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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

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File: 716 KB, 512x512, tumblr_n8jnjnN8sD1rcn5zto1_1280[1].gif [View same] [iqdb] [saucenao] [google]
1764664 No.1764664[DELETED]  [Reply] [Original]

Doom thread, (Last thread >>1759592)
(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.1764665


-Here's a cool online radio that only plays Doom music, 24/7; feel free to listen if you're interested http://liquiddoom.net/doom

-Some anons did a 200 min. speedmap WAD and this is the result! http://www.doomworld.com/idgames/?id=17781 COMPLETELY VANILLA, tell us what you think!

-Don't forget to (re)watch this year's Summer Games Done Quick, as it featured Doom 64 and an Ultimate Doom race! Also, the past AGDQ featured Plutonia and a Doom 2 race; to rewatch said games, see this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-Wanna see John Romero deathmatching in 2014? Do you live in England? He will be present at Revival '14 on August 9, see more details here http://www.doomworld.com/vb/post/1283115; for reference, this happened at GDC http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE..

-Metroid Dreadnought IS OUT! - 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 [Embed]

-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)

Doom RPG (not the mobile game) - http://forum.zdoom.org/viewtopic.php?f=19&t=33292
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
GMOTA - http://forum.zdoom.org/viewtopic.php?p=742401

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

>> No.1764679

Having played spreglord edition I feel foolish fo bothering with normal brutal doom

>> No.1764690

take a look on Moddb and check how many amazing mods RAGE has.

>> No.1764705

I thought that was because Rage sucked an no one wanted to bother with it

>> No.1764718

RAGE was quite descent. Graphics ahead of it's time (if wasn't for the texture popping) and very fun gunplay.

>> No.1764762
File: 287 KB, 1680x1050, pieceofshit.jpg [View same] [iqdb] [saucenao] [google]

Fucking Shadow Warrior's Room Over Room system is DRIVING ME NUTS

all my SEs seem to be right, so do the height of floors, and it's still glitching out on me; and now trying to launch the game to test after changing stuff around (trying to figure out what's wrong) froze my computer!

Fucking fuck. This game is a hellish mess as far as making its effects are concerned

>> No.1764805
File: 139 KB, 800x600, Screenshot_Doom_20140713_143548.png [View same] [iqdb] [saucenao] [google]

>Old habits die hard, need I remind you ID started by "lifting" Softdisk's computers during closed hours.
Hah, I guess that wouldn't be too farfetched. Just another loss for him to cut.

>> No.1764821

Is it a good idea to put a nano mod on a high power minigun?

>> No.1764834

Are there any good mods for Hideous Destructor?
I understand the game's supposed to be slow and realistic and all but I find it retarded I can't just know how dead I am without having to take stock.
As a person I should be able to go "Yeah I feel like something's punctured in my chest."

>> No.1764836

>good mods
Good HUDS. My bad.

>> No.1764851

I don't think anyone's had the balls to do any more than sound/sprite mods for HD. I got around the minimalistic HUD by using a chat bind that gives me the exact values for my health, armor, and primary and secondary ammos with a single button press.

>> No.1764856

No, the standard reload time is much faster than waiting for 130 bullets to regenerate.

>> No.1764861

Ultimat visor is vanilla compatable now

>> No.1764862
File: 163 KB, 1280x800, Screenshot_Doom_20140713_132525.png [View same] [iqdb] [saucenao] [google]


>> No.1764867

I still somehow end up sober following few hours I'll give "feedback" a shot. This is pretty good though >>1764861. But I'd still like to give it a shot with out red jam and cracks.

>> No.1764870
File: 2.66 MB, 640x360, DSP tries it - Hideous Destructor.webm [View same] [iqdb] [saucenao] [google]

no kyle, YOU get out

>> No.1764871
File: 49 KB, 512x384, fuck.png [View same] [iqdb] [saucenao] [google]

Hey kyle, has anyone else been getting this issue relating to the lockdefs besides me?

>> No.1764875

I told you, post a full log, not a screenshot of the end of it that tells me basically nothing.

>> No.1764882

http://pastebin.com/LznUnDjA (am I doing the log thing right?)

>> No.1764886
File: 208 KB, 800x600, Screenshot_Doom_20140713_141505.png [View same] [iqdb] [saucenao] [google]

W-what? What the fuck?

>> No.1764891

Okay. Don't put the DRLA wads in the Doom RPG folder, that's going to absolutely break everything ever.

>> No.1764921
File: 432 KB, 500x394, AAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]


I was bored and had 2 hours to spare.

Enjoy the agitation

>> No.1764930

what port/complevel?

>> No.1764935


Gzdoom for dat lighting, preferably. It will work in Zdoom also.

>> No.1764942

The jelly can be taken out with some armor power ups

>> No.1764948
File: 2.74 MB, 640x360, gzdoom 2014-07-13 13-56-25-683.avi.webm [View same] [iqdb] [saucenao] [google]

In Hideous Destrcutor, not even the decorations can be trusted.

>> No.1764953

oh. i was just wondering if i tried to demo it, will i get stuck anywhere... it _appears_ to be doom2 complevel. there's no linedefs>141 or sectors>17. there's no fake manuals, detectable implicit passuse, solid hanging bodies in tall sectors, unknown textures or flats, anything like that. pr+ loaded it without error.

>> No.1764958

i suppose there's no way to know if it requires jump/crouch/freelook. a way to determine that programmatically would be very difficult

>> No.1764968
File: 1.07 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]

>GZDoom crashes on launch when I try to play Doom RPG using its own launcher
>Using latest SVN build of GZDoom
>Tried wiping my entire goddamn ZDoom folder, weren't keeping all my WADs there anyway except for the total conversion mods for ZDoom like ECWolf and Action Doom 2
>Still get the same problem
>Nobody else seems to be getting the same issue, and Doom RPG Launcher seems like it's trying to launch GZDoom on top of GZDoom
>"Maybe it's a problem with GZDoom, I'll wait until the next SVN build"
>Still no new build since June 27th
I guess I'll just try to find a way to make it work with ZDL instead.

>> No.1764980

How big is the doom rpg zip?
I have limited data and would like to try it out

>> No.1764986
File: 80 KB, 1366x768, Screenshot_Doom_20140713_151628.png [View same] [iqdb] [saucenao] [google]

>> No.1764991

You don't happen to have an AMD GPU, do you?

>> No.1764993

I do, actually. Radeon HD 7770. I used to be able to play older versions until I downloaded version 0.8.5 of the launcher.

>> No.1764996

Try putting -sm3 in the custom command line.

I use a lot more shaders in the latest version of DRPG, but apparently AMD are a bunch of fucktards who don't know what standards or good drivers are so GZDoom barfs and takes a shit when it tries to load them.

>> No.1765000
File: 705 KB, 176x169, barf.gif [View same] [iqdb] [saucenao] [google]


>> No.1765006

>but apparently AMD are a bunch of fucktards who don't know what standards or good drivers are
AMD's drivers are very closely written to the OpenGL spec, and will die horribly if a program does something nonconformant. nVidia's drivers will plow through whatever shitty code you throw at them, which makes it a nightmare to debug with.

>> No.1765008
File: 400 KB, 488x519, DECAF IS FOR FAGGOTS.gif [View same] [iqdb] [saucenao] [google]

It finally worked... I can't believe it. Thank god.
>mfw can't trust AMD anymore but can't afford a high end nvidia gpu, which in turn had me planning to buy an R9 280x
Being a poorfag is suffering.

>> No.1765010

They can be as closely written to the GL spec as they want, doesn't make them any less coded by crack monkeys who smash their face into the keyboards and call it a driver.

>> No.1765015

>no mod tools planned for TNO
we'd need a miracle...

>> No.1765026
File: 21 KB, 640x480, 1405276500.png [View same] [iqdb] [saucenao] [google]


>> No.1765034
File: 2.05 MB, 225x156, NAME TEN THINGS THAT AREN'T DOOM.gif [View same] [iqdb] [saucenao] [google]

>mfw setting the sound output format to 8-bit in ZDoom

>> No.1765050

RIP in peace, Anon's ears

>> No.1765061

You certainly sound like you have a lot of experience in systems programming.

>> No.1765092
File: 48 KB, 512x384, ss_(2014-07-13_at_03.03.01).png [View same] [iqdb] [saucenao] [google]

Not the same person, but I put the .WADs in a completely different folder (i.e. my PWADs folder) and told the launcher to look there for WADs and PK3s, and I get this error.

Log: http://pastebin.com/yq1z4VTV

Do I have to rename the DoomRL files or something?

>> No.1765108
File: 19 KB, 444x472, a9Omp[1].png [View same] [iqdb] [saucenao] [google]

Did you check both the WADs in your WAD folder and the patches in the left? Should look something like this.

>> No.1765115

Ah, there we go. My bad.

>> No.1765126

Fucking shit you guys weren't kidding

>> No.1765147
File: 97 KB, 640x891, 3045_front[1].jpg [View same] [iqdb] [saucenao] [google]

Hey, the Chorus of Farts is back!

>> No.1765153
File: 9 KB, 171x211, doubt.jpg [View same] [iqdb] [saucenao] [google]

>Sega Seal of Quality

>> No.1765180

I just downloaded Quake and holy shit this is great. The air movement is great, you move fast, everything's awesome.
Question though, is Darkplaces a bad sourceport to use? I heard people diss it, because it fucks with the physics or something.
Some anon did >>1763297 and that's what I've been using to guide myself.

>> No.1765192
File: 29 KB, 1058x851, wat is this.png [View same] [iqdb] [saucenao] [google]




>> No.1765194


just get ezquake/nquake and after recovering from the disgusting default config, set the graphical preset to 'faithful'

>> No.1765195


>> No.1765197
File: 336 KB, 560x280, le bug inside man.png [View same] [iqdb] [saucenao] [google]


>background texture doesn't tile perfectly

>> No.1765208


Dark Places is basically the equivalent of GZDoom; it's hardly vanilla at all, but it's easy to set up and use. So for people who prefer Quake old-school flavor, Dark Places is definitely not a good source port.
Engoo is what I personally prefer.

>> No.1765221

Oh, and if anyone wants the link, it's in this updated pic: >>1764878

>> No.1765224
File: 3.99 MB, 4098x2304, anime_wallpaper_v1_by_jontewftnd4ye097.jpg [View same] [iqdb] [saucenao] [google]


Hey guys you like DM mods where you have to do absolutely nothing to win, the weapons freeze you in place, take way too goddamn long to cast, topped with godawful sprites?


>> No.1765240

>the weapons freeze you in place, take way too goddamn long to cast,
just like a real episode of dbz

>> No.1765265


>> No.1765303


I hear a conspicuous lack of grunting
Hump more walls, guys

>> No.1765310


>> No.1765316
File: 156 KB, 800x600, Screenshot_Doom_20140713_143440.png [View same] [iqdb] [saucenao] [google]

Post screenshots of your adventures, battles and discoveries!

>> No.1765325 [DELETED] 

> be doomguy in doom 2
> level : THE SUBURBS
> see a nigger on his tree, he throws watermelons at me
> go and kill him
> They all throw watermelons at me
> I die
/pol/ the game

>> No.1765326

Did the original Quake have a crosshair?

>> No.1765335 [DELETED] 
File: 71 KB, 464x523, 11outta10.jpg [View same] [iqdb] [saucenao] [google]

I giggled

>> No.1765339
File: 458 KB, 1400x1050, filteredup.jpg [View same] [iqdb] [saucenao] [google]


Filters aren't that bad. I mean it is definately not an improvement but not bad either.

>> No.1765340 [DELETED] 
File: 753 KB, 200x86, 1198089022788.gif [View same] [iqdb] [saucenao] [google]


>> No.1765341

Fun PWad to play with Doom RPG + DoomRLA?

>> No.1765349
File: 336 KB, 1400x1050, thanksgzdoom.jpg [View same] [iqdb] [saucenao] [google]

My quotation skills are only suprassed by my "not picking shit up" skills.

>> No.1765352 [DELETED] 

People against filters knows nothing about retro-gamming. Not

>> No.1765357 [DELETED] 

Please God shut the fuck up.

>> No.1765359


Also, I made a large update today to seriously improve unique/colored (not racist!) monsters, they now have a better chance of both wrecking your shit and annoying the hell out of you.

>> No.1765363 [DELETED] 


Fuck off.

>> No.1765364

>DoomRPG devlog, 07/13/2014: Made demonic niggers more annoying, more deadly

>> No.1765373

Did doomRLA alter anything at all regarding environmental suits? The duration does not reset upon picking a new one unless I was already in the last seconds ("blinking state").
Specially troublesome in Evilution Mount Pain while wearing tactical boots...

Steel beast also breaks everything when scavenged. You get a mod pack, but you are left with a ghost shotgun. 1 shell in clip, no sprite, cannot fire or change weapons. Not even picking up new weapons fixes it.
The funniest part is the beast returns fully functional if you manage to change maps, so this could easily net you 1 free exotic pack per level.

If it matters, I was using zdoom's dev build 2.8pre-518 and doomrla 7.7.

Also some other issues, all regarding bulk mods :
- info for grenade launcher says "increases clip size" instead of impact damage
- info for elephant gun says just "increases damage", which I assume is missing the word "randomization" to match chainsaw's info
- should probably add +2 pellets to any kind of double shotgun's dual fire, instead of 1. The problem is it also adds +1 pellet to the single barrel shot, making a BB double shotgun for example do 16 pellets on primary, 9 secondary shot. Primary gets really pointless with 4B + renegade.

>> No.1765376 [DELETED] 
File: 450 KB, 1133x852, scanline.jpg [View same] [iqdb] [saucenao] [google]

Great argument, m8s.
Old pixelated games are were never meant to be played on 1080p LCD monitors 30cm away from your face, they are supposed to be played on low-res CTR tvs at least 2 metters away. You were never supposed to see these pixels that "false nerds" worship so much. The CRT is supposed to blend everything in a mosaic, and make things look smoother. All the filters does is try to emulate this effect. You were NEVER supposed to play old games on super HD monitors with unfiltered textures. If you didn't knew that, you are a false retro-gamer.

>> No.1765385 [DELETED] 

I don't care if I wasn't supposed to see the details because devs had to accommodate for shitty visual hardware, I want to see what they made.

