

>>6422928
'stru bro

>> No.6422940

>>6422874
It'll be nice when analog keys are a more common option. Hell, even for just WASD it would be nice.

>> No.6422943
File: 75 KB, 160x160, 1449965338906.png [View same] [iqdb] [saucenao] [google]
6422943

>>6422928
Literally who says this anymore outside of dumb kids and teenagers

>> No.6422947

>>6422703
The original School Doom, if this is the one referenced in Masters of Doom, was before Columbine and shit actually.

>> No.6422952

>>6422940
Try out Quake using an analog stick with your left hand, and a mouse with your right hand, once you've tuned in the right sensitivity and all for the stick, and gotten used to the combination, it feels incredibly smooth and comfortable.
Like just plug in any USB pad with a decent stick and just use the left side of it.

>>6422947
Oh, so it's not Columbiner Edgelord faggotry?

>> No.6422954
File: 138 KB, 1080x1421, Screenshot_2020-05-11-14-31-01-1.png [View same] [iqdb] [saucenao] [google]
6422954

>>6422786
>Look at official RoTT remake versus Rise of the Wool Ball - former stayed true to the original and all its flaws and was panned for it
What? The only people who pan it are the fags here. See >>6419558

>> No.6422959

>>6422952
>Oh, so it's not Columbiner Edgelord faggotry?
The original wasn't, no. Only in hindsight, and in that regard the wad authors description didn't age well... something like school is hell and you are bullied and mocked and it's time to take revenge because its your hell... your SCHOOL DOOM! But in a tongue in cheek way at the time.

>> No.6422964

>>6422952
I've played quake with an analog stick before. It's fine. I get it.
I'm just saying that analog keys are an option that I'd like to gain traction because I like having the surrounding keys around WASD for various options, and I don't like a shitload of mouse buttons, personally.

>> No.6422969

>>6422954
Different guy, but I actually see very different opinions on the ROTT remake on /vr/, a lot of people like it, and a lot of people don't.
I've yet to try it myself, but I'm figuring I should give it a try, since I love the original.

>> No.6422971

>>6422947
is this one.
https://www.youtube.com/watch?v=x5zKzgyhXlQ
And considering that it was made in 1997-1998, yeah, it was made before Columbine.
>>6422952
>Oh, so it's not Columbiner Edgelord faggotry?
nope, it was more of wacky wad than edgelord.

>> No.6422984

>>6422964
There's that. Did you try it with a mouse at the same time? It makes a huge difference.

>> No.6422994

Is marathon 1 supposed to feel so slow and floaty?

>> No.6423009 [DELETED] 

>>6422690
>no target prioritization
In 2016 sure, in Eternal definitely not. You're basing your criticisms off of one game and you haven't played the other. Why should we listen to you?

>> No.6423019

Just got the only Wolfenstein game I have never played, the one by Raven, in the mail. Any good?

>> No.6423025

>>6423019
Why don't you play it and find out

>> No.6423047

>>6422984
Not in Quake, but in other games. Analog movement is better than keys for angular movement for sure. Keys might be better for quickly changing direction, but I don't have any proof of that.

>> No.6423057

>>6422532
>I can't imagine...
I don't think you realize but back when Doom release, there were barely any other FPS games. People were still learning how to play '3D' video-games at all.
Plus, Doom barely ran well in most computers. https://www.doomworld.com/forum/topic/103760-doom-crysis-of-its-time/
First person shooter wasn't even a category at the time, and most people didn't play with a mouse; those weren't common.

>> No.6423058

>>6423025
Well I'm going to fucking nigger but I have to go to work before I can really sit down with it

>> No.6423061

>>6422943
People that don't wear nostalgia goggles

>> No.6423062

>>6423058
ok anon stay safe and don't get the 'rona

>> No.6423065

>>6423057
At the Quakeworld launch event in 1996 you see people playing with flight sticks, keyboard only and keyboard and mouse. Can't remember if I saw any gamepads in there though.

https://www.youtube.com/watch?v=LXw6BkZ-gdY

>> No.6423070
File: 30 KB, 360x450, Petersen.jpg [View same] [iqdb] [saucenao] [google]
6423070

>>6422943
Stay mad

>> No.6423078

>>6423019
It is rather mediocre gameplay-wise, but it is more honest than nuWolf because it wasn't pretending that it's an old-school shooter. Also its plot is a refreshingly schlocky pulp adventure, not a ham-fisted attempt at SUPER SERIOUS DRAMA. Nazis bad, shoot them.
Another thing I like about it is that it doesn't have a shotgun. Shotguns have no business being in Wolfenstein games, in fact, they shouldn't even have been in WW's Nazis mod. You are supposed to shoot nazis with SMGs and rifles, not shotguns.

