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1717397 No.1717397 [Reply] [Original] [archived.moe]

Doom thread, 2FAST4U again Edition (Last thread >>1712327)
(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...

More about Doom? Check the OFFICIAL Doom Wiki!

To create maps?

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

How to 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.1717401
File: 96 KB, 468x350, 152id0x.jpg [View same] [iqdb] [saucenao] [google] [report]


-Doom 4 Trailer here. It's damn true. http://youtu.be/0C4F1h-HSXU. Further details will be shown at Quakecon.

-TODAY!!! Don't forget to watch this year's Summer Games Done Quick, as it's going to feature Doom 64 and an Ultimate Doom race! Check the schedule here https://gamesdonequick.com/schedule. The past AGDQ featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch said games, see this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1.

-Doom 2: In Name Only represents everyone's wishes of playing the Doom 2 maps in a more literal way. It just got an /idgames link now! Check the thread here. http://www.doomworld.com/vb/post/1124737

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

-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 http://youtu.be/mrFF8LCZw5Y

-Some anons are doing a 200 min. speedmapping challenge; vanilla compatible (Doom 2 format), no custom textures and MUST be done in 200 mins and have an exit; ask in the thread f/details!

-Wanna see John Romero deathmatching in 2014? This happened at GDC http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE.

-HDoom has its 5th techdemo! happy now? http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3

Mods that also got updated

Hideous Destructor - http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom - http://forum.zdoom.org/viewtopic.php?t=32674
DoomRL Arsenal - http://forum.zdoom.org/viewtopic.php?t=37044

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

>> No.1717413

I actually think it adds to it. I think any good mapset should have a huge variety of level types--"gimmicky" levels, straightforward levels, outside levels, inside levels, easy levels, hard levels, Hellscapes and techbases, slaughtermaps and puzzle mazes. Ideally a good level set will put even an experienced player on their toes and have a slightly variable difficulty curve, while still generally getting harder toward the end.

My philosophy is variation and contrast. If a level was relatively long and hard to get through, or there were two or even three in a row, the next map should be a shorter "gimmicky" map or something very straightforward and fun. Think of how we get several mazey dark maps in Doom 2 like The Crusher and Waste Tunnels, only to be smacked with a wide-open daytime boss fight slaughtermap in Dead Simple.

Having played through the whole wad 2 or 3 times now (or what we have of it), I can definitely say that I think it's got exactly that. My own maps end up being those kind of "breather" maps (IMO) but they also offer some good boss arenas. (I think only one of my maps and Duck & Cover actually use a Spider Mastermind.) I think there's some really great looking and fun maps in here. I can't say I like all of them but even the ones I don't like have something redeeming about them, very few of them look like shit, for example.

I'm actually really impressed; when this started I expected it to turn out like complete shit.

Also the skies really bring it all together and make it feel like it's a new cohesive package rather than a handful of random levels.

>> No.1717421

>I will openly confess that probably all of my maps (once put side by side with the others in the wad) are kind of the easiest levels in the bunch.
honestly, they're not; this is a perception distortion effect of being the author. you playtest it a lot and end up losing the sense of how difficult it really is for someone who's just a player.

>> No.1717426 [DELETED] 

I did duck and cover (also Junxion, Carousel, Sneek, Brutto, Home Sweet Hell).

that's incredible, i had no idea they were all by the same person.

>> No.1717427
File: 2 KB, 45x66, MP40A0.png [View same] [iqdb] [saucenao] [google] [report]

In regards to sub-machine gun weapons, the only one I can think of is the MP40, which can be found in Brutal doom (it likely comes from somewhere else).

>> No.1717438

>I did duck and cover (also Junxion, Carousel, Sneek, Brutto, Home Sweet Hell).

that's incredible, i had no idea they were all by the same person. usually you can tell, in the same way you can tell two paintings are by the same artist even if said artist is anonymous or using different pseudonyms. but in this case i had no idea.

>As the anon why made Punch It!, I didn't really understand what you meant when you mentioned the icon of sin part of it, because I hadn't actually put it in. I guess the one compiling the maps added that in, but I'm fine with it.

yes i added the death exit. as others said, it would overbalance whatever came after it; this was my primary reason for making the change. also, its position in the map order was giving me a headache :). it was too easy to go later but had too many weapons to go earlier.

that said, if i leave it as map20, the death exit is a bit superfluous. it's irrelevant to pistol-starters, and contiguous players will have everything except a BFG already anyway.


>> No.1717441

>Yeah, Deep Shit is a bit abrasive I suppose. What about Deep Trouble? Or Canyadigit?

haha, canyadigit is barrels o' fun tier ;) i might just have to use that! the only thing i thought of was "lava canyon"

>> No.1717443

>>1717441 (me)
>the only thing i thought of was "lava canyon"
or possibly "lava overflow" because of drawsegs, but that's probably too self-referential

>> No.1717447

How about "Too Deep For You"?

>> No.1717450

Filthy Cultis detected.

>> No.1717460

that's just a catchphrase.

>> No.1717468

"In Too Deep", maybe?

>> No.1717502
File: 268 KB, 800x600, Screenshot_Hexen_20140626_030233.png [View same] [iqdb] [saucenao] [google] [report]

More like Dumb,shit doesnt have TECHNOLOGY
just take a look at this


>> No.1717505
File: 240 KB, 800x600, Screenshot_Hexen_20140626_030249.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1717507
File: 201 KB, 800x600, Screenshot_Hexen_20140626_030258.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1717510
File: 155 KB, 800x600, Screenshot_Hexen_20140626_030432.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1717523


>playing as Warrior

My nigga.

>> No.1717524

>MAP05 - The Dig

i just rediscovered this map came with a readme.txt that listed its actual title as "200minutesmap"


i'm somewhat inclined to ignore this, though...

>> No.1717539

Well hopefully the original author will speak up about this.

Because that name is bad.

>> No.1717541

Call it "In Deep", then make a sequel map later called "In 2 Deep"

>> No.1717561

Hey mapbro, I found another sector issue in the two hundred minute maps challenge, this one's on Map12. The sector this switch is on damages you like the lava around it, pretty sure that isn't supposed to happen.

Also, this may just be me not knowing what I'm doing but there seem to be a LOT of broken switch tags in the level. Like the switch right there, and another in a room with large pillars full of water. A lot of switches that don't work or do anything.

>> No.1717564
File: 388 KB, 1280x720, Screenshot_Doom_20140626_041731.png [View same] [iqdb] [saucenao] [google] [report]

Forgot my picture

>> No.1717569

>be board hopping
>see /vr/, what's going on in this board?
>doom generals
This is a thing? This game fucking raised me.
No words can express my feels

>> No.1717570

>This is a thing?

>> No.1717571

>raised by Doom
r u a spess muhreen?

>> No.1717574
File: 246 KB, 285x224, Die Motherfuckers Die Motherfuckers.gif [View same] [iqdb] [saucenao] [google] [report]


>this is a thing?

Yes, welcome aboard.

>> No.1717575

this gif just made me lose my shit. I'm gonna go die of asphyxiation while watching this is E1M1 playing

>> No.1717579
File: 4 KB, 100x68, DANCE, DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


Oh boy the things we got to show you

>> No.1717593
File: 421 KB, 1024x509, 1399434810727.png [View same] [iqdb] [saucenao] [google] [report]


Welcome aboard, my nigga.

>> No.1717627
File: 538 KB, 320x240, 1400131915536.gif [View same] [iqdb] [saucenao] [google] [report]

Welcome aboard, guy.

>> No.1717631
File: 5 KB, 93x121, adventure ho.png [View same] [iqdb] [saucenao] [google] [report]

All Doom
All the time

Hop aboard the Doom train

>> No.1717667


>> No.1717702
File: 20 KB, 256x176, Doom_64_box[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>Thursday, June 26, 2014 4:31:00 PM

Ah come the fuck on, it was 5PM just two days ago; ah well, seems like I'll be missing it

>> No.1717712

>not knowing Wrath of Cronos

>> No.1717732

im trying to run doom voxel project in gzdoom and is not working, the map is fully glitched and weird, what i can do?

>> No.1717736

Are there any easy tutorials to making Doom maps?

>> No.1717737

post pics

>> No.1717762
File: 328 KB, 1024x768, Screenshot_Doom_20140626_102935.png [View same] [iqdb] [saucenao] [google] [report]

here it is

>> No.1717772


Where did you download this version of Picasso Doom?

>> No.1717795

my guess is driver problems. Try updating it

also, if you can,do png_gamma 1 before screenshots

>> No.1717825

Zandronum 1.2.2 came out.

>> No.1717830
File: 406 KB, 1920x1080, ul3h3fm.jpg [View same] [iqdb] [saucenao] [google] [report]

Yo, what mapset is this from?

>> No.1717836


>> No.1717839


Oh, thanks.

>> No.1717865

I'm curious, what's with having a name with no trip on an anonymous imageboard?

>> No.1717891


Uh... From what I heard using a trip without some form of content is a no-no, that and I'm a nub, and I dunno how to obtain said "trip".

I guess another explanation could be "Because I feel like it", but that seems rude.

>> No.1717920

Any mods that have monsters rising on other monsters?

>> No.1717927

So I'm working out an atmospheric thing where the base computer gets posessed and starts mocking you and any other survivors, alongside souting pro helll propoganda, all in monotone, later on in earth in a level resembling some opening bits from duke, tvs get similarly posessed and you get stuff like distorted afterimages of news anchors taunting you

>> No.1717935

not that I know of

>> No.1717947

What are some relatively bright and open megawads?

>> No.1717952

That also applies to having a name.

>I dunno how to obtain said "trip"

Forget it, I guess I'm the fag. It just itches people want to cling on an identity here where there could be so many other places.

>> No.1717954


it should be in an alien language.

>> No.1717956

>Romero said Brutal Doom is Doom 2.0


>> No.1717957

Having a trip means you care enough about your identity that you wouldn't want to be impersonated, which says something about you that might not be true. If one namefags without partaking in drama, why would anyone even want to?

In this thread specifically, it's usually mapmakers/modders who namefag.
You've played SS2 I reckon? That sounds exactly like Xerxes.

"Why do you persist in your loneliness?"

>> No.1717959

Romero also made Daikatana

>> No.1717961


I dunno, I just like to use the name I use in the Doom community, color me weird I guess.

>> No.1717980

Is there a way to get rid of that hud that shows up when you look at an enemy in Doom RPG?

>> No.1717982

You probably can, I like it so I haven't looked for the option, it's probably in the "Doom RPG options" menu somewhere.

>> No.1717991

What do I need to do to play DoomRLA with DoomRPG and where can I get the required wads to do so?

inb4 >spoonfeeding

>> No.1717998

Get all the doomrla and doomrpg wads, then just load all of them up with DoomRPG-Launcher. Theres a link for it in the doomrpg thread over at zdoom forums.

>> No.1718000

>What do I need to do to play DoomRLA with DoomRPG
You don't need to.
>and where can I get the required wads to do so?
You can find any wad by googling "[wadname] wad", this isn't /a/ but come on now.

>> No.1718018

>that and I'm a nub, and I dunno how to obtain said "trip".
>there are people that don't read the rules and faq before posting

>> No.1718021

The post making that claim was rather obviously a joke.

It's pretty clear that Romero doesn't think highly of Brutal Doom, but also understands how to avoid getting mobbed by a bunch of faggots who can't stand it when someone doesn't like what they like. He's been careful to avoid directly praising or denouncing it - in the IGN video he did for the 20th anniversary he called it "hilarious" and said that if they'd released that instead of vanilla Doom, they'd have "destroyed the game industry". Both statements could be taken either way. About a month after that video, he shared a link on his Facebook to a long blog post that's mostly about how Brutal Doom is shit (blog post here if you're interested: http://blog.danbo.vg/post/50094276897/the-most-misunderstood-game-of-all-time).

>> No.1718052

>Weapon “rebalancing” means hitscanners hit harder and revenants are pathetically frail, headshots add a completely unnecessary and confused element to the game, “fatality” animations quickly turn from shocking and visceral to stale, played-out and overlong. The BFG no longer has its quirks that require a blend of timing, elegance and aggression, being replaced with what can only be described as “a big dumb green rocket”. Brutal Doom is Doom with the intelligence taken out and all the viscera turned up to 11. Fine in small doses, the definitive experience it ain’t. And it will easily ruin most wads not designed with it in mind.

I didn't realize Brutal Doom removed the weird BFG mechanics.

>> No.1718062

>Romero doesn't think highly of Brutal Doom,

{{citation needed}}

>> No.1718064

Citation given in >>1718021

>> No.1718067

how about you read his post you piece of shit

>> No.1718084


I've never liked how the original BFG works, that's something I wholeheartedly liked when it came to Brutal doom.

>> No.1718095

> After a delay of just under a second, the BFG fires the green energy ball.

> On impact, the projectile deals a large amount of direct (not splash) damage to whatever it hit.

> The BFG's invisible mechanics come into play now. The weapon fires a spread of 40 hitscan "traces" (or "rays") evenly distributed across a 90-degree arc pointing in the direction the BFG ball was fired in, from the player's current position, with each ray dealing 15d8 damage. Coupled with the average damage of impact being 450 damage, the average damage of the BFG (with very little deviation, due to the 601 dice rolls) was 3150 damage. This is 150 more health than the final boss of Doom has.

...Yeah, that seems like a bit much.

>> No.1718096
File: 13 KB, 480x326, 2lb2nau[1].jpg [View same] [iqdb] [saucenao] [google] [report]


I mostly agree with this. But Brutal Doom still has some really nice things in it.

>Specters that can only be seen via their eyes, and the splashes they make in the water

That's genius.

>The weapon sprites and animations

Also reaallly good. The only problem is that I feel they're "too" good for Doom. They feel like they should be part of some new game. Doom guy has brown gloves for instance, he doesn't have an all black theme going on.

>more aggressive enemies

Might be controversial, but it is a slight limit to the player. But I feel the Doom Marine is already too powerful, so adding a few seconds where he's completely vulnerable and has to bow out of a fight for a few seconds is a good idea.

Now the bad:

>half-dead enemies

Their screaming is really annoying. It's just the main scream repeated. They should at least create a new sound for it.


Goofy and get old fast. Plus graphically it's pretty bad looking.

>iron sights

Basically gives the player a sniper rifle shotgun/assault rifle. A little too OP in a game like doom. Enemies can't really respond with it so you're at a huge advantage.

>Weapon rebalancing

Assault rifle is your starting weapon? You can beat the entire game with this thing. It's THAT good. There's no progression of weapons from weak to stronger. The starting weapon is already really powerful. Even the handgun you can optionally replace it with is very accurate, fires incredibly fast. Regular shotgun is even more powerful (10 pellets vs. original 7). I think the weapons are a bit too powerful.

>Gore and effects

WAY TOO MUCH. It quickly becomes annoying and once a firefight starts blood and gore and cracks on the glass everywhere.

>> No.1718104

>Goofy and get old fast. Plus graphically it's pretty bad looking.

I think the monster vs monster or monster vs player melee death animations are pretty cool. Whean monsters start screaming and bleeding only for you to finish them is tasteless and annoying though, and the berserk pack player animations break the flow of the game.

>> No.1718105
File: 43 KB, 510x382, error.png [View same] [iqdb] [saucenao] [google] [report]

Error intensifies

>> No.1718106
File: 13 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>graphical effects

Yeah, imp fireballs and torches look nice, but they don't really fit doom's graphics. It feels like a hacky mod than a proper seemless game. So what I'm saying is go with either the low resolution game, or make a proper full remake. None of this kind of half assed thing with the original game, but with some nice effects here and there.

The neutral:
>the kick

Not sure where I fall on this.

I've only played a bit of it. A lot of it I don't like, but a lot of it I like. I'm going to be making something that is going to incorporate a few of the things I like about it. I don't think Brutal Doom should be dismissed out of hand though. I also know that several of my complaints (but not all) can be removed through optional modifiers.

I also know that there isn't much that Brutal Doom does that is original. Most of it is a compilation of other mods.

>> No.1718109

Did you check the patch box?

>> No.1718116
File: 482 KB, 1280x800, Screenshot_Doom_20140626_131515.png [View same] [iqdb] [saucenao] [google] [report]

Help! Icarus, map 20

This blue key, what do I do?

>> No.1718119

oh hurr.. I didnt see that there

>> No.1718130
File: 45 KB, 513x385, error2.png [View same] [iqdb] [saucenao] [google] [report]

Now I have

>> No.1718137
File: 49 KB, 500x129, iceburn[1].gif [View same] [iqdb] [saucenao] [google] [report]


>"I can think of no other way to describe the author of this blog other than a 'Doom Hipster'... if such a thing even exists."

>> No.1718148

What's wrong with giving SSG 14 pellets again? SSG is basically a short range rocket launcher with no drawbacks and tons of ammo. It's a bit OP.

>> No.1718174


If it was 14 pellets it be incredibly useless

>> No.1718187

You're a big guy.

>> No.1718190

Alpha is alpha, man.

