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2090937 No.2090937 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2083401
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

IRC (Password is in the FAQ.)
Channel: #vr



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS (old)


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Cyberpunk Shootdown: https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973

>> No.2090938

with extra calcium


[11-26] Pimp My Texture (Doom Graffiti) has released something downloadable. http://www.doomworld.com/vb/post/1304029

[11-23] Total Chaos combat teaser https://www.youtube.com/watch?v=Ta1EGfCQN4Y

[11-21] Push is a full megawad now, congratulations. http://zandronum.com/forum/showthread.php?tid=5423#pid74727

[11-21] Immoral Conduct (ICD-ZD) "unfinished" release: http://forum.zdoom.org/viewtopic.php?t=37985

[11-20] Bloody Graveyard, a (late) Halloween map: http://www.doomworld.com/vb/post/1322994

[11-20] Mayan Mishap bugfix update: http://www.doomworld.com/vb/post/1322944

[11-20] Incineration, an Ep.3 by pcorf (Whispers of Satan, et al): http://www.doomworld.com/vb/post/1323025

[11-19] Golden Souls full release: http://forum.zdoom.org/viewtopic.php?t=35135

[11-18] Wrath of Cronos update: http://forum.zdoom.org/viewtopic.php?t=35846

[11-17] New Doom2 world record speedrun by Zero-Master in 23:03: https://www.youtube.com/watch?v=h8j2zj-A5tE

[11-16] Bauhaus, 4 maps by didy: http://www.doomworld.com/vb/post/1322153

[11-15] OneManDoom reviews 200minvr: http://doomwads.tumblr.com/post/102595977700

[11-15] T/nC 468: http://www.doomworld.com/php/topstory.php?id=4264

[11-13] /g/.wad update: http://forum.zdoom.org/viewtopic.php?t=46481

[11-10] Complexe16, possibly the first PWAD for Doom64Ex: http://www.doomworld.com/vb/post/1320832

[11-09] Jurassic Rift returns: http://www.doomworld.com/vb/post/1320654

[11-09] Adventures of Square v1.0 released: http://forum.zdoom.org/viewtopic.php?p=793049#p793049

[11-09] Battle of the Bits does Doom II: http://www.doomworld.com/vb/post/1318693

Some dork's been working on a site for us to replace the old, shitty one! http://万板.縮.jp/ Although it seems abandoned.

Here's a music stream that only plays Doom music, 24/7: http://liquiddoom.net/


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

>> No.2090951

There's an update for Serpent Resurrection coming soon.


>> No.2090970

Anyone have an issue with GZDoom showing enemies as black boxes sometimes or not always loading them in right away, seems to cause a bit of lag as well.

Older version (1.8 I think) I had seemed work just fine, but I have some newer files that require the newer GZdoom (2.1 I think)

>> No.2090975

according to the archive this is something to do with brightmaps


>> No.2090980

I will try this.

I've also read that it can be HQnX Filter being on, or Smooth Spirte Edges being off, or drivers, but those are updated.

>> No.2091017

Thanks again. Turns out it was indeed the bright maps. I'll probably fiddle with it some more, not even sure what they do I didn't notice much.

Now if I could just shut off the voices yelling about hell every 10 feet. (brutal enhanced edition) I'm sure there is a way.

>> No.2091036

Played Brutal Doom 2 on Black metal isn't hard enough, also is there a way to get 3D models into the game?

>> No.2091041
File: 633 KB, 1600x900, Screenshot_Doom_20141127_023318.png [View same] [iqdb] [saucenao] [google] [report]

It's been a lazy-as-hell day. Decided to fiddle with a system that allows all non-ammo pickups to randomly drop 'loose ammo', which was a thing in the original mod.

Pic related, it's the cluster fuck that the original mod had for a backpack spawner, it drops a ton of lose-ammo, along with some health and armor pickups.

Oh, and every pickup that isn't loose ammo or the health/armor pickups from the backpack clusterfuck respawns, so it doesn't fuck over multiplayer games.

>> No.2091042

are there wolfenstin 3d model mods?

>> No.2091049

>wolfenstin 3d model mods?
there are but they are ripped from return to castle wolfenstin and aren't that impressive as skulltags models for doom.

>> No.2091054

Are there any decent tutorials on ACS/DECORATE/3D special features?

I can't seem to find any, and those that I do are half finished or just 404.

>> No.2091074

i think you have to load the brightmaps first

and there should be a mutator for the voices, no?
at worse you can probably just open the mod and delete the sound file

>> No.2091080
File: 2.47 MB, 320x240, 1024MAP01-135.webm [View same] [iqdb] [saucenao] [google] [report]

>Hello folks, felt in the mood to whip up a little 1024 map this afternoon, so I did. If you guys wanna check it out then I would be happy to hear any feedback you may have!

demo (second exit): http://temp-host.com/download.php?file=jb69vj

i think the point of a 1024 map is to compress as much map as possible into the space; to reuse areas multiple times repopulating them with teleporters, and to generally give the sense of a large map occupying a tiny area. for this reason i tend not to like them, i dislike excess crampedness. yours in contrast just felt like a small map that just happened to be arranged inside a 1024 square.

shotgun only, but nothing bigger than a demon (pinky, whatever you want to call it), no slowly plinking away at high-HP monsters as tends to happen in some shotgun-only maps, but at the same time, a little bit too easy. i think you could have had a single higher-tier monster in there as a level boss. for example: a hellknight/revenant/archvile (take your pick) in the closet that opens when you pick up the blue key, but placed behind a single-use monster-only teleporter line, which immediately moves it to the vicinity of the player start, or the exit bars.

anyway it was quite enjoyable, so i recorded it.

technical note: you only need to tag the sector containing a teleporter destination. not the surrounding linedefs as well! in particular your sector 50 is correctly tagged 6 but its surrounding linedefs 196-8,201 do not need to be tagged. in general, if a linedef has no action, it does not need a tag number (although there are exceptions, e.g boom's silent line-to-line teleporters)

>> No.2091167

Check out ZDoom wiki.

>> No.2091175
File: 548 KB, 1600x900, Screenshot_Doom_20141127_043404.png [View same] [iqdb] [saucenao] [google] [report]

More item-spawning testing, because I tend to be dumb and make errors that basically fatal-crash Gzdoom when things are spawned. Oh and showing off DL-goodness, too.

>> No.2091203

I will try the brightmaps in ZDL see if that works.

Would Brutal mutators work on Brutal Enhanced?

>> No.2091207

>Would Brutal mutators work on Brutal Enhanced?
no idea, check on the thread?

>> No.2091210
File: 60 KB, 500x491, 1406901740799.jpg [View same] [iqdb] [saucenao] [google] [report]

>[11-23] Total Chaos combat teaser https://www.youtube.com/watch?v=Ta1EGfCQN4Y

>the following is rendered with GZDOOM, a modified DOOM2 engine.


>> No.2091214


What fucking demon magic is it?

>> No.2091219
File: 97 KB, 640x480, 11wa2wz.jpg.png [View same] [iqdb] [saucenao] [google] [report]

Talent niggas, that's what it is. I wouldn't doubt once it's released he gets a job offer from some game company.

>> No.2091232

Whoa hold on. That is not the Doom engine. Theres absolutely no fucking way.

Anyway, can you guys just list off your favorite wads in general? I'm hungry for some Doom.

>> No.2091237


>> No.2091243

Played it.

I'm not looking for anything in particular although I'd like a "beautiful" wad. I just finished Temple of the Lizardmen 3 and it was fucking gorgeous.

>> No.2091246


>> No.2091250

Thanks anon, I think I was going for just a small map, and thought that 1024x1024 was a suitable area.

Also know what you're saying with the upper-tier monsters too, I was a little worried about throwing something in there that was too much of a bullet-sponge, but I will implement something know.

Also will fix the teleporter linedefs, I forgot all about that, been a while since I tried to make a map.

Thanks for taking the time

>> No.2091268

Knee-Deep In the Jungle

>> No.2091285

i assume therefore you've played all the usual recommendations (scythe, btsx, etcetc)

play something by espi. suspended in dusk, or back to basics, or one of his zdoom things i'm not familiar with.

or something by vader, rebirth, castle nevermore, thunderpeak etc.

>> No.2091304

Guys, I have an idea for a community project. Basically it's a Conjestion but with a little twist. It's a 2048x2048 minus 512x512 piece (that can be placed as author wishes). Can this be interesting or no?

>> No.2091365

Superb etiquette I'd say, but no handkerchief.

>> No.2091374
File: 8 KB, 1918x1180, eh.png [View same] [iqdb] [saucenao] [google] [report]

i'm not sure i follow this. you're suggesting we each make a 2048 square map with a 512 square hole in it? or 16 people each make a 512 square and someone else joins them all together?

>> No.2091376

that feel when 90% of the Dark Forces mod was done in one burst and now it's just minor things to implement

too lazy thouuuggh

>> No.2091381

First one.
Second is interesting too but it's too improbable to work without much coordination.

>> No.2091382

That might be interesting, it have to be a perfect square or could the edges be rounded?

>> No.2091391

The total playable area of your map must be exactly 3932160 square units

>> No.2091396
File: 548 KB, 1920x1032, DyV6Odp.png [View same] [iqdb] [saucenao] [google] [report]

It should be based on a perfect square (for consistency) but you always can make it bigger. By the way, you can do anything with your square (i.e. there may be decorations or even monsters) but if must be inaccessible to player.

Or less of course.

>> No.2091405

Okay, makes sense to me. If this actually comes to fruition I'd be happy to contribute a map or two. You thinking a full 32?

>> No.2091424

Actually I don't want to set any limitations. If somehow there will be 40 maps so be it. Also, I don't know if I want to restrict it to vanilla/zdoom/etc (IIRC 100 lines did 3 separate wads). It's a raw idea anyway. I think I will make a DW thread if I'll get a rough idea of how things will look like. Hell, I'm not even sure that 512 is enough to make a difference.

>> No.2091431

it's just another community project with an arbitrary restriction. make a map using only 100 linedefs. make a map with no imps and no keys. make a map using nothing but graytall and fireblu. and so on.

>> No.2091450

Is there any good thanksgiving Doom wads?
I keep finding things "released" on thanksgiving, but not actually about killing turkeys

>> No.2091457

well doomcenter has that one arcade machine... try to beat the high score for a nice surprise

>> No.2091458

>make a map using nothing but graytall and fireblu

no way such thing exist, right?

>> No.2091463

50 Shades of Graytall


>> No.2091512


Mayan Mishap got a (seemingly final) update including compatibility for the Zandronum audience


>> No.2091531

Most unexpected music choice for a Doom WAD?

https://www.youtube.com/watch?v=vdHTGUSk5Ms I heard this in a deathmatch WAD once

>> No.2091565

Newfriend here, is there a way to permanently set the game's FOV to 100°? GZDoom resets to 90 every time you start a new level and I don't want to have to change it every time via the console.

>> No.2091583

Stupid question, but whenever I see other peoples' screenshots of DRLA I notice that their hud text is way bigger than mine. How do you do that? I play at 16:9 and the text is super tiny for me.

>> No.2091584

/idgames archive updated.

>> No.2091595

HUD options?

Use autoexec.cfg

>> No.2091604

>Use autoexec.cfg
That only sets the first level to 100. If you change to another level in-game it resets back to 90.

>> No.2091605

i think you want to change hud_scale from false to true

>> No.2091606

It seems like there is no way to change FOV permanently.
Use "bind x "fov 100"".

>> No.2091608

>It seems like there is no way to change FOV permanently.
sounds worthy of a bug report

>> No.2091629

Seems like it's designed that way for some reason.
But yeah, you should request a slider or something.

>> No.2091642

>That is not the Doom engine. Theres absolutely no fucking way.
You can even hear the UNF and see the view drop for a bit as he jumps down a ledge in one video.

