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1683242 No.1683242 [Reply] [Original] [archived.moe]

Doom thread (Last thread >>1678362)
(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 Nov.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.1683248
File: 1.94 MB, 360x203, tumblr_n6z31thflQ1soih5lo1_r1_400[1].gif [View same] [iqdb] [saucenao] [google] [report]


-Doom 4 Trailer here. It's damn true. http://www.youtube.com/watch?v=0C4F1h-HSXU. Quakecon will be interesting this year, for sure.

-Metroid Dreadnought IS OUT! GO GET DEM TUUUUUUBES - http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847

-Have you ever wanted to play as a dog in Doom? Well, here's DogDoom! https://copy.com/o4kYFNMdcwoFqYO6

-Zandronum 1.2.1 is out. Still no sign of 2.0, sorry. http://zandronum.com/forum/showthread.php?tid=4785

-Also The Space Pirate got an update! Check the latest ver. here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing And be sure to check this tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-Some anons are doing a 200 min. speedmapping challenge; vanilla compat (Doom in Doom format), no custom textures and MUST be done in 200 mins and have an exit; ask in the thread f/details!

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). 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 AGDQ 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

-Dakka by ijon tichy. Here, play it. ijontichy.lostsig.com/wads/dakka-0.051.pk3, ijontichy.lostsig.com/pub/dakkamons_simple_v0.07.pk3

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

>> No.1683251 [DELETED] 

the leaked stuff was his semen, he needed to clean up

>> No.1683252
File: 32 KB, 416x431, neutral3.jpg [View same] [iqdb] [saucenao] [google] [report]


Finished my 200 minutes map.
Warning: The last part is quite hard.
Dont fall down, or you will die.
anon [DELETE ME] files. [DELETE ME] c0m/ [DELETE ME] file/8ad27d06d5a2bbabd1a121c3477b648a

I need constructive criticism

>> No.1683259


nice doom discussion you have there

>> No.1683261

So like I said, the level, Mt. Erberus is giving me a massive headach, I can't find out how to get to these isolated boxes in the water,

>> No.1683268

>Doom 4 is just called "Doom"


>> No.1683278

>and I can't jump high enough to reach them

jumping, as in, strafe/wallrunning, right?

>> No.1683280

As in jumping

>> No.1683287
File: 767 KB, 298x298, nCXwig5.gif [View same] [iqdb] [saucenao] [google] [report]

>people thinking/asking for rape stuff in hdoom

Your kind is literally the reason why the "modding compatibility" was left in. And here I am hoping it never goes away.

>> No.1683296

Oh yeah. I was going to play this. One sec.

>> No.1683317

Fun map, reminds me a lot of ~1997 maps, which I kinda miss.

But it's not vanilla compatible. Can't open the flesh wall.

>> No.1683327

>implying you are a "better human bean" for faping only to "regular" anime hentai teen demon girls.

>> No.1683331


>missing the point on purpose: the post

>> No.1683368

>pledged not to fap until the next installment of Hdoom
sweet jesus mike its becoming unbearable

>> No.1683369
File: 79 KB, 300x200, 1385522061167.gif [View same] [iqdb] [saucenao] [google] [report]

>[20:41] *** MartyKirra changed nick to MartyKirra|Busy

What is he up to?

>> No.1683370

Favorite retro fps?


>> No.1683373

>tfw killing your first mastermind
also fucking hell Thy flesh consumed is a difficulty spike

>> No.1683385

it's a doom thread
what do you expect

>> No.1683406

Okay I'm holding the use key but I can maintain the dicking of the impettes for more than a second, What am I doing wrong?

>> No.1683407

Thing about spider masterminds is, they're hard to make a fun boss fight out of. I may give it a go (maybe for another 200 minute map). I have an idea, but since it's a hitscan boss it's not usually that fun to dodge bullets as opposed to rockets/fireballs.

>> No.1683410
File: 109 KB, 1040x746, teller.jpg [View same] [iqdb] [saucenao] [google] [report]

>no UT99

>> No.1683412

I guess you mean 2.5D, because noquake/other retro 3D fps's

>> No.1683413

>not Unreal
You fucked up, son. Both are fanfuckingtastic though... put more hours into them than most games, beat only by Thief, and Doom most-likely

>> No.1683416

Well I was playing brutal doom, none of the weapons have hitscan

>> No.1683417


Assuming you played it already, your thoughts on DTWID's E3M8?

>> No.1683424

only press it once

>> No.1683430

Still, not as fun.

>> No.1683434

Too easy really. The spider mastermind wasn't a real threat... The problem isn't with level design though, it's the monsters design. The only way to make a spider mastermind boss fight (not just a fight where a mastermind happens to be in the mix - where it's the main threat) is to turn it into more of a puzzle. A cover to cover sort of thing maybe. I dunno. It's a disappointing boss imo. Cyberdemon was a lot more fun.

>> No.1683439

Okay now I see, so let's see the brewnetts are the standard zombimen, the black ones are shotgunners and the redheads are imps, correct?

>> No.1683448
File: 150 KB, 1280x661, SWOld_4.jpg [View same] [iqdb] [saucenao] [google] [report]

I like sword, is personal weapon.

>> No.1683484

A couple of my all time favorite WADs are Reelism and Armaggedon Invasion 2. I was wondering what you guys would recommend for instant action WADs? There is just something about crowd control and weaving through clouds of fireballs.

>> No.1683490

Does anyone know if Doom(4) will be handled like the new Wolfenstein was, as in who will be making it?

>> No.1683493
File: 57 KB, 498x498, tumblr_mgzqikC3Bb1qd4q8ao1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Despite the linearity of lightgun shooters, would a recreation of an area from one as a Doom WAD be a cool idea?

>> No.1683496

Id is going to be making it. Carmack claims that he did his part before leaving so I hope that means it will be inspired.

>> No.1683501
File: 85 KB, 640x480, 1389241849380.jpg [View same] [iqdb] [saucenao] [google] [report]

why would you do that to yourself anon

start fapping
it won't be here soon

>> No.1683502
File: 18 KB, 808x631, ldewindow.gif [View same] [iqdb] [saucenao] [google] [report]

Except for Doom Builder, what is everybody's favorite map editor for Doom? I liked DEU back in the day.

has umemaro come out with anything new recently?

>> No.1683504

most recent was the second volume of his school vampire magic thing
nothing since

>> No.1683509

WADED, for DOS, is what I grew up with. ~1996 or so. If you didn't draw the normals of your room facing the right direction shit would fuck the hell up.

Was a fun program though.

>> No.1683510

what about Romero?

>> No.1683513

I just hope thy handle it similarly to Wolfenstein: The New Order, albeit with a faster pace with much more enemies to RIP AND TEAR through with tooth and nail, and bullets.

>> No.1683540

Yes, we all know you love katanas, Solidus.

>> No.1683545

Reggie fils-a-mech is gonna kick your ass and chew bubble gum next year

>> No.1683552


Wrong thread, mate.

>> No.1683569

i forgot to mention something
Do you guys have plans in making,for shits and giggles to make Samsara characters as Miis and use Gunner Mii in Smash?

>> No.1683589
File: 55 KB, 323x480, 3ogu4g.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1683591

Splatoon looks like a lot of fun!

>> No.1683612
File: 166 KB, 1216x1152, scrap956_a.jpg [View same] [iqdb] [saucenao] [google] [report]

I read 'Doomguy' and "Smash" and this is what I thought of. I'm too god damn old for this shit!

>> No.1683614

Nintendo kicked ass at E3...again. Like I saw the Doom trailer, said "neat" and moved on with MKX and Smash Bash 4. It's just kind of sad. What are you guys' thoughts on Doom 4?

>> No.1683617

>Smash T.V. Doom edition
You know what?
That's what DoomRL should have been

>> No.1683623

I would play this.
Like a lot.

I don't think there's much to form an opinion on Doom 4 right now.
Have to wait until Quakecon to hopefully see some actual gameplay.

It could easily go terribly wrong.

>> No.1683635

It is pretty much Reelism in a nutshell honestly, if you stop and think about it. You got the power ups, hordes of enemies, fabulous prizes like a big screen tv,

>> No.1683639

the main difference would probably be the room based system VS the timer based system

>> No.1683695
File: 545 KB, 640x2880, 1402466182.png [View same] [iqdb] [saucenao] [google] [report]

>I cleared all I can out, the only path left I can see needs a blue key which I'm guessing is in these dumb fully enclosed areas in a water oasis in the lava pools, and I can't jump high enough to reach them

1. go in green building
2. find hidden teleporter*
3. teleport
4. run over into red box**
5. teleport into y-shaped red/blue building
6. find key

for a better-written walkthrough i suggest the wiki.


* apparently standard fare for 90's D&D players, who expect you to search constantly for secret doors? that's what i heard anyway, and NetHack is the same. also you could wonder why the building is so heavily guarded but doesn't appear to contain anything other than a berserk box and think "hmm maybe i should search". anyway the candles on the floor give it away in my opinion.

** if you want 100% secrets go for the chainsaw first. if you don't it will rise up out of reach and you won't get a second chance to jump for it.

>> No.1683712

Were Quake levels designed to be pistolstarted

>> No.1683720


Linking to what I said last thread: >>1682884

In short, my thoughts are "probably not, but I wouldn't know".

>> No.1683745

I think Spider Mastermind is a better fight in D1 than Cyberdemon if you pistol start them and aren't above using your mouse.

>> No.1683769

Harder, for sure, but not as fun imo. I was thinking about doom and game design in general earlier, and something fps's these days are missing is dodging. It's not as fun to take cover constantly. You need a good mix. Doom and Unreal are still the only games that have (and still do) made me physically shift in my seat when a missile is coming at me.

>> No.1683770

>trying to beat the last level
>cyberdemon keeps wrecking me
>not enogh ammo
>get cacos to fight him
>they die
>get the baron
>he stunlocks him and beats the fuck out of him
>I'm just watching by the side

Truly a hero of Hell.

>> No.1683771
File: 11 KB, 313x228, wat7.jpg [View same] [iqdb] [saucenao] [google] [report]

>But it's not vanilla compatible. Can't open the flesh wall.
What? Really?
The one in the building or on the top?

I dont get it, it should be, its DOOM2 format.

>> No.1683772

I meant spider mastermind not cyberdemon*

>> No.1683773

Well, there's some dodging to be done when you're starting infighting. But I don't really mind game with emphasis on cover (though they really should step up and make cover destructible), so I liked that battle.
>physically shift in my seat when a missile is coming at me
Hah, I do that too.

>> No.1683774

the one on the 2nd floor. didn't test past that.

Have you run in it chocolate doom?

>> No.1683780
File: 164 KB, 1280x800, Screenshot_Doom_20140610_181715.png [View same] [iqdb] [saucenao] [google] [report]

Also, pic related. fence in ground

>> No.1683781

>2nd floor
I assume you're american -> the room with the zombiemans / shotgunners / chaingunners.

Well, (spoiler alert) you are supposed to shoot at the flesh wall. Just look where the candle is

>> No.1683791

I did. In zdoom it was fine. In chocodoom, no dice.

>> No.1683813

there are solid things (monsters) overlapping linedefs, such that vanilla thinks they are stuck in ceilings when it tries to move the sectors. this will block a lowering floor.

i've fixed this. changes:
- move things overlapping linedefs part of sectors that try to move
-- hellknight, thing 79 in sector 75
-- cacodemons, things 88 and 105, in sectors 84 and 89
-- two demons, things 106 and 111, in sector 90
- slightly enlarge sector 84 so a cacodemon's radius can fit in it; realign textures
- make bodies hanging from ceiling of lift (sector 39) non-blocking

>> No.1683818


>> No.1683829


For those guys in the last thread who are having problems with doomrpg and RL working: Rename the doomrl wads by removing the spaces in the name.

I was having issues getting the mods to load until I got rid of all the spaces. There must be some wierd ascii character in there that causes gzdoom to shit itself and ignore the wads.

>> No.1683848
File: 28 KB, 530x482, notbad5.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn, thanks

>> No.1683912

Because Doom is a venerated and revered franchise of awesomeness, and Doom 3 kinda sucked (actually it wasn't bad, it just... Wasn't Doom at all and was a tremendous letdown)

I feel like MG/Bethesda is trying to resurrect and/or impersonate Doom 1/2's feel and concepts as much as they can, and distance themselves from 3, and they couldn't name it "Doom 3 except we're serious this time".

>only complaint
>please don't limit the goddamn motherfucking frames to 60 like you did in Wolfenstein, fuck's sake. Rest of that game was amazing, besides a few tiny frustration points.