>> No.1718194

>If it was 14 pellets it be incredibly useless

Not useless, just less useful. Which would mean having to use the plasma and rocket launchers as well.

>> No.1718203

He did not say that, He did say he found it hilarious and that if they had released that it would have destroyed the game industry

>> No.1718212

While I dissagree with the hate the mod gets, I respect that not everyone likes it and fully agree with the issue of not being compatable with wads not made with it in mind

>> No.1718214

>While I dissagree with the hate the mod gets,

Because it got popular. If it was obscure people would just ignore it.

>> No.1718216

My long term project is to take the elements of BD and make a hi end remake with better graphics that still feel like the doom asthetic, but with brand new sprites and so on.

>> No.1718220

argh i know this map but i haven't played it in years and i can't remember. at the moment i can only suggest you check the DSDA for a demo, or youtube, or something.

>> No.1718228

Ahhh, it doesn't help that some go touting it as perfect or better than vanilla and stuff, me I just like the pacing and the sense of impact more, but its not what everyone

>> No.1718230
File: 46 KB, 640x480, heretic2[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>My long term project is to take the elements of BD and make a hi end remake with better graphics that still feel like the doom asthetic,

What specifically?

>, but with brand new sprites and so on.

I say go all in or go bust. Learn 3D modelling, and attract others who are good at it. Make full detailed beautiful 3D models for the monsters. Ones that look better than this.

Also why has no one made good 3D models for items? Figured that'd be easy. The 2D sprites look pretty good, but those barrels always looked bad because it just has the one side that always faces you.

>> No.1718235

>>"I can think of no other way to describe the author of this blog other than a 'Doom Hipster'... if such a thing even exists."

That's the tag of the guy who wrote the blog, not a comment on that blog post.

>> No.1718237
File: 436 KB, 1600x800, img_doom3_show_case[1].png [View same] [iqdb] [saucenao] [google] [report]


And better than these too. They're pretty ugly. I never liked Doom 3 monsters.

>> No.1718248

>Also why has no one made good 3D models for items? Figured that'd be easy. The 2D sprites look pretty good, but those barrels always looked bad because it just has the one side that always faces you.
well, there's a voxel pack, it still counts as 3D,l i guess (and it looks pretty neat)

>> No.1718252

Shoot the switches.

>> No.1718253

What in Doom 4 would make you shit your pants in joy?

>No regenerating health
>The speed of the original, or of Project MSX
>Big giant open spaces filled with enemies.
>Fast respawning

>> No.1718261

The plan was to blend the best of both classic and doom 3 asthetic, sprites was a deliberate limit to test my self, a full 3D version may get made later though, the real meat is that while doom had nods to the inferno and paradise lost this would go all out with the lore all optional of course, but I'd explore things like factions within hell, what purgatory and heaven have been doing, etc. As well as bits and bobs from other adaptations and attributes from doom like games like hexen, strife and duke

>> No.1718262

>Complex maps with lots of secrets and exploration that isn't just a one way hallway with stupid special effects

>> No.1718269

Yeah, that sounds great. The new Wolfenstein game did a damn good job with putting a whole bunch in their maps.

>> No.1718302

No, it'd be useless. Mutiny demonstrated this incredibly well - the shotgun trumped the SSG in almost every situation, and rockets or plasma covered the rest.

Plus you'd be hurting from suddenly needing 30% more shells to get the job done, and on maps with stringent ammo drops, this kills you incredibly easily.

>> No.1718308

But is the game at least a little maze like and makes the player explore, or is it just hallway with guns?

>> No.1718312


Getting Erik Alm to come out of obscurity and work as a mapper again.

>> No.1718318

i think that comes from the NAZIS! wad

>> No.1718320
File: 1003 KB, 250x251, Question.gif [View same] [iqdb] [saucenao] [google] [report]

Any idea why I can't see the HUD when playing Doom?

Downloaded the IWADs and OpenGL variant of ZDoom sourceport from the FAQ and everything is running smoothly expect I can't see the HUD.

>> No.1718323

Did you apply DoomRL HUD.wad? Also be sure to use fullscreen hud (adjust it with + and -)

>> No.1718331 [DELETED] 

the guys says:
>brutal doom is doom with the intelligence taken out of it

hurm...it's pretty much the same exact game, just with more aggressive enemies. Is it "less" intelligent for imps to aggressively leap at the player? or cocademons to quickly dodge out of harms way? less intelligent for projectiles to be faster or more numerous so as to keep the player on his toes?

I understand what makes doom awesome is how the enemies are designed to fulfill differing roles in the playfield and how they are used and how many greatly influence how a map plays out...but there is like basically nothing that BD does to detract from these base elements of the game.

but i dunno...i don't play BD for "headshots" and corny finishing moves, the secondary swing on the chainsaw is as far as I go with melee I like the weapons and the more pissed off enemies. In fact I play BD:SE. That sweet secondary fire on the rocket launcher, and that sweet minigun with those alt sounds.
unf...mutha fuckin demon slaughter paradise.

>> No.1718336 [DELETED] 

>hurm...it's pretty much the same exact game
>but there is like basically nothing that BD does to detract from these base elements of the game.

Hahahahahahahahahaha look at this fucking guy.

>> No.1718337

It's a maze, complete with hidden vents and things that give the player new ways to approach the level.
Wolfenstein: The New Order is a fucking great game.

>> No.1718342
File: 271 KB, 960x720, Screenshot_Doom_20140626_152005.png [View same] [iqdb] [saucenao] [google] [report]

>The plan was to blend the best of both classic and doom 3 asthetic,

Personally I'd go Doom PSX since it's so purdy. Lots of blues, reds and yellows. But that's my take on things.

>> No.1718345

Seeing Brutal Doom do a shitty attempt at stealth made me decide to try my hand at it and see if it would/wouldn't be terrible.


Lemme know if it's broken or if it's cool.

>> No.1718350 [DELETED] 


>that post structure

are you sure belong here pal?

>> No.1718352

can we stop having the brutal doom argument again? how many times is this now? i lost count at "umpteen"

>> No.1718356

What I really want out of Doom 4 is recapturing the feeling of being alone and fucking DOOMED.

>> No.1718364

>Yeah, imp fireballs and torches look nice, but they don't really fit doom's graphics.
I actually really like the way TSP handles this, since a lot of the effects seem like they're just repurposed or slightly edited vanilla graphics. It may just seem like that when in reality it does use hires stuff, in which case it does a good job of hiding that fact. It's still in alpha though, so it may eventually go full hires and bloom and make me not want to play it anymore.

>> No.1718371 [DELETED] 


>Can't respond to any substansive points
>nitpicks post strucutre

oh yeah nice little circle jerk you guys got here. Nope, no group think going on at all. All rational analyzing among esteemed scholars.

Yeah, go back to your slow as shit boring "vanilla doom" while I play the ultimate in fast paced mayhem and action, "Doom 2.0" (aka Brutal Doom). There's a reason why it revitalized Doom and put it on the map after being ignored for 20 years. Shame that none of your "authentic" mods never generated any of that attention, huh?

>> No.1718373

>The speed of the original, or of Project MSX
>Big giant open spaces filled with enemies.

>the feeling of being alone and fucking DOOMED.

i think these two are a contradiction. i don't think it's possible to satisfy both at once.

>> No.1718381
File: 2.00 MB, 1230x1115, ports.png [View same] [iqdb] [saucenao] [google] [report]

Don't think anyone's posted this, but someone finally fixed the port image.

>> No.1718384
File: 2.24 MB, 1920x1080, Screenshot_Doom_20140626_213203.png [View same] [iqdb] [saucenao] [google] [report]

Okay, I have a revolver with +2 power, a high-power fucking minigun (not cg), and an explosive assault rifle. What the hell do I make with these? Grenade/tactical launcher?

>> No.1718391 [DELETED] 

Don't bite the bait. He just exposed himself anyway.

>> No.1718405


>play game, dark but can see tons of blue color
>post screenshot
>screen shot is super dark

Why is this? It was not that dark when I played it?

>> No.1718406

fwiw i think you have a point about increased monster AI in your original post, but i would kindly ask you to try to avoid the temptation of responding to trolling with more trolling. it never helps.

>> No.1718410 [DELETED] 


Why were these posts deleted?

>> No.1718413

Why are you using alternative HUD? That's not how you DRLA at all. Part of the reason is I can't tell if you're a Marine or not. DoomRLA has its own HUD.

Also use png_gamma 1 in console before taking screenshots. It might look fine on your monitor but it looks like shit to everyone else.

>> No.1718418

The long term planning guy here, I do have som co devs, one who's neutral to BD, one who dislikes and I miself like it, so I think that will help us balance it out with what's added and what isnt

>> No.1718420 [DELETED] 

>There's a reason why it revitalized Doom and put it on the map after being ignored for 20 years.

Yeah, you're not even trying at this point.

>> No.1718426

the image representing the odamex developers is so far wide of the mark it's just embarrassing. sorry.

>> No.1718428 [DELETED] 
File: 36 KB, 815x533, Doom Google Trends.png [View same] [iqdb] [saucenao] [google] [report]

>There's a reason why it revitalized Doom and put it on the map after being ignored for 20 years.

I actually searched this intending to prove you wrong, but was instead myself proven wrong.

As you can plainly see from this chart, Brutal Doom has had a staggering and profound effect upon the popularity of Doom.

>> No.1718432 [DELETED] 
File: 31 KB, 433x419, le grinning fat golden apple.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1718436

dear god, you murdered my eyes

>> No.1718447 [DELETED] 


Name a mod that has been featured in Let's Plays by major youtubers like total Biscuit. Name a mod that has found mainstream success like BD has. Name a mod that has gotten kids who have never played doom, playing Doom.

You cant'.

>> No.1718448 [DELETED] 
File: 22 KB, 610x358, 1403496012352.jpg [View same] [iqdb] [saucenao] [google] [report]

>after 2005, Doom (1993 Video Game) consistently outranks Doom 3

>> No.1718453 [DELETED] 

Yeah, time to stop feeding the troll.

>> No.1718458 [DELETED] 

your move, turbonerd

>> No.1718459 [DELETED] 

>go back to your slow as shit boring "vanilla doom" while I play the ultimate in fast paced mayhem and action, "Doom 2.0" (aka Brutal Doom)
Awesome false dichotomy there. You do know there are other gameplay-changing mods, right?

Think "alone" in the more metaphorical sense, that everything in the game is your enemy and no one's coming to save you.

>> No.1718461

So I kno people have experimented with vehichles in doom before but what would best fit the doom style? Tanks? Mecha? Walkers? Ridden beasts?

>> No.1718463 [DELETED] 

>You do know there are other gameplay-changing mods, right?

and not a single one can match the intensity of BD. I got bored of Doom like 10 years ago but BD has completely revived it in my eyes. I'm back to playing, and Doom has never been better.


so different it's a new game. new maps even.That's not doom that's doom engine.

>> No.1718464 [DELETED] 

>Name a mod that has gotten kids who have never played doom, playing Doom.
It's gotten them playing Brutal Doom, it's hard to say that really counts.

I mean, look at all the poor reviews being given to newer wads, "0/10 it's not compatible with brutal doom so I hate it"

Is that really where we want our fanbase to be?

>> No.1718465 [DELETED] 


>> No.1718468 [DELETED] 

>Name a mod that has been featured in Let's Plays by major youtubers like total Biscuit.

It was in a single video by Total Biscuit. I'm not aware of it being played by any other "Major Youtubers."


>Name a mod that has found mainstream success like BD has.

According to >>1718428, not even BD has achieved mainstream success. It's been written about on Kotaku, a site that will run an article about a 10 year old viral video or a journo's particularly wet fart if it's a slow news day.

>Name a mod that has gotten kids who have never played doom, playing Doom.

Doom has gotten kids who have never played Doom, playing Doom.
I'm also pretty sure most of the major mapping projects and TCs have gotten kids who have never played Doom, playing Doom.

I'm pretty sure ZDoom and GZDoom might have a lot more to do with new people playing Doom than BD ever has, or ever will.

I don't doubt that there are kids that started playing Doom for the first time because of BD, but according to the chart it's a drop in the bucket.

>> No.1718469

why do people have such a problem with iron sights?

>> No.1718470 [DELETED] 
File: 88 KB, 700x2000, 1354784334430.png [View same] [iqdb] [saucenao] [google] [report]


>captcha: are btfostr

Couldn't have said it better myself, Captcha

>> No.1718471 [DELETED] 

>"I got bored of Doom like 10 years ago"
>game is over twenty years old

Okay lol?

>> No.1718473 [DELETED] 

keep on moving them goalposts further baby
plenty of people have crossed over from MM8BDM to Doom
more than the number of people who've moved on from Brutal Doom, most likely

>> No.1718474 [DELETED] 


This is /vr/, not /v/. Reporting actually works here.

>> No.1718478 [DELETED] 

Fuck you you stupid troll making BD players look like a pack of morons

>> No.1718480

I don't in general, but I do when it's in Doom. Doom is about running and gunning, not at all about quiet precision.

>> No.1718482 [DELETED] 

Seriously mods should do an IP check on this asshole. Bet he's German.

>> No.1718486


Mecha and walkers.
Vehicles are inherently impossible to do in Doom, due to completely different movement system.

>> No.1718487

Wht are /vr/'s favorite joke wads?

I need some laffs

>> No.1718490

Swan Fox.

>> No.1718494

Perscision yes, quiet no, its to deal with enemies that are far away, and to shut up the screaming crippled monsters, they need more sounds

>> No.1718498

we're talking about doom 4, not brutal doom

>> No.1718502

What about beasts? Like a tamed monster? Walkers should be cool too

>> No.1718503

[quoting entirety of relevant portion of deleted post]
>>>1718373 (You)
>Think "alone" in the more metaphorical sense, that everything in the game is your enemy and no one's coming to save you.

oh, i see what you mean now, yes, you can still be a hell-conquering badass, but completely alone and separated from other humans. unlike doom3 with cambell and swann and bravo team and bertruger and sarge and whoever the heck else. no humans, just the forces of hell and you (and a massive pile of heavy ordinance).

>> No.1718504

I have always thought a kind of hover-tank would be best. that way you don't have to change the movement much.

>> No.1718505

... never knew deviantart users (is that fucking naruto in the trailer?) made doom .wads

>> No.1718506

but co-op would be nice too

>> No.1718510

is russian overkill a joke wad? if so, then there's my answer. it's certainly not meant to be serious.

>> No.1718512

Oh, I'm cautiously optimistic about doom 4, I liked the idea that hell had its own tech, so seeing the cyberdemon with a UAC lable on its laucher

>> No.1718514

My personal favorite is Total Madness: It Always Gets Better

or that the demons salvaged UAC's tech somehow

>> No.1718516

honestly i'd be fine if it had doom 3's gameplay as long as the map design is better and the weapons are more satisfying. also proper co-op cause for some reason you couldnt do that in doom 3 on pc.

>> No.1718517

well yes, co-op is orthogonal to my post. co-op could still be you against the forces of hell, but there is more than one "you".

my point is no stopping for non-player characters to explain things and show you stuff happening somewhere else you can't reach.

>> No.1718518

indeed, Russian Overkill is hilarious. Even if you just find it funny for a few minutes...it's worth experiencing at least once.

Yeah, exactly. 1 man vs 1 hell please. NPCs? no...I'm good.

>> No.1718519
File: 231 KB, 863x752, enjoy.jpg [View same] [iqdb] [saucenao] [google] [report]

you're in for one hell of a time, anon

>> No.1718521

>Shoot weapon
>Music starts
Just great

>> No.1718528




>> No.1718531
File: 521 KB, 1280x1488, DOOM!.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, it's just like in the "fluff" writing during the interlude screens in doom 2. how it says that their presence alone is subverting reality - bringing their own with them.

A demon wants a rocket launcher? He just picks it up and it becomes part of him via hellish intent. He's a demon. Deal with it. (with a shotgun.)

>> No.1718538

well yes eventually one might become sick of it, just like any other wad, be it gameplay mod or set of maps.

i admit i eventually ended up trying to avoid picking up awesomespheres because of having heard the music so many times.

>> No.1718539
File: 1.29 MB, 1280x720, doom the way it was meant to be played.png [View same] [iqdb] [saucenao] [google] [report]

Rate my set-up.

>> No.1718540

Doom 3 pinky is superior to vanilla's imo.

>> No.1718545

it's just the same thing as what happened to deimos in episode 2

>> No.1718546 [DELETED] 

>cannot discuss or praise BD in any way
>muh authentic circle jerk

/vr/'s Doom confirmed for groupthink circle jerk where outside ideas are assassinatd and suppressed on site.

>> No.1718547
File: 35 KB, 499x497, 10303754_611348982290687_638910976798201611_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1718549
File: 222 KB, 600x600, 1365483236371.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1718557

This is what's so great about Doom - it supports so many different playstyles, and there's no real "best" one. I prefer playing tactically and conserving ammo as much as possible, even fighting pinkies bare-handed to avoid wasting shells I could need for bigger threats. Others prefer to speedrun, blazing past any enemy not directly between them and the exit. Some swear by playing it like it's the Doom comic, with no regard for precise aiming or caution of any sort. You could be a master of puppets of sorts and not even use your guns, just trick the enemies into doing all the hard work for you. None of these playstyles are "right", or rather, they're all "right". With such a simple goal as "get from one map to the next without dying", there's very few ways you can do it "wrong".