You can totally do that stuff with GZDoom, most people just don't bother, because well, Doom is Doom, most prefer to keep it relatively simple and not TOO graphically intense, to make sure their work is accessible on low powered computers.

>> No.2091646


me not understand.

what got updated, what was changed?

>> No.2091650

New wads ya dingus.

>> No.2091651

That happens literally every day, why would you care to mention it?

>> No.2091652


and what's so big about it? new wads get uploaded on a daily basis

your post seemed to imply the layout got changed, or that they added new sections

>> No.2091657 [DELETED] 

I meant DB of course so you could go and leave newest Omegalore wad a few nice comments.

>> No.2091659 [DELETED] 

>giving a twisted sperglord attention

>> No.2091660 [DELETED] 


>> No.2091661 [DELETED] 


Sorry but I'm not part of anyone's personal army to leave comments about something from someone I shouldn't be giving two shits about.


>> No.2091663 [DELETED] 

>Sorry but I'm not part of anyone's personal army to leave comments about something from someone I shouldn't be giving two shits about.
I didn't say you must do that.


>> No.2091664 [DELETED] 

mods pls help

>> No.2091668
File: 267 KB, 363x328, 1410701341718.png [View same] [iqdb] [saucenao] [google] [report]

I fucking hate you all.
Why would you upload an edited Heretic monster to R667 and convert the sprites to PNG with Doom palette?
FUCKING WHY? It looks like SHIT now, and I can no longer recolor certain parts properly.

>> No.2091670

>I can no longer recolor certain parts properly.
Do it manually.

>> No.2091674

why is that /vr/s fault

>> No.2091676

heh i thought it meant the torrent, which was a year old a couple of days ago

>> No.2091678

But I want the god damn sprites to use the fucking Heretic palette. You're suggesting that I recolor parts manually, THEN convert this fucking shit back to Heretic palette.
Have you ever done this? HAVE YOU?
Heretic -> Doom -> Heretic? Do it, and tell me how the results look like to you...

Because there might be people on /vr/ right now who do this, and I wanted to remind them this is bullshit, always keep the original palette or export as truecolor PNG, fucking hell.

>> No.2091681
File: 294 KB, 1920x1200, 1417104404953.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey does anyone know what this screenshot is from?

>> No.2091686


that small "wave" suggests it's Invasion mode, and by the look of things it's Invasion with Skulltag monsters and stock UDoom maps

>> No.2091687

Looks like one of the old Skulltag invasion maps. IIRC it was made to look like episode 3 of DOOM 1

>> No.2091695

>Because there might be people on /vr/ right now who do this
please don't start your post with "i hate you all", then. it gives the wrong impression.

>> No.2091697


>> No.2091698

What the hell is wrong with you?

>> No.2091701

which monster?

>> No.2091706


>> No.2091708
File: 83 KB, 260x246, sweat.png [View same] [iqdb] [saucenao] [google] [report]


W-wait a minute. What kind of TC are we talking about?

Legitimately curious.

>> No.2091727
File: 1.67 MB, 320x240, 1024MAP01-101.webm [View same] [iqdb] [saucenao] [google] [report]

can't seem to get it under a minute. oh well. giving up for now.


>> No.2091740

you afraid a promising TC is getting axed?

>> No.2091785

What's your favorite FPS of the 21st century? Is it better than Doom/your fav FPS 20 century?

>> No.2091834

It's a toss-up between HL2 and Serious Sam for me. Doom and Quake are still better than both tho.

>> No.2091857
File: 710 KB, 1023x760, B3O6oJmCIAAGMi0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2091868

Looks like a SLIGE map

>> No.2091882 [DELETED] 

Hells Apprentice

>> No.2091896

Nvm, here's a link:

>> No.2091903

Now I'm interested how it should look.

>> No.2091924
File: 54 KB, 1025x1145, minotaur gets violated.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2091926

Christ - those browns are dreadful. Much prefer Heretic's original.

>> No.2091930

>open in Photoshop
>adjust curves slightly

>> No.2091935

>he doesnt know how a LUT works
kill yourself, you do realize that the conversion forces different colors to become a single one, thus, its impossible to seperate them again.

>> No.2091954

please don't tell people to kill themselves, i know you're used to the aggressiveness of /v/ but /vr/ is a slower more gentle place and we would like to keep it that way. thanks.

>> No.2091964

>What's your favorite FPS of the 21st century?
Shadow Warrior 2013.

>Is it better than Doom
Hell no.

>> No.2092043

opinions on Doomsday source port?
I want to use big animated 3d models in my map and doomsday looks promising.

>> No.2092052

Last time I checked, Doomsday is about as limited as Boom when it comes to editing.
If you want to use 3D models for custom decorations your best bet is GZDoom.

>> No.2092074

i don't think doomsday supports boom -- hence risen3d

>> No.2092093

I haven't touched it since, like, 2006. Is it even limit-removing?

>> No.2092113

Does anyone even play Doomsday anymore?
You can implement all kinds of 3D features with GZDoom.

>> No.2092124

gzdoom has problems with big models, if sector that contains thing that displays model is not visible, your model disappears

>> No.2092126
File: 122 KB, 400x378, IT92gRk.png [View same] [iqdb] [saucenao] [google] [report]

can anyone recommend me some good overkill slaughtermap wads?
I want to go apeshit with russian overkill
>I've already tried sunder and nuts almost made my computer kill itself

>> No.2092136


Dark tartarus has a shitload of monsters

>> No.2092138

>Bloody Graveyard link is dead

Is there another mirror somewhere?

>> No.2092141

>Does anyone even play Doomsday anymore?

Romero did

>> No.2092146

And of course Grafh said no when brought up?

>> No.2092152

according to him it would be too much effort to change or something since its the way sectors work

>> No.2092153

Saw a couple parts where you might have been able to shave off a couple seconds off of the total time, but yeah, whenever I tested it I could never get under 1:10 or so

>> No.2092158

Why aren't there ever any Deathmatch servers on Doomseeker? All I see are megaman ones and that is it.

>> No.2092160


I feel ya.

>> No.2092164

ZDaemon has quite a few, though it is mostly Brazilians with FreeDoom.

>> No.2092173


Because you're blind and aren't looking.

>> No.2092209

the original edge mod was pretty tight so I'm hype as fuck for this

>> No.2092228

the eye seems up your alley

>> No.2092239

Killing Floor, and Bioshock 1&2

I probably still prefer Doom

>> No.2092241

Do G/ZDoom portals allow actors/boolit to pass through them yet? I really just need boolit for it to not be weird.

>> No.2092243


Doom's better. STALKER has a lot of gameplay mods but the maps get old and there haven't been any new ones for years save for the completely fucked up Lost Alpha.

>> No.2092245

That's a really hard question.
I honestly can't just give one answer because I genuinely couldn't pick one that I felt was The Best.

Half-Life 2
Far Cry 3
Fallout New Vegas
And even Rage, despite all of it's serious flaws.

>> No.2092253

>Far Cry 3
>Fallout New Vegas

I really wish for a game that had the gunplay of Far Cry series, and the RPG mechanics of Fallout 3/NV.

>> No.2092261

I woould certainly like to see more 2048x2048 projects.

I'm honestly sick to death of 1024x1024. It was a cool concept the first time, but after 3 more megawads, i feel the idea has ran its course.

>> No.2092265

>and the RPG mechanics of Fallout 3
Please no. Fallout 3 had no RPG mechanic at all, your choices and status/skills didn't meant shit. But i agree with you in wanting a FC FPS with NV writing/choices

>> No.2092271

Well okay, NV RPG mechanics. Never actually played 3, so i assumed it was similar. My bad.

>> No.2092282
File: 30 KB, 625x428, 10413342_990042917679058_653415115183536082_n.jpg [View same] [iqdb] [saucenao] [google] [report]

I know that the thread isn't closing anytime soon, but here's my idea for the next OP pic. If I'm correct, it's official concept art for the mancubus for Doom 4.

Think of a tagline or some shit 'cus I can't.

>> No.2092287

I miss skulltag...

I remember this one big invasion map with 3 garage spawn gate, i love using rocketlauncer to make a wall of rocket as i run towards the gate.

>> No.2092290

I'm sure that's from years ago and the environments don't match the earlier leaks, so I'd say it's fake.

>> No.2092291

The game from the 3D model leaks that had a hell-on-earth vibe were scrapped and it's supposed to be on Mars again.

>> No.2092298

Well, it's a game that's fun to explore, but the plot is off the walls retarded, and it's not even close to as refined in any artistic or written department as NV.

It's worth a play, but it's not as good. It's bigger though, and some of the DLC is really fun. Point Lookout and The Pitt was the most fun.

>> No.2092305

I kinda wish they kept the "hell on earth" setting. Oh well.

I hope that if Doom 4 does end up being good (Not expecting it to, just a what if), that they do a sequel on earth.

>> No.2092319

someone ask goddamn-doomguy on tumblr if it's similar to what he saw.

>> No.2092345

Jesus Christ I should have read about not playing DOOM2.wad on Hideous Destructor. Tricks and Traps becomes impossible with the cyberdaemon room being flooded with invincible, noclipping archviles that resurrect ALL several demons all over the map at once.

>> No.2092353

Reminds me of Urgot

>> No.2092359

Jinx doomguy/crash skin when?

>> No.2092389

Rage honestly wasnt even a bad game, just disappointing. Ends quite abruptly, and not as open-ended as it could have been

>> No.2092403

I feel like designing a map around non-vanilla balance/atmosphere, are there any decent weapon mods around to do this with that don't use randomizers/other junk that'd make it hard to balance?

Just no MSX or Hideous Destructor.

>> No.2092417

Working on the final level to a wad. Was just going to make a plethora of traps and monsters, but now I've gone and extended the fuck out of it.

Now I don't know what to do with it, but I really want to finish the wad.

>> No.2092425


DemonSteele and GMOTA seem the current fotm and for good reason
I'm sure either of them would be thrilled with a complimentary map, either as a tutorial or a showcase.

>> No.2092439

metroid dreadnought

>> No.2092442

>DemonSteele and GMOTA

speaking of which...which one is going to take the Gameplay Mod award this year?

>tfw 4chan taking some gold home again

>> No.2092450


I wouldn't say it's guaranteed yet. There's some real contenders out there. DoomRLA and DoomRPG have gotten extremely impressive, and Weasel's got his usual gamut of finely-tuned weaponsets.

>> No.2092458

>his usual gamut

AtM was released two years ago, though. And he has released better stuff in the past IMO

>> No.2092475

I kinda want to draw rip and tear concept skin.

>> No.2092504

I've never actually played any of the first-person metroid games so I doubt I'd be the best person to have make something for a metroid mod.

>> No.2092508

GMOTA would be fun to make a castlevania-inspired levelset around but isn't it currently unfinished? Don't know what I'd do for Demonsteele.

>> No.2092526

A quick trivia question that I couldn't find on Google easily.

Whose arms/hands are the ones holding the weapons Doom?

>> No.2092527


Kevin Cloud's. He was the assistant for Adrian Carmack, who was id software's graphic artist

>> No.2092532


>> No.2092552

anyone know where I can find some sort of tutorial or advice on making a sidescroller camera?

>> No.2092558

technically they're both unfinished

if you want a more finished gameplay mod, then weasel's nazis could use some ancient ruins

actually, now that i think of it, all the gameplay mods mentioned could use some good ancient ruins or gothic cathedral levelsets

>> No.2092565
File: 2.25 MB, 640x360, tech demo 3.webm [View same] [iqdb] [saucenao] [google] [report]

and no, theyre both have very good attributes though that design wise aren't mutually exclusive. combining them would be fucking amazing

>> No.2092590

Toss up between halo or STALKER.
Halo had good memories well just halo 1.

