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/vr/ - Retro Games


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8484331 No.8484331 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8453586

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s 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, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
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
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== 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/8mDnrsrB

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

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

>> No.8484334
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8484334

=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461
Current release
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

=== NEWS ===
[01-03] Shades of Azure - 12 short, blue maps
https://www.doomworld.com/forum/topic/126633

[01-02] Half-Life ray traced in development by the author of Serious Sam ray traced
https://youtu.be/SsteDE8h6jc

[01-02] Doom 2 from memory release
https://www.doomworld.com/forum/topic/126634

[01-01] e2m1 remake
https://www.doomworld.com/forum/topic/126594-e2m1-deimos-anomaly-remake/

[01-01] Mechadon blog post about Supplice
https://mekworx.the-powerhouse.net/2021/12/31/this-is-a-post-about-supplice/

[01-01] The Victors is out in russian and english on moddb after 12 years in development hell
https://www.moddb.com/mods/the-victors

[01-01] Leaked achievements for possible Goldeneye rerelease/remaster
https://www.trueachievements.com/game/GoldenEye-007/achievements

[12-27] 13 minutes of Quake-related updatess for 2022
https://www.youtube.com/watch?v=ARsN0xldnys

[12-27] Exorcist for Hexen
https://www.moddb.com/mods/exorcist/downloads/exorcist-full-version

[12-25] DBP43: Christmas In Inferno is out now:
https://doomer.boards.net/thread/2365/christmas-inferno

[12-24] Alien Vendetta MIDI pack announced
https://www.doomworld.com/forum/topic/126485

[12-23] RC1 of Ozonia is out
https://www.doomworld.com/forum/topic/103371

[12-22] Mars3D now has a sourceport
https://www.doomworld.com/forum/topic/126060

[12-22] xGreed sourceport updated
https://www.doomworld.com/forum/topic/115331

[12-21] Quake 2022 Preview, includes Dwell Episode 2
https://youtu.be/ARsN0xldnys

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8484347
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8484347

>> No.8484374

>>8484347
>pinkies already made maps
What would a map by a Pinky look like?

>> No.8484426

>>8484374
forces fastmonsters
every time you take a step forward the map follows you and you can't backpedal
all of the wall textures are pink skin so they can be camouflaged
lots of lightless rooms filled with their ghastly melanin enriched brothers
no berzerk packs
severely limits every ammo source but rockets
retarded platforming sections where they block you from 200 feet below and magically bite your ankles

>> No.8484451
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8484451

>>>/wsg/4292511

Took me a bit to figure out some good sounds for this thing.

>> No.8484480

>>8483864
>but then again some people do UV hitless already don't they?
Probably. At least this concept doesn't sound all that creative.
>>8483934
>It's a way to look at art like pic related and certain mods.
I actually had an idea for total conversion with one of the goals to present different versions of demons in each of its 3 episodes:
>Doomguy's episode: original design with maybe some good
bits of modern games here and there.

>Crash's episode: DOOM 64 design.
>Phobos' episode: DOOM 3 design.
I need to write that all of it down one day. Even if I actually never make it.

>> No.8484506

Serious Sam in VR works better than I thought it would.

>> No.8484516

>>8484331
Wrong previous thead
>>8472338

>> No.8484518
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8484518

>>8484516
>Too late to delete the thread and make a new one

>> No.8484791

https://strawpoll.com/fp6wfsao9
one last post about my shitty fov poll.

>> No.8484807
File: 123 KB, 208x208, heavy_weapon_dude.gif [View same] [iqdb] [saucenao] [google]
8484807

>>8484347
>chaingunners brutal

>> No.8484837

>>8484807
Has it ever been explained why Heavy Weapon Zombie's chaingun make different sounds than your own chaingun when it's the same thing especially when you pick it right off of them?

>> No.8484860

>>8484837
normal chaingun sound too weak to appropriately convey the amount of fear you should be feeling when you have entered his line of sight

>> No.8484894

>>8484331
what is picrel from pls tell me it's amegawad

>> No.8484913

>>8484894
Doom monster sprites made by ai

>> No.8484937

>>8484913
Are they going to be used in a megawad made by an ai?

>> No.8484993

Why does Doom 2 has two separate brown water flat loops?

>> No.8485094

>>8484913
dang thank
>>8484937
they better be

>> No.8485107

>>8484837
because he's just reusing the shotgun guy's attack, in the same way your chaingun reuses the pistol attack

>> No.8485193

>>8484993
one is dirt one is shidded

>> No.8485224

>>8485107
He's not, the Chaingunner has his own attack function that fires one bullet at a time, but makes the shotgun sound. You may be thinking of the The Spider Mastermind, who fires three pellets at once like the shotgun guy.

>> No.8485228

just imagine if chaingunners fired shotgun pellets instead of chaingun slugs

>> No.8485230

>>8485228
Term already did this forever ago and he likely wasn't the first to do it
https://www.doomworld.com/forum/topic/73172

>> No.8485279

>Got memed into buying Marathon (2)
>It's shit

Fuck you.

>> No.8485283
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8485283

>>8485279
>Buying marathon 2 when it's free on bungie's own website

>> No.8485289

>>8485283
I got it for £3 on my shiny new Xbox.

>> No.8485292

Marathon view bobbing makes me want to throw up. It's like the character is bunny hopping everywhere.

>> No.8485303

>ugliest most randomly vomited textures everywhere that make no sense or rhyme or reason
>Shit enemies
>Ugly 3D rendered and traced weapons
>Jerky audio
>Giant empty levels
>Awful floaty physics

Fuck Mac faggots and Bungie cucks. This stinks.

>B-b-but muh 250,000 word text lore dump it's a masterpiece!

Fucking eat shit.

>> No.8485310
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8485310

>>8485279
>>8485292
>>8485303
Your neurons have already started to break down.

>> No.8485329

>considering to try out italo doom during a walk
>get home and see that decino decided to try out italo doom
Funny.

>> No.8485340

>>8485303
>>ugliest most randomly vomited textures everywhere that make no sense or rhyme or reason
Your fault for playing the Xbox version
>>Shit enemies
Inferior to Doom 2 but superior to Quake, Duke, and most other competitors
>>Ugly 3D rendered and traced weapons
Your fault for playing the Xbox version
>>Jerky audio
What?
>>Giant empty levels
There's a couple but it's usually for surreal effect
>>Awful floaty physics
The physics and how they play into the combat are the best part of the game and you're just a pleb if they filter you

>> No.8485346

>>8485340
>Inferior to Doom 2 but superior to Quake, Duke, and most other competitors
how?
i liked marathon 2 but when i think of enemies, i only recall some designs not the actual gameplay roles

>> No.8485353 [DELETED] 
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8485353

>>8485310
>Marathon fans when they find another terminal

>> No.8485362

>>8485340
The textures and weapon models being disgusting have nothing to do with Xbox. They look like shit always on any platform

And the enemies are better than Duke and Quake? Pure cope.

>> No.8485380

>>8485279
the whole series is free,its not very good (at least from what ive played,which is all of marathon one and some of 2 on medium),but its free,and its pretty cool to see the evolution to something almost resembling halo in alot of ways,kinda showing halos ideas are alot older than the fans suggest.

>> No.8485431

>>8485346
Fighters - Imp-like, low weight, melee or projectile spam filler that usually runs at you; can be killed with ease
Drones - like baby Cacos, infinite weight, fly around and shoot projectiles at you; can be killed with ease
F'licta - Imp/Pinky fusion, mid weight, melee or projectile spam filler that usually runs at you; bulkier, harder to knock around, and arced projectiles useful for infighting
Enforcers - Arachnotron-like, low weight, generally suppressive fire that you have to snipe yourself; either you charge directly at them while avoiding their beams, or you slowly snipe them with your pistol
Troopers - closest thing to a Heavy Weapon Dude except more proactive, mid weight, rifle drains your HP at close-mid range, volleys of grenades to hurt you at long range; they will spam the shit out of your hiding spot with grenades at a distance, so generally you have to lob some grenades yourself, or find a vantage point where you can funnel them and not face multiple quasi-hitscanners at once up close
Hunters - Hell Knight-like, mid weight, generally snipes you with several-projectile bursts, hard to hit from far away because of its armor is resistant to ballistic damage; if you corral Fighters around them, they become walking explosive barrels if you use your fusion pistol or grenade launcher
S'pht - Revenant-esque, infinite weight, basically an HP wall indoors, hovers silent and often surprises you from behind, homing projectiles means you have to keep moving when outside; if you get them on both sides of you indoors you get sandwich raped, but they're slow enough that you can worm your way out if they don't surprise you
Cyborgs - non-flying S'pht-esque, heavy weight, even tankier HP, can't be pushed around and moves towards you unflinchingly, homing grenades from a distance and high-damage flamethrower at melee; always explodes when killed for that walking explosive barrel effect, but the trick is often killing them before they get too close to you
cotd

>> No.8485432

>>8485279
>>8485292
>>8485303
looks like someone isn't a vidmaster

>> No.8485436
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8485436

>>8485431
Simulacrums - suicide enemies, tons of chain-reaction-explosion potential
Juggernaut - Caco/Rev fusion with boss-like HP, flies properly unlike the S'pht, equipped with homing rockets; honestly kind of a boring enemy to fight, just spam rockets or fusion bolts until it nods off, though still more engaging than the Cyberdemon

And if you include the friendlies that you can friendly fire in M2 or fight outright in M-Inf

BOBs - weak quasi-hitscanners not as bad as Blood's Cultists but enough of them in a large room can gradually chip away at your HP
Fusion BOBs - a little tougher in HP but now equipped with blinding fusion bolts that can kill you in seconds
S'pht'Kr - the bulk of a Hunter with twice the damage and an agile patrol-route-based flying AI, extremely threatening
>>8485362
Marathon had some great designs

>> No.8485528

>>8484331
I hate Kurashiki.

>> No.8485545

>>8485528
That is a very strong opinion, anon. Do you want to elaborate, or are you just here to shit your pants and leave the smell to us?

>> No.8485561
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8485561

>>8485528
u hate caco? :(

>> No.8485565

>>8485561
This makes me wish DOOMguy had his own Cacopet.

>> No.8485628
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8485628

>>8484334

Doom It Yourself, new CP started https://www.doomworld.com/forum/topic/126692-cp-doom-it-yourself-diy-get-imaginative-with-bold-colors/

>> No.8485635

Is there a mod thats like a half way point to Hideous destructor. I was playing Nightshift and i like the way it feels but it needs more guns.

>> No.8485636

>>8484894

It's from the AI-based too in this thread: >>8478180

>> No.8485642

>>8485431
>>8485436
not really a debunk,but you should have separated by game cause i didn't even see half of these guys,even after the entire first and part of the second game,and most of the enemies where non-threatening and pretty lame,though it could just be the level design.

>> No.8485645

>>8485303
>hes too stupid fir marathons writing
Lol

>> No.8485647
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8485647

>>8485628

I posted this on DW but I'm looking for mappers here too. I'm running a CP with solid color textures and trippy, lo-fi (almost atari 2600 style) enemies and weapons. Deadline is 16/02/2022 (roughly 6 weeks).

All the details are in the DW post. Please sign up there if you can but if you don't have a DW acc and don't want one you can sign up here, just mention your alias in the post (anon, anon1 etc is fine if you want).

>> No.8485663
File: 1.04 MB, 946x944, marathon 2 ai.png [View same] [iqdb] [saucenao] [google]
8485663

>Doom's enemies are much scarier than Marath-

>> No.8485681
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8485681

>>8485663
>*oooooo-haAAAAa-oooh*s in your path

>> No.8485806

>>8484451
Looks cool

>> No.8485827

>>8485303
Marathon's story is great, but yeah the gameplay can be super fucky
I desperately want to like the game, but it's really frustrating to go through

>> No.8485837

>>8485827
not him but agreed,especially cause i actually like halo,so having an in-between sounds good,but its kinda bad at both.

>> No.8485843

>>8485642
M1 had a bit different of an enemy roster. Everything I named other than Fusion BOBs is in M2, and mostly in order, the vast majority encountered in the first half.
>>8485827
>>8485837
Other than the floaty jumping and maybe the swimming, what's the hang-up?

>> No.8485845

>>8484347
>Single, yet finds fun Doom wad
Sums up the last few years of my life, really.

>> No.8485884

>>8485843
boring combat (from what ive played),bad controls (you can't even seem to reload in a game where that really matters),horrible mouse feel (like massive deceleration when moving the mouse too fast,and adding acceleration just makes it feel like it has both problems,just less so),the most maze-like levels ive ever played (which is horrible design),which forces you to read every word of that terminal to the letter (and i just like shooting stuff),and to play the game,and they make you put the data in a root directory (im on linux,root is basically admin if you don't know),which is annoying as hell cause almost no normal linux programs make you do that.

also maybe i found a fair amount,but most just looked like recolors,and where boring to fight,other that one boss looking guy that was easy

a few of the stuff is personal,but i really just did not enjoy it,i played chex-quest (1-3) at around the same time and i enjoyed that ten times more.

>> No.8485907

>>8485843
for got to mention a few more
the health-stations suck,its like regenerating health without any of the up-sides of halo (they add health-packs in 2,but they're not common),the save system that makes sure to be as annoying as possible (just give me a reasonable checkpoint system if you don't want me save-scumming),and a small one,but the first game is very ugly.

