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/vr/ - Retro Games

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1732118 No.1732118 [DELETED]  [Reply] [Original] [archived.moe]

Doom thread, (Last thread >>1727336)
(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 3.1.0)

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.1732119



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

-Don't forget to (re)watch this year's Summer Games Done Quick, as it featured Doom 64 and an Ultimate Doom race! Ask in the thread for links! 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 (these links include their respective download links for each mod, by the way)

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
Doom The Golden Souls - http://forum.zdoom.org/viewtopic.php?p=661646

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

>> No.1732127

I hate to be that guy, but don't you think it's time to start posting this thread on /vg/?

>> No.1732128
File: 163 KB, 960x1280, QUAKEPROTO.jpg [View same] [iqdb] [saucenao] [google] [report]

Reminds me of the quake arcade game. How cool would it be to have an arcade sourceport that keeps track of score, lives, and quarters? I'd put reelism in that.

>> No.1732129

I have a confession.

I have grown to hate the default doom setting.

>> No.1732134

We gonna die if we go on /vg/, also mootykins said it was cool if we stayed here.
Just filter one of the pastebins or the steam group, then the threads won't show up for you.

>> No.1732139
File: 32 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google] [report]


200 minutes of /vr/ release candidate. can i say release candidate yet or is it too soon?


- renamed the wad to "200 minutes of /vr/" (200minvr.wad)
- text file written. please proofread :)
- all maps have at least 4 co-op starts (not tested)
- endoom screen generated from titlepic
- 3 demos for title screen loop added

map fixes:

- fixed as many unpegged doortracks as i could find. maps affected: 2,7,8,9,10,20,21,23,24,25,28,32,33
- overhalls (11): fix missing texture that appears on opening cacodemon closets by exit
- dead cargo (18): fixed missing texture by blue key, made sure you can't get said key without triggering trap
- demon hq (21): stop the fence bleeding into the floor at the start. fix missing texture and scrolling wall around exit.
- 200 mins of hell (26): fix pegging, realign texture on soulsphere secret lift
- 200 mins of going down (28): reverted cacodemon placement changes by request
- carousel (30): add extra triggers around firing platforms to fix exploit where you could get into position without triggering the barriers
- anachronism (33): enlarge archvile throne so the monster isn't stuck and can attack. unstick some monsters in final room.

known issues (that obviously i don't consider release-blockers):

- texture misalignments, i'm sorry but there are just far too many to bother with. no-one expects speedmaps to be perfect anyway :)
- visual glitches in vanilla (drawsegs overflow on two maps, various tutti-fruitti; but no known crashes)
- not all music is replaced and not all replacements are credited, but it can't be helped, i don't care about in-game music at all, sorry
- only one map has deathmatch starts, but hardly any of these maps would play well in DM anyway so...

>> No.1732145

Even at our fastest, we'd drown on /vg/, and at our fastest we cut through one or two threads a day.

We don't wanna die :(

>> No.1732149
File: 1.51 MB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


I tried repacking jdui-all-20120223.pk3 from Doomsday Addons for gzdoom but it doesn't come out 100%. Oh well.

Am I right in saying you cannot turn off texture filtering in Doomsday?

>> No.1732159

Holy FUCK is Thy Flesh Consumed supposed to be such a massive kick in the dick difficulty-wise? I went through every other episode dying maybe twice in each and I'm doing my tenth try of the first goddamn level.

>> No.1732160

>Holy FUCK is Thy Flesh Consumed supposed to be such a massive kick in the dick difficulty-wise?
Basically, yeah. It's the "eat shit" episode.

>> No.1732164

Did you fix the texture problem in Map07 from a thread or two ago?

>> No.1732167

We can't talk about the good ol days when FPS didn't suck?

>> No.1732168

How do you get to 33 exactly?

>> No.1732170

Keep in mind that TFC was created AFTER Doom 2, so

>> No.1732172

idclev33 should work in most ports.

>> No.1732176
File: 2.23 MB, 320x240, aggravatingly-cramped.webm [View same] [iqdb] [saucenao] [google] [report]

aggravatingly cramped (map29) in 1:24

>> No.1732178

I think we all appreciate you being more civil than the average, "Take it to /vg/ guy" but the answer is the same, /vg/ threads receive a bump multiple times a minute, we simply do not have the bump rate to maintain a thread on that board. As other users have said, we'd be drowned.
Also /vr/ has a typically cooler crowd, and I don't think most of us want retards to start popping into these threads, we try to keep them drama free for the most part. We have some great janitors here that seem to also be very committed to doing so. If we introduce these threads to a board with a higher number of users then we also might get those users being (and I hate to use this word) cancerous.
I think that we try to keep these threads as unobtrusive as possible, and I think that there really isn't a problem as long as folks use the catalog and/or filter words that pop up in every OP
Thanks again for not being a dick about it like some people who come in here man

>> No.1732179

You have to idclev to it; it's not part of the mapset because it wasn't done in under 200 minutes or something

>> No.1732195

Man, I've been kicking around an idea for an "arcade experience" gameplay mod for a while now, but I just don't even know the first thing about coding. I want to include a time limit that increases when you find secrets or maybe by very small increments when you kill stuff, a persistent high score board, limited lives like Wolf3D, and an "insert coin" button that would need to be pressed to give you a credit, which would reset your score if used to continue.

I've tried copying scripts out of other .wads that had those features, but I just can't make it work because I don't know shit about coding.

>> No.1732202
File: 468 KB, 640x1440, 1404248862.png [View same] [iqdb] [saucenao] [google] [report]

yes. that was embarrassing.

yes, or -warp, or the console

it started as a 200 minute map but kept on growing. it was decided to throw it in anyway.

>> No.1732215
File: 142 KB, 734x365, DOOMPANEL.png [View same] [iqdb] [saucenao] [google] [report]

Oh! And I don't know if anyone here has tried it, but Doom actually translates really well to a basic arcade panel with a stick and 8 buttons. It's more fun than you might think.

>> No.1732217
File: 241 KB, 440x629, tumblr_n7qlaio5nY1sdsvldo1_500[1].gif [View same] [iqdb] [saucenao] [google] [report]

Last call (well, not really).

Link some pretty good songs that *you* think they might fit in Doom, be it straight up thrash metal, or doom/gothic metal, or even some dance music, I dunno; and I'll try my best at finding a MIDI version of them

I'm all ears (literally)

>> No.1732218

Me again. This is why I love this board. Everyone is always civil, stating their arguments and discussing things calmly.

You guys are right, you'd get drowned on /vg/. My apologies.

>> No.1732225

No worries man, I don't think any of us mind people asking it. It's just the way some people go about it.

>> No.1732234

What would an Arcade version of doom even be like? More weapons? More powerups? Larger enemy variety? 2-Player Co-op? More bosses?

>> No.1732238

Not in that manner, definitely. It looks really friggin' awkward, like God Hand but worse.

>> No.1732243

https://www.youtube.com/watch?v=aqiMivk8r7I I doubt there's a midi of this, but it shouldn't be too tough to make because it's pretty much just one bassline repeated over and over again with some drums.


https://www.youtube.com/watch?v=puLDuV3azbA proper artist name is "Ritualz" if that helps

>> No.1732261

>time limit
I'd suggest doing what Gauntlet does: Health slowly degrades over time, so players have to either credit feed or keep moving forwards. You could easily use ACS to make killing/finding secrets give health.

>> No.1732265

Speedrun-based (uv-max, nightmare, etc) with scoreboards and level select.

>> No.1732276

Holy shit, this exists.


>> No.1732280



Rip in Peace, Oderus

>> No.1732293

I think I'd fit amazingly at the end map of an episode.

>> No.1732302

I looked through the OP post to see if my question was there, maybe I missed it but, I am about to go back through all of doom again, but this time with brutal doom on the hardest setting.

My question is: Is there any sort of fix for the awkward up and down camera distortion?

>> No.1732306


>> No.1732309

The distortion is an artifact of software rendering. Switch to GZDoom and make sure hardware rendering is selected.

>> No.1732310

Is that a setting to be changed or something I run the game through?

>> No.1732315

Well first you need GZDoom or Zandronum.

Then you go to video resolutions and pick OpenGL instead of Software

>> No.1732317

Scratch that I am retarded, I remember seeing the GZdoom

Thanks kind Anons.

>> No.1732319

Looking through the txt it all seems to be more of less in order. I think 200 minutes of tech uses a daft punk song (not sure I remember that right). And home sweet hell is an edited version of mans world that I don't remember where I got the original from. I just took out the notes for the singing (they were annoying anyway) and made it loop.

>> No.1732324

It's a setting that exists in most sourceports. It's basically using your graphics card with modern rendering techniques vs. using the original renderer. gzDoom and Zandronum are the two most commonly used and generally the most compatible.

If there's no option for it under "video mode," I believe the console command is

vid_renderer 0 (for software renderer)
vid_renderer 1 (for openGL)

Fun fact: the distortion in software mode happens because the Doom engine renders all vertical lines as completely vertical on the screen at all times.

>> No.1732335
File: 82 KB, 800x600, Map11_meet_archie.png [View same] [iqdb] [saucenao] [google] [report]

There is no bigger cunt in the entire Doom universe.

>> No.1732337

Do modern source ports support .MOD files and the like for music? A lot of what I find on the MOD archive would be great for a futuristic, science-fictiony map.

>> No.1732349

It's easily more comfortable and less awkward than keyboard only, and I'd say it's about on par with pre-analog console ports of Doom that use the D-pad and shoulder buttons for movement. I bet if you actually played like that for five minutes you'd get used to it.

But I also think God Hand is pretty much the best beat 'em up of the last fifteen years, and I think the controls are perfect for the level of complexity in the combat.

>> No.1732356

>yes. that was embarrassing.
Dude, why do you keep using a shit editor like yadex? Are you not on anything that can run Doom Builder? That shit will auto align textures for you if you press space. Shit so cash

>> No.1732364
File: 622 KB, 1920x1200, jack-cayman-anarchy-reigns-15537-1920x1200.jpg [View same] [iqdb] [saucenao] [google] [report]

There aren't any Doom/Anarchy Reigns mods, are there? Shit could be cool.

>> No.1732365

Maybe if run is toggle.

>> No.1732369

Turn up sound effects all the way, turn down music to off, turn up speakers until sound effects are the volume you want them, then turn music back up until it's to your liking.

>> No.1732374

Not that I know of, no.
But now I want Anarchy Reigns soundtrack on Doom.

>> No.1732385
File: 45 KB, 1366x768, Screenshot_Doom_20140702_003303.png [View same] [iqdb] [saucenao] [google] [report]

Oh God hold me, this map is even better than stronghold and the music is so fitting with a soundfont you like.

>> No.1732389

It can be. I find it easier to always run and hold the button to walk, in the rare instance that I have to tread delicately on a narrow path or something.

>> No.1732391

Streaming some mapmaking!

>> No.1732392

I have my speakers at full volume already. It's still too damn low.

>> No.1732393


It very much does.

>> No.1732404

>posting a direct link to your stream
RIP in rip

>> No.1732409
File: 1.56 MB, 800x672, Baron.png [View same] [iqdb] [saucenao] [google] [report]


You know you want it.

>> No.1732414

I would make it a track shooter, like Taito's Space Gun.

Shoot off imp's arms to stop fire balls, shoot in the pinkys mouth to kill him faster, or blow off his legs, intercept revenant missiles...ect.

have a gimmick where there's a handel on top of the gun that initiates a chainsaw swipe that you can time against close enemies.

Have the gun simplified, your basic weapon is either the chain gun or the shotgun, pulling the trigger shoots bullets and that raises a heat-bar. you shoot your shotgun by pumping and pulling the trigger. The shotgun actually has ammo - would be about what you'd expect, use it to let your chaingun cool down, stun or knock back enemies.
Rockets act as upgraded ammo for the shotgun.
And a plasma gun upgrades your chaingun attack, instead it's an ammo bar.

BFG is your bomb. You've got a big tasty green button on the machine that glows BFG. Too many demons on screen...you slap that shit. there could even be a pressure sensitive so it does more damage the harder you hit it.

>> No.1732420


Holy shit. I'd play this

>> No.1732453

Could anyone recommend some grimdark .wads? Something with gothic cathedrals and occult imagery everywhere, preferably with a lot of visual detail.

>> No.1732456
File: 120 KB, 734x363, my objectively better opnion.png [View same] [iqdb] [saucenao] [google] [report]

>It's easily more comfortable and less awkward than keyboard only
>>firing with middle finger
>>having to constantly move your thumb under your palm to awkardly hit next weapon
Nigga are you literally a spider? Those controls look awful.

Here, I tried to fix it.

>> No.1732462

>default doom setting
What, like, the default game settings, or the setting of the Moons of Mars?

>> No.1732465


Relentless Decay
Hell Grounds
Brotherhood of Ruin

Looking for more wads, as well

>> No.1732478

Any mods that turn Doom into a more Hexen-esque adventure?

>> No.1732491

The next Doom is going to appear at QuakeCon

>> No.1732494

That actually looks pretty comfortable. I can see how it would make more sense.