I dockef about 420 hours on stalker, good mods, I love the atmosphere

>> No.2092612

I'd like to go for the whole castlevania gigantic haunted castle thing with a fitting mod.

Since Wildweasel gave permission to modify it, possibly. I could also just do something with Heretic, since I haven't done much with it, but the palette makes adding textures a bit of a pain while there's a massive selection of Doom palette textures available.

>> No.2092625

spanish dante

>> No.2092631
File: 114 KB, 600x552, 3061413-vader-welcome-to-the-morbid-reich.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'd like to go for the whole castlevania gigantic haunted castle thing with a fitting mod.

Honestly, I think you're gonna find a lot of mods that've been aching for that. That'll be the best avenue to go.
Other possibilities include RSL's Rebel (a personal favorite, play as a rebellious mage against the cultists) and Xaser's Psychic (heavily inspired by DMC).

Thanks for the nomination, other anon! DemonSteele is definitely unfinished, aye, but I don't plan on rehauling any of its major gameplay systems anytime soon, and everything core is already implemented.
In the off time I've also been fiddling with having a level as a replacement for the Icon of Sin, toggleable by a cvar, so I'd definitely be interested in any assistance there.

>> No.2092632

Does it really even matter?

>> No.2092653

>immoral conduct
Script error, "icd-zd.pk3:actors/weapons/icd_flareweapon.dec" line 117:
"RELATIVETOFLOOR" is an unknown flag

>> No.2092657

What've you got in mind for the replacement?

Also, if you were hypothetically going to make some levels to go along with Demonsteele what theme would you base them around?

>> No.2092664


Update your ZDoom.

>> No.2092676

already have the latest gzdoom. just double checked

>> No.2092689
File: 2.03 MB, 1125x1125, 1360290842_DARK_MEASURE-Arrival_Apocalyptic-logo-title.png [View same] [iqdb] [saucenao] [google] [report]


I was thinking an ominous and gothic castle in the distance across a long and plain bridgeway over a pool of lava/void. It's all silent and peaceful at first, you hike your way in, but then after entering through the doors you go through a small series of rooms fighting off enemies and hitting switch puzzles. Eventually you reach the final boss (the Slayer of Light, whose behavior and code is actually completely finished) at the top of the castle in a large arena with the moon in the sky and lightning flashing in the distance.


Complete with this as the music. Finntroll released this as a free download, so there wouldn't be any legal issues with using it.

I'd definitely base them around the "gothic evil castle" theme.
Dissolution and Scythe 2 were the levelsets I used the absolute most in testing out DemonSteele, and the Quake architecture of Dissolution and the gothic levels of Scythe 2 fit everything like a glove.

Besides, they're everywhere on album covers.

>> No.2092690



Do you have the latest SVNs?

>> No.2092691

no, thanks

>> No.2092759

This looks like a complete clusterfuck, I'm not gonna lie.

>> No.2092848
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google] [report]

Got a few questions, /doom/. I know it sounds heretical, but I'm bored of Doom, and have been wanting to do some Quaking. I have all the Quake games (except 4) on Steam, and I have Dark Places for Quake 1.
So my question is, how do I go about using custom maps with Quake 1? What are some good gameplay mods for the Quake games? And in general, where is a good place to look for such things? I would usually check the doomworld/idgames for wads for Doom, and I would come here, or the ZDoom forums to look for mods, is there anywhere similar I can check for Quake related mods?

>> No.2092859

Well, a giant, DMC/Castlevania-inspired, hub-based gothic castle episode for Demonsteele does sound like a tempting project. I feel like it should be a Winter's Fury type affair with boss encounters and stuff, though, and that's sort of out of my skill level since I've never used DECORATE for anything outside of cramming stuff other people have made into my maps.

>> No.2092902

it is a sad fact of life that the maps good with RO are the maps that bring zdoom to a halt

>> No.2092948


I'd be happy to provide or wizard up whatever Decorate you'd need, I'm very familiar with it--I've made numerous types of new enemies, and I'm pretty familiar with how to tweak maps to get ACS/Decorate integrated.
Though I think it'd be better to start simple and have just a level or two before trying a full episode, mostly to get a feel for workflow and how to go about with things.

...either way, if you're interested, please feel free to hit me up on Skype, IRC, or Steam. I'd be happy to shoot the shit with you and discuss ideas and lay out a template.
My username should be obvious.

>> No.2093006

>My username should be obvious.

I dunno who you are though.

>> No.2093014

Well, I've done a lot of mapping so I won't really have much of a problem with that, but if it involves Decorate I've never touched it before. I suppose it'd be best to start with something simple first, and build on that if it turns out well.

It's Butt Ghost again btw.

I'm kind of worn out at the moment and not really up to starting something right away, but I'll add you on Steam.

>> No.2093028
File: 170 KB, 273x392, mfw.png [View same] [iqdb] [saucenao] [google] [report]

>year old doom video on youtube barely got 50 views
>mfw hdoom video on a pornsite got 700+ in less than a day

>> No.2093030

Porn will always be more popular than not porn.

This is a very very common struggle for internet artists who don't take the plunge into drawing porn.

>> No.2093046
File: 29 KB, 225x220, 1406608584864.png [View same] [iqdb] [saucenao] [google] [report]

Okay, so I asked earlier how I into quake modding. I mostly figured it out on my own, got a Quake Engine, Fitzquake (since the map set I'm using says that's what it's compatible with), I also have my map set, Jam3. Getting it to work is another issue though. I copy pasted the command line into a shortcut of the game, started the shortcut, set the skill level, and then typed in the command to start a map... And then I get an error.
>Couldn't spawn server/maps jam3_daz
What do?

>> No.2093048

Must be the novelty factor. HDoom is more hilarious than pornographic. It's the 1950's saucy seaside postcard of Doom mods.

>> No.2093059



>> No.2093063

Okay so where is this elusive "Command Line"? That I copy shit into to get this quake mod to run? I only see a "Comment" box, and that didn't do anything when I try.

>> No.2093067

Command line should be when you make a shortcut to what you are trying to run with the command line put in after the target

Using a response from some steam page

In the TARGET section is the command line where the shortcut looks for the executable.

"C:\Program Files (x86)\Quake\quake.exe"

You would change that to look something like what is below;

"C:\Program Files (x86)\Quake\quake.exe" -width 1024 -height 768 -bpp 32

Then Click apply, and OK

>> No.2093072
File: 499 KB, 498x286, 1407957780835.gif [View same] [iqdb] [saucenao] [google] [report]

Aha, that did it, thanks!

>> No.2093080

Glad I could help anon, I hope you enjoy your Quake mods.

>> No.2093091

Here's a really strange and specific question.

What are some incredibly dark levels or maps to go through? Like, stuff that practically requires the infrared.

>> No.2093093

I actually have a new queston now... Is Darkplaces more demanding than other Quake Engines? My FPS really craps out when looking in certain directions of some of these maps I'm playing. Or is Quake just more demanding than I thought?

>> No.2093101
File: 156 KB, 1366x768, jam320141128021451-00.jpg [View same] [iqdb] [saucenao] [google] [report]

This is what I'm talking about... I'll get well over 200 or 300 fps, then I look in a certain direction of one area and it just totally goes down the crapper.

>> No.2093105
File: 11 KB, 480x360, HA_HA_TIME_FOR_SUFFERING.jpg [View same] [iqdb] [saucenao] [google] [report]

The third-floor server on the right-hand side is out of bounds to everyone who does not wish to die a most painful death.

Wrath of Cronos v1.7b on Plutonia II, in case anyone here is feeling particularly masochistic this morning.

Server: ":: [BE] Montreal :: /vr/ plays Dungeons and Dragons: Ravenloft - Thought of Darkness edition!"
Password: vrtroopers

>> No.2093112

EARTH.WAD (by Roger Ritenour)

the last map of Death Tormention 3

>> No.2093115

ConCERNed e2m9 ("Blackout")

>> No.2093125

Okay it's definitely Darkplaces making my framerate crap out. Is there any way to make it run better, or do I basically have to switch to a different source port?

>> No.2093130


Dark Places is dramatically more demanding. It's the eye-candy/pretty stuff source port of Quake.

>> No.2093131

Figured. What would most people say is the next best source port for those only concerned with singleplayer gameplay?

>> No.2093139

Darkplaces is shitty from a gameplay perspective as it fucks with the game physics to the point that certain portions of the game are impossible.
Quakespasm is the best singleplayer sourceport bar none.

>> No.2093140

Ah good, because that's the one I ended up downloading. Darkplaces was working fine for the most part, but then there were those strange few areas where the framerate would plummet, oh well.

I kinda wish it had some of the options available in darkplaces though, like adjustable FOV and whatnot.

>> No.2093141

Open the console and type FOV x to get the FOV you want.

>> No.2093142

Ah thanks. I'm pretty new to this Quake stuff.

>> No.2093143

Double Impact wasn't thoroughly dark all over, but it had some great areas with low lighting.

Maps were overall really sweet.

>> No.2093148


Excellent. Thanks very much, mates.

>> No.2093158
File: 713 KB, 320x180, barrelrolld.gif [View same] [iqdb] [saucenao] [google] [report]

>Favorite 21st century FPS

Fuck, I'm not so sure. Timesplitters and Perfect Dark are definitely great and Battlefield 2142 wasn't bad either, as was Heroes before EA went full jew. Those physics were fucking hilarious.

I wouldn't call the latter two any better than Doom though, especially when one of them became P2W shit and that the other is completely different in gameplay. PD and TS though are definitely two of the best console FPS games out there though, I would only call Doom better thanks to the large amount of content and source ports on the PC, if I only had the base content I wouldn't be playing it as much.

And this is why Crysis is neat as fuck, you can get really creative.

>> No.2093159

Probably have to say FEAR for that. Replayed it for the first time in awhile earlier.

Unfortunately the expansion packs do not run well at all for whatever bizarre reason. Got over 100 FPS most of the time for the base game, but the expansions often drop below 60. I just don't get it.

>> No.2093346

MAYhem14 (aka MAYhem2048) is now on /idgames.


>> No.2093361

Can someone point me to a wad that introduces completely new enemies, not just redesigns?

>> No.2093362

Gameplay mods or maps?

>> No.2093367

Something that keeps the classic weapons (or adds new ones) and gameplay but with new enemies.

>> No.2093380

Scythe 2, Thunderpeak, Saphire(?I think?)

>> No.2093396

Thanks m8. I'll try them out

>> No.2093404
File: 7 KB, 165x115, kekoutoften.jpg [View same] [iqdb] [saucenao] [google] [report]

Then either don't use the Heretic palette and stick to PNGs, or stop bitching and moaning about it and don't blame the entirety of /doom/ for one guy's deeds.

>> No.2093427
File: 386 KB, 720x720, 1399283182739.png [View same] [iqdb] [saucenao] [google] [report]

Quick, someone give me a good list of bad/cringeworthy doom wads!

>> No.2093431

Why would you want to play bad Doom mods?

Just play The Sky May Be or something.

>> No.2093437

>Why would you want to play bad Doom mods?

I swear, this "new sincerity" thing is running the world as we knew it to the ground.

>> No.2093447

hellground has a new enemy type near the end, but it is also very good in general

>> No.2093512

>Why would you want to play bad Doom mods?

Playing bad shit is a wonderful way to research things to avoid when you create things. You can play all sorts of good things for research, sure, but you also need to know what to avoid.


What the fuck does this have to do with anything?

>> No.2093532

>Playing bad shit is a wonderful way to research things to avoid when you create things.

Wouldn't it be the same (and quicker) if you READ about them?

>> No.2093537

Experience teaches you better than reading about it.

