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6479618 No.6479618 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6464837

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.6479620
File: 83 KB, 366x407, 1452135776270.png [View same] [iqdb] [saucenao] [google]
6479620

>> No.6479621

=== NEWS ===
[5-28]Eternal Slayer, a new 3rd person melee mod.
https://forum.zdoom.org/viewtopic.php?f=43&t=68667

Wrath Update 2+ Big Box
https://youtu.be/VmJc5ReteFQ

DBP24 trailer released
https://www.youtube.com/watch?v=y4rmaWofQP4

[5-26] Pandemonia 2.0 released
https://drive.google.com/file/d/1GKjW1ZGQkViW3MOBDxnyK3Sk41ynpv6S/view

[5-25] The Force Engine was updated
https://www.doomworld.com/forum/post/2133742
https://theforceengine.github.io/downloads.html

[5-24] Smooth Blood released, its like Smooth Doom but for Blood
https://www.moddb.com/mods/smoothblood

[5-23] Punishment, an episodic replacement for the first Doom
https://www.doomworld.com/forum/topic/114613-punishment-an-episode-1-replacement-for-doom/

[5-23] Anon shares some Sandy Peterson videos
https://www.youtube.com/watch?v=QwV3uwM19EY [Embed]
https://www.youtube.com/watch?v=LlSb1esFt0A [Embed]

[5-22] La Tailor Girl updated
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=405#p1152235

[5-22] Dark Forces DeHacker updated to v1.3
http://df-21.net/

[5-22] Realm667 repository submissions are on hiatus
https://www.realm667.com/index.php/en/home/archiv/17-site-news/2259-repository-submissions-on-hiatus

[5-22] BuildGDX now runs Shadow Warrior as WangGDX
https://www.youtube.com/watch?v=IaAUGs_3JJA [Embed]

[5-20] Force Engine introduced, a Jedi Engine replacement for Dark Forces and Outlaws
https://theforceengine.github.io/
https://www.doomworld.com/forum/topic/114497-the-force-engine-jedi-engine-portreplacement/

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6479628

Shit, forgot to change previous thread. Link to previous thread: >>6472301

>> No.6479631

Is Eevee's "You should make a Doom level" still a good mapping tutorial? Is it okay to just stick to SLADE for making maps, or is it a really good idea to use Doom Builder as well or instead?

Also, what's the difference between pol.wad and pol_v1.0.wad on Wad Archive? Which one should I get?

Thanks.

>> No.6479632

>>6479620
HOW DARE YOU

>> No.6479634

>>6479628
and you didn't even CAPSLOCK THE TITLE

>> No.6479636

>>6479631
I use Doom Builder. Slade looks weird, but it seems usable.

>> No.6479656

>>6479636
I just tried out Slade for the first time and while the 3D view engine seems a little better, the tools are really, really aggressive. Like I make one wrong click and I fucked up an entire part of my map.

>> No.6479659

Damn, that's one delitized space marine!

>> No.6479709

>>6479659
Those alien bastards are gonna pay for tying up my ride

>> No.6479719
File: 63 KB, 854x480, duku.jpg [View same] [iqdb] [saucenao] [google]
6479719

>>6479709
IT'S TIME

>> No.6479728
File: 2.98 MB, 960x540, section_one_point_seven.webm [View same] [iqdb] [saucenao] [google]
6479728

Guess since it's Saturday...

Finally working on this damn thing people kept creaming themselves over.

>> No.6479730

>>6479728
Please tell me that's just a pistol.

>> No.6479731

>>6479730
It's a shotgun.

>> No.6479737
File: 152 KB, 437x708, 1589543982560.png [View same] [iqdb] [saucenao] [google]
6479737

Would anyone be interested in a wad file with 35 MIDI's that could be categorized as cheesy/memey and/or just plain good?

I had the intention of making a WAD I could load after a mapset in case I didn't want to listen to its own music (maybe because it used Doom2's stock, or because I didn't ilke its own). Then I started vaccuming up MIDIs from various sources and started making a folder of the stuff.

The selections or their order have had little to no thought put into them, the general criteria for getting in was that they either put a smile on my face or were just plain cool to listen to in MIDI form.

>TitlePic: MACINTOSH PLUS https://www.youtube.com/watch?v=VGWT6S7bvZk
>Intermission: Seinfeld theme
>Text screens: Tomfoolery, from SpongeBob

>MAP01: Smooth Criminal
>MAP02: Through the Fire and the Flames
>MAP03: Darude - Sandstorm
>MAP04: Danger Zone
>MAP05: Careless Whisper
>MAP06: Evanescence - Bring Me To Life
>MAP07: Initial D - Night of Fire
>MAP08: Smash Mouth - All Star
>MAP09: Eiffel 65 - Blue (dabadee-dabada)
>MAP10: Scary Monsters and Nice Sprites (the MIDI is quality meme material)
>MAP11: Ghostbusters theme
>MAP12: Boney M - Rasputin
>MAP13: Everybody Dance Now
>MAP14: Van Halen - Jump
>MAP15: Maniac (and she's dancing like she's never danced befooooore)
>MAP31: Caramelldansen
>MAP32: Toto - Africa
>MAP16: Scatman
>MAP17: Pendulum - Granite (Jimmy's version, it's great)
>MAP18: Deadly Premonition - Life Is Beautiful (The Creatures Whistle)
>MAP19: You Spin Me Round (Round baby Round like a record baby round round round round)
>MAP20: rickroll
>MAP21: t.A.T.u. - All the things she said
>MAP22: Tubular Bells
>MAP23: Rammstein - Engel
>MAP24: Die Motherfucker Die
>MAP25: New Order - True Faith
>MAP26: Somebody's Watching Me
>MAP27: Chicago - Old Days
>MAP28: Hip to be Square
>MAP29: The Smiths - How Soon is Now
>MAP30: Seal - Kiss from a Rose

Thought maybe someone would fancy putting one of these in their maps or something even, I dunno. Any takers?

>> No.6479740

>>6479728
Nice third arm

>> No.6479741

>>6479737
Always.

>> No.6479742

>>6479740
:^)

>> No.6479747

>>6479741
Ok, here you go anon, enjoy

https://mega.nz/file/vllXmKiD#VU90i-vfGYj5UFwbWr7wcx0HyBtD1RIIvu0XiYTLiR0

A few of them have delayed starts, I haven't fucked around with those yet, so don't worry if you don't immediately hear something. I suppose it's trivial to edit them to start right away, but I just haven't done it.

>> No.6479748

>>6479737
It’s always great playing some 90s map for a shooter and hearing goofy renditions of popular songs from the time
Drop a mediafire link or whatever you prefer

>> No.6479749

>>6479748
right above you anon
>>6479747

>> No.6479752

>>6479747
I just like listening to MIDIs. Thanks.

>> No.6479757

>>6479737
I always wanted to play Doom to Hip to be Square, but never found a midi of decent quality.

>> No.6479759

Are there any quality war mods? (WW1/2)

>> No.6479764

>>6479728
Hey, I caught you at this odd hour
I got a question for you if you don't mind answering

>Doomreal implements weapons from the beta builds of Unreal, like the old automag and the stunner, along with your own handiwork with retexturing and reanimating barebones models like the flamethrower. These are implemented very well, and I’m wondering if there’s a mod for the actual Unreal/UT that adds them in the same way, and if not, how much effort it would take for me to do so.

>> No.6479765

>>6479764
I have tried backporting them myself, but the process reminded me of why I stopped modding those games.

In terms of effort needed: a lot, especially if you want them to work in multiplayer, because you have to roll out your own netcode.

The closest thing to this stuff being reimplemented would be whatever's in Unreal PSX (though I have to admit Leo and friends are severely incompetent in how they did it).

>> No.6479775

>>6479620
wow rude

>> No.6479780

>>6479765
I feared as much. Then again, I have quite a bit of free time on my hands, so I might try messing with umods and UnrealEds and whatnot, just to see how far I can get.
But really, the restored content looks like it could've been something from an expansion pack, that horrific flamethrower model being turned into something resembling an actual weapon is great, and I like the little Digital Extremes label on it.

>> No.6479781

>>6479780
>I like the little Digital Extremes label on it
That's because I used the original texture, unedited.

>> No.6479787

>>6479781
I've never seen the older/unused textures for some of the items, I just thought the meshes were all there was and that you did the texturing
Anyways, fine work. I now expect to see a complete recreation of Liberty Island complete with GEP Guns :v)

>> No.6479830
File: 251 KB, 914x1080, 15307186374793.jpg [View same] [iqdb] [saucenao] [google]
6479830

https://www.youtube.com/watch?v=5Chihr8-9LU
Found someone playing my maps in Shitty Doom. I tried to be open-minded about the whole thing, but then I looked and saw that my entire artistic vision went out the window. The guy even replaced the music with some obnoxious noise. If I ever get around to making a final version of this WAD, I will break BD compatibility on purpose.

>>6479737
Holy shit that may be useful. I am already sitting on a huge pile of Russian midis from the 90s, but I'm kinda lacking Western midis, and the ones I have are kinda shit.

>> No.6479831
File: 566 KB, 1920x1080, douk.png [View same] [iqdb] [saucenao] [google]
6479831

I read here that Duke Nukem 3D's episode two is the weakest of the four. I also didn't remember it fondly from playing it a long time ago, both in the 90's and maybe 10 years ago on an Xbox console port, except for a few sections like looking out the windows into outer space. I even relatively recently replayed episodes one, three, and four first, and put off playing E2 for months, but I'm pistol-starting no-saves all the episode 2 maps on Come Get Some, and it's actually incredibly strong. I think it might be one of my favorites, but I'd have to replay them all to give a definitive answer. One of the reasons it's so good is the amazing Bobby Prince music. I'm playing on EDuke32 with the digital music packs
> http://sc55.duke4.net/games.php
I think I used to hate it because of the enforcers and sentry drones, but I've gotten a lot better by doing pistol-start no-saves UV-Max runs of Doom levels and episodes, and enforcers and sentries both can be two-shotted by the shotgun, and you can even kill sentry drones easily by alerting them and standing behind a closed door. The game's also just way funner with pistol starts and no saves. Anyway, thanks for reading my blog. What are some good Duke custom maps?

>> No.6479840
File: 14 KB, 362x346, doabarrelroll.jpg [View same] [iqdb] [saucenao] [google]
6479840

>>6479830
*backflips all over your map*

>> No.6479846

>>6479830
Brutal Doom always looks so unfun to play. It's cool for the first 10min due to the novelty, but it wears off so fast.

>> No.6479852

>>6479830
Reminder that this guy has a Patreon and accepts donations for playing Brutal Noodle

>> No.6479854

>>6479840
>backflips
https://voca.ro/bl3po2DHEl4

>> No.6479857
File: 29 KB, 478x600, file.png [View same] [iqdb] [saucenao] [google]
6479857

Well considering it's Saturday no need to beat around the bush, after having a pain in the ass spriting the edgy arsed guy and then asked someone else to help me code the AI for him
(which i shall show you more on the next post). leaves me now with some slightly easier task for now

>> No.6479871

>>6479830
this is hilarious
not for you of course, but seeing this lighthearted level pack with upbeat music being gutted with ""HD"" textures, Nudoom music, Brutal's fatalities and dodge rolls, all in an unironic fashion, is baffling
I'd ask how someone looks at that and thinks "yeah, this is good," but 98% of this dude's channel is dedicated to the mod

>> No.6479872
File: 24 KB, 109x125, EdgeAss.gif [View same] [iqdb] [saucenao] [google]
6479872

>>6479857
This here is Colleague, these guys ended up just as Stickguy the only difference is that they lost the bell that allows them to return home, and they see Stickguy as their option to return home, how? By beating the shit out of the guy to steal the bell.

They Colleagues are boss type enemies with half the health of a cyberdemon but keeping the splash damage immunity, sized like a baron, has a melee attack that is the same as the revenant with half of the random factor and A shoulder mounted rocket launcher that will mostly use to make you reachable for him to punch you with, i've also added cvar to like make him use the rocket launcher on you regardless if you think that a melee only boss for you is not a good idea.
Currently i need to make it a Animation from when he gets the bell for beating the shit out of stickguy.

>> No.6479875

>>6479872
Also i forgot to mention but they are a rare spawn of the Cyberdemon (1/10 chance to spawn)

>> No.6479894

Hi, anons. How's your weekend?

New to /vr/ but not to 4ch... lurked, and occasionally posted, on and off for more years than I care to count. Yes, I'm an oldfag - used to play shareware Doom in the school computer room at lunchtime, though I didn't get a PC of my own until a few years later. First game I bought? Half-Life. I remember magazine-cover CDs, and shovelware ones, full of maps.

Which is kind of what brings me here - I had a fit of nostalgia and searched for Doom gameplay videos. Found what I was looking for, as well as a ton of stuff on maps, mods, related games... even Quake, which passed me by back in the day, and some modern releases like Wrath and Ion Fury, which both look hugely exciting.

So, three questions...
- what source ports would you recommend for Doom or Quake, or should I hit Steam/GOG?
- what are the essential mods or maps? and,
- where do I even begin? (Not technically, I've seen the setup guides. Just general opinions or pointers.)

Slowly working my way through the OP links with some Trent Reznor tracks in the background, and still trying to decide if Doom 2016 is worth a punt. (Doom 3 wasn't, IMHO, and Brutal Doom is just... I dunno, technically ambitious but odd. At least it's not Gearbox's Colonial Marines, right?)

Also... how accessible is it to get into map/modmaking? Always fancied it, but never tried. Life's too short to regret what I didn't do, especially in lockdown...

>> No.6479915

>>6479894
>- what source ports would you recommend for Doom
If you want authentic 1993 experience, get Chocolate Doom.
If you want some more modern amenities, get prBoom+, it also supports more community maps.
If you're looking into full-blown mod support, then GZDoom.
>what are the essential mods or maps?
That's like saying "I am getting into food, what are some essential dishes to try?" There's shitton of stuff, ranging from simple utilities such as enemy health bars, to actual full-blown games such as Adventures of Square. For maps, I can personally recommend Epic 1/2, Scythe 2, Back to Saturn X, UAC Ultra. As for gameplay mods, Final Doomer can be a good place to start.
>how accessible is it to get into map/modmaking
Map making - it is pretty easy to learn how to use editor, the problem is how to make a good map out of it. You need to have a good understanding of the gameplay and mechanics at very least.
Modding - again, making a simple mod is not that hard (aside from art, art is hard and time-consuming), but the problem is that the market is over-saturated, you need to get really creative to stand out from masses.

>> No.6479935
File: 1.67 MB, 1543x6892, so_you_want_to_play_som_doom_v8.png [View same] [iqdb] [saucenao] [google]
6479935

>>6479894
>- what source ports would you recommend for Doom or Quake, or should I hit Steam/GOG?
The OP post has MEGA links for both Doom and Quake's game files, along with a good amount of other shooters.
As for source ports:
Chocolate Doom is the original game(s), basically exactly how it was in 1993(4). The only changes are that you don't need to fiddle with DOSBox for setup.
PrBoom+ is an enhanced version of the engine, developed by guys who made commercial addons in the 90s. Most maps out there require this port for its features.
G/ZDoom is the port that has all the fancy mods.

For Quake, Quakespasm is the most popular port. If you want/need Vulkan rendering, vkquake is just Quakespasm with Vulkan.
ezQuake for if you want multiplayer.

>- what are the essential mods or maps?
This image is also included in the MEGA links. I don't know how recently it's been updated, but it's a good start.

>- where do I even begin?
Most active places for fan stuff are Doomworld and ZDoom Forums. There's threads and subforums dedicated to new releases and WIPs. You probably don't want to interact with any regulars there though, outside of tech help.

>Also... how accessible is it to get into map/modmaking?
Piss easy, all you need is Doom Builder X or Ultimate Doom Builder for maps. For mods, you want SLADE. But that's accessibility, making something outstanding is something else.

>> No.6479948

>>6479935
>You probably don't want to interact with any regulars there though, outside of tech help.
Yeah, that's why I decided to ask the friendly neighbourhood anon brigade - forums are weird places and I want to have fun, not be attacked by a swarm of rabid fanboys.

