[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

View post   

File: 19 KB, 201x363, revenant_man_by_nuggbrownie-d7fbf0p.png [View same] [iqdb] [saucenao] [google]
1626443 No.1626443[DELETED]  [Reply] [Original]

Doom thread (Last thread >>1621109)
(other retro FPS games also welcome, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently


##Our WADs can be found here!##

Steam Group:

IRC (The password is in the FAQ.)
Channel: #vr


Wanna learn how to...

Create maps?

Open/Edit WAD/PK3/etc for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)

/idgames torrent (as of November 25, 2013; 12 GBs of wads, 18 years worth of user-made content!)

Vanilla/Boom related projects can be found here

ZDoom mods/projects can be found here

>> No.1626445
File: 55 KB, 600x400, 0a9e60ba552d8fae02f44059abdbede1-d5c2s2l.png [View same] [iqdb] [saucenao] [google]


-Have you ever wanted to play as a dog in Doom? No? Well, whatever, here's DogDoom! https://copy.com/o4kYFNMdcwoFqYO6

-Guess who received a STABLE update? OBLIGE, motherfucker! Now it's in version number 6, and things surely have improved; go check it here! http://oblige.sourceforge.net/i_download.html

-On top of that, The Space Pirate also got an update! Now features a mugface and the best code on the market! Go check the latest version here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing Also be sure to check this nifty tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). Here are the demos https://dl.dropboxusercontent.com/u/88787354/MADE%20at%20GDC%20Zandronum%20demos.zip and these are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE

-Romero was also present at the NYU Game Center to discuss, along with Rand Miller (MYST) about their games, their legacies, and the current status of game developing. You can rewatch said event here http://vimeo.com/92838909

-The past Awesome Games Done Quick featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-HDoom has its fourth techdemo! happy now? http://static.best-ever.org/wads/m12-hdoom-techdemo4.pk3

-Help us test this new mod by Terminus: Metroid Dreadnought (http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847))

-Dakka by ijon tichy is also getting tons of updated. Get it here ijontichy.lostsig.com/wads/dakka-0.051.pk3

ATTENTION! If you know about something news-worthy, reply to this post and mention it so everyone can see it

>> No.1626450 [DELETED] 

Report and ignore

>> No.1626451


Download this and follow instructions when ingame. See how many rockets your system can handle.
>why do you want me to do this
So I can know how many things are too many for the general hardware of this board. Please post your "score", and your CPU and GPU. If you don't know, download CPU-Z.

**bonus /vr/ maymay included to get you to play it**


Personal Results

Desktop - i5 2500K 3.70GHz 4 Cores, 660GTX Ti
Laptop - i7 2760QM @ 2.40GHz 8 Cores, NVS 4200M

GZDooM (OpenGL)
desktop - 6500 Rockets
laptop - 2500

Zandronum (OpenGL)
desktop - 1800
laptop - 550

>> No.1626458 [DELETED] 

>viral marketing your ugly proprietary software
kill yourself

>> No.1626465

>can't post this cool ass idea for a Wolf3D enemy until May 20th passes

death and suffering

>> No.1626468
File: 89 KB, 500x408, 1400280349170[1].jpg [View same] [iqdb] [saucenao] [google]

>/doom/ tries to open a door while on a multiplayer server

>> No.1626472

Just got choco doom configured and starting my 200 minute map, wish me luck

>> No.1626480
File: 88 KB, 1001x781, snap0008.png [View same] [iqdb] [saucenao] [google]

I managed to model a nice skull for the skullkeys but now I'm struck. I have no idea how should I color the back. Has anyone already made a complete rotation for the skullkeys?

>> No.1626485


Something like that.

>> No.1626487
File: 4 KB, 79x109, DoomSkulls_by_blox.png [View same] [iqdb] [saucenao] [google]


You just couldn't literally ask in a better time

>> No.1626491
File: 193 KB, 1487x1111, skeleton.jpg [View same] [iqdb] [saucenao] [google]

These things don't actually go AAAAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaa
Why do you say they go AAAAAAAAAAAAAAAaaaaaaaaaaAAAAAAaaaaaaaa?

>> No.1626496
File: 34 KB, 192x197, 1383780490739.png [View same] [iqdb] [saucenao] [google]



>> No.1626497


the latter

>> No.1626502

Individually, they go AAAAAAAA


>> No.1626505


>> No.1626506
File: 39 KB, 264x242, YESSS.png [View same] [iqdb] [saucenao] [google]

can't belive I'm that lucky

>> No.1626518

So... I found this on pixiv...


What the fuck is this?

>> No.1626525

I dunno. I don't have a pixiv account. Why don't you just post it?

>> No.1626526

It's a first person viewpoint of a girl player being killed and you can see her naked body in front of the camera.

Kinda silly and makes no sense.

>> No.1626527

its explicit

Seems like an attempt at a Ryona mod for Doom

>> No.1626531

Also the person is a fan of guro apparently.

>> No.1626583

Dead chick with a bullet in her boob.

>> No.1626594

Agree and disagree. I like the post-"death" danger of enemies, but I think it should be rarer (and maybe deadlier), and their hitboxes need some depth (as in the depth that sprites lack, but I don't know how hitboxes in zdoom work, so I might be asking for something impossible).

But, I mean, you have extremely strong melee as well, you have abilities that send enemy monsters in knockdown states, nut-kicked states, headshots, somewhat stronger weaponty than vanilla doom, and... Well it's a 9 foot tall fucking skeleton with rocket launchers mounted on it's shoulders, charging in for a fistfight is probably a suboptimal strategy in reality (I know, >real life, >doom)...

It's not bad, it's different. I, for one, think besides it not playing nice with 99% of other good mods (for legit reasons, and for LOLSPAGHETTICODEHOLESHITWHATSACVAR reasons), and its idiotic fanboiz, BD is an excellent, excellent mod, and BD/BDSE/BDEE have given me hours upon hours of joy.

>TL;DR you have some slightly valid balance complaints
>man I wish aspects of BD could be broken apart so as to make them play nice with other mods
>or patched/made as modules for said mods
>DRLA/M, DRPG, TUTNT or similar maps, persistent character progressions a little tuning, BD gore/physics/AI/kick
>anyone else's dick jump a little? Seriously, that sounds better than 99.9% of AAA titles
>maybe voxelize enemies so vertical combat could be a thing, sprites are pretty and efficient but they suck for vert maps

>> No.1626610

My issue with the extremely upgraded melee attacks for enemies is that there are a fair amount of ambushes in mods where you'd pretty much die instantly due to melee hit.

>> No.1626624

9560 rockets, 3770k stock clock 780ti superclocked (stock evga "overclock"), gzdoom

>> No.1626627

What does /vr/ think of Knee-Deep in the Money?

>> No.1626629

Agreed, it falls apart when harder mods bust out a revenant/mancubus monster closet. I like it in vanilla doom, mods made for BD, and a few others that work well with it, but a lot of mods do not play well with it at all.

>> No.1626630
File: 432 KB, 396x191, marty screams in shock as he looks in the mirror and sees that he has suddenly become human.gif [View same] [iqdb] [saucenao] [google]


>> No.1626636


pretty sure you're behind that post, CoB

>> No.1626637

thank you very much! it looks like gzdoom on semi-modern to modern hardware is going to be able to handle the kind of stupid amount of things I am trying to implement.

>> No.1626638

yeah,i am the one that mashes E faster than lightning for laughs
of course,i do it only for 10 seconds

>> No.1626640

For reference, I was running some shit in the background, but nothing major (IRC, browser with 9 billion windows, steam, etc), but I didn't stop it until it *actually* hit 15fps, which feels well below playable with my graphical autism

>reminds me of the trauma of playing doom 1 on a shittastic monitor in ultralow resolution mode and still getting terrible frames
>minimize the screen to tiny levels to get the game to run psuedosmooth
>never did I dream I'd be able to run 40123 instances of Doom smoothly

>> No.1626641

>tfw /vr/ ended up making you find a way to slide under doors in brutal doom
>tfw that method doesn't work anymore

>> No.1626646
File: 530 KB, 1600x900, Screenshot_Doom_20140516_182827.png [View same] [iqdb] [saucenao] [google]

Made it to between 4000 and 5000 rockets before lag became an issue. With some stuff running in the background... Steam, Adobe Bridge, Browser, OpenOffice, IRC... other shit.

>> No.1626651 [DELETED] 

Nice try, shill
Remember: Report, hide and ignore

>> No.1626652

thanks for the additional input. just because you wrote out all that and took the time to care, I'll tell you what this is for.

tl;dr I have made an animating grass blade object, did some decorate to make them different sizes. then a script hurls about 10,000 of them across a grass area. when they all animate it really looks like there is some semi-realistic wind going on.

thank you as well. can you post your cpu/gpu and engine?

based on what I'm seeing so far my idea will be playable on most hardware

>> No.1626654

Stopped it a bit later just to see some shit.

>> No.1626658

FX 6300, HD 6850 (plan on upgrading sometime), and GZDoom.

>> No.1626659

Interesting, sounds like it could be really cool potentially, really taxing and shitty potentially.

I like that you have/can do a CPU analysis tool for it, but really, fuck all that, put it out there, if it's too taxing, people will tell you (and you have 2 good reference points, your desktop and laptop)

>> No.1626664

What's that?

>> No.1626667


I'm the guy who made that map. Apparently the organizer person wants actual names other than "200 minutes etc." I guess you could call my map... Book It.

>> No.1626669 [DELETED] 

>viral marketing

>> No.1626670

thank ya.

see, I'm planning on having an area where you can change a global "limiter" variable with switches. later on when something like this happens the while/for loop that spawns them will simply be limited. when you have set this variable for a lower cpu it will simply not spawn as many.

>> No.1626671


low-quality zDoom map made by a generic terrywad enabler.

>> No.1626674 [DELETED] 

>viral marketing something you did for free
>for free

>> No.1626679
File: 2.17 MB, 640x320, Fuck your warning signs.webm [View same] [iqdb] [saucenao] [google]


>Don't press this button

Fuck you, you don't tell me what to d-

>> No.1626680

Got it. Thanks.

It kinda seems like a bot. Randomly accused someone else earlier. For some reason I don't have a "report" button though...

>> No.1626686

this was your incentive and bonus for spending 5 minutes to get me data. thank you anon

>> No.1626687

>Not the superior LibreOffice

>> No.1626691

Who the fuck makes a bot to randomly shitpost?

>> No.1626693

if you open the triangle right next of your post number,you will get agitated

>> No.1626696
File: 303 KB, 1024x640, Screenshot_Doom_20140516_194654.png [View same] [iqdb] [saucenao] [google]


To actually contribute to this, here's where I stopped when my toaster started toastering out on me

>> No.1626697

You'd be surprised.

For instance, the reason Captcha was initially implemented was because moot had somehow made himself an enemy to an insane pedophile by just casually ignoring his insanity.

>> No.1626698

The number is useless without your CPU and GPU, pilot!

>> No.1626703

I... I was around for that time, but I never heard that story, I am intrigued. Please elaborate?

>> No.1626706

Google "Kimmo Alm"

>> No.1626712
File: 3 KB, 517x51, Capture.png [View same] [iqdb] [saucenao] [google]


Oh yeah, here, I'm too lazy to just type this out

>> No.1626715

This was the expected range for this, I have a C2D elsewhere and it scored around the same.

we have data on i5/i7, c2d/x2, now all we need is anyone with a P4 / sempron. But more data is always appreciated. thank you all so far for this input, this is critical information.

>> No.1626719
File: 20 KB, 192x197, revenant checks his watch.jpg [View same] [iqdb] [saucenao] [google]


>> No.1626728
File: 237 KB, 555x569, 1367789079955.png [View same] [iqdb] [saucenao] [google]

Encyclopedia Dramatica is down
along with chanarchive
as per fucking usual

>> No.1626731


It should tell you pretty much everything about that.
I've never seen such an intense fucking stare photographed before.

But enough madmen, let's talk Doom.

>> No.1626748 [DELETED] 

>Encyclopedia Dramatica is down

And nothing of value was lost.