My logic was that strafe and weapon cycle were left and right of center, and the two buttons I'd be hitting the least were placed for my pinky. Since I mostly use arcade controls for six-button fighting games where I'm using all manner of punches and kicks constantly, I don't really have a natural finger preference for "main buttons."

>having to constantly move your thumb under your palm to awkardly hit next weapon
I just use my ring finger, like I would to use heavy kick in a fighter.

>> No.1732502

>This an exclusive thing we are doing for attendees as part of our Annual QuakeCon Welcome presentation.
Well that's disappointing.

>> No.1732505

Yeah no kidding.

I'm hoping at least for some shitty cell phone footage, or something.

>> No.1732515


What are they trying to hide?
Do they have that little confidence in it?

>> No.1732527

I know I do.

>> No.1732528

They did the same thing with Doom 3. That turned out great.

>> No.1732562

Hey guys, what's a Revanent's favorite arcade game?

Agitating stick
shitty joke because I just realized it was irritating stick

>> No.1732564


Care to explain in what aspect it turned out great?

>> No.1732601

It's sarcasm you idiot

>> No.1732631

Doom 3 is easily my least favorite Doom, but as post-Halo shooters go, it's a solid game.

>> No.1732705

>There is no bigger cunt in the entire Doom universe.
hdoom says otherwise

>> No.1732715
File: 11 KB, 700x600, 1365398696779.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1732721


I wonder if Carmack ever fixed that bug in the engine

>> No.1732752
File: 2.86 MB, 1280x720, sanwa doom.webm [View same] [iqdb] [saucenao] [google] [report]

I tried playing Doom with an arcade stick, but I forgot to bind use

Have a WebM from a while ago

>> No.1732780
File: 24 KB, 214x240, 1378667070472.gif [View same] [iqdb] [saucenao] [google] [report]

>pic related


>> No.1732785


>> No.1732792



>> No.1732793


John Romero to appear at Revival '14 in England, he'll be both deathmatching and doing a Q&A. August 9.


>> No.1732794

>More weapons? More powerups? Larger enemy variety? 2-Player Co-op? More bosses?

Why would you even need all that for an arcade port? I don't know about you, but all of my Doom play throughs tend to be ironman, and playing like that, Doom already has a pretty good "pick up and play it" sort of feel. I can see it going straight to arcade with only a few tweaks here and there, namely:

>score keeping
we already have the endlevel stats (kill %, secret % and time), so there's already a metric for what to measure. Figure up a way to make this a single number, and you have "score" (lower time = points, more kills = points, more secrets = points, etc).
Naturally, you'd need a storage system for scores too (i.e. a place to enter SEX once you game over)

>lives and token management
obviously, you'd need to have a credit manager and lives. maybe 3 lives per credit, score gets nuked after credit use.
Depending on which doom you use (I'm assuming ultimate doom), you could even have it such that one episode = 1 credit to play + how ever many continue credits the player needs. this would ensure the arcade owner makes some money off of a single playthrough.

One thing to maybe make it interesting would be to somehow make the machine internet enabled and have an online DM mode or something where players can interact with other cabinets across the world. And yes, two-man coop on the same machine sounds awesome.

However, I don't think doom would perform too well in a modern arcade (maybe a 90s or 80s one, but not a modern arcade).

Doom is essentially freeware and almost to the status of being a $2 phone/tablet game. What draws me to it in the arcade? Why is it worth spending $15 in quarters?
You look around in a dave and busters or other modern arcade and you'll notice something: a good deal of the machines have some sort of "gimmick" equipment to them -- racing cabinets, shit like sniper scope. What does doom have?

>> No.1732797

it's a mod, goofy and light hearted, the demons seek love, not war you just need to cool them off a bit first, Descartes will be your guide

>> No.1732823

I think he meant harddoom



>> No.1732827
File: 79 KB, 300x200, 1385522061167.gif [View same] [iqdb] [saucenao] [google] [report]


And here I thought Doom X being revived was the biggest bomb dropped regarding on-hold projects. Nothing can top this, son.

>> No.1732829


Read the news post.

>> No.1732835

I liked Legacy of Suffering 1.

Just wish the weapons could be used seperately.

>> No.1732843

That's actually a really good idea to make it more general purpose. I couldn't think of a good way to automatically generate a fair base time limit. Is the par time actually a numerical value somewhere in the WAD? I was thinking multiples of par, or par + a fraction of par, but the fairness of par time varies wildly from map to map anyway. When you've got a big, convoluted map with par under a minute, that just wouldn't work.

>> No.1732851 [DELETED] 
File: 167 KB, 615x409, I'm DOOM.jpg [View same] [iqdb] [saucenao] [google] [report]

You're a big Demon.

>> No.1732861


>> No.1732867
File: 230 KB, 1366x768, Screenshot_Doom_20140702_041828.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1732875

Anyone know where I can find a bitmap font of the doom font? I checked sprite sites but couldn't find any.

>> No.1732880

Dr. Betruger, I'm UAC.

>> No.1732885

if i take that skull off will you die?

>> No.1732889

It would be very agitating

>> No.1732891

you have big guts!

>> No.1732902


>> No.1732905

it's just not very good. No lives system either.

>> No.1733016

These are pretty cool WADs from what I've played so far. Thanks, magne.

I'm sure everybody's played it at this point, but Unloved is one of my favorites, and it's about the only one I've played that maintains that aesthetic throughout.

>> No.1733027

So before playing Doom 3 I went through Doom 1 and 2 including all bonus levels and official expansions, on ultra violence.

Holy shit, Doom 3 is a joke! I think I killed more enemies on one map of Doom 2 than I did in the entire game of Doom 3.

>> No.1733030

Open the wad, delete everything that isn't weapons.

Do you people not know how to do basic tweaks?

>> No.1733032
File: 9 KB, 320x177, 1088370657.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1733035

Actually I did do that.
Had to change a lot of other things around because LOS changed things that make playing in vanilla awkward.

Sprites changing, where to put stuff, the lack of certain items, etc.

I have had to do tons of basic tweaks before.
I also made my own version of Eriguns before Xaser came along.

But unfortunately I don't know how to work with sprites so I can't actually make my own Autoshotgun Eriguns.

SLADE also doesn't work.
I've been stuck with an old version of Slumped

>> No.1733038

What's this from?

>> No.1733041
File: 49 KB, 500x275, 2009-01-30_083254_doom2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1733046 [DELETED] 

The Wizard, a movie so bad.

>> No.1733048

Yeah, Nukage Processing's one of the best from TNT, as is Stronghold. You sound like the rare person who will like Drake O'Brien's maps.

>> No.1733052

>ave a wallpaper
Also, cool set-up with the dual screens and stick play. Doom just works well with anything, be it keyboard/mouse, console pad, or arcade stick.

>> No.1733053

It's from Grosse Point Blank.

>> No.1733062

Thank you

>> No.1733082

This movie looks baller as hell

>> No.1733085

If I'm going to guess from the movie's release date ('97) I'm betting that machine was provided by Midway and probably just demo'd a video of Doom

Midway were more known for their arcade shit which is why they did that, I bet

>> No.1733092

Arg, I can't predict the Brutal Icon of sin's patterns at all, I feel like I'm so close to killing it each time too

>> No.1733097

And carmack insists its what he would have mad if he had the tech for it

>> No.1733108

So guys, bear with me for a second.

Power Creep has hit Doom pretty hard. Even in normal Doom 1 and 2 (later levels, usually), you find that the big baddies, the Cyberdemon and the Spider Mastermind sort of degrade from "huge boss" status to "fearsome inconvenience" status. It's hard to find a Cyberdemon or Spider Mastermind without several others nuances flanking them.

So here's my proposal. Instead of making the demons tougher... what if we just made Doomguy weaker?

>> No.1733114

Hideous Destructor already does that.

But ignoring that

Making Doomguy weaker will not make many enemies dangerous without upgrading them.

Standard Enemies are a little too basic.

>> No.1733116
File: 21 KB, 290x705, No john, you are the shotguns.png [View same] [iqdb] [saucenao] [google] [report]


>implying you can make Doomguy weaker.

>> No.1733117

>Standard Enemies are a little too basic.
The problem with default enemies is their lack of attacking while moving. All of them stop to attack.

>> No.1733120


Obviously we need skeletons that can do sliding lunge punches, burly imps that can shoulder barge, cacos that can spit out a 360 AOE spray of spikes, Demons that have sticky tongues to pull you towards them, and jumping Hell Knights.

>> No.1733123

Even if they moved while attacking their projectiles are pretty slow and only come in a straight line and slow.

You'd have to either increase their attack rate tenfold(Project MSX) or make it harder to avoid damage in general(Brutal Doom)

Even if Doomguy is weaker it wouldn't be enough with standard enemies. The most dangerous enemies are hitscanners and Revenants/Archviles due to how their attacks work.

>> No.1733128

Help, Am I doing something wrong?

>> No.1733132

You're playing Brutal Doom.

>> No.1733137

Well that makes sense. When he did have the tech for it, it's what he made. And I'm sure he was talking about the engine mainly, not the gameplay.

>> No.1733139

Well that figures I'd get insults instead of help, fuck you guys

>> No.1733140

Hey, man. I'm just trying to have a little fun. I have no clue how to beat the thing simply because I haven't been there so I was just trying to give a little funny quip.

Sorry, dude.

>> No.1733145

What HD's player lacks in mobility he more than makes up for with increased firepower and range. Doomguy's chaingun does 5-15 damage per shot, firing at a rate of 525 rounds per minute. The equivalent in HD fires at either 700 or 2100 RPM and does 7-50 damage per individual bullet. If the enemies in HD weren't jacked up beyond the point of sanity, it wouldn't be much more difficult than the original game.

>> No.1733154

Yes well enemies were jacked up heavily.

Doomguy's default weapons are not ridiculously powerful outside of the SSG(In terms of efficiency) and the BFG9000.

Enemies can be pretty beefy.
But they are still pretty simple. Even if you were using reduced damage weaponry enemies are not so dangerous unless in clever ambushes or in interesting encounters.

Slaughtermaps always miss the point.

Either way, Doomguy is very powerful but the enemies he fights are also not very dangerous when it comes to offensive capabilities.

>> No.1733160

shoot at it until it dies

>> No.1733164

well then, I guess i just have to get lucky, his attacks have no predictable patterns, and the guys he summons aren't weak either, half the time I'm taken out by an enemy I just didn't see in the chaos, or in on bothersome case, a specter getting in the way of my rockets

>> No.1733169
File: 90 KB, 960x720, Screenshot_Doom_20140702_011838.png [View same] [iqdb] [saucenao] [google] [report]

So Master Levels was pretty fun. At least the PSX version.

Is the original as fun?

There were barely any high tier enemies, mostly low tier with some Hell Knights.

>> No.1733170


what else were you expecting from their kind, to be honest?


*crouch at it until it dies.


The answer obviously relies on map placement; look at Going Down, for example. Mouldy can take a zombieman and make him a REAL threat to the player. I'm pretty sure if he could, he would make Keen actually harmful to Doomguy.


Bad news is, if we were to even add a SLIGHT change to any monster's attack behavior, we would get backlash because of "muh patterns". Heaven forbid if an imp throws -fast fireballs, but replacing a chainsaw with a BFG with infinite ammo? A-ok


Ep4 starts heavy, then it slows down, then ramps the difficulty again at E4M6 and then it goes down again

>> No.1733172

33s author here; weren't you keeping it because we lacked maps? Just ditch it if it rustles "muh vanilla purity" crowds jimmies.

>> No.1733178

>Bad news is, if we were to even add a SLIGHT change to any monster's attack behavior, we would get backlash because of "muh patterns"

Fuck it. Do it anyway. That's the whole purpose of a mod sometimes.

>> No.1733187

Was being kept because it started as a 200 minute map, and secrets are fun (I'd have kept it out of the .txt file even myself). We have all 32 maps otherwise.

Noones jimmies are rustled about it.

>> No.1733189
File: 183 KB, 800x600, Screenshot_Heretic_20140702_000910.png [View same] [iqdb] [saucenao] [google] [report]

What does this guy say again?

>> No.1733192


>> No.1733194

Doom 3 does feel more like a tech demo than a game. Like they wanted to create a new lighting engine so they ripped off System Shock with an old IP to have for an excuse to make a game.

>> No.1733197

"To win the game, you must kill me, John Romero"

Except backwards and with Carmack singing in the background.

>> No.1733208

Play some punch out with those nerds and beat them 2 the punch.

>> No.1733209

Doom Roguelike

do I keep my assembled Tactical Shotgun or spring for the Assault Shotgun drop?

Also what the fuckety fuck am I supposed to do againt Shamblers? run away?

>> No.1733213

and the following couple of posts was where we decided to keep it.

heh i never even thought to hide it from the text file. i don't think anyone would find it if its existence weren't hinted at. like an unmarked secret door...

>> No.1733217

Checked the OP and the 200 min megawad download link isn't there,anyone have it?

>> No.1733218

If it was as complicated as System Shock 2 the slowass asythma marine crawling in tiny corridors could have been forgiven. C'mon SS is more scary because of "holy shit all my weapons are broken" and "I have no AP ammo to shoot cyborgs and I don't know where the next vendor is"

Sure. Still, if you ever need to ditch it I am fine with it.