>> No.8485943
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8485943

>>8485884
>boring combat (from what ive played)
Did you play it on Total Carnage? It can get really hectic, and the player control over enemy physics gives a lot of control.
>bad controls (you can't even seem to reload in a game where that really matters)
Just tinkle off the last few bullets if you really need to, the game floods you with ammo anyways
>horrible mouse feel (like massive deceleration when moving the mouse too fast,and adding acceleration just makes it feel like it has both problems,just less so)
Yeah most people struggle with it, just set vertical acceleration way up and horizontal way down to balance it
>the most maze-like levels ive ever played (which is horrible design)
It's maybe a fifth of the first Marathon if you're being really harsh, and you can play the game fully in automap mode so I never understood this complaint
>which forces you to read every word of that terminal to the letter (and i just like shooting stuff)
Maybe a couple levels but for the most part it's pretty intuitive, just flip switches, break circuits, and kill enemies until you get to the last terminal of the level
>im on linux
Ahhhhh

>> No.8485965

Orocheriochrons

>> No.8485980
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8485980

>>8485943
i played on medium,i probably should have had it higher,but i don't imagine its becomes crap on lower difficulties and amazing on higher ones.
>just tinkle off the last few bullets if you really need to
no,that not a defense,nor is.
>just set vertical acceleration way up and horizontal way down to balance it
cause i dont want any acceleration,also,at least in my port (alephone),it doesn't even let you change acceleration rates.
>It's maybe a fifth of the first Marathon if you're being really harsh
it was almost all of the game for me,even of what i played of the second one.
>Maybe a couple levels but for the most part it's pretty intuitive, just flip switches, break circuits, and kill enemies until you get to the last terminal of the level
most of the time it has some arbitrary thing i needed to do that requires you read the first terminal to the letter
>"hes a linux user,he's bad cause he submits bug reports and doesnt like bullshit"
i can cherry pick too

>> No.8486008
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8486008

>>8485980
>i played on medium
Well there's your problem. There's a pretty big challenge gap going from just Normal to Major Damage, and then another step up for Total Carnage.
>no,that not a defense
How is it not? Reload timing is part of the game balance. You can continue to shoot grenades while reloading your rifle's magazine; you can cycle your pistols so one is half-full while you reload the other; you can shoot the double shotguns endlessly (though it'll eat up shells quickly). Failure to be conscious of your remaining ammo is failure to play the game properly. Because enemies tend to get stunned more easily in Marathon than in Doom, having that risk of reload gap balances things.
>it was almost all of the game for me,even of what i played of the second one.
Explain how picrel is any more a maze than most Doom levels.
>most of the time it has some arbitrary thing i needed to do that requires you read the first terminal to the letter
Usually it's an obvious arbitrary thing that any player would have done, like "get to the end of the level", or "pick up the fusion pistol", or "explore the whole map".

>> No.8486040

I wonder what goes through Imps or Zombiemen’s mind when they decide they should infight the Cyberdemon.

>> No.8486073
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8486073

>>8484347
>Character Arguably Hilarious

>> No.8486081
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8486081

>>4293377

>> No.8486084

>>8486008
>its totally different by difficulty
noted,but it still shouldn't be horrid on one and good on another.
>why is it not a defense?
cause needing to waste ammo when you just want to reload is stupid,also you cant shoot the other pistol while reloading,which is stupid cause even halo let you do that,nor can you shoot a grenade while reloading the rifle.
same with needing to use acceleration to get rid of deceleration,i just want a normal mouse feel.
>whats so bad about this level
that level wasn't so bad,but most of them where really bad,like the most recent one was the fifth level of marathon 2,or the alien ship ones that need you to wait at seemingly random locations.
>"explore the whole map".
that requires i look in every nook and cranny,if i saw almost everything and a few things are not marked on the map,just let me through.

you also didn't seem to talk about the health system or save system

>> No.8486129
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8486129

>>8485980
>cause i dont want any acceleration
Aleph One lets you turn mouse accel off. Preferences: Controls: Mouse Advanced

>>8486040
After a short delay, rockets.

>>8486084
>the fifth level of marathon 2
Come and Take Your Medicine is shit-easy to navigate if you check the terminal at the start, it gives you a nice map of the four rooms you need to go through.

The actual bullshit is Defend THIS! (M1L3) requiring you to find a secret exit right near the start of the level.

>> No.8486162

>>8486129
>Aleph One lets you turn mouse accel off. Preferences: Controls: Mouse Advanced
the other guy said to use acceleration after i complained about awful deceleration when moving the mouse quickly
>Come and Take Your Medicine is shit-easy to navigate if you check the terminal at the start
i said i didn't like how you needed to read the terminals to the letter to navigate at all

>> No.8486192

>>8484837
They probably just felt it sounded cooler. I think the pistol sound works though.

>>8485228
That's just a small Spidermind.

>> No.8486221

>>8486084
>noted,but it still shouldn't be horrid on one and good on another.
Doom is pretty boring on easiest and great on UV
>cause needing to waste ammo when you just want to reload is stupid,also you cant shoot the other pistol while reloading,which is stupid cause even halo let you do that,nor can you shoot a grenade while reloading the rifle.
It's not even uncommon for FPS games to waste unspent ammo when reloading. Upon testing I was wrong about the reloading thing; for pistols staggering gives an advantage in that you don't have to wait for two to reload consecutively, but you're right that you cannot fire while reloading one. Regarding the rifle, I had it backwards; you can't fire grenades while reloading the magazine, but you can fire the magazine while reloading clips.
>that level wasn't so bad,but most of them where really bad,like the most recent one was the fifth level of marathon 2,or the alien ship ones that need you to wait at seemingly random locations.
That one is easy to get lost in because it's huge, but it has a lot of side stuff to explore/goodies (shotgun ammo) to collect
>that requires i look in every nook and cranny,if i saw almost everything and a few things are not marked on the map,just let me through.
It doesn't require every nook and cranny, but usually just a few set major rooms. And what's the problem with the automap?
>you also didn't seem to talk about the health system or save system
The health system is what you make of it; the official Vidmaster Challenge rules are to never return to a health charger that you've already used once. It's more a proto-Half-Life thing than a proto-Halo thing anyways. Regarding saving, git gud, there are a couple of parts I could grant you as trollish (e.g. no save station after completing the infamous Colony Ship puzzle followed by the player's first encounter with simulacrums in the next level) but in general you shouldn't be taking so much damage, and there are relatively few environmental traps.

>> No.8486254
File: 458 KB, 1840x1472, rubiconx12.png [View same] [iqdb] [saucenao] [google]
8486254

>>8486162
>the other guy said to use acceleration
I dunno what the fuck he's on about, I find the best results are from setting mouse mode to Modern, enabling Raw Input, and disabling Acceleration. Messing about with sensitivity's a pain in the cock though, since A1 doesn't let you tweak settings without exiting your play session.

>>8486084
>the alien ship ones that need you to wait at seemingly random locations.
That one's easy: Look out the window. If you can't see the Marathon, you can't get teleported.

If you want to see "really bad", you want the fan scenarios. This level, IIRC, is actually three layers deep because the author hates you.

>> No.8486296

>>8486081
chonker

>> No.8486317

>>8486221
>Doom is pretty boring on easiest and great on UV
it shouldn't be boring on the equivalent of HMP though.
i probably should have had it harder,but it shouldn't be straight up bad.
>It's not even uncommon for FPS games to waste unspent ammo when reloading.
for very realistic games like tarkov,but not most shooters,and its not by having it force you to shoot all your ammo for it to reload,which is really dumb
>staggering your pistols means you do 2 shorter reloads instead of one larger one
thats barely an advantage to me,at least next to halo,where if you timed it right,it was like there was no reloads.
>you can shoot the rifle while reloading the grenades
thats cool,i knew that,but let me reload everything.
>the health system is what you make of it
wtf does that even mean?
>its like HL
HL didn't make stations the only option for a whole game,i didn't feel like i had to always run to the terminal to get more health.
>using a challenge on the first playthrough
no
>git-gud
the saving system wasn't a hard part,it was just annoying,saying git-gud when im annoyed doesn't make me less annoyed,if i said it was too hard,then maybe,its just annoying and tedious.
>>8486254
thats what i use,the deceleration is still there,and agreed on the setting in A1,what where they thinking?
and that map looks like hell,it must be what a boomershooter looks like to people why don't play them.

>> No.8486323
File: 725 KB, 864x576, angry mob.png [View same] [iqdb] [saucenao] [google]
8486323

>>8485528

>> No.8486359
File: 211 KB, 1689x1076, marathon bunny girl 78316574_p1.jpg [View same] [iqdb] [saucenao] [google]
8486359

>>8486317
>complains about game being too easy
>refuses to experiment with harder difficulties
>needs to savescum and constantly run back to healing stations regardless
idgi

>> No.8486365
File: 25 KB, 399x411, [AGGRESSIVE HONKING].gif [View same] [iqdb] [saucenao] [google]
8486365

I have never played Marathon. I just want to say the Pfhor make funny sounds.

>> No.8486368

>>8486359
>game is far too easy on medium
>already dropped the game before i went harder (though if i do come back,it will be on something higher)
>doesn't like a save system cause its not very good

none of these contradict

>> No.8486369
File: 14 KB, 399x300, 357d6609e2.jpg [View same] [iqdb] [saucenao] [google]
8486369

>> No.8486375
File: 268 KB, 546x546, 1619983813415.gif [View same] [iqdb] [saucenao] [google]
8486375

>>8486369

>> No.8486417

Here’s another topic to discuss about with /vr/os: what exactly makes a good beastiary / monster roster?
Good beastiary isn’t simply a collection of monsters that’s fun to fight them individually, isn’t it?
There should be some sort of synergies between the monsters - so that fighting a big horde of same type of monsters or fighting multiple types of monsters in the same room should be somehow much harder or at least more interesting than simply fighting those monsters individually, one by one.
So real question would be - what exactly makes good monster synergies?

>> No.8486419

what's the best way to play doom 64 on pc?

>> No.8486426

>>8486419
GZdoom mod for base game,remaster for expansion,EX for extra/fan content.

>> No.8486447

Using saves outside of experimenting, playing a crash-happy game/mod, or as part of a baked-in autosave system means you need to turn the difficulty down. Using it during a level and especially during combat is essentially playing on proto-jounalist mode.

>> No.8486473
File: 280 KB, 1585x1532, I cant stop JACKing it.jpg [View same] [iqdb] [saucenao] [google]
8486473

Did anyone who made a map for Violent Rumble use J.A.C.K. and make their own FGD for it and mind sharing? If not I'm going to make one myself.
Since I've found that you can abuse the shit out of the 'arch' primitives to make circular things with extreme ease, I don't feel very inclined to use Trenchbroom anymore outside of texture adjustment.

>> No.8486532

>>8486417
Since the FPS bestiary is meaningless without the FPS level, there must first be complementary design in that respect. An Ogre operates most effectively in an elevated spot and a corner around which to lob grenades; a HWD or Arachnotron, a fairly open area to force you into finding cover; a Pfhor Cyborg, narrow hallways to trap you in. I'd say Half-Life grunts work quite well without synergies, possessing pathfinding to navigate small vertical mazes, and the ability to differentiate when to use rifle vs grenade attacks depending on where the player is located, both requiring good level design.

Fundamentally, a strong FPS encounter is one that is novel and challenging without being unfair. In something like Doom, the weakest/most tedious encounter would be monotype and something that effectively isn't a threat, such as a large open room filled with 30 Pinkies. The player can immediately recognize the problem (melee enemies which can be outrun indefinitely) and any number of solutions (guns) can be used if scarcity isn't a concern. Now, same encounter but there's also 30 Lost Souls. The problem is still fairly obvious (just add a little more dodging), but the solution requires a tiny bit more consideration, as firing a rocket at a Pinky when a Lost Soul charges from the side could mean blowing yourself up. Now, strategically add some elevated HWD's, ensure no BFG is yet available, and the player is bleeding health and must make an immediate decision: wade through the melee, pick off HWD's, hope infighting distracts things before you die, OR venture into a side hallway from which there may be no immediate outlet, and into which Pinkies could flood you. Had there only been HWD's, you probably could have just quickly picked them off with your chaingun or plasma rifle.

So good monster synergies should be about reducing easy decisions and promoting hard decisions, and in an FPS where overexposure means death, the hardest decisions add a time component.

>> No.8486539

>>8486532
A comprehensive design would be to design your encounter areas, consider all available tools (enemy attack/health/speed/AI variaties), and implement them to the extent that it doesn't interfere with fun. For obvious examples:

Attacks:
Melee (exist to move player in direction opposite of enemy; punishes players that don't stay aware of physical blocks)
Range (exist to move player in direction opposite of projectile; punishes players that don't stay aware of uncertainty)
Hitscan (exist to move player under cover; punishes players that )

Any one of these three are trivial in most decent encounters. Indefinite melee enemies can be dealt with by infinite circle-strafing; projectile enemies by funneling and infighting; hitscanners by camping. But as the Pinky+Lost Soul+HMD situation demonstrated, multiple at once adds complexity and a time component.

Movement/AI:
Aggressive (pursues player)
Indecisive (keeps some distance between player and self)
Slow/stationary

A melee enemy is often going to be aggressive and fast, but Marathon's Hulks go for slow and bulky. The Arachnotron and Pfhor Enforcer go for indecisive movement yet consistent beam attacks to turn the funnel back on you. By themselves, the indecisive beam attackers are best to rush at from a slight angle, yet the presence of a Pinky wave or a Hulk wall could slow you down and give indecisive enemies time to focus on you, or to retreat if you manage to only partially hurt them.

And then you have boutique enemies with unique specialized effects, like the healer Archvile which is of course Sandy Petersen's desire to add a "spellcaster" to the genre, forcing the player to kill it first to avoid wasting needless ammo and its dangerous timed hitscan attack. All of the above is probably obvious but I can't think of any other way to break down what makes enemies complement each other.

>> No.8486639

For a DOOM thread therer sure is a lot of Marathon talk.

>> No.8486642

>>8486639
its general retro fps talk,and sometimes indie retro-style shooters,and a few times a week nu-DOOM,and once and a awhile halo,FEAR and HL2....
ok some people really aren't that great at staying on topic.

>> No.8486648

DAILY REMINDER: DOOMWORLD IS DEAD!
REJOICE!

>> No.8486653

>>8486648
Is it? Then where people upload and download their WADs now?

>> No.8486654

>>8486648
It's been dead for a long while, and I don't see any reason to be happy about that.

>> No.8486663

>>8486473
nope. but I am interested in what's different about FGDs there.
currently digging into NetRadiant, it also has some weird FGD conventions and limitations. has arch extrusions too though!

>> No.8486668
File: 22 KB, 116x112, literal clown.png [View same] [iqdb] [saucenao] [google]
8486668

>>8485663
wow i didn't know marathon had a circus level

>> No.8486684

>>8486668
looks like the fucking clown robots in that chuck e cheese horror game or whatever it was

>> No.8486704
File: 111 KB, 640x480, doom120.png [View same] [iqdb] [saucenao] [google]
8486704

I have greened the entirety of my level. Probably an improvement over white rocks everywhere.

>> No.8486727

>>8486419
Re-release is better than its predecessor, but still has a couple of little flaws. You can go with EX if you already have game's files from "your totally real N64 cartridge" and don't care about 64's accuracy. I think there's a way to play mods & maps on re-release, but don't know how: never did that, but pretty sure maps for it exist.
Just get the re-release and delete logo videos. It's that simple.

>> No.8486769

Valiant is kicking my ass. Are all doom wads this hard?

>> No.8486787

Any videos/blogposts/whateverthefuck that explains how to design combat encounters in doom?

>>8486769
>Are all doom wads this hard?
Depends on the mapper and/or project. Skillsaw's wads are usually pretty hard

>> No.8486790
File: 153 KB, 650x569, Rtb_017.jpg [View same] [iqdb] [saucenao] [google]
8486790

What was their problem?

>> No.8486792

>>8486787
How can I tell if a wad is going to be really difficult? Is there like a list or something?