>> No.1626751

Is it possible for two Cyberdemons to shoot each other if they were in a similar situation as the Barons from E1M8 when they destroy some barrels while being very close?

>> No.1626757

I was gonna say that they'd be going on till the end of time, for lacking a melee attack, but while they're immune to splash damage, I'm not sure how'd it work.

>> No.1626761

Monsters of the same type can't hurt each other unless they have an attack that isn't the same projectile family.

Cyberdemons would be at it forever.
Barons can kill each other because of claw attacks.

>> No.1626762

In the theoretical event two cyberdemons begin infighting, neither will harm the other and they will continue until something harms one and draws it's ire. However, in base DOOM and DOOMII, there is no method by which they CAN begin to infight.

>> No.1626770
File: 93 KB, 500x336, rip me like one of your french demons.png [View same] [iqdb] [saucenao] [google]

>> No.1626773
File: 1.34 MB, 1912x740, grass_spam.png [View same] [iqdb] [saucenao] [google]

here is a screenshot, a reward for this participation

>> No.1626778

Favorite Doom OST?


>> No.1626780

that legit hurts my eyes

>> No.1626781
File: 10 KB, 200x182, 50355_275527295591_2423520_n.jpg [View same] [iqdb] [saucenao] [google]


>> No.1626782

Where we're going, we won't need eyes.

>> No.1626786



>> No.1626792


Still more tolerable than a structure made by nothing but FIREBLU

>> No.1626795

okay okay the colors are a little out there but the concept is good, gzdoom can push 6000+ things at once, and it's not just me, so this is a feasible idea. thanks for the data...

>> No.1626797

Spawning all the rockets hit under 15FPS around 5000 rockets, and travelling rockets starting going under 15FPS at 9000 rockets.

CPU: AMD FX4130 3.8GHz, quad core, overclocked to 4.0GHz (for round numbers)
GPU: NVidia GTX 650

>> No.1626802

To add, this is on Zandronum. Will test GZDoom soon.

btw u cant agitate me

>> No.1626809

Funnily enough, GZDoom could only reach 6000. Spawning went slow at about the same point.

>> No.1626816

thank you. the rocket is probably even a "heavy" object because it has dynamic lights and particles, if you have turned them on, along with the fact it has to be flying and moving. so in reality you could probably pull even more on things that are just standing still.

>> No.1626827

GZDoom, 9770 rockets.

i5 4670 @ 3.40GHz 4 cores, 3072MB Radeon R9 280x

>> No.1626828

No particles, no gl_lights. Just the rocket alone.

>> No.1626831

huh, I'm getting a lot of i5s/i7s/FXs up here. is that just this time of the day? I thought there would be swaths of P4s. again, thanks for this information. basically I am going to make a chart ingame with the recommended number for a given cpu

>> No.1626832
File: 52 KB, 416x524, Samus Batandy Sprites.png [View same] [iqdb] [saucenao] [google]

This is probably the closest I'll get to making Batandy's Samus sprites not terrible, so they'll work for a placeholder until someone's willing to work on shading/polishing the MSPaint stuff.

Now it's less SHOULDERMAN and more...vaguely...sort of...kind of partially possibly reminiscent of Samus if you squint and tilt your head and down maybe a few beers.

Nah it's still shit.

>> No.1626840

Has there ever been a campaign that:

>feels like Ep 1
>low level monsters, weak weapons

>> No.1626845

Any E1 replacement.

>> No.1626846

Pentium 4 HT
Zandronum (OpenGL)

>> No.1626847


...such as?

>> No.1626849




>>feels like Ep 1
>>low level monsters, weak weapons

Literally Switcheroom's Episode 1. It even manages to feel more "id software" compared to DTWID's Episode 1.

>> No.1626852

are you telling me you literally cannot find anyone willing to just dump colors into an outline
Or that you cannot do it yourself
A 12yearold who does paint inside the line exercises can do it

>> No.1626858

I don't think a 12 year old can do realistic metallic shading consistently for over 60 sprites, and that's what needs to be done, so.

>> No.1626859

very good, I bet gzdoom would double this number, so it seems even the lowest thus far can at least provide some illusion with about 1000 things

>> No.1626861

I'm not a big fan of the lifted arm sprites.
Feels like it should be held two handed.

>> No.1626867
File: 7 KB, 262x136, Untitled-6.png [View same] [iqdb] [saucenao] [google]

>Or that you cannot do it yourself

Theoretically I could, but they wouldn't look much better than Batandy's--the amount of pillow shading here is quite disgusting. So it'd be a whole ton of effort for a very sub-par result that I probably wouldn't be able to use anytime soon.
Batandy's sprites are SHOULDERMAN, but the important thing is that they're actually done, finished, and ready to be imported and used right now. It's a placeholder set of sprites better than the Doomguy sprites.

>> No.1626873

Some faggot who uses a Pentium 4 at 3GHz, single core, and can't post:

<faggot> 2670 rockets bring me to 14 fps on ZAN Software mode

<faggot> lemme try opengl
<faggot> oh god
<faggot> 56 rockets brang me down to 15 fps on opengl
<faggot> with dynamic lights on

<faggot> testing gzdomo
<faggot> gzdoom is much more stable with 326 rockets bringing me to a sobbing 8fps, if only for half a second
<buttmunch> still dynlights?
<faggot> dynlights on

>> No.1626880

<stillafaggot> ALSO my res is 1024x768

>> No.1626886

thanks for that. again, the rocket lights make a difference, I should have made a decorate patch to remove it by force, but this is still good data.

>> No.1626918

Its been awhile since ive played and im having to reinstall everything. I typically used zandronum + zdl and I remember being able to have the ingame graphics nice and crisp, not fuzzy and pixelated

Trouble is I can't remember what I downloaded with zandronum to make it look nice. I tried OpenGL for the renderer but that didnt help.

Thanks in advance

>> No.1626934

Options > Display Options > OpenGL Options > Texture Filter > None

>> No.1626948

Specs: AMD FX-4170 4.20GHz 4 cores, Radeon HD 7770

Zandronum (OpenGL): 465
GZDoom (OpenGL) 1820

GZDoom 2stronk, also I was playing at 1920x1080 if that's important.

>> No.1627018
File: 173 KB, 800x600, Screenshot_Doom_20140517_002843.png [View same] [iqdb] [saucenao] [google]

How do you go from this...

>> No.1627021
File: 187 KB, 800x600, Screenshot_Doom_20140517_003314.png [View same] [iqdb] [saucenao] [google]

to this

>> No.1627025

doomRLA+monsters on... fall of man?

>> No.1627034

No,its nightmare. i dont have fall of man

>> No.1627036

Fall of Man is a secret option at the very bottom.

>> No.1627091

How.... How? Can't find it.

>> No.1627097

the line below technophobia, i think

>> No.1627098

Pick the bottom most option.
Then push down once more.

The cursor goes over nothing, and that's Fall of Man.

It's actually really easy if you pick Marine

>> No.1627104

I'm running the wrong combination of mods, that's the issue

>> No.1627107
File: 705 KB, 1280x720, gzdoom 2014-05-17 02-24-43-614.jpg [View same] [iqdb] [saucenao] [google]

Gateway N series
OS - Windows 8
CPU - AMD A6-5200 Quadcore @ 2000MHz (APU)
GPU - AMD Radeon HD 8400
RAM - 6GB (I think 1x4gb + 1x2gb)
HDD - 500GB
Cost: ~$500

>> No.1627110
File: 885 KB, 1280x720, gzdoom 2014-05-17 02-30-20-909.jpg [View same] [iqdb] [saucenao] [google]

Also note I'm using particles

>> No.1627119


>> No.1627123

>it's actually very easy with marine
Yeah fuck you,i cant even move in Going Down

>> No.1627125
File: 703 KB, 1280x720, gzdoom 2014-05-17 02-36-06-647.jpg [View same] [iqdb] [saucenao] [google]

Particools off

>> No.1627142
File: 266 KB, 1136x830, Untitled.jpg [View same] [iqdb] [saucenao] [google]

gg no re Satan/Romero

>> No.1627158
File: 75 KB, 640x480, Screenshot_Doom_20140517_074840.png [View same] [iqdb] [saucenao] [google]

Couldve stopped on the last round (which I think was 2670?) or this one. Sp, similar results to >>1626873 >>1627110 in 640x480 software mode ZDoom, on what would be called a toaster in modern times. (2005-era single-core Athlon64).

>> No.1627161

i guess 2500-3000 things must be an inherent limit from the way zdoom is programmed, i don't know

>> No.1627167
File: 8 KB, 128x128, 40987247_128x128.jpg [View same] [iqdb] [saucenao] [google]

me neither but i managed to get a small image preview out of the site. original poster must be from a family of hardcore puritans if a bit of cleavage is "explicit" where he's from...

>> No.1627169

There's nipple in the full picture.
Also the bullet hole.
And a gallery of dead girls getting fucked.

>> No.1627173 [SPOILER] 
File: 253 KB, 802x499, 1400310947121.jpg [View same] [iqdb] [saucenao] [google]

I have a pixiv account. It looks like breasts, yeah.

>> No.1627175

Took a look at what little else they had. Nothing doom related, just some 3D CG porn rendered in Poser. Nothing else doom related at all.

>> No.1627178

Also you now realize that she is pissing

>> No.1627181

oh no! not a nipple! anything but that!

and a bullet hole! in a thread about an infamously violent video game...

sorry for sarcasm.

gallery is irrelevant too. we post mystical's hdoom art, yet much of the rest of his work is furry.

>> No.1627182

to be fair, it's probably just poser screenshots shooped into/used as a first person death animation

i guess pools were too hard to do

>> No.1627184

Well as said in the previous post she is pissing as she died.

So it's pretty x-rated.

>> No.1627194

Could do it in 3D. Then it'd be minimal clean up.

>> No.1627206

How much do you know about converting 3D models to sprites?

It requires a LOT of clean-up.

>> No.1627216

Quite a bit actually.

>> No.1627273
File: 69 KB, 418x382, iDunnoWellSee.png [View same] [iqdb] [saucenao] [google]

Maybe it's possible to bullshit a decent doom-resolution sprite out of this. I dunno. Rig's already done and all.

Hm. Too late to think much more about it tonight though.

>> No.1627289


It probably depends on the quality of the model and lighting, I think.
Last few times I've worked with models-to-sprites they've always required a little bit of touching up in Photoshop afterwards.

Working with shrinking down Samus' GMod model required a lot of editing even just to MSPaint outlines over.
Working with the Cyberrunner model was really easy and just required moving out stray pixels.
Working with Ranger's model made me want to stab a puppy.


Hey, that looks pretty neat.

>> No.1627293
File: 764 KB, 225x127, 1377413614909.gif [View same] [iqdb] [saucenao] [google]

>Start doing the 200 minute map challenge
>overshoot it by more than double
>neglect to test it in chocolate doom while mapping because you know what the linedefs should do anyway
>realize pacing of the map is way off and even though you have a cool puzzle and a couple of funny gags there's a huge ramp in difficulty at the end
>don't even like this map anymore
>whatever lets test it before finishing up tweaking items and monsters
>second room
>visplane overflow

>> No.1627298

I repost my entry to the 200 seconds map, in case the guy missed it:


>> No.1627320
File: 119 KB, 800x800, Tarkin1.jpg [View same] [iqdb] [saucenao] [google]

Played the WAD.

>Difficulty / Monsters
Way too fucking easy. Dont put Fatsos in a wide, large open area. They just dont pose a threat to the player.
They are very dangerous in medium sized rooms with absolutely no cover, especially if the player has no rapid weapon to exploit his painchance.
But the Arachnotron was good, they are supposed to be used in open areas, they can be very annoying.
If you want to test the skills of the player, make him use the rocket launcher in a small room with one single strong enemy (e.g. Baron).
The Hell Knights were way too close to each other when they spawned. Its too easy to kill them, just use circlestrafe. You should spawn them in every corner of the room. This is a real challenge.
The Revenant behind that red skull pillar is pointless, its piss easy to kill him before he has any chance to attack.

>Armory / Inventory
Usual stuff. SSG, shotgun. I was missing the chaingun, but probably because its my favourite weapon.
There was neither too much nor too little ammo. This is good.

