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/vr/ - Retro Games

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1630690 No.1630690 [Reply] [Original] [archived.moe]

Doom thread (Last thread >>1626443)
(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.1630691


-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.1630705


>> No.1630708

Would you play a game from the Doom franchise with no cyberdemon at all?

>> No.1630718

Maybe, if the rest of it was really really good.

>> No.1630726
File: 22 KB, 616x200, perspective.jpg [View same] [iqdb] [saucenao] [google] [report]

the chain links should be ellipses instead of circles

>> No.1630763

I posted my new map for the 200 min megawad last thread.

>> No.1630769
File: 13 KB, 226x204, Doomguy Confused After Ripping and Tearing.png [View same] [iqdb] [saucenao] [google] [report]

I entered samsara_punchdrunksaws 1 and summoned a chainsaw, but it gave me a fletching instead of the spiked gauntlets. I'm using Zandronum, by the way.

>> No.1630806

he said samsara_punchdrunkuniques 1 and that the berserk was the gauntlets you silly person

>> No.1630842


Yeah, it's the berserk, not the chainsaw. Chainsaw is the Flechette. Berserk is Spiked Gauntlet.
samsara_punchdrunkuniques 1 toggles the berserks.

>> No.1630863
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1630886

>want to play some doom
>load up doomseeker
>open a server
>error: you have been banned from bestever
>"well that's odd. i don't know why, haven't played doom since last year"
>go on irc
>hey can you unban me pls?
>go on, play some doom for about 10 minutes, everything fine
>server crashes
>assume its nothing and reconnect
>error: you have been banned from bestever
>go on to irc
>banned from bestever irc
>banned from zandronum irc
>look on bestever's banlist page and next to my ip is "rip and tear/ trolling" as the reason for my permanent ban
Anyone wanna explain to me just what the fuck that means?

>> No.1630893

do you have a little brother/sister/poodle who shares your internet connexion?

>> No.1630896

No, but I just moved recently.

>> No.1630908


Was this today?
What username were you using when you asked for an unban?

>> No.1630909

well that's weird, maybe try to PM an admin and ask him what's going on?
if you're not banned from the irc server (so, just the channels) you should still be able to reach people with a /notice or a /pm

>> No.1630917


RipandTear ([email protected]) has joined
<RipandTear> so I got banned
<RipandTear> and I have no idea why
<RipandTear> anyone wanna clear that one up for me
<RipandTear> hello?
<Jenova> let me check
<Jenova> says you were banned for trolling
<Jenova> were you the dude who was changing names and trolling last night
<RipandTear> I'm not gonna say no, but I'm unsure how changing my name is bannable?
<RipandTear> if you could just clear that one up for me that'd be great
<Jenova> its not the fact that it was just changing names
<Popsoap> If you were impersonating someone, then it should be obvious
<Jenova> the person was changing names to other players so they couldnt votekick him
<Popsoap> Or that
<RipandTear> yeah that's pretty much all that was, then the guy called me a "faggot"
<RipandTear> so I felt like that was well reason to piss him off
<RipandTear> but ok
<Jenova> i probably would have called you a faggot too, faggot
<RipandTear> oh ok
<RipandTear> that's the kind of mods you have here
<Popsoap> Wait hold on
<Jenova> yes
<RipandTear> meh I'll just hop on my proxy then
<Jenova> have fun
<RipandTear> if you're gonna be an asshole about it
<Popsoap> What exactly were you doing before he called you a faggot?
<RipandTear> then fuck you guys
* RipandTear has quit ("http://www.mibbit.com ajax IRC Client")

>> No.1630918

yeah it was like half an hour ago

>> No.1630920


Well going off this >>1630917

You sound like a real bunghole. I can see why they banned you.

>> No.1630921


If you connect using Mibbit, Zandronum and BestEver JUST banned that entire service, due to attacks from angry 12-year-olds happening, now that their favorite hack has been patched over.
Like, just a few minutes ago they banned it all.

Try connecting with another IRC service, like Hexchat or Doomseeker. If you can get in, then you should be fine.

>> No.1630935

Sounds like a jerk.

>> No.1630947

so in other words whoever was here last got b& and now it's my problem. alright, thanks for the help.

>> No.1630950

tell them you just moved in, ISPs do recycle IPs

>> No.1630989
File: 58 KB, 640x544, 0c7c1ca56da7.jpg [View same] [iqdb] [saucenao] [google] [report]

>Download some wads to play through
>Load them up with SmoothAnimations
>Gonna play through the good old fashioned way
>No fancy gameplay mods
>Few maps in, get bored to death of the gameplay
>Realize soon after that it's really hard for me to get enjoyment out of vanilla gameplay
>Put on Brutal Doom SE and my enjoyment skyrockets
I don't know how I should feel.

>> No.1630993

You are too used to enemies being more aggressive.
Try playing with Fast Monsters.

>> No.1631001

I don't think it's so much that. I really don't play with Brutal Doom that often. It's that some of enemies are... Just kinda boring bullet sponges. Running circles around an enemy and unloading into them for a minute is kinda boring.

>> No.1631004


You want to be able to go through monsters quickly.

>> No.1631005

>Unloading into them for a minute
Switch guns?

>> No.1631008

H-Mod really needs a changelog.

>> No.1631012


HMod had a changelog in its release post.

>> No.1631020

Yeah something like that. I don't necessarily mean I want it to be easier, but in Brutal Doom, the tougher enemies seem to go down faster, but still offer a nice challenge to make up for that. The vanilla enemies are predictable, and kinda boring to fight for the most part.

>> No.1631025

>Tougher enemies seem to go down faster
That's because of the head hitbox.

You can kill a Baron in a single Super Shotgun blast or two rockets.

All the Brutal Doom weaponry is considerably stronger than it's vanilla counterparts.
Super Shotgun is 4x stronger at point blank.

>> No.1631027

Get stronger weapons
Play on UV
Play something hard like Plutonia 2.

>> No.1631031

On regards to vanilla monsters, I wish pinkies would go down after 2 shotgun blast consistently like in BD. It feels better imo.

>> No.1631032

You can edit that yourself by giving shotguns 8-10 pellets instead.

>> No.1631037 [DELETED] 

Gee wizz, thanks for the fucking link.

>> No.1631041 [DELETED] 

You're fucking welcome.

>> No.1631043

>I wish pinkies would go down after 2 shotgun blast

But they do in vanilla. All you need to do is to aim right at the middle of their eyes so the pellets land entirely on them. Try shooting right when their second attack frame plays

If they don't, switch2pistol, it's not that hard

>> No.1631047

but vanilla weapons switch is slow as fuck and shells are plentiful
why the hell would you switch

>> No.1631048

Two shotgun blasts are barely able to ever kill them due to RNG.

Doesn't matter what frame you attack them on, the math says it's a rarity.

>> No.1631051 [DELETED] 




>> No.1631053

>the math says it's a rarity.


>Killing a Demon/Specter in 2 shotgun shots
>1 in 3.2

Not Eric_, blox, ijon or marrub, but git gud

>> No.1631058 [DELETED] 
File: 39 KB, 485x323, 1347665095445.jpg [View same] [iqdb] [saucenao] [google] [report]


You coulda tried saying please and used some manners, fartknocker

>> No.1631060 [DELETED] 
File: 42 KB, 498x498, 10455228567.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1631061 [DELETED] 


>> No.1631067

>why the hell would you switch

To save ammo, of course. Try playing this WAD, for example


The author warns the player in the txt "to use ammo wisely" but in reality there's more than enough ammo to go on in both maps (even in pistol-start). If you actually run out of ammo during the second map you're beyond salvation.

>> No.1631071

1 in 3 isn't very common considering how many times you're dealing with them.

It's certainly smaller than 1:1, and Chainsaw/Chaingun will always kill them faster if Super Shotgun isn't available.

>> No.1631082
File: 19 KB, 400x300, easy_mode.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1631087

judas priest - tyrant

>> No.1631095

>what is "every single gameplay mod known to man", alex

>> No.1631096


what is The Space Pirate?

>> No.1631104

what is Project MSX?

>> No.1631105 [DELETED] 




>> No.1631109 [DELETED] 

Yeah, we're all gay so we don't pay attention to H-DOOM. Maybe if there were some manly he-demons to get raped by we'd have the changelog for you.

>> No.1631113 [SPOILER]  [DELETED] 
File: 20 KB, 400x400, 1400461072783.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1631116 [DELETED] 

Bro, found it don'tcha worry now.
+Removed all types of sex (Player must now go through 2 years in real life time to get married and then proceed to have sex in missionary) Remember. This is a Christian image board!
+Dressed all demons in nice, classy, unrevealing uniforms
+Removed all guns, replacing them with boxes of chocolate and roses
+All humour gone, fun wasn't in the Bible!
-Level 2 has a glitch next to the corner wall in the blue key room, fixed next update

>> No.1631117 [DELETED] 

Stop oppressing me straight scum

>> No.1631120 [DELETED] 


>> No.1631121 [DELETED] 

Im not going to stop until one of you stubborn manchildren gives me it. I couldn't find it in foolz either.

You actually took time out typing that instead of giving me the real thing? Fucking pathetic.


Incredible how childish people are, you insult them and they go out of their way to deny you what you want. Human nature is disgusting.

>> No.1631130
File: 1 KB, 56x50, I have no idea what I'm doing.png [View same] [iqdb] [saucenao] [google] [report]

Had a friend help me recolor the ball again to match the gauntlet's color scheme and I made a quick weapon icon

what do you guys think?

>> No.1631132 [DELETED] 

it took me a singular minute to find it from this board to the archived post
look for it yourself

>> No.1631135

Looks pretty good. Reminds me of the SMW sprite for some reason.

>> No.1631136

Bit late for that, considering he admitted he did it with
><Jenova> the person was changing names to other players so they couldnt votekick him
><RipandTear> yeah that's pretty much all that was, then the guy called me a "faggot"
><RipandTear> so I felt like that was well reason to piss him off

And the pissy attitude doesn't garner sympathy, either.

>> No.1631139

Looks nice.

>> No.1631140

one of the guys working on it is the same guy that did pol.wad so it might happen if we bug them enough

>> No.1631142
File: 1.85 MB, 500x500, give.gif [View same] [iqdb] [saucenao] [google] [report]


Holy shit you're right, I see it now

>> No.1631143
File: 165 KB, 540x540, Silly.jpg [View same] [iqdb] [saucenao] [google] [report]

The only enemies in Brutal Doom that strike me as being bullet sponges are the Cyberdemon and Spider Mastermind and they deserve to be. Even Barons go down quickly if you use strong weapons.

>playing Gotcha! in Brutal Doom
>sit down to watch the Cyberdemon vs Spider Mastermind fight
>mfw 30 seconds in and they're still going at it

>> No.1631154

Mastermind and Cyberdemon don't feel like bullet sponges though.

But maybe it's because rockets and plasma to the face helps.

The reason the Gotcha fight goes on for so long is because the Cyberdemon aims at the Mastermind body, which takes very little damage.

>> No.1631157 [DELETED] 




>> No.1631158
File: 1.52 MB, 356x200, 201321_v0_600x.gif [View same] [iqdb] [saucenao] [google] [report]

m12-hdoom_techdemo4.pk3 changelog:
* erased entire changelog to piss off one dude
* went back home
* had a beer
* got laid

>> No.1631165

I love that vid. Po-ju is great

>> No.1631167

>>I wish pinkies would go down after 2 shotgun blast consistently like in BD

>> No.1631179


>> No.1631181

I feel you, but you have to remember that this game has been out for 20 years, it's perfectly okay to feel like you're getting bored. I do all the time! Don't feel the need to play the game how you're expected to play it, play like you WANT to play it. If that method involves putting in Brutal Doom or whatever you're feeling up for, don't feel like you're doing it wrong. Mods exist for a reason.

>> No.1631185

I totally have plans for this, I'm serious! I have like a micro-Zen Dynamics or Action Doom 1 feel that I want to go for but it'll take some time and the mod needs to be more content complete before we really start that sorta thing.

>> No.1631189

Yeah you're right, I've been playing Vanilla for so long now I'm just incredibly bored of it. Not that I don't like playing it once in awhile, but lately I've been getting the most enjoyment from mods like BD or MSX, or what have you

>> No.1631194

Yeah, I agree with you. Doom is my favourite game of all time, but even I get bored of vanilla. But that's the beauty of Doom, all the mods and levels to play through, and then when you play a bunch of those, you want to play vanilla again, and by the time that happens, a whole bunch of new mods are out.