>> No.8486797

>>8486792
https://pastebin.com/W0fLEbz3

>> No.8486803

>>8486797
Hahah, Valiant is ranked amateur... jesus.

>> No.8486816 [SPOILER] 
File: 898 KB, 600x821, 1641386416720.png [View same] [iqdb] [saucenao] [google]
8486816

>tfw Kira's Bizarre Adventure is fun

>> No.8486921
File: 17 KB, 74x97, dancing_revenant_2.gif [View same] [iqdb] [saucenao] [google]
8486921

>>8485647
Seems interesting, might try my hand at a submission.

>> No.8486926

rekkr plutonia when

>> No.8486963

>>8486926
94 protons of KEKKR

>> No.8486967

>>8486963
holy niflheim REKKvealed

>> No.8486975

>>8484331
>IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
the thread has been always great, fun and useful. Doom kicks ass.

This link does not. It does not grant access. Fix it or remove it. Or put the data in mega or somewhere else.

>> No.8486980
File: 132 KB, 640x480, 1617877278263.gif [View same] [iqdb] [saucenao] [google]
8486980

>>8485647
I will try as well but no promises yet. I first need to psych myself out and get into the mapping mood.

>> No.8486992

>>8486975
This reminds me that I didn't have time to update my Doom megapack I posted a year ago

>> No.8486993

>>8485528
is it true that Kurashiki's a girl?

>> No.8487136

What the shit happened to the mouse sensitivity in eduke? Before, I found it perfect without ever needing to adjust it, but then some months ago, the new versions just go and cripple it. No matter how much I try adjusting the settings, the sensitivity never feels the same as it did before. And the new nblood versions, being built off those obviously, get hit too. And with the new update to Ion Fury, it got this shit too.

Goddammit, I can't keep using the same old builds forever. I need to figure out how to get the sensitivity to feel exactly the same as it did before this mess happened. Any ideas?

>> No.8487148

>>8485228
Trooper's Playground (1996 wad) has monster like this. They also have more hp than regular chaingunners.

>> No.8487172

Getting into boomer shooters way too late has finally brought me around to playing Doom. I'm enjoying a lot of WADs that were made in the time I was busy not playing Doom. Not burned out at all on gameplay, but I'm kinda in the mood for cosmetic changes. I hear about Smooth Doom, which seems cool, but I also hear it can change gameplay? I don't want that altered.

>> No.8487179

>>8487172
It's got an option so zombiemen drop rifles instead of
>clips

>> No.8487205

>>8487172
Smooth Doom should be okay for vanilla gameplay. If you just want smooth weapon animations there’s “vanilla doom smooth weapons” which is also vanilla gameplay.
Also: Consider a brightmap pack.

>> No.8487219

>>8487205
>brightmaps with smooth doom
Actually, this won’t work now that I think about it.

>> No.8487221

Demons resurrected by Archviles don't decrement the kill count, right?

>> No.8487224

>>8487179
Ah, options. That's good. I can make sure it's sprites only affected then?

>>8487205
I'll try the full pack first, then switch to only weapons if the monster changes put me off. Any recommendations on brightmaps? Thanks.

>> No.8487228

>>8487221
Nope, only in ZDoom.

>> No.8487295

Best way to play BLOOD on linux?

I have the old complete collection from GOG which works perfectly in zblood on windows but I can't get it to work on linux

I don't want to buy fresh supply when zblood is better and I can avoid giving money to the cunts that murdered the original company

>> No.8487320

>>8487224
I'm in the same boat as you, running smooth doom for vanilla wads. Be careful though, wads like Eviternity which change weapons somewhat, smooth doom will fuck it up and not enable the changes.

I always thought GZDoom enabled brightmaps by default (maybe not if you run through ZDL, no idea) but I found these which look pretty good.

https://forum.zdoom.org/viewtopic.php?f=46&t=64299

>> No.8487334
File: 722 KB, 960x1080, bmapsbeforeafter.png [View same] [iqdb] [saucenao] [google]
8487334

>>8487320
>>8487224
Brightmaps Plus is great, SBrightmaps is fun too. Only downside for you is I don't think either would be compatible with smooth enemy animations.

>> No.8487337

>>8487320
Yeah, I figured any WAD that's not vanilla wouldn't be compatible. I try to not be stupid, and actually check readmes, so I should be alright. Famous last words.

Thanks for the suggestion, too.

>> No.8487342

>>8487334
And I'll check this out too. Thanks

>> No.8487375

Wow, Reelism 2 is fucking shit.

>> No.8487380

>>8487334
Brightmaps is one of the best new features for Doom ports in the last 10 years.

>> No.8487387

>>8486648
no its not

>> No.8487465

>>8484347
>lore ingame
Does Doom need one?

>> No.8487496

>>8487465
You're are Jon Doom
Ur mission:
Punch Demin
Ur Backstory:
Shooter man

>> No.8487528

>>8486769
many are,DOOM wads vary alot,compared to sunlust,valiant isn't super hard,next to plutonia,valiant is brutal.

>> No.8487535

>>8486926
This and Heretic Plutonia.
We also need Hexen - Evilution

>> No.8487538

>>8486803
the expert level and above is mostly the hardest 1%,don't worry too much about it.

>> No.8487546
File: 1.69 MB, 1920x1080, 220105.png [View same] [iqdb] [saucenao] [google]
8487546

>>8487380
I love them, and they're so unobtrusive too. It's not like new particle effects, new animations frames, or additional lighting.
>>8487465
Depends on what "lore ingame" means. Intermission text, the "introduction" in the manual? Those are fine.

>> No.8487581

>>8487334
>No HUD
Cringe

>> No.8487583

https://streamable.com/rj6t9i

>> No.8487591

>>8487535
>there will never be a strife terrywad
>there will never be a hedon slaughtermap
>there will never be metahacx
>there will never be brutal vomitoreum
tcbros..........

>> No.8487609

>>8487334
I've just tried out some smooth doom. It looks good, but there's a sense of uncanniness to it all that I just find kind of... disturbing. I don't know how else to put it, but seeing everything move so expressively seems really wrong, and I almost feel some motion sickness from it too.

Well, time to check out these brightmaps!

>> No.8487629
File: 1.75 MB, 1920x1080, avob.png [View same] [iqdb] [saucenao] [google]
8487629

>>8487581
>>No HUD? Cringe
>ignores no HUD no weapon picture

>> No.8487667

>spend last night suffering a mapping block
>get frustrated and go to bed
>start having dreams about mapping
>half awake, get a perfect vision of me at the computer adding specific rooms
>fully wake up and immediately hit the editor, add the rooms exactly as they looked in my dream
thank you brain

>> No.8487708

>>8487546
which brightmaps do you use? are some better than others?

>> No.8487774
File: 165 KB, 658x564, one mapped caco.png [View same] [iqdb] [saucenao] [google]
8487774

>>8487708
I've been using SBrightmaps for awhile, but Brightmaps Plus has been the same and it's slightly more up to date. It also has separate files for sprites and textures so you don't have to separate them yourself.

>> No.8487890

>>8487591
A Strife terrywad is the game itself.

>> No.8487905

>>8487890
LOL

>> No.8487926

>>8487591
There already is a strife terrywad. It's called return of the order or some shit

>> No.8487941
File: 10 KB, 340x255, SOMEMONG.jpg [View same] [iqdb] [saucenao] [google]
8487941

>>8487890
N I C E
A S S

>> No.8487961
File: 44 KB, 1539x656, 1628824342660.png [View same] [iqdb] [saucenao] [google]
8487961

>>8486980
okay I got psyched up, lets hope I can continue with it later today

>> No.8488000

Why is it getting lost so extremely common in retro FPS games?

>> No.8488027

>>8488000
There wasn't much for standards or guidelines with regards to level design at the time, plus a lot of players/devs were likely used to the labyrinthine type levels from games that predated shooters.

>> No.8488037

>>8488027
>at the time
you're acting like this isn't prevalent with today's maps and mods when it is
>There wasn't much for standards or guidelines with regards to level design at the time
Alright well that was true for most games back then, you still don't get lost as much in other retro games (it happens, usually in adventure games though not action games)

>> No.8488041
File: 31 KB, 640x480, Perditions_Gate_title.png [View same] [iqdb] [saucenao] [google]
8488041

>modifies doom 2 iwad by merging it with their custom wad
Is this how the tnt and plutonia iwads were created?

>> No.8488052

>>8488000
because there used to be an assumed minimum level of intelligence and patience associated with using computers

>> No.8488058

>>8488052
>its good because its bad
maze design is filler personified

>> No.8488064

>>8487890
>>8487905
>>8487941
i dont get it

>> No.8488072

>>8488000
Just use the map

>> No.8488075

>>8488000
How retro are we going? Things like Wolf3D are certainly easy to get lost in and are incredibly mazy but there was little else they could do and there were few standards, as >>8488027 pointed out.
For Doom itself, it's level progression would get more straightforward from 1 all the way to Plutonia. The build games sans Redneck, the Quake games, these don't really get complicated either.
I think the most 'lost' you'll get might be in Marathon, Descent, or Hexen.
>>8488072
Mark it with 'M' if you need, too.

>> No.8488131

>>8488000
Why isn't it anymore? I like the "dungeon crawling" aspect of old shooters where it's almost like I'm playing something like Wizardry where I have to manage limited resources to navigate a labyrinth but with some action and no RPG elements.

>> No.8488145

>>8488131
Nowaday exploration games favour stealth, like Deus Ex or Dishonored series. It makes more sense to explore ways to avoid enemies rather than looking for a fight. Beyond that the concept is exagerrated into sandbox games, but they swing too far and become overblown and samey.

>> No.8488148

>you can place markers on the map
What? I've been playing doom for like 5 years without this?
There's no way this is real, I checked and there's no option like that in crispy/gzdoom

>> No.8488154
File: 193 KB, 560x317, getmapped.png [View same] [iqdb] [saucenao] [google]
8488154

>>8488148

>> No.8488157

>>8488154
M doesnt work

>> No.8488161
File: 7 KB, 912x663, m to mark.png [View same] [iqdb] [saucenao] [google]
8488161

>>8488157
Then it's either a port or binding issue.

>> No.8488206
File: 80 KB, 2377x1625, s05.png [View same] [iqdb] [saucenao] [google]
8488206

>>8487961

Sweet, looks interesting already. I'll be keen to see how you get on.

>> No.8488239

>>8487465
>>8487496
>>8487546
DOOM 3 has interesting lore, definitely more than much of what you find in Eternal, and even more so in the latter's DLCs.

>> No.8488241

Is it possible to add realistic detail to the neural upscaled sprites so they don't look so cartoony up close? I would imagine it would work the same way someone made realistic cats from drawings of cats neural network. Of course the cats looked like abominations but I think that would work well with doom monsters.

>> No.8488245
File: 128 KB, 3525x1731, s03.png [View same] [iqdb] [saucenao] [google]
8488245

>>8487961

I've updated the OP on DW and listed you as /vr/ anon, let me know if you want me to change the name.

>> No.8488257

>>8488239
I don't remember the game's "lore" so much as all the cutscenes, emails and voice logs. They didn't do anything for me. The overall tone, the weird things like that elevator laugh and the "took my baby" bit, I had fun with these.
I'll admit that those UAC weapon/technology "videos" were kind of cute.

>> No.8488259
File: 103 KB, 855x428, realisticDoom.png [View same] [iqdb] [saucenao] [google]
8488259

>>8488241
Something like pic related makes me think its possible, just replace all the fuzz with grotesque looking textures from real pics of organs and such

>> No.8488263

>>8488064
Strife sucks because it's all hitscanner and tankier hitscanner and all levels look the same.

>> No.8488264
File: 909 KB, 3840x2160, monsters.png [View same] [iqdb] [saucenao] [google]
8488264

>>8485628
>>8485647

Showing off more of the monster sprites for DIY. I think they turned out pretty well, I'm curious to see how people end up using them.

If anyone wants to sign up (6 weeks build time) just let me know here or in DW.

Ignore GZDoom in the screenshot, it's a Boom/MBF community project, I just use GZDoom for freeze + fly.

>> No.8488271

>>8488245
there might be multiple of us so just put me as anonymous 1 or something for now

>> No.8488275

>>8488264
Some of those enemy sprites are really rough to look at, I get that you're clamping them to a limited palette but that Rev and PE especially could use either more colors to work with, like the Caco and Pinky, or more manual contrast, like the Hell Knight.

>> No.8488279
File: 88 KB, 3576x1270, decorations.png [View same] [iqdb] [saucenao] [google]
8488279

>>8485628
>>8488245

Every graphical asset has been changed to fit the new lo-fi look

>> No.8488285

>>8487583
damn this guy sucks

>> No.8488335

>>8488275

It's interesting you mention that because the PE is actually one of my fave and I also really like the rev. I think they totally fit in with the textures and add to the bizarre, surreal, almost horror vibe to it.

That being said, I'm open to adjusting things if there's multiple people expressing the same view and it really makes sense.

>> No.8488369

>>8487465
I kind of liked the lore in 2016, and Eternal had me at first but then it sort of lost me with the DLCs.

>> No.8488427
File: 13 KB, 1280x680, s06.png [View same] [iqdb] [saucenao] [google]
8488427

>>8485628
>>8488279

>> No.8488457
File: 173 KB, 500x281, 1620031885224.png [View same] [iqdb] [saucenao] [google]
8488457

>nidoforce, which was made in a single month is somehow a more fun 3d platformer than SRB2 which has been in development for over 2 decades
how do people here feel about the autism that is SRB2 anyway

>> No.8488458
File: 579 KB, 1920x1080, dbk02bear.png [View same] [iqdb] [saucenao] [google]
8488458

These sprites mix so well with the duke3d textures.

https://forum.zdoom.org/viewtopic.php?t=73683

>> No.8488484
File: 3.95 MB, 320x200, srb20004.gif [View same] [iqdb] [saucenao] [google]
8488484

>>8488457
I think it's the best 3D Sonic game, 2.2 was a excellent release, but I don't like any of the news I hear about future versions.

>> No.8488485

>>8488263
hitscanners are good
every tc needs hitscanners

>> No.8488487

>>8488485
The problem with strife is it's primarily hitscanners and they're tanky ones at that. Doom's hitscanners worked because they were glass cannons.

>> No.8488494
File: 1.59 MB, 1477x921, Castle Eggman.png [View same] [iqdb] [saucenao] [google]
8488494

>>8488484
>I think it's the best 3D Sonic game
It's fantastic and I'm inclined to agree

>> No.8488496

>>8488484
Its okay, it controls slightly better now with a gamepad, but the level design is wonky sometimes.