(posted way too late in last thread)
>all skeles
>all doom engine
>all kinda cool in concept
>all AAAAAAAAAAAA-gitating as fuck

>> No.1683914
File: 275 KB, 533x519, 1393576538136.png [View same] [iqdb] [saucenao] [google] [report]

>testing my map in prboom
>everything has been fine up until this point, most of my testing has been done in prboom along the way
>suddenly all sorts of shit starts breaking
>things happening when they're not supposed to
>finally find the culprit:
>revenants on a platform are activating switches adjacent to the platform because reasons
>switches don't have anything to do with monsters or doors or anything that might relate to the revenants or their movement

>> No.1683916


>> No.1683919
File: 424 KB, 1600x773, agitating_switch_pushers.png [View same] [iqdb] [saucenao] [google] [report]

They really are

Dunno if this is normal behavior but this is the first time this has ever happened to me. I know it's those fuckers because turning them all into stumps solves the issue. Pic related.

>> No.1683939

Oh man, I have forgotten about. It was my favourite FPS on PS1.

>> No.1683941

Hexen skellies weren't very agitating. They just threw axes at you. Not even homing or exploding axes, just axes.

>> No.1683945

Their placement was pretty agitating, but yeah, the monster itself wasn't that bad. Especially not in comparison with the centaur fucks.

>> No.1683946


I would play it.

>> No.1683947

is this a may may or something?

>> No.1683949

I actually wanted to say "Heretic".

>> No.1683950

The consoles version and the PC version are whole different game.

The PC version uses the Build engine (contrary to the console versions which are full 3D); and is more like your typical FPS of the time (contrary to the console versions which is more like a platformer with a power up system opening new paths)

However I like the PC version a lot more. If you ask me the console versions are overrated and the PC version underrated, everybody claims that the console versions are "metroid prime before its time" which is HIGHLY exagerated; and nobody cares about the PC version, even Build engine fans like Duke3D or Blood communities; even though imo the PC version has some of the best level design of Doom-era FPS.

You should check it out, even more so if you liked the console versions. Works fine in dosbox.

>> No.1683953

could you post the linedef's special number? it'll be something over 24576. i would like to know it exactly.

doombuilder doesn't seem to know how to handle boom generalised floors monster activatable flag, at least not in the dialogue box you're showing there.

>> No.1683956

It's a pretty cool map, though I'm not a fan of spawning monsters right next to me in a tight corridor (that first baron fisted me right up the to the wall)

>> No.1683958

>Doom 4 trailer
Looking kinda Pacific Rim there.

Might actually be good, but I'm still waiting on the gameplay trailer before I decide whether or not to give up on it.

>> No.1683959

24754 when it was going on.

I ended up fixing it by reworking stuff so I could have that switch use a door open action instead, and then used the no monsters option (which doombuilder let me do in that window.)

>> No.1683962

What settings should I play PrBoom in to make monsters not infinitely tall?

>> No.1683968

Has anyone tried this? Any chance I could get some feedback on it?

>> No.1683970

>24754 when it was going on.

yes that's what i thought. it should be 24722.

when Change is None, the Model field actually means "monsters cannot/can activate linedef" instead of Trigger/Numeric; i guess the dialogue box does not reflect this.

i would link you to a copy of boomref.txt if i could find one online...

>> No.1683971

Good God, I never thought there'd be a day where at least a teaser of the new DOOM would be shown!

This better be good id!

>> No.1683973

I'm presuming that was a Cyberdemon, not a common enemy.

Why is everyone so negative about it?

Id is all but defunct now, and D4 was passed to Machinegames a long time ago. (this is a good thing)

>> No.1683974

there isn't one sorry

there's comperr_hangsolid but that only applies to solid corpses hanging from the ceiling

>> No.1683979

oh wait that's only in prboom-plus as well

>> No.1683982

>i would link you to a copy of boomref.txt if i could find one online...
oh, here, this'll do.
section 13, generalized floors subsection, note 1 "When change is nochg, model is 1 when monsters can activate trigger otherwise monsters cannot activate it."

>> No.1683983

Thanks, I'll definitely check it out, especially since there aren't and good new FPS games with good level designs.

>> No.1683986


Thanks but doesnt work either.

Actually I noticed even without RL arsenal things seem to go wonky : I cant use summon marine even if I have enough EP, I havent tried other skills but I'm guessing that release is fucked in some way.

>> No.1683989

The new Wolfenstein has alright level design, well for a modern FPS that is. Of course it's nothing like in the early to mid 90's.

>> No.1683991 [DELETED] 

stfu dude

>> No.1683995


Eh, pc powerslave is nearly unplayable due to shitty strafing, you can have the best level design in the world, if the controls are bad you're basically fucked. Also no saves, also timed final level.

The psx version has the simili-metroid mechanics, good level design AND plays better than the pc version despite being stuck with a shitty controller.

>> No.1684010

>saving mid-level in a doomlike game

>> No.1684014

I think it's because we've heard that id has no idea what they want to do with Doom 4. It's been rebooted a bunch like DNF, it's multiplayer is being outsourced (which is...well, whatever), and there's not a single id founder working there anymore, so no one at the company currently had a hand in making classic Doom games at all.

I think we all want a great new Doom game, I think people are just waiting to see something tangible and playable before getting their hopes up.

>> No.1684017

Hopefully they'll make the game moddable so the fans can do something with it
Carmack released the D3 source but does he still have enough influence to do something like that again?

>> No.1684020

>Why is everyone so negative about it?
All the news about the development of Doom 4 have not painted a positive picture once.

If anything people are expecting a complete trainwreck.

>> No.1684036

Id isn't developing it, I do agree on the development hell multireboot being a bad sign, but the team that's on it has handled classic shooters well.

I dunno, I'm prepared for it to bomb, but after Wolfenstein, I'm actually rather optimistic.

>> No.1684039

I know, I feel like a teenager again. Fucking psyched. What does everyone hope to see in it? I am just hoping for it to be fast, with a built in map editor.

>> No.1684043

>map editor
>console release
You know that won't happen.

>> No.1684045

That, good multi, solid gunplay like Wolf... Really that and mod compatibility and I'm hyped

>> No.1684046

I don't expect it out of the box, but I do expect it to be allowed to be made later.

>> No.1684067

I think one of reasons Doom modding is popular is that it's easy to make maps comparable to vanilla, since they're not very detailed. With a current gen game that would be much harder.

>> No.1684078

I expect it to be exponentially harder, unless they make some total handholding shit that lets you puzzlepiece prefab stuff together.

Still, I don't care, lotta talented people in the community, make a hit game, name it Doom, give us the tools, we'll run with it.

>I say we
>I can barely make functional Doom mods and levels
>nevermind some new shit

Again, I'm not asking for it to be handed to us, I'm asking for the possibility to be left as open as they can get it, that's all.

>> No.1684086

Prefab level builder could be alright, if it was done right.

>> No.1684090

Wait, doesn't that thing use MEGATEXTURES anyway? Because I heard they're hard to mod.

>> No.1684137
File: 2.10 MB, 320x240, carousel-exploit.webm [View same] [iqdb] [saucenao] [google] [report]

i'm afraid this is the only way i could beat Carousel. i found an exploit; it's possible to get onto the firing platforms without crossing the linedefs that raise the barriers. hopefully this webm makes it obvious what i'm doing.

i am sorry to say the intended way i found fraught with excessive frustration.

i seem to lack the dexterity to execute the quick stop-turn-aim-fire movement required to get a rocket into the target. i can do it maybe once or twice in 10 goes if lucky. it requires both high accuracy and superfast execution to get a rocket past the barrier before it rises too far.

however, at this point, one could just retort, "you're not good enough, keep practising" and i'd have to accept it and keep trying.

on the other hand: well, obviously an unlucky spawn on the outer ledge will ruin your day, but worse, monsters spawn on the ledge down below in front of the target. this means, eventually, it is _impossible_ for shots to be aimed correctly, as even if your angle and firing position is perfect, autoaim ruins the shot. (it seems you need to stand very close to the edge of the platform to get a rocket across before the barrier blocks it.)

this is all exasperated by there being not one but four spawners in a relatively small arena; the space fills up very rapidly, and by my estimation you cannot afford to miss a single shot (the target appears to need three hits). by your fourth or fifth shot the arena is simply too full to continue.

i don't know if you tested mostly with autoaim turned off (in an engine that allows that) and a crosshair (although, i hacked a crosshair into my engine. it didn't help much, if at all) or maybe this map is just beyond my ability.

otherwise it's a good map and quite a clever spin on the old icon of sin cliche. i don't expect you to change anything to make it easier, but i wished to share my experience nonetheless.

>> No.1684140

The controls are fine, it just gets a little used to. You don't even NEED to srafe and move backward/forward at the same time.
You can't strafe like in more modern FPS in Wolfenstein 3D either, that doesn't make the game bad.

The console version is more a paltformer than a FPS; and who all know how first person platformers turn out most of the time.

>> No.1684163
File: 708 KB, 640x360, out.webm [View same] [iqdb] [saucenao] [google] [report]

How do I into webm quality?
Anyways, git gud. Second attempt and I succeded.
The map is quite easy, should be more difficult.

>> No.1684170

The Doom 3 trailer also had the original sounds, don't get too hyped up.

>> No.1684194

I just wanna give a friendly reminder /vr/, stay as neutral as possible when it comes to doom 4. Over hype this game and we got another duke nukem forever.

>> No.1684197

>looking kinda pacific rim there
One of the lead concept artists on Doom 4 was the lead concept artist on Pacific Rim, so it's not a coincidence

>> No.1684219

well, all right.

>> No.1684220

so which monsters do the others hate most unanimously?

>> No.1684231

I have been trying yo replay Doom 3... movement is so damned slow I couldn't get to the mass spectromete... heh... couldn't get past the tutorial.

>> No.1684253
File: 2.61 MB, 320x240, carousel.webm [View same] [iqdb] [saucenao] [google] [report]

>>1684219 (me)

thanks for the encouragement. :)
somehow it's easier having watched someone else do it.

as for your other question, increase the bitrate. max file size is 3MB, that is 24 megabits. divide that by the length of the video in seconds to get a bitrate. for a 2 minute video it's 200kbit, 1min is 400, 30seconds is 800 etc.

>> No.1684257

and yes, this webm really needs sound, you can't tell which rockets were hits and which weren't...

>> No.1684258

Which trailer? Just saw the E3 trailer of DooM 3 and didn't hear any original sound.

>> No.1684269

Is it possible for any PC to run nuts.wad at 60 fps?

>> No.1684274

so I'm watching an LP of Dante's Inferno for inspiration for making doom maps, I gotta say Dante/Death have good taste in scythe designs, the set peaces are great, wondering if I can remake them in doom?

>> No.1684278

Just use PrBoom. It's AI is a lot more CPU efficient.

>> No.1684283

Also WADED. It was pretty easy to use albeit fragile, and also the thing that Tricks of the Doom Gurus book used for the map tutorials. I also didn't really like how other editors of the day handled.

Doom Builder of course blows them all out of the water.

>> No.1684285

Yup, this.
And by Prboom we mean Prboom+

>> No.1684368

Is there a megawad with a boss at the end of each level?
With health bar, boss theme etc.

>> No.1684371

A Doom lightgun shooter would have sold well back in the '90s arcades, lol.

>> No.1684387


What have you got in mind ? Sounds fun to me. I'd love to replay Virtua Cop with more freedom to be honest.

>> No.1684401

Some pinky-grill action (will probably have a little bit of tweaking before release):

I should have the very last frames for Pinky-girl (stun/falling over + attack) finished tomorrow.

>> No.1684408
File: 400 KB, 488x519, 000596245.gif [View same] [iqdb] [saucenao] [google] [report]

>not irrumatio

>> No.1684412

That body needs a lot more motion, otherwise it looks like the tits are just moving off their own will.

>> No.1684413

put in some arm/leg movement for the pinky girl and its gr8

>> No.1684420

yeah, basically just got the 'core' stuff down. I wanna hopefully add a bit of arm/legs/back motion to make the titty movement more sensical.

>> No.1684423
File: 449 KB, 640x480, skeletonandplayertrytoagitateeachother.webm [View same] [iqdb] [saucenao] [google] [report]

Boxing with revenants is awesome when you both miss your punches.
Map: arcadia.wad

>> No.1684426

They usually try to shoot me after I hit them in melee.

>> No.1684448

that reminds me, to whoever is uploading hdoom stuff to http://rule34.paheal.net/post/list/DOOM/1 , you forgot https://archive.foolz.us/vr/thread/1576807/#1578614

>> No.1684450

I don't know. I still think with the way she's designed and how her legs work that it would be better if her arms were being grabbed and pulled directly behind her.