>> No.1631196


Metroid: Dreadnaut.

>> No.1631198

I like Vanilla Doom a lot when it's focused more on smaller but challenging encounters.

I really don't enjoy vanilla Doom gameplay so much when it's just a wall of HP coming at you like in Slaughtermaps.

>> No.1631201
File: 9 KB, 300x225, 1399242546475.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the funniest wad that you guys played through recently? Just finished up playing the /pol/ wad and got a few good yuks out of it.

>> No.1631202


That's a Zandronum mod, though.
I still emphatically agree.

>> No.1631203

Doom II Redux

>> No.1631206

What is Buttpain

>> No.1631212


Pirate doom, and the extreme weapons pack, also Lelweps

>> No.1631221
File: 913 KB, 640x320, flail's ready I think.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, got the icon in and new sprites up. I think this one's done

>> No.1631227

Can we use that cool ass arm cannon in v0.9? Not a fan of the wand.

>> No.1631234


Not yet, but that's why I started on the arm cannon and then got both Mike and Sgt Shivers to help me make a rad as fuck replacement for the wand, now that I got the utility function done, now it's time to start working on new sprites for the sub-shots and to retool the cluster missile.

I kinda want a few more unique muzzleflashes for the arm cannon but shivers has already done so much for me.

also do you not like the wand cus of the sprites or the fact it doesn't fit Blaz's character? Cus the wand will be returning for my wizard dude

>> No.1631238

>now it's time to start working on new sprites for the sub-shots and to retool the cluster missile.
>even more delays

Why do you hate us?

>> No.1631241
File: 34 KB, 500x500, meanwhile in anor lando.jpg [View same] [iqdb] [saucenao] [google] [report]

>got laid
Was she qt~?

>> No.1631246

I'm curious. What gave you the idea to make this wad?

>> No.1631247

Not him but the wand is kind of dinky looking and it probably wouldn't look much more intimidating on a mage dude.
It would fit more on a wizard as long as he has a staff to choose from too. Staves are always cool.

And dual wielding staff and wand together of course

>> No.1631249

I'm having a small mapping problem. I'm not quite sure what length to put in a, say, 5-10 wad?

I've seen some simple, and some complex, but I guess I'm asking about capturing the feel of progression; not just in terms of ramping up the weapons/monsters, but making the player, themselves, feel as if they're moving through this scenario you've created... just as a small first map?

>> No.1631251


That's been on my to do list for awhile dude, right now the cluster missile is just a static explosion that explodes several times over. I'm gonna make it scatter little bomblets that carpet bomb an area.

Do you want a mod now or a mod done right? Waiting sucks but at least I'm keeping you guys posted, here's what I got left:

>make some cool wooshy clangy sounds for the arm cannon transformation (this one is easy)
>Get more physical looking sprites for Blaz's spells
>Create some help pages
>get a new font
>Get player sprites for Blaz

I don't like keeping people waiting but I wanna make this shit good.


Honestly the idea struck me a few months ago, and originally it was just a 4 weapon mod where the first two weapons would generate ammo for the other, stronger weapons. Then someone said they wanted more weapon options, so I added subweapons and decided to go full Capcom and then it kinda just blew up into what it is now. You can thank Scroton for the transformation idea. Actually you can thank him for a lot of shit involving GMOTA seeing as he's answered a lot of my dumb questions.


Hm, well I could always nix the transformation stuff and just give him the spike staff with a variety of spells to do harm. Samson is a ways off so I got time to mull it over.

>> No.1631252

Nah, transforming is fine.

My issue is more with the concept of wands itself.
Wands are just made to be dinky.

>> No.1631257

Interesting! How far do you intend to go with this mod?

>> No.1631260

Not him but it looks and feels puny, even if it's pretty damaging.

>> No.1631273


after v1.0, I wanna add more playable characters, another 2 for sure, and a scoring system. if I can I want to squeeze getting points in v1.0

After that, anything I add will be a result of an idea striking me and I go "I WANT THAT SHIT IN GMOTA" or if someone else says "Hey here's this fucking cool thing, you should put it in your mod, you dilweed."


well, like I said, Samson is a way's off, I could always look into getting a new magic weapon for him later.

>> No.1631353

/pol/.wad is really fun, while /g/.wad is really depressing but still had some laughs at it.

>> No.1631408
File: 494 KB, 500x374, science.gif [View same] [iqdb] [saucenao] [google] [report]


>close tityAsh

>> No.1631414
File: 29 KB, 400x400, 1358863317062.jpg [View same] [iqdb] [saucenao] [google] [report]


God damn it I was hoping you'd ignore that. I'm not good with perspective fuckery, and I feel if I just expand the sprite out it'd look like shit.

>> No.1631608

Didn't see new thread post...

>>1631303 (You)
All right. Nice. Only thing I didn't like was the stairway was a little steep. Other than that: Ace.

How would I know there was no cyberdemon if I hadn't played it?

>> No.1631614

Not him. I would like a mod that made enemies more aggressive, and with better AI/movement. Like imps could pull a doom 3 and climb up walls, and zombiemen might charge and pistol whip you if you're too close. Maybe pink demons could actually chase you when they charge you, like the way L4D enemies charge you... carrying weight on their turns and with better leading...

That's what I want from Doom 4. Doom, but with more aggressive/better AI (actually good AI, not scripted shit). That. Modding ability. Decent move speed. Varying level tone. Some scary, some slaughter, some gimmicks...

>> No.1631621

>Screw these cacos.
wow, okay, you're very good. you must be a professional from the demos forum. i (>>1629626 >>1629629 >>1629630) expressely discounted the possibility of leaving the cacos alive because they ate me when i was trying to get back up the lift. i would try to improve my run but i would never get it down to 1:06, that's amazing.

>> No.1631625

Still /r/ing SMASH AND BASH ft. Ness&Jeff, if anyone would be so kind

>> No.1631659

It looked like he was playing keyboard to me too. But I could be mistaken.

>> No.1631668

Best advice ever here: Switch it up.

The first couple maps should get increasingly large and complex as they go. For the first map, don't use any keys or only use one. For the second, only use two. For the third, use all three, but make one of them optional. (Take this as you see fit--either make one area optional and hide the key somewhere, or make it a choose-your-path style thing where the red or blue key will both take you to the same area but through different paths), and go all-out and require all keys for the next one, with some cool non-linear progression thrown in for good measure.

But then--stop! This is where you dial it back and give the player a breather. A simpler map that's concentrating on blowing enemies apart in a smaller environment, or a "gimmicky" map would work great. By "gimmicky," I mean a map with a simplistic idea or goal, like Dead Simple, or an idea for map I've always wanted to make called Wifebeater. (It's a map entirely of Pinkies where you spawn on top of a Berserk pack, and there's pretty much nothing else.) This lets the player take a breather (so to speak) and relax a bit on the exploratory and complexity side.

IMO if you're doing anything bigger than 4 levels you should ALWAYS have a secret level. Secret levels are cool, and it's a great excuse to throw a wrench into things and make it harder on purpose.

Also: Watch how you dole out the weapons and ammo. IMO you shouldn't even give the player the shotgun on the first level and shouldn't have any sergeants (unless you're playing on UV--make good use of them difficulty settings, kids!). You also do not have to strictly design your levels linearly--i.e. you don't have to build MAP01 first, you can build it second or third or even last. MAP04 does not need to have been created after MAP03 but before MAP05. If you're having a problem envisioning how you should progress next, skip a few steps ahead. Make your "last" level first, and then go backwards from there.

>> No.1631675

> and that the linedef tags and sector tags match up
You don't need to tag door sectors or linedefs if you're just making the door openable regularly; only if they're opening via switch or walkovers. Yes, seriously.

As for remembering to do that...DB2 has "New Tag" and "Use Unused" buttons right next to them. Create new, and then go do the sector that is the door and hit "Use Unused" or whatever it says.

Oh and you're constructing them fucking stupid. Draw the inset wall piece first, then copy and paste that twice (connecting them each time) so you have one sector that's connecting to your room, the door, and then another sector that's instantly the start of your next room. Piece of cake.

>> No.1631749


oh man I am impressed from these demos, makes me feel all tingly inside seeing this rushed map of mine get speed runned

I never expected the rocket launcher jump could have that much reach.

>> No.1631771


as of now, all the 200 minutes submissions i have. i count 13.

>> No.1631773

>IMO you shouldn't even give the player the shotgun on the first level
But pistol feels like shit.

>> No.1631774

Chainsaw or berserk are what I use. Or maybe the RL with no spare ammo so the player has to group the monsters.

>> No.1631776

>Chainsaw or berserk are what I use.
>the RL with no spare ammo so the player has to group the monsters
That sounds fun!

I remember one map where you had to use pistol for relatively long time - the first map of Going Down; it was okay. Recently I downloaded some wad that expected my to kill lots of imps with a pistol, and it was just so unfun.

>> No.1631781
File: 85 KB, 800x850, 1314030394288.jpg [View same] [iqdb] [saucenao] [google] [report]

Where did "Stronghold: On the Edge of Chaos" get all of it's skyboxes?

Are they in a resource somewhere?

>> No.1631795

Ok, I'm only on the second level...

but Pirate Doom is the best Doom wad I've ever fucking seen. Period. The gameplay, the new artwork, the new effects, the new weapons, the fucking hilarious humor, and the nostalgia: holy christ.

>> No.1631804

Same here. Thanks for keeping track. I just have a folder and a txt file of notes.

>> No.1631805
File: 53 KB, 588x508, 1335345636045.jpg [View same] [iqdb] [saucenao] [google] [report]

Well I just opened up the Pk3 and found them on my own, odd as I was expecting more.

It's a longshot but is anybody familiar with Marathon Rubicon? I'd love to see where it got it's skyboxes from, one of them was fucking great.

>> No.1631813
File: 2.93 MB, 320x240, sneek2.webm [View same] [iqdb] [saucenao] [google] [report]

next crappy 200min wad webm, this time for Sneek.wad (>>1625094 https://archive.foolz.us/vr/thread/1621109/#1625094) in 1:33

i was dubious about this at first because the whole map seems based on the partial invisibility blocks monster wakeup mechanic from zdoom, but more importantly the demons/mancubus crowd around the base of the lifts and block you, but i realised i could grab the plasma, and go back up to clear them out first time around. the barons are still awkward but fortunately there are just few enough for 300 plasma cells to do the job. the preceeding lift is slow, and has a missing texture at the top of it.

>> No.1631815

>crappy 200min wad webm
uh, ahem, just to clarify, i mean the webm is crappy not the wad! oops.

>> No.1631883

The only problem I see with that map is the misplaced SPARTAN2 textures where he forgot to change them from default.

>> No.1631907

linedef 60, back side, upper texture, you only happen to see it if you turn round and look back at the lift when you get the berserk box

>> No.1631909

I need some .wads to play to get the most out of MSX

>> No.1631938

It's fucking great isn't it?
And there's more to come I think.

>> No.1631973
File: 1017 KB, 3000x1944, space (2).jpg [View same] [iqdb] [saucenao] [google] [report]

What kind of stuff would you expect to see in a level set in a space station?

I got
>beeping noises
>looks outside

Don't get toooo specific though.

>> No.1631974


>IMO you shouldn't even give the player the shotgun on the first level and shouldn't have any sergeants (unless you're playing on UV--make good use of them difficulty settings, kids!)

That entirely depends. If your first level is a Par 30 introductory snapshot, like Hangar and Entryway, then fine. But anything longer than that, and the shotgun MUST be available in a secret, at the very least.

Mainly it's essential to give the shotgun early because otherwise you're not going to be able to have any enemy variety- Imps, former humans and pinkys are like a holy trinity of pressure, projectile avoidance and target practice, but in a level where you can only sensibly use the two weakest enemies, shit gets boring very fast.

See: Knee Deep In Zdoom. The first level, something that should be 2 minutes of headbanging to dat music, becomes 15+ minutes of BLAM, BLAM, BLAM, BLAM, BLAM. That just ain't Doom.

>> No.1631980

>Knee Deep In Zdoom. The first level

Not who you're talking to, I thought you got a decent gun pretty early in that level?

>> No.1631982

see also dvii which intentionally replaced its pistol with something faster

>> No.1631983

Rewatch Alien.