>> No.1733220


go read a liiiitle bit further, it's one of the earliest posts

>> No.1733224

i didn't saw that,thanks

>> No.1733225

I said ripoff. It's not as good. Although the floaty slow combat in System Shock 2 never took to my liking. Nothing has any oomph.

>> No.1733227

>2 player DOOM lightgun cabinet
Give it some distinct weapons and it would be great man.

>> No.1733229

Tactical. That extra d3 damage makes a difference in knockback, and the Assault doesn't have any assemblies that you're likely to find parts for anytime soon.

Shoot them until they die. But seriously though, corner-shoot with shotguns whenever you can and switch to the biggest gun you have (preferably rockets/plasma) when that's not an option.

>> No.1733232


I've put like twelve microlauncher rockets into shamblers before, on Not Too Rough, and they didn't die. Were hardly even wounded. I assumed they were sorta the Tonberries of the game and were just to be avoided.

>> No.1733245

>spawn in a room with literally 6 imps, a chaingunner, a Baron of Hell and a former commando
>no cover
>running, nanofiber armor and brute
>die in 1 turn

>> No.1733251

that doesnt sound that hard. you just need better weapons, or maybe you just need to git good

>> No.1733256

does anyone know where the red key door is in map11 in alien vendetta

>> No.1733260

>get better weapons
>I died in one turn with the best armor available at that point in the game

>> No.1733261

Whatever happened to that one anon that was working on the game with the girl that they so tediously sprited?

>> No.1733263

SS wasn't the only game to use the "found audio log" story telling method in the 90's.

I think Doom 3 was a good game in its own right. I never got the whole "ripped off SS" thing. Thought never entered my mind when I was playing.

>> No.1733274

Doom 3 was good but not great. I had a lot more fun playing Quake 4 and especially Prey (fucking loved the art direction there).

>> No.1733276

take care of the chaingunner and commando immedeatly, take out the imps but try to start some infighting to distract the baron and whittle down a bit of his health, then take him out once all the imps are dead. are you out of ammo or something?

>> No.1733287

>die in one turn
What part of this do you not understand?
There was literally nothing I could do, it was just a bad spawn.

>> No.1733294

SS2 was scary because it made you feel constantly threatened and alone. Until the late game there was never a moment where you were confident you could waltz through a level.

That goes out the window when you have an assault rifle and 200 anti-personel cartridges.

>> No.1733295

doom is an action game before its a horror game

>> No.1733296

The actual roguelike, not DoomRLA. It doesn't have infighting.

>> No.1733298

Prey was great. Still has the best intro to any fps I've played. Quake 4 was okay. Dragged on. I think Doom 3 was better than both of them. Doom 3 never felt like it dragged on for me. Right when it was about to BAM hell. And I genuinely enjoy reading log messages.

>> No.1733301

oh whoops. i just kinda assumed he meant doomrla

>> No.1733304

>specifically mentioned DIED IN ONE TURN
come on

>> No.1733307

yeah i wasnt really sure what he meant by that. ive never played the original doomrl

>> No.1733309

True. But most people who played it at release crept through the game on edge before they got gud.

This is what I hope for Doom 4: Starts out like Doom 3, creeping through corridors and monster closets - ends like the original Doom. Sprinting around firing double barreled shotguns into floating eyeballs.

>> No.1733312

I have to disagree. I think Doom 3 started very fast and never really stopped doing so. Really, it's a better game than Q4 but I wasn't as entertained by it.

Yeah, the intro to Prey was amazing. Very solid game overall, though I would have preferred actually dying over that shooting-spirits-with-arrows minigame.

>> No.1733314

started dragging*

>> No.1733318


Can you be more specific?

>> No.1733321

She wore a black coat, and the mod author was wanting to do something kind of like strife with an ongoing story and whatnot.

>> No.1733323

I think he's talking about spritenoob and lydia, not sure though.

If that's the case I'm not sure if there was ever a game planned, just a player skin basically. The guy's name is spritenoobsaibot and he posts here still, I remember seeing him at most 3 threads ago.

>> No.1733334

That's the one!

>> No.1733336

Yeah, that minigame was weird. Though the indian mythology coming into play was fun.

>> No.1733341
File: 55 KB, 800x600, Screenshot_Doom_20140630_000602.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1733349

I would have prefered a less direct approach to the mythology as far as gameplay goes. It was an interesting addition though, especially how tommy had to embrace his religious and cultural heritage to survive.

>> No.1733365

Yeah, starting out slower with a creepy atmosphere for maybe the first hour of gameplay would be fine, but then shit needs to unload

Like, I'd love it if the entire first bit is just pistol, flashlight, darkness, fucking nothingness

And then you find the shotgun and E1M1 kicks in.

>> No.1733369

"Succumb to us, Heretic" and "Destroy the Heretic".


>> No.1733379
File: 1.38 MB, 1280x960, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Threw this together a while ago for a MAME cabinet that presently has a strong will against being built. I think I'll probably end up taking in the control panel a bit.

>> No.1733384
File: 278 KB, 578x578, 1402428331087.jpg [View same] [iqdb] [saucenao] [google] [report]

How do i install hdoom after downloading the techdemo files?

>> No.1733394

>not having the DOOM 1 logo be the front decal and the Cyberdemon/Marine be the separated side decals

Other than that it looks pretty baller man.

>> No.1733395

just drag and drop it on your source port exe. theres no installation for doom mods unless we're talking doomrpg

>> No.1733414

Thanks bro i'll be njoying myself some pinky demon

>> No.1733421


>> No.1733426

What mod?

>> No.1733439

wad I mean

>> No.1733441

That's the control panel with the Doom 2 cover. The Doom 1 cover just doesn't crop well to such a short/wide canvas. However, the Doom 2 art can be cropped to a landscape-style panel like that pretty easily because the focus of the picture is wide and shallow.

I would have to have just demons or Just Doomguy on the panel, basically. I also like the way it suggests a struggle between player one and player two to have the demon on one set of controls and the marine on the other.

>> No.1733443

whenever i run it with zdoom.exe it either doesnt run or just starts regular doom

>> No.1733456
File: 24 KB, 825x520, ZDL.png [View same] [iqdb] [saucenao] [google] [report]

If you're having trouble I suggest downloading ZDL. It makes loading and swapping wads much easier.

>> No.1733469

I see. Stylistically I'd like the DooM 1 cover more but for practical reasons I can understand why you'd use Doom 2's. It looks sicknasty man.

>> No.1733470


>> No.1733478

I don't think that Icon of Sin behind that Doom logo looks too good.

>> No.1733480

>doomgen regular goes outside.mov

>> No.1733492

Master levels are very underated. Here's the Zdoom version:

>> No.1733494

>There were barely any high tier enemies, mostly low tier with some Hell Knights.
shit that actually sounds really fun, less bullet sponge enemies with slow dodgeable bullet hell attacks

>> No.1733497

PSX Revnants are pretty interesting. They're very slow, and their missles are slow too. So in some ways they're much easier. But their god damn missels can pull seemingly 180 degree turns and follow you around corners.

Someone should make a variant of them in addition to the regular ones.

>> No.1733501
File: 132 KB, 750x726, blazsheetWIP.png [View same] [iqdb] [saucenao] [google] [report]

Sgt Shivers is a pretty great guy.

>> No.1733581

You could always just make an arbitrary "forgiving" par time up...
ill agree, alot of dooms par times are only fair if youve played the level to completion before. For example: e1m7 (i think) has a rediculous par if you havent memorised the map layout.
For an arcade port where youll have noobs playing alot, you should go with a "forgiving par" that calculates health degredation and then an "acheivement par" (the original par) that gives bonus points for every second you beat it by + a bonus for acheiving it.

>> No.1733589

IIRC the par times are just "How fast Romero could reach the exit."

So an achievement would be like "Better than the best"?

>> No.1733596

That's pretty neat.
Wouldn't mind seeing more prancing walk animation though.

>> No.1733602


I'd kill for a GALLANT STRUT but I have to make do with what I got, I'm no sprite artist and I'm not about to ask the guy that's already done so much for me to make something that complex.

>> No.1733623

Anyone else play In Name Only? I like it so far but it feels like the game relies way too much on having enemies be in blind spots from behind or at a corner. But maybe I just suck right now cause I was playing it at like 3:30AM.

>> No.1733626

>Also /vr/ has a typically cooler crowd, and I don't think most of us want retards to start popping into these threads, we try to keep them drama free for the most part

Speaking of that it's pretty damn amazing Doom generals still manage to stay on topic despite having one nearly everyday since /vr/ was launched. It's cool how it transitioned from just regular talk about Doom and setting up multiplayer matches to having users actually create and help each other out with wads.

>> No.1733638

>I'm DOOM.jpg
>not I'm UAC.jpg

>> No.1733639

I prefer to play doom with a gamepad. Does this make me a bad person?

>> No.1733642

Not as bad as me. I use the mouse to aim!

>> No.1733645


>> No.1733650

Doom RPG got an update. A big one.

>> No.1733651

look awsome , what mod is that ?

>> No.1733654
File: 406 KB, 1920x1080, ul3h3fm.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's the hint:

>> No.1733656


I have big guts for you.

>> No.1733661

I use Git to git the updates

har har har

>> No.1733668
File: 100 KB, 96x96, i-can-rip-to-this.gif [View same] [iqdb] [saucenao] [google] [report]

Jesus Tittyfuccking McChrist, I could never plain punch my way through something like that, even with the Berserk pack.

Color me impressed!

>> No.1733684

What's the level in the background?

>> No.1733687

Is this the ios game?

>> No.1733690

It's not a mod, it's Heretic. It's all built off of the Doom engine though with some minor adjustments

>> No.1733692

It's running a mod on Heretic.

>> No.1733693

Oh right. Sorry. I didn't think you were referring to that

>> No.1733697

I like that we have so many people making content here, and quality content no less. Speaking of multiplayer, do we ever get a server running and play dm or something?

>> No.1733703
File: 328 KB, 1664x1536, aaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]

Though he loves Doom the most, Revenant really likes this AaAaAA!!! game!

... I kind of went overboard on this sketch that was just intended for a dumb aaaaa joke.

>> No.1733707

thank you but im pretty sure that was not in vanilla Heretic :)
so i just want to know what kind wad or pk3 is that

>> No.1733720

>Demon girl in the doorway
You have my attention.

>> No.1733735

>that demon girl
I'm not sure which of my shotguns I should be shooting her with.

>> No.1733740
File: 329 KB, 1280x960, Screenshot_Doom_20131217_171815.png [View same] [iqdb] [saucenao] [google] [report]

They're all skins from the /vr/ skin pack

Throw em in the Zandronum directory in a folder called skins and you can change skins around in player setup. Keep in mind not every mod allows skins though.

>> No.1733747

Don't worry, I'm sure you brought your aaaaaaaa game

>> No.1733750 [DELETED] 

Copeepasta'in my answer from the previous thread, and adding new crap information in
Care to play Real Icon of Sin with BD because it has some nice features for healing back and several advantages when you grab the berserker pack

>It will spawn an arch-vile at health thresholds and add one more different attack to its arsenal everytime.
>it screams when it hits a certain health threshold
>It imitates, Mancubus flamebomb attack, Cyberdemon's rocket attack (meteor spit) and Revenant's missile attack. Also have original attacks like lightning storm and an ear shattering scream. You have to take cover and be on the move for those
>for taking cover for every kind of attack (lightning, one hit KO meteor, flame spread, scream and misille rain.) you can use the small gate under the altar. But you have to kill Arch-Vile before doing that.
>for scream attack and direct hit attacks hide behind the short pillars at sides. Right one requires you to crouch behind it.
>Aiming at head helps, use plasma and rockets to hit its head and you'll double your damage output. As long as you have good condition be on the move and aim at the head. Hiding for long will get you rekt.
>if you're really courageous, grab the megasphere at the right side on top of pillars by the end of fight, again if there's an Arch-Vile it will rekt you out from top.
>when you decide you have to deal more damage jump over the altar and drop at the water, then spam BFG with all your might

on low-mediocre hp, fend the small gate under the altar with
>Super Shotgun and Plasmagun if you need nice firepower
>quick kicks (berserker power-up'd, jump kicks have higher damage gets rid of pests quicker, bind a key if you didn't yet from controls)
>Fatality mode fists (berserker power-up needed again, execution imps and demons for extra hp)
>Minigun (for small cruelty bonuses when you overkill, because of a bug try to stand on a solid surface when trying to gain cruelty bonus seem to not work in water)

>> No.1733753

Copeepasta'in my answer from the previous thread, and adding new crap information in
Care to play Real Icon of Sin with BD because it has some nice features for healing back and several advantages on Berserk

>It will spawn an arch-vile at health thresholds and add one more different attack to its arsenal everytime.
>it screams in anguish when it hits a certain health threshold
>It imitates, Mancubus' (flamebomb), Cyberdemon's (meteor spit) and Revenant's (Hellish misille) attacks. Also have original attacks like lightning storm and an ear shattering scream. You have to take cover and be on the move for those
>for taking cover for every kind of attack (lightning, one hit KO meteor, flame spread, scream and misille rain.) you can use the small gate under the altar. But you have to kill Arch-Vile before doing that.
>for scream attack and direct hit attacks hide behind the short pillars at sides. Right one requires you to crouch behind it.
>Aiming at head helps, use plasma and rockets to hit its head and you'll double your damage output. As long as you have good condition be on the move and aim at the head. Hiding for long will get you rekt.
>if you're really courageous, grab the megasphere at the right side on top of pillars by the end of fight, again if there's an Arch-Vile it will rekt you out from top.
>when you decide you have to deal more damage jump over the altar and drop at the water, then spam BFG with all your might

on low-mediocre hp, or when it hits a hp threshold, get under the altar and use
>Super Shotgun and Plasmagun if you need nice firepower
>quick kicks (berserk'd, jump kicks have higher damage gets rid of pests quicker, bind a key if you didn't yet from controls)
>Fatality mode fists (berserker power-up needed again, execution imps and demons for extra hp)
>Minigun (for small cruelty bonuses when you overkill, because of a bug try to stand on a solid surface when trying to gain cruelty bonus seem to not work in water)

>> No.1733767

eeeh... might be a home to Manly Magic stuff...
Like episodic stuff with progression.
Episode One; MagicDoomDude learns about magic and hell (Punches Icon Of Sins cubes to cast fist)
Episode Two; MagicDoomDude is now a MagicianDemon and grows in power (Punches Icon Of Sins cubes to cast something fancier).
Episode Three; MagicDoomDude is now a God (Shits cubes by now).


