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1808801 No.1808801 [DELETED]  [Reply] [Original] [archived.moe]

Doom thread, (Last thread >>1804309)
(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.1808802


-Doom 4 reveal! Well, kinda. Only those dudes who were actually at Quakecon got to see it firsthand, but here's a basic rundown of what happened there. It might not be terrible! http://pastebin.com/W8P7fdq3

-The rumor mill/Tarnsman says Back to Saturn X's second episode will come out on September 1st. Nevermind that they're more like full seasons, but hey!

-hobomaster22 is making a mod manager for Doom in the vein of Quake Injector, and has built-in /idgames support! It's pretty neat, give it a look. http://www.doomworld.com/vb/doom-general/69346-doom-frontend-development-beta/

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

-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!

-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.

-The Space Pirate still hasn't updated! Latest version is currently https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing (tutorial: http://youtu.be/mrFF8LCZw5Y).

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

Mods that also got updated (links lead to their forum thread)

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
GMOTA - http://forum.zdoom.org/viewtopic.php?p=742401

NOTE: Got something news-worthy? Reply to this post, or it'll likely be missed.

>> No.1808809

xth for sound a shit

>> No.1808816 [DELETED] 


>> No.1808818

>The Space Pirate still hasn't updated!

don't get sassy with me op

>> No.1808820

So I am trying to figure out how to make this Autoshotgun sprite sheet work for me.

I am borrowing the code from Eriguns, but cutting the sprite sheet to something usable and having a transparent background doesn't seem to work for me.

I am not sure what I'm doing wrong.

>> No.1808821


Too bad he just did.

>> No.1808824

Not just the Doom thread, the Roller Coaster Tycoon, and all those generals that are posted here here. You would think with those constant threads reaching their bump limit, they would do just fine in /vg/ where smaller generals are often pruned because they don't get replies as fast as the other threads

>> No.1808825


>> No.1808830 [DELETED] 

>"Generals"—long-term, recurring threads about a specific game—should be posted in /vg/. This is not to say threads about specific games cannot be created on /v/ (or in this case vr), just that long-term, recurring threads belong in /vg/.

>> No.1808832
File: 29 KB, 417x107, MootOnDoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1808834 [DELETED] 

And I'm sure the shmups, Roller Coaster Tycoon, and all these Doom threads have been posted for weeks in a row, for them to count as long term and recurring enough for /vg/

>> No.1808837 [DELETED] 

And? So are a lot of other games posted in /vg/ and that is where recurring generals belong to

>> No.1808838

I'll say mean things about him to everyone he knows.

lets melee. no items, fox only, final destination

>> No.1808841
File: 201 KB, 734x455, 1367198468047.png [View same] [iqdb] [saucenao] [google] [report]

Awesome levelsets with custom textures, go.

Hard mode: No BTSX.

>> No.1808848


UAC Ultra

>> No.1808849

Scythe 2.

>> No.1808857

So ignoring the stuff that's been said, whatever happened to that guy making a Samsara Invasion server?

>> No.1808861


>> No.1808862

Community Chest

>> No.1808867
File: 487 KB, 1280x720, Screenshot_Doom_20140727_012124.png [View same] [iqdb] [saucenao] [google] [report]

>lets melee

As you wish.

>> No.1808873


According to the #bestever log, he did make it.
I guess he didn't post about it, or it didn't work, or something.

>> No.1808874

So back to creative boss fights any wads you can recomend as inspiration? Some that serve as dos and donts?

>> No.1808885

I thought Soulcrusher had a few decent bosses in there.
Winter's Fury has a few kinda fun bosses at the end but they are just too simple really.

Don't do something like what Unloved did, or what City of the Damned 2 did, or what Threshold of Pain did.

Those fights were very lackluster and simple.

>> No.1808905

What's a good Zdoom gameplay mod that introduces new maps as well? I already know about Reelism, are there any others?

>> No.1808908
File: 2.23 MB, 640x320, huhuhuh, what an mess.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.1808910

Zen Dynamics.

>> No.1808916
File: 368 KB, 1280x720, Screenshot_Doom_20140727_013304.png [View same] [iqdb] [saucenao] [google] [report]


Please? Nobody likes me...

>> No.1808918 [DELETED] 

gmota_gay pls go and stay stay.

>> No.1808928 [DELETED] 

I-i don't suck masculine dicks you faggot.

>> No.1808929

I wish I knew how to use your mod well enough to do what's happening in that animation.

>> No.1808935 [DELETED] 

Doom sucks. Prove me wrong.

>> No.1808937 [DELETED] 

Eh, its your opinion, but quake general is somewhere els.

>> No.1808938

Don't fuck with the transparent background, just leave it aqua. Import it into SLADE, do the offsets. Then right click, Convert Gfx, and then you can actively choose to make the aqua transparent. They did all the hard shit for you.

>> No.1808941 [DELETED] 

If Doom sucks then why does the Pain Elemental have Lost Souls fly *out* and not *in*?


>> No.1808952


Zoom to throw out grapples, reload to power the sword up, grappling with the power sword sends out a scatter grapple. Go forth and cleave

>> No.1808953

There is a metric shitton of wads on idgames alone.
If Doom sucks, why are so many people still playing and creating for it?

>> No.1808956


The thing is, a lot of bosses generally boil down to just "circle strafe, shoot, win".
Call me old-fashioned but I like something a bit more tangential. Especially for a final boss.

A final boss should be a test of all the skills you learned through all of play.

>> No.1808959 [DELETED] 


Why did you respond to him? Why? Why, why, why?
The bait wasn't even that good, but you just HAD to respond.

>> No.1808967 [DELETED] 

if doom sucks then why is there doom 2
atheists: 0
god: 0
spiderman: 1

>> No.1808969
File: 156 KB, 900x738, 987984545.jpg [View same] [iqdb] [saucenao] [google] [report]

So...why is Doomguy green, anyway? And not, like, red, or blue, or whatever.
Why'd they settle on green for the default color?

>> No.1808975 [DELETED] 

Cuz its gay

>> No.1808980

I thought he was making a generic "Why is Doom so good? Discuss" post.

>> No.1808981

because he is an american marine, classically dressed in green

>> No.1808982

Because greenish colors are commonly associated with the military.

>> No.1808986

Thank you anon, I will try this.

It's probably a lot easier than it sounds like.
This is just my very first time trying something like this.

>> No.1808989

Soulcrusher's bosses did have attacks that would hit you if you try to circlestrafe blindly.

A good place to look at boss ideas would be something like Ys.
That has fun patterns to deal with.

>> No.1808995

Eternal Doom

>> No.1809069
File: 107 KB, 425x687, 2078b.jpg [View same] [iqdb] [saucenao] [google] [report]

Couldn't tell you, anon.

>> No.1809095
File: 81 KB, 214x97, shearchi_zps3be2a36a.png [View same] [iqdb] [saucenao] [google] [report]

Look out, Mike! You got competition!

>> No.1809098 [DELETED] 

44th for qt traps and v&

>> No.1809107

just an fyi
i already checked with the dude
and he is cool with people using these for any hdoom mods

>> No.1809115


That looks more...grey-tan than green.
Fuckin' lighting.

>> No.1809116

Military green? Maybe they just liked how the color looked

>> No.1809126

Well the idea is that Doom drew inspiration from the Alien movies.

Because it was originally going to be an Aliens game.

Also Doomguy looks pretty good in the 4 default colors.

>> No.1809130
File: 102 KB, 800x1316, 3770979-4903713863-RC_TE.jpg [View same] [iqdb] [saucenao] [google] [report]

Aliens is a dark-ass movie.

>> No.1809176

>HDoom Mods

>> No.1809181
File: 4 KB, 300x300, 1270013924530.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1809201
File: 112 KB, 645x1113, sweat-plate.jpg [View same] [iqdb] [saucenao] [google] [report]

Back to Satu-


>> No.1809206


>> No.1809208

Well fuck me.

So I got the Autoshotgun sprite sheet going on properly but I have no idea how to make reloading weapons at all.

And I tried to check Demon Eclipse but that uses ACS for whatever reason.

Then I checked Brutal Doom and that uses some sort of inventory token.

I took Reloading through DECORATE for granted and now I'm just lost again.

>> No.1809215
File: 296 KB, 1280x800, Screenshot_Doom_20140727_033111.png [View same] [iqdb] [saucenao] [google] [report]

I wonder if this is useful at all.

>> No.1809218

>looking inside BD's coding

Who would've thought you'd come out of there alive

>> No.1809221

I was only interested in looking up how things use reloading.

I'm so fucking lost, man.

>> No.1809223

But it's just a regular Archvile sprite with tits pasted over. No wider hips, change of proportions, additional accents.
Translator's note: it's a lazy shitty edit.

>> No.1809224

Blue would've been too similar to megaman
Red would've been too similar to samus.

>> No.1809225
File: 419 KB, 1024x1321, the_face_of_a_demon___doom_by_winddragon24-d6eo8t3.jpg [View same] [iqdb] [saucenao] [google] [report]

Of course he would. It's SPAGHETTI.
If anything we should be asking if he came out HUNGRY

>> No.1809227

I'm pretty sure it's a joke. Maybe. Who knows what kids'll get their rocks off to nowadays.

>> No.1809232

wildweasel's Gunlabs site has a tutorial for reloading weapons. I'd post a link but I recall 4chan thinking that it's spam.

>> No.1809235
File: 139 KB, 800x600, STANAG.jpg [View same] [iqdb] [saucenao] [google] [report]

>Then I checked Brutal Doom and that uses some sort of inventory token.

That's A way to do it, but I personally just write reload by having the reload state:
>check if there's ammo to actually load
>then check if ammo needs to be actually loaded, if none of these two, go to Ready
>add one round to the weapon magazine
>subtract one round from the ammunition pool
>let this loop until either the magazine is full, or there's no more rounds to add from the ammo pool
The easiest way is to have these checks and states run at 0 tics (unless you're making something that reloads one round at a time), and then run the reload animation after that (but there's no reason you can't completely implement this between the displaying frames).

Alternatively, you could run on a magazine based deal, where instead of carrying a pool of loose ammunition, you carry a number of magazines, and you subtract a magazine from your inventory to refill your gun (any unfired rounds in a magazine is lost when swapped out)
Some would say this is more realistic.

>> No.1809239

Doomitry is a go!

>> No.1809240
File: 145 KB, 1280x800, Screenshot_Doom_20140727_033739.png [View same] [iqdb] [saucenao] [google] [report]

GMOTA guide when? Cluster missiles, JRPG-tier chests littered all about, all useless to idiots like me.

>> No.1809252

Well the idea is that it's an autoshotgun.
I was going to slap it onto Eriguns basically.

I was probably going to make it have 12 rounds per magazine instead of DE's 16 to tone it down a bit.

I have absolutely no idea on coding whatsoever so.. I don't really know how to make it work.

Hell the base DECORATE for DE's Autoshotgun has no reload state. It has Fire and Hold and uses ACS to reload it.

Needless to say it has tossed me into a corner.

>> No.1809253

Did Doom affect any of you guys tastes in music?

its pretty much the game that got me into metal.

>> No.1809257

Beat chests for physical items.
Beat purple boxes for magical items

Physical items take dark blue bar.
Powered physical items take light blue bar.
Magical items take red bar. Powered magical items take MORE red bar.

>> No.1809260

The chests contain subweapons, which are used with the sword's altfire. Those glass cubes contain subshots (such as cluster missiles), which are the arm cannon's altfire. Subweapons only require sword energy (the dark blue bar that fills just by holding the sword), while subshots require red mana (gained by shooting demons with the cannon).

>> No.1809261
File: 56 KB, 190x163, KNAVE.png [View same] [iqdb] [saucenao] [google] [report]




I plan on making a HOW TO PLAY/HELP page eventually

>> No.1809264

>does it have breasts?
>well, technically it's an udder, but I guess you can probably say it has breasts
>unf unf unf unf unf

>> No.1809265

Just an F1 screen would be good yeah...

>> No.1809269


>> No.1809271

Considering how I first played it when I was around 6, I think it helped predispose me towards Metal myself.
Still despise screamo metal. I do not like guttural toilets backing up into my ear when I want to listen to music.

>> No.1809272

get terminus to make one
he did one for fractal doom
and zdoom wars
and prop hunt

....and a lot, actually

>> No.1809273

Like Dimitry from darkstalkers

>> No.1809274


That wouldn't be very fair to ask that of Term. The guy does a million things as is.

>> No.1809281

Also I have to say, this is the very first time I have worked with DECORATE in any real way.

Normally I just fiddle with things a little bit so I have a very.. Barebones understand of what does what.