Definitely want to avoid DOSBox, I'm not in the least bit technical. (Seriously. I've heard of direct X and Open GL, but I couldn't tell you what they are or do, or how they're different to Vulkan.) I'll keep working through the OP stuff and give those ports a go... Chocolate Doom first and work my way up.

(As for maps and mods... plenty of tempting videos on YouTube. Modern mappers can blow the socks off id's stuff, IMO. I'll just dive in and pig out... got nothing but time right now!)

TYVM, anons. This is why I like the bluer and less-toxic bits of 4ch.

>> No.6479949
File: 112 KB, 620x465, air1.jpg [View same] [iqdb] [saucenao] [google]
6479949

Is there a Doom wad similar to AirQuake? I know it's weird, but seeing an arcade flight sim running on the Doom engine would be dope.

>> No.6479952

>>6479949
Physics not gooed enough for dat

>> No.6479954

>>6479949
This immediately gave me an idea of a small toy RC plane (the size of a zombie's head) flying around levels firing various armaments on enemies

>> No.6479959

>>6479949
Someone was working on a fightsim mod on ZDoom forums. Looked pretty impressive. Go dig in TC subforum.

>>6479954
Aerosmith?

>> No.6479963

>>6479959
No, something like this
https://www.youtube.com/watch?v=aMmGZT5py70

>> No.6479980
File: 1.13 MB, 1920x1080, ship.png [View same] [iqdb] [saucenao] [google]
6479980

>>6479949
>>6479954
There was a ZDF competition where users had to create a map or mod that was 64kb or less, and someone made a mod simply called "Shuttle," which turns the player into a little space shuttle. You can take damage by smacking into walls, and I recall it having some decent physics, but there weren't any alternate weapons.

>> No.6479982

>>6479959
think i found it
https://youtu.be/tIsb63xGaPg

>> No.6479984

>>6479982
>>6479980
>>6479963
Somebody needs to combine these into an actual proper mod

>> No.6480074

>>6479757
>>6479830
Here it is, anons
>>6479747
I'm beginning to regret not just posting the link right away, but oh well

>> No.6480084

>>6479628
You also forgot to remove the link to the dosbox launchers website, which as stated two threads ago doesn't exist anymore.

>> No.6480131

Okay, so Wrath has both 3DRealms and 1C listed as its publishers on Steam. If I'm Russian, does that means that if I buy it, all of my money will go to 1C and not to 3DRealms so they could donate them to SJW charities if SJWs will get offended by the game somehow?

>> No.6480136

>>6480131
Isn't part of the dev team also russian?

>> No.6480145

>>6480084
In Soviet Russia SJWs trigger (You)

>> No.6480149

>>6480136
Impossible, Russians are physically uncapable of making a good FPS. Any other genre? Sure, but not FPS.

>> No.6480156

How do you properly configure GZDoom? I swear I configured it correctly for Hexen/Heretic. but I can't seem to make any of the options do anything. How do I load lights.pk3 or turn on crosshairs?

>> No.6480189
File: 74 KB, 1053x1536, Discus (Oliffe Richmond).jpg [View same] [iqdb] [saucenao] [google]
6480189

>>6480156
Nevermind, I figured it out. My other question is what's the recommended sector light mode?

>> No.6480190
File: 357 KB, 1280x800, xr_cs_screen_46_1280w.jpg [View same] [iqdb] [saucenao] [google]
6480190

>>6480149
Sure, m8
whatever you say

>> No.6480193

>>6480190
This isn't made by Russians.

>> No.6480197

>>6480189
I like sector light mode "vanilla" in GZDoom, and I like sector light mode "shader" in GLBoom+

>> No.6480198

>>6480190
Boy, you're lucky this board is free of Ukrainians, otherwise you would've been in a world of hurt. Butt hurt.

>> No.6480206

>>6480193
>>6480198
Ukraine was never an actual country until '91. It was a region of Russia. In fact it was the ORIGIN point of Russia, from which the kingdom, and then empire began its expansion.

Also Stalker was originally released in Russian language only, no Ukrainean language option on release - that was added ~5 or 6 years later.

>> No.6480216

>>6480206
Well, you're technically right, but you can't say those things, because Ukraine is now a good guy who fights evil Russia.

>> No.6480219

>>6480216
There was a very good reason why during the whole maidan shebang and crimea shitshow most refugees were fleeing TO Russia, not to other countries. But I guess west would rather have nazis at the head of their puppet state and have allied military bases closer to Russian borders than acknowledge the truth.

>> No.6480225
File: 113 KB, 640x480, ctr.png [View same] [iqdb] [saucenao] [google]
6480225

>>6480131
it means that it's only going to have russian and polish languages, starforce on top and will be incompatible with dlc

>> No.6480229

>>6479949
I remember somebody posting gzdoom screenshots of a plane game that he wanted to put on steam

>> No.6480235
File: 239 KB, 800x600, 1576420708080.png [View same] [iqdb] [saucenao] [google]
6480235

>>6479618
>SCREENSHOT SATURDAY
SCREENSHOT SATURDAY

>> No.6480240

>>6480235
gonna link the previous posts
>Stickguy in Doom
>>6479857
>>6479872
>>6479875
>SWWM Gz
>>6479728

>> No.6480243
File: 156 KB, 816x639, gut room 3.png [View same] [iqdb] [saucenao] [google]
6480243

>>6480235
Finished 3rd out of 4 sections for my map. A bit sloppy in places, but it'll do. Should probably retexture balcony into something that contrasts the main area.

>> No.6480273

>>6479915
>Chocolate Doom
Okay, as source ports go this has done exactly what I wanted - the authentic school lunchtime experience (well, minus the low resolution CRT, MS-DOS, and the IBM PS/2 with the Model M keyboard). And really simple to use!

>>6479935
>Quakespasm
Just about to fire up Quake for literally the first time ever. If this is as easy as Chocolate Doom, then my next trick will be to get...

>a good understanding of the gameplay and mechanics
(Yep, I don't expect to get hired by 3D Realms or mentored in the community or even start making new graphics or enemies or anything right out of the gate... for now all I want is to see if I can do it, and if I can do the basics, to "git gud". Once I've had some practice, then I'll go for "making something outstanding".)

Thanks again, anons. This is fun and nostalgic.

>> No.6480278

>>6479830
Damn dude, saw your map progress on here and was trying to bring some attention to your cool mini episode cause I enjoyed my first playthrough.

I wouldn't really count a joint sprite edit as an artistic vision (though I did like that detail as I smoke far too many joints) ... unless you mean the texture pack itself, not a fan of most HD tex myself, but this one looks pretty good with most wads and is not too demanding performance wise. I try to help get new players interested in the possibilities of modding by including stuff like that while explaining that it is 100% optional, same reason I encourage them to use shortcuts instead of a launcher, so they can take their first step towards modding.

The music is from Eternal, personally I like Mick Gordon. I don't really care for midis all that much and I add the music when editing, I do this to avoid reusing some tunes, some YT copyright BS, & often what is included with a wad is less than desirable (cause I hate looping tracks).

Breaking BD compatibility is pretty lame though. I get that most of you in this thread are purists with some weird fetishes an have no issue with that as I'm a pretty odd fellow myself, but this attitude about people needing to play how you play is weak sauce. Modding is about playing how you want, not how some random online wants and doing what other people want is for whores, I play what/how/when I want and tell anyone that doesn't like it to check out the millions of other channels. When you upload as much footage as I do you realize that there will always be someone bitching no matter what. Yeah, I like BD as it adds an extra layer of feedback, melee options, & difficulty. I have plenty of other videos/mods, but BD is fun, I don't get the argument about it breaking maps as I've played countless and it works pretty well on most, or people talking shit about breaking a map because of jumping/crouching, that's silly; just because you can do something doesn't mean you have to ...

>> No.6480279
File: 493 KB, 1368x800, unknown.png [View same] [iqdb] [saucenao] [google]
6480279

>>6480235
Yeah, well, that's the only thing I have to show. Project is suffering from lack of motivation and identity crisis.

>> No.6480280

>>6480136
>>6480149
Two of the programmers on Wrath are from Russia.

>> No.6480284

>>6479830
... Its ironic to me how (some of) you guys bitch about BD then hail Project Brutality which is just a mess of weapons & performance.

Its funny, I started reading this thread more often because of all the fart sniffing on DW and other forums, yet I see a lot of the same purist ideals displayed here pretty often. People should be encouraged to mash mods together even if it breaks the mod/map, thats how you learn; trial an error. You guys rag on BD and GZDoom so much, it makes me wonder why you talk about things you don't like so often. Obviously its 4chan and criticism is generally a good thing, but it seems like wasted energy.

I've mapped and modded for decades now, I post most of that anonymously after I got fed up with backwards ass communities and circle-jerking, I also beta test any mod/map that needs feedback such as the recent Aliens: Eradication mod. So yeah, I don't mind someone throwing me a few bucks for my efforts, and for the last year I've mostly been posting gameplay & beta testing after I was in an accident involving a massive wild boar coming into my house, she was really hungry ... no, not for dick.

Ah, but I'm just an autistic mong, so wtf do I know right?

>> No.6480286

>>6480284
>People should be encouraged to mash mods together even if it breaks the mod/map, thats how you learn; trial an error.
Except people that do that never learn
They cry and whine, spam the modders to fix the unfixable thing for them, then spread their whining across the forums wehn being told that its impossible

>> No.6480301

>>6480190
For sure, STALKER was my first thought as well but its not Russian. What about Tarkov or Metro (nope thats Ukrainian as well)?

Hopefully STALKER 2 doesn't suck ass.

>> No.6480305

>>6480284
this >>6480286
Term didn't just decided to spam skellies at people who decided to run two mods together for the hell of it
it was an answer to repeated "I wanna play ur mod with BD but <insert whatever is broken> does not work fix ur mod!"

>> No.6480306

>>6479830
"The way its meant to be played"

>> No.6480307

>>6480278
>I wouldn't really count a joint sprite edit as an artistic vision
No, the artistic vision was to make a homage to the cheesy action movies from 80s-90s and Viktor Pelevin novles. And it's not a joint, it's a cigarette.
>The music is from Eternal
Wait, really? That crap is music from NuDoom? Good thing I skipped on it.
>I get that most of you in this thread are purists
I am the last person to call myself a purist, I constantly playing WADs with gameplay mods during first playthrough. But problem is not a purism, I wouldn't mind someone playing it with FD or even an HDoom, problem is that BD is an obnoxious piece of trash. I specifically checked the video from last level, and of course it roke the boss encounter. So yes, I have problem with it.

>>6480284
>... Its ironic to me how (some of) you guys bitch about BD then hail Project Brutality
I don't care about either, played former in my pleb days before I saw the light, and latter I haven't even touched.

>> No.6480314

>>6480301
>What about Tarkov
I heard it's an utter shit. Like, the devs have no idea what the fuck are they doing.
>Metro
It is based on (extremely shitty) Russian novel, but it was made by Ukrainian studio. Well, originally it was Ukrainian, but then they ran away from the country as fast as they could. Doesn't stops them from taking /pol/-tier jabs at Russian politics, though.

>> No.6480325

Brutal doom and project brutality fucking stink. Hell any thing that has the term Brutal in it or takes notes from brutal doom aka Quake 1.5. Should be avoided at all costs

>> No.6480326

>>6480286
Who cares what some lil zoomers want, tell them to learn how to mod and make it work themselves, I've seen these arguments plenty of times, I get it, but we were all noobs at one time; anyone asking, "Does it work with [INSERT MOD]?" is generally such.

Personally I'm glad stuff like BD exists cause that and the news of Romero's E1 remakes got me back into zDoom, so I believe it encourages many others to get into Doom as well.

>> No.6480329

>>6480314
Most Russians take /pol/-tier jabs at Russian politics too anon. Russian politics are a circus and a half.

>> No.6480335

>>6480307
Hey I'm curious how it broke the final boss. Do you mean the Cyber or the Romero boss head (btw I noticed it was a custom sprite, who was that?).

>> No.6480340

>>6480314
The novel is very poor writing for sure.

The games however despite very linear do create a nice atmosphere here and there.

>> No.6480353

>>6480335
>Hey I'm curious how it broke the final boss.
Arachnotrons were supposed to be constantly revived by hidden archviles, to act as a secondary attack of sorts for Cyberdemon. At first I thought viles got killed by splash damage, but nope, I heard them getting squashed when you entered the building.
>who was that
Boris Yeltsin, duh.

>>6480329
Problem is, even though Russian politics are circus and a half, and we all like to shit at them here, we also really don't like outsiders doing the same, especially when they are from the country where politics are at least three whole circuses and a clown academy on the side. Especially when they had to leave said country because of its politics.

>> No.6480371

>>6479830
>I will break BD compatibility on purpose.
Always worth doing.

>> No.6480380

>>6480353
Ah, I played most of the wad on vanilla then with BD so didn't notice that however I was wondering why there were a few extra enemies before the player sucide. On my first BD run of that section the Cyber killed both Arachnotrons right away (once I stood next to each for a sec) and he died even faster, I find that pretty minor although I have no idea why they wouldn't work as intended, in my experience Viles just work in BD, might have to go back and test that to see why they were not alerted. While I did enjoy your wad the end felt a little too aggressive when compared to the previous maps.

>Boris Yeltsin
Ah-hah, I knew he looked familiar but figured it was someone more recent/meme-worthy. Technically you cannot see him unless you're in an editor anyways.

>> No.6480381

>>6480284
>people who know almost nothing about mods should smash as many as they want together so they learn, trust me they won’t run to the devs and complain when things are inevitably compatible
True genius here, I’d bet you’d like the Skyrim community

>> No.6480389

>>6479731
K tranny

>> No.6480396

>>6480381
People that misquote others are pretty lame. Naw dude, I said people should be encouraged to mash mods together and solve the problems themselves (then they will understand if its even possible and if its not then they understand why not to ask such questions). If they refuse to learn how to mod for themselves they are not worth the time bitching about.

>> No.6480397
File: 35 KB, 465x604, 1809239-n517581288_2545296_4021274.jpg [View same] [iqdb] [saucenao] [google]
6480397

>>6479894
Nice blogpost "oldfag"

>> No.6480404

From Doomworld, is it true that Kegan was on this forum yesterday shit talking Graf?

>> No.6480407

>>6480404
No.

>> No.6480412

>>6480404
Yes,they had an epic mind battle. Shit was so cash

>> No.6480420

>>6480404
No, it was me, Spartacus!

>> No.6480426

>>6480420
No, spartacus, don't use your magic time stopping powers!

>> No.6480450

>>6480426
Fool! Spartacus does as he pleases!

>> No.6480452

>>6479831
Yeah, I don't know why some people hate Duke's E2, I think it's very strong.

>> No.6480459

>>6480305
case in point:
https://zandronum.com/forum/viewtopic.php?f=17&t=5199

>> No.6480461

>>6480450
You made one mistake, Spartacus.

You really pissed me off.
In other words:

Με έκανες πραγματικά

>> No.6480465

>>6479854
I love it when gameplay mods have UNF reversed for the jump sounds. It's really fun going up to a wall and jump while also pressing E and making Doomguy go UNFFNUNFFNUNF

>> No.6480472

>>6479831
People love to complain about the sentry drones in episode 2, but they were only really truly obnoxious in Warp Factor, which has them in virtually every room.

>> No.6480478

>>6480459
Yeah if i had to read that shit id intentionally nuke my mod if someone tried to use BD with it as well.

>> No.6480480

>>6480284
>I started reading this thread more often because of all the fart sniffing on DW and other forums
Don't tell me you're a refugee-fag.

>> No.6480484

>>6480480
It's some bitter old Boomer Doomer

>> No.6480485
File: 44 KB, 343x960, MY RETIREMENT GREASE.jpg [View same] [iqdb] [saucenao] [google]
6480485

>>6479894
>what source ports would you recommend for Doom or Quake
For just vanilla Doom, go for Crispy Doom or PrBoom+, for advanced mods and various advanced graphics options, GzDoom is what you have. If your computer struggles with GzDoom's graphics, there also exists LzDoom.

For Quake, go for Quakespasm or Quakespasm Spiked.

>should I hit Steam/GOG?
No.

>what are the essential mods or maps?
For mods, there's so much to talk about that I wouldn't even know where to begin, it'll depend on what you like. If you ever wanted to play a complex tactical shooter with supernatural demons and magic, there's Hideous Destructor, if you really like old arcade games there's GMOTA.