>> No.1718561

Yeah, the D3 pinky is a pretty nasty looking fellow.

As is the Baron.

>> No.1718562


too much words just to say "this pic makes me uncomfortable"

>> No.1718565

>brutal doom
>hires font
>hires textures


>> No.1718570 [DELETED] 

can you not appreciate that this argument has been rehashed here a hundred times already and we are just tired of it?

in fact i'm fairly sure the consensus on brutal doom is in the faq somewhere

>> No.1718571

Oh yeah, the baron redesign was really intimidating. I always thought they were too small in the first Dooms.

>> No.1718576 [DELETED] 

He was a troll who was dealt with earlier and is possibly evading.

Don't respond to him and just report him.

>> No.1718579

There's a lot of filters abolist here, but for some reason, I really like filters.

I think it's mostly nostalgia, the second PC I ever got came with a motherfucking 3Dfx voodoo1 card and was my pride and joy. All my friends were stuck with their plebeian playstations and N64's. I felt like the king of the world. They would sit in awe as I booted fully filtered versions of tomb raider or moto racer. Fuck, that felt great.

>> No.1718584
File: 1.45 MB, 500x363, tmp_1395679195862120470863.gif [View same] [iqdb] [saucenao] [google] [report]

>hd textures
>brutal doom

>> No.1718585

Come to think of it, while all the enemies are introduced in pretty awesome ways in D3, it is the pinky and the Baron that were arguably the most "oh shit..." worthy.

>> No.1718587

the awesomesphere is the thing that made me download 3 Inches of Blood's discography but holy shit Deadly Sinners is still their best song

>> No.1718590

This is kinda what I like about The New Order. I do like iron sights in games, but in The New Order, you can easily get through with firing from the hip.

>> No.1718595

>messages at the top of the screen don’t have bloom applied
0/10 would not fuck yourself

>> No.1718597

i like how it seemed like the pinky was going to bust down the door but then he just gives up and jumps through the window

>> No.1718606

They aren't bright enough for the bloom.

>> No.1718608

Yeah, I can agree with that.
Sad that they were pretty rare. Pinkies in particular, I remember fighting them way too few times.
I dislike how many scripted sequences they had for the imp, and almost none for the other demons.
Th redesign I didn't quite like was the Archvile.

>> No.1718616

Could the Doom engine eventually be able to play Doom 3?

>> No.1718619


Legacy of Suffering.
So yes.

>> No.1718620

By the way, we doing and interlude text? I don't have any ideas myself or anything. Just curious.

>> No.1718624

The Doom 64 speedrun is near, be prepared

>> No.1718629



>> No.1718630
File: 119 KB, 640x480, 110.jpg [View same] [iqdb] [saucenao] [google] [report]

Dunno if this is the best place to ask, but here goes. I'm trying to play Duke Nukem 3D with the Attrition mod but when I finish the last level of the first episode it loads the secret level of the third episode and then goes directly to episode 4, completely skipping episode 2 and 3. Is this normal?

>> No.1718635

To be specific the game calls them Hellknights, I think the Brute might be a stand in for the Baron

>> No.1718639

An explanation behind the mechanics of generic assemblies that cover several weapons in DoomRLA. Spoilers abound. Doesn't say what mods to use, just what they do.


>> No.1718645

I dont really know.. but its probably best to stick with the random missions

>> No.1718650



>> No.1718651

>That video


Anybody got any more Doom machinima?

>> No.1718656

Yeah Doom 3 makes very poor use of the Pinky. It pretty much never shows up.

Resurrection of Evil has the Barons (or Hellknight, whatever they are) show quite a lot. There's one really awesome fight in Hell where you fight a total horde of them.

>> No.1718667

Try changing the "screen size" setting in the display options. Setting it to max will eliminate the HUD.

>> No.1718682

just this. by the same dude and making fun of the same "film".

the friendly super nice revenant kills me every time.

>> No.1718702

Of the three offficial versions we've seen which is your favorite and least favorite version of the Cyberdemon?

>> No.1718714
File: 125 KB, 661x590, quake_fiend_2010_edit.jpg [View same] [iqdb] [saucenao] [google] [report]

I always thought Quake's fiend was what Doom's pinky should have been.

Fast, aggressive as fuck, and able to kill in two or three hits.

>> No.1718719

I agree with most points the guy makes, but (unrelated to doom) here http://blog.danbo.vg/post/40621266066/the-lead-designer-of-mark-of-the-ninja-on he went full retarded imo.

>> No.1718723
File: 1.39 MB, 747x1097, dumb.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1718725

>mfw HP minigun with maxed out red aura in RLA/RPG

>> No.1718727

I like it, kinda like if they took the doom 3 pinky and put it on its hind legs, perfect mix

>> No.1718734
File: 21 KB, 640x176, doom.png [View same] [iqdb] [saucenao] [google] [report]

:- ) ?

>> No.1718737

Sorry it took so long. Haven't been feeling well and slept like 20 hours straight.

Go into your INI and delete every line starting with drpg_

That should fix it.

>> No.1718739


And feel better soon.

>> No.1718742

Nah sorry but I think the BFG's weird mechanics is part of the gun's charm. It's super-powerful, but you have to be pretty much kissing the target to get the full dose of damage. It makes using it against cyberdemons and masterminds exciting, because you can finish the fight in 2-3 blasts if you can get close enough with dying.

>> No.1718743


>They charge 15 dollars for Doom in 2014

They should really just give the god damn game away.

>> No.1718747 [DELETED] 

>bitch about BD's flaws

Then fix it nigga. All this shit is open and ot there and anyone can change the code.

>> No.1718750

it wouldn't be so lame if the original devs got the money, but even then it should be like $1

>> No.1718753 [DELETED] 


Why should I fix Mark's mod for him?
I'm more interested in making my own stuff rather than do things that I'll never be properly credited for anyway.

>> No.1718757 [DELETED] 

That's what the sperglord edition is working at, once V20 is out sgt mark is going to work on other things meaning sperglord edition will be able to finalize its tweaks

>> No.1718758 [DELETED] 

But anon, we don't want to be driven to suicide by its code.

>> No.1718760 [DELETED] 

or we could just play something we actually have fun with and not have to deal with its shit in the first place

there's other mods out there you know

>> No.1718761 [DELETED] 

I'd rather consume plutonium than read that spaghetti fuckfest he calls code.

>> No.1718767 [DELETED] 

OOOH, how kinky.

>> No.1718770

Actually, I think doom 3 had incredibly interesting and cool monster design with very few exceptions: the archvile was kind of boring and the lost souls were a bit eh.

>> No.1718773

Unfortunately, "they" in this case is a greedy publisher with a bottomless lust for money. The people who actually created the game probably don't give a shit if anyone pirates it in 2014, they've all moved onto (from their perspective) bigger and better things.

>> No.1718774

The concept art for lost souls was awesome, a hole bunch of variants

>> No.1718779 [DELETED] 

or just completely expand past Brutal Doom and become something much more fun. Also, given that v19 was the supposed 'last version', i doubt this will be the last version.

>> No.1718784 [DELETED] 
File: 64 KB, 917x384, Sergeant_Mark_IV's Brutal Doom by Sergeant_Mark_IV.png [View same] [iqdb] [saucenao] [google] [report]

>All this shit is open

Sorry, I forgot that Sergeant Mark IV's Brutal Doom (by Sergeant Mark IV), with everything made by Sergeant Mark IV and some spots of editing by a few other nerds (but mostly Sergeant Mark IV) is open to everyone (but especially Sergeant Mark IV) who is willing to help (and be put in credits next to "created by Sergeant Mark IV and slightly edited by Anon").

>> No.1718785

I agree mostly. Imp was kind of eh, but it looked fine when playing. New cacos are a bit weird, but okay I guess.
I agree wholehearthedly about archies and lost souls. I liked the Forgotten Ones in the expansion better.

>> No.1718793 [DELETED] 

Stop, just stop.

>> No.1718795

I really have to look up the concept art for d3 right now. I love looking at stuff like that, especially for such a well designed game.

I think the imp and caco were as good as they were ever going to be while still somewhat resembling the original.

>> No.1718796 [DELETED] 



>> No.1718803 [DELETED] 

Well that's my plan, to use the assets of it and ideas in it to launch into something bigger, but I want to wait on the next bit just to see what I'm working with

>> No.1718804


>large brown thing that you can't see well

That sums up most Doom 3 monsters. I also didn't think they were demons. I thought they were mutants and that D3 was following the storyline from the movie. They don't really strike me as demonic.

>> No.1718808

god DAMN it they changed it? Fuck, is there someplace to watch a restream or something or am I gonna have to wait weeks for the youtube channel to update?

>> No.1718812

check the OP

>> No.1718818

It's on SDA's stream right now, as we speak, they're pretty deep in the run

>> No.1718819

yeah, the new Shotgun is just plain better than the Super Shotgun, there's literally no reason not to use it. Which is weird, since he also nerfed the Plasma Rifle iirc, so it's like he only wants you to use 2 weapons...

>> No.1718823 [DELETED] 
File: 39 KB, 586x302, bdsg.png [View same] [iqdb] [saucenao] [google] [report]

>Shotgun by SgtMarkIV, Edited by Mike12
>Shotgun BY SgtMarkIV
>EDITED by Mike12
This has been irking me for a while. I have the original sheet right here. If anything, it's the other way around (he changed the hand and muzzle flash to be consistent with the rest of the mod)

>> No.1718826 [DELETED] 

Mark mention a V21 already.

>> No.1718828

I thought the aim was to make no weapon feel useless, that's why the pistol was removed.

>> No.1718832 [DELETED] 
File: 75 KB, 790x847, 83577280.jpg [View same] [iqdb] [saucenao] [google] [report]

no, no, no
you see
first it was assault rifles (c) sergeant mark iv
now shotguns (c) sergeant mark iv

he reinvented the entire concept of what it meant to be a shotgun

>> No.1718834

But the SSG and Chaingun are almost made completely useless by their earlier variants, the Rocket Launcher is damn near worthless, etc.

>> No.1718836

Super Shotgun can instakill Mancubi/Revenants(Not talking about them getting cut in half)/Hell Knights/Barons of Hell/Pain Elementals/Cacodemons and Arachnotrons.

Super Shotgun is very very powerful.

>> No.1718837 [DELETED] 
File: 52 KB, 294x360, 1379547000131.png [View same] [iqdb] [saucenao] [google] [report]

the poor man will never be free

rip in peace

>> No.1718839 [DELETED] 

Jesus, is he ever satisfied? I mean I can appreciate perfectionism in a design but damn

>> No.1718847 [DELETED] 
File: 26 KB, 294x294, 294x294px-LL-a0823f7c_Oh-Boy-here-we-go-again.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1718849

But the regular shotgun can do it about as fast, and you'll have enough shots to kill 4 more.

>> No.1718853 [DELETED] 
File: 113 KB, 260x390, The Heavy Brutal Burden.png [View same] [iqdb] [saucenao] [google] [report]


Watch as nobody gets this reference.

>> No.1718856 [DELETED] 

I get it, I didn't know he was a BR

>> No.1718861

>Can do it about as fast
Statistically impossible.

Takes two or three headshots to kill everything with a head listed there with the exception of Revenants.

Takes more than a few shots for Cacos and Pain Elementals.

Super Shotgun kills them in one jump headshot

>> No.1718869
File: 6 KB, 99x128, CyberDoom.png [View same] [iqdb] [saucenao] [google] [report]

dat midriff

You're never actually on Mars in Doom though, you're on Phobos and Deimos, both moons of Mars, presumably either terraformed, or the crater the bases are built in has pressurized domes (like in the novels).

Hell is hell, can't speak for that.

>> No.1718872

To its credit that one shotting of cacos has been a life saver, and executing pain elementials saves of the headache of explosions anf lost souls

>> No.1718873
File: 26 KB, 940x296, it begins.png [View same] [iqdb] [saucenao] [google] [report]


>The people who actually created the game probably don't give a shit if anyone pirates it in 2014

"Probably" is not the perfect word...they SIMPLY don't give a damn. And people refuse to accept this.

>> No.1718876

>unlike doom3 with cambell and swann and bravo team and bertruger and sarge and whoever the heck else. no humans, just the forces of hell and you (and a massive pile of heavy ordinance).

I think this would be fine if contact was cut off about 1/4 of the way or less through the game, then the rest of the game it's obvious that you are on your own.

I think it would serve to underscore how alone you are, since it would have more impact than nobody there from the beginning.

>> No.1718879

Yeah, I would like this too.

>> No.1718883

yeah i would be fine if they introduced some characters to establish the setting, some ai partners could be interesting too.

>> No.1718893
File: 293 KB, 907x669, 1402523813311.png [View same] [iqdb] [saucenao] [google] [report]

sup Doomguys, I updated the metroid map again,


Let me know if anything bothers you or any bugs you find.

>> No.1718901

People can't comprehend some one not taking every chance they can to suqeeze money from a game and lord around an achievement

>> No.1718905

And then your AI gets posessed...

>> No.1718913

yeah, zombie marines that can actually strafe and have a good amount of health would be interesting too

>> No.1718921
File: 43 KB, 169x156, dermgeay-herrrrr.png [View same] [iqdb] [saucenao] [google] [report]

It's from Rise Of The Triad you silly geese!

>> No.1718925

Doom 3 did that.
It was okay I guess.
But I hope they don't add that retarded aim punch.

>> No.1718926

Well BD does have them role some times, maybe have them do that a bit more, have a few armored up, posessed, defected or just space crazy, fellow marines who can run and fight like you can

>> No.1718929
File: 2 KB, 60x71, skullegs.png [View same] [iqdb] [saucenao] [google] [report]

I'll admit, I thought that was cool as shit when I saw it, and Hexen did a bunch of cool tricks with the engine, but the gameplay was just not at all satisfying to me.

>> No.1718938


Really diggin' it so far.
How do I get out of this area, though, after getting the secret missile tank? It seems the only close ledges are those tiny ones on the pillars.

>> No.1718942
File: 660 KB, 1280x720, Screenshot_Doom_20140626_185310.png [View same] [iqdb] [saucenao] [google] [report]


whoops forgot pic

>> No.1718946

no i mean like zombie marines that move as fast as doomguy and do more than just roll around a corner and shoot at you until you kill them

>> No.1718952

the small ledges around the pillars you have to be careful not to fall down

>> No.1718959

http://a.pomf.se/cdclfj.mid open with WMP

The IDgames music folder is pure gold.

>> No.1718963 [DELETED] 
File: 41 KB, 826x542, doom2.0.jpg [View same] [iqdb] [saucenao] [google] [report]

Really? Because this is what google trends gave me

>> No.1718965
File: 696 KB, 1280x720, Screenshot_Doom_20140626_190732.png [View same] [iqdb] [saucenao] [google] [report]


Also, awesome boss fight--that room was really well set up.
Is it possible to turn the fences into thin sectors, though, rather than impassable walls? First reaction on picking up the space jump was to try and leap over the fence to get to them, but it ended up dumping me in the lava.

>> No.1718976 [DELETED] 

Love him, hate him, spit on him, fuck his mother, give him money, whatever, the guy's done a lot for the doom community.


>> No.1718982 [DELETED] 

How do you expect to be seen as anything but a troll when proof like this exists?

>> No.1718984 [DELETED] 

Oh god he took sprites from other people? CALL THE FUCKING INTERNET POLICE

>that's been done for years by everyone and their mother
>He should be more humble in crediting them, but other than that I give zero fucks

>> No.1718987 [DELETED] 

>that's been done for years by everyone and their mother

Except those people either
1.Give credit.
2.Get their shit pushed in because pretty much no one condones that behavior in this community.

>> No.1718989


Alright, i'll see what i can do

>> No.1718992

Everyone misses the hidden energy tank :>

>> No.1718995 [DELETED] 
File: 49 KB, 1137x680, hue.png [View same] [iqdb] [saucenao] [google] [report]

Thanks Obama

Link for anyone doubting which one is true:

>> No.1718996 [DELETED] 

lol, purists getting blown the fuck out by irrefutable evidence

>> No.1718998 [DELETED] 

>brought in a wave of mouthbreathing idiots that refuse to play anything other than MUH BRUTAL and bitch when other mods don't work with it
>took credit for way more work than he actually did, outright stole some assets
>code is absolutely unreadable and is the worst possible thing for a new modder to learn from
>got his overly aggressive ass permanently banned from both ZDoom and Zandronum forums, resulting in crybabies demanding justice4mark
He's cleaned up his act more recently around here (manners-wise, anyway. still stealing resources whenever he can), but now faggots like you have started to become more and more common, so I'm not sure I like that.