>Map itself
Looking pretty good, especially the green marble room.
But the map itself should be a bit larger, I finished the map within 2 minutes.

All in all, its ok, but needs to be expanded.

>> No.1627323
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]

Lets talk about Revenants.

If there ever was a case for using custom monsters, it's these guys. They're so alone in their niche of a medium/high threat that I think they've become extremely overused and for the sake of avoiding predictability in their map placement, it's alright to use some custom monsters.

>> No.1627329

Forgot to add:
The green torch one was too obvious. I'd suggest you replace it by a red one, but you change the background texture or lower the light level.

>> No.1627359
File: 108 KB, 960x720, RetroArch-0517-050417.png [View same] [iqdb] [saucenao] [google]

Anyone try PlayStation Doom? It feels like "Doom Remix". Or "what if we took Doom and made it a horror game?" I'm loving it. I should have gotten this back in the day. I didn't have a PC then.

>no saves
>darker colors
>improvements to the engine, including proper lighting
>can't see anything in some areas
>dark ambient music
>cool flame background
>actual tension.
>More awkward controls leave the player feeling weaker
>Doom Marine seems to run slower
>Doom II enemies in Doom 1

It's pretty hard. No save scumming like on PC. Gotta beat the level in one sitting. It seems to be the best home console port from that era.

>> No.1627363
File: 104 KB, 960x720, RetroArch-0517-021009.png [View same] [iqdb] [saucenao] [google]


>remixed levels and differences
>new enemies
>sweet status bar

I'm replaying it, but man everything feels different.

>> No.1627370

Those glorious pixels.

Good times.
I really liked the colors and music.

>> No.1627378


I am emulating the actual PS1 version.

There is this:

A total conversion, which uses Doom PC verison as a base in GZDoom, and then alters it to mimic PS1 Doom.

>> No.1627407

that statut bar looks like it needs some serious fixing

>> No.1627408

What's wrong with it?

It counts the fist and chainsaw on the weapon numbers.

>> No.1627410

Wasn't somebody making a mod based upon PS Doom, namely its darkness?

>> No.1627413

it's more about the police... looks crushed down for the letters and plain wrong for the numbers

but maybe that's just me

>> No.1627451


man i speedmapped the whole thing in like 1 hour and 20 minutes, if i had infinite time it would have come out WAY better. Anyway it's supposed to be in the first 5 maps of the megawad i guess, since ofc it's damn easy. Thanks a lot for the advice toh

>> No.1627472
File: 108 KB, 960x720, RetroArch-0517-081954.png [View same] [iqdb] [saucenao] [google]

I gave up on 14: HALLS OF THE DAMNED.
It throws countless Hell Knights, and a few revnants in. I can face those, but I need open areas, or to at least know my surroundings so I can dodge. However, the hallways all look identical, and I get lost. So I face some guys, panic, get lost, then get trapped and die. Everything in this level looks the same.

Decided to check out Cyberdemon fight. This version looks really cool with the flames. This one has a bunch of mancubuses as well. Cyber demon seems physically smaller too. Pretty fun cat and mouse game. I got them to fight too. Not too hard.

>> No.1627482

Are there any particularly good map packs to play with DoomRL Arsenal?

Also, how do I play at highres without the hud being either stupidly tiny or stupidly large?

>> No.1627483

Wait a sec, which version is this?

>> No.1627484
File: 200 KB, 640x360, Morrowind.webm [View same] [iqdb] [saucenao] [google]

Well, looks like I'm not interested in getting into that Doom beta after all.

>> No.1627490
File: 51 KB, 77x78, 1393239713254.gif [View same] [iqdb] [saucenao] [google]

I think the concept of two guys stabbing each other to death is pretty cool.

>> No.1627492
File: 2.86 MB, 711x400, Quality.webm [View same] [iqdb] [saucenao] [google]

Here's the full WebM

>> No.1627496
File: 830 KB, 792x792, hold-on-what.png [View same] [iqdb] [saucenao] [google]

Oh god.

I didn't want to think it was bad...
But it really really is.

>> No.1627497

Are you fucking kidding me...

I knew this game was going to be trash but god damn.

>> No.1627498

This looks really fun

no, really. And it kinda reminds me of pinky fights

>> No.1627502
File: 2.01 MB, 640x360, thanks consoles.webm [View same] [iqdb] [saucenao] [google]

Here's some more AI retardness, as well as console controls.

How does Beth manage to fuck up so hard? On top of the 50 GB install plus a day one patch that's a few gigs apparently

>> No.1627503

if you think about it, that's not that dissimilar to doom's monster AI.

it just looks worse because you expect realistic human behaviour to go along with realistic graphics.

>> No.1627504

While admittedly true, I guess the lack of aggression and the kung fu movie style only one thing attacking you at once is what really caught me.

>> No.1627505

And >>1627502 looks a lot like HL2's AI.
It's also running on a better engine

>> No.1627513
File: 91 KB, 856x575, 1193112314718.jpg [View same] [iqdb] [saucenao] [google]

So.. what Bethesda is doing is making games for consoles and Then making ports of those games for the pc instead of the other way around?

>> No.1627525

That's what everyone does now. Instead of making a normal game and taking extra time to dumb it down for consoles, they start off dumb and just swap out the button prompts.

>> No.1627532
File: 1.85 MB, 1280x720, controller prompts with KB and mouse.webm [View same] [iqdb] [saucenao] [google]

I give Doom a free pass because it's from 1993 and monster AI would obviously be rather primitive by today's standards, let alone exploitable on some monsters like pinkies, meatballs, and agitating maymays.

The new Wolfenstein game could have made a better attempt to make melee enemies more effective, and has the technology to do so. It didn't, and it looks really contrasting like you said

All their multiplats sold better on the 360, I believe. I think they know where the money is.

The only instance of PC to consoles I know of that worked well was Portal 2. Serious Sam 3 took some time porting to 360 and especially the PS3, not that you would play it outside PC anyway.

>they start off dumb and just swap out the button prompts.

Dark Souls doesn't even bother, Wubem related

Anyway time for OBLIGE

>> No.1627541

It looks worse because I've seen better AI in Doom.

I'm not talking vanilla Doom, that's about the same but Doom monsters are more aggressive than what's in the video but I'm talking about Hideous Destructor and Project MSX

Even if primitive they still do considerably more.

Also, you know, it's been 21 years so maybe standards could be raised?

>> No.1627546
File: 1.99 MB, 356x292, 1299847674623.gif [View same] [iqdb] [saucenao] [google]

It's shit like this why I keep coming back to DooM.

I play other games but shit man.....it feels like around 2007-2008 something just happened and we're in a shitty period at the moment.

Generally the level design of DooM levels informs the monsters behavior, instead of the monsters just working with what they have. This reminds me of reading about the AI in FEAR.....it was actually really, really awesome scripting.

>> No.1627549
File: 50 KB, 187x136, misdreavus-mad.png [View same] [iqdb] [saucenao] [google]

>just fucking constantly missing the guy with your melee attack
>as he wheels around in different directions trying to find you
You couldn't fucking do that in Wolfenstein 09' even! They'd either turn to shoot you or hit you with their gun!

Fucking seriously? REALLY?! How the fuck can you be so incompetent?!

>> No.1627554

Not my footage

>> No.1627560
File: 93 KB, 300x200, 1388256360345.gif [View same] [iqdb] [saucenao] [google]

I know, I'm complaining about the AI in the game.

Jesus, I don't think you could even do that in Return To Castle Wolfenstein. How do you design such a retarded AI?

>> No.1627563

to be fair, the game isn't released yet, maybe they'll fix it...
bah, who am i kidding
modders will fix it... someday
and they'll disable the stupid health regen in less than 3 days

>> No.1627589
File: 21 KB, 125x110, putin_thumbs.png [View same] [iqdb] [saucenao] [google]

>modders will fix it... someday

The watchwords of all Bethesda employees.

>> No.1627594
File: 664 KB, 1920x1080, brutal.png [View same] [iqdb] [saucenao] [google]

I just download the latest version of brutal doom after a bit of a break. I guess they changed the alt fire on the plasma gun? It used to charge and do a shotgun type of attack. Now it just unloads the ammo quickly in a very short range in front of you like a flame thrower.

Pic related.

>> No.1627602

When running DogDoom in Skulltag I get this, am I missing something?

Execution could not continue.

Script error, "DogDoom 0.02.pk3:actors/scspawna.dec" line 12:
Invalid state parameter a_setangle

>> No.1627604

get BDSE
the shotgun-esque plasma alt is back, and the flamethrower was (remade and) moved to the mancubus armcanon alt

>> No.1627606


>> No.1627609

ya need zandorum, man

>> No.1627618

Runs into an error with zdoom, because it's using skulltag specific shit.


>> No.1627654

If I recall there's basically no context to this video. This could be a number of things, somebody playing on the easiest difficulty, an early, glitchy build, or whatever. I'll wait for the reviews before I start shitting on the game.

>> No.1627662

So how's going the "under 200 minutes level" megawad going?
How much time until it's compiled?

>> No.1627664

Think you have the wrong person.

>> No.1627665

>I don't know why I keep the reply link...

>> No.1627675
File: 34 KB, 640x400, RD1E7.png [View same] [iqdb] [saucenao] [google]

Doees anyone know if they are ever going to develop episode 2 for Back to Saturn X? Is there any site with news on this if its already in development?

>> No.1627683

Yes, it's being made.

I'm still not through the first one though.

>> No.1627771

doomwiki.org is the new wiki, because wikia a shit
just fyi

>> No.1627775

i count 10 maps posted so far
>>1620662 >>1620765 >>1621846 >>1623806 >>1623892 >>1624095 >>1625094 >>1625242 >>1625686 >>1626139
i'm not having much luck with mine, it takes ages to do anything in yadex so 200 minutes is not actually that long

>> No.1627776

i might just start again actually, and stop worrying about finagling details

>> No.1627781

press q to quick reply

>> No.1627789

that's totally the wrong word. i meant pernickety

>> No.1627819

I wish there was a doom equivalent to this


>> No.1627837
File: 522 KB, 1680x1050, Rogue the doomlike.png [View same] [iqdb] [saucenao] [google]

This is amazing

>> No.1627841


It's the worst, I played all of it as well.

>> No.1627846


>> No.1627851
File: 42 KB, 386x530, 1400122965844.jpg [View same] [iqdb] [saucenao] [google]

Got a link?

>> No.1627853



I hope he actually goes somewhere with this

>> No.1627861
File: 175 KB, 1531x567, pl2andprcp.jpg [View same] [iqdb] [saucenao] [google]

Which one did you like more?

>> No.1627867

>Plutonia 2
Did the original Final doom did that?

>> No.1627868

Why are you still using Skulltag? Skulltag is long dead.

Use Zandronum for shit like that, there is no reason to use Skulltag anymore.

>> No.1627871 [DELETED] 

This week we have false advertising, bullshit red skull keys hidden behind secret wall triggers that you need to fist randomly.



>> No.1627872

Plutonia 2 >>>>>>>> Plutonia Revisited

>> No.1627876
File: 2 KB, 101x140, getaloadofthisdoomguy.png [View same] [iqdb] [saucenao] [google]

This week we have false advertising, bullshit red skull keys hidden behind secret wall triggers that you need to fist randomly.


https://www.youtube.com/watch?v=zCjVBzWupRo [Embed]

>> No.1627878

Wasn't made by original authors as far as I know.

>> No.1627880


>> No.1627891
File: 311 KB, 1920x1080, Screenshot_Doom_20140517_140019.png [View same] [iqdb] [saucenao] [google]

Boy the music is quiet in this one. Also I got fucking telefragged by a lost soul. BULLSHIT.

>> No.1627894
File: 11 KB, 211x246, fug.png [View same] [iqdb] [saucenao] [google]


>telefragged by a lost soul

How even?

>> No.1627903

It's just Cyberrunners model with armor over it atm(and I shrunk down her head which looks hilarious)

Probably won't really texture it, just basic colors and a metal material. We'll see how it comes out. Maybe I can light it/material it to more closely match the current metrood assets...

>> No.1627908

Does it have every doom monsters? I tried burning an ISO to play with a modded playstation, but Doom seems to be the only game that didn't work with...