>> No.6423083

>>6423070
>>6422928
Petersen? More like POOtersen.

>> No.6423092

>>6421634
I think the game uses detail textures like Unreal to give surfaces the appearance of high-resolution. If you look closely the floors & walls are low-res with a detailed pattern layered on top. But they aren't applied to specialized textures like in the screenshots I posted.

>> No.6423096

>>6423019
It has flaws (like regen health), but I also think it has some strengths. I think it's decent in spite of its shortcomings, but a lot of people don't agree with that, and I can understand a lot of the sentiments.
I really like the Mauser rifle, I skipped the scope and silencer, and just used it for infantry combat, and it's pretty good at that when upgraded, because it'll drop a lot of enemies with single shots, while you're going to be using more shots with other ones. Also it has a bayonet, which is satisfying as fuck to use with the Bullet Time magic, because the world slows down and you can straight up sprint in and take out an entire group of enemies by circling them and slitting their throats. There's also searching for treasures. The flamethrower is also pretty satisfying, and the final boss is actually decent, IMO.
I bought the game used for like $20, so I don't feel as cheated as I would have at full price, mind.

The best Wolfenstein game is still Return To Castle Wolfenstein.

>>6423070
Based Sandy.

>> No.6423101

>>6423078
Cool, thank you. Yeah I heard it was sort of open world too, or at least an open city you could do missions and side quests in nonlinear fashion which sounds interesting for Wolfenstein, not sure how accurate that description is though

>> No.6423103

>>6423096
The Mauser sounds based, thanks for the tips anon

>> No.6423107

>>6423101
I would compare it to Strife, actually - it's not like you have an entire giant city like in Saboteur, or some wilderness area with outposts and towers - no, it's just couple or so of hub levels comprising of alleys and narrow streets, couple of underground hideouts where you can buy upgrades and such. Sidequests were a thing, but I played it long time ago and my memory of it is rather vague.

>> No.6423112
File: 669 KB, 1149x575, temp5.png [View same] [iqdb] [saucenao] [google]
6423112

>>6422896
the usual udmflfadgda whatever cause I am feature sucker
>>6422902
Facewall with cover
>>6422907
I like that idea

>> No.6423116

>>6423096
>The best Wolfenstein game is still Return To Castle Wolfenstein.
Fuck yeah. I actually bought it on PC right around launch for 59.99. I was like 14 or 15 and was staying the week at my aunts, I used most of the spending money on that. My older cousin who was into RTS and PC RPGs, didn't really play shooters and called me a stupid faggot for buying it but he was the faggot because I got years of fun out of it.

>> No.6423119

>>6423116
*spent most of the spending money my mom left me for the week

>> No.6423120 [DELETED] 

>>6423009
Who's 'we'?
Mindless kiting is even worse in Eternal, because you don't have to worry about ammo: shoot stuff, saw someone once cooldown's over, repeat. As for enemies, again there're few that need to be deleted asap, like Archvile, but everyone else is harmless, provided you don't stop running.
If you're talking about that artificial 'shoot specific part of demon X with weapon Y' mechanic, then it's not target prioritization lol. Play Serious Sam to get a good idea of what it is.

>> No.6423143

>>6423120
>Everyone's harmless, provided you don't stop running
As it tends to be? That's how the game was designed. Never stop running.

And no, I don't mean weakpoint exploitation- there's reasons beyond that to care for heavies first and foremost and then pick off the trash, being that they simply deal a fuckton of damage and they all force you to stay on the move. Hell knights are pressure units, dispatch them quickly. The revenant will force you to dash away to avoid homing rockets, take him out first. Then the mancubus simply because he's fucking dangerous and will not let you close in on the fodder for chainsaw kills to gain ammo back.

The game doesn't tell you to do any of this in any specific order. You are just encouraged to, and it makes sense.

>> No.6423157

>>6422994
Yes, you can always make a script file to increase the fov to give it a bit more speed but the floatiness of the characters is a part of the game

>> No.6423161

>>6423120
Every enemy in any game ever can be trivialized by just running, granted they aren't hitscan. Thing is, in nudoom you are placed in individual arenas where you are forced to fight, so whichever order you choose doesn't really affect matters. But you are still told it's *probably* a good idea to take out the fodder first, then the heavies to make your life a little easier.