It's also helpful to have a good visual aid.
Reading alone only tells you the basic dos and don'ts

>> No.2093547



>> No.2093551

I dont know, is it?
what TC are you on about anon

>> No.2093559


I'm surprised you never tried to look in /idgames, especially when the author said he was going to upload it there


>> No.2093568


there's a 32-in-24 entry which is related to that, IIRC

>> No.2093578

Claim in previous thread of entire T.C. for GZDoom nearly complete but author decided not to share it. Heavy implication that the community is not worth sharing it with. Plus reaction images and suspicious responses hinting of replies-to-self. IOW: smelt like bait.

>> No.2093581

>Heavy implication that the community is not worth sharing it with

[citation needed]

>> No.2093582


>entire T.C.

nowadays anything can be called a TC, that's nothing new.

>cue that hilarious pasta regarding TCs which I forgot to save for some dumb fucking reason

>> No.2093587

IIRC he and said they throwed acid or some shit and their belly glowed (?) cuz the acid thing was there and you could rip it off

>> No.2093620

>>cue that hilarious pasta regarding TCs which I forgot to save for some dumb fucking reason

You mean:

You silly Americans and your imperial "a mile is how fast the king's horse can run in a minute"/"this is how many levels id software put in doom 2" measurement system.

Here in the EU we entertain no such folly; our naming system is concise and straightforward.

A wad with 5 levels or less is simply called a pwad. A pwad that contains at least 6 new levels but no more than 15 is called a decawad, a wad with at least 16 but no more than 25 is a dudecawad, a wad with at least 26 but no more than 35 is a tridecawad, and so forth. All hub levels are counted separately for the purposes of naming.

As for Conversions the naming is similar but the amounts are not rounded. A wad which replaces at least 10% of the game assets is called a decicon (con is a shortened version of conversion), one which replaces at least 20% of the game assests is a dudecicon, and so forth until 100% of the game assets are replaced at which point it's either called a "conversion" or an iwad, depending upon whether it requires another wad to run.

So for instance something could be described as a decicon tridecawad hub, and you would know immediately that it is a hub-style pwad containing 26-35 levels with 10-19% of the game assets replaced with player-created ones. Much better I think.

>> No.2093624

Has anyone ever made a WAD specifically designed for Hideous Destructor?

>> No.2093629



>> No.2093640

Does that mean it sucks?

>> No.2093643


Since when it means that it sucks? Where did you got that from?

>> No.2093645


>> No.2093652

I tried once but then I realized Doom AI is horribly suited to a tactical shooter and HD pushes realism to the point of being some meta-jokewad.

It's entertaining for what it does, but not enough to be balancing maps around. A mod in the same vein but not so ridiculous might be good.

>> No.2093653

i imagine one could make a map for Hideous Destructor by taking an existing map and simply removing 90% of the monsters. This would maintain the existing challenge balance of the map with the mod's enhanced monster mechanics. This post is a joke.

>> No.2093679

People seem to really dislike it.

>> No.2093681

Nope, shit sprite

>> No.2093682

Try it yourself and form your own opinion mate.

>> No.2093689

>People seem to really dislike it.

I can guarantee you that for a couple of guys in /doom/ HD is their Qur'an.

>> No.2093707

Is there still a way to frag some fags in deathmatch in doom these days?

>> No.2093717

Create a server in bestever.
Post it here, and in the IRC.

>> No.2093723

It's a love it or hate it mod. Ridiculous difficulty and realism aren't for everyone.

>> No.2093725


Yes, by joining one of the many, many, many deathmatch servers out there.

>> No.2093741

What's the best mouse for Dooming?

>> No.2093751

Whats the best way to contact terminus? I have a neat-o idea for Demonsteele and Id like to hear his opinion.

>> No.2093754

just post it here

>> No.2093758

doom jr. and mock 2

>> No.2093761

Arrow keys. Any mouse is alright when you're used to play on it.

>> No.2093763


He's not difficult to reach, honestly.
Either hit him up on his tumblr, IRC, or Steam, or PM him on the Zandro/ZDoom forums.
Or, yeah, post it here. He's not an uncommon presence.

>> No.2093769


>mock 2

not only you missed the point of the wad (it's exactly the kind of wad that justifies >>2093512's point of playing bad shit to avoid doing said shit) but also a longtime /doom/'s favorite for the intentional jokes and self-aware shittyness of the work

(open it up in SLADE)

>> No.2093794

Well that was kind of my point. I recommended those two specifically because both of them were hilariously bad and a perfect example of terrible design (intentional or not)
>besides mock 2 is still one of my favorite wads because I still picked up most of the jokes even though I never designed a single level before

>> No.2093807

the problem is how to define a bad wad

is it deliberately designed to evoke bad mapping as a self aware parody

is it deliberately bad because it's a troll

is it unintentionally bad because the author is new to mapping and hasn't learned the trade yet

is it bad because the author disagrees with the common wisdom and deliberately maps contrary to that (so the author thinks it's good, but a lot of others don't)


>> No.2093891

What the fuck /vr/ I can't use my fist on zandro offline matches. What am I doing wrong?

>> No.2093940

Hey people, can you recommend me some decent map packs for deathmatches? I'm sorts of tired of EonDM.

>> No.2093950


>> No.2093990

So a megawad contains a million levels?
Good to know :^)

>> No.2093992

Anyone know of any good Warhammer 40k TC's or wads?

>> No.2093993


>of any

well, there's a problem, we don't have any WH40K wads.

>> No.2094004

Joke wads are joke wads, bad wads are bad wads (whether they exhibit 1994 tropes and mistakes or not).

>> No.2094012

Report and ignore.

>> No.2094038

How do you pronounce "wad"?

>> No.2094043


The same way you'd normally pronounce it, I suppose.

>> No.2094047

like "what", but with a soft 't', basically like a 'd' as in "donut".
=> "what" + "donut" = "whadonut" - "onut" = "whad"
My dad just pronounces each letter.

>> No.2094050


>> No.2094065


>> No.2094093


>> No.2094148

Perhaps the Doom palette was intended, to help differentiate between the Maulotaur and Hell Apprentice? (not the way I would've done it, but nonetheless)

And what if he had applied completely new colors not found in any palette? There are at least a few monsters in the Doom bestiary that don't match the Doom palette. Would we hear the same stuff from you if you'd tried editing one of those?

>> No.2094190

>Perhaps the Doom palette was intended
Do you really think messing up the original Heretic colors was intended?

>And what if he had applied completely new colors not found in any palette?
Then he should have saved those fucking sprites as TRUECOLOR PNG, you drooling retard. Then I wouldn't mind editing those manually, the problem is: It's now IMPOSSIBLE to revert those colors back to their original states, since they can no longer be seperated, see >>2091935

>> No.2094268

what client does /doom/ use? Any recommendations? Is Zdaemon anygood?

>> No.2094279

It's all in the pastebin in the OP.
But personally I use Zandronum for multiplayer and GZDoom for single player.

>> No.2094284

IDE or Doomseeker are the best, though I suggest Doomseeker.
If you actually talk about which one to use (ZDaemon, (G)ZDoom, Zandronum), see >>2094279

>> No.2094347


ChocoDoom for the 1993 experience

PrBoom for a non-limited 1993 experience

G/ZDoom for singleplayer with mods

Zandronum for multiplayer. Never use this for SP unless you're trying to play KDIZD

ZDaemon if you hate freedoms

Dosbox if you hate yourself

>> No.2094382

I say it as "wod" but I read it in my head as "wad" pronounced like "ad"

>> No.2094390

r u me

>> No.2094442

Do I play Thunderpeak, Going Down or Ultimate Torment and Torture first?

>> No.2094473

What's wrong with dosbox?

>> No.2094478

Not him but really, literally no reason to use it instead of Chocodoom.

>> No.2094484


Like, what's the point of using Dosbox when you have source-ports for LITERALLY anything?

Also we have at least 3 different ports for vanilla experience.

>> No.2094498

Every time I read chocodoom I think of a candy bar or like a snack cake

>> No.2094517


>> No.2094572

Weapons of Saturn is a piece of shit

>> No.2094576
File: 486 KB, 526x700, 1406604883140.png [View same] [iqdb] [saucenao] [google] [report]

I actually find it to be a very fluid weapon mod that fits with the game's normal beastiary. Especially nice with Soft Permadeath added on to it.

What's wrong with it?

>> No.2094593
File: 36 KB, 1920x1080, zandronum 2014-02-11 00-20-53-99.png [View same] [iqdb] [saucenao] [google] [report]

32in24-13.wad is themed around food, Thanksgiving, and Black Friday. Scroton made a map for it too.

>> No.2094594

Weapons sound bad, shotgun is terrible, I dislike some of the sprites, hud looks bad, etc.
I may give more constructive criticism tomorrow when I get some sleep but by all means share your opinions with me.
Not sarcasm btw in case it sounds that way.

>> No.2094643

I think it's actually pretty imbalanced and broken.

For example, there is no reason use to Plasma's primary fire.
The alt fire shoots out MUCH stronger plasma shots at a much smaller cost than it should be.
One alt-fire(5 cells) = 35-ish primary shots in power.

The BFG is also really overpowered with it's primary fire.
It doesn't seem like much but it just annihilates everything for not many cells.

Then you get the rifle and chaingun and both pretty much kick ass but don't share ammo pools.

I wouldn't say the mod is a piece of shit but it definitely needs some tuning.

>> No.2094664

Also there is no reason to ever use the single barrel shotgun when you have the double barrel one thanks to being able to fire one barrel at a time.

>> No.2094668

Also on top of that the Chainsaw has a random chance to deal with feels like rocket equivalent damage.

I think it would be better just to make it consistently powerful than randomly immensely powerful.

>> No.2094691


In all fairness there's little reason to use the single shotgun in vanilla doom 2 one e you get the SSG

>> No.2094692
File: 586 KB, 672x1920, 1405733716760.png [View same] [iqdb] [saucenao] [google] [report]

So, the trailer that broke /tv/ made me want to play some Dark Forces, anyone know the best way to go about that? I've heard good and bad things about the XL version.

>> No.2094698


>Dark Forces

why did I chuckled?

>> No.2094704

There is more of a reason than Saturn's shotgun.

Although the vanilla shotgun couldn't ever match the power of SSG, it still has more accuracy than the Saturn one and sometimes you could justify saving shells on something like zombies because SSG always uses 2.

In Weapons of Saturn this never happens because it's SSG fires more pellets per shell and you can single fire it which still puts out more pellets.

I do like Saturn's slamfiring for the single SG though

>> No.2094743
File: 463 KB, 200x126, i'm ok i guess.gif [View same] [iqdb] [saucenao] [google] [report]


>my face while reading this post

>> No.2094748


Not him but what's wrong with zandro singleplayer? I usually do G/ZDoom for sp but its still the same on zandro.

>> No.2094750

People shit on Zandronum all the time for anything not multiplayer since it is less feature complete. That's pretty much the main reason, I think

>> No.2094752

Sooo I wanted a portable version of Doom so I ordered a Nvidia Shield. Gonna use Doom Touch cause it gots gzdoom, prboom, and chocolate doom in one, Playing on my phone is alright but i hate touchscreen and it kills my battery too quick. Good idea or naw?

>> No.2094758

Z&'s like 4 years behind on mod support, so there's that. Oh, and GZDoom has a nicer looking software emulation lighting mode.

That's about it. If none of those things bother you, Z& is fine.

>> No.2094768

What would be a good FPS to play on a laptop?

I was going to play Blood but for some reason it runs like ass.

>> No.2094770

Doom and Wolfenstein 3D.
Quake and Duke Nukem.

