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2114310 No.2114310 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2107128
(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
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.2114313
File: 109 KB, 790x387, Doom+20th+birthday!.jpg [View same] [iqdb] [saucenao] [google] [report]


[12-08] Demonsteele v0.74: http://forum.zdoom.org/viewtopic.php?p=799337#p799337 / http://zandronum.com/forum/showthread.php?pid=75503#pid75503

[12-08] Looper retakes Doom2 speed record, in 22:45 (despite trouble on map30): http://www.doomworld.com/vb/post/1327152

[12-06] Mayan Mishap very-definitely-final-i-mean-it-this-time version http://www.doomworld.com/vb/post/1326516

[12-05] GMOTA v0.9.7: http://forum.zdoom.org/viewtopic.php?t=45115

[12-05] Is Strife being resurrected? https://twitter.com/NightDiveStudio/status/540671183952154624

[12-04] Cacowards soon! Nominations tally: http://www.doomworld.com/vb/post/1326083

[11-30] Doom 3DO source recovered: https://github.com/Olde-Skuul/doom3do

[11-29] 3 Heures D'Agonie 2 final release: http://www.doomworld.com/vb/post/1325069

[11-29] The /newstuff Chronicles #469: http://www.doomworld.com/php/topstory.php?id=4275

[11-28] Some recent /idgames releases:
- MAYhem2048 http://www.doomworld.com/idgames/?id=17943
- SecretDoom: The Green Machine http://www.doomworld.com/idgames/?id=17936
- Incineration http://www.doomworld.com/idgames/?id=17934
- Doomkid's Deathmatch 4 http://www.doomworld.com/idgames/?id=17933
- Bloody Graveyard http://www.doomworld.com/idgames/?id=17930

[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

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? Please reply to this post with it.

>> No.2114323
File: 628 KB, 1600x900, Screenshot_Doom_20141209_115218.png [View same] [iqdb] [saucenao] [google] [report]

Apparently there were some Cows that needed long-distancing prodding... Not sure when there ever was such a need, but apparently this gun was made for it. Heh.

>> No.2114327
File: 34 KB, 550x550, fc,550x550,white.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2114345

So it stuns at a distance?

>> No.2114351


Yes. It fires a wave of 21 projectiles that forces anything it hits into an extended "Stun" state. Trade off is that you only get two shots per charge and it does really low damage. It's the second "Slot six" weapon.

>> No.2114359

Wanna move to zDoom.

Has it been ported to SDL2 yet?

How can I make the small ass text in some options bigger?

>> No.2114365
File: 10 KB, 204x136, 1404858756581.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2114370


Options > HUD Options > Message Options > Scale Text in High Res

>> No.2114372

>hype for a shitty mod
no thanks, I will stick to some good stuff

>> No.2114374

Reminder that Project MSX > Brutal Doom, also Sgt. Mark IV is a faggot, debate me.

>> No.2114379

Is it coming out soon?

>> No.2114380

>[12-05] Is Strife being resurrected? https://twitter.com/NightDiveStudio/status/540671183952154624

Waitwaitwait, they've been hyping something Strife-related for months, even in the Doom64Ex blog, why we just got word of it 4 days ago?

>> No.2114384


Because anyone can say anything about anything.
We wait for concrete proof.

>> No.2114387


But I mean, Kaiser posted blurry screenshots in his blog almost 3, 4 weeks ago; and you gotta be the dumbest dude in the planet if you couldn't recognize the Strife weapons. Why they weren't shared here?

"We wait for concrete proof." That doesn't stop us from speculating about it, right?

>> No.2114390

that fixes one issue, but im talking about the text in the options menu, it's very tiny, i have to get close to my tv to see it.

>> No.2114392

Sgt. Mark said most likely tomorrow, 12/10

>> No.2114394

>Doom was actually released on Dec. 9th
>even after deleting cookies and telling noscript to enable everything, 4chen still asks me to write captcha

>> No.2114396


>> No.2114403

oh god i can't wait for v21 so he finally learns cvars and we get sliders for blood, gore, etc

>> No.2114407

Are you gonna be adding any new weapons that weren't in the old mod or is it just a straight port with balancing?

>> No.2114410

Well I mean the deal was only on /pol/, moot hasn't said anything about the other boards going captchaless. I mean, he still wants them 4chan Pass bux

>> No.2114415


Speculation isn't news.

>> No.2114417


thanks for reminding me. adding "Starter Pack" to filters.

>> No.2114418
File: 30 KB, 720x540, you've got 10 seconds to beat it before I put you in the list of NSF casualties.jpg [View same] [iqdb] [saucenao] [google] [report]

>enter dark, mazey area
>mod creator makes it so you can't see it in your automap

>> No.2114419


As far as new weapons are concerned: Not really, I added quick-thrown grenades for the sake of helping the player against hordes when you don't have Slot-five explosives. It'd require me re-handing the weapons, Besides, the mod has like... 18 weapons in total, I think that's enough.

I will add new enemies once I start getting to that point, though.

>> No.2114420


But I'm not even speaking of adding it to the News post; read again, I'm talking about them being shared in OUR threads.

Sometimes people are too sharp to share things the moment they happen (i.e. Doom 2 WR), but this wasn't the case

>> No.2114432


In that case, no, we've known and discussed about it for a long damn time.

>> No.2114438



>> No.2114460


Well then. If people aren't allowed to take the Cacowards seriously, then people shouldn't also be allowed to criticize whenever someone suggest pirating the IWADs since nobody from the original development team is working at id software anymore

Especially since they're the very ones "in charge" of the Cacowards

>> No.2114476

in the sense of "this thread's lifespan will contain doom's birthday". there's no helping when the thread expires and needs to be recreated.

>> No.2114483


That has absolutely no relation to anything.

>> No.2114487



>> No.2114497

>you guys didn't write the cacowards the way I think they should be written
>ergo you are not allowed to criticize me when I do something completely unrelated to that

i'm not a fan of this revelation either
but WOW

>> No.2114508

Do you think we will get to see another WAD being Hellbound'd this year?

If so, who?

My pick is on Golden Souls

>> No.2114515


>> No.2114518

he thinks hellbound should have got an award instead of d2twid

>> No.2114520
File: 623 KB, 1600x900, Screenshot_Doom_20141209_164828.png [View same] [iqdb] [saucenao] [google] [report]

A bit old news, but I sorta revamped this thing's projectile. It still is slow and dies off after a set distance, but it's Countdown timer is tripled due to new projectile sprite.(Which is half as shorter), and it's a bit more recognizable now.

Oh and it homes, but even with a slower base speed, you can outrun it still.

>> No.2114523
File: 271 KB, 900x1239, Azrael Wilson.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw the odamex community weekly events are named nitro and thunder

>> No.2114527


Someone who almost everyone and their mothers think is going to win the top prize but in the end gets relegated to everyone's surprise

Think about Brokeback Mountain not winning Best Picture, despite winning almost every other award possible.

>> No.2114539
File: 356 KB, 1382x870, wcw-dvd.jpg [View same] [iqdb] [saucenao] [google] [report]

>nitro and thunder

The Rise and Fall of Odamex confirmed(?)

>> No.2114545

>Having ever risen

>> No.2114547

Good enough for me. I usually got my ass handed to me before I got all the weapons anyway.

>> No.2114549


They had a chance with the IDL, but then they decided to move for Zandronum, the reason literally being "we're looking a broader audience".

>> No.2114558

I don't know man, it looks like v20 will fix a lot of the issues (that at least -I- have) with Brutal Doom.

I'm going to give it a try before I diss it to be honest.

>> No.2114562



>> No.2114563
File: 50 KB, 480x427, 1413535829236.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking miss dubya cee dubya

>> No.2114593

Did you fuck up the URL or something? That doesn't work

>> No.2114594
File: 28 KB, 314x300, 404error[1].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2114601

Found a problem in Demonsteele .74. Not exactly sure but it was something like
>SpawnStimpack not in XaserBarrel

>> No.2114602


>That doesn't work

that's exactly the reason I left the ">"

>implying they're up already
>implying we'll get to see them today
>implying we're going to get to see them tomorrow

you get the idea

>> No.2114605


So you link a link out of nowhere and don't even explain your >implying
That's a special brand of special.

>> No.2114609


Come on bro, don't get that worked up for a single post.

>> No.2114657
File: 2.83 MB, 768x432, agitation x0.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2114660
File: 236 KB, 1280x720, Screenshot_Doom_20141209_212402.png [View same] [iqdb] [saucenao] [google] [report]

Why is doom guy so damn small?

>> No.2114662

Anon that's not Doomguy.

>> No.2114665
File: 299 KB, 1280x720, DADDY! I'M A BIG BOY NOW!.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, meant to say bloom dude

>> No.2114732

Not going to happen. I had some issues, and it's most likely only coming on 2015. I will soon make an official communicate on the FB page.
And I lost my tripcode again.

>> No.2114747

Well that sucks.
When/If you get a new tripcode pls write it in your About page in Youtube and remove it after a few mins. Just using a name is probably not "safe" in your case.

>> No.2114749


canonically speaking I pictured Lord Blaz a little on the short side. Whereas Kuros is a tall lanky motherfucker

>> No.2114764

I also forgot to mention that v20 will feature an "HDoom" mode, only instead of consensual sex with demons it will be rape. It will feature actual pictures of actual rape victims and recordings from actual videos of rape, for realism.