Fuck you for making your game look like ass and then having the nerve to defend it.

>> No.1765390 [DELETED] 

>Fuck you for making your game look like ass and then having the nerve to defend it.

Just look who's talking. The true 90s kid born in December 1999 that has no idea of what a 5th generation console is.

>> No.1765393 [DELETED] 
File: 27 KB, 283x323, incredulous-cat.jpg [View same] [iqdb] [saucenao] [google]

>they are supposed to be played on low-res CTR tvs at least 2 metters away
Who gives a shit?

>> No.1765395
File: 99 KB, 640x813, In Extremis.jpg [View same] [iqdb] [saucenao] [google]

I geniunely do not care about people going nuts of over "options" or anyone trying to define "retro gamer".


Also is there any In Extremis wad? In short you get a powerful suit, bunch of melee enemies and never get health pickups, you gotta play through with your starting health.

>> No.1765398 [DELETED] 

>respondign to those two posts
Do not respond to shitposters at all.

If you do so, you are part of the problem

>> No.1765401 [DELETED] 


I honestly am not AGAINST filters, I just HATE it. I am not going to lose it because someone else likes it. I am going to lose it when a source port doesn't allow me to fucking disable it.

>> No.1765402 [DELETED] 


Seems like >>1765385, >>1765363, and >1765352 gives a lot.

>> No.1765408 [SPOILER]  [DELETED] 
File: 1 KB, 52x60, 1405285170147.gif [View same] [iqdb] [saucenao] [google]

Does that make both of us circumstantial shitposters?

>> No.1765409 [DELETED] 
File: 55 KB, 640x480, image.png [View same] [iqdb] [saucenao] [google]

tried to make a screenshot

>> No.1765421

Makes me wish /pol/.wad didn't suck so much.

>Hey, I know, let's drop you in a tiny room with a shit-ton of enemies so you can circle-strafe the mob for five minutes.
>This is fun, right?

Although, credit where credit is due, the Reichstag hub room and THE HAPPENING were both pretty awesome.

>> No.1765429

it was apparently the author's first map

>> No.1765435

Also I forgot, well past level 100 if you crank up monster multipliers and aura curve, everything explodes into so much loot when you walk into the pile game freezes for a good second to collect a lot of items. Is it possible to condense pick ups into a single drop and give items via ACS? It should speed things up a lot and look tidier.

>> No.1765438


>> No.1765439

Experimented with that, ultimately doesn't do shit really. Blame GZDoom for the pickup lag, there isn't really anything I can do about it.

>> No.1765443

hmm... how about trimming drops a bit, like dropping a single 10-20 credit past certain level instead of a lotsa 1s. A single power-up, just one armor... etc.

>> No.1765482

Wad name?

>> No.1765483

Doomguy Bizarre Adventures when? Punchghosts with Berserker Packs would be awesome.

>> No.1765491
File: 2.52 MB, 640x360, butthurt.webm [View same] [iqdb] [saucenao] [google]


>> No.1765494


>> No.1765497

So seeing as god spheres are broken in GMOTA, I really should replace them with something else. Anyone have any suggestions or something they'd like to see?

Probably gonna replace the invisaspheres too because they suck

>> No.1765506
File: 926 KB, 500x375, DYNAMITE.gif [View same] [iqdb] [saucenao] [google]


>> No.1765524

say your prayers lardass 'cause you're already deadaaaaAAAAATATATATATATATATATATA

>> No.1765534

Hi I'm some anon. You're welcome.
Open the console, "crosshair 1"

>> No.1765539


Engoo is cool, but for fucks sake why can't it play music?

>> No.1765543

Because it ain't in the PAK files.


>> No.1765547

>>1765543 (me)
oh wait you said engoo

probably because it's lame

>> No.1765548


>> No.1765549 [DELETED] 



>> No.1765560


I know that. I've tried using _inmm.dll and using my CD, but it doesn't work.

>> No.1765573

Gameplay mod is Accessories To Murder.

Maps are kinda slow at first but they really start to pick up the pace after a while.

>> No.1765605

do you get these things going on IRC because I want to join in on the action

>> No.1765609


And we'd always welcome another.

>> No.1765668

What's this from?

>> No.1765676

Yo, I have GzDoom, is there any way I can give the monsters proper hitboxes?
I discovered on accident that turning on mouselook doesn't alter their infinite height, and I'd like to fix that.

>> No.1765681

Look in gameplay or compatibility options. You must have accidentally turned it off.

>> No.1765687
File: 207 KB, 500x374, doomconballpit.png [View same] [iqdb] [saucenao] [google]

Okay, which one of you /vr/oomies did this WAD?

>> No.1765689

DTWID: The Lost Episodes

>> No.1765690


>> No.1765692

What is it from?

>> No.1765697

It's a mock parody of a couple of fuckwits trying to host a con for tumblr.

>> No.1765725
File: 356 KB, 724x960, tumblr_n8nyxrVTN31qa4leho1_1280[1].png [View same] [iqdb] [saucenao] [google]

I'll try to get Phobos running on Doom 2 now, shouldn't be hard now that I know what to do and what to edit/replace.

Thank you AndrewJ for doing this in such an easy way to understand

(Context: >>1763984)

>> No.1765726

Tee hee.

>> No.1765750
File: 570 KB, 1280x960, HSH53.png [View same] [iqdb] [saucenao] [google]

I've got a DM level on first try, duh.
On second try I got this "My house" themed level. Level tries to be a 3 floors high building with a back yard with shitty surprise in the exit room if you don't notice said surprise beforehand.
I'd give it 1,5 stars.

>> No.1765770

>Old habits die hard, need I remind you ID started by "lifting" Softdisk's computers during closed hours.
What the fuck am I lkooking at

>> No.1765771

I need suggestions of maps (or wads featuring such maps) that runs overs vehicles such as Action Doom. Some time ago, somebody posted a webm featuring a map with a crazy battle over an airplane and I can't find it.

>> No.1765819

>"Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 NES game Super Mario Bros. 3, inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the demo, entitled "Dangerous Dave in Copyright Infringement", he realized that Carmack's breakthrough could have potential, the team that would later form Id Software immediately began moonlighting, going so far as to "borrow" company computers that were not being used over the weekends and at nights while they designed their own remake of Super Mario Bros. 3."

>> No.1765820

Damn this thread has gone a long way from the first time I checked.

>> No.1765821

I mean the image in the post I quoted

>> No.1765829

Accessories to Murder with the NC HUD and I think Jenesis.

>> No.1765842
File: 26 KB, 450x337, great-success[1].jpg [View same] [iqdb] [saucenao] [google]



Okay, so now I should probably get something to eat, in the meantime, here's the files which you should replace in your OBLIGE install, it only has Phobos and Deimos now, later in the night I might post the final ver. with Episode 3 and Thy Flesh working as themes for Doom 2

Friendly reminder that this is for 6.10, which is the newest version. Contains both .lua files which were modified to get the themes working on Doom 2, along with a one-level WAD with the Phobos settings as an example.


Needless to say, MAKE SUM BACKUPS before replacing these files.

>> No.1765882

I also heard there was a moonbounce there.
Does this wad have that?

>> No.1765903 [SPOILER]  [DELETED] 
File: 64 KB, 640x480, 1405298911442.png [View same] [iqdb] [saucenao] [google]

Replaces around 10 textures with 90's pixelated agitation.

>> No.1765905 [DELETED] 
File: 386 KB, 960x706, 2spooky.jpg [View same] [iqdb] [saucenao] [google]


>> No.1765907 [DELETED] 

Do NOT respond to shitposters.

>> No.1765917 [DELETED] 



Fucking give up already

>> No.1765920 [DELETED] 

ya blew it

>> No.1765923 [DELETED] 

>open the wad
>theres a file called HELP

>> No.1765945
File: 67 KB, 516x474, H8Surwi.jpg [View same] [iqdb] [saucenao] [google]

From the irc to you, it's some weird shit

>> No.1765949

Is it possible to feed relative paths to ZDL? If yes, how?

I'd like to have my collection as portable as possible.

Thanks in advance!

>> No.1765992 [DELETED] 

Did anyone see this: http://www.polygon..com/2014/7/1/5862580/doom-quakecon-2014-exclusive?

This honestly is an atrocious thing to do, I don't even know what to say about this.

>> No.1765998 [DELETED] 
File: 30 KB, 844x665, le discriminatory hirer.png [View same] [iqdb] [saucenao] [google]

>I totally got this random and didn't search it just to post it to get a reaction.

I'd say linking to Ben Kuchera's toilet is just as atrocious.

>> No.1766021 [DELETED] 

pastebin that shit nigga, I dont wanna give them views

>> No.1766023

I think it builds hype in a way. Plenty of neckbeards will obviously record it and put it up, it will be all over the internet immediately.

'DOOM 4 LEAK FROM QUAKECON 2014' builds more hype than a standard reveal. It's just a marketing angle ya dingus.

>> No.1766024 [DELETED] 

fuck your autism

>> No.1766025

So how different is GZDoom from vanilla Doom? Looking to play Doom for the first time.

Is it like emulation where it's a "good enough" approximation?

Like, can I say "I played Doom" without looking like an asshole?

>> No.1766037

GZDoom is quite different from vanilla Doom.
It's not like emulation at all, it uses the original code (although modified in some way to include features or compatibility).

>> No.1766039

Well you can say you played Doom. But if you want a faithful representation of doom.exe without actually using doom.exe, Chocolate Doom's the way to go.

>> No.1766041

So, whats everyone's favorite Doom 1 and 2 maps?

>> No.1766045


What if they successfully obtain every person's camera? And even if they do obtain footage, it'll just be some mong holding his fingers over the camera's recorder and shaking it dramatically.

>> No.1766048


While its different from the original Doom, its differences are universally good and it gets rid of some of the dated shit you have to deal with in the original. Use it, its better than vanilla.

>> No.1766049

>What if they successfully obtain every person's camera?
you really think they'd take away peoples' phones? pls

>> No.1766051

Some bugfixes. Allows freelook without looking distorted. True dynamic lightning and brightmaps.
Gameplay's pretty much the same, so yeah. Just don't jump/crouch or freelook and it's vanilla, pretty much.

>> No.1766056

I've played both. There's a big difference and it does really feel DOOM-y to me.

The non vanillas are usually for mods and are great for it. But eprsonally I think that if you really like DOOM you should have finished it in vanilla at least once.

>> No.1766057 [DELETED] 

your mum's vag

>> No.1766063

beat plutonia

except for the chaingunner/archie shenanigans, it was 2x more enjoyable then tnt, lots of breather levels too so It wasn't really as hard as I was expecting though there was a couple bullshit traps.

>> No.1766067

Get these:
Chocolate Doom

>> No.1766070


>> No.1766074

Getting ZDoom when you have GZDoom is pointless, specially with a dev build.

>> No.1766076 [DELETED] 

wow you beat a game that is so fascinating to know

>> No.1766082


Grand Cathedral

>> No.1766092


>But eprsonally I think that if you really like DOOM you should have finished it in vanilla at least once.

No, don't say that. Its the nostalgia talking. Don't introduce people to Doom by suggesting vanilla, ever.

>> No.1766094

>Getting ZDoom when you have GZDoom is pointless, specially with a dev build.

You can run GZDoom in software mode?

>> No.1766101

vid_renderer 0 = Software
vid_renderer 1 = GL

>> No.1766102


Surprisingly, yes.

>> No.1766105

So I have to do it while running it?

>> No.1766107

It's not that bad. Beyond perhaps some bugs, it's always fun to play. Keyboard controls are p- fun.

>> No.1766108 [DELETED] 

>Typical mid-'90s born hipster asshat trying to get brownie points by posting in /vr/oom threads.
You have no place on this board you fucking faggot and don't know shit about retro games. This is exactly why Doom kiddies are pretty much the bronies of /vr/.

>> No.1766109


Yes. Then quit and restart.

>> No.1766110


Pwahahaha, recording with a fucking iPod. Yeah, you're going to see blurry footage with shitty lighting.

>> No.1766112

It sticks once you set it. If you use a launcher or command line, you can just add +vid_renderer 1 to the command line options.

>> No.1766116

Agreed. The software lightning hasn't aged well in places, and sourceports fix some bugs and add more resolutions, along with dynamic lightning which is pretty.
Yeah. I think you can put it in a config too but dunno how.
>keyboard controls
Nigga what.

>> No.1766119

Hmm, think its quicker having both zdoom and gzdoom in my zdl launcher, then.

>> No.1766121

The footage won't be great, no shit, but it's guaranteed to leak like that and build hype all over the internet. Hell we're already talking about it, aren't we, you fucking asshat? So the ploy is working. Then they'll do the actual internet reveal later when they've already built up the hype and give it another huge push.

You don't understand that this is clearly a marketing angle because you're a fucking retard.

>> No.1766124


Don't get me wrong, its perfectly playable, its just that better options exist, and from my experience vanilla doom is generally only ever preferable if you grew up with it.


I'm kind of confused. Wouldn't a hipster want the most "authentic" experience to get brownie points? And how is improving Doom a bad thing? I just don't get your mindset.

>> No.1766127 [DELETED] 

Don't respond to the second person in your post. The last sentence in that post should tell you what his goal is for that post.

Also no one over age 12 uses the word hipster anymore so stop doing that too.

>> No.1766128

>Don't introduce people to Doom by suggesting vanilla, ever.

You do realise its attitudes like this that are the reason why purists hate zdoom and its users

>> No.1766130 [DELETED] 


Sorry anon, I'm lonely.

>> No.1766131


>coming to the conclusion that we're hyped because we're talking about it

I am talking about it because I am fucking pissed about this. I'm honestly not hyped, I just wanted to see some footage just to see how shit it was.

I never said it wasn't, I understand it completely that it is a marketing angle, I don't GIVE A FUCK about the fact that it is.

>> No.1766135 [DELETED] 

But you are the bronies of /vr/. This is easily the most cancerous community on the board by far.

>> No.1766136

Unless you consider playing it for a couple weeks at age 2, I don't think I even actually played DOOM until I was like 16, four years ago. I had all the mods there but I decided vanilla was the real thing.

Also Action DOOM, that shit was based.

>> No.1766137 [DELETED] 


Yup. Can't say I care, though.