You could say the exact same about the monsters in classic too. The final boss is rendered a joke by strafing, just saying.

>> No.6423213
File: 27 KB, 126x743, wad_authors_updated.png [View same] [iqdb] [saucenao] [google]
6423213

>>6420184
Alright here's my updated list in pic related. I added some and removed some.

>>6420234
Thanks for the suggestions, but I couldn't find a mapper named 'years'. Do you have a link to any of their work?
>>6420273
Pinchy is already featured in the list
>>6420661
Thank you for these, I'm kind of embarassed I missed Darch. I also love his stuff.
>>6420757
Thanks for the suggestions
>>6421013
Thanks, I don't know how he slipped my mind
>>6421156
True, thank you. For some reason I had a brainfart and confused dew for dewsome, and confused dewsome for a mapper. I have removed the name
>>6421432
I mean, Anotak hasn't really done any mapping outside of lilith.pk3. I do like that project, but I wasn't thinking of including one-offs like that you know
>>6420261
I love Term but he doesn't really do much mapping no? It's mostly gameplay mod stuff.

>> No.6423220 [DELETED] 

>>6423161
The arena shit is only in 2016, its not an issue in Eternal because they said they got alot of complaints about it

>> No.6423221

>>6423070
Doom Episode 6 by Sandy when?

>> No.6423225

>>6423116
His loss, RTCW is a great FPS.

>>6423107
>I would compare it to Strife
In retrospect, that fits pretty well. It's not a bad game, in fact it's got some good things going for it, at the same time there's a bunch of things which could have been done better. Similar progression with the hub maps and all.

Strife does have a more memorable story and characters, and voice acting, not because there's anything strictly bad about Wolf 09's, there's just nothing about it that stands out or anything. The setting is also more unique, but it also tries to do its own thing, rather than Wolfenstein doing the standard WW2 pulp adventure it's always kinda been about.

>> No.6423245

>>6423143
Those two games were designed that way, yes. But simply running usually isn't a solution for any other retro/retro-inspired FPS. There may be many reasons: hitscan, unusual trajectories, enemies faster than player, cramped space.
None of demons you listed are dangerous: knight lags behind a lot because of stomps, revenant's rockets are super slow, manc shoots straight at you thus easily avoidable. Man, people even leave the dreaded Marauder for last, because it's that easy to kite enemies in game.

>>6423161
Oh, I wonder why so many people have trouble beating slaughtermaps then. They could just run away at any moment, couldn't they?

>> No.6423246 [DELETED] 

>>6423161
eternal never stops spawning fodder as long as there are any heavies left in the fight though

>> No.6423276 [DELETED] 

>>6423245
Running isn't a solution. Brute force is. The game wants you to be aggressive and rewards you for it.
>None of the demons you listed are dangerous
They are if left alive for too long. Their attacks lend themselves to the style the game goes for- arena combat. Keeping the player moving. Makes perfect sense that the enemies are specifically tailored for that and certain attacks like the mancubus' fireballs or the revenant's rockets wouldn't see a huge change in gameplay if they were were made faster, your mobility guarantees you will always outpace them anyways.
The marauder being left for last is at play with my point that the game wants you to clear everything out before you face it. Why you can't see that is beyond me.

>slaughtermaps
Not even remotely comparable to the gameplay style of either game. Why not stack Eternal up to, I don't know, 1 and 2, or 64 difficulty wise and see how easy they are in comparison?

>> No.6423285
File: 2.73 MB, 532x400, flesh_mines.webm [View same] [iqdb] [saucenao] [google]
6423285

I've decided to rebuild my very first mapping attempt, revolving around a central elevator. Does the scale of the central room seem right to you?

>> No.6423286

>>6423245
I just knew you would bring up slaughtermaps like that would be a valid point to make in this situation. You don't know what you're on about, and you don't understand something as simple as the design sensibilities for one game not applying to the next. Better luck next time.

>> No.6423325

>>6423245
slaughtermaps are arena rooms where you A/D+M1 everything with the BFG prove me wrong

>> No.6423346

>>6423325
Slaughter maps are maps, prove me wrong

>> No.6423350

>>6423346
Maps are wrong, Slaughter prove me

>> No.6423358

>>6423350
I'm wrong, prove me

>> No.6423360

>>6423358
I'm me, prove me wrong

>> No.6423361 [DELETED] 

>>6423276
What happens if they're left alive for too long? Knight suddenly becomes able to keep up with you? Manc starts shooting ahead?
nuDooms and classics aren't comparable at all if we're speaking like that. Slaughtermaps are just a good example showing that there's more to classics' combat besides moving away from danger. Eternal is entirerly about the latter. Once you learn that demons can't keep up with your mobility the game becomes incredibly easy, regular/master levels - doesn't matter.