Like I know how to refer to a sprite in the code.
Or fiddling with offsets.
But the actual coding?
No idea.

>> No.1809283

That was a nice summary, thank you.

Ghouls 'n Ghosts developers are Japanese so I wasn't wrong.

Your main menu image is just great. Surely you could keep on that track to make one more image.

>> No.1809289


I wouldn't mind.
It'd be a nice challenge, and you probably won't be getting to it anytime soon.
I'll see if I can take a stab tomorrow or day after.

>> No.1809292
File: 33 KB, 880x660, saiga-12-twelve-rounder.jpg [View same] [iqdb] [saucenao] [google] [report]

>I was probably going to make it have 12 rounds per magazine instead of DE's 16 to tone it down a bit.
Well that still works, 12 rounds is quite a lot for a shotgun, and 12 round detachable box magazines for a shotgun are good enough size to carry around.
Pic related is a 12 round magazine for a Saiga-12 shotgun.

Is it gonna be full-auto or semi-auto?
I personally prefer semi, as I think full-auto is a poor choice for a shotgun (in my own opinion).

>I have absolutely no idea on coding whatsoever so.. I don't really know how to make it work.
Well, the easiest way to go about is to just copy the way someone else's reload code is done, and modify it to your needs, rewrite it to call the sprites you want, in the order you want, for the duration you want, as well as modify the other parts, like state jumps, magazine size and all that to your desire.

If you look at how basic Decorate reloading is done, it's pretty fast to learn and pretty easy. Zen Dynamics is pretty basic in terms of reloading, as is Zero Tolerance (apart from the grenadelauncher), look at how those work (Zero Tolerance uses the AltFire state for reloading, but it works on the same principles and there's no reason you can't use your own reloading key, or an existing reloading key)

>Hell the base DECORATE for DE's Autoshotgun has no reload state. It has Fire and Hold and uses ACS to reload it.
It... it what?
That sounds needlessly absurd and complex. What the fuck is Eriance doing?

>> No.1809293


well it isn't RPG, fartknocker. But I'll let this slide just this once.

The other problem is shit has been changing drastically so much with GMOTA as of late that making a help image right NOW.

Also I'm thinking about giving the grappler, at least the standard one, a slight visual makeover and give it an actual -hook-

>> No.1809296

So let's say I want to take an asset from Mod A, and copypasta it into Mod B.

Assuming I don't know shit, but i have SLADE3 and both mods, what do I need to do?

(The asset is a weapon, btw)

>> No.1809303

But Terminus already agreed to make you an image. You'd better ask for the .xcf/.psd file.

>> No.1809304


Find out what files and data the weapon requires, make it stand-alone, and then put it in Mod B.

>> No.1809305

Easier said than done, but I'll get workin' on it.

>> No.1809306

Find the DECORATE declarations for the weapon
Find the SNDINFO declarations for the weapon
Find the sprites for the weapon
Shove the sprites into mod B
Add the DECORATE into mod B's DECORATE (if any. If not, just make the DECORATE yourself)
Add the SNDINFO stuff the same way.
Check for any conflicts.
Run it and check for errors. If any occur, it'll usually tell you exactly where the error occurred so you can start troubleshooting.

>> No.1809307
File: 77 KB, 702x344, Eriance Autoshotgun.png [View same] [iqdb] [saucenao] [google] [report]

Well I know how to turn a weapon from full auto to semi-auto, so I would go with what feels nice.

>Well, the easiest way to go about is to just copy the way someone else's reload code is done, and modify it to your needs, rewrite it to call the sprites you want, in the order you want, for the duration you want, as well as modify the other parts, like state jumps, magazine size and all that to your desire.
This was the actual idea and I used DE's autoshotgun as the base since it makes sense.

But.. Well, the code doesn't.
I isolated the reload section of the code too, check it

ASGG G 3 A_PlayWeaponSound("Weapons/asgout")
ASGG k 15
ASGG G 0 ACS_Execute(700,0)
ASGG G 3 A_PlayWeaponSound("Weapons/asgin")
ASGG A 8 A_PlaySoundEX("weapons/asgld1","auto",0)

I guess I will check out Zero Tolerance and hope it's easier to work with.

I just want a nice magazine loaded Autoshotgun, and Eriance's resprited version looks amazing. Had to edit the sheet though since Spricer saw some of those sprites as one unit, and seperated the magazine and gun at the top right

>> No.1809312

If you're still struggling by tomorrow I might look into it myself.

>> No.1809320

You'll need to copy over all the necessary sprites, sounds, and code (including ammo and dummy item definitions), and add the weapon to the weapon slots, which could be defined in the KEYCONF lump, the player definition, or each individual weapon. If the mod splits its decorate definitions into several different text files (as it should, because keeping it all in one file is hell), you'll also have to add the new DECORATE to the #include list.

>> No.1809323

Ah, okay then. Still a bit complex, but infinitely more simple than the other explanations (or, more clear, I should say, not simple).

Thanks for the writeup.

>> No.1809359

It's obviously going to be more trouble than that though.

Ever try "give shotgun" in Metroid Dreadnought? You can't switch weapons with the mousewheel, and can't get the shotgun back when you switch with 3.
You'd need a KEYCONF for that.

>>1809320 here covered a lot of the annoying fluff with merging wad assets. Dependencies, organization, and heaven help you if the weapon uses ACS.

>> No.1809367
File: 24 KB, 300x300, Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

I have a question.. or a uhh.. statement I want to kind of establish, but I don't know how.

Would you guys agree that having the talent or skill of 'survivability' in a game, as a player, is the most beneficial and important skill to have when playing video games? The reason I'm so unsure of this question is because what am I even contrasting 'survivability' against? What key skill would someone argue that is important as survivability, if any, and is it as if not more significant than survivability?

After watching some UV Doom speedruns, it just becomes ever more apparent to me that it becomes less about rushing through the levels and more about actually SURVIVING to the end of the level as if it's actually a factor.

I haven't slept in 26 hours so all of this might be completely retarded, but yeah. Food for thought.

>> No.1809369

Speedrunning is about going as fast as you can with limited resources and surviving with what you get in your route.

The route you takes determines your resources.

>> No.1809374

If you believe the ability/skill to play though a game without dying once is a mark of competence, then I admit I am FAR below Plebian level when it comes to Doom.

>> No.1809379

you have to survive because if you die you don't win (except for death exits - the point being you just have to reach whatever triggers the exit)

on the other hand you can take more risks because it doesn't matter if you end the level with 1% health because you're not going to have to survive the *next* level.

>> No.1809382

But would you say survivability is 'the' best skill-set for a player to have amongst any game?

Games like Serious Sam and Killing Floor, where movement and map awareness is even more significant than actually knowing how to kill an enemy, your ability to avoid damage by actively being able to dodge and maneuver as opposed to just being ace at killing or something.

That is actually a great way to contrast it, thank you.
Survivability as in ensuring your own safety as opposed to risk taking where you may get the job done by the skin of your teeth a lot quicker.. or something.

I should stop talking and just go play Doom some more really

>> No.1809383

>After watching some UV Doom speedruns, it just becomes ever more apparent to me that it becomes less about rushing through the levels and more about actually SURVIVING to the end of the level as if it's actually a factor.

that just depends on how hard it is, you can charge through an easy level but a hard level requires more caution/strategy to survive the monsters.

>> No.1809390

.. like i can charge for the exit on e1m1 and be almost certain of surviving any damage, but if try the same on e4m1 i will surely die so i have to hang back a bit and pick off some of the monsters first.

>> No.1809393
File: 19 KB, 290x705, 1364208522001.png [View same] [iqdb] [saucenao] [google] [report]

>rush e4m1
>15 health, 0 armour
>don't know any secrets for e4m2
>don't call it a grave, this is the destiny you chose etc.

>> No.1809395

>on the other hand you can take more risks because it doesn't matter if you end the level with 1% health because you're not going to have to survive the *next* level.
Unless you're speedrunning a whole episode from beginning to end instead of pistol starting individual ones.

>> No.1809398

>Don't know any secrets for E4M2
>No Berserk
>No skipping 2/3rds of the level
Dear god how do you put up with the worst level?

>> No.1809403

I get mad as fuck and save-scum.
Truth be told, I could say I've finished the first 3 episodes of Doom 1 about 150~ times, but only episode 4 and Doom 2 about 5 times.

I really don't admire the labyrinth/open-ended maps.

>> No.1809410

Let me tell you anon.

Look up them fucking secrets.
I can't even imagine doing E4M2 without the BFG after I found it the first time.

>> No.1809419


>> No.1809425
File: 137 KB, 1255x659, AKMS_bakelite.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, to the Anon who wants to learn how to make a shotgun that reloads with detachable magazines, here's some gun I made a long while ago. Fiddle around with it, modify it and stuff, it should be pretty quick to learn what does what.


This is a crude tutorial I cooked up just now, using an AK as an example weapon.
I'm not including any sprites, sounds or anything else, just the basic code as an example, mimic the code and behavior, or copy it, or modify it, or whatever.

It looks complex and mindboggling at first, but once you figure out what command does what, what state jumps do and how they behave, shit gets real easy, real fast.
If you're confused, look up the ZDoom wiki.

Love, Tyrone Cocksmasher

>> No.1809431

I will try my best with this, thank you Tyrone.

I managed to make the gun fire normally (And realized I love the animation for the gun even more while fiddling with offsets) so adding the reload is the hard part now.

>> No.1809470

Whats the best resource to learn to mod doom?
I can do maps easily but figuring out modding is impossible for me.

>> No.1809485

Well what I've always done is modify other Doom mods to my liking.

Like fiddling with with gun sounds, animations, character voice, face hud stuff and whatnot.

I am able to read the code kinda okay but still lost on things, and currently I am working with what's posted >>1809425 to make the Autoshotgun I was hoping Xaser would make one day for Eriguns.

It has been quite an experience for my first time at working with weapon code and offsets.

It's been a bit frustrating though but I am slowly learning more.

I am using a mix of SLADE, the ZDoom wiki and just what I've learned from fiddling with other mods.

>> No.1809503


Lord Blaz confirmed for not knowing how to throw flechettes

>> No.1809506

>Not throwing your slaphappy hand at your opponents

>> No.1809509

Xharkov goes to the store: Hexen edition

>> No.1809532

Well after fiddling with it for 40 minutes I am able to use the Autoshotgun and it reloads when the gun is empty.
I put some sounds to it too.

But the reload button itself doesn't work so I'm kind of stumped there.

But for the most part it's working and that makes me very happy.

>> No.1809537

Did you assign a reload key in the KEYCONF lump?
Did you make sure the Player actor spawns with the reload dummy items in his inventory?

>> No.1809542

>Did you assign a reload key in the KEYCONF lump?
>Did you make sure the Player actor spawns with the reload dummy items in his inventory?
I gave the Action_Reload and Action_Reloadcancel.
Doesn't let me reload doing that.

Then I tried with IsReloading on top of all that and I reload after every shot.
So I am not sure what's going on here.

>> No.1809559

Could you upload the .wad somewhere so I can get a look at it?

>> No.1809568

this >>1808995

>> No.1809572

The wad "Dark Covenent" is the very mapset that inspired me to listen to 80's Metallica back when I was 8 (14 years ago).

>> No.1809583

This makes me want a Dune wad where you play as either a Sardaukar or a Harkonnen Trooper and blow up some Atreides and Ordos forces.

>> No.1809587

Where can I upload it?

>> No.1809624

>16 years ago.
>played DOOM with keyboard only like a pro.
>can't play at all without WASD and Mouse.

>> No.1809628

I can still do arrow keys and < > to strafe.

But it hurts my fingers after awhile because of how cramped it is.

>> No.1809646
File: 39 KB, 477x366, Capture.png [View same] [iqdb] [saucenao] [google] [report]

What do these lines mean anyway?

>> No.1809652

It's just an indication line that shows what the half-way/quarter mark is, isn't it?

>> No.1809653

The linedef is facing that direction. In your case, the lines are facing left.

>> No.1809656

The leftmost linedef is facing right, though. It's important to consider which way a line is facing when assigning textures and when sectors are different heights than their neighbors.

>> No.1809664

Lines do have a front and backside, thats why.
Also this:

>> No.1809672

Ive played all the mods in the OP and pastebin + MSX, what are some other good mods I should play?

>> No.1809674
File: 48 KB, 819x460, dooood.png [View same] [iqdb] [saucenao] [google] [report]

It always makes me smile when I hear about hdoom

>> No.1809718
File: 18 KB, 103x128, doom.png [View same] [iqdb] [saucenao] [google] [report]

Same here. In fact, HDoom is what brought me here to the /vr/ threads.