>> No.1631984

just a finished version of adessa.wad

>> No.1631987


The shotgun is there as a secret, but you are still required to kill something like two dozen imps to get to it. It's the gameplay equivalent of a song that opens with 32 bars of the same 3 note riff, it's tedious.

>> No.1631994

>See: Knee Deep In Zdoom. The first level, something that should be 2 minutes of headbanging to dat music, becomes 15+ minutes of BLAM, BLAM, BLAM, BLAM, BLAM.

Z1M1 was a HUGE turnoff for me. Trying to kill the Shadows with just the pistol is just not fun. I could deal with shooting at the cramped imps and zombiemen but...just no

And while we're at it...


>beeping noises

Do yourself and your map a favor, and do not pick any sound effect from R667, because it seems that there's no other god damned sound effects other than the ones that have been used in KDIZD. One of these days that sparking sound is going to drive me nuts

>> No.1631995

Does anyone have the Hokuto no Doom wad? It disappeared from everywhere.

>> No.1631997




>> No.1632001
File: 795 KB, 800x600, 1334245743064.png [View same] [iqdb] [saucenao] [google] [report]

Ah right, I get you now.
You're right on the pistol though - that thing is fucking tedious as hell. One thing everybody agrees that Brutal got right was to replace it with the rifle.

I don't mind that KDIZDs first level was really long though, I'm not looking to fire through it as fast as I did E1M1 all those years ago.

>> No.1632003

>Do yourself and your map a favor, and do not pick any sound effect from R667

R667 has some kickass resources (especially textures) but yeah you're probably right.
Besides, we've got everything on Freesound.org and there's like.....a gajillion sounds there.

>> No.1632006

Thanks, it was mostly uploaded on Megaupload so I didn't even search there. I feel like an idiot

>> No.1632034

I think that Burl Tumd got it better by having a pistol that could fire as quick as you could shoot.

>> No.1632035

Not a bad idea either, though I imagine it's entirely outclassed by the chaingun.

>> No.1632036

What is Cyberrunner

>> No.1632038

Its a tradeoff between a superfast fire rate or ammo conservation.

>> No.1632041
File: 21 KB, 300x287, veryinterestingfilename.png [View same] [iqdb] [saucenao] [google] [report]

The sole purpose of killing pinkies near magical lift is to clear area so I don't kill myself with rockets off random bulldemon getting in my face. Cacodemons are infinitelly tall, so is rocket's splash damage. Original idea was to kill one-two cacos blocking the elevator with wonderful engine quirk and block it out myself because fat cacos don't fit in the elevator when player stands in the same position shown in demo. Actually, I got very lucky with their position. RJ was easy because target platform is low enough (judging by eye though).
Intented route is horrible. Player has to crawl through passageway or he'll get stuck with platforms being too low to make it to exit.

>> No.1632042


I know this conversation is over but it's surprising how much a difference in power adding 1 extra pellet and an accuracy tweak to the shotgun can have

>> No.1632047

>fact it doesn't fit Blaz's character
This. Running around with a bad-ass sword cutting demons in half is awesome, but then when you switch to the wand, it feels out of character. It's relatively boring (IMO) when compared to the sword, so I never use it, but the gauntlet looks really fun so I'm gonna use the gauntlet way more.
The sprite itself is fine, it'd look really good on the mage, just it doesn't suit Blaz IMO

>> No.1632050


I'm all about the awesome dual-wielding wand+staff idea. You could get a lot of mileage and variety out of a weapon like that, and it's one way to make the mage feel as badass as the swordsman.

>> No.1632120

I think I've fixed it since. took 10 seconds

>> No.1632139

He also didn't do any DOORTRAKs.

Am I the only one who designed his map by doing each individual room and fleshing them out more or less sequentially? I guess I was more worried about making my map look good since I have a firm grasp on gameplay concepts.

>> No.1632142

doom speedrun at the srgmarathon twitch channel if anyone's interested

>> No.1632157
File: 213 KB, 1276x719, vr runs this shit.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1632160


the intended route was where I ran out of time

>> No.1632169

that's great, thanks for the explanation.
>cacos don't fit in the elevator when player stands in the same position shown in demo
i thought this would be thwarted by the same engine property you just exploited - i.e. that caco bites, like rocket splashes, also ignore height. but writing this now i'm not sure and will have to go check.

>> No.1632182

So I just finished Steam version of The Ultimate Doom for the first time in my life, I never actually played through the third episode, not to mention 4th but it was a blast. What's the best Doom source port there? I don't need anything fancy like Brutal Doom, just regular stuff.

>> No.1632185

Whoever gets there first blocks the others. I'd imagine it was just lucky AI behavior that got the caco not blocking the elevator at that exact moment.

>> No.1632202

Depends on what you want. ZDoom will generally look better but can change certain behaviours--although there are options to fix that. PRBoom is the best Boom-compatible sourceport right now that doesn't have major feature changes.

Avoid bullshit like Doomsday and Eternity, they suck

>> No.1632209
File: 363 KB, 3328x1872, gaben1.jpg [View same] [iqdb] [saucenao] [google] [report]


This is a "Lore in a minute" video for Gabe Newell.

Didn't know DOOM actually had that much of an influence on him.

>> No.1632221
File: 15 KB, 110x500, sightblock.png [View same] [iqdb] [saucenao] [google] [report]

i think the ones still at the top don't attack because, when you are hugging the back wall of the lift, their line of sight to you is blocked by the floor.

>> No.1632229


So PRBoom if you want most true to the core experience?

>> No.1632230

>Avoid bullshit like Doomsday and Eternity, they suck
what makes you say that? i think eternity is pretty good, it has freelook and jumping and other advanced features, but also remains vanilla-compatible, unlike certain other engines you mentioned. also it respects my freedoms by not forcing use of a magic non-free binary blob (fmod).

>> No.1632232

No, Chocolate Doom if you want most true to the core experience.

>> No.1632235 [DELETED] 


>could I suck gabens cock any harder

Don't think ya could.

>> No.1632240

How is this dick sucking?
Shitposting is against the rules.

>> No.1632243



Ugh, fuck.

I actually redescovered Doom because of this engine, back in 2004 or so, after a PCGamer issue featured it. Dat dynamic lighting etc :3

However, I tried using it again a while ago, and I have to say... Fuck me, what the hell is that shit. Plays at about half the speed Doom should, the mouse has about half a fucking second of delay, the sound is terrible, it's like they couldn't do anything more wrong.

>> No.1632245


Meant the video.

>> No.1632246
File: 80 KB, 649x978, 1350544463280.jpg [View same] [iqdb] [saucenao] [google] [report]

GZDoom for singeleplayer.
Zandronum for multiplayer.

Others have other preferences but those are mine.

>not that I actually play multiplayer

>> No.1632247

Oh right.... yeah it's kinda dicksucky.

>> No.1632259

Shotty isn't in a secret I think.

>> No.1632264

Well, yeah, if you want to just play the original levels over and over again, with a resolution that never exceeds 320x200.

If you want to play any major mapset made in the last decade and a half (or more) then you're going to need some kind of Boom-compatible port.

>> No.1632269

>PRBoom is the best Boom-compatible sourceport right now that doesn't have major feature changes.
What about PrBoom+?
GZDoom for SP, Zandronum for MP.
GZDoom has support for most mods, can be made to look oldschool with just a console command, and comes with mods for dynamic lights and brightmaps if you want to use them.

>> No.1632272

>What about PrBoom+?
these days its very rare that when someone says prboom they actually mean prboom not prboom+

i always assume they mean prboom+ unless the speaker is someone i know knows what they're talking about ;-)

>> No.1632331
File: 364 KB, 1360x768, gzdoom 2014-05-19 20-56-34-78.png [View same] [iqdb] [saucenao] [google] [report]

Is it even possible to kill those fuckhueg spiders?

>> No.1632335

You've got a BFG, man. Just run right up to the fucker and take a shot at point-blank.

>> No.1632338

It is possible actually.
You just have to master the art of circlestrafing and swingshots.

>> No.1632339

Good luck with that, motherfucker is OP as fuck. He just fires his lazors at 666 lazers/s and I am toasted.

>> No.1632345

Swingshots are bullshit; they work but not for the reasons you think they do

>> No.1632346

I remember encountering something similar earlier, that shit ate a lot of my ammunition and I just got bored anyways and quit spoonfeeding him bullets.

>> No.1632347

What's swingshots?

>> No.1632382

Just stand back where you can hit him but he cant hit you and lay into his ugly ass brain with your plasma rifle. I just played that level on BD and it didnt take too terribly long

>> No.1632416
File: 369 KB, 1024x768, Screenshot_Doom_20140519_143103.png [View same] [iqdb] [saucenao] [google] [report]


early early early early early early in progress

>> No.1632417

>demonic names

>> No.1632419

Basically it's a "technique" which involves swinging around when you use SSG blasts; it was developed mostly in deathmatch. It turns out all it does is change the angle of your shots which messes with the spread and supposedly makes you do more damage because the pellets don't spread the same way they normally would if you just shot them straight on.

>> No.1632439

So they won't be hostile on-sight?

>> No.1632446

It depends on the actor used - so you can have VN-talkable NPCs in addition to regular enemies.

Obviously, we need to fix the image offsets and make the interface graphics + font, but the code's there.

>> No.1632451

this is going to be hilarious

>> No.1632458

that's latin for "i came", you pervert.

i love that there are /doom/ denizens who are classically-educated.

>> No.1632467

veni, vidi, veni

>> No.1632471

i've never really understood how that's meant to work. the weapon's code doesn't suggest that spinning round while firing should affect the buckshot pattern.

>> No.1632475

This is the best thing ever

>> No.1632525

After playing Zen Dynamics (not entirely, I'm at the final boss right now) I can easily say that it's one of my favorite wads so far.

>> No.1632542 [DELETED] 

Fantastic. Onwards to making the glorious demon sex simulator that the furries stopped CoC from becoming.

>> No.1632548

It DOESN'T. The technique produces exactly zero difference in spread. What it DOES do is make it more likely you'll catch the opponent at an angle, and due to how hitboxes work in DOOM that means you'll have a larger area for your shot to hit.

>> No.1632551

Yes. The original Doom only has two cyberdemons in it, and one of them is a boss. Overusing cyberdemons is a common newbie mistake, and unless it's a gimmick wad like Cyberdreams, I'd rather have no cybers than too many.

>> No.1632557

/v/ pls go

>> No.1632559

The way Doom 3 used Cyberdemon was downright appaling.

>> No.1632564 [DELETED] 


You just know someones going to claim this is furry though.

>> No.1632572 [DELETED] 


People have already claimed this is furry.

>> No.1632607 [DELETED] 


From the very moment I read "no one has done it before" not too long ago, I almost knew it was going to be a VN, and also at the same time I just KNEW the one person that was going to have a stroke after discovering it


This dude

Back2topic, I wish you all the best of luck, I know you guys can pull it off

>> No.1632620
File: 1.87 MB, 331x197, romero logs into -doom- and sees new hmod update.gif [View same] [iqdb] [saucenao] [google] [report]

i want to rip and tear her obliques
should be a reference model for the imp in hmod


>> No.1632671

Is there a list of DoomRL Arsenal assemblies anywhere? Some of the stuff from the DoomRL wiki doesn't work and I guess there are some that aren't on there like the mother-in-law.

>> No.1632672

Yep, sure is. Just look at the source.

>> No.1632717
File: 57 KB, 589x455, Duke_Nukem_.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1632782
File: 111 KB, 960x720, RetroArch-0518-002756.png [View same] [iqdb] [saucenao] [google] [report]

>Original music
>Original main menu
>PS1/Jaguar level layouts
>PS1 lighting
>PS1 enemy placements
>PS1 balancing (eg. armor/life shards = 2)
>Original level layouts
>no saving in level, only between (ps1 style)

So how do I do this? I guess you edit the PS1 Doom TC and use that as a base.

>> No.1632785


>original level order

>> No.1632792
File: 15 KB, 351x314, doomguy waving arms.jpg [View same] [iqdb] [saucenao] [google] [report]

I have:
Back to Saturn X
Cold as Hell
Deus Vult 1 and 2
Hell Revealed 1 and 2
Knee Deep in ZDoom
Memento Mori 1 and 2
Pirate Doom
Scythe 1 and 2
Swim with the whales
UAC ultra
and Unloved.

Which one should I play?

>> No.1632795


all of them; leave KDIZD in last

>> No.1632797

I meant which one should I play first.

>> No.1632803

Wait, wait, wait.
What's going on here?