>> No.1627909

I'm gonna have to say Plutonia 2, but I really enjoyed PRCP too.

>> No.1627917
File: 1.58 MB, 960x540, gzdoom 2014-05-17 14-08-06-46.webm [View same] [iqdb] [saucenao] [google]


>> No.1627923

it's because it runs on map30, you can get telefragged by monsters on map30

>> No.1627924
File: 120 KB, 346x250, 1399612888184.png [View same] [iqdb] [saucenao] [google]

So there are Doom clones and it seems Apogee released some Wolfenstein clones.
What I wonder is, will Id be relevant again, or do we need the whole old team back together somehow? Carmack is shaping up as being a Todd Howard considering how Rage turned out.

>> No.1627929

In vanilla I thought you could get telefragged in any map... Could be wrong.

>> No.1627932
File: 64 KB, 418x382, supFellas.png [View same] [iqdb] [saucenao] [google]


>> No.1627948
File: 162 KB, 624x485, I apologize for nothing.png [View same] [iqdb] [saucenao] [google]


>> No.1627951
File: 23 KB, 290x705, ALLOW ME TO INTRODUCE MYSELF.png [View same] [iqdb] [saucenao] [google]


>> No.1627952

In vanilla, a player can telefrag another player on any map (or they can telefrag themselves), but a monster can only telefrag on Map 30 of Doom 2/Final Doom.

>> No.1627953
File: 98 KB, 960x720, RetroArch-0517-081706.png [View same] [iqdb] [saucenao] [google]



You can see differences there. Some changes are there to give it a different feel. Others are there for limitations. They removed Arch-villes entirely since they have 2x the animation of most enemies. It's also pretty hard in some places.

The controls are okay, but it badly needs a quickturn function. Just something to tap (eg. L1 + R1 maybe?) to quickly pull a 180. Saving would be nice too. It uses passwords. Someone should romhack these.

So far it's my favorite console port since it has its own unique flavor. The lighting is godly. I tried the Total Conversion, but the lighting was completely off.


Playstation Doom. So far my favorite console port. Worth a check out.

>> No.1627956
File: 266 KB, 640x400, 1358579595761.png [View same] [iqdb] [saucenao] [google]


>> No.1627985


>> No.1628040

Windows 7, 8GB of RAM, 1600x900
Intel Core i7-2600 @ 3.4GHz quadcore
ATI Radeon HD 5770 1024MB

GZDoom: Around 6500-7000 before it became an issue

>> No.1628043
File: 413 KB, 1191x900, stalker.jpg [View same] [iqdb] [saucenao] [google]

What FPS differs the most from Doom gameplay?

>> No.1628049



>> No.1628057

I think I'd have to say the ARMA games. It's like the polar opposite.

>> No.1628062
File: 10 KB, 418x382, iDunnoWellSee.png [View same] [iqdb] [saucenao] [google]

Yes... yes... Just might work...

>> No.1628063
File: 56 KB, 162x186, EVIL (1).png [View same] [iqdb] [saucenao] [google]


>> No.1628075
File: 169 KB, 1024x768, Screenshot_Chex_20140517_153604.png [View same] [iqdb] [saucenao] [google]

I'm not sure if you guys know this or not, but Russian Overkill "works" with Chex Quest. The only problem I see with it is that the titlemap doesn't have textures and the armor and health pickups aren't changed to RO health and armor items.

>> No.1628078


Looks surprisingly good so far.
Do you need the pose sheet?

>> No.1628082

That fucking minimap.

>> No.1628084

That will make Chex quest 100 times easier of what it was

>> No.1628086

You got here after captcha, didn't you?

>> No.1628092

That's where half of brutal doom's sounds come from isn't it...

>> No.1628094
File: 258 KB, 800x599, 2142934-ss2.png [View same] [iqdb] [saucenao] [google]

Dude, come on. Get it together.



ASCII graphics work too, if you don't have SDL.

The game is awesome.
You should try it.

>> No.1628095

Yeah, Probably a good idea. I don't need it just yet, but I will.

It's going to be a metal material and the colors/shading. Any fine detail will most likely need to be done by hand (depending on how fine it is), but it should be far easier than a scratch start. We'll see how much detail I can model in before I bind it to the rig/animate it...

>> No.1628101

I'm pretty sure he knows about it.
>phobos lev 3
>double shotgun

>> No.1628109

So what port do you guys use for single player?

I've just been using Zandronum since it's convenient but I'm thinking about switching to PRBoom soon.

>> No.1628116


>> No.1628119

ZDoom. Sometimes ChocolateDoom. Sometimes GZDoom. Don't use PRBoom+ much, but it's faster than ZDoom...

>> No.1628121
File: 42 KB, 696x646, Samus Player Sprites 3.png [View same] [iqdb] [saucenao] [google]


If it's not too much trouble, please, I'd like to request that you replicate the stance in the standing, firing, and pain frames. Those are the actual stances she uses in the Metroid games, though the firing stance she uses primarily in promotional material.

The running animation can be whatever you want, gun held forward or arms swinging side by side, more frames or less frames, or whatever, but the stance/firing/pain are the important ones.

>> No.1628129

PRBoom+ is the best for recording demos for serious runs. I have too many demos on my PC as a result. I use GZDoom for normal play and new mapsets and anything else ZDoom only. I would use both and maybe try Chocolate Doom for nostalgic purposes.

>> No.1628132

Zandronum for multiplayer, GZDoom for mods, PRBoom+ for demos and serious shit.

>> No.1628138

Whats the advantage of GZDoom over PR?

>> No.1628142


More mods.

If you don't really care for mods, then GZDoom probably won't be your cup of tea.

>> No.1628147

>Everyone uses GZDoom


Why GL renederers?

Doom is all about dat software lighting and dem pixellated textures.

>> No.1628150
File: 65 KB, 488x494, iDunnoWellSee.png [View same] [iqdb] [saucenao] [google]

Shouldn't be a problem. I was going to try to emulate the Super Metroid run cycle.

>> No.1628153

Looks prettier and more gameplay mods.

>> No.1628158

GZDoom has a software mode. Use GZDoom for some mods, ZDoom for others... That's all.

>> No.1628159

>dem pixellated textures
GZDoom has those.

My guess is that people play with mouselook and software doesn't play nicely with it.

>> No.1628163

GL is pretty much required for any map with more than a handful of 3d floors.

>> No.1628164

homebrew based on prboom

>> No.1628167

Because being able to see the beautiful graphics in full color, rather than have them blend into the murky low-color darkness of the palette.

Also, I like being able to turn off auto-aim and using mouselook.

>> No.1628169

But GZDoom can do both of those?

>> No.1628174

>>Everyone uses GZDoom

Not me, I use ZDoom (with Doom strict compat), even for regular Doom play. I use PrBoom every now and then because dem demos

>> No.1628179

because dynamic lights

>> No.1628180

Well in my case i play because it's easier on my old eyes. I don't use any fancy mouselook or shit i just like the way the engine looks along side Doom's gameplay. If you want to see GL renderers that look bad go see PRBoom or Doomsday.

>> No.1628192
File: 81 KB, 500x500, samus.gif [View same] [iqdb] [saucenao] [google]


>I was going to try and emulate the super metroid run cycle


>> No.1628204

Wish that gif focused on each a bit more.

>> No.1628207


Same here, though the Super run cycle is slightly off, in Super Metroid, Samus' head and shoulders actually bob slightly from her run

>> No.1628212

I don't remember it being so fast either. But it's been a while.

>> No.1628216


Nah it was edited slightly for the sake of consistency for this gif, I can tell. Which I'm a little ashamed that I can notice that difference

>> No.1628237
File: 77 KB, 960x720, RetroArch-0517-163649.png [View same] [iqdb] [saucenao] [google]


Hated this level in original doom. Hating this one here. In UV there just seems to be too many enemies to deal with and too little ammo. I haven't found a chain gun or any other weapon. First part seems to be very luck based, as you need some monster infighting to thin them out.

>> No.1628243

Anyone of you guys interested in some Amulets & Armor multiplayer?
It's a great game, RPG like and fun.

>> No.1628269

Uh guys, for some reason Playstation Doom isn't workingfor me... Wierd, because I remember I had it working not too long ago. I get as far as the first greay "LOADING..." box and it hangs, eitehr when running a .cue from DT, or running the ISO directly. Using EPSXe. Any clues?

>> No.1628271


Woah. I wonder if the weapon first person view sprites are laying around anywhere

>> No.1628275
File: 221 KB, 1280x720, 1399793862174.jpg [View same] [iqdb] [saucenao] [google]

Come'On Guys at least give the game a chance fucking play it before you decide to fucking destroy it Jesus!

>> No.1628283

I'll probably play it, but my expectations are not exactly high.

>> No.1628291


Well I'm pretty sure it will work in any emulator.

In epsxe try these:

If that fails, try pcsxr.

If that fails, try Mednafen. You have the option of using standalone or the RetroArch port.


Also ensure to use real bios.

>> No.1628298

Welp, the deed is done. I preordered Wolfenstein: The New Order.

If there's no NDA thing with the Doom beta, I'll post here with info about it when it's available. Though i'm not entirely sure an NDA would affect that, but we'll see.

>> No.1628324

They are probably super easy to extract, it's fucking doom

>> No.1628325
File: 826 KB, 699x405, you wanna see somethin REALLY cool.gif [View same] [iqdb] [saucenao] [google]


>Go to A&A main page
>download A&A classidoombuilder
>check files
>all of the weapon sprites are right there for use

>> No.1628335
File: 10 KB, 189x251, Hamboigahs.jpg [View same] [iqdb] [saucenao] [google]


>> No.1628395

Good thing too because I played this for about two minutes before I turned it off

I guess I wanted something that was like Hexen but not as bullshit with the puzzles

>> No.1628406

This is the greatest map ever of all time.

>> No.1628413

>That filename
Dare I play it?

>> No.1628416
File: 57 KB, 298x347, [SWEATING LOUDLY].jpg [View same] [iqdb] [saucenao] [google]


>> No.1628418
File: 777 KB, 558x749, Magazine Ad 10.png [View same] [iqdb] [saucenao] [google]

>> No.1628424

Thinking of installing Chocolate Doom.

Is this wise?

>> No.1628426
File: 1.07 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]

Fucking awesome.

>> No.1628432

I don't see why would you want to, unless you're making demos and shit, or playing nuts.wad tier slaughterwads.

>> No.1628436
File: 1.52 MB, 640x320, jesus christ how agitating.webm [View same] [iqdb] [saucenao] [google]


>> No.1628442

This is why Webms need sound. it just isn't the same with out the AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.1628447

It was the first and most highly-rated thing that showed up when I opened my software manager and typed "Doom."

All I care about is playing the classic game, really.
I'm not too into mods/additional maps/etc.
Maybe later, but I'm just looking to get into Doom first.

It says that the Doom WADS are required but don't come with the package.
Does anyone know where I can get these?

>> No.1628448

I can hear it in my head anyway.
Just a constant, neverending... AAAAAAAAAAAAAAAAAAAAAAAAAAAAAa

>> No.1628449

If you want the closest to vanilla Doom without running a DosBOX instillation or perhaps an actual oldskool rig, then go for it. It's basically derived from the source code with some additions like built-in DeHackEd and DeuSF and an OPL emulator

>> No.1628450
File: 1.90 MB, 399x215, 1400083444271.gif [View same] [iqdb] [saucenao] [google]

>I'm not too into mods/additional maps/etc.
You really should some day, the original game is excellent, but the mods are the icing on the Doom cake.

>> No.1628456

The pasta in the OP would be a good start.
And chocolate Doom is nice and all but you can emulate vanilla on most sourceports just fine, also Chocodoom doesn't support higher resolutions.
Get GZDoom, it's got everything you need.
There's also Zandronum for multiplayer but I don't know if you are interested in that yet.
Also I got chocodoom mixed up with prboom, disregard this.

>> No.1628461
File: 68 KB, 640x480, 255135_224792297533009_4992481_n.jpg [View same] [iqdb] [saucenao] [google]

I really liked playing through both, both of them had their moments. Gonna have to side with Plutonia 2 for that sick MAP17 music, even though it seemed to use Plutonia 1's method of using skeletons and commandos.