>>6423286
Slaughter is an extreme that shows incredible potential of game's design. If we're taking only official products into account, then Plutonia or E4 are the same thing. Classics' combat is scalable as heck, it's always exciting going for next hard thing after beating previous one. Beside upgrades system which only make early game harder, nuDooms don't have that.

>> No.6423369

>>6423346
Emma paragraphes sluts, Gwen Romero VP

>> No.6423371

>>6423360
Tony Hawk's Prove-ing Grounds

>> No.6423389 [DELETED] 

>>6423361
>Knight suddenly becomes able to keep up with you? Manc starts shooting ahead?
Yes. Yes they fucking do.
>nuDooms and classics aren't comparable at all if we're speaking like that
I am because you're running in circles around my point without addressing it and I'm drawing a comparison to at least sustain the argument. It's clear that Doom and nuDoom don't play anything alike in the grand scheme of things, but the latter takes elements from it in stride for its base gameplay with concepts that should be familiar to everyone who's played Doom before, basic things like mainling certain weapons in specific scenarios to bring down enemies with ease, learning that the super shotgun isn't the winning card in every situation despite how powerful it is, etc. Classic Doom barely even bothered to utilize its own monsters efficiently, it was only years after the fact that people made the most out of the enemy roster and built the game around making every encounter hold its own. Eternal at least fucking tries to understand what makes the enemies work from the getgo and your muscle memory kicks in the moment you see a mancubus, a revenant or an archvile.

Just seems to me you're trying really hard to figure out what about Eternal "doesn't work" but you can't. And that's because it actually does work. Whereas I can simply say "slaughtermaps require you to hold W and click fire with the BFG equipped" and I would be dead spot-on.

>> No.6423409

>>6423361
>Slaughter is an extreme that shows incredible potential of game's design
You're full of shit. Exactly what aspect of the slaughtermap scene is conductive to Doom's design enough for you to point out that it is strictly because of it that it's possible at all? There's been attempts at slaughtermaps in Duke, it could be doable in Heretic, Hexen, or literally any other shooter that is not limited by how many monsters per encounter there can be, unlike nudoom because it absolutely has to mind its reduced monster count at all times. The lone concept is carried out better in Doom literally only because there's a weapon that allows you to clear 3/4s of a room if used with minimal care and the monsters all move in straight lines.

>> No.6423428

It is normal for doom mods to throw some error lines before starting up normally? i have tried zdoom,gzdoom,and other ports yet aeons of death throw like 20 error lines before successfully booting up

>> No.6423453

>>6423428
Im no expert but that happens to me occasionally. Never had anything bad happen when ot does

>> No.6423460

>>6423360
Can you think???

>> No.6423462

>>6423428
Aeons Of Death is like most of the assets of like thirtyseven different games thrown together in a completely disjointed mess, I'd be much more surprised if you told me it had no error messages at all.

>> No.6423483

>>6423428
The same way as Brutal Doom or DRLA, it's prone to happen because the engine parses every line of code before making sure everything works beforehand. Don't pay it no mind, God knows why it acts up like that.

>> No.6423498

>>6423483
>>6423462
>>6423453
Very well,many thanks for the replies anons

>> No.6423502 [DELETED] 

>>6423389
>Yes. Yes they fucking do.
No they fucking don't. I did "kill 50 imps with shotgun's explosive mod" weekly that way - left one manc in some area of cultist base and kept sawing/exploding respawning imps. Poor fatty was helpless until the very end.
>seems to me you're trying really hard to figure out what about Eternal "doesn't work" but you can't
Seems wrong. Eternal's gameplay works. It's just shallow and inferior to original.

>>6423409
Aspect that it fucking works. I regret mentioning word 'slaughter', because you took it as straightforward as possible. It's not about exactly thousands of monsters, it's about ability to crank numbers up and actually feel the difference.
Serious Sam is a good example of that. From very few in Hatshepsut to hundreds in Grand Cathedral the game remains engaging. On the other hand you got Painkiller, whatever it's beggining or closer to end - you bunnyhop ignoring everything. Meh.