>> No.1632808
File: 27 KB, 300x304, cyberdemon shoot wall.png [View same] [iqdb] [saucenao] [google] [report]

>People with text chat binds in Zandronum

>> No.1632809

How do I run the iwads like brutal doom? just placing them in the zdoom folder doesn't work

>> No.1632812


Drag and drop method. This is the lazy way.

The proper way is to add to the auto-load in the zdoom.ini file.

>> No.1632813

Don't even try the Quake games, then. Seriously, that shit's everywhere in these kinds of multiplayer.

>> No.1632819

>not binding "sit down, nerd" to M1 so you can say it every time you railgun someone

>> No.1632827

PSX Doom TC maybe?
Use autosaves only for your saves, or even just save at the very start of a level?

>> No.1632828

>brutal doom

Anyway, do yourself a favour and go get Zdoom Launcher or use the single player features of IDE or Doomseeker. If you're gonna be playing a bunch of mods and maps, maybe saving along the way, it'll save you a ton of sorting/dragging/dropping.

>> No.1632830
File: 34 KB, 1035x604, fold.png [View same] [iqdb] [saucenao] [google] [report]

...and where it is?

>> No.1632835

Boot GZDoom up. If one doesn't exist, it should make one in that folder.

>> No.1632840

Wait a second



How do you even have a /vr/ mod (which is a pk7) in your Doom folder and you ask about loading Brutal Doom (pk3) with X map? Knowing that mods could also be PK7s inherently correlates with the fact that someone knows how to load maps + mods at the same time

>> No.1632843

>have hi and gg as a bind
is there something wrong with that?

>> No.1632848
File: 54 KB, 1600x900, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Alternatively, you could download IDE and use the singleplayer tab to setup wad. pic related

>> No.1632850

As long as you don't make it obvious that you have them as binds, then it's fine.

>> No.1632857

In the process of implementing a VN system for HDoom (and levels are being made with it in mind)

>> No.1632865

So I can really play as Doomguy in High School?

>> No.1632868

I don't see why it's wrong to even have them as binds in the first place, sure it's lazy not typing it out and all but hey, it's convenient to just hit the button and have a binded key do the little work for me, as long as it's not some "turn 180 shot rocket behind me and turn instantly back where I was just going" yes there are some faggots out there that actually had that bind and they were tournyfags

>> No.1632880

It's useful for communication. I like to say "yes" or "no" without having demons/other players destroying my asshole.

>> No.1632890

Well, that's certainly a thought. Gonna have to ask Mystical for school clothing variants of the demon-grills.

>> No.1632894
File: 169 KB, 1280x1728, 1399007737144.jpg [View same] [iqdb] [saucenao] [google] [report]

we already have revenant

>> No.1632897


As in use a wad editor and look at the code? I have no idea where to start, but when I get off work I'll try to figure that out and make a pastebin for spoonfeeding purposes.

>> No.1632909

>touch fluffy legs
>Player was splayed by a Hellknight

>> No.1632914


Maintenance machinery/equipment
Exercise rooms
Engines for vectoring, maneuvering, or what have you/engine rooms
Computer mainframes or data centers
Stasis tubes
Docks and bays
Vehicles for outside maintenance
Life support rooms (oxygen supply, plants, etc.)
Medical bay
Quarters or bunks
Entertainment areas (see exercise areas)
Dining areas

>> No.1632919

>big computer
>lost UAC machine
>ridiculous amount of crates
>some demon gateway

>> No.1632959

See those rooms where you have to wait like 30 seconds to inside for depressurization or whatever ? Add something so you enter through that and as soon as you open the door a lot of ennemies appear, that's already a pretty nice intro.

Anyway, add the generic vending machines and an obscenely high amount of crates, maybe security robots or whatever, 6953565 916

>> No.1632960

So I got a shitton of wads on my backlog as you can see in >>1632792
Gimme some good gameplay mods to play them through please!

>> No.1632963
File: 214 KB, 800x600, Screenshot_Doom_20140519_161038.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1632994

You'll be fine, man up.

>> No.1632998

Are there any good wads that remix doom's music?

>> No.1633001


dunno if you've already decided, but play Deus Vult 2

i completed it vanilla and it was fantastic, just make sure you choose to go to hell in the last level...

...it lets you play Deus Vult 1 as one huge super level

>> No.1633003

>Infinite napalm rockets and lava armor
>Probably decked out with other good marine shit
They never stood a chance.

>> No.1633019

I actually am in "Hell". I stopped playing around that time, I still got the save though. Played through it with Accessories to Murder.

>> No.1633074

Which monster would you eradicate from existence?

>> No.1633082

pain elementals
they do not contribute anything to the enemy roster, they're just annoying assholes

>> No.1633086

None of them.

Doom doesn't work anymore if you remove any of those monsters.

>> No.1633087

Pain Elementals force you to play at a pace that isn't your own

>> No.1633095


SS Nazi

Just to be drowned by the tears from DeHackEdfags

>> No.1633114


>> No.1633124


Spectres and Hell Knights. Boring and lazy recycling of enemies, new ones with new gimmicks should take their place.

>> No.1633135

I disagree. Spectres could maybe be resprited or something, but they do have a place. Hell Knights do too, they added them because Barons had a lot of HP but weren't really dangerous.

>> No.1633140

>Spectres could maybe be resprited or something

Make them like cockroaches, fast as fuck

>> No.1633150


>> No.1633158
File: 351 KB, 1280x720, Screenshot_Doom_20140519_213233.png [View same] [iqdb] [saucenao] [google] [report]

I just finished up Vrack and Equinox. Are there any other really good super-sci-fi-esque levelsets out there?

I don't mean like "oh any techbase is pretty much sci-fi", I mean like out in space and shit.

>> No.1633161


>> No.1633163

My dads old circa 1996 wad has a space ship level. And a giant walker mech, though it doesn't move. Just looks neat. Or did for the time anyway. Tons of great mappers these days. Older wads tend not to hold up.

>> No.1633173

Hey /doom/, I just "finished" working on a map and I thought I'd drop it off here in case anyone wants to playtest it for me while I go to bed :3

Nothing amazing, and it's meant to be map 01 of a mini-episode I'm planning, so I'd like input on how the difficulty balance feels for a starting map. For best results, use ZDoom, because I haven't tested it in much (anything) else.


Night /doom/, happy blastan.

>> No.1633182
File: 100 KB, 640x480, 1396237726505[1].png [View same] [iqdb] [saucenao] [google] [report]


Demonicron has that


>> No.1633192

yeah but it sucks

>> No.1633193



>> No.1633218
File: 356 KB, 1920x1080, Screenshot_Doom_20140518_134143.png [View same] [iqdb] [saucenao] [google] [report]

I wonder what could be done to make pinkies a more threatening enemy? Other than swarming you, they really have no chance against you, especially if you have a chainsaw or SSG.

>> No.1633224

With pinkies, like all low rank demons, it's PLACEMENT PLACEMENT PLACEMENT.
A pinky from the front? Who cares.
Two pinkies from behind blocking your only cover while an arachnotron opens fire from in front? Now THAT's a threat.

>> No.1633230
File: 62 KB, 640x480, Screenshot_Doom_20140519_210345.png [View same] [iqdb] [saucenao] [google] [report]


First things first, what's the map format?

Not bad for a first map, I could sense some staged kills via barrels. Good use of sector lightning. Yellow key trap was a liiitle bit weird and could've been better with other kind of enemies in mind. Not so many imps like the WAD title says.

>> No.1633241

What weapons you have can also impact their difficulty.

SSG can take them down pretty fast or at the least clear a path for you to get out. However pinkies are great when your trying to use the rocket launcher and one decides to run right in front of ya like a fly to a bugzapper

>> No.1633257

What >>1633224 said. Many Doom enemies in fact pose zero threat if enemy placement is poor.

>> No.1633269

The chainsaw is actually a terrible choice unless you can keep them all on one side.

Monster placement is everything though and the only way they are really dangerous is if you are busy with another monster.

Their bite range is what ruins it really, they exist as a moving wall and not much more.

>> No.1633271
File: 95 KB, 960x720, tumblr_n5sma30nMN1qbj64co1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Mastermind WIP latex model that someone posted on Tumblr. Literally have no idea of the original source, I would kill to know.

>> No.1633289
File: 7 KB, 652x316, Strangler angle work2.png [View same] [iqdb] [saucenao] [google] [report]

Honestly I think if they could bite while running, they'd be way more terrifying. I was thinking of making my pinky-type enemies try to grab you while running at you.

>> No.1633290

Wish I had a dad that Doomed with me.

>> No.1633330

>Literally have no idea

I'm sorry to hear that, anon.

>> No.1633373



>> No.1633416


I like spectres. In ps1 doom, and others they are really freaking hard to see and really surprize you.

>> No.1633437

It completely depends on how the mapper uses them. I've seen spectres that I could see coming a mile away because of the lighting and surrounding textures, and there's been times I was 2spooked when they seemed to come out of nowhere and get a bite in on me.

>> No.1633445

>I've seen spectres that I could see coming a mile away because of the lighting and surrounding textures,

You playing default doom in a source port? Yeah, they are easy to spot. There's modified spectres in various things that are like real god damn ghosts. Fucking cant' see them. I've been trapped so many times by them in Doom psx.

>> No.1633447

oh that's all it is? i thought there was something complicated going on.

but it's great to finally understand this, thank you so much!

>> No.1633457

Not sure how well this idea I'm stealing from Painkiller works in Doom, so sticking it here for feedback.

A new CVar is added, dakka_startmode, which controls what happens on first spawn. By default, it's 0. The modes are:
* -1: Nothing happens.
* 0: Your health gets reset to 100 and your armor to 0. You keep weapons, and your ammo is set based on how much ammo was in this map or previous maps, with fairly low caps on all of these. The amount of ammo you get on start only goes up, never down, but you can't get ammo for weapons you don't have.
* 1: Pistol start.
* 2: Start with every non-BFG weapon, no backpack, and max ammo.
* 3: Start with every weapon, backpack, and max ammo.

Also has that minigun/flamethrower thing. It's pretty sweet.


>> No.1633459

text chat binds are almost mandatory if you play ctf competitively (although i suppose they're actually *team* chat binds)

>> No.1633473
File: 436 KB, 1920x1080, 2014-05-19_00007.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sure having lower resolution monitors and a more doslike sourceport helps with the illusion, but ofcourse I can't get retroarch's prboom library to work properly. Luckily I own ps1 doom anyways and spectres are indeed scarier in that, especially because of the lighting engine.

>> No.1633480

It wasn't too uncommon in the 90's. Now-a-days I live 3000 miles away... There aren't many coop games... Not many decent mp games. Hard to sync up gaming.

Such is life.

>> No.1633485

Doom beta fucking when?

>> No.1633487

>but ofcourse I can't get retroarch's prboom library to work properly.

Go ask

They would know. There's either some trick to it, or it doesn't work yet.

>Luckily I own ps1 doom anyways and spectres are indeed scarier in that, especially because of the lighting engine.

I haven't tried the Doom psx TC yet, to see how it compares. The low resolution of mednafen and possible dithering may have helped.

It's also really fun when you DO spot those little bastards from far off. It's just a slight effect.

>> No.1633491

>Adrian Carmack was forced out for Activision $$$

>> No.1633497
File: 401 KB, 1920x1080, 2014-05-19_00006.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh I frequent that place, butt probably just doesn't work yet, much like the dosbox library (the windows one anyways). I really want to fucking play Normality using my settings.

>> No.1633501
File: 432 KB, 500x394, 1397896998163_zpsd16f8613.gif [View same] [iqdb] [saucenao] [google] [report]

>meant but it
>comes out as butt

>> No.1633505

self-resurrecting chaingunners from plutonia, if i wanted you bastards to come back to life i would play on -respawn

>> No.1633508

Just get a crt monitor they are dirtcheap

>> No.1633509

there's that one vrack-style map in dvii...

>> No.1633520

I have one, but it's out in the garage. Currently my dos computer is hooked to my main computer's monitor vga input. Considering I have a dedicated RGB enabled CRT for my consoles, I just don't have any more room for my VGA CRT too.

>> No.1633630
File: 120 KB, 854x357, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]


I have no idea how I'm supposed to read this.

>> No.1633640

Search in the computer area map code, it's designed to print out a random assembly. By searching the weapon name in that code, you'll find the combination to assemble it.