Also does anyone else wonder if the revenant gets embarassed because they're not wearing pants? I bet he probably feels awkward when Doomguy sees him naked. I wonder what his bones smell like haha

>> No.2114772

I'm gonna post it on the discussion tab

Well, the only things missing are cosmetic stuff such as new fatalities and the "Starter Pack". The most important stuff concerning bugs already have been solved, and I will probably start the betatesting this week.

>> No.2114783

What's the Starter Pack?

Also did you make the demons not have "dying like a bitch" death animations? They feel a bit weird I think.

>> No.2114784
File: 844 KB, 200x150, 1403581983816.gif [View same] [iqdb] [saucenao] [google] [report]

At first I was like "not this shit again"

but then
>I wonder what his bones smell like haha

Post redeemed.

>> No.2114794

It's an "unzip-and-play" pack of BD with a modified freedoom file featuring most of my completed maps. This map wad can be considered a "pre-Extermination Day", or a demo version of ED.

Yes, I did, specially the imp. He doesn't has Dr. Doctor's sad face anymore. And I also reduced the frequency these "suffering" deaths occurs.

>> No.2114795

this is going to be a stellar thread

>> No.2114798

>I bet he probably feels awkward when Doomguy sees him naked.

Nah, we know he just get a bonner

>> No.2114803
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2114808

holy shit

>> No.2114823
File: 53 KB, 244x170, 1417039777289.png [View same] [iqdb] [saucenao] [google] [report]

>And I lost my tripcode again.

>> No.2114845
File: 38 KB, 400x400, 1390807963825.jpg [View same] [iqdb] [saucenao] [google] [report]

So what dates do you all think we will get the cacowards? Alfonzo didn't go out of the country this year so maybe sooner than last, but you can't be sure.

I'm gonna be supremely optimistic and predict it will be released at 11:59 Eastern North American time tonight.

>> No.2114872

>supremely optimistic


Anyway, my bets are on two weeks

>> No.2114901


I don't know who you are, but your blunt criticism and feedback is genuinely always helpful as hell. The only reason why I considered having the thieves drop stolen items is because I figured people would complain if I didn't, in all honesty permanent theft is how I'd want it because I'm both lazy and it'd make the thief a bigger threat. I might make them have a chance of taking POW-ups too.

I'll make the rebounding knife have some kinda trail effect so players will know that particular knife is gonna ricochet.

Really I'm thinking about giving the thief a variety of knife throwing tricks at this point, and I bet it wouldn't be hard to make the asshole have an invisibility trick, making him transparent when he attacks

>> No.2114946


Hey sarge, I've recently tried brutal hexen and it was amazing. Please focus on developing it because it is the most fun i've had in quite a while.

>> No.2114948


also, do heretic too ftw

>> No.2114990
File: 26 KB, 480x480, Sanic-san.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you guys have to say about cyberrunner? Looks fun as hell.

>> No.2114993


It's pretty cool.
Shame it broke the renderer.

>> No.2114995

Fun while it lasted


>> No.2114996

What makes Doom so great? Is it because you play it at any pace you like and it's still good?

>> No.2114998

Care to elaborate? It's not being developed anymore, or it simply doesn't work?

>> No.2115000


It died as it lived. Fast.

>> No.2115002

It's not being developed anymore, yeah.

>> No.2115005

The community, I guess. I've never seen a fandom more loving and caring than doom's.

>> No.2115007


Not much to say. During playing, it was found that you went so fast that you could break collision and rendering. You could head outside of the map, walk on air, go through walls, and normal areas would become HOMs.
It ran into the hard limitations of the Doom engine, so development stopped.

>> No.2115012

The combat is engaging and responsive.
The guns are fun to use.
Level design ranges from okay to awesome.
The setting is really cool and imaginative.
Enemies are responsive to damage.
The game is really easy to mod.
The sourceports.
The community.

>> No.2115014
File: 132 KB, 1024x768, Screenshot_Doom_20130609_142155.png [View same] [iqdb] [saucenao] [google] [report]


Pic related.

>> No.2115015

Seriously? Anyone got a webm of the glitches?

>> No.2115020


we don't have any since development occurred while 4chen was in pre-webm support.

but i guess it shouldn't be hard to make webms off from some videos that were posted at the time

>> No.2115021
File: 339 KB, 1280x720, Screenshot_Doom_20141209_212733.png [View same] [iqdb] [saucenao] [google] [report]


Or just go around in Cyrc01 and try it for yourself.
The map is notoriously easy to break with turbo and the overcharge.

>> No.2115052
File: 124 KB, 1191x670, gotta go fast.jpg [View same] [iqdb] [saucenao] [google] [report]

That's exactly why I wanted to play it. I'll give it a try.

>> No.2115105



>> No.2115106
File: 143 KB, 1366x768, Screenshot_Doom_20141210_011459_01.png [View same] [iqdb] [saucenao] [google] [report]

I've been playing Brutal Doom for some time now, and the candle holders are flickering, like they're shrinking and growing. I don't remember that being their pattern. Anyone had this problem before? Pic related.

>> No.2115115

What's wrong with the colours?

>> No.2115121
File: 143 KB, 1366x768, Screenshot_Doom_20141210_012448.png [View same] [iqdb] [saucenao] [google] [report]

Also, when I blow some dudes, this sprite stays floating around.

I haven't noticed anything. What is wrong?

>> No.2115125

Just looks kinda funky. Are you using a software renderer?

>> No.2115126 [SPOILER] 
File: 486 KB, 1022x740, 1418182887160.png [View same] [iqdb] [saucenao] [google] [report]

>I don't know who you are, but your blunt criticism and feedback is genuinely always helpful as hell.

Remember someone complaining endlessly about the sword wave, back when combos didnt exist? Been criticizing your every move since that day.
I cant help it.
GMOTA is my favourite pastime and you insist in listening to all my ramblings. Thank you for being so awesome.

>> No.2115130
File: 39 KB, 600x450, just a dog.jpg [View same] [iqdb] [saucenao] [google] [report]

Shit, man, I don't understand that stuff. Where can I check it?

>> No.2115154

So where's a good site to look for Quake maps and mods? Any gameplay mods to recommend? Grown kinda bored of Doom and have been getting more into Quake.

>> No.2115158

>But I mean, Kaiser posted blurry screenshots in his blog almost 3, 4 weeks ago; and you gotta be the dumbest dude in the planet if you couldn't recognize the Strife weapons. Why they weren't shared here?
They totally were. I remember the thread.

>> No.2115170



>> No.2115180

theyre separate but equal you massive faggot. also the project msx shotgun is a fucking joke
what issues will v20 fix?

>> No.2115187

Why? It's not like there was anything more to discuss. "Hey, those are clearly Strife weapons." "That's weird." And that was the end of it.

>> No.2115214

where do I find brutal hexen? It looks pretty cool, but the mediafire link is broken.

>> No.2115225

the state of this thread, I swear.

night everyone.

>> No.2115234

>the state of this thread, I swear

You shouldn't.
It's fucking rude.

>> No.2115237

Was Chillax designed to be played by human beings?

>> No.2115247

Alright. I'm seriously reconsidering the current state of the chaos revenants in GMOTA.

If I revamp them I'm most likely going to get rid of the head-detach trick, tweak their currently projectiles, and add a proper homing missile in there so they can actually be useful if they happen to be placed in a revenant tower. The lunging punches and spins will stay though because those are awesome

>> No.2115297
File: 643 KB, 1600x900, Screenshot_Doom_20141210_001048.png [View same] [iqdb] [saucenao] [google] [report]

One of the final couple of enemies left; the Lolth. It fires a burst of five hitscans (Although it only Calls A_Facetarget once and supposed and be able to dodge the burst entirely, but I'm still working on that) and a homing projectile that sorta cripples the player for a few moments, it works like the monster's stunned state, but I still have to work on it a bit.

>> No.2115305

under video settings. it'll say either opengl or software

>> No.2115307
File: 22 KB, 345x381, demotivational-poster-13632.jpg [View same] [iqdb] [saucenao] [google] [report]

I would like an answer to this as well

>> No.2115316

I love this Brutal Doom is shit meme.

>> No.2115324

I usually look here

He updates rather often and usually recomends maps and stuff

>> No.2115331

woah, i didn't know opinions could be memes

>> No.2115426

>7am ZZZZ
that's a cool tripcode. having a lie-in on a sunday morning. nice.

>> No.2115450

It's 4chan.
Everything that is said by a group of people is instantly a meme.

>> No.2115452

>[00:14:42] <Linguica> aw yiss, the cake is active

Hmmm. May be cacowards coming soon.

>> No.2115456

>[00:17:50] <Alfonzo> the cacos will soon be pending. grab on to your gluts and hold on for your wife!

>> No.2115458

>[02:04:34] <Alfonzo> it's finished! officially pending!
>[02:04:39] <Alfonzo> technical issues!

>> No.2115462 [DELETED] 

Alright. I'm seriously reconsidering the current state of the chaos revenants in GMOTA.

If I revamp them I'm most likely going to get rid of the head-detach trick, tweak their currently projectiles, and add a proper homing missile in there so they can actually be useful if they happen to be placed in a revenant tower. The lunging punches and spins will stay though because those are awesomr

>> No.2115463

Alright. I'm seriously reconsidering the current state of the chaos revenants in GMOTA.