>> No.2094772


doom or wolfenstein. they were made for keyboard controls so its perfect for laptops. if you got a mouse then unreal tournament and quake 3. fun as hell even playing with bots

>> No.2094774


I've got a mouse, my laptop just has limited graphic capability

I can play things like Douk on it fine, but stuff in real 3D like Unreal tends to go badly

>> No.2094779


how old is your laptop? unreal runs perfect even on my laptop with integrated gpu i got 2 years ago

>> No.2094786


3 years max. It mostly shits itself on games that have physics, like Half Life.

>> No.2094793


halflife 2 or 1? i can understand halflife 2, but almost anything should be able to run 1 and ut or q3

>> No.2094805


Yeah, I can't run HL1 with an FPS above 10.

>> No.2094845

Your laptop can't be only 3 years old, unless you bought a really cheap one, or its second hand (and therefore older).

>> No.2094893


It really beats me how this thing works. Hexen 2 works fine but Half Life 1 is unplayably laggy. It's odd.

>> No.2094926
File: 2.78 MB, 1500x1500, Dark_young_of_shub_niggurath_by_dloliver-d4edrpw.png [View same] [iqdb] [saucenao] [google] [report]

Any sprite artists loitering around this part of the internet? I've been asking around about a boss spriteset and so far I've had no luck.

Pic related.

>> No.2094942


Yeah, uh, good luck finding anyone willing to sprite that unless you shell out copious cash money.

>> No.2094972
File: 460 KB, 380x540, 1377925807866.png [View same] [iqdb] [saucenao] [google] [report]

New server!

4chan invited

server "Vanilla Deus Vult, buds and spuds /vr/"

pass: doomdudes

survival nigga

>> No.2094995

>unless you're trying to play KDIZD
heh, does kdizd not work in modern zdoom?

>> No.2094998
File: 22 KB, 512x384, Screenshot 2014-11-29 04.00.40.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2095027

TNT > Plutonia > Doom > Doom 2

Only things I didn't like about TNT, were Map22, and the mix and match between doom 2 songs and new songs.

>> No.2095028

I didn't really like any of TNT's maps past 11.

I'd put Doom > Doom 2 > TNT > Plutonia

I don't even really like Doom 2's levels that much but those new enemies basically make up for EVERYTHING.

Doom 1 with Doom 2 enemies scattered about would be the best.

>> No.2095029

I thought the middle maps were just as good as the early maps in TNT. Though I dislike how bright Map15 was. Would've looked better with a darker outdoors.

>> No.2095030

I just lose interest in playing TNT past 11, not sure what it is.

I just find it really lackluster.

>> No.2095057

I think it does a pretty good job at doing traditional gameplay. Though some later levels are a bit long.

I only truly hate map22 since its very boring. half the map is literally just tunnels with zombies in them. The non-tunnel areas are okay, but are very ugly even by iwad standards. Its weird, since the author also made Icarus's fantastic map01.

>> No.2095058

Heh, the picture's more of a guide than anything else. I don't need rotation frames either, so hopefully it shouldn't be too difficult.

>> No.2095065

i can try sometime, needa practice some sprite arting anyways.

>> No.2095072

Sweet. :D

>> No.2095075

I wonder how different Perdition's Gate's later levels would be if id software did pick it up as the companion for TNT in Final Doom instead of Plutonia.

>> No.2095094

I don't know man, it just kind of loses me early on.

It's been over a year since I gave it a shot so maybe I'm just remembering it poorly.

I only really remembering liking the music for the Prison and the Storage Facility.

>> No.2095110 [DELETED] 

kill yourselves

>> No.2095150 [DELETED] 

I posted an advertisement in lolgen for some urgent shitposting in this thread.
Zero takers.

Congrats I guess.

>> No.2095165

>there are people in the doom community who still use MS GS Wavetable Synth

It is objectively inferior to both having a soundcard, and using a MIDI Synth software with soundfonts.

>> No.2095167

I use the OPL thing.

I wanted to try some Megaman X thing or maybe even Super Ghouls & Ghosts soundfont if they had it but apparently they don't have one that's easily plugged into Doom.


>> No.2095168

>and using a different MIDI Synth software with soundfonts.*

>> No.2095179

OPL is alright. My main gripe with MS GS Wavetable Synth is how soulless and flat it sounds.

>> No.2095182

Sometimes it can sound okay but never with vanilla Doom musics.

It's always something like custom wads that make it sound kind of okay.

Like HR2's map 1 sounds way better with that MSGS rather than the OPL version.

I'd probably prefer SNES instruments to it though.
I just don't like the OPL version of some songs and don't know how to get better alternatives.

>> No.2095186

I generally use BASSMIDI synth with arachno soundfont. Haven't encountered anything doom/build related that sounded bad with it

>> No.2095195

That's unfortunate. You'd think they would endeavor to keep one of their most well-publicized "showroom products", as it were, working on later releases.

>> No.2095205
File: 78 KB, 1366x746, Screenshot 2014-11-29 08.13.21.png [View same] [iqdb] [saucenao] [google] [report]

It's the mod's fault. There is a typo on that line and it's the only thing that prevents it from running.

>> No.2095213

Yo I had that, you just open the wad and edit out the ´ in the 0.4 thing, it's easy to find. I fixed it myself, wasn't hard or anything. It wasn't worth it because KDIZD sucked

>> No.2095256

>3D model
>Brutal Doom

>> No.2095260

So guys, Quake retrojam 1 is out and retrojam 2 is announced. I could post a link of skacky making his map for it, but I can't seem to post it propperly because the system thinks i'm posting spam.

>> No.2095316

I'm the only one that plays on the 360 aren't I?

>> No.2095321

Get it on PC, bro.

>> No.2095338

>room being flooded with invincible, noclipping archviles that resurrect ALL several demons all over the map at once.
I'm almost certain that Hideous Destructor doesn't do this, doesn't this happen if you run Brutal Doom with some specific mods?

>> No.2095360

Just get it on PC and enjoy loadsamods

>> No.2095364

It was unfinished, sadly, maybe that's the problem?

I really wish someone would fully port Immoral Conduct to ZDoom, that shit was the coolest back then.

>> No.2095374

+RELATIVETOFLOOR is a recent-ish flag of mine so yeah, as said, update yo shit

>> No.2095421


in my defense it has a nostalgic effect on me, it is how I listened to the music the first time I ever played the thing

I'm aware of soundfonts and I have SGM-V2.01 hooked up w/timidity, but I REALLY wish I had a soundfont with a decent distorted and overdrive guitar sounds.

>> No.2095470

Where is the speedrun community located?
Goldeneye has the elite. Since Compet-N is dead what does DOOM have?

>> No.2095473

Who is writing the cacowards this year?

>> No.2095478
File: 794 KB, 1280x720, #rekt.webm [View same] [iqdb] [saucenao] [google] [report]


The Doom speedrun community is still alive and well, hell, someone just broke the Doom 2's UV-Speed WR not too long ago. (Link in the 2nd post). The spiritual successor is called DSDA.


No idea. Probably Linguica will help, since he came back this year out of nowhere.

>> No.2095481



>> No.2095490

I knew there were runners still around I just wasn't sure where everyone congregated and discussed speedrunning specifically.

>> No.2095494

Ultimate Doom 64 guy, just wanna let you know that if you need any help with coding anything related to your project you can axe in these threads and I'll help. You're prolly reading this in the archive if at all since I don't think you browse these regularly.

>> No.2095497

doomworld has a speedrunning subforum
competn was forked and now is at doom.com.hr
the dsda was forked and is now at doomedsda.us

>> No.2095505

"of mine"? you added the code for it to zdoom?

commit 25ec3fb8feeff395576808268254ef46f03de333
Author: Christoph Oelckers <[email protected]>
Date: Sat Aug 10 09:32:55 2013 +0200


somehow i can't imagine graf zahl actually posting on 4chan so i imagine i misunderstood your phrasing

>> No.2095528

people can submit patches and it takes a dev (randi, graf, blzut..) to actually apply it to git

>> No.2095532

which is exactly why git stores both author and committer information, because they can be different people

>> No.2095556

I do
I rarely post, though, and that wasn't me

>> No.2095624

Off by one m8.

>> No.2095625

dat sudden silence tho

>> No.2095663

i used to love it as just a better brutal doom but now i kind of hate it too. the shotgun is fucking awful and they raped the rocket launcher for no reason

>> No.2095667

pleb detected
i honestly wouldnt bother with dark forces one ever again. just play 2

>> No.2095682

I've been playing ARCHIE, or /g/.wad, and I'm kinda confused: am I really supposed to have godmode + infinite ammo in every map?
It kinda takes away most of the gameplay and the tension you'd expect from a doom wad, and for me it feels like I'm just going through the maps with some annoying obstacles (like the whole Arselinux wiki map where you just have to wander around and wait like 20-30 minutes until the game suddenly decides it's time to move on) just the see the extremely bizarre mapping.

>> No.2095684
File: 789 KB, 1600x900, Screenshot_Doom_20141129_152547.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2095685

I don't see why the fuck would anybody play it. It's unfunny, it's ugly, it has no interesting moments with a few exceptions, no gameplay too.

>> No.2095701

So there's another thread in /vr/ that prompts you to talk about flaws in your favorite game, and I chose DOOM, and I figured, "it's relevant, so why not share my thoughts with you guys?"
My biggest gripes with the original game (not the source ports of today like ZDoom and Zandronum) are as follows: it had some clunky controls with strafing being mapped to a button that had to be pressed in tandem with another button that normally turns your character around; there was no mouselook, which admittedly could be discounted seeing as how it was one of the first FPS games and helped propel the genre's rise; and the map design in in II and Evilution/Plutonia was lacking in a few places compared to I.
...Oh yeah, and the SSG is kinda horribly balanced compared to other weapons, which is especially noticeable in multiplayer games.

>> No.2095705

>and the SSG is kinda horribly balanced compared to other weapons

I hate how disgustingly overpowered the SSG is.

>> No.2095712

Somewhat related but Doom's gonna be on Awesome Games Done Quick again!

>> No.2095721

>it had some clunky controls with strafing being mapped to a button that had to be pressed in tandem with another button that normally turns your character around
But that's not true, there were independent strafe keys, and they were rebindable and everything.
The game allowed moving the player view with the mouse, just not vertically.
>map design in 2/Evilution/Plutonia
I didn't like 2's map design, Evilution monster placement and choice. Plutonia was alright but I wasn't a complete fan of the boring textures.
And I pretty much agree with the SSG. It feels so good tho.

To add something of my own, I hate the chaingun sound and firing speed, and Pain Elementals and Lost souls are fucking boring.

>> No.2095724

It's even more powerful than it has any right to be.
it's up to 3 times as powerful as the regular shotty.

>> No.2095728

Using smooth doom with doom 3 sound effects makes the chaingun so much more satisfying

>> No.2095730

>But that's not true, there were independent strafe keys, and they were rebindable and everything
...huh. Well, the last time I played the original game was when I was around 6 or 8, so I must have forgotten.
And I must admit vertical mouselook in other games spoiled me. It just feels unnatural when I move my mouse up and down and I just go forwards or backwards instead of looking up or down.

>> No.2095734

>I hate the chaingun sound and firing speed, and Pain Elementals and Lost souls are fucking boring
This 2 tie in, by the way. Using the most boring weapon against the most boring enemies makes me want to kill myself.
Thank god for Plasma.
>Doom 3 sounds
I'm so looking into that.
Are they release Doom 3 sounds or the ones Trent Reznor made?
>nd I just go forwards or backwards instead of looking up or down.
You could disable that too I think.
I adapted rather quickly. I think of vanilla as a shoot'em up or something.

>> No.2095757

Stock Doom 3 sounds I think.
I'm not sure where I got the one I have but I had to edit the shotgun sound because it wouldn't play the pump part.
It uses nearly all of the sounds from doom 3 for variation and they're all high quality so it sounds fantastic.