>> No.1809726

Brutal Doom, its a great mod.

>> No.1809734

omg weapons

>> No.1809735

>not Brutal Doom Sperglord Edition

>> No.1809739

Is there a remake of Doom64 in the Doom2 engine?

>> No.1809742


As in, Doom 64 levels done in Doom style, or the Doom 64 game totally ported in the Doom engine?

>> No.1809746

The later.

>> No.1809750

There's Doom 64 Absolution, but why bother with that when Doom64EX exists and is better in every way?

>> No.1809763

>Doom 64 levels done in Doom style
Does it exist?

>> No.1809786
File: 380 KB, 640x548, drrrrn.png [View same] [iqdb] [saucenao] [google] [report]

This week is DURR GEE GEORGE the video the game. Some of the sounds in this actually made me chuckle a little, but they get old very quickly. Also, I'm pretty sure I remember this being from Of Mice & Men...


>> No.1809810
File: 74 KB, 367x451, AH HAHAHA FAGGOT.jpg [View same] [iqdb] [saucenao] [google] [report]

>screamo metal
I assume you were born in 1999, and you first played it in 2005.
There's Absolution, but that's been long supplanted by Doom 64 EX which is pretty much a port of Doom 64's engine to PC. You'll have to find your own ROM to use it, but said ROM is pretty easy to find online.

>> No.1809839

I think metal is trash, and when I was a kid I used to play Doom with the music turned off. I've only just recently in the last couple years started warming up to the soundtrack.

>> No.1809862

Whats the optimal door size?

>> No.1809867

Enough for two monsters to fit through.

>> No.1809886

IIRC there was a project on Doomworld. Not sure what happened to it.

>> No.1809894

Do you have a Drop Box?
Or could you paste the decorate code onto a pastebin?

>> No.1809901

Were there any metal bands that put you off the genre?

>> No.1809915


Here is a Pastebin of the Autoshotgun code.

>> No.1809937
File: 52 KB, 483x621, Doom_GLAM_large[1].jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1809942

How do you create good maps? All I can seem to make are corridors and rooms.

>> No.1809943

Im going to try learning Doom mapmaking using http://www.doombuilder.com/index.php?p=tutorials but which of the 2 tutorials should I use, vanilla doom or the getting started one since they seem to be the same

>> No.1809969


I can't really see anything that's actually wrong here.

Can you register a Dropbox and upload the .wad there or something, or at least a .wad with the weapon itself? It'd be much easier to see what it does wrong by actually looking at it in action.

>> No.1809978


>> No.1809987

If he's using pastebin I suggest uuencode. Usenet solved the problem of sending binaries over an text-only link years before the web was even invented. For example: http://pastebin.com/91VEU4EX

>> No.1809990

This is absolutely fucking retarded. Why don't you just use mediafire or mega?

>> No.1809996

I just posted it on pastebin because I was kind of hoping that bit of weapon scripting would show what's wrong.

The reload and reload cancel and isreloading stuff was copied from the tutorial from earlier in the thread.

By all means it should be working so I'm not sure what's wrong.

>> No.1809997

Because he obviously doesn't want to use a service that requires registration?

>> No.1810000

pomf.se then.

>> No.1810023

Well I checked out pomf and this should be it http://a.pomf.se/qjziqh.wad

>> No.1810049

Metal a shit. Synthwave is all my ears hear.

>> No.1810054

Everyday conversations must be a trip.

>> No.1810064

Please help me

>> No.1810076

It seems to work for me when I click fire on an empty magazine, but it doesn't seem to want to reload manually.

When the reload state is actually called, it works, and it works flawlessly, but it doesn't seem to want to call.


Ah, yeah, I figured it out:

You didn't add this in the Keyconf before the reload stuff

addkeysection "extra keys" ultimatekeys

Otherwise the key won't show up to be bound in the menu.

Cool .wad by the way.

>> No.1810079
File: 2.17 MB, 320x240, cpm11.webm [View same] [iqdb] [saucenao] [google] [report]

how do you do these things, i mean, are they first attempts or do you examine the level at all beforehand, or edit pauses, reloads, long periods examining the automap etc. out of the video?

obviously for this i planned the route a little, although it could go much faster

>> No.1810094

If you're not planning on Zandronum compatibility (which is already impossible due to the missile launcher's usage of A_SetCrosshair), you can skip all that bullshit with dummy items and KEYCONF and just use A_WeaponReady(WRF_ALLOWRELOAD) in the weapon's Ready state.

>> No.1810141

>>Hell the base DECORATE for DE's Autoshotgun has no reload state. It has Fire and Hold and uses ACS to reload it.
>It... it what?
>That sounds needlessly absurd and complex. What the fuck is Eriance doing?
Writing the code for Demon Eclipse in like 2009, because the demo hasn't been updated since then

ZDoom didn't always have a reload key; Zandro STILL doesn't which is why BD doesn't use it.

>> No.1810148

Will Zand 2.0 have the reload key, do you know?

>> No.1810152

>You'd need a KEYCONF for that.
> using KEYCONF

NO. You don't need KEYCONF for anything anymore, it's outdated and only exists now for compatibility.

All you need to do is put Weapon.SlotNumber x (where x is the number you want) in the definition for the weapon in the decorate file, and make sure the wad isn't using KEYCONF because that'll undo any slotnumber shit you define in decorate

>> No.1810160

Keyconf is required when you want to add custom key binds, or you want to add a weapon slot but don't want to completely remove the existing slots. For example, if you are making a wad with maps, and you want to add a homing missile launcher, but if people want to play it with MSX or BD, they can still pick up and select this missile launcher.

>> No.1810165

There's so much 1993 in this WAD it hurts.
>Hopping over demons
>Baron burps on death
I chuckled a smidge.
64x64 Units for a DOOR, 128x128 for a BIGDOOR.
I KNEW IT. Someone told me I still needed a KEYCONF if I just wanted a weapon and I wasn't sure. The Wiki certainly said otherwise.

>> No.1810168

>You don't need KEYCONF for anything anymore

what about, you know
configuring keys

(also addslotdefault actually has a chance of not being overwritten by setslot, and plays nice with the DECORATE methods)

>> No.1810172

>that was totally scroton; 'serious sam'-styled pickups, prolly for samsara.
Yeah, it was me. It's for anything though. not just Samsara; would be vanilla in the release but it would be really really easy for anyone to pick it up and use it for anything. Gonna finish it once I do a couple other things and stop playing HOMM2 so much.

>> No.1810173

I don't think the reload key was in ZDoom 2.5.0, which is the version they're updating to.

>> No.1810175

Is there a list for the oldest user wads? Like the earliest 10 or so?

>> No.1810176

Is there a WAD where you either play as an imp, or you can capture/use one?

>> No.1810178


When I download them and open for the first time, I keep my recording software open and record the first run. If the wad is interesting, dumb or annoying then I'll most likely upload the video.

On the other hand, if for any reason I get my ass handed to me, I play through them multiple times until I complete it while recording.

>> No.1810179

New GMOTA build when?

>> No.1810182


>Hopping over demons

If you mean the Pinkie in the stairway, I didn't hop over it, I ran over it.

>> No.1810184
File: 36 KB, 981x417, v_vg_vp_vr_stats.png [View same] [iqdb] [saucenao] [google] [report]

>Not just the Doom thread, the Roller Coaster Tycoon, and all those generals that are posted here here. You would think with those constant threads reaching their bump limit, they would do just fine in /vg/

No, they really wouldn't. Pic related.

>> No.1810186

>I ran over it
Still wasn't possible in vanilla.

>> No.1810194

even the pokemon board gets a thousand posts an hour

>> No.1810203

It's closer to 500 most of the time, and only goes up to 1000 at the peak.

/vr/ gets 50-150 most of the time, and 200 at its peak.

>> No.1810209


And it still gets dramatically outposted by /vg/. The post active Pokemon general wouldn't survive under the tidal waves of Katawa Shoujo, fightan, and Starcraft.
The /vg/ thread with the most equivalent active status to us, the RPG Maker General (about one post every minute and a half, mostly drawing off in the evening/morning depending on your time zone), needs bumps CONSTANTLY or else it dies off.

Doom would stand no chance.

>implying gb2vg-fags actually give a shit.

>> No.1810214

>Did you assign a reload key in the KEYCONF lump?
Doesn't this happen by default now? ZDoom has had a reload key forever.

>> No.1810215

Don't think so, but some manual digging turns up

and a doomworld thread

>> No.1810217

> screamo metal
I don't think that means what you think it means. Kindly fuck off until you can listen to Strapping Young Lad all day.

>> No.1810223

128 wide, 32 thick. Door should be inset a little bit, there should be a "doorway" into it with a lowered ceiling; this can be as high or low as you think looks good, it's good to change it for different maps or different doors.

>> No.1810225


Are you a purist or are you just letting us know as matter-of-fact?

>> No.1810226

It's still happening, just slowly.

>> No.1810227


Haha that's this wad >>1809987

>> No.1810228

Make rooms, and then populate them. Think of something interesting to put on one end of the room.

>> No.1810232


>> No.1810235

You can summon things in DoomRPG.

>> No.1810239

Alright autoshotgun guy, are you still having problems? Because I can help you now. Post your whole wad on mediafire and I'll fix it.

>> No.1810241

he already did post the whole wad

>> No.1810242

It did, pretty sure.
I remember because no mods used it.
Well if you're playing a Classic Doom wad shouldn't you play it with Classic Doom compatibility options?

>> No.1810245 [DELETED] 

i also winced at the rather gratuitous display of "true" 3d thing clipping but since the recorder was already using using freelook pervasively it wasn't worth complaining about.

>> No.1810247

i also winced at the rather gratuitous display of "true" 3d thing clipping but since the recorder was already using freelook pervasively it wasn't worth complaining about.

>> No.1810253

... and it's not like it significantly affected the run of the level.

>> No.1810254

My bad.

My god, I'm looking at this and it's kind of a fucking mess

Well, I have nothing else to do today

>> No.1810259

>Well if you're playing a Classic Doom wad shouldn't you play it with Classic Doom compatibility options?
Who cares about playing a shitty wad the right way? I get the classic mapsets that are actually worth playing, but what the hell's it matter for some random garbage from /idgames? It's going to suck no matter how you play it.

>> No.1810260


>Well if you're playing a Classic Doom wad shouldn't you play it with Classic Doom compatibility options?

As long jumping/crouching isn't used, which can break so many levels, then there shouldn't be a problem.

While freelook is enabled, auto-aim is off completely. It's more a case of download the wad -> play it -> that's it.

>> No.1810275

>59 minutes later
not even 200 posts. wow, >>1810184 and >>1810203 check out

>> No.1810286

Is it possible to make monsters go straight to point without all the swaying left and right and walking around bullshit?

>> No.1810293
File: 618 KB, 1600x900, Screenshot_Doom_20140727_150452.png [View same] [iqdb] [saucenao] [google] [report]




thank fuck i can cut their rockets down

>> No.1810306

>-The Space Pirate still hasn't updated!
But HOMM2 won't play itself.

>> No.1810312
File: 2.10 MB, 1920x1080, Screenshot_Doom_20140727_221444.png [View same] [iqdb] [saucenao] [google] [report]

Hideous destructor is some intense shit

>> No.1810317

Why is the 3DO music so good holy shit

>> No.1810318




yeah, they both are the same so theres no problem if you pick one or another

>The /vg/ thread with the most equivalent active status to us, the RPG Maker General, needs bumps CONSTANTLY or else it dies off.

and the one person who was almost 24/7 is long gone with no signs of coming back. ive seen these threads reach page 3 while still being on bump limit.


check the mauler demon or whatever his name is, he does a big front leap


>26 mins

holy crackers

>> No.1810325

I still cant figure out how to use the bloody medkits. I follow the instructions perfectly, rebind all the keys, do whatevers nesecary and it wont work. Otherwise seems like a fun mod.

>> No.1810332 [DELETED] 
File: 196 KB, 328x429, 18bee7bd58f7b5fa4dd03c5c56d2cdd4.png [View same] [iqdb] [saucenao] [google] [report]

alright i finally did it!
i beat doom and doom II on ultraviolence, my first full play through of the two games, and man was the icon of sin a wimpy boss!

>> No.1810334

Maybe. Doom 64 was the first one I played, and now I like noise.

>> No.1810335

Now play TNT and Plutonia. And Master Levels.

>> No.1810337

Use switch item keys to select the item you want to use (medkit in this case), stand still and press use item. Note use item is a different bind from use which opens doors and such

>> No.1810338


Now play Plutonia and prepare to cry.