>> No.1633648
File: 22 KB, 448x1280, scrap880_a.jpg [View same] [iqdb] [saucenao] [google] [report]

nobody ever notices spectre-chan.

>> No.1633649
File: 169 KB, 831x621, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]


Jesus, I'm a fucking retard. Thanks.

>> No.1633650

I'm down with this.

>> No.1633652

So the reviews for Wolfenstein The New Order are starting to roll in. I know most of you probably take them with a grain of salt, but it's looking good so far. Based on the ones I've read, it's a really good balance of old school action, lots of weapons, classic health and armor, as well as more modern gameplay elements. I look forward to picking it up tomorrow.

>> No.1633659


>> No.1633662

Another 200 minutes map for yeh.


Enjoy D_RUNNIN for the 500th time.

>> No.1633667

/v/'s actually liking it. I take that as a good sign.

Also who's the asshole making a shit ton of announcements on /vr/oom?

>> No.1633669

Not sure. I only visit /vr/ for the Doom general. What are these announcements?

>> No.1633670

>brown horns on the sprite
>purple horns on the graphic
i can't fap to this

>> No.1633676


>> No.1633682

I wouldn't be too sure about that. It appears to try to insert too much story and cutscenes from what I have seen.

Also Odyssey of Noises sucks balls and I feel like smacking someone.

>> No.1633683

>/v/'s actually liking it.

Really? I see shit flung over it regarding the WebMs with the retarded AI all the time, as well as the 50 GB file size. Then again, apparently those were played on Toddler and the AI may be better on harder difficulties.

Though, when it comes to actual players and not dedicated shitposters I guess it's too soon to tell.

>> No.1633685

Because I'm a moron, how can I make it so I can actually read item pick-up text? The beginning portions stretch off-screen, cutting it off.

>> No.1633696

>PS1/Jaguar level layouts
>Original level layouts

Pick one.

>> No.1633715

Why would the AI be better on higher difficulties?
Modern gaming doesn't really do this.

I think only MGS even did this.

>> No.1633724

From what I've read the AI is fine, and either the WebM with the retarded AI was just a fluke, or they were playing on the easiest difficulty or something. I'm watching a gameplay vid of it right now, and the AI looks perfectly fine.

>> No.1633734


Poorly phrased. I meant PS1/Jaguar levels, but with the level order of the original. The console port does weird things where it throws Ep3 missions into where Ep2 levels should be and such.

>> No.1633740

Then, yeah. Start with the PSX TC. It's not that hard to "fix" it. For the level order, all you need to do is edit the MAPINFO.

>> No.1633749


An anon on /v/ earlier mentioned a bunch of other 7-8th gen games which affect the AI in some way.

>Almost every RTS ever

>> No.1633765

STALKER AI doesn't change on higher difficulties.
All that changes is bullet modifier damage.

Halo only increases accuracy.

Almost all RTS don't make the AI smarter, they just give them more resources.

>> No.1633771
File: 53 KB, 796x868, 1313425682010.png [View same] [iqdb] [saucenao] [google] [report]

>I wonder what could be done to make pinkies a more threatening enemy?

A faster attack frame, try fighting them with fastmonsters on.
When you hear them bite you've got about half a second to get away from them.

>> No.1633775

Still not good. I move like Goku.

When Pinkies open their mouths, they should fire projectiles and spawn like 200 lost souls.

>> No.1633778
File: 81 KB, 699x601, CompAi.jpg [View same] [iqdb] [saucenao] [google] [report]

I know Galactic Civilizations 2 had it's game AI improve as you increased the difficulty level.

It would even pay you out at lower difficulties if you used cheesy tactics that it's level of AI ability was not allowed to respond to, pic related.

>> No.1633787

Firing projectiles removes the entire purpose of them. That would just make them faster versions of imps. I still say they would be perfect if they could bite while running, then you couldn't just wait on their bite animation frame to start then backstep.

>> No.1633789

Halo 3 ADDS more enemies. Can't remember if it was the same for the games after it.

>> No.1633795


Finally finished editing this.


>> No.1633804

Got a download link for that? I can't find shit

>> No.1633848

A faster version of imps would make them more interesting in battles.

It would actually make them more interesting than Hell Knights and Barons of Hell to boot.

>> No.1633851
File: 220 KB, 1241x835, 1386838735738.jpg [View same] [iqdb] [saucenao] [google] [report]

Do many Australians here play multiplayer Doom? How does it go?

I figured our pings would always be a limiting factor. I'd love to hit up stronghold.

>> No.1633854

But that kills some of the variety. They're the only melee-only creature, unless you count lost souls.

>> No.1633862

Melee monsters just don't seem to work well in Doom.

Either they get multiple hits in at once and feel broken(MSX's red demons) or they are not even close to being a threat even if their attack was fast(-fast Pinkies and any melee only monster added to Doom)

>> No.1633874

Pinkies aren't supposed to be threatening, they're supposed to swarm around you and reduce your movement capabilities. The same for the Cacodemon (before infinitely tall actors become a toggle option)

>> No.1633875


pinkies are horribly unreliable because:
a) the damage variance is 1d10, the highest of all types.
b) the actual hit is only performed on the 17th tic of the attack. (35 tics to a second)
c) the hit automatically fails if the target is out of melee range (64 units from monster center ie nothing)

Reducing the hit delay and the variance alone make pinkies significantly more dangerous.
And if that doesn't cut it, add a slight thrust towards target on attack to keep within range. (like player melee pull)

>> No.1633881

I still like them though. I don't think every enemy needs to be super threatening. I suppose them doing a jump attack like the imps in brutal doom could be another way but they are beefy type enemies that should stay grounded.

What about a charging headbutt attack that makes them run super fast at you? They have horns so why not?

>> No.1633901
File: 275 KB, 402x406, bj babby.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1633905

Seen the comments that Simon Yves guy leaves on Wolfenstein youtube videos? I've never seen someone market so hard
I might get it though, might be the only decent fps released for a while

>> No.1633909

Haven't seen the comments, no. Generally don't look at YouTube comments.

I'm picking it up tomorrow on PS4. I watched Total Biscuits vid on it, and it looks like a lot of fun. There's even a hidden Wolfenstein 3D level in the game.

>> No.1633914

>There's even a hidden Wolfenstein 3D level in the game.
That's pretty cool
I wonder if there's actually more good secrets in the game

>> No.1633916

From what I've seen and heard it does. There's apparently secret areas, there's nazi gold to be collected, stuff like that.

>> No.1633928

>Also Odyssey of Noises sucks balls and I feel like smacking someone.
plutonia 29? i can see how it's frustrating if you're lost and weaponless, but once i learned it it became one of my favourite maps.

>> No.1633942

Dakkamons gives them a jump attack and a much faster attack animation, as well as more frequent a_chase calls.

Fractal makes them insta-deadly.

>> No.1633950

I dislike city type maps for doom. They feel lazy. Although I hate The Chasm more (Doom II, level 24) due to those tight ledges making me have to go too slow. Probably also the level I dislike most.

What level do you dislike most?

>> No.1633975

I thought Hellbound had a lot of really nice city maps.

>> No.1633976

Moistical wants to do UAC labs first.

>> No.1634037

I second this notion, a bull charge that knocks the player around could be absolutely devastating, even if it doesn't do much (any?) damage

>> No.1634040

hell yeah
plus it could be used for reaching secrets areas

>> No.1634041

There's a DOOM logo hidden in one of the first secrets in the game, and I hadn't heard about the wolf3d hidden level. Also it's actually pretty buzzword, just as a game.

Cutscenes are a bit too frequent, but they're actually worth watching, and... Yeah, really did a pretty good job of blending old shooters and new ones. If RotT 2013 turned out like this I'd have cried tears of joy for days.

>> No.1634074

>downloading the new wolfenstein
>500 seeders
>23300 leechers
>time left is shown in days
wish me luck

>> No.1634078

>50 gig

Texture/Audio compression, ID...how does it work?

>> No.1634079

Someone should make a video of the differences...

How do you console command give yourself mods/stat tokens/etc? I'll start recording and showing the differences.

>> No.1634082

>Being a lazy shit (again) and avoiding working on your Mordeth-ish project at all costs just to watch TGDD's stream

You know who you are

>> No.1634086

but I'm not
I watched a few minutes of it and Wolf:NO looks good
but I'm busy so I'm working on two projects instead of watching it

>> No.1634089


sure thing buddy; also TGDD stopped streaming half an hour ago, so nice try

>> No.1634092

yeah really, what the actual fuck.

>> No.1634093

I've been working on my shit for hours and only took a peek at 3 for maybe 10 minutes
it's 7 now at my timezone

>> No.1634096


so it's not you whom that post is directed to, so stop whining

>> No.1634102

sorry, I usually assume semicolons mean to continue a sentence
in this context to me it either meant you were talking to me or the op, and I assumed myself

>> No.1634106
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]

So regarding GZDoom Builder, is there a way to rotate entire sectors?

I've built a room one way and realized now that I'd prefer if it was facing the other way and I don't want to have to rebuild the entire thing if there's an easier way.

>> No.1634108

Select the sector, its verticies, or its lines, press E.

>> No.1634114
File: 21 KB, 125x110, putin_thumbs.png [View same] [iqdb] [saucenao] [google] [report]

Well ho-lee-sheet.

Thanks /vr/.

>> No.1634149

where can i download g.wad?

>> No.1634150

from the pastebin?

>> No.1634198

Most of the recolors just look bad imo. The colors don't go well with each other in most cases. Like the bright red baron, or the grey and red revenant. Some of them are nice though, like pain elementals and cacos. New imps are nice too.
Some people also dislike how grey most things are too.

>> No.1634220

Not him, but I think Hellbound looks nice but plays pretty badly.

>> No.1634237

I had a friend who had a bind for that to rocketjump in every damn game he could.

>> No.1634246
File: 127 KB, 800x600, Unknown2Bio.png [View same] [iqdb] [saucenao] [google] [report]

Oooh boy!

>> No.1634251


You should probably hold off on announcing another ??? character until after the first is done.

Just sayin'.

>> No.1634253

(Only announcing another ??? character before the first one is almost done! As in, I can see the finish line)

>> No.1634257


You guys need to play complex, they do exactly that (and it's very annoying.)

>> No.1634259

Someone posted a webm a while ago of a minotaur monster doing that.
I always hated their horns, I think they should be bigger. I kind of dislike Demons in general I think. They look silly.

>> No.1634269

I always thought that was a really cheap bind, but I did have a few I use whenever I play Quake. Mostly just have the mousewheel select the best long range or short range weapon, and had the middle and right mouse buttons set to shoot a grenade or rocket and switch to a better/less likely to explode in my face weapon.

>> No.1634279


The problem with that is that it would require playing Complex.

>> No.1634374
File: 116 KB, 1600x1200, 1400383963992.jpg [View same] [iqdb] [saucenao] [google] [report]

Where's my kawaii uguu version of Doom?

>> No.1634389

Do what MSX does along with making them slightly faster

>> No.1634392

You dont want that

Swan Fox

>> No.1634402

That's one of the easier maps in Plutonia. Just take the time out to learn weapon spawns, avoid closets, and kill everything but the Cyb before nearing the end of the map.

New Wolfenstein actually looks quite good, though nowhere near Plutonia.

>> No.1634404
File: 174 KB, 800x585, 1378100893003.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1634419

Why doesn't G/Zdoom allow loading external libraries?
I mean, for example you put IA.dll to a pk3, and that adds more handlers to improve the IA. Or this would be too hard to do?

>> No.1634428

there was a long boring story about my life here but luckily for you i'm posting this instead




thank you in advance

>> No.1634430
File: 2.04 MB, 1543x2898, so you want to play some fucking doom v2.png [View same] [iqdb] [saucenao] [google] [report]

A good list: >>1632792
And pic related too.

>> No.1634434

excellent, thank you very much.

>> No.1634435

I...you want to download the dooms?
The dooms are the first link in the first pastebin.

>> No.1634437
File: 766 KB, 1543x2717, SO YOU WANT TO PLAY SOME FUCKING DOOM.jpg [View same] [iqdb] [saucenao] [google] [report]

Older one, still good.

>> No.1634439

i'm not very good at communicating when i'm excited. i just wanted some cool Doom stuff, but
my doom overfloweth

>> No.1634446

which one was yours?