>> No.1719001 [DELETED] 
File: 301 KB, 624x416, cBrh281.png [View same] [iqdb] [saucenao] [google] [report]





>> No.1719002 [DELETED] 

>this community
You are in /vr/, we don't give a fuck unless someone claims ownership of shit they didn't make.

>> No.1719006 [DELETED] 
File: 47 KB, 720x720, 1364914073987.jpg [View same] [iqdb] [saucenao] [google] [report]

holy shit

>> No.1719007

Burl Tumd pistol still feels pretty powerful and I use it a lot.

>> No.1719012 [DELETED] 

nigga got told

>> No.1719013 [DELETED] 


>> No.1719014 [DELETED] 

Yeah actually we do, we had this discussion in the last thread. Don't speak for everyone faggot.

>> No.1719015 [DELETED] 
File: 231 KB, 424x318, Christian lels.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1719017

Fuck yes Ultima.

>> No.1719018 [DELETED] 
File: 42 KB, 600x400, laughingtomcruise.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1719019 [DELETED] 

I don't get it.

>> No.1719020 [DELETED] 

look at the graph he's replying to

>> No.1719023 [DELETED] 

the guy faked the Brutal Doom search results

>> No.1719024 [DELETED] 

He's shitposting along with everyone else, i don't even get those results typing those terms in to a tee.

>> No.1719026 [DELETED] 

You have to select the topics, or follow the link

>> No.1719027 [DELETED] 

How can you even tell in the first place?

Was someone just randomly looking through a comparison between Doom and Barack Obama as a coincidence?

>> No.1719030
File: 74 KB, 620x633, Cacodemon.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1719031 [DELETED] 

I typed in the terms, saw he's full of shit about BD and then typed in stuff that's actually popular. My first guess was Occupy Wall Street, which it wasn't, then Barack Obama was my second (lucky) guess.

>> No.1719032 [DELETED] 
File: 32 KB, 917x691, hahahahahahahahaha.png [View same] [iqdb] [saucenao] [google] [report]


Sure you don't. I just checked for myself.

Face it.
You got caught, nigger.


>> No.1719036 [DELETED] 

No we don't. Don't speak for everyone faggot.

>> No.1719037 [DELETED] 

Okay i see it now, it's still shitposting at this point.

But i'm not him.

>> No.1719038 [DELETED] 
File: 11 KB, 564x282, thereyougo.png [View same] [iqdb] [saucenao] [google] [report]

Not to mention, it's one of the first terms suggested when you click on the search bar. Not exactly rocket science.

Also, if you want to get the exact same results as the picture, make sure you click 'search term' on Doom and Barack Obama, and press '1993 Video Game' and '44th U.S President' respectively.

>> No.1719039


Needs work.

Is there a limit to how much detail they can have in GZDoom? If not then go all out. Pretend it's a AAA game.

>> No.1719040 [DELETED] 

Zdoom, GZdoom and Brutal Doom are all contributing to Dooms trend. Except Barak Obama, thanks Obama.

>> No.1719041 [DELETED] 

What we have learned today: BDfags will literally make up shit on the spot to justify Mark and his abomination of a mod
He is Phil Fish at this point
and his fanbase are the equivalent of Sonicfags

>> No.1719045 [DELETED] 

>How can you even tell in the first place?
Why don't you test it for yourself, shitbird?


>> No.1719048 [DELETED] 
File: 22 KB, 300x252, youkeepusingthatword[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1719049 [DELETED] 

Or, you know, he could just be trolling.

>> No.1719054 [DELETED] 

How did you know?

>> No.1719057 [DELETED] 

I did and I didn't understand it.

I am not clever.

>> No.1719059 [DELETED] 

>his abomination of a mod

That's too far. I think it's better to call it a mixed bag. See my review at:


>> No.1719061 [DELETED] 


>> No.1719065 [DELETED] 

Good guess then

>> No.1719067

why is it a cyborg? not complaining I'm just confused

>> No.1719070

Cacodemons finally got into the cybertech that Cyberdemons and Spiders get to use.

>> No.1719071 [DELETED] 

I actually guessed it because of what >>1719038 pointed out

>> No.1719074 [DELETED] 

Google Trends shows a graph of search terms' popularity over time.

Brutal Doom is barely a blip on Google's radar. The guy who posted >>1718963 just typed in "Barack Obama" and photoshopped it to say Brutal Doom. What you're looking at there is the popularity of Barack Obama versus various Doom-related things.

>> No.1719075 [DELETED] 

It's only like that because google isn't tallying all of its trends by that specific search result, in this case "1993 video game" isn't giving the proper hits plus the fact that doom is a pretty common term word so that skewers the results further.

I don't see how this proves anything based on that.

>> No.1719078

a Cacoborg

>> No.1719082 [DELETED] 

It's not a specific search term, it's google's "search topic" whatever that means. It pops up when you start typing doom.

also >>1719074 is what it proves

>> No.1719084 [DELETED] 

It doesn't prove anything about the game - it just proves that >>1718963 is a faggot.

>> No.1719089 [DELETED] 
File: 16 KB, 380x300, 1366336429849.jpg [View same] [iqdb] [saucenao] [google] [report]

>I don't see how this proves anything based on that.

This proves that we've had someone jerkin' our gerkin' and intentionally trying to either A: Rile people up, or B: Act as Mark's personal onahole.
Coincidentally, they're both completely indistinguishable.

>> No.1719090 [DELETED] 

I feel like half the BD shills are trolls trying ti ruin the image of the people who like it

>> No.1719092
File: 245 KB, 550x500, AAAAAAAAAARRIBA.png [View same] [iqdb] [saucenao] [google] [report]

So we can all agree that Smooth Doom is the best "vanilla enhancement" mod out there, right?

>> No.1719093 [DELETED] 

At this point, any mention of Brutal Doom should be treated with suspicion. People have been bringing it up and arguing about it all fucking day, constantly.

Gee, reminds me of someone else who posts here, and constantly brought a certain thing up, even if it didn't relate to the topic being discussed...

>> No.1719094 [DELETED] 
File: 105 KB, 1024x576, powdered-toast-man-HD-Wallpapers-1024x576[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Things I learned today:

Only a handful of /vr/doomers are capable of reading Google Trends graphs.

>> No.1719095 [DELETED] 

Report and ignore.

>> No.1719097 [DELETED] 

>Only a handful of /vr/doomers are capable of reading Google Trends graphs.

I admit I can't make heads or tails of them or know what they mean.

>> No.1719098
File: 795 KB, 1296x1186, 1402612891218.png [View same] [iqdb] [saucenao] [google] [report]

This thread

>> No.1719101 [DELETED] 

you seriously can't read a graph? Have you gone to Highschool?

>> No.1719104 [DELETED] 

We all know Barack Obama really prefers TF2.


>> No.1719109 [DELETED] 


What do the lines mean exactly? There's no labels for y axis.

>> No.1719110

>made a really awesome map for a really awesome mod
>is getting completely ignored in favor of faggots being faggots

feels bad man

>> No.1719112 [DELETED] 

As someone who likes muh BURTEL DUM I gotta agree, half the points are going to the haters at this point.

>but it's still a fun mod
>I like brutal
>I still grew up playing vanilla
>I still like vanilla
>Fuck everyone

>> No.1719114 [DELETED] 
File: 220 KB, 674x390, GET OUT OF MY HEAD SOMEONE SAVE ME FROM THIS MADNESS I'D RATHER BE DEAD.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1719117

Are you the guy with the Metroid Map? I was actually gonna get that started in a couple minutes here

>> No.1719118 [DELETED] 
File: 22 KB, 613x254, brutal_doom_in_a_nutshell.png [View same] [iqdb] [saucenao] [google] [report]


Generally everyone agrees that BURLT is just another gore and gameplay mod. Some people like it, some people don't. Whatever, right?
The problem is the faggots that keep insisting that it's the way id wanted Doom to be and that it's vanilla 2.0.

Mark's ego doesn't help either, but the fanbase is the big fucking problem.

>> No.1719119 [DELETED] 

Number of searches. The guy faked searches using bots to make BD seem more popular Obama

>> No.1719120 [DELETED] 

You know what, fuck it.

Report any and all mentions of Brutal Doom until this guy goes away.

>> No.1719126
File: 1.56 MB, 1490x1128, 1403043889676.png [View same] [iqdb] [saucenao] [google] [report]

Don't sweat it anon, We all the people here are not gonna change so just roll with it, its quite amusing i find, plus I'm making a new area thats connected to the lava sector, the bridge leading to the boss fight is there temperately, The dear where the mancubus is the sector connector.

Pick which song would you like to hear in the new sector




I like these three but I dont know which to use :[

>> No.1719128 [DELETED] 

I can live with modders being dicks, as long as they provide I want complain because their personal lives don't concern me much, the shills both real and fake ruin it for both sides though

>> No.1719129

>the dear

I mean "door" goddamnit

>> No.1719130 [DELETED] 

>It's not overrated you just don't happen to like it as much as some other people do
>I like, it so it isn't overrated!

>overrated: Given an undue amount of credit for quality or merit in a field
Yep, that fits alright.

>> No.1719134 [DELETED] 

>interest over time

>> No.1719138

Upper Brinstar has the whole DooM feel to it.

>> No.1719139 [DELETED] 

>The problem is the faggots that keep insisting that it's the way id wanted Doom to be and that it's vanilla 2.0.

It is. Doom 4 will borrow much from it.

>> No.1719140
File: 1.87 MB, 320x240, 1398645295336.gif [View same] [iqdb] [saucenao] [google] [report]

>hdoom techdemov5
>dem demons

>> No.1719141 [DELETED] 


>> No.1719143


Brinstar's a better tune, but Maridia is creepier, which is seemingly the vibe you're going for.

I vote for those.

>> No.1719150

if its plants, Brinstar
if its water, Maridia
if its lava, Norfair

>> No.1719154

i keep having the download fail, its really getting frustrating

>> No.1719158
File: 111 KB, 704x1216, scrap028_a.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1719159

know there isn't a source port for blood but is there any way to play it on windows 7 outside of dosbox cause it lags quite a bit

>> No.1719160

we can all agree on HDoom,

>> No.1719169

Hey, at least Heretic, Doom, Quake and Metroid is tomorrow

When I'm working

>> No.1719172 [DELETED] 

Has brutal doom set back how people see Doom and doom mods?

>big dumb pew pew pew
>this is all doom is
>completely mindless


can the damage be undone?

>> No.1719173 [DELETED] 



>> No.1719175 [DELETED] 

>calling Brutal Doom "Burl Tumd" when there's an actual mod called Burl Tumd

That gets really confusing. :/

>> No.1719176 [DELETED] 


>> No.1719178

Seems to work with everyone else, If someone else also has this problem, i'll upload it elsewhere

>> No.1719181

it worked for me finally after like 10 tries

>> No.1719182 [DELETED] 

>taking things other people made without asking
>not stealing

>> No.1719184 [DELETED] 


>i support censorship

>> No.1719187 [DELETED] 


The credits fully list source.

>> No.1719189 [DELETED] 

>big dumb pew pew pew
that IS all doom is though. its not a bad thing but i dont really see your point here

>> No.1719190 [DELETED] 

Just wanna say this; Mark's ego finally healed he's not as smug as before. Then we sit here discussing if it's overrated or not, thrilling Mark to answer this shitload of bullcrap.
I say as long as Mark's fine, let's not discuss over BD being overrated or not. It's a fine mod as it is, and I say it's fun as well. That sounds like a deep down elitism after a while.

>> No.1719191 [DELETED] 

He's trying to start shit again. REPORT HIM.

>> No.1719192 [DELETED] 


You mean these credits, right?

The ones that list him as doing work he didn't do and splat his name all over everything?

>> No.1719196 [DELETED] 


>lists things he's done
>lists things other people have done

How is that wrong?

>> No.1719201 [DELETED] 

i just got here, what? all i'm saying is that doom at its core is about shooting stuff and i dont see how a mod about shooting stuff somehow tarnishes its reputation

>> No.1719205 [DELETED] 

>The ones that list him as doing work he didn't do
>How is that wrong?
>The ones that list him as doing work he didn't do
>How is that wrong?
>The ones that list him as doing work he didn't do
>How is that wrong?
>The ones that list him as doing work he didn't do
>How is that wrong?
>The ones that list him as doing work he didn't do
>How is that wrong?
>The ones that list him as doing work he didn't do
>How is that wrong?
>The ones that list him as doing work he didn't do
>How is that wrong?

>> No.1719213 [DELETED] 

You are dense.

>> No.1719214 [DELETED] 

>>The ones that list him as doing work he didn't do

{{citation needed}}

>> No.1719220 [DELETED] 

also still no credits for marty kirra's kicking boot

>> No.1719225 [DELETED] 

>people using g/zdoom

I think we went over this already. Both of these things do not compute

>> No.1719227
File: 130 KB, 896x1728, scrap030_a.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1719229 [DELETED] 

pretty sure that was just traced from duke's foot so why even give credit

>> No.1719231 [DELETED] 
File: 11 KB, 299x298, ss94.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1719241 [DELETED] 


Thoughts going on in Doom player's mind:
>I have the blue card. How do I get the yellow one?
>I checked left and right. Now where?
>An arch-ville? Shit I need cover.
>I'm running low on shotgun ammo. I need to conserve it. Better switch to the chaingun.
>A room of a pain elemental, imps, zombies, two revnants? Who do I go for first?

Brutal doom player's mind:

>> No.1719242 [DELETED] 

I feel bad for Brutal doom in way. Its just a mod trying to be, well, as BRUTAL s possible, like the comics. It's zany fun but it sadly has hurt the reputation of doom modding.

>> No.1719248 [DELETED] 

>has hurt the reputation of doom modding.

that seems like complete hyperbole. how could it have hurt anything?

>> No.1719249 [DELETED] 

the fuck? outside of combat the mechanics are exactly the same. do you really think there's no challenge or strategy to playing brutal doom even though its more difficult than vanilla?

>> No.1719252 [DELETED] 

But Brutal Doom doesn't change any of the base gameplay. You still have to navigate levels, conserve ammo, fight enemies with the same patterns, look for secrets, etc.

All Brutal Doom does is change HOW you go about doing that, to make it a bit more visceral and well... BRUTAL. Hell, it actually makes the game HARDER by giving enemies more attacks, stronger attacks, nerfs some guns, etc. I'll be the first to say it isn't the definitive experience and some maps and wads are entirely broken by the things it adds in, but it in no way subtracts from the core experience.

So your problem is with the PEOPLE who play the mod, not the mod itself.

>> No.1719257 [DELETED] 

If it creates so much butthurt here, I have no idea how much it does elsewhere

>> No.1719258 [DELETED] 

>Hell, it actually makes the game HARDER by giving enemies more attacks, stronger attacks, nerfs some guns, etc
>but it in no way subtracts from the core experience.

Yes, nerfed guns and stupid enemy behavior in no way subtracts from Doom's experience.

>> No.1719260 [DELETED] 


...I can't think of anything but a setup made by someone in order to shit up the thread. How could someone, of all fucking things, guess IMMEDIATELY that he went looking for "Barack Obama" just to fake the graph?

>> No.1719261 [DELETED] 

call on me "that guy, get him" but it occurs that someone have serious problems about BD

bullshit and troll
try to play BD on a higher difficulty like BlackMetal or 12 point on Doom2, you'll see what's exactly going on. they'll tear the shit outta your ass before you go into execution range to land melee hita

>> No.1719267 [DELETED] 

Nerfs some guns and powers up others. Basically a rebalance mod, and there are tons of those out there you don't see people bitching about.

and it doesn't change enemy behavior ya dingus, it just gives them new/reworked attacks so they can do more than one thing at a time. They still have the same base A.I. and enemies in Doom are mentally retarded to begin with.

>> No.1719268 [DELETED] 

Yeah. He's probably German too.

>> No.1719270 [DELETED] 

>and it doesn't change enemy behavior ya dingus, it just gives them new/reworked attacks so they can do more than one thing at a time.

...But that is enemy behavior?

>> No.1719271 [DELETED] 

Clearly this is all an elaborate ruse to sabotage the popularity of Brudldm. Hurry off to Wal-Mart, I hear they're having a sale on tin foil!

>> No.1719274 [DELETED] 

It adds melee attacks and changes up some projectiles. Enemies still attack with the exact same timing and the exact same triggers, you just have to do different things to avoid them and you can't circlestrafe them at point blank range to win. BUT THAT'S RUINING DOOOOOOM

>> No.1719276 [DELETED] 

how is it stupid or detract from the experience though?

>> No.1719280 [DELETED] 


It is. BD is the COD of Doom.

>> No.1719282 [DELETED] 

>enemies have the exact same behavior except for changed behavior
>gets called out on it

Wow, dude, looks like you have issues.

>> No.1719283

Is there a mod that weakens the SSG? I want to try that out.

>> No.1719284 [DELETED] 
File: 3 KB, 126x135, 2014-04-27 19_48_19-(0) _vr_ - FEED ME MORE.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1719287

Doom I

>> No.1719290

just use the regular shotgun

>> No.1719291


For Doom II dingus.

>> No.1719294 [DELETED] 

>He's probably German too.