>> No.1766138 [DELETED] 

Never mind I just realized who that person was. You know what to do, anons.

>> No.1766141 [DELETED] 

You should just stick to Call of Duty like you were doing before this board was made m8.

>> No.1766146


Yeah, I never played DOOM until I was much older.

Oh and I'd introduce them to both vanilla DOOM and the source ports, they can choose what they want.

>> No.1766148 [DELETED] 


I take it you're a purist then.

>> No.1766150 [DELETED] 

Nope. I enjoy GZDoom. I can tell a tryhard kiddie when I see one though.

>> No.1766156 [DELETED] 


If you're not a purist, why do you give a fuck about purists? They're generally irritating people.

>> No.1766158 [DELETED] 

I just don't like try-hard shits shitting up /vr/ with terrible opinions.

>> No.1766159 [DELETED] 

He's trying to get a reaction. (And is possibly samefagging). That he compared this thread to a certain fandom is proof enough.

>> No.1766160 [DELETED] 


Why the FUCK are you STILL responding to him?

>> No.1766161 [DELETED] 


Well regardless, people who use the phrase "try-hard" are generally not worth arguing with.

>> No.1766168

>The software lightning hasn't aged well in places
Eh, when it comes to vanilla/boom maps, I consider Software mode lighting better than most lighting methods in GL mode. Shaders (or Software in GZDoom) are the only GL lighting modes I like, since it actually replicates the vanilla light diminishing effects that other GL lighting modes lack.

>> No.1766169 [DELETED] 


Wasn't thinking, sorry.

So, how 'bout that Doom?

>> No.1766170

No newcomer's gonna fire up DOSbox to play vanilla, or mess with ChocoDoom config files, they probably won't like the lightning, lack of small enhancement mods, etc.

>> No.1766171

Mods gotta love having to delete fifty shitposts per thread, with half of them being people whinning about the shitpost enablers.

>> No.1766178
File: 26 KB, 634x488, screenshot 50.png [View same] [iqdb] [saucenao] [google]

Alright guys, changed a few more things

What do you think?

>> No.1766179


Hey, "no newcomer"? You speak for EVERY newcomer?

>> No.1766181

Ooh, I'm really liking that.

>> No.1766183

Its not up to you to decide what the newcomer plays and doesnt play

>> No.1766185

I got my start with the BFG edition, played through 3, then moved on to 1-2. Now I'm using source ports and playing with mods and stuff and oh they just grow up so fast :')

>> No.1766186


Looks good, colouring on the helmet is a bit odd.

>> No.1766187


looking good!

>> No.1766189


I'm the rest of the newcomers and can confirm what he said.

>> No.1766191

Loving it so far. Does the belly hole appear on his back too? I think I saw that in an earlier model

>> No.1766192 [DELETED] 
File: 3 KB, 546x39, solution to vronies.png [View same] [iqdb] [saucenao] [google]

Indeed. Pic related is a remedy - though it unfortunately doesn't stop these clueless fucks from occasionally polluting other FPS threads on /vr/.

>> No.1766194


Looking better.

>> No.1766198

Has GMOTA guy ever talked about including a list of sources for the music randomizer?

There's some songs in there that are cool but I'm not sure where they're from.

>> No.1766201

You know what I mean. They are more likely to play and stick around if the game is easy to setup.
Nowhere did I say that. But I will recommend GZDoom or at least PrBoom+ to new people, if they ask.

>> No.1766204

What is it with the anti-vanilla attitude that zdoomers have?

I mean, yeah, there are some purists who are douches. But don't take it out on the original engine.

>> No.1766205 [DELETED] 


There are other FPS threads on /vr/? I wish. Doom's okay and all, but its no DN3D.

>> No.1766206

It's literally a single two people trying to stir shit up.

>> No.1766209

>What is it with the anti-vanilla attitude that zdoomers have?
>second bit in the news post is a map collab with vanilla settings

step up your b8 m8

>> No.1766210

I think one of them might be on the irc channel

>> No.1766213


>What is it with the anti-vanilla attitude that zdoomers have?

Its not an anti-vanilla attitude, its a simple recognition that there are better options available for introducing people to Doom. Doom vanilla is an acquired taste that you generally have to have grown up with to enjoy. If you like vanilla, whatever, but recognize its many shortcomings.

>> No.1766214

I wasnt accusing the whole doom thread as being anti-vanilla. Just responding to a recent argument.

>> No.1766217
File: 30 KB, 606x548, screenshot 51.png [View same] [iqdb] [saucenao] [google]

No, I made it more accurate to the sprite

>> No.1766218

Vanilla is dated. Resolution's too low, lightning is kind of bad, there are bugs, etc. Acknowledging that isn't campaigning against those who use it or anything.
Some vanilla textures look pretty bad when in software mode + high resolution settings.
Like the red rocky walls, or FIREBLU (not that anyone should use FIREBLU ever).

>> No.1766219

Awesome. Really digging it, he looks liek he's straight from Quake

>> No.1766220

>original thread on /v/ about Doomguy's christmas special is long gone
>chanarchive is no more and the fuckheads from ED automatically redirect to their shitty site


What a relief

>> No.1766221 [DELETED] 


Go away...

>> No.1766224

>he looks liek he's straight from Quake
I think that's because he is based on the enemies from Quake.

>> No.1766229 [DELETED] 

Don't respond to the known shitposter.

I knew Chanarchive was gone as soon as they started begging for bitcoins on their facebook page.

>> No.1766231


Why does this bother you so much? He didn't say anything even vaguely inflammatory. Vanilla is dated in many ways. There are generally better options for new players. Nothing said there is controversial.

>> No.1766238


So according to Wikipedia this dude offered his voice for the Sound Ideas 6000 thing, which as we all know ended up being used as resource for most of the Doom sounds

Are there any soundclips from him that may be worth of being "Doom-ified"?

>> No.1766241


I probably should. it's been so fucking long that I've forgotten most of the tracks I've added.

I need to trim a few tracks from the current playlist as they're too quiet and Vince or myself have no idea how to adjust the volume of individual tracks

>> No.1766242

I dont see how the textures are any different between software and GL mode.

Unless you're using that filter that blurs them (IMO, that makes them look worse)

>> No.1766261

What? How am I shitposting? Is this bait?
No, I actually hate filters.
I mean the lightning. Vanilla doesn't have true dynamic lightning, which coupled with high resolution makes certain things look pretty bad. Taking one of my examples, the red rock walls looks all pixelated with brown.
I don't even know how to respond to this.

>> No.1766268


How important do you think the music randomizer is to the ~*~GMOTA EXPERIENCE~*~?
I recorded a 40-minute-long gameplay video with it, since I saw there wasn't a lot of vids on YooToob, but I replaced most of the music with my own choice stuff.

>> No.1766271 [DELETED] 

>What? How am I shitposting? Is this bait?

:^) don't shitpost

>> No.1766273 [DELETED] 


When in doubt, blame purists for being faggots. Its probably not the problem, but it makes you feel better.

>> No.1766275


Not vital. I just wanted some rockin old vidya tunes to go with the characters.

40 minutes? Goddamn anon, did you have fun?

>> No.1766276


I died on map15, though, so people won't be able to see a full playthrough.

>> No.1766284
File: 14 KB, 300x275, 1395742588014.png [View same] [iqdb] [saucenao] [google]

>Let's see how /dg/ is doing! Maybe GMOTA guy has some stuff to show us using Marty Kirra's cool voice acting!
>Arguments about vanilla Doom

>> No.1766286

You got music from
Knights of the Round(Stage 1 and 2, might be more)
Soul Blazer
Castlevania 4(Like a lot of them)
Super Ghouls & Ghosts(Ice level, Sunken Ship, Fire level)
Ys 3(Chester theme, Valestine, Ruins of Illburn, Sealed Time, Mines)
Magic Sword (Stage 1)
Dracula X(Cemetary)
FF Mystic Quest (Boss theme and Battle theme, Doom Castle theme, Fossil Labyrinth theme, Lava Dome)

There might be others, there's a handful of songs I do not recognize.

>> No.1766290
File: 34 KB, 237x180, 32426.png [View same] [iqdb] [saucenao] [google]


still. I look forward to watching this. I feel feedback and watching folks play GMOTA will help me out in making this shit better.


I... forgot to save his voiceclips. but I now want Marty to do Blaz's voice. I feel like a fucking dumbass for turning his offer down a few months ago. Course that was when GMOTA was so much smaller.

>> No.1766301

What are the big things you want for the new Doom?

>> No.1766303
File: 19 KB, 290x705, 1395631217327.png [View same] [iqdb] [saucenao] [google]

Didn't he do some more clips for ya recently? You asked for hammy voice acting and he answered with some excellent lines.

Speed. Project MSX level speed.

>> No.1766304

a release

>> No.1766305


Can it run with brutal doom?

>> No.1766306

Not big things, huge things. Like guts.

>> No.1766307

Speed, strafing to dodge, not many hitscanners, weapons that feel good to use, enemies responsive to damage.
I want prettier Doom basically.
>Project MSX level speed.
Not gonna happen.

>> No.1766309
File: 14 KB, 489x514, Surrpias.png [View same] [iqdb] [saucenao] [google]


That was like three or four days ago and I was too dumb to save them. Though in my defense I've been more concerned with saving money for a not potato PC and trying to balance the mess I currently have in GMOTA.

>> No.1766317

I want it to stop calling itself Doom since it won't be anything like Doom.

>> No.1766321

It's fine, dude. I would be saving up for a PC as well, but I'm working at college stuff and also Warhammer 40k recently gave Orks their update... so models and books for days.

>> No.1766323

Everything Doom does but taken to further extremes, basically.

>> No.1766326

Why not just search for vocaroo in the archive?

>> No.1766327
File: 37 KB, 336x482, 1395800869590.png [View same] [iqdb] [saucenao] [google]

You shut up, a man can dream

>> No.1766334

I dunno, the new Wolfenstein game was pretty good.

>> No.1766335

>Vanilla doesn't have true dynamic lightning

If you're referring to the ugly lighting that surrounds tourches and what not in OpenGL mode, then I don't see the problem.

>> No.1766341


>not many hitscanners

So not Doom then.

>> No.1766346


It's not even being made by the same company...

>> No.1766353


Neither was Human Revolutions. There is always hope.

>> No.1766357

A new Doom that isn't published by the fucking Harmony Gold of gaming.

>> No.1766359

Brutal Doom 3D

>> No.1766364

It was hit or miss most of the time but I appreciate it's effort anyways.
Also it had the guys behind the Darkness behind it.

I have no reason to believe Doom will be even kind of okay.

>> No.1766368


No real reason not to. There's really no reason to think anything about the current Doom.

>> No.1766371

So I'm thinking of getting into Doom modding- how much of a bitch is it to make new enemies? New AI patterns (IE: do more than just wait for player and then run toward them while firing if ranged)?

I'd really love to just expand on what's already there in Doom 2, as a sort of spiritual sequel. I imagine that's a huge undertaking, but, y'know.

>> No.1766372


There's no real reason to think it even exists, all they've showed so far is a CGI trailer.

>> No.1766373

True. What I mean is that I hope that the majority of the enemies attacks are projectile based, and that the hitscanners remain kinda like in the first games. I hope they don't go the Doom 3 route, the aim punch was terrible.
Not referring to that specifically.
Play, dunno, one of Scythe's later maps on opengl and software with high res. Opengl looks better imo.
Also the brightmaps are kinda nice.

>> No.1766374

Ditch the whole 3D engine and all that bullcrap.

I want Doom 4 to be what Doom 3 should've been.

It would use the original Doom Engine and it would have everything that Doom 2 has, plus new weapons, new monsters and new maps.. Basically like what Doom 2 was to Doom 1.

>> No.1766375

Well we have something to gauge Doom 4 on right now



Not to mention they scrapped the previous version of Doom 4 because it was a shit CoD clone

>> No.1766376

>they scrapped it because it was a CoD clone
That's what gives me hope man. Someone looked at it and said "It ain't Doom" so now they're redoing it.

>> No.1766379

Keys or objectives that make the levels not feel like you're going a one-way corridor and feel more explorable. Secrets and entirely optional areas would be nice too.

An Inventory system, maybe.

>> No.1766381

There's only 4 hitscan monsters in DOOM, the rest are projectile based, so how could it be less of DOOM when there's already so few hitscanners in the first place?

>> No.1766382

Yeah, but they could be saying "It ain't Doom, so let's make it like Halo- that still sells, right?" or something.

>> No.1766383

But theres no dynamic lighting on Scythe. No vanilla map does. Maybe you're not thinking of dynamic lighting, but something else.

>> No.1766384

He's probably talking how a lot of the early maps are filled with them.

>> No.1766385


I'm not really going to come to an actual conclusion until I've seen it, certainly won't think this is going to be good because they said they've redone it and told fans not to assume it's awesome.

>> No.1766387

Well seeing that CoD and Halo are arguably the same thing it makes you wonder.

>> No.1766390


Decorate is easy to learn, but expanding on enemy behavior and making them do whole new things might get pretty difficult.
Start simple. Grab Slade 3, check out a (simple) decorate mod, see how it works.

>> No.1766392

I just assume the worst.

Especially since the PR says "Assume the worst" in a roundabout way.

>> No.1766394


Hey, the first Halo wasn't that bad. Certainly didn't get a CoD vibe off of it.

>> No.1766396

It's not terrible once you know how everything works. One of the best ways to learn in my opinion is to just look into other people's mods with Slade3 and see how they work, follow their examples. ZDoom wiki is also helpful, it lets you look at the original monster's code among other things.

>> No.1766398


No, that isn't arguable. That's just plain wrong.

>> No.1766403

Well, if the id guy who posted on reddit the other day was legit, then disappointment and broken dreams.

>> No.1766405 [DELETED] 

Speaking of the scrapped version, doe sanyone knows how it was? I can't find much information about it without resorting to visiting Kotaku and similar sites.

>> No.1766406


So half of the monsters are hitscan then. I'd say that's a lot.

>> No.1766407

I want that dashcon wad

>> No.1766408

you know the full version of this comic is basically Doomguy's life

>> No.1766409

Speaking of the scrapped version, does anyone knows how it was? I can't find any information about it without resorting to visiting Kotaku and similar sites.

>> No.1766410


Also later maps. Most of the maps were filled with them. It Doom's biggest problem. That and lava pits.