>> No.1810339

Were you the guy using Brutal Doom?
If not, congrats!

>> No.1810348

I think brutal doom generally makes the game harder though

>> No.1810353

no man you think wrong

>> No.1810356

Has No Rest For The Living made it to the PC in any form, and is it any good?

>> No.1810358

Thats how i feel anyway, shotgun and especially chaingun dudes are way too strong. And baron of hell makes me cry

>> No.1810359 [DELETED] 

i did, vanilla doom is too fucking boring, if only because of the slow ass pistol. but i knew i had to play through the originals before i started fucking with the mods, so i compromised. an i keep hearing all this shit about how brutal doom removes the run and gun play, yeah fuck that. it doesnt. people just arent playing it right.

>> No.1810368

Use medikits to prevent bleeding. Don't move while doing so, or you'll just make things worse. They'll take a little time to work, so be patient. Use stimpacks to recover health after you've stopped bleeding - they'll make any untreated wounds you're suffering from even worse. Berserk packs will very rapidly heal you and make you capable of taking sustaining much more damage than usual, in addition to the usual melee buff and a large increase in mobility, but you can kill yourself if you use a second pack before the first one wears off. You'll know when it happens.

Also, if you've got a buddy to co-op with, being healed by someone else is much more effective than doing it yourself.

>> No.1810370

If anything you should play vanilla first to appreciate some of the changes brutal doom makes. But whatever. I do agree that gameplay mods are way more fun than vanilla but i have also been playing vanilla for like a decade before trying out any gameplay mods

>> No.1810371 [DELETED] 

i'll try tnt and plutonia without brutal doom so the purists dont rage out their assholes, and see if they manage to be as fun as they would be with brutal doom.

>> No.1810375

i mean i've totally played the shit out of vanilla, but it's never been able to hold my interest long enough to go for the gold.

>> No.1810379

OKAY. This should be what you want. It's not Zandro compatible but fuck that, it's messy as fuck and I don't like it

There's also a bug where it won't automatically switch when it's out of ammo BUT the only solution I read to that was to add +Weapon.Ammo_CheckBoth and that made everything go fucking haywire (weapon couldn't reload, weapon could shoot without ammo)
Also, one of the reloading frames was in Doom format which was weirdly causing it to be grayscale in-game so I fixed that for you

>> No.1810380

Shoulda got Beautiful Doom at least man, but whatever.
>an i keep hearing all this shit about how brutal doom removes the run and gun play
That's weird, I've never heard that.

>> No.1810384

Same here here.
Came for HDoom, stayed when I remembered how amazing a game Doom was.

>> No.1810389

>man was the icon of sin a wimpy boss!
being able to fire carefully timed rockets off a moving lift is an impressive skill, given the game previously requires very little in the way of timed accurate shooting. well done!

>> No.1810392

Whats Hdoom?

>> No.1810394
File: 100 KB, 214x345, 94bf99d2019430048d8d591ece62da91.png [View same] [iqdb] [saucenao] [google] [report]

are you kidding me? i just grabbed a soul sphere, stood on top of that pillar and just mash clicked on the hole in its head till it was dead

>> No.1810395

So I was working on presentation for a boss fight, Imagin a massive bony hand rising from the ground, with an eye surrounded by teeth in its palm, blasting balls of dark power and jets of explosive blood from its fingers, sumoning demons from the eye continually

>> No.1810397


>> No.1810404

i don't understand, if you just stand on the pillar at the top you're too high to thread the rocket through the hole.

>> No.1810405

Check the opening posts, its a hentai build for doom

>> No.1810406

>slow ass pistol
Its the first weapon you have. It's supposed to be weak and slow. If you want fast weapon, use plasmagun.

>> No.1810409 [DELETED] 
File: 190 KB, 314x386, 310b6c91293b8fbf276c5aae3989bfbe.png [View same] [iqdb] [saucenao] [google] [report]

sounds fucking metal

>> No.1810413

Did you use mouselook to aim down? Normally you can only hit the hole by firing just before the pillar reaches the top.

>> No.1810416

I'm new to decorate, how do you make a weapon shoot a custom projectile?

>> No.1810418


>> No.1810425

>so the purists dont rage out their assholes

there's none, this thread is flocked with nothing but ZDoom mods

get you head outta your arse

>> No.1810428

If you want a really hard boss fight the brutal icon of sin

>> No.1810429 [DELETED] 
File: 1.41 MB, 276x306, edf344d81866107a4db46536efab91ec.gif [View same] [iqdb] [saucenao] [google] [report]

you mean people still play Doom without mouselook?

>> No.1810436


if you love getting your health drained by 63hp out of nowhere for no reason, then sure

>> No.1810438

Icon of Sin is balanced for vanilla. If you want a boss fight balanced for Brutal Doom and Mouselook, use the final bossfight that Mark made.

>> No.1810440 [DELETED] 
File: 130 KB, 1066x605, lyfan_0000_Screen Shot 2013-12-22 at 3.14.33 PM.jpg [View same] [iqdb] [saucenao] [google] [report]

which one of these do i play first?
-master levels for doom 2

>> No.1810443

I'm just saying, with mouselook the Icon becomes pitifully easy.

>> No.1810447


plutonia first :-)

>> No.1810449

Doom wasn't originally designed around vertical mouselook. Using vertical mouselook makes the Icon of Sin a trivial fight.

>> No.1810451


The Plutonia Experiment

then try Going Down

>> No.1810452

Noone is raging at you. Saying things like that make you seem like a troll. And you aren't one, right?
TNT is okay. Plutonia is pretty good. Master levels are pretty meh, most of them anyways.

>> No.1810457


try plutonia

>> No.1810460

200 minutes of /vr/

>> No.1810461 [DELETED] 
File: 88 KB, 742x413, TEDDY.jpg [View same] [iqdb] [saucenao] [google] [report]

alright i'm sorry about that, i just thought, you know, i just thought you guys didnt like brutal doom

>> No.1810468

Avatarfagging is against the rules.

>> No.1810471 [DELETED] 

Why are you avataring? You know that's the most obnoxious behavior imaginable

>> No.1810472

Why did you even respond in the first place?

>> No.1810475

I do admit its roar could stand to be nerfed

>> No.1810479


What are those pics from anyway?

>> No.1810481

He's obviously new and rather than report all his posts I thought I would help instead.

>> No.1810484


or completely removed of any harmful scripts against the player's health

dealing unavoidable damage to the player for the sake of just doing it is universally frowned upon, only fools would allow themselves to be harmed for doing absolutely nothing.

but ehhhh...

>> No.1810492 [DELETED] 
File: 146 KB, 625x626, ....png [View same] [iqdb] [saucenao] [google] [report]

>> No.1810506

>dealing unavoidable damage to the player for the sake of just doing it is universally frowned upon
And for good reason. Doom is all about avoidable attacks. Even the hitscan enemies aren't perfect sharpshooters.

>> No.1810508

Actuaally of you hug some walls that let you face towards it you can mitigate the damage and take cover, still needs a nerf, like a signal or pain inturuption, from a design stand point it does a good job of emphesizing its scale

>> No.1810512

yes, it is implemented as a very large radius damage, the same kind of thing as a rocket explosion. and rocket explosions as you all should know require line of sight between the explosion point and the player. so you can protect yourself by crouching behind one of the rocks.

>> No.1810515
File: 2.31 MB, 1920x1080, Screenshot_Doom_20140726_192619.png [View same] [iqdb] [saucenao] [google] [report]

What game is this rock dude from again?

>> No.1810516

Which is fine, but its instantanious, and on top of all the other monsters unfair

>> No.1810519

>dealing unavoidable damage
It doesn't hurt you if you're not in the boss's LOS. Still complete bullshit because the only way to survive that fight is to keep running from enemies. An attack that forces you to dive for cover means you'll get chewed up by everything else.

>> No.1810523

What the fuck are you playing?

>> No.1810524
File: 1.96 MB, 1920x1080, Screenshot_Doom_20140727_215150.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1810525

it's clearly balanced for regenerating health! haha, just kidding.

>> No.1810526
File: 754 KB, 810x983, tumblr_mmy13uWhUf1qjd1sqo1_1280[1].png [View same] [iqdb] [saucenao] [google] [report]

>Even the hitscan enemies aren't perfect sharpshooters.

BUT OH BOY WHEN THEY DO; a single chaingunner can drain 60HP in half a second, if you roll some pretty bad RNG, of course.


>you need to crouch

as if killing the "ULTIMATE FINAL IoS 2.0" couldn't have gotten more non-vanilla...


Jeesus....was it, ehhh, a Dungeons and Dragons game?

>> No.1810528

Hence my siggestion of a pain state, get I a good hit while it roars and it stops and can't act for a couple seconds

>> No.1810532
File: 1.43 MB, 1920x1080, Screenshot_Doom_20140727_215202.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1810535
File: 962 KB, 1920x1080, Screenshot_Doom_20140727_215339.png [View same] [iqdb] [saucenao] [google] [report]

I don't even.

>> No.1810536

please tell us the name of this work of art

>> No.1810540

It's MAP 22: Prison Escape from the 1024.wad. These are behind the four yellow doors in that level, with the yellow key being an optional and hidden pick up.

>> No.1810546

Armageddon Invasion with Samsara

>> No.1810547

Looks like Might and Magic

>> No.1810548

Actually no need to crouch, just hump a wall that keeps you out of its line of sight

>> No.1810558 [DELETED] 
File: 24 KB, 150x150, 38d77e1b43ebc75fb912368a97a01342.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1810559

Anyone here played aeons of death? I tried to get it running but failed years ago, im thinking its not even worth hassling with

>> No.1810571

Do you know which one?

>> No.1810572

yeah nah, this is a setup

>> No.1810580
File: 2.80 MB, 300x233, hatred_one_hundred_percent.gif [View same] [iqdb] [saucenao] [google] [report]

>That picture
>That user

>> No.1810583

What are some maps that have unique bosses like Putereifier?

>> No.1810585 [DELETED] 

le yiff in hell me me !!! XD

>> No.1810589


UAC Ultra
The Island

>> No.1810598

What are you talking about? I'm just pointing out that the picture isn't the best, and the guy who uses it isn't the coolest either.

And, next time, please speak in english.

>> No.1810603



It suffers from the "previous boss is now a sub-boss/current enemy" but overall is pretty gud

>> No.1810608

I don't get it.

>> No.1810614
File: 53 KB, 413x475, rage.jpg [View same] [iqdb] [saucenao] [google] [report]

Somebody's mad.

>> No.1810617

Report and hide shitposts and the people that respond to them.

>> No.1810619 [DELETED] 

furfag spotted pls off yourself

>> No.1810624

Responces are a knee jerk attempt to make a perpetraitor realize they are wrong

>> No.1810625 [DELETED] 

Fuck off DKG / Donald / CZ / Sarias / Sgt. Mark

>> No.1810630

Has anybody here tried Doom 2 in name only? I want to play it, since Doom 2 was disappointing (too much brown) and D2TWID was somehow as boring as the original Doom 2 (they replicated perfectly the feelings of the levels, but hexsoil was an amazing map).

>> No.1810631

D2INO is really kind of disappointing.

>> No.1810632

notice how he is using pictures in an attempt to look like he is terminus

this might get out of control pretty soon and something has to be done about it

>> No.1810636

Well I'm taking a break from this thread

>> No.1810638


Terminus isn't the only dude here who likes toku.

>> No.1810639


Working on it. I'll release an update after I at least get early version of the combo strikes in

>> No.1810642

The person in the screenshot looks like the avatar

>> No.1810646 [DELETED] 

Yes, ban the germans

>> No.1810648 [SPOILER] 
File: 939 KB, 853x480, 1406493653847.webm [View same] [iqdb] [saucenao] [google] [report]

>Post toku picture
>Somebody thinks I'm terminus

Terminus likes toku?
I'm not going to derail the thread.