>> No.1634451
File: 114 KB, 1280x800, Screenshot_Doom_20140520_104429.png [View same] [iqdb] [saucenao] [google] [report]

Came to my attention that it wasn't really possible to 100% my level from a pistol start with the little ammo I had in it. So I popped in some more.

>> No.1634452


>> No.1634465
File: 779 KB, 1600x900, Screenshot_Doom_20140520_195828.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1634483

Is AlienTC supposed to have no enemies? Because from the unpopulated levels to the torches blocking my way - not to mention the weird things floating in the corridors (are they supposed to be acid holes?) - I think I may have done something wrong somewhere.

>> No.1634491
File: 2.70 MB, 640x480, cathedral_of_pain.webm [View same] [iqdb] [saucenao] [google] [report]

cathedral of pain (https://archive.foolz.us/vr/thread/1621109/#1626139)

fun map, highly speedrunnable.

>> No.1634493
File: 334 KB, 1280x720, Screenshot_Doom_20140419_172544.png [View same] [iqdb] [saucenao] [google] [report]

It felt great, didn't it?

>> No.1634504 [DELETED] 

Daily reminder that you're all a bunch of faggots that like Doom to try and seem 'cool' when you don't know jack shit about other retro video games.

Also why haven't you cancerous '90s born asshats taken this bullshit to /vg/ yet? Fuck off already.

>> No.1634506

Totally. This wad is crazy.

>> No.1634509

ebic bro
king of the 4chunz here guyz everyone else go home

>> No.1634512

Shit man, you're not even trying anymore.

>> No.1634514


>> No.1634515 [DELETED] 

Brutal Doom >>>>>> Anything any retard on /vr/ has made

stay jelly

>> No.1634518

The map is Deus Vult 2, I think that specific map name was Minas Tirith. Great wad.
The weapons are from Accessories to Murder, using the NC-HUD.

>> No.1634525

you've gotta wonder why people like this bother posting.

>i know why you like doom and it's wrong

that's two strikes right there.

>> No.1634536
File: 14 KB, 640x480, 1400610580.png [View same] [iqdb] [saucenao] [google] [report]

i think it's an appropriate moment to post this from one of the 200min wads.

>> No.1634542

Which one?

>> No.1634552
File: 2.58 MB, 1543x2898, SoYouWantToPlaySomeFuckingDoom.png [View same] [iqdb] [saucenao] [google] [report]

That's an older version. You may want to update.

>> No.1634559

200minutes_map2x.wad https://archive.foolz.us/vr/thread/1626443/#1630095

>> No.1634562


>> No.1634565

One of the other ones says "FUDGE" too. No idea why.

>> No.1634570

>Ultimate Doom

Got my GZDoom up and running and it's a blast. Only the what bothers me is that the text font size is a bit small when using bigger resolutions. So do you guys play with keyboard only or keyboard+mouse? What would you recommend me as my first wad? Something easy as I play with keyboard only.

>> No.1634575


Oh that post turned out like shit, sorry having a slight flu at the moment. So any recommended wads for newbies?

>> No.1634580

>text font size is a bit small when using bigger resolutions
Options/Hud Options/Message Options/Scale Text in High Res: Double

>> No.1634584

i use kb+m, but that's mostly because of the addons i use. if i'm in the mood for classic doom then i'll strip all mods and play kb only. it's a matter of preference, really.

>> No.1634587

also, these guys recommended me stuff

>> No.1634593


Oh thank you. So what would be the most optimal resolution/aspect ratio if my native res is 1680x1050? It only has 1280x800 as the max 16:10 res. Should I leave force aspect ratio off?

>> No.1634596

Don't forget to load (deh)acked file with "-deh alientc.deh"(e.g.) command line option. Also Doom2 version was always screwy on me. I recommend you to use version for Ultimate Doom.

>> No.1634603

I completed Ultimate Doom on UV with keyboard only just for the hell of it, but I play with kb + m nowadays, even when I don't use freelook. The manual recommends doing that (kb + m) too, so yeah.
>first wad
As in, mappack? Scythe 1 or 2 probably. They scale nicely in difficulty and are mostly short maps. But start with whatever, really. Just finish UD first preferably. Doom 2 is good enough to introduce the new monsters and shit, but the level design is in many people's opinions a stepdown from the first, so do whatever.
Just choose any of them, really.

>> No.1634619 [DELETED] 

>I completed Ultimate Doom on UV with keyboard only

fucking faggots. god I hate this shithole board. The /vr/ doom community is the shittiest thing on all of 4chan.

>> No.1634621

tvr is a nicely easy, good-looking megawad of small maps.

>> No.1634625


Yeah UD was pretty fun, although the final 4th chapter was a lot harder than previous levels in my opinion. I'll check out Scythe 1 thanks.

>> No.1634641

another 200 minute map
I miscounted my time so it's more of a 60 minute map

>> No.1634645


Wow, 32 levels? Thanks, downloading it now. I also got the id superpack on Steam so I have a lot of catching to do. It contains The Ultimate Doom, Doom 2, Master levels for Doom 2 and Final Doom. I finished Wolfenstein 3D + Spear of Destiny + Return to Danger + Ultimate Challenge before UD and got the kick for oldschool FPS. Fan love for the Doom community is really astounding up till this day, didn't think it's that strong.

>> No.1634651

>As in, mappack? Scythe 1 or 2 probably. They scale nicely in difficulty and are mostly short maps.

Agreed. Scythe and Scythe 2 are pretty much the ultimate wads for introducing people to. They're compact, they're tight, they're linear but let people go off the beaten road for secrets.

>tfw scythe x will never be finished

>> No.1634665

>although the final 4th chapter was a lot harder than previous levels in my opinion
Yup. E4M1 in particular is pretty hard, moreso when you try to get 100% kills and secrets on UV. Thank god they toned it down a bit after the first 2 maps.

>> No.1634675


Yeah I was like shit, when it spawned Baron of Hell on the first map. I had to leave few Demons to the lava as I'd otherwise run out of ammo.

>> No.1634682

4 more of them spawn when you try to get activate a secret

>> No.1634696

How do PK3s work?

I'm using 7zip. I will take a pk3, unzip it, then compress it again as a zip, rename it as pk3. It then won't be read by zdoom. Tried stored and deflate, and the same thing happens. What program should I be using?

>> No.1634702

or do the superior approach and use 7zip (LZMA, not LZMA2) and rename it to pk7

>> No.1634703

Winzip or winrar.
Depending on your settings, 7Zip tends to treat zip files funky.

>> No.1634736
File: 1.89 MB, 475x268, zdoom 2014-05-06 23-50-55-796.webm [View same] [iqdb] [saucenao] [google] [report]

I got your kawaii uguu right here.

>> No.1634738
File: 200 KB, 515x456, 1399399894241.png [View same] [iqdb] [saucenao] [google] [report]


>Fractal Doom is... interesting. It's an unusual gameplay mod from Doomworld Forum superstar Scroton that debuted in 2013.

>Doomworld Forum superstar

>> No.1634741

hahaha what?

>> No.1634743


>> No.1634757
File: 2.86 MB, 320x240, 2.wad.webm [View same] [iqdb] [saucenao] [google] [report]

cool, have a webm

>> No.1634761

oh hey i just found fudge in #13, 200mindance.wad. i imagine if anything its an author moniker

there's another one (#9, 200minutesmap.wad) with "hi vr" in a secret area, but i suppose that's different...

>> No.1634770
File: 127 KB, 1024x768, FiCeEDj.png [View same] [iqdb] [saucenao] [google] [report]

Guys, Megaman 8-bit Deathmatch V4 was released recently.

>> No.1634772

And it still looks like eye rape.

>> No.1634775

Wow I'm surprised how long this has been supported
guess I should go play again sometime

>> No.1634789
File: 263 KB, 829x1172, 1395438339495.png [View same] [iqdb] [saucenao] [google] [report]

We're toiling away on it.

>> No.1634791

well it's based off nes/famicom era games, so of course it'll look pretty bad
if only we could have a megamanX based tc...

>> No.1634793

Must've missed that too...


Cool. Pretty easy little map. Will likely be an earlier level.

We're about halfway to a full 32 level replacement. Thing is... secret levels. How to do them. Someone would need to do that secret exit in map16 + map31, and someone else could do map32. Feel free to wolfendoom them, but I'd try to make them interesting anyway (my favorite secret maps are gimmicky as fuck, if they're just normal doom maps I don't see much point in it being a secret)... But anyway. Someone should claim them so more than one person isn't making them.

>> No.1634821

>if only we could have a megamanX based tc...


>> No.1634827

the secret area is inaccessible because the door (linedef 598) isn't tagged. suggest changing its type from 103 to 31.

>> No.1634842

Cathedral of Pain

>> No.1634845

Oh whoops. I broke the fuck out of that map. one tic... and done.


Should be good now...

>> No.1634910
File: 421 KB, 1024x509, sp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1634918
File: 38 KB, 640x480, 1400621356.png [View same] [iqdb] [saucenao] [google] [report]

yep, confirmed

>> No.1634934

>>1634918 (me)
by the way i'm sure you'll be amused to know i've died in pretty much every room in your map, it's evil

>> No.1634943

It is. I put it right by the secret map so if you open the map when you get it you can see it.

>> No.1634965

Thanks. I am amused to know that. :D

The only really evil thing I had in mind when I started was the 2 hell knights. Everyone expects the old teleport behind you trick...

I didn't have enough time to make the basement that interesting though. Oh well. Next time.

>> No.1634995

Brutal doom makes doom fun?

>> No.1635005

What I'm saying is that I'm bored of vanilla doom gameplay, and can only really get enjoyment out of it through mods, was just using brutal doom as an example.

>> No.1635016

I love brutal. I also love vanilla though, although like he said, it's a bit too slow for my pace, until you get to Plutonia on Nightmare kinda shit, then I can't handle it

>> No.1635097

straya cunt here, honestly im just sort of used to playing on high ping servers, i just aim to where the people im killing SHOULD be, and 9/10 i hit them

i do have a lot of problems if a mod uses lots of client side stuff i.e. Cyberrunner or Metroid though, which sucks

>> No.1635105

Brutal Doom is great. Elitists on this board are asshats.

>> No.1635116

It's just STOP LIKING WHAT I DON'T LIKE on a massive scale + a little bit of purist bullshit. It's all good, man.

I love BD, although I don't like a majority of it's fans (but I can honestly say that about 99% of anything popular on the internet, so that's not really on Brutal, y'know?)

>> No.1635130

I've never seen anyone here seriously "hating" on Brutal Doom.

>> No.1635148


We don't hate Brutal Doom. We hate its 12-year-old fanbase who wants everything to run with Brutal Doom and thinks it's the epitome of everything Doom reinvented up to 11.

As for Brutal Doom itself, it's just another blood and gameplay mod.

>> No.1635160

Thank you!

>> No.1635162 [DELETED] 

brutal doom is awesome. by far the best thing to come out of the doom mod scene in a long long time

>> No.1635165

Stop this shit.

>> No.1635167

>As for Brutal Doom itself, it's just another blood and gameplay mod
Nope. Tightens up the gameplay something grand. Makes it faster, rockets are faster, and there's less input lag. When you play BD and go back to Doom you immediately notice the lag between pulling the trigger and the gun actually shooting. BD is instant. Compare shooting the shotgun in BD and in vanilla Doom. If you don't notice the lag you're retarded.

Note I love Doom and I've grown up on it my whole life. Born in '86, played through the originals (I, II, Final) keyboard only way back in the day. I've beaten the original Doom on Nightmare as well with KBM so it's not like I'm some kid who's jumped onto the /vr/ Doom bandwaggon. I've loved the games my whole life. I just don't understand why people wanna hate on BD. The gore is not the reason I like BD; I like BD because the gameplay is undoubtedly tighter/faster and there's added challenge to go with it. Normal Doom is much easier in comparison when you're not talking about Nightmare.

The only real criticism I have of BD is in the last version I played he made it so that the Mancubus fireballs stay on the floor for a while burning. That's dumb and slows the shit down. That's the only problem I have with it. I've seen people complaining about iron sights but that's fucking stupid as they really make zero difference to the game. You have pinpoint precision regardless and using iron sights for any reason other than aesthetic purposes is retarded. What's the point of 'aiming' and waiting to bring up the IS when you could just aim and shoot without it? It's faster simple not to use them.

>> No.1635171
File: 436 KB, 1920x1080, Wolfenstein®_ The New Order_20140521031126.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1635173

Honestly none of them. In fact I would add more to the official count to double the number. Doom 3 had a ton of monsters but it's a shame it is no where near as fun to play as older doom games.
These are probably the most annoying enemies in Doom. I always go for them asap unless there is an archvile around.