>> No.1684462

so you said that next up was looking to be Barons or Cacodemons? also Loving the added diversity to the imps

>> No.1684470

is that the one made by the bioshock guy?

>> No.1684475
File: 2.45 MB, 320x240, DemonHQ-1.webm [View same] [iqdb] [saucenao] [google] [report]

webm of this, in 2:49, 1/3

>> No.1684479
File: 2.68 MB, 320x240, DemonHQ-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1684482
File: 2.60 MB, 320x240, DemonHQ-3.webm [View same] [iqdb] [saucenao] [google] [report]

the maps name may be HQ, but the video certainly isn't, dohohoho

>> No.1684483
File: 1.08 MB, 301x214, notbad1.gif [View same] [iqdb] [saucenao] [google] [report]

Did you like it?

>> No.1684484
File: 2.57 MB, 1920x1080, Screenshot_Doom_20140608_124658.png [View same] [iqdb] [saucenao] [google] [report]

have a screenshot

>> No.1684485

hey anon did you do mark's entry?

>> No.1684491
File: 269 KB, 1402x798, cxNCex8.jpg [View same] [iqdb] [saucenao] [google] [report]

cybie looks mad

>> No.1684496 [DELETED] 


>> No.1684498

What WAD?

>> No.1684513

>Did you like it?
i did, yeah

taking a real or at least believable human-built place and hellcorrupting it E2-style is always good, a nice mix of the real and unreal (the lightswitch was a nice touch of the former)

the red key fight was fun, the end section (which i somehow feel is on the roof of the building, even though it's not) was good too. when you said "this is hard, don't fall off" i thought "uh oh, ledgerunning" but it's fine.

start was a bit tedious going up and down the slow lift, but that's vanilla floors for you

i've played and beaten it but have yet to try recording it. my initial run, while successful, took over 23 minutes, and later attempts to play more aggressively did not end well.

>> No.1684520

Number of the map?

>> No.1684526

Hopefully he's "demoted" from being the final boss to just being a high-level enemy again.

Cyberdemon boss in Doom 3 just felt like shallow pandering.

>> No.1684528


dear mother of gamma

>> No.1684539

Hm. I should fix that exploit... Heheh.
I beat it in chocolate doom on my 3rd or 4th try (after a large amount of monsters had spawned), so I know it's possible.

Sorry you found it frustrating. If anyone else is interested in making a map30 we can pick the best of - naturally.
Looks like he might be playing on easy. Less spawners on easy.

>> No.1684548

Really my problem with the Cyberdemon in Doom 3 was that you didn't fight him.
The real boss was the little guys and you just throw the soul cube at the big guy.

>> No.1684550


Not voting because lack of Doom 64.

>> No.1684552


>> No.1684558

>playing on easy
Sorry mate, I only play UV and UV + fast monsters (if the maps too easy)

>> No.1684595

Not everybody likes to play Brutal Doom.

>> No.1684605

Fair enough. Just didn't seem like you hit many monsters. Normally I have to dodge an arachnitron or 2 by that point.

>> No.1684608
File: 313 KB, 792x637, keyboard mouse since the beginning.png [View same] [iqdb] [saucenao] [google] [report]

>aren't above using your mouse.
Why do people keep insisting that using KB+M is some sort of unholy act? It's been used since Doom was in development. Hell, Wolf3d had mouse support.

>> No.1684614

It's even recommended in the manual ffs.
Maybe he was talking about freelook?

>> No.1684615

id's making it, but none of the original developers are part of id. It's id Software in name only. Carmack was the last remaining member, and he left to work on the Oculus Rift.

>> No.1684624

lol is he using the directional keys? i used to play like that

>> No.1684628


I think Doom came bounded with them as default; hell I just downloaded ChocoDoom to test my 200min entry and they were the default movement keys

>> No.1684629

That was my post and I was joking about how open space and strafing trivialize Cyberdemon fight, not seriously stating that using mouse is a dishonorable act.

>> No.1684634

what map is that

>> No.1684658
File: 30 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google] [report]

new 200 minutes test build (at last...)

- new maps: dead cargo (17), carousel (30), demon hq (21)
- Brutto gained a secret exit and moved to map31, switched with Sneek
- fixes to 2.wad (2), 200.wad (10), Sneek (32), Blood River (now 23)
- fancy titlepic from some talented anon, derived interpic
- anything else i changed and forgot about


slots aren't final unless they depend on special effects (e.g. map07 won't work in any other slot, etcetc)

anyway i'm going to bed, test away and have fun

>> No.1684659

>Dat new Cyberdemon

>> No.1684669

I hope they really keep that good mix of flesh, machine, and fucked up demon flesh (which IS different from flesh. The demon flesh is stuff like the cyber demon's stomach, which is something like exposed muscle/wires).

But none of that matters if we don't get that classic Doom gameplay and maps. The new Doom needs to have a good movement speed and more open maps than Doom 3 did, as well as more responsive enemies. Part of what made Doom 3 so iffy was how easy most enemies were to defeat. They were really one trick ponies.

>> No.1684679

Looks like Fallout 3/NV: doom edition.

>> No.1684683

>Part of what made Doom 3 so iffy was how easy most enemies were to defeat.
That's 100% true for original Doom as well. Original Doom has better amounts and placement, though, which makes it more fun. Then again, I'm not sure your average PC would handle a "proper" amount of Doom 3 monsters very well.

>> No.1684684

I played WASD and directional keys.
WASD to move (A and D for strafing left and right), the directional keys to open doors, shoot and turn left and right. I thought that it was a nice way to play honestly.
But yea, WASD + mouse is the perfect combination for every FPS in my opinion.

>> No.1684686

I am trying to beat Lost Mission, never played it for some reason... goddamn it, the game is so slow and easy after playing Brutal Doom non-stop for a week.

>> No.1684692

>Part of what made Doom 3 so iffy was how easy most enemies were to defeat. They were really one trick ponies.
I disagree. Hitscanners were really bad, chaingunners moved, you couldn't dodge revenant's rockets so easily (though you could shoot them down), etc.
As this anon says, original Doom/Doom 2 enemies were much easier to take down.

>> No.1684708

Very nice.

>> No.1684709

that's not fully true. Kevin Cloud is this at id and was one of the developers on the original and the rest of Doom series

he just doesn't act as a spokeperson for id.

>> No.1684712

Oh, but the music is gone from the first level (maybe other levels too, haven't checked). Maybe because slots aren't final, music is on hold? I dunno.

>> No.1684713

Anyone got the Brutal Doom webm of the Revenant infighting with an enemy, killing him and throwing him at you?

>> No.1684743
File: 1.56 MB, 640x480, two shots.webm [View same] [iqdb] [saucenao] [google] [report]


no, but i have this one for the time being; sorry

>> No.1684751

Mmmmmm slimey tech base. Cool shit.

>> No.1684759

Needs more teal lights.

>> No.1684784

Muh nigga.
I remember doing that shit in Doom98.
Up arrow key to shoot, down to open doors.

>> No.1684818

So I just got off of some cheap RDR clone on my ASUS transformer, and now I want some Wild West action. Anyone know of some WADs that are like that?

>> No.1684838
File: 160 KB, 800x600, Screenshot_Doom_20140611_180805.png [View same] [iqdb] [saucenao] [google] [report]

Lemme start off by saying sorry to the folks I owe maps/mods to, since this ate up my last 4 days worth of Doom time.

This began as a 200 minute map about two weeks ago, then dropped it when I realized I was hopeless over as far as visplanes go. Then picked it back up and continued it as a Boom map. This is the first singleplayer map I've done in a less advanced format than Hexen in ZDoom.

Map is Boom compatible, tested in PrBoom and ZDoom, There are minor crusher and display bug in Zandronum, so don't use that. Difficulty levels are used, so if UV is too much consider playing in HMP or lower.


>> No.1684865

Apology accepted, whoever you are.

>> No.1684876
File: 82 KB, 175x173, 1402420810691.gif [View same] [iqdb] [saucenao] [google] [report]

So ManlyMagicDoomGuy, you planning on releasing a new version?

>> No.1684886

What's the best and/or most commonly used map format? Also, how can I set each of my maps to end with their own individual intermission background images & music?

>> No.1684898

I'll do MAP29 tomorrow.
It'll be D-Day in hell. Running the through an ocean of blood, invading hells beach and killing the almighty Cyberdemon and Spidermastermind at the end.

>> No.1684903
File: 493 KB, 300x299, encourage1.gif [View same] [iqdb] [saucenao] [google] [report]

Newer WADs use mostly ZDoom (Doom in Hexen) format, because it allows you to execute scripts.
If you dont need scripts, use ZDoom (Doom in Doom format)
Use it.

(Old WADs use Doom2 format.)

>> No.1684915

goddamn i want this gif without the texture filtering
it's lovely

>> No.1684917
File: 90 KB, 256x327, 1399390179180.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1684919

Are you fucking retarded?
Do you know how much space UDMF wastes?
Its just a plain ASCII file, and its retarded as fuck.

>> No.1684924

Hexen format has no features

>> No.1684929

Why would I want to use a map format that is bloated as fuck?
Who the hell uses the features anyways?
Only Tormentor667?

>> No.1684931

Don't listen to

The only formats you should be using are Vanilla Doom format (or the various "Vanilla ______" formats like vanilla hexen), Boom, or UDMF.

Vanilla Doom is the least advanced, but has the most wide support of all. Boom is more advanced, and still has wide support on various sourceports like the ZDoom family, Eternity and PrBoom. UDMF is the most advanced, but can only be played in G/ZDoom and Zandronum.

IIRC Eternity and Legacy each have their equivalent UDMF format, in that it's most advanced for the port but is only playable in that port. Don't take my word for it though since I don't know either port that well.

All the other various "______ in ZDoom" formats are less advanced than UDMF but still can only be played in G/ZDoom or Zandronum so they're pretty much obsolete at this point. It's also piss easy to convert any map to a UDMF map.

>> No.1684934

Hello newcomer to Doom WADs and playing here, someone mind explaining to me if I should Torrent or Buy DOOM to play the said WADs and hdoom. I'm not sure how most of this works right now and would appreciate some help

>> No.1684935

>no features

Actually, it has a significant amount of features.
UDMF has more.
The short of the matter is that Doom format is baseline, Hexen format is somewhat more robust, UDMF is bloated as fuck but the most powerful.

>> No.1684936

Hey everyone. This guy. Don't listen to this guy.

Doom in Hexen format and UDMF provides you with a huge array of new features such as slopes, scripts, translucent lines, and much more. Stop making boom-compatible maps. We already have thousands and thousands of them. We don't need more of the same. We need new and innovative map design.

>> No.1684938


There's a link in the FAQ to the DOOM IWADs. Check the first post.

>> No.1684939

Thank you all for your recommendations. Now how can I set a different background image and music for every intermission screen of my WAD?

>> No.1684940
File: 265 KB, 640x480, YDCdapU[1].png [View same] [iqdb] [saucenao] [google] [report]

>Only Tormentor667?

No, and I think you know it. Pic *sort of* related, Threshold of Pain II


Spend 2 bucks on buying 'em, but none of them will go to the original devs, anyway. Your choice at the end of the day

>> No.1684941 [DELETED] 

"Ew. No one wants Doom. WHERE THE FUCK IS FALLOUT 4?"

Why are Fallout fans so cancerous?

>> No.1684945


Hi, welcome to the crew.
>buy Doom
If you wanna feel really good about yourself by supporting a company, sure. Just keep in mind that absolutely none of the people who worked on it will get the cash--the old crew is no longer in id anymore.

I suggest pirating them. Links are in the FAQ in the OP.

>> No.1684947 [DELETED] 


>> No.1684948
File: 33 KB, 106x166, 1401138227835.gif [View same] [iqdb] [saucenao] [google] [report]

Go to the FAQ in the first post. It'll explain things for you.

>> No.1684950

>Why would I want to use a map format that is bloated as fuck?
>Do you know how much space UDMF wastes?

You're supposed to put it in a pk3/pk7.

>Who the hell uses the features anyways?
>Only Tormentor667?

I want to have a floor lit differently than the rest of the sector.

>in Hexen in ZDoom format:

Create a dummy sector, set lighting in that sector, then set a linedef and have it transfer lighting to sector, then tag the line and the sector with the same tag. If you have two sectors that you want the same floor light on but have other differences (say you want a monster to teleport into one sector but not the other) then you have to repeat this process for the other sector and use a different tag.

>in UDMF:

Right click sector, set floor light level. No tagging needed.

And so forth for other tasks.Most of the stuff that Hexen in ZDoom format had to use hacky workarounds for UDMF supports natively.