>> No.1733782

from the HUD i'd say it's wrath of chronos

>> No.1733802



>> No.1733806


Every now and then. As of late we've mostly been kicking back and chilling.
I wouln't mind getting the fragfest going again sometime soon, though.

>> No.1733835

I suck at deathmatch, but I would like to go at it with you guys

>> No.1733840

you can't hide, shrek

>> No.1733879

Was this in ZDoom or PrBoom?

>> No.1733982

For my inferno plans, should I include modern figures in hell, or just historical ones?

>> No.1733991
File: 37 KB, 320x320, wnb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1734004


Sorry, I thought you said modern OR historical. I can't read.

>> No.1734015

Its okay, I confess to drawing some inspiration from Requiem Chavelar Vampire

>> No.1734026


>> No.1734030
File: 23 KB, 283x264, doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1734035
File: 96 KB, 250x250, CleanAndSmearYourGuts.png [View same] [iqdb] [saucenao] [google] [report]

That's some serious rippin' and tearin'.

>> No.1734037

What map set is this from?

>> No.1734040

quake is a what... 18 year old game? how would someone find that "animated violence strong"?
even DOOM is more violent than quake is.

>> No.1734049

Thew hell is that?, some pretencious french work?

>> No.1734050

Actually, he would add 5-10 seconds to each. So Romero could actually do it even faster.

>> No.1734067

How does old mean it's not strongly violent? How does something else being more violent mean it's not strongly violent?

>> No.1734068

You know, most developers are usually terrible at their own game.

Romero is the exact opposite. I'm usually pretty impressed at how good he is at Doom.

He's probably better than most.

>> No.1734071

Define Hexen-esque. You want a medieval theme? Weapons? Monsters?

>> No.1734076

I think he wants obscure puzzles with terrible hints that make you give up after half an hour and resort to a walkthrough six times per hub.

>> No.1734078

most likely I'm just desensitized to violence,but I just feel that quake isn't really that violent when compared to modern games.

>> No.1734086
File: 134 KB, 621x506, 628820-requiem18.jpg [View same] [iqdb] [saucenao] [google] [report]

Go find them and read them.

>> No.1734095

Looks like a Metal Album cover

>> No.1734106

Every single page looks like it's from a metal album, thet picture is possibly the least awesome thing you will see

>> No.1734116

Every page is a metal album cover
kickass .to/ requiem-vampire-knight-1-10-t7479257.html

heh, didn't see that >>1734106 while looking for the torrent...

>> No.1734134


>> No.1734135

I feel that's saying more about modern games than about Quake.

>> No.1734204

I've been looking for a wad that could replace the music in doom with the 3do soundtrack, can anyone point a few fingers and help me out?

>> No.1734216



>> No.1734230

Holy shit that's a big file size, thanks anyway I'm gonna fap to this music while playing doom.

>> No.1734241


I could only find it in flacc format.

What you can do is find them in .mp3 or .ogg format. Then make your own music wad.

>> No.1734274

How do I git gud? What do I do in deathmatch to get a decent score?

>> No.1734286

Get crafty with rockets. Gitting any sufficient amount of gud is something that comes over time; gud is a well-honed skill.

>> No.1734302
File: 687 KB, 1246x744, e1m3.png [View same] [iqdb] [saucenao] [google] [report]

So I got the E1M3 spot in the Ultimate Doom In Name Only project. Obviously I took the opportunity to make a huge room with nukeage shit.

>> No.1734304

I just wanted to say because I'm a little frustrated

Sprite offsets can be a real bitch, that's all. I have this one damn sprite that looks like it is so damn close to being aligned with another one, yet it is ever just so slightly off no matter what I do

>> No.1734317

are mancubi former humans? a human skeleton falls out of them when they die and they dont really look like any of the other demons

>> No.1734320

Sprite offsets is the main reason why I never put anything in the game myself and make other people do it

>> No.1734324


My interpretation is that none of the demons are former humans. They are a race unto themselves of hellish creatures. Previous invasions might have been where humans got the idea of hell and demons. So basically aliens.

For actual former humans, they get posessed somehow.

>> No.1734325

I think the instructions actually say a Mancubus is what happens when an incubus and succubus fuck

>> No.1734351
File: 142 KB, 1097x153, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Bad build?

>> No.1734363

I always imagined Incubi looking like the Greys

>> No.1734374
File: 702 KB, 1920x1080, Screenshot_Doom_20140702_124601.png [View same] [iqdb] [saucenao] [google] [report]

i've been playing though a bunch of garbage 1994 maps, sometimes you find something kind of cool!

>> No.1734405

Written stuff is so rudimantry and open to interpretation it doesn't worth bothering yourself to find the "canon".

They could be scientist that got pegged by succubi while trying to fight the demons with flame throwers... They could be NEETs reincarnation in Hell.

They could also be "I love putty so much I'll make the LARGE DEMON WITH LARGE PROJECTILE ATTACK a fatso, so I can use more putty yay!".

>> No.1734423

maybe if the archviles are the doctors of hell, the mancubi are the fat nerd scientists of hell which would explain their tech weapons

>> No.1734434

>doctors of hell

thanks for the new band name bro

>> No.1734435

As a minor audiophile, thank you.

Is this early WIP?

>> No.1734443

Yeah, you'll just end up with a corrupt 7z file for now.

>> No.1734460

I kinda imagine the Succubi are kinda non action types gathering samples in the mortal world and using them to make Mancubi, which are about the inteligence oof sloth from goonies

>> No.1734463

git aggressive

if you're not fighting anyone for a period of 10 or more seconds, you're doing it wrong

>> No.1734467



Good luck O6; in my opinion one rule for E1 should've been "follow Romero's mapping rules", anyway, try your best at catching his mapping spirit.

>> No.1734476

And speaking of big names coming back (to create maps, at least)


>> No.1734497


That's actually a really good scoring idea, but to make it a versatile gameplay mod, it would have to generate its par time based on something in the map's data, most likely the par time, or at least an equation where par time is a variable.

>> No.1734512

You will probably get shit for it, but nah. I find controllers more comfortable, even though I'm well aware that KB/M is objectively more accurate.

It only really matters if you play competitively. I feel pretty formidable with a controller in single player, but I get decimated every time I play online.

>> No.1734526

got a link or pastebin of these? doom wiki only has a couple and I'd love beginners tips.

>> No.1734559

Newb here. After reading the zdoom wiki I finally got to set up switching between modern aiming and vanilla the way I like.

alias -modernAim "autoaim 5000; freelook false; crosshair 0; centerview; rebind +modernAim"
alias +modernAim "autoaim 0; freelook true; crosshair 2; rebind -modernAim"
bind t +modernAim

What do you think?

I also read that wads can specify to zdoom aiming options but can you even rely on authors to do that?

>> No.1734572

>What do you think?

I have no idea what that means.

>> No.1734581


I use freelook without crosshairs.

>> No.1734608

So, I've noticed that most sourceports have "allow jump" and "allow crouch" set to "default." by default, but in my experience the "default" setting still allows jumping and crouching 100% of the time, regardless of whether jumping was intended in the WAD, or even an existing feature at the time of the WAD's creation. "Default" allows jumping and crouching even when only an IWAD is loaded.

Is there a way to fix this, or do you pretty much have to manually turn it off on a per-WAD basis/just not use it? My less experienced friends tend to jump and crouch their way into dead ends because they think you're supposed to be able to do that, no matter how many times I explain the dead end scenario.

>> No.1734613

IWADs all have their own settings.
Just change it for each one and there you go.

>> No.1734647

I just mouselook with the vertical sensitivity set to zero, but whatever floats your boat.

>> No.1734669

>it would have to generate its par time based on something in the map's data, most likely the par time, or at least an equation where par time is a variable.

Par time, monster count, possibly map size (a rough estimate based upon the two furthest map points?), probably other variables too?

Maybe something to disregard par time and use a different formula if par time is 30 and map has > a certain amount of monsters? (since that would usually mean that it's just using an "undefined" par time rather than a real par time.)

>> No.1734679

Okay, that makes sense. Is there a way to foce-save a config? I've noticed that when starting games through Doomseeker on friends' computers, I have to re-bind controls and change game options literally every time we start the game. When I'm there to adjust things, it's just an annoying setback, but the amount of options can be confusing and intimidating to newcomers. I can't tell you how many times I've seen one guy do shit like map turning to the left stick Y axis when he's trying to adjust sensitivity.

>> No.1734690

If I recall correctly ZDoom on "Default" setting allows jumping and crouching unless the opposite is specified in MAPINFO lump. On\Off settings are used for force enabling\disabling jumping\crouching disregarding of setting set in MAPINFO lump.

>> No.1734698 [DELETED] 
File: 333 KB, 1920x1080, Screenshot_Doom_20140629_005008.png [View same] [iqdb] [saucenao] [google] [report]

good? bad?

>> No.1734719


>i want to believe

>> No.1734723

That would explain it, but it seems ass backwards that "default" would enable features that aren't in any of the IWADs and only explicitly intended for a fraction of PWADs. I would think "default" should DISALLOW jumping and crouching unless the opposite was specified.

>> No.1734769

Sadly, you're with us in the minority.

>> No.1734798

In DoomRLA, is there a way to view the stats for weapons? I have no idea if one weapon is better than another in many cases.

Also, How do the stats work for armor? The way I'm guessing it works is:

>Protection is how much of incoming damage your armor absorbs (and how much the armor degrades as a result)

>Resistances reduce specific types of damage before protection comes into play.

>The protection rating on boots only applies to damage floors.

>> No.1734808

If you feel like sifting through insane amounts of code you can look at the weapon DECORATE to see the values, but there's nothing in-game. If you're curious about particular weapons, ask and we'll answer. We've got some pretty knowledgeable people here, including the mod's developer himself.

>> No.1734818

It almost sounds like an equipment guide should be made.

It's not too big of a deal to know the numbers, since most of the time my metric of how good weapons are is just to try them out on various enemies. Most of the time I end up just rolling with high power assemblies.

>> No.1734843

Best Shotguns:
Super Shotgun
Auto Doubleshotgun on Marine

Best pistols:
Storm Combat pistol
Nuclear something pistol

Best weapon that goes in the 4 slot:
Battle Rifle

Best rocket launcher:

Best Palsma
Plasma Rifle

Best BFG
Any of them

High Powered any of them will slap everything's shit.

>> No.1734867

was making a gatling gun a mistake? should i just've gone with a modded battle rifle or something?

>> No.1734868
File: 2.04 MB, 270x180, Using the BFG10K with Marine.gif [View same] [iqdb] [saucenao] [google] [report]

Specially if you slap a firestorm modpack

>> No.1734882

There is no mistakes.
You are fine.

Really you can use whatever you want as long as you high power it.
And preferably use a weapon made for your class.

>> No.1734887

how do you high power weapons

>> No.1734926


I prefer the MkII plasma to hi-power though, but it counts as single-shot.

>> No.1734935

goddarn it i already modded it

>> No.1734938

Power + Bulk mods.
Requires any non-shotgun with a magazine higher than 5.

>> No.1734940

Toss it and pick it up again.

>> No.1734965
File: 930 KB, 1366x768, Screenshot_Doom_20140703_014630.png [View same] [iqdb] [saucenao] [google] [report]


I figured out it's sv_autoaim 3 but why?

>> No.1734967

i still feel bad i have to lose the mods i put on it :<

>> No.1734968

You get over it pretty quickly when you realize mods are pretty common.

Especially PB

>> No.1734969

Fucks with the destructible objects and I think corpses.