>> No.1628462


>> No.1628475

Never pull the goddamn levers. Nothing good ever happens.

>> No.1628495 [DELETED] 
File: 245 KB, 636x344, cia.png [View same] [iqdb] [saucenao] [google]

This is a big thread.

>> No.1628502

It's 1995 again!

>> No.1628505 [DELETED] 

Fuck off

>> No.1628512 [DELETED] 


>> No.1628513

Finished Threshold of Pain. The base maps were not very interesting but the hell maps were all very well made. The PSX/N64 music and sounds really creature a thicker atmosphere imo. More wads like this?

>> No.1628515 [DELETED] 

>Finished Threshold of Pain
jesus christ nobody fucking cares you fucking loser get a life

captcha: wankso weak

>> No.1628519 [DELETED] 


>> No.1628520 [DELETED] 


>> No.1628523 [DELETED] 

The only one that's butthurt here is you because one guy was playing a mod. You're that guy who keeps telling people to report and ignore the thread, aren't you? Top fucking lel.

>> No.1628530

>The base maps were not very interesting but the hell maps were all very well made.
So it succeeded on being Doom 3 on ZDoom, heh.
>The PSX/N64 music and sounds really creature a thicker atmosphere imo.
Agreed. They're great.
>More wads like this?
What did you like about ToP? The atmosphere? Unloved, probably.

>> No.1628534 [DELETED] 

>being buttmutilated to the point of being delusional
tope keke

>> No.1628535

Any good DM maps? Some buddies of mine and I are going to play Doom tonight.

>> No.1628536


>> No.1628537 [DELETED] 
File: 15 KB, 625x626, 9ac.png [View same] [iqdb] [saucenao] [google]

>projecting delusion

>> No.1628538
File: 2.58 MB, 1543x2898, SoYouWantToPlaySomeFuckingDoom.png [View same] [iqdb] [saucenao] [google]


Please refer to the DM maps section on this.

>> No.1628539 [DELETED] 

>doesn't know what projecting means

>> No.1628542 [DELETED] 
File: 11 KB, 478x373, 0ae.png [View same] [iqdb] [saucenao] [google]

captcha: tleman stfflel

>> No.1628546 [DELETED] 

>loaded with /v/ reaction images and epic memes

>> No.1628547 [DELETED] 
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google]

>this fucking guy

>> No.1628550 [DELETED] 

>this desperate to have the last word

>> No.1628553 [DELETED] 


>> No.1628556 [DELETED] 

donald pls leave

>> No.1628557
File: 699 KB, 1200x665, You came to the wrong Pain Elemental Neighborhood.jpg [View same] [iqdb] [saucenao] [google]


>> No.1628558

Well I decided to try make a 200 minute map thing tho i dont know if im already late
i ran out of time and patience so here's my unpolished mess:


>> No.1628559 [DELETED] 

>You have to wait a while before reporting another post...
Janitor, after you've removed the offending posts (including mine), please tell moot that the disappearance of the option of reporting multiple anons in one go is seriously holding back your work effectiveness, and the quality of the boards.

>> No.1628562 [DELETED] 

>dat butthurt

>> No.1628564

Why exactly can't I use DRLA's Monster pack with GZdoom? I miss all the good stuff it has over Zdoom but it gives me this exception when I try to launch it.
>Script error, "DoomRL Monsters Beta 3.6.wad:D_NDEMON" line 118:
>Unknown render style 'Subtract'

>> No.1628565 [DELETED] 

>the internet is so srs and my vagina itches

>> No.1628569

Update GZdoom, dumbass.

>> No.1628570

Update your GZDoom?

>> No.1628593
File: 59 KB, 580x258, Untitled-1c.png [View same] [iqdb] [saucenao] [google]


In retrospect I should've included this as the ESRB rating.

>> No.1628634

>not "You came to the wrong map, motherfucker"

>> No.1628641 [DELETED] 

Report and ignore

>> No.1628643

>Zandronum doesn't load mods for me for some reason
>Can't play this
Probably gonna be shit anyway

>> No.1628651 [DELETED] 

▶viral marketing
hide and ignore, mods will delete this crap

>> No.1628659


Sad news, guys. Can't say I wasn't expecting this after Carmack left. Doom 4 is doomed

>> No.1628661

I don't even want to read it.

>> No.1628664

Well, not what I would call a a credible source but if this is true, fuck.

>> No.1628673

I'm sure I will, I normally love experimenting around with mods, etc.
But I never played DOOM and I'd love to get the experience.

>The pasta in the OP would be a good start.
Yes, I looked there. But I just want the plain old "doom.wad"

I didn't see it in the links, though.
How do I find it?
Or is it up there and I'm just retarded?


>> No.1628676

This info is not really new, mostly because we've been hearing a variation of this for quite some time now. I have no doubt that Doom 4 is being crushed under the pressure of trying to live up to its name. id Software is pretty much coasting by at this point.

>> No.1628678


>This person claims that around every four months, management will say that the current direction is wrong for DOOM 4, and will force the team to reboot most or all of the game.

Literally nothing new that we've heard before

>> No.1628679

Literally the first answer to the first question on the FAQ.

>> No.1628690
File: 29 KB, 940x189, WellOkayThen.png [View same] [iqdb] [saucenao] [google]


>> No.1628693

Anyone in here play Wolfenstein?

I'd love to play Wolfenstein 3D, but I'm using Linux.
Anyone have any experience with this?

>> No.1628720

Is there some kind of mod loader independent of a specific source port out there? Drag and drop gets old.

>> No.1628727

ZDL or Doomseeker.

>> No.1628731



Madre de Dios


And why am I not surprised

>> No.1628735



Texas Basado

>> No.1628739

>try ZDL

>have to load every single pwad individually

holy christ NO

>> No.1628745
File: 315 KB, 640x480, Screenshot_Doom_20140518_002928.png [View same] [iqdb] [saucenao] [google]

can you guys help? I'm trying out brutal doom SE for the first time and I can't seem to figure out the problem with this

>> No.1628749
File: 239 KB, 640x480, Screenshot_Doom_20140518_002737.png [View same] [iqdb] [saucenao] [google]

here's another screenshot. enemies seem to turn into black boxes as soon as they face me directly

>> No.1628751

You can ctrl click them all, then save the settings.
Load the custom brightmaps before BDSE.

>> No.1628753


Stop playing with ZDoom (and the DHTP pack) and get GZDoom

>> No.1628758

thanks a lot
im using zandronum.... does that not look opengl?

>> No.1628762

Hey guys, I'm trying to use the hi res textures pack and when I try to run it with a dev build of gzdoom it crashes. Anyone knows what could be causing it?

>> No.1628770
File: 18 KB, 288x360, BkVv3NYCAAAV3i3[1].jpg_l.jpg [View same] [iqdb] [saucenao] [google]

I am literally shivering back in giggles, and I don't even know why (I guess)

>> No.1628775
File: 23 KB, 600x357, DOOM-beta-header1.png [View same] [iqdb] [saucenao] [google]

So what are your expectations?

>> No.1628776



>> No.1628778

See >>1628659

>> No.1628780 [DELETED] 

Nice try, shill
stop viral marketing
report and ignore

>> No.1628782 [DELETED] 

awe babies first buzzword

>> No.1628783

using a dev build i'd guess
so i just switched to gz doom and now i have to hold shift to run... holy shit how to i set to to always run?

>> No.1628785

Options > Player Setup > Always Run > On

>> No.1628793 [DELETED] 


>> No.1628809 [DELETED] 


Someone is trying to be le ebig imbosteran ruseman.

>> No.1628818 [DELETED] 

And it's obviously SArais.

>> No.1628824


The Doom threads aren't universally-loved on /vr/.
It could be any number of people.

Not all shitposters are either Donald, SArais, CZ, or Mark.

>> No.1628828

why can't we have a randomly generated doom game that works like an rl?
and yes I know oblige
but why can't I just boot up doom with a mod
and have that mod generate levels randomly
just for me

>> No.1628829

got it

btw holy shit I'm realizing how I never got the DHTP to work correctly on zandronum and the lighting is WAY better on GZDoom
fuck i've been missing out on a lot...

>> No.1628830

lel he comes here?

>> No.1628831

You can make the Spectres have the original fuzz effect.

Explore every option.

>> No.1628835

just in case anyone missed my 200mins entry

i rushed 2/3 through so it kinda sucks

>> No.1628837
File: 2.90 MB, 250x189, 1274932521207.gif [View same] [iqdb] [saucenao] [google]

Someone replace the bears with Revenants or something?

Dont forget that one archvile

He comes here, but he behaves himself.. which is nice

>> No.1628840

use a frontend bud

>> No.1628849

thats cool, especially after all the shit ive heard about him

>> No.1628872

Yeah, he could be a big jerk, but he's actually been pretty damn civil this past month. It's a nice change.

And there's like what, two or three sperglords who refuse to use the catalog with a hateboner for us?

>> No.1628873
File: 18 KB, 320x246, doom[1].jpg [View same] [iqdb] [saucenao] [google]

The difficulty curve is all over the place in PS1 Doom. A few stages I had to switch to normal difficulty to beat. Then I switch back to UV and breeze through the next 4.

After I finish PS1 Doom I'm going to tackle N64 Doom. I wonder if I should do the real thing or the TC. Hmm... Not a fan of those sprites man. It was during that phase during the late 90's of pre-rendered sprites.

>> No.1628881

>I wonder if I should do the real thing or the TC

If you happen to have real hardware, then play it.
Also, keep in mind that if we have two different PC ports of the game (done by the same awesome dude) it's because of something. That something being insufferable emulation. Avoid emulating the game at all costs and get Doom 64 EX

>> No.1628885


Is it possible to replace the monster sprites in the TC with the normal monster sprites?

>> No.1628890

I am keeping myself at the lowest of hype levels so I don't get burned like I did at DNF.

>> No.1628896


There's no reason to care.

What Doom 3 any good? Not really. There's a reason there's a Doom 1+2 General in 2014, and not a Doom 3 general.

Everyone who made Doom 1+2 good has left the company. It's just another hollow corporate shell that owns some IPs. On top of this, the game has been in development hell for years. If that report is true, it would seem to fit that. Every once in a while they say they don't like the game's direction and reboot it. The people in charge don't know what they want to do.

>> No.1628902

Whats stopping you from putting it in now?

>> No.1628903

I'm working on cramming some mods together to make that happen.

DoomRPG, DRLA, DRLM, a music mod (same one Kornel used for DRL's music, I forget) and Oblige, and optional Brootal Dumb compatibility and optional character persistence. Needless to say I've made very little notable progress, otherwise I'd, like, post it here/on zdoom forums


>> No.1628912

when laoding the DHTP with GZDoom on Windows 8 on my desktop it crashes before it even starts up. it works fine on my Windows 7 laptop
you think I should just redownload it or is there another problem at play here?

>> No.1628924


If it's working fine on Windows 7 but not Windows 8, I suggest checking and seeing if there's a difference between your GZDoom versions.
If not, you may have to play without the DHTP.

>> No.1628926

Actually no, but I remember most shitposting was manual, although GIRUUUUGAMESH and the like was... Yep.

Well yeah, okay, but who makes a bot to obviously "subtly" shitpost?

>> No.1628932
File: 258 KB, 800x600, Harmony.jpg [View same] [iqdb] [saucenao] [google]

So has anyone else tried Harmony yet? I consider myself well above average at Doom but this is kicking my ass, there is barely any ammo and health anywhere.

>> No.1628937

He's kinda like me, but with more creativity and work ethic and less coding ability.

He's an e-celeb though, so he makes one (or many) off-color jokes and tells someone to fuck off, he gets put on blast by every faggot and their mother.

Unless there's something I just completely didn't see, he's done nothing I see as genuinely offensive at all.

>> No.1628939
File: 56 KB, 604x453, 0bg8pHm.jpg [View same] [iqdb] [saucenao] [google]


>those fucking monster designs

they unsettle me

>> No.1628950
File: 54 KB, 294x360, llosysje.gif [View same] [iqdb] [saucenao] [google]


>> No.1628957


>> No.1628958
File: 52 KB, 294x360, 1379547000131.png [View same] [iqdb] [saucenao] [google]


>> No.1628964
File: 324 KB, 1024x768, RetroArch-0513-211851.png [View same] [iqdb] [saucenao] [google]


Doom 64 can be emulated pretty well though.