>> No.1684953

Thanks guys!
Because their game gives them a false-sense they're playing a RPG
When the Elements don't do much besides INCREASED DAMUGE
To make them think they're playing something more than a everyday FPS.

>> No.1684960


I would largely agree, but your map will still be more widely played if it's Boom rather than one of the ZDoom formats since there are more ports that support Boom, and there's a significant number of old farts that won't touch ZDoom maps.

This isn't the same for the other ZDoom formats, since they're also restricted to the ZDoom family or ports just like UDMF but they have less features.

>> No.1684961
File: 58 KB, 750x543, woooow.jpg [View same] [iqdb] [saucenao] [google] [report]

>create large UDMF map
>6MB of text
>4MB compressed
>one single fucking map

>> No.1684972

I can usually get 2x compression on UDMF maps, not sure what settings you're using to zip it.

Even large UDMF maps are still a drop in the bucket compared to the size of textures, sprites, graphics and sounds/music.

Enjoy spending months longer to do the same thing as UDMF and having less options while doing so. Remember that you can always convert your Hexen in ZDoom map to UDMF at any time with a simple converter like wad2udmf.

>> No.1684973

Question do I need to get Zdoom to play with everyone or what?

>> No.1684974

>getting this fucking autistic

as long as the map fucking plays well, loads well, and works well, who gives a shit what was used to make it

>> No.1684976


ZDoom's multiplayer is terrible. If you want to play with everyone, get Zandronum and hop on the IRC.

>> No.1684979

Ohhh then I take it I should torrent Doom are we all playing though?
Also sorry I'm being retarded I'm not getting through with the FAQ to well.

>> No.1684980


>> No.1684982




>how can I set a different background image and music for every intermission screen of my WAD?
>for every intermission screen

Just one way and it's via ZDoom


>> No.1684984

>download IWADs (doom.wad, doom2.wad etc.)
>download Zandronum
>set path to IWADs
>start Zandronum in Singleplayer
>configure settings (resolution etc.)
>download doomseeker / IDE
>join server

>> No.1684985

>are we all playing though?
Not at the moment, we just got done playing Samsara+Stronghold. Dunno what we're doing next.

>> No.1684997

Thanks guys.
Probably the friendliest and most helpful board I've been on.

>> No.1685001


Oh, don't worry. We have our own band of shitposters.
Still, enjoy your stay and enjoy Doom.

>> No.1685006

Really? How do I filter their posts?

>> No.1685013


>> No.1685014

You really can't. Just don't take the bait, report them and hope for the best.

>> No.1685017

Last question how do I join /vr/'s server?

>> No.1685032
File: 296 KB, 750x3579, how_to_irc_hexchat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1685053

There are some things missing and I'm using the x86 on 7

>> No.1685056
File: 563 KB, 1280x720, Screenshot_Doom_20140611_165828.png [View same] [iqdb] [saucenao] [google] [report]

I played through it. Aesthetically, it looks all right, with only a few nitpicks. I played on HMP, even though I usually play on UV, and I still found the map's difficulty to be brutal, especially at the end.

High point of the map is definitely the room with the super shotgun -- I thought that was pretty well done, even if the ceiling trapped me at one point and I couldn't move or do anything. There was enough room to move around and kill the baddies, and having the super shotgun definitely helped. It looked nice, too, and was a fitting room to start throwing the more demonic enemies out. If I were to scrap the rest of the map, I would keep this room.

Low point was either the final room or the blue key room. I spent far too long in thee blue key room killing those revenants and was thoroughly fed up with them after the first group, and I sure as hell was fed up when I realized I had to do it three more times. Symmetry is nice, aesthetically, but predictable gameplay-wise. I would have liked at least one of those switches to do something other than raise platforms and summon six revenants. I didn't like that I had to keep making potshots with my chaingun or shotgun while avoiding those fucking seeker missiles, worrying all the while about whether or not I'd fall into the nukage. I think it might have been better with better weapons; at that point I only had the chainsaw, shotgun, and chaingun, none of which can quickly dispatch a revenant, let alone six at a time. I spent the majority of my hour or so playing in this room, and by that time, my patience had worn pretty thin.
Continued in next post

>> No.1685059


By the time I got to the last room, I spent about five minutes dying on it before I threw on degreelessness, and I still found myself utterly swamped in imps. I did not realize that I had picked up a rocket launcher at some point, but that's probably my fault for turning off auto-switch. That said, it was far too cramped to move around, and I felt very underequipped. I think I would have liked to see the rocket launcher before the blue key room, and picked up a plasma rifle in the final room, instead, or maybe had a better vantage point with cover to safely shoot the imps. I felt like I was playing 3d Touhou or some other shmup. The maze thing only added to the frustration; Trying to go through it and ignore the imps was not possible because of those barons and hell knights -- they kept ripping me to pieces.

Overall, I'd give it a 7/10. It's not a bad map, just difficult, and I imagine it'd be a lot funner with a co-op buddy.

>> No.1685062

Oh. That's actually pretty neat.

>> No.1685065

I really didn't like the revenant room to the point I stopped playing at it. You can easily duck out of cover, shoot, wait for missiles ot hit cover, but that's not very fun, and the amount of revenants you need to kill that way is just too much.

I thought the room looked good though.

>> No.1685067
File: 7 KB, 190x265, oh.jpg [View same] [iqdb] [saucenao] [google] [report]

What was the last disappointing wad you anons played through?
Last one I played was Cold as Hell, and I still am in the process of doing so. It's fun, and pretty damn interesting, I suppose. But honestly, it doesn't really scare me all that much.

>> No.1685070


Thanks for playing!

What part of the ssg room did you end up getting stuck on? I meant for it to kill you if you're standing on something that moves up but I musta missed something.

I originally had revs and knights on the platforms that move up, but they kept infighting so I switched it just revs. I'll figure out something else to do there that is more varied and possibly toned down.

I think I will probably end up following your advice on the rocketlauncher and plasma, and just limit the rockets you get before the final room.


Sorry the revs in that room ended up being boring. I'll think of a better way for that room to be handled.

>> No.1685074

>Aesthetically, it looks all right, with only a few nitpicks

What were the nitpicks?

>> No.1685086

How2run .pk3's Hdoom is my first.

>> No.1685089

Drop the pk3 or wad onto Zandronum. Like literally click and drag that shit you pervert.

>> No.1685095

>What part of the ssg room did you end up getting stuck on?
I stayed on the platform, and the floor rose? or the ceiling lowered, but it did not kill me and I ended up loading an earlier save.

>Sorry the revs in that room ended up being boring. I'll think of a better way for that room to be handled.
Even a SSG beforehand would have helped. You're using scripts, right? Maybe you could script it so that instead of revenants every time, the enemies get progressively more powerful, like starting with chaingunners and working your way up to revenants. The biggest problem with revenants are their stupid seeker missiles, and the fact that they are tough. Fewer revenants, or a SSG should help.

>What were the nitpicks?
The rooms are too symmetrical, for one. You could give them a little more detail, like usings slightly different textures on the sidedefs -- damaged textures, say. You can keep a symmetrical layout and decorate the room's walls, lights, and objects asymmetrically, to help break up the monotony. In puzzles, after you've established a pattern, you can mix things up. Maybe the first two switches open up a door, but the third one opens up a monster closet behind you! Things like that.
The blue key room's black ledge looks nice, but I think a slight increase in elevation, of perhaps 4 units or so, is a simple change (they're already different sectors) to give the floor a lip. Minor, like I said.

>> No.1685097

Click the .pk3, drag it and drop it onto your source port of choice.

If you want to load it with a levelset, hold ctrl and click another file as well, drag both.

>> No.1685104

Is there a shadow warrior source port?

>> No.1685109

How exactly do I get Manly Magic Doom to run? Downloading it from the page just gives me sprites, text files, and all that other stuff. No .pk3 or .wad in sight.

>> No.1685114

i don't know that mod
but if the page is github or something like that don't hit the download zip button, check for the releases page

>> No.1685125

I was checking the archive for the link, but it seems that it's been removed.
If it means anything, the guy posted it on a google page.

>> No.1685132
File: 2.27 MB, 1927x1210, 1400788650489.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1685136
File: 182 KB, 1600x900, 1396737654327.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1685146
File: 1.37 MB, 1920x1080, DOOM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1685148



Got any more?

>> No.1685152

Considering the state of console-oriented AAA gaming, the best I think we could realistically expect is Brutal Doom HD. However, in a perfect world, I'd like Doom 4 to be like this:

Basically the parts that made classic Doom good, mixed with modern technological capabilities such as freelook, crouching, jumping, etc. Make the new weapons less gimmicky than the new ones in Doom 3 (save the machine gun/assault rifle, which makes a good replacement for the pistol), and more situationally appropriate, like flamethrowers and grenade launchers.
>Campaign Mode: Hell Unleashed
Basically a more coherent version of Doom 2's story, with the demons coming to Earth and Doomguy rescuing the survivors and eventually destroying Hell. Gameplay is still fast-paced, but levels are larger and less labyrinthine.
>Classic Mode
Essentially, a level-based game more akin to a wad, closer to the classic Doom philosophies. Can be loaded with custom campaigns/wads made with level and gameplay editing software through an internal download manager/browser.
The usual; LMS, KotH, DM, CTF, Co-op, and Survival with server-side mod support. User-created content is handled similarly to classic mode.

>> No.1685161


why does that even makes me shiver in disgust? why is it happening?

>> No.1685167

I never viewed it as a horror mod, just a survival one.

Last disappointing one I played was D2TWID.
Just didn't like the levels.

>> No.1685175

>The parts that made classic Doom good.
I've never, ever seen a consensus about what made classic Doom good. However, there are a lot of opinions about what Doom did right, and what Doom did wrong.

>> No.1685178


Doom and Duke3D MIDIs being played on... well, some kind of fancy equipment that makes them sound really good.

>> No.1685179


>> No.1685193

The original SW comes with its own source port on Steam.

>> No.1685202

and it's a shame because his design was excellent

>> No.1685217

Mod wishlists?
updates to existing or whole new ideas

>> No.1685229

New enemies/levels for Metrood.
Update to Reelism.

>> No.1685251

H-Duke with monstergirl enemies I can see it now

>an army of babe-ified aliens? so that's why they took our babes, bastards know my one weakness, I cant bring myself to hurt a sexy lady, but they've forgotten one thing, I'm the weakness of every chick there is. So I cant hurt them, who says I have to?

>> No.1685252

Berserk mod.
Just being done.

Project MSX.
Wishing for the next update soon.
And a LMG

Space Pirate
Redhead Mel.
More finished weapons.

>> No.1685256

>Enforcer girl
>H scene starts
>"Shit happens."

>> No.1685260
File: 9 KB, 250x250, 1402184689564s[1].jpg [View same] [iqdb] [saucenao] [google] [report]

So there's this old-ass WAD which had only like 3, maybe 4 maps.

Let's say I create a map (in the same format, of course) INSIDE the wad, while obviously using the original resources contained inside that wad (plus some custom ones I may add if it's necessary)

THEN, after getting the map done, I extract that map from the modified WAD, and put it INSIDE another clean WAD (with all the stuff that may have been included) and then I release said map -for free, duh- as a standalone, while telling everyone that it explicitly NEEDS the old map to work.

Would the community in general be okay with that?

>And what WAD is it?

Not giving away spoilers; but you can have a small clue: the genre was just mentioned in this thread a few hours ago

>> No.1685264
File: 68 KB, 512x384, holy shit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1685265


Load the .zip itself, don't try to extract it.

>> No.1685267

Ah. That makes sense.
Thanks, anon.

>> No.1685273

for term to add gina to Samsara already

>> No.1685275


...That seems incredibly complicated and roundabout.

>> No.1685287

doomgirl for Hdoom
with girl on girl

>> No.1685292


And why should it be? The hardest thing would be just to detect which textures were used for said map, and there's already a user-made program that dumps a list

Do you suggest any alternatives?

>> No.1685298

considering the sheer amount of bullshit the addons have given him i wouldn't be surprised if he doesn't want to touch samsara again

>> No.1685302

I just realized

Carmack probably won't be at Quakecon this year.

What reason is there to even go, then? Its not a proper Quakecon without Carmack.

>> No.1685304

Doom 4?

>> No.1685305

doom 4, and even then

>> No.1685310

>pig cop
Make'in Bacon
Hmm... I wonder how many of these cops used to be guys? Ahh well no need, live in the present

>> No.1685317
File: 6 KB, 250x232, chefcarmack.jpg [View same] [iqdb] [saucenao] [google] [report]

>Carmack not introducing Doom 4

Its just so hollow. We're going to have some guy none of us recognize up there talking about it.