>> No.1810650


>MAP01: "Loading Bay" by RottKing
>MAP02: "The Compound" by Tarnsman
>MAP03: "Water Main" by Esselfortium
>MAP04: "The Siltyards" by Alfonzo
>MAP05: "The Boiler" by Pavera
>MAP06: "The Gorge" by Esselfortium
>MAP07: "Counterpoint" by Tarnsman
>MAP08: "Quarantine" by Purist & Tarnsman
>MAP09: "The Gambit" by Tarnsman
>MAP10: "Reservoirs" by Tarnsman
>MAP11: "The Garrison" by Pavera
>MAP12: "The Shipyard" by Esselfortium
>MAP13: "The Wharf" by Marcaek
>MAP14: "Flooded Library" by Jimmy
>MAP15: "The Causeway" by Tarnsman
>MAP16: "Cul-de-sac" by Pavera
>MAP17: "The Precinct" by Tarnsman
>MAP18: "The Sanctum" by RottKing
>MAP19: "Bedlam" by Alfonzo
>MAP20: "Leap of Faith" by Esselfortium
>MAP21: "Passage to Exile" by Megalyth
>MAP22: "Borderlands" by Tarnsman
>MAP23: "The Crucible" by Tarnsman
>MAP24: "Crushed Spirits" by Marcaek
>MAP25: "Dead Sea" by Esselfortium
>MAP26: "Damned Strait!" by Tarnsman
>MAP27: "The Bloodwash" by Alfonzo
>MAP28: "Abyss" by Xaser
>MAP29: "The Mortal Coil" by Esselfortium
>MAP30: "Hell on Earth" by Alfonzo
>MAP31: "Vorticon" by Xaser & Megalyth
>MAP32: "Well of Wishes" by Xaser


>> No.1810651

It's worth a try, but I found it kind of frustrating. One 600+ monster marathon map after another, some great maps, but a handful of turd maps that are just a chore to get through.

>> No.1810659 [SPOILER] 
File: 301 KB, 500x281, 1406493794402.gif [View same] [iqdb] [saucenao] [google] [report]


I do.

>> No.1810662

Map 33.

>> No.1810665

Are there any megawads with final level something different than icon of sin or survive-until-pillars-come-down?

>> No.1810668

i have no issue with cartoon animal pictures but something about that picture's expression makes me hate it. the "huh huh, nothing personal kid" arrogance perhaps.

>> No.1810669


D2INO is a completely mixed bag. Some levels are pretty cool and others are just plain awful

What I don't understand is that some time after the /idgames upload was done, people started to comment how they should've been played "on a pistol start way, in an isolated manner, as if they were single releases with no correlation". Where does it say in the damn readme that people have to do such thing?

They weren't prepared for the backlash, which saddens me. Hopefully they learned something from that and UDINO becomes a different beast.

One thing is true, MAP31 is the best out of the mapset

>and D2TWID was somehow as boring as the original Doom 2

they took the "the way id did" too much to heart, didn't they?

>but hexsoil was an amazing map

And here is something I don't understand too: they put in Hexsoil because they were trying to make a jab/nod at Betray and that other level they inserted in the XBox version of Doom.

Levels that have to do fuck-all with the whole WAD and were generally awful to play. But Hexsoil is pretty damn good and tough; seems like they completely missed the point of what they were trying to do.


Go to MAP02, and hump every little corner you see. It's near the beginning. Remember, the secret exit was done in the way of XBox Doom

>> No.1810672

ohhh, secret map. /vr/ had the decency to mention the secret map in its megawad!

>> No.1810679

>Go to MAP02, and hump every little corner you see. It's near the beginning. Remember, the secret exit was done in the way of XBox Doom
oh yes i know about the secret exit on d2twid map02, it shows up on the automap in prboom. i've just never visited map33 and didn't know its name.

>> No.1810681

Id say 7

>> No.1810683

There was this one wad where you could choose from multiple classes. And in order to pick up new weapons and ammo, you had to collect these little gems that dropped. Each weapon slot was represented by a different colored gem.

Does anyone know what I'm talking about?

>> No.1810690

that's my biggest rage-inducer with D2TWID actually. unlike a lot of people here i really like it. but why the fucking shitty fuck did they have to legitimize the BFG edition IWAD by putting a secret exit on map02 to map33?!

>> No.1810698

>le XD
People who post this asinine shit are worse than everything they criticize.

>> No.1810703
File: 53 KB, 400x300, mightmag8-1[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1810706


>MAP33: Betray is a secret map *1exclusive* to the Xbox version of Doom II, included with the Xbox Collector's Editions of Doom 3 and Doom 3: Resurrection of Evil.
>The Xbox 360 port of Doom II and the Doom 3: BFG Edition version also contain this level. However, it is inaccessible in both versions because the exit switch leading to the level in MAP02 is inoperable (in the Xbox 360 version, it does nothing; in the BFG Edition version, the switch causes MAP02 to be restarted).

It was there way before Big Retarded Moneygrab Edition was released. If anything, it's legitimizing the XBOX version, as you say in your post.

>> No.1810710
File: 2.70 MB, 640x360, brutally easy.webm [View same] [iqdb] [saucenao] [google] [report]

Not trying to stir anything here but...

>> No.1810717

Not the guy you're replying to, but in my experience, you can kill things faster, but they can also kill you faster, so if you know the level by heart you can mow shit down twice as fast, but if you get caught by surprise, you get fucked twice as hard.

>> No.1810718

>in the BFG Edition version, the switch causes MAP02 to be restarted
every time i think i've heard it all, that the bfg edition couldn't be any worse, i hear something new

>> No.1810719 [DELETED] 

uh yea except thats not even BD v19

Go shitpost elsewhere

>> No.1810720

are you sure that was direct? it looks like it hit the floor in front of you.

>> No.1810724


It's not even direct in both cases, but I do get your point. Pretty informative webm by the way; is it custom, or is it from a video?

>> No.1810730 [DELETED] 

Yes, we know BD is shit.
Please stop shitposting

>> No.1810734


Of all the things you could shitpost about regarding brutal doom you chose damage comparison when in brutal doom everything deals much more damage. And the webm isnt even BD

>> No.1810740

>and the webm is not even BD
Nice shitposting, retard. Next time play the mod before you defend it

>> No.1810742
File: 8 KB, 935x134, image.png [View same] [iqdb] [saucenao] [google] [report]


Uh? But that wasn't me, and I'm willing to get my IP checked

>> No.1810747

Go and play it. It's good.

D2TWID is pretty awesome in that sense. Every level feels exactly like its D2 counterpart. Everything from MAP01 to MAP06 is meh. MAP07 is amazing, Counterpoint and Dead Simple are fun to play. The Gambit and Quarantine are mixed for some reason, since they should be Tricks and Traps, and The Pits. The Shipyard is just as empty as The Factory, the city levels are still based on Detroit, and everything after that I couldn't be arsed to remember.

However, I still want to play something Doom 2 related.

>> No.1810748

What gameplay mod do you recommend?
BD or Doom RPG/RL Arsenal?

>> No.1810752

I have the latest version and the rocket launcher does not look like that

>> No.1810757

Metroid Dreadnought.

>> No.1810763


>> No.1810769

I remember this huge map that was intended to be a hangout place for some Doom community. had private rooms for some of the more outstanding members and all. But I can't for the life of me remember the name of that wad.

>> No.1810774

RL arsenal, not necessarily with RPG.

>> No.1810776

Nigga i dont play multiplayer

>> No.1810783

You can play it in singleplayer too.

>> No.1810786

I am kinda dissapointed there is only one singleplayer map made specifically for Metroid Dreadnought. I wish they made full TC of Metroid Prime.

>> No.1810787

It says at the beginning that it's using the Sperglord Edition nigga.

>> No.1810793

>Sperglord Edition

Is that a real thing? What does it change?

>> No.1810794
File: 2.01 MB, 640x360, Take 2.webm [View same] [iqdb] [saucenao] [google] [report]

Sperglord edition was made to remove the things people complained about. My thesis is that if it's bad there, it's probably worse in straight BD.

If the populus requires I will go ahead and get BDv19.

I did it myself just now.

I was trying to show comparisons to the people who are DISCUSSING Brutal Doom.
Get some facts in there to avoid misinformation.
Just posting about it isn't Shitposting.

IP Checks be damned. Here's my screenie.

Doomcenter or something?

Well then... ROUND 2!

>> No.1810795

tried it in singleplayer and wasn't that fun tbh

Right now I'm using Smooth Doom.

>> No.1810796

>everything deals much more damage
>video clearly shows a rocket in BD doing pitiful damage compared to a rocket in vanilla

>> No.1810798


Hopefully someday some mappers will sign on to the project.
I would love to go through old-fashioned Metroid areas in 3D.

>> No.1810805

>My thesis is that if it's bad there, it's probably worse in straight BD.

Brb comparing the two versions.

>> No.1810813
File: 12 KB, 473x356, BrainFucked.jpg [View same] [iqdb] [saucenao] [google] [report]

What kind of armor are you wielding in BD:SE? why does the armor take 60 damage, and you just lose 30 hp? Usually, its 50:50 on armor and health

>> No.1810814

No, it wasn't Doomcenter.

>> No.1810815
File: 2.06 MB, 640x360, captain falcon makes john romero his bitch.webm [View same] [iqdb] [saucenao] [google] [report]

Project MSX

>> No.1810820

By the way, you can use the "freeze" console cheat to make it easier to test things out.

>> No.1810821

shit, project msx does not work on my monitor

>> No.1810823

Whichever one you spawn next to in E2M8? I just pistol started.

>> No.1810828

Armor is jacked up in BD, I don't know about green armor but blue armor provides either 66% or 75% protection, I forget which.

>> No.1810839

>Whichever one you spawn next to in E2M8?


>> No.1810848

What difficulty is this?

I tried normal version of BD v19 and vanilla zdoom on Hurt Me Plenty and in both version rocket is 1 hit kill on 100 health 0 armor. And BD version of cyberdemon shoots faster rockets

>> No.1810854

He's using the Sperglord Edition, not straight BD

>> No.1810858

if your issue is the HUD not fitting, you could always use the force aspect ratio option. It won't look great, but the HUD will look better

>> No.1810859

I'm assuming HMP since I just used the MAP command from the title screen.

>> No.1810861

Oh! Now I remember! It was Mag HQ.

>> No.1810863

What does sperglord edition do exactly? Make monsters weaker? Doesnt seem like a valid comparison then

>> No.1810864
File: 320 KB, 1600x1200, Screenshot_Doom_20140704_152805.png [View same] [iqdb] [saucenao] [google] [report]

Satanic Redux. Raise corpses as your minions, steal health from living creatures, and shoot satanic imagery from a magic gun!

>> No.1810871

yes, look for NRFTL+.wad
>is it good?
it's not bad, much better than the master levels

>> No.1810873

Check out the changes for yourself.

>> No.1810879

My problem is that whenever I take damage, the screen flash does not cover the entire screen and there is an error stating something about an "invalid resolution"

>> No.1810882
File: 284 KB, 334x574, 1403657807386.png [View same] [iqdb] [saucenao] [google] [report]


Both Sperglord and Brutal Doom Cyber rocket does 8-64 damage on impact. It explodes for 80 damage over a 150 radius. It does the Explosive damage type, which the player has no resistance to. Compare to vanilla's, where it does 20-160 impact damage and 128 damage over 128 damage.
The Brutal Blue Armor also protects more, since it has an of Armor.Savepercent 70 rather than vanilla's Armor.SavePercent 50
This is pathetically easy to survive.

tl;dr: The Brutal Cyberdemon is a fucking bitch.

>> No.1810884

didn't mean to tripfag btw, was playing 4chan risk

>> No.1810885

>Compare to vanilla's, where it does 20-160 impact damage and 128 damage over 128 damage.

Pardon, 128 damage over 128 radius.

>> No.1810887


no worries

>> No.1810890

Instead of skimming through all this shit care for a quick summary of the most important changes?

I mean its obvious the mod nerfs if not damage of all monsters then the damage of cybie and thats not exactly a good thing

>> No.1810893

Lots of little rebalancing things and much better weapons, most of them with secondary fire

>> No.1810895
File: 2.44 MB, 1024x576, gzdoom 2014-07-27 17-34-55-688.avi.webm [View same] [iqdb] [saucenao] [google] [report]

Here's it in the "official" v19.

>> No.1810897

>I mean its obvious the mod nerfs if not damage of all monsters then the damage of cybie and thats not exactly a good thing

Nope. Exact same damage values.
See >>1810882
and >>1810895

>> No.1810901

>blue armor


>> No.1810904

>Exact same damage values.
If that's true then care to explain why did I get 1hit by cyberdemon on BD v19 and zdoom from 100hp and 0 armor?

>> No.1810907

you know what would be good in these cases? demos.

Both of them are being played on stable ZDoom 2.7.1, right?

If the exact files are being loaded then both demos should play correctly in all ends, right?

>> No.1810908
File: 65 KB, 534x563, buddy_pal_amigo.jpg [View same] [iqdb] [saucenao] [google] [report]

Buddy. Pal. Muchaho.
If you don't want to read through it all, what makes you think i do?

>> No.1810909

Do you use anything special for MIDI playback, or do you just stick with whatever is default?