If I revamp them I'm most likely going to get rid of the head-detach trick, tweak their currently projectiles, and add a proper homing missile in there so they can actually be useful if they happen to be placed in a revenant tower. The lunging punches and spins will stay though because those are awesomr

Just pulling your leg, mate, you reposted from >>2115247

>> No.2115465
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]


This new captcha is seriously agitating me. It sometimes saves posts and I think it doesn't post at all

>> No.2115468


[02:11:19] <Patriarch137> Hopefully issues that don't include "not actually written"? :p
[02:11:30] <Alfonzo> hey what do you know, it does! o/


>> No.2115471

He's actually almost done, it looks like tomorrow at the very latest unless something catastrophic happens. It will be out tonight unless Bloodshedder goes to bed before Alfonzo finishes.

>> No.2115474

>Alright. I'm seriously reconsidering the current state of the chaos revenants in revenants.
>If I revamp them I'm most likely going to get rid of the revenants, tweak the revenants, and add a proper homing revenant in there so they can actually be useful if they happen to be placed in a revenant tower. The lunging revenants and spins will stay though because those are revenants

Don't worry, I fixed your post for you, captcha will accept this.

>> No.2115480

>also the project msx shotgun is a fucking joke
it's like nothing different or better than the starter pistol, a counterpart; it's balanced around that.

It's devastating from up close with large magazine; try pairing it with quick melee attack it's not shit just require more work. While pistol is a good answer from longer ranges but a slightly smaller mag.
On the other hand nail shotgun is a feast.

>> No.2115505
File: 13 KB, 570x108, ss+(2014-12-10+at+03.59.55).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2115539

Would be cool if this never before seen art includes cut monsters

>> No.2115542

I can't find video settings. Supposing display options is similar to it, I can't find what type of rendering it's using,

>> No.2115560

7am Zz with pussy (met kut) it's a great tripcode

>> No.2115584



>> No.2115586


I'm going to assume that you're using ZDoom because GZDoom uses the hardware renderer by default and since you're on ZDoom, you can't use the hardware renderer anyway.

I doubt that's what's causing the sprite issues though. I certainly don't experience the same problem when I use the software renderer.

>> No.2115590
File: 58 KB, 490x497, yes.jpg [View same] [iqdb] [saucenao] [google] [report]

Whoa, sooner than I anticipated

>> No.2115592


I reproduced this by loading DOOM.WAD after brutal19.pk3. Make sure you load brutal19.pk3 last.

>> No.2115597


>> No.2115601

Ty Halderman takes the Espi Lifetime Achievement

I swear, if anyone ever try to debate this is either

a) A terryfag
b) Someone who hates Plutonia and/or TNT

The dude deserved this

>> No.2115604


Agreed. Ty is basically the fucking patron saint of Doom, at this point.

>> No.2115629
File: 44 KB, 300x230, 131097689348[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2115639

It's official. We're on the fucking Doom map.

Hell yes.

>> No.2115643



>> No.2115662

Congrats dudes.

>> No.2115701 [DELETED] 
File: 49 KB, 486x461, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2115702

GMOTA Guy on suicide watch

>> No.2115705

Well, someone had to take the bullet for the team

RIP in pieces, SHOTA

>> No.2115706
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]


I'm not dead.

I'm only agitated.

>> No.2115707

>Joshy wins mapper of the year

Very Well deserved, I'd say. He quickly became among my favourites ever since I played Speed of Doom four years ago. And so far, my playthrough of Resurgence has been quite a blast. I also really enjoyed his maps in BTSXE2, and are among the few that I feel are polished enough.

>> No.2115708

So I was thinking, would a compass be a good idea? It could work in one of several ways:
>Always on - even at the start of the game, (ala Elder Scrolls) can be turned on or off via options menu
>Collectible item - You have to pick up the compass, before that, you have no guidance - can be turned on or off via options.
>Inventory Item - Like the collectible item, except when you use it, it shows the compass permanently until using it again which would deactivate it.

>Would the compass be a strip like TES or an actual Dial Compass.

Let me know what you think - honestly, this idea would be more for the full mod (pseudo open world & dungeons) rather than the combat overhaul (combat + Hexen gameplay)

>> No.2115712

>That Pelican of the Hour award

>> No.2115719

You know what would be really cool? If John made a level set for Doom, it could be Vanilla, Boom, or even ZDoom, but it'd be fun to just see him make a few levels for the hell of it.

>> No.2115725

Anyone gonna do map challenge?

>> No.2115740

He said he wanted to in the IGN video he did for last year's anniversary, but he fears that his maps won't hold up to the community's standards, so if he got back into it he'd spend a long time practicing before actually releasing anything.

>> No.2115745

How come the ingame title screen for Doom 2 is a mirror image of the Box art?

>> No.2115747

I found this kind of problem when making my bike.wad map. This kind of stuff starts to happen when you make the map too large. One way to completely fix this, is to scale down everything. Scale the map, the textures, the actors, the gravity, the player speed, scale down everything to 50% or 33%. This way you will increase the available map size considerably enough to make a good map.

>> No.2115758

I'm using ZDoom, yes. Should I switch to GZdoom to see if it gets better? Also, care to post a screenshot so I can compare them?

>> No.2115772

golden souls got the snub award

>> No.2115792

Because with Doom 2 they were 2 lazy 2 create something original for the box art. That's 2 bad, I guess. It's still 2 cool though, huh?!

>> No.2115796

holy shit anon, get GZDoom

>> No.2115798

be sure to get a dev build

>> No.2115806


Use their launch tool too, it's great

Neat. Some of those wads I haven't even heard about.
Mayan Mishap definitely deserved it.
I totally thought GMOTA was going to be win the gameplay mod award tho. I can understand it not being DoomRPG or DoomRLA but I really though GMOTA had this one in the bag.

>> No.2115825

Hey Term, if you're there, I thought you should know that you forgot the state SpawnStimpack in DestructibleDecorationBaseStates so every so often destroying a decoration will throw an error to the console when it tries to jump to state SpawnStimpack, which doesn't exist.

Also I would recommend turning Hae-Lin's radius from 12 back to the default of 16, as a radius of 12 allows you to squeeze into places you aren't supposed to in a lot of maps. I first noticed this in a few of Epic 2's maps, where I could slip through a lot of the progression blocking bars since they were designed o stop a player with a radius of 16.

>> No.2115830

Will do and report in later.

>> No.2115842
File: 669 KB, 1366x768, Screenshot_Doom_20141210_135931.png [View same] [iqdb] [saucenao] [google] [report]

Well, it does look somewhat better.

>> No.2115850

Just noticed it runs slow like a slug on my PC, though. I'll probably stick with ZDoom.

>> No.2115853

Why can't I see how many bullets the gun has loaded in brutal doom? This should have been added already.

>> No.2115862

Turn off Antialiasing and texture filtering in the OpenGL options in Video settings, it will probably run better.
I don't think Brutal Doom is even suppossed to run in ZDoom since ages ago.

Also captcha think I'm a robot again, fuck this.

>> No.2115864

It is added though, activate alternate hud then press + while in game.

Alternatively download NC HUD because it's a lot prettier.

>> No.2115871

There's ways to make GZDoom run on a slugmachine, turn off anti-aliasing, turn off filters (they're ugly anyway, at least in my opinion), tune down dynamic lights (you really don't have to turn them off, just dampen them, run it in a resolution like 800x640 (unless you have widescreen), there's lots of things you can do in options to make it run better while still making it look great.

>> No.2115878

Deactivate Alternate Hud, I mean.

>> No.2115880

I turned off antialiasing and it already runs smooth. Thanks, it's really better. Still, it doesn't recognize my ZDoom save. Is this normal?

Will do.

>> No.2115884


>> No.2115887

>Still, it doesn't recognize my ZDoom save. Is this normal?
Yep. Just warp to the level you were in with IDCLEV

>> No.2115894


I prefer the normal HUD. I couldn't find the magazine ammo, though, so I'll stick with this one you reccomended.

>> No.2115906

Daikatana TC please

or is there one already

>> No.2115909

is there a difference between IDCLEV and the map command?

>> No.2115910
File: 231 KB, 1366x768, Screenshot_Doom_20141210_144244.png [View same] [iqdb] [saucenao] [google] [report]

Actually got this one: http://www.moddb.com/mods/brutal-doom/addons/btsx-hud-v20-for-brutal-doom


>> No.2115914


huh, so that guy and his thread is/was Mark's contact with the forums?

>> No.2115926 [DELETED] 


>> No.2115929

The map command will let you go to any map, not just map01-32 or e1m1-e4m9.

>> No.2115941

Congratulations for Term winning 2 cacowards this year.
Also we love you Gmota guy <3

>> No.2115942


This doesn't work. In the Doom engine, the camera and physics are still based on natural Doom height.


>> No.2115947

>laptop can run far cry 3 on almost minimun settings
>can't handle BD without dropping FPS hard


>> No.2115956

Not that anybody cares, but I went back to ZDoom. My machine can't handle GZDoom, and I've played it worse than this before.

Even on ZDoom?

>> No.2115959

On ZDoom it runs fine but it's pretty obvious it's designed to be ran with GZDoom. The explosions and stuff look fugly.

>> No.2115963

Gotta take what we can get, anon.

>> No.2115969

Eh, I'd rather play Project MSX, Accessories to Murder or anything else.

>> No.2115983

I think it'd be the other way around, though. Ingame title screen has the Cyberdemon rocketlauncher on the wrong arm

>> No.2115993

I think I read on a wiki that the cyberdemon in BD could instakill you with a stomp attack. Am I misremembering or could that happen in Doom 64 as well? I could have sworn that happened to me once after I'd been playing the game for years and being very surprised by it.

>> No.2116003

I thought the stomp was a doom 3 thing.

>> No.2116025
File: 38 KB, 786x699, ss+(2014-12-10+at+01.15.07).png [View same] [iqdb] [saucenao] [google] [report]

>> No.2116031


where's that forum?