>> No.1766413

Talking bout software vs opengl lightning. Try it, it's pretty different.
I think of them as ammo that moves.

>> No.1766415

A lot of the later levels in doom relied more on imps, demons, souls, and cacos, with occasional barons.

>> No.1766416


Episode 4 had a ton of the fuckers. Hell, E4M1 was 90% shotgunners.

>> No.1766419

Testers and shit jokingly referred to it as "Call of Doom". That's what I heard, at least.

>> No.1766421

Why the fuck is damage randomized? I can't think of a single good reason.

>> No.1766424


Because the devs were DnD nerds.

>> No.1766428


I had a feeling. I just don't know how it got all the way to release without someone saying "this is a fucking stupid idea". Then again, there's quite a few things in Doom like that.

>> No.1766429 [SPOILER] 
File: 157 KB, 1024x568, 1405310181223.jpg [View same] [iqdb] [saucenao] [google]


Apparent screenshots were leaked in 2012, but someone from id dismissed them saying "this is not what we're going to see in the upcoming DOOM game."

>> No.1766431

From what I've looked. Only Shaders (GlBoom) and Software (GZDoom) lighting mode in GL looks better than software.

Everything else makes the lighting look even worse and lifeless.

>> No.1766436

>tfw it'll probably be shit but i'll play it anyway because i'm a big sucker.

>> No.1766437

>waist high obstacles
it was going to be cover based, fuck

>> No.1766439

I may post pics tomorrow comparing them, but whatever. It's your opinion man and I respect it.
I think that's what I meant, but I'm bad at technolingo.

>> No.1766449

Remember when cover wasn't button based, you could just... you know, hide behind shit and book it? what happened?

>> No.1766457

Consoles, I guess.

>> No.1766460

Same here, is it real?

>> No.1766461


>> No.1766463


Because that's what people want, dumbed down games.

>> No.1766467

Why would anyone want a Dumber game? Who goes and say's "I want this game to be less intelligent and less fun"?

>> No.1766471


Because most people in the world are stupid and get afraid or mad when something is too hard for them, they find things simple enough for their level fun.

>> No.1766474


Blame the new generation of "gamers" The ones raised on iphone and tablet games, and then prefer cinematic experiences. Those people play games after long days at work and just want to not put any sort of real effort into anything, just mentally switch off for awhile before they go to bed and start their next day of work.

>> No.1766475

Because when business men start seeing that sales are going up in a department, they're gonna shift their attention to that field. They say, well shit we need more money so they make a game that appeals to a wider people, most of whom are dumb. The controls are too hard for them to get all at once so they tell the devs to dumb it down.

>> No.1766476


Probably someone who didn't grow up on games (i.e. DarkSydePhil) and/or is in denial about what they actually want in games (i.e. Egoraptor)

>> No.1766479

then they should just play their own dumb games, not force our games to be dumber for them

>> No.1766481 [DELETED] 


that's the special snowflake mentality that's constantly being encouraged in this day in age: Everything must be safe and appeal to everyone ever otherwise it's offensive and must be shunned

>> No.1766482

I don't know about Ego Raptor, what is he in Denial about?

>> No.1766485 [DELETED] 

but that's the Opposite of Special.... that makes everyone the same and mediocre....

>> No.1766487


>Hey guys let's cover from fireball throwing monstrosities and whatever the fuck is that green goo the pink monstrosities launch at us

>> No.1766489 [DELETED] 


They don't realize that anon because they're too fucking stupid and have been encouraged to voice their stupid fucking opinions constantly, making them a very loud vocal majority.

>> No.1766491


Please take it to /v/.

>> No.1766493

Because people like doing that which they're good at. They're not interested in the satisfaction of learning and then getting good, they want instant gratification.

>> No.1766497

Pretty much how capitalism works, if it delivers good results it gets sold more. Clearly most people like games such as CoD, so more and more games become like that.

>> No.1766498


Without going into too many details to risk a derail, what he says and how he acts are very often two entirely different things.

>> No.1766506

they don't understand that they are dumb, so they THINK they want new things

>> No.1766510

>my shitty internet connection goes out while im gone
>when it reconnects it keeps trying to connect to the #vr IRC but keeps failing
>I get banned
well shit

>> No.1766515

This right here, instead of watching a movie they resort to something that isn't and go for a cinematic experience?

Want a cinematic experience? Watch a movie
Want to play a game? Buy a video game, any of them really because it's clear that you don't know what you want in video games if you're wanting a cinematic experience in one.

>> No.1766523

* Dan_Drivers has quit (Z-Lined: Your IP range has been attempting to connect too many times in too short a duration. Wait a while, and you will be able to connect.)

You're not banned.

>> No.1766532


Fuck off faglord

>> No.1766553


I knew about Bob's old maps but HOLY SHIT, all the Odessa series is finally out in the public? Why was this not a HUGE fucking deal?

If you're not aware, he was one of the mappers for Eternal Doom, HUGE puzzly kick-ass mid-90s maps that pushed the vanilla exe to what it could be

I can't wait to play all these

>> No.1766554
File: 87 KB, 1280x720, pol.jpg [View same] [iqdb] [saucenao] [google]

Anything similar to /pol/.wad?
in other words, shitty memes and in-jokes i can chuckle at during an actually fun wad

>> No.1766557

I think he was beinf sarcastic we all know Sperglord Edition is best

>> No.1766559

well what board would you like?

>> No.1766568

Anything, really. I just want some stupid shit to run through for fun.

>> No.1766575

There's the Call of Dooty trilogy

>> No.1766580

that's not fun at all

HDoom is basically /d/oom

>> No.1766590

>Why would anyone want a Dumber game? Who goes and say's "I want this game to be less intelligent and less fun"?
It's not always that, some games are better for certain moods or situations than others.

I like my Doom levels to ideally be beatable in less than 5 minutes, from pistol start, the first time I ever play them. I like to shoot at shit and find some keys and get to the exit after a big fight. And that's about it. I don't like huge "epic" maps or large mazes or key/switch hunting. If a map starts to have more than 2-4 switches in it where the effects aren't immediately obvious, I bail.

Because to me, getting lost and having to think about shit while I'm fighting demons isn't very fun. If I want to explore, if I want to key hunt and think, I'll go play Monkey Island or Myst. I play Doom for that perfect middle ground between "shoot lots of shit," "don't think too much" and "it's not too easy to die." Because if I want to play a fast-paced twitchy game where I'll die fast, I'll play Contra.

>> No.1766608

>shitty memes and in-jokes i can chuckle at during an actually fun wad
>I just want some stupid shit to run through for fun.

Mock 2
Community is Falling

>> No.1766613


It Only Gets Worse is very similar without actually being about a board.

>> No.1766616

>I like my Doom levels to ideally be beatable in less than 5 minutes, from pistol start, the first time I ever play them.

>> No.1766624

tell me a few maps/wads that you do like

i always think if i can pistol start a map and beat it first time unseen then it's too easy

also what skill level do you play on?

>> No.1766629

the breadth of this community never fails to amaze me. on the one hand we have guy who quits a level if he can't beat it in under 5 minutes unseen. on the other we have obsessives who will play the same map over and over again to exit with 100% kills in the fastest time possible

>> No.1766632


We have dudes who hate "overmodded" gameplay mods and will never play anything beyond Perkristian's animations/sounds, and we have people who can't stand the default play and use Doom instead as a development platform to see what exotic/esoteric stuff they can do.

>> No.1766634

>then it's too easy
although not frustrating for repeat runs, thus a good candidate for speedrunning purposes ;)

>> No.1766665
File: 11 KB, 556x117, N1TSPPv.png [View same] [iqdb] [saucenao] [google]

>> No.1766673

doomkart when

>> No.1766675

are there any mods that have you play as an Angel with an arsenal of Heavenly weapons?

>> No.1766681


This was promising before Edward shoved his dick in the topic and became king ass-shitter.

>> No.1766689

i savescummed my way to the yellow key. there's probably just enough ammo to kill all the hellknights and barons except the two on the ledge, but then i had to chainsaw a roomful of lost souls and pain elementals. then i punched the two barons, and the group of demons that are all stuck together.

i can't see any reasonable way past the two archviles on the far side of the yellow door. if one attacks before i can grab the ssg and retreat, i die. if neither of them do attack, i can get to some cover with the ssg, but i don't have enough ammo to fight them or the inevitable cloud of resurrected barons and demons.

is this map even meant to be beatable? can you (the author) beat it? or is it a troll wad?

>> No.1766693

What's the best way to play Shadow Warrior?

>> No.1766696 [DELETED] 

>Best guess for this image: fsu new spear
Link, please?

>> No.1766698

Steam. I got it for free, and I think it still is.

>> No.1766701

wait, never mind.

>> No.1766702



You might want to start skipping posts the moment Edward850 shows up.

>> No.1766703
File: 87 KB, 640x480, Titlepic_doom64tc.gif [View same] [iqdb] [saucenao] [google]

Do you think we'll ever get the source code for Doom 64?

>> No.1766709


>> No.1766719
File: 171 KB, 1024x768, kingseeker_fraampt.jpg [View same] [iqdb] [saucenao] [google]


>> No.1766727

I do not see why we would.
It's pretty much gone now and source code doesn't exactly get handed out for console games.

>> No.1766740

are you GMOTA guy?

>invisibility sphere
a strong "ethereal" weapon, you cannot switch weapons when you grab it have to wait it out
>god sphere
a strong ethereal shield may be?

>> No.1766745


Yes that was my post, I posted from my phone earlier.

temporary weapon powerups could be interesting, I'll keep that in mind.

>> No.1766750

>Removing Invincibility
Put that shit back in.
Doesn't even need to have anything, Invincibility spheres are mandatory.

>> No.1766752

What's this image from by the way?

>> No.1766754

It's some kind of moray eel. Dunno if it's shopped, taken at a weird angle or if it really does look like that. Filename is a reference to dark souls

>> No.1766757


Sorry pal. I wound up breaking god spheres due to how the shield works, and I have yet to manage to make the shield block reliably without resorting to invulnerability on demand, making it spawn a wall of invisible projectiles that stop other projectiles doesn't work as there's still a chance that you can run headlong into an imp's fireball and get a facefull of it

>> No.1766760

Invincibility really does need to provide some form of "I CANNOT BE HARMED", or maps that rely on you being invincible to make a fight not a total slaughter tend to fall apart pretty horribly.

Maybe replace them with time freezes?

>> No.1766761

>and I have yet to manage to make the shield block reliably without resorting to invulnerability on demand

Change it to a PowerProtection that gives DamageFactor "Normal", 0.0000001

It's effectively the same as Invulnerability, but without actually changing the invulnerability property.

>> No.1766762


well that other guy was mentioned some sort of temporary powerup that forces you to use a different weapon altogether, I could probably do that: Temporary invuln with a neato weapon

>> No.1766765


would that fuck with the other powerprotection Blaz will be getting in the future? Furthermore wouldn't he still grunt in pain?

>> No.1766768

>I like my Doom levels to ideally be beatable in less than 5 minutes, from pistol start, the first time I ever play them

I'm guessing Scythe is your favorite wad?

>> No.1766770

Have the shield reduce damage by 99% when active.

Invulnerability is mandatory. Can't be negotiated.
Many mapsets and even traps do not work out if the player isn't able to go invulnerable.

>> No.1766772

What would be the point? Games already been reverse engineered.

>> No.1766793
File: 927 KB, 250x230, Ricky-Gervais-Laughing-GIF.gif [View same] [iqdb] [saucenao] [google]



captcha; intersecting

>> No.1766796

why are there no Good HD sprites?

>> No.1766805
File: 78 KB, 640x960, 1359757010196.jpg [View same] [iqdb] [saucenao] [google]

UAC Military Nightmare.

Sounds innocent and unremarkable, yes, but you won't be prepared.

I don't care what you guys think, playing that wad with you guys ranks in my top five multiplayer experiences in recent years on entertainment standards. Constant and painful laughter

>> No.1766813


Hmm, I did manage to get to the next stage after that then got my own ass kicked. I'll have to re-balance it a little and upload it again.

>> No.1766817


>a little

Scratch that, I'll re-do a shit ton of enemy placement & item placement.

>> No.1766829

/vr/, check in the pastebin in the OP

>> No.1766846

So a little more mulling over. I might have something to address both the slightly clunky arm cannon mechanics and the flail shot:

remove the flail and save it for another project, add a firing mode swapper for the arm cannon, hitting zoom would switch between firing solid bolts/slugs at a rapid fire rate, and the other mode would be the red fire pellets with a charge function, which would consume the red mana bar.

>> No.1766867
File: 111 KB, 380x250, WOW.png [View same] [iqdb] [saucenao] [google]

>I like my Doom levels to ideally be beatable in less than 5 minutes, from pistol start, the first time I ever play them.
.If a map starts to have more than 2-4 switches in it where the effects aren't immediately obvious, I bail.

>> No.1766869

durr im a faggot
>If a map starts to have more than 2-4 switches in it where the effects aren't immediately obvious, I bail.

>> No.1766872



>> No.1766873

I don't think anyone really wants to give it out/anyone really wants to get it
Like Doom 64 is 420% atmosphere and random guys making levels would never quite get it right.
Doom 2 just has a much wider range of "moods", action-packed, narrative, spooky, all sorts of stuff.

>> No.1766898


Thats an awesome piece of work. Made out of pure doom love.

If you ask me, I may only complain about the hemlet's shape.

I don't know how I might make this, but the doomguy hemlet seems to have like a bump where the mouth is, like for a air filter or something. I always understood it like a more pointy item, and the model's seems a bit squary. (Not the voxely aspect, but as a whole)

That's all I have to say. When I finish my finals I may try to edit it to explain my idea better.

>> No.1766906

It's just an updated version of the original Doom code, not at all different from what we have now. Otherwise that guy who made the Doom 64 port wouldn't have been able to reverse engineer it

>> No.1766945
File: 2 KB, 189x94, aaa.png [View same] [iqdb] [saucenao] [google]

Why nobody play Odamex?

>> No.1766963
File: 38 KB, 512x600, screenshot 52.png [View same] [iqdb] [saucenao] [google]

Should I make the mouth piece jut out a little like this?