>> No.2095761

Can you upload them somewhere please anon?
Anonfiles, maybe?

>> No.2095775

Here's a doom 3 sounds mod, but it's another one. It doesn't have SSG sounds

>> No.2095789

Aha, I remeber they're the sounds from Particle Enhancer
You'll need to rip it and edit the shotgun sound IIRC
Also zombies make grunts instead of breathing sounds for some reason.

>> No.2095795

These can be fixed by loading the particle sound.wad before qdoom3snd.wad

>> No.2095846
File: 1.46 MB, 320x240, 2w2igc6.gif [View same] [iqdb] [saucenao] [google] [report]


Are there any other sound packs out there?
I didn't even know I wanted this but I'm suddenly extremely interested.

>> No.2095848

Well Perkristian made a high quality sound wad, that basically are vanilla's sounds if they weren't recorded like poop.
Other than that, dunno. They come in mods that do other stuff usually, so you will probably have to rip/make your own with the sound resources you find.

>> No.2095909


newstuff 469

>> No.2095928

>tfw Serious Sam is too modern for /vr/ and too retro for /v/

>> No.2095938

Fuck you think by now there would be at least one. I mean Doom is pretty much already shares like 60% of the atmosphere of 40k.

>> No.2095939

Serious Sam would probably be my favourite non-Doom FPS if it weren't for the boring level design. Serious-Sam combat in Doom-style levels? Now we're talking.
Unfortunately SS has never really managed to garner any kind of noteworthy mapping community.

>> No.2095961

I'm not really sure what you mean by Serious Sam combat without the huge arena levels.

>> No.2095978

I never really felt that the huge areas were put to good use in the SS games, despite the number of enemies. I actually enjoy the more closed areas that require at least some rudimentary navigational skill to traverse. Breaks up the combat and adds to the sense of exploration, something I don't think any FPS has mananaged as well as Doom and Quake have.

>> No.2096014

i need dis

>> No.2096021

I think that Duke3D did that pretty well.

>> No.2096025

Need to hear >opinions about Bloody Steel, is it that much of a mixed bag with people as I read it in the /idgames upload?

>> No.2096035

Anyone have that video of Omegalore's "birthday" where it was a map with all of his anime waifus and other doomworld trolls in it?

>> No.2096046
File: 751 KB, 1600x900, Screenshot_Doom_20141129_191953.png [View same] [iqdb] [saucenao] [google] [report]


Well have another, then?

>> No.2096107

Korax without arms shooting ground spikes?

>> No.2096112


I didn't make the sprites for the moster. This is SUAB's Archvile replacement, dubbed "Pestilence".

In the original mod it shot ugly-ass Revenant balls made out of bones, in this porting I sorta replaced it with either: 1.) three small bone spikes (or a 4-burst of the same spikes) 2.) A larger bone spear and/or 3.) Those ground spikes (Which only happens at close range.) They also spew blood-gas when damaged (and upon death)

>> No.2096120

Someone probably asked you this awhile ago, but what's the point of the shaking weapons? Is it a realism thing, or a survival horror thing or what? I was playing the EDGE version and it seemed like a weird feature that didn't really do anything other than make it feel like I have cerebral palsy.

>> No.2096125

It's due to the mod's lore. And I'm just doing a porting-plus of the mod, so it's not going anywhere. I have half'd how much it shakes, though.

>> No.2096131


Just feels inconsistent with the constant hard-ass grim expression of the face and cracking your knuckles to ready them when you pull out the knife.

>> No.2096138

Okay, just wasn't sure if that was a gameplay thing or aesthetic or what. Good to hear you lowered it a little, it can get distracting. Thanks for porting this, too, EDGE has a lot of cool mods I'd love to play in GzDoom/other ports.

>> No.2096143

>I have half'd how much it shakes, though.

put it in a CVar m8

>> No.2096146


>> No.2096149


I'm too stupid to into Cvars, m8.

>> No.2096154

it's just adding the cvar in CVARINFO and then checking it with http://zdoom.org/wiki/GetCVar

>> No.2096160

New to installing mods for doom but for some reason I can't get alt fire working in DemonSteele. Anyone know why that could be?

>> No.2096168

check to see if you have secondary fire bound to anything

>> No.2096171
File: 65 KB, 500x748, 1411310845894.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to buy Doom 2 and Quake 2 on steam. How are the releases? Do the games come with their respected soundtracks or are they missing? Also, do these games cause your system to re-size your windows after you close out of game?

>> No.2096223

Quake 2 is missing the music and
doom 2 is just dosbox with the game

Just pirate and add it like a non-steam game

>> No.2096229
File: 61 KB, 400x388, 1291957633316.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon.

>> No.2096234

>Quake 2 is missing the music

Thats because Quake 1 and 2 relied on the CD to have music. I think there are ways to patch the music in for steam versions.

>> No.2096236

Well it's more like using a bloated "patch" that replaces the game with a terrible sourceport.

>> No.2096238


>> No.2096240

I'm not sure why I'm so excited for this mod, but I really really am.

>> No.2096241

Yeah, my biggest gripe with Serious Sam is the level design. Too linear, and too many scripted big arena fights. Its a shame, because I really like its monsters.

>> No.2096246

That's what it's meant to be.
My only issue with it is that SS is perseived as "old school" in the same way as doom and quake. SS has arena based levels where the objective is to kill everything, doom and quake has the objective of finding the route to the end of the level, the two are very very different.
The new shadow warrior has this issue and I fear more may follow.

>> No.2096254

>That's what it's meant to be.


>> No.2096259

Though yeah, It bugs me aswell when people lump Serious Sam and Painkiller with Doom, Duke, and Quake.

>> No.2096268

If I recall correctly, dark7.wad has a bunch of ice levels. Maybe try that one?

>> No.2096270

Whitemare 2

>> No.2096278

I think resized windows after games close just happens when the game resolution is bigger than your desktop resolution. I have a 1800x1440 monitor but run my desktop at 1280x960 because text is too small at native, and when I run games at 1800x1440, my windows are usually sized differently when I quit.

>> No.2096279

It's meant to be a room by room hoard shooter, not a open level design like doom, douk and quake.

>> No.2096283

>that gordon freeman-ish doomguy

>> No.2096289

I know that it has linear level design on purpose. That doesn't change my opinion about it, though

>> No.2096313

S'pretty comfy to boot.

Oh, and there's Twisted Joke to get into the spirit of the season.

>> No.2096378

Why don't you just burn the songs to a cd and insert it when you're playing the game?

>> No.2096382

Quick! Hit me up with some good joke wads don't exclude good gameplay.

>> No.2096425

Laundry 2.

>> No.2096430

The Massmouth series? It's a pretty goofy affair, if a bit sluggish due to the way the author makes the player move like.

>> No.2096663

Frozen Time (needs a powerful machine)
Yule Tide Doom (dac2005/dac24)
The Scientist 2 map07-map11
The Rebirth map31 (killer snowmen!)
Diet 32in24 map04

>> No.2096775 [DELETED] 
File: 10 KB, 272x216, carn10.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2096815

Community is Falling 3: it doesn't matter too much if you don't get all the inside jokes, it's bloody fun to play.

>> No.2096846


This literally sounds like Doom music, 10/10.

>> No.2096856

alright /doom/ need your input

so my mate was in a band which unfortunatelly disbanded, and around time when he was still with them, he sent me a midi version of one of their future tracks. back then I have joked to him that this music would fit DooM, so and now, something like half year or more later, I am here with this track again and I want to know what you guys think, both versions of track are provided and they are in midi format.

hell maybe I can convince my friend to be a musicfag for us



>> No.2096868

It's just regular midi, what makes it doomish?
It sure doesn't sound like Bobby's original compositions.

>> No.2096884

Uhhhh... No.

>> No.2096885


>> No.2096887 [DELETED] 

>friend trusts you with midi
>you share it online on 4chan and want to appropriate it for yourself without the consent of anyone from the band

Doom community at it again

>> No.2096889

I'd probably say Plutonia > Doom 2 > TNT > Doom 1.

The original Doom is of course great, but the super shotgun and the new enemies added in Doom 2 make a world of difference. I'd probably take competent but not particularly great levels using Doom 2's additions (what TNT pretty much is) over excellent levels using Doom 1's toolset (like the original game).

Doom 2 is overall an improvement on the first game even if its stages are a bit more scattershot. Plutonia is like the first true realization of the Doom formula; it's head-and-shoulders above all the other IWADs.

>> No.2096891

its midi of a track that will never be recorded since they disbanded so I doubt its a problem.
on top of that, it would be a bad thing if I had a profit out of this, I dont.

gonna message my mate now, I doubt there will be a big problem with this track especially since its not finished/cleaned up

>> No.2096894 [DELETED] 

"I will rape you untill i can't rape no more!"

>> No.2096903 [DELETED] 

Please, leave this site. You should be at least 18 years old to visit it.

>> No.2096908 [DELETED] 

>you will never look up from your computer in shock to see your door being torn off its hinges as a baron of hell barges into your room

>you will never stand up and fruitlessly back away before the baron wraps a hand around your torso and lifts you into the air, breaking a few of your ribs and puncturing a lung in the process

>you will never know the feeling of the baron bashing your face into the nearest wall repeatedly with all his strength

>you will never weakly gurgle out one final attempt at protest as the baron lifts your limp body high into the air, just before he smashes your head into the wall one final time, reducing it to paste

Why can't barons actually exist, /dg/? ;_;

>> No.2096910 [DELETED] 

You just described my dad when he was drunk ;_;

>> No.2096912

>art isn't meant to be shared

please kill yourself.

>> No.2096914

I don't think art is always meant to be shared, anon. Let's say you are painting some uber cool picture and some guy takes a photo and uploads it onto the internet when it's far from finished and it looks like shit in that state. It's an oversimplification but you should understand the gist.

>> No.2096916 [DELETED] 

Your dad was murdered by a Baron of Hell?

>> No.2096918 [DELETED] 

Some dads ARE Barons of Hell, anon.

>> No.2096920

Your mate isn't the only person in the band, have some respect

>> No.2096954 [DELETED] 

you again...

>> No.2096965 [DELETED] 

again please stop telling people to kill themselves

>> No.2097040

If there was a definitive top 5 Doom wads you would recommend to every new player, which would they be?

1. Alien Vendetta
2. 10 Sectors
3. Scythe 2
4. Doom the way id did
5. Back to Saturn X

>> No.2097051

Hell Revealed 2 will always be the WOAT

>> No.2097053

5. Alien Vendetta
4. Scythe 2
3. Speed of Doom
2. Deus Vult
1. grove.wad

>> No.2097109

No order, but:

>Scythe 2
>Going Down
>Speed of Doom

Honourable mentions to Unloved, Jenesis DtWiD, Hellbound UAC Ultra and Hell Revealed

>> No.2097125

This is my exact list complete with honorable mentions, holy shit.

>> No.2097173

Can /vr/ recommend any slaughter map wads that go well with Samsara?

>> No.2097189

If you want a quick, cheap fix, then OBLIGE with large rooms and fucktons of enemies.

>> No.2097246
File: 10 KB, 112x112, OMG IT HURTS PLS END MY MISERY.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2097247


>> No.2097254

What am I fucking looking at.

>> No.2097269

Just maps?
In no particular order:
Scythe 2
Deus Vult 2
Back to Saturn X
Ultimate Torment and Torture
Going Down

I don't play many mapsets tho, so.

>> No.2097285

Feel free to list your favourite mods in general. I'm still fairly new to Doom and would be interested in what people here consider "essentials".

>> No.2097287

>'m still fairly new to Doom and would be interested in what people here consider "essentials".