Whatever, I guess its okay as long as it really blasts our balls off. I'm just going to miss Carmack's 2 hour long speeches about technology and all that fun stuff. He never held back and they were always so informative.

>> No.1685327

>any H-scene ends
Cleanup on aisle Duke.

>> No.1685331

GOOD Doom 3 like sprites, in a mod like this https://www.youtube.com/watch?v=1JQ9q8_QTxU but with the old run speed to capture both the frantic pace and the atmospheric horror, add in brutal doom compatibility

>> No.1685336

>but after Wolfenstein, I'm actually rather optimistic.

Don't want to start a huge shitstorm but what did this game honestly do so different that isn't already in a ton of other modern shooters? So it has some old time FPS quirks in it. Big deal is what I say. From what I seen it still heavily leans towards modern shooter then it does to older school shooter.

I would love to be surprised by the new Doom but I just am almost too sure it's going to fail or not really do anything great.

>> No.1685352

I personally think it was well done because it seamlessly merged those "old time FPS quirks" into a modern shooter setting.

Doom 4 has three outcomes. It can: be completely modernized and share little to no mechanics with any of the Doom games, have a combination of the two styles, or be completely styled like a 90s shooter.

Doom 4 can either be DNF, which was terrible, Wolfenstien: TNO, which was good, or ROTT2013, which is (unfortunately) unlikely because of the bean counters at Bethesda that won't allow Doom to be a "niche" game.

>> No.1685353

I really wish people would stop giving that worthless mod and it's asshole maker so much attention

>> No.1685364

>which is (unfortunately) unlikely because of the bean counters at Bethesda that won't allow Doom to be a "niche" game.

This is very unfortunate. The issue I have is that I feel no matter what they try to do with it that Doom is just not going to sell huge in this day and age with shooters being in absolute abundance everywhere. So I almost feel they might as well go cheap budget with it as scary as that may sound. Hate to say it but imo nothing they do with it is going to ever sit right with a lot of people who might be interested with the game. The best thing they can do to be different from the sea of other shooters is almost completely replicate old style doom but with modern 3d graphics of course. ADS, sprint, reload, levels being a mix of open and tight corridors, remove the key mechanic. To make up for the key mechanic they can make the levels far bigger and add something different. Like blasting a door with a rocket launcher enough times to get in.

Hope no one blasts me for this but something along the lines of Halo 1's bigger levels is what I am thinking. Like Silent Cartographer and that second stage that allows for some freedom. Of course Doom guy would have to at least run reasonably fast unless the make the levels more dense although big.

>> No.1685365 [DELETED] 

R & I

>> No.1685367

Halo's levels aren't bad, MC is just too slow

>> No.1685370


>> No.1685372

>Halo's levels aren't bad, MC is just too slow

No doubt, it's why I even mentioned it. Actually these days Halo 1's levels are gigantic compared to most of the linear levels I have seen in too many shooters these days.

>> No.1685373

Alert the higher-ups and pay no attention to it

>> No.1685379


Halo 1 wasn't actually that bad, it was a decent continuation of the perfected PC formula--dumbed down for consoles, but it was still a good take on the formula.
But then Microsoft insisted on a sequel, and Bungie never wanted a sequel. And then came out Halo 2, which even Bungie hated.
And then Microsoft wanted another sequel.
And then Bungie bailed.

>> No.1685380


Adjusted the blue key room and when you get weapons, fixed issue with crusher (zdoom doesn't do certain prboom crushing stuff the same was the issue), made it so monsters don't get knocked off ledges and made it so you can see the bars in the yellow key room lowering. I'll prolly go back later in the next couple of days and add some more detail touch ups.


Lemme know what you think.

>You're using scripts, right?

Heh, kinda. Scripts in Boom are a voodoo doll on a conveyor belt running over linedefs.

>> No.1685381

>The issue I have is that I feel no matter what they try to do with it that Doom is just not going to sell huge in this day and age with shooters being in absolute abundance everywhere.
specially spess mareen ones

>> No.1685383

>and Bungie never wanted a sequel.

Wait what? I am pretty sure they did want to make Halo until Halo 3 which was intended to be the end. Which it should have been since Halo 1-3 are all good to me.

Oh well this is a Doom thread any ways. It sucks that we have to even worry the direction Doom 4 is going to go when it should be rather obvious how it should be made for the most part.

>> No.1685387

No, Bungie did want Halo 2, and Halo 3, not because they were told to. It was around Halo Reach that they were getting strained by it, and then passed the buck off to 343i.

Halo 2 and 3 had some very fucking good levels.

Also, unrelated, but fucking godammit, Captcha is in the shitter.

>> No.1685390


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

>> No.1685392

I like more of a "Mini-boss" approach.

When you first discover a new enemy, it becomes a mini boss in a relative sense.

Like mid way or less through the game you encounter cybie in an arena, hyping him to be a boss. But later on you meet him as a regualr enemy and the relativity of the situation reveals he was only a mini boss.

You can do the same thing with any enemy, baron of hells, arch-viles etc.

It happenend in the original doom, even meeting the first arch-vile of doom 2 was a pretty hype situation, or at least the trap had good affect. but after whatever kind of grandoise boss-like introduction (barons in e1m8) they become a mundane enemy later.

That is my philosophy anyway.

>> No.1685394

I don't think that necessarily means they HATED the games, it just sounds like they felt they could have done better, which, honestly, is the mentality of most artists/creators/whatever.

>> No.1685418

the music in map01 was an error. it was submitted with a different map. my build script changes the map slot but didn't touch the name of the music lump.

i'll need volunteers to do music selection. hardly any maps were posted with music, and as i never play the game with it, i have no knowledge of available midis. the best thing would be if someone could post a bunch of midis along with a list of which maps they're supposed to go with, so i can just drop them into the build system. thanks in advance?

>> No.1685430

This is a great idea, it helps that I love enemies getting little cutscense to introduce them all

>> No.1685463

pirate the original v1.9 iwads. if you buy. you'll get the BFG edition iwads, which are an insult to the community. they don't fix any existing bugs, and introduce many new ones of their own, workarounds for which source port maintainers have had to scramble to hack.

>> No.1685478

i didn't even get that far, i had to go for the barf bucket at "console-oriented AAA gaming"

>> No.1685484

it's been done, someone made a map for Ni'mrod this way as i recall.

>> No.1685489


I would propose a certain date as land-marking in terms of people talking about wads/mods in a certain way, but that may get some people uneasy, so let's leave it like that.

The fact of the matter is that it wasn't truly a common word around the community.


In the same way I described? So that means I'm getting pretty much a greenlight, I guess?

>> No.1685497


Actually, the Steam standalone versions are still the originals going by my testing.

It's only the IWADs you get in the BFG Edition that are, well, the BFG Edition versions.

>> No.1685501

>making maps is autistic

Uh, I don't know, maybe the people making the maps, and the people playing them?

Fucking stupid.

>> No.1685503


I stopped playing it after about 30 minutes so I don't know if it changed, but so far it was literally just some faggot whining about archlinux in .wad format.

>> No.1685513

He's probably too busy building rockets and shit. Though I really wish he could just do a quick presentation that shows off some of the tech like this: http://www.youtube.com/watch?v=Qj3dPyk7hPI&feature=kp

>> No.1685523

>In the same way I described? So that means I'm getting pretty much a greenlight, I guess?

the story is: nimrod: hell on exdeus[1] was made and depends on nimrod: project doom[2] to run. the former is just a map and mapinfo/animdefs, and relies on graphics from the latter.

[1] http://www.doomworld.com/idgames/?id=14641
[2] http://www.doomworld.com/idgames/?id=14015

kristus' response in the corresponding /newstuff thread[3] was
>I don't have anything against people making maps using my projects. As long as they are doing what Homer did here. When they take the resources out of my wads and put them into their own however, that's where I get a problem with it.

[3] http://www.doomworld.com/vb/post/639859

>> No.1685525

Jelly much?

>> No.1685526

ah, well, fair enough. but i stand by my original point. don't buy the bfg edition iwads. if you do, don't use them. download the originals instead.

>> No.1685539 [DELETED] 

99% of people on /vr/ don't map
as far as the board is concerned, yes it is an autistic waste of time.

>> No.1685547

none of that affects me as end user, the only thing I care about is how the map runs and plays and filesize. udmf is terrible at filesize, and therefore is not good for players...

>> No.1685558

nonsense, there are only about 30 people at most in these threads, and at least 5 or 10 of them make maps occasionally.

>> No.1685568

I play maps, so yes, it concerns me in a way.

Why are you even in this thread?

>> No.1685571
File: 82 KB, 533x800, 1389395664972.jpg [View same] [iqdb] [saucenao] [google] [report]


Not either of you guys but lets go ahead and settle this:


>> No.1685574

If you have played doom long enough, you will fuck around with the level editor. If you want to optimize a run, just looking at the levels from the perspective of the editor is nice.

Come on, the level editors are fucking straightforward, user friendly, easy. It isn't that autistic. Go play the game instead if people posting about mapping is drivel to you.

I'm going to start up Doombuilder just to spite you.

>> No.1685604
File: 986 KB, 2048x4300, maps taken with potato.jpg [View same] [iqdb] [saucenao] [google] [report]

Virtua Cop would actually be pretty cool.

Actually, I was thinking of Revolution X.
Pic related.

>> No.1685635

I'm not much of a mapper, but as both a player and a guy who works on a lot of sprite/mod stuff, I can tell you that you cannot even fucking imagine how crucial mappers and mapping are to numerous mods + mod concepts. I'm pretty damn sure most others here feel the same way.

If anything, we need more mappers around here, and I don't think anybody should be telling them that their skill and their dedication to quality is an "autistic waste of time"

>> No.1685639


You're full of shit

>> No.1685647

>no, but I make mods
>no votes
either the mod makers are all asleep or it turns out their robots that only go on /doom/ general and make mods

>> No.1685654

If you're going to insult the mod makers, do it properly.

>> No.1685659

I wouldn't want to insult our future robot overlords.

>> No.1685685

Adessa.wad getting finished
if you don't do it for me, do it in memory of H.R. Giger

>> No.1685691

Should probably wait for the updated version of this animation (which will be coming today)

>> No.1685693

it's called a sound module, they've basically been replaced by soundfonts and mp3s and all that shit, but there's a ton of them laying around in pawn shops and on ebay if you really want one

>> No.1685694

Most of the modders map
TerminusEst13, Ijon Tichy, IMX, Marty Kirra, Mike12, Mystical all map, there maybe more.

>> No.1685696

i think a mod that emphasizes dodging would be cool, it's one of my favourite parts of playing doom

>> No.1685712


>> No.1685713 [DELETED] 
File: 8 KB, 200x202, sure4.jpg [View same] [iqdb] [saucenao] [google] [report]

>its autistic to contribute to the community
Fuck off retarded

>> No.1685721

You act as if that's a notable amount of space these days.
Get with the times grampa.

>> No.1685738

>Also, unrelated, but fucking godammit, Captcha is in the shitter.
do you get the thing where it puts a street adress first and then the real captcha? it's fuckin annoying

>> No.1685762

A submachinegun or machinepistol to make use of the pistol ammunition in Accessories To Murder.

>> No.1685779
File: 45 KB, 600x548, 1400830042341.jpg [View same] [iqdb] [saucenao] [google] [report]

>pirate doom circus level

>> No.1685915

I finished the pinky sprites, here's the updated dicking animation for good measure:


>> No.1685917

That definitely looks a lot more natural now, awesome work.

Also outstanding boobies, etc. etc.

>> No.1685967
File: 698 KB, 807x602, 1365301588193.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1685989

Cowgirl when?

>> No.1686001 [DELETED] 


>> No.1686041

ok now its gr8

>> No.1686053
File: 12 KB, 143x102, rugermini7.png [View same] [iqdb] [saucenao] [google] [report]

So I half-assed this from a screenshot of some game.

It's a Ruger Mini-14, anyone have any pointers on it?

I would have preferred it to be centered, but I couldn't find any screenshot from any game that had one showing one in a Doom perspective, and I can't draw worth shit.

>> No.1686082


>> No.1686190 [DELETED] 
File: 19 KB, 540x580, hitscan.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1686198 [DELETED] 

Pretty lame bait m8

>> No.1686203 [DELETED] 
File: 15 KB, 625x626, 9ac.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1686206
File: 25 KB, 960x340, bigdoor3.jpg [View same] [iqdb] [saucenao] [google] [report]

So i noticed this in the trailer, looks like the BIGDOOR3 texture.

>> No.1686212

damn, nice catch

>> No.1686217 [SPOILER] 
File: 746 KB, 5000x5000, 1402592660750.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1686220

>falling for obvious bait

>> No.1686225

I'd cum buckets if Doom 4 will be to Doom what HD series were for Serious Sam.