>> No.2116040

Looks like Something Awful.

>> No.2116050


It's the Early FPS Megathread on SA, yes.

See >>2109436

>> No.2116053


but the quietus is bugged for me for some reason. When you asseble it you only get the vanilla one, and you can't switch back to it if you select another weapon. To acces the one you are supposed to get type additem thequietus in the connsole.

>> No.2116061

To be fair, GZDoom isn't 100% fantastically optimized (especially not with the latest renderer update), and BD is inherently a resource whore.

>> No.2116063 [DELETED] 


pls ignore me. I need to access porn and this is the only way I can.

>> No.2116096

>Looks like Something Awful.
You can say that again!!

>> No.2116113

Is that pump action?

>> No.2116128

Literally just two shotguns pasted together.

>> No.2116145
File: 598 KB, 600x599, i have no sides and i must kek.png [View same] [iqdb] [saucenao] [google] [report]

hours in mspaint

>> No.2116151


he has no hands to hold them
how can he hold all these awards without hands

>> No.2116159
File: 97 KB, 590x260, wow.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2116165

Filename has never been more appropriate.

>> No.2116224
File: 23 KB, 132x140, 1404679140132.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2116236

Any word about those being Robin Williams' hands?

>> No.2116249

It seems we got the first jelly welly passenger on board!

>> No.2116261
File: 733 KB, 813x811, 2074084-id___kevin_cloud.png [View same] [iqdb] [saucenao] [google] [report]

I thought it was well known that those are Kevin Cloud's arms

>> No.2116262


It's some forced joke about Robin Williams being involved in Doom's development.

>> No.2116276
File: 2.45 MB, 768x432, compass wip.webm [View same] [iqdb] [saucenao] [google] [report]

So I pilfered graphics from Daggerfall and started work on the compass - it doesn't work properly right now as you can see but it took, what, 10 minutes?

>> No.2116281

I'm just not a hardcore fan. Was I temporarily blocked because of this innocent post?

>> No.2116284

Will the compass point to items?

>> No.2116285


I can see your posts just fine, so ???

>> No.2116286

I'm not sure yet, if I can get it to work, sure - but to be honest, the compass isn't a definite idea - I just wanted to mess about a little.

>> No.2116307

If somehow you can make it point to the nearest unpressed switch it would be amazing, but otherwise meh.

The only places I can think of that would benefit from a compass pointing to items are things like the porkalator hidden near the abyss path in caves of circe.
It fits heretic and doom maps much better, that is for sure.

>> No.2116341

I received a block message for 15 minutes or so.

>> No.2116362


>> No.2116378
File: 143 KB, 1024x819, daisy.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any cute Doomguy and Daisy fun art?

>> No.2116379


for god's sake. in other times the thread would've exploded.

>> No.2116383

I tried to play this today. How do I fucking stealth?

>> No.2116387

The only weapons that won't set off alarms are your knife and the crossbow with poison bolts. There's also some parts where the alarm will go off no matter what. It's a Doom clone first, RPG second, stealth game distant third.

>> No.2116393

So how am I supposed to finish it? Just don''t give a fuck to stealth? I went to the governor's room and he just fucking made grunts birth from the ground and I died.

>> No.2116397

Don't shoot people in the town unless it's with the poison crossbow, and if they're plot-relevant (they'll have a name) you probably shouldn't shoot them at all, though you can kill some of them after they've outlived their usefulness.

>> No.2116406 [DELETED] 


Shut the fuck up. I'm sorry we're not around at your every goddamn beck and call to respond to whatever you think is important.

>> No.2116409


jesus bro, relax.

>> No.2116410

This was the big announcement?

>> No.2116416


You did the wrong quest.
Don't accept the quest from the guy in the bar, it's a trap. If you do, then the Governor will want you dead and you won't be able to progress.

This is one of the reasons people hail Strife as ~*~INNOVATIVE~*~, but I found it so god-awful and a chore to climb through.

>> No.2116423

To be fair, the gameplay was a slog because of the damn bulletsponge enemies.

It's a shame too, because it had so much promise and potential. I hope he updates it and changes the things that make it not fun. It's not like it's even that much that needs changing.

>> No.2116425

let's see what's new...
>CTF mode
>HD texture pack
wow, it's fucking nothing

>> No.2116427

>Don't accept the quest from the guy in the bar, it's a trap. If you do, then the Governor will want you dead and you won't be able to progress.
You're in the clear as long as you don't actually grab the chalice. In fact, you can just take the quest and immediately kill Harris to gain access to a stash of good shit including a surgery kit and some poison bolts.

>> No.2116431
File: 521 KB, 1920x1080, fucking shadows.jpg [View same] [iqdb] [saucenao] [google] [report]

GZDoom can't do this, last time I checked. It's a new port by Kaiser, the guy behind Doom64EX.

>> No.2116432
File: 595 KB, 1366x768, Screenshot_Strife_20141210_163642.png [View same] [iqdb] [saucenao] [google] [report]

For comparison, GZDoom screenshot of the same area.

>> No.2116434

>Special HUD for the Torpedo weapon


>> No.2116435

Well I'll be fucking damned, I never EVER expected this game to get any sort of re-release.

>> No.2116437

Be glad that Strife is finally available legit again after so long.

>> No.2116441


are the original devs getting money out of this?

yes I went there.

>> No.2116447

This. I bought Doom on Steam while Carmack was still at iD, but Rogue is closed

>> No.2116449

Are you gonna get on irc at some point?

>> No.2116460

>Every Steam game needs to be launched directly through steam

Yeah, about that. I have the Steam versions of Doom 1, 2 and Final Doom, and they all work fine without Steam running.

>> No.2116467


Kinda reminds me of serious sam for some reason. Also, is this port gonna be free or not?

>> No.2116475

>Let me start by stating what DemonSteele is not: It is not a gameplay "mod." Calling it so would be like calling Hexen a Doom gameplay mod by virtue of the fact that it uses the same engine and basic monster AI, because by all accounts, DemonSteele is such a massive rewrite of Doom's gameplay style that it's practically an entirely new game. The gist of it is this: you've got style, you've got a badass sword, you've got a single-digit number of "life tokens," and you're up against a friggin' ocean of bastard nasties and their zillions of projectiles.
>the most drastic departure from Doom's gameplay and the one that gives it its "more than a mod" status in my eyes is the revamped health system.

Donutsteele is easily in my top 5 mods, but massive rewrite that cant even be considered a gameplay mod anymore? Seriously?
>change hitscan into projectiles, which was already done by several mods even hdoom
>invulnerability after getting hit
>make every enemy do fixed 20 damage or whatever number you want
>make armors have 40/80 durability and absorb all incoming damage
>add a good melee atk to every weapon and make ammo scarce
Thats 90% the massive rewrite of gameplay already.
Pirate Doom could add those changes in like 10 minutes.

If that health system makes it escape the definitions of a mod, Blaz must be an eldritch abomination.

>> No.2116476

What's with Blaz's HP?

>> No.2116479


It's Xaser.
You should never take anything he says seriously.
He's just saying he really likes the mod.

>> No.2116481

Zoom, reload and weapons in general whoever, holy shit.

>> No.2116484

That's, uh.
I'm not sure what you're trying to say, dude.

>> No.2116485

I'm in the IRC now.

>> No.2116490

>Brutalist Doom

I don't even. Was there a dearth of funny wads/mods this year?

>> No.2116493

I think he's just saying that it plays nothing like Doom, which is true. Doom is a very controlled experience, all about manipulating highly predictable enemies. Demonsteele is utter chaos by comparison - enemies jump all over the place, fire shitloads of projectiles, sometimes teleport, and I'm not sure if they can even infight in the first place. If they can, it's not nearly as practical as it is in vanilla Doom, and you're likely to take more damage trying to get two enemies to kill each other than if you just did it yourself.

>> No.2116496


Laundry 2 was awesome and I thought it was gonna win. Kind of surprised it didn't.

>> No.2116501

>I'm not sure if they can even infight in the first place
Maybe I was spamming the run button a little too much, but I've seen humanoids infight in virtually every level...
If anything its more practical than vanilla with all those dashes and buttguards.

>> No.2116509

Yeah, but why even bother making the enemies infight if you can just chop them up and get souls and raise your style meter? In Doom, infighting is great because you don't have to spend any ammo to kill enemies. In Demonsteele, it's actually unwanted because your best method of killing shit has unlimited ammo anyway.

>> No.2116527

Enemies kind of infight naturally.

It's very useful when you can only take 1-2 hits normally. UV is too easy thanks to enemies pausing before their attacks.

I absolutely love Demonsteele despite the low difficulty

>> No.2116528
File: 40 KB, 442x302, cheeseburger.jpg [View same] [iqdb] [saucenao] [google] [report]


You can blame Scroton for the barrel thing, but I'll see if I can fix that. Thanks.

And the shorter radius/height is actually intentional. A smaller hitbox means the player is more difficult to hit and can dodge and weave through things--radius 12 puts the hitbox at the very, very edge of the default FoV, so as long as the projectile doesn't hit your field of view it'll pass through you.
Being able to pass through geometry is an unintentional side effect, but not much I can do to change it unless ProjectilePassWidth gets implemented in the engine. And even then, I'd need to wait for it to be backported to the Zandro engine!