>> No.1767004

>Why nobody play Odamex?
nobody plays odamex because nobody else plays odamex. it's a network effect, or a self-fulfilling prophecy.

>> No.1767017

About 5 years ago, a bunch of chums from /v/ and I played Skulltag and had a jolly good old time. Specifically, we were playing some challenging WADs with a "one life, you die, you wait til everyone else dies/the level is won".

I've since lost all those WADs and if I understand correctly, Skulltag is long since dead.
What's the best way to replicate that one-life co-op campaign experience?

>> No.1767019

Quite literally Zandronum.

Skulltag lives on through it.

>> No.1767020

Zandronum, Skulltag's successor, features the same built-in Survival gamemode that limits the number of lives each player gets. It's not specific to any single WAD.

>> No.1767023

Sweet, thanks guys.
>It's not specific to any single WAD.
Yeah I know, it was just a setting in the Skulltag, but what I was getting at there was challenging WADs, maybe designed for multiple dudes. Any recommenations?

>> No.1767027

Hell Revealed 1 and 2 were made specifically for co-op, I think. Other popular choices include the Scythe series and Alien Vendetta.

>> No.1767031

Ah, they all sound semi-familiar.
Thanks a lot, Anon!

>> No.1767042
File: 77 KB, 500x385, 1382235763315.jpg [View same] [iqdb] [saucenao] [google]


>Brutal Doom

>> No.1767069

shit you HATE in mapsets, go
>early maps are incredibly fun and balanced, with good placement and monster counts that are challenging without being ridiculous
>becomes slaughterwad tripe ~10 maps in
looking at you, eviltech

>> No.1767073 [DELETED] 
File: 110 KB, 640x480, Screenshot_Doom_20140714_085600.png [View same] [iqdb] [saucenao] [google]

Alright guys, here's another updated model. Figured out how to fix the palette errors so there are no more garbage pixels and the skin is no longer splotches of yellow and pink. Also thinned out the boots to make it look slightly less boxy

>> No.1767079
File: 195 KB, 640x480, Screenshot_Doom_20140714_085600.png [View same] [iqdb] [saucenao] [google]

Alright guys, here's another updated model. Figured out how to fix the palette errors so there are no more garbage pixels and the skin is no longer splotches of yellow and pink. Also thinned out the boots to make it look slightly less boxy, walking animation only again


>> No.1767096


Yes! It looks more doomish. Also, now that I see that angle I can tell something more:

-If you see the sprite of doomguy on angles 3 and 7, there seems to be like a "pixel step" in the middle of the visor, that may help you refine the profile of the helmet.
The visor is 5 pixels high, (against the 4 voxel height of your model, with two acute features pointing down, at the two sides of the mouthpiece, represented with like, 2 more pixels downwards. These are specially noticeable on angles 1 and 7.

To include these features, I would enlarge the visor upwards.

-Also, looking at >>1766178, you can see the difference of the helmet shape from angle 1:
Looking more like a rugby ball, against the squared shape of the voxel.
I'm not quite sure how I would approach this.
I understand the difficulty and tediousness of voxel work. I assume that you save state your work before making modifications, but if not, I remind you. After all, I might be wrong with my requests/advices/opinions

BIG THANK YOU. I look forward to playing with your work

Sorry if bad english, I'm trying hard

>> No.1767097

>MAP07 is a Dead Simple clone

>> No.1767105
File: 23 KB, 335x286, image.jpg [View same] [iqdb] [saucenao] [google]


Forgot explanatory pic

>> No.1767123

>I understand the difficulty and tediousness of voxel work. I assume that you save state your work before making modifications, but if not, I remind you. After all, I might be wrong with my requests/advices/opinions
I'm not actually hand making these voxels, it's a skin and model edit of the ranger from quake which is then fed into a voxel converting program and touched up in Slab6 so it's actually easy to implement changed, and your advice is extremely helpful to me, thank you

>> No.1767126

I know that doom is 2.5d, is GZDoom technically 3d though?

>> No.1767128

what are you considering as a slaugherwad? how bad does eviltech get?

>> No.1767129

That looks like a theme for a clock.

>> No.1767134
File: 77 KB, 620x527, depression.jpg [View same] [iqdb] [saucenao] [google]

>Zdoom TC of Blood isn't accurate and includes tons of changes they made for the fun of it

Explain yourselves.

>> No.1767138

Map11 has 70 monsters on UV. Map12 has 560.

>> No.1767142
File: 85 KB, 800x889, 83d612f8f9df87ed8eaa4c1ae30483b7bd16b4f8.png [View same] [iqdb] [saucenao] [google]

Wait there's a TC of Blood? You got a link to that?

>> No.1767145


Because fuck Blood.

>> No.1767152
File: 70 KB, 690x518, image.jpg [View same] [iqdb] [saucenao] [google]


>voxel converting program.

Awwww man, which one? I'm planning on voxelizing the cyberdemon, but had such a hard time trying it and I was neglecting my finals

I may use it to make a start point from this model I have. Pic related.
It might work, although I'm not sure yet if it is the best way to approach this.

>> No.1767156
File: 26 KB, 450x562, screenshot 53.png [View same] [iqdb] [saucenao] [google]

Touched up the helmet shape a bit, what do you guys think?

>> No.1767158


10/10 would install in my bedroom

>> No.1767171


Great! but, did you touch only the right half?

You are getting it. Although the bump on the side of the helmet looks a little lower than on the sprite, not sure if it's a matter of the angle.

Can you deliver more angle pics?

>> No.1767185

now I see much less quake in it.
Could you post how it looks from the back?

>> No.1767189

poly2vox is the converting program I use. that model should convert into voxels quite nicely but I must warn you that it won't look very good in doom because enemies only move in eight directions, their movement isn't smoothed out like it is when you use models in GZDoom. Also you must scale it down to a factor of 10 percent or less when converting because too many can utterly kill the performance.

>> No.1767208
File: 79 KB, 1000x520, screenshot 54.png [View same] [iqdb] [saucenao] [google]

I only touched up the sides, I still have to shape the front and back of the helmet. I don't think it's possible to get it looking exactly like the sprites, though. I'm aiming more to look more like the helmet seen on the title screen of doom

>> No.1767221
File: 27 KB, 467x285, tacobelldoritos.jpg [View same] [iqdb] [saucenao] [google]

game was sponsored by Taco Bell

>> No.1767226

winquake still works just fine, for me at least. no widescreen, though

>> No.1767259

Mock 2
Community is Falling 3
Megatrickster's Mistake (Needs skulltag actors I believe)
deathz0r Online: The Internet Made Stupid
The Archives Are Doomed Gold
The New Adventure

>> No.1767285
File: 127 KB, 640x480, D9.png [View same] [iqdb] [saucenao] [google]


>> No.1767293


What? Its later maps were just huge. Never got a HR/AV vibe out of it.

>> No.1767303 [DELETED] 

I hate that just about everything I see in the steamcommunity hub for the Doom's is Brutal Doom

>> No.1767304

It would NOT be possible to make a 100% accurate replica of Blood in the Doom engine; so they might as well deal with it and do changes they feel good.

Even the EDuke32 BloodTC is miles away from being accurate, and that's using the same base engine.

Now if you want to play Blood, why the fuck would you want to play a replica of the original game (which by definition WILL be off by a thousand miles) rather than play the game itself, is beyond me. Too lazy/computer-illiterate to configure dosbox yourself? Well, GOG did that for you and only for 5 bucks, including the fantastic add-on, and the game plays perfectly at good resolution unless you have a toaster.

>> No.1767309

bad pacing

lots of megawads will have one "epic" map after another, its exhausting

throw in some easier, slower, smaller maps to break things up

>> No.1767312 [DELETED] 

the "gamer" community is dumb as hell and wouldn't know a good game if it shit down their throat

hence the popularity of brutal doom

>> No.1767314 [DELETED] 

Lets end this discussion before it begins.

>> No.1767321

> shit you HATE in mapsets, go

32 levels megawads.

>> No.1767325

>Map30 starts with every weapon spoonfed to you

I mean for fucks sake. Just because Icon of Sin did it doesnt mean EVERY map30 has to. I actually liked that in Original Doom, the final map lacked the highest tier weapon of the episode.

>> No.1767327

Let's make this a CIVIL discussion.
I think the reason Brutal Doom is popular is because it takes several formulas from popular, modern games and remixes them into an older one. You know, Iron Sights (Most modern fps' s), Fatalities (Mortal Kombat) and the like.

>> No.1767329

You can definitely tell some of Eviltech's maps were made years apart from others.

First 11 maps are very vanilla. Almost a DTWID vibe. Then the later maps are like superhuge and feel more like stuff out of a limit removing/boom wad.

>> No.1767332

Brutal Doom is popular because of the violence. Before playing it, I thought that Brutal Doom was just a "gore mod" with fatalities.

But the mod is pretty good and goes beyond gore.

> tfw people from Doom community hates BD because they hate the creator

>> No.1767335

I like how in Brutal Doom the Cyberdemon isn't a bullet sponge.

>> No.1767340

>Map11 has 70 monsters on UV. Map12 has 560.
that is fairly meaningless by itself. it depends more on how many monsters are thrown at you at a time.

containment area by sailorscout has 666 monsters but aside from a few flash points you fight them in groups of 10 or fewer. maintenance complex has 1000 monsters but is so huge it never feels overpopulated. and so on.

>> No.1767341

If you were to remake Doom 2 or do a sequel, how would you make the Cyberdemon NOT a bulletsponge? Would you remove or modify enemies? I know this has been asked before.

>> No.1767343

I dont even know who the creator is. I just don't like that its essentially the modern image for doom, now.

>> No.1767349

Next /vr/oom wad whens? I gotta do something with this... freetime.

>> No.1767350

i wouldn't. doom boss monsters are all bullet sponges. if not a bullet sponge, you have to do some gimmick, like only making it vulnerable to a special method of attack. i prefer that you can use any method you like to kill the game's boss. this is why i didn't like map30.

>> No.1767353

I mean, to an outsider, that's all it seems. No offense intended, but I picked it up one day, played for five minutes, and quit because it lagged like crap (I'm not even on a toaster) and I was tired of seeing gallons of blood from a papercut. Maybe it's my fault for not playing into it, but I think the other reason people hate it is because tons of people seemingly are introduced to doom through it, and not for the actual game.

>> No.1767354

I need a .wad where you're on a boat or cruiser.

Gotta practice when I get shipped out and hell takes over.

>> No.1767361

Try ZBloodX which tries to emulate blood better.


>> No.1767375


Make Doom dude learn demonic magic, have a psuedo progress tree. By the time he faces Cyberdemon, it is not "cyber" yet, Doom guy uses all his demonic juice to grow just as hueg and it is a melee fight. At %33 Cyberdemon loses its arm and finisher is ripping its leg off. Doom guy runs out of juice and reverts to his original size.

Spider Master mind appears and injects Cyberdemon with... SCIENCE! and SOULS! And dissappears.

Cyberdemon grows the "cyberbits" and shooting starts. Rockets are harder to dodge and destory cover so you gotta run around a lot. You gotta blow off more of his original limbs. When it is completed "cybered" it collapses. After a brief breath catcher it dissolves into Arachnotron babies.

>> No.1767390 [DELETED] 


/vr/ is over moderated an an autist janitor lurks /vr/ Doom constantly.

>> No.1767395


Reminder that BD is basically its own game. It changes so much.

>> No.1767406

>Melee Cyberdemon fight
Yes. YES!
Anyway, the idea sounds sort of cool.

>> No.1767407

>shit you HATE in mapsets, go
I hate when megawads have yet another Dead Simple remake as map07, yet another Icon of Sin as map30 and yet another Wolf3D stuff as secret maps.
Slaughtermaps aren't bad if they throw you in situation where player should use tactics and location to overcome the overwhelming horde of enemies rather than just dump you into circlestrafe arena with guns and that's it. They somehow feel refreshing sometimes after spending a lot of time to find all these switches and keys on gigantic maps.
Speaking of Eviltech, I've just finished E1 and there was nothing memorable in it besides easy secrets that negate already incredibly low difficulty of the encounters completely. Started map12 and it feels more like simple monster spam rather than slaughtermap.

>> No.1767408

In regular Doom the Cyberdemon isn't much of a sponge if you have the BFG or Plasma rifle.

Not him but I think the problem with the Cyberdemon is that his attacks are linear like all the other demons in Doom 1.

I can't really think of a way to "fix" that besides provide harder to dodge attacks like say a Mancubus or Revenants.

Of course the maps would have to be more designed with that in mind because just changing the Cyberdemon currently and slapping him into levels would probably break a bunch of them if his attacks are hard to dodge.

>> No.1767421 [DELETED] 


>Duke Nukem 3D is significantly better than Doom
>Blood is better than DN3D

>> No.1767425 [DELETED] 

reminder that build engine is janky as fuck and all the games made in it suffer as a result

>> No.1767426 [DELETED] 



>> No.1767429 [DELETED] 

Pretty much, it's unstable as shit and keeps crashing

>> No.1767434

I kinda dislike that too. I get it's a limitation but hell, get more creative.

>> No.1767435

Looking better and better with each update.

>> No.1767440

>also what skill level do you play on?
I play the default levels on UV but I play user-made maps on HMP because most people seem to balance that better

>> No.1767441 [DELETED] 

Hi Pickcincy

>> No.1767446

It's not actually a limitation. You can exit the level however you want. It's just that no other level has that unique behaviour, so you can't get it anywhere else.

>> No.1767448


Contribute something to the existing /vr/ projects, then. Maybe Dreadnought could use a map, or Kegan could use some codehelp.

>> No.1767474


>> No.1767513

I've been working on a level set in my free time when I wasn't doing /vr/speed. Perhaps we could collaborate? Two-man megawad?

>> No.1767517

I come from the Contra/Treasure school of bosses. Shoot at it until it dies. There's nothing more satisfying than unloading everything you have into a monster and then seeing it explode.

If I were to change anything, I would make the explosion cooler.