Heh, I like how these threads did a complete 180° on the subject

Back a few months ago someone would make a hint that Donald came back from vacations just to shitpost again, and would've been called paranoical

And whenever shitposting happens now the ONLY one doing it is nobody but him

Still, you're making a good point.

>> No.1719295 [DELETED] 


>don't use all the tools the game gives you

Full retard. I want to try out this 14 pellet SSG to see how "useless" it really is.

>> No.1719297 [DELETED] 

But that isn't changed behavior, it's changed projectiles/hitboxing. The enemies still act the same way in terms of how they move and react to the player, they use the exact same trigger for all attacks. Every enemy with a projectile and a melee just changes the hitbox for the attack if its a melee, sans the Imps. Enemies with different projectiles trigger their attacks the exact same way, the mod just selects what kind of attack they'll do. They aren't manipulatable any more or less than previously.

So you're literally whining that you have to strafe in a different direction maybe a third of the time? Jesus christ that's pathetic.

>> No.1719302
File: 497 KB, 1024x640, carmack.png [View same] [iqdb] [saucenao] [google] [report]

well, we were overdue for a shitfest anyway...

>> No.1719304 [DELETED] 
File: 2.70 MB, 640x360, laughing hideous destrcutors.webm [View same] [iqdb] [saucenao] [google] [report]

>he thinks brutal doom is hard!

>> No.1719306
File: 80 KB, 704x1152, scrap033_b.jpg [View same] [iqdb] [saucenao] [google] [report]

Stimpack-tan things you all need to cool down and stop being so agitated!

I don't particularly care for Brutal Doom myself but really like RGA2, which literally is the CoD of Doom. To each their own.

>> No.1719308 [DELETED] 

>But that isn't changed behavior, it's changed projectiles/hitboxing. The enemies still act the same way in terms of how they move and react to the player, they use the exact same trigger for all attacks.

Yeah with that logic, the Revenant and the Imp are the same creature despite having different behavior.
They act the same way in terms of how they move and react and use the exact same trigger OH WAIT BUT THEY HAVE COMPLETELY DIFFERENT BEHAVIOR

>> No.1719309

it's like hashtags on twitter, for instance: iSpook#Igarglecumforaliving might be yours. The trip will be generated in the field via some algorithm that only jewt knows. See?

>> No.1719310

Why do I feel like they modeled Doomguy's face on Carmack? Those eyes, that shit-eating smile...

>> No.1719312 [DELETED] 

>nerfiing the tools the game gives you
full retard. don't ask for advice and be a dick about it for no reason.

>> No.1719313 [DELETED] 

Let's just play Devil's Advocate and say you're right: some enemies' behavior has been moderately changed in a way that typically makes them more dangerous.

Explain how this ruins the game or the modding scene, without making reference to individuals playing the game.

>> No.1719314



>> No.1719315 [DELETED] 


>look how hard it is guys!
>ignores the invincibility sphere there

>> No.1719316 [DELETED] 


nice rebuttal

>> No.1719317 [DELETED] 

i already asked that but he ignored me

>> No.1719318 [DELETED] 

>couldn't actually reach it before getting slaughtered by 2hu barons

>> No.1719320 [DELETED] 

as he is apt to do, because he's shitposting

>> No.1719323 [DELETED] 

>ctrl+f [deleted]
>No results


>> No.1719324

1 million hours in notepad

>> No.1719326 [DELETED] 

>complains that Brutal Doom fucks up the balance
>enjoys a mod that fucks up the balance x9000

>> No.1719330 [DELETED] 

how do you even know that was the same anon

>> No.1719332


Because he fired and woke them up. Otherwize you can waltz on through. WHat is supposed to happen is the Cyberdemon fires first and starts infighting.

>> No.1719337 [DELETED] 


Good mapping isn't just an instance of "slap X creatures here". It's not just "oh I'll put a pinky and chaingunner and zombieman hurf", it's a careful recognition of what roles, what attacks, what purposes, and etc each creature has.
Revenants are great for long range in the late game because their missiles can swarm around you. In mid-to-early game, they're good in close corridors because they're easy to bait, etc.

Brutal Doom changes everything. Even something as simple as the Imp's lunge means that you can now bait it in melee--combining it with swarms of melee enemies like the demons means nothing because you can just swerve around them while they lunge uselessly at you.

By your own admission, Brutal Doom fucks with a ton of map balance, because enemies suddenly don't do what they're supposed to do. This is the exact same thing I have been arguing.
I don't know why this is a problem when anyone else other than you says it.

>he doesn't agree with me so he's shitposting!!!!

>> No.1719339

>Heretic, Doom, Quake and Metroid
oh my god really
oh god this rocks

>> No.1719340 [DELETED] 

that's not for him, but for everyone that plays gameplay mods and complains about Brutal Doom's modern features. For example, the same people that complains about Brutal Doom's semi-iron sights, are the same that sees no problem on Project MSX's Iron Sights, and Regenerating health.

>> No.1719341 [DELETED] 


I don't like the imp's jump attack.

But I like the baron's tri-flame attack.

>> No.1719343
File: 294 KB, 2688x1984, scrap034_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Yet another lovely day of discussion about Doom mods!

>> No.1719345 [DELETED] 

doesn't every gameplay mod do that though? where's all the people bitching about how project msx is ruining doom because it kinda plays differently? if brutal doom messes with how a wad is supposed to work than just dont use it with it.

>> No.1719346 [DELETED] 


This is why Brutal Doom should have its own mapset/campaign.

>> No.1719347 [DELETED] 

>MSX rifle is only weapon with ADS
>Brutal Doom shotgun and rifle both have it
MSX has half the iron sights Brutal Doom does. Try again.

>> No.1719348 [DELETED] 

msx has a regenerating shield like halo. you still have to find medkits. i kinda see your point though

>> No.1719349

It's a toss-up between Prime 1 or 2, but still Metroid right?

>> No.1719350 [DELETED] 

I'll say this, Caco dodgeing may piss me off mid game but I appreciate the challenge, makes them seem smarter, I'd hate to dumb them down

>> No.1719354 [DELETED] 

>Brutal Doom's Imp can do leap attacks
>Brutal Doom's Revenant can't.
>Brutal Doom's Revenant can fire homing missiles and fast splash damage missiles.
>Brutal Doom's Imp can't.
>They are the same enemy.

What the hell have you been smoking?

>> No.1719356 [DELETED] 

working on it, embryonic stages but working

>> No.1719358 [DELETED] 
File: 131 KB, 938x275, 6TiV6qH[1].p.png [View same] [iqdb] [saucenao] [google] [report]


At least it doesn't pretend to be the one mod to end all mods in Doom history



HEH....that word again

>> No.1719359

Oh yeah, and then there's Mario, a Pokemon block then a Megaman block

>> No.1719362

Shotgun girl?

Berserk girl is cute

>> No.1719363 [DELETED] 

But the enemies DO still do what they're supposed to, and then only OCCASIONALLY do their new things. The enemy behavior is very rarely what fucks up the map balance, the maps aren't exactly reliant on an Imp throwing or not throwing a fireball. The rebalanced weapons and the zoom fucks with the maps, especially since your starting weapon is far too powerful even if you revert to your pistol. Reloading fucks the maps because run-n-gun is much harder and the game purposefully slows you down. Executions fuck with the maps by giving you literal invincibility against everything whenever you get a Berserk pack.

Jesus man, if you're seriously going to argue against Brutal Doom at least come up with arguments that make SENSE, not "the imp jumps, Doom is dead". And none of that ruins the experience, as it can be turned off if you don't like it and the few maps that it truly screws up are typically the ones that are terrible in the first place. If anything the biggest problem Brutal Doom has is enemy balancing, since hitscanners are now much stronger even if they aren't 'technically' hitscanners. It actually makes the game much harder for new players which is going to cause lots of them to just give up entirely.

>> No.1719365 [DELETED] 

Brutal Doom's weapons doesn't completely aims down the sights (at least on v20 test), plus, using these weapons from hip fire are already even more accurate than Vanilla Doom's weapons, and the ADS mode doesn't affects the player's moving speed. MSX's hip fire mode has much more noticeable projectile spread.

>> No.1719370 [DELETED] 

I know a few of them personally (don't ask, friend of a friend of a friend who happens to work for zenimax), expect speed, expect gore.

Past that they're being rather tight-lipped about the whole thing.

>> No.1719371

Hi, new to the DOOM modding scene. Tried out GZDoom and Brutal Doom for the first time today - while the improved graphics and gore effects of Brutal Doom are really neat, I ended up really not liking the changes made to the weaponry (both look and function) and changes to enemy AI (lunging imps, actually invisible pinkies, dying marines getting shots off with sidearms, etc etc etc.)

Is there a different mod that keeps the nicer graphical changes made by BD but retains the basic functionality of GZDoom?

>> No.1719375 [DELETED] 


No, not every gameplay mod has its own enemy set.
And of those gameplay mods that have its own enemy sets, 0 of those are being called "doom 2.0".

I don't like replacement enemy behavior changes, but at least none of the other mods I've played claim to be the "definitive" gameplay enhancement experience, when it's exactly the opposite.


hello retard absolutely nowhere did i actually suggest that they are legitimately viable swaps for each other

>ask for an example
>give one tame example
>Jesus man, if you're seriously going to argue against Brutal Doom at least come up with arguments that make SENSE, not "the imp jumps, Doom is dead"
>If anything the biggest problem Brutal Doom has is enemy balancing

Yeah nah I'm out.

>> No.1719380

>actually invisible pinkies
but... Vanilla Doom has those too.

Also GZDoom looks much better than Vanilla in the first place man.

>> No.1719381


Beautiful Doom, Polished Skull.

>> No.1719383

vanilla doom with gzdoom

>> No.1719384 [DELETED] 

Your examples were worthless, you're complaining about something that's very rarely a factor, which is the Imp and Revenant attacks, while I'm specifying a specific problem for a specific subset of players that encompass most of BD's audience.

>> No.1719391 [DELETED] 


I don't see why that's controversial. BD improves every aspect of the gameplay and has no real setbacks.

upgrades = good

>> No.1719392

>A demon wants a rocket launcher? He just picks it up and it becomes part of him via hellish intent. He's a demon. Deal with it.
This is actually the best idea of how the demons became half-tech in Doom. They just literally grab weapons and their bodies alter to incorporate them.

>> No.1719393

Vanilla spectres are fuzzy. You can still see them, it's just more difficult.

Compare to "lel not even rendered" BD spectres.

>> No.1719394 [DELETED] 

Not the guy you were responding to but I feel the changed properties really change up how BD is played.

Barons shooting spreads of fireballs, Mancubi having splash damage and the fire left on the ground, zombies dodging rockets and being more aggressive in general.

Also imps have the pouncy attack which is considerably more dangerous than the Imp normal scratch attack.

Also the modified melee attacks for Barons and Revenants hurt much much more than in Vanilla.
And that's not mentioning the better tracking on Revenant rockets and splash damage.

I don't think it ruins Doom at all, but I do play BD differently from standard Doom by quite a bit.

I like the shotguns and rocket launcher.

>> No.1719395 [DELETED] 

>BD has no real setbacks.
Fuck off.

>> No.1719396
File: 1.64 MB, 640x360, gzdoom 2014-06-26 21-31-39-218.avi.webm [View same] [iqdb] [saucenao] [google] [report]

No shooting necessary. Hideous Destructor's enemies aren't retards and when one of them sees you, they'll alert others.

>> No.1719398

>Some swear by playing it like it's the Doom comic, with no regard for precise aiming or caution of any sort.
The thing that pisses me off is that if you actually read the fucking thing, the only reason he's acting like that at the beginning is he has a Berserk pack. It wears off later and he suddenly goes "Oh fuck I'm in deep shit" and runs away

>> No.1719403

Ah, I forgot about BD Spectres because they were so easy to track with the glowing eyes.

>> No.1719404 [DELETED] 

Nothing wrong with campaign. It's good to differentiate between gameplay mod wads, TCs, etc.
Levelset is okay too.

>> No.1719407 [DELETED] 


>> No.1719408 [DELETED] 


>luck based gameplay is GOOD

And you have the gall to criticize BD (skill based gameplay) ?

>> No.1719409 [DELETED] 

just say Megawad

>> No.1719412

Beautiful Doom probably.
Particle Fire Enhancer is good too.
Problem is both have pretty meh sounds.

>> No.1719414

>By the way, we doing and interlude text? I don't have any ideas myself or anything. Just curious.
Remember a few months ago when some anon posted goofy-ass Google Translate versions of the default screens? Like, he took the test, translated it to Chinese, and then translated it back to English? It was bretty funny; we could just redo that.

>> No.1719416

So how do you not die there?
Just sprint like crazy for the invulnerability?

Is Doomguy's weaponry even strong enough to fight any of those in that mod?

>> No.1719417 [DELETED] 


megawad sounds gay.

campaign is fine. It's used in RTS games, FPS and other games.

>> No.1719420 [DELETED] 

> >luck based gameplay is GOOD
the idea is that you don't go sprinting into the firing lines

yes it's the complete opposite of doom but hideous destructor was never meant to be like doom in gameplay at all

>> No.1719423



Smooth Doom.

>> No.1719424 [DELETED] 

but this is doom, not an RTS or other game
in doom its called a megawad

>> No.1719426 [DELETED] 

>megawad sounds gay.
>campaign is fine. It's used in RTS games, FPS and other games.
Oh my fuck are you being serious right now? MegaWAD is literally the term of a Doom mappack. Like, that's the actual fucking terminology. Nobody gives a shit about what StarCraft and Halo call their levels.

>> No.1719427

I wish NMN_Paul had finished his version before he left forever. His Vore was fucking amazing.

>> No.1719428

I thought megawad referred only to 32 map levelsets.

>> No.1719429 [DELETED] 

or you could not be autistic and call it whatever you want

>> No.1719431 [DELETED] 


You're part of the problem

>> No.1719432


Fuzzy pinkies are TOP TIER in Doom PSX. It's darker so you really can't see them.

>> No.1719434 [DELETED] 

get out of here /v/

>> No.1719436

I wished he finished his WIP house level, it looked creepy and atmospheric as fuck.

>> No.1719439 [DELETED] 

Why don't you return to your respective forums and keep your Brutal Doom butt-hurt/drama/hatred there?

Or at least take to /v/ or /b/?

>> No.1719440

It's considered a multi-level wad until it reaches 12 maps, then it's a megawad.

>> No.1719447 [DELETED] 

meant for every goddamn "BD suxxors hue" poster here.

>> No.1719449


There, before anyone else thinks about doing it

>> No.1719450 [DELETED] 

how about you go back to /v/ with your pointless elitism about fucking words to describe levels in doom

>> No.1719451

id Software stated way back in the Nineties that MegaWAD referred to any file containing at least fifteen Doom WADs. Now of course that exact phrasing can be loosened, but anything containing what's meant to be a full mappack should be referred to as a MegaWAD above a term like 'campaign'

>> No.1719453 [DELETED] 
File: 52 KB, 1074x280, BasedModsEtc.png [View same] [iqdb] [saucenao] [google] [report]

Oy oy, are you faggots still getting offended that someone isn't sucking/kicking Brutal Doom's dick as hard as you?

>> No.1719457 [DELETED] 

you sure you replying to the right guy there m8

>> No.1719458 [DELETED] 

In fucking deed. Anyone who responds to either type of post is part of the problem, and should be shunned as well.

>> No.1719459 [DELETED] 

>A megawad is a fan-made PWAD that, according to the idgames archive definition[1], contains 15 or more levels.
its an actual term, now kindly fuck off

>> No.1719461 [DELETED] 

But that's what they're called, it's been that way for well over 10 years.

>> No.1719462

>tfw casuls near me refer to id Software as I.D. Software
Why have they never made any attempts to clear that up? It's not I.D., it's id, as in id, ego and super-ego. LEARN SOME PHILOSOPHY JAYSUS.

>> No.1719465 [DELETED] 

I just want reasonable discussion, not no discussion

>> No.1719471 [DELETED] 

but what's wrong with calling it a campaign or mapset or whatever the fuck you want as long as it makes sense? is /vr/ just so terrified of modern vidya that you can't even use words associated with them?

>> No.1719472
File: 460 KB, 1728x2240, scrap036_a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1719473 [DELETED] 

doom isnt modern vidya you tard

>> No.1719476 [DELETED] 

no shit i'm talking about calling megawads campaigns

>> No.1719478 [DELETED] 

Why are you so butthurt over this?

>> No.1719479 [DELETED] 

use two sticks to make it in the nature?

Okay why don't we call every level in Halo a SNORFDAURS and every Starcraft map a HFMQBUFNS?
Because it doesn't need to be changed, it's been an established term for more than a decade.

>> No.1719482

Dem teeth.
Reminds me of my waifu Mileena

>> No.1719483

but she doesn't need one of those!

>> No.1719485
File: 2.82 MB, 640x360, gzdoom 2014-06-26 21-44-48-423.avi.webm [View same] [iqdb] [saucenao] [google] [report]

You just have to git gud

if I were actually willing to run through map01-07 instead of just warping straight to 08 I probably wouldn't have to use the BFG, but seeing as it's a loadout you can choose to start the game with, I'd likely have it anyway.