Cant really go that fast cause of it, so i guess its faithful to the 2d ones.

Still more classy than the newest on rails ones. If only sonic utopia got made.

The ideas behind it and bosses are great.

>> No.8488508

>>8488496
>it controls slightly better now with a gamepad
I wouldn't really know, I've always played it with M+KB
>but the level design is wonky sometimes. Cant really go that fast cause of it,
Yeah, like the 2d games, speed is earned through either quick reactions or practice.
>The ideas behind it and bosses are great.
I personally love the Castle Eggman circle-strafe-fest of a boss and how bad it filtered people on release.

>> No.8488547

>>8488487
every hitscanner should be a spider mastermind with blood cultist ai

>> No.8488561
File: 246 KB, 461x672, 1641422567087.jpg [View same] [iqdb] [saucenao] [google]
8488561

the Gateway to Hell will be opened on 15 march 2022.
screencap this.

>> No.8488574

>>8488508
I would normally control it with mouse and keyboard as well buts its not an fps.

Gamepad works better now and the camera is better. its truly the lost 32bit era sonic.

>> No.8488583

>>8488561
All other doom versions will dissapear and you will be forced to play the SNES version forever.

>> No.8488601

>>8488508
>speed is earned through either quick reactions or practice
offtopic as hell but speed in sonic isn't even fun

>> No.8488618

relentless frontier's a interesting headcrab gremlin purging simulator but it runs like shit and everything looks the same

>> No.8488632

>>8488618
I really like concept where killing the elder crab station pacifies the crab grunts
Basically I agree with your entire post but I can't updoot it

>> No.8488641

>>8488632
i can't tell if that function is bugged or if it has a really small radius but it never works when i need it to so i end up smashing everything

>> No.8488646
File: 1.75 MB, 1536x864, 0004198.png [View same] [iqdb] [saucenao] [google]
8488646

>>8488487
>I would normally control it with mouse and keyboard as well buts its not an fps.
You're free to play how you'd like, but why are you tying mouse+keyboard controls solely to FPS? I only prefer a controller when the camera control isn't important, or if the camera control is awful or has a bad quirk like autoturning you can't disable.

>> No.8488698

>>8488583
that would truly be Hell on Earth

>> No.8488719

>>8488646
3rd person but it's not a chase cam. And its single player

>> No.8488727

Who actually thought that mousewalk was a good idea

>> No.8488761

>>8488727
it was and still is the best way to play wolf3d
the only reason it's bad in doom is because doom has inertia

>> No.8488768

>>8488761
>it was and still is the best way to play wolf3d
whats wrong with mouselook+wasd

>> No.8488769

>>8488727
Nobody knew how shooter controls worked.

>> No.8488774

>>8484331
Been playing a lot of duke nukem 3d lately, game's so much fun but not as hard as some doom wads can get, you are a lot more likely to get shredded in duke, whereas doomguy is a fucking power tank, the doom RNG must be so much more wild and random

>> No.8488801

>>8488768
Nothing really, it's more about Wolf3D being real fast but having nothing for movement mechanics so moving with the mouse is fairly 1:1.

>> No.8488806

>>8488041
That's how you loaded a lot of custom content back in the day. I imagine that with at least Plutonia, they didn't bother doing patching back and forth, and instead just replaced levels and stuff in a copy of the doom2.wad as they went, because they had a pretty tight deadline and it was iD's job to repackage it into a product anyway.

>> No.8488829
File: 2.93 MB, 320x200, controlling the crowd.webm [View same] [iqdb] [saucenao] [google]
8488829

>>8488768
without inertia or any vertical element to the game, you're basically just controlling a mouse cursor in first-person. you have finer control and can make smoother movements using the mouse to move instead of the keyboard. plus it's more widely compatible with mods, as vanilla wolf3d didn't have dedicated strafe keys and not all mods bothered to add them or have conversions available for the ports that do.

>> No.8488865 [DELETED] 
File: 579 KB, 752x900, funny birbs.png [View same] [iqdb] [saucenao] [google]
8488865

>>8486684
FNAF?

>> No.8488874 [DELETED] 

>>8488865
Delete this

>> No.8488878 [DELETED] 
File: 985 KB, 4096x2303, 1640855555651.jpg [View same] [iqdb] [saucenao] [google]
8488878

>>8488874
Ok.

>> No.8488879

>>8488727
It makes good sense in Wolfenstein 3D:
>no inertia, the player can go to full speed immediately, no acceleration necessary, and will stop on a dime
>no height variation or anything, no steps to accidentally climb or drop down from when you didn't mean to, no pits to fall down into because you were near the edge and slid too far
>levels are to a large degree squared rooms and hallways
Because of this, you have a lot of predictability and consistency with Wolf3D's mousewalk, it's fast and precise, and having played with it, I can say for certain that mousewalking makes excellent sense for a game like this, you can do some very slick movement with it, and it doesn't actually take that much practice or getting used to.

For Doom, it doesn't really work (not nearly as well), and it's a vestigial feature which should have been an option toggled off by default.

>> No.8488880 [DELETED] 

>>8488878
Delete this and also stop posting images

>> No.8488884
File: 744 KB, 1500x2000, 1621964384630.jpg [View same] [iqdb] [saucenao] [google]
8488884

>>8488880
Ok and Nokay.

>> No.8488887

>>8488884
fug u

>> No.8488892

>>8488887
:)

>> No.8488897

https://www.youtube.com/watch?v=okcaE4tw6FU&t=2s

>> No.8488924

>>8488897
is this using patrol points or something?

>> No.8488927

Some things are better off dead.

>> No.8488950
File: 88 KB, 322x224, 1624502323672.png [View same] [iqdb] [saucenao] [google]
8488950

i like playing wolf3d keyboard only

>> No.8488951

>>8488806
they fucked up the doom exe tho.

>> No.8489057
File: 41 KB, 1537x657, 1619011688591.png [View same] [iqdb] [saucenao] [google]
8489057

>>8488206
I think that's enough mapping for today. Now I need to find a midi for my map. Anyone got suggestions for something with a mystical, almost creepy tune?

>> No.8489220

>>8486668
>>8486684
The AI has clearly played Wheels
https://www.youtube.com/watch?v=V2c-wdjSOu8

>> No.8489369
File: 4 KB, 328x448, 1496724308006.png [View same] [iqdb] [saucenao] [google]
8489369

Fuck, I thought these cool lighting effects were part of GZDoom, not Smooth Doom. Should I give up the sweet glowy barrels and fireballs for some brightmaps instead? Wish I could have the best of both worlds

>> No.8489445

What was the general reaction of classic Doom fans when the Doom reboot was first announced?

>> No.8489468
File: 882 KB, 1000x883, 290606877b70aa3c82f0eda8ff9859b856a16847.png [View same] [iqdb] [saucenao] [google]
8489468

>>8489445

>> No.8489472

>>8489445
I can't speak for everyone, but as someone who likes the new Doom games, it was a roller coaster from announcement, to multiplayer beta, to release.

>> No.8489480
File: 130 KB, 640x1272, 1421874060321.png [View same] [iqdb] [saucenao] [google]
8489480

>>8489445
Revenants sounded much more scary.

>> No.8489535
File: 225 KB, 960x928, 1614573835720.jpg [View same] [iqdb] [saucenao] [google]
8489535

>>8489445
Just personally, 2015 was slightly before my capacity to have hope and be excited for new games was entirely annihilated, so I thought the first gameplay trailer looked fun but was pretty disappointed by the final game.

>> No.8489560

>>8489445
Thought they were okay until Ultrakill released.

>> No.8489661

>>8489445
The multiplayer looked like terrible Halo shit but I figured that the singleplayer would be enjoyable enough in the same sense as nu-Shadow Warrior, which it was

>> No.8489813

>>8489445
One of the earliest trailers for Nudoom was of the player slowly walking up to zombies and doing QTE kills, and everyone shat on it because it seemed like id was actually going through with Call of Doom
People were posting screenshots of the Cyberdemon and I thought it was an enemy for the new Gears of War, designs in general were being criticized for looking cluttered and chitinous
People were also posting edited screenshots of the game, trying to remove the Deus Ex piss filter and make it look more colorful, complaining that id was afraid to make something that didn't look "serious"
The multiplayer beta was released and everyone thought it was garbage because it was a Halo reskin done by the people who did Halo 4, hope sunk further

Overall, people thought Doom 2016 was going to be yet another reboot of a classic that completely missed the point of the originals while having mechanics so removed that it may as well have been titled something else. The game finally came out, and while proving a bit of that right by being burdened with the same ills of modern games, surprised many people for not being completely irredeemable. It also added on to the revitalization that Brutal Doom gave the community, and inspired a fuckton of gameplay mods and newbloods to contribute.
2016 was 6 years ago

>> No.8489852
File: 16 KB, 209x200, 1441373317470.jpg [View same] [iqdb] [saucenao] [google]
8489852

>>8489813
>2016 was 6 years ago

>> No.8489862
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google]
8489862

>>8489813
>2016 was 6 years ago
Anon plays shitwads was also already half a year ago. I miss him bros.

>> No.8489869
File: 174 KB, 1200x615, sigil.jpg [View same] [iqdb] [saucenao] [google]
8489869

Just finished this monster. It looks great but play is terrible. Open a door get attacked by two barons. Narrow hallways filled with Cacodemons. Dark mazes with cyberdemon. I feel sorry for the people who paid for this.

>> No.8489879

>>8489869
>I played on UV first and Romero made me his bitch.

>> No.8490040

Another World or Flashback but on Doom
Yes?
No?

>> No.8490052

>>8490040
Another world was done years ago as a proof of concept:
https://forum.zdoom.org/viewtopic.php?f=42&t=47029

It was pretty barebones as you only had the laser pistol that could put up a shield and do the charge shot, and everything one shotted you.

>> No.8490079

Is there a dehacked mod with smooth monsters?

>> No.8490090

>>8489869
it is more fun on HMP. it suffers from being a udoom wad so UV is a lot of whittling away at barons and cacos with the shotgun because they're the only strong monsters in the game.

>> No.8490136

>>8490079
https://www.doomworld.com/vb/thread/85991

>> No.8490137

Decided to play blood for the first time. Mouse look on or off? What does /vr/ recommend? I'm using BloodGDX btw

>> No.8490157

>>8490137
On. You're gonna need to shoot at targets above and below you, as well as swim in water and stuff.

>> No.8490168
File: 388 KB, 1920x1080, blood extra crispy.png [View same] [iqdb] [saucenao] [google]
8490168

>>8490137

On. Make liberal use of crouch too, it'll save you from hitscanners.

>> No.8490190

What WADs do you guys want to play for FNF/SNS? I need as many suggestions as possible.

>> No.8490236

>>8489862
Did he quit?

>> No.8490241
File: 816 KB, 1780x1050, sgtmark.png [View same] [iqdb] [saucenao] [google]
8490241

>>8489813
It also gave us this

>> No.8490245

>>8490190
I'd like to see Plutonia Revisited Community Project for SNS.

>> No.8490273

>>8490190
Overload Deathmatches would be a good choice for FNF.

>> No.8490278

>>8489813
Didn't Ancient Aliens get a lot of media coverage because it was coming out around the same time everyone was talking about the new game? Like I know we have the Cacowards and shit but I feel like I recall word about AA spreading farther than normal.

>> No.8490287

>>8486790
Having to clean up the messes the grunts can't handle.
>tfw no HL1 alpha content megadump

>> No.8490303

>>8489869
i liked it,its brutal.
>>8490137
yes mouselook,and i use raze.

>> No.8490362

guys i said cringy things in doom twitch chat

should i be killed yes/no, and how

>> No.8490432

>>8490362
Gladiatorial fights with cyberdemons until death, berserk punching only.

>> No.8490435

>>8490236
I believe he's just busy with his job and/or other IRL stuff.

>> No.8490489

>>8490137
Build games NEED mouse look

>> No.8490535

>>8489445
people expected it to be another franchise destroying reboot and even accused the game of copying halo and brutal doom
then it turned out to be good
but people started to claim "finally a reboot that actually gets the series" as if they didn't expect it to flop at first and didn't just became more acceptable of modern elements
eternal is another good case of this where people that love mimicking redlettermedia and matthewmatosis claim doom became more like berserk and smt until you point out how the art style looks like darksiders or how id themselves may like an mcu movie or two
at least it inspired some cool gameplay mods, which did more to justify the making of new doom games than lore videos or memes
i think it's also pretty clear that the appeal of the slayer may owe itself more to a certain animated video starring chief than just the comic or brutal doom

>> No.8490559
File: 72 KB, 683x768, EntrywayHackGimmick.png [View same] [iqdb] [saucenao] [google]
8490559

>>8489057
looks trippy anon
>>8490362
That depends. How cringe are we talking?

>> No.8490596

man seein the Alien Vendetta midi pack released got me excited cause I really liked that Plutonia midi pack and see it as p much the official midi pack.......... which is why it pains me to say that (6 maps in) the AV pack kinda sucks. anyone else checked it out?

>> No.8490682

>>8490559
looks awesome

anyway it was basically spaghetti-falls-out-of-pocket-in-public-space level cringe. people were talking about the demo recording grind, and i typed out a message saying that i think some famous speedrunner doesn't grind beyond one day. as i was trying to assess how creepy and weird my comment was, that person literally posted out of nowhere, i changed the start of my message to "hey x, do you .." from "i think x does .."; they promptly winked out of existence, and everyone ignored that message and all following messages from me

spaghetti

>> No.8490684

>>8490559
also i'd like to say that my favorite entryway homage is time of death's, from time of maps

>> No.8490716
File: 176 KB, 920x1180, media_Euc7V6oVgAMcN7x.jpg name=orig.jpg [View same] [iqdb] [saucenao] [google]
8490716

Is using a retro game engine for an unrelated game worth it if I want a retro game aesthetic?
Had thoughts about using id Tech 2 or 3 to recreate the first-generation PSX game look that is all the rage nowadays but I kind of want modern features and don't want to have to rewrite the code to use skeletal animation.

>> No.8490734
File: 19 KB, 75x75, 1587504728723.gif [View same] [iqdb] [saucenao] [google]
8490734

>>8486787
since nobody wanted to give me (You)s I remembered I made a .txt with a bunch of guides, with at least one of them talking about combat/enemy placement
https://pastebin.com/CrQJ3GE3

>> No.8490743

>>8490362
Sent to slaughtermap for being in twitch chat at all.

>> No.8490746

>>8490743
oh but i love slaughtermaps. which one do you want me to play

>> No.8490748

>>8490746
Ehhh, let's go with spiraldenile.wad

>> No.8490752

>>8490748
>spiraldenile.wad
i just dried in dsda with complevel 9 and it instacrashed, i guess i died. oh well.