>> No.1635174
File: 325 KB, 1920x1080, Wolfenstein®_ The New Order_20140521031149.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1635179
File: 314 KB, 1920x1080, Wolfenstein®_ The New Order_20140521031255.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1635180 [DELETED] 

Okay, here is a better reason why we shit on BD. Its because people like you suck its dick and think its the best thing ever when its mediocre.

>> No.1635184

There's a Doom logo in a secret too iirc.

>> No.1635189

>think its the best thing ever
now you're just putting words in my mouth sonny

>> No.1635190
File: 299 KB, 1920x1080, Wolfenstein®_ The New Order_20140521031745.jpg [View same] [iqdb] [saucenao] [google] [report]

Haven't found that yet. I just recorded a little gameplay clip. I'll try to make a webm out of it.

>> No.1635201

oh no something likes something you don't like. go back to bed gramps

>> No.1635203

Don't give him attention

>Captcha: 486 (a bunch of numbers)

>> No.1635207

>Tightens up the gameplay something grand. Makes it faster, rockets are faster, and there's less input lag. When you play BD and go back to Doom you immediately notice the lag between pulling the trigger and the gun actually shooting. BD is instant. Compare shooting the shotgun in BD and in vanilla Doom. If you don't notice the lag you're retarded.

Yes. It's another blood and gameplay mod.
It modifies the blood and the gameplay.

>> No.1635210

Sorry I skim-read that as 'blood and gore' mod my bad.

>> No.1635213

on that subject, did someone already disable the dumb health regen and add an auto-pickup?
my download is far from being finished

>> No.1635214

I agree with you on most points, however:
I rather dislike the fuckhuge amounts of blood. They look silly imo, and sometimes out of place, also they can slow the game to a crawl. I made a metamod to disable them though.
I'm also not too happy with the sounds. They sound louder and shit than vanilla's, and that's good and all but some of them are rather on the ear rape side. I don't know how to describe them really. Kind of a metalic sound, I guess? That's a bad definition but I'm bad at this kinda thing. I prefer BDSE sounds (both BDSE's originals or the alternates).
The sprites are another low point for me. Some changes are neat but some look ugly when not firing or reloading, like the AR and both shotguns. Again, I like the BDSE alternate ones better.

>> No.1635219

Unfortunately not. I'm playing on the PS4 version. The health regen isn't very significant though, you still rely largely on health pickups. An auto pickup would be nice though.

>> No.1635225

Yeah some of the sounds are a bit screechy on the earbuds. The voice is a bit too loud, too. I never use the stupid taunts etc

>> No.1635228

yeah, i saw how it works, but basically you can use a +1% health pickup to get back 20% of your health, and if you ask me that's pretty retarded

>> No.1635231 [DELETED] 


>> No.1635232 [DELETED] 

>>As for Brutal Doom itself, it's just another blood and gameplay mod
>Nope. Tightens up the gameplay something grand.
Yea nah.

>> No.1635234

>Luger pistol
Doesn't it take place in the future? Jesus, they were phasing that thing out before the 1940's, it would be a stretch if they were still using P38's by that time even.

>> No.1635241

both of you


>> No.1635249
File: 2.87 MB, 960x540, Wolfenstein®_ The New Order_20140521032440.webm [View same] [iqdb] [saucenao] [google] [report]

Well, I tried. I recorded a 54 second gameplay clip, but can only get the webm to be about 28 seconds. If anybody can help me out on fitting the whole 54 seconds into the 3mb limit, that'd be great, there might be some advanced settings I need to tweak or whatever, I dunno, not totally familiar with this stuff. For now, here's what I have.

I do plan on building a gaming PC at some point, but it was just more convenient for me to buy a PS4, don't have the patience right now to order a bunch of parts. Not having a credit card doesn't help either.

It does take place in the 1960s (though the first level of the game is the 40s). It's only a 1940s luger for this particular bonus level though, but when you're running around during the 60s it's basically the same guns, but beefed up and more sci fi looking.

>> No.1635251

How do you get to the secret Wolf 3d level?

>> No.1635258

After a level where you bust a character out of prison, you go to a safe house, in the safehouse you can find a bed mattress laying on the floor, with a Wolfenstein 3D poster pinned next to it, seen here: >>1635171
You just hit the "Use" button, and you'll enter the Wolf3D level.

>> No.1635263

That's a little simple. But still cool.

What happens when you use the secret exit in the wolf level?

>> No.1635267

I think I may have missed the secret exit. It's been a long time since I've played Wolf3D. I beat it through what I assume is the normal exit, and unfortunately cannot enter again.

>> No.1635275

Secret exit is right before the real exit. "use" all over the right hand wall and a secret opens up. "use" all over that secret and another secret opens up. "use all over that one and you'll find a secret and the exit should be in there too.

>> No.1635279

Ahh, okay. I'm gonna revert to last checkpoint, see if maybe I can do it again.

>> No.1635281
File: 43 KB, 947x595, wolf3d.png [View same] [iqdb] [saucenao] [google] [report]

The Wolf3D segment will end when you reach either exit or die, and you cannot enter it again.

>> No.1635283


You actually move SLOWER compared to the game's original speed for some reason, right?

>> No.1635284

Seems like it. Been a long time since I've played Wolf3d, so I can't really compare. Seems like I'm just moving at the default New Order speed.

>> No.1635285
File: 352 KB, 1600x1200, 2014-05-20_00026.jpg [View same] [iqdb] [saucenao] [google] [report]

Also the 1UP is replaced with a stack of health, so that's a bit disappointing

>> No.1635293

>Seems like it.

It's either a yes or no.

From all the gameplay vids/leaks/streams I've seen, no one does an effort to move faster when being on the easter egg map

You ARE playing the game after all. You should know and FEEL immediately if you're moving slower/faster compared to the regular speed.

>> No.1635296

Oh sorry, I misunderstood, I thought you meant the movement speed of Wolfenstein 3D, not New Order.

>> No.1635310

Well, unfortunately exiting through the Wolf3D secret exit doesn't make any sort of difference, was hoping maybe I'd get a trophy/achievement, or maybe find a collectible upon waking up. Ah well.

>> No.1635324

Cool cool. Still a neat addition anyway.

>> No.1635325


it's cause of sprint bullshit. I don't know why we can't have fast movement speed and sprint, but theres so many fps's where this is the case.

>> No.1635351


Personally, I think the added aggression on everything bogs down the gameplay a bit rather then speed it up. You have to play more carefully, but in a way that seems more counter-intuitive to the usual style.

I don't really know how to describe what I'm saying, I just think the "buff everything equally" philosophy (Weapons & enemies) just doesn't work in doom's favor. For example, I think the minigun is a tad op....but at the same time getting caught in a monster closet can end you quickly no matter what you have. To me it just feels like the balance is on a teeter-totter.

>> No.1635363

This ??? person did a lot of work.

>> No.1635379

I think the best way to fix that is to give the player boosted HP totals and balance the mod around the different numbers.

Project MSX is great fun but if you look at the numbers you have so much more HP that it would trivialize all regular enemies if you ever have to face vanilla things or deal with vanilla damage.

It's like your starting stats are 200 HP/200 Shield which can eat two vanilla rockets without taking any HP damage.

And despite this MSX is still a lot of fun and enemies feel more balanced because they are balanced around the new player.

>> No.1635382

I guess it wouldn't be implausible by the 1940's, while it would have been phased out of general production for general use, the pistol was regarded as classy and fancy, so officers and high ranking officials would sometimes desire one for that purpose alone, over the more modern P38 or a captured Browning Hi-Power (some also chose Mauser C96 pistols for this same reason).

It's just that little things irk me sometimes.
Like in how movies and videogames about WW2, soldiers are mostly carrying submachineguns and maybe only one dude is carrying a rifle, when in reality, it was usually the squad leader who carried the Mp40/Sten/Thompson, while regular soldiers would be carrying Mausers/Enfields/Garands.
My autism is flaring up again.

>> No.1635387 [DELETED] 

It's also a game with robot dogs and mechs, I wouldn't let it get to you that much.

>> No.1635392

Fucking tripcodes on 4Chan X.

Wolfenstein is not really an accurate representation of World War 2, what with the robot dogs and stuff. I wouldn't let it get to you.

>> No.1635403

I know, but still.

I wish I could have a Wolfenstein game with some realistic depictions, yet fantastical elements.

>> No.1635406

What happened to the event?
What's the server info I need to play.

>> No.1635409

and then there's "this one bastard" who has a longbow and a greatsword

>> No.1635418

i don't know if you referencing the game but there was a guy fighting with bow and sword in ww2
though you probably were talking about him

>> No.1635423

"mad dog" Churchill?
yeah, i was talking about him

>> No.1635448

I'd play the shit out of a game about Mad Jack Churchill.

>> No.1635449

hell yeah, me too

>> No.1635450

GMOTA with the nazis mod

>> No.1635467

sadly his sword was more like pic related than a greatsword

>> No.1635469

>play bagpipe to do sonic damage on enemies

>> No.1635489
File: 53 KB, 461x368, Gustave_Dore_Inferno34.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any Doom WADs that are based on interpretations of Hell like Dante's Inferno from the Divine Comedy?

>> No.1635552

is hdoom really gonna turn into meet n fuck :/

>> No.1635557

I love HDoom and my cock is huge.

>> No.1635561
File: 46 KB, 600x600, 600px-Claymore2-Morges.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.1635563

prove it ;>

>> No.1635567


Considering the two are vastly different, you can rest assured that HDoom will not turn into Meet n' Fuck.

>> No.1635570

but this feature's kinda looking like the dialogue sections and i don't know why anyone would see them as an improvement

>> No.1635593

It's probably going to be for a custom map.

>> No.1635596
File: 794 KB, 1224x1632, 1400637687910.jpg [View same] [iqdb] [saucenao] [google] [report]

where can I acquire a big sized poster like pic related, or at the very least find a really high resolution version with signatures intact?

I wanna find one for chex quest too lol

>> No.1635624
File: 41 KB, 192x171, 1532.png [View same] [iqdb] [saucenao] [google] [report]


Note to self: Mad Jack Churchill project later on

>> No.1635668

Will we ever see centered, custom weapon sprites again?

>> No.1635674

The hanged Keens already drop a sword in Nazis.

>> No.1635701


...Considering Accessories to Murder lives off of them, yes.

>> No.1635709
File: 1.66 MB, 2711x4093, 1400639719773.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1635737
File: 587 KB, 700x480, Why Goldenwhy 007.png [View same] [iqdb] [saucenao] [google] [report]

What's even in this game to justify that?

>> No.1635751
File: 230 KB, 1000x1000, a monument is to be built to commemorate my sides.jpg [View same] [iqdb] [saucenao] [google] [report]

>actual players

>> No.1635752
File: 80 KB, 400x400, 1395595563047.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1635758

The bets are on terribly uncompressed textures and audio.

>> No.1635760
File: 101 KB, 800x473, 1396045134984.gif [View same] [iqdb] [saucenao] [google] [report]

>Everyone is floating 2hu heads
>Except Sanae, who apparently is a 2hu head with arms for punching

What the fuck. This is more confusing than the shit I've seen on /jp/, and it's fucking /jp/.

>> No.1635771

Because 2hu is overrated, with vastly better options available to play in the SHMUP genre.

>> No.1635779
File: 262 KB, 480x480, swagmobile.png [View same] [iqdb] [saucenao] [google] [report]

>mfw I've put more time into spin-offs and fan games than the Shmups

Also, I'm not about to get into a discussion about shmups on /vr/. That's an argument I'll lose before the word 'go'.

>> No.1635780


I'm not a fan of Touhou either and that was still completely out of left field.

>> No.1635783

>floating 2hu heads

>> No.1635785

>mfw I've put more time into spin-offs and fan games than the Shmups
Well at least you got some common sense in ya.

>> No.1635802
File: 60 KB, 400x236, 1398639070577.png [View same] [iqdb] [saucenao] [google] [report]

Yeah man, Age of Ethanols and Soku are fun as fuck with friends. I don't play anything with 4chan, though, because fighters, shmups, and strategy are some of my worst/least played genres, but at least I have fun getting the shit kicked out of my by friends. This has absolutely nothing to do with Doom, though. S-sorry.