>> No.1686229

>making maps is autistic

reread what i said
as long as the map fucking plays well, loads well, and works well, who gives a shit what was used to make it

as long as the map
1) plays well
2) loads well
3) works well
who gives a shit what was used to make it

does that say anywhere about mapping itself being autistic
or does it talk about throwing a shitfit about whether it uses UDMF or Hexen

hint: it ain't the former

>> No.1686234 [DELETED] 
File: 55 KB, 500x460, 15-a_big_gay.png [View same] [iqdb] [saucenao] [google] [report]

>what are jokes
>what is humor

>> No.1686241 [DELETED] 

funny, but get misunderstood too easily
see>>1686203 and>>1686198

>> No.1686251 [DELETED] 

>hey guys look how retarded I am herp derp
>fuck off back to /v/ retard
>jokes on them I was only pretending

>> No.1686256

Any ideas for original enemies that havnt been done by official doom or popular mods?

>> No.1686262 [DELETED] 

Geez, my picture even got deleted. You were right, Doom fans don't have any humor or self-deprecation. This is stupid.

>> No.1686264 [DELETED] 

Hi, [email protected]

>> No.1686265 [DELETED] 


Maybe you're not as funny as you think you are.

>> No.1686276 [DELETED] 

Why do you hate doom fans? I want reasons other than us deleting your unfunny 1/10 bait

>> No.1686283

Maybe robots made by the uac possessed by lost souls

>> No.1686289 [DELETED] 

But I'm a Doom fan. I don't hate you. I finished Sunder. Is that proof enough?
It was a joke ffs, are you guys so butthurt about modern FPS that you can't take a simple joke?

>> No.1686295

when I first saw the Trites I assumed that they were those sentry bots possessed by demons

>> No.1686296

Monsters based off Oddbodz
Google is pretty much mandatory for this one

>> No.1686298 [DELETED] 

i didnt think it was bait
he said "OC" which i think means "i just made this, what do you think"

>> No.1686302

He was funny enough for me.

>> No.1686306 [DELETED] 

Do you even know what board you are on son? Take your "joke“ to >>>/v/ it would be funny there

>> No.1686308

snake demons as reference to the fate of thieves in the malebolge

>> No.1686323 [DELETED] 

It's pretty funny watching you get mad about it in the exact same way the image says you would.

>> No.1686328 [DELETED] 
File: 83 KB, 600x600, seriously7.jpg [View same] [iqdb] [saucenao] [google] [report]

>everyone who's been shitposting is DKG
Whats next? Sgt. Mark is Sarias aka CZ aka DKG?

>> No.1686329

With PDAs as the sole method of storytelling and better use of all them Flash objects embedded onto models, but none of the "Enter Password" bullshit but real puzzles...


>> No.1686331 [DELETED] 

>in the exact same way the image says you would
>talks about a retro fan getting mad about modern fpses
>instead posters are telling someone their joke wasn't funny
>"joker" is getting assblasted that his joke isn't being well-recieved due to being shit and is desperately flailing about as mods delete his posts
>we're the ones being mad


>> No.1686345 [DELETED] 

Bro you have no idea how chill I am. Calling out a faggots unfunny joke =/= mad. Are you gonma delete your post again?

>> No.1686346 [DELETED] 

Literally do not give him any attention.

>> No.1686350 [DELETED] 
File: 31 KB, 500x335, tmp_tumblr_inline_msez6ufyQ21r5q3xq-667813333.jpg [View same] [iqdb] [saucenao] [google] [report]

Report and ignore.

>> No.1686352

beep boop

dakka will get a new release eventually i swear

>> No.1686353


beepa boop, I'm watching Nintendo's E3 shit and I'm up to my eyeballs in hype, more GMOTA v1.0 work

>> No.1686382


Same here. I am so fucking hype.
And also trying to figure out how the fuck I'm gonna integrate ZSS' Final Smash into Dreadnought.

>> No.1686394

not an enemies but a design for an existing one, Egyptian and Aztec style Revenants

>> No.1686398

Splatoon Doom when?


>> No.1686407


Don't even get me started on how fucking hype that game makes me.
The ability to use your ammo to increase your mobility would be perfect for Doom, too.

Unfortunately I just know any attempt recreating it is going to be completely half-assed

>> No.1686415

Yeah, you'd need some pretty hefty scripts to pull off the ink like that.

>> No.1686420

a mod the uses multiple skins for the same demon, sometimes mowing down the same identical imps gets dull

>> No.1686426

Would be especially nice for zombies.

>> No.1686430

there's a mod that adds scientists both male and female, but they are pure melee foes

>> No.1686447

yeah mix in some doom 3 looking imps and such, maybe do the same for other foes

>> No.1686448

I really hope that Doom 4 movement is light and fast like vanilla and not clunky like a brown shooter. they can validate it with some mars has low gravity reasons, just please let it move sanic fast!

>> No.1686451
File: 25 KB, 448x237, rugermini14hue.png [View same] [iqdb] [saucenao] [google] [report]

Redrew the oprod/charing-handle almost entirely from another screenshot, most of it I couldn't make visible at an angle that made sense, I don't know, maybe I just have brain problems.

Anyone have any criticism or suggestions?

>> No.1686453

on an unrelated note, it took me a while to notice that there were 2 spider monsters, the trite and the tick

>> No.1686457

It's not on Mars, it's about Hell on EARTH!

>> No.1686460

would be better to bend her legs no, it just looks weird this way

>> No.1686461

to your credit the Ticks didn't show until Resurrection of Evil, I know that they made Trites for classic doom mods but I keep wanting big Trite/Tick models to serve as alternate arachnotron models

>> No.1686463

heck I'll take justifying fast movement with chromosome 24

>> No.1686465

>Ticks didn't show until Resurrection of Evil
They show in vanilla D3 though.

>> No.1686469


>> No.1686570
File: 819 B, 250x140, ImpTrite.png [View same] [iqdb] [saucenao] [google] [report]

Best fucking custom Doom monster ever. I had an Imp that ploped its head off on death. The single most annoying you can imagine.

>> No.1686582

You gotta be fucking kidding me!

>> No.1686584

>30 guys.
I want to believe here's at least one hundred, don't kill my illusions bruh!

>> No.1686587


Not him, but

>as long as the map
>1) plays well
>2) loads well
>3) works well
>who gives a shit what was used to make it

mappers do, and that was an argument between mappers about giving someone trying mapping out advice on which format to use. It absolutely does matter which mapping format he decides to start mapping on since the differences between UDMF and Hexen in ZDoom are pretty large in some areas.

>> No.1686591 [DELETED] 


Not him, but

>as long as the map
>1) plays well
>2) loads well
>3) works well
>who gives a shit what was used to make it

mappers do, and that was an argument between mappers about giving someone trying mapping out advice on which format to use. It absolutely does matter which mapping format he decides to start mapping on since the differences between UDMF and Hexen in ZDoom are pretty large in some areas.

>> No.1686594

There's 55 votes in the strawpoll so far

>> No.1686601

we are slower than the damn roguelike general man
though that may have to do with the nature of the content

>> No.1686621
File: 2.96 MB, 640x480, doom party.gif [View same] [iqdb] [saucenao] [google] [report]

there must be a lot of lurkers, i hardly ever say anything except for this post. We are watching though

>> No.1686630


>> No.1686639


*Plutonia Revisited

>> No.1686643

>Scythe 2 is winning
/doom/ confirmed for good taste.

>> No.1686645

Okay, I played through your latest revision.
I didn't mention it at first, but the starting set-up was a little tough, but doable, and I did better on this version than the last one.

The changes you made to the blue key room are very much appreciated; I did have some trouble with the mancubii (mancubuses?), but the be fair there wasn't anything stopping me from just grabbing the key and fleeing once the yellow key's platform finished lowering. I much prefer this incarnation of that room to the previous one.

The room with the super shotgun is still good, though I don't know if those bars blocking the exit are supposed to keep moving or not. They lowered properly at some point while I was clearing the room like they were supposed to.

Continued in next post...

>> No.1686650

The final room is still difficult to the point where, after accidentally saving the game with 2% health, I got frustrated and turned on degreelessness. I don't like to do that, and I think that if a map is difficult enough that I must do so, then it is too difficult. I actually ran out of plasma in that room and was very dismayed when I saw there were still 200+ monsters still up and moving. Using the rocket launcher in that room is a gatdamned trap -- too often did I find myself too swamped in imp to get a clear shot without taking splash damage. I can think of a couple of different ways to alleviate that room's difficulty: you could throw in an invulnerability power-up after about 30 seconds or so, or maybe put it on one of the earlier platforms in the maze (not the first one, but perhaps the third one; you could better stagger the appearance of the imps to give the player some time to clear them out before hitting them with another wave; you could halve the number of imps used; you could redesign the room to give the player a choke point with cover so they don't get overwhelmed by imps, or perhaps throw in some teleporters in the corners so they can get out it they get surrounded; or you could mix in a few other types of enemies to get some of that monster infighting flowing. You could also do some combination of the above. As a player, I don't know if I'm supposed to try and clear out all the monsters like the completionist in me wants me to, or if I should try and run through the maze as fast as I can before THE IMPS COME. The barons and hell knights make me think it's the former, rather than the latter.

Continued in next post.

>> No.1686652

Another thought that struck me is that there aren't a lot of secrets in the map. I found the four already present to be nice, but I would have liked to see a couple more since you encounter those secrets early on and the rest of the map left me wanting more. Perhaps you could add a few in the other rooms, but remember what I said about symmetry being predictable -- break the pattern by having a room without secrets, or maybe have one with a lot of secrets.

All in all, it's an improvement, and I am glad I no longer dread the thought of having to go into that blue keyed room with the nukage. The mancubii coming in after you've flipped all the switches to get the yellow key give that room a sense of monster progression, which is good.


>> No.1686698

Hey, look who just got an /idgames upload


>> No.1686723
File: 1.08 MB, 2500x2000, 1399624816019.png [View same] [iqdb] [saucenao] [google] [report]

What are some jokes wads you could recommend to me, either good ones or bad ones?

>> No.1686731

Not really, looks pretty solid. nice work

>> No.1686735
File: 101 KB, 800x450, ByUM2Wv[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Well, better late than never, I guess


>> No.1686739


>> No.1686740


AUHUHUH, speaking of the devil

>> No.1686827 [SPOILER] 
File: 68 KB, 700x394, 1402610754115.jpg [View same] [iqdb] [saucenao] [google] [report]

What if Cyberdemon was like this

He would hunt you

>> No.1686839

Atomic attack,while being a terrywad all over the place,it's actually playable than any other terrywad,its like the spiritual and playable successor of UACMN

>> No.1686858

i kinda have a feeling doom 4 will feel too much like first-person dead space. which isnt necessarily a bad thing i just hope it doesnt get boring fast like doom 3.

>> No.1686875
File: 72 KB, 800x800, wat6.jpg [View same] [iqdb] [saucenao] [google] [report]

200 minutes map done.
Good luck.

https://anonfiles. [DELETE ME] c0m/file/0e532dbb93d925b9fc7061e8c2e11cc9

Play and rate.

>> No.1686941


Thanks for playing again. I think I'll redo the yellow key fight so there are a couple less mancubi and some other various monsters instead.

I changed the bars after a suggestion from Ribbiks to slowly move instead of an unseen floor lowering and then having a voodoo doll lower the bars, that way the player knows that the bars are lowering. It just takes a bit for them to get to the height before lowering since I can't start them off at that height or the player wouldn't be able to get in.

I really like your teleporter in the final room suggestion, I'll incorporate that into the next version. I'll probably also replace a bunch of the imps with stronger but less numerous monsters.

I think I may have forgotten to tag another secret, there's one in the blue key room under a pipe that's shorter than the other pipes. I will probably go back and add some other secrets at well. I'll have to think of something good.

Thanks again for taking the time to play and give feedback!

>> No.1686953

I am hype.

>> No.1686968

A map needs to be made in order to be played, I don't know how I can put it in any more simple language for you.

>> No.1686975

>walk past windows at begining
>gzdoom crashes


>> No.1686983


what ver.?

>> No.1686991

Normally I'm a little more constructive than this, but I didn't like this map. The cyberdemon fight was retarded. It didn't really feel like there was any thought behind the level design, it was just "throw 10 of everything into a room and see what sticks". I liked revisiting the old doom bosses (not sure if it counts as an original map though) but a little more thought behind it would've went a lot further.

Music was great.
Fun to see old maps.
Neat map tricks, and decent visuals (though some unpanned textures)

Not fun for me.
Not enough strategy involved, just constant barrage of revenants and skulls.
No health before mastermind fight, I went in with 40% health, 7 shells, 4 rockets and 4 bullets, and literally ended the level with no ammo.