>> No.1719486

>and executing pain elementials saves of the headache of explosions anf lost souls
Pain Elementals don't explode in vanilla so if he hadn't fucking added that in the first place, it wouldn't be a problem

As for the extra 3 lost souls, deal with it pussy

>> No.1719487 [DELETED] 

Because most Megawads don't follow any sort of story or campaign. You sound like a five-year-old CoD player tyring to change things that don't need to be changed to make them more 'realistic' and 'tacticool'

>> No.1719489 [DELETED] 
File: 6 KB, 224x168, I'm so Dunn.jpg [View same] [iqdb] [saucenao] [google] [report]


YES there is something wrong about it, mostly because said fucking term started to pop out when (GOLLY GEE WHO WOULD HAVE GUESSED) Brutal Doom became popular and the modern FPS audience came in to the community because of the mod..

It's so off the place it's literally ridiculous; it's like you're discussing about 'heavy music' instruments and someone broughts "turntable" to the discussion.

"Campaign"...as if you were going into a mission of pre-determined event and places...YOU'RE IN A TRIP TO KILL DEMONS AND STOP AN APOCALYPSE, TO WHENEVER IT IS NECESSARY TO GO

Whenever someone brings up said term it just literally screams of "I'm a modern gaymer, I am literally new to Doom and came thanks to this mod that makes me feel like home, and I don't feel like making the slightest effort of calling stuff like it has always been called for the past 17 years". And there's literally nothing that you could do to prove me otherwise.

>captcha: who uraidd

>> No.1719490 [DELETED] 

because they are megawads, and by extension, Episodes

campaign is just the wrong word

>> No.1719498
File: 910 KB, 782x1102, 03d939a543c4bcd8f576bffc17eb8b9cdc347367.png [View same] [iqdb] [saucenao] [google] [report]

Did someone say Doom-tans?

>> No.1719504 [DELETED] 

so i cant call a map in doom a level because its technically called something different? i cant call the demons enemies even though thats still what they are? do you really not see how elitist and stupid this mentality is?

>> No.1719505 [DELETED] 


>> No.1719507

I was mostly just asking since I never really played that mod.
I am hardcore in normal Doom but this Doom mod in particular wasn't to my liking.

>Those Barons that keep standing up
Are they able to self revive?

Also one thing I noticed with Hideous Destructor is that it seems to have a lot of TECHNOLOGY
Like how one monster can alert his buddies and what I saw with zombies shooting at cover for suppressing fire.

>> No.1719508 [DELETED] 

None of this shitstorm has been deleted. Only the first few posts of it were dealt with, and it seems the mods have given up.

I am legitmately disgusted by the mods' neglect as of late.

>> No.1719512

Oh my god.

I can see why Doomguy in the comics cried when he picked up the BFG now.
It all makes sense.

BFG girl is Waifu tier

>> No.1719515 [DELETED] 

You can call those all that whenever you want because those are things they are. Doom wads ARE levels and Doom demons ARE enemies. Doom Megawads are not Campaigns. Stop trying to change shit that doesn't need to be changed, nobody gives a shit about your need for authority.

>> No.1719519 [DELETED] 

i'm not trying to "change" anything. i just think we shouldnt waste time getting all asspuckered over someone not using the right technical term even if its completely irrelevant to what theyre trying to discuss in the first place

>> No.1719524


Oh. Well tha-- I laughed way too hard at that, I'll thank you twice, in this case.

>> No.1719529 [DELETED] 

then just use the right technical term man, the one that's been in use for longer than you've been playing the game most likely. You don't see us going into other game threads and using blatantly incorrect terminology. lurk moar.

>> No.1719536 [DELETED] 

Can the mods seriously clean the thread up? This is sickening.

>> No.1719538

So far. It has a little ways to go though.

>> No.1719539

bfg already has tits on it

>> No.1719540
File: 275 KB, 1366x768, Screenshot_Doom_20140626_215845.png [View same] [iqdb] [saucenao] [google] [report]

When a baron dies they shit out a bunch of little green sparks that float around and revive shit

they're not powerful enough to fully revive barons, but they can make them get up long enough to 2hu your ass at least once, and that's really all they need.

and yes, Hideous Destructor's TECHNOLOGY is beyond anything else in Doom mods. Scopes that don't zoom in the entire view, longer weapons can collide with walls, heavier weapons are harder to aim, the cheekiest chaingunners in existence, even cheekier arachnotrons, and FUCKING archviles. shit's nuts. It's just a shame that because of its steep learning curve and lack of the graphix that are all the rage these days that it'll never really get the recognition it deserves.

>> No.1719541 [DELETED] 

Not much point now that the thread is almost over.

>> No.1719549

Doomguy guns in HD hit really fucking hard.

>> No.1719551 [DELETED] 


>12 level campaign
>32 level campaign

Why is that so hard?


>No see, the sarlac pit from Return of the Jedi is ACTUALLY technically called a Sarlac tengru.

This is what you sound like. Nerd arguments over pointless shit.

>> No.1719552 [DELETED] 

gotta feel bad for the bastards, they do it for free, after all

>> No.1719554

Personally I'm fine with learning but I don't know..
The pace of Hideous Destructor isn't quite to my liking.

Totally appreciate everything the mod does though.
I just wish I could enjoy it more.

>> No.1719561


It's all up to us, the rest of the people who are still around, to finish NMN's Stomper, there's a couple of threads that popped in ZDoom's forum, I think. They're open to mappers

Sadly this doesn't mean Paul will notice (or care) about it, he's off to do art-related stuff, last thing I heard

>> No.1719565
File: 110 KB, 257x170, HailToTheChief.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1719568
File: 415 KB, 800x1316, Asshole Agitating Skeleton.jpg [View same] [iqdb] [saucenao] [google] [report]

>No good Zandronum servers are currently active

>> No.1719569 [DELETED] 
File: 451 KB, 481x458, madiq.png [View same] [iqdb] [saucenao] [google] [report]

>195 posts deleted

Jesus what the fuck

thank you based mods

>> No.1719572

So I've lurked in this community here for a while. I want to get into modding and mapping, is DoomBuilder tricky to learn for a retard like me?

>> No.1719573

Who drew this?
It's damn great.

>> No.1719574

>is DoomBuilder tricky to learn

Ahh hell no, Doom mapping is literally something you learn in less than three days. You'll start doing low-quality stuff, for sure, but all what it takes is just practice

>> No.1719578

The trickiest thing is actually designing the maps. So no Doom Builder isn't hard.

>> No.1719581

Are there ever any straight Doom deathmatches on Zand? Without the fancy gameplay mods and shit?

>> No.1719582


Doom level editors aren't too difficult to work with from what I remember, you can get the basics down pretty fast and the tools and tutorials they have nowdays are pretty good.

>> No.1719583


Like, constantly.

>> No.1719589

Not from what I've seen. All people play now is shit like Ghouls VS Humans and Who Dun It, the latter being possibly the worst Doom mod i've ever played.

>> No.1719593

Deathmatch servers dont tend to stay active for very long, people get tired of it in a half hour or so and then its no fun to deathmatch by yourself so everyone leaves. If you're itching to deathmatch join an empty server and go watch youtube or read a book until people start joining.

>> No.1719595

... god DAMN

I'm reverse image searching this.

>> No.1719596

Thanks a bunch guys, guess I'll get started then

>> No.1719601

I found nothing for it.

>> No.1719603

What a pity, considering that deathmatch kind of made Doom what it is/was

>> No.1719604

I found this: http://vidyart.booru.org/index.php?page=post&s=view&id=7169

Ain't much, but it's something.

>> No.1719605



With that being said, the only way to fix this is to create a server and start doing stuff about it instead of acting like Francesco Redi

>> No.1719606

yeah hideous destructor is pretty neat technically. too bad its not fun at all and needlessly complicated
no, doombuilder is the most userfriendly iirc and mapping in doom is pretty easy anyway.

>> No.1719607

How hard would it be to make a story cutscene in a Doom mod? And make them skippable?

>> No.1719610

>Francesco Redi

gg me, getting mixed up names and relevancy

>> No.1719613

probably would requires entirely hand-done coding, Doom is not built for cutscenes at all.

>> No.1719614

Something is better than nothing.

I wish these artists had places where I can see all their stuff.

>> No.1719616

Can Doom engine properly handle multi level maps and rooms/corrodors on top and below each other?

>> No.1719619

I do recall seeing a mod here and there that had cutscenes, and even ones that had a skip option but I can't remember which was which. Oh wait, that towninfection wad had some cutscenes, you could try looking at those and seeing if you could learn anything from how those work, but I'm pretty sure there are wads that did them better.

>> No.1719620

not really, no.
If you wanna make a map like that you should probably be making a Quake map

>> No.1719621

Well after looking at the tags, I got this:

As the url says, artist name is Monorus. Google away.

>> No.1719625


pretty sure he's talking about ZDoom cutscenes

You can open up this wad and inspect how it does stuff, ZDoom in Hexen format



You speak as if ZDoom in Hexen/UDMF wasn't a thing


>> No.1719626

No. Doing that would require a lot of tricks, like in Doom 64 they scroll the entire map out of the way when you reach a new floor.

>> No.1719627


b-but I like Doom so much more.

>> No.1719628

>like in Doom 64 they scroll the entire map out of the way when you reach a new floor.

they do what now?

>> No.1719629

I was present in many wolfendoom wads. Not sure if they were made after or before NAZIS.wad

>> No.1719631

Well the name got me a HF and a Pixiv hit.

But no BFG9000 girl posted in either gallery.
You helped a lot, thank you anon.

>> No.1719635

There's been a widening skill gap in DM players for years and years. It eventually just came down to pubstomping, so over time people just stopped subjecting themselves to it. We're talking like, gradually over 4 or 5 years, maybe.

Also, fuck Skulltag weapons/spheres. Those killed the ST maps for me.

>> No.1719636

i was talking in terms of Boom compatability

>> No.1719637

In Doom 64 there are multi-tier maps, but because the doom engine can't handle them they literally have the entire map tagged to scroll up and down like an elevator as you move through it. The ceiling of a basement room will be the floor of a higher room, etc.

>> No.1719639


I want a Doom splatoon mod.

I wonder if Zandronum could handle splatting ink on every surface.

Maybe with some script wizardry.

>> No.1719642

Brutal Doom did it, I don't see why it can't be done again

>> No.1719647

PROTIP: Start with vanilla Doom compatibility, don't jump right into "Doom in Hexen format (ZDoom)" or "UDMF" or anything complicated like that. It's best to learn a little bit of the ropes of building actual architecture and texturing and making doors and switches and shit work before you actually move on to more complicated mapping formats

That's not to say that you even have to finish or release your vanilla maps, just that you should use them to learn a little before you step up. It's especially important (IMO) because vanilla Doom has maybe like 100 line specials whereas Boom, ZDoom etc. expand that to literally thousands, and I found it a lot easier to keep track of how to do stuff when my feature set was more limited

>> No.1719653

Not in Boom then, no. But in ZDoom you can!

>> No.1719661

Got it. Thanks for the tip, Vanilla Doom maps will run in g/zdoom without any tweaking as well won't they?

>> No.1719667


>> No.1719675

I don't remember any maps in Doom 64 that do this. Or, you're describing it in a weird way. The Breakdown has the most level-morphing stuff I can think of and it's nothing like that at all.

>> No.1719679

>Their screaming is really annoying. It's just the main scream repeated. They should at least create a new sound for it

Versions prior to v18 had zombie sounds replaced by doom 3 alpha commando voices, which I loved and felt like adding extra violence to the game, but no one else liked.

Those voices weren't looped upon half-deaths. It was just like a continuous agonic zombie cry.

>> No.1719680
File: 89 KB, 283x244, VRMdF5T.png [View same] [iqdb] [saucenao] [google] [report]

>you put that thing on your lap
>start to charge to fire it
>hops up and down
>tits start to shake off of sweat from them
>a moment of shyness turns to shock
>followed by an agonizing fantasy of bitten lips and pierce
>she starts to lose it, her fingers loosen it
>as her swaying starts to get erotic and arms move around erratic
>her mind snaps until the point of throwing her head backwards
>and she unleashes most ear shattering motherfucking scream on earth
>demons are awed by the strong bass and wind of her lungs
>a mantra turned to lust and it's embodied for sure
>and in the end we're all DEVASTATED

ps. i coulda write it better

>> No.1719681
File: 23 KB, 403x252, Baron.png [View same] [iqdb] [saucenao] [google] [report]

Any graphical wizards looking for some cut & paste practice?

I like SmoothDoom but I'm thinking it needs expanded. There's some simple stuff floating around like new attacks for vanilla monsters that could easily be expanded upon.

I was thinking the first step would be this Baron attack. Typically I see it used as a three-way-goop attack.

>> No.1719683

if you play the game the way it's meant to be played you never notice it. You'd have to watch a speedrun to see it explained better and in-action. Last year's Doom 64 SGDQ was pretty informative, I missed this year's so I'm not sure if they explained it.

>> No.1719685

I would really priorize voxels over 3D modelling.

It gives DooM the missing dimension, while keeping that wonderful vanilla stink.

>> No.1719691

I had a mutator to bring it back, notably it mixes and replaces a couple of monster sounds too, the Imp during it's "repeated punches to the face" execution and the Arachnotron after you pull it off it's legs and leave it waddling on the floor while bleeding, overall I do still like it

>> No.1719692

More than 20 monsters on the screen at the same time.

I want to shoot to the mass sometimes, duh!

>> No.1719693


Is there video of this?

>> No.1719694

Uh, look on Youtube for Doom 64 speedruns and it should be the first result.

>> No.1719696


I don't really want vanilla. I want full 3D remake that plays exactly the same. And I know devs will never make that.

>> No.1719703


Specifically of this. A full speedrun could be hours long.

>> No.1719704
File: 62 KB, 220x247, a.png [View same] [iqdb] [saucenao] [google] [report]

>mfw killing the cyberdemon on e2m8 in nearly 30 seconds with a plasma rifle in Doom RPG mod


>> No.1719712

>full speedrun
>of a Doom game
>hours long

>> No.1719716
File: 22 KB, 450x300, free-fire-zone-with-my-m16.jpg [View same] [iqdb] [saucenao] [google] [report]

Personally, I really like the ironsights on the shotguns and rifles in Brutal Doom and Accessories To Murder, really makes the weapons come alive.

I seldom use the irons on the shotgun (though it's neat to have when taking potshots at an enemy up in an alcove, to make sure you score most of your shot onto him), but the rifle is INCREDIBLY handy with the ironsights/holosight, a soldiers weapon is a rifle, and it feels right to use a rifle like it's supposed to, aimed shots at a distance, and rapid fire at close range.

You could use it to snipe, but it's rarely powerful enough to drop any demonic enemy in one single shot. That said, the enemies are not at all defenseless, if you're without cover, revenants are a bitch (and that's true to vanilla Doom), and I find the chaingunner replacements in AtM are quite accurate enough to take you by surprise from a distance, too often am I hit by rifle fire without realizing there's a rifleman in a window over there, across the yard, and bullet impacts aren't even heard in AtM, so he can be pelting at you for a long while until he starts hitting you, and you don't even know where he is.

I really like AtM's aesthetics though.

>> No.1719717
File: 77 KB, 500x569, 1392584523686.jpg [View same] [iqdb] [saucenao] [google] [report]

>Get laser rifle in Doom RLA
>Slap on two sniper mods and two firestorm mods onto it
>get a precise as fuck and fast as fuck laser
>Since I'm Marine the gun's consumption rate is lowered
>mfw when doomin'

>> No.1719719

Doom 64 has a much slower movespeed. It's closer to Halo.

>> No.1719720 [DELETED] 


Jesus christ. This is the fucking brutaldoom post deleting feast.

Even Kyle873 got caught shitposting.

Is it always like this?

>> No.1719721

>hours long
dude it's called speedrun for a reason. most of those videos consist of using walltrick blasted BFG to zap hordes of enemies, repeated rocket blasts from afar for fast multiple targets and circle strafing supershotgun for slow targets from close. That's about it.

>> No.1719724

That monster you have there freaks me out

>> No.1719736

In Doom RLA what's the difference between the assault shotgun and tactical shotgun, other then the extra shot per magazine

>> No.1719737

I'm okay with this.

>> No.1719738

the whole thing is like 45 minutes long IIRC, and they talk about the scrolling tricks the whole time.

>> No.1719747


My dick gibbed

>> No.1719749 [DELETED] 
File: 49 KB, 427x300, A bit closer to heaven.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, it got REALLY out of hand and the mods took their sweet time. Glad it's over.

>> No.1719757

>not into 2d waifu shit
>not really into hdoom (but it's funny, and I like that /vr/ is making a quality mod
>this still stimulates the fuck out muh dik

>> No.1719762
File: 164 KB, 800x869, 1354352169262.png [View same] [iqdb] [saucenao] [google] [report]

hello, gorgeous
tell me, would you like a wad to call home

>> No.1719763

>BFG9000 girl in HDoom

Turn the 10/10 mod into 11/10.
Only way it could go better would be a playable gun girl.