For maps, Doom has a bunch of expansions such as Ultimate Doom, Final Doom, Sigil, No Rest For The Living, give these a shake. There's also big-name megawads like Alien Vendetta, Doom 2 The Way Id Did It, and Back To Saturn X, which barely scratches the surface.

For Quake, it has expansions too, Scourge Of Armagon, Dissolution Of Eternity, and the quasi-official Dimensions Of The Past. Its most famous map pack these days would be Arcane Dimensions.

>where do I even begin?
Pick any one of these and just play them, I guess?

>> No.6480487

>>6479894
>>Also... how accessible is it to get into map/modmaking? Always fancied it, but never tried. Life's too short to regret what I didn't do, especially in lockdown...
It's fairly simple to get into, and though the skill ceiling can be pretty high, if you really learn why you enjoy playing the levels and what the monsters do, you can with some effort make something decent. Boom format would be an easy place to start mapping, as gameplay is all basically Vanilla, and it moves away slightly from some of the esoteric limitations which aren't immediately obvious with Vanilla.

A good newbie project would be to think about some of your favorite maps in the original Doom and Doom 2, then make two or three maps which take partial inspiration from them (encounters and aesthetics that you like), mix and match it, and then aim for a visual theme for each of them.

>> No.6480493
File: 2.92 MB, 1280x720, putting on doomguy&#039;s glasses.webm [View same] [iqdb] [saucenao] [google]
6480493

>>6479948
If you choose to use GzDoom, make sure to do this. Save the video for later even.

>> No.6480494

>>6480487
>recommending boom format
>not udmf gzdoom format
?????????????

>> No.6480508

>>6480461
PERKELE

>> No.6480520

>>6480508
>I can't eat this gyro and hummus without getting closer

>> No.6480521

>>6479915
>>6479935
>not recommending Crispy Doom
for shame
>>6479894
>>6479948
just download the source ports and play them all and see which ones you like best. fucking nigger.
crispy doom for vanilla-compatible and limit-removing maps
prboom+ and glboom+ for boom-compatible maps
gzdoom for zdoom maps.
there are also some niche source ports, like chocolate doom and doom retro. chocolate doom is what crispy doom is based from, it's basically the original doom.exe. doom retro is an attempt to make a boom-compatible crispy doom, but it lacks a lot of the quality-of-life features that make crispy doom so good.
prboom and glboom are the same game/engine but glboom uses hardware rendering/opengl lighting, which looks terrible on maps designed with software rendering in mind, like doom 1 for example, but looks WAY better on some boom-compatible maps, like hell ground or preacher.wad
>>6480156
do NOT play doom games with vertical mouse look nor crosshairs. you will thank me later.
>>6480189
use standard light mode. you should only be using gzdoom for zdoom-compatible maps anyway. you shouldn't need to try to "re-create" the vanilla-look in gzdoom using hardware rendering because you should already be playing in crispy doom or prboom for maps that were designed with software rendering in mind.
>>6480273
dark places is also a quake source port worth trying out. quakespasm will let you run custom maps, whereas custom maps tend to break in dark places, but i still prefer dark places for the original quake 1 game, simply because i like the new (optional) spherical blast radius explosion look thingy.

>> No.6480527

>>6480494
Boom format is significantly simpler to map under.
Beginners should stick to it, and only after they are confident in their ability to build coherent structures, should they transition to UDMF, since otherwise it will be overwhelming, offputting and all around not a fun experience.

>> No.6480556
File: 1.29 MB, 1920x1080, 1561552257068.png [View same] [iqdb] [saucenao] [google]
6480556

>>6480235
9000 hours..

>> No.6480571

>>6480494
UDMF in GzDoom offers much more options, sure, but it also offers so many more that a newbie may find themselves overwhelmed.

It's easier for a newbie to just start with something simple to get in the fundamentals, then get into UDMF later.

>> No.6480573

>>6480521
>do NOT play doom games with vertical mouse look nor crosshairs
You shouldn't do it your first times playing, but after you've been around the block a few times and you're familiar with the game, just do whatever you feel like.

>> No.6480585

https://youtu.be/JSCeXY7sB6M

Is there any way to pause demo playback in other source ports so that I can set up better camera angles?

>> No.6480589

>Started playing Double Impact as it got a cacoward back then, and recently Bethesda has put it in it's official mapset catalog so it must be at least decent.

>First map is all about generic rooms after generic rooms without any kind of progression feel or sense of place.

>Shitty yellow key confusion extended my visit by 15 minutes.

>Second map: shitty maze, no sense of place, confusing layouts, buttons that open doors in the other side of the level.

>Stop caring and switch off.

C'mon man, how did this POS get a cacoward and who blackmailed Shiteshda to add this to their catalog?

>> No.6480624

>>6480521
>do NOT play doom games with vertical mouse look nor crosshairs. you will thank me later, because it is not in vanilla. New bad.
Doc?

>> No.6480646
File: 160 KB, 641x400, 1574951058798.png [View same] [iqdb] [saucenao] [google]
6480646

>>6480521
>don't play Doom with mouselook and crosshair
>but do play Quake with Darkplaces

>> No.6480662

>>6480556
Is this goldeneye

>> No.6480664
File: 815 KB, 900x900, cringe 100%.png [View same] [iqdb] [saucenao] [google]
6480664

>>6480589

>> No.6480715
File: 413 KB, 1920x1080, 1573209606898.png [View same] [iqdb] [saucenao] [google]
6480715

>>6480556
>>6480662
yeap
I originally started it for the "huh" mapping project but eventually crashed with no survivors trying to make the dam, my dad had a stroke and then lost (all my) the map in a careless format
I found the original threads:
>>/vr/thread/5716134#p5717792
>>/vr/thread/5716134#p5719909
>>/vr/thread/5696951#p5697163
>>/vr/thread/5696951#p5700792
>>/vr/thread/5692343#p5696102
fuck, I like the old tower more

>> No.6480735
File: 154 KB, 1920x1080, 1566729040037.png [View same] [iqdb] [saucenao] [google]
6480735

>>6480715
I was thinking if is retarded doing a contiguous dam>facility>runway map

>> No.6480737

>>6480715
So, are you still on it, or again? I was looking forward to that map, shame it didn't made it in time. Also condolences to your dad, I hope it wasn't too destructive, strokes can really fuck you up badly.

Also, where is the dude who made that fuckhuge cathedral?

>> No.6480739

>>6480193
Literally everyone but Ukrainians acknowledge Ukraine is Russia. Get over yourself you're not unique no matter how many tantrums you throw over being called Russian.

>> No.6480740

>>6480737
I started it again, I didn't even use the valve format the first time, I was a complete noob
my dad fully recovered, thanks

>> No.6480745

>>6480739
>Literally everyone but Ukrainians acknowledge Ukraine is Russia
I don't, and I'm not Ukrainian.

>> No.6480753

What is your opinion on random walls opening up to reveal large groups of monsters?

>> No.6480756
File: 950 KB, 1920x1080, 1572519177666.png [View same] [iqdb] [saucenao] [google]
6480756

>>6480737
since we are here, is there an arcane dimensions .wad ready for download or I'm going to have to go through each .bsp?

>> No.6480760

>>6480753
Love them.

t. H.W. Dude

>> No.6480764

>>6480745
Yeah, you're Russian.

>> No.6480775

>>6480485
Thanks for the recommendations - I'm working my way through 'em! Arcane Dimensions is high on my to-play list; been scoping out some YouTube map reviews (and trying to avoid spoilers).

>>6480487
Now that's a good idea! I've been watching a couple of tutorials for Doom maps (I know Quake is massively different!) and also a couple of theory essays on what the essence of Doom is and why Doom '16 > Doom 3.

>>6480493
*takes notes*

>>6480521
I couldn't tell you what Boom is, but I'll take a look. Crispy Doom sounds promising. And I certainly don't want to do mouselook (yet..) - '93 all the way, at least right now. Ditto Dark Places for playing pure Quake.

Once again - thanks, anons, for all the suggestions, recommendations, tips and such. Last night I was daunted af by the prospect of doing this - now I'm having tons o'fun. I might have to write up some of this stuff for future reference, and for the next bunch of nostalgic oldfags or curious youngsters who decide to venture into the stygian depths of the id...

>> No.6480779

>>6480664
t. ROTTKing

>> No.6480794

>>6480646
Why does darkplaces get a usually bad rap on here and sometimes Doomworld and Quaddicted?

>> No.6480796

>>6480764
Not Russian either.

>>6480779
I wish I was ROTTKing.

>> No.6480797

>>6480796
Yes you are.

>> No.6480804
File: 1.80 MB, 1920x1080, apsp2.png [View same] [iqdb] [saucenao] [google]
6480804

>>6480756
there can't really be an AD wad since the maps have different themes and it would be a mess to sort through, probably with naming conflicts. the greenish metals you're using aren't from AD anyway - these are Rubicon1/2/RRP textures.

speaking of which, in >>6480556 the id1 blue metal sticks out a lot, I'd stick to rubicon and similar stuff

>> No.6480803

>>6480797
What am I? Russian or Rottking?

>> No.6480824
File: 79 KB, 640x480, davy9ri-c64afb78-368d-4151-b805-4cae1939af3c.png [View same] [iqdb] [saucenao] [google]
6480824

>>6479618
Someone should get Aquarius199 to play The Sky May Be. It'd be fun to see him lose his fucking mind.

>> No.6480827

>>6480824
>Aquarius199
literally who?

>> No.6480835

>>6480827
https://youtu.be/WpulTGf1ArU

>> No.6480838
File: 2.34 MB, 1920x1080, sm200a.png [View same] [iqdb] [saucenao] [google]
6480838

>>6480794
it's a mess in a number of ways
visually, it's the stereotypical companion to various garish "HD packs", but even without those it's impossible to get proper square particles or waterwarp
mechanically, it has some bugs like items not appearing where they should, polygons flickering, broken lightmaps, broken fog, broken external textures, etc. usually the bug is solved by some cvar or in a specific version, but it's still a pain for both users and mappers
that leads to a mess of versions where the most stable is apparently some in-between version that you can't even download from its homepage and what's available are 6-yrs old "stable" obsolete version and 2018 "nightly" build with a bunch of stuff broken
no version of DP can run AD completely, to my knowledge

>> No.6480840

>>6480827
Some guy who lets plays shitty wads on YouTube. I saw some of his videos in the past, he's not particularly good at Doom, kind of wanders into enemy fire and rarely ever dodges.

>> No.6480848

>>6480840
Also, he claims to be fan of Brutal Doom but he insists on playing keyboard-only, which makes no fucking sense because playing Brutal Doom without mouselook is a surefire way to get your ass kicked.

>> No.6480849
File: 1.61 MB, 1920x1080, 1576769963094.png [View same] [iqdb] [saucenao] [google]
6480849

>>6480804
I know anon, rpp has a .wad ready for download:
http://www.celephais.net/board/view_thread.php?id=61077
that blue texture is transparent, nothing is final, I'm redoing the railing, ignore the shit lightning

>> No.6480853

>>6480849
ah, ok. rrp has a much better glass texture fyi

>> No.6480859

>>6480848
>>6480840
>>6480835
>>6480824
Ok so who cares

>> No.6480872

>>6480859
I don't know, I would have never brought him up because I think he's boring, I just answered because someone asked and I knew.

>> No.6480884
File: 101 KB, 1280x960, poor little elf boy.png [View same] [iqdb] [saucenao] [google]
6480884

>> No.6480892

>>6480279
Looks cool. Except the HUD, it looks really cartoony.

>> No.6480936

>>6480646
My argument for not using crosshairs in Doom has less to do with keeping it vanilla and more to do with it simply looks infinitely better and makes you a better player. Relying on crosshairs for Doom of all games makes you a shitty player. Douk came with a crosshair turned on by default but I disable it anyway since I already use no-vertical-mouse-look and autoaim, since that's how it was originally played, and how I originally played it in the 1990's.
>inb4 autoaim is for noobs
For Doom it's a must because not using autoaim breaks most encounters, like letting you specifically target a cacodemon behind other monsters, or letting you snipe enemies that are behind autoaim range, or letting you shoot down elevators and lifts, not to mention fucking rocket jumping. For Douk, it's just how I remember the game. I haven't gotten around to playing Quake yet but I will either play it with no-free-look and autoaim (it originally came with freelook disabled according to what I read, though I do not remember ever playing it like that), or I will play it with freelook and no crosshair, though I know this will mean the game will be significantly harder. I already play pistol starts and no saves, and I usually complete a level multiple times, starting on an easier difficulty and working my way up to a 100% run on hard difficulty unless I know the level is easy, so I will take this same approach when I do shotgun-starts no-saves runs of Quake 1 levels.

Basically you will be surprised how much better the game looks without crosshairs. You don't realize how much time you spent looking at it until it's gone

>> No.6480940

>>6480775
You want generally want to beat each level with pistol-starts and no saves! Yes, there are exceptions, like a casual first-playthrough where you only save at the start of each level, or when you're stuck on an extremely difficult level that you've been stuck on for days, trying to beat it pistol-starting with no saves, in which case, sure, savescum and be done with it. But generally, you want to play each individual level with a pistol start, and never saving the game once. Once you move on to difficult map sets, you will need to play each level on skill 2 (easy) or skill 1 even (very easy), and maybe after you beat a level, you will want to replay it again on a harder difficulty before moving on, or maybe you will not want to stop the flow and will want to just keep beating levels. Whatever, as long as it's pistol starts and no saves.

As step one, I recommend you play the first three episodes of Doom 1 on Ultra-Violence difficulty. The video game is very old and came out before FPS games were really a thing, so it's hard difficulty is easy by today's standards. You can do pistol-starts, or do a continuous playthrough, it doesn't matter at this point, as long as you're only saving the game at the start of each level.

>> No.6480947

>>6480775
After Doom 1, play either Base Ganymede, or Scythe. The first two episodes of Scythe are relatively easy compared to episode three, which will fuck you in the ass as a new player. Don't be fooled by how easy Scythe 1 starts off; the ending levels are virtually impossible for new players to beat without using saves. Play Scythe episode 1 on skill 4, Ultra-Violence (hard difficulty). If you get to the start of episode 2, map 11, and you can't get past the starting section because you don't know how to punch-out revenants, then turn the difficulty down to skill 3. Otherwise, learn how to punch-out demons with the berserk pack. It will take a lot of practice at first but after a while punching out revenants becomes fairly easy - see this video
> https://www.youtube.com/watch?v=HJcf0aOwmiA

Another good beginner-level PWAD is Base Ganymede. I'm actually going through and playing it now because I want to play through the PWADs on this list in order:
> https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
For your first play-through, you might want to do a continuous playthrough for this one as well, instead of using pistol starts. And there are some very difficult encounters for new players that you might want to save before, like a close-range cyberdemon fight that might be beyond your capabilities as a beginner, but other than that, play it on Ultra-Violence while only saving at the start of each level, it at all.

>> No.6480949
File: 276 KB, 1096x629, Low health.png [View same] [iqdb] [saucenao] [google]
6480949

>>6480235
>>>/wsg/3485703

Got the sounds in, just need to make hitsparks for this thing and the new altfire.

>> No.6480952

There's actually a new mod for Chex Quest that just recently came out called Flemmed to the Core. The Chex Quest Fan Forums thread is at http://www.chexquest.org/index.php?topic=5752 and the Doomworld thread is here https://www.doomworld.com/forum/topic/112560-v091-updated-chex-quest-episode-4-flemmed-to-the-core/

>> No.6480957

>>6480936
>I haven't gotten around to playing Quake yet but I will either play it with no-free-look and autoaim
Enjoy missing half the secrets.

>> No.6480981
File: 451 KB, 1920x1080, doomlauncher.jpg [View same] [iqdb] [saucenao] [google]
6480981

>>6480775
>>6480775
And finally, use a program called Doom Launcher. It looks like pic related. I like this because it keeps track of your play time and progress and any mods you use. Speaking of mods, here's some mods that do not chance the gameplay in any way, but add in some hi-res sound effects, and extra weapon animation frames to make the chaingun look like its spinning for example
> https://pastebin.com/ahQKcKY8

I recommend you do not download tons of PWADs at once. But if you must, keep them separate. Do not dump all of your downloads at once into Doom Launcher, just play one PWAD at a time.