I also kinda doubt it would be beatable in vanilla doom due to the infinite height of monsters and the armies of lost souls you have to dodge. Tested it in chocolate and it crashed in the tower of babel area.

>> No.1687008

but it doesn't matter to the player, so make it in whatever format works for you

>> No.1687023

Reelism is a really good serious and really good joke wad. Really toes the line very well. Kinda like BURL TUMD and some others.

I like that idea. I like Doom 3.

I still don't want Doom 4 to play like either of those things - I want Doom 1/2 with new tech and the good parts of modern shooters, leaving out the shit

>> No.1687037

Aw dang. I thought it'd be really fun to fight the bosses on their respective maps again with a few more enemies and a bit more challenging map.
Anyways, thanks.

>> No.1687092

Currently playing Prop Hunt on the [BE] Da7Graces Twitchy server. Come join me!

>> No.1687105

>prop hunt
for what purpose

>> No.1687107

>wasting your time hiding in a corner
I hate this mod
Even worse than Hide and Seek.
At least play Who dun it

>> No.1687113
File: 269 KB, 1024x768, lookatem.jpg [View same] [iqdb] [saucenao] [google] [report]



At this point this is pretty much advertising

>> No.1687116

Can they actually form a deck?

>> No.1687138

It's a good concept. Might not be a good idea for a 200 minute wad though. Boss fights should probably have a decent amount of testing and trial and error behind them to ensure fun.

>> No.1687146

burl tumd is ruined because of the stupid blood, the assault rifle, and some of the sounds

>> No.1687152

so for the sprite mod I'm working on I'm thinking of making some female variants of the monsters, non goofy, and not strictly sexy, any suggestions?

>> No.1687156

But it does, many features are not available in vanilla formats.

>> No.1687160

That was just fucking annoying. All those fucking shadows, homing yellow guys, those flying mouth things, and the bruiser placement was terrible.

>> No.1687168

I honestly don't know, I have an idea for a puppet master enemy for something I'm working on in the future but...I'm not too sure. Once you add boobs and curves, especially in Doom-style graphics, it's gonna get real sexy* real fast.

*sexy might be a bit of a stretch but you get what I mean.

>> No.1687176
File: 11 KB, 400x299, g-u.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck it
i quit

keep on masturbating to whatever map format you want and keep shoving your dick in other mappers because they're not using the format you like

>> No.1687183
File: 15 KB, 372x370, neutral5.jpg [View same] [iqdb] [saucenao] [google] [report]

Hmmm....do you have any suggestions on how to improve the map?
I'd be happy if it was included, but it needs a lot of improvement though.
You think the maps too large? Delete two of the boss maps and improve only one and make it a bit larger?

>> No.1687185

ehh... guess I'll just pop some designs and do what I feel is right

>> No.1687187

Is there a place to find all the .midi files for all of doom games

>> No.1687190

Not him, but we were arguing over giving people advice, not on what mapping formats others prefer. If someone that already maps maps in Hexen in ZDoom I don't much care, but if they tell people not to use UDMF in favor of Hexen in ZDoom because of filesize then I'll argue with them so that someone isn't given bad advice.

Telling someone to not use UDMF because of filesize is like telling someone not to use a powered drill to drive screws and instead use a hammer to ram the screws in, threads be damned, because the drill takes up too much space in a toolbox.

>> No.1687195

I would take out half of the monsters in the cyberdemon fight, and add more elevation changes.

By remove half the monsters I mean, make it just cyberdemon and mancubus, or just cyberdemon and revenants. Maybe imps outlying on pedestals. It needs some focus to be a fun boss fight (imo, keep in mind this is all opinion, other people may love it as is). Less is often more.

I dunno how close you are to the 200 minute mark, so too many edits might take too long anyway, but just more of a difference from the originals in terms of arena. The tower of babel isn't too bad, but it still feels a little flat. The other 2 haven't changed enough imo.

I might even change the opening area a bit more so it's not immediately apparent that it's an edit too, but that's not super important.

>> No.1687208

>people litterally shit themselves over map formats

>> No.1687213


Uh, no.

>> No.1687225

not him but apparently you can use literally as an hyperbole term now
i think it's retarded

>> No.1687236

People have been doing that for literally 20-25 years.

>> No.1687240

yes, but only now it's recognized in dictionaries and shit

>> No.1687241

I literally refuse to believe that.

>> No.1687246

It's literally true. But it's not going to ruin my day.

>> No.1687257
File: 58 KB, 1323x962, I want to belive.png [View same] [iqdb] [saucenao] [google] [report]


Soon™ is a trademark of Blue Vertigo and Valve corporation.

>> No.1687258

You too, keep mastrubating to vanilla doom wads, or whatever it was you were trying to argue.

>> No.1687271


You're welcome.

>> No.1687360
File: 330 KB, 1920x1080, Screenshot_Doom_20140612_224406.png [View same] [iqdb] [saucenao] [google] [report]

Annnnnd here it is!

Damm that took a lot of work

>> No.1687373

These look really nice.

>> No.1687383
File: 177 KB, 800x600, Screenshot_Doom_20140612_224638.png [View same] [iqdb] [saucenao] [google] [report]

Always good for quick romp

>> No.1687386


Man, the memories...this was like, one of the very first mods /doom/ messed with, it even made it into an OP pic

>> No.1687409

This is...BEAUTIFUL! Amazing work! :D

>> No.1687414


>> No.1687418

I am correct in assuming you're Voxelbro, right? I'd like to post these in the thread but I of course want to give proper credit!

>> No.1687469

why does the screenshot look like it has a shit ton of gamma but in the thumbnail it looks fine

>> No.1687552

probably something about the png format, they have a gamma function built-in that gets ignored when it resizes it into a jpg thumbnail.

>> No.1687564

I was told to post this here

>> No.1687568


>> No.1687596
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1687602

i need this song

>> No.1687610

Here you go

>> No.1687616


>> No.1687619
File: 35 KB, 290x705, 1401680083710.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1687643
File: 103 KB, 800x800, etc-figurine-doom-kneedeep-fullfront.jpg [View same] [iqdb] [saucenao] [google] [report]

muh dik

>> No.1687681

>that splooge muzzle flash
>that subtly redone demon face to make them look less obviously african american like punchatz drew them in the original art

>> No.1687691


>muzzle blast looks like a blob made up of bloody boogers, smegma, and cum.
>gun isn't pointed anywhere near where the gore is exploding out of the baron of hell

>> No.1687705


>>gun isn't pointed anywhere near where the gore is exploding out of the baron of hell

probably because he's sweeping across the demons with his gun, not specifically aiming at that particular demon

>> No.1687718

or maybe it's just a shitty model

>> No.1687721

Take my hand beef cake

>> No.1687726

>playing Hexen for the first time
>Seven portals is neat, organized, and the guardians are fun and have simple connections
>finish the hub, go to Shadow Wood
>everything is chaotic, portals are scattered, everything is twisty and hard to follow
>manage to find my way into the Wastelands
>run through the map completely lost, no idea where I'm going, just taking random paths
When does this end?

>> No.1687737
File: 1.56 MB, 1188x701, obviously_african_american.png [View same] [iqdb] [saucenao] [google] [report]

>>that subtly redone demon face to make them look less obviously african american like punchatz drew them in the original art

>> No.1687741

Maybe he's talking about the wide noses?

>> No.1687743
File: 191 KB, 1280x960, Screenshot_Doom_20140612_193134_01.png [View same] [iqdb] [saucenao] [google] [report]

When I open this file in an older image editor or convert the png it's dark as hell but if I open the same png file in a web browser it brightens the gamma up to in-game levels. PNG file format and its mysteries.

>> No.1687745

I'm pretty sure it's supposed to be skeleton looking noses though

>> No.1687748

thanks. this is a clever idea and well executed. you've done an impressive job of destructing the original E[123]M8 maps' architecture, turning them into collapsing ruins.

however, therein lies the problem. i don't think spending 200 minutes modifying existing maps is really in the spirit of the challenge. even though the rules didn't explicitly disallow it.

furthermore, since the modified maps are original id software maps, if anyone wanted this to end up in /idgames eventually, including your map will prevent this, under the switcheroom clause.

comments from the project founder / any other contributors would be appreciated, i'm not sure what the best course of action is here.

>> No.1687751

Change it so that is a group of Revenents instead of Barons (or whatever those are) . Maximum AAAAAA!

>> No.1687791

no Deus Vult 2?

>> No.1687834


Pretty good nostalgia trip, liked the levels more than the monster placement. Had a bunch of fun running the map (got 0:46 with keyboard turning). Are there more in the same theme?

>> No.1687840
File: 229 KB, 1280x1440, Wicked City.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1687848
File: 302 KB, 290x705, AGITATING_INSIDE.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1687868

what in god's name..?

i guess i ought to watch wicked city before playing it

>> No.1687873

Welp, slapped together another 200 mins map. I think the balance is a bit fucked, with the beginning much harder than the ending part, but, well, ran out of time to try and fix it. Hope you guys like it anyway! http://www.mediafire.com/download/4brn8vde0a1xo84/Archives.wad

>> No.1687876

haha, I was about to mention that there's an actual animu movie from the late 80's called "Wicked City". Pretty cool + weird movie with some definite The Thing-inspired demon-creatures.

I remember this wad catching my eye for a moment for that reason - but as far as I could tell from a glance, this wad has nothing to do with it though.

>> No.1687887

It's like I'm on YouTube

>> No.1687897

I keep confusing that with Demon City Shinjuku, because they're both based on very similar novels by the same author.

>> No.1687904

Yeah, I only saw bits of Demon City, but I can definitely understand how they can be confused since they're both done by the same director + studio and based on novels by the same author.

Also, after looking him up on IMDB, the director of Wicked City + Demon City has "One of his favorite directors is John Carpenter" under Trivia in his profile, so that definitely explains the Thing inspiration in Wicked City's monster design.

>> No.1687910



So close.

>> No.1687931
File: 346 KB, 716x921, 2hn4cd1.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone got a good purple sky for Doom?
I'm making a map after a long hiatus and want a Quake 1 like theme to it

>> No.1687942
File: 60 KB, 640x467, 0WahPpj.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1687948

What? Ungrateful fucks.

>> No.1687950
File: 230 KB, 470x570, depressed john carmack.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, shit.

>> No.1687952

ignored? not even the courtesy of a reply?

>> No.1687961
File: 142 KB, 960x960, 1402370399070.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1687973
File: 33 KB, 237x237, looks_like_its_fuck_this_shit_o_clock_p.jpg [View same] [iqdb] [saucenao] [google] [report]

Not even a reply? Rude.

>> No.1687982


Zenimax are in a legal disagreement with Carmack, it makes sense that they advise their staff not to reply...

>> No.1687984
File: 62 KB, 640x480, 1402655379.png [View same] [iqdb] [saucenao] [google] [report]


i am afraid the only purple sky i know of is from this wad. doom does not support purple very well.

>> No.1687997
File: 156 KB, 500x665, 1402333448080.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1688004

pretty good, but as you say it's very top-heavy, as well as being completely changed by finding secrets; if you find the plasma secret, the first fight is trivial with plasma + 400 cells, but trickily difficult with just shotgun and chaingun due to cramped conditions and low lighting.

then after that it just gets easier, totally overloading the player with weapons (plasma secret trivially gives you rocket launcher and megasphere as well, plus bfg in another easy-to-find secret), and piles of ammo, more soulspheres, and armour, in more easily noticable secrets.

thus, i am having the same trouble deciding on a slot for Punch It!: because it's not a difficult map, an early slot is natural, but it has all the weapons, so a later slot is required to avoid trivialising the maps that come after it. although obviously pistol starts are the only way to play "community" (as opposed to "team") megawads, i know people will play them contiguously anyway (especially online) and i am at least trying to cater to that.

also: the staircase after the blue door is quite steep for autoaim (when try to fight from the top of it), and there is a teleporter at the end of a river which is single-use and doesn't go anywhere (uses tag 7, with no corresponding sector) - i suggest this simply be removed and the floor lowered (because compblue as a water texture is unsatisfying.. better to hide it)

>> No.1688025

>floor lowered
ceiling lowered, even

>> No.1688038
File: 195 KB, 738x1101, 1379308948669.jpg [View same] [iqdb] [saucenao] [google] [report]

so I'm starting to realize
Thanks for the sky though, I'll test it with that.