>> No.1810912


At maximum damage in Brutal Doom, that's 144 damage, more than enough to kill anyone.
The thing is, even at absolute minimum damage, vanilla has 148 damage, which is...still more than enough to kill anyone.

>> No.1810917
File: 2.13 MB, 1024x576, gzdoom 2014-07-27 17-39-59-865.avi.webm [View same] [iqdb] [saucenao] [google] [report]

What's your point?

>> No.1810926
File: 143 KB, 656x519, atF23[1].png [View same] [iqdb] [saucenao] [google] [report]

Thanks, anon! I was just about to do it myself. Here it is after 2 hits in BD. 1 just left me with about 57% and I was 2slow to dodge the second before screencapping.

Your point? My video had him wearing Blue Armor in both circumstances too.

>> No.1810969

Sort of, DOOM and THPS pretty much got me into heavier and punk music.

>> No.1810983

I have a question about Doombuilder 1 (my computer is shit and can't run DB2), I'm trying to build rising stairs but every time I hit the switch to activate them, it lowers the rest of the floor but raises the stair sectors too. Is there a specific way I should be building the steps/linedefs?

>> No.1811003
File: 406 KB, 1920x1080, doomrpg.jpg [View same] [iqdb] [saucenao] [google] [report]

Is the RPGDoom extras or the DoomRL monsters add the cool randomized bosses?

>> No.1811017
File: 137 KB, 800x595, my kind will rise again.jpg [View same] [iqdb] [saucenao] [google] [report]

I feel anger every time I see this image.
Only because I can't figure out how to set doomRPG up. None of the guides have been helpful. I feel like an idiot.

>> No.1811025
File: 41 KB, 494x348, sperging.jpg [View same] [iqdb] [saucenao] [google] [report]

>Download BD v19 SE
>Try to launch
>This happens
Does it want to save me?

>> No.1811030

Didnt meant to quote etc etc

>> No.1811032


Make sure that you have the latest SVN version of GZDoom. Are you using the launcher? If you are trying to use DoomRL make sure to download it separately.

Hope you guys get it working. DoomRPG with DoomRL Arsenal and Monsters, with Ketchup and Beyond the Saturn is amazing.

>> No.1811042
File: 10 KB, 207x301, Arx-fatalis_box.jpg [View same] [iqdb] [saucenao] [google] [report]

Any wads/mods that have god tier dungeon crawling that aren't epic2>

>> No.1811048

>Beyond the Saturn

>> No.1811067

Okay, so after I download it, I rename the DoomRpg "Master" folder into just "DoomRpg", right? And then, where do I put the launcher?
Sorry for being a scrub

>> No.1811068

So basically the cybie does way less damage on top of the blue armor being much stronger AND dies in only 7~12 headshots instead of 40+ rockets?

>> No.1811070

Wherever you want.
It'll ask you where the DRPG folder is.

>> No.1811075

Anything can go wherever. Just make sure the DoomRL wads are in the same folder. Nothing needs to be renamed.

>> No.1811084

I think I see what's going on here. My Antivirus seems to think it's a trojan.

>> No.1811097

>Not just using Common Sense 2014

>> No.1811101
File: 232 KB, 1280x720, ahhhh.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't browse these threads much. What is the consensus on Total Chaos?

>> No.1811106


I can't believe it runs on the Doom engine. Kinda reminds me how Titanfall runs on Source, but it doesn't look like it does.

>> No.1811107

Looks okay, but we need a release.

>> No.1811117

pls respod

>> No.1811121


Pretty cool for people who don't know how it works and/or about Doom modding.
Once you learn how it works, that demystifies a LOT of it.

And then you get the nerds adjusting their glasses, scoffing, and saying "Pfftt, why even use Doom anymore at that point?"

>> No.1811136

Still need help

>> No.1811156

>Go to the PC Gamer article on it
I remember why I don't care about that site.

>> No.1811192

Looks nice, but videos showed it has same kind of gameplay as shitty Cry of Fear style games. Clunky inventory screens do not make a good horror game.

>> No.1811197

Thank you very much guys, you are all wonderful people and I'm really really happy that you wanted to help this dumb anon add stuff to to a mod.

I learned a lot doing this too, hopefully I retain it.

>> No.1811198

>Look at trailer
>Steps off ledge
my sides
I don't even know why it's so funny.

>> No.1811204

Last part of Serpent Resurrection where you hit the Palace sort of feels like that. Clearing out chunks at a time, selling off what resources you find and/or can spare, slowly inching your way up room by room. it's fucking amazing (the whole mod is great of course)

>> No.1811215

Demon Eclipse

That one mod for Hexen, forget what its called

Also for roguelikes everyone uses OBLIGE

>> No.1811218

Do any of you still play on Software mode?

>> No.1811224

Whatcha talkin bout boy cry of fear is one of the best horror fps ever

>> No.1811235
File: 301 KB, 500x655, tumblr_n5p5hx06Dp1r9b5wlo1_500.png [View same] [iqdb] [saucenao] [google] [report]

Im sorry but was this suppose to be a improvement? Only 30% damage is taken off? Goes to show you how mark had to do that in order to balance how unbalanced and broken it is.

>> No.1811238


every custom monster i do sticks to the original palette like fuck, so i guess so

>> No.1811239

From the looks of it about 6% might have been a stray lost soul getting in the way

>> No.1811247


>> No.1811250

I was wondering about how people make items randomly spawn in a spot.

Like say X-Weapons with it's chance of more rare weapons at an item spawn.

Is it a lot of Decorate trickery?

>> No.1811252

It's very easy, actually.


>> No.1811258

hope you're joking, it's a rehashed Afraid of Monsters with a shitty and clunky inventory system and retarded endings (I got the 'best' one which was still edgy as fuck)

for reference I loved classic survival horror, I beat RE:Remake and got the infinite RL (enough to replay the game several fucking times to get that) CoF was just not that good.

>> No.1811280

Im not joking though i absolutely loved that mod. Inventory doesnt bother me once you understand how it works and i have never cared for story in any game

>> No.1811289


Also RE is not an fps

>> No.1811297

Yeah, I even test all my mods in software.

>> No.1811308

What exactly do you mean by that? Is there some reading you could point me to?

Do you just mean because all of the things that seem more modern are basically just the openGL sourceport features and not doom.exe stuff?

>> No.1811314

>Do you just mean because all of the things that seem more modern are basically just the openGL sourceport features and not doom.exe stuff?

The bloom, for example is just done via a floating-around-on-the-forums OpenGL bloom hack, which takes brighter colors and puffs them out.
The complex architecture is mostly done via models ported in on top of invisible map blocks, and the grit on the visor is just an animated graphic put on the HUD.

It sure looks pretty, though.

>> No.1811321
File: 131 KB, 450x489, critical-hit.jpg [View same] [iqdb] [saucenao] [google] [report]

So last thread I posted about making the ssg randomly use a third shell.It didn't turn out like expected after some testing.

Every time it happened and I wasn't close to the target I felt "eh, I have like other 90 shells and it did the same effect"

Now the strange part: for the times it happened close, if the situation was kinda bad, it didn't just turned the tables, it kicked the table and crowned me king.It made me survive a monster closet, that usually kills me, without barely a scratch. It was so fun, there must be a mod with this

Are there mods that do this? Do DoomRPG have a mechanic that does this?

>> No.1811331

Brutal Doom I think. SSG (maybe both shotties?) shots more pellets when you're close to an enemy.

>> No.1811335
File: 231 KB, 673x1133, tumblr_n8ukinjras1tgjay7o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Nope, just can't stand the look of it.

>> No.1811336

It shoots the same amount of pellets, but they get a solid damage boost.

>> No.1811338
File: 319 KB, 1366x768, Screenshot_Doom_Jenesis.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1811343

Only when I want better performance on really complex maps. Otherwise I use software lighting to get the same feel.

>> No.1811383

I'm personally having a great time with doom RL&RPG roght now.

>> No.1811389

ah, but that's reliable, and all the fun of the idea is the game of chance

maybe i'll do stuff like that for other weapons and call it a weapon mod

>> No.1811394


What do the Japanese think of Doom? Was it ever popular over there? Are there any Japanese wads?

Just something I was wondering.

>> No.1811396

Now do it without armor.

>> No.1811406

Why would you even wonder that

Are you one of them weebs

>> No.1811407

i've seen screens of people talking about doom on 2chan, there's that alice chick that draws fanart and did kusok.wad (she's also crushing hard on term)

>> No.1811417

Are there any Gameplay modifications or WADS for doom that focus on melee combat? I want to punch demons with my fists ala Condemned or Zeno Clash.

>> No.1811420

GMOTA guy, Marty and Terminus(I think he's the guy behind the sword mod) are all working hard to make the melee mods you want.

Marty is on vacation though.
And Terminus is having fun with GZDoom netplay.
And GMOTA_guy is probably waiting for some new sword sprites.

>> No.1811421

Not the guy you're replying to, but they do make better video games, more often than not. Also, Doom and Mugen are about the only two games I play a bunch of user mods for, and I will say that for MUGEN, the Nippish user content often blows ours out of the water.

>> No.1811426
File: 97 KB, 500x596, An adorable Cacodemon accidentally eats another.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1811428

>Are you one of them weebs
I don't think this is a case of needing "muh superior Japanese culture" to validate the things you like. Nothing wrong with being curious about how things like Doom got received on the other side of the world.

>> No.1811435

Project MSX is totally viable to play with nothing but fists and the occasional grenade. Shit's fun as fuck.

>> No.1811440

there was that one japanese gameplay mod with multiple characters.
one of them was an evil clown with an anime sock puppet that shot wraiths
anyone remember the name of this one?

>> No.1811441

>they do make better video games, more often than not

Subjective. As someone who likes fps and roguelikes Japan doesn't have much to offer. Besides I don't play on consoles.

>> No.1811448
File: 10 KB, 204x232, 54326125.jpg [View same] [iqdb] [saucenao] [google] [report]

I was listening to some metal bands, and I wondered:
Has anyone ever made maps based on the music of a band? E.g., metallica.wad = Only Metallica music, maps inspired by the music.

If not, would you be interested? Especially if the map layouts were like The Ultimate Doom? (->fun, quite hard maps, see Thy Flesh Consumed)

>> No.1811449

Funnily enough, the shiren the wanderer series made more money there than all western roguelikes combined.
Of course it's also a kiddie game, but I digress.

>> No.1811450

>The west made Planescape: Torment, and Doom.
Nips, are you even trying?

>> No.1811452

Yeah well roguelike isn't exactly a popular genre

>> No.1811461

That's because western commercial roguelikes suck dick.
I thought roguelikes were pretty alive in the East?

>> No.1811467

>I thought roguelikes were pretty alive in the East?

No idea. Again I don't play on consoles and if they have made RLs for pc I havent heard

>> No.1811487

Fair enough, but I play a lot of shmups, beat 'em ups, platformers, and fighters, and I'd say they outclass us in pretty much all of those genres. I don't play a lot of RPG video games, but I do play tabletop D&D, and I can see how western RPGs would be preferable.

>> No.1811504

>animu uploader
>need s javascript
>doesn't support opera

it sux. and it's calling me names. pls go back to /a/

>> No.1811526

There's that Japanese doomer that has a youtube channel dedicated to 100% speedruns of various WADs.


>> No.1811532
File: 226 KB, 1280x720, Screenshot_Doom_20140727_203745.png [View same] [iqdb] [saucenao] [google] [report]

>And Terminus is having fun with GZDoom netplay.

Nah, I had my fun. Back to work.
Currently trying to figure out what to do with the megasphere/soulsphere--Kyle suggested some sort of 200% fill overflowing your health bar, and Eric was curious about some sort of way to increase your max health.
I'm looking at if there's a way to do both--a sort of temporary max health increase that gives you one/two/three extra tokens depending on difficulty and stays with you until you deplete it. See pic.


I would be extremely, extremely interested, if only for the sake of this mod.
One of the big inspirations is metal, see.

>> No.1811549
File: 333 KB, 1024x768, Doom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1811567

I was kidding about the GZDoom netplay thing.
The video you posted pretty much showed everything that it offers.

I like the sound of what you want to do with Megasphere/Soulsphere.
Something like what Strider does would be neat too.

>> No.1811616


I'll be releasing an early version of the new combo thing later on, once I get my new sword sprites, then I'll be adding the totally rad boomerang attack

>> No.1811619

Can projectiles "skim" or "graze" you?

I know projectile damage is random from a base damage, but It seems like everytime I hit the bare edge of a projectiles hitbox I take the lowest possible damage.

>> No.1811623

There isn't locational damage.