>List of 2hus
>Every 2hu has a different filling
Fucking Japan man I swear to Christ.

>> No.1635805

Any decent vanilla weapon sprite replacements for Doom out there?
Even if it's just smooth arms and nice gloves I would like to know.

Kinda tired of the hairy brown glove arms.

>> No.1635813

>This has absolutely nothing to do with Doom, though. S-sorry.
Whenever anyone brings up 2hu, I have to call it overrated and like for cuteness (don't ask, autism), no matter the setting. It's really my bad onii-sama~
As for actual Doom conversation, would any of your guys like to see a Doom cartoon or TV show? I'd love an ultra violent Doom cartoon with a ton of gore and heavy metal.

As for

>> No.1635817

>Whenever anyone brings up 2hu, I have to call it overrated and like for cuteness (don't ask, autism), no matter the setting.

You must be a real riot, butting in at completely irrelevant times to let people know you don't like shit.

>> No.1635818

Cartoon, by far. DOOM being limited by what's capable for actors would suck.

>> No.1635819

I want the dudes who worked on Metalocalypse to do a Doom cartoon

>> No.1635823

>You must be a real riot, butting in at completely irrelevant times to let people know you don't like shit.
You know it. Gotta let the bitches know man, how can they live their lives not knowing that I don't like their opinion? (Which inherently makes their opinion incorrect, as I am the most intelligent being in this universe.)

>> No.1635841
File: 715 KB, 250x196, 1381630867151.gif [View same] [iqdb] [saucenao] [google] [report]

>Button prompt on secret door

>> No.1635849
File: 241 KB, 1312x757, Buddies_by_Bankart.png [View same] [iqdb] [saucenao] [google] [report]

>would any of your guys like to see a Doom cartoon or TV show?


>> No.1635852

>That Arachnotron and Pinky
Those are pretty cute in their own way.

>> No.1635853

Poor Grim. Nothing but an agitating Jamaican skeleton now.

>> No.1635854


Cyberdemon is fat.
Mancubus isn't

What the fuck man ?

>> No.1635904

How do you get messages to show up at the BOTTOM of the screen instead of the default top? Can't seem to find that.

>> No.1635914
File: 272 KB, 1920x1080, Screenshot_Doom_20140520_214603.png [View same] [iqdb] [saucenao] [google] [report]

Get rekt

>> No.1635940

He's pissed because the Arch Vile put a curse on him so he couldn't go AAAAA anymore.

>> No.1635946

You don't. They always show at the top.

>> No.1635951

You could take Eriguns and vanillize it.

Me, I'm partial to the guns from Stomper.

>> No.1635952
File: 2.71 MB, 320x240, 200minshouse1.webm [View same] [iqdb] [saucenao] [google] [report]

>I am amused to know that. :D

crappy first exit part 1/2

>> No.1635953

Eriguns's guns are okay but I am tired of brown gloves.

>> No.1635957
File: 2.78 MB, 320x240, 200minshouse2.webm [View same] [iqdb] [saucenao] [google] [report]

crappy first exit part 2

>> No.1635959

haha congratulations

>> No.1635961

BD is good. The only thing I would get rid of are the melee scenes that give invulnerability and the fuck yourself taunt button. Besides that BD is solid fun.

>> No.1635967

Shotgun seems super loud while the AR is much lower. Reminds me of Fallout 1's loud pistol. That gun is ridiculously much louder then pretty much any other gun.

>> No.1635969

I feel BD is much easier then vanilla. Maybe it's because I am more used to modern style shooters (if I piss someone off tough shit) or maybe it's just that anything not black metal on BD seems way too easy for me.

Meanwhile nightmare on vanilla is hard as shit for me. Although I get by fine on any other difficulty. Comparatively though I feel vanilla is actually more difficult.

Some maps I feel play much better with up/down aiming or what BD can give such as ads. While others are better suited to vanilla since it can break the level. I seriously like both though. I don't understand the extreme butthurt over this.

>> No.1635974
File: 9 KB, 320x240, PSX Doom - Part 28 - Map28 (Unto the Cruel) (LD).webm_snapshot_01.24_[2014.05.21_01.37.58].jpg [View same] [iqdb] [saucenao] [google] [report]

>You don't. They always show at the top.

That sucks. PSX doom had it. It's better because you actually read it. Your eyes at the bottom/middle of the screen. It's a nuisance to glance up.

>> No.1635975

Will gladly take 16 or 31/32, not sure yet what I'll do though. I have an idea for a valley but I dunno if it'll work in vanilla. (Apparently I over detail things.)

>> No.1635981

What are you doing that you need to read that text? Everything you grab is self explanatory.

>> No.1636002
File: 2.26 MB, 1606x2425, OneDoomedSpaceMarine.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1636004
File: 323 KB, 571x1398, 1400214856646.jpg [View same] [iqdb] [saucenao] [google] [report]

So i found this on /v/ earlier and gave me an idea of a Wolf3D mod but i discarted it since Wolf3D modding sucks and i would take more time in modeling than programming

In resume,what do you think about pic related,cool stuff or not cool stuff?

>> No.1636005

Take whichever you want. Just make sure to include a secret exit (unless you're taking 32)

As for overdetailing, just keep it basic for vanillas sake.

>> No.1636007

given that the project maintainer will need to edit some of the maps already to remove non-vanilla line special usage, texture/flat mixing, etc -- unless the original authors come back and do it themselves -- i suggest the maintainer merely edits the type of the exit lines of whichever maps end up in the map15 and map31 slots. that is, they won't appear as secret levels at all.

that's the easiest thing to organize (because it basically requires no organization ;-) )

>> No.1636013

Good job.

Though I thought you left a lost soul in the basement. Maybe I saw it wrong.

>> No.1636015


That would require a lot of custom resources.

>> No.1636017

I already edited one of them, and have another left to do if the author doesn't step up. It's not a huge burden. Takes maybe 10 minutes to find all the errors and then fix them.

And yeah, I guess it is 15... I always think 16 for some reason. I guess because it spits you out on 16 when you exit the secret levels.

I'd rather have 2 exits and make the secret levels secret. Like I said, I'd also go gimmicky as fuck with them since doom 2's were originally.

Never cared for Doom 1's secret levels much. They played fine, but ultimately were just extra levels.

>> No.1636021

i did leave one because under normal UV max rules lost souls don't count as kills. i intended to leave more. but they ended up getting in the way so i had to swat them (there are some annoying blocking hanging bodies in that cellar as well)

this goes on: i deliberately killed the ones outside as i had lost a very promising earlier run by getting tangled up in them and eating a rocket. the placement of those pain elementals is way more evil than the teleporting hellknight...

>> No.1636023

Thanks. It's actually a recycled idea from a secret level I made for an (unreleased) wad a while ago. I should finish it someday... I just have 2 more levels to do, and one to finish.


>> No.1636028
File: 185 KB, 1920x1080, work.png [View same] [iqdb] [saucenao] [google] [report]

So what's everyone doing tonight? I haven't done much except get started on my splash screen.

>> No.1636031
File: 63 KB, 500x538, quake pro.jpg [View same] [iqdb] [saucenao] [google] [report]

I know this isn't the place to ask, but there are no Quake threads. I figured you guys might have something for me.

I have never played Quake 1 or 2 before, so I pirated a copy of both. Unfortunately the copy of Quake 2 I got has no music, and it strikes me as terribly bland without it. Is there any way to add this back in, or can someone just provide me with a better download?

Also I'm considering just buying an old physical copy of Quake 1 and just running it with one of the modern patched engines. For whatever fucking reason, the copy of Quake 1 I got does not work properly at all. When I select an episode it boots me back to the difficulty select every time.

>> No.1636036

Winquake, music patches.

>> No.1636039

>I'd rather have 2 exits and make the secret levels secret. Like I said, I'd also go gimmicky as fuck with them since doom 2's were originally.

i just figured it might be hard to organize cchest-style mapslot claims and have everyone else keep track of them with a bunch of anonymous mappers on a web board where the posts all disappear after a couple of days :)

>Never cared for Doom 1's secret levels much. They played fine, but ultimately were just extra levels.

well, e2m9 was based around the gimmick of monster infighting, and that was a new and weird thing at the time it was made (according to some interview with sandy petersen that i read) and e3m9 is the "repeat of e3m1" gimmick.

on the other hand i agree e1m9 is simply a somewhat lacklustre e1 map, especially compared to all the others.

however, i think when the game was first released nobody would have known secret levels even existed, so most players wouldn't find or even think to look for them. so they put more effort into the levels that the majority of players would see.

>> No.1636040

Her face looks a little askew. The shading is nice though. Just some stray pixels or something.

>> No.1636047

Her face is much lower on her head than it should be.

>> No.1636048
File: 1.00 MB, 1280x960, quake070.png [View same] [iqdb] [saucenao] [google] [report]

Quake II was funny in that it ran the music off the CD, so you could sort of have your own soundtrack by ripping some discs and burning the tracks together in whichever ways.

For me, Quake II was the game that introduced me to custom player models, pic related. Kinda saddening how in this day and age custom content pretty much fell by the wayside as DLC became standard. Maybe the new unreal tourney will fix that, but who knows

>> No.1636050
File: 10 KB, 800x600, face.png [View same] [iqdb] [saucenao] [google] [report]

Oh trust me, I know. I'm not really super happy with it yet. Shading is a breeze when you abuse the fuck out of asperite's blur tool. I fucking love this program so much.

>> No.1636059
File: 136 KB, 1365x774, reference.png [View same] [iqdb] [saucenao] [google] [report]

b-but muh reference...

>> No.1636061
File: 187 KB, 657x624, ss (2014-05-21 at 02.45.27).png [View same] [iqdb] [saucenao] [google] [report]

>So what's everyone doing tonight?

Just finished up compiling all the footage for the Metroid trailer, just need to do some last-minute editing.
Now I'm in the middle of editing the maps, trying to make METDM01 and METTEST not look so terrible. People have been complaining about the presence of the stock Doom 2 textures, so I'm also trying to pick up more texture packs so I'm not just making shit everyone's seen twenty times before.

>> No.1636062

Quake and Hexen II have that as well, there's even console commands to control the CD playback.

>> No.1636070

i'll be honest, that face is kind of terrifying

>> No.1636071

You made the eyes bigger, but made them bigger downwards.

>> No.1636075

Working on a texture pack for Thief Gold... Though I'm not going to get too far in it right now.

>> No.1636081

Good! We on page 5 now; making new thread

>> No.1636085

Yes, it's the eyes. I made them smaller and it looks much better. They were also spaced weird.

>> No.1636089

You should mention the 200 minute wad challenge. We're halfway there nearly. ... I think it's worth it.

>> No.1636090


Sure, but...what and how should I mention it? I can't think about something as of right now (2AM and feeling sleepy)

>> No.1636095

how about "vr is currently doing a 200 minute speedmapping challenge: make a vanilla map (test in chocolate-doom / prboom-plus -complevel 2) in 200 minutes and post it here, and when we have 32 it will be compiled into a megawad"

>> No.1636096

also metroid dreadnought has a release date and a kickass poster

>> No.1636102

or just "vr is doing a 200 minute speedmapping challenge: see thread below for details" and the project maintainer can follow up

>> No.1636118

200 Minute Megawad Challenge

Make a vanilla compatible map in 200 minutes or less. If you need to take a break to go to the bank or poop, I'll understand. Just be fair about it.
Must have a reachable exit, so if you run out of time just throw one in. 100%-able levels are nice.
Must be vanilla compatible, test in chocolate doom or some such.
Touch ups are only permitted if your wad is broken.
Again, vanilla compatible. No flats as textures or textures as flat, lines need vanilla linedef actions, no 3D floors or sprite bridges.

>> No.1636125

You can find the quake 2 ost on youtube, man.

>> No.1636131




>> No.1636306


Anyone know where to get No Rest for the Living PSX Doom style? The description of the vid says:

>The sequel of PSX DooM: The Lost Levels.

Which implies it's new levels and not just the PSX TC running the levels.

>> No.1636317
File: 116 KB, 861x1200, 1397888735970.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good place to print these pics at?

>> No.1636528

quick, does anyone have the >IMP LYING picture? I need it. Because reasons.

>> No.1636864

Remember how any logical person would sell you a game with one, maybe two lenguages? Yeah, less audio files and stuff.
Well, this faggots right here pack ALL of the lenguages no matter what you do. I mean, half the game must be lenguage files.

>> No.1636864,1 [INTERNAL] 


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