I lost all my resources when Megaupload shut down...and my Zdoom mods and countless maps I created

>> No.1688045


>> No.1688053
File: 264 KB, 494x414, 1401335795361.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1688054

is it weird that this made me kinda angry

>> No.1688076
File: 617 KB, 1920x1536, community_image_1367731917.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been making a WAD based on a UAC Space Station, and I really need an outer space skybox.
I can't find them anywhere, and I suck at making custom textures for Doom, so that would be my last resort.

>> No.1688091
File: 39 KB, 640x480, anger4.jpg [View same] [iqdb] [saucenao] [google] [report]

What the hell?

>> No.1688134
File: 13 KB, 232x200, 1399097217207.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1688160
File: 48 KB, 647x372, 2014-06-13 11_11_50-Twitter _ ID_AA_Carmack_ Since the question keeps getting ....png [View same] [iqdb] [saucenao] [google] [report]


>> No.1688162
File: 94 KB, 830x471, 830px-Reaperminis.jpg [View same] [iqdb] [saucenao] [google] [report]

so if I were to get Doom off steam am I able to take the files and then use zdoom to run it? i'm a new fag on this kind of shit...

>> No.1688169

Yes, but none of the original devs would make any money off of it.

Just read the OP

>> No.1688180

Yes, but honestly you don't want to.

You really should just get it from here. If you feel guilty, send the original devs an envelope with 20 bucks.

>> No.1688186
File: 9 KB, 205x286, anger6.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll grab a gun and go on a killing spree.
I finally edited my MAP29 of the 200minutes project and it should be fine by now.
But god fucking dammit.
Chocolate doom gives me every time an error, because there might be too many sectors / lines / textures at once.
But the fucking map is not even that huge or detailed.

Seems like I have to drop the map, fuck vanilla compatibility.

>> No.1688197

What. The. Fuck. This is making me legit upset, holy shit. What's the fucking point of Quakecon then?

>> No.1688205


All the original Doom devs at id have all long since quit or been shitcanned. Don't spend a dime on the game. Download this WAD pack.


>> No.1688213

For Bethesda to have their cock stroked.

>> No.1688219
File: 671 KB, 1822x1830, hellnowhyect.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1688225

i did go in and read the faq. Now I have Brutal Doom like I wanted. Just got to find the Doom64 mod and I'll be a happy fat ass

>> No.1688227 [DELETED] 

To be quite honest, I wouldnt want Carmack to show up at Quakecon after the whole Oculos Rift thing.
I'd fear for his life

>> No.1688231
File: 865 KB, 384x216, 1388403678194.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1688239 [SPOILER] 
File: 216 KB, 1111x590, 1402676498573.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly, after the Oculus Rift thing, I wouldnt want John Carmack to show up at Quakecon.
I'd fear for his life

>> No.1688247


go back to /v/ with your conspiracy theories

>> No.1688250

RIP Oculus Rift

>> No.1688251

Those are the type of people I'm worried about getting their hands on Carmack.
Believe me, I'm not one of them

>> No.1688252

The worst they'd do is make a facebook app for it and it'd be optional.

Instagram and WhatsApp have been pretty much left to their own devices.

>> No.1688257 [DELETED] 

Epic shitposting bro.

>> No.1688263
File: 3 KB, 101x124, cryingstatueofliberty.jpg [View same] [iqdb] [saucenao] [google] [report]

>my 2.5 hr talk at SMU should still be released.

I'm okay with this.

>> No.1688267
File: 43 KB, 252x159, fuckthis1.png [View same] [iqdb] [saucenao] [google] [report]

Heres the second edit. (The third edit has less sectors and lines, but still crashes in chocolate doom.)
https://anonfiles. [DELETE ME] c0m/file/177d7ad0e15a8622b59d3fe6ae08edb3

I'd be happy if it was included, but
>muh vanilla experience

>> No.1688275

Who cares if it isnt vanilla compatible, most of us would play it on Zdoom anyways

>> No.1688286

Shut the fuck up.
I play most megawads in VanillaDoom because its very authentic

>> No.1688289

>Just got to find the Doom64 mod


>> No.1688304
File: 110 KB, 609x613, 1397455686117.png [View same] [iqdb] [saucenao] [google] [report]

>not just using Chocolate Doom
So... why?

>> No.1688315

currently 200 minutes of /vr/ has about 29 maps that all work in vanilla game physics, but not necessarily vanilla limits. (there are something like two, or three submissions that are exceed vanilla rendering limits)

if no one is willing to do the work to make a map fit into vanilla limits, then what?

>> No.1688316
File: 435 KB, 900x936, 1402676909019.jpg [View same] [iqdb] [saucenao] [google] [report]

Just found this pic on /v/.
Why cannot a monster exist that looks exactly like this? An Icon of Sin with sprites.

>inb4 Sgt. Mark
No, his looks gay.

>> No.1688317

I was rushing it out for a doom thread on v, sorry :c

>> No.1688323 [DELETED] 

Uhhh....drop their maps?
We want my authentic gameplay, Zandrobabbies / Zretards dont need to apply.
The project leader HIM FUCKING SELF said it has to be vanilla compatible.

This is even worse than people using ZDoom map formats.

>> No.1688328

>trying to restart the map format argument
Do NOT respond to the post above.

>> No.1688332

>We want my authentic gameplay
majestic plural :)

anyway, we can start talking about dropping maps when there are 32 valid submissions. beggars can't be choosers.

>> No.1688337
File: 1.84 MB, 300x240, 1402013717570.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1688340

sorry, that was a mispost

>> No.1688349

What's the matter with his? I don't mind it but I am trying to do designs so I like to know how things can be refined

>> No.1688357
File: 43 KB, 477x379, 1398869211888.png [View same] [iqdb] [saucenao] [google] [report]

I just finished vanilla Doom 3. I liked it.
Things I liked:
>the new enemy models look nice
>everything looked great, hell in particular was awesome
>boss fights were neat
>weapons felt nice to use
>projectiles that can be dodged, but not so easily
>pretty hard
>voice acting was great
Things I didn't like:
>the shotgun spread was too big, though I understand they did it so it's not the end-all weapon
>minigun still fires a lot slower that it's necessary to justify it being a minigun
>some sounds were a bit weird
>not enough pinkies, seriously they were great, really intimidating, but I don't think I evn saw 10 of them
>same with the mancubus

Overall I liked it. Different in some respects but still very nice. I think I'll get the expansion sometime.

>> No.1688360

Doom 3 is not bad at all. Stupid flashlight

>> No.1688361

What do you mean?
Are you Matthew A. Little?

>> No.1688367
File: 1.22 MB, 1008x1366, 37925082.jpg [View same] [iqdb] [saucenao] [google] [report]

>the shotgun spread was too big, though I understand they did it so it's not the end-all weapon
>minigun still fires a lot slower that it's necessary to justify it being a minigun

I'd agree on this. Also, the pistol should really be able to fire about as fast as you can click the mouse, it's entirely too useless as it is.

The chainsaw is my favorite weapon of all, because of how goddamn fun and satisfying it is to use, but you can regrettably not find it in the expansion.

>> No.1688368

Move around with chocorenderlimits, max visplane count I've scored was 172. As funny as it sounds, you can get it by walking behind lowered exit pillar and looking back. I should admit your map also has a crapton of SEG overflow that cause HOMs everywhere. But don't worry, your map is finishable in Vanilla Doom!

>> No.1688371

>I'd agree on this. Also, the pistol should really be able to fire about as fast as you can click the mouse, it's entirely too useless as it is.
True. I only used it to killed the vermin monsters, like ticks/trites (the spiders), cherubs and zombies.
Yeah, mine too. I killed a couple archviles with it, shit was cash.

>> No.1688384
File: 246 KB, 578x578, entering_dis_ass.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 3 is pretty awesome. Nothing like 1-2 but still great in it's own right. resurrection of evil is good too, def worth a play. Don't bother getting bfg edition for the lost mission though, it's just bland.

>> No.1688391
File: 29 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google] [report]

>I killed a couple archviles with it, shit was cash.
Muh nigga, shit is so satisfying!

Ever tried to take on a hell-knight with one? Shit's exciting as fuck, you can do it if you circle the guy and immediately jump back afterwards to dodge his attack.

Mancubi are strangely agile though, you try and sneak up on them or circle-strafe them, and they won't have any of that shit, they'll wheel around in a hurry and try to bash you with their arm cannon.

>> No.1688396


you might want this

>> No.1688398

>Ever tried to take on a hell-knight with one?
Tried but nigga bited my head off ;_; I'll try it again sometime.
And about mancubi, yeah, true. I love their cannon bash though, it's something I wanted them to have since the originals.

>> No.1688414

Most of the weapons fail to sound meaty enough, though I do like the grabber

>> No.1688416

Nah, just a guy loooking to make some sprite mods

>> No.1688441

Plasma sounds pretty good. Better than the classic one at least.

>> No.1688442

Not himbut people usually complain that Doom 3's plasma gun sounds too pew pew-y.
I was fine with it. It didn't blow my mind but it was ok.

>> No.1688451

That's why you use the mod that restores the sounds that the previous sound guy made.

>> No.1688553
File: 29 KB, 240x320, Trent-Reznor_240.jpg [View same] [iqdb] [saucenao] [google] [report]

>the previous sound guy

>> No.1688629

This fag again. I'm enjoying Brutal Doom but I seem to get a lot of slow down when I get hit with Zombie Guy fire. If this normal on this mod or do I just have shit not set right?

>> No.1688631

Back (to life) in time

Any news that I've been missing?

>> No.1688635


Memfis (cacoward winner and forum staple) appears to be having a breakdown

>I can't think of any reason to make maps when at best it's only enjoyable during the first hour of working on a map and the rest is only frustration and the result is usually frustratingly not good enough in my eyes too. I guess the best explanation I can come up with is that I'm a lifeless loser with a lot of free time so I'm trying to get at least some recognition by impressing random people on the internet I don't even know, but even meeting that wonderful goal isn't satisfying, praise feels good for 2 minutes maybe and after that I'm empty again. Especially since I disagree with it most of the time, like you praise this map with obviously empty unfinished areas and only one good room, I don't know how to react to that. This post didn't turn out very positive.

>I'll just quit maybe, I've been unhappy with this crap for the last three years anyway so no idea why I have not stopped yet. Never was satisfied with anything I've posted, even stuff that seemed good at first I would hate after a while. Obviously my brain isn't really suitable for this activity, it just refuses to enjoy it. But I couldn't figure out why and maybe because of that I kept trying hoping that thiiiiis time I will enjoy it. I just liked the idea of having fun while mapping, too bad it never happened.

>> No.1688646

>I'm a lifeless loser with a lot of free time
that's the crux of the problem
if he knows what the problem is then he should just fix it

>> No.1688647


Bleh, he'll be back in two months

>> No.1688651

Let's use this one and see if it doesn't die in the next 2 hours.


Once again, if it's legit, then we'll know

>> No.1688665

>I guess the best explanation I can come up with is that I'm a lifeless loser with a lot of free time so I'm trying to get at least some recognition by impressing random people on the internet I don't even know

He should come hang out with us, he'd be in good company.

>> No.1688667

Any one out there working on a Grabber hud sprite?

>> No.1688680

he's a big anime fan. i wouldn't be surprised if he lurks 4chan already

>> No.1688739


>> No.1688792


>> No.1688795
File: 209 KB, 712x1100, berserk-1591032.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1688801


yo, nigs, come to the new thread already

>> No.1688802

Kinda hard to see IMX's post sometimes.

polite sage for ded thread

>> No.1688864

To play Brutal Doom, you need more than the average computer required to run most of Zdoom mods. It has bajizilions of particles and actors getting spawned all the time.

>> No.1688884

GZDoom is better for brutal.

>> No.1688887

Zandro 2.0 is even better

>> No.1688930

I am playing TNT with Accesores to murder.
Holly fuck this is hard, I like beating levels without saving but reload MAP04 five levels is too much para mi body.

>> No.1689051

Final Doom abuses chaingunners, and the rifle troopers in AtM are sneaky fucks, they can be plinking at you from the distance, and you can't hear them, but you notice you take damage.

>> No.1689113 [SPOILER] 
File: 3.00 MB, 700x298, 1402707696267.webm [View same] [iqdb] [saucenao] [google] [report]

Berserk, as in this Berserk?

>> No.1689541

>Page 8


>> No.1689546


Why aren't you in the new thread?

>> No.1689549


>> No.1689856

A disagreement they started, that has no basis in reality.

I was going to QC this year, I still want to, but I think this'll make me skip it. Eat a dick Zenimax.

>> No.1690403


Yeah, DOOM 3 gets too much hate. I honestly loved it, and I don't care about the stupid flashlight not being attached to the weapon. I think that was a good thing in fact, it added to the suspense and intensity of the game.

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