>> No.8490770

>>8490716
depends on the goal,something like the old build or quake engine are used for for physics and feel than purely looks.

>> No.8490784

>>8490752
Can dsda even do slopes?

>> No.8490786
File: 461 KB, 900x900, EtK0DIUXMAkDp4z.png [View same] [iqdb] [saucenao] [google]
8490786

so, i finally played brutal doom extermination day and i have to say, it was probably the worst experience that i ever had in my years of playing doom

>> No.8490794

>>8490784
No.

>> No.8490804

>>8489862
>anon plays shitwads
Are there archives of those posts anywhere?

>> No.8490807

>>8490804
Yeah, on his account.

>> No.8490821

>start map
>turn 180 degrees and click door
>it opens
Is there a more kino trope?

>> No.8490825

>>8490821
> start map
> instagibbed by cyber rocket

or

> start map
> lose hearing permanently from 32 parallel revenant screams

>> No.8490832

>>8484331
Nice werewolf, cyber-archvile and some animatronic

>> No.8490843

>>8490596
I haven't play AV with the new midis, so I don't know how well the new music mash together with the maps, but the midis themselves are very good, IMO. Lots of cool metal midis, which is a real rarity nowadays, as the most prominent composers tends to imitate gay music from BTSX and such.

>> No.8490880

>>8490596
Hillside Siege is the only track I’m on the fence with. The rest have been nice to great so far.

>> No.8490883

What the fuck is Merlijn's playstyle in The AMC Squad supposed to be? I don't get it. I'm trudging along but he just won't click and I want him to.

>> No.8490951

>>8490137
do not go into blood thinking it's doom. it's not doom. well done is not equal to UV and crouching/jumping is not cheating.

>> No.8490960

>>8489445
Mixed feelings. I was happy with the final version of the game.
6 years later is still a a solid game.Just didn't find it as revolutionary or back to the roots like many claimed. In the end is just Painkiller with some different features.

Same thing goes with Eternal,great game but ended up creating more etilism within the fanbase.

>> No.8490965
File: 182 KB, 220x197, 1636596979616.gif [View same] [iqdb] [saucenao] [google]
8490965

About the topic of 2016 being that long ago,at least for internet standards,do you think the fanbase got a lot worse since?
The modding scene kept on giving and Brutal Doom lost a lot of popularity since Mark stopped.
But in terms of reputation the fans got a lot of flak because of their obsession than everything needs to be like Doom

>> No.8490976

>>8490965
If anything it dragged a lot of weirdos in the fanbase. You just can't escape from HDoom jokes and youtubers dedicated making videos about Doom lore and features who proved who don't know much about the history of the fanbase itselfMidnight
And many other veterans moved on to other projects after their last contributions like Terminus

>> No.8490982

>>8490965
>About the topic of 2016 being that long ago,at least for internet standards,do you think the fanbase got a lot worse since?
Yeah. Most things have gotten worse since 2016. For the direction of the Doom games in particular the devs and newer players moved further away from embracing user developed content.

>> No.8491002

>>8490965
it got a lot of annoying other aspects you'd expect in "fandom culture", whether it's brand consoomers, wannabe elitists, unfunny memes, a bit of tumblr/twitter here and there or even "wow cool robot" woke takes
but that's why you gotta fight it by focusing on the good content and the true strenghts of the doom fanbase/community/whatever you call it
at least brutal doom fans are no longer the most unaware bunch when people posting isabelle memes might not even know what a wad is

>> No.8491004

>>8490489
redneck rampage is fucked without autoaim

>> No.8491014

>>8490965
I only use this place since the fucking /v/ schizos are too retarded to properly dissociate Classic and Nu Doom. Every god damn thread turns into an invasion of one side raiding the other and it gets fucking annoying. It's honestly worse than the fucking Sonic fanbase that's on this website.
I do like this place though. I won't bring up Nu Doom but if I see a rather tame discussion on it here I will join, so that's nice.

>> No.8491024

>>8490982
>For the direction of the Doom games in particular the devs and newer players moved further away from embracing user developed content.
I can see it with the devs but players? Even Eternal has a bunch of mods like user created master levels. If that game had an editor I'm sure we would be drowning in user levels.

>> No.8491027

>>8490786
Imagine being me and having this atrocity as a first PWAD ever.

>> No.8491042

>>8491024
>If that game had an editor I'm sure we would be drowning in user levels.
Yes, like the ones the devs had for 2016 that they abandoned with Eternal, followed by a growing sentiment of players going "well snapmap sucked anyways lmao". Note that I'm not saying that the interest for custom Eternal doesn't exist, though the Eternal nexus is sad shit compared to the Fallout ones.

>> No.8491043

All this talk about the initial reaction tot DOOM 2016 makes me think about what was the typical reaction from FPS fans when DOOM 3 was first announced along with responses to the Beta Screenshots back then?

>> No.8491061

>>8490982
>For the direction of the Doom games in particular the devs and newer players moved further away from embracing user developed content
All I can think of is the whole focus on lore,which was barely touched before Doom 2016 and no one really cared. In fact Doom lore ended up being tacky and forced even more with Eternal.

>>8491002
It's essentially what happens when fandoms get bigger.Even the modding scene is not free from bullshit but hey I take it over memes which are going to be mostly forgotten,while mods and map packs can inspire developers

>> No.8491067

>>8491042
Snapmap sucked anyways, but the solution was to improve it instead of abandoning it. I suspect Eternal's development was just too rushed to do anything but a polished main campaign. I remember they had planned Dark Souls like "invasions" where players would possess demons and had to cut it.

>> No.8491081

>>8488950
Webm or it didn't happen

>> No.8491083

>>8491014
/v/ has been shit for a long time,it's nothing new.
There's a higher chance you're going to find people talking about anything but videogames and rarely found a legitmately good discussion about Doom.
I've seen some really dumb takes from there,like getting rid of the "boomers",which apparently supposed to be the purists.
I admit they can be annoying but generalize that old Doom fans prevented modding to evolve is bullshit. Without them Doom would be forgotten

>> No.8491084
File: 125 KB, 720x960, 1623821898061.webm [View same] [iqdb] [saucenao] [google]
8491084

>> No.8491087

>>8491084
Post part 2.

>> No.8491092

>>8491067
Don’t forget battlemode.
I’d like to give them the benefit of the doubt and believe that more nuanced modtools might have been something they were intending, but I can only see that happening if Bethesda gives them their own section in the Creation Club. Any official modding support I hear for a new Doom will have a giant cloud of “monkey paw” around it.

>> No.8491113

>>8490965
it had little effect on the parts of the community that actually matter. it's effectively impossible to talk about doom outside of the core forums, but i don't really care because those people don't create anything, don't contribute anything, and don't participate in anything, and so they can hardly be considered part of a community at all.

>> No.8491131

>>8491113
I've seen plenty of them come and go.
Like fan artists and memes. The only one I truly miss is Doombro,it felt like he actually gave a shit and not jumping on the bandwagon like many did

>> No.8491140

>>8485303
The level design in Marathon is on par with 1994 Doom user maps

>> No.8491150

>>8491140
So as good as The Lost Episodes of Doom?

>> No.8491151

>>8491087
there's a part 2?

>> No.8491159
File: 341 KB, 1024x576, Screenshot_Doom_20211229_202121.png [View same] [iqdb] [saucenao] [google]
8491159

>> No.8491179

>>8490843
I thought I was the only one going insane because all MIDIs created nowadays have that royalty free electro vibe going on.
Lippeth has always been based tho.

>> No.8491181

Sigil 2 when?

>> No.8491203

>>8489369
I found it bros. This shit works pretty well

https://www.doomworld.com/forum/topic/109008-smooth-doom-brightmapped-edition/

>> No.8491213

>>8491151
Where he telefrags shub-niggurath.

>> No.8491336

>>8487136
Everybody was complaining about the mouse in the old versions, so they reworked the code.
Personally, I thought the mouse was fine before. And I havent updated. Because theres not exactly Duke mods constantly coming out that need the latest version of eDuke32.

>> No.8491340

>>8487546
map?

>> No.8491350

>>8490716
advanced quake ports like FTE and probably Darkplaces support skeletal models

>> No.8491351

>>8491340
Map 9 of Alien Vendetta

>> No.8491381

Just realised that despite all improvements Doom didn't have in-game cutscenes like Wolf3D had
Weird step-down

>> No.8491384

>>8491381
i guess doom 64 is the only example but it partially counts

>> No.8491397
File: 172 KB, 537x636, q2spookzerker.png [View same] [iqdb] [saucenao] [google]
8491397

>>8491381
Didn't they also have frames for standing and being idle, as opposed to Doom's dance in place?
>>8491203
Fun find. If it 's the whole package that's great, or you can combine it with Plus' texturepack.
Brightmaps are magical.

>> No.8491413

>>8491381
it would have if they hadn't decided they didn't need them

>> No.8491531

>>8488264
might want to add a black outline to make them distinct from plain color backgrounds

>> No.8491569

>>8488275
i think those two look the best, the higher level of detail that they keep makes them look more weirder, while the pinkie and the imp and the caco just look flat.

>> No.8491623
File: 132 KB, 640x480, doom69.png [View same] [iqdb] [saucenao] [google]
8491623

Doom 2 from memory has the first true roadblock on MAP12.

>> No.8491719

>>8491181
Maybe when Doom turns 30.

>> No.8491936

What sector light mode should I be using? I think I've been on Software.

>> No.8491941

>>8491936
software is the most similar to the original

>> No.8492028

>>8491719
>Doom turns 30 next year
Oh god

>> No.8492050

>>8491623
But does it have any CBMkino like Doom 1 from Memory?

>> No.8492064

>>8491381
surprised doom never had enemies dropping keys but i get script stuff like lowering walls works

>> No.8492072

>>8491381
No side-opening doors either.
Don't Wolf3D enemies patrol an area while idle as well? I'm not too familiar with it.

>> No.8492105

what wad has level destruction similar to a build engine game?

>> No.8492136
File: 583 KB, 898x516, file.png [View same] [iqdb] [saucenao] [google]
8492136

id pop-culture reference of the day: in Judge Dredd, city blocks are named after various historical figures, celebrities, controversial hobos, television pastors, etc. One of them is named after American McGee (Prog 2225, March 2021).

>> No.8492150

>>8492050
I don't know what CBM did (Is this the one with cyberdemon?), but this one has shitload of arachnotrons and mancubi and no guns.

>> No.8492238

>>8490965
Yeah, people took the rip and tear thing too far and doom kinda became a parody of itself in the greater "gaming community". Its worse now than when brutal doom was at its most popular

>> No.8492314

>>8492238
It's funny because they told Mick Gordon not to use guitars on the 2016 soundtrack exactly because they were afraid the game wouldn't be taken seriously nowadays with all the heavy metal. Then we have the Eternal expansions where you're wielding a war hammer while riding a dragon to go into a portal to the hell's capital city to have a duel to the death with evil doomguy which sounds both metal and ridiculous anyway.

>> No.8492317
File: 44 KB, 1537x655, 1639313359805.png [View same] [iqdb] [saucenao] [google]
8492317

Continued work on my DIY entry. Made some funky checkerboard hallway but getting a good picture of it in the editor is hard lol.

>> No.8492324

>>8491179
>>8490843
>>8490880

>>8490596
here

to be fair upon changing the soundfont the midi pack sounds substantially better. with the fluidsynth soundfont it sounds like ass though, as if some arrangements are missing.

>> No.8492332

>>8491623
That map was fucked on pistol start. I really liked the project as a whole though.

>> No.8492335

>>8492150
CBM's was E4M4. I can't describe the map in words so go see for yourself.

>> No.8492339

>>8492314
Yeah not a fan of it. Leaned way too into it but whatever nothing i can do about it but ignore those games

>> No.8492347

>>8492150
CBM's map was a tribute to Romero for a McGee map.
It also had a bunch of sector art and was basically an entirely different map.

>> No.8492354

>>8492347
>>8492335
>>8492332
Well, I don't think it has any CBMkino then. At least not so far.
Factory is an absolute mindfuck though, from what I remember about original.

>> No.8492358

>>8492354
https://youtu.be/cwv9isHKatw?t=1388

>> No.8492362
File: 85 KB, 640x480, doom124.png [View same] [iqdb] [saucenao] [google]
8492362

Tonight lesson in mapmaking. If you don't know how to detail your map, just makes everything dark.

>> No.8492364

>>8492358
My favorite part is how his map wasn't even fucking created for the project, and definitely wasn't made from memory. It was originally for RAMP

>> No.8492381

>>8492136
Cool I rad most of them recently, I wish three was some standard to the art and stories, sometimes they go off the rails but the crazier ones like metropolis are fine I guess. There are some very solid crossovers like the aliens one.

My favourite were the ones were the street politics heavy stories.

In the end I appreciated it, but I think I love the setting more than 60% of the stories. But the ones that are good carry the trash.

Dredd needs another game.

>> No.8492408

>>8492028
Wolf 3D turns 30 this year

>> No.8492420

>>8484331
>SO YOU WANT TO PLAY SOME FUCKING DOOM
>(or Quake, Duke, Marathon, Thief, Deus Ex)
>https://imgur.com/a/wWS8zXz

Forgive the noobness but why is there a guide on Quake but not on Quake 2? I understand for games like Doom where it's literally the same engine but did Quake 2 suck or is it harder to mod or something? Why does it seem like there is a bigger mod scene for the first game?

>> No.8492427

>>8492354
Here's hoping there's a E4M5 level clusterfuck, seeing Decino witnessing everything shitting the bed was a sight to behold.

>> No.8492432

>>8492420
It's simply because nobody wanted to make one, which can be attributed to it being less popular than the the first game.

>> No.8492434

>>8492362
Worked for me in Ad Mortem.

>> No.8492456

>>8492420
quake 2 aesthetics, level design, and enemy roster are a huge step down from quake 1, just not as memorable or fun

>> No.8492492

>>8492432
>>8492456
It seems that Quake 2 modding scene really lacks something of likes of Arcane Dimensions for Quake 1 or Echoes for Half Life.
Which is a shame

>> No.8492515

>>8492492
The Sonic Mayhem mapset by Quakewulf is fantastic, but it’s closer to the game’s Death Wish. Nearly all of his maps are great if you want more of that quality.
Revisiting the basegame of Quake 2 left a bad impression, especially after wanting a more direct Quake 1 sequel. Playing the expansions roster fixes and other community creations completely reversed my opinion of the game and I like it as much as the Dooms and Quake 1 now.

>> No.8492531

>>8492456
Aren't those the exact things you fix with mods though? But I get how that would kill all interest.

>> No.8492532

>>8486926
So just add chaingunners?