Some PWAD downloads come with a bunch of extra files like .bat files, so I recommend you just click-and-drag the actual .wad file into Doom Launcher, instead of the .zip file containing the WAD.

Right-click the PWAD in Doom Launcher, edit, and copy-paste the .txt file that came with the download into the description.

>> No.6480982
File: 24 KB, 184x181, 1488068889954.jpg [View same] [iqdb] [saucenao] [google]
6480982

>>6480952
>E4M5: In The Hall of the Muccus King
That made me think of if it was instead "The Court of the Muccus King," and the mod had subtle references to King Crimson in it
>THE FATE OF AAAAAAAAALL MAAAAAAAANKIND I SEE
>IS IN, THE HANDS OF FLEEEEEEEEEEEEEMS

>> No.6480992

>>6480947
Sorry to bother you anon, but would you mind looking this over and see what you think?
https://pastebin.com/W0fLEbz3

It's basically an extension of that WAD skill progression thread you linked, with some added WADs and some tweaks here and there (Sunder's new update easily bumps it up a difficulty tier). I also added, well, tiers instead of a linear progression. Sometimes the lines are blurry on what wad is harder than another, so the idea was to roughly put WADs into difficulty boxes, with Plutonia pistolstart/nosaves being the milestone to get out of the Entry-level stuff.

>>6480775
I don't know why anons would recommend Dark Places, you should definitely be using Quakespasm. Dark Places is heavily modified. Besides, Arcane Dimensions will not run in Dark Places.

Also, "Boom" is basically an extension of the Doom engine. Just for your information, there's several tiers of compatibility when it comes to Doom maps.

>Vanilla
You can play vanilla maps on the original DOOM.EXE and DOOM2.EXE. No ifs or buts, it'll just werk with nothing else. Of course, this means it'll work on any sourceport too.
>Limit-removing
You can play limit-removing maps on source ports that remove limitations from the original engine but leave things otherwise the same. Probably the most popular of these is Crispy Doom. Crispy will allow you to play anything vanilla or limit-removing.
>Boom-compatibility
You can play boom-compatible maps on source ports that are, well, Boom compatible. The go-to for this that everyone uses is PRBoom+ (also called GLBoom+ due to being compiled with openGL support if you want to use it). PR/GLBoom+ will allow you to play anythin vanilla, limit-removing, or Boom-compatible
>MBF compatibilty
Very rare breed, basically an extension of the Boom format. PR/GLBoom+ also supports MBF. So anything vanilla, limit-removing, Boom-compatible, or MBF-compatible, it will run.
>ZDoom compatibility
This is where we start to run into problems. More on that later.

>> No.6481000 [DELETED] 

>>6480947
If you want to include the TITLEPIC inside of Doom Launcher, you will need to extract it with a Doom editor called Slade. It's actually very intuitive to use.

Open the WAD in slade, use the Filter search to find TITLEPIC, double-click it, follow the steps in pic related, close the TITLEPIC by clicking the little X above it, select YES to save, then right-click TITLEPIC and export it as PNG. Then close the WAD but DO NOT SAVE THE CHANGES TO THE WAD

>> No.6481003

>>6480992
>>6480775
Continuing:

ZDoom and its descendant GZDoom are heavily modified sourceports, and as such you should only really be using them if you're going to play with gameplay mods, or if you don't care about experiencing the game with all its quirks included. These ports are not accurate and do not support demo playback from other source ports. Again, if you don't care about any of that, or if you're using gameplay mods, GZDoom is the way to go. Some maps require GZDoom for one reason or another, and if they do, say goodbye to any prospects of playing them on any accurate source ports.

>> No.6481007

>>6480243
Beetle-man, you sure have some weird way of using textures. Makes your stuff unique though.

>> No.6481009

>>6481007
What's so weird about it? Seems perfectly reasonable to me.

>> No.6481038

>>6480992
I actually have not played very many PWADs myself, which is part of the reason I am playing through that list, and why I'm only on Base Ganymede! I would just say skip Fava Beans. It's important historically, but it's actually far worse than Doom 1, despite what its author says. You just end up getting lost a lot and wasting tons of time on a mediocre (by today's standards) PWAD that could be spent on something actually fun like Scythe 1, which I just replayed recently and is still funner than PWADs that came out ten and (almost) twenty years after it. It and Preacher.wad are my two favorites, but Scythe has SO much more playtime because it's a 32-level megawad as opposed to a 7-level PWAD, even though Scythe's levels are on average maybe half as long. As good as Preacher looks and plays in GLBoom+, it just feels great playing Scythe in Crispy Doom. Preacher is still my fav just to be clear though

Also Adventures of Square is really fun. I like to play it with no freelook and with autoaim. Lunatic is also a very fun and very short PWAD. Hell Ground used to be my favorite but I played it once like six years ago and quit Doom shortly after so I can't give a definite opinion. Then ofc there's Eviternity and Going Down but I'd still say I had more fun with Scythe and Preacher

>> No.6481041
File: 644 KB, 1920x1080, howtoextractTITLEPIC.jpg [View same] [iqdb] [saucenao] [google]
6481041

>>6480981
>>6480947 (You)
If you want to include the TITLEPIC inside of Doom Launcher, you will need to extract it with a Doom editor called Slade. It's actually very intuitive to use.

Open the WAD in slade, use the Filter search to find TITLEPIC, double-click it, follow the steps in pic related, close the TITLEPIC by clicking the little X above it, select YES to save, then right-click TITLEPIC and export it as PNG. Then close the WAD but DO NOT SAVE THE CHANGES TO THE WAD

>> No.6481045

>>6481041
>>6481000
>>6480981
Maybe it's just me being a linux-friend, but all this sort of talk about GUI launchers and extracting titlepics to put on the launchers etc could overwhelm a newbie. I think it's just easier to launch stuff from the command line but that's just me

>> No.6481046

>>6481041
I'm pretty sure you can just export PNG by right-clicking on lump in SLADE. Am I wrong?

>> No.6481056

>>6480940
I may give those ideas a go! Right now I'm just getting the "muscle memory" back to use the controls efficiently. But they sound like a serious challenge and worth achieving.

>>6480947
Cool. Duly added to the growing list... and I'll check out the progression thing too.

>>6480981
Doom Launcher looks really useful. Thanks also for the mods list. And comment from >>6481041 noted re TITLEPIC.

>>6480992
Well, I'm liking Quakespasm. Seeing lots of other ports (usually modded) out there but if Dark Places is as broken as you and >>6480838 suggest then I'll skip it.

I'll check out your progression of WADs too, and really appreciate the clear explainer on Doom ports.ZDoom, based on what you've said, won't be high up my list. Crispy and Boom will!

Incidentally, I see "limit removing" mentioned a lot on Quaddicted map pages, as well as "BSP2". I'm hoping Quakespasm ticks both of those boxes - I'm not familiar with said limits but I'd imagine today's hardware is so much more powerful than 199x that the maps can be bigger and more intricate than the original engines could handle.

>>6481038
I think the only fan-made WAD I ever played was Aliens TC... so I'll add those to my list too.

Awesome to think that people are playing maps over 20 years old still, and making new content for games of that age (as well as new games derived from those old engines).

Best. Saturday. Ever! anons - I feel like I'm in my teens again, getting back into this and chatting with you fine folks. Thanks once again!

>> No.6481059

>>6480982
There is also "In the Hall of the Mountain King", from Edvard Grieg, which King Crimson reference.

>> No.6481076

>>6481059
IN THE COURT OF THE CRIMSON
KIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIING AAAAAHAAAAAUUUUUUH HAAAAA AAAAUUUUHHH

>> No.6481079

>>6481076
...fuck i quoted the wrong anon

>> No.6481085

>>6480735
Make a mix with the wii one.

>> No.6481097

What if Revenant, but it fires 3 missiles at once in spread pattern and instead of contantly steering they fly in straight line for random distance and then make sharp turn towards the target, repeatedly?

>> No.6481098

>>6480936
>more to do with it simply looks infinitely better
I was never bothered by a simple dot or reticle in the middle of the screen.

>and makes you a better player
Maybe? But probably not by any appreciable degree. I don't exactly struggle with aiming when playing vanilla Doom, I just like having a dot for placing shots fast and easy when playing with GzDoom.

>but I will either play it with no-free-look and autoaim
I will never understand people who do this by choice, this was what the game shipped with because it was expected most customers would find freelook too advanced and intimidating.

>> No.6481103

>>6480936
>For Doom it's a must because not using autoaim breaks most encounters
It makes an appreciable difference in a few encounters, but the first game has low enough of a monster count and little enough verticality that you're seldom going to find yourself in a situation where it'll make any real difference.

I don't care for auto-aim in any FPS at all, I tolerate it for vanilla Doom (since you can't aim vertically), but it feels uncomfortable for anything else. I turn it off when playing Goldeneye and I feel I play the game much better that way (though some people say I'm making the game harder for myself).

>> No.6481109
File: 332 KB, 1280x720, Screenshot_Doom_20190221_185434.png [View same] [iqdb] [saucenao] [google]
6481109

>>6480936
>Basically you will be surprised how much better the game looks without crosshairs. You don't realize how much time you spent looking at it until it's gone
I can't say that I have that problem at all, I don't find myself focusing intensely on the crosshair alone (which really is a very small dot in my case, pic related, it's smaller than the pixels on the texture in this shot), I can take in the entire picture and still admire the aesthetics and graphics just fine. My brain just picks up on it almost subconciously and references it for placing shots, it's like reading subtitles, it just goes automatically and it's not obtrusive at all.

>> No.6481110

>>6481076
Fuck now I have to listen to it again.

>> No.6481114

>>6481076
Good stuff.

>> No.6481146

>>6480936
Ok listen up you fucking doom purist, i like to play my classic games in a somewhat modern way and I have a hard time aiming *WITHOUT* the crosshair, and I fucking hate not being able to look up or down it makes me sick and uncomfortable

>> No.6481156

>>6481056
Take it easy boomer, you'll have an aneurysm

>> No.6481163

>>6481146
I agree, I also use the excellent "Brutal Doom" mod as not being able to reload is too unrealistic.

>> No.6481164

>>6481163
Started doing the same ever since it got Romero approved.

>> No.6481168

>>6480936
>I haven't gotten around to playing Quake yet but I will either play it with no-free-look and autoaim (it originally came with freelook disabled according to what I read, though I do not remember ever playing it like that), or I will play it with freelook and no crosshair, though I know this will mean the game will be significantly harder.
Play it with freelook, no autoaim, and crosshair enabled. Freelook was originally bound to a key but most people just stuck +freelook in their autoexec to use it all the time; you can even clearly see Romero aiming, strafing, and shooting all together in the game's own attract demos.
> I already play pistol starts and no saves, and I usually complete a level multiple times, starting on an easier difficulty and working my way up to a 100% run on hard difficulty unless I know the level is easy, so I will take this same approach when I do shotgun-starts no-saves runs of Quake 1 levels.
Play Quake on hard, and remember that while shotgun starts are possible for 3/4 episodes, there's no real reason to do so. Dying in Quake doesn't wipe out your whole arsenal like it does in Doom, your loadout is saved at the start of each map.

>>6481056
>Incidentally, I see "limit removing" mentioned a lot on Quaddicted map pages, as well as "BSP2". I'm hoping Quakespasm ticks both of those boxes - I'm not familiar with said limits but I'd imagine today's hardware is so much more powerful than 199x that the maps can be bigger and more intricate than the original engines could handle.
It does, the majority of modern Q1SP maps are developed and tested with Quakespasm as the goal engine. QS's default protocol supports expanded limits for entities (which is usually what 'limit removing' means), and the engine also supports the expanded map size protocol that some xbox-hueg maps require.

>>6481156
why are you like this

>> No.6481169

>>6481163
I have a feeling you shuddered typing that sentence out

>> No.6481173

>>6481163
Why can't you just express your opinion like an adult instead of being a snide faggot like this?

>> No.6481180

What I honestly feel with stuff like brutal doom or brutality etc, its that use all those original levels, remove doom enemies and make an original game it would be great.

A big expansive retro shooter with cool pixel art, mech and vehicles. Yes do it.

>> No.6481182

>>6481156
>boomer
>not prboomer

>> No.6481184

Btw what was that mod that fixed improved mouse aim in shadow warrior redux?

>> No.6481185

>>6481180
He's forever enslaved to Brutl because it pays his bills.

>> No.6481195

>have two monitors, main one 1920x1080 and an older 1680x1050 on the side
>install GZDoom 4.3.3 (latest as far as I know)
>fullscreen it
>it fills the main monitor as any sane software would do
>install Zandronum 3.0.1 (latest as of a few days ago)
>fullscreen it
>it changes my display settings so that my monitors are FUCKING MIRRORED, both at 1680x1050, and is now showing on both screens, looking especially shitty on my main monitor at this non-native resolution
What the fuck? I'm using Linux Mint, which is not really built for gaming, but what the fuck.

This also happens when I run versions of DOSBox other than dosbox-staging. Some Steam games, like the Linux version of Harvester, come packaged with DOSBox for Linux, and when I ran Harvester after installing it, it fucking mirrored my monitors and fucked my screen resolution just like Zandronum does. I had to replace the included DOSBox executable with a link to the dosbox-staging one I installed earlier, and then it fullscreens normally. I figured this was just one of the many DOSBox bugs which dosbox-staging fixes, but I didn't think I'd see it happen with a DOOM source port as well.

>> No.6481201

>>6480480
Don't tell me you live on this board.

>> No.6481206
File: 180 KB, 1691x565, Lucy.jpg [View same] [iqdb] [saucenao] [google]
6481206

This post is dedicated to Lucy, the best of the id Software waifus.

>> No.6481209

>>6480278
>I get that most of you in this thread are purists
Where do you get this idea? Probably more than half the people here play with GzDoom or some other sourceport, because they want to play with this or that mod.

>> No.6481213

>>6480278
>Breaking BD compatibility is pretty lame though
No it's not, it's funny as fuck.

>> No.6481216

>>6481195
GZDoom changed how their fullscreen work a while ago to not be 'exclusive fullscreen', which causes issues like that

Zandronum is based on an older version of GZ.

>> No.6481221

>>6481206
Crash is still better.

>> No.6481226

>>6481221
Crash is boring.

>> No.6481227

What program do WAD makers use to make MIDIs? I tried using LMMS, but that doesn't export MIDIs properly. It just exports everything as a single piano track. Do modern WADs (Boom- and (G)ZDoom-compatible stuff, at least) use the MUS format that vanilla Doom used? Thanks.

>> No.6481228
File: 96 KB, 540x353, vomit-vortex.jpg [View same] [iqdb] [saucenao] [google]
6481228

>>6479830
those HD textures and the replaced music is far more offensive than broodl dumb tbhq

>> No.6481229
File: 165 KB, 866x575, 1445496957378.jpg [View same] [iqdb] [saucenao] [google]
6481229

>>6481206
>those visible cellulites

>> No.6481232

>>6481227
Modern wads can import MIDI fine without any extra effort.

>> No.6481236

ok mother fuckers.
i have my friends coming over later and they want to play doom, we all have laptops, its gonna be a good old lan party.
what are the best zandronum multiplayer mods, my friends are a little new to this so anything beginner friendly would be appreciated! thanks guys.

>> No.6481238

>>6481236
Quake Champions: Doom Edition is really fun

>> No.6481241

>>6481236
https://drive.google.com/file/d/0B1iDp2UZTDreRW40NXJJQVE1Unc/view?usp=sharing
https://allfearthesentinel.net/zandronum/download.php?file=samsara_ex-hc.pk3
https://allfearthesentinel.net/zandronum/download.php?file=sm_exfix_c_v7.pk3
https://allfearthesentinel.net/zandronum/download.php?file=exmixer-v0.8.pk3
https://allfearthesentinel.net/zandronum/download.php?file=exmixer-v0.8-zandronumpatch.pk3
https://allfearthesentinel.net/zandronum/download.php?file=skulltag_content-3.0-beta01.pk3
Thank me later.

>> No.6481246

>>6481229
Steed and Cloud were equal-opportunity fetishist-artist-texturers. That, or they just meant for it to look gross (like most of Cloud's crazy-detailed texturing) and it wound up looking oh so enticing to people into that sort of thing.