>> No.1719770 [DELETED] 


/doom/ lacks the maturity to discuss Brutal Doom.

>> No.1719772

u wot m8
It's not THAT slow, matter of fact if you set the neutral position of the joystick to down, you can move at crazy speeds.

>> No.1719774


Yes please.

>> No.1719775

Has anyone tried to put Doom 3 models into Doom?

>Doom 64 has a much slower movespeed. It's closer to Halo.

What would that translate to for regular Doom? I'd like to try it out in the regular game.

>> No.1719780

I want Arino to play Doom.

They prefer console ports it seems though. Which one of Dooms got a console port?

>Doom 64

What about regular doom?

>Doom Saturn

Not the best.

>Doom PS1

Acceptable. I can't see any info about a JP release though.


bad ports


I don't think they play computer games. This would be really nice though to get an old PC.

>source ports

I don't think they play those..

>> No.1719782

I saw one do photo rips that looked god awfule and there was this https://www.youtube.com/watch?v=fYbe2vzkixY

>> No.1719790

he would probably be playing the SNES version if all

>> No.1719792

Yeah, I suppose technically it is closer to Halo in the sense that 80 is a closer number to 20 than 100 is, but it's still far from Halo speed. As a point of reference, Doom 64 movement is still faster than Quake.

>> No.1719793

He could always play it on the PC-98

>> No.1719794

i think stimpack-tan needs to learn that THE AGITATION NEVER ENDS

>> No.1719796
File: 31 KB, 344x540, 1403370508758.jpg [View same] [iqdb] [saucenao] [google] [report]

>No regenerating health
Eeeh, that depends on how it's done, I usually prefer health pickups for first person shooters, but Riddick and the new Wolfenstein did regen health in a pretty good manner.
Also, it'd help if the regen health was determined by your difficulty setting.

I actually don't have anything against iron sights, I think it'd make sense on a pistol or a rifle, but that said, Doom is Doom, and at close ranges, you shouldn't really have to take your time to aim, hell, iron sights should be decently fast anyway, and only serve to give you an advantage over longer ranges.

>The speed of the original, or of Project MSX
I like being able to haul ass like Usain Bolt on speed when I need to, but I find myself not having autorun on most of the time, as I sometimes just want to wander about the level, and take my time, drawing in the atmosphere and immerse myself.

Personally, what I want the most out of Doom 4 is fast gameplay, monsters, violence and gore, fun levels and most importantly, a good metal/rock soundtrack to go with it.

I thought Doom 3 was an alright shooter, despite some flaws and questionable design decisions, but really, my number 1 disappointment with Doom 3 was that there was no fucking music.

Oh, sure, the intro theme is there, and completely honest, it was a kickass fucking track, but there's no music to be heard at all in the game, and that just feels like such a let down, I mean, I know silence can help build a scary atmosphere, but this is fucking Doom, it could greatly have used at the very least some atmospheric tunes, boss themes, and action themes.

Oh, and I want it to be good too.

>> No.1719797

I still like the SNES port. Mostly because, Doom on a SNES was a crazy thing for me at the time. we only had one computer, so if my family was using that I could go Doom on the SNES. It was fun.

>> No.1719808

I disagree, I find that being able to have both barrels fired separately (or both, when times call for it), can make the double barrel very versatile, even with just 7 pellets per shot, since you can dump them in rapid succession should you have to.
Imp coming down that alley of crates, fire a barrel into him, turn to your right and fire the other barrel into a former human hiding behind a corner, reload rapidly and you're ready to go again.

Just give the pump a tighter spread, and the double barrel a wider spread.

>> No.1719812

those imps are just edits of the doom 64(not strictly bad but simple), those cacos are recolors of Duke enemies I think, I dont recognize where the Pinkies are from but I do like the Mancubus skin and the teleport effects

>> No.1719821
File: 1.26 MB, 260x187, Jhon centimeter.gif [View same] [iqdb] [saucenao] [google] [report]

>Compatibility: ZDoom, GZDoom, Skulltag, and maybe some others. THIS MOD WILL NOT WORK IN PROGRAMS SUCH AS DOOM95

>> No.1719828
File: 576 KB, 238x211, laughing-nicholson.gif [View same] [iqdb] [saucenao] [google] [report]

I get it.

>> No.1719832
File: 29 KB, 300x300, masters-of-doom-video-game-history-300x300[1].jpg_w.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1719834


>> No.1719843


>Daikatana sword

>> No.1719846


Does anyone know who is working on it? Or is it mainly a collaboration of anons here in /dfg/?

I also approve of BFG-tan

>> No.1719853
File: 752 KB, 692x564, maradona faec.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit..... My dick is pleased.

More Doom weapon tans please...
>Make them compete against each other trying to earn Doomguy's approval.
>Pistol-tan has an inferiority complex.
>All the girls are jealous of BFG-tan's large tits.
>BFG-tan is not happy however because she doesn't understand why Doomguy seems to choose SuperShotgun-tan over her most of the time.

>> No.1719863

Thought I recognized his coloring!
Damn nice picture!

>> No.1719876

is there mod that gives you Ocelot's SSA? I wanna bounce bullets

>> No.1719880

derp, meant SAA

>> No.1719882

SSG-tan is athletic smalltits but ass for days pls

>> No.1719898
File: 82 KB, 335x446, 43655631_p4.png [View same] [iqdb] [saucenao] [google] [report]

I dunno if anyone shared pictures from alice88's latest image set (uploaded 5/23), I quite liked the last image in it.

>> No.1719903

meanwhile Assault-chan, Rev rocket-chan and Mancubus cannon-chan feel angst over being unnatural add ons

>> No.1719908
File: 734 KB, 1000x635, maeph.png [View same] [iqdb] [saucenao] [google] [report]

what wad is Maephisto from?

>> No.1719916

It's Mike12 and Stapler, and maybe someone else (spritenoobsaibot?)

>> No.1719919

No clue, could be for something alice88 is currently working on. Does look like it'd be a cool monster.

>> No.1719921

It's a realm667 monster.

Looks good!

>> No.1719925

It shows up in Beyond Reality.

>> No.1719929
File: 8 KB, 263x191, download (4).jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing DoomRLA on The Darkening
>I'm not exactly the best
>Pick up some random mod pack
>Randomly apply it to my SSG without looking
>SSG is now a godly 2 barreled chaingun of death.

>> No.1719932

lel, Kanker Sister bitches

>> No.1719945
File: 375 KB, 500x420, bring bak da battitude era.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1719952


>Doom64 stars the same Doom Marine
>there is no special plot or anything it's just go kill demons

I figured it was a new guy and continuity reboot. Probably took place on some far off space station. I don't know why, but Doom64 feels like a space station.

>> No.1719959

thanks Dr Luigi

>> No.1719969

Nope,fuck you,Doom 64 is the same doomguy that came back from earth after the Plutonia mission and stayed in hell to make sure no more demons spawn in forever,and anything that happens afterwards is fanmade

>> No.1719973
File: 96 KB, 250x250, CleanAndSmearYourGuts.png [View same] [iqdb] [saucenao] [google] [report]

>and stayed in hell to make sure no more demons spawn in forever

So many demons
So much ripping and tearing

Doomguy might be in Hell, but he's in his own personal Heaven.

>> No.1719997


Why always short hair? Is it just easier to draw, or is that your preference?

>> No.1719998

eventually he cows the lady demons into being his harem, needs something to come home to after a long day of ripping and tearing

>> No.1720003

Stimpack-tan there has long hair.
BFG girl has hair like that because of the muzzle flash.
Imps have short hair when turned into girls.
Can't go around berserking with long hair.

It makes sense.

>> No.1720008
File: 163 KB, 289x237, 1402524840126.png [View same] [iqdb] [saucenao] [google] [report]


Current Build, Make sure to use Metroiddreadnought-levels-v1.pk3 wih the core mod


9999 hours in windows movie maker

>> No.1720010
File: 1.38 MB, 1600x1600, 1403829612659.png [View same] [iqdb] [saucenao] [google] [report]

This is my face when H-doom

Last time i got a boner to pixel girls was with metal slug,and that was in 2004

>> No.1720020


And thus, HDoom is canon.


>> No.1720028

>that intro
fuck, i got wood

>that sexy-ass outdoors with the rain and the quiet music
fuck, i got double-wood

>them secrets, having to actually explore areas
fuck, i got triple-wood


>> No.1720040


I consider most everything past Doom 2 to be non-canon, or reboots. It's a bit goofy to think of a single marine doing all that. He'd have to be supernatural.

>> No.1720057

It's a bit goofy to think of a single marine doing all of any Doom event. I think the abundance of zombie units says a lot about the odds.

>> No.1720061

Loving the music.
It's very easy to skip past the rainy/lava sections with two bombs up to the top platform, though. Is this intentional for sequence breakage?

>> No.1720062

It's metroid,of course there should be sequence breaks

>> No.1720063

what if he's a reincarnation of jesus

>> No.1720065

Well he did die and fight his way out of hell. So I'd be willing to think he is anyway, after episode 1

>> No.1720072


Doom never explains how zombies are made.

You can presume that they kill you, and as long as they didn't damage you TOO much you'd reserrect.

>> No.1720074


You can integrate movies into wads now?
Fucking yeeeeesssss

>> No.1720078

I assumed that they weren't soo much undead as posessed, with the demon abusing their bodies into deterioration

>> No.1720085

Doom 3 basically did that, if I recall.

>> No.1720098

Not too sure how I feel about the federation summoning demons but the map itself is shaping up super nice
Had a lot of fun looking around for secrets

>> No.1720101

Dead, possessed, irrelevant; the point was that a bunch of dudes like the MC weren't badass/superhuman/special enough to survive the incident unfazed. Clearly Doomguy is 'more than human', even if just being the apex of human performance.

>> No.1720104

Ehh I feel like Doomguy got lucky, he basically got glimpsed over the initial infestation by chance and then just worked his way up th food chain getting better gear from his dead comrades and such.

>> No.1720117
File: 44 KB, 535x406, doomrlaerror.png [View same] [iqdb] [saucenao] [google] [report]

Why can't I run the latest version of Doom RLA on GZDoom?

>> No.1720119

Yea i made up some silly plot on Doom and Metroid are tied in together, I assume the events in the metroid games take place many earth years ahead of 2145[when doom3 happened], So in my universe The events on mars, The UAC was shutdown and covered up by the earth govs and eventually forgotten, Many years later the federation finds an artifact on the planet Tei Tenga, Thinking they had found a way to control the hell spawn, so they pick up where the UAC left off, but they fuck up and all hell breaks lose, BUT WHO CARES ABOUT PLOT, I just wanna shoot some niggas

>> No.1720130


Your version of GZDoom is waayyyyyy out of date.

>> No.1720131

Probably need a devbuild of gzdoom.

>> No.1720137 [DELETED] 

Fuck off to /vg/

>> No.1720139



>> No.1720142
File: 29 KB, 417x107, MootOnDoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1720145

Hey, I'm looking for that cute cacodemon icon to replace my generic marine icon on my desktop

>> No.1720148

>Replying to bait
If you keep feeding him, he'll keep coming back.

>> No.1720150

My phone refuses to copy paste the link what should I search for on youtube?

>> No.1720156

Metroid Dreadnought Map intro

>> No.1720160

To whoever made Map14 of the two hundred minutes challenge... you are my hero. But godDAMN is your map bullshit

>> No.1720173
File: 102 KB, 321x326, 1403137420073.png [View same] [iqdb] [saucenao] [google] [report]


I try my best

>> No.1720174
File: 38 KB, 383x415, Rom10[1].jpg [View same] [iqdb] [saucenao] [google] [report]


yes, many elements you see in id software games were born out of that D&D world that Carmack built



>> No.1720182

Virtual Machine.

If you can bother doing your research, you'll be able to set Blood up and play it at 1024x768 with 120+ fps perfectly smooth.

>> No.1720201

Well that was kind of nifty but it feels like the player should get a beam of some sort by the end of what's currently available.

Power Beam is just so bad.

>> No.1720207

>Fighting Korax in serpent resurrection

>> No.1720216

So what do I play the Metroid mod with?

When I load it up with GZDoom I can only hold one energy tank.
When I load it up with Zandronum I have all beams and two energy tanks by default.

>> No.1720219

>When I load it up with Zandronum I have all beams and two energy tanks by default.

Looks like you were a cheater earlier.
Check what your metroid_loaded and metroid_startingtanks settings are at.
Set both to 0 if they're not already.

>> No.1720225

It was the first time running Zandronum ever.

>> No.1720231
File: 76 KB, 300x200, title[1].png [View same] [iqdb] [saucenao] [google] [report]

Oh my fucking god how could I have missed this, SLADE 3.1.0


Has anyone tested it so far? Is it stable enough?

>> No.1720235
File: 196 KB, 1280x720, Screenshot_Doom_20140627_021152.png [View same] [iqdb] [saucenao] [google] [report]

If the two-hundred minute map makers are still around, I think this door in Map16 needs the columns indicating that it needs a red keycard. Just a minor stylistic thing.

>> No.1720238
File: 67 KB, 600x450, 1366839712211.jpg [View same] [iqdb] [saucenao] [google] [report]


Well, uh, that's weird.
In GZDoom you only hold one energy tank, what happens when you try and pick up any others?

>> No.1720240

Nothing at all.
It is like having full ammo and walking over the same ammo type.

Just doesn't let me get it.

>> No.1720248


That's, uh, very weird. I have no clue what the hell is going on.
You may want to get on the IRC and ask Terminus about that.

>> No.1720274
File: 98 KB, 640x480, 1403855081.png [View same] [iqdb] [saucenao] [google] [report]

fixing 200 minutes map06 has left me with a quandary, and i need some opinions to resolve it.

in the original you walk in the room, the 30s door shuts in front of the switch, and an imp in an alcove wakes up behind you. you shoot the imp, this wakes up the demon teleporter. the problem as some people have discovered is you can get under the 30s door by running fast enough, and then you get stuck in there for 30 seconds.

i currently have it fixed by replacing the 30s door with a fast closing door that's harder to outrun* and a switch at the back of the imp's alcove to open it again.

however in the original it's possible to sneak through the teleporter trap by not shooting the imp, or by luring it out and shooting it through the entrance to the room, which has sound blocking lines on it.

what i need to determine is whether or not the demon teleporter trap should remain bypassable by stealth.

- are the sound blocking lines intentional gameplay behaviour or are they just there so you don't wake the teleporter up early? in which case i can redesign the teleporter accordingly.

- should the switch to reopen the (former) 30s door be a gun trigger, which would force you to wake up the teleporter anyway, or a pressable switch, so you can remain stealthy?

i can't discern the author's original intention. my inclination is to use the gun trigger so the trap is forced to go off, but that might be against the author's wishes, not to mention make the map more annoying for some players - i know a couple of people have suggested that it's already not a great map compared to the rest of the wad (which i don't necessarily agree with, but it is understandable as it was the very first submission before any kind of bar had been set)

* although still possible with strafe50, but it is now openable from inside. a 30s door wouldn't be, because it remains an active sector - that is, it still has a thinker attached to it - whilst closed.

>> No.1720275

Ughhh. And of course I end up coming across another of the Two Hundred Minute maps that I just hate. Map Seventeen, why does it exist? It's just more cramped hallways so you can't maneuver, zero light not even done stylistically but to hide piles of enemies for a "surprise", and enemy placement that makes no goddamn sense. 5 Pinkies and an Archvile all shoved into a closet, Hell Knights on opposite ends of a linear corridor so you have to out-DPS them, Revenant in a corridor that you can't dodge around its rockets...

I love playing and trying out fresh user-made content but there are always one or two maps that I just hate and they always have the same key problems. Why are these such easy fallbacks for Doom mapmaking?

>> No.1720289
File: 75 KB, 640x480, 1403855910.png [View same] [iqdb] [saucenao] [google] [report]

good idea, thank you.

>> No.1720296
File: 490 KB, 529x488, _v_ - KLAK - 2013-10-07_16.27.02.png [View same] [iqdb] [saucenao] [google] [report]

>actually listening to player suggestions
I love you DooM general.

>> No.1720305
File: 86 KB, 446x679, ss (2014-04-24 at 01.50.20).jpg [View same] [iqdb] [saucenao] [google] [report]


Hmmmm, that's strange.
Like that anon said, the only thing that should determine player loadout on spawn is the aformentioned cvars, metroid_startingtanks and metroid_loaded.
I'm not sure what's going on there with Zandronum.

I'm assuming GZDoom is your primary engine, though, and that problem should be easier to fix. In the console, type "set metroid_nolevellimiter 1". Then restart a new game on METTEST, and you should be able to pick up both energy tanks.

>> No.1720306

Seriously, this is the nicest general I've come across on this site. Largely thanks to our dedicated janitor I imagine though.

>> No.1720309

Aw. :-( Doesn't like my map...