Definitely, it's extremely chaotic. One of the big things I did when researching DemonSteele was play some old shmups and run-and-gun games--Raiden Fighters and Contra had a whole ton of bullets on the screen and I really liked how the player had to maneuver through them all. Unlike those two games, Doom's 3D plane means you can't actually see if projectiles are coming behind you, so this is rectified by making them slower and more accurate--so a player constantly moving and dodging will (most of the time) have them thud into the ground. The Archvile is especially blatant with this, since he's basically instant bullet hell, but all of his shots fire in a straight line.


They can definitely infight. Almost all enemy attacks spawn an explosion which guarantee pain and target-change. I don't like random "did this hit or not?", so I made it a guaranteed either-or thing. Either they get hit and change targets or they don't.
This also (like anon mentioned) ties into the double-edged sword of infighting--they'll kill each other for you, but it denies you souls/style if you don't actually kill them.
Depending on your playstyle and how cautious/aggressive you play, it can be beneficial or detrimental either way, and I think that's pretty cool.

Pic unrelated to anything.

>> No.2116547

Enemies take a billion years to kill eachother in Demonsteele dude. Get the first two zombiemen in doom 2 to infight. It goes for over a minute.
You wont lose a single soul unless you grab a bucket of popcorn instead of using it as a distraction to slice them up.

Its not like vanilla has an ammo problem either, I use infight in both mainly to dispose of mobs safely.

>> No.2116562

I kind of wish you could slash rapidly into the launcher.

It always feels so seperate and deliberate when I want to launch an enemy into the air.

>> No.2116569

>Three of Term's mods have now won Cacowards

Huh, neat.

Anyway that ModDB Mod of the Year thing is about to close voting in 40 minutes, maybe we could get a Doom mod mentioned?

>> No.2116572
File: 27 KB, 384x503, 10383966_573726919424663_4156157828537585504_n.jpg [View same] [iqdb] [saucenao] [google] [report]

I prefer Smivhud, it is simple enough to let me know what i have, doesn't take up much space and does my most important thing: show Doomguy's face.

Also Sgt. Mark IV, what is the music track you used in the first trailer for v20? Where you were playing Recurring Nightmare? Is it another Doom Metal to be released alongside V20? Also will your custom mapset Recurring Nightmare be released at a seperate date than V20?

>> No.2116578


I'll see if I can streamline it--a lot of people were having trouble figuring out the timing in the server yesterday.
I'm not 100% sure exactly what I'll do to change it without making a new button (which I really want to avoid), but dammit I'll see if I can think of something.

>> No.2116579


>> No.2116584

Well first
Put a sound to indicate that the launcher is ready, maybe a TING or something

Secondly, would it be possible to make it after a few slashes to allow a quick charge in some way?

>> No.2116601

>You can blame Scroton for the barrel thing, but I'll see if I can fix that.

Nah brah



line 172

The barrel acting funky on me but U did this one m8

>> No.2116607

thank you.

>> No.2116631



>> No.2116636
File: 96 KB, 320x200, congrats.gif [View same] [iqdb] [saucenao] [google] [report]

congrats, term
here, have a new idle animation

>> No.2116654

Laundry 2 was terrible and unfunny

like not even "lol purposely terrible" just terrible

>> No.2116657

Well, I'm starting the beta test of BDv20 today. Is anyone interested in helping?

I never did a v20 trailer.

>> No.2116659

I am interested in testing.

>> No.2116667
File: 4 KB, 108x103, Gal.png [View same] [iqdb] [saucenao] [google] [report]

So, work on the Mastermind replacement is sort of at a standstill right now. The sprite set used for this monster is Hideous. Anyone know if there's a better version of this monster's set of sprites out there?

>> No.2116685

Things I have noticed so far
1) Dual plasma is really cool but there's a frame or two where you can see the assault rifle sprites when reloading
2) The lower pump for the single barrel shotgun looks really off compared to the standard one, like the gun and your hand shrinks and it looks really pixelly.
3) Was there supposed to be a new rocket launcher sprite? I remember seeing one.
4) Jump kicking with two guns out looks a bit off because the left gun disappears but your right foot comes out.

Other than that I really like what I am playing with so far.
My only gripe is that second new pump animation for the shotgun, it just looks.. Off.
I like the idea of a second animation but it just doesn't look right.
Have you considered an animation where the shotgun is still held forward but he pumps it like normal? I think Weapons of Saturn had an animation for that for it's slamfiring.

Also dual shotguns when

>> No.2116718
File: 10 KB, 357x63, untitled.png [View same] [iqdb] [saucenao] [google] [report]

This error popped up a lot when killing sarges

>> No.2116719

Oop, just noticed something else.

With the dual rifles your magazine capacity is at 62.
But when using one it just goes to 30.

Also it feels like the dual wielded versions fire a little faster than holding just one instead of the same speed but I could be wrong on this.

I am sad about the SSG nerf against demons or maybe in general if you toned it down entirely

>> No.2116736


I suspected you changed the player radius to 12 to allow for easier weaving between projectiles, which is good for gameplay but it does break some maps and lead to unintentional hilarity. It's a feature, not a bug!

Also I thought you should know that the health token system implementation makes death exists break pretty badly. Epic 2 MAP12 will not exit properly as its a voodoo doll barrel push exit (I'm guessing the barrel replacement does not push the voodoo doll far enough to trip the exit linedef), and any death exist will usually only remove one life token instead of killing the player. I dunno how you could fix death exits, but I believe the barrel push exit should be easy to fix.

In addition instant death voodoo doll traps don't work with DemonSteele. Actually, I'm just gonna say DemonSteele and voodoo dolls hate each other with a burning passion as they will not cooperate ever.

>> No.2116745

Death exits kill me when I play, even if I use the Iron Maiden.

>> No.2116747


Why DID term make hae-Lin so thin anyway?

>> No.2116749

Because she's a thin girl.
Also kind of small.

>> No.2116753

Did you have no life tokens left? That's the only way I can think of that would allow you to die from a death exit. The death exits in Scythe 2 and Epic 2 never killed me.

>> No.2116756
File: 336 KB, 500x667, 88k1Mmu.png [View same] [iqdb] [saucenao] [google] [report]

>Why DID term make hae-Lin so thin anyway?
>I suspected you changed the player radius to 12 to allow for easier weaving between projectiles
>And the shorter radius/height is actually intentional. A smaller hitbox means the player is more difficult to hit and can dodge and weave through things

i dunno, scoob

>> No.2116760

Max health/armor/Iron Maiden mode.
So 7 health tokens(4 normal, 3 Overhealth) and 4 armor.

It's a bit of a crap shoot but many times I do straight up die.

Sometimes I just survive with 0 HP/Armor though.

It's not too consistent.

I also die if I play past UV

>> No.2116770


Man these past few weeks have been hell for me.

Disregard me. I am not a clever man

>> No.2116776

Interesting. I usually take 1-2 health tokens of damage on UV but I've never died. Playing on the harder difficulties will probably kill you, but DemonSteele renders death exits pretty easily survivable, especially on easier difficulties.

DemonSteele is certainly not the first gameplay mod to do this, but I thought Term should know in case he wants to fix it.

>> No.2116778

Crap quoted the wrong post.

>> No.2116779

koreafag here
we're really fucking tiny

we're taller than japanese and chinese people on average and we're still barely edging into the mid-5-foot territory

>> No.2116780
File: 2.87 MB, 1280x720, commando.webm [View same] [iqdb] [saucenao] [google] [report]

And this happened after a commando fought a sargeant.

>> No.2116792


Keep posting any bugs you find.

>> No.2116794

post webums

>> No.2116796

>1) We are using a heavily modified version of Chocolate Doom. We are working on releasing the original source code from Strife to the community for free.

>We are working on releasing the original source code from Strife to the community for free.
>We are working on releasing the original source code from Strife to the community for free.
>We are working on releasing the original source code from Strife to the community for free.


>> No.2116798


Wait, what? I thought the whole problem with making a source port for Strife was that the original source was lost? Or am I outdated in that regard?

>> No.2116801



It was thought lost until now (assuming what was just posted is true). SvStrife, Chocolate Strife and ZDoom work off of reverse engineering the code, which is rather sketchy legally.

>> No.2116806




>> No.2116808

Personally not a big fan of the camera jittering with the pump/reload animations.
I don't often get motion sickness from FPS games but this is definitely an exception.
Since you're constantly moving in this game, having your view bobbing like that feels very awkward and generally makes me not want to play this mod.

Firing the dual assault rifles with no ammo causes the Rifle on the right to jitter rather than a weapon switch.

Love the changes done to the Commando a lot, though.

>> No.2116809


I'll be hyped when the Blood source code is released.

therefore I will never feel hype ever

>> No.2116812

When a rifle zombie loses their arm they take forever to bleed out and scream a little too fast so they cut off their own scream with another one.

Sounds like a siren.

>> No.2116814

Would anyone be willing to storytime the Doom comic on /co/ in celebration of Doom's birthday?

>> No.2116816
File: 19 KB, 320x337, YES.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116832
File: 14 KB, 151x114, CHOOCHOOCHABOOGIE.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116837
File: 245 KB, 600x912, page00.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116839
File: 328 KB, 575x882, page01.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116840
File: 277 KB, 575x870, page02.jpg [View same] [iqdb] [saucenao] [google] [report]

takes forever to dump these

>> No.2116843
File: 363 KB, 575x874, page03.jpg [View same] [iqdb] [saucenao] [google] [report]

at least the captcha is easier to do

>> No.2116848
File: 308 KB, 575x852, page04.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116849
File: 265 KB, 575x896, page05.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116851
File: 339 KB, 575x873, page06.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116856
File: 347 KB, 575x880, page07.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116859
File: 306 KB, 575x860, page08.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116860
File: 357 KB, 575x909, page09.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116865
File: 368 KB, 575x875, page10.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116869
File: 355 KB, 575x900, page11.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116871
File: 363 KB, 575x878, page12.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116875
File: 307 KB, 575x910, page13.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone lurking?