>> No.1767526
File: 240 KB, 1024x768, Screenshot_Doom_20140714_131958.png [View same] [iqdb] [saucenao] [google]

Today I played all the single player WADs I could find by a guy named Andrew "Malinku" Rehberger, who seems to have a pretty great grasp on architecture, level design and texture usage; if you ask me he ramps things up a little too quickly (all of the maps eventually have huge showdonws with multiple Hellknights, Revenants and Mancubii without ever giving you the plasma gun and only once did I get a rocket launcher, with very limited ammo for it) but other than that, these are really solid. I couldn't find if he had contributed to any megawads or anything, so I guess these are all he ever did? If anyone knows of any others, I'd love to see them.


>> No.1767580 [DELETED] 

>Andrew "Malinku" Rehberger
sounds german....do not trust any germans on /vr/, they tend to upload malicious WADs that can fuck up your file system

>> No.1767602

what would you do to break it up? a new final boss monster? Doom 64 and Plutonia 2 took a crack at it, what would you have as a secret level? Doom 3? Chex Quest?

>> No.1767614

knowing that I played lots of Vanilla Doom before I even tried it, that said SE is better in everyway

>> No.1767618 [DELETED] 

That is literally one person, and he's destroyed as soon as he appears.

>> No.1767621

not as much as pretty much every other gameplay mod

>> No.1767623 [DELETED] 

lolwut? backstory?

>> No.1767641


Some faggot named Doomkartguy has been doing shit.
Now faggots have kneejerk reactions and assume every troll is DKG and that nobody from Germany can contribute anything.

>> No.1767651 [DELETED] 

oh, the eternal "tripfag" problem
well this sucks

sega because offtopic

>> No.1767659 [DELETED] 

>Anon is leejun


>> No.1767663


It's less tripfaggotry and more "this guy has been a huge douchebag and while he was super-fucking obvious at first even without his trip, now everyone thinks they're an internet detective and can identify him".

>> No.1767685

Fucking this. I just do not have the patience for a full 32 maps anymore. I usually end up becoming bored to death about halfway through. Looking at you, Hellbound.

>> No.1767693

Has /vr/ made a "newfag mapbuilder" pack yet?

It'd be great to watch everything fall apart because of big open squares.

>> No.1767719


The majority of the /vr/ 200-minute pack was by newfag mapbuilders.

>> No.1767742

You can message me on IRC or on Skype (my name on skype should be fairly obvious) and we'll work something out! I'm still game to do some lines.

>> No.1767745
File: 13 KB, 340x321, BLANKITY_BLANKITY_BLANK.png [View same] [iqdb] [saucenao] [google]

OC donut steel

>> No.1767749


Are you able to do a convincing female voice, or know of any ladies who would be interested in providing a female voice?

>> No.1767750


>> No.1767754

Marty's like one of the manliest dudes I've heard, but maybe he does know some ladies willing to do VA.

>> No.1767756
File: 25 KB, 340x321, BLANKITY_BLANKITY_BLANK.png [View same] [iqdb] [saucenao] [google]

Oh shit I'm sorry, forgot something

>> No.1767787

those all sound like good ideas

>> No.1767801
File: 471 KB, 1440x862, Untitled.png [View same] [iqdb] [saucenao] [google]

I'm trying to set up a switch to lift the ceiling behind it. What do?

>> No.1767808

Depends what format you're using
Doom2 / Doom in Hexen / UDMF?

>> No.1767815

Doom 2

>> No.1767817

Here you go, I dont know how exactly the surrounding linedefs around the sector look like

>> No.1767820

Anyone have this wad?

>> No.1767823

There's lots of ways to do that, it just depends on what map format you're in.

In vanilla, there is actually no switch line special to raise a ceiling to the next highest ceiling. The good news is: This is the definition of a door in Doom. Use 103 - S1 Door Open Stay. Tag the line with whatever tag you want (I usually just press New) and then tag the ceiling sector with the same tag (I usually just press Unused and that works).

If you're in ZDoom then I dunno but it's actually easier.

>> No.1767831

yeah i would definitely recommend his stuff. he did a map for freedoom which was very good, and he did a christmas map for which i did a couple of demos, it had a cool speedrunning exit trick (jump through a window, spin round and press the switch as you fly over it)

>> No.1767842

if you can live with boom compatibility use 166 S1 raise to highest adjacent ceiling instead of 40 W1 raise.

or just make it a door like >>1767823 says, but be aware doors go up to the lowest adjacent ceiling not the highest.

>> No.1767854
File: 67 KB, 500x448, zhksayssomething.png [View same] [iqdb] [saucenao] [google]

You know, 666\667 tags could be used for real fucking secrets, revealing\hiding deathtraps\ monster spawners\alternative exits while the main one is death exit. At the very least people could turn map07 into hunting map instead of yet damn another arena with fatsos and trons dumped on player one after another.
>a new final boss monster?
All of my yes. From all the latest megawads I can only recall "Survive in Hell" to have new monster for final boss. IMO anything else but staled "just dump these rockets into wall's brain\eye\nose\ass hole already" would be good: an escape map (like Perdition Gate), a survive-against-the-horde map (like Speed of Doom) or even just a map that nails down the fact that this is final of the megawad.
>Doom 64 and Plutonia 2 took a crack at it
Doom64 was alright with new boss and stuff, but Plutonia 2 on other hand was IoS but with different texture and more serious guards.
>what would you have as a secret level?
A secret level without Wolf3D design, textures and enemies, really.

>> No.1767858

I like the way Doom looks in this screenshot. It has an eerie, gritty atmosphere about it. How would I go on about replicating this look of Doom?

>> No.1767867

I've heard that quakespasm is the best source port out there.

>> No.1767868

Chex Quest would be perfect, any ideas for new final Boss? Satan himself? His Daughter Sin?

>> No.1767872


Pull the palette out, put it in a new wad, load the palette wad alongside your normal wad.
That's it, really.

>> No.1767873
File: 124 KB, 1024x768, Screenshot_Doom_20140714_161723.png [View same] [iqdb] [saucenao] [google]

Spoilers: I'm using a different palette

The guy who was the lead level designer for Arcadia in Bioshock did a Doom 2 vanilla demake of it back in 2010; it's a pretty sweet map for what it is; I'm not super familiar with Bioshock (never made it far) but I liked the level well enough, it's got some neat tricks and shit

But what I really loved was that he made a different palette for it; I ripped it with SLADE and made a separate WAD for it and threw it in my skins folder. It seriously enhances the game, and the greys and blacks all have a slightly "blue" tint which makes it look like Doom64 a little.

Here's the original WAD:

And if you just want the palette:

>> No.1767881

That'd work if the palette was part of the WAD I was showing but it's actually just something I always load (along with a music mod and some other shit)

>> No.1767923 [DELETED] 


Are you a mod, or something? Even if you're not, such posts like yours could be misunderstood as someone pretending to be a higher up, and that's not something wise to do

Just sayan

>> No.1767930 [DELETED] 

"Let's" is short for "let us", it is usually interpreted as a suggestion.

"Let's not, and say we did!"

>> No.1767934

Imma try that and the new darkplaces.
I'm having a lot of fun, movement is really fluid. The download also came with a lot of mods (and all the expansions), there's an aliens one that is pretty good.
Two questions, though:
Is there a map button?
What does the darkplaces mod, as opposed to the engine, do? Website's confusing me.

>> No.1767939 [DELETED] 


point still stands

>> No.1767957 [DELETED] 

i don't see how saying "let's not do this" is pretending to be a moderator.

>> No.1767971

Thanks a lot, man.

It looks immersive as fuck, that's why I asked.

>> No.1767973

>Is there a map button?
No; the 3D architecture would make it a pain in the ass anyway

>> No.1767978

>Looking at you, Hellbound
>halfway through

What a shame, you missed the most fun parts


>> No.1767982

Well, it was more about 20-ish maps in. Maybe I'll try giving it another go at some point.

>> No.1767989


Feel free to skip any if you feel like it, it's not like you're missing anything related to >story or whatever.

>> No.1767990

>all those vids
Hell yeah, I know what Imma do when I get bac to my comfy place.

>> No.1767993


some of them are included in the /doom/ playlist which is at the News post. Currently it has about 9hrs worth of Doom-related material

>> No.1767995

Yeah that's usually what I do when I start getting bored of wads. I'll turn on noclip and kinda "ghost" through the level, see what it's like, before I skip it or something.

>> No.1767997

in that case you might also like the palette from tdevil2.wad


>> No.1768001

Saw a lot of those, they are great.

>> No.1768002

I know a few, but I'm not in a spot with the greatest internet connection. And my female voice leaves a bit to be desired. I'm quite the baritone.

You guys...<3

>> No.1768024

I know you said mel was on hiatus for the summer but what are you counting as the summer?

>> No.1768035

I have some other projects that are of a higher priority, so...a couple months. Summer was just a vague timeframe, honestly I'm not too sure. I've kind of taken a Snake Way trip to go train with King Kai so I'm not all too sure when I'll get back.

>> No.1768054
File: 252 KB, 600x474, 1404535316287.jpg [View same] [iqdb] [saucenao] [google]


tl;dr: A LOT of work for a small payoff.

Just think about the Archvile, it's the monster with the most sprites in the game and arguably the one that would get the most benefit from such project. 145 in total. ONE HUNDRED AND FORTY FIVE sprites. Some (if not all) spriters create a single, non-HD A1 frame, and they get ~*~too lazy~*~ to finish the rest of the set. Do you think anyone would even bother to create 144 more? And on top of that, in "HD"?

The ONLY source port that would allow the sprites in the game at a reasonable resolution is ZDoom (or probably the ONLY one who would support 'em), and we all know how some people are reluctant to play, or even mention it or any Z-based port; simply put, not everyone is going to play with it. If it ever gets done.

Now, the original sprites being on such size give the player the chance to think whatever the fuck they want about their skin, teeths, eyes, what have you. Some people have their theories about how they should look and what kind of skin they may have. You just can't go ahead and create hi-res sprites without pleasing anyone.

Here comes the fun part: Do we *NEED* HD sprites? The absence of such thing has stopped the community from creating/enjoying more custom material over the 20 years we've been going?

Would it be cool to have HD sprites? Sure, I'm not saying it wouldn't be, it's just that you should see this as something not as critical for the existence of our community as some people might like to think

(Case in point)

I'm pretty sure there's more things that one should look forward to (Zandro 2.0, OpenAL for ZDoom, etc.) and would be beneficial for more people in the long run

>> No.1768142

Super-duper cool password for PSX Doom


pls test it out if you can

>> No.1768161
File: 37 KB, 480x640, 1399271392683.jpg [View same] [iqdb] [saucenao] [google]

>Just starting off in Doombuilder
>Switches are niggers and never work
>Doors need all 4 sides tagged as the same thing with the same property or else they won't budge
>Selecting an area with the Sectors mode won't let you edit normal properties, just special

How can you guys deal with this shit?

>> No.1768167

With GZDoom, what do I do to make it use the lights.wad by default, instead of always having it in Zdl?

>> No.1768168

Any HD sprites would also probably look out of place compared to other custom sprites, so you'd have to have HD sprites of the various community monsters if you wanted them to look okay next to each other in the same wad.

I do think slightly higher res stuff might work though, maybe 2x or 3x, it would be less work than full HD, look better than what we have now, and would sidestep a lot of the issues you've enumerated. They would still be a good amount of work though.

>> No.1768179

>scarce ammunition
>crowded fights
>fast gameplay
>real-time reacting monsters more than scripted events and cutscenes
>without any artificial difficulty

>> No.1768196

Put it in the autoload section of the ini.

>> No.1768197

>>scarce ammunition
Some slaughterwads levels would be cool, but not many. I'd rather have smart monster usage.

>> No.1768198

Ah okay, thanks.

>> No.1768206

you get used to it, doombuilder is really great imo

remember to press c all the time

>> No.1768221
File: 63 KB, 960x600, 1378237070346.jpg [View same] [iqdb] [saucenao] [google]


I haven't really been posting at all lately, but I'd love to start playing with you guys again every so often. Assuming someone can put a server together.

>> No.1768238

I bet you played an old version? Versions before 2013 were pretty ugly, the sprites were MSPaint-ish, the blood was excessive, bright red, and just and edit of Nashgore, and with ear-rapping sounds everywhere. But things changed a lot recently, v19 is good, SE is great, and v20 is shaping into awesomeness.

TLDR; Give it another try and play SE. You won't regret.

>> No.1768239

Holy shit man, you have no idea.
Doom mapping, and ESPECIALLY with doombuilder, is like the easiest and fastest mapping of any FPS, ever.

If you think that's bad, don't EVER try to make a map for Shadow Warrior man.

>> No.1768270
File: 15 KB, 320x242, prime.jpg [View same] [iqdb] [saucenao] [google]


DBZ server bitches, get in here

>> No.1768275
File: 37 KB, 768x586, 1405194889641.png [View same] [iqdb] [saucenao] [google]

>DBZ server
Holy shit, how long has it been since I've rode the rape train?

>> No.1768278


IPs don't work for me, for some reason.
Name, please?

>> No.1768281


>> No.1768284

Can't see shit captain.

>> No.1768290

What .wads are you using?

>> No.1768294

>And my female voice leaves a bit to be desired. I'm quite the baritone.
Now I kind of want to hear it anyway.

>> No.1768310

I don't understand what "~*~too lazy~*~" meant. Why the tildes and asterisks?

>> No.1768314


It's a dramatic, flowery way of saying it.

>> No.1768320

Shorter levels... Try 200 minutes of /vr/. Since they were time constrained most of them are pretty small.

>> No.1768337

HAAAAAANGH or someshit

ZDoom Wars maps and Sabbat Martyr Deathmatch.

>must ewmittl

>> No.1768339

If I remade any Doom game the monsters would be more mobile, and I'd work on making them more animalistic. A little more grounded in reality (not design-wise, they'd still be cybernetic demons from hell). In an AI sense. They'd retreat when they get hurt and scramble away, maybe stumble over physics objects. I wouldn't go full brutal torture porn with it, but some sense of self preservation would go a long way. Some monsters wouldn't though. Cyberdemons barons and other big baddies would just get more angry and violent the more damaged they got.

As for mobility - the cyberdemon would be able to run and crash into things. Break walls. Generally just be a little bigger. His hooves would slide on hard surfaces, crack wood, and dig into the ground. Give him a real sense of weight.

Yeah... That'd be cool.