It exists because not every map is going to cater to your tastes. It's okay though. Sgt Marks map is up next, and it's pretty good, so. Enjoy.

>> No.1720310


We had a gigantic shitfest earlier between a certain mod's fanfags and hatefags, so not always.
Still, glad you're with us.

>> No.1720312

Don't be a passive-agressive asshole, I'm listing legitimate criticism. I'm not telling you to change anything because I understand other people are likely not as bothered by it as me. I'd just like to know why a lot of mappers fall back on that certain set of tropes, I've certainly never seen a map praised for it.

>> No.1720314

I use GZDoom the most.

This worked.
Do I have to change something to keep this permanent or do I type it in every time?

>> No.1720317


The CVARINFO file lists
>server int metroid_nolevellimiter = 1;
so honestly, it should automatically be set when you first load it up.
Either way, though, if you "set" a cvar in the console like that it should be saved to your .ini.

In case bizarre non-lightning strikes twice, though, go to your .ini file, search for metroid_nolevellimiter, and make sure it says "metroid_nolevellimiter=1".

Sorry for the trouble. Please enjoy.

>> No.1720319

There was no trouble at all, I am very thankful for the help.

Now I can enjoy this mod properly and it is very fun.

>> No.1720323

Don't be an aggressive aggressive asshole. I intended my comment to be tongue in cheek.

And a proper critique wouldn't be nearly as abrasive as yours. Like I said, there's a lot of maps in there from random mappers, and you're not going to like all of them. But from the sounds of it you're more likely to like Marks. Lot of room to move around, and not many monster closets.

As for the tropes of dark rooms and cramped corridors, it was intended (in this case) to force you to play slower. The hell knight hallway has a bubble in it for dodging, which make it possible to dodge, the dark room is to make you creep in (just a pacing thing, really it's my least favorite room I've made. It is just a bunch of monsters), and the revenant is a cakewalk if you know your doom strats, or just walk around the corner.

Most of my monster choices are purposeful as well. The demons spawn one at a time so you can kill them on arrival, all you have to worry about then is the arch vile ressing them.

Demons and hellknights are together because demons are good for temporarily obstructing the player, and hellknights are far too easy to kill in a large room bordering on useless monsters.

What did you think about the cyberdemon fight anyway?

>> No.1720334

The Cyberdemon fight was fine, it's in a space large enough to maneuver, has some cover, and some hitscanners to draw your attention and make the fight a little less of a DPS race. But Cyberdemons are pretty much one-trick ponies anyways.

>> No.1720340

>Don't be a passive-agressive asshole, I'm listing legitimate criticism.

i'm the wad compiler, i will try to answer your criticism.

>It's just more cramped hallways so you can't maneuver

there is one 64-width hallway and it has no monsters in it except a couple of closets. the trick is to shoot the monsters in the closets before they can get out and chase you down the hallway.

>zero light not even done stylistically but to hide piles of enemies for a "surprise"

i assume you mean the basement, you just run in, grab the key, and leg it out again while a monster fight breaks out.

>and enemy placement that makes no goddamn sense. 5 Pinkies and an Archvile all shoved into a closet

this fight is great, you have to avoid the demons whilst keeping yourself in cover behind the pillars to avoid being blown up. or you can just run out of the door and shoot through it, because the teleporter doesn't go off very quickly.

>Hell Knights on opposite ends of a linear corridor so you have to out-DPS them

what does DPS mean? what i do is, i allow the one to teleport behind me, spin round, fire, dodge into the side alcove, let it walk forward a bit, fire again, then run past it, fire a third time, it's dead, kill the other one.

>Revenant in a corridor that you can't dodge around its rockets...

as i said, you don't let it out of the closet. the door opens, you fire your SSG, it takes a swing, you step back briefly and forward again, you fire a second time, it's dead.

in conclusion the map is hard and needs to have a strategy worked out for it. there is nothing wrong with this. when i first played it i said it was "evil" and that i had died in basically every room, but it is certainly not impossibly hard or too frustrating to play, and i UVmaxed it eventually. not every map needs to be beatable easily on the first or second attempt.

regardless, i might switch it with some SKY3 map that's easier. map22 could go back to the SKY2s, for example.

>> No.1720341

DPS is Damage Per Second.

>> No.1720349

My comment had nothing to do with difficulty. I beat the map my first time through, UNDER Par - which was generous in its time, but still. My comment was that the map relies on a lot of bad map design tropes to increase difficulty. It's not very well thought out, aside from perhaps the Archvile fight which I just didn't enjoy, Archviles seem to be a big theme in this compilation and perhaps I'm just burnt out on them. But everything else, the linear corridor, the basement with no lighting, etc. They don't really add anything interesting to the map, they're just overdone tropes. Which I'm sure is fine for a lot of players, I'm not saying it needs to be changed, I'm just saying that I specifically don't like them and don't understand why they're so overused.

Now i do have to give credit to the Cyberdemon fight for the Lost Soul flooding trick, because it isn't needlessly constricting and adds tension to what's otherwise a very simple fight and puzzle.

>> No.1720350


this guy is fucking gr8

>> No.1720356 [DELETED] 

ignore the par times. if you're seeing a par time at all, it's that of the original doom2 maps. (prboom hides them for pwads that don't specify them)

>> No.1720367

That's all fair enough. I'll admit some of it wasn't thought out. The original plan was to have the key keep dropping down level by level, 4 times. But I realized I didn't have the time to pull that off well enough (enter the meh basement room). The arch vile fight, cyberdemon, and hell knights were planned though.

Didn't have a lot of time though, keep that in mind for a lot of these maps. Some are just vague concepts, and some are just random mapping, and some are unfinished ideas. Some are pretty damn good imo though. 200 minutes of tech in particular stands out for it's sheer size and flow in my mind.

>> No.1720368

>My comment had nothing to do with difficulty.

oh. sorry for assuming that it did.

>I beat the map my first time through

well done! i didn't :)

>UNDER Par - which was generous in its time, but still.

ignore the par times. if you're seeing a par time at all, it's that of the original doom2 maps. (prboom hides them for pwads that don't specify them.)

>My comment was that the map relies on a lot of bad map design tropes to increase difficulty.

well, all right, i can see your point, crampedness isn't my favourite thing either.

>Archviles seem to be a big theme in this compilation and perhaps I'm just burnt out on them

and closets which spring open and leave you right next to a revenant that immediately takes a swing at you. given /vr/doom's eternal obsession i shouldn't have been surprised by this at all...

>Now i do have to give credit to the Cyberdemon fight for the Lost Soul flooding trick, because it isn't needlessly constricting and adds tension to what's otherwise a very simple fight and puzzle.

yes, i agree, those pain elementals are a stroke of [evil] genius.

>> No.1720369
File: 111 KB, 1920x1080, wolf.png [View same] [iqdb] [saucenao] [google] [report]

Been playing Wolf3D via ECWolf (thanks whoever suggested this around a week ago)
It's alright, not great like Doom was but it feels like a nice history lesson. I've finished ep4, thinking about at least playing through to the end of the base game. Is Spear of Destiny worthwhile?

>> No.1720380
File: 195 KB, 989x304, inventory.png [View same] [iqdb] [saucenao] [google] [report]

WIP/concept of the inventory area of my hud. I'm not sure whether I should go with the magical CRT monitor thing I've got going now or just make the boxes simple depressions in the wood. Or something else more ornamental, like vertical scrolling strips of parchment or film visible through the slots in the wood panel

>> No.1720381

Sometimes I wonder, why did deathmatch, of all things, become the go-to generic FPS game mode?

Was it just the simplicity of it? The fact that it worked well with every FPS? I'd expect capture the flag or something to become the most popular, honestly, just because of people's familiarity with the concept, but that's not how it ended up. What's /vr/'s opinion on the matter?

>> No.1720382

Well, ya see, in Doom, ya shoot shit with big guns and they explode.

And, well, son, in Deathmatch, y'know, ya shoot shit with big guns and they explode. So, uh, yeah.

>> No.1720383

The few times I play modern FPS, I always gravitate towards CTF. Too much good times with Unreal Tournament, Fortress Forever, SourceForts etc.

>> No.1720403

I usually gravitate toward TDM/CTF

Battlefield games though... Rush is a good mode. UT did a similar thing with assault. Only the assault maps had varying objectives. Was neat, but a little cumbersome in UT. The standardization in battlefield made it a bit more smooth of an experience

>> No.1720410


Personally I really enjoyed Spear of destiny but my memories are too hazy to properly tell why.

I remember some of the level design being really interesting. Well, within the limits of what you can reasonably expect from wolfenstein 3D.

>> No.1720471

They're not all by the same person.

>> No.1720521

If you like Wolf then you'd like Spear.

>> No.1720552

God, I would love to see this.

>> No.1720640
File: 60 KB, 350x327, y6GP8XV[1].p.png [View same] [iqdb] [saucenao] [google] [report]


>Friday, June 27, 2014 12:33:30 PM

Ah well, seems like I'll be missing this due to my job no matter what.

>> No.1720658

Why is it bullshit?

>> No.1720661
File: 123 KB, 633x758, 1386285838046.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1720662

What sort of attacks would make good add ons to the cyberdemon? I've seen some experiment with grenades as well as missles, and a stop move, what about things like lazer beam eyes ore fire breath?

>> No.1720663

A spread shot.

>> No.1720667

the fuck is with your legs, cyberdemon? cerebral palsy?

>> No.1720675
File: 14 KB, 194x230, 1402705972813.jpg [View same] [iqdb] [saucenao] [google] [report]

>what are digitigrade legs

>> No.1720678

One of them isn't (included it by mistake - still great art though), the rest are though.

>> No.1720684

So how well can doom handel destructable environments and set pieces?

>> No.1720716

Probably decently, you'd just have to tag a hitbox onto a wall and then put it somewhere that wouldn't completely fuck a sector's geometry. Of course that's in basic terms, I'm sure coding it would be a nightmare.

>> No.1720719

IIRC it was tons of hitscanners and no health pickups which was largely a problem because the map before it was kinda hard. So not really bullshit just HAERD

>> No.1720734

I'm thinking a version of the original Cyberdemon fight, but with him smashing the giant pillars you use as cover

>> No.1720741

Easiest way to do that is just have the pillars lower when a projectile hits their linedefs. Add a sound effect, maybe screen quake, maybe even throw some dust puff actors around and it should look pretty presentable.

>> No.1720743

Thanks, any worries about accitentially making that happen with a pistol shot?

>> No.1720761

Shoot, if ActivatorTID doesn't return anything on projectile impact you might need a giant invisible actor or something.

>> No.1720786

Apparently pretty well since Aliens TC did it back in Ninety-Four.

>> No.1720805

>SGDQ using zdoom
I thought they used Chocolate Doom for this sort of thing.

>> No.1720819


>> No.1720820

zdoom window title showed up during the setup for the heretic run going on right now

>> No.1720830

I have an idea. Layer of wall around the pillard has its own hit boxes, that can be destryed,once that layer is sifficiently damaged it triggers the lowering and rumble and smoke effect

>> No.1720835

oh shit did i just miss heretic

>> No.1720850

>We got a shoutout.

>> No.1720852


i mean i know how to setup a virtual machine but god damn is that really the only way to do it

>> No.1720859

Who is that guy?

>> No.1720867

FD has that

>> No.1720891

Weaker but slightly homing missiles (you can make him pause a bit and roar before firing like the mancubus to make it more fair)

Use Thing_ProjectileIntercept on and some decorate magic instead of normal firing on some of his rockets so circle strafing is harder

make his rockets blow up on proximity to the player so he can hurt you around corners

>> No.1720898

So less, adding more things, but giving him more to do with his rockets, make him rocket master

>> No.1720918

Yeah, I think the core concept of a big bad demon with a big bad rocket launcher should be retained.

Thinking about it, I like the proximity rockets idea more and more myself.

>> No.1720935

Fret not anon as in an old thread about FPS games in general some kind anon made a posted a Win98 VM that can be easily setup using VMWare.


Figure could give that a try before trying to just setup your own VM if anything.

>> No.1721038
File: 1.15 MB, 1075x697, thisishell.png [View same] [iqdb] [saucenao] [google] [report]

>some Doom RL
>Onyx Armor with a power mod
>Plasmar rifle with firestorm and ammochain perks.
>go into the unholy cathedral
>reduced to gentle hugging and cheek-pinches in the middle of hell.

>> No.1721052
File: 915 KB, 476x253, octonope.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1721058

I have a maxed red aura (4x damage infinite ammo) and a high-power minigun. It kills cyberdemons in a fraction of a second.

>> No.1721080


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

But just how many of them are Terry wads?

>> No.1721084

Brutal Doom

>> No.1721089


Probably quite a bit.

>> No.1721096

One thing I'd love is if there were an opengl film grain shader to be used with gzdoom.

>> No.1721123
File: 126 KB, 640x480, 1403898300.png [View same] [iqdb] [saucenao] [google] [report]

the end of demonHQ with O6's SKY3 looks glorious. good job guys

>> No.1721125

please tell me I can get this map soon

>> No.1721126

What's a good co-op campaign?

>> No.1721140

i'd like to get the wad finished by the end of june. it's a speedmapping pack, we shouldn't be spending more than a month on it. thankfully most of the work is done, i'm just polishing at this stage.

>> No.1721152


Also how easy to setup with GZdoom?

>> No.1721159

If you use something like ZDL it should be fairly easy to setup GZDoom for co-op, however it's not advised if you're doing this over the net. If you're playing on a local network then you should be fine with GZDoom

>> No.1721165

Pretty well, if you rig things right. Remove the impact flag from all player weapons, make explosions fire a spread of minimal range hitscan shots with the impact flag, set the destructible walls to lower really fast upon impact. Boom, walls that get "destroyed" when shot with rockets.

>> No.1721176

Which reminds me...
I wanted to use a stupid old classical midi for MAP10. So...

Swan Lake Motha Fucka:


Credit: Frankie Ho, downloaded from http://www.classicalmidiconnection.com

People using classical midis in the 90s due to how readily available they were always amused me, and I've always liked swan lake.

>> No.1721201

haha did mediafire censor the filename?

just let me make sure: by map 10 you mean Junxion, the map with the rising pillar sequence?

>> No.1721219

Is there no way to get Metroid Dreadnought to work on GZDoom? I got the latest version from SVN but it doesn't load the game properly (no samus control)

>> No.1721221


>no job

right back at ya, sweet buns

>> No.1721226

He is talking about the actual roguelike I think.

>> No.1721227

Yeah. If you're moving it I guess it wouldn't be map10 anymore. Junxion

>> No.1721240

..fuck you're right. I've been playing RLA way too fucking much the past days. DRL is great too, I love the entirely perk-based leveling system in particular.

>> No.1721247

I love DRLA/M DRPG, but the inventory system kinda makes me want to stomp puppies.

And after a few hundred hours in the "real" Doom Roguelike, I never got annoyed at the obfuscation of mechanics for some reason, but in the game for some reason it pisses me off...

Speaking of, what does Overcharge System do?

>> No.1721269
File: 189 KB, 800x600, 3309ca8f8c7fc22d15aac9856f1b0f9c.jpg [View same] [iqdb] [saucenao] [google] [report]

My version coming up is gonna have a hidden ice beam

>> No.1721271

I think DRPG is good in theory, but it's way too bloated with uninituitive and frankly unneeded features imho. Like stims, shields, and augs.

>> No.1721280


let's get real and less fucking paranoid; about less than 5% of the /idgames stuff are intentionally shitty wads

>> No.1721281

Making new thread

>> No.1721287

Also I'm currently working on expanding the abandoned base sector.

>> No.1721303


I'm sorry but how does this hurt DRPG in anyway? It's not like you're forced to use Stims, shields and augs.

>> No.1721306

Actually it is %99 fault of UI, something like that >>1720380 would make them feel less tacked on when you don't suffer to reach/use them.

>> No.1721308


And more than 85% of the /idgames stuff are unintentionally shitty wads.

>> No.1721314


Oh dear, most of the people in the world do not map like the mappers I like

Jesus wept

>> No.1721320

yes, i thought i was done with the map order but >>1720275 etc. convinced me otherwise. however, in this case, turns out you're still map10, so whatever.

>> No.1721323


Uh, sure, we'll go with that.

>> No.1721328

i think the guy is working on a mouse menu

>> No.1721331

Things ought to be boiled down and focused to achieve whatever goal it sets out to do as efficiently as possible. DRPG has a lot of things that in my opinion don't really add anything, and I'd prefer if there were fewer and more advanced/thought out features than a myriad of simple ones that together form a complex mess so to speak.

>> No.1721337

That said, I have to stress I do like drpg and have spent many hours playing it and DRLA recently.

>> No.1721347



Now, on to watch SGDQ and figure out how in the name of fuck a non-Doom speedrunner won against a Plutonia WR holder

>> No.1721882

speaking of MIDIs, where do you guys get all yours? Paysites? I've been trying to find where that bastard who made Two Hundred Minutes of Tech got the Around the World MIDI and I can't.

>> No.1721920


>> No.1721923


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