>> No.1734970

Beautiful Doom tries too hard to get you to like it.
Use ReDoom instead.

>> No.1734979


I fucking HATE shit like that.
No, fuck you, warn me if my settings won't work but don't force me to change it just for one mod that I'm probably never going to open again.

>> No.1734985
File: 232 KB, 708x650, doomrage.jpg [View same] [iqdb] [saucenao] [google] [report]

>forces you to use auto-aim

>> No.1735024

>Is this early WIP?
Yeah, I literally started building that like 10-15 minutes before I posted that screenshot

The floor nukages itself later on when you hit a switch and that center platform raises. I also haven't really lit the room yet (I usually do lighting on a different pass of the entire level).

>Good luck O6; in my opinion one rule for E1 should've been "follow Romero's mapping rules", anyway, try your best at catching his mapping spirit.

I always try to make my maps relatively Romero-like; I like his rules and try to follow them exclusively when I make maps. I'm also probably going to break somebody's rule because fuck it, I'm putting a teleport in and nobody can stop me.

>> No.1735031

>My less experienced friends tend to jump and crouch their way into dead ends because they think you're supposed to be able to do that, no matter how many times I explain the dead end scenario.
Disable it when you run the server, dummy

>> No.1735045


vanilla E1M5 has a teleport; as long as it's balls-deep hard to figure out people shouldn't make a huge deal about it.

>> No.1735052

ReDoom is a buggy piece of shit.
It doesn't.
What are your defaults?

>> No.1735058

>Check out the DoomRLA thread to check up on progress.
>Every post for the past several pages is the same pony faggot asking increasingly asinine questions.

Being Yholl must be suffering.

>> No.1735074
File: 56 KB, 1295x308, rustling_at_capacity.png [View same] [iqdb] [saucenao] [google] [report]

Did Sarge ever say what the official/given reason was for his ban? Because the ban come late if it was about the suicide thing.

>> No.1735075
File: 19 KB, 600x208, Roland_SC-55[1].jpg [View same] [iqdb] [saucenao] [google] [report]

And here I was, joking around with the fact that people like to slap +100MB wads because they can't stand the original graphics


For those out of the loop, Bobby Prince made the Doom MIDIs in a Roland SC55, which means (for some people in the community) that it was ~the way the music was meant to be heard~

/vrfilters/ buzzwords aside, quite honestly it shouldn't hurt to give it a try, which is what I'm about to do right now.

>> No.1735086

>Did Sarge ever say what the official/given reason was for his ban?

Yes, he says it was because they were jealous of him and his success.

The actual reason is because he was being a douchebag for too long.

>> No.1735130

okay people of /vr/, name a non FPS video game that you'd want remade in the Doom engine, and one non video game property that you'd like to see done in the Doom engine

for example for the first one I'd like to see Dark Sector remade in the Doom engine(although the 2009 version of Wolfenstein would also be neat to see get a demake)

for the second, I'd like to see the Mobile Suit Gundam franchise get said treatment(the Mecha genre would be interesting to see done up Doom style)

>> No.1735138

>non FPS video game that you'd want remade in the Doom engine
God Hand.

>non video game property that you'd like to see done in the Doom engine
The Raid: Redemption

>> No.1735140
File: 25 KB, 305x80, go home captcha, you drunk.png [View same] [iqdb] [saucenao] [google] [report]

7.6 is out, so I guess he's still going strong

>> No.1735146

>name a non FPS video game that you'd want remade in the Doom engine
Super Metroid

>and one non video game property that you'd like to see done in the Doom engine
Legends of the Hidden Temple.

>> No.1735152

>non FPS video game that you'd want remade in the Doom engine
Sam & Max or Michael Jackson's Moonwalker

>non video game property that you'd like to see done in the Doom engine
Number Stations

>> No.1735154
File: 616 KB, 658x150, dkroster.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1735159

>Legends of the Hidden Temple
Yes please, Silver Snakes for life

>> No.1735189

>not green monkeys

>> No.1735196

This thread was the last straw.

>> No.1735201

People on the spriting carnival are talking very enthusiastically about a doom kart mod in the spriting carnival thread in zdoom

Very bizarre reading it after that old doom kart mod fiasco, but it is nice to see

>> No.1735204


>not the Blue Barracudas

>> No.1735214


about mods forcing shit

I'm making a mod, and I used +ForceXYBillboard on all interactive actors (i.e. enemies, projectiles, items) and put +ForceYBillboard on all decor (Torches and whatnot)

Did it because I like seeing enemies at all angles but don't like floating torches, is this an overall bad idea. if I get to a point where I can release this mod, should I remove the flags?

>> No.1735216

Well they can have my sprites if'n they want them. All depends on the style they're going for.

Maybe I'll make an account. If nothing else maybe they'll get used for something else.

>> No.1735220
File: 114 KB, 380x316, Tomatoesonvine2[1].jpg [View same] [iqdb] [saucenao] [google] [report]


It will literally go no-damn-where, I've seen this movie thousands of times


It's BruiserDoom aaaalll over again, people will jump on the fad and yadda yadda, they may do a "project" thread to dump all the small thingies, hoping that someone does something with them, but aside from that...

The picture Terminus did was pretty spot-on, you can pick ideas off from the forums as if you were on a damned grocery store, it all comes down to picking the right tomatoes

>> No.1735223

>It will literally go no-damn-where

I don't think Doom mods have the ability to travel like living creatures do.

>> No.1735226
File: 61 KB, 360x480, k's wetdream.jpg [View same] [iqdb] [saucenao] [google] [report]

Max Payne
>non-video game
Digimon, I mean Beelzebumon already has dual-wielding double-barrel shotguns and there's a digimon called Gundramon.

>> No.1735227
File: 153 KB, 680x650, doomguy innawoods.jpg [View same] [iqdb] [saucenao] [google] [report]

How would Doomguy fare innawoods /vr/?

>> No.1735234


No. That's fine, because you're not forcing people to use certain settings.

>> No.1735235

they only do it when you're not looking

>> No.1735237

I'm ALWAYS looking.

>> No.1735238


yeah, they move as frequently as ur mum's legs every friday night #REKT

>> No.1735239

Yes, it's a bad idea. Don't force the way you like to play on people. It's literally as bad as saying "This map requires Brutal Doom" even when it fucking don't

>> No.1735242

>Metal Gear Ocelot
This isn't even my final form

>> No.1735251
File: 34 KB, 853x366, big-trouble.jpg [View same] [iqdb] [saucenao] [google] [report]

>a non FPS video game that you'd want remade in the Doom engine
Either Shadowrun for the SNES (except bigger and better) or Syndicate Wars (except "finished).

>and one non video game property that you'd like to see done in the Doom engine
Big Trouble In Little China.

>> No.1735253

>Shadowrun for the SNES
That'd be cool as fuck.

>Big Trouble In Little China
I see this working a little less. One of my favorite bits about that movie is that the hero is nearly useless until the very end.

>> No.1735262
File: 18 KB, 300x396, jackburton_large.jpg [View same] [iqdb] [saucenao] [google] [report]

You don't have to play as Kurt Russel, hell, I just figured it could ape the style and charm of the movie.

Alternatively, odds can be stacked against you and you can't fight every encounter.

Or, the big bad has kidnapped the H-Doom Imp-tan and you have to rescue her.

>> No.1735268

The Thing or Escape From NY are much better ideas for Doom conversions. I'd love to see a full-on arctic Doom mod. Demons on Hoth!

>> No.1735274
File: 111 KB, 1260x768, tldr.png [View same] [iqdb] [saucenao] [google] [report]


The butthurt is coming through my screen.

>> No.1735275

Escape from New York maybe. I disagree with the thing too though.

The thing (ha ha) about movie-games is pacing. You'll almost never get the same feeling out of an action game that you got from a suspense/horror movie. In an action game you slice through monsters left and right, but in a movie every monster is a real threat.

Personally I'd love a game where you saw monsters a lot less but they were more of a threat. Or like a zombie game that once you're bitten you done fucked up and have slim to no chance of recovering.

I dunno. Monsters in games... cannon fodder. I want more focus on them as living beings. comparable to the player. AI. All that.

>> No.1735280
File: 31 KB, 460x276, plisken.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually, Escape From New York would make for a kickass mod.

I'd love a dark, urban dystopian setting.

>> No.1735285


yeah nah

>> No.1735289

Jelly maybe...
Choo choo.

>> No.1735290
File: 46 KB, 266x394, 1212248_1294688892098.27res_266_394.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone help me run this mod?
I used the installer, set where my wads and GZDoom was, and where the game was gonna go, I updated, I run and the suddenly I get this error message:
"Execution could not continue. 29 errors while parsing DECORATE scripts."
pls help
I have no idea what a DECORATE script is, since I try to play the mods, not make them

>> No.1735294


What version of GZDoom are you using?

>> No.1735296


>> No.1735297

>every penis in a jap porno
False,i have seen a lot of uncensored videos

>> No.1735301

So.. why are we bringing up Brutal Doom and the events leading up to Sarge's ZDoom.org ban? This usually eventually leads to shitposting.

>> No.1735303

Then it wasn't made for distribution in Japan, because they don't allow it.

Probably someone who's looking to stir up some shit.

>> No.1735304
File: 132 KB, 449x306, 1394140576667.png [View same] [iqdb] [saucenao] [google] [report]

Reading this always brings a smile to my face. It must be the choice of words.

>> No.1735305



Try this.


I dunno. Some apologist trying to stir something I guess.

>> No.1735307
File: 1.88 MB, 1920x1200, Char Sheet.jpg [View same] [iqdb] [saucenao] [google] [report]


Game: No More Heroes
IP: Oddworld

Eric_'s response was my favorite rant of all time. He was absolutely brilliant at hitting each nail on the head with it.

DECORATE is one of the scripts included inside the wad. For tech info, it defines any custom actors, I.E. new weapons, new enemies, or even (gasp) decorations. It was introduced in Hexen (iirc) where it's use was for making new (guess what) decorations.

Anywa-ohhhhhhhhh you're trying to run Doom RPG....

yeaaaaaaaaaah I'm not going to be able to help with this one. Good luck guys.

>> No.1735309
File: 343 KB, 1047x3040, markpm.png [View same] [iqdb] [saucenao] [google] [report]

You think that's bad, get a load of this.

>> No.1735310
File: 2.18 MB, 350x273, 1395286358759.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks, man!

>> No.1735312

thats too big for a jap dick

>> No.1735315

>or this message will stay here forever
To this day I find the orange-on-black "It is now safe to turn the computer off" message creepy, especially at night
Now it's in my Doom

>> No.1735317

Whoops, didn't see "Non-video game". Lemme change that to...

Fuck. Hold on.

>> No.1735319
File: 4 KB, 640x400, 1381911969027.png [View same] [iqdb] [saucenao] [google] [report]


It's too late, anon.

>> No.1735323

Please stop posting these, nothing good is going to come from it.

Why... why are you afraid of that? Of all things?

>> No.1735324
File: 116 KB, 244x245, 1365108160839.jpg (JPEG Image, 251 × 251 pixels)_20130404-155432.png [View same] [iqdb] [saucenao] [google] [report]

>doesn't know what VA is

>> No.1735326

If that isn't literally the the embodiment of a child putting his fingers in his ears i don't know what is.

>> No.1735343

Do you have the fullscreen one of Eric's reply? I've only got the five initial screencaps which are a pain in the ass to post

>> No.1735348

>The Raid

>> No.1735349

What are some good weapon mods for 10x.Wad? Besides Brutal Doom and Russian Overkill.

>> No.1735351

>The Raid: Redemption
that's the movie that had tons of fights in sweatpants right

>> No.1735352

>non FPS vidya remade in the Doom engine
>non videogame property done in the Doom engine

>> No.1735354 [DELETED] 
File: 215 KB, 1043x2864, ericreply.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1735358
File: 8 KB, 256x224, Giygas.png [View same] [iqdb] [saucenao] [google] [report]

>Why... why are you afraid of that? Of all things?
Well, my older brother once tied me up to a chair with a cable and stuffed me with raw cauliflower until vomiting and it was funny, so some other day he did that while exposing me to the age of screamers passed between co-workers in workplace net. I was like 8. Now I can't go to sleep without completely unplugging the computer before bed because anxiety levels go over 9000 and I often have internet screamer dreams including ASCII screamers. I've also never played any horror games. Ghoul's Forest's author is probably a nice guy but to me is worse than Sergeant Mark. I dumped a girlfriend because it turned out she was a screamer in bed. Can you guess which racing game franchise was ruined for me? Yep.

Anyway, just imagine the notion that you've supposedly turned off the computer, and it's supposed to not work anymore, but it's still dormant and it's speaking to you, by popping up a glowing text all of a sudden. Now imagine that at a late hour, all alone. It's still humming. I can't know if it's not setting up a trap.

Weirdly enough, Revenants don't freak me out.


>> No.1735359 [DELETED] 

I can understand that Mark has truly acted like a dickhead, but judging from his posts that he's done here in the past few months, he really seems like he's redeemed himself. So I hope the aim of those posts isn't to spark up new drama with old drama.