>> No.1811631


Oh, thats really odd then because it happens a lot.

I must be imagining things then

>> No.1811654

>One thing is true, MAP31 is the best out of the mapset
>map is called Wolfenstein
>no Waffen SS

>> No.1811661

Why is keyhunting good?

>> No.1811664


Because it forces you to take a break and explore rather than just go down a linear corridor.

>> No.1811667

>map is called Wolfenstein
>no wovles

>> No.1811676


Who wants to go do some high level crime for some low level LOLs?

Seriously, fuck stealing their money, let's hack this shit and get it EVERYWHERE

>> No.1811683

You could give a projectile a tiny tiny explosive radius with tiny tiny damage for it's idle state so that if it's close enough it'll hurt you.

It'll probably work like shit though.

>> No.1811686

There was one on the zdoom forums like that, only with the music of "Those Poor Bastards."

What I found really neat is that they got actual official permission to do the mod by the band.
I forgot what it was called, but I bet if you search "Those Poor Bastards" on the zdoom forums, you'll find it.

>> No.1811701

>Has anyone ever made maps based on the music of a band?
They Might Be Demons, let's do this

>> No.1811707

The same fucking thing happens to me all the time.
I spent several years believing I could take partial damage by almost dodging a fireball.
Now I know its just my brain paying a lot more attention to these events.

It usually happens because I am VERY aware of my low health, then fail to dodge a projectile.
If I die, okay, that was expected.
If I take a hit and lose almost no hp, its a memorable event.

>> No.1811714

How can I turn the brown map display into the original black, red, and yellow map display colors?

>> No.1811721

> Menu > Options > HUD Options > Automap Options
or something like that.

>> No.1811724

If you're in ZDoom or Zandronum, it's under Options>Display Options>Automap options

>> No.1811725

ZDoom? Options, automap options, map color set to traditional doom

>> No.1811728

Whoops I fucked up, >>1811725 is right for ZDoom.

>> No.1811749


>> No.1811780

>Game is called Wolfenstein
>never fight the Wolfman and Frankenstein fused together

>> No.1811807 [SPOILER] 
File: 26 KB, 287x500, 1406512073647.jpg [View same] [iqdb] [saucenao] [google] [report]


not really heavy metal related*, but one of my long term projects is/was to do a 32-level DM wad with nothing but songs from Queen

freddie mercury had this fantasy-themed world of his going on during the early days of the band, you could hear a lot of songs related to fairies, kingdoms and ogres; he dropped/killed it around the time when they released A Night At The Opera and never brought fantasy-themed songs into the band ever since.

old-school fans would probably love the thing since it's going to be stacked with nothing but songs from the 70s era. it would've probably been Boom compatible; custom textures, levels with unique skyboxes, etc.

(*) WARNING, OPINIONS AHEAD: freddie and queen would've given a run for his money to black sabbath if it wasn't for them leaning towards glam rock instead of heavy rock music in the 70s. back in the day they used to play some mean shit, and a lot of their unreleased songs were as heavy as most of the stuff which nowadays is considered "early heavy metal".

>> No.1811812
File: 1.09 MB, 1860x884, Builder 2014-07-27 20-46-19-53.png [View same] [iqdb] [saucenao] [google] [report]

Right now I am trying to make a slope that connects to another slope that is hovering in mid air. Whenever I try to create I dummy sector for the second half I just get a big block over the second half. I am new to map making and was hoping that I could have some advice.

>> No.1811816


>> No.1811841
File: 909 KB, 500x410, robo.gif [View same] [iqdb] [saucenao] [google] [report]

Has there been a RoboCop or Judge Dredd mod? I feel the need to dish out some law and justice.

>> No.1811842
File: 90 KB, 1000x562, Doom-Deathmatch.jpg [View same] [iqdb] [saucenao] [google] [report]

Any one up for some good ol' Deathmatch? I'll make a Deathmatch server on Best Ever, I just need to know if you're all willing to play and what you want me to add for WADs.

>> No.1811845

This post made me smile uncontrollably. Really cool shit.

>> No.1811849

IIRC 3D Slopes are problematic as fuck.

>> No.1811850

>unreleased songs

wat? i love me some early Queen
first two albums are my favorite from them
Son and Daughter
Ogre Battle
Fairy Fellers Master Stroke
Black Queen
oh man early Queen ruled
their 80s stuff fucking sucked so hard (other than Flash Gordon and a few other tracks)

>> No.1811852
File: 372 KB, 854x859, 1375676183123[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I've been kicking around the idea of making maps around stuff like this. I don't know how the impossible architecture of Rlyeh would work in Doombuilder, though.


>> No.1811856

My friend was making this map, But he gave the rest to to finish, If you want it here it is, Ill be incorporating it into a megawad.

>> No.1811857

>Something like what Strider does would be neat too.

I actually think this is the way I'll be going. A temporary add-on lifebar on top of your existing lifebar. Picking up health replenishes it, getting hit takes away from it--if you completely run out of hits on it, though, it's gone.

I think it's a perfect compromise between both options.

>> No.1811865
File: 24 KB, 500x372, abstract kind of hell.jpg [View same] [iqdb] [saucenao] [google] [report]

>I don't know how the impossible architecture of Rlyeh would work in Doombuilder, though.

That was the design philosophy behind the maps Sandy Petersen did for Doom, as a huge Lovecraft nerd, he decided that he would make the maps all abstract and bizarre in architecture.

>> No.1811867

He gave it to me to finish*

>> No.1811868

This just popped up in my subscriptions

>> No.1811871

That's pretty cute.

>> No.1811876

I remember playing on a server that had a songpack of just Metallica midis. I don't know the name at all though.

>> No.1811880

Well in Strider you could also get some kicking rad powerups on a health bar.

>> No.1811882

I laughed heartily.
>The reveal is they were in hell all along

>> No.1811896


No one's interested at all? Cus I'm in the mood.

>> No.1811907

I could go for some deathmatch. Any maps will do.

>> No.1811913


Cool, Doom 1 or 2?

>> No.1811916


>> No.1811918

If I had a gameworthy ISP, you'd be kicking my ass right now.

>> No.1811923

Do it.

>> No.1811932

Sure. Remember to drop by the irc too.

>> No.1811936

Is there anything like Beautiful Doom for Quake?

>> No.1811943

>>1811842 here, getting the server up as we speak. Is there a way to change certain values of your server in the irc? i.e. time/frag limit.

>> No.1811950

Yeah, I don't know them though because i've never into hosting before. Someone else in the irc should know

>> No.1811951


The bot will give you the rcon, you right-click the server, click Remote Console, enter the rcon password, and you can change things from there.
You can't do it from the IRC.

>> No.1811967

Server when

>> No.1811978


It's up! Name is :: [BE] Montreal :: /vr/ Deathmatch


>> No.1812005
File: 306 KB, 1024x640, Screenshot_Doom_20140506_214941.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1812026

Do you have the "for the glory of senpai" one?

>> No.1812032
File: 421 KB, 1024x509, Untitled-3.png [View same] [iqdb] [saucenao] [google] [report]


I'm glad to see people like this.

>> No.1812035

>not even DM

>> No.1812039
File: 17 KB, 130x129, -^).gif [View same] [iqdb] [saucenao] [google] [report]

Good job anon, that was some really fun eathmatch. I loved teh part where it was just co-op

>> No.1812045

What the legit fuck?

>> No.1812058

Fucking christ. Sorry guys, I'm trying to fix the server at the moment. It's been a while since I've done hosting.

>> No.1812085

What WAD?

>> No.1812105

Them broobies though.

>> No.1812165
File: 216 KB, 1280x960, Screenshot_Doom_20140727_173341.png [View same] [iqdb] [saucenao] [google] [report]

Even if the settings and maps aren't very refined (bfg spam everywhere) there is something nice about the chaotic mess that a default settings no fragcap deathmatch on stock doom ii levels. Could just be nostalgia speaking though.

A pity I can't play more right now, deathmatch servers usually clear out after a half hour or so.

>> No.1812184


>medic on top

so, eric is sleeping, eh?

>> No.1812209

Please respond

>> No.1812216

my router's gone to shit so until I get a replacement i'm not going to put up with constantly disconnecting (like it did as I was making this post)

you'll just have to make do without me

>> No.1812217
File: 133 KB, 680x680, disgusting (2).jpg [View same] [iqdb] [saucenao] [google] [report]

>that skin

Doom deathmatch is alright but bfg spam ruins it for me. I'll probably just stick to quake live

>> No.1812226



>> No.1812227

So I played this wad called Brutalised Doom (Not to be confused with Brutal Doom)

Its basically just the original doom and doom 2 levels, but with more enemies, and in some cases, more rooms to explore. Basically intended to make coop games more hectic.

But it seems after the first few maps in both games, the author went lazy with it.

>> No.1812229

Lemme guess, is it a Netgear?

>> No.1812259

No this shit again.

>> No.1812260

you know some good quake vids?

>> No.1812264

Not at all, I'm still just a scrub at quake

>> No.1812278

You still there?

>> No.1812284

GMOTA Guy, are you planning on making your mod Heretic friendly, as in making enemies drop crystals and chests, and replacing weapons with chests or whatever?

>> No.1812292

>Script error, "dr6zn_beta3b(1).pk3:drcvzn_wt.wad:DR1WEP1" line 24:
Invalid state parameter テつ・つ・つ・
Thanks anyways

>> No.1812295

>bfg spam
even though I hate it I tend to spam it a lot
the BFG in that map made it worse because people could just jump down in there hop right out and hope for frags which is exactly what I did

>> No.1812303


Don't play in ZDoom. It can't handle the moonrunes.
Play in Zandro.

>> No.1812304


>> No.1812307

>Doom RPG (not the mobile game)
I really wish there was a better way to play this, the Wallenstein rpg too

>> No.1812310

Don't there exist decent phone game emulators?

>> No.1812313


>> No.1812317

Any great wads that are vanilla (custom music/wall textures are allowed)

Just got back from playing Breath to Saturn XeX and Congestion 1024.

>> No.1812321
File: 1.06 MB, 1920x1080, zandronum 2014-07-27 23-23-26-53.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon

Holy shit this is actually pretty cool. I might host a server later on.

>> No.1812339

from what i gather
it was inspired by samsara, but for anime grils instead of vidya dudes
so we've got a whole bunch of /a/ waifus together fragging shit with their signature weapons/abilities

I don't recognize any of them

>> No.1812370

i think they might be original characters,

>> No.1812382

I recognize one from Madoka, so probably not.

>> No.1812394

Is the PSX Doom TC compatible with Doom RPG/RL?

>> No.1812401

This may be a weird question to ask, but will any of the Redneck Rampage games or Napalm run in Doom emulators? I haven't played them since I was a little kid and I miss them.

>> No.1812403

No because those are Build engine games.

>> No.1812407

wat is this

>> No.1812409

Ah, okay. I'll pretend I know what that means and go google it. If the Doom ones won't work, are there any that will?

>> No.1812415
File: 217 KB, 795x251, i am a normalfag.png [View same] [iqdb] [saucenao] [google] [report]


I don't recognize all the characters, but I know a few. They're definitely not OCs.
We may have to ask /a/ for help.

>> No.1812418

What the most tedious level you've ever been through?

Playing 1monster and I just got to cacophony...it takes the cake. over 400 cacodemons, but they come at you in droves of 3-10. Its mind-numbing, but you can't break your focus either cause theres part of the map where they completely swarm you

>> No.1812425

>not into anime
>not into waifushit
>this mod still sounds interesting

>> No.1812431


It's really, really well done.
I mean normally someone cramming together random animu shit gets you maybe Swan Fox, but this is surprisingly fun. There's a whole shit-ton of custom resources and a lot of intricate code for neat weapons.

It's happened.
There is officially a good anime mod for Doom.

>> No.1812435

This fucking track. I love it so goddamn much. It truly gives you that victory feeling. Hearing it during the ending and the credits is a wonderful feeling. I wish they had a remix of this track in RoTT 2013, but it unfortunately went completely missing. Lee Jackson did an excellent job with the RoTT soundtrack, and so did good 'ol Bobby as well for the few tracks he made for that game.

Post your favorite tracks from 90s FPSes I guess.

>> No.1812441

i prefer blood's MIDI soundtrack over the CD soundtrack.

>> No.1812460

>Swan Fox
(I still want to make a /vr/ skin for her just for that WHOOPsing in coop)

>> No.1812464

help mang

>> No.1812471

1994 Tune Up

>> No.1812480

The Enigma Episode
Eternal Doom

>> No.1812498

Fistful of Doom
Doom City
Invasion: Upper Decks

>> No.1812514

why are these things always at 4am when i'm asleep?