>> No.6481250

>>6481241
lmao what is this

>> No.6481253
File: 305 KB, 1366x768, Screenshot_Doom_20200412_095056.png [View same] [iqdb] [saucenao] [google]
6481253

i've kinda hit the fireblu a bit too hard..

>> No.6481257

Blood is getting btfo in /v/.

>> No.6481267

>>6481257
Good. The difficulty balance between piss easy and being mowed down by hitscanners in that game is god awful.

>> No.6481269

>>6481257
maybe you should stay there

>> No.6481270

>>6481250
Samsara + the unofficial addon Samsara Extra Heroes
more details here https://forum.zdoom.org/viewtopic.php?f=43&t=61431

>> No.6481283

>>6481267
Based
>>6481269
Cringe

>> No.6481289

>>6481257
What? Are you saying /v/ has bad opinions about videogames? No, I refuse to believe that.

>>6481267
lrn2 dodge, noob

>> No.6481294

>>6481267
LITERALLY PRONE IT'S NOT DIFFICULT LEARN IT

>> No.6481295

>>6481257
Oh my god what am I gonna do, some people are shitting on a game on an anonymous image board, oh no this can't be happening, oh no oh no

>> No.6481296

>>6481289
Anon. I love Blood but it really does have a difficulty curve that goes from 0 to 12 in a heartbeat. If a fight doesn't have a cultist in it, you're either fighting creepy little crawlies, zombies, or gargoyles, and they're all pretty easy to manage.
It's the cultists that make the fights actually engaging, and you can't really dodge hitscan fire, you crouch and take cover, but come on now, you can't sidestep the code saying "Alright you're taking damage now, fuckboy."
The real trick is to kill the fuckers with dynamite before they shoot you, or stunlock them with the tommy gun.

That other anon is still a fucking gooch-smoocher for posting about /v/ here.

>> No.6481297

Seething Monolith and 3D Realms fags.

>> No.6481298

>>6481289
>>6481294
>proning/jump dodging
>reliable at all past lightly broiled
Quit pretending you actually played the game.

>> No.6481301

>>6481298
Crouching giving you an extra second before dying still counts.

>> No.6481304
File: 2.93 MB, 640x360, end of the line.webm [View same] [iqdb] [saucenao] [google]
6481304

>>6481298
G I T
U
D

>> No.6481306
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google]
6481306

>>6481296
>and you can't really dodge hitscan fire, you crouch and take cover, but come on now, you can't sidestep the code saying "Alright you're taking damage now, fuckboy."
You too, improve. See how he only takes *1* point of damage? That's because he knows how to dodge.

>> No.6481312

>>6481306
He's taking cover though, if he was crouching and wiggling back and forth in their sight, the dicerolls are going to inevitably say "fuck you" and he'll lose more HP. That's why I mention taking cover.

>> No.6481327

>>6481312
>He's taking cover though
What's your point?

>> No.6481330

>>6481327
My point is you can't truly dodge hitscan fire. You -need- to take cover, if you don't, you're eventually going to get hit. That was my original point.
I don't consider taking cover dodging, that's taking cover.

This is all autistic nitpicking and splitting hairs but I'm sticking with what I'm saying.

>> No.6481334

>>6481304
> action slide between zombies legs and shotgun them in the spine

man i would so watch a blood movie
fucking weird west john woo type shit

>> No.6481335

>>6479621
new Egyptian map for Hexen 2
https://www.moddb.com/games/hexen-ii/addons/shifting-sands

>> No.6481349

>>6481334
What about a Powerslave movie though
Jon has to go defuse a bomb planted in an ancient Egyptian city to prevent aliens from reincarnating the dead body of King Ramses

By the end of the game, Jon becomes a god

>> No.6481373

It's over Bloodfags, you lost.

>> No.6481374

>>6481168
>why are you like this
Because seeing someone being happy and enthusiastic about feeling 20-some years younger through having a day of nostalgic fun really pisses on his cornflakes? IDGAF, though... it's my Saturday and someone being a dick on the internet isn't going to spoil it. (I've made it through most of the last 20-odd years without people being dicks on the internet spoiling anything, so why start today?)

I had no idea about limits and such, but I've been doing a lot of supplementary reading. Just got sidetracked into Fabien Sanglard's "black book" of the Doom Engine... I think I'm going to end up a lot more technically clued-up on the innards of these things than I thought I'd be (or actually need to be).

>>6481236
>zandronum
Wouldn't say no to a little /vr/ deathmatch at some point. Anyone for Zandronum? Or Skulltag?

>> No.6481379

>>6481257
>/v/tards
Yeah opinion discarded

>> No.6481380

>>6481373
...are you the "HL sucks" guy?

>> No.6481384

>>6481380
Probably not, he's not posting at even close to the same rate.

>> No.6481408

Were wolfestein doors actually moving sideways or was it just animation?

>> No.6481419

>>6481373
It's over Shitflingingfags, you lost.

>> No.6481434

>>6481380
No, he temps for the "scotformer" guy when he needs a smokebreak sometimes. The hlsucks guy is his in-law.

>> No.6481440

Probably a stupid question but - is it normal that sometimes sounds in Doom get cut off by others? I assume it has to do with the sound channels limit or something?

Like for example a Revenant going A instead of AAAAAAAAAAA sometimes

>> No.6481449

>>6481440
yes
pain, alert, idle, and death sounds all share the same channel, which will cause any previously playing sounds to stop

>> No.6481458

I just finished Scythe's MAP27 on UV from a pistol start with no saves, can I get a pat on the back/head and a well done pls guys

>> No.6481475

>>6481458
but did you do it with no freelook, no autorun, on a CRT at 35 fps with mom telling you to do your homework every 10 minutes? because if not, you weren't REALLY playing Doom, you know
jk good job

>> No.6481479

>>6481475
i did it with no vertical mouselook because that's just how i play doom, unfortunately i'm a hack fraud and like my 60FPS on an LCD screen

>> No.6481480

No Hope In Sight, everybody's favorite fair and balanced mapset, got an update https://www.moddb.com/mods/no-hope-in-sight-demo/downloads/no-hope-in-sight-demo-update-1

>> No.6481490

>>6479831
Lunar Apocalypse has been my favorite episode since I first finished Duke V1.3D

>> No.6481501

>>6481490
If anything, I feel Episode 3 is weakest. One thing the Duke franchise has always had enough of is "cities with urban decay". Duke3D had them twice in the same game.

>> No.6481506

>>6481490
Divisive. I personally love the moon base and levels around it. They are comfy.

The space station is meh.

Nice 2001 ref as well.

>> No.6481516 [SPOILER] 
File: 305 KB, 500x281, 1590884215778.gif [View same] [iqdb] [saucenao] [google]
6481516

>>6481458
*headpats u*

>> No.6481520

>>6481490
I think both episode 1 and episode 2 are great, but episode 2 had some filler material. I don't like episode 3's uninspired and short city levels, the only exceptions are LA Rumble and Freeway. Episode 4 is a rollercoaster, it doesn't have an actual style. I like It's Impossible, Duke Burger, Going Postal and Derelict, but I don't like other levels.

I think in general, Allen H Blum III was the best mapper, his maps had that """"thing"""" in them what separated the decent from the great. The others had their moments (I love Abyss and LA Rumble from Levelord), but they weren't consistent enough.

>> No.6481537

>>6481501
I like the urban decay stuff in Duke 3D. I also like Lunar Apocalypse.

>>6481520
>Episode 4 is a rollercoaster, it doesn't have an actual style.
It really doesn't, it's just a wild mix. I do really like the last three levels though, they interlink well together and I just love playing them, especially Derelict.

>> No.6481540

I really love Doom guys.

I didn't even play it when I was a kid (in fact I was born the same year Doom 2 came out), I got into it in my 20's. But I really can't imagine going back to a time when I didn't play Doom now. It just feels like it's become a huge chunk of my vidya interest. Playing through megawads vanilla on GLBoom/Crispy, messing around with some gameplay mods here and there in GZDoom, it's just a hoot. It's weird thinking back to a time when the only id FPS I played as a kid was Quake 3 Arena, and only against bots because I didn't have internet at the time. I've been missing out big time.

>> No.6481542

>>6481501
I'd say Ep. 1 is the weakest but for good reason. Namely too short.

>> No.6481549

>>6481506
Same anon. Occupied Territory is my favorite level. What exactly do you mean by "space station?"

>> No.6481552

>>6481549
I mean space station like the very first level. They are cramped.

The moonbase is better. With the little train section, for the time really feels like a base, with bathrooms etc.

>> No.6481560

>>6481552
I really like that Duke Nukem 3D does level design which is more or less abstract and open ended, yet it will still add detail just for the hell of it, bathrooms, offices, clinics, reception desks, etc, and it makes the world feel more convincing and lived in, the locations feel like they have real purposes.
I very much admire the balance of realism and abstraction.

>> No.6481568

>>6481560
I admire it especially for the restrictions they had.
Much like Thief they could have gone insane in the build games but old pentium 1s if that would melt.

Also the destruction, the only later game that tried were sin, even deus ex had a lot of interactive environments.

>> No.6481589

>>6481568
Oh yeah, I love how you can just blast shit off desks and smash monitors and windows and stuff. It's all really simple but I still get a kick out of to this day.

>> No.6481591

>"Walkthrough" video for a Doom map
>Player goes "okay so we save here"

Dropped. Anyone can brute force a level through saves. Why even make a walkthrough at that point

>> No.6481598
File: 216 KB, 1920x1080, 2020-05-29 22_32_59-DOOM 2_ Hell on Earth - Crispy Doom 5.8.0.png [View same] [iqdb] [saucenao] [google]
6481598

I was playing through scythe myself and experienced some largely insane difficulty spike with it's last set of maps. I tells me that maybe i shouldn't have skipped plutonia and the other big portion of wads :^) Although scythe still feels as anything but first entry of amateur list, map30 is very unplayable with doom RNG

>> No.6481603

>>6481598
MAP26 (that one you're on) is actually pretty easy for a slaughtermap. It's very generous with mega/invuln and ammo. It's only mildly annoying if you're going for 100% kills because of having to grind down those cyberdemons even with BFG hugging.

MAP30 is not unplayable, I don't know what you're talking about. Also, are you on GZDoom? Because something you might like to know is that it does RNG differently. In many ways I feel like GZDoom RNG treats me way worse than the original Carmack RNG table but that might just be me being superstitious.

Don't skip Plutonia though yeah, what are you doin son. Plutonia is what gets you ready for the world of PWADs.

>> No.6481606

>>6481603
>>6481598
nevermind, just noticed the screenshot says Crispy Doom, I'm stupid. Just was asking because you have black gloves on.

>> No.6481615

>>6481549
>Occupied Territory
Finally someone who rate this level. It's totally awesome and other than Spaceport, it's the only level with an actual space feel. It's tough enemy count made it even more memorable. Originally it was intended to be the final level in episode 1 after the Abyss.

>> No.6481617

>>6481591
>Why even make a walkthrough at that point
To show off how to find all the secrets I presume.

>> No.6481624

>>6481615
Didn't know that. Citation?

>> No.6481634

>>6481603
I need to learn somehow to evade backside projectiles as they pretty much constantly hit me (especially revenants' rockets, i hate them assholes). I will go back to plutonia as adviced by many

>> No.6481639

>>6481634
>hating revenants
You must learn to love the boney bastards so you may better understand their ways

>> No.6481642

>>6481634
>hating the best enemy in the game
but why

>> No.6481645

>>6481642
Fuck revvies.

>> No.6481656

>>6481645
JohnSuitePee is that you

>> No.6481657
File: 1.59 MB, 1458x7213, rainbowdash.png [View same] [iqdb] [saucenao] [google]
6481657

Here's what you missed last week on Glee

>> No.6481661

>>6481657
>forum drama
No thanks

>> No.6481669

>>6481656
literally who

>> No.6481671

>>6481624
TerminX told this on the Duke4 Discord channel, and he even showed some scanned magazines where it was seen along with the other episode 1 maps before the demo release.

It didn't have the registered monsters though. Just that big alley where the sloped windows are opened, the red room after it, and the Battlelord was found in the giant room after that.

Even in its final form, it clearly looks like a level made for boss fight. In fact I saw some beta footage, which showed the level with a Cyclops.

>> No.6481674

I like Bloom but the maps feel too rigid. Too many parts are just
>Ok your in the Doom part
>heres thia obvious floating floor tiles bottomless pit
>ok now your in the blood part

>> No.6481678

>>6481657
This guy is living rent free in your head anon

>> No.6481684

>>6481639
>>6481642
I don't know, tell me why they seem constantly angry https://www.youtube.com/watch?v=boF1unZXm1w (high volume warning)

>> No.6481685

>>6481678
Not really. I hope he's having a nice day. :)

>> No.6481697

>>6481684
Because theyre fleshless skeletons. Id be pissed if i walked around with no skin and missing most of my meat. Imps, hell knights and barons are ripped beef boys. Archviles at least have skin and mancubus are big and fat

>> No.6481718

>>6481657
Nobody cares fag

>> No.6481753

>>6481697
Maybe they wouldn't have been so angry if they were overdesigned by wearing stylish long capes instead of nothing

>> No.6481756

>>6480494
GZDoom in UDMF is so complex, that it is far better suited for veteran mappers who know what they're doing, and have the time and patience to actually make valuable use out of its unique features. The community also generally treats GZDoom required maps with much higher standards, which may turn off new mappers after they make a release.
Doom and Boom formats are simply far easier to understand for new players. And even many veterans still prefer using them, as its overall faster to work with, and allows for more source port compatibility anyway.

>> No.6481760

>>6481756
I don't want to reposition the entire map just for floors to align better

>> No.6481776

>>6481760
imagine needing source port formats to realign floor textures
this post brought to you by id tech 2 gang

>> No.6481781

>>6481760
you can use displacement scrollers and voodoo dolls to get arbitrary flat alignment in boom format, but it's a pain

>> No.6481782

>>6481756
>>6480494
>Wanting to make maps exclusively for GZDoom
But why would you do any of that

>> No.6481795

>>6481782
Map scripting, better puzzles, more things to do, allies

>> No.6481802

>>6481795
>Map scripting
For most of these needs you can just use limit-removing and Boom tricks. Chances are if you need more complicated scripting than any of that allows, your map is a mess
>Better puzzles
>>>>>>PUZZLES IN DOOM
But putting that aside, all the good puzzle maps I've seen where able to get away with everything on Boom compat.
>More things to do
Oh really, enlighten me on this
>Allies
>>>>>>>Allies in a single player doom map

If someone makes a map for GZDoom it better be for a gameplay mod or total conversion of some sort. There's really no excuse otherwise.

>> No.6481823

>>6479618

LET ME OUT

KIIL ME NOW

IT HURTS

WUAHA HAHAHA

>> No.6481836

>>6481802
Forgot to mention, 3D Floors.
Have fun making a bajillion stealthaports in boom, chief.

>> No.6481841

>>6481836s
Oh sure, 3D floors. This feature is completely worth sacrificing all demo compatibility and accuracy to Doom's actual gameplay behavior. Yeah I don't need no demo playback or accurate monster behavior or Doom's quirky physics. No sir, throw all that out the window, because I can have 3D floors. The monsters won't behave right, the RNG will be different and the overall feel will be completely unlike Doom, but by god we will have 3D floors in our map.

>> No.6481843

>>6481841
Glad you see it our way

>> No.6481848

>>6481841
do you get paid to be this stupid
I can't seriously imagine anyone going "oh fuck I just walked under a cacodemon, this isn't doom anymore"

>> No.6481854

>>6481841
Why are you mad about accuracy and demos just do -complevel on glboom+ or some shit

>> No.6481859

>>6481854
anon are you stupid
they're talking about gzdoom mapping and you're bringing up something that is not gzdoom

>> No.6481860

>>6481859
...ah shit, i am

>> No.6481873

>>6481848
>Hey here's Doom
>Oh cool thanks buddy
>Except you can't record/playback demos from the original or other source ports
>o-oh...why's that
>Because the monsters behave completely different and we don't use the original rng table anymore lol
>o-oh...
>Oh and btw you can't wallrun by default, that's a bug so we fixed it, you have to go into menus to enable that again
>ooh...
>Oh and we made it so actors can go over each other so flying monsters can just hover over hordes of demons and completely change the balancing of fights intended by the author. You have to re-enable that in menus
>oooh...so like not even just for gameplay mods, like for everything?
>Yeah! Oh and we also made textures blurry by default
>oh, why
>'cause our lead dev likes it better like that!
>oh...okay
>Oh and performance in any map with more than a couple hundred enemies is gonna tank haha
>.....oh.....but like Doom is 25 years old why would you need good hardware to run it
>3D FLOORS OK? SHUT UP

>> No.6481874

>>6480189
This is gorgeous brushwork.