>> No.1768360


tried my hand at making an irijunal battle theme for GMOTA, if he wants to replace the icon of sin or make a theme song powerup or something

used the final fantasy 6 soundfont, tried to stay true with the fast-paced capcom beat em up feel

>> No.1768373

A theme song powerup would be awesome... if you could code in a way to stop the map's music, then restart it after the powerup has expired.

Oh and that's song's awesome.

>> No.1768382

Pretty damn nice man. Reminds me of a mix between Castlevania and like... FF2.

>> No.1768391

>if you could code in a way to stop the map's music, then restart it after the powerup has expired.

Would be easy with ACS. Just a localsetmusic change when the powerup and/or boss is activated.
Only question would be timing it for when the powerup wore off, but that's still not too complex.

Also damn that is a sexy song.

>> No.1768437
File: 53 KB, 347x409, doorway.png [View same] [iqdb] [saucenao] [google]

Please allow me to help.

>>Switches are niggers and never work
Are you making sure that the linedefs are actually S1 or SRs, and not W1 or WRs? These are important letters for linedefs; S1 means "Switch once," SR is "Switch repeatable," W1 is "Walk over once," WR is "Walk over repeatable."

>>Doors need all 4 sides tagged as the same thing with the same property
What? Doors don't need "tagged," they only need their line specials set. They also don't need to be the same thing or even accessible from both sides (technically). You also don't want to set the "sides" to anything, they should just be static.
Protip: Regular opening doors are the very first line special. If you want to set a door, select both sides of the door and make the line special 1. It's the regular doors.

> or else they won't budge
This is ACTUALLY probably because you didn't make sure the doors were facing "out." See the attached pic. Make sure the little line in the middle of your doors are facing "out" from the door. If it's not facing the right way, select the line and press F.

>>Selecting an area with the Sectors mode won't let you edit normal properties, just special
What "normal properties" are you talking about?

>> No.1768443

>They'd retreat when they get hurt and scramble away
They aren't humans or animals, though. They are supranatural creations. They have no fear, no sense of self-preservation, because they're fucking demons. If they die, they'll just re-emerge in Hell again, as strong as they ever were. They should have no fear because normally when they show up, people lose their Goddamn minds. The fact that Doomguy doesn't is an anomaly.

>> No.1768471


I'm curious, is Shadow Warrior mapping more complex than Duke 3D mapping?

>> No.1768482

I've never done it, but he's espounded in previous threads and it's something like all the sector specials are different and more complicated

>> No.1768484

Okay, who the fuck let tropers in here?

>> No.1768505

Tropers? Like TV tropes?

>> No.1768509

>he thinks "This Troper" is a legitimate troper title

>> No.1768558


>> No.1768562
File: 8 KB, 633x586, Imadeagraphfigure.png [View same] [iqdb] [saucenao] [google]


>> No.1768587

Maybe someday soon...


>> No.1768592

Still more realistic than Doomkart.

>> No.1768593


I'll make sure to do that once I get home, thanks Marty

>> No.1768601


>someone made original music for GMOTA
>can't listen to it because at work

Fuck. I'm equally deeply flattered and annoyed because I can't listen to it right now.

I love you people

>> No.1768606

I kinda like it.

>> No.1768615

>got quake
>don't wanna play it yet because i have tons of doom mods in my backlog and i know i'll miss jumping
fuck ;_;

>> No.1768620

It's really good, but I think it's more of a boss theme than powerup music

>> No.1768625

you can always just turn on jumping
unless you're trying to be vanilla

>> No.1768629


I managed to download the file and I just have it a listen. This shit gave me goosebumps, I'm completely overwhelmed that you made this anon. I mean Lord Blaz has a theme now

>> No.1768630

I think it's a bad graph because hopes and expectations are not contiguously connected. Should be a pair of bars.

>> No.1768638

>not jumping to your heart's content whenever it wont break a puzzle

>> No.1768659

Difficulty: no Brutal Doom

>> No.1768660


Or at the very least a battle theme. It's still amazing.I wish I could make vidya music

>> No.1768661


Swan Fox.

>> No.1768662

Brutal Doom doesn't even come close to the worst.

It's not AMAZING but it's far from terrible.

>> No.1768667

What's with all this shitting on Brutal Doom?
Last time I came here, everyone was impressed by it.

>> No.1768669 [DELETED] 

Report and ignore bait posts.

>> No.1768671

Lots of people cum over it and treat it like it's a godsend that revived the whole doom franchise, so some people got angry and starting shitting on it

I like it, I just didn't want a bunch of
>Hurr bruttal dum

>> No.1768674 [DELETED] 


at least leave a couple of minutes before making the next post dumbass

>> No.1768676

I like that in Eternal Doom, MAP30 is basically a full fledged level.

>> No.1768679

I agree. Sounds perfect for just about every last map, even though its the opposite of Icon of Sin's track.

For a powerup I think something like http://www.youtube.com/watch?v=rABHXlsJK_c would fit better.

>> No.1768681

BD isnt worst mod. Its overrated, yes. But its nowhere close to being THAT bad.

>> No.1768682 [DELETED] 
File: 331 KB, 1440x900, Untitled.png [View same] [iqdb] [saucenao] [google]


Anyways, it's just strange watching some people on /vr/ actually get pissed off over something.

>> No.1768686

Wow you guys realize i wasn't saying BD was bad right

>> No.1768691

You were implying that people were going to say it was.

>> No.1768692

Rampage Doom, and the author has the worst attitude i've ever seen in the Doom community.

>> No.1768706

Seeing as this thread allows other retro FPS I shall post this.


>> No.1768707


You mean Doom: Rampage Edtion, right?

Anyway, the news thread about it has some pretty blatant sockpuppeting by that guy; I'm suprised Esselfortium never detected that, being the one that often brings sockpuppeting down in Doomworld

>> No.1768710

>First act is techbase
>Third act is Hell

I guess I don't so much hate it, but it does get a bit old.

>> No.1768716

Got link to the drama?

>> No.1768724
File: 487 KB, 565x601, 1402427561534.png [View same] [iqdb] [saucenao] [google]

>The map is a maze

>> No.1768726


I always hate when the Hell act is basically nothing but redrock and lava, with occasional medieval.

I mean, the official iwads were more varied than that with the hell levels.

>> No.1768727

Hey /vr/, I've been lurking here for a while now and it would be fun to try and make a map. I want to see how you guys think of it. The map is really small because im sort of getting used to doombuilder. There are several texture glitches that I don't know how to fix, but everything else seems to be working fine, at least for me.



>> No.1768730

What is the map intended for, and what were you testing with? Just so I know what port to use.

>> No.1768731
File: 524 KB, 1920x1080, Screenshot_Doom_20140714_190620.png [View same] [iqdb] [saucenao] [google]

Can someone help me? It only happens with gzdoom I think, but wherever there is a texture that has transparency to it, (for example pic related) and a monster shoots a projectile through it, the transparent parts turn completely black. Any ideas on how to fix it would be much appreciated.

>> No.1768734



>> No.1768735

>Map 7 starts off as a Dead Simple clone
>Breaks into something much much larger
>Explore whole level that's gigantic
>Finale is back at the start
>Dead Simple battle with a Spider Mastermind in the center
I wish I remember what map set it was from because it was actually really fun.

>> No.1768742

>the maze doesn't show in the automap

>> No.1768746

Cleimos 2 is notorious for this.

>> No.1768747

>The mapper writes messages in the walls of the map

>> No.1768752

sorry for not mentioning.
its a singleplayer map for doom.

>> No.1768753

Whats wrong with that?

>> No.1768757

*doom 2

>> No.1768761

I wish more doom 2 megawads broke away from the three episode structure, like in Icarus. Makes it feel more like its own thing, and less like a tribute to Hell on Earth's story.

>> No.1768762

It looks amateurish and ruins the atmosphere

>> No.1768764

Needs more organic shit and helltech

>> No.1768769

got any examples?

I always liked in duke3D where they'd have some "You're not supposed to be here" text in inaccessible areas.

>> No.1768776

Speaking of Brutal Doom, what are you guys' particular gripes with it?

I see a lot of hatred toward it- like, Minecraft level hatred- and I'm genuinely curious as to why. It's certainly overrated and overshadows a plethora of other content, but I feel it doesn't quite deserve the utter hatred it gets (including the recent exclusion from various images that spotlight mods, etc).

I apologize if this has been asked time and time again, I swear I'm not trying to be like one of those faggots on /v/ asking why they haven't "grown up yet" while posting a picture of Elizabeth from BS:I. I don't come here very often.

I also wholly accept that Sperglord Edition is naturally superior, but that's sort've a given, I would assume.

>> No.1768784

Agreed. I mean, even using vanilla content, you can still do a lot of different settings that form a mostly cohesive story. But a lot of people stick to that level structure. Or just do randomly placed levels for the most part that just look cool.

On that note, what are some ideas for something different from Doom I and II's structure? Something that could actually work without getting boring?

>> No.1768786

I dislike the Ear Rape weapon sounds, and after playing SE I realized just how imbalanced the weapons are, that's all really, I still like it a bit

>> No.1768790

SE fixes the overly loud weapon sounds, thankfully.

Imbalanced how? I'm not asking because I want to ~prove you wrong~ or implying it's not, I'm genuinely curious. I like to dissect and deconstruct shit like this.

>> No.1768792

>I apologize if this has been asked time and time again

Have you considered reading the FAQ?

>> No.1768794

Depends on how they're used.
Deus Vult 2 had some in secrets, they were pretty silly in a funny way.

>> No.1768795


>> No.1768796

It doesn't really answer specifics, or get into details. I imagine it's been asked before, but I dunno specifically why. It feels like there was some bigger reason why (IE: explaining why a lot of /v/ hates Minecraft now), but it always seems to be pretty ambiguous.

That, and I just wanted to deconstruct Brutal Doom a bit. I personally feel like it has a LOT of good things going for it, but has a number of critical flaws that could be fixed up. Discussion can breed good ideas.

>> No.1768797

Well the ironsights are abit too good, spining the minigun works too fast, where as SE gave them some resonable nerfs that manage to make the weapons feel better somehow, it accomplishes what BD was trying to do in that every weapon is useful throuhout

>> No.1768798
File: 2.60 MB, 325x183, 4chanInANutshell.gif [View same] [iqdb] [saucenao] [google]

>(including the recent exclusion from various images that spotlight mods, etc).

This is less because of me hating the mod/Mark's a dickhead (though he's not exactly on my Christmas card list anymore after some of the shit he's said about me) and more because if you want to play Doom then chances are you've already heard of/tried Brutal Doom.
It is, for better and for worse, THE most widely publicized Doom mod out there. It's just redundant to include, especially when there's so many other good gameplay mods that could use some more exposure.

>> No.1768804

Oh, okay, that's fair then.

What did Mark say to you, by the way? He seems like he's pretty edgy and would say shit about anyone, to anyone, just for yucks.

>> No.1768812

For me, it is less about the mod itself than about its author, and it's effect on the community.

Imagine you like this band, a lot, and they release a song that's sort of but not really like everything else they do, but not truly representative of the band. The song gets massively popular, to the point where people who have never listened to the band before are being exposed to it and think all the songs are like that, and get incredibly pissy and entitled when they find out it isn't. That's kinda like the Doom community and BD. on it's own, it's fine--not great--but it doesn't really resemble the Doom experience, and there are people who refuse to play without it.

Also, the mod's creator is an asshole, who uses resources other people make without credit and makes zero effort to dispel the above situation. He also doesn't care that there are ignorant faggots who thinks he single-handedly makes everything in the mod, among other stuff.

>> No.1768813 [DELETED] 
File: 57 KB, 294x364, brutal_doom.png [View same] [iqdb] [saucenao] [google]

>I dunt get y peepl hate mark, he seems so nyce :(

>> No.1768816

Good point, youtube advertizes it enough, I think Sperglord Edition could use some publicity though

>> No.1768824

These represents most common complaints, not (just) my opinions.
Annoying death sequences for enemies. Too much damn blood, I mean some blood and gore it's fine, it's the point of the mod, but I dislike paint every damn room red because I killed 4 enemies in it.
Some people dislike ADS, reloading, and the visor that breaks/gets blood on it. Addons fix this but they're kind of a hassle.
The sounds are really loud and ear rapey.
Headshots and weapon balance in general. Killing a cyberdemon only takes 8 rockets to the face, which defeats their purpose in most. A baron only need one SSG jumpshot. CG is a fair bit too good, but in most cases there's no need for it because of the AR. PG is kind of worthless.
The weapon sprites vary in quality.
I think that's it, I might have missed something.

>> No.1768826

Speedmapping \vr wad has actually been pretty cool. Some impressive maps in there (Map 11). Though some of the maps seem crazy short, were they all 200 minute maps???

>> No.1768828


Quite likely, which is especially surprising when previous status with him was "occasionally pop in server to have a blast with him, PM every now and then to share notes on code".
But to go into detail would render things extremely off-topic, unfortunately.


>> No.1768830

I'll check it out in a bit.

>> No.1768834


Yup, made in a 200 minute time limit.

>> No.1768841

or so we like to think

>> No.1768842

Yes, except 33. The longer maps are actually more shocking, to me.

Well, actually I think a few were sub 200 if that's what you mean. It didn't take longer than an hour for me to set up Map07 for example.

>> No.1768843

The cyberdemon 8 rockets kill was removed on v19. Now it takes 14

>> No.1768848

Prop hunt those who played it will know
It could have been good, just could have but holy shit why did it have to have so much shit in there

>> No.1768853

Does SE really need more exposure?

>> No.1768854

>clear a room of imps in scythe
>get blasted by some sniping mancubus hidden in the room
Scary. Smart use of fatsos tho.
Yeah, this.

>> No.1768856

>the maze is full of archviles

>> No.1768859


be honest to yourself, it was expected to happen. you just don't mix mountain dew with big cola, if you know what i mean

>> No.1768864

Didn't he included a credits list on v19? It's missing half of the stuff, and he took credit for Mike's shotgun just because he added hands and a muzzle, but I think it's a progress.

>> No.1768869

To be honest poor attitude aside I am impressed he made a franken mod so functional

>> No.1768870
File: 64 KB, 917x384, Sergeant_Mark_IV&#039;s Brutal Doom by Sergeant_Mark_IV.png [View same] [iqdb] [saucenao] [google]


A half-finished and self-grandeurizing credits list that gives himself credit for things he didn't do, but yes.