>> No.1628987
File: 480 KB, 493x342, 1365209455130.gif [View same] [iqdb] [saucenao] [google]

Why are you provoking him? Do you want him to start shitposting again?

>> No.1628994
File: 1.74 MB, 640x320, Flailing around like a retard.webm [View same] [iqdb] [saucenao] [google]

so Vince has asked me how I'd like drops set up once he gets a drop system implemented, here's what I got planned:


and here's me fucking around with the flail, I should probably give the ball a different color, I also need to figure out a way to make the chain stay connected to the player so it looks cooler.

>> No.1628995

so the crash log says that it's 0xC0000005 Access Violation. is my ram fucked? no other real games have this problem

>> No.1628996

I like it.

Should probably be a huge silver iron ball with bigass spikes on it though.

>> No.1628998

It's cool, but I feel like it should be a melee weapon you can swing around and smash fuckers heads in

>> No.1629001

Open Task Manager, go into services, click open Service Manager (I think), scroll down and restart Windows Audio, see if that fixes it.

>> No.1629005

Hey any quakebros in here? I need a sourceport that supports 16:9 resolutions and music playback. The answer would probably be obvious if it wasn't for the fact that I also want pure vanilla gameplay that's unaltered from the original. I heard Darkplaces changed the physics or something so I don't know which sourceport to trust.

>> No.1629006


The problem is I have no idea who I'd give a flail to. Besides this particular ball and chain is primarily a defensive tool, if I ever do anything similar I'll give the character a mace that has an extendo-fuck chain so you hit bitches with it.

also does that drop list look okay to you guys? I'm a weapons guy, and drops are foreign territory to me

>> No.1629009


I did it.

It took a lot of tries and that first Megasphere kept fucking taunting me as skellies kept cockblocking me from it.

That level felt like a right of passage.

>> No.1629010

did not fix it. it says that it fails at address 406FE000

>> No.1629014

If all fails, restart. If that doesn't fix it then I have no clue what to do

>> No.1629015

>also does that drop list look okay to you guys? I'm a weapons guy, and drops are foreign territory to me
Yeah, the drops seem fine.
>extendo-fuck chain so you hit bitches with it.
Now that sounds rad.
I don't get what you mean by characters though, I thought there was the one?

>> No.1629018
File: 91 KB, 600x600, Kuros.png [View same] [iqdb] [saucenao] [google]


Oh no anon. I plan on implementing more heroes in the future. pic related

>> No.1629023

Ah shit son. What update are they coming in? Will they have certain roles (i.e. A berserker, archer, mage etc)?

>> No.1629024

>Pinky demon/specter tier: Big meat (semi rarely)
>I will get to eat demons for power
Either that or
>Pinkies have big weiners

Either way I am very excite

In all seriousness though, it doesn't seem bad.
You shouldn't make them drop stuff ALL the time though, that would make the player overloaded on healing for sure.

>> No.1629027

I'm hoping for the latter

>> No.1629030
File: 103 KB, 600x600, Lord Blaz.png [View same] [iqdb] [saucenao] [google]


Kuros will be coming after v1.0 eventually, here's what I got planned so far:

Blaz: Splash and slash (Melee powerhouse and explodey attacks)

Kuros: Ranged and mighty boot, all of his weapons will have a weird range quirk to him, and he's going to have a fuckoff powerful battletoads style kick.

Samson: buffs and piercing, he's a wizard dude and his primary weapon will be random flasks he just fucking throws, and his secondary will be a retool ruby wand/spike staff, and he'll carry some nasty piercing spells. Of course he'll have pretty bad defense because he was an idiot and came to a MANLY fantasy brawl-fest wearing robes.

>> No.1629034

restarting didn't work.... shit. Might have to test my ram

>> No.1629070


>still no good porn wads

>> No.1629075


>what is H-mod

>> No.1629084

Something that Google doesnt recognize.

>> No.1629089



>> No.1629093

Do you even read the OP? It was made by a dude from these threads.

>> No.1629098
File: 890 KB, 320x218, cdb[1].gif [View same] [iqdb] [saucenao] [google]

Why were people scared (I can't find another word) when I did the "who just joined us in /doom/?" post back in a couple of threads?

Why is it so hard for people to say "Hi, I'm new"; is there anything wrong? Does it trigger some bad memories

>> No.1629103


Could be a matter of pride, maybe they don't want to admit they're new here.

>> No.1629108

Not him but come on, it's an anonymous imageboard.

>> No.1629115


pride can be a very stupid thing.

>> No.1629121

>only 2 monster types


>> No.1629126

It's a WIP.
And they're working hard.

Just relax.

>> No.1629143
File: 182 KB, 1280x720, mdij7yXe7I1r8uyogo1_1280.jpg [View same] [iqdb] [saucenao] [google]


>> No.1629168

THe HUD face is not just decoration. His head turns towards where he's getting hit by. A quick glance at that while you get hit can show you where the enemy is.

>> No.1629172


The shotgun is not just decoration. Clicking the mouse button damages anything within its range when it fires. A few quick taps can take care of enemies in a short time.

>> No.1629176

Pro Tip: To defeat the Cyberdemon, shoot at it until it dies

>> No.1629181

How do I get bigger options text in GZ Doom? The default is tiny and I can barely read it. Who thought this default was a good idea? This is stupid.

>> No.1629189


>> No.1629191

u wot m8
i'm actually curious now

>> No.1629196


Please help> I can't find anything on this. Only shit about Message text size.

Why does options menu text not scale to your window size? This is so basic.

>> No.1629205

Options > Hud Options > Message Options > Scale Text in High Res

>> No.1629212
File: 138 KB, 659x538, tiny text.jpg [View same] [iqdb] [saucenao] [google]


Both it and double do absolutely nothing.

>> No.1629217


Well, damn.
I dunno then, sorry.

>> No.1629240

man, I just downloaded Doom 64 EX and I'm getting that feeling of playing Doom again for the first time...

it feels wonderful, bros.

>> No.1629262

What's a good .wad that'll give me testosterone poisoning? One that isn't Brutal Doom?

>> No.1629263

Doom 3 was good. But not amazing. And the reason there is a general for Doom 1 and 2 and not 3 is because it's the board rules, and Doom threads die on /vg/ either way.

>> No.1629264

4674 rockets on Zandronum OGL renderer.

i5 4430 stock speeds
GTX 660

>> No.1629267
File: 732 KB, 848x1200, 1382968231256.jpg [View same] [iqdb] [saucenao] [google]


What is the status of your personal projects thus far?

>> No.1629274


Oh, you know, nothing special.

>> No.1629275

yes i'm surprised el mods are allowing posts about wolf:tno and doom4

>> No.1629278


Makin dat flail, still working on the chain to make sure it looks cool, also need to recolor the ball.

>> No.1629281

No Doom 3 threads because unlike Doom 1 and 2, there is no reason to go back. No epic mods, no crazy fun multiplayer.

>> No.1629298

tbh if classic Dooms had no modding communities there would not be any threads either

>> No.1629303

Oh yeah totally. Modding communities keep games alive.

>> No.1629306
File: 606 KB, 1920x1080, Screenshot_Doom_20140506_131852.png [View same] [iqdb] [saucenao] [google]

Working on a chaingun replacement for my mod. Planning for a compound bow weapon too.

>> No.1629309

If you are still here, you can implement Level of Detail fairly easily with client side scripts and actors that check distance from global location variables, updates by players client side in a delay loop. Dogdoom with eventually have LOD for scent particles.

>> No.1629314

Metroid is extremely high quality. It's like some of the epitome of doom modding.

>> No.1629325

>dat arch-vile

>> No.1629338
File: 2.52 MB, 640x360, rip and tear your butts.webm [View same] [iqdb] [saucenao] [google]

redid the pistol to be select-fire
changed plasma to bouncy instead of homing because it sucked
considering nerfing brass knuckles because guaranteed pain is a bit OP
see webm for details

>> No.1629339

>grill protag

Im interested.

>> No.1629341


Except they do. With Doom 3 there's flashlights and then literally nothing to discuss except maybe the Phobos mod.

>> No.1629342

That last post wasn't suppose to be sarcasm.

>> No.1629348
File: 2.84 MB, 320x240, vanillalvl.webm [View same] [iqdb] [saucenao] [google]

this is neat, have a webm.

i'm pretty sure you were inspired by tnt map06.

>> No.1629357

doomguy's pimpventures eat your heart out

>> No.1629358

The Doom 3 engine is still a good looking engine. Would be fun to make a game with it. Especially considering it'd run on damn near anything.

>> No.1629384

I recognize that level.

Speaking of which


Make a vanilla doom 2 level (test in chocodoom) in 200 minutes or fewer.

We have 10 levels so far. Not sure what the most accepted definition is for what constitutes a megawad, but we're probably close.

multiple entries are fine, blah blah blah. Deadline used to be Friday, but whatever.

>> No.1629391

12000 rockets for <15fps
14000 rockets for <10fps

noticeable pauses during spawning around 9000 rockets

Intel core i7-950
GTX 660 Ti

>> No.1629397
File: 85 KB, 621x502, underhalls_remix2.jpg [View same] [iqdb] [saucenao] [google]

Working on a remix of underhalls.
The detail is not done so thats why you see these two big bland squares at the bottom.

Probably going to change the shape of some areas quite a bit, right now I'm experimenting with monster placement, then when that's good I'll shape and detail.

>> No.1629426

good to hear this is still going

>> No.1629428

i seem to have eleven

>> No.1629436

[ the system thinks your post is spam! thanks, the system! ]

>> No.1629445

Thanks m8

>> No.1629449
File: 80 KB, 548x524, closah.png [View same] [iqdb] [saucenao] [google]


Did I miss one? I was away for a bit due to work and what not.

>> No.1629463
File: 34 KB, 650x651, 1335237201271.jpg [View same] [iqdb] [saucenao] [google]


I like how this is coming along

>> No.1629464

that is looking niiiiice
which era of armor design are you going for
prime, zero mission, other m?

>> No.1629468


It looks like a blending of a little of everything, which I think works well, the shape and silhouette of Samus' armor in Other M was okay, the problem was how she moved as if there was no weight behind it and how it shone like plastic.

>> No.1629472
File: 1.47 MB, 593x423, 3rHpJ2d.gif [View same] [iqdb] [saucenao] [google]


Bloody hell that's magnificent.

>> No.1629479

I like that the Zandronum icon is really the only thing that gives away this is recent.
If I was a newcomer to DooM I'd think there was some Metroid thing in the works years ago that I never found out about.

>> No.1629481

Not sure i'm a big fan of the lights basically being big circles on her shoulders and thighs
I think they look better as streaks, rather than knobs
Not to mention the lights are traditionally on her breastplate more than her shoulders

>> No.1629489

This. Blending it all a bit. It's going to be something like 70 pixels tall anyway, so much of it isn't going to show up. I was hoping the outlines would add depth when rendered low res, but I can't use them since maya hardware can't into rendering sprites with no AA

>> No.1629493
File: 329 KB, 1280x800, Screenshot_Doom_20140518_010952.png [View same] [iqdb] [saucenao] [google]

Pic relate: All right. I crushed your damn army. How do I get the elevator back down?

Yeah, I'll get on that. I had them there because it ends up being like one pixel low res anyway

>> No.1629494

>Playing Eternal Doom
>First map
>In order to get blue keycard you have to quickly go through an area with radiation that damages you heavily
>Grab soulsphere in other radiation area
>Have 110 health
>Run through
>Grab blue keycard
>Make it out with about 60
>Find area map later
>Reveals what I believe is a hidden area right next to where I had to run through to get blue keycard
>Wall is nondescript
>Unf it
>Not even a secret area
>Contains radiation shielding suit
You're fucking kidding me. Was I somehow supposed to know that was there?

>> No.1629505

Nevermind. Got it. Beat up everything in the underground. Saved the world.