>> No.2116876

Always lurking.

I haven't closed my browser in months

>> No.2116879
File: 323 KB, 575x877, page14.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116880


too busy hilariously cringing at the comic as always

>> No.2116881
File: 370 KB, 575x867, page15.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2116883
File: 352 KB, 575x852, page16.jpg [View same] [iqdb] [saucenao] [google] [report]

and that's it. I hope you enjoyed the horrendous... everything.

>> No.2116889
File: 432 KB, 1280x720, Screenshot_Doom_20141210_233914.png [View same] [iqdb] [saucenao] [google] [report]

Okay, I stopped playing now. I noticed 2 more things
>teleporting damages you sometimes
>gibs often jam elevators. This happened in previous versions, but usually with gibs that could be destroyed. This time I couldn't shoot at anything to get the thing working again

This version is way better than v19 overall, which I thought was kind of stale. The dual wield is great and the new sprites look great. Also, the double bird made me laugh for 2 minutes straight

>> No.2116890
File: 49 KB, 1280x720, john zandig ponders about the circumstances leading to the development of most of sandy petersen's maps.jpg [View same] [iqdb] [saucenao] [google] [report]

what they were smoking when they did that shit?

>> No.2116894

>acid causes gun to start to fucking melt
>doomguy is unscathed
what the fuck

>> No.2116895

He's a man and a half, he can't melt.

>> No.2116898

Don't worry, anon. We can work together to end Atari.

>> No.2116906

So does that mean ZDoom will have better support for Strife? Or is it fine in its reverse-engineered state?

>> No.2116913

He knows that can't be good, though.

>> No.2116964
File: 5 KB, 250x138, 1088370718[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone remember the Doom 2 arcade cab from back in the 90's? My friends dad had one in his garage so we used to play the shit out of it. One of the best ways to play classic doom in my oponion.

>> No.2116972

Nice try buddy but that is from a movie.

Quake on the other hand..

>> No.2116989

Hi Doom thread. I just played the PS3 Doom collection. Beat the first bit.

Do any of you still play vanilla Doom? Or just with the mods etc?

>> No.2116996


Yes. Vanilla Doom is awesome. Vanilla Doom 2 has awesome monsters and an OP as fuck new weapons and okay levels.

>> No.2117019
File: 496 KB, 500x330, tumblr_lhex94fZcC1qhnyjso1_500[1].gif [View same] [iqdb] [saucenao] [google] [report]

Nooo, that's ignorant..

>> No.2117052

I like vanilla gameplay a lot, but normally I throw on a sprite replacer to change how the weapons look (but not function). turns out, doom makes a lot more sense with alpha weapons.

I play megawads too, but most of those work with close to vanilla mechanics anyway.

>> No.2117053
File: 52 KB, 290x294, 242567_v1.jpg [View same] [iqdb] [saucenao] [google] [report]


>doom with anything other than mouse + keys

I know it's fake but still...

>> No.2117057


Yeah, but I'm an autist who can't stand anything that looks even a little different from vanilla graphics. I only really play wads that closely match the visual style of the vanilla game, and complete overhauls like Brutal DOOM are out of the question.

2graphix4u particle effects and bloom? In DOOM? Fucking seriously?

>> No.2117065
File: 199 KB, 290x401, TVXbq.png [View same] [iqdb] [saucenao] [google] [report]

my bad, the 15 minutes of V20 gameplay. Either way, when's an estimate of Recurring Nightmare is finished?

>> No.2117074

>when's an estimate of Recurring Nightmare is finished?

Do you seriously expect to get a concrete deadline?

>> No.2117085
File: 49 KB, 330x330, Smug french girl..jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2117089

The dual Plasma Rifle only works on the right. The left one flickers between plasma rifle and assault rifle sprites.
I killed the Spider Mastermind and I wasn't warped out of the level
Aside from this, everything looks gorgeous. Also what music wad do you use in the 15 minutes of BD V20 video you made? Where can I get it?

>> No.2117091

No, that's why I said estimate.

>> No.2117092

What if there were actual arcade versions of Doom that are controlled with a control scheme resembling KB/M?

Time to make a cabinet and new source port I guess

>> No.2117113

There were Sega NAOMI cabinets that had a keyboard for Typing of the Dead. It's not out of the question, really.

>> No.2117118

Does it really matter at this point though? Thought it was reverse engineered anyhow.

>> No.2117132

It was. Chocolate Strife, SvStrife, (G)ZDoom, and Vavoom all use the reverse engineered code.

>> No.2117140

fuck, why the hell would they give him strife instead of a doom or shit?

>> No.2117146


time to rek niggas. strife dm so fun, mauler just fucks shit up.


>> No.2117147


what the fuck would he do with doom

>> No.2117149

doom64ex is a better engine than gzdoom. if he could port the first two games to it thatd be awesome

>> No.2117151

Did anyone try out that "you dig" map? It's pretty cool and you wind up smashing walls and shit with your guns and shovel. It's all set to lorenzen's soil from earthworm Jim 2

>> No.2117156

>is a better engine than gzdoom.

what the fuck are you saying

>> No.2117213

wait...isn't 64ex just an old version of gzdoom + some extras?

>> No.2117215

>This explosion of neon-sex Doom palettes and ZDoom scripting culminated in the bastard wad, Brutal Doom
Clearly picked just so they could talk about / make fun of BD some more

>> No.2117221

its doom3d with reverse engineering features shoved up its butt.
why not just go play on the doom3d engine?

>> No.2117225 [DELETED] 

They admit their engine is based on Chocolate Doom, which is GPL. Therefore, I believe they are legally obliged to give the source to anyone who buys the software.

>> No.2117230
File: 21 KB, 447x335, 1377705440.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2117231
File: 18 KB, 995x588, 1418281643.png [View same] [iqdb] [saucenao] [google] [report]

They admit their engine is based on Chocolate Doom, which is GPL. Therefore, I believe they are legally obliged to give the engine source to anyone who buys the game.

>> No.2117271

have a look at this

>> No.2117273
File: 51 KB, 592x458, remington1740.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2117275

The GZDoom screenshot honestly looks better, those graphics aren't made for bloom and shit.

>> No.2117276

>head decapitation & torso removal deaths
Curious how those would have been implemented originally in Doom.

>> No.2117283
File: 87 KB, 1024x640, B4jx2CnCIAARHeX.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, this stuff could have been useful actually!

>> No.2117302
File: 32 KB, 1024x640, B4jwtBcCAAA0a13.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

>Can you believe this? The Spiderdemon original had a MAGIC ATTACK along with the gatling gun. Too strange.
Oh, kinda like in the first novel? I always thought that was kind of a cool idea.

>> No.2117304 [DELETED] 

it's a steam link (i don't use steam) with nothing unique or enticing about it (only difference between it and any other random steam link is a meaningless 6 digit number) - why would i click on it and get excited?

>> No.2117313

it appears to be throwing a tantrum

>> No.2117314


>> No.2117319
File: 112 KB, 1024x640, B4j5MJHCEAAxPDw.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2117329

shame, they're JPEGs

>> No.2117369

also it misses out 6 for some reason

>> No.2117383

Someone should ask Romero to release the .bmp's in a .zip file for people to use.

>> No.2117385


He uploaded .pngs of all of them, check his latest tweet.

>> No.2117393
File: 1.30 MB, 3200x2000, archvile-scan.jpg [View same] [iqdb] [saucenao] [google] [report]

I think he has a headache.

>> No.2117395


That's a beta version of the resurrecting state, it's gotta be.

>> No.2117397


"You're fucking kidding me, right?"

>> No.2117404

gentlemen get your dicks out

spiderdemon tantrum
archvile facepalm
this is a glorious day

>> No.2117425

probably because someone smart noticed that a 6 is a 9 upside down

>> No.2117429


Not with that shading it ain't.

>> No.2117476

Someone gotta press Romero for that missing number 6.

>> No.2117480
File: 59 KB, 3200x2000, meat2_1.png [View same] [iqdb] [saucenao] [google] [report]

Some of this shit is awesome - I'm gonna rip some of it. That flaming pillar takes Human BBQ to a whole new level.

>> No.2117481

Gonna be perfectly honest, I think Ty Halderman deserves all the recognition he gets in this years Cacoward.

>> No.2117485

You know, with those sprites, someone could make a BFG the way it was originally meant to be.

>> No.2117486

Why is the minimum maps to be a megawad 15 according to the wiki and /idgames?

I always felt a mapset wasn't a megawad unless it had at least around two thirds of the maps replaced.

>> No.2117489
File: 181 KB, 600x480, Pz3RSU9.png [View same] [iqdb] [saucenao] [google] [report]

I remember playing this earlier this year, some trippy ass shit maeyn.
I can see why it won a Cacoward.

>> No.2117490

Wasn't that from one of the guys behind eternal doom, and master levels?

>> No.2117491

Yeah, Sverre Kvernmo, I think he might have been at Ion Storm and did a bit of work for Dai Katana.

>> No.2117497

>"the semi-anonymous mass of thuggery and unchecked creativity that is /vr/ of 4chan"
I kind of love this description.

>> No.2117501

It's kind of the most apt description for /vr/oom

>> No.2117571

Are Pinkies supposed to be this sturdy?

They can take at least two berserk combos to the face or several shotgun blasts.