>> No.1735360

Okay this may seem back-handedly asswerd but I would enjoy a multiplayer Hunger Games mod.

>> No.1735362 [DELETED] 

It's like you didn't even read the PM.

>> No.1735364


>> No.1735367
File: 182 KB, 442x650, 1397989854500.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually now I have another problem
For some reason when I try and use a resolutions besides the default the text either disappears or gets all glitchy

>> No.1735369


Well, uh, shit.
Sorry, man.

>> No.1735373

This goes SHOULD go without saying, but for some reason people are stupid

Just report shitposters on sight.

>> No.1735376

I did.

>> No.1735378

I only intend to inform. Mark's definitely been better-behaved as of late, and I hope it continues. I also hope that he takes something away from this, if nothing else - that Eric didn't get him banned, as he apparently believes. Another user brought the thread to BlazingPhoenix's attention after it had already been locked, and he wasn't feeling as lenient as wildweasel was.

>> No.1735384
File: 4 KB, 200x200, 1401757200699.gif [View same] [iqdb] [saucenao] [google] [report]

>I dumped a girlfriend because it turned out she was a screamer in bed
Sorry, but I had to laugh at that.

But... how does that related to the shutoff screen?
Also, have you considered therapy for this? You sound very neurotic about it.

>> No.1735385

shit, I WAY misread your post.

Sincerest apologies, I'll delete with permission.

>> No.1735390
File: 12 KB, 360x306, pretty civil.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1735398

pls respond

>> No.1735402

I'm afraid of electricity running at night and the shutoff screen just appears extremely menacing. I even had dreams where the shutoff screen would turn into something out of a /b/ gore thread the moment I attempted to turn it off.

Doctors don't work in this country.

...I'm sorry that this turned into such a blogpost. No matter which way you swing it, I'm a doomy for allowing this to happen.

>> No.1735424

>Can you guess which racing game franchise was ruined for me?
Uhh... Carmageddon?

>> No.1735426
File: 142 KB, 252x303, trigger warning.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1735436

Huh... Never heard of it before. Judging from some gameplay footage, it looks like Ridge Racer but for PC. Pretty neat. And I can sort of understand why it was ruined for you, with a name like that.

>> No.1735454
File: 24 KB, 400x400, confused clown.png [View same] [iqdb] [saucenao] [google] [report]


lol what in the fuck? you sound clinically insane

>> No.1735478

You really do sound nuts man. If I were you I'd make an attempt to fix it instead of avoiding it.

>Well, my older brother once tied me up to a chair with a cable and stuffed me with raw cauliflower until vomiting and it was funny.


>> No.1735481
File: 568 KB, 640x360, REKT.webm [View same] [iqdb] [saucenao] [google] [report]

Hey GMOTA Guy, this isn't supposed to happen, right?

Please excuse the laughably awful quality. They video recorder doesn't seem to agree with gzdoom, and I can't into webm.[\spoiler]

>> No.1735493

It was funny for him.
>You really do sound nuts man. If I were you I'd make an attempt to fix it instead of avoiding it.
I once needed to undergo a supposedly standard surgery that ended up with me going impotent and sometime after I got scammed by a psychiatrist.
I just don't trust doctors.
It's okay, I don't have violent thoughts (and if I do, Doom kills them), I just don't sleep well.

>> No.1735495

>gzdoom will never be ported to libretro/retroarch

>> No.1735497

Worst thing my brother did to me was tricking me into eating a large spoonful of cinnamon. I spent 30 minutes coughing that shit up.

>> No.1735501

Jesus H. Christ. What country do you live in?

>> No.1735505


>> No.1735506

I don't see how either program would benefit from it, unless it's on android or a console.

>> No.1735508

Post a screenshot of your problem

>> No.1735510
File: 12 KB, 200x240, 200px-Bushpoland.jpg [View same] [iqdb] [saucenao] [google] [report]

Well actually...

>> No.1735512

I have heard that Poland was shitty but I didn't know it was that bad.

>> No.1735514

I meant more like making steps yourself to desensitize yourself to the problems.

My "wut" wasn't for the grammar either, just the situation. I had an older brother, I know they're fucked up in the head.

>> No.1735520
File: 294 KB, 1204x688, e1m3-1.png [View same] [iqdb] [saucenao] [google] [report]

Done for the night. When you're not under the 200 minute time constraint, and you're automatically planning on having maybe all 3 keys, plus some switches and branching paths and shit, it gets complicated FAST.

>> No.1735537


>> No.1735546

>non FPS vidya remade in the Doom engine
Diablo/Diablo II
>non videogame property done in the Doom engine

>> No.1735551

this looks fun

>> No.1735571

>Diablo/Diablo II
>Doom lootfest

>> No.1735572

>The Thing

WDI, except when the murderer kills people they become murderers too. Killing takes the same amount of time as it does normally, but "turned" players are vulnerable and immobile for 15 seconds or so after being killed.

Have players spawn in 2+ groups or more distanced spawns at the beginning to prevent people killing everyone at random. to find out who the Thing is.

Maybe make players that kill another human player vulnerable for a short period of time, meaning that they can't just kill one player after another if they're one of the few remaining because if they chose wrong they'll get killed themselves.

Who is a Thing and isn't a Thing is hidden to human players but plainly viewable to Thing players.

Maybe mix it up and sometimes there is more than one Thing player at game start.

>> No.1735576

God, I really hate the /vr/ webpage.
If we had a webpost that allowed pure html I'd make something for you all.

Maybe I'll just use Google Drive host.

>> No.1735579

Don't forget that the Uzi is probably one of the highest DPS weapons for the Scout, especially when modded with high explosive

>> No.1735586

The problem with this is the problem I had with Zombie Survival or whatever it's called. If the Things win, everyone wins, If the humans win, the people who died don't.
It's a win/win for one group and a win/lose for the other.

>> No.1735590
File: 48 KB, 640x480, 1364666877097.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm intrigued..
Go on..

>> No.1735596
File: 81 KB, 266x290, ronnie-yes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1735601

Well it's pretty much the only way to go about recreating the Thing, since npcs would be too dumb to pretend to be players that well.

I don't see the issue since it's still fun and it means you're pro if you're on the human team when it wins.

Maybe have it so not everyone that gets killed becomes a Thing? (random chance) That way there is more of a penalty for dying when you're a Human and there are more people that out and out lose when the Things win.

>> No.1735610
File: 13 KB, 200x200, 1399337567443.png [View same] [iqdb] [saucenao] [google] [report]

Believe it or not, I think someone should try to do Angry Birds in the Doom engine. I mean, we already got Worms, didn't we?


>> No.1735613

Would zdoom ever support build engine games?

>> No.1735616

Oh and if a Thing player kills a player and they don't become a member of the other team the Thing player should get the option to assume the appearance of the player they just killed.

Also have different player sprites at start that are unchangeable, rather than different color marines. Just something like one has a hat, one doesn't, one is a sarge recolor, etc.

>> No.1735619

probably not. would shit my pants if it ever did though

>> No.1735623

doomrla + oblige = doomablo, kinda

>> No.1735630

It needs to be Hexen version of those

Also need necromancer, I wanna get fucking SPOOKY

>> No.1735643


Why would a Doom engine ever support non-Doom games?

>> No.1735665

>Also need necromancer, I wanna get fucking SPOOKY
get satanic
it's great

>> No.1735691

Yeah sure, I suppose. The only other option would be to be like Trouble in Terrorist Town (a GMod mod) where there's a set number of "Things" at the beginning (not just one) who must discreetly off the remaining few.

Another thing TTT did that I enjoy for the knives-in-the-dark style of gameplay was penalizing players who randomly murder. Namely it's by making their guns do less damage the more they do it. Idk if that would be possible in Zandro, but penalizing at all is worth looking into.

>> No.1735692

>Why would a Doom engine ever support non-Doom games?


sorry, i had to

>> No.1735707
File: 197 KB, 1052x736, batgitation.png [View same] [iqdb] [saucenao] [google] [report]


>I still haven't removed the god sphere

son of a shitlicking niggernaut I -KNEW- I forgot something

>> No.1735708

>spam endless E2M8 runs just because Cyberdemon boss has the highest chance of dropping the Doomguy's Doom Deliverator

>> No.1735712

complevel 2. here's the demo


fixed to play back on map29 instead of map01, so it works with 200minvr.wad

see above ;)

>> No.1735720

>DoomRLA 7.6
>HP weapons are no longer ultra super uberkiller guns with friggin' double randomization.

I wonder how much harder things will be?

>> No.1735723

Depends on what you were using. I've been playing Renegade, so I'm not even going to notice that.

>> No.1735724


>> No.1735729

what am I looking at? does this have a point being here?

>> No.1735738

Jesus this seems like it would be much better than the shitty classic doom monsters mod.

>> No.1735740
File: 837 KB, 1920x1080, BattleBlockTheater 2014-07-02 20-05-57-52.png [View same] [iqdb] [saucenao] [google] [report]

KF is one of those games I enjoy while being easy to forget about its existence

>> No.1735746

classic doom monsters mod? for what? KF? Doom 3?

>> No.1735749


The only thing is having a set number at the beginning and no more doesn't leave room for the "anybody that's been out of your sight, even friends who've helped you kill Things, is suspect when you see them again" aspect of the Thing.

>Namely it's by making their guns do less damage the more they do it. Idk if that would be possible in Zandro, but penalizing at all is worth looking into.

This would be very possible.

>> No.1735750

Not much harder than it was before HP got buffed into the stratosphere, I'd imagine. Non-Marine classes will do just fine. Marine will still be a destroyer of worlds, he'll just have to make use of assemblies that aren't high power to reach that level. I imagine demo ammo minigun is still absolutely devastating in his hands.

>> No.1735759

>demoletor minigun on marine
we Dakka now[and with Dakka i mean the actual Dakka and not the mod]

>> No.1735761


Just search "Doom" in the KF workshop, KF players like that game too much.

>> No.1735769

skip to 1:33, good ol infighting, this mod reminds me of Skulltag

>> No.1735934

>tfw you get Autocanon twice as Scout but never as Marine

Anyway, I upperdatered RL-RPG Chests by copy/pasting a lot of DRPG infront of things and getting rid of all the trash food and armor bits (except ammo). There should be more RPG stuff (credits, drugs, tokens, etc.) dropping.
Still hijacking RL patch via laucher;


>> No.1735935
File: 406 KB, 861x543, temp.jpg [View same] [iqdb] [saucenao] [google] [report]

I feel your pain man. I still need this one to be around 5x as big (though i might settle at 3) before I feel it's done.

I thought it would be easy to just randomly map. Turns out you can't stop yourself from thinking.

>> No.1735941

does anyone know what happened to the guy who was remaking Underhalls a couple of months back? is he still working on it?


>> No.1735948

Fraid I don't. Hopefully he still checks in. Mebbe he can tell you.

>> No.1735951

How do I made a plasmatic super-shotgun in DRLA? Or can't it be turned into one?

>> No.1735960

Id shy away from algorithmically determining the "forgiving par" and opt to do it empirically.
have a group of maybe 3-5 people you know whove never played doom play through the game. Average their level times and then cut off 10 seconds so that the "forgiving" par is still challenging enough for noobs so that they keep popping quarters into the machine.

Going algorithmically (especially based on map size alone) is a recipe for disaster, as it disregards gameplay concerns, such as keycard locations, switch placement, lift ride times and a millieu of other gameplay considerations that are too complicated to model predictably...

When in doubt and considering complex data: go empirical!

>> No.1735986
File: 1.34 MB, 1280x800, mgzr2.png [View same] [iqdb] [saucenao] [google] [report]

I didn't realize being productive would feel this good.

shame it's for a shitty sonic source mod though

>> No.1735991

Hey man, sometimes you just gotta go fast

Looks alright anyway.

>> No.1736007
File: 40 KB, 508x379, help.png [View same] [iqdb] [saucenao] [google] [report]

Aw, fuck. What'd I do?

>> No.1736008

You're running an old version of GZDoom.

>> No.1736009

Really? Then Google's got an out of date cache, then. Would you know where the latest build is being hosted? I'd really appreciate it.

DoomRPG is my dream game.

>> No.1736012

What mod?

>> No.1736013


>> No.1736017

it works now! thanks so much!

>> No.1736036 [DELETED] 


I lurked around there to understand this brutal doom controversy... Tell me if I am reasonably right.
So people that hate brutal doom hate it because it kinda wanting/pretending/aspiring to be the new standard "vanilla 2.0" aside from a dislike of the mod because of reasons.


Sgt mark IV was banned from forums and subject of internet fights because of lacking humility, not crediting borrowed stuff on his mod, and general aggresive douchebagery on his replies to critics.

I'm heavily outdated on the community, and everyone is talking about "what he did", and I don't know if I'm missing something.

Sorry if some sentence doesn't make sense, english is not my main language.

such shame, I personally enjoy brutal doom But I still don't know what to think about this matter

>> No.1736043

>we already got Worms, didn't we?