What the hell triggers the blood waterfalls raising? It just seemed to be random.

>> No.1629510
File: 2.78 MB, 320x240, 200.wad.webm [View same] [iqdb] [saucenao] [google]

exit of 200.wad (>>1623806) in 1:28. maxkills was taking too long for 4chan's video length limits.

>> No.1629519

anyone have that SMASH AND BASH pic with Ness and Jeff?

>> No.1629524

I have it somewhere on an external drive, but I'd need like an hour to find it because lol unicode filename.

>> No.1629527

Do 200minutesofgoingdown.wad

Fucking wad is pretty nuts at the end if you pistol start.

And I still don't know what triggers the blood pillars, Seems to a walkover linedef that you hit 4 times. I assume some other linedef drops it. Not sure if that was the best design decision, but I had fun in it anyway.

>> No.1629545

>Do 200minutesofgoingdown.wad
unfortunately, it seems to be broken.

>> No.1629546

Whats a good wad that actually changes shit around instead of being yet another map pack?

>> No.1629552

accessories to murder?
doomRLA ?

>> No.1629554


Every gameplay mod known to man?

>> No.1629558


Brutal Doom, Hideous Destructor, BURL TUMD, Project MSX, DRPG/DRLA/DRLM, Metrood, Samsara... Literally dozens.

Maps that are "different"? Well, that's actually rarer, at least at a good quality level, TUTNT, Brutalized D1/D2-ok packs, Plutonia 2, DTWID, Switcheroom, uhhh... Theres more but I'm sleepy

>> No.1629569

>unfortunately, it seems to be broken.
no, i take that back. it is finishable. but it has a number of bugs.
trying to exit it fast enough for a webm appears on first impression to be prohibitively luck-based.

>> No.1629626
File: 2.76 MB, 320x240, goingdown1.webm [View same] [iqdb] [saucenao] [google]

>>1629569 (me)
all right i got a shitty exit in 4:35. 1/3

>> No.1629628

What's a good map to do Project MSX in?
The standard DOOM maps feel a little too claustrophobic.

>> No.1629629
File: 2.84 MB, 320x240, goingdown2.webm [View same] [iqdb] [saucenao] [google]


>> No.1629630
File: 2.70 MB, 320x240, goingdown3.webm [View same] [iqdb] [saucenao] [google]


>> No.1629632


>> No.1629637

Ahh a compound bow? LOOKS LIKE WE HAD THE SAME IDEA, though since you actually do stuff unlike me, people will actually get to see it. Seriously though, I'm hyped!

>> No.1629638

how do I two-shot Cyberdemon

>> No.1629639


Be close, properly utilize the tracers, and hope that the P_random falls in your favor

>> No.1629640

Use the BFG and hope that while you're standing still and straight at him to get all the beams to hit he doesn't shoot you.

>> No.1629642

But you have a crossbow.
And Spritenoobsaibot wants an actual bow.

I think they're pretty different.

>> No.1629643

I've seen people doing it consistently. Wait for him to shoot, move right-left-right while he does his salvo and around the time he shoots his last rocket, blast a ball and move close.

But he begins another attack while I'm moving in. I guess what I mean is, is there a video that tries to explain it anywhere?

>> No.1629647

You have the right idea but the window is very very narrow.

>> No.1629648

Yeah, just did it. Was starting firing too late. Feels good, man.

>> No.1629649

Haha, there's a character coming after the next one that starts with a compound bow. But shhh don't tell anybody.

>> No.1629651

Turok Mel?

>> No.1629653

It's The Space Pirate's designated stealth character, who comes equipped with the compound bow and kunai. Yeah!

>> No.1629665

How's Switcheroom?

>> No.1629671
File: 59 KB, 657x495, ghoul3.jpg [View same] [iqdb] [saucenao] [google]

Any other wads like Ghouls Forest?
I'm a total gaylord for horror.

>> No.1629694

you'll probably need a good mappack to play it on

>> No.1629746

That's pretty cool.
I look forward to play the finished compilation.

>> No.1629752

Oh god these all look really good.

Say, will this mapset have replacement tracks and sky texture?
It'd be a shame if so many levels had that dull brown sky, and if it was just the same old Doom 2 music.

I think a TNT-track could fit for that TNT-ish map, for instance. Maybe track 4 or track 6.

>> No.1629756

Is there any alternative to Ketchup? I really like it, but it replaces sprites.

>> No.1629903

I want to play AEoD, but I can't play it. Can someone give me a link to a working version?

>> No.1629918 [DELETED] 

Aww man, I don't want to steal your thunder! And you have way more done on your mod! I'll talk to you on Irc when I get a chance and make sure I'm not stepping on your toes, because I have a very specific idea on what I want to do.

>> No.1629923

>>1629637 #
Aww man, I don't want to steal your thunder! And you have way more done on your mod! I'll talk to you on Irc when I get a chance and make sure I'm not stepping on your toes, because I have a very specific idea on what I want to do.

>> No.1629930

Awh don't feel like that! I don't mind what you do or anything, no toes being stepped on.

>> No.1629934

Wouldn't it be best if it were a joint project? One guy works on the data/damage and the other on the sprites?

>> No.1629935

would you two quit flirting already :P

>> No.1629936

I can make multiple entries? Awesome.

>> No.1629937

Haha we're working on completely separate things! But that's what me and Scroton do for TSP.
I d-don't know what you're talking about...

>> No.1629947
File: 17 KB, 255x257, vinh.jpg [View same] [iqdb] [saucenao] [google]

>Zandronum.org redirects to Odamex

>> No.1629948

That's good, I'm having trouble coming up with cool ideas.
it's...it's not like that...

>> No.1629951

Come on by to #TSP! I'd love to help you out with stuff!

>> No.1629953

Play it on Doom E1. It's frightening as fuck.

>> No.1629979

Doomguy's pimp ventures II: The More,The Merrier.
Doomguy's pimp ventures III: Cybie Dreams
Doomguy's pimp ventures 3.5: Moar Futa
Vanessa the killer bitch
AOL Girls Museum

>> No.1629992
File: 65 KB, 800x600, 1322740502346.jpg [View same] [iqdb] [saucenao] [google]

Are there any WADs around with huge bosses?

I'm talking Painkiller tier huge. Like a huge motherfucker several storeys high to pump an entire arsenal of ammo into?

Because fighting bosses like that can be mega satisfying.

>> No.1629993

The elevators seems to only come down if you click the righthand corner. Which seems fucked up.

>> No.1629994

he said good but you listed doomguy's pimp ventures?!

>> No.1630000

Sprites don't really work that well when they get that big.

>> No.1630019


Well, my friend who is the only one who knows anything about the Doom engine decided to stop being my friend for no reason and so I have no means of making the game I wanted to.

>> No.1630024

If anyone wants their music replaced they should just tell me what midi they want. I've never done a sky replacement, but I assume it's a similar process.

Is there a decent list of Doom-esque midis anywhere?

>> No.1630036

Sky replacement, in vanilla Doom, would be just putting in the texture in the Pwad, say, replace Sky 1, and all levels with Sky 1 will now display the new sky.

As for music, ask the authors if they would like to pick music for their own maps, or if you want to do it yourself.

>> No.1630045
File: 20 KB, 446x438, 1328410041711.jpg [View same] [iqdb] [saucenao] [google]

Actually now that I think about it Mark made that last boss level and it went pretty well I'd say, as the boss is faced mostly from the front and he's a little bit away so there is not the sudden sharp jarring of the rotations scaling up so high.

Though I swear I once saw a Skulltag game or something on youtube where there was this huge boss with all the players pouring fire into it.

>> No.1630049

That would be some of the invasion wads.

They tend to have giant boss fights at the end with a big boss sprite.
If only invasion wasn't so tedious.

>> No.1630051

Arlight. Hey 200 minute map makers. What midi doest thou want?

I assumed by painkiller type that he meant you can walk around it and what not.

>> No.1630061

Community Is Falling 3

>> No.1630078

stronghold have one of these

but it's like one or two levels out of like 30 (really good) invasion maps

>> No.1630081

Actually yeah, I do remember now there were a couple of times where you fight that fucking huge boss monster from Duke Nukem.

Though I remember the first time I saw him you could cheese it by using a heap of powerups when you see him. Freeze time, damage amplifier, shoot faster, then sit there and drill him for massive damage and win.

Probably be a different story if you were playing in multiplayer though.

>> No.1630083

NeoDoom Gold Edition

>> No.1630085

if i remember well, he is somewhat resistant to time freezes in MP

>> No.1630087


>> No.1630091
File: 32 KB, 400x295, 1358159592608.jpg [View same] [iqdb] [saucenao] [google]

So here's a fun Doom 2 fact.
There are no textures for falling water.

Guess I'll have to import some for my map.

>> No.1630095

Ok, map done in approx 150 minutes.
This MIDI file from my playlist pumps me up everytime I hear it.


>> No.1630107

Quantity over Quality: The Game
Maps were pretty good though.

>> No.1630112

those fucking rocket zombies
those fucking aliens in toxic corridors

>> No.1630118
File: 117 KB, 672x1024, 1365487324069.jpg [View same] [iqdb] [saucenao] [google]

Played NeoDoom years ago, can't believe I forgot about it.
The older version I played was so much better than the current one, better guns (rips were not so poor, and more is not always better) and there were no items (also better, may have been because doom legacy didn't recognize items, i dunno).

There were some very good levels in there though I must say.

>> No.1630131


>> No.1630132
File: 2.72 MB, 320x240, gottarjfast.webm [View same] [iqdb] [saucenao] [google]

Screw these cacos.

>> No.1630138

it would be neat if invasion maps had a slightly more in-depth spawning system that accounted for the number of players present in a map. Some maps are only really playable with a large playercount, whereas some others you just end up tripping up over players rushing to kill whatever enemies are present.

Also all bosses should just have a numerical value or something to show health because bars are annoying when the boss has tons of health and it just doesn't seem to want to go down.

>> No.1630167
File: 98 KB, 283x244, Doomguy.png [View same] [iqdb] [saucenao] [google]



>> No.1630169

I tend to make sure I do, Sir.

>> No.1630172

but sometimes mappers put enemies in secret areas

>> No.1630176

No. Why the fuck would I waste my time with that?

>> No.1630178
File: 40 KB, 343x450, 1378033227001.jpg [View same] [iqdb] [saucenao] [google]

Got a good feeling yesterday in map 26 of Alien Vendetta when I was able to walk through a slaughtermap knowing that I terminated every motherfucker in the level.

Humanity 1
Demons 0

>> No.1630184
File: 140 KB, 800x600, zdcmp2e.jpg [View same] [iqdb] [saucenao] [google]



>> No.1630194
File: 170 KB, 499x670, 1383234880384.jpg [View same] [iqdb] [saucenao] [google]


With an attitude like that it's no wonder the demons keep having an easy time evading

>> No.1630208


>> No.1630216

If I were a Satan I would just order a couple of thousands chainguns from UAC for my forces. Think about it. Barons with chainguns. Cacodemons with chainguns. Chain Souls. This time it could work.

>> No.1630220 [DELETED] 

Report and ignore

>> No.1630229
File: 27 KB, 376x440, 1387477996437.png [View same] [iqdb] [saucenao] [google]

Cyberdemons with chainguns?

>> No.1630231
File: 33 KB, 225x220, 1398958208624.png [View same] [iqdb] [saucenao] [google]


>revenants with dual shoulder-mounted chainguns

>> No.1630237

I'd like to see a wad where you first battle an uncyberdemon (something like a huge-ass baron, I guess), then a regular Cyber, than this thing. Like, continuity.

Would require Cyberdemon death anim to be less explodey, or maybe he just teles out on crit damage.

>> No.1630245
File: 259 KB, 301x301, Lesweatingman.gif [View same] [iqdb] [saucenao] [google]

> Barons with chainguns
>Cacodemons with chainguns
>Chain Souls

>> No.1630249

Chainguns didn't help the Mastermind or Chaingunners from being killed real easy like.

Putting that stuff on demons won't help that much.

It might even make lots of fights easier because of all that infighting that will occur.

>> No.1630252

Okay, then I would order some demons to gather all these guns and ammo that are lying around.