>> No.8492563

>>8492420
A bit of both.
People don't like it as much as the first game which naturally reduces interest in making content or trying to spend time fixing things. Modding the game itself is also its own beast, relying on Windows dynamic libraries, different compared to the first game and very much so compared to anything sprite-based.
Q2's real community lies in the multiplayer, however much of that is still alive.

>> No.8492601
File: 2.88 MB, 700x392, ebin.webm [View same] [iqdb] [saucenao] [google]
8492601

What am I missing in Hexen lads
>Shit weapons, everything takes forever to kill
>Slow trickle of weapons and only 4 per character
>Grenades are pretty trash other than the Warrior's grenade
>Barely any enemy variety again like Heretic
>Yetis spam projectiles nonestop at you that have an AoE bigger than the level
>Levels constantly spawn stuff 400x worse than Doom's closet-full-of-machinegunners (which I like), like squishing you and gangbanging you with golems
>Boring levels that don't really make you do much more than other 90s games but feel more nonsensical
am I just spoiled by Doom/Quake being very good?

>> No.8492614

>>8492601
>>Shit weapons, everything takes forever to kill
The only bad weapons are the Mage's Sapphire Wand and Frost Shards and the Cleric's Mace. The other weapons kill most enemies in one or two hits. The Mage is just the worst class overall.
>>Grenades are pretty trash other than the Warrior's grenade
The Cleric's grenade will stunlock almost any enemy, even through shields and invulnerability. How is that not good?
>>Levels constantly spawn stuff 400x worse than Doom's closet-full-of-machinegunners (which I like), like squishing you and gangbanging you with golems
Watch where you're going carefully.
>am I just spoiled by Doom/Quake being very good?
You just have to approach it a bit differently than Doom or Quake. Combat isnt the main focus, it's exploration and puzzle solving. Keep your eyes peeled. I couldnt get past the Seven Portals at first until I adjusted my playstyle.

Also, it looks like youre playing on fastmonsters. Dont play a game for the first time on nightmare and then complain when fights are too hard.

>> No.8492678
File: 2.89 MB, 800x450, Wolfenstein 3D 2022.01.06 - 22.37.08.04.webm [View same] [iqdb] [saucenao] [google]
8492678

>>8492614
>Dont play a game for the first time on nightmare and then complain when fights are too hard.
that might be the problem lol.
I read what the difficulties changed and decided it sounded fine -- the reason I avoid the last hardness for a lot of old shooters is the spawning in enemies and not the speed

>> No.8492683
File: 251 KB, 500x393, EinMggjWoAAPVXa.png [View same] [iqdb] [saucenao] [google]
8492683

What's the best way to use Mancubus in custom maps?

>> No.8492684

>>8492532
yeah
but cool chaingunners with a gimmick like they shoot rock mines at you

>> No.8492698

Take the Mac/3DO pill, Wolf 3D fags

>> No.8492702

>>8492683
Take into account his properties.
>Has a decent amount of HP
>Projectiles have a different pattern than usual and are large, makes them harder to dodge
>He's very slow, thus easy to outmanuver
>Because he fires three attacks in a row, he fires two of them and his projectiles are quite large, he's easily baited into infighting (Doom enemies won't start firing if there's another enemy in their way)
Really good at creating ranged pressure if he can stay within line of sight of the player, also an effective tool against other enemies.

>> No.8492748

>>8484374
Just a normal map but comes with a dehacked patch that replaces the sprites of all enemies with pinkies. Shotgun guys are thin, tall pinkies wielding tiny shotguns, cyberdemons are giant pinkies with robotic implants, arachnotrons are spider-pinkies, and so on.

>> No.8492770

>>8492683
their most interesting uses are often when a number of them are placed at range. a few mancubi lay down a nice volume of fire. i like putting them in elevated positions in an encounter to add a little pressure.
if your map has a puzzle section, like platforming or a maze or something, letting a few of them fire into it adds some fun.
a well placed mancubus in a tight space can be shocking.
they're the best monsters for the underrated dickhead move of forcing a fight against projectile enemies after an unavoidable invisibility pickup.

>> No.8492775

There will be an enhanced version of Wolf 3D for the 30th anniversary this year.
Screencap this.

>> No.8492781

>>8492770
>underrated dickhead move of forcing a fight against projectile enemies after an unavoidable invisibility pickup.
That is a great idea, I'm going to steal it

>> No.8492919

>>8492775
Will screencap >>8480950 instead, thanks for the reminder

>> No.8493032
File: 83 KB, 354x423, aaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
8493032

>Use Zandronum as my source port of choice because it's very customizable while still being accurate to vanilla
>Smooth Doom doesn't work on Zandronum

>> No.8493054

>>8493032
>because it's very customizable while still being accurate to vanilla
this is like using ezquake for singleplayer quake

>> No.8493061
File: 11 KB, 183x208, 1633129482605.png [View same] [iqdb] [saucenao] [google]
8493061

>>8493032

>> No.8493156

>>8492775
More likely somebody at Activision will realise that they can put Wolf '09 back on Steam if they have it hidden from the German storefront.

>> No.8493174

>>8493032
I wonder why it doesn't work? I assume it's due to extra options or some bullshit under the hood is too advanced for Zandy.

>> No.8493181

>>8493156
Wolf 3D is not banned anymore.

>> No.8493240

>>8493174
Smooth Doom is GZDoom exclusive I believe, which means that source ports that don't support GZDoom (like Zandronum) can't work it.

>> No.8493243

>>8493240
Yeah, and so I'm wondering what's the overly advanced shit that's barring it from working on Zandy. It's primarily just animation replacements.

>> No.8493253

>>8493243
It's got custom, randomized death animations, right?
That might be it

>> No.8493257

>>8493253
Depends on how that's implemented. If it's just replacing the monsters with their own unique variants, that can't be it. I wouldn't be surprised if SmoothDoom uses Zscript for something

>> No.8493337

>>8493032
Outside of some zandronum only gameplay mods, whats the point of using zandronum for single play?
also
>accurate to vanilla
lol

>> No.8493472

>>8491159
That's actually pretty cool. I was doing something similar with Doom 3 textures in HL1.

>> No.8493483
File: 28 KB, 120x100, doomop.gif [View same] [iqdb] [saucenao] [google]
8493483

>> No.8493491

>>8493483
Now this is a blast from the past. I used to have so many of these kinds of Pikachu death gifs saved because they were so funny

>> No.8493497

>>8490596
I don't really understand why AV needs a midi pack seeing as all the music is new material (for the Doom IWAD, I mean)

>> No.8493502
File: 32 KB, 640x480, revenant1.jpg [View same] [iqdb] [saucenao] [google]
8493502

>>8490746
/pol/.wad

>> No.8493505

>>8491027
It could be worse. I got confused and thought Freedoom was the real game and played that first.

>> No.8493530
File: 3.45 MB, 1080x700, archvile1.gif [View same] [iqdb] [saucenao] [google]
8493530

>>8490965
I know an influx of new fans can irreparably damage a community (just look at what happened to Blizzard and BioWare) but Doom, among other games is an unusual case because we've been kept alive for so long because of user content.
Sure, some stupid people are going to come along and say some dumb shit, but new blood means new content. As much as I hate the trouble that follows after, we need a shot in the arm now and then so we don't implode in ourselves and just became the same circlejerk of people trading mods back and forth.

>> No.8493539

>>8491067
SnapMap seemed like a very kind gesture to give us something to tide us over until proper modding tools were ready for use; perhaps it even could have been used to get new players interested in the map design hobby. Unfortunately it never really progressed past that point; nothing of note really came to Doom 4 that I'm aware of.

>> No.8493540

What is some quintessential CBMkino to play if I'm unfamiliar with his work but familiar with his reputation

>> No.8493543

>>8493540
His RAMP submissions should give you a fine introduction.

>> No.8493549

>>8493540
What is his reputation? I only encountered him in Angry Quilt.

>> No.8493550
File: 31 KB, 264x392, doomguy3.gif [View same] [iqdb] [saucenao] [google]
8493550

>>8493032
Zandronum is my port of choice so that I can endlessly mash the taunt button while playing.

>> No.8493552

>>8493549
His reputation is making really weird maps that make no sense but are extremely mesmerizing as they're kind of like a peer into the mind of a schizophrenia patient. He gained a little bit of a following here after shitwad anon streamed his RAMP maps here. There was also some dumb kerfuffle after that but nobody cares about that.

>> No.8493560
File: 5 KB, 112x144, DoorWithHealth.gif [View same] [iqdb] [saucenao] [google]
8493560

>>8493174
Zandronum is based on an older build of GZDoom and has not "caught up" with later versions, so to speak. Smooth Doom, among many other mods, does not run in Zandronum because the engine features it makes use of simply do not exist in it. In THEORY there should come a day when Zandronum will be able to run something it currently cannot, but the port updates so slowly that god only knows when that might me.

>> No.8493565
File: 496 KB, 579x533, 1481075289277.png [View same] [iqdb] [saucenao] [google]
8493565

>>8493560
I'm fully aware of Zandronum's age and limitations. I've worked with this bullshit for 7 years now. I'm more curious about what the fuck Smooth Doom has under the hood that makes it incompatible.
I could look into it myself but I can't be assed as I actually dislike the uncanny and weird smooth animations for everything, they lack the impact of the originals.

>> No.8493568

>>8493565
I agree, smooth doom kinda makes the game too clean, if that makes sense. Plus, I'm sure you don't have time when you're working on mods like Kid 4 29.99 and Demonsteele and whatnot

>> No.8493571
File: 124 KB, 1300x866, 1478435048776.jpg [View same] [iqdb] [saucenao] [google]
8493571

>>8493568
Anon if I could I would find you and give you such a fucking lecture your eyes would be rolling out of their sockets as I gripe about how much shit you flick me.
Also despite my grievances with the overly smooth animations, at least nothing is blurred and smeared in vaseline, I fucking hate when modders do that. Seems like it's a common practice amongst the new blood.

>> No.8493573
File: 424 KB, 1536x1024, 1548136359-0e49e288570c593036ac67402e45cc4f.jpg [View same] [iqdb] [saucenao] [google]
8493573

>>8493565
hi Term, I see you like towers. here, have some!

>> No.8493581

>>8493571
I love you kegan, no homo.
I don't know how people think that vaseline trilinear filtering quadruple dynamic lighting shit looks good. 9 times out of 10, it's noisy, hard on the eyes, and an absolute clusterfuck to look at. Do they actually think it looks good, or do they just think that way because they're supposed to according to modern vidya standards that always implement these things?
This probably isn't even making any sense, it's 5 AM, I die now. Later term

>> No.8493585

>>8493581
I chalk it up to them coming from different schools of art logic, mainly 3D stuff where those techniques are commonplace and work better there. So they just assume that shit works with 2D sprites and it pisses me off.
and I love you guys too. It's why I'm still here. I'm not spoilering this cus I don't hide my love for people and shit.

>> No.8493587

>>8493539
According to Willits cramming the dev tools for idT5 onto a single machine for the Rage Toolkit was already a pain in the ass, I guess 2016-id just gave up on trying to do it for idT6.
https://www.shacknews.com/article/80568/new-technology-making-it-harder-to-create-mod-tools-id

>> No.8493601

>>8493530
certainly true and based,DOOM lives on new blood,and the amount of new blood this has given DOOM is enormous.
>>8490965
ive seen people say DOOM fans want everything to be like DOOM,but not many actual people like that,the only real example ive seen is someone who said the quake SSG is bad cause its not the same as the DOOM one.

>> No.8493615

>>8492601
>Shit weapons, everything takes forever to kill
I can think of three weapons which do this, but they're still fun to use. With the rest I can plough through crowds.
>Slow trickle of weapons and only 4 per character
How is this a bad thing when you have a dedicated weapon for every role.
>Grenades are pretty trash other than the Warrior's grenade
Cleric's are the most useful by a long shot
>Barely any enemy variety again like Heretic
Off the top of my head both games have more enemy types than Doom 1.
>Yetis spam projectiles nonestop at you that have an AoE bigger than the level
Don't play on Nightmare the first time around
>Levels constantly spawn stuff 400x worse than Doom's closet-full-of-machinegunners (which I like), like squishing you and gangbanging you with golems
It only spawns like 4 ettins every few minutes
>Boring levels that don't really make you do much more than other 90s games but feel more nonsensical
I thought most levels were way more realistic and atmospheric than Doom, Heretic or Quake.
Sounds like you were filtered big time.
Hexen is the best-looking and most impressive Doom engine game by far, it's also the only one that has gibbing for virtually every enemy.
The soundtrack and atmosphere are unmatched.
The enemies feel threatening but it becomes the easiest game if you know how to use its items.
t.finished both Hexen and it's expansion several times on Nightmare

>> No.8493674

>>8492770
I did that once.

>> No.8493810

>>8493615
enemy roster is almost as bad as Duke 3D tho

>> No.8493847

>>8493810
Duke's roster is top tier, pretty much only surpassed by Doom 2 and PC Powerslave. Hexen's is quite far beneath it. Lots of functionally similar enemies who only exist for thematic purposes, tedious designs like stalkers and centaurs, generally bloated HP counts. It's similar to Blood but with a smaller gap between the one real bastard enemy (wendigos/cultists) and everything else.

>> No.8493902

>>8493810
The roster in all the build games pale compared to the Dooms and Quakes. Blood may be my favorite buildgame but I think Shadow Warrior has my favorite roster.
IF has a decent one, too.

>> No.8493929

>>8492314
big problem is "it's supposed to be absurd" is not an excuse when there's still uac documents taking away the abstraction of demons of hell and a lot of ideas written on paper sound like things done better elsewhere
making the dark lord an evil doomguy is utterly useless if you're not going to make him have a similar armor and weapon set

>> No.8493947

>>8493847
>Lots of functionally similar enemies who only exist for thematic purposes
You mean the Serpents? Because that's pretty much it. Afrits/ Bishops/ Reivers all serve a different purpose and so do Ettins/ Centaurs.
>tedious designs like stalkers and centaurs, generally bloated HP counts
Oh, you got filtered. There's nothing wrong with complex enemies and even though they're primitive in Hexen, they do a good enough job.
>>8493810
Duke's enemies aren't bad, it's the gunplay that's shit.

>> No.8493967

>>8493947
There's nothing complex about stalkers or centaurs, they just spend half their existence or longer in iframes.
>it's the gunplay that's shit
Never mind, we have nothing further to discuss. Who got filtered again?

>> No.8493986

>>8492492
Quake 2 Source ports never received a proper update like Quakespasm or DP of all ports, they are still limited in map size and draw distance unlike QS and DP, Citadel is a good example of a Q2map that is big but it has rendering distance issues.
The one that was working with this idea to expand Q2 mapping and sourceport was Q2Evolved who even became the source of even Q1 ports for some stuff, but Team Blur died out some time after Quake IV came out and Planet Quake died after it.