>> No.6423520

>>6422787
I second Bloodstain

>> No.6423531

I like the idea behind Freedoom, but the execution is so lame. I wish I had something of substance to contribute to improve it, but I don't, I'm just complaining that it's lame.

>> No.6423532

Is there a total conversion mod that puts marathon in doom? This port is godawful

>> No.6423546

>>6423532
Nope. Aleph one is all we got. Which version are you playing?

>> No.6423549 [DELETED] 

>>6423502
Wow, a lone mancubus could do nothing against you, a highly mobile and adept player with tons of low monsters catching your attention? Impossible.
>Shallow
About as deep as you claiming 50K monsters in a square room with 600 cells and invulnerability "can" be. About as deep as a lone baron of hell (ie a door with health you whittle down) in a straight corridor, or the entirety of E1, widely regarded as the best episode in the first game, that is complete piss difficulty wise. Sit down and read a book.

>> No.6423556

Stop shitting up the HL1 thread.

>> No.6423559

>>6423556
HELLO GORDON

>> No.6423563

>>6423532
Latest version is much more pleasant to play.

>> No.6423565 [DELETED] 

>>6423556
HL1 is one of the worst games of all time, overrated crap that is inferior in every way to Quake.

>> No.6423583

>>6423556
Nobody that belongs here is doing that.

>> No.6423585 [DELETED] 

>>6423571
That was my first post in the whole thread
and nobody here defends slaughtermaps
nice strawman

>> No.6423587 [DELETED] 

>>6423585
>and nobody here defends slaughtermaps
You're a nobody so this makes sense.

>> No.6423592 [DELETED] 

>>6423585
You said
> I regret mentioning word 'slaughter'
so now you're trying to backpedal, great job.

>> No.6423593

NEW THREAD WHEN?

>> No.6423594 [DELETED] 

>>6423587
fyi pretending to be retarded makes you look like a retard
shocking how that works, isn't it

>> No.6423603
File: 16 KB, 400x400, 1582003843820.jpg [View same] [iqdb] [saucenao] [google]
6423603

Fuck now every time I see former humans I see Arnold Schwarzenegger, Bruce Willis and Cory in the House.

>> No.6423612
File: 551 KB, 256x256, cookiedaemon.gif [View same] [iqdb] [saucenao] [google]
6423612

I made a 3D Cookiedemon in Blender for the #256fes tag on Twitter.

>> No.6423613

>>6423612
Bretty good.

>> No.6423615

>>6423603
anon who made that post but not the video here

im sorry

>> No.6423618
File: 294 KB, 710x1132, lowpolydaemon.png [View same] [iqdb] [saucenao] [google]
6423618

>>6423613
>>6423612
Here's up-close.

>> No.6423620

>>6423612
Good job, i fucking hate these doom demon waifu things but good job anyways.

>> No.6423680

>>6423546
>>6423563
The stdout.txt file says 2010-04-24 0.23.2
But aleph one log.Txt says Mar 13 2020

>> No.6423704
File: 121 KB, 373x352, Screenshot_20200504-163251_1.png [View same] [iqdb] [saucenao] [google]
6423704

>>6423603

>> No.6423715

>>6423680
https://github.com/Aleph-One-Marathon/alephone/releases/tag/release-20190331

>> No.6423735

>>6423680
Also make a file in notepad called FOV.mml and type this in it:

<marathon><view><fov normal="110" extra="160" tunnel="70" /></view></marathon>

Save it in the scripts folder

>> No.6423836

FUCK pain elementals. In both senses of the word.

>> No.6423837

Someone make a new thread already.

>> No.6423841

>>6423715
is Marathon-20190331-Exe-Win.zip the one I want?

>> No.6423850

>>6423841
Yup

>> No.6423856

>>6423836
Rude AND Lewd

>> No.6423859

>>6423836
Isn't pain elemental pretty much ur mom?

>> No.6423861
File: 59 KB, 1280x720, nobody told me about id alternate loadout.jpg [View same] [iqdb] [saucenao] [google]
6423861

>>6419745
I just hope they retouch those godawful alternate mode SSG sprites.

>> No.6423898

>>6423861
Adding an alternate class this early on is a weird idea in general
There’s still a good amount of things that can be done with the standard loadout, and there’s probably some bugs and oddities with the items and monsters, specifically the “leap over gaps” feature

>> No.6423960

NEW THREAD
>>6423953
>>6423953
>>6423953