>> No.6481876

>>6481873
/v/ might be more your speed with the style of your whining, you moist bitch.

>> No.6481884

>>6481876
>Anon doesn't like GZDoom-specific mapping so he belongs in /v/
Trying too hard, Graf Defense Force

I'm fine with GZDoom being used for gameplay mods / total conversions, but using that shit to play plain Doom is a terrible idea and any maps made for that in mind should be discarded right away

>> No.6481889

>>6481884
No. I'm saying the way the complaints are being laid out are on par with the average impotent anger of a /v/tard.

>> No.6481891

>>6481874
looks more like sectors to me

>> No.6481893

>>6481884
You've whined for two threads about GZ maps, shut up

>> No.6481896
File: 64 KB, 688x547, 1563343038473.jpg [View same] [iqdb] [saucenao] [google]
6481896

one would think on the quarantine there would be more saturday screenshots?

>> No.6481897

>>6481896
Not everyone is making stuff. Most are here to shitpost and bitch about shit.

>> No.6481902

>>6481893
[No]
GZDoom-specific mappers tend to concentrate on using the bells and whistles of dynamic lights and other such effects and then when you actually play their stuff, the gameplay is terrible and not thought out at all. They like making eye candy but even plain looking maps from the 90's and 00's are more fun to actually play than their shit

>> No.6481903

>>6481902
Cool, check back in after you play Doom 2 Re-build-t

>> No.6481908
File: 1.52 MB, 1920x1080, fm.png [View same] [iqdb] [saucenao] [google]
6481908

>>6480235
>>6481896
here you go chief

>> No.6481914

>>6481908
bretty gud

>> No.6481927

Fuck Quake 2 Fuck Half Life Fuck Blood Fuck Goldeneye Fuck CS Fuck Unreal and Fuck GZDoom

>> No.6481930

>>6481908
Well, that's the best sector tree I've seen. Good job!

>> No.6481935

>>6481927
why though

>> No.6481936

>>6481860
it's ok buddy

>> No.6481938

>>6481760
Most cases, floor/ceiling alignment isn't very important. And in the cases where it does matter, like teleporters, lights, or DEM1_X textures, you can easily just move the relevant sectors, and not the entire map.

>> No.6481948

>>6479857
This looks like an interesting idea, glad to see "Stickman Randomness" still gets love, even in 2020

>> No.6481969
File: 101 KB, 960x540, spincycle.jpg [View same] [iqdb] [saucenao] [google]
6481969

douk's secret levels are fuckin weird and gimmicky
i like it

>> No.6481971

I've been grinding through Sigil recently, and boy do I not enjoy a single second of it. The levels are amazing, well-made, and fucking pretty, but they require a constant level of what feels like absolutely perfect play. I've wished I had the SSG so, so many times over the course of my playthrough.
>>6481935
Because they're popular, enjoyable, and more highly regarded than not at all.

>> No.6481974

>>6481969
Secret levels are generally a good excuse for making unconventional and gimmicky levels, IMO.

>> No.6481990

>>6480753
Like everything it can be good or bad. I think it's a nice way to spice up backtracking, but it's also possible to just overwhelm the player with a bunch of hitscanners that they can't react to without dying unless they already know it's coming. Should be used sparingly, I feel.

>> No.6481993

Can Half Life Decay be retro now?.

>> No.6481996

>>6481873
>I am silly

>> No.6482000

>>6480589
>generic
>no sense of place
Funny, because Double Impact is one of the few Doom E1 replacement wads that actually felt memorable and distinctive to me.
And I'm someone who criticises DTWID for feeling generic.

>> No.6482020

>>6481993
if NRFTL is considered retro I don't see why Decay wouldn't be.

>> No.6482058 [DELETED] 

>>6481927
Based!
Based.
Based!
Based?
Based!
Based.
AAAAAAND
BASED.

>> No.6482061

>>6482058
Based

>> No.6482095

Why does Doomguy wear light-brown gloves in game that almost could be mistaken for just his skin?

Wouldn't it have been easier to make the gloves black like in the art? It just makes his wrist in several sprites look unnaturally wrinkly and weird

>> No.6482105

>>6481969
Freeway was an exception. That level was much better than anything else in episode 3.

>> No.6482131
File: 8 KB, 184x184, images (12).jpg [View same] [iqdb] [saucenao] [google]
6482131

>>6481927
cool.

>> No.6482135

>>6482105
I like to think Freeway's gimmick is that its by Allen Blum instead of Levelord.

>> No.6482154

>>6482135
It would have made more sense if they placed the map in either episode 1 or episode 4.

>> No.6482172
File: 78 KB, 584x609, 1568421001688.jpg [View same] [iqdb] [saucenao] [google]
6482172

>>6479719

>> No.6482194

>>6482172
>implies people would want to kill a dark skinned character
What did Randy Pitchford mean by this?

>> No.6482202

>>6482172
Stop posting, Randy.

>> No.6482237

Playthrough video of map19 of 200 minutes of /vr/ is up. Neighbors are sabotaging my recordings with their renovations, managed to record only two levels between their bouts of drilling.
https://www.youtube.com/watch?v=p-gEGFG9s4I

>> No.6482249

>>6481195
Because Zandronum still uses SDL1, and SDL1 is a piece of shit when it comes to multimonitor support.

>> No.6482250
File: 83 KB, 586x595, Безымянный.png [View same] [iqdb] [saucenao] [google]
6482250

>>6482172
AУE! Cмepть Лeгaвым Oт Hoжa!

>> No.6482254

>>6481908
Finally some love for Strife

>> No.6482263

>>6481540
>I've been missing out big time.
That's exactly how I feel, and I played Doom before you were born... though admittedly not since. It's been good to get back to it, and to try Quake for the first time ever. (I may try Doom 2 soon, though Quake 2 doesn't seem to be widely liked.)

Sometimes I miss the pre-internet - well, pre-domestic internet - era. Not going to blogpost on it, but booting up the old Doom shareware in Chocolate remided me how much fun could be had with affordable games, and how much great stuff was made by hobbyists. All the fun of trading with and writing to game makers, and getting interesting games for a couple of quid by mail order (I think my most-played Amiga game was probably Tobias Richter's Star Trek).

So... not wanting to fill my boots with every retro FPS going, but Doom is "the iconic one" that everyone remembers and has played. What about its contemporaries? Lots of mentions of Duke Nukem above - is it worth a shot?

>>6482172
If that tweet is a reference to the news story I think it's in reference to, then that's pretty crass.

>>6481908
I'm impressed! Must've taken a lot of work.

>> No.6482318

>>6482263
Duke Nukem is must-play material. Download the game files from this link in the OP
> https://mega.nz/folder/QXIk1bjB#NHRWGIfjcc77PyGgRlga4Q/folder/RC4SSC5I
Download the newest version of EDuke32. Then download the FLAC music pack
> sc55.duke4.net/games.php
Put the game files in the EDuke32 folder. Put the .zip file of the FLAC music pack in a new folder called "autoload" in the EDuke folder. Enable autoload folder when you open EDuke. For your first playthrough, do a continuous playthrough on Come Get Some difficulty (monsters respawn on Damn I'm Good), but only save once at the start of each level. Bobby Prince's music makes the game bad-fuckin'-ass like it does for Doom.

>> No.6482345

https://youtu.be/7DTEWl7geRI
https://youtu.be/DYNsuHnnk1A

>> No.6482364

>>6482254
I've never played Strife but I'm interested in it.
How much time does it take to play through the game? I know it inherited Doom's maze-like level design, but apart from that how much gameplay is there?

>> No.6482365

>>6482364
It's relatively short, but some of the maps are real damn mazey, so unless you actually know the layout they'll become major timesinks.

>> No.6482371

>>6482365
ok I should read posts completely before replying.

The game is basically a fetch quest for five macguffins (not the actual npc with that name). You can blaze through it in a single day if you don't care about 100%ing stuff.

>> No.6482402

>>6481873
Why do you need demo compatibility with the original exe in a gzdoom map? Why would someone make a gzdoom map and not balance fights around having infinitely tall actors off? Why do you pretend it's oh so difficult to go to compat settings and set it to doom strict?

>> No.6482418

>>6482345
Unrelated crap.

>> No.6482487

>>6482172
What if I want to take a hot steamy dump on trashy perverted CEOs of shit companies who jump on current events to sell awful games?

>> No.6482556

>>6482402
I don't think you're understanding anon. No one is advocating for compatibility with the original DOOM2.EXE in a gzdoom map. What they are saying is that playing back a doom demo from DOOM2.EXE in GzDoom (from vanilla maps and what have you) not working tells you that GZDoom is not an accurate representation of the game at all

>> No.6482558

>>6482556
It uses different, more diverse PRNG table, alongside more traditionbal RNG instead of very flawed original PRNG table and that affects everything

>> No.6482560

>>6482371
Thanks, I will give it a try soon.

>> No.6482561

>>6482558
Yes, why are you telling me this, you're acting as if I'm saying it's some weird mystery. I just said it's not an accurate representation of the game

If you think that "improving" the RNG by completely breaking backwards compatibility is a good thing you're free to have that opinion of course

>> No.6482563

>>6481760
Bro, just, bro, just make offset variants of the flat you need to align, bro, this is Vanilla/Boom Mapping 101, BRO

>> No.6482565

>>6481873
>Why is this sourceport not Boom? I want it to be Boom! I don't care that there are Boom ports, this port should also be Boom!

>> No.6482567

>>6482561
>oh noes, my "7-14" roll does not come out as "9" 95% of the time now
>the whole game experience is ruined forever!

>> No.6482568

>>6482567
>Woops I broke backwards compatibility for every demo recorded in the last two decades
>Oh well :)

>> No.6482571

>>6481908
Oooh, Strife stuff! Strife has such cool textures and sprites, the style is just phenomenal, I love seeing someone taking it beyond the original game.

>> No.6482572

>>6482568
>oh noes, something that was never in the scope of the project is still outside of the scope of a project
>how will I ever recover, no other project that actually has such a feature exists!

>> No.6482575

>>6482568
Why does demo compatibility matter for GzDoom when PrBoom+ already has that, and is the port of choice for recording and playing demos, on top of having compat flags for truly authentic behavior?
Advanced features in GzDoom precludes compatibility with regular demos, but that's the tradeoff you make for advanced modding.

>> No.6482578

>>6481971
Lower the difficulty to HMP then.

>> No.6482586

>>6481971
>I'm playing the game on hard mode
>it's hard and I don't enjoy it

Man, if only there were difficulty options in the game. That would be so cool.

>> No.6482587

>>6482575
>>6482572
I just hope Chicken-man gets his shit together and stops fucking over people on lower end hardware for the sake of """progress""". You shouldn't need good hardware to play mods for fucking Doom

>> No.6482595

>secret is accessed by running halfway up some stairs to set off an invisible line trigger, then running several rooms away to shoot a specific wall texture within 5 seconds

why do people do this shit

>> No.6482602

>>6482318
>telling someone how to play an fps the first time
Fuck off faggot! Not everyone has to do it exactly your way.

>> No.6482630

>>6482595
to make you get your head out of your ass and listen to sound cues

>> No.6482643
File: 1.01 MB, 1922x2790, The Action of the Fundamental Group on the Higher Homotopy Groups.jpg [View same] [iqdb] [saucenao] [google]
6482643

Is Strife worth completing? I'm in the power plant right now and I'm getting mixed messaging from the game and it's rudimentary systems.
The woman on comms says to do things stealthily, but that means only knife use, even though the crossbow is pretty silent. The second you shoot something the alarms go off, yet you can murder someone with melee with little to no consequences. The knife does such measly damage that you're almost forced to take damage from enemies and your medkits seem to be on auto use so they're easily drained. And finally, the game seems to forced you out of a stealth state instantly when you cross thresholds within the environment, yet, from what I've observed, there is no way to turn off alarms or diminish area hostility.

>> No.6482664
File: 129 KB, 970x1125, 1560588535987.jpg [View same] [iqdb] [saucenao] [google]
6482664

how in a flying fuck do I do a red texture in quake without turning it into a fullbright?

>> No.6482684

>>6482630
I guess I should've specified:

>room the invisible line trigger changes something in is far away enough you will never hear any audio cue

>> No.6482685

is it possible to make a leg in doom?

>> No.6482686

>>6482595
>>6482684
What map?

>> No.6482689

>>6482686
Nerves of Steel TC Map04

>> No.6482690

is it possible to make a leg visible in doom

>> No.6482694

>>6482587
Isn't that what LzDoom is for?

>> No.6482710
File: 109 KB, 1920x1080, 1579854351625.png [View same] [iqdb] [saucenao] [google]
6482710

>>6482664
>sunday
>had to learn something
I hate you

>> No.6482715
File: 341 KB, 882x594, strife.jpg [View same] [iqdb] [saucenao] [google]
6482715

>>6482643
>The woman on comms says to do things stealthily,
You really don't have to, unless you're maybe trying to kill someone in town or something. You can brute force your way through most things in the game.

>but that means only knife use
>even though the crossbow is pretty silent
The crossbow is not silent unless you're using poison bolts, poison bolts are instakill on acolytes and peasants, and worthless against robots.

>The second you shoot something the alarms go off, yet you can murder someone with melee with little to no consequences.
Yeah, the stealth mechanics are very halfbaked.

>The knife does such measly damage that you're almost forced to take damage from enemies and your medkits seem to be on auto use so they're easily drained.
The punchdagger gets better with the game as you get more stamina implants (health), it's like a slow buildup for a permanent berserk pack.

>And finally, the game seems to forced you out of a stealth state instantly when you cross thresholds within the environment, yet, from what I've observed, there is no way to turn off alarms or diminish area hostility.
Yeah, that's just the way it is. As said, the stealth is half baked, remember to make some saves here and there, and avoid making trouble in town.

>> No.6482717
File: 203 KB, 816x639, meat room.png [View same] [iqdb] [saucenao] [google]
6482717

I think I have completely given up on architecture that makes sense, I'll just blame Satan for this.

>> No.6482721
File: 2.90 MB, 800x450, feet.webm [View same] [iqdb] [saucenao] [google]
6482721

>>6482685

>> No.6482726

>>6482721
He scootn

>> No.6482727

>>6482664
there are several ways, easiest is using texmex and ticking "use fillbrights" off in the settings. but if you're doing things manually, just use a palette with no fullbrights

>> No.6482740

>>6482721
How

>> No.6482742

>>6482721
What mod?

>> No.6482745

>>6482689
Never played it before. Is it good?

>> No.6482750

>>6482745
It's pretty great, it uses the music from Duke Nukem Total Meltdown.

>> No.6482773

>>6482727
it turns orange
already did it here >>6482710, thanks

>> No.6482779

>>6482773
inb4 "how do I keep the fullbrights I wanna keep"

>> No.6482798
File: 218 KB, 800x600, 1587562214039.jpg [View same] [iqdb] [saucenao] [google]
6482798

>>6480235
why not

>> No.6482807
File: 461 KB, 1920x1080, Screenshot_Doom_20200531_114955.png [View same] [iqdb] [saucenao] [google]
6482807

>>6482798
Signed up for a secret level in Modest Mapping Challenge. GZ Doom has a slightly different idea on the subject of rendering it, it seems.

>> No.6482809
File: 208 KB, 971x1003, 4ce.jpg [View same] [iqdb] [saucenao] [google]
6482809

>>6482263
quake 2 is liked, its just a group of discord autists who hates anything that isn't quake 1 vanilla shitposthing here and hatinf Q3,Q2, HL and other fps games.
some are even from the quake mapping discord group.

>>6482798
I think Screenshot Sunday should be any map or game that you are playing atm, give a review if you like it, or asking tips or suggestions in some areas.
Saturday should continue as it is, only for projects.