And nowadays you have Yamagi devs, which are weirdo purists who dreads the idea of making yq2 its own Quakespasm for Q2, and KMQ2 has a slow development and Oblivion doesn't work on it due to the lack of source code, unless someone decompiles the linux file that comes with the mod and do magic in rebuild mission pack on top of it https://www.celephais.net/board/view_thread.php?id=62112..

Late 90's and mid 2000's was huge for Q2 mapping for SP and MP, but with the death of Planet Quake and later on Tenfourmaps, plus some autists at quake 1 community who has a huge hateboner against Q2+Q3 and even towards Q1MP's making sure that only Q1vanilla is modded, everything died out and what was let is now relegated to Knightmare Quake 2 Café for SP forums and Tastyspleen which is multiplayer only, with Moddb being the inbetween which projects are hosted there and updated once in a while.
also Tastyspleen is pretty much dead now that Quadz is dead and no one has the power to register new members

also, Q2 custom source ports are a complete fuckfest because all new shit are made on the top Q2Pro which is a garbage port for single player which none of it works, including cutscenes, and is incompatible with all old quake SP mods, said Q2pro led to the fucking Q2RTX port made by Nvidia, which is crap too.

But in community material is what >>8492515 said, is huge, some old SP units are harder than modern Q1, and vanilla Q2SP can be played using MPack AI.

>> No.8494002

>>8493986
And Quake 2 Vanilla with the mission pack AI is a new game, mainly on nightmare, which you will hate it a lot, because it will be harder than Blood due to the new AI and monster animation behavior.

And if Nightdive is working on this too for this year's 25th Anniversary, they are probably taking notes out of here and Decino's videos about Q2 cut assets and AI, like super tanks with homing rockets and grenade spam.
https://www.youtube.com/watch?v=7aBJ0fw-43s

>> No.8494003

>>8493929
>making the dark lord an evil doomguy is utterly useless if you're not going to make him have a similar armor and weapon set
As much as I hated the fight gameplaywise I think having him with a similar armor and weapon set would only work storywise as a last phase or something. He is both God and the lord of Hell, commands an army, has more resources, and had more time to prepare, of course he is better equipped than the Slayer who also has a broken mecha in his base and would probably use it if he could. Then the fight works kinda like a fight against a marauder, which again makes sense when we remember marauders are an evil version of the Slayer's night sentinel buddies, so if you're lazy and want to make a fight against a guy who supposedly fights similar to a night sentinel like the slayer then using the marauder as a base is shit but understandable. The problem is that the fight ends up being you circle strafing around a mecha like an old Armored Core game or something while waiting for him to be vulnerable.

>> No.8494020

>tfw no more Maximum Doom reviews

>> No.8494072 [SPOILER] 
File: 508 KB, 1600x1200, 1641566537355.png [View same] [iqdb] [saucenao] [google]
8494072

Do not open or you will be mentally traumatized.

>> No.8494126

>>8491061
>All I can think of is the whole focus on lore,which was barely touched before Doom 2016 and no one really cared. In fact Doom lore ended up being tacky and forced even more with Eternal.
I’m starting to understand why: I think they chipped through and found an audience for it. Get people invested into the setting and story of “the awesome Doomslayer” and they’ll be more understandable with gameplay considerations, like the marauder not being more of a mirror fight. I’ve seen a growing number of people fine with the new Doom direction “because of the lore”.

>> No.8494229

>>8484331
I wonder what AI generated demon noises would sound like

>> No.8494408

>>8484837
The GBA port actually gave him the normal chaingun sound.

>> No.8494431

>>8493615
>>Barely any enemy variety again like Heretic
>Off the top of my head both games have more enemy types than Doom 1.
He has a point with that one. There are Wendigos and Reivers, which are fine enemies, but theyre literally only used in 1 level each. And green/brown Chaos Serpents are the same enemy with a different skin.

>> No.8494432

>>8494126
It seems to be a case that they did it because every other game were doing it.
The problem is that there seems to be 2 sides who believe Doom is nothing but Doomslayer avenging his rabbit.which is proven false because of the massive backstory.
And the other who care so much about lore and stan Doomslayer as one of the strongest ever.

>>8493530
When you put it like that,for every other memer and fanartist,there will always be others ready to make mods and maps.
Too many times I've seen fanbases infested by the former because it's popular,while the others are most likely to stick around and add more to what Doom fanbase really is about.

Seriously,how many times we had games that became forgotten because they lacked a proper mod support?

>> No.8494638

Does Choco Doom have a CRT scanline feature?

>> No.8494695

>>8494003
>waiting for him to be vulnerable.
This is the absolute last thing anyone wants to do in a fast-paced shooter, it's why people opted to seek out cheese strats for the marauder in the first place. The fact that they made their final boss an uncheesable marauder shows quite clearly that they don't understand this.

>> No.8494746

>>8484451
>Lord British
Does it also kill you when you try to make a speech?

>> No.8494758

>>8488618
>runs like shit
seems to be what the new gzdoom-based game releases will have in store for us
You think Relentless Frontier is bad? Try age of hell

>> No.8494760

>>8494638
no
and quite honestly,it's better off without it

>> No.8494774

>>8494695
I think the worst part of the fight is when you accidentally graze him with a single bullet or some splash damage and he instantly gains back 70% of his health bar

>> No.8494812

>>8494758
i tried age of hell and it ran unplayably bad, but also that was in part due to gzdoom spazzing out if your windows sound range is above 96khz, which i learned of later
i'll have to try it again

>> No.8494838

>>8494695
It works for the marauder because he creates tension when you're surrounded by enemies and have to prioritize either avoiding him or dealing with him first. When it's just you and the boss it's just boring.

>> No.8494851

>>8494812
>gzdoom spazzing out if your windows sound range is above 96khz
huh?

>> No.8494868

>>8494851
try enabling 192khz sound range in windows options, then play any TC mod and shoot a crowd with explosives
slows the game to a halt and stutters/clips the sound so much you think your game's about to crash

>> No.8494980

>>8494868
>>8494812
>>8494851
Why do you need 192khz sound range in a game where it never goes above 22khz. Even if you use a fanciest soundfont for your midis, they still almost never go above 48khz

Is there some hidden advantage im not avare of?

>> No.8494994

>>8494868
have you tried disabling HRTF and set resampling to linear? Tends to fix most of the sound related issues.
Also GZDoom does not support any output above 48khz anyway so anything above that is wasted by default.

>> No.8494996
File: 602 KB, 1728x1080, forestale.jpg [View same] [iqdb] [saucenao] [google]
8494996

thoughts?

>> No.8495006

>>8494996
Interesting showcase of what can be done with the engine, shit level design.

>> No.8495018

>>8485310
t.macfag

>> No.8495061

>>8494980
i just had it enabled by default
no particular reason
>>8494994
yeah and it didn't work as well as just changing the windows setting down to 96khz

>> No.8495071

>>8494746
The OTHER Lord British.

>> No.8495079

>>8495071
What OTHER Lord British?

>> No.8495081
File: 122 KB, 224x224, LordBritishCard.png [View same] [iqdb] [saucenao] [google]
8495081

>>8495079
This one.

>> No.8495156

Doomwiki lists the shotgun at doing between 5-15 damage for each pellet. The Zdoom wiki page on A_FireShotgun has its damage as 5. Do I just make the damage of my custom weapon the lowest amount I'd want it to go, then let RNG take care of the rest?

>> No.8495418
File: 107 KB, 678x560, sgsg.jpg [View same] [iqdb] [saucenao] [google]
8495418

LGS kneels to Carmack

>> No.8495450

Also Marathon has a better story than System Shock.
LGS loses again.

>> No.8495452

please tell me there is boom compatible colored blood splats i can download

>> No.8495586
File: 387 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_48_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8495586

FRIDAY NIGHT FIREFIGHT TIME! Tonight we're fragging on the classic GothicDM. Make sure to connect with Zandronum 3.1 and let's do this shit!
104.128.49.2:10699
104.128.49.2:10699
104.128.49.2:10699

>> No.8495602

Is Hdoom kill?
seems he could make a lot of patreon bucks with the ironic normalfag crowd

>> No.8495616

>>8495602
No progress posts since the nearly-finished Spiderdemon anim in May, he posts other shit instead.

>> No.8495629

>>8495418
where's that from?

>> No.8495639

>>8495629
https://www.filfre.net/2021/03/system-shock/

>> No.8495748

>>8492678
Someone do this on highest difficulty without taking damage

>> No.8495751

>>8493847
>Duke's roster is top tier,
>Hope you like hitscanners bro

>> No.8495764
File: 219 KB, 852x480, 1632913286262.jpg [View same] [iqdb] [saucenao] [google]
8495764

Shadow Warrior is the best Build Game

>> No.8495769

>>8495748
It would likely be literally impossible. The room is so small, there's so many of them, their projectiles explode into smaller projectiles, you dont have a super destructive weapon at that point, and the Wendigos dont have a pain state.

>> No.8495772

DUKE BAD
DOOM GOOD
ME HAVE BRAIN DAMAGE

>> No.8495781
File: 511 KB, 1920x1080, 20220107195410_1.jpg [View same] [iqdb] [saucenao] [google]
8495781

>>8495748
FWIW you can pick off a few guys from the room with all the grates; pic

>> No.8495783

why are source-ports like legacy and boom still developed
What is the point? Who uses them and for what purpose?

>> No.8495785

>>8495769
That's what I was thinking. More of a damage mitigation + item use challenge than a perfect 0 damage challenge. I was hoping someone could do it and completely dab on me though.
>>8495772
Duke is really good it's just way more flawed than Doom

>> No.8495789

>>8495785
*it's just way more based than Doom

>> No.8495805

Doom nailed the rythmic gameplay flow that can be scaled and permutated infinitely. Other games were impressive at the time, but don't scale well.

>> No.8495808

>>8484913
that explains why they look like shitty attempts at doom sprites, yet I could tell they were not quite right,even for some random 3rd world clone game like Mars 3D. They just didn't look quite human-made. Now I understand.

>> No.8495848
File: 130 KB, 800x450, 1638641046165.jpg [View same] [iqdb] [saucenao] [google]
8495848

>>8489813
>2016 was 6 years ago
>6 years ago I bought nu Doom on both Steam and PS4 disk and I still haven't played it because I don't have time,and when I find time I play the same old games again and some mods instead of new games

>> No.8495871

>>8495848
well what are y a waitin for man crack open a couple of mickeys and hit that shit up

>> No.8495895

>>8495789
that too desu
Duke's lines are 3/4 of why I go back to it

>> No.8495902

>>8495805
All of the Doom & Build engine games have a simple rythymym to them that sucks me in more than any other games. But yeh Doom is like a distilled version of it. Everything in it just werks

>> No.8495910

>>8495781
>>8495748
>Wizard
>Enter portal
>Chaos device back to the start
>go to >>8495781 room
>Pick off the yetis with your wand
ez pz

>> No.8495921

>>8495910
jk that's not how Chaos Device works

>> No.8496089
File: 1.55 MB, 400x286, 1503946007353.gif [View same] [iqdb] [saucenao] [google]
8496089

>maybe finally gonna work on doom mods again since I've been unemployed for a while and need a break from writing
>suddenly, the second I start to get all my shit dusted off, I'm employed again and will have little time for hobbies
Fate is conspiring to keep me from ever having to write another line of ZScript.

>> No.8496137
File: 2.94 MB, 960x540, Replay_2022-01-07_21-18-07.mkv.webm [View same] [iqdb] [saucenao] [google]
8496137

>>8495748
Will it only count if I kill the rest of the room? At this point it'd just be the latter half of this >>8495910, which will take forever and be completely safe.

>> No.8496140

>>8484331
is this from that ai? most of these look really good unironically. love that pancake-headed marine with an evil smile made out of gore. i guess ai is already more creative than spriters

>> No.8496142
File: 7 KB, 118x137, file.png [View same] [iqdb] [saucenao] [google]
8496142

>>8496140
Agreed, this guy's dope as hell. Kind of reminds me of something in nu-doom.

>> No.8496157

>>8494812
Age of Hell is peak GZDoom design, in that it takes advantage of every performance hogging feature of the engine to make itself look pretty, but nobody working on it can design fun encounters or levels.

>> No.8496215
File: 1.15 MB, 714x945, doom ai bestiary 2nd.png [View same] [iqdb] [saucenao] [google]
8496215

>>8496140
Once AI figures out how to animate these cuties, we'll see a renaissance in modding unlike anything ever seen

>> No.8496239

>>8496215
top middle right, no contest

>> No.8496242

>>8496215
Maybe they can finally pick up the slack of these community sprite artists.
I still think it's really fucking funny how one of the few spriters who got shit done was an anon here who has 0 social media presence.

>> No.8496296
File: 488 KB, 1360x768, heart of the stone Screenshot_Doom_20220107_194439.png [View same] [iqdb] [saucenao] [google]
8496296

Pretty awesome ZDoom map. Probably went under the radar a bit because it was released as part of a Realm667 map jam. And the link for it there isnt even working any more.

https://onemandoom.blogspot.com/2016/02/the-heart-of-stone-heart-of-stonepk3.html

>> No.8496298

>>8496137
>if I kill the rest of the room
maybe, but maybe not because it has no bearing on progressing in the map.
I think you pass. Very slick.

>> No.8496301

>>8496137
Can you get the wings legit before entering this room?

>> No.8496318

>>8496301
yeah, the wings are out by the hub exit, which opens up at the same time as the room that sends you here in guardian of ice
this part is totally optional, it's for opening the secret map

>> No.8496328

>>8496242
>I still think it's really fucking funny how one of the few spriters who got shit done was an anon here who has 0 social media presence.
Who's that?

>> No.8496337

>>8496328
Probably the madman who made all of the HFFM custom monster sprites.

>> No.8496373
File: 754 KB, 454x498, 1617752981590.webm [View same] [iqdb] [saucenao] [google]
8496373

>>8496328
>>8496337
Yep, Captain Mozzarella. He proposed making monster sprites for HFFM on April 6th and got some heavy criticism because nobody thought he would be able to deliver in a reasonable amount of time. 4 hours later, he delivers full rotations for the hell noble, pic related. Everyone who doubted him was completely and utterly BTFO that day. By April 15, the entire bestiary had their sprites replaced. When it comes to sprites, Mozza was one of the most efficient in that field, especially for a no-name anonymous /vr/gin with no presence or history on Doomworld or ZDF. I'm convinced he disappeared because he was simply too damn talented for the doom community and we didn't deserve him.