>> No.2117576

Also sometimes when using the SG and reloading after firing all the shells inside the reload is completely uninterruptable.

New pump animation is seriously awful too

>> No.2117579

Also helper marines will often shoot at corpses nonstop because they still see it as an enemy.

>> No.2117583

Also related to Pinkies I think they end up in their weakened but not dead state way too often, feels like it happens with every 5 out of 6 pinkies.

Makes fighting groups of them a hassle.

>> No.2117585

The floating mancubus from Mayan Mishap is seriously spooky.

>> No.2117591

Also when getting a Mancubus arm I got 999 shots to go with it.

I love that a rocket hitting a Mancubus knocks it down

>> No.2117596

And sometimes walking on blood does like 1 damage.

>> No.2117598

Another Pinky bug is that you can kill them in their weakened state after they start falling but before they hit the ground.

So you get two death sounds and animations.

>> No.2117604

>in /co/

>> No.2117615
File: 216 KB, 1366x768, Screenshot_Doom_20141211_095442.png [View same] [iqdb] [saucenao] [google] [report]

what an mess

>> No.2117631

happy birthday DÜM

>> No.2117640


Mark's gonna have a field day with this.

>> No.2117654
File: 1.72 MB, 3679x4145, Doom Shirt Logo.png [View same] [iqdb] [saucenao] [google] [report]

>I made this in Photo Shop
>planing to put it on a shirt / hoodie


>> No.2117661

What can I do to make BD run faster?

>> No.2117665 [DELETED] 


What's with the blurry stripes ? Otherwise I wouldnt wear it, but I'd have a chuckle if I saw someone wearing it. Maybe like air high five the guy...

>> No.2117668


What's with the blurry sprites ? Otherwise I wouldnt wear it, but I'd have a chuckle if I saw someone wearing it. Maybe like air high five the guy...

>> No.2117680

Get better hardware.

>> No.2117681

Beside that.

>> No.2117689

You can only do so much to make a resource whore of a mod run smoothly in ZDoom.

>> No.2117712

Are there any good COOP mods or coop enhancers worth playing?

I've had an idea once upon a time for a coop mod that would have players go at 50% speed (with stamina-ed unreal-like dodges), players have to share the keys with other members once they found it, players could pick up extra copies of weapons and give them out to other players, also all alive players would've need to be present near the exiting player exit level

>> No.2117719

the chaingun is useless. The commandos look a lot nicer and their death animation is really cool...but they are actually less dangerous than standard zombie-men now thanks to their long attack announcement coupled with their slower movement speed. especially when considering how fast the standard zombieman can shoot now.

if you are dead set on this idea you might as well replace the chain-gun with some other kind of weapon, because as it stands now it's completely redundant on top of being extremely annoying when using it's secondary fire. that screen shaking is terrible.

other than that, I encountered some of the other bugs. taking damage in random places / on blood. dead monsters blocking movement, helper marines attacking corpses - sometimes the same corpses that are getting in the way.

also when you switch to the super shotgun it seems to be showing a reloading frame.

otherwise they various other bleeding out animations are pretty great, it also seems easier to finish them with a kick than before.

>> No.2117720


WADs when?

>> No.2117723

>Chaingun is useless
Honestly I felt the chaingun absolutely excels against everything up to Revenants and dominates Cacodemons.

The super shotgun comes in with a snap, I think that's intentional.

I feel the default shotgun is kind of eh and the SSG feels nerfed. They both feel nerfed in all honesty.

Also I think enemies were made thinner because many shots would miss even if I get close to dead center.

New rockets are great.

>> No.2117758

Double plasma uses bullets, not plasma. (!!!) Shows rifle animation when switching to it, can't be reloaded until after a certain threshold.
Camera moving for the SSG reload is really annoying. Also is it intended that when you switch to it it's open, and then it closes?
Chaingun altfire feels pretty useless. Too hard to control for the benefit it gives.

If I find anything else I'll tell you.

Random other opinions:
New fire is pretty great, less visually cluttery and less laggy.
Mancubi falling on his ass when you SSG or Rocket it is kinda funny I think but I always felt like Mancubus were supposed to be really heavy and shit, I suppose I thought they would rather flinch a little instead of falling. But that's just me, and it's not a big deal.
The alternate SG reload looks weird.

>> No.2117760

Oh, also, when the revenat rocket pad doesn't find a target the sprite changes a little bit around the edges and shadows. But when it actually shoots it doesn't change.

>> No.2117793

Yes. I did one. It's in DoomRPG/RLA, called the Agony Elemental.

It could probably be improved.

>> No.2117796
File: 39 KB, 640x480, Screenshot_Doom_20141211_164148.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2117808

i got stuck in one of the pits at the start of d2map05, some part of a dead imp was preventing the lift from going back up

i shot a chaingunner up close with the ssg and he briefly turned into a trooper

some corpse parts are still recognised as counting towards kills, which makes getting 100% kills rather difficult

>> No.2117816

Brutalist Doom makes identifying maps from screenshots difficult.

>> No.2117817

It's the shotgun secret at the start of Refueling Base.

>> No.2117834
File: 314 KB, 640x480, Sneaky Doom.png [View same] [iqdb] [saucenao] [google] [report]

How does /vr/ feel about Sneaky Doom?

>> No.2117848
File: 166 KB, 422x337, Picture-8.png [View same] [iqdb] [saucenao] [google] [report]

Where is that guy who talks about people ignoring Xopachi's art? I gotta little story to tell you about Xopachi. That guy is a fucking ass, grade A ass. I can share my story for anyone interested, but that would be off topic.

>> No.2117861

literally who

>> No.2117864
File: 2.92 MB, 768x432, ALL FEAR THE SENTINEL.webm [View same] [iqdb] [saucenao] [google] [report]

Huh, it's weird when you look back through your wip mods.

I found a stealth-esque mod for Strife. I can't remember why I dropped it. It also had some modified enemies, the Sentinels got a buff - they dodge your shots and fire rapidly, they're a total bitch to fight. Stalkers leap at you and shoot your face off.

>> No.2117865

That pic sucks.

>> No.2117871


you better keep an eye on it, everything Strife-related might receive an attention boost in the couple of weeks

>> No.2117873
File: 2.76 MB, 768x432, Get out of here, Stalker..webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2117876

Yeah, I know. I did have a plan for a short campaign kind of idea with maybe 3-5 maps based on stealth gameplay - the enemies would be a pain in the ass to fight, so avoiding them entirely would be a better idea. Imagine being stuck in a corridor with a handful of Stalkers & Sentinels wailing on you.

>> No.2117878

An artist some anon was obsessed with, regarding HDoom art or something. I did business with him, he's as soulless and robotic as they come. Not to mention an overly defensive ass.

>> No.2117903
File: 79 KB, 600x800, B4ke_RcCcAAsQge[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Someone should try and get these 3D scanned into model files so others could print their own Doomguy and Baron of Hell figures.

>> No.2117959


Y'know. Playing this bullshit got me thinking. Has anyone done a Wolfenstein: The New Order mod for Doom?

>> No.2117962


What kind of mod would that be like?

>> No.2117976

I wanna play Going Down.

What mod goes well with it? I'm kinda burned out with vanilla and AtM, and BD shits on my PC.
Doesn't need to be a huge gameplay mod, even little stuff to spice things up is fine.

>> No.2117984

Another guy, kinda same question. Does GMOTA go well with Going Down?

>> No.2117985

Wrath of Cronos.

>> No.2117990 [DELETED] 

Hallo'm I's manking of woinders, does it to be the first DOOM begins with?WOLFENSTEIN 3D?

>> No.2117992


smooth doom is cool, doesn't change much but graphically amps everything.
demonsteele changes everything, been playing it since the wards and it's a pretty neat fit

>> No.2117998

Wildweasel's Terrorists goes great with it. It's like Die Hard, but with hundreds of terrorists instead of a dozen.

>> No.2118000

disable filters? lower resolution?

>> No.2118006

takes out the ominous feeling tho i think
didn't going down have custom textures? sd will break them

>> No.2118029

Does b egins with? DOOM? WOLF3D?HEXEN?

>> No.2118034
File: 116 KB, 474x671, doom 4.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll just leave this here...


>> No.2118038
File: 14 KB, 800x500, OH FOR HELL'S SAKE.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2118042


i agree

>> No.2118049


it's like one of those weird "sissyfication" gifs that get posted in /gif/

>> No.2118054

>slightly overly long lingering shot of a desert
was expecting a revenant in a stormtrooper outfit to pop up

>> No.2118090

And out of all numbers, the most common one for a hell themed game!

>> No.2118103

>keep seeing the MARBFAC2 texture as Bane
fucking /tv/

>> No.2118109


Big, for you, etc, etc.

>> No.2118131

1. You've got huge guts!

2. For you.

>> No.2118148
File: 746 KB, 1281x621, prboom minimap.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2118230

I like it, it's an interesting way to go through Doom levels. You have to play with the right mapset though, otherwise you can't sneak well enough to do anything.

>> No.2118260

>tfw finally brave enough to pistol start after you die

>> No.2118285


>slightly overly long lingering shot of a desert

That's a throwback to something Terminus posted (I think) and it has a crude, but very related subtle sound effect added in there before everything goes apeshit.

>> No.2118310

Ok /doom/, I'm a newfriend who wants to start making Doom maps. I have zero experience outside of playing the game itself. What is the easiest way to get started?

>> No.2118313

I'm new to it too, and I'm just making easy, simple maps to get used to the designing tools, and it's helping me learn.
Doombuilder's website has some helpful tutorials for stuff like making doors.