>> No.1812515
File: 198 KB, 640x480, Zb5tOzo.png [View same] [iqdb] [saucenao] [google] [report]

Doom VN when?

>> No.1812517

>Mancubus girl has a phat ass
>A really phat ass
>But both of her arms are prosthetic

>> No.1812523

>Katawa Shoujou 2

>> No.1812557

>higurashi character

I'm now interested in this.

>> No.1812559

We need a /vr. Wad/ where you have to fight classic game characters as the enemiesgl

>> No.1812567

Hell Revealed
Alien Vendetta
Kama Sutra

>> No.1812575

That'd be neat imo. Mario's jump nearly kills you, Samus is agile/speedy, Megaman has multiple attacks, link is a melee fucker-upper, doomguy is the boss. Yeah.

>> No.1812579
File: 24 KB, 214x240, 1404264895242.gif [View same] [iqdb] [saucenao] [google] [report]

If there was a Doom VN, what would the monsters be like as far as personality goes? Imp would be tsundere, obviously. Revenant would be tall, dark, and quiet, maybe? I dunno, just spitballing.

>> No.1812595

Samus is the evasive rocket spam cunt of all cunts, mario gets special powerups on say, invuln orb pickup, acts like a star, doomguy is just amped up version of doomguy... Melee sounds like it would be hard to do in a doom wad (competitive one, anyway), maybe some Sanic, Double Dragon, Battletoads, final fantasy faggots, who knows.

Mite b kewl, like Samsara Even Less Serious Edition

>> No.1812596

Archies would be goths

>> No.1812645

The bonus level is full of Duke clones, all the weapons could also be derived from the games and such

>> No.1812654

Baron of Hell would be the snobby rich girl.
Hell Knight would be that girl that is forced to always be with the Baron of Hell and agree with her.
Arachnotrons would be the geek girl.
Cacodemons would be the kind of fat always eating girl
Demons would be the sports girl.
Pain Elementals would be the popular girl with the posse of friends.
Cyberdemon is the sexy milf.
Spider Mastermind is the old woman that nobody likes but nobody knows what to do with her.

>> No.1812660

>Barons come in twins with Hell Knight tagging along
>They're inseperable
>If you go down their path, you have to choose one.

>> No.1812674

Revenant should start out dark and quiet but turn out to be a yandere that's almost impossible to escape from.

>> No.1812680

Pinkies are the mean joke girls, barans are the queen bees and the knights are her possy, arachnotrons are nerds, cyberdemons would be the sport aces that don't stop to bully, masterminds are teachers, icon would be thr principal

>> No.1812682
File: 21 KB, 267x268, 1405459233242.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1812690

You mean Posse

>> No.1812692

Ahh shit I drank more than I thought...

>> No.1812704

>Imp would be tsundere, obviously.
Why "obviously"? Are you assuming HDoom is canon? Hint: it's not.

>> No.1812705

I thought he meant pussy.

I'll leave now.

>> No.1812708


>> No.1812724

lol, I linked that video a few hours ago in here

>> No.1812734

Does anyone have the wad from this Gamefaqs thread? Resident Evil and doom would make a sweet combo

>> No.1812737

While doom could be the focuse /vr/ related can make cameos, maybe for the player characters samus and belmont and so one could be options, maybe lesbian optionss

>> No.1812739

Well what the fuck else would an Imp be? They've got a pissed expression all the time and they hiss like some kind of demon hydra guys.

>> No.1812743

>They've got a pissed expression all the time
And how is that different from, oh, all the other demons?

>> No.1812747

Zombiemen are angry, not pissed.
Mancubi growl, they don't hiss.
Revenants are straight up goofy.
Archviles heal people.
Barons yell, they don't hiss.

Should I go on?

>> No.1812751


You seem upset about something.

>> No.1812752

Exasperated is the word I'd use.

>> No.1812760

You didn't answer my point. All demons have a pissed/angry expression. Therefore by your logic all demons are tsundere.

>> No.1812765

Tsunderes aren't always angry though.
They can be cold too.

>> No.1812784

So when are we getting the cool super robot mod for Doom, complete with Mazinkaiser and Shin Getter Robo?

>> No.1812785

Which demon girls are most likely to lez out with eachother?

>> No.1812787

Archviles and anything.

>> No.1812792


>speaking of, will that run on modern PCs without a massive pain in the ass?
>google time

>> No.1812794
File: 716 KB, 512x512, 1405731875425.gif [View same] [iqdb] [saucenao] [google] [report]

Oh, actually, since they heal/resurrect, I could see them maybe being the school nurse.

>> No.1812805

The bipolar school nurse maybe.

>> No.1812828

Can I use doomrpg with doomrl AND doomrpg extras?

>> No.1812837

I got it to run last time I tried. However, the music didn't work.

>> No.1812856

No. Extras is basically Beautiful Doom or something like that, so it won't work.

>> No.1812857
File: 432 KB, 500x394, AAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1812863
File: 79 KB, 268x735, sadf.jpg [View same] [iqdb] [saucenao] [google] [report]

Revenants don't strike me as the quiet type, yeah.

>> No.1812915

Maybe they're startled very easily.

"Hi, my name is Doomgu-"

>> No.1812926

so although I'm removing the flailshot, did you guys like the chain effect I used? I'm toying with the idea of visually revamping the standard grapple and finding an actual claw/hook sprite and giving it a chain that's constantly flying towards Blaz

>> No.1812967


I like the idea of the yandere revenant.

>> No.1813010

>Doomguy walks in on Revenant-chan changing clothes

>> No.1813012

Is it possible to make a VN on Doom engine?

>> No.1813013

Are there any good gameplay mods that are similar to BD in a sense that it doesnt change the core play too much, ie. same weapons and same enemies

>> No.1813014

Probably with Strife dialogue menus

>> No.1813018 [DELETED] 

Where does all this autism come from? Jesus fucking christ

>> No.1813027
File: 403 KB, 960x540, gzdoom 2014-07-28 15-43-32-57.webm [View same] [iqdb] [saucenao] [google] [report]

I am pretty shure it's possible, HDoom done it.

>> No.1813041

>First indication of an Archvile's presence is flames appearing onscreen; never saw or heard it.

I hate when this happens.

>> No.1813054

>first indication is the fucking gibbing noise as they undo all your hard work

>> No.1813101
File: 1.49 MB, 1920x1080, Screenshot_Doom_20140728_153608.png [View same] [iqdb] [saucenao] [google] [report]

Is it possible to get the doomguy's head on alternative hud somehow?

For reference this is how my hud looks like

>> No.1813112

I'm not aware of anything allowing you to add the mugshot to althudcf (which is what that particular hud is called), sadly.. Maybe the zdoom wiki could tell you something but I have no clue.

>> No.1813123
File: 12 KB, 300x300, 1406396730613.jpg [View same] [iqdb] [saucenao] [google] [report]

why is this so good ?
why i love it so much?
now only if i could make it run with brutal . . .

>> No.1813136

Good luck running any gameplay mods with brutal.

>> No.1813151

>/idgames torrent (as of Nov.25, 2013; 12 GBs of wads, 18 years worth of user-made content!)

What exactly is in this? A mirror of some other site?

>> No.1813161

I like Doom 2's music just as much as Doom 1's, but https://www.youtube.com/watch?v=ABp6brvWoB4 is a track I simply cannot bring myself to enjoy. It just sounds so boring.

>> No.1813169
File: 248 KB, 200x300, chip_hanson.png [View same] [iqdb] [saucenao] [google] [report]

Boy, I sure hope there will be cute lolis, not only mature semen demons from hell

>> No.1813172

What do you think this is, Unteralterbach?

>> No.1813178

>Not FBI
So hes CIA?

>> No.1813208

yes, of ftp://ftp.fu-berlin.de/pub/pc/games/idgames/

>> No.1813213

How up to date is that? I mean, what's the newest WAD in that pack?

>> No.1813216

......w-why does a german college have 12 GB of wads?

>> No.1813223

it's the /idgames primary download mirror. read the README.

>> No.1813229

>(other retro FPS games also welcome, chances are we played 'em too)

Hey, /doom/. Quick question.

My brother and I used to play the N64 version of Duke 3D. The multiplayer was fun as hell. Have any of you ever come across a Duke 64 TC/mod for eDuke? Something that puts back in the different ammo types, multiplayer maps, dukebots, etc.?

>> No.1813243

There is a Duke64 mod, but I don't know if it has any multiplayer features.


>> No.1813249


Thanks for the response. I'll check it out.

>> No.1813254

i'm not sure exactly but i believe it is at most a few hours behind the upload site.

>> No.1813289

There's no multi for that though since MP in Eduke has been broken since before the dark ages. You would have better luck setting up split screen on a 64 emulator.

>> No.1813318 [DELETED] 
File: 30 KB, 226x251, 1405852336292.jpg [View same] [iqdb] [saucenao] [google] [report]

pic related

>> No.1813335

BD is currently my favorite gameplay mod because it doesnt change the core game too much. Once you disable reloading, bloody screen and all other shitty effects, takedowns and monster changes its not that much different from vanilla but its hell of a lot more fun.

Does anyone know any similar mods where they dont change the game too much, but just enough to make it a tad different?

>> No.1813340
File: 6 KB, 200x200, ISHYGDDT.jpg [View same] [iqdb] [saucenao] [google] [report]

>BD is currently my favorite gameplay mod because it doesnt change the core game too much
> Once you disable reloading, bloody screen and all other shitty effects, takedowns and monster changes
so you have to remove 85% of BD to have "something" like vanilla? Are you dense?

>> No.1813341

Revenents should be the benign but crazy girl, like she's nuts but harmless, and kinda cool if you get to know her

>> No.1813343

Sounds like you're playing zandronum with takedowns

>> No.1813345

Didnt you read what I said? I enjoy it because its not drastically different from vanilla and im looking for something similar. I think you're the dense on here friend

>> No.1813394

Weapons of Saturn
Beautiful Doom

>> No.1813429

Chain effect was neat.

>> No.1813442

it ran very badly on win 8, screen had inches cut off, and it went painfully slow.

>> No.1813469


>> No.1813487

>because its not drastically different from vanilla

At the risk of starting Yet Another Fucking Brutal Doom Argument, it is. It's dramatically different from vanilla.
Pretty much the only thing left that remains intact is that you fire a Super Shotgun/Plasma Rifle and the imp dies.

>> No.1813490

This is a bit of a weird place to be asking for child porn, innit?

>> No.1813493

Maybe you should read a little further before replying. I play nearly all BD features disabled

>> No.1813502
File: 40 KB, 442x302, cheeseburger.jpg [View same] [iqdb] [saucenao] [google] [report]


And even with all BD-exclusive features disabled, the game is still dramatically different from vanilla.
Not too long ago we were talking about the differences between the Brutal Cyber and the Vanilla Cyber, how the changes to the blue armor/cyberdemon/rocket launcher effectively rendered any long-range confrontation with him easy.

I mean, if you really like Brutal Doom and want to play with it, sure. I mean I'm not a fan but Lord knows we can like whatever, and only a faggot would go >2014 >still plyying brtutll dumbb
But it definitely IS very drastically different from vanilla.

>> No.1813507

If you disable nearly all features, then most non-TC mods "dont change the game too much, but just enough to make it a tad different".

>> No.1813509

>I play nearly all BD features disabled

This includes changes to armor and monsters.

>> No.1813515

Weapons of saturn has reloading so its not what im looking for

Beautiful doom on the other hand looks great, thanks

>> No.1813519

so what is left if you turn everything off?

>> No.1813527

More satisfying gunplay, some nice effects and a viable pistol

>> No.1813530
File: 29 KB, 600x400, 343784205-sep-20-2012-1-600x400.jpg [View same] [iqdb] [saucenao] [google] [report]


Ah. Well okay then.

>> No.1813605

We could have short-ish girls with small breasts that would still be of legal age!

They could have a case of like, breast envy, and be really cute and all!

>> No.1813612

There's numerous custom HUDS that draws in full-screen, without the big status bar at the bottom, that still displays the Doomguy's face.

>> No.1813643
File: 983 KB, 500x364, notbad4.gif [View same] [iqdb] [saucenao] [google] [report]

>legal age
I doub the age of consent applies to demons as it does on humans, but I'm ok with small girls with DFC

>> No.1813651

Share pls

>> No.1813670



>> No.1813820

I didn't explicitly say DFC, just small breasts, like A cups or something.

She could be skinny and short, wear her hair in a ponytail, and be all jelly of the Baroness big boobies.

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