I mean, seriously. What the fuck?

>> No.1630253



>> No.1630260
File: 48 KB, 500x340, demons are stupid.png [View same] [iqdb] [saucenao] [google]


They just leave them lying around because they're dumb as hell

>> No.1630267

>Every level just ends up having huge ammo caches because dumb lazy demons
Satan has had a hard life.

>> No.1630269

God damn it, demons. What the fuck, guys, I thought we had a plan.

>> No.1630270

There is a monster on Realm 667 which is a pinky with a chaingun in it's mouth, not a bad monster really.

>> No.1630274

All that means is now Doomguy has a never ending supply of chainguns

>> No.1630276
File: 76 KB, 1162x850, 1400047701772.png [View same] [iqdb] [saucenao] [google]

Is there a wad where I can punch the shit out of demons like Kenshiro?

>> No.1630281

Space Pirate?

>> No.1630285

I'll give it a look. Thanks anon.

>> No.1630290

Also, huddle a bunch of monsters of the same type around the entrance instead of scattering around the level.

>> No.1630292
File: 1.25 MB, 640x320, atatata etc.webm [View same] [iqdb] [saucenao] [google]


Russian Overkill has a combo for one of the characters where you go ATATATATATATATATA

GMOTA's fist subweapon will have this function too in v1.0

>> No.1630298
File: 193 KB, 500x500, 1399345781862.png [View same] [iqdb] [saucenao] [google]

I can't wait to cover my fists with demon gibs.

>> No.1630307

there's a weapon that does exactly that in doom center

>> No.1630309
File: 612 KB, 208x219, 1395683452323.gif [View same] [iqdb] [saucenao] [google]

Does Terminus plan to add an add-on for Samsara for the Spiked Gauntlets, Quietus, and the Arch-of-Death?

>> No.1630315
File: 4 KB, 189x198, nice_cacodemon.png [View same] [iqdb] [saucenao] [google]

>> No.1630316

Playing through TNT with Brutal Doom on the 2nd hardest difficulty and jesus christ am i having a hard time. I constantly have less than 20 health and for some reason i have a hell of a time with lost souls. Am i shit?

>> No.1630317

TNT had a lot of hitscanners IIRC. Use the assault rifle more, jump in and out of cover, etc.

>> No.1630319

Where can I find it, or what version should I be looking for? I found some download links already, I just want to make sure.

>> No.1630323

i think the most recent versions will be on best-ever
you'll need Zandorum with the skulltag files loaded to play it btw

>> No.1630327

Gotcha. Thanks for the help.

>> No.1630343


WOOOOOOW, they surely have no resentments after what happened with IDL, rite?

is there a way to track down the date when someone registers a website to redirect to another?

>> No.1630361
File: 35 KB, 429x410, 1358022622664.png [View same] [iqdb] [saucenao] [google]

Does Doomworld have a "what are you working on now" thread?

Have had a quick look and I can't find one, there are so many threads too.

>> No.1630364

What even prompted the change to Zandronum in the first place?

>> No.1630379


>> No.1630382


It's been that for a long, long time.

>> No.1630384

Carnevil got too busy with wrack but wanted all the power of an admin, and when he couldn't he took his metaphorical ball and went home.
So Torr and crew forked off the source code and made their own version.

>> No.1630386


I think he's talking about IDL switching to Zandronum over Odamex

>> No.1630391

Yeah, I meant the switching of Odemex to Zandy.

>> No.1630404


In that case, and quoting the OP and the Doomworld thread

>This is an exciting step for us to take, as Zandronum hosts the most popular multiplayer and developer community.


>> No.1630407

This is actually kind of cool.

>> No.1630423

Can anyone recommend a good midi music for a boss map for Duke Nukem 3D taking place on a rooftop?

I can't think of anything. The map is kind of a blast, literaly, with tons of aliens to blow up with explosive projectile weapons and quite a lot of explosions going on...

>> No.1630434
File: 335 KB, 720x1038, cute caodeamon2.jpg [View same] [iqdb] [saucenao] [google]


>> No.1630437

Can't think of anything but while you're here I took a look at the trailer for this Die Hard/Duke Nukem thing and I have to say it looks radical.

So cool in fact I might buy Duke Nukem just to play it, so if I get Duke off Steam can I play your mod?
How do I take the steam version and use it with eDuke?

>> No.1630474

(find someone to) convert this song:

>> No.1630480

The episode will require eduke32; the only reason for that though being due to the number of maps in the episode which goes over the limit of the number of maps in the original game (and in megaton).

So basically, if you've bought the game on Steam or on gog; install eduke32 in a new folder, install the mod; and eduke32 SHOULD automatically detect that you have a copy of duke3D on your HD already and the use the duke3D.grp file required to play the game from that folder. (In case that doesn't work for some reasons, you'll just also have to copy paste the duke3D.grp file into your eduke32 folder).

>> No.1630486

btw the steam version is pretty cool. If you've never played the add-ons Caribbean Life and Duke It Out In DC, they're totally worth it.

>> No.1630489

i think there's a link to a pirated version in the pasta

>> No.1630518

I'll keep all that in mind, thanks buddeh.

>> No.1630519
File: 823 KB, 640x320, more flailing.webm [View same] [iqdb] [saucenao] [google]

Okay so I used the spike ball's original color palette (I jacked them from Illusion of Gaia) and made the chains fly towards the player.

How's it look?

>> No.1630525

More of those grey chain sprites and more detail on them?

The spikey ball itself looks nice but.

>> No.1630530

If you didn't tell me it's supposed to be a chain I would never figure it out.
What about just making it a rope?

>> No.1630535

How would he make it a consistent, uninterrupted rope?

>> No.1630538

Needs more chain links, it doesnt look connected.

>> No.1630542
File: 432 KB, 500x394, 1397896998163.gif [View same] [iqdb] [saucenao] [google]


>> No.1630547

Heretic++ is on the backburner while I work my ass off at my full-time job - don't have as much time as I did when I first made the shitty version of Heretic++

>> No.1630549

This will actually be in the next release of DogDoom.

>> No.1630560

I made another submission for the 200 min megawad.
When ever you combine all of them I don't care about the map number/name/music. But could you make the sky F_SKY3 in mapinfo?

>> No.1630563

Idl pissed off zdeamon so they went to odamex. odamex is bugged as shit plus they managed to piss oda devs off as well.
So zandro is all they have left really. Inb4 they piss them off as well with zdeamonify requests.

>> No.1630564

I'm sure this question comes up at least every thread, but I'm looking to get into mapping. Could you cool dudes show me what I should do to start? I have GZDoom Builder. Every time I've tried in the past I get screwed up on doors.

>> No.1630570
File: 1.32 MB, 640x320, playing with my balls.webm [View same] [iqdb] [saucenao] [google]


More chain links, should I go for a little more?


>What about just making it a rope?

Because a rope is not METAL, that and I'm pretty sure making a solid looking rope would be a pretty elaborate process. I can think of a lot of chains in SNES games that just used floating links.

>> No.1630571

I'm a tard who has no clue about Doom modding, I thought it would be easy for some reason,

>> No.1630572
File: 1.07 MB, 970x4000, 1379905303856.png [View same] [iqdb] [saucenao] [google]

i guess you can look up the video tutorials on the doom builder website, they're always a good start
still wish we could have some simple illustrated images tutorials (like this one for 3D floors), but yeah

>> No.1630576

It's better now.

God, I fucking hate that blood though.

>> No.1630581

YouTube tutorials like chubbz doomer's is a good way to get initiated.
And get gzdoombuilder ofc.

>> No.1630609
File: 71 KB, 474x501, underhalls_remix3.jpg [View same] [iqdb] [saucenao] [google]

>I'm sure this question comes up at least every thread, but I'm looking to get into mapping. Could you cool dudes show me what I should do to start? I have GZDoom Builder.

I'll just share some of my thoughts so far with my own amateur mapping.
Go and do all of the tutorial videos on the Doombuilder 2 download page, I did that and there is great advice in the videos.....I also stopped mapping straight after and had to do them all again 6 months later....so don't do that.

I'm the guy remixing underhalls (Cauldron on the forums, I rarely post). I have an old notepad that I'd write how to do some things in just to help the learning process, I'd also scribble stuff in there (map layouts/ideas) just because I found that fun to do.

An important thing I've learned is, your ideas for a level will feel frustrated by your actual mapping ability to start with, but it goes up pretty quickly as you learn the very basics. I made a few levels just to test concepts of fights I wanted but putting it all into a map to release is harder as you have to go for some actual quality standards (like using textures other than STARTAN).

I've decided to make a remix of a level I like instead of going straight into an original idea for two reasons. The first is when I put it out for criticism I'll get more focus on how I'm doing things technically (like texture choice and alignment) and if it's all shit I'll feel less of an ego hit because American Mcgee made the original.
It's also because all the little things I'll learn from this I'll put into making a better original map later on.

>continued next post

>> No.1630628
File: 69 KB, 800x600, spiderdemon.jpg [View same] [iqdb] [saucenao] [google]


Ah yes....doors....fucking doors man.

Look easy to make at first and you feel like an idiot when you fuck it up, I sure did. Make the door sector before you make the room it's connected to instead of making the room and doing the door last. The door is also a ceiling that is really low so when you make the sector, you lower the ceiling instead of raising the floor. Also make sure the little peg things are facing outwards (interaction is that way) and that the linedef tags and sector tags match up. Finally, remember the door width and the wall it's in will have different widths for detail reasons (like the door is recessed into the wall) so the textures transition more smoothly.

PS: Chubzdoomer is also good for tutorial videos.

>> No.1630656

Making new thread

>> No.1630659


Spiked Gauntlet is Parias' punchdrunk weapon.
Quietus and Arc of Death, maybe for Skulltag weapons. Maybe, considering the chance of that is already pretty slim.

>> No.1630674
File: 16 KB, 458x378, 1396652981835.gif [View same] [iqdb] [saucenao] [google]


>> No.1630689
File: 7 KB, 388x194, 63ZgvzX.png [View same] [iqdb] [saucenao] [google]


Special mode that gives characters beefed up/new melee attacks.
Like how Ranger gets the Quake 3 gauntlet, or the S.O. gets the Talon Ceramic Combat Blade from the Marathon Alpha, Parias gets Baratus' Spiked Gauntlet.

>> No.1630693



>> No.1630695
File: 58 KB, 244x384, groovy.jpg [View same] [iqdb] [saucenao] [google]

How do you activate it? I've never heard of this before.

>> No.1630702


I dunno if it works in ZDoom, but it's samsara_punchdrunksaws 1 and samsara_punchdrunkuniques 1.
Then summon/pick up a chainsaw or a berserk.

Some characters get new weapons, others just get beefed up melee.
I believe the Spiked Gauntlet is Parias' berserk.


If you're using the 0.31 beta for Zandronum, combine with bloodyhell for more glory.

>> No.1630758

>claims that there is a lack of professionalism. "Expect lots of inappropriate jokes, comments and a generally unprofessional work environment.(...)"
So they didn't change a bit since 1991?

>> No.1630779

I just started a map for Hexen today because it's not getting enough content.
SVN build of gzdoom builder refused to save a few times because it most likely recognised itself as a different program that blocked access to my wad so I didn't make much progress, but I'm full of hope.

>> No.1630785

I find funny people find making doors in Doom difficult; I thought it was incredibly easy and user friendly (at least using modern Doom mapping programs).
You don't want to know how doors are made in Duke Nukem 3D then (and let's not even mention Shadow Warrior...)

No offense intended; just saying that in general (and also due to the limitations of the game; the lack of possibitlies helping to make things easier) modern Doom mapping was very easy to understand and very user friendly

>> No.1630885

Anybody got that SMASH AND BASH pic featuring Ness and Jeff? Google isn't doing me any favors.

>> No.1631303

Got it. I'll test it in a sec.

>> No.1631458

All right. Nice. Only thing I didn't like was the stairway was a little steep. Other than that: Ace.

>> No.1631753

Oh I can do it fine now, it's just when I first started doing them I kept stuffing them up with amateur mistakes.

>> No.1632574

Just stop denying it and date already! Damn, it really does take a hard shove to get some people started.