>> No.8496376

>>8496301
ye I just checked
>>8496318
that level has so many rooms that I don't even get to before progressing to the next level lol

>> No.8496383

>>8496242
>I still think it's really fucking funny how one of the few spriters who got shit done was an anon here who has 0 social media presence.
Or at least not as Captain Mozzarella.

>> No.8496391

>>8496383
That's likely, it might've been a alias for someone else.
Unrelated, but his personality kind of reminds me of Captain J.

>> No.8496420

>>8496391
It's fantastic and phenomenal work either way, I can't praise the spritework enough.

>> No.8496596

>trying to find a dragon quest soundfont to use with hexen
>the only two that exist have everything separated by song
Suffering

>> No.8496608
File: 142 KB, 660x901, istockphoto-1155863389-1024x1024.jpg [View same] [iqdb] [saucenao] [google]
8496608

>>8496373

>> No.8496659
File: 31 KB, 399x480, Birdie.jpg [View same] [iqdb] [saucenao] [google]
8496659

For the few of you who'd care, Kenneth Scott recreated his infamous "Birdman" design of Doom 3's Hell Knight.
https://www.dropbox.com/s/i2vzb345vq17hog/Birdman_new_Lighting.mp4?dl=0

>> No.8496670 [SPOILER] 
File: 36 KB, 153x153, 1641624318574.png [View same] [iqdb] [saucenao] [google]
8496670

*tips*

>> No.8496689

>>8496670
>Cacodemon nights cosplay

>> No.8496696
File: 46 KB, 159x150, Tyler1.png [View same] [iqdb] [saucenao] [google]
8496696

>>8496215
You're in the club and this guy slaps your gf's ass wyd?

>> No.8496734
File: 45 KB, 153x153, a pain elemental that spits out pain elementals.png [View same] [iqdb] [saucenao] [google]
8496734

>>8496696
Unload my single-barrel all over Joe Rogan's face

>> No.8496792
File: 56 KB, 100x100, CyborgWarrior.gif [View same] [iqdb] [saucenao] [google]
8496792

I WONDER IF THERE'S ANY GREAT MAN
IF THERE'S ANY GREAT MAN

>> No.8496950

>>8496696
the fact that this thing was created after HFFM was already out the door is a tragedy

>> No.8496952

>>8495783
Boom-ports are used for demos, they don't work with gzdoom. Recently mbf21 was developed which allows much more flexible mapping and dehacked on boom-ports.

Legacy has few wads that don't work on other ports, so patching it allows you to play those on modern systems.

>> No.8496978

>>8496157
I found the demo quite fun. New items and alt-fires really put a spin on usual slaughter scenarios. Ending battle with quad damages was very fun.

Also I do enjoy Bridgeburner's previous maps. People seem to hate the guy for some reason. Slaughter spectrum was really fun and makes some unique, arcadey slaughter pieces that aren't really influenced by usual slaughter mappers. I do get that some hate Bastion Of Chaos. It's really hardcore, and only handful people can beat it even on hmp. Basically for average joe, hntr is the way to go. It's way too much for most egos, but it brings us to another question. Should the mapper be able decide how hard each difficulty is, and if not, why? Sunlust hmp is harder than vanilla doom on uv, but nobody says that it's a bad decision.

>> No.8496980

>>8496215
If non-humanoid monsters (such as cavos, lost souls, spiders) were removed from the list, we might get more clean combinations.

>> No.8496984

>>8496242
I would want to sprites and textures, but I have no skills. I can do mapping and dehacked, but that's it.

That being said, I think Amuscaria is great sprite artist. Hell-Forged had many cool new monster, that would perfectly fit to Doom game. Hell-Forged 2 will have even more.

>> No.8496986

>>8496696
This is what happens when Romero has sex with imp.

>> No.8496992

>>8496980
I think it's less the shape and more the texture of the monster; some of them seem to be the AI doing weird shit like trying to make a caco-shaped monster out of cyber parts and bones.

>> No.8496997
File: 32 KB, 230x230, run.png [View same] [iqdb] [saucenao] [google]
8496997

>>8496215
No idea why but my immediate mental image was of this dude naruto-running at me in one of those strobe rooms

>> No.8497017

>>8496997
i'd actually fucking scream if i saw that

>> No.8497208

>>8496373
holy fuck, those hffm sprites were indeed remarkable. i was wondering who did it.

>> No.8497324

>>8490976
I don't think Terminus quit, he just ditched the ZDoom forums for being creeps to him, or something like that.

>> No.8497395

Didn't the HFFM sprite guy let out a tutorial or info about how he made the sprites?
Because i heard he even tried a Blender addon specifically for Doom sprite making but he didn't like it
>>8497324
I recall Term writing a tweet thread about what happened to him and he said he was sexually harrassed
Even specified it was actual harrassement and not the Tumblr version of it

>> No.8497464
File: 166 KB, 448x498, fire-blood.gif [View same] [iqdb] [saucenao] [google]
8497464

What's the best way to play Blood nowadays?

>> No.8497474

>>8497395
That was Revae, I don't think Mozza ever left a tutorial

>> No.8497481

>>8497464
NBlood, either standalone or the one included wity Raze.

>> No.8497510

>>8497481
why is gdx not the go to source port anymore?

>> No.8497516

>>8497510
GDX is still fine, some people just don't like java. It all comes down to preference.

>> No.8497554

>>8484347
>futa crushers

>> No.8497573

>>8487334
there are brightmaps for smoothdoom

>> No.8497621

>>8489445
I like doom 3

>> No.8497645

>>8490052
neat
>it's dead
of course

>> No.8497650

>>8496659
Yeah, and it's already ported to the game: https://www.moddb.com/mods/birdman-doom3
A good start. Now he needs his own animations.

>> No.8497652

>>8489445
i played doom 2 as a toddler and my dad bought me doom 3 when i was 6
it scared me so i played with cheats

>> No.8497673

>>8490716
I'd use hardware of the time

>> No.8497676

>>8492408
wolf 3d remastered?

>> No.8497705

>>8495602
wasn't he working on ion fury?

>> No.8497750

>>8496997
these could totally be the doom version of the quake sword zombies

>> No.8497770

>>8497573
>>8491203
Please read before posting for the next thread so you can keep up.

>> No.8497773

>>8497770
I literally destroyed the doom continuity, I'm sorry

>> No.8497778

>>8497773
Great job

>> No.8497802

Any retro shooter game under 500mb of ram?

>> No.8497829

>>8489445
I liked that it was setting the precedent away from modern military shooters for the market. But I knew it wasn't going outcompete our PWADs. Really it gave me a "I'm happy for them" kinda sentiment.

Nu Doom plays like it was made for people nostalgic over Combat Evolved rather than Doom however.

>> No.8497850

>>8497829
>I liked that it was setting the precedent away from modern military shooters for the market.
You can thank Overwatch for that!

>> No.8497863

>>8492324
That's how MIDI be, you compose your music around one soundfont, and then it's a gamble if it sounds right or not. Going from one or another, it can range from sounding worse, sounding basically like it ought to, or sounding surprisingly kickass.

>> No.8497887
File: 976 KB, 480x270, giphy.gif [View same] [iqdb] [saucenao] [google]
8497887

>>8484331
>wants to download complex Doom
>download constantly fails and resets

>> No.8497910

>>8497464
I like Raze for its settings

>> No.8497913

>>8497802
all of them

>> No.8497934

>>8497464
Nblood/Raze for straightforward vanilla, GDX for the same with the option of custom difficulty.

>> No.8497992
File: 2.53 MB, 2560x1440, gzdoom_2022_01_08_19_20_47_064.jpg [View same] [iqdb] [saucenao] [google]
8497992

wait a minute..
where the fuck is the Cyberdemon?!?
what happened to Tower of Babel?!?
the fug?!?

>> No.8497994

>>8497510
>>8497516
Personally, Raze runs the game the smoothest (all build games, not just Blood). Was perfect with Death Wish too.

>> No.8498050

>>8496980
I think no matter what you're always going to get a lot of messy/junk results. Just means you have to run a few extra cycles.

>> No.8498094
File: 28 KB, 582x460, rh4h.jpg [View same] [iqdb] [saucenao] [google]
8498094

how do i bring up the stats in glboom without using the automap? i want the stats on the screen like in the build engine games

>> No.8498127

>>8498094
F5, I think

>> No.8498128

>>8498094
play on a better sourceport for starters

>> No.8498159

Is there a mutator mod for GZDoom out there that respawns you at the map start upon death, ala JohnnyDoom?

>> No.8498209

>>8497910
I take it back I used GDX
Raze is good for Shadow Warrior options

>> No.8498259
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8498259

ALRIGHT MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. I HOPE YOU ALL HAD A GOOD CHRISTMAS AND NEW YEARS BECAUSE NOW'S THE TIME TO GET BACK TO WORK. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S THE TIME TO SHOW US.

>> No.8498267

>>8498209
>>Raze is good for Shadow Warrior options
>"hitscan only" for autoaim options
Yeup, that's huge.
If their version of NBlood gets the option to edit your difficulty it'll be my definitive set of build ports.

>> No.8498274
File: 2.91 MB, 364x234, Dead Reckoning.webm [View same] [iqdb] [saucenao] [google]
8498274

>>8498259
I finished the layout of my new map and I didn't have a good time with it.

>> No.8498301

>>8491042
The Fallout ones have been around for more than a decade.

>> No.8498320
File: 2.30 MB, 1548x1286, turok_remastered.png [View same] [iqdb] [saucenao] [google]
8498320

I had to witness this horror so you do too.

>> No.8498329

>>8491043
I thought it looked cool as fuck when it was new. I got to eventually play the demo a year after launch, and thought it was pretty tits, though I was disappointed at the complete lack of music, outside of the sweet as fuck menu theme. But maybe it's just a demo thing, maybe there's more music in the full game?

Anyway, getting to play it in full sometime later, I thought it was cool. Kinda nervous for the first hour or two, because of the Ooga Boogas, but I kind of stopped falling for them and often saw them coming, and I felt this aspect of the game was pretty tedious and annoying, they didn't scare me anymore. Of course there was no music in sight (err, earshot?), and I wished there was some more variety than gray steel corridors.
Overall though, I did find the game quite enjoyable, and well worth my time, replayed some too. The hell levels are cool, the chainsaw is sex, and the bossfights weren't bad (mostly), the Guardian is well above average, especially for an iD game.

>> No.8498345
File: 46 KB, 800x600, FFcJ_OMWUAAbFPY.jpg [View same] [iqdb] [saucenao] [google]
8498345

Quake bedrooms.

>> No.8498348

>>8498259
I have no screenshots of interest because it's all DECORATE, but I've been recreating the values of Doom 3's weapons and enemies. Why? I don't know.

>> No.8498351
File: 2.78 MB, 320x240, 1614233293167.gif [View same] [iqdb] [saucenao] [google]
8498351

>>8492347
>CBM's map was a tribute to Romero for a McGee map.

>> No.8498360

>>8497676
Nah, just re-releases like for both DOOM games and Quake.

>> No.8498378

>>8492420
A lot of Quake 2 stuff was lost to time, so there was actually a lot more than it seems there was. I think it's a good game, and so did John Romero.

>> No.8498381

What are some good, exploration based WADs, preferably with a dark sci-fi style?
Got the Psychic mod and feel it would fit really well with a Hexen-style set of stages and stuff.

>> No.8498382
File: 204 KB, 296x323, Neural.png [View same] [iqdb] [saucenao] [google]
8498382

>>8498259
>>>/wsg/4299796
I've been dragging my feet on finishing this.

>> No.8498393

>>8498382
>AI draws the Hornet SM-Bee from Treasure Tech
what did it mean by this?

>> No.8498403
File: 206 KB, 1000x736, cube.png [View same] [iqdb] [saucenao] [google]
8498403

>>8498393
Honestly the character looks more like Armin Chesterfield from Treasure Tech than it looks like Arti.
I don't know why there are Metroids there, either.

>> No.8498405

Does anyone have the complete files for the Perdition's Gate demo?

>> No.8498414

>>8498348
Is the shotgun a melee weapon?

>> No.8498440

>>8498301
Yes, that's what happens when you support a modding community. It's not like they canned modtool support after Morrowind, unlike what nuIdSoft did with snapmap after 2016.

>> No.8498573

>>8498329
How about the Expansion Pack Resurrection of Evil?

>> No.8498585

>>8498440
Doesn't Eternal have official mod support for PC and Mac?

>> No.8498627

>>8498585
It only has the Nexus, it doesn't have anything official like the new Doom and Quake ports where you can select an "add-on".

>> No.8498637

>>8498627
Oh, so it had to be cracked first.

>> No.8498682

>Play Hexen for like 5 hour straight
>Sleep
>Wake up still seeing winding mazes of textures

>> No.8498686

>>8498682
Something wonderful to wake up to? Or something horrible?

>> No.8498790

>>8487295
Nblood works fine on Linux. BloodGDX should too. Barring either of those I bet all the Windows ports run fine in Wine.

>> No.8498810

>>8498637
In a way, yeah. Even Doom 3 allowed you to comfortably mod it, and you have to pop into 2016 if you want anything close to a level editor.

>> No.8498853

>>8498440
>It's not like they canned modtool support after Morrowind, unlike what nuIdSoft did with snapmap after 2016.
Although, consider that the only Fallout or TES released after 2015 is FO76, so the two series have been without modding for about the same length of time.

>> No.8498901

Time to get baking

>> No.8498907

does anyone know if the "paranoid" TC is a 1:1 HL1 recreation or does it have new maps?

>> No.8498927

>>8498901
alright I can't do this right now, someone else is gonna have to do the next thread

>> No.8498987

>>8498853
A fair consideration, though I'd still consider the mod support they've given their games between Morrowind and Fallout 4 to far exceed what IdSoft supported between Doom 3 and Eternal. Admittedly, part of that is because they refuse to go beyond Gamebwhyro.
Might be worth noting 2016 also marked when consoles first started to get access to mods. And consequently brick some of their consoles when they failed to understand why some mods were "PC exclusive".

>> No.8498997

NEW THREAD
>>8498993
>>8498993
>>8498993

>> No.8499004
File: 245 KB, 1581x779, blokoout.png [View same] [iqdb] [saucenao] [google]
8499004

>>8498259
Just a block out at the moment. Don't want to spend too long creating it, but also don't want to exactly half-ass it either.
Wish there was a comprehensive sheet list of sequence names to read.

>> No.8499205

>>8498360
I obviously meant that
but I don't think there is a public for it

>> No.8499490

>>8499205
maybe it'd be cost effective; just use the Doom/Quake re-releases as a base, skin it as Wolfenstein, and throw out a few promo videos on the internet.