>> No.1736056


>> No.1736059 [DELETED] 

In short;
Sargeant makes Brutal Doom, it becomes popular, arguable the most popular doom mod in gaming scene as a whole, despite its flaws.
Sargeant starts waving his e-penis.
People with smaller e-penis suffer absurd lenghts of spaghetti spilling seances.
Sargeant starts spilling spaghetti too.
Spaghetti everywhere.
Sargeant is ban.

End of story.

>> No.1736101 [DELETED] 

Told a suicidal guy to kill himself.
Lashed out at people in general.

Has calmed down since then.

Brutal Doom doesn't seem to want to be vanilla 2.0, the fanboys just claim that's what it is. Don't pay attention to them.

He was not banned for stealing resources or not crediting. This is things that creators are mad about.

I do not feel that you need to like the creator to like a mod or game.
I'd prefer for the drama to stop being brought up in general.

>> No.1736113 [DELETED] 

Do NOT respond to drama posts EVER.

If you do, you are encouraging and contributing to shitposting, and are part of the problem.

>> No.1736115



>> No.1736146
File: 733 KB, 1920x1080, UAC Heavy Powersuit.png [View same] [iqdb] [saucenao] [google] [report]

Been been robbing any stores lately?
It's fun.

I guarantee nothing bad will happen.
The pic is unrelated.

>> No.1736149


>> No.1736183

SRB2 isn't that bad, it's pretty fucking good as far as fangames go

>> No.1736194

>non FPS video game that you'd want remade in the Doom engine
>non video game property that you'd like to see done in the Doom engine
shoot 'em up (the movie)

>> No.1736238

>Open chests >>1735934 behind lazors
>Items pop-up behind lazors, stay behind lazors
>"You can't use Teleport here"
>No more transferring energy to the telepad


Also making a pure DoomRPG version of Chests with even more clean up (less chest variants no more trash), what are the odds of getting a "Patch" in launcher so I won't have to hijack other patches?

>> No.1736243

>non FPS video game that you'd want remade in the Doom engine
Fallout 1
>one non video game property that you'd like to see done in the Doom engine

>> No.1736264

>dat explosion in the rambo rail shooter
seriously, even in 2001, that would have been cheap as fuck

>> No.1736273
File: 14 KB, 329x311, charles-manson-on-his-jonestown-vacation.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh god, that game was so fucking terrible in every single regard.

It was 100% inexcusable in every way that matters, and all that don't.

>> No.1736274

>A fist is to a chainsaw as a shotgun is to a _____ _______:
>This question is a means of preventing automated form submissions by spambots.

I know this is some sort of logical puzzle but I have no clue. I have number of ideas but none work.


>> No.1736278


>> No.1736284

super shotgun, i guess
more spread, more pellets, more close range extra damage....

>> No.1736287

super shotgun you damn fool

Don't worry, I had trouble with it when I was signing up too

>> No.1736291

anon i have some bad news for you

>> No.1736293 [DELETED] 

i guess chaingun on the following logic:

fist: slow but (individual hits are) powerful short range hitscan weapon (if berserk)
chainsaw: fast repeat but weak individual hit short range hitscan weapon

shotgun: slow but powerful long range hitscan weapon
chaingun: fast but weak long range hitscan weapon

however it could be super shotgun just because it has two spaces to fill in

>> No.1736301
File: 129 KB, 660x866, RUSEV HIT RUSEV CRUSH.jpg [View same] [iqdb] [saucenao] [google] [report]

>non FPS video game that you'd want remade in the Doom engine
>one non video game property that you'd like to see done in the Doom engine
Super Robot Wars

>> No.1736304

Yes? Spit it out now.

>> No.1736305

I'd just like to say that I'm sorry in advance for the absolute metric fuckton of bugs in Doom RPG as of late, I re-wrote and renamed a shitload of DECORATE and it broke a LOT of stuff. Still fixing things from the fallout of that.

>> No.1736308

>You have exceeded the maximum number of registration attempts for this session. Please try again later.

And how long is later?

And I did try supershotgun, didn't know it was suppose to be two words.

>> No.1736346

Here are screenshots, for the wads, go search wormsdoom or something like that on IDE/Doomseeker

>> No.1736351 [DELETED] 

The reason for that is, as doom purists will tell you, strafing was not meant to be. Looking up and down was not meant to be. You were meant to work like this: fire>turn sideways>move straight forward> turn back>fire again. Strafing removes the need for this, so that it's just: move sideways>fire until the thing you're shooting at dies. Go play E2M8 on chocolate doom and see just how fucking terrifying the cyberdemon is when you face it like we did back in the day.

>> No.1736357

>nonfps game
Hotline Miami
Iron man doom with RDJ voice clips. FUND IT.

>> No.1736360 [DELETED] 

anon are you retarded
you could strafe in vanilla
and while you couldn't look up or down you could use the mouse

>> No.1736365

I always used a joystick. But isn't it fun when your honest opinions are deleted?

>> No.1736367

Well, your honest opinions are wrong. Romero even recommended using the mouse and keyboard in conjunction for Wolf3D, and that game actually didn't have dedicated strafe buttons.

>> No.1736370

confuscious say man whose honest opinions are indistiguishable from idiotic trolling not get far in life

>> No.1736371 [DELETED] 

and I'm the one who gets janitored. cool. I hear that linkin park's coming around on tour again, you guys should meet up!

>> No.1736374 [DELETED] 

You're not helping your case, you know.

>> No.1736375 [DELETED] 

Don't respond to him.

>> No.1736376 [DELETED] 

well, it's true. you've heard of poe's law? your post falls under it.

>> No.1736387
File: 212 KB, 233x294, heh.png [View same] [iqdb] [saucenao] [google] [report]

>assemble the biggest fucking gun in DoomRLA
>"shit I've seen bigger, probably not gonna b-"
>open fire on a field of high-tier hell monsters
>everything fucking dies


>> No.1736394

Hotline Miami

>> No.1736401
File: 18 KB, 271x271, haaw haaw.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1736402

Same here. Never got to do netplay back in the golden days.

>> No.1736420

The thing is we're not talking about the par time in the iwad maps, but rather if it happens to get loaded up with any other wads. In that case doing what you suggest isn't very feasible.

>> No.1736431

>non FPS video game that you'd want remade in the Doom engine
Namco Museum (Museum part of course)
>non video game property that you'd like to see done in the Doom engine
Make Dirty Pair mod for Doom and I'd be pretty happy

>> No.1736458
File: 92 KB, 1366x768, Screenshot_Doom_20140703_191519.png [View same] [iqdb] [saucenao] [google] [report]

this level is a fucking rape train

>> No.1736471
File: 2.86 MB, 1920x1080, average_day_in_australia.webm [View same] [iqdb] [saucenao] [google] [report]

Minigun is bretty gud too. Just look at that hp melt away, even with the crazy resistances this thing has.

>> No.1736487

You should update sirs, that's a pretty old version now.

>> No.1736498
File: 67 KB, 1024x768, X1-Alpha_Blue.jpg [View same] [iqdb] [saucenao] [google] [report]

Future Cop: LAPD. It's one of the best shoot-em-up(or any genre) games I've played in my life. It'd translate amazingly to a fast paced first person mech game in doom.

Fucking disney's treasure planet. Coolest IP ever.

Oh, okay. It'll break my save though right? I'd rather finish this wad.

>> No.1736502

Yeah, finish the wad first.

>> No.1736540

I haven't had any luck in figuring out how to steal from the shop yet. Does invisibility kep them from noticing you, or is it like Nethack where they still do.

>> No.1736556

The bosses should still notice you, at least.

>> No.1736567

yeah I discovered the joy of the HP Minigun the other week, it's amazing (too bad it got nerfed though, but it did trivialize every single enemy you encountered)

>> No.1736573

just wanted to say DRA is probably the best gameplay mod I've ever played for Doom (Immoral Conduct used to hold that crown) so you deserve a pat on the back. It actually gives me motivation to finish a megawad rather than just playing the first few levels and getting burned out quickly.

Just one question, does the RNG have any weighting towards rarer stuff in later levels, or is it just purely a co-incidence? I feel like I get more powerful armour and stuff towards the end of a megawad, but that may just be confirmation bias on my part.

>> No.1736576
File: 538 KB, 1440x900, Screenshot_Doom_20140703_141109.png [View same] [iqdb] [saucenao] [google] [report]

You sir are a wonderful person for helping me fulfill my love for opening things and getting stuff. I never regret playing Diablo II On another note, as Renegade the containers have been raining me with SSGs and augs. It's only map03 of Scythe 2 and I already have Battery at level 3 and level 1 of luck.

>> No.1736581

What I don't understand was the Battle Rifle was changed into a Normal quality weapon.

It just nerfs the Technician in the only area where it's good at (At the start of the wad)

>> No.1736592

Hehe, thank you. Yeah, my main goal for DRLA, apart from recreating DoomRL stuff in it, was to give you a sense of progression as you went through a megawad.

The RNG doesn't have any weighting at all, unfortunately. Generally the levels at the ends of megawads are harder, and therefore have better items in them, which themselves are more likely to be super cool.

A BFG9000 has a fairly decent chance of being a unique, instead, for instance.

It really never should have been an exotic to begin with. Don't worry, I'm constantly giving the Technician cool perks no other class has, even stuff like transferring power in the DoomRPG Outpost.

>> No.1736601

/vroom/ I'm bored and I want to practice my mapping, give me something to make. I'm not very good so there's no guarantee it'll be any good or finished.

>> No.1736603


Create the town of Silent Hill. It can be from the first or second game.

>> No.1736608

I actually left it a normal minigun, just slapped 4 power mods on it. I like the 800 magazine capacity whjen playing marine.

Autocannon doesn't benefit marine more than scout though. Unless it does in newer versions.

>> No.1736617


Create a techbase DM map with half of it split open leading into Hell.

>> No.1736623

... i just got a "biggest fucking nuclear gun".

>> No.1736625

Never played Silent Hill


>> No.1736628

think they could do a version of this mod for Mann vs Machine?

>> No.1736632

The Storm Handcannon is my new favorite scout weapon. It's like having an 11-shot supershotty!

>> No.1736634

You now have THE best weapon in the game. Congrats.

>> No.1736648

>check for latest gzdoom svn version
>that filesize
Either the upload cutout or someone put a virus up there.

>> No.1736649

Go play Silent Hill 2. You don't need to know about the first game, three is good but needs some background, stuff from 2 would be enough.

Seriously go play Silent Hill 2.

>> No.1736652

Ordinary Biggest Fucking Gun is better. The charge time on BFNG is ridiculous.

>> No.1736658

every nuclear weapon is op as shit

>> No.1736659

>>1736576 Here, I just want to say you should nerf the drop rate of augs from the armor bonus boxes. It's getting a bit ridiculous.

>> No.1736661

I thought disney did Titan A.E. Treasure Planet was Dreamworks IIRC.

>> No.1736662

no it's backwards, Disney made Treasure planet, and Dreamworks made Titan AE, sadly Titan AE killed Dreamworks faith in non 3-D cartoons

>> No.1736665

Yeah I noticed that too, the thing is "something" will always drop from "better" chests. I'll rearrange some of the lists to make both "better" chests and their "better" drops rarer. I didn't pay much attention to that thinking "lel there is a shop selling eeeverythiiing".

>> No.1736668

Any luck in figuring out how to make armor and boot assemblies work? Oh, and what of that melee class? How's that going?

To be fair, it's limited by rank but aug stuff doesn't take long to show up IIRC.

>> No.1736672

Titan AE was Fox Animation and killed Don Bluth's career.

>> No.1736673

I still think the minigun and the Mother-in-law are better.

>> No.1736674

I actually did like Titan A.E too, but not nearly as much as treasure planet. The visual design of the latter is fucking immaculate.

>> No.1736686

I downloaded the latest versions of Doom RPG as well as the latest versions of DoomRL Arsenal and DoomRL Monster pack, but get an error when i try to launch Doom RPG with both of them. I put the wads in the respective folders that come with Doom RPG, but it didn't work. I put them in my main WAD folder where I put all of my WADs, showed the Doom RPG Launcher to look there for custom wads, and still an error. What am I doing wrong?

>> No.1736692

At least it doesn't gobble all your cells. You CANNOT maintain fire with the Biggest Fucking Gun. It just costs too much ammo. Nuclear solves that, and lets you begin every fight with a big green blast.

>> No.1736696
File: 39 KB, 512x384, ss_(2014-07-03_at_03.22.47).png [View same] [iqdb] [saucenao] [google] [report]

This is the error I get when the files are in their respective folders.

>> No.1736701

>You CANNOT maintain fire with the Biggest Fucking Gun
Hint: Maxed out Red Aura.

You can use the nuclear one willy-nilly though, so certainly it's nice.

>> No.1736703

You only get one shot though, and if anything survives that you're fucked. Even with nuclear powerarmor the charge time is too slow.

>> No.1736706

Maxed out red ALSO lets you spam the nuclear version. And then you get the issue of sustaining the aura. Which you can't, barring multiple maxed stats and augs. And if you can, ammo clearly doesn't matter so there's NO difference.

You fire and swap to something else for cleanup. You can carry six guns for a reason.