Doom 2 Hell On Earth
Masters of Doom

>> No.2097291

Back To Saturn X 1&2 (and probably Buttsex 3 when it's done)
Doxylamine Moon: Overdose
Double Impact
5till L1 Complex

Gameplay Mod: Accessories To Murder

>> No.2097292


>> No.2097296


>I'm still fairly new to Doom

If you've played the main IWADs already then be my guest.

>> No.2097302


>> No.2097305

In your opinion what is the most iconic Doom enemy?

I've realized how Quake has the Shambler and Duke3D has the Pig Cops but Doom isn't as clear-cut.

Imp? Pinky? Cacodemon? Cyberdemon?

>> No.2097306
File: 2.80 MB, 640x360, project msx room clearing.webm [View same] [iqdb] [saucenao] [google] [report]

Well then. Assume NC HUD for all or most of these, it's a great hud.

Brutal Doom or Brutal Doom: Sperlord's edition. For all the controversies surrounding the mod, it's worth experiencing.
Accesories to Murder. Pretty good weapon mod with nice sprites, punchy weapons. Leans a bit to the tacticool side of things.
Doom Roguelike Arsenal. Brings the weapon from Doom the roguelike to Doom.
GMOTA, or Go Medieval On Their Asses. Basically Ghosts 'n' Goblins in Doom, just great.
Samsara. Play as the heros of different retro fps games in any of the Doom engine games. You can be Duke Nukem, Parias from Hexen, Corvus from Heretic, Chex from Chex Quest, the guy from Marathon, etc.

And I fucking ran out of space but whatever, because you probably knew about Brutal Doom.
Project MSX. Kind of a mash between Crysis or Halo and Doom. Lots of different weapons, suit powers, FALCON PUNCHES, and other stuff. Webm related.

>> No.2097310


>> No.2097313

Cacodemons, the Cyberdemon and Revenants. When I see a Doom fanart or whatever in any other place it's always those three.

>> No.2097316


cyberdemon being shortly after

>> No.2097332


>> No.2097334

Cacos. Too cute.

>> No.2097423
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2097457

I'm always geting lost at Zdoom, where do I find the option to upscaled my HUD for high resolutions?

>> No.2097467

In the HUD options.

>> No.2097521

I was going to say 'but ive looked several times and never found a scale slider!' when I found a simple yes/no option


>> No.2097534

Is there a way that I can play Wolfenstein 3d in the style of zdoom?

>> No.2097552



>> No.2097605

How do I play multiplayer over ZDoom, again?

I remember using ZDaemon ages go, surely there are alternatives?

>> No.2097608

>How do I play multiplayer over ZDoom, again?
You don't.
>Surely there are alternatives?
Odamex if you want vanilla play, Zandronum if you want modern play+mods.
ZDoom netplay is fucking terrible.

>> No.2097618


I kinda prefer Quaker540's submod for Brutal Doom over Sperglord's edition.

>> No.2097621

Why would you want to play Wolf3D?

>> No.2097640


The same reason he'd want to play any other game, I assume.

>> No.2097692

Is there a problem around that takes a whole bunch of loose frames and ties them up into a single sheet?

I need to edit one of the enemies but doing so frame by frame seems like an exercise in agony.

>> No.2097709

Woah. I just tried it, it seems pretty cool.
It has a blood dissapear time slider even, with was a grip I had with BD.
I kind of miss the BDSE altfires but this is pretty fucking good too. Sad it probably won't work with NC HUD. And the shotgun sound fucking sucks. I'l probably learn how2slade and replace it.

I think this has a shot at taking BDSE's place in my heart.

>> No.2097712

if you mean like 2 or so players, just use ZDL, open port 5029 in UDP, set yourself as the host and give your ip to your buddy (just google "my ip") it should work fine
for more than that, don't

>> No.2097714
File: 684 KB, 1600x900, Screenshot_Doom_20141130_151106.png [View same] [iqdb] [saucenao] [google] [report]

This Mod's author is a dick at times.

In the original version of this mod, these guys were nearly invisible ("TRANSLUCENCY=15%"), replaced the "Evil eye" prop and fired projectiles that homed and bounced off walls, on top of all this it was basically invisible ("TRANSLUCENCY=7%") and did 50k damage to the player

I sorta retained the "You're going to die if you're hit by this projectile" property (It does 500 damage), and are double the original projectile's speed (which is 4), but these don't home and die off after a set distance. Oh and you can clearly see both monster and projectile this time around.

>> No.2097718

>Instakill projectile from monster that is hard to see that spawns off a commonly used prop
Maybe don't have this?
This sounds really really bad.

>> No.2097721

Play it vanilla on DOSBox with 4 OP soundtrack.

>> No.2097725


1.) Projectile is really fucking slow, I mean it's slower than every other projectile used in this mod. It's slow enough that even your reduced speed will put you far from it.

2.) The monster isn't too hard to see right now, but I"ll fix that up.

3.) My hands are sorta tied, because I'm just making what's already in the mod fairer.

4.) It doesn't spawn all the time, it's on a spawner with several harmless eyes that have a higher chance to spawn

>> No.2097727

I guess 1 is fine as long as there's some sort of warning about it.
2 being addressed is good too.

I just worry about it because it does sound like a game breaker, after all the eyes are used often.

I was also thinking of this one map set which had a map just completely covered with the eyes and shooting would make an army of archviles whenver an eye could see you.

>> No.2097728

Wow, Doom's palette actually spawns hammers out of nothing.

>> No.2097730

Looks like one of the maps from the alpha.

>> No.2097732
File: 993 KB, 250x250, ichuckled.gif.png.svg.gif [View same] [iqdb] [saucenao] [google] [report]

Undergrated cheese.

>> No.2097742


If there's an EOTU (Eye of the Unforgiven) on a map, and you're Moderately close to it, you'll hear a heart beat (of course, the further you are the softer it is, but you can hear it.) Oh and these things have like... 20hp, so it's not like you'll be playing dodge-ball for a while while you kill it.

The new eye decorations may break that map, though.

>> No.2097748

It's alright, no worries.

20 HP doesn't even sound so bad and an audio warning warning helps.

That map was just an extreme example of eye decoration overload, not even a fun gimmick for the map

>> No.2097749

Any chance for a release version?

>> No.2097750

Look into ImageMagick, there's a neat CLI tool montage.exe that can do exactly that.

>> No.2097752


Funfact: Zombieman replacements have 50hp, so yeah. At most it takes three revolver shots to down the thing. The sounds are the worst... the thing creeps me the fuck out.

Maybe when I get all the non-bonus weapons and the stock monsters done.

>> No.2097753

Reelism is off the chain fun!

If you used the .pk7 assets, would it be fairly easy to make some new levels for it? And on top of that, how hard would it be to get the new level to work with Reelism?

>> No.2097760


>> No.2097761

Because it's fun.

If you ever thought Wolf3D lacked something, check out some mods, like Totenkopf SDL.

>> No.2097764

there's a few extras existing already (one level based off alien, a boss or two, othe stuff i forgot) but i think they are mutually exclusive

>> No.2097769

>50k damage
>bullshit projectile bypassing godmode/invulnerability
now that's straight up evil

>> No.2097770

>get fractal doom
>those mini doomguys
Oh god that is hilarious

>> No.2097771


Actually it didn't bypass godmode, the thing just hits you hard enough to send your camera into the floor while knocking you backwards.

>> No.2097775

oh ok
weird, i was sure the cap for godmode immunity was like 5000 damage [to allow telefragging]

>> No.2097782

Gimme a good map or gameplay mod that won't kill my toaster.

For reference Thunderpeak get me 40-55 fps and Brutal Doom 25-30 with a lot of corpses.

>> No.2097783

It's much higher than that, something like a million damage.

>> No.2097787


>> No.2097789

>Invulnerability or "invincibility" only protects a player from attacks doing less than 1000 points of damage, whereas a telefrag inflicts 10000 points (see the function P_DamageMobj in p_inter.c). The Doom source code refers to a telefrag as a "stomp".

but it wouldn't surprise me if it's only true for vanilla doom or if it was edited somehow

>> No.2097797

Anon, Equinox, Hideous Destructor, DoomRPG, Reelism, Pirate Doom, Hellbound (probably), Fractal Doom and Burlt Tumd will still probably kill that anons's framerate. And I probably missed some, too.

>> No.2097860

>would it be fairly easy to make some new levels for it?

Kinsie was actually developing mod support for Reelism (custom reels, maps, etc) but don't expect anything about it in the future as long as SFM keeps getting in the way

>> No.2097878
File: 17 KB, 124x124, WHERE WE'RE GOING, WE WON'T NEED EYES TO SEE.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2097882

Please tell me that these are intentionally shitty.

>> No.2097912

Is there any way that I can play classic quake except with fullscreen and smoother mouse controls? I tried out darkplaces and it makes you able to aim up and down and I'd rather have it be like the original

>> No.2097915

>I tried out darkplaces and it makes you able to aim up and down and I'd rather have it be like the original
But you could look up and down in the original anon.
Anyways, disable mouselook in the options if you want to play Doom in Quake for whatever reason.

>> No.2097931

>Quake without rocketjumping even once
I'd rather just play Doom.

>> No.2097976

Cold as hell was pretty good.

>> No.2098005
File: 20 KB, 100x100, 1405753793871.gif [View same] [iqdb] [saucenao] [google] [report]

>classic quake
>it makes you able to aim up and down and I'd rather have it be like the original

Please, anon.

>> No.2098040

In vanilla quake console command +mlook MAGICALLY made you look up and down.

>> No.2098184

Unless he means a toaster as in a pre-xp era toaster Equinox, Hellbound and Fractal Doom should be fine. Burl Tumd probably too.

>> No.2098236

>Hellbound (probably)

if he plays it in ZDoom, it will.

>> No.2098298

This'll prolly sound real weird, but has anyone ever tried bunny hopping in real life? I'm just curious cus I've tried it myself and it's pretty cool.

>> No.2098301

Im pretty sure you can turn off mouselook. That's like the most basic thing in ANY quake sauce port.

>> No.2098309

I wish I could play that with my own weapon set or something. The levels are cool, but a lot of the guns don't look very good.

>> No.2098345

Well if you have some basic knowledge of Decorate and how to replace sprites (and maybe sound), there's little limits to what you can do.

>> No.2098348

What are some of the coolest, strangest, or most fun wads you know of?

>> No.2098349


Almost anything done by Jack101

Mandrill Ass Project

>> No.2098458

A friend whom I played Q3A with (he wrecked my shit) explained me how to do it once.
Then at a party we tried it for fun, drunk.

We ended up a tangled mess on the floor.

>> No.2098460
File: 2 KB, 72x96, image.png [View same] [iqdb] [saucenao] [google] [report]

>We ended up a tangled mess on the floor.

>> No.2098461


Just curious, how did he explain it to you? On a different note, I wonder if there are any special kinds of shoes that can make you jump better.

>> No.2098465

Are there any decent wads with Build Engine style gameplay?

As in, secrets hidden all over the place, tiny little nooks and crannies to jump in, etc? Interactables a bonus, but that seems way too unlikely.

>> No.2098473

Heh, I knew someone would post something like this as soon as I hit submit.
BTW it wasn't just my friend and me, we were 5-6 people jumping like idiots.
>Just curious, how did he explain it to you?
Don't quite remember, he was pretty simple on his explanation tho. "Start at an angle from where you wanna go, jump, look and strafe in the opposite direction from where you were looking, repeat" or something like that. I didn't quite get it so he said to watch a video.
I know there are some that make you land better.

>> No.2098481


Land better? How so? Any specific brands?

>> No.2098484

Check some parkour sites, they are all over that shit.

>> No.2098547

Crysis is somehow underrated as fuck. I really don't know why. I mean being the graphics beast that it is I would expect PC fanboys to flock it everywhere and yet they don't. The gameplay is fucking awesome and allows for so much different styles of play. I never get bored of Crysis.