>> No.6482817

>>6482809
I'm not on discord and I think Q2 is irredeemable fucking borefest trash
nobody even defends Q2, it's always "nuh-uh it's not THAT bad" and that's it

>> No.6482824

>>6482172
What a fucking idiot, if true

>> No.6482827

>>6482817
See, all you need is to lay the trap and the idiot smells the fresh blood.

>> No.6482853

>>6482827
right.
here's what I don't get. with the HL-fag there were people (or just one anon samefagging, possibly you) saying "look at this idiot, I've watched hours of his videos and he's bad at strategy games!". like, what? you ACTUALLY watch this shit?
same with knowing what's being posted on resetera or discord. you'd have to be a part of that cancer yourself, wouldn't you? are you just projecting 24/7? not everyone is diving in those trash heaps you know.

>> No.6482856

>>6482721
what mod is this

>> No.6482865

>>6482172
Shame he's just another enemy of America...and a rich asshole with an inflated ego.

>> No.6482881

>>6482853
i love Q2, Multiplayer back then was the tits and full of campy fun, mainly with mods, i even have an old hardware magazine cd here with a few addons and skins from that time.
i met some good people playing HL and later on the early CS builds with "headshot people by shooting their feet"
also the short rivalry inbetween Battlezone 98 and later on Q3A with 2:combat commander was neat.
Those were the good times, and sadly they are gone.

Also, I get the feeling that anti HL nigger is possibly a underage who met this board yesterday and possibly watches garbage youtubers like indigo gaming, Hboomerguy, zaric, spoony and so on, or has a RPGcodex account, and belives on the "if he said its shit then its shit and i shall meme hate too to be cool", which happens mostly on the containment board that is /v/.

there are people who needs to learn that youtuber and shit are the same thing, and you need to play the damn thing UNTIL THE END AS THEY DO and with a open mind, to get a real opinion instead of parroting someone on the internet who possibly sucks at the game itself.

>> No.6482886

>>6482807
ship it

>> No.6482893

>>6482881
see, there you go listing a hundred things a civilized person should have no knowledge of. the most I can name is maybe totalbiscuit and his clique. if you're so concerned about the board's purity maybe start by not dragging this garbage here

>> No.6482895

What's wrong specifically with Quake 2 anyway? Not that I think it's amazing, I'm just curious cus I haven't played much of it in a while. Tho I will say the lack of air control with the pre-Q3 strafejump is kinda fucky to play with, that and I suck at MP compared to Q1 and 3

>> No.6482898

>>6482886
What did you mean by this?

>> No.6482901

>>6482895
You have to aim to the lower right corner of the crosshair, and deal with an annoying delay between the click of the mouse and the shot.

>> No.6482903

>>6482895
unresponsive guns with weak sounds
boring non-threatening enemies
sluggish movement as compared to Q1
by-the-numbers level design that all looks the same

>> No.6482906

>>6482898
that looks ready for production, anon
was a joke
looks good though

>> No.6482909

>>6482903
Level design and movement are fine, stop trolling.

>> No.6482910

>>6482909
saying they're fine won't make them so

>> No.6482913

>>6482910
The same could be said about your post anon.

>> No.6482914

>>6482906
I see. Thought it's some kind of meme

>> No.6482916

>>6482895
Q2 has more physics and control than Q3A
Q2MP ends up being good because of it and the movement is more fluid, also you have sidestep ledge jumping.
Q3A is great but the movement isn't that fluid, and the lack of good physics doesn't help either.
I feel that Q3A was more of Timmy's kid than Carmack and the rest of the team.

fortunately mods brings that back, but Vanilla Q3 physics feels like a downgrade compared to Q1 and Q2.

>> No.6482919

>>6482913
not really. I described the specific things I disliked (sluggish, predictable/sameish). you just said "nuh-uh", as expected

>> No.6482923

The only good thing about Quake 2 is the chaingun.

>> No.6482929

>>6482923
Wrong, zoomer.

>> No.6482931

>>6482929
Drop the buzzwords, anon, and I never saw much else worth talking about with Quake 2.

>> No.6482938

>>6482931
The music, the visual design of the enemies, the Hyperblaster, the Railgun, the BFG, the Super Shotgun, the texture work, and most importantly, the multiplayer.

>> No.6482941

>>6482919
Yes, really, because I say so, just like you say what you said about Quake 2.
>I described the specific things I disliked
There we go, he didn't ask what you disliked, he asked what was wrong with it.

>> No.6482945

>>6482938
I oughta play some multiplayer. Not the same anon as >>6482931 of course but are there any good bots for quake 2?

>> No.6482946

>>6482938
There you go, that's all I ask for. I'll agree that the fucked up cyborg stroggs are cool, though I don't care much for the SSG or Hyperblaster. I actually forgot about the railgun though. I can't say anything about the multiplayer, I've never played it.
Really the chaingun sticks out to me the most because of how it shoots faster and it fucking chunks targets into little pieces, that's cool and it's not present enough in video games.

>> No.6482958

>>6482945
the GOG installer comes with Netpack extremities in it along with bots, if my memory serves well
also Q2 Bots are hard

>> No.6482959

>>6482941
are you the kind of person that jumps on people when they don't preface what they say with "in my opinion"? obviously anything "wrong" with the game would be opinion-based, aside from purely technical aspects
but if you want to quantify, the levels are predictable and bland as compared to Q1, Unreal, HL1, Duke3D, Blood, etc, etc. why do I even have to spell it out? are you gonna pretend you honestly disagree?
admittedly hard to do the same with movement, since obviously I wouldn't give enough of a fuck to stick with it for more than the length of the game. but it was a sharp contrast to Q1, not some subtle difference

>> No.6482964

>>6482946
>I can't say anything about the multiplayer, I've never played it.
It's somewhat similar to Quake 3's, arguably a little better.

>> No.6482987

>>6482959
No, but I see what your issue is, you treat Quake 1 (although you have listed others) as something special enough to be used as standard of quality when it isn't. You are trying to compare it against something instead of sitting, playing the game without thinking about other games, which impairs your ability to objectively point out issues in the game. You would have stuck with something more obvious like "unresponsive guns" and stayed quiet about the movement since it is actually fun despite being slower than Quake 1. The projectiles trajectories are also an issue, they aren't aligned with the crosshair despite it being centered.

>> No.6482989
File: 17 KB, 256x140, lidi.jpg [View same] [iqdb] [saucenao] [google]
6482989

>>6482923
Come talk shit about Quake 2 to this Quad Machine's face, fucker, not online and see what happens

>> No.6482992

>>6482721
haha look at him go

>> No.6482998

>>6482987
it IS a standard of quality when the game in question is called "quake" 2, genius
>inb4 "it had a different working title"
don't give a shit

>> No.6483002

>>6482721
Mod?

>> No.6483003

>>6482998
>it IS a standard of quality
That is your plebeian opinion and unworthy of being taken seriously, mr. troll.

>> No.6483008

>>6482263
You should really try Blood after Duke 3D, it's the other AAA+ game using the Build engine, the same one Duke uses

>> No.6483010

>>6483003
>nuh-uh you're wrong, I said so

>> No.6483016

Quake 3 > Quake 1 > Quake 2 > Quake 4 > Quake Champions

>> No.6483025
File: 579 KB, 1500x1875, gheh.jpg [View same] [iqdb] [saucenao] [google]
6483025

>> No.6483030

>>6483025
That is pretty gay.

>> No.6483034

>>6483016
>Quake 3 > Quake 1 > Quake 2 > Quake 4 > Quake Champions
You're a retard
Q1 > Q2 > Q4 > Q3A > Champions >>>>>>> Quake Wars

>> No.6483038

>>6483034
I forgot quake wars existed but you see there's a reason why i said q1 > q2

>> No.6483041

>>6483038
Quake 3 certainly shouldn't be first

>> No.6483091

>>6480739
>Literally everyone but Ukrainians acknowledge Ukraine is Russia
I don't either and I'm quite American. Don't be a cunt.

>> No.6483102

What is your favourite and least favourite texture from standard Doom set? FIREBLU disqualified for being a meme.

My favourite is MODWALL1 (Brownish thing with white horizontal strip) and my least favourite is cement family.

>> No.6483103
File: 2 KB, 160x160, TURTLE.png [View same] [iqdb] [saucenao] [google]
6483103

>>6483091
bold of you to assume he would acknowledge you not being british

>> No.6483123

>>6482903
Dont forget the atrociously slow weapon-switching.

>> No.6483132
File: 68 KB, 512x304, unnamed (5).jpg [View same] [iqdb] [saucenao] [google]
6483132

>>6480739
Fuck you Chaimovich

>> No.6483179

>>6483132
Someone should make these guys a replacement for Nazis in their mod

>> No.6483180
File: 3.20 MB, 320x240, Slava Ukraini.gif [View same] [iqdb] [saucenao] [google]
6483180

You have 29 years to prove Ukraine is not Russia by posting 3 good games they made that aren't Stalker.

>> No.6483184 [DELETED] 
File: 154 KB, 607x916, civvie.png [View same] [iqdb] [saucenao] [google]
6483184

What did he mean by all this?

>> No.6483187 [DELETED] 

>>6483184
Based civvie

>> No.6483190 [DELETED] 

>>6483184
It means you're a mental defective for posting twitter screencaps here on a Doom thread.

>> No.6483194 [DELETED] 

>>6483184
Americas are still into lynching negroes apparently

>> No.6483197 [DELETED] 

>>6483184
I hope his apartment complex gets burned down by peaceful protesters

>> No.6483205 [DELETED] 
File: 247 KB, 1107x737, doom-2-modder-spends-300-hours-making-a-three-hour-level-1476839094925.jpg [View same] [iqdb] [saucenao] [google]
6483205

>>6483190
But his tweets aren't Doom related either.

Why the fuck would anyone care about his low IQ lardass inbred optics anyway? perhaps he should just focus on playing boomer vidya, before he turns into a boomer version of TB.

>> No.6483235

No retro fps gamer likes HL1 and Q2.

>> No.6483246
File: 27 KB, 319x641, SW2SKULL.png [View same] [iqdb] [saucenao] [google]
6483246

>>6483102
>favourite
SW2SKULL
>least favorite
STARTAN2

>> No.6483258

>>6483235
Nobody gives a shit.
Leave.

>> No.6483260

>>6483258
normalfag

>> No.6483295

>>6483260
Please come up with a proper argument without buzzwords.

>> No.6483329

>>6483235
HL no, Q2 yes, fuck you.

>> No.6483343
File: 46 KB, 569x802, 1526789451043.jpg [View same] [iqdb] [saucenao] [google]
6483343

>>6482916
>Q2's movement is more fluid than Q3's
Hmm, interesting. Is there any kind of video or documentation about it that has more detail on the matter? I'm genuinely curious about how specifically different the two games' movement physics are.

>> No.6483373

>>6483295
zoomers like those games.

>> No.6483383

>>6483373
Why is that the case, that zoomers are getting interested in Doom and retro FPS games in general, with Doom being the most prominent example of that? I'd assume it's because of its reputation for one thing, yeah?

>> No.6483387

>>6483373
I just told you without buzzwords you fucking idiot

>> No.6483393

>>6483387
They are garbage games.
Everything wrong with modern fps and games.

>> No.6483397
File: 652 KB, 620x1108, 1479998475693.png [View same] [iqdb] [saucenao] [google]
6483397

>>6483383
>>6483387
Quit replying to him.
It doesn't matter though, if we don't have idiots giving him (you)s, he'll just start samefagging and repeating himself like a broken record with the same tired shit of REFUTE THIS and quote his post about 4 times, then he'll say VR NEVER LIKED HL. WHY DOES IT MAKE VR SEETHE!?
It's all so tiresome.

>> No.6483437

Are there any Warhammer 40k wads? I can't believe I haven't found any yet.

>> No.6483446

>>6483397
>>6483383 here, I wasn't any other anon involved with that argument, I was just legitimately wondering why retro FPS's are becoming popular amongst zoomers

>> No.6483452

>>6483446
As a zoomer that still confuses me
the only reason why I started playing doom was because in like 2009 i saw this exact video and was interested in whatever this mysterious "doom" was https://www.youtube.com/watch?v=J6OD6xDdfz0

>> No.6483501

>>6483446
Given that we're all playing old-school (like, practically first gen) FPSs, aren't we Doomers rather than zoomers?

>> No.6483503

>>6483452
Not the person you're replying to but I was introduced to Doom in a similar fashion, this video in 2007 when I was 11: https://www.youtube.com/watch?v=FkMSVtG4whs

Then I started playing Skulltag in 2009 and I've been a fan of Retro FPS games ever since.

>> No.6483509

People keep saying Sigil looks underdetailed. I'm not sure which reviewer said that, Civvie maybe.

But I beg to differ. Sigil looks beautiful. I just keep marveling the eyecandies of M6, one of the best looking levels I have ever seen. That first half in the dark hallway was just, something else. Not to mention the Minotaur maze. M2, M4 and M5 also look great!

>> No.6483515

>>6483503
As someone who's discovered those games a decade or so after they came out, and presumably has played some of their more modern descendants (we'd had COD and MOH and such by 2007, right?) - what do you like about retro FPSs, and what do you think they do better than more modern games?

(Also, who's for Skulltag?)

>> No.6483530

>>6483246
That switch really is the fucking coolest. It's used so rarely in wads too.

>> No.6483532

HL1 and Q2 will never be good.

>> No.6483543

Playthrough video of map20 of 200 minutes of /vr/ is up.
https://youtube.com/watch?v=Ea7cbV9w7Dc

>> No.6483546

>>6483532
HL2 and Q1 will never be good.

>> No.6483562

>>6483446
>>6483452
>>6483515
Modern FPS's try way too hard to be realistic in their actual gameplay elements even when the content of the game itself is unrealistic.
Sluggish movement speeds with very limited/no room for techniques that allow you to go meaningfully faster than the default, overuse of cinematic events that take control away from you and breaks your flow with the gameplay, and imbalanced weapon rosters that consist of nearly all uninspired "military-style" hitscan guns that have unsatisfying feedback when you hit an enemy. This isn't even mentioning all the extraneous garbage like abilities, cooldowns, stamina bars, etc.

>> No.6483563
File: 150 KB, 816x639, cratewall.png [View same] [iqdb] [saucenao] [google]
6483563

Does this kind of transition bother you? Am I being overly perfectionist again?

>> No.6483565

>>6483532
b8

>> No.6483567

>>6483563
Transition's fine

>> No.6483581

>>6483562
... which, funnily, is pretty close to my opinion, and also to a couple of videos I've watched on "why Doom 3 failed, and how Doom 2016 recaptured the spirit of '93" type topics.

I'm with you, anon. Doom and Quake (as just 2 examples) are frenetic fun that don't worry about suppressors or scopes or alt-fire or realism... they have a weapons roster, an enemy roster, and aim to keep you moving in relatively open spaces. Sure, there are secrets and switch puzzles, but nothing as bad as the grindy goals in some games. No complex abilities or cooldowns, and no real reloading. Just speed and flow, ammo, armour and health.

I'm sure there's a place for the realistic ones, though. Just not for me!

Also... yeah, I never got the hang of the modern controllers. Mouse and keyboard all the way, or just pure keyboard for classic Doom.

>>6483563
I like it, it's a nice touch that it isn't simply a texture change on a level surface. One of those little things that subtly makes the map feel more "real". But I can see why it'd annoy some people.

>> No.6483584

>>6483515
>what do you like about retro FPSs, and what do you think they do better than more modern games?
I like the fast-paced gameplay and non-linear level design. I feel like modern FPSes focus too much on storytelling and can be lacking in terms of challenge (First time I saw regenerating health was in GoldenEye: Rogue Agent and I thought it was weird as hell). You also get more movement options in older FPSes while in newer ones it feels like you're glued to the ground most of the time.

I also agree with pretty much everything >>6483562 said.

>> No.6483586
File: 167 KB, 816x639, cratewall.png [View same] [iqdb] [saucenao] [google]
6483586

>>6483581
>>6483567
I think inverting them made the whole thing look more sensible. I'm not sure why, but it does somehow.

>> No.6483605

>>6483563
Hide a secret in there

>> No.6483631

>>6483586
Yeah, that actually does look more functional. In the Real World (TM), people prefer that look so that the corners of boxes are't being continually kicked or tripped over.

Doesn't make a blind bit of difference in Doom, but it's still visually nice.