>> No.1768872

I'm amazed that it managed some quality maps.

Whenever the 32in24 thing tried SP megawads, they often failed miserably.

>> No.1768881

But you can mix mountain dew with doritos but yea I get your point

>> No.1768883

explain to someone who has never played prop hunt pls

>> No.1768887

If it's anything liek prophunt in garry's mod one team disguises themselves as map props (barrels and the like) whiel another hunts them down. shooting props that arent players hurts the gunman

>> No.1768895


mix a mod that comes from arguably one of the most questionable userbases in modern videogames with the one side from the doom community which, while it is not filled with them and they're pretty cool guys in general, still has some weird folks that haven't even played shareware doom in their lives

>> No.1768916

>Annoying death sequences for enemies.
I guess this is really subjective, but sometimes it can add a fair bit to the game considering there's a mechanic that rewards you for brutalizing them. IE: If you cut a Hell Knight in half (maybe Barons too? never had it happen with them) and then kick their still living torso, you'll get a bit of extra health (like, 5 health, but still). It's small, but ties it into game mechanics instead of just being a throwaway gimmick.

> Too much damn blood
It'd be nice if you didn't paint a room red just by killing one demon, yeah. It kinda makes it mean a hell of a lot less when you do that with a fuckton of enemies. It renders it pretty meaningless, actually.

I feel like a retard for not knowing what this is.
I feel like it adds tension to the game, and adds more variety to the weapons than just "how fast it shoots, if it explodes, and how much damage per shot". Still, it's totally different from classic Doom, so I understand the gripes with it.
>visual effects
Agreed, this is pretty obnoxious.
>ear rape-y sounds
Thank god for Sperglord Edition.
It's only really made the game easier when it comes to killing low-tier enemies. Everything in general can kill YOU way easier, which is sorta the point of the mod.

The Cyberdemon thing was fixed- it still only takes 14, but 14 is a hell of a lot considering it takes 1-3 faster moving rockets to kill you. Seriously, coming across one of them in Oblige is almost guaranteed rape. They're only really easy in E2M8 of Doom 1- but I've noticed that Brutal Doom just doesn't work with the original two games.

I thought Barons took two SSG close-up shots? It's a pretty big risk, considering they rape you up close. Still, yeah, Barons go down way too quickly for what they're meant to be. They barely feel more threatening than Hell Knights. Should they just get an HP buff?


>> No.1768926


I've found it more or less fills the niche of anti-air and fucking up close-quarters groups of squishy enemies (IE: a ton of imps, shotgunners, etc). AR is more mid-to-long range. They sorta fill the same purpose, but different niches- I'm okay with that.

Yeah, PG sucks since the CG took its place. I'm glad SE kept its old secondary fire, though. Problem is, it's too fucking good. How do we fix the PG in Brutal Doom?

>Weapon sprite quality
Agreed. Some are fucking great, while others look like they were ripped straight from a renderer with no textures.

In general, I'd love to see either Brutal Doom SE fix everything, or have another addon that takes its place. Brutal Doom has something REALLY good going for it, but needs those tweaks to get it just right.

Haha, holy shit, that's really dickish. I've always understood why people hate Mark, if nothing else, but damn.

>> No.1768962

Solid map anon, nice work on texture placement and difficulty. My only real gripe is shotgun right at the beginning, but that's more of a personal preference (I don't like being given the shotgun at the beginning unless it's off of a Sergent or something) Overall a solid, if small, map.

>> No.1768970

>death sequence snip
Mostly refering to how some monsters stay alive while cut in half making that annoying as fuck death sound and won't shut up.

And what you said, there are some people that complain that the stress relief mechanic (gaining hp for doing stuff like you mentioned), along with the FUCK YOU are edgy.
>I feel like a retard for not knowing what this is.
Aim down sights.
>I thought Barons took two SSG close-up shots?
Not if you jump and headshot them. And it's not really a risk if you know how, which you learn pretty quickly.

>> No.1768974
File: 2.96 MB, 640x480, doom-dance.gif [View same] [iqdb] [saucenao] [google]

Pretty good map, I liked the secret right behind the start, but it's a little too obvious. Those two shotgun dudes flanking the first door actually killed me. Don't rush blindly into rooms! All in all, it's a really nice looking map. Can't wai to see more from you!

>> No.1768987

Wait, you do additional damage for jumping with the SSG?

Why the fuck

I don't even bother jumping 90% of the time anyway because Doom isn't built around it. I only keep it hotkeyed for the very few maps that DO make use of it

>> No.1768991

Barons having a shouting animation in BD is one of the best things it has. I wish there were one for archies, skellys and bosses too, their battlecry deserves it

>> No.1768993

It's not jumping that does the damage, it's headshots. You jump up to Baron face level and blast 20 shots into their skull

>> No.1768997

>Wait, you do additional damage for jumping with the SSG?
You can't quite get the head hitbox when you're on the ground. You can when you jump so you wreck their shit.
>I don't even bother jumping 90% of the time anyway because Doom isn't built around it.
Eh, I mean you're already freelooking and shit. As long as you don't break the flow of the map I say jump at your heart's content.

>> No.1769001

>Realm667 suffers collateral damage due to the server where they host their stuff getting attacked (while R667 itself not being the target)
>Tormentor fixes the repository, forum is still down.
>he says he's getting into it
>suddenly this gets posted


I really hope some of you weren't expecting the forums to be back in a short time.

Tormie boy, that was some mean, sheer luck; have a feast buddy. Next time try asking for someone to get Blood's source, who knows.

>> No.1769006

For the interested, Blood 1 and 2 both just came out on Steam. Doubt the money goes to the original devs though.

>> No.1769013

It goes to Warner

>> No.1769020

Aw shit son.
This is great.

>> No.1769034

linkan for awesome news

man zdl is so ded right now

>> No.1769050


Awwwwwwww shiiiiit yeeessssss.

>> No.1769054

The 20 pellets actually isn't what kills the Baron.

It's the special hitscan shot for the SSG.

>> No.1769059

Hah thanks! I will keep this in mind

>> No.1769060

>beggar gets lucky
>people celebrate


>> No.1769067

You should also come chill in the IRC with us

>> No.1769068

Are you stupid anon? Can't you see why this is great?

>> No.1769076

Looks like its just dosbox, like on gog. Already own it, so I'll pass.

>> No.1769084


it's still on pampers; also I would celebrate the voxel Doomguy even more for what it means than something that those who can't keep track of what they download might use.

>> No.1769096

not him but who all is in the irc? how much overlap between doomworld/zdoom and /vr/oom?

>> No.1769101

There's some ZDoomers, some Zandronerds, and a few Doomworlders. Half the people in the channel, however, reside on just the channel.

>> No.1769113


Right off the bat:
-I agree with the other anon, never just hand the player a shotgun at the beginning with no opposition. At LEAST put a Zombieman or two around that they have to kill first, or like the other guy said, kill a shotgunner to get it. Also, if you ever do just hand a player a shotgun at the beginning, DON'T hand them shells as well! Make the player fight for their resources.
-I wouldn't use that rock texture on the raised platform since the theme is indoors; instead, use something like TEKWALL.
-Likewise, the floor using the UAC carpet flat doesn't look good because that flat is weirdly aligned and it cuts it off. Platforms like this are much better served by, say, the triangle light flats.
-LOTS of changing floor textures without changing floor heights in this, which breaks one of Romero's cardinal rules. This is not NECESSARILY bad, and the instances of it here are actually pretty well done, but it's important for most cases to move the floor at least by 8 units if you're changing floor textures.
-Similarly, the ceiling light flat gets cut off in the exit room. I would either centralize the lights in a smaller sector in the middle or change the flat entirely; you could also do a careful "outline" around the spots where the lights get cut off and replace it with the plain grey flat (that matches the background of the light flat).
-You should raise the height of the intro room by 8 or 16 units or remove the tech platforms the big light pillars are in; the tops of the platforms go "into" the ceiling because the ceiling is too low

>> No.1769137

-Textures are misaligned on the sides of the intro room where the "windows" are, and the windows have misaligned textures as well. DB can align textures pretty good on it's own, so I recommend doing that. Also, on the "window" linedefs, check the "upper unpegged" and "lower unpegged" boxes.
There's also the thing about not cutting STARTAN or other similar textures in half like they're wallpaper, to treat them like they're real building pieces, but that's a slightly more advanced technique and not everyone follows it.
-Obviously it's your first map but it's important to not beef up the player too much in an early level. I would ditch the Soulsphere and put a blue armour there. (I would also put a green armour in the first room and put the shotgun in the second instead of the first.)
-Inset your doors! Not doing this is fine, sometimes, but it helps to have both types. By this, I mean, put another sector (of equal length) on either side of the door to create a "doorway," and lower the ceiling by 16 or 32ish. (Make it look good with the texture.) This makes the doors look better in general, and makes it feel more like a "real" level as most doors in the vanilla game do this.
-Your sense of lighting and effects is perfect; don't change a thing there
-Border textures! One thing that I don't see any of in this is border textures, the most commonly used in maps being SUPPORT2. A small strip of it, properly aligned, can make ANY texture alignment problem make sense. For example, the exit room is a very unorthodox shape and it causes some texture misalignments because of it--with a LOT of textures in the game, it'll do this, but by placing two short SUPPORT2 strips--say, right on the edges the exit switch wall texture--it will instantly make it look way better. The same goes for around the lights in the red key room.

>> No.1769143

It's not "one or the other" you know. We can like both.
>still on pampers
And it works great. Integrated downloading, descriptions, screenshots, better loading, etc.
>for what it means
Lag in GZDoom?
Really anon. Something that's already nearly finished and working beats something that isn't. Voxel models project is coming along nicely and I wish the guy good luck and all but don't go around like it's the second coming.

>> No.1769154

scythe map30 is best map30

>> No.1769157

-One door is missing DOORTRAKs and just rises up a wall texture. Similarly, all the doors have different and strange ceilings underneath. The default game uses FLAT20 for the ceiling of all the doors (or most of them, I guess) so I've taken to doing that as well. Make it part of your routine when you set up doors.
-Similarly, I never liked how DB2 uses that wood texture for the default when the whole rest of it is STARTAN. Wood and techbase don't really mix.
-This is a minor thing (especially on MyFirstMap.wad) but a new sky and a new MIDI will go a long way towards differentiating your map from others. Plenty of people have made skies and they're super easy to implement, and you can use literally anything for the song. It's just, for a lot of players, to load up a map and be immediately greeted with D_RUNNIN is a little tedious. Even if you only replace it with a different song from the game, it's still better than that.

All in all though this is a really good first effort! The outside area in the back even looks really great, I'd love to see you do more with that. Find your strengths and play to those. (I've recently found out that I can do E2-style maps better than E1.)

>> No.1769178

> requires .NET 4.5
> can't run on XP
Well fuck that.

>> No.1769185
File: 10 KB, 204x136, agitating_skeleton.gif [View same] [iqdb] [saucenao] [google]

Posting for purposes

>> No.1769190


>> No.1769214

but why
Heh. It also works with >>1768974

>> No.1769217
File: 90 KB, 442x481, America.png [View same] [iqdb] [saucenao] [google]


>> No.1769227

>but why

I have some music software that isn't compatible with OSes after XP (it's too old) and my music PC is also my gaming PC

And the software is too essential to my workflow and my sound that I can't risk replacing it

>> No.1769241

Have you ever tried compatibility mode or emulating?
Or just dual booting, really. XP may work just fine in some ways but is outdated in a lot of others.

>> No.1769298

they did two iirc. 32in24sp was declared a failure, but it was only the second in the series. diet32in24 was fine

>> No.1769318

How can I force GZDoom to always pistol start levels in a WAD besides using IDCLEV?

>> No.1769327
File: 283 KB, 1024x576, doom02.png [View same] [iqdb] [saucenao] [google]

As long as we're lookin at /vr/ wads, here's a small little map I made:

Any advice would be greatly appreciated (especially texture stuff). I'm also working on a few larger maps as a followup, so I might post some updates in the future if anyone is interested. Thanks in advance.

>> No.1769338

>dot net
>original thread http://www.doomworld.com/vb/doom-general/67065-lets-make-a-good-doom-frontend-together/
>someone else code up a frontend, so I, the great and glorious Tormentor667, can take all the credit for it

Why is this so great.

>> No.1769356

Google "pistol start options"

>> No.1769358

You should be aware it's more like /vr/oom-offtopic. A video games / 4chan general channel, not particularly Doom-related.

>> No.1769361

This is just what I would do to make the game more interesting in my opinion. AI wise and gameplay wise. Damn the lore and damn the logic.

>> No.1769362

I'll check this out tomorrow

>> No.1769371

Speaking of, if we had a full day (by which I mean: you start and a literal solar day later you're done) we could probably knock something pretty ace out. Specially if we lose vanilla limits and what not.

Just a thought for whenever we map next...

>> No.1769385

>>someone else code up a frontend, so I, the great and glorious Tormentor667, can take all the credit for it
>Why is this so great.
Because it's pretty much the first of it's kind and it works great?

>> No.1769409

ou est l'homme du fil nouveau ?

>> No.1769413


>> No.1769414

Herian 2.

>> No.1769447

Action Doom 1

>> No.1769501 [DELETED] 

Daily reminder that brutal doom a shit

>> No.1769569

What is the best map in Doom/2?

hard mode: no John Romero maps

>> No.1769585

>inb4 outdoors map

>> No.1769615

Playing through 200 Minutes of /vr/ with BURL TUMD, shit's pretty neat, if a bit crude (but that's speedmapping to you).

Map 02 felt like it was done in half an hour though.

>> No.1769627

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

>> No.1769724


So uhhh yeah give me a couple of minutes while I create the new thread

>> No.1769770 [DELETED] 

a couple of minutes doesn't mean HALF A FUCKING HOUR

>> No.1769774


>i'm so goddamn new please rape my face

first time on /vr/, right?

>> No.1769779

where the hell did that even come from
i was joking because he always does the same thing

>> No.1769820



>> No.1770016

Forgive my stupid what are CG and PG?

>> No.1770429

Nice. Stairs are a little thin, but it's a decent MAP01. Not fancy, but not ugly or anything. Decent.

>> No.1770438

>Suffering Zombies
That sounds so edgy. I'm not even going to lie.