There was one youtube video I saw many years ago where the guy played it like a beast and did some really awesome shit. Wish I could find it.

>> No.2098752
File: 2.46 MB, 640x360, tech demo 2.webm [View same] [iqdb] [saucenao] [google] [report]

i really wish crysis became an fps platform the way doom has. honestly for me my favorite fps is a straight tie between the two games

>> No.2098757

Cacodemon and Cyberdemon are probs the most well known among casuals. possibly Baron aswell.

>> No.2098768

it would be great if someone made DooM mod for Crysis
>no ads
>doom weapons
>more enemies
>strenght mode is basically toggleable berserk mode
>infinite suit power while armor mode is separate and constantly running in the background
it could work

>> No.2098808

it would work and would be fucking amazing
especially the more enemies part

>> No.2098812

So instead of a normal island you're on a demon island?

Or should it take place in a city or something?

I didn't actually play Crysis 1

>> No.2098815

why not hell as we see it in Doom 3? easily my favorite part about that game

wish I knew how to use cryengine, would try this

>> No.2098823

All I really know about Crysis other than people wishing the suit had more energy and vehicles is that it took place on a big island.

Would it be better for the game to take place in a massive hellish landscape?
So no vehicles, just this massive region to fight demons in?

>> No.2098832

well the way I play crysis is hardest difficulty and unlimited suit power.
if I knew how to mod suit, I would just make it so strenght/cloak/speed modes dont drain power

>> No.2098841

e2m5 is a very interesting map. It has a very non-linear layout, yet has no keys whatsoever.

>> No.2098860

I didn't even realize there was no keys, holy crap.

>> No.2098867

wait, isnt there a blue key there?

>> No.2098870

ok nvm, I have confused it with a doom2 map

>> No.2098887

It also has a secret exit, that can be reached within 30 seconds of starting, too.

>> No.2098984

3 heurs d'agony final http://www.doomworld.com/vb/post/1325069

>> No.2098986

>>2098984 (me)
i can't fucking spell but you know what i meant

>> No.2099009

Oh sweet,

>> No.2099025

But... Why would anyone ever?

>> No.2099040

But the original did have looking up and down...

>> No.2099042

meant for >>2097912

>> No.2099048

Do you use launchers, anon?

>> No.2099063

Do I look like a casual to you, anon?

>> No.2099064


>> No.2099084

I use ZDL cause I don't feel like fiddling about with command lines

>> No.2099108

For Shores Of Hell, E2M2 and E2M7 were always my favorite maps.

>> No.2099156

Shores of Hell is my favourite episode. I like the Hellified Base theme it had going, and it has some of the most open-ended maps in the game.

I wonder what it'd be like if Tom Hall didn't leave during development, and his maps were finished by himself.

>> No.2099167

Probably would've sucked. Tom's shitty, boring levels were one of the reasons he got the boot. Sandy did an admirable job making them into playable, fun levels.

>> No.2099176

And yet the Tom Hall levels that made it it into the final games are by far my favorites.

>> No.2099180

Like I said, Sandy did a hell of a job fixing them up and making them not suck. Check out the 0.4 alpha, you can see Tom's levels before they were changed to a Hellbase theme and before Sandy got his hands on them. They're claustrophobic, bland, and irritating to navigate. You can really tell that he wasn't thrilled to work on Doom the way the rest of id was.

>> No.2099182

Who r you to judge you pussybitch? Have you even made a level fag?

>> No.2099189

Tom pls go back to crying about your failed kickstarter

>> No.2099191

Oh man oh god oh man... That was atrocious.

>> No.2099196

He wasnt given "the boot" for shitty maps. He left because he wasnt enjoying himself during development.

>> No.2099206

It was mutual, m8. Tom left but the others also agreed to fire him.

>> No.2099208

I like the look if his maps from the alpha's, personally.

>> No.2099212

You can't fire what already left.

>> No.2099214

Whoa that was deep.

>> No.2099218

I've heard mutiple stories, tbh.

Some that say Tom Hall was fired. Some that say he left willingly.

I've heard the same in regards to John Romero after quake 1, too.

I just simply don't know what to believe

>> No.2099226

From Masters of Doom, page 138:
>By now, everyone had had enough. They wanted him out. Finally, Romero gave in.
>He wanted to break the news to his old friend himself. So he invited Tom to his house for a meal home-cooked by Beth. Tom was delighted. He hadn't spent quality time with Romero for ages. The dinner was like old times: the two guys joking around, talking movies and games. Romero couldn't bring himself to break the news. The next day a shareholders' meeting was called. Tom walked in to find everyone sitting around the conference room table staring at the floor. "Tom," Carmack finally said, "obviously this isn't working out. We're asking for your resignation."

>> No.2099228

How do I get ZDL to load wads? I'm trying to run Aliens TC but shit aint working

>> No.2099229
File: 40 KB, 347x600, Tom Hall.jpg [View same] [iqdb] [saucenao] [google] [report]

From what I recall from Masters Of Doom, he had felt that he was less and less useful for the team, and that he could put out his creativity less and less, the rest of the guys had noticed this in a way, and thought it was time to let him go.

At first, he took it hard, but then he thought about it, and figured that it was better this way, that he had done his stint at id, and it was now time for him to move on. His words, I think, were "I think this is the right thing to do, guys."

You could say that it became mutual.

>> No.2099235

I see.

Gives me the impression that John Romero was pressured into siding with everyone else.

>> No.2099241

>"Tom," Carmack finally said, "obviously this isn't working out. We're asking for your resignation."
which carmack

>> No.2099242

>How do I get ZDL to load wads?

The big box for "external files" that has add/remove buttons under it.

Click add, then choose the wads/pk3's you want.

>> No.2099243

Can it work with .zip files? I would like to keep it organized and be able to choose different mods as quickly as possible? Is that possible.

>> No.2099245

John. The book refers to Adrian using his first name.

>> No.2099250

thank you. i'll try to remember that convention in future.

>> No.2099251

It's worth noting that Tom and Adrian never really got along.

>> No.2099253

I still find it pretty funny that of the four founders, two of them were named John, and two of them had the surname Carmack. Even funnier that the two Carmacks are not related.

>> No.2099257


perhaps there was a carmack clan settled in texas a couple of hundred years ago

>> No.2099264

>Gives me the impression that John Romero was pressured into siding with everyone else.

I'd imagine so. Romero and Hall were, and still are pretty close friends.

Hell, after Romero left id, he immediately called Hall to start a new company together.

>> No.2099265


>> No.2099270

A while back, Tom made a Kickstarter for a "spiritual sequel" to Commander Keen that would also serve as a babby's first platforming game engine. I recall the pitch video being really cringeworthy, and obviously the campaign failed miserably, or we wouldn't be talking about it.

>> No.2099272

Well, basically, he ran a kickstarter for a project he was working on... and it didn't look very good.

He had basically reinvented Little Big Planet, but with B^u style character designs. Bombed, bombola.

I honestly think he should just try to get the Commander Keen license somehow.

>> No.2099279

I reckon his kickstarter would've worked out better, if the pitch he made didnt look like shovelware.

The art particularly needed a far better direction than "generic cartoony artstyle from canada"

>> No.2099281

Here we go, had to do some digging but I found it.

>> No.2099284

>had to do some digging but I found it.
Googling "tom hall kickstarter" isn't digging.

>> No.2099287

I didn't even bother with a search engine, I just scrolled back through Romero's Twitter until I found it retweeted there.

>> No.2099290

>Why would you want to play Wolf3D?


>> No.2099291

We all know you are, buddy ;)

>> No.2099292
File: 38 KB, 640x480, petty_revenge.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2099296 [DELETED] 

I really want to see a doom 2 map project that takes the basic layouts of Wolf3D maps, and then make doom maps out of them, complete with height variation and extra detail.

>> No.2099327

Eh. I guess.

Though I think I'd love more to see someone make a Wolfenstein .wad, complete with treasure hunting, score, etc.

Kind of like WolfenDoom, except more modern and interesting, while still having that retro feel of Wolfenstein 3D,

>> No.2099384

3DO Doom source released. Nobody cares. Well, can't blame anyone, it's a fucking 3DO port.

>> No.2099385

Maybe someone could make the framerate not shit.

>> No.2099429

Burger Bill would probably have been able to do it had he not been told to do it in a timeframe of 10 weeks. Bizarrely short time-table for any project of this kind.

But what would really be the point today? I'd rather see an official port of Doom to the 3DS, including all the official titles. They can run it on a Boom based port for optimized rendering and classic vanilla goodness.

>> No.2099452

That would be pretty cool, and even more interesting if they'd find a use for the Circle Pad Pro/The New 3DS' C-Stick.

>> No.2099481

I was thinking that you'd strafe with L+R, and use the pad to move.
Ideally, all controls should be bindable by the user themself.
On a side-note, I fucking hate how console games today don't let you rebind keys, often offering a few preset configs at best. This shit needs to stop.

Hold A to run (or change between Always Run/Always Walk/Toggle in options)
Press Y to shoot
Press B to open/hit switches
Press X to [this space intentionally left blank]

You'd use the D-Pad to select weapons:
Up Once: Fist
Up Twice: Chainsaw
Left Once: Shotgun
Left Twice: Super Shotgun
Right Once: Pistol
Right Twice: Chaingun
Down Once: Plasma Rifle
Down Twice: Rocket Launcher
Down Thrice: BFG 9000
(not certain about these last ones)

Select and Start for menu and stuff obviously, and then touch-screen support, the lower screen can be a map screen for single player, or a score screen for multiplayer. If you port Strife (as if), the touch screen can be used to go through logs, view your stats and inventory, keys, etc.

I figure, the status bar can be on the lower screen if you'd want it to.

3D screen support can go to hell, my eyes can't properly pick up on it anyway.

>> No.2099505

If an official port doesn't happen, there's always a possibility that someone will port it to 3DS themself. After all, the 3DS homebrew scene has seen a good amount of activity this year. Even better if they port (G)ZDoom, then you could put WADs or PK3s in your SD card and play them.

Here's some 3DS homebrew in action: https://www.youtube.com/watch?v=bBAWBX9RLKU

>> No.2099513

>Yuu'd use the D-Pad to select weapons
Couldn't the touch screen be used too?

>> No.2099518

I suppose I was thinking in console peasant terms, but yeah, you could use the touch screen for that I guess.

>> No.2099526

It's just all these single/double taps would get a bit grating, don't forget that you'd have to do all this pretty fast in game.

I'd rather have it done like Turok 2 style with a weapon wheel or HL style with the drop down list.

>> No.2099536

Hey /doom/, I'm currently hosting a DBZone Remake server off of BE on Zandronum and was wondering if there's any Zandro-compatible gameplay mods that could really spice up the experience? If Doom RPG+RLA+RLM were all compatible with Zandronum, I would've probably included that, but this is not the case, so this is why I'm asking this question. I do remember once coming across a mod that had a bunch of Counter-Strike weapons (with the actual graphics for them ripped frame by frame from the game and then turned into sprites), but I completely forgot its name.

Thanks in advance.

>> No.2099562
File: 39 KB, 640x360, Stop violating the graffiti.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Push It over as FotM?

I don't want it to be over. It's the most fun I've had with Doom multiplayer in awhile.

>> No.2099576


only time will tell...

>> No.2099585

To make it not FotM it needs to have constant big updates.

Then it can be Fo2Ms.

>> No.2099658


The server was super-active just an hour earlier, so...

>> No.2099720



>> No.2099781

zdl is goat
making .zdl files to one click launch different mod configurations is great

>> No.2100497

It had a neat soundtrack though

>> No.2101572

Are there any midi remixes of the OST?
I'd like to hear something different when I'm dicking about with mods.

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