>> No.2118315

Just bought the BFG Edition of Doom 3 but decided to use source ports for Doom 1 & 2 BFG Edition mainly because I could not run Doom 3 BFG. Also, Aplly the Uncensored patches to the WAD files to make them authentic to the originals.

I haven't been here in a while. Sorry.

>> No.2118316

Chubzdoomer on youtube makes some great tutorials, they taught me a lot.

I kind of miss making little maps and shit, it was fun

>> No.2118371

>tfw too young to even know how to save
>tfw grew up pistol starting and never had a problem with it
>tfw brave enough to only load a save after dying in doomrla, GMOTA (shield) or vanilla N!

>> No.2118408

EarthWormDoom anyone?

>> No.2118484
File: 308 KB, 1055x1093, never prouder.png [View same] [iqdb] [saucenao] [google] [report]

Huh, the basics are easier than I expected. Thanks for the pointing me in the right direction.

>> No.2118493

look up doom 64 pain elemental rips

>> No.2118508

I did, It sorta looked the same as the one the mod author used.

Well if you did one for DRLA, could you possibly do the same for me? I'd appreciate it. The current sprites makes me cringe a bit.

>> No.2118532

you can't just expect someone to dump out a new monster spriteset for you, mate
what's keeping you from using the one in DRLA, anyway?

>> No.2118545

just played for 5 minutes with cheats to see what's going on. Still I didn't check tons of things like Barons and Super Shotgun
>i got messages for the flag "Sergeant Dying" couldn't be found or something
>helper marines attack gibs, probably shotgun sergeant corpses
>helper marines from the previous level teleports on me if I don't move away as level starts

personal opinion:
>didn't like plasma's secondary fire at all
>chaingun bullet belt perspective seemed a bit off, guess the butt of the bullets must be drawn more eliptic to catch the depth, but that's heckload of job.
>liked the new difficulty level, nothing goes out of hand if you got a plan.

>> No.2118553


Wasn't asking with any expectation that he'd do it for me. if he does then it'd be great, if not hen that's alright too.

And to be honest? I already asked Yholl to nick sprites for a "Super" version of the Famine, and that's sort of stopping me from using it, because I feel like enough of a thief, even if I got permission from him.

>> No.2118559
File: 62 KB, 1336x312, 1328941638078.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2118584

>decorates his lair with 4 dead bodies of the toughest enemies you've fought so far

>> No.2118586

Isn't it supposed to be a feature? "You only die when I tell you to die".

Goons are supposed to have some resistance against berserk damage, so players have a reason to use combos when fighting against them, but I might reduce this resistance a bit.
It takes 3 shotgun shells to kill a pinky on Vanilla Doom, and only 2 shells to kill it on BD. I don't see where it is "sturdy".

I still didn't implemented the 30+1 capacity to the default rifles. And I am 100% sure that both guns fires at the same speed.

I think it gives the guns more life. Maybe should I remove this effect on pumps and ssg reloads and leave it only on the rifle and plasmagun reloads?

For that video, I just used just regular Doom Metal.
Recurring Nightmares has no prevision of release date, but maybe you will find the "Starter Pack" more interesting. I will make a version that doesn't requires BD to run.

>> No.2118601

>Maybe should I remove this effect on pumps and ssg reloads and leave it only on the rifle and plasmagun reloads?
Not those guys but to be honest I'd rather you not have them at all. It feels really clunky, specially when running.


>> No.2118629

>Isn't it supposed to be a feature? "You only die when I tell you to die".
It just felt unnaturally too common, didn't know if it was working as intended or not.
Like I said in a later post 5 out of 6 or so were going into that wounded state.

>It takes 3 shotgun shells to kill a pinky on Vanilla Doom, and only 2 shells to kill it on BD. I don't see where it is "sturdy"
It was taking me 3-4 SG shells to kill a Pinky consistently.

>> No.2118685

hey sorry to ask m8 but what happened to brutal hexen?

>> No.2118737

I noticed earlier today that the friendly marines will often start shooting at corpses and being unable to gib it, leaving them stuck there shooting at it.

>> No.2118740

Is it absolutely necessary for you to keep in those annoying repetitive screams the enemies make when they're slowly dying on the floor? It's fucking annoying and obnoxious. That's the only problem I have with BD if you got rid of that shit I'd completely love your mod.

>> No.2118743

*Could you at least provide an option to turn the screams off?

>> No.2118769


[ ] not BTFO

>> No.2118772

>Hideous Destructor
Man, this looks fucking awesome.

>> No.2118773


fucking hell
kotaku didn't even credit romero?
what the fuck

>> No.2118816

Well at least they put it in now.
Still, that's one big fucking oversight in Kotaku's part.
Eeeh. It has a certain appeal, but the gameplay isn't that good and there aren't any maps for it.

>> No.2118826
File: 234 KB, 460x800, 1413433427676.jpg [View same] [iqdb] [saucenao] [google] [report]

>Reading Shitaku

>> No.2118835

Romero said so in his twitter, it's probable that anon hasn't gone to Kotaku.

>> No.2118838

Are there any other realistic mods? I've been looking for something like this. If there's a war themed pack I'd appreciate it.

>> No.2118875

Onslaught, tell him we need them in the way he shared the past stuff, zipped PNGs. Twitter fucks up the quality.

>> No.2118924

it is fucking awesome, and if you play "tactical" games like STALKER or whatever, it'll feel pretty good.
As >>2118816 says, though: barely any megawads are beatable with it. Maybe a few 90s wads where everyone was designing for keyboard-only controls, but otherwise, almost every trope of doom mapping makes it impossible. I mean, a simple monster closet is your ass dying unless you metagame and already know about it.

>> No.2118938

define "realistic". HD is one of the most realistic games I know of in general ( i mean, really, does anything else simulate short stroking on a shotgun?), so you don't get much realer than that.

I can't think of any overall realistic wads off the top of my head. ww-doomnukem has mag-based reloading, but otherwise is just "wild weasel presents: brutal doom but we're not going to call it that because reasons".
Then their's Real Guns Hardcore, which is basically "OP weapons that use CoD ripped models and realm667 monsters"...very arcady compared to HD, and annoying as shit because you get annoying voice acting for almost EVERY thing you do (RELOADING. FRAGOUT!. I'M HIT! TANGO DOWN!)

truth be told, most weapon mods are either "lets pile realm667 shit together into one big pile", "lets do OUR take on brutal doom" (cf. weapons of saturn) or truely unique, interesting things (project MSX, the space pirate [hot ice hilda: the game], ww-nazis).

realism doesn't factor well in doom, so not many people touch it...HD itself is a testament to this. Go play any slaughtermap or anything by team TNT and you'll see it quick.

>> No.2118940

I was thinking about playing it with the PS1 doom wad and soundtracks.

>> No.2118953

someone's ported PS1 doom to a zdoom compatible format? point me to the wad good sir!

it's fairly similar to doom1/doomu isn't it? if so, I find that beating e1/e2 of doom1 isn't too bad for HD. Also, HD's author suggests some ambient music pack that's similar in vibe to d64/ps1 doom's sounds...I personally use that, but that's because I don't have ps1 doom's on hand.

>> No.2118964

I downloaded it from here: http://www.doomworld.com/vb/showthread.php?postid=1030816
Since I never played it on the PS1 I don't know if it's complete, but level 1 looks different, the intro looks like the PS1 (saw it on a video), and the soundtrack is creepy as hell. I lost track of time playing today, gonna get some sleep now. Will check your reply tomorrow.

Realistic as in slow movement, relaoading, human enemies, war/cyber-war/guerrila themed, enemies do great damage and aren't dumb, rare recovery items, etc. Think of the first CoD on the hardest difficulty for instance. I'm gonna try HD tomorrow.

>> No.2118969

fractal doom update wehn

>> No.2118994
File: 70 KB, 196x178, 1416152850038.png [View same] [iqdb] [saucenao] [google] [report]

>Kotaku in charge of work ethics or journalistic integrity
Pick neither.

>> No.2119000

Look up PSX Doom TC.

So ai tweeted Romero after his art dump today asking about the Doomguy/Zombieman firing rotations and he says he actually has them. Says he'll upload them tomorrow. Um. Holy shit.

>> No.2119003

>slow movement
other than HD, I can't think of any. Slow movement breaks most doom maps because it changes how far one can "jump" across gaps. For instance, e3 of doom 1 was impossible to beat in early versions of HD that didn't have that limited sprint + impulse thing they implemented later on.

many many mods have this. hell, almost every modern weapons mod.

>human enemies
not even HD does this 100%: all of the demons are still present. some levels in neodoom are human-only, and various mods add new humans (spacepirate, complex doom, RGH, etc), but I don't know of any that outright scrap the demons entirely.

Of note, I tried throwing together a "realistic" gameplay mod and mapset once -- 100% human enemies across all levels gets boring fast.

>war/cyber-war/guerrila themed
Umm, well, there's this megawad called DOOMU.wad where the entire plot is basically a marine fighting a guerilla campaign against the demons of hell :^)
do you mean like, hardcore, /k/ related visuals popping out of everything? Cold As Hell takes place on a greenlandic US army base. sgt.mark's 1-level wads often have a "red dawn but with satan instead of stalin" feel to them.
go play system shock instead. (actually, the space pirate gives me this feel. even though the lead character is an obvious nod to hot ice hilda from outlaw star, the weapon set and general vibe of the gameplay makes me think "molly millions" before it makes me think of outlaw star)
>enemies do great damage