>> No.6483641

>>6483605
I'm going to cut holes in those boxes and put some monsters in there.

>> No.6483650

>>6483605
i got a ring in ere last night

>> No.6483708

>>6479618
Im almost finishing episode 3 of Blood mod Death Wish... Its so fucking awesome!, what are some more good mods for blood?

>> No.6483712
File: 48 KB, 384x256, skull switch.gif [View same] [iqdb] [saucenao] [google]
6483712

>>6483530

>> No.6483739

>>6483383
It's just because they're awesome... they get into Doom first because it's the big motherfucker of retro FPS that they probably hear about on YouTube or something and it's a natural gateway to Duke, Blood, etc

It's why these games have captivated people of all ages since their birth and continue to capture the interest of young people or zoomers or whatever term one wishes to use for them

>> No.6483740
File: 120 KB, 816x639, cratewall.png [View same] [iqdb] [saucenao] [google]
6483740

I'm pretty sure I fucked up the internal dimensions of the hollowed-out crates, but I'm not sure because I can't count.

>> No.6483743

>>6483712
Definitely the most based of all Doom switches, how many times does it even appear in vanilla? Not many surely.

>> No.6483752

>>6483743
I think only in Circle of Death and Icon of Sin.

>> No.6483758

>>6483437
I believe there was a crude Spacehulk .wad made in like 1996 or so.

>> No.6483807

>>6479618
I do not understand this image.

>> No.6483830

How do I load in multiple wads in linux?

>> No.6483937

>>6483712
the real question is who's skull is that?

>> No.6483946

>>6483397
not my fault your game ruined fps.

>> No.6483947

>>6483937
Most of the sources for Doom's textures were either taken from stock photo CDs or scanned from books, so...

>> No.6483954

>>6483947
I meant lore-wise. Who's skull is that big to be turned into a giant switch?

>> No.6483962

>>6483954
The world will never know...or care.

>> No.6483963 [DELETED] 
File: 80 KB, 1080x838, ksn72cinsy151.jpg [View same] [iqdb] [saucenao] [google]
6483963

>> No.6483967

>>6483963
>Imagine seeing the world constantly through pop culture
Embarrassing

>> No.6483979

>>6482742
>>6482856
>>6483002
Project Brutality

>> No.6484010

Half Life doesn't belong on /vr/.
>>6484004

>> No.6484035
File: 141 KB, 600x601, MV5BYjAzNGY1MzktZDUyMy00NDIwLTkzZTQtY2NiNmViYjEwZDAxXkEyXkFqcGdeQXVyMjUyNDk2ODc@._V1_[1].jpg [View same] [iqdb] [saucenao] [google]
6484035

>>6483937
Reminds me of Megadeth's mascot

>> No.6484050
File: 1.61 MB, 1920x1080, 1571194260514.png [View same] [iqdb] [saucenao] [google]
6484050

>>6482798
slow day

>> No.6484097

>>6483758
I want it,

>> No.6484101

>>6483807
Fireblu is infamously hard to align which is basically the punch line, the textures get progressively more evil the harder they are to align

>> No.6484106

What happened to the Baron that is all dismembered and hung from chains? Who did that to him?

>> No.6484108

>>6483708
Play Eviction

>> No.6484110

>>6484106
The Cyberdemon.

>> No.6484112

>>6484101
I thought the punchline was it fucked up stream bitrates and people overused it

>> No.6484115

>>6483708
No Hope In Sight

>> No.6484156

>>6484035
His name is Vic Rattlehead, you swine.

>> No.6484173

Quake 2 is not retro too.

>> No.6484180

https://www.youtube.com/watch?v=S3t6CLufhfM

>> No.6484184
File: 76 KB, 400x450, 1524330393186.gif [View same] [iqdb] [saucenao] [google]
6484184

>>6483963
>taking what is essentially the first few pages of an 80s-90s action movie script worth of Doom's "story"
>BRUH MUH POLITICS HAHAHAWHEEEE IM CORRECT

people like this can consume my entire anus

>> No.6484240

>>6483712
It's funny, I've probably put thousands of hours in Doom and seen this specific wall texture countless times, but just now is the first time I actually LOOKED at it and realized how gory and grotesque it is. It's weird how you can not really pay attention to details like that.

>> No.6484289
File: 108 KB, 400x1000, QUADCUM.png [View same] [iqdb] [saucenao] [google]
6484289

Yesterday I beat Quake 1 and Armagon. Im probably gonna finish dissolution of eternity today. When I finish that should I play Arcane Dimensions or Dusk? Also is Dusk MP active or is it dead as shit?

>> No.6484326
File: 224 KB, 1024x524, ohman.png [View same] [iqdb] [saucenao] [google]
6484326

>>6483963
So if I'm a violent protester, I'm LITERALLY Doom Slayer? Sounds powerful enough for me!

>> No.6484404

Can one use Zandronum to play the shareware version of DOOM? I'm not asking whether it should be done (I do have the full version of DOOM); I just want to know if it can be done. I am a stupid person and therefore I don't know if there's some reason that multiplayer wouldn't work for the shareware, and I'm curious about whether it would work but don't have anyone to try it with.

>> No.6484416

>>6484404
Yes.

>> No.6484542
File: 16 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6484542

Base Ganymede's E2M6 is a fun level.

>> No.6484570

>>6484416
Thanks!

>> No.6484628
File: 150 KB, 399x600, Stop.jpg [View same] [iqdb] [saucenao] [google]
6484628

I dunno if you guys ever heard of a genre of music called dungeon synth, but it has become my go-to Doom music for when I get tired of listening to the same MIDI over and over when grinding pistol-starts no-saves. Sometimes I'll listen to thrash metal like Metallica's first three albums, or death metal like Nile (Black Seeds of Vengeance is good Dooming music for Hell levels), or black metal like Darkthrone, but a lot of the time I find metal is too distracting. Filmmaker used to be my go-to Doom music, especially when grinding Nightmare demos
> https://www.youtube.com/watch?v=C9pk7bsfh58
but there's only so many times you can listen to the same discography over and over. Which brings me to dungeon synth, a genre I randomly discovered from youtube one day.

Here is what I'm listening to now
> https://www.youtube.com/watch?v=YDbJyRut2_0
Varg Vikernes recorded this while in prison and the only instrument he had access to was a synthesizer. I doubt he intentionally set out to create "dungeon synth," he was probably just making music with the only tools he had. I used to think this music was just ambient until I discovered this youtube channel. You can also find tons of dungeon synth on that channel.

I know virtually nothing about this kind of music but here's the first artist in this genre whose name I remembered because I thought his music was good
> https://www.youtube.com/watch?v=xHiQaPU9BWU

>> No.6484639

>>6484628
Sounds like the kind of music that would play in an RPG dungeon, which I guess is the point. It's such an oddly specific thing to make a genre out of, though.

>> No.6484672

>>6484639
>oddly specific
Oh dude you don't even know. Check out this stuff called dinosaur synth, which, you guessed it, is dinosaur themed:
> https://www.youtube.com/watch?v=YjUhBVkJoMk

There's comfy synth, which is super comfy:
> https://www.youtube.com/watch?v=QtBjuWw1Xvw

And here's some really good medieval ambient:
> https://www.youtube.com/watch?v=ppoivQ4sQww

>> No.6484791 [DELETED] 
File: 242 KB, 600x713, scared.jpg [View same] [iqdb] [saucenao] [google]
6484791

can i talk about eternal here?
everything on /v/ immediately devolves into shilling and wojaks

>> No.6484797 [DELETED] 

>>6484791
You can't, I'm sorry. You might be able to sneak some discussion through if you're smart about it, but not directly.

>> No.6484804 [DELETED] 

>>6484797
eternal technically counts as a sourceport though

>> No.6484805 [DELETED] 

>>6484791
Nope.

>> No.6484808 [DELETED] 

>>6484791
Most discussion of nuDoom here goes like this:
>hey guys why don't you like nuDoom?
>here's an essay about why I don't like it
>but that's wrong
>it's not
>it is!
>it's not!
>all posts deleted

>> No.6484825 [DELETED] 
File: 11 KB, 300x389, file.png [View same] [iqdb] [saucenao] [google]
6484825

>>6484808
can't discuss the game anywhere
it's always pretentious contrarians vs 'lmao nudoom is mario bing bing wahoo'
FUCK
fine i'll fuck off back to solitude, at least i can play plutonia and tnt in it

>> No.6484874 [DELETED] 

>>6484791
>>6484825
NOT. RETRO.

>> No.6484883 [DELETED] 

>take average amounts of damage
>screen starts flashing red and fucks with positioning
>get hit with anything moderate or the fabled 80dmg revenant ball
>literally blinded for 5 seconds
>same applies to simply walking over rows of pickups
I now remember why most have this turned off

>> No.6484886 [DELETED] 

>>6484874
REDDIT. TYPING.

>> No.6484932

>>6484791
I like how they incorporated more remixed songs from the earlier Doom games.

>> No.6484941

>>6484932
https://www.youtube.com/watch?v=7SHaphIO2XQ

>> No.6484978 [DELETED] 

>>6484791
yes you can, but it will be not different

>> No.6485004
File: 107 KB, 284x177, INTERMISSION.png [View same] [iqdb] [saucenao] [google]
6485004

>>6479621

https://www.doomworld.com/forum/topic/114797-dbp24-spaceballs-the-sequel-the-quest-for-more-dbp-maps/

DBP24 rc1 released. Rc2 will be coming shortly (24hrs or so) with a few fixes so lemme know if you guys find broken shit.

>> No.6485018
File: 9 KB, 219x230, images.png [View same] [iqdb] [saucenao] [google]
6485018

Name three Doom wads. No, seriously. I'm not in a rush. Take your time. I'll wait.

>> No.6485024

>>6485018
DSG_RNJ.WAD
COOKS_5.WAD
NUITIJH.WAD

>> No.6485026
File: 14 KB, 241x232, 14533431847720.jpg [View same] [iqdb] [saucenao] [google]
6485026

>>6485004
> MAP02: "Hangar: Take Two" by Joe-Ilya

>> No.6485045

>>6485018
UACLABS.WAD
Jason12.wad
TUFHPDW.wad

what now, frogposter?

>> No.6485168

>>6482721
Happy tippy taps.

>> No.6485221
File: 5 KB, 55x61, quake skull 06.png [View same] [iqdb] [saucenao] [google]
6485221

>>6483947
>>6483954
Some textures were from resource libraries, some textures were drawn by hand on paper with pencil, then scanned in and post processed. Some textures were made out of physical items they had lying around. The big skull there was probably drawn by hand on paper or drawn by hand on computer, by either Kevin or Adrian. You can see the skull itself being repurposed in one of the Quake mission packs.

As for what it is in Doom, desu I almost get the feeling that it's just a stone sculpture or bas relief, because the shading on it makes it look like it wouldn't necessarily have too much volume to it.

>> No.6485226

>>6485018
punisher.wad
oku2v31.wad
jackiechan.wad

>> No.6485301

>>6485018
av
ksutra
hr

>> No.6485312

>>6485018
NOVA
NOVA 2
NOVA 3

>> No.6485361

>>6481164
>Started doing the same ever since it got Romero approved.
"I can't think for myself: The Post"
How can someone be this pathetic?

>> No.6485414

>>6485361
And he didn't even approved it, he just said that people would've flipped their shit if the game was like that back in the 90s and this may have resulted in Comics Code 2: Electric Boogaloo.

>> No.6485417

I like that Ancient Aliens is John Romero approved.
https://slayersclub.bethesda.net/en/article/1vt4DnYWjIz6T8KbegBs8G/nods-to-mods-interview-john-romero
>Skillsaw and his Ancient Aliens mod are my favorite.

>> No.6485420

>>6485018
DOOM1.wad
DOOM.wad
DOOM2.wad

>> No.6485435

>>6485414
since when is John "fountains of gibitude" Romero a guardian of morals?

>> No.6485453

>>6485435
He was just stating the fact. They had trouble publishing some of their early titles because of a gore, TTRPG industry went through a witch hunt just a few years ago, vidya industry was already buzzing about it, and Doom was already violent enough for its age, I don't think they would've been able to squeeze a better gore out of their tech (quantity over quality, of course).

>> No.6485523

>>6485453
My favourite line in the whole thing (though it's a great read and if John thinks a WAD or mod is cool then it's got to be all right, even if he isn't the be-all and end-all of Doom) is this:

>SC: What advice would you give fellow DOOM enthusiasts just getting into level creation for the first time?
>JR: Just start making levels. Start tonight. It’s not hard and there’s no reason to wait. The sooner you start, the sooner you’ll get better.

It's quite a cool and supportive attitude - from what I've seen and read of him, though, he seems like a really nice and down-to-earth guy. And I think I'll take his advice.

Still on the fence about Brutal though... it doesn't look like something that massively enthuses me, but hey - something for everyone. May give it a go. If someone enjoys it, good for them; if not, then "no harm, no foul", as they say. (Funny to think that, as >>6485453 and >>6485414 suggest, gore might have been a problem - but on one hand, Mortal Kombat got a bad rep for it. On the other, illustrations in 90s games like Elvira or Waxworks were gruesomely anatomical...)


>>6484628
>>6484672
>>6484941
Awesome tracks, anons.

>> No.6485571
File: 1 KB, 116x152, 1584220103355.png [View same] [iqdb] [saucenao] [google]
6485571

>>6485026

>> No.6485582
File: 520 KB, 559x414, 1589393412653.png [View same] [iqdb] [saucenao] [google]
6485582

>>6485417
New Sandy Petersen PWAD when?

>> No.6485607

>>6485582
Why, anon - when the stars are right, of course...

Ia! Ia! Cthulhu fhthagn!

>> No.6485613
File: 20 KB, 212x410, 14948040927240.jpg [View same] [iqdb] [saucenao] [google]
6485613

>>6485417
>calls his own pwad a megawad
>calls actual megawad a mod

>> No.6485639
File: 124 KB, 960x538, DOOM0012.jpg [View same] [iqdb] [saucenao] [google]
6485639

>>6485004
Damn this turned out way better than I expected.

Here in the first level are some missing textures. In Crispy Doom it looks fine but in GLBoom+ they are missing (I dunno how to take screenshots in GLBoom+, it just takes a picture of my desktop when I press PrtScn so I used Crispy)

>> No.6485645

>That level in Death Wish based on The Thing

Pure kino

>> No.6485695
File: 598 KB, 720x360, Vulture hitsparks.webm [View same] [iqdb] [saucenao] [google]
6485695

Fuggin around with hitsparks, still deciding if I want the narrow one to be for hitting or missing.

>> No.6485820
File: 31 KB, 600x400, ports.png [View same] [iqdb] [saucenao] [google]
6485820

>want to host a game with Doomseeker
>very rarely play games that require port forwarding, don't remember how to do it
>guide on Zandronum wiki is predictably inadequate
>says I need to forward ports 10666 through 10700
Do I really need to forward that entire port range for any reason? Or would just forwarding port 10666 work if I select port 10666 when starting the server?

I attempted to forward the whole port range in my Verizon router's firewall settings (attached image, top); I guess I did it correctly. I didn't use the advanced settings; I just used basic settings, set protocol to "Both" and gave "10666-10700" in the port field.

I also added a rule to my operating system's firewall (attached image, bottom); it didn't seem to work the first time I tried it, so I ended up starting a server and then creating a rule from the zandronum-server entry in the firewall's listening report. My server was using port 10666 so that's what's in the firewall rule now. At this point, I was able to join my own server, but I haven't tried getting anyone else to join.

>> No.6485846

>>6485417
>Team Eternal and their Eternal DOOM megawad was awesome
Lol wut
I think he might be bullshitting and didn't actually remember any others after Ancient AyyLmaos, so he just pulled out Eternal Doom and Memento Mori

>> No.6485887

>>6485846
Maybe he just vaguely remembers it from back when he played it 20+ years ago?

>> No.6485921

Seriously who wrote shit for Doom Eternal?

This is really bad.

>> No.6485932

>>6485921
A 2020 release is 21 years too late to be considered retro as of this moment. Sorry anon, try again.

>> No.6485934

>>6485932
I guess.

>> No.6485989

>>6484628
That FILMMAKER - SPECTRAL one gives me vibes of SMTIV's later Tokyo dungeons