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1240468 No.1240468 [DELETED]  [Reply] [Original] [archived.moe]

DOOM THREAD (other retro FPS gaems are welcome too! - chances are we've played 'em too)

Last thread >>1233645

Discuss stories, projects, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help! We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

If you know about some projects we don't, don't even hesitate to share 'em with us!


FAQ/Pastebin, still updated semi-frequently


-We're EIGHT DAYS away (and pray to all gods known to mankind to get it done in time) from the biggest event of the year - The Cacowards! Who are your nominees? Share 'em with us!

-Samsara is getting bigger, madder and better. If I were you, I would keep track on future news.

-Want to entertain/educate yourself? Spend some time cultivating your Doom addiction? Go watch this playlist, then! https://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1 Suggestions are welcome!

-OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289

-Latest ZDL (v3.2.2.2) - If you ever have problems running multiple wads at once, use this.

Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/
ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19

Best Single Player WADS of 2013 (needs update) - want pure vanilla maps, go check this list!

/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)

##Our WADs can be found here!##

Steam Group:

IRC channel: irc.zandronum.com, channel #vr
The password is in the FAQ.

>> No.1240472

According to Masters of Doom, Doom's official birthday is December 10th, 00:30hrs central time

>> No.1240475
File: 2 KB, 188x252, secretaryimp.png [View same] [iqdb] [saucenao] [google] [report]

I wonder if anyone would be interested in a Santa Clause mancubus?

>> No.1240476

>want pure vanilla maps, go check this list!

Some of those in the list arent pure vanilla though.

>> No.1240478

>We're EIGHT DAYS away (and pray to all gods known to mankind to get it done in time) from the biggest event of the year
>-We're TEN DAYS away (unless someone delays fucking everything like last year) from the biggest event of the year - The Cacowards!

Nobody has explained what happened last year with the cacowards being late. I can't find anything about it and am still curious. Posting again this thread in hopes of getting answers.

>> No.1240481


hohoho! but of course, man!

>> No.1240482

As long as we get pinkie demon elves.
And if remnants beat people with candy canes instead of skelepunch.

>> No.1240489

>Nobody has explained what happened last year with the cacowards being late

People being way too much of a lazy ass to check ALL the works that were released past year. There were quite a few works that got ignored because of this

>> No.1240497

The tl;dr of the matter is that the guy who was supposed to be in charge of the Cacowards basically said "No, I don't care about Doom anymore". At the last minute. Without telling anyone.
So another crew scrambled to play as many wads as possible and write up some makeshift reviews.

>> No.1240504


was it scuba steve?

>> No.1240505


I want to say it was the guy in charge of /idgames, but I'm afraid I can't remember. Sorry.

>> No.1240508

>it was the guy in charge of /idgames

Ty? No way, he's a bro. He's still mantaining /idgames

>> No.1240664
File: 19 KB, 339x269, 1368873030067.png [View same] [iqdb] [saucenao] [google] [report]

is this any better?

>> No.1240668


>> No.1240706

I'm gonna make a fucking christmas wad.

>> No.1240730
File: 62 KB, 283x261, bfg_waifu.jpg [View same] [iqdb] [saucenao] [google] [report]

Posting this in every DOOM general

>> No.1240838
File: 74 KB, 350x447, 1383422114887.jpg [View same] [iqdb] [saucenao] [google] [report]

Should i pirate Doom/Doom 2/Hexen/Heretic or buy them on Steam

>> No.1240859

That's your call.
I'm not one to give out excuses for piracy, but as of last month, every single person who worked on Doom is no longer with the company, so your money is just going to Gabe and Zenimax. I bought them on steam just to own them. I wonder if TNT gets a cut from final doom?

>> No.1240894

Tim Willitz is still there. Though all he did was only map for Master levels and Ultimate, so I guess that doesnt really count.

>> No.1240904

Anyone here played Perdition's Gate?

>> No.1240906

Isn't Carmack still working there? I know that he did turn some of his attention to Oculus though.

>> No.1240907

Carmack recently resigned.

>> No.1240912

aw, well that's just sad. At least the new Wolf game looks fun.

>> No.1240917

Yeah, I think its pretty great. Shame it didnt become apart of Final Doom.

>> No.1240932

Its also not exactly a good thing, considering Tim Willits is a bit of a narrow minded tool.

>> No.1240945
File: 10 KB, 300x500, yes indeed.png [View same] [iqdb] [saucenao] [google] [report]

Do it faget.

Dear god I hope not, I love that guy and his works.

Hmm... On one hand, I'm not liking what Zenimax is doing, but on another, I'm actually really fond of Gaben.

>> No.1240967

Its a bit mixed for me. Has a lot of levels that are compatible in quality to Final Doom, Icarus, and MM, especially early/mid game. But also suffers from a few mediocre filler maps, which gives the feeling it was rushed out in the end.

>> No.1240974

comparible* not compatible.

>> No.1240994

Yeah. First 2/3s easily felt Final Doom worthy.

Final third was a bit of a mixed bag though. Too many short maps. Secret Maps were pretty bad, too.

>> No.1241000

What good Doom 2 wads are you currently enjoying? Or what is your personal favorite?

>> No.1241027

My favorites so far have been Phocas Island 2, Winter's Fury, and Unloved. I'm playing Epic 2 and Plutonia 2 too right now.

>> No.1241039

Hell Grounds was kinda neat
I'm new to the whole Doom experience though

>> No.1241052

Do you guys like Doom 3?
Also, what do you think of the Doom movie? I rewatched it for the first time in a while and I loved the last half of the movie, especially like the last 10-20 minutes of it

>> No.1241065

>Do you guys like Doom 3?
It's.. OK. It's a bit wasted potential, since some parts of it are really fucking good (mood, graphics, and especially the visual design) but others fall flat. It's torn between being a survival horror game with lots of backstory and a simplistic balls-to-the-wall classic shooter game, causing it to not really succeed in either category.

>> No.1241079

>Do you guys like Doom 3?

>> No.1241084

Are you guys making a level for the 20th anniversary?

>> No.1241087

This is... a nice idea.

>> No.1241104

Is the multiplayer still alive for Doom 3?
If so, I might buy it

>> No.1241105

> tfw only 8 days to create a decent map

>> No.1241109

I hope so.

There's a mod that let 4 (or even 8, I think) players to finish the campaing in co-op.

I always wanted to play it in co-op.

>> No.1241165
File: 551 KB, 680x408, Doom__Repercussions_of_Evil_by_LupineWarlord.png [View same] [iqdb] [saucenao] [google] [report]

Doom 3 is pretty fun, even if it has it's flaws (predictable ambushes, too dark in some places), I thought it was pretty cool when it was new, even though it wasn't as good as the original games.

It kind of captures the lonely feeling of the original game in some parts, and I'll honestly have to say that the monsters are actually pretty cool, even though I prefer the old Adrian Carmack and Gregor Punchatz designs.

As for the movie? It... is what it is.
I honestly think the old novels are much better (even if they have their fair share of flaws and problems), at least it has likable characters.

>> No.1241193

>look at the pic
>lol this resembles repercussions of evil
>double lol
It suddenly reminded me

I just started, I'm making a (kinda story-driven) map based on what random wad idea generator spat out on me. Boy it's hard to concentrate on the gameplay when you've got so many shiny, fancy UDMF features.

>> No.1241224

Curious, what makes a secret map worthy of remembering? Other then making the theme completely different then the rest of the levels.

>> No.1241230


the encounters and surprise enemies


>> No.1241256

>8 Days
Wait, aren't Cacowards supposed to be given on the 21st?

>> No.1241259

How do you scale down the hud again? can't remember the command. I don't mean the display size

>> No.1241263

Yeah but Doom turns 20 years on the 10th.
Our baby is almost old enough to buy a handgun now!

>> No.1241264
File: 181 KB, 284x330, 4136144887459.png [View same] [iqdb] [saucenao] [google] [report]

Wait, A Commander Keen themed map?
Looks neat.

>> No.1241269

Oh god i'm really psyched.
This was a great year for Doom (on every sort) and i can't wait to see the outcome.

>> No.1241285

but it says
"he going to kill us"

>> No.1241291

there's a better one before it

>> No.1241329

I think my comp is too shit to play doom.

zdoom crashes everytimes I try to run doom

>> No.1241334

>my comp is too shit to play doom

There's no way in hell, man. Calculators can run Doom!

Also, it's not like zDoom is the only sourceport available on earth

What's your OS? and your specs?

>> No.1241338

I just keep clicking through the games given in the zip from the pastebin. Everything crashes except for one game I don't know the name of I already deleted everything from sadness.

Windows NT service pack 3
2ghz Processor
512mb ram
Integrated graphics doesn't have shaders 2.0

>> No.1241348


Hmm...try reading this and come back with results


Your only chances seem to be the original exe, ChocoDoom and PrBoom

>> No.1241349

I ran zdoom on a 256 mb of ram pentium 3 700mhz just fine.

>> No.1241353
File: 80 KB, 724x360, cupboard.png [View same] [iqdb] [saucenao] [google] [report]

>Windows NT
This is kind of like finding someone who is still using black powder over smokeless powder.

>> No.1241357


So who all is participating? Or at least watching?

>> No.1241363


There's also another dude who is going to do a 24-hour marathon of Doom in Dec. 9th, starting at 7PM Eastern. No idea which games is he going to pick up


>> No.1241456

>Doom 3
Good game, bad Doom.

>> No.1241464

Kind of a weird question but...

Do we have any John Carmack impersonators in the audience?

>> No.1241473

how hard is it to sound like a nerd?

>> No.1241487


It's not the fact of sounding like a nerd. I was thinking of recreating the DSBOSSIT's process of recording a specific phrase and insert it in the game

There's this famous quote that John Carmack expressed in Masters of Doom (and I'm posting it at the risk of derailing the thread, which I must point out, it is not my intention to do it so), it goes like this

>Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important.

It is quite long and I'm confident it could derive in a creepy sounding DSBOSSIT alternative if the audio transforming process is replicated, but in order to do this I *need* someone that sounds a lot like him, because I am not quite sure if he would ever accept to repeat that phrase for whatever reason

>> No.1241507
File: 2.38 MB, 320x200, hickok45.gif [View same] [iqdb] [saucenao] [google] [report]

I'd say this is kind of a good description.
Though I wouldn't go so far as to call it "bad".

He does sound like a nerd, but the dude could probably kick all of our asses even if we ganged up on him.

>I was thinking of recreating the DSBOSSIT's process of recording a specific phrase and insert it in the game

That was John Romero speaking that line though.

>but in order to do this I *need* someone that sounds a lot like him
Why? It's not like Romero's voice is at all recognizable even if you reverse the sound, Icon Of Sin sounds nothing at all like a stoner.

I don't think it's going to be audible whether or not one impersonates him, because he'd have to be making a voice and then it'd be processed and distorted with audio editing software.

>> No.1241512

>He does sound like a nerd, but the dude could probably kick all of our asses even if we ganged up on him
he can't beat me, but I also wouldn't just start a fight with him

>> No.1241519

>That was John Romero speaking that line though.

So I guess Wikiquote has that thing wrong thenhttp://en.wikiquote.org/wiki/John_D._Carmack

I should really reread MoD

>> No.1241525
File: 71 KB, 658x632, flicker my ass.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone please explain this bullshit to me.
I made the map's start in an elevator with a flickering dynamic light inside (pic related). But in gzdoom the light is limited only to the sector it's in, while a static dynalight illuminates all the area. Why is it?

>> No.1241546

dynamic lights don't stop at walls, it's really old fashioned, you'd have to make the dynamic light smaller

>> No.1241549
File: 120 KB, 1034x379, hurtfeelings.png [View same] [iqdb] [saucenao] [google] [report]

zygo confirmed for assmad

>> No.1241550
File: 6 KB, 63x66, 1499hgfd.png [View same] [iqdb] [saucenao] [google] [report]

>he can't beat me
Sure thing, Shortround.