>> No.1736708

Download/unzip this (or better yet learn how to use git) and set it as "DoomRPG Folder" in the launcher;

Don't load the DoomRPG.wad in mods/patches tab. but load DoomRLA/HUD/monsters wads and tick them in the patch tab.

>> No.1736720
File: 971 KB, 1366x768, Screenshot_Doom_20140703_213424.png [View same] [iqdb] [saucenao] [google] [report]

How did you figure out the logic behind this? Colours aren't consistent?

>> No.1736721

Still does the exact same thing... Is it possible that I'm using an outdated version of the launcher? I'm using v0.8.5, which is the version I found on the ZDoom forums. There was a Doom RPG Launcher folder in the Utilities folder inside the .zip file, but it does not appear to have an .exe file.

>> No.1736727

there's a logic to it?

>> No.1736731

Inside the .zip file you linked, I mean.

>> No.1736734

i think you just have to guess and get lucky

>> No.1736738

Took me a few restarts before I noticed the torch pattern in the first hallway

>> No.1736746

Apparently there is a way to figure it out, I never knew till I looked it up to see if there was some kind of logic.

> The key to the puzzle lies in the torches. Look at the torches in the hallway from which you arrived into this area and notice their color. The platforms you must go through have colored torches and you must match the same sequence to safely arrive on the other side

>> No.1736760

It's not a case of luck, I'm specifically not making them.

Haven't really done anything with the melee class yet, I've been messing with so much other stuff lately.

>> No.1736771

>Maxed out red ALSO lets you spam the nuclear version
But red aura doesn't increase the fire rate for nuclear bfg, as opposed to a normal one (since there are no reloads).
I actually have nuclear power armor. Didn't know about it's special effect until i got the nuclear bfg. I haven't had a reason to replace it before, and certainly not now.

>> No.1736774

>You don't need to know about the first game
No, YOU shut up.

>> No.1736779
File: 610 KB, 1366x768, Screenshot_Doom_20140703_220216.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1736780

It's not that hard. There are torches that show you the pattern in the hallway leading to the platforms.

>> No.1736785

>But red aura doesn't increase the fire rate for nuclear bfg, as opposed to a normal one (since there are no reloads).
Infinite ammo negates the recharge period. Fire rate is the same. There's no meaningful difference between a standard and nuclear biggest fucking gun if you have infinite ammo.

>> No.1736790

>Unfinite ammo negates the recharge period
That I did not know. Neat.

>> No.1736794

Speaking of all the Red Aura stuff, I fixed a bug related to Red Auras where

A) 4x damage was a lie, it was 2x because I was drunk or high or something and broke it horribly

B) As above, somehow the tic durations for the related powerups got fucked up and the Red Aura was likely doing jack shit for projectile weapons

Both of these horrible issues that I don't even know how I didn't notice until now should be fixed in the latest version,

>> No.1736796

Welcome to Drake O'Brien land!

It's not that hard, though people think it's a shit map anyway.

>> No.1736814

How does the red aura stack with the the strength aug? If the base damage is 100, would it become 400, 800, or 1600?

>> No.1736818

if both the Aug and Aura are max, it'd be 100 * 4 * 4 = 1600

>> No.1736826

I'm thinking auto-double shotgun on renegade with that. Or perhaps scout with uzi, that'd be pretty fucing ridiculous.

>> No.1736837

Insane combination I used in a test run to obliterate literally everything:

Scout + Sniper & Firestorm modded Plasma Uzi + Maxed Strength + Maxed Strength Aug + max level Red Aura + max level Blue Aura to keep reduce costs to keep Red Aura maintained

Wrecked. Everything. Ever.

>> No.1736846

>Playing chink games like Sirrent Hirr 2

Spoilers: the whole greepy grudge ripoff ghost bullshit is because your parents killed their first daughter (your older sister) due to China's one child policy and because of traditional chinese culture you're somehow responsible for it and she's trying to make you understand what it's like to be female in chinese culture even though she died as an infant but that's Eastern Feminism bullshit for you.

The rest of the series deals with public shame and how chinese culture handles shame for things and how you're made to feel shame for being given gifts or asking to use the restroom, or even being seen near a public restroom and how buying tampons makes you a "slut" according to traditional mandarin values and the figurative and literal ghosts/demons it creates in your mind, the in your mind thing is somehow related to Confucianism or something like that.

Honestly as a westerener I won't recommend playing it since the culture divide makes it nigh incomprehensible and to boot the translators did a half ass job so there's lots of engrish and plenty of marsrunes still in the game.

>> No.1736847

I heard there was some kind of test map accessible with a command. Have you thought about coding a dps calculator? That'd be rather interesting.

And if you maxed out agility as well as strength in that combo you could probably forego the firestorm for a power mod, right?

>> No.1736849

>I heard there was some kind of test map accessible with a command. Have you thought about coding a dps calculator? That'd be rather interesting.

There actually is. If you go to the Outpost, there's a target above the window overlooking the bottom area which you can use to test your DPS and damage output.

>And if you maxed out agility as well as strength in that combo you could probably forego the firestorm for a power mod, right?

Yup, haven't tried it myself, but I so no reason you couldn't do that to get even more damage out of the combo.

>> No.1736851
File: 69 KB, 409x416, WgMnwDKOgW 2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1736870

I'd like to see Road Rash or Carmageddon get a Doom redux, imagine that.

Or Mariokart could work, but instead of shooting a shell, you'd shoot a BFG projectile that would send them spinning into nowhere, etc, or a side weapon, SSG (or differing depending on driver, for maximum lols).

DKG might have been a massive faggotniggerniggerfaggot, but the idea is still solid gold.

>> No.1736874
File: 596 KB, 1366x728, ejample.png [View same] [iqdb] [saucenao] [google] [report]

10/10 texture alignment, too... unless that's a problem caused by the Hi-res texture pack.

Anyway, since >>1735590 was intrigued, here's something I would consider "less ugly" than the current >weebly site. Did this in like half-an-hour, so right now it's pretty much just the header.

For HTML nerds or interested parties, here's some things to point out:
- SVGs everywhere. The header's an SVG, the backgrounds (currently) are SVGs. This allows accessibility for our sight-impaired /vr/oomers (all 0 of them) and extreme styling capabilities that nobody tried to do with the current header. Plus, SVGs load quickly.
- There's a dumb rotating JavaScript quip generator with only two quips in it right now. Gimme good quips.
- The menu doesn't look like complete tripe.
- The only problem is updating the site would require a basic knowledge of HTML, but I bet it wouldn't be too hard.

A working, viewable version is right here. It'll load slowly due to no caching. I haven't split the CSS and JavaScript into their own seperate files yet.

tiny dot cc slash vroomsite_gdrive

(I'm using tiny dot cc to shorten the url because... well, if you follow it you'll see why.

Also, if you want the Doom font for any reason, append "doom.ttf" to the end of the url (after the "/")

>> No.1736881

can you put "Remember: Report and ignore." as one of the tag lines or is that just tempting fate

>> No.1736885


fuck off

>> No.1736887
File: 4 KB, 490x183, a.png [View same] [iqdb] [saucenao] [google] [report]

>Also, if you want the Doom font for any reason, append "doom.ttf" to the end of the url (after the "/")
cool, thanks

fine, it was only a joke

>> No.1736890

Idea: being able to select different site/forum styles, which are based on doom textures. There could be "Nuke" (green and gray, slime, barrels etc.) "base", "hell" and whatnot. And "agitation" of course.

>> No.1736898

As long as I put an overhaul mod like BD at the bottom of the load order in ZDL, it should overwrite all that it needs to?

>> No.1736905

General load order from first to last should always be standalone maps, gameplay mods, maps specifically designed for gameplay mods, patches.

>> No.1736907
File: 30 KB, 816x816, 1397046676943.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Duke Nukem 3D for the first time using eduke and the polymer engine

I'm not sure how simply changing the renderer can have such a huge effect. It all feels so natural and the lighting adds so much. Both in atmosphere and gameplay. This lighting is glorious and seems to blow everything in Doom out of the water.

Also Duke has decent 3D model mods. I still don't like them as much as the 2D sprites though. Shame that Doom only has that one really bad one.


Maybe we should port Doom to the build engine? :P

>> No.1736914

>Maybe we should port Doom to the build engine?
It wouldn't be a port, it'd be a complete recreation, and every map would have to be remade too. And in that case, why use another antiqued engine?

>> No.1736917

oh those Japanese and their Chinese one child policy!

>> No.1736948

Eh. They're alright models. The animation is kinda shite though.

>> No.1736978

pls respond

>> No.1737025

you'd also have to change maps so you can jump without cheating

>> No.1737091
File: 292 KB, 955x657, e1m3-2.png [View same] [iqdb] [saucenao] [google] [report]

Man, when you aren't under the 200 minute gun, these things fucking BALLOON up in size

I'm not even 2/3s done, there's still an entire section to grab the red key, a teleport trap, the secret to get the rocket launcher, AND the red key area where you exit the level

>> No.1737138
File: 1.86 MB, 340x192, test5.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1737176

> Brutal Doom
> high res texture pack

Fuck off.

>> No.1737182


He can play how he wants. I hate Brutal Doom too but get off his ass.

>> No.1737190

get the sperglord's edition nigga

>> No.1737193


>> No.1737206

cuz you might like it
more content and better sprites, etc

>> No.1737212

>brutal doom
>answers with a single letter instead of a full word

You're starting off on the wrong foot.

>> No.1737215


Why does every mod add obscene amounts of gore? It's taking Doom and making it cartoonishly goofy.

>> No.1737217 [DELETED] 


>> No.1737225

The original game already has obscene amounts of gore. The Chaingunguy and Baron of Hell shows prime examples of tasteless and goofy gore. All that Brutal Doom does is to make it separated in multiple actors.

>> No.1737227

Doom IS cartoonishly goofy

>> No.1737228

>All that Brutal Doom does

No, it does quite a bit more than that.

>> No.1737235

No. In no way seeing a man being reduced to a pile of bloody jam by a 5.56 machinegun firing at 900rpm is more awkward and goofy than seeing a centaur being cut in half by a 9mm pistol bullet.

>> No.1737236

It's not so over the top though. Like, imps, zombiemans and shotgun guys die rather normally, not counting gibs. Cacos just kind of deflate, etc.
Doom 2 made it more graphic, but not exremely so.

>> No.1737242
File: 226 KB, 545x351, mmjql7daC81s1amtbo8_1280.png [View same] [iqdb] [saucenao] [google] [report]

I think you're entirely misreading what I'm saying, so let's try this again.

>All that Brutal Doom does

No, it does quite a bit more than that.

>> No.1737297
File: 37 KB, 396x388, DOOMII.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1737310

>Don't worry, I'm constantly giving the Technician cool perks no other class has, even stuff like transferring power in the DoomRPG Outpost.
Please balance all changes in RLA within RLA though. Not everyone combines it with RPG.

Since the technician in doom roguelike has insanely fast item usage and (coupled with scavenging and/or easy whizkid) awesome modded armors, why not buff the tech in RLA in similar ways?
8 mod packs are nice, but it always ends up as just +4 "useless" mods eventually.
In one playthrough I had 3 sniper mods in my collection plus a plasmatic shrapnel super shotgun with 2 S mods (or a PSSSSS) before even finishing Grosse. There really needs to be usefull assemblies that eat sniper mods, or a way to trade several mods for a higher tier one, even if its 4 exotics to 1 nano or onix.

Here are some ideas on how to improve the Technician that dont include armor assemblies, being able to carry medpacks or free offensive boosts :
- small chance to get onix from scavenging weapons
- onix mods can be applied to self-repairing armors
- technicians reduce armor's durability to 1 instead of breaking them on removal
- armor mods now share the same slots as your other mods in your inventory and can be used to repair armors
- can carry 1~2 more armors than other classes
- scavenging also unloads the weapon
- scavenge button that will automatically scavenge the next available weapon you walk by (normally you would need to drop one of your weapons to make room, which can be a BIG issue if none of them is a master assembly/unmodded weapon)
- advanced assemblies that functions like more expensive nanomanufactures but with only 2~3 mods, like any non-BFG + NFS or NN. (nano rapid fire is absolute garbage compared to anything a marine can do, nano pistols are pointless if you're not a scout and the only worthy explosive to nano is the napalm launcher. Only with scavenge you could reasonably afford these and +1~2 P/F shouldnt break anything.)

>> No.1737318

I know this is the doom general, but I figure you're the best people to ask.

Do any of you know where I could get an (untouched) copy of the hexen 2 source release? Fileplanet is dead so the official release is long gone, and everything else I've found has been modified already.

>> No.1737321

New thread? Or is this the end of Doom?

>> No.1737329

We're done. Pack it in fellas, we had a good run.

>> No.1737332

Making new thread.

>> No.1737336

So, we're moving on to Quake next?

>> No.1737341
File: 30 KB, 567x462, dat fukken cow.jpg [View same] [iqdb] [saucenao] [google] [report]


LOL you wish

>> No.1737352



>> No.1737394

>brutal doom
>not the way doom was meant to be played
kek le kek

>> No.1737418


Not everyone has to play the way you want them to. Jesus Christ.

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