He said the line about story in videogames being like plot in pornography, I thought you assumed that it was him speaking the lines for Icon Of Sin

>> No.1241551

he can't, just because he'd beat you doesn't mean he'd beat me

>> No.1241552

>I thought you assumed that it was him speaking the lines for Icon Of Sin

aw hell naw, that fact has become basic Doom knowledge at this point

>> No.1241561

I fixed it, seems like flickering light is handicaped, but random light is alright.

What now. He's still mad about this not-Samsara of his or Ijon is poking his corpse for shits and giggles?

It's Romero, and he says something like "to win the game you must defeat me, John Romero". It's nothing related to vidya, porn, or vidya porn.

>> No.1241565
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>> No.1241567

> Pic

I want a enemy like that

>> No.1241571

speaking of audio editing, what other audio editing programs are out there?

I've been using audacity for a while but I am not quiiite sure if it's doing a good job so far, that's why I'm looking for alternatives

>> No.1241574

>What now
He's posting his GZDoom mods on the Zandronum people.
Some people asked "but why", and got that in response.

>> No.1241576

What megawads were created by just one person?

I know Armadosia.

>> No.1241579


Jenesis (at some extent)
Pcorf's Zone 300

>> No.1241606
File: 11 KB, 110x82, RklQbhU.gif [View same] [iqdb] [saucenao] [google] [report]

anon, pls

Guy strikes me as a flagrant homophile, truly his "works" are a scourge on us all.

Me too. It would need to incorporate the Ouch Face and the Evil Grin he gets when picking up a weapon, as well as him gritting his teeth when holding down the fire button.

I'm not really sure how'd that be done, maybe he could grimace before an attack (he should just like, fire a stream of plasma out of his mouth, as if his mouth was a plasmagun), and maybe have a melee attack. He'd obviously have the pain face for the pain state, and he could display the Ouch Face when dying, and it'd result in him exploding.

>> No.1241613

>anon, pls
how rude

>> No.1241631
File: 630 KB, 725x725, cunt-destroyers.png [View same] [iqdb] [saucenao] [google] [report]

Look at these men, do you honestly think you could stand up to the might of either one of them? How could you possibly be so naive, they are gods!

>> No.1241637

>romero trying to look like a geek
>carmack trying to look cool
also, no

>> No.1241660
File: 195 KB, 1530x355, ss (2013-12-02 at 03.02.04).jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1241669

Is Ermin that zygo guy?

If so, can anyone ask him what the fuck was up with that retarded abortion .wad he did?

>> No.1241673


Yes, Ermin is Zygo.
He is pointedly avoiding all discussion of Rootpain.

Should I send him a PM asking about it?

>> No.1241674

Yep, Ermin's Zygo.
That Classic Rivalry link gives it away.

>> No.1241682

Sure, I'm dying to know what the fuck he was thinking.
If he scoffs at me "not getting it", tell him to explain it to me like I'm a retard.

>> No.1241703
File: 168 KB, 781x623, ss (2013-12-02 at 03.25.31).jpg [View same] [iqdb] [saucenao] [google] [report]

Way ahead of you two

>> No.1241710
File: 1.58 MB, 4000x3000, 100_1346.jpg [View same] [iqdb] [saucenao] [google] [report]

Looking to see if anyone can give me some information on this disc I found at a thrift store. I'm planning on putting it up on eBay and beseech your expert advice.


>> No.1241714
File: 1.89 MB, 4000x3000, 100_1347.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1241725


Look what I found


>> No.1241726


>> No.1241727

I really like it, it's got good atmosphere, the level design is generally quite fun, though it's not Doom 1 or Doom 2.

>> No.1241735

You're just gonna sell it? You're not going to have a peek at the .wad's inside? I mean, it's obviously shovelware, but you've got to be at least a little curious?

>> No.1241743


all the stuff from that cd and many others is here


i wish there was an option to download fucking everything as a pack. sometimes they offer torrents but just for each cd

>> No.1241745

>not ripping all the maps and stuff and uploading it for us before thinking about selling it

>> No.1241748


are you guys blind or something? >>1241725

>> No.1241751

not blind, I just didn't look for the download link because it wasn't in big bold letters or say DOWNLOAD in a box or something

>> No.1241779
File: 13 KB, 128x136, output_0rfDzu.gif [View same] [iqdb] [saucenao] [google] [report]

Does anyone know if it's possible to create more states for the player mug? I merely assumed decorate could handle it, but I think it's different.

>> No.1241791

I think status bars are handled with ACS.
I have some familiarity with Decorate, but none with ACS, there should be a tutorial on the ZDoom wiki.
Or at least rough explanations.

>> No.1241797

Status bars are handled with SBARINFO and ACS.

You may want to look at Samsara's SBARINFO for more info, I know Ranger has some extra states for Quad Damage/Invisibility/etc.

>> No.1241806

Thanks, I'll read into those. I didn't know samsara's ranger had extra states, I'll have a look at that first.

>> No.1241813

Has there been any mention of an update to Project MSX or even Space Pirate?

>> No.1241823

Nope and nope.

>> No.1241829

Darn it.
I really want to see more Project MSX and I've been waiting on Space Pirate since the punching video was shown.

>> No.1241860

Music production-fag here. Depends what you want to use it for.
If your needs are editing and manipulating audio (ie, not sequencing, synth, etc) then Audacity is great.
It's what I do a lot of my final mastering in.
If you feel like it's too limiting then git gud (learn to use the plugins/download new one).

>> No.1242032
File: 192 KB, 635x429, 1374375290428.png [View same] [iqdb] [saucenao] [google] [report]

So I'm making a map and while I'm learning the basics of mapping, before I get down to the serious work I'd like to ask a few things of you guys.

>What makes a good fight in a map?
>What helps set up the atmosphere?
>What are some things you think are just plain bad and should never ever be done?
>Anything that is overdone?
>General comments or tips?

You dont have to, but if you can point to some examples in various WAD's of good or bad that would be alright too.

>> No.1242049

>What makes a good fight in a map?
>What helps set up the atmosphere?
Some decorations.
>What are some things you think are just plain bad and should never ever be done?
Anything stronger than a Hellknight without a weapon that has identical damage to the SSG
>Anything that is overdone?
Revenant traps
>General comments or tips?
Use good music, keep your levels simple.

>> No.1242050

>What are some things you think are just plain bad and should never ever be done?


>> No.1242065

that fucking wad

>> No.1242070

for the hell knights, they're alright if it's 1 and you've got a shotgun/chaingun i think
there's not really any detail in your post

>> No.1242076

What's that, a terry wad?

>> No.1242085

Fighting a Baron of Hell with just a shotgun and chaingun is tedious.
Fighting anything beefy with low damage weaponry is hardly interesting, no matter how clever the monster placement is. Unless you use custom monsters that are actually interesting to fight.

You didn't exactly give me much to work with on your original post so I just gave general tips.

>> No.1242086
File: 47 KB, 800x800, 1381461401960.jpg [View same] [iqdb] [saucenao] [google] [report]


Nope, quite the opposite.
/vr/ had a brainstorming session about some of the biggest douchebag moves in mapping.
An anon compiled them all into a single map.

>> No.1242087
File: 88 KB, 1024x768, Screenshot_Doom_20131202_223557.png [View same] [iqdb] [saucenao] [google] [report]

Decided to do a rendition of the map 31 music from Speed of Doom.


Would appreciate any feedback.

>> No.1242090
File: 64 KB, 350x350, davegif.gif [View same] [iqdb] [saucenao] [google] [report]

Is.. Is somebody making a Dave mod?

>> No.1242092

>What makes a good fight in a map?
In doom, I believe strategy does it. Attack the player from several angles, force him to first change targets and adapt to the fight rather than just having him circle strafe a horde of monsters. Provide cover for both him and the monsters, attack him from several angles, and use monsters that compliment each other. Have floors and ceilings move in the arena, so the player has to consider timing lest he be blocked. Use labyrinth-like geometry with lots of interconnected paths to make monster AI unpredictable, have imps pose a real threat through having them flank the player while he's busy pumping lead into hellknights or something.

>> No.1242095

So, I'm currently working on a mod I hadn't worked on in like six months.
I used to keep two versions going at once, one for Zandronum and one for Zdoom, stripping out everything awesome for the Zandronum version.
I'm strongly tempted to basically say 'fuck you' to everyone who plays Zandro, but I'm not sure if I should.

>> No.1242105

The music is nice.

>> No.1242107

I like the 80's vibe. I think you should go all out with that. Don't be afraid to cheese out slightly, think Highway to the Doomzone.

Love the dissonant melody at 2:20.

>> No.1242110

Well you'll have to describe the mod first. Is it multi- or singleplayer focused?

>> No.1242113

Say fuck it to Zandronum, they're years behind and if they really cared they would play GZDoom anyways.

>> No.1242124

Is it multiplayer or singleplayer focused?
What sort of things do you need to strip out?

>> No.1242126

It's good enough to listen to twice in a row. Fully agree with >>1242107 regarding the 80s, perfect for this sort of thing.

>> No.1242139

The mod is basically a terrible gameplay change that mixes up vanilla monsters and weapons. Gives every weapon an altfire, splits up ammo types for pistol and the chaingun, and does random shit like makes hellbarons and hell knights go berserk if they're hurt too much. It's not really focused either way.
Also, spectres teleport away to another dimension when pained, and wait until you're not looking (Or out of line of sight) to come back.

A few things, like reloading the super shotgun when you've only fired a single barrel, making sure line of sight works with the spectres, giving the punch altfire the ability to charge your punch, etc.

>> No.1242149

>A few things, like reloading the super shotgun when you've only fired a single barrel, making sure line of sight works with the spectres, giving the punch altfire the ability to charge your punch, etc.

All of these have been done in Zandronum before.

>> No.1242156


Thanks. Doing 80's style stuff is a pretty good idea, but it's strange, usually when I do a rendition I don't have any expectation on what I want it to be, it just turns out as it is once I think it sounds more interesting but not completely far from the original.

If I aim to make it sound a certain away it begins to sound a little too overdone, it's hard to explain

>> No.1242161

Look up the code for "scurrying rats" on R667.

All of that can be done in decorate.

>> No.1242167
File: 34 KB, 493x402, 1309630142737.png [View same] [iqdb] [saucenao] [google] [report]

Just played it, my that IS dreadful.
So here are the takeaway lessons.

>retarded teleport puzzles
>hitscanners on all sides ambushes
>doors that open stupidly slowly
>monsters that are so far away that you cant even see them but they can attack you
>shitty guns for the threats you face
>slowly moving elevators, seriously, i just quit the map after killing the cyberdemon (idkfa'd)

>> No.1242172

Really? From the way things looked, they were only possible with ACS, which I still don't want to delve into quite yet. I'll take a look at it.

>> No.1242230

>If I aim to make it sound a certain away it begins to sound a little too overdone, it's hard to explain
That's why you need a producer/editor/outsider helping you to make good stuff.

>> No.1242240
File: 22 KB, 441x594, 1b8.jpg [View same] [iqdb] [saucenao] [google] [report]


halp 2 when

>> No.1242292

>What makes a good fight in a map?
See Alien Vendetta.
>What helps set up the atmosphere?
See Whispers Of Satan
>What are some things you think are just plain
bad and should never ever be done?
Don't strict yourself with the same base/dungeon pattern.
>Anything that is overdone?
Every Doom map is a new experience for me, so no.
>General comments or tips?
If you're not enjoying what you're doing, stop it.

>> No.1242303
File: 23 KB, 493x335, 1352881456401.jpg [View same] [iqdb] [saucenao] [google] [report]

So how do you think you do a big monster "arena" well?

I do remember 1 wad where you fight a hell knight up close with a shotgun, it's only a hellknight though and the proximity actually makes it quite a fight. I see what you mean though.

I like it, the other comments you've gotten like having the 80's vibe I think are well said.
I cant describe music terms and I'm not about to make the tune over vocaroo, but the part before it kicks off at 33 I think might need a bit of work.

The single droning beat in between the drums might want to be a bit weaker? Or the drums a bit sharper?

Otherwise it's good, I mean, I'm listening to it more now and maybe I'm just overanalyzing it. Also, the part at 2:57 is very noice indeed.

Have you heard this song?

Just when the others were talking 80's vibe, that's what I was thinking of. Something unashamedly 80's is great too.

>> No.1242324

>See Alien Vendetta.
Lel. That wad is boring, with the exception of a few maps.

>> No.1242337

Use custom monsters.

Ignore the purists

The fact is: vanilla Doom monsters were already used to death and there are a lot of interesting custom monsters that can spicy things ups in your maps.

>> No.1242340

It might me weathered for it's age but trust me son, AV has the most intense ingame fighting experience which still keeps it's legacy.

>> No.1242343

>So how do you think you do a big monster "arena" well?
Restrict the players movement to at least some extent. Don't use barons in arenas. Don't dump the monsters all at once, have them reinforce each other as the fight goes on. The final battle in pol.wad "ITS HAPPENING" is actually a really good example.

>> No.1242346

> AV has the most intense ingame fighting experience which still keeps it's legacy.

I can't think of one memorable fight.

>> No.1242350

> Don't use barons in arenas.
Looks at new newbie.

>> No.1242359

They're worthless, only ever good for making the arena easier through their infighting capabilities. Every time an arena fight is over there's like 5+ barons wandering around uselessly.

>> No.1242363

You can't even remember the infamous map 20?

>> No.1242364
File: 34 KB, 162x231, Paladin-walk-resized.gif [View same] [iqdb] [saucenao] [google] [report]


Not all the maps were great but most of them are. Honestly though dude, I'm not going to play all 32 and intensely study each one. Do any maps and fights come to mind?

>Custom Monsters

Yeah I'd agree there I dont mind them. Though I would use them very sparingly in my map if it's only a couple of maps. Also they have to sort of fill a niche other monsters cant fill.

That cyborg baron is a good example, all 3 variants but especially the one with the shield and grenades. Pic related.
I also would not mind fighting a boss monster besides yet another cyberdemon.

True, but that arena had a demon spitter to add reinforcements. I'd have to figure out how to time big monster teleports.

>> No.1242370

Just put only 1 or 2 barons.

>> No.1242371

The pyramid? This is the only map I remember.

>> No.1242372


>> No.1242379

> What helps set up the atmosphere?
> See Knee Deep in ZDoom


>> No.1242380

And also map 29 brings a worthy challenge too.

>> No.1242383

>I'd have to figure out how to time big monster teleports.
It's very easy to do in ACS. Otherwise, you can make it so the death each monsters in the first wave opens a tiny door in a room of alerted monsters outside the map, where if the monsters cross a line after the last door they're teleported to the arena. They can in turn have similar triggers, so a whole chain reaction of doors opening happens as you kill monsters.

>> No.1242385

But being honestly, it would be too complex to reproduce something like KDiZD

Sunder has a good atmosphere without being too complex IMO.

>> No.1242386

Say *why*.

All I remember from map 20 was egypt theme and lots of linedefs for lighting. Plus lava.

>> No.1242391



Not even Tormentor would tell you that

>> No.1242393

>Knee Deep in ZDoom
Gotta admit, it dazzled me and i completely stunned after my first playthrough but it losts it's charm on the long run.
But maybe Torment And Torture or Chegosh would be a better alternative than WoS.

>> No.1242397

One of the best atmospheres in any Doom wad.

The mars station feels way more 'alive' than in the original Doom.

>> No.1242398


Every single MAP29 from any well-respected work brings up the best of the best

Hellbound did
And I'm dead sure Epic 2 did. The goddamn midi helped too.

>> No.1242403


you havent played ZDCMP2, dont you?

it surpasses it by a lot of points

>> No.1242405

Not yet.

>> No.1242406

>KDiZD is borked in newest versions of ZDoom.
>Zandronum is the only one that can play it.

fucking hell

>> No.1242407


Fuck me, THAT.
No idea why I even went all the way through. I mean, the author knows atmosphere but I was sick and tired of getting fucking lost.

>> No.1242412

Well, if you're looking for some gladiator fight and not tactical fighting you might check Deus Vult.

>> No.1242413

Play it on ZDoom 2.2.0

>> No.1242421

>gladiator fight and not tactical fighting

whats the diff

>> No.1242435


i knew it


and everyone who hasn't done it yet, do it now.

>> No.1242439

>gladiator fight
Kill or be killed
>tactical fighting
Try to solve the puzzles meanwhile advancing map on a discreetly basis and towards the end hell breaks loose.

>> No.1242440



This is the patched up version

>> No.1242450
File: 132 KB, 1600x900, large%2Bterminator%2B2%2Bblu-ray2[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>Deus Vult

>> No.1242520

So here's an UV-max run of AV's aforementioned MAP20


Could there be a term in mapping such as "Alien Vendetta-ish caves"? Because I remember quite a bunch of slaughterwads who have hellish-textured caves like the ones shown in this level

>> No.1242541

We talked about it in IRC. I just made the mug for my own amusement, but we might actually make a full mod out of it.

>> No.1242559

Nexus Mods now supports any vidya.

Would a Doom Nexus either be useful, insignificant, or a blight?

>> No.1242571

I unno, doom sort of has it's own stuff anyway like IDgames, zdoom forums and even ModDb.

Cant hurt, hey it increases doomer numbers. There are still people who would be like "whoa, doom? that's still played?"

I met an American guy on the bus a while back who I started talking to about stuff and he mentioned doom and that he could not play it on his computer. I told him about Zdoom and all that and I dont think he knew the community was still going strong.

>> No.1242640

>and even ModDb.

which is just reuploaded zdoom mods anyway

>> No.1242659

I've seen *some* stuff on there I have not seen anywhere else but yeah for the most part it's reuploads.

Whetever though, it's where some doomers get their shit.
It makes me wonder though where I should upload my own work when I finish it. All I can think of is the Zdoom forums.

>> No.1242698
File: 9 KB, 321x384, 1354541752062.jpg [View same] [iqdb] [saucenao] [google] [report]

I look at these retarded wads, form the likes of Terry and Doomguy 2000 and all I can think is, why?
I mean, there is *some* effort even if it's just time that goes into making them. They had to learn how to use the editors and all they do is make really shitty unfunny garbage.

They are not even passionately hated so I cant think it's just them wanting any attention. Instead what they get is just a dismissive contempt that people have for them and their works.
They have to be mental with something, that much is for sure.

>> No.1242718
File: 1.96 MB, 1680x1050, Screenshot_Doom_20131202_190935.png [View same] [iqdb] [saucenao] [google] [report]

How the fuck do I do this?

>> No.1242737

Do what?

>> No.1242753

Once I jump down there, two dozen arch-viles are going to start teleporting in from all sides. The door at the far end won't open before the arch-viles kill me, and I can't kill them fast enough to avoid dying. This seems literally impossible, unless there's some trick to it that I'm not aware of.

>> No.1242758

>unless there's some trick to it that I'm not aware of.

Do you have a BFG at hand?

>> No.1242765

Fuck, I remember that part now from years ago.
What wad is it?

I also remember if you go through that hole there you land on a damaging floor that ends the level.

>> No.1242770

I do, but it doesn't seem to help much. I never really mastered the BFG, though. Maybe that's required here.

>> No.1242780

>Maybe that's required here.

Pretty much. Remember that purist have a hard-on for that overpowered SSG and try to legitimatize the abuse of its behaviour at all costs in slaughterwads

>> No.1242782

Think of the bfg as a melee weapon. That's basically it. Cut through the 'viles coming from one corner at a time, so you can at least somewhat use those walls as cover without being surrounded.

>> No.1242785

>tfw john romero will never play anything you made

>> No.1242793

I sort of wonder if he would ever come back just to play around a bit.

But then I think maybe he has a foul taste in his mouth from his falling out with ID.

>> No.1242797

>this entire thread

>> No.1242807

>bfg as a melee weapon
That's a strange train of thought, but it makes sense. Maybe I'll use that.

To be more specific, the closer the viles are, the more damage they'll take. There are plenty of guides out there that explain the bizarre mechanics of the weapon if you're interested.

>> No.1242808


Supposedly, John Romero will be playing Samsara this saturday.

>> No.1242813


>> No.1242817

Shit ey, where did you hear that?
Cool if true.

>> No.1242826

jesus, the zdoom forums are worse than Something Awful.

>> No.1242830

The BFG9000 is a CLOSE RANGE weapon.
It functions at it's best when you are close to the monsters.
It's damage plummets when you are far away.

If you want a good fight then load up Hell Revealed 2's Map 01.

It's one of my favorite levels.

>> No.1242841 [DELETED] 
File: 84 KB, 427x400, 1343414750645.jpg [View same] [iqdb] [saucenao] [google] [report]

>worse than Something Awful.

Hey, hey!
Let's not say things we dont mean, bro.

>> No.1242843


>> No.1242862
File: 1.27 MB, 1680x1050, Screenshot_Doom_20131202_194914.png [View same] [iqdb] [saucenao] [google] [report]

Didn't really do all that good, but at least I survived long enough to get through the door. Now I have three hit points and there are no health packs in sight.

Plutonia 2. It continues the first's proud tradition of revenants fucking everywhere and shit teleporting in behind you constantly. This is the first proper non-official wad I've played, and I don't know if this kind of design is typical, but it's pissing me off. The architecture is kind of nice, though, and that Hunted-style map with the arch-viles was pretty good until the end.

>> No.1242879 [DELETED] 

SA is infested with SJWs that think that all minorities, especially trannies, are above criticism and should be treated like royalty or else you're a shitlord.

>> No.1242881
File: 65 KB, 336x450, 1378894040417.jpg [View same] [iqdb] [saucenao] [google] [report]

>Plutonia 2
Ah, that's right.

>It continues the first's proud tradition of revenants fucking everywhere and shit teleporting in behind you constantly

Yes, I disliked Plutonia by the end because of exactly this. In fact Plutonia single handedly turned me off Revenants completely. So fucking god damn overused.

>don't know if this kind of design is typical, but it's pissing me off.
It's entirely typical for Plutonia, actually.
It's meant to be double plus hard too but I liked Hell Revealed I and II for that sort of shit.

Hit up Alien Vendetta, I think you'll like it more. Or some of the community chest wads.

>> No.1242882

>unless there's some trick to it that I'm not aware of.
git guud

>> No.1242884 [DELETED] 

Report and ignore /v/ shit plos.

>> No.1242886 [DELETED] 
File: 227 KB, 476x301, 1380618890485.png [View same] [iqdb] [saucenao] [google] [report]

I know, it's a vile place really.

Funny too because you have to *pay* to be there, what a joke. Then if you say what you just said you're a heretic to their mindless little cult.
It's sad what it is now really, I mean......m00t came from there and he made this place what it is. Now look at SA.

Anyway, we're getting off topic so we probably shouldnt talk about it.

>> No.1242887
File: 406 KB, 742x1200, let__s_do_doom_pt1__revenant_by_mechanubis-d5liitu[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Asking again

What are some wads with the same difficulty level of Episode 1 and 3? I am not looking forward to kill ten thousand enemies with BFG spamming but I do not want to drag on too much without nothing to do or to get confused with level layout

>> No.1242889 [DELETED] 

>Anyway, we're getting off topic so we probably shouldnt talk about it.
No fucking shit this isn't /v/


Go back there you subhuman

>> No.1242892

Doom the Way ID Did Episode 1?

>> No.1242897


>> No.1242901 [DELETED] 
File: 281 KB, 451x352, 1349265884228.png [View same] [iqdb] [saucenao] [google] [report]

Shitposting is against the rules and that is exactly what you're doing.
Stop talking like you're a mod. Who here is using the potty language?

>> No.1242904 [DELETED] 

>Who here is using the potty language?
Considering you just used "shit", probably you.

>> No.1242906

....Why has nobody made a super boss revenant?

Gosh, it seems so obvious.
>No, a giant scaled one and a recolor is not acceptable

>> No.1242907


Heh, I actually played it already and liked it a lot, but goddamn they really pulled a lot of modern-mapping tricks in certain places, it never really felt like id software did that thing at all.

Also some levels were unnecesarily bigger than they were originally.


I think I remember seeing a couple of runs of that map and it seemed cramped, I'm hoping to be wrong because goddamn I just want to play Doom and nothing else.

>> No.1242909

>....Why has nobody made a super boss revenant?

If they do, they end up being the A1 frames and nothing more than just a concept people never actually finish because of lazyness. Their loss

>> No.1242912

>Revenant that falls apart when it takes enough damage. You have to destroy all of its limbs three times, and each time it replaces a limb with a better, more advanced version.

>> No.1242913
File: 68 KB, 624x645, 1384256726605.jpg [View same] [iqdb] [saucenao] [google] [report]

A new version of GZDoomBuilder got uploaded.


Dont know what the changes are though.

>> No.1242915
File: 339 KB, 612x811, 1385255594798.jpg [View same] [iqdb] [saucenao] [google] [report]

Just to throw an idea out, apart from the obvious theme in the image he'd have an attack of 2 homing rockets (standard revenant ones) then......I unno, lasers for the other two?

Plus the punches of course.

Hell maybe he does not even have to be the *boss* revenant, just another type.

An entire level of revenants and revenant accessories. Something that is so unashamedly "yep, we're using revenants" that it cant be slagged off for using them too much.

>Ye best start believin' in "revenenants are overused stories, mr doomguy"
>Yer' in one!

>> No.1242917

The remnant missiles should shoot out in all four directions, then wait a few ticks before homing in on the player.

>> No.1242919
File: 24 KB, 378x363, 2060390-i_like_it[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>That last line
>Necrosaro meets Doom

>> No.1242926

Boss revenant should have this:
1.Katyusha type missile ramps rather than little launchers

2. Pounce attack to get into melee from longer range

3. Elbow rocket: ULTRA skelepunch!


>> No.1242927

>But then I think maybe he has a foul taste in his mouth from his falling out with ID.

By looking at some things/interviews he's done concerning Doom and Quake, I don't think he's too salty about it...hell, middle of last year, him and Tom Hall did a post-mortem presentation on Doom, and didn't seem too mad about things...even Tom kept his cool at the point where they went over him getting fired.

We may play it today, but you gotta realise: Doom is old. Very old, and many of the developers who worked on it have fallen away from iD one by one over the years.
Sandy Petersen left iD in 97. He now teaches game design courses at a university and works for Barking Lizards technology as a creative director. They make phone and mobile platform games...

American McGee left iD and now runs his own company called spicy horse in shanghai, china.

Adrian Carmack got jew'd by iD: they pretty much tried to fire him, because iD wanted to take possession of his huge share in their stock. If anyone, this man should hate iD.

Romero and Hall both work with Romero's wife making Social Network games and posing for Doom-related interviews and presentations. If anything, they're the most actively "doomy" of any of the doom devs.

J. Carmack quit iD recently for the same reasons he killed iD's cat back in 91...it was hampering his development of the oculus rift. Nigga builds spaceships, though, so he can do what he wants.

Only Kevin Cloud remains at iD, iirc, as their co-owner under the godless weight of zenimax.

Still, EVERYONE who worked at iD in the 90s "fell out" eventually...romero and hall seem to be the ones who are least sour about it all...but given that they're known for 2 things in their lives (doom and shitty facebook games), I can see why, since one is clearly more worthy of memory than the other.

>> No.1242931
File: 6 KB, 210x230, 1320555975004.jpg [View same] [iqdb] [saucenao] [google] [report]

Informative post, thanks.
>Adrian Carmack got jew'd by iD: they pretty much tried to fire him, because iD wanted to take possession of his huge share in their stock. If anyone, this man should hate iD.

Yeah, that's a bummer actually. Poor guy.

I fear for DooM 4 really.
I feel it's in the hands of a bunch of fuckwits who will probably try to CODify the game when I can think of Painkiller and Serious Sam (among others) it's just saddening.

>> No.1242939

the case of adrian carmack really does kinda make me have dem feels.

Look at everyone else: happy, successful (if not somewhat quaint and obscure) lives. Adrian? No one knows ANYTHING about him since the lawsuit he filed against iD...not even whether he won, settled, or what.

He's a total information void...where romero and tom hall are smiling on stages giving presentations about "the good ol' days", we have so little info on adrian carmack that he could very well be dirt poor and living in a box somewhere.

so many feels...

>> No.1242947

>I feel it's in the hands of a bunch of fuckwits who will probably try to CODify the game when I can think of Painkiller and Serious Sam (among others) it's just saddening.
They actually re-started the production Doom 4, because it was too "Call of Duty".

>> No.1242948

Just looked him up, the most I got was he left to "peruse his passion for art".

I'm guessing he got money from a settlement and has now sort of retired. Though really, he could post his art online or something.

>> No.1242949

>tfw considering how likely he is to be on r9k this very moment

>> No.1242953
File: 636 KB, 1920x1080, 1338540871716.jpg [View same] [iqdb] [saucenao] [google] [report]

>They actually re-started the production Doom 4, because it was too "Call of Duty".

Well that's good news at least.
Hopefully they play lots of painkiller and serious sam and any other over the top not realistic at all shooter to see where they can go with it.

>> No.1242954
File: 3 KB, 412x124, Different Lydia hairstyles.png [View same] [iqdb] [saucenao] [google] [report]

Might pick a different one. I'm growing tired of the one I have.

>> No.1242959 [DELETED] 
File: 180 KB, 1692x1284, 1385182544381.jpg [View same] [iqdb] [saucenao] [google] [report]

>that feel when ripped off by the company you held found for 43 million dollars

>> No.1242965
File: 180 KB, 1692x1284, 1385182544381.jpg [View same] [iqdb] [saucenao] [google] [report]

>That feel when ripped off 43 million dollars by the company you and your friends founded.

>> No.1242969

it's so weird...every time you post lydia's mugshot, I get this eerie feeling.

She looks like this chick I knew in highschool who joined the marines and is now a total whiner who complains about how hard working at home depot is...

all I can ever remember of her was how my buddy came into school one day pissed as hell because his older brother had sex with her in the back of his car and got semen all over his karate uniform.

sorry if this insults your work (I love it), but I've just now realised why I stare at your sprites so often feeling a sense of familiarity now.

>> No.1242974

>all I can ever remember of her was how my buddy came into school one day pissed as hell because his older brother had sex with her in the back of his car and got semen all over his karate uniform.

Not the karate uniform....

>> No.1242975 [DELETED] 

> all I can ever remember of her was how my buddy came into school one day pissed as hell because his older brother had sex with her in the back of his car and got semen all over his karate uniform.

> his older brother had sex with her


>> No.1242980


I like the third

>> No.1242982

his buddy's older brother

>> No.1242987

I like the second. The second is nice.

>> No.1242989

She needs bangs.

>> No.1242997

>you havent played ZDCMP2, dont you?

It's not yet finished, only at RC1. So no I haven't.

>> No.1243002


>if it's not officially released I won't play it

You have one minute to correct your answer.

>> No.1243003


but plenty of people have played sunder tho. your point?

>> No.1243004

I ain't playing no incomplete wad.

>> No.1243009

>brother had sex with her in the back of his car and got semen all over his karate uniform.
I found this way funnier than I should've.
hmm...choices choices...
Yea, I'm thinking about those too.

>> No.1243010

he's a really big time martial arts guy...studied all sorts of fucking things since he was 6, and drills in CQB shit constantly now that he himself joined the military...

the guy takes formalised fighting seriously...cumming on his uniform was like cumming on the pope's bible.

>> No.1243012

Why do people even like alien vendetta?

I really hate it.

>> No.1243016

Scythe series was almost entirely one person, with one secret level in scythe 1 being an exception.

>> No.1243018

that's ok, I really hated doom 2, everything ever by TNT and Requiem.

>> No.1243020

There are some parts of alien vendetta that I think are pretty cool and a few stages that just go on way too long or are pretty unintuitive. A lot of maps are pretty unintuitive really, but after playing through it all 20 times you start to not notice. Then again I only played it due to RGA2, so.

>> No.1243021

Well Doom 2 really did have mostly pretty shit levels. There are exceptions though, like tricks and traps, O of destruction etc.

The new monsters really are pretty great though.

>> No.1243027

tricks and traps is fun...fucking hated the cyberdemon/barons room, but otherwise, it's a fun/funny little map. I always get bogged down in the city levels, though....they're so terrible IMO.

>> No.1243032 [DELETED] 
File: 17 KB, 301x909, mogu doomgal.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1243041
File: 119 KB, 600x896, Alien_Visitor_on_ebay_now_by_mangrasshopper[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Picture a reimagination of the archvile looking like this

>> No.1243043

I've always thought of archviles as being mouthless. I know they have mouths on the source sculpture, but it's barely visible on the sprite.

>> No.1243063
File: 20 KB, 957x234, casul.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1243067


yeah, so overpowered they go down in three precise SSG blasts

>> No.1243081

Judging by his username I'd say it's a troll/joke post.

>> No.1243082

>Doom marine dies at the end of ep 1
>he is actually a demon after that.

>> No.1243091
File: 57 KB, 800x590, ss (2013-12-03 at 12.39.33).png [View same] [iqdb] [saucenao] [google] [report]

>> No.1243096


>they be thinkin he dies

but dat dawg aint dead

the level ends once you reach 10HP or lower, meaning you finish e1m8 knee-deep in the dead

>> No.1243104


I found it pretty overrated as well, level 31 was p-cool though.

MM was also overrated.

>> No.1243123

Anyone up for a game of something?

>> No.1243128

So, any ideas for a 20h anniversary map?

>> No.1243137


>> No.1243140


I would create a server in best-ever, but I'm currently busy with a sekrit wad

>spoiler: think about neverending wars

>> No.1243145

Doom 1, 2 and Final Doom have mostly pretty shitty levels, for today's standard

>> No.1243148

I can actually understand MM's initial popularity. Its nothing compared to what we get nowadays or even in the late 90's/early 00's, but it was one of the first competently made full 32 level megawads for doom 2. And most fans who grew up with doom in the 90's feel nostalgic about MM.

But I do agree that Requiem is overrated, though. Its good maps didnt really set themselves apart from anything other than maybe a few gimmicky engine tricks that were newly discovered at the time. And theres some really shit maps in there too.

>> No.1243150
File: 234 KB, 700x1392, how-to-draw-yamanaka-ino.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anybody here made a full entire map?
How did you go about it in terms of design?

Like did you make an area fully before moving onto the next and so on and so forth, or did you draw up a draft?
Did you make a draft *map* to see the rough layout?

I'm working on a map of my own and I'm sort of seeing it like drawing a picture.

>> No.1243161


Yeah but

>1.3G for a doom mod
>over 100 weapons from r667
>over 150 monsters from r667

it's not like it's unwarranted

>> No.1243163

This is why you shouldn't expect doom builder quality in wads made back when editing tools weren't nearly as easy to use

>> No.1243171

The most surprising part to me was not the size but the screenshots the maker posted looked like at least knew something about how to make a map.

>> No.1243185

I just wanna play with ya all too, faggots. ;_;

>> No.1243186
File: 16 KB, 300x544, 1358168838121.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not who you're talking to but you've made me realize we have a real milestone as a community.

We're taking our modding tools for granted.
Why way back in the day when they had to walk 2 miles to the store they only had DoomCAD and XWE!

>> No.1243187

I personally don't get why some newer doomers get so up in arms about the quality of the official levels. Do you guys simply skip playing them and move straight to wads?

>> No.1243205


Actually e1 has close to today's standard.

If someone put out e1 in a pwad it would be decent, and if it was an early attempt by a new author it would be fantastic.

>> No.1243207

Not who you're talking to but I play them and like them.
I think many of them are good levels but there are some dodge ones in there. They might get sort of a pass nowadays though because "oh well they're official so they have a certain place".

>> No.1243209

>Actually e1 has close to today's standard.

Final Doom is partially close to today's standards too, by your logic.

>> No.1243214

I was thinking of one big map that mix elements from the three first episodes of Doom.

>> No.1243215

Yeah, there are bits and pieces that would definitely hold up.

e1 being that close probably has a lot to do with using base textures that all were a lot easier to match together compared to the other episodes, as well as it's clean layout compared to the more organic sections of some of e2 and e3.

Either way it's great that the community has surpassed the original commercial maps by that large of a leap; I honestly can't think of any other modding community where that is the case (though Doom's simplicity and age is certainly a factor in this.)

>> No.1243223

>Play real icon of sin level
dat terror... dammit... any way to kill that bastard easier? with brutal doom it's really something

>> No.1243226
File: 60 KB, 690x518, 1377597899731.jpg [View same] [iqdb] [saucenao] [google] [report]

I never liked the way Plutonia used so many brown brick textures. It used them in spades.

>> No.1243227

>any way to kill that bastard easier?

I use it all the time myself but would consider it cheating here....use mouselook.
To be honest I've always hated icon of sin levels, I just stop playing normally when I get to the last level. Or IDCLIP in and blast the head and leave it at that.

>> No.1243229
File: 2 KB, 100x124, rounderhair.png [View same] [iqdb] [saucenao] [google] [report]

I wonder if I should go with this? The shape is much nicer than the original.

>> No.1243247

It was probably as a counter to TNT using silver/metal textures a lot.

>> No.1243254
File: 64 KB, 900x503, 1330329573412.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody remember maps 20 and 21 from community chest 4?



Fucking hell, they were fun levels I must say. Kickass music in level 20 as well.

>> No.1243274

Yeah, I'm absolutely tired IoS levels (though I never cheat in them, as thats even less fun IMO). I wish more megawads took after Eternal Doom's map30l, since it was an actual full sized level rather than the same old boring: room with everything > room with IoS boss.

>> No.1243278


>> No.1243291

To be honest in the map I'm planning I'm using a boss monster besides a cyberdemon or mastermind.

>> No.1243307

I always despised the whole "room with everything" shit a lot of map30's do. I don't want to be fucking spoonfed. I liked that the original Doom's final levels not only didn't spoonfeed you with everything, but also often omitted the most powerful weapon available in the episode to reward players who played progressively instead of using idclev/-warp.

>> No.1243319


>> No.1243346
File: 54 KB, 203x180, 1383877223556.png [View same] [iqdb] [saucenao] [google] [report]





>> No.1243354

I hope some doomers go to this or at least people who appreciate actual shooters and not spunkgargleweewee.

>> No.1243369
File: 37 KB, 986x540, doomguyZP.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck.......that's who should go.

I dont like everything about him but I know that at least he plays and likes Doom.

>> No.1243370

Dudes, I think there's a misunderstanding there, I was talking about the ultimate icon of sin level.
set it to the ITYTD difficulty and bastard ripped me a new one.

>> No.1243376


IIRC map 30 in doom2 doesn't give you the bfg.

>omitted the most powerful weapon available in the episode to reward players who played progressively instead of using idclev/-warp.

I don't see the point of doing this since idclev isn't really cheating, just used by people doing pistol starts. It (and a lot of other weapons given at the start levels) are there so that pistol starts are possible. Also pistol starts are harder than normal play anyway.

>> No.1243380

I remember that one, it was kind of dumb.

>> No.1243407
File: 71 KB, 800x600, 68442_md-Bloodletters, Daemons, Doom.jpg [View same] [iqdb] [saucenao] [google] [report]

It looks to be a cool concept, I think that's what this level is. A sort of tech demo before all the details are fleshed out.

I had a good romp there and dub me king of the butthurt for saying this but I still dont think the author there should have been banned forever. He's built up some goodwill points in my book from the maps he's made.

>> No.1243416
File: 1.82 MB, 320x240, 1363544746174.gif [View same] [iqdb] [saucenao] [google] [report]

>Company named Bethesda
>Live a few hours away from Bethesda, MD
>office in Richardson, TX


>> No.1243420

It's probably ID's offices and they just changed up the logos out the front.
Beths *main* office is in Bethesda.

>> No.1243438

Oh boy Doom 4 without ANYONE from Id working on it.

>> No.1243452
File: 58 KB, 224x225, ddd.jpg [View same] [iqdb] [saucenao] [google] [report]


I think Shawn Green and Kevin Cloud are still there

>> No.1243472 [DELETED] 
File: 106 KB, 554x439, 1331490787902.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1243473

Well, it's the engine, but Carmack probably got the majority of idtech5 done before leaving.

>> No.1243494

Fuck no.
Hell no.

>> No.1243501

would someone post that handy 3D floor tutorial pic again, please?

>> No.1243505


Say what you will about him, but at least he understands what made 90s shooters so much fun.

>> No.1243517
File: 15 KB, 336x229, 1368532444676.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd echo >>1243505's comments.

I hate his politics since he brings them up inside his reviews but at least he knows his way around a shooter.
Or even Jim Sterling
I hate his politics too, but damnit he knows how to review games sometimes.

Lets face it man, if it's Yahtzee or some random fuckhead who was raised on COD and Halo it's Yahtzee everytime for me.
I remember reading reviews of other games and they talk about "outdated mechanics" in older shooters or even in shooters like painkiller.

As if the way a game is played is as objective as the cleanliness of water or the steering of a car.

>> No.1243521
File: 1.07 MB, 970x4000, 1384970464966.png [View same] [iqdb] [saucenao] [google] [report]

Here you are.
I worked off this image too and setting up the floor was kind of a bitch, I also ask a lot of questions here on using DoomBuilder 2 so I'll be happy to give back to the board by helping you with the floor.

>> No.1243532


thanks man

>> No.1243558

He complained that Serious Sam 3 is too much like the first two games (TFE and TSE), he'd be a terrible tester.

>> No.1243560

I dont think he'd be terrible, maybe not the best.
Terrible would be yoloswag fuckheads who only play spunkgargleweewee and are like "lol doom? more like GAY, graphics man..."

>> No.1243563

The fact that there'd be people worse than him doesn't mean he'd also be terrible. I mean, we're gonna get another not-Doom if he's in because he doesn't like that new entries are anything like old entries, and that's what Doom 4 needs, to be as fast, frantic and complex-level-design-y as the originals.

>> No.1243579

>Lets face it man, if it's Yahtzee or some random fuckhead who was raised on COD and Halo it's Yahtzee everytime for me.

Why does it have to be only those two options?

>> No.1243586
File: 32 KB, 620x400, 1379681451957.jpg [View same] [iqdb] [saucenao] [google] [report]

I think so too, but I just watched his BFE review again and he does not seem *that* hard on it. There are certainly parts in it that he likes.

You're right, I'm being a bit one extreme or the other there. I just think that so many "reviewers" in the industry now are total halfwits who dont even seem to like gaming.

I've read reviews in the past that seem to read like the guy is embarrassed he's talking about videogames so still pretends he thinks they're for geeks.
At least get somebody to review it who regularly plays doom and not some random cock who is like "Durr bro I love doom! yeah! i played it as a kid!" to try and score cred because his rents due and he needs the money.

I also think that if it's shit Yahtzee will at least do a good job of saying why and why the original doom compares so much better to it.

>> No.1243593
File: 429 KB, 250x182, 1371980292960.gif [View same] [iqdb] [saucenao] [google] [report]

Please respond.

>> No.1243594

>IIRC map 30 in doom2 doesn't give you the bfg.

Yes it does, actually.

>I don't see the point of doing this since idclev isn't really cheating, just used by people doing pistol starts. It (and a lot of other weapons given at the start levels) are there so that pistol starts are possible. Also pistol starts are harder than normal play anyway.

Its not that its cheating. I'm actually pretty fine is idclev/-warp, and I understand some megawads intend for you to do it. Its that for megawads where you are expected to play progessively (not necessarilly required, mind you), I just find having everything laid out in front of you in the final level, including the most powerful weapon, takes away some of the fun in playing progressively.

>> No.1243604

I've made full maps for Quake DM and Team Fortress Classic. I started with a cube of indeterminate size, added small details, connecting corridors, and then as it started to shape up, made a central idea or theme for it. Eventually the cube no longer resembled the cube beyond a skybox. Occasionally I'd have an idea already in mind and just make set pieces based on it, eventually stringing them all together, but that never turned out as well.

It's not really the same thing as Doom mapping, however, I imagine creating an intricate single player map requires more foresight and planning.

>> No.1243606
File: 93 KB, 640x480, IconofBFG.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1243609

>already in mind and just make set pieces based on it, eventually stringing them all together, but that never turned out as well.

That is how I sort of view my singleplayer level. The "landmark areas" so to speak where most of the action will happen and then the areas that connect them.
Currently I'm making bits and pieces of them in a test map to just see how the concept pans out before I go all out for detail.

Making a deathmatch map would be different too I imagine. You're using other human beings as enemies and not monsters so the level design is different (unless it's bots, obviously).

They sort of require different approaches.

>> No.1243627

My problem with that design philosophy was that I'd have interesting bits punctuating boring corridors or empty rooms. It's one thing when you start adding on twisty side wings to the main focus of the map, which in turn get smaller focal points with their own twisty passages along with secret tunnels and such, but when I started with the interesting things it made the rest of it hard to care about while playing on the map. Everyone pretty much funneled into the original areas, traversing the rest of the map took a really short amount of time, and no one really fought there because there was nothing important or something to slow players down.

I had one map where I started with crater in the center with a lightning gun in it ringed by pillars that blocked the view out of it mostly. For a while, the map was pretty much only that, and then I added some smaller details outside the pillars, spaces here and there, broken obelisks, and then I started adding ramps loosely connecting the broken obelisks. I put goodies on top like nails so players would want to risk climbing the narrow spaces that offered virtually no protection other than going fast and hoping you don't fall off.

Suddenly, you had a lot of action going on in a ring with players occasionally checking in and trying to get Mr. Thunderbolt in the center, always at the risk someone would also come and annihilate them because of the somewhat difficult platforming needed to get to it and the complete lack of cover. Newly spawned players would stay low to the ground and use cover to block shots while those with a full loadout would stand high up and try to pick people off before they got equipped or until they ran out of rockets. I had planned to make a third level of waterways, but it caused the map to become too big and unwieldy for simple DM, so instead the old designs for them were replaced with toxic waste that killed players who landed there.

>> No.1243637
File: 1.07 MB, 1920x1080, Wrack_steam 2013-12-03 16-15-45-11.png [View same] [iqdb] [saucenao] [google] [report]

How many of you have played the not-retro Wrack beta? Game is still 40% off for a few hours yet. For newfriends: it's made by Carnevil, one of the Skulltag founders.

I think it shows some promise as it feels rather Doom-like, which is saying a lot given the state of FPS games today.

>> No.1243638

>that climb up the mountain
That is still one of my favorite moments ever in gaming.

>> No.1243664

Useful for those meatball elementals.

>> No.1243680
File: 6 KB, 420x232, shotgunstart.png [View same] [iqdb] [saucenao] [google] [report]

Scratch-making a shotgun.

>> No.1243712 [SPOILER] 
File: 178 KB, 768x881, ReportAndSageYourPosts.jpg [View same] [iqdb] [saucenao] [google] [report]

Fresh from /v/

>> No.1243775

Map 20 is a masterpiece.

>> No.1243776

He also complains when a sequel of some game is different.

He is a moron.

>> No.1243781

>but at least he understands what made 90s shooters so much fun.
No he doesn't.

He cares more about presentation than gameplay.

>> No.1243786

In Doom Builder, how I drag EVERYTHING (linedefs, enemies, etc) at the same time to another position?

>> No.1243801

No End in Sight's E2 is pretty fucking good, much better than DTWID's. I dislike the other episodes though, especially E3 with its gimmicky levels.

>> No.1243815

I dislike the enemies in Wrack. They just don't come off as interesting or anything. Level design is decent, though.

>> No.1243817

> Implying that Halo 1 wasn't great

One of the best multiplayers ever

>> No.1243831

Looks a little more adult-like. Prettier too imo. You could always go the terminus route and make a cvar to switch. Cvars all around!

>> No.1243836

I know there is a way to but I don't remember what it is...

>> No.1243851

Just completed Super Columbine Massacre RPG for the first time.
I played it a long time ago, back in 2006 or 2007, I can't remember.
I thought it was kind of cool how they used Doom enemies and Doom music near the end.
Anyone here played it?
I really enjoyed it

>> No.1243889

No, it really wasn't. It was a spectacularly mediocre game in all regards. Timesplitters 2 is much more worthy of mention as an excellent console shooter and multiplayer game.

>> No.1243914

Hell I don't think his opinion should be valid at all considering he claimed Bayonetta was a God of War ripoff and got stuck in Jabu Jabu's Belly (OoT's third dungeon) and claimed the game had artificial difficulty for that.

>> No.1243917

>do a good job of saying why and why the original doom compares so much better to it.
Didn't seem to do so with SS3 considering he complained that it was too much like the originals.

>> No.1243920

Too edgy for me.

>> No.1243932

To be fair I'd certainly rate Halo over COD.
Those two games are not bad in and of themselves but many shit reviewers seem to think every shooter has to compare to these two.
I liked Halo 1 though, I mean I finished every level on legendary.

>> No.1243943


press L to access linedefs mode

select all

press E

there you go

>> No.1243945



Before doing >>1243943 press T to access Things mode

Select all

And THEN press L to acess linedefs mode and do what I told you before

>> No.1243946
File: 25 KB, 500x325, 1320476645921.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for the detailed reply.
I see what you mean about set pieces, that is a trick I was afraid of falling into really and to hear another mapper say it makes me realize it's a real issue to tackle.

What I was thinking of though was having the level change as you go through it, like other monsters might appear or you only traverse these interconnecting areas once (unless you want to come back and look for 100% secrets).

Still wondering good ways to go about this, though.

>> No.1244012

There's already idgames/archive for uploading shit, and Doomworld, and ZDoom forums, and all that.

I don't see what the hell anyone could gain from a Nexus of Doom.

>inb4 big bouncing titties mod for imps

>> No.1244014

from a /v/ fusion thread


>> No.1244038


That would be a badass enemy, actually.

>> No.1244043


I know, that's why I'm pushing it to get it done so I can get inspiration from it

>> No.1244065

It increases the community footprint just that much though which is nice.

I mean, it's in a place where many other games are so gamers may come across it and think "ooh, doom" where as our communities other websites are dedicated to the role and have to be actively sought out.

>> No.1244069

Eh, I'd say CoD has been pretty bad since modern warfare 2.

>> No.1244089
File: 4 KB, 88x67, 1365812787238.gif [View same] [iqdb] [saucenao] [google] [report]

Aw gee, I remember that place.
Enjoy your gangrape.

>foul taste
It was over 10 years ago, and I'm pretty sure both parties learned something from it, and moved on with their lives. I doubt the guy holds a grudge.

>That's a strange train of thought, but it makes sense
Well, the BFG has kind of an abstract behavior, but basically, the closer you are to an enemy, the more hits it will pick up from the BFG's "rays" (which has a hit area that's a bit like a "reverse cone" from your the impact of the projectile), now, this can be useful for running up the mug of one big monster and roshambo him in the balls, but if you're kited by archviles, you don't exactly have time to do that to each of them, one by one, it'll still tack on a lot of hits on them they're in your field of vision when the blast impacts.

Really, all I can recommend that you do is to hide behind the pillars when they try to light you up, and then spam them with the BFG. You'll inevitably take some hits, so you'll have to grab the megasphere once your health gets low. Don't worry about having health for after the fight, that'll solve itself.

I seriously hope not, he's too good for that place.

Nah, I like the old design for it. It hits a particularly perfect spot of creepy for me. It's just right. They scare the living daylights out of me to this day, and even now I hesitate to fight them, even if I'm capable now.

I'll fight you nigger.

Mouselook + BFG9000

>> No.1244140

Fuck i didn't get to see it, dis anyone save the image?

>> No.1244143

>Please iD rebalance this 18 year old game because I'm a knob goblin who don't understand to take cover when set alight by a vile

>> No.1244154
File: 600 KB, 1600x1600, 1386090059051.png [View same] [iqdb] [saucenao] [google] [report]


Yes, here

>> No.1244156
File: 239 KB, 614x983, mwj0qtu7dA1s7r0rvo1_1280.png [View same] [iqdb] [saucenao] [google] [report]


I think this is the one, judging by the filename.

>> No.1244157





>> No.1244158

That one was made way before the fusion threads started

>> No.1244160

I personally find that all the brown stone and brick, along with the moss and other textures compliment Plutonia excellently.

It gives me sort of a cold, wet, hostile feeling, and I like it.

>> No.1244161
File: 31 KB, 640x480, 37-liquidsnake42.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1244163

Never mind his casual faggotry, but doesn't the archvile's attack chance go down the farther away from them you are? I've noticed this every time they we're 100's of feet away from me in a map or farther they never even seem to attack.

>> No.1244167
File: 42 KB, 467x664, ABSOLUTELY GROSSE.png [View same] [iqdb] [saucenao] [google] [report]

here is a concept for a baron-tier enemy for /v/.wad. green, red and blue versions bound

of course, I want it to look different instead of being just a recolored Grosse. What should I add?

remember, these are for /v/.wad

>> No.1244170

I'd cyber with her.

>> No.1244172

i believe you have to be within 896 map units of them for them to begin the attack. Going further than this after he begins does not dodge it, though.

>> No.1244179
File: 51 KB, 650x365, 00024-650x365.jpg [View same] [iqdb] [saucenao] [google] [report]


I'd take her to the "tower of babel".

>> No.1244181

If you shoot them sometimes they will attack on reaction regardless of distance.

>> No.1244184

that too

>> No.1244189

What are they representative of in a /v/ wad?

>> No.1244192

I think unless you're within 1024 map units, he'd try to get close to you, or/and finish what he was doing before attacking you, he'd retaliate if you'd shoot at him outside of that distance though.

>> No.1244195


i'd shoot her with my rocket launcher

>> No.1244202

I'd circlestrafe heTHIS IS STUPID

>> No.1244203

But rocket launchers are really inefficient versus cybers, mate.

>> No.1244205


This. I think the distance limit is so that you don't have hard to see/find viles sniping you from extremely large distances.

>> No.1244208
File: 12 KB, 271x358, consolekids.png [View same] [iqdb] [saucenao] [google] [report]


think of them as roided, "tank" versions of your common "console kiddie"

pic related, the kiddies. Same values as the SS. Naturally the mustard race will get involved in some point and they will look exactly like the common console kiddie, the only difference being the color.

the look of them is intentional, as a representation of them as the "caricatures" of a man that they are for putting /v/ in their actual state

>> No.1244210

If they're supposed to represent /v/, why don't they look like 12 year olds?

>> No.1244218

>console kiddie

Hmmm, you'd want them to be more identifiable as that though. Take the /pol/ Wad for example, it was easy to tell what stuff represented there.
Not sure how to go about representing that though, it's just my 10c.

Making them look all #yoloswag?

>> No.1244224

Inefficient isnt exactly the correct word. It still hurts them a fair bit, just not as much as it could have if they weren't immune to splash damage.

Inneficient would better describe using the pistol or non-berzerked fist against a cyber

>> No.1244231
File: 26 KB, 213x560, 1ltjp[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>why don't they look like 12 year olds?

but they do

>Making them look all #yoloswag?

that group would be the casuals. noted as well, becase it'll be a hell of a shitstorm

Also, I was thinking of separating each of them as a color

>Xbox - Green
>Playstation - Blue
>Nintendo - Red
>mustard race - Gray w/yellow

The level so far is a nod to E3M1 with a mixture of E3M9, with you arriving to the exit teleport and the walls coming down and a bunch of them of each faction attack you instead of the cyber

>> No.1244232

Inefficient when compare to the plasma gun, SSG, and BFG in particular. Unless ammo is extremely abundant, rockets are better saved for skellingtons, archviles, and hordes of enemies. Imho.

>> No.1244245

SSG is only efficient if you can circlestafe or cover shoot it. Otherwise its not much better than the rlauncher

>> No.1244258
File: 222 KB, 449x401, 1368907936481.png [View same] [iqdb] [saucenao] [google] [report]

if you can circlestafe

>> No.1244272

>forgot meme arrows

>> No.1244275

I've always loved Halo, especially for the fun multiplayer, though 343i really fucked up with Halo 4, all the Calladoody bullshit they added, the campaign was okay though, and at least 343i can admit that they fucked up. I hope with Halo 5 we can go back to Halo 3's roots, which is easily the most enjoyable of the series.

On a more Doom related note, where the fuck are those mutators that Mark promised for Brutal Doom v19, the one with all the new weapon sprites and other bullshit he cut out?

>> No.1244281

>where the fuck are those mutators that Mark promised for Brutal Doom v19,

I thought he quit developing brutal doom after that last shitstorm.

>> No.1244287

What is the hardest non-slaughter map you've played? preferably non-official, too.

>> No.1244290

>meme arrows

Son, are you gay?

>> No.1244291


The Eye

man, the horror

>> No.1244292

There's too many to remember.

Off the top of my head, Go 4 It.

>> No.1244293

Claustrophobia 1024 2
Chord g series

>> No.1244294
File: 37 KB, 412x416, 1317729944368.png [View same] [iqdb] [saucenao] [google] [report]

I've respected what Halo (1) is at least. I mean at least it's trying to be unlike COD when fuckbrained publishers and other morons are not trying to say "no, only COD sells! be like that!".
I never played any other than 1 but the campaign of 1 was pretty damn cool I think, that said I cannot stand Halo fanboys. I think they're the worst fans around.
You know, the ones who memorize everything from wikipedia articles and then find fans of other generes and games and say "mastur chief cud beat dem all up!". I remember seeing this with Star Wars fans.

As for Mark....I think he's gone for the moment (hopefully not forever) because of drama bullshit I honestly do not give a fuck about. I like his work.

>> No.1244296

>The eye

Where is the main combat in that?
Like where it seriously hits the fan.

I played it but have an injury to my hand so if I doom now it's always on ITYTD.

>> No.1244302

>I never played any other than 1 but the campaign of 1 was pretty damn cool I think

Halo 1 was okay.
Halo 2 was shit. Even Bungie hates it.
Unfortunately, it set the way for the rest of the series.

>> No.1244303

>Like where it seriously hits the fan.

When you access the center of it

But man oh man, it is not recommended to play it under your conditions. Not sure how much you will last.

>> No.1244307

Didnt Bungie make it?
Or did they get "influenced" by board members who never even play videogames and said "no do this".

>> No.1244309

>"mastur chief cud beat dem all up!"
Well we all know no FPS protagonist could beat the doomguy, what with straferunning and the bfg Except the one from perfect dark with the farsight..

>> No.1244317

>Or did they get "influenced" by board members who never even play videogames and said "no do this".

>“Looking back on it as a player, [XBox Live and the combat,] that’s all you see. For us looking back, all we really see is…the wreckage. The places where it didn’t succeed.”
>"We didn't plan Halo to be a trilogy."

>> No.1244318

Are people really still upset over that death battle video? That was just pandering to viewers, and even then it's still stupid. The only one they ever did right was the Superman/Goku one.

>> No.1244319
File: 100 KB, 588x415, 1350782080218.jpg [View same] [iqdb] [saucenao] [google] [report]

To be honest I fucking hate *all* inter-franchise comparison fights.
They're all fucking lame and take two things that can be cool in their own right and turn it into winners and losers and makes fans resentful of things.

I've even mentioned this in discussions for franchises I dont care about to hope this lame crap does not spread to things i *do* like.

I just like to think everything is the toughest in it's own universe.

>> No.1244320

The only thing I dont like about it is it's there everytime I type doom into youtube.
They had that had a pony beat up a killer robot, because ponies cant die in kids shows.

>> No.1244323
File: 39 KB, 256x276, 1363909026475.jpg [View same] [iqdb] [saucenao] [google] [report]


Well that's depressing.

>> No.1244327
File: 63 KB, 606x371, fucking_genius.png [View same] [iqdb] [saucenao] [google] [report]

i just had the perfect idea for a cacodemon replacement

the only thing I need to is to look up for a 3d model of it and voila!

>> No.1244329

I bet you love Samsara then.

>> No.1244330

>tfw their attempt at revitalizing the fps genre instead singlehandedly murders it

>> No.1244335


Funny you mention that actually, because in all questions like that the Samsara dude finishes his answer with "...but whoever wins, they'd probably hit the bar and laugh about it later".
Which is really a much more likely scenario--less competition to see who's the best, more sparring to help each other get better.

Having a character spontaneously decide to murder the other just reeks of "what".

>> No.1244343
File: 1016 KB, 2000x1887, Marine2.lg.jpg [View same] [iqdb] [saucenao] [google] [report]

Heh, Samsara is not really trying to be srs canon though and it's always sort of up in the air. Like it does not definitively say "this character is always the best here and everywhere!".

Plus as a side note I think all the fans who like the characters in Samsara all get along well enough anyway.
Except butthurt Marathon players, yeah I went there.
They always take this bait

>> No.1244370

>No, it really wasn't.
Yes it was.

> Timesplitters 2 is much more worthy of mention as an excellent console shooter and multiplayer game.
No, the controls sucked just like the outdated multiplayer mode. Halo was better in every aspect and pretty innovative.

>> No.1244373

I'm kind of curious why the Samsara guy's statements are now considered Word of Dante.

>> No.1244379

Halo 1 was designed as a PC shooter, this is why it's the best in the series. And then after tHalo 1 they start creating games for the Xbox "dudebro" audience.

>> No.1244382

I would have fate in Destiny... but Activision is the publisher.

>> No.1244394

Armadosia on UV.

>> No.1244408

Why is it that most wads that are notable/recommended just don't feel designed well to me? Am I just a purist who can't accept anything other than the 3 original episodes, or is Id's mastery in the first game just that good?

I particularly dislike the monsters in Doom 2. Chaingunners feel very cheap, especially when mappers decide to put them as traps or surprises that you can't anticipate, and they take half your health in a second. I remember playing a map that spawned a chaingunner behind your back after you picked a weapon. Holy fuck, is that unfair or what?

Arch-viles can also be major bullshit. Put a ton of enemies beside this dude and he'll just keep reviving them and waste your ammo. I also feel the damage he does is too big considering you can't dodge it.

I think I'll just stick to my vanilla maps.

>> No.1244412

And Stardate 20X6

>> No.1244421


You just like UDoom-based wads the most. And that's fine man. People should really start making pwads using Doom.wad as a base instead of Doom 2, I dunno

>> No.1244451

Sounds like you need to learn to use difficulty settings, i think Huy Pham said it best.

>"difficulty issues stems from players with their minds bigger than their abilities who won't back down from skill 4, even at the cost of fun."

You have to remember that every map on UV won't be equal with the original games.

>> No.1244454

>considering you can't dodge it

Wut, how new are you to this game? Here's a tip:

"out of sight out of mind"

>> No.1244470

Hah, that's well said actually.
>I'm like this myself

>> No.1244471


I know how to avoid arch-vile damage, dude. I just don't consider it a good idea to have a monster that requires you to hug a wall. Whenever I die to these guys I just feel like the game fucked me over, instead of it being my failure.

>> No.1244479

> that requires you to hug a wall
The fuck? Dude just get behind a wall, everytime you meet a vile there's cover most of the time as well as you having bfgs.

>> No.1244480

Well the best thing that helped me get good at beating them was learning how long their attack lasted, you can usually get about 2 good SSG shots in before taking cover, and that's if they've just began their attack on you. It also helped to get familiar with their attack sound so if i can't see them i'll know how long i've got to take cover before i get fucked.

That's the best advice i can give you.

>> No.1244487

I always switch to the BFG really fast and blast them straight away. Fuck archviles.

>> No.1244491
File: 79 KB, 490x346, 1ltP1[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>laser cheese as cacos
>mancubi recolors with sweaty mspaint t-shirts representing fatlus individuals
>mountain dew barrels
>Fuckhueg Sammy as mid-boss

All those fucking ideas coming to my head holy shit yes

>> No.1244494

Well i play from pistol start so i'm generally speaking from experience. I usually only resort to a BFG when there are 2 or more archviles or a huge slaughter room.

>> No.1244506

You do every level in a WAD from a pistol start?

>> No.1244519


Not him, but if a mapset is good, every level in it should be beatable in pistol starts for quality assurance

Also it is VERY recommended to playtest your map without accessing secrets; very few people do this and assume that every doomer is a professional UNFer

>> No.1244524

BFG is a quick and painless way. If you have room and time to dance with Archviles, it's almost always better to use SSG. The only exception I saw so far was the end of Map33 of D2TWID, because you just don't have enough shells to kill them there.

IIRC, they need three point blank SSG shots to die.

>> No.1244535

Agreed, progressive plays are for casuals.

>> No.1244536
File: 199 KB, 600x600, 1327195597596.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some levels with particularly impressive architecture/atmosphere?

Not like little tricks and whatever but maps where you have sort of gone "whoa" at just how it looks and feels?

>> No.1244540

lets not get stuck on stupid

>> No.1244543

Yeah, most mapsets are made with that in mind so it's no big deal, also you have to remember that if you died in the original game you lost your weapons. I generally don't quicksave unless the map is ludicrously hard like Sunder or the Slaughterfest series.

>> No.1244551


Hellbound is what you're looking for. Quite arguably the WAD of the year

>> No.1244561

Night Tomb
Hell Ground
Crimson series (GZDoom wads)

>> No.1244575

Some more i thought of.

Phocas Island 2
Epic 2 (Egypt and alien settings out the ass)

Also i believe i messed up the name of the first one on that last post. I think it's Nightmare Tomb.

>> No.1244583

Sonic Doom.

>> No.1244591

I'll check them out, are there any that have biiiig architecture though?

Like Sunder for example? Just massive spaces where you want to just look around at the scale of it all?

>> No.1244593
File: 32 KB, 768x511, WHATSGOOOODDOOMGUY.jpg [View same] [iqdb] [saucenao] [google] [report]

[agitation intensifies]

>> No.1244597

Hellcore is definitely like that, and some of Epic 2 is. The others excel more in atmosphere than anywhere.

>> No.1244613

>are there any that have biiiig architecture though?

Hellbound, and the extended version of MAP29 is one of them. Be sure to use PrBoom for it, tho.

>> No.1244667
File: 5 KB, 192x162, PLSGA0-v1-upscale.png [View same] [iqdb] [saucenao] [google] [report]

Something I'm hacking together for a Samsara-unique Doomguy weapon pack (when i'm not working on Bloodyhell3/Nightmare)

>> No.1244680
File: 79 KB, 250x265, 522883223_1537991.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1244694
File: 18 KB, 350x300, 1374506825439.png [View same] [iqdb] [saucenao] [google] [report]

is anyone else downloading the giant doomworld archives
that an anon posted a couple days ago.

taking forever for me. download rate is at like 1 kb/s and its only at 92%

>> No.1244710


well, the doomworld user who compiled it noted that using FTPs as source it isn't quite convenient, but still, it's more up-to-date than the other that is in archive.org

also it helps that nobody is uploading anything to it since Ty Halderman is giving it maintenance


I like it, looks like an hybrid between the Doom 64 plasmagun and the original

>> No.1244714
File: 74 KB, 515x557, 1289900257541.jpg [View same] [iqdb] [saucenao] [google] [report]


horey shet

>> No.1244738
File: 42 KB, 400x640, WIP.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1244751

okay, guys, we all know revenants are the biggest dicks around, but what if we made them even worse?

what if

revenants with shoulder-mounted BFGs
complete with homing

>> No.1244761


What if, instead of that, we gave them the Centaur's shield?

>> No.1244765
File: 407 KB, 1000x700, 15-d4yr7rr.png [View same] [iqdb] [saucenao] [google] [report]


Let's not go too far, Satan.

>> No.1244772
File: 3 KB, 80x110, H4BVdp5.jpg [View same] [iqdb] [saucenao] [google] [report]


Why not both? and a berserk pack

>> No.1244782

actor skellington : revenant replaces revenant

>> No.1244783

I'd be totally down for a Super Revenant with a BFG, but homing would just be fucking ridiculous.

>> No.1244786


>that feel when only a few people in this thread will know what to do with this, because people nowadays even dare to ask how to run multiple maps and mods at the same time

>> No.1244792


What fun I had mucking about in Decorate.

>> No.1244796

Realm of Cheogsh
Legacy of Suffering

> Night Tomb

I can't find it. Welp.

>> No.1244801

I'm not even half as interested in playing maps as I am in making them. I really like total conversions though.

>> No.1244803


>> No.1244819

Hey can anyone here help me. Zdoom keeps having access violations on my computer, is there anyway to fix that?

>> No.1244828

>Zdoom keeps having access violations
Contact your local court for a restraining order

Or right click> run as administrator

>> No.1244832

tried that, didn't work. oddly enough.

>> No.1244837

Hrm, try putting it in another folder or drive if applicable. Could be your running it from a protected folder and windows is refusing to write save files or something.

>> No.1244841


But anon, they already have
doesn't do anything after having

what I think you want is

actor skellington : revenant replaces revenant
Speed 10
DamageFactor "Normal" 0.4
PainChance 0

ACTOR actor skellingtonTracer : RevenantTracer replaces RevenantTracer
Speed 30
FATB A 1 Bright A_Tracer2
FATB A 0 A_SpawnItemEx ("BulletPuff",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
FATB A 1 Bright A_Tracer2
FATB A 0 A_SpawnItemEx ("RevenantTracerSmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
FATB B 1 Bright A_Tracer2
FATB B 0 A_SpawnItemEx ("BulletPuff",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
FATB B 1 Bright A_Tracer2
FATB B 0 A_SpawnItemEx ("RevenantTracerSmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
FBXP A 8 Bright A_Explode
FBXP B 6 Bright A_Explode
FBXP C 4 Bright A_Explode

>> No.1244845

>PainChance 0


>> No.1244847

>But anon, they already have
>doesn't do anything after having

Oh well, I was just coming up with stuff on top of my head. I stand corrected.

actor 2^4spooky : revenant replaces revenanttracer

>> No.1244849

wouldn't be surprised. thanks for the advice.

>> No.1244856

>actor 2^4spooky : revenant replaces revenanttracer

That would just result in the first iteration of the fractal imps in fractal doom.

They don't fly since they're not actually missiles, and they just get clumped together when they shoot so there's just a clump of revenants doing shuffling in place and blocking your movement.

If you want to do something like you've just described you'll have to create a missile that looks like revenants but isn't and spawns them when it hits something. If you go look at fractal doom's code, you can get revenants that shoot full sized revenants by having the revenants shoot CyberRevenantRockets instead of normal rockets.

>> No.1244860

>That would just result in the first iteration of the fractal imps in fractal doom.
A gray goo catastrophy of AAAAAAAAAAAAA and *hh-SMACK* *hh-SMACK* ?

>> No.1244867
File: 50 KB, 1006x759, Sunder_map_11.jpg [View same] [iqdb] [saucenao] [google] [report]

Many maps made with areas as vast in scale as this?
Sunder map 11 comes to mind, so does that other map in Sunder called "The Cage".

Whatever happened to the author anyway?
He seems to have fallen off the radar.

>> No.1244878

>Many maps made with areas as vast in scale as this?

Deus Vult MAP05 is the only one that comes to my mind, really

>> No.1244879

>They don't fly since they're not actually missiles, and they just get clumped together when they shoot so there's just a clump of revenants doing shuffling in place and blocking your movement.

>> No.1244883


>> No.1244887

>No one's made a "Balanced Doom" mod

whelp. Looks like I'm going to have to step in.

I think I'll start with the monsters first. I think I'll use this as a basis:

I tried that and my made some changes. It might even be EASIER in some ways. The enemies are more aggressive, which leads to more in fighting. So I dunno.

>> No.1244890

Make hell nobles more interesting than oversized imps with increased numbers.

>> No.1244902

How about a Actor SpookyCloset that spits Revenants?

>> No.1244908


So I know how to modify actors.

How do I change the maps and enemy placements?

>> No.1244916

>How do I change the maps and enemy placements?

You're going to have to remake the maps.
Even if you changed the placement by a little you would have to release it as a map.

>> No.1244924

Enemy replacements can be done easily with "replaces DoomImp" or "replaces HellKnight".

>> No.1244941

So... any slaughter map for a non-Doom fps?

>> No.1244942

Oh right

I thought he was wanting to change where they are physically on the map, like an imp that was at one coordinate is now at another entirely different one.

>> No.1244946

I read that Revenants are made out of fallen demons in the battlefield by simply slapping some armor and weapons over'em. Also as I read in doom wiki, there are no other demon that high or large bones in the game, I can't even imagine whose giant skull was that before it put on the Revenant's spine.

Also I've been playing Brutal Doom and it's like a new game to me right now. Loved the detail that spectre demons has a chance of dropping demon strength rune, being able to remove and use hellish missile launcher's of Revenants, Torch guns of Mancubuses... And Black Metal difficulty gets me everytime no matter how hard I try. A hell noble, Revenant or Mancubus really causes you to sweat cold. Taunting Cyberdemon is fun thou.
It feels like everything Id should do back in the day. But still wish that he would add the Unmaker and Darkclaw.

>> No.1244948
File: 8 KB, 384x219, SHT2A0-v1-upscl.png [View same] [iqdb] [saucenao] [google] [report]

Here's what i'm going with for the SSG, I think. Just needs a bit more polish and i think it'll be good to go.

>> No.1244949

Every Serious Sam map
do you mean retro fps?

>> No.1244950

Serious Sam, basically

>> No.1244964

Painkiller and Serious Sam get that way.

>> No.1244976
File: 42 KB, 497x545, 1355775171353.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's like a new game to me right now

I felt the same way when I was playing it too.
I mean right now I'm sort of done with it and have gone back to regular dooming but fuck me if it isnt a damn fun mod.

>> No.1244995


I don't like Brutal Doom. Too hectic and too much going on and you can barely see anything. It is what the fans keep trying to make. "Add explostions, make everything 3X as fast, make everything cover the screen!". I don't like that stuff.

>> No.1244998 [SPOILER] 
File: 30 KB, 539x426, archvile[1].gif [View same] [iqdb] [saucenao] [google] [report]

>I can't even imagine whose giant skull was that before it put on the Revenant's spine.

they're almost as tall as them

>> No.1245004


Fuck those guys.

Fuck all of Doom 2's new enemies. Fuck those niggers hard.

>> No.1245006
File: 44 KB, 400x640, revenant.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1245009


One single SSG shot

Three SSGs

Four rockets

Three rockets, three precise SSG blasts

>Pain Elemental

Four rockets, three precise SSG blasts or Four SSG shots, one single BFG blast (in vanilla-friendly ports)

Did I missed one?

>> No.1245013

Hey, hellknights are much more pleasant and fun than barons of hell.

>> No.1245015
File: 942 KB, 900x1200, HERECOMESTHENIGHTTRAINNN.png [View same] [iqdb] [saucenao] [google] [report]

You got that right.

>> No.1245019

Is there a sauce for this, maybe an artist name? GIS brings me right back to 4chan archives. I want more.

>> No.1245025


Unfortunately, that's all there is.
for now

>> No.1245032

>Unfortunately, that's all there is.

What a shame.


>> No.1245040

8/10 would flop my wing wang in the missile tubers

points off for not being done. faggot.

>> No.1245043

Cast down into the Halls Of The Blind!

>> No.1245045

let's say I want a graphic mod to work on the original exe and/or the vanilla-friendly sourceports

do i need to convert the sprites to the Doom format in SLADE?

>> No.1245052

Crucified Dreams.
It's Deathmatch Only, but it's so goddamn fucking jawdroppingly beautiful.

Really, if it's any .wad we'd want to show off to John Romero, it'd be Crucified Dreams, if his computer is relatively modern it should be able to take it.

>> No.1245056

I'm pretty sure the devs stated the size of revenant sprite was supposed to be the size of the player but they decided to keep it that way because it looked good.

>> No.1245058
File: 1.93 MB, 1920x1080, Screenshot_Doom_20131117_234402.png [View same] [iqdb] [saucenao] [google] [report]

Winter's Fury

>> No.1245061

That'd actually be enough to make them goddamn fucking infuriating without plain adding bullshit like dual homing BFG's, because they'd still be beatable, they'd just be annoying as fuck.

>> No.1245076

Yeah, it does some interesting things, but eventually the novelty wears off.

Hmm... I can see it.

I'll say the maps aren't nearly as good, but the new monsters are probably the coolest part of Doom 2.

>> No.1245094

I like it, but

The pink demons are TOO fast, damn. Slower them a bit.

>> No.1245103

>ZDoom earthquake-effect every 10 seconds.

>> No.1245104


>> No.1245108

Also, Mancubus projectiles are a bit too fast.

>> No.1245114

I've played a few wads where missile and rocket impacts near you shake everything in a short quake.

It's distracting.

>> No.1245116

You shouldn't even be near those impacts, get mobile.

>> No.1245118

The special edition is even better.

I wonder what are the best maps to play with Brutal Doom on.

Any thoughts?

>> No.1245121

> Three rockets, three precise SSG blasts

>> No.1245123

would the shotgun effect be homing, or just the ball?

>> No.1245125

Yes, but I'm talking about Hexen, Heretic, Quake, etc

Not games that already are 'slaughters'.

>> No.1245130


Yep, they technically require two, just as the cyberdemon technically needs one single BFG blast to die, when in reality even professional demo makers deal two or three shots to kill one single cyber

It all depends on luck, really

>> No.1245137

You have to be very unlucky to not kill a revenant in two full SSG blasts. They've only got 300 HP and the SSG does an average of 200 per shot. The Cyberdemon, however, can never be oneshotted by the BFG in practice because it's not wide enough and the RNG makes it impossible.

>> No.1245152
File: 484 KB, 250x142, tumblr_mnp7wiyLsw1s6ns7wo1_250[1].gif [View same] [iqdb] [saucenao] [google] [report]

>this thread is almost two days old and it's about to reach bump limit

You can almost feel how active the Doom community gets around the first half of December.

Six days left

>> No.1245168

Guys what are some good doom wads?

>> No.1245178

One precise shotgun shot

>> No.1245182



>> No.1245184
File: 452 KB, 1280x800, Screenshot_Doom_Rampage_Edition.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1245185

Any map without any slaughterfest mindset, you cannot keep up the pace of any fast map at Black Metal difficulty unless you're a pr0-l337 speedrunner.
I'd say TNT Evilution is fine with Brutal Doom, not fast-paced and fun whenever it needs to.

>> No.1245189

From close I never had any difficulty taking out Revenants with 2 blasts

>> No.1245191

>Revenants are made out of fallen demons
>Archviles that respawn everything as revenants

>> No.1245208

Oh god give me some details on these.

Are they just new sprites for Doomguy's weaponry or will there be some different functions or what man

What makes it Samara exclusive?

>> No.1245214
File: 193 KB, 1280x800, Screenshot_Doom_Outmyass.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1245217

If you moved back a bit you could be crushing his head.

>> No.1245218


>that hand sprite


>> No.1245220
File: 442 KB, 500x375, turn_that_shit_up.gif [View same] [iqdb] [saucenao] [google] [report]

It'd probably fit pretty fine.
You'd want the original TNT music though, because it kicks ass.


Let's Kill At Will

Death Bells


Why did TNT: Evilution have such a good soundtrack?
I heard it as a kid, and it just stuck with me forever.

>> No.1245226

Level 4's music was from King's Field 2.

>> No.1245229

If I recall correctly that WAD's supposed to be played in 3DGE.

>> No.1245231
File: 83 KB, 260x246, 1346029384114[1].png [View same] [iqdb] [saucenao] [google] [report]

I am not quite confident on being awake when this thread reaches page 5, so for this ocassion I'm going create the new one once we reach page 4

Thanks for being around, guys. This month promises to be the most active and prolific of the year

>> No.1245235

So /vr/, what are your favorite weapon and/or monster wads for Doom?

>> No.1245237

Wait, what? Which track?

>> No.1245246

I want to introduce a friend to doom (He is more of a blood guy) but we can't find a good port for android, is there any one? or would the psx version be a good introducion to the saga?

>> No.1245248

Favorite Doom arranged score?


>> No.1245249


lure him to play the PC shareware, if he gets hooked, buy the whole Doom pack from Steam or just download it from the internet

>> No.1245250

>good port for android
Somehow, there isn't, they all gobble dogbollocks to some degree.

>> No.1245251

Let me see if I can find it for you anon, I remember having my mind blown while playing one of the first two King's Fields and hearing a TNT song.

Unless my memory is completely fuzzy, but I know I've heard Wormhole outside of TNT.

>> No.1245253

>but we can't find a good port for android, is there any one?
Nope, unfortunately.

PSX is okay-tier, but PC is far and away the best version.

>> No.1245271

> tfw you have a great idea for a 20th anniversary wad
> you have only 7 days to create it

>> No.1245278


>> No.1245291
File: 64 KB, 652x760, 1385443017504.jpg [View same] [iqdb] [saucenao] [google] [report]


Challenge accepted.

>> No.1245293

Well, people can use it for whatever after it's released, I just want to have it premiere in Samsara to give Doomguy something interesting and unique (and thereby giving people more incentive to play as him.) In this case, it will probably just be cosmetic so that it doesn't fuck up the balance and stuff.

>> No.1245326

Will it have new hand sprites too?

I'm really boring in Samsara because I always pick Doomguy anyways.

>> No.1245351
File: 8 KB, 471x291, punch2-alt-wip4-upscl.png [View same] [iqdb] [saucenao] [google] [report]

Ah, funny you should ask. Gonna run it by Terminus before I put them on, but i'm working on some hands based on gloves from the Doom box art. (unlike the other sprites, this one is still fairly WIP)

>> No.1245356

That looks awesome

>> No.1245367

Ah, thanks. It's actually made from a mishmash of Doom, Strife and Hacx hands. Works surprisingly well for what it is, still needs a lot more polish though.

>> No.1245369

>Brass knuckles + Gloves
I really don't like how the default sprite has Doomguy remove his gloves for punching.

That's a really good sprite there.

>> No.1245430




>> No.1245445

What if Final Doom never happened, and TNT and Plutonia were released as free megawads?

>> No.1245459



>> No.1245463



>> No.1245521
File: 120 KB, 378x633, reve4.png [View same] [iqdb] [saucenao] [google] [report]

"final" version, got too lazy to clean up somethings

>> No.1245635

The same can be said of any fandom really, they'll always have their assholes. Personally I think CoDBros are worse, having dealt with so many through high school. I've read most the novels, and some of the comics, but if I became one of "those" kinds of fanboys I'd have to kick my own ass.

>As for Mark....I think he's gone for the moment (hopefully not forever) because of drama bullshit I honestly do not give a fuck about. I like his work.

I prefer Sperglord Edition over Vanilla Brutal Doom, I'm mainly just curious as to what there's going to be with the new mutators, are the sprites totally new? Or just more polished old ones? I dunno.

I loved Halo 1 through 3, including ODST, Halo 3 was my favorite of the bunch. Halo Reach was alright as far as campaign and multiplayer go, Halo 4 was shit as far as multiplayer goes and okay for campaign. Halo 3 actually has more online players than Halo 4 right now.

>> No.1245639

I personally think Samus from the Metroid games could beat most FPS/Action game protags.

>> No.1245890

I can see what you see not

>> No.1245903

The order is all wrong dammit!
Vision milky, then eyes rot.

>> No.1246321
File: 43 KB, 659x479, asdfasdfasdf.jpg [View same] [iqdb] [saucenao] [google] [report]

cyberwaifu?! pig disgusting!!

actually they are bull demons or something? Maybe ugly cow is more appropriate.

>> No.1246954
File: 18 KB, 179x170, -duriel.jpg [View same] [iqdb] [saucenao] [google] [report]

>It is what the fans keep trying to make. "Add explostions, make everything 3X as fast, make everything cover the screen!". I don't like that stuff.

That I can agree with, there is some stuff in there that unecessarily slows things down or adds clutter.

To me though I viewed Brutal Doom as "Doom different" but other people view it as "Doom +". Different can still be fun in it's own way though, just look at Samsara or Reelism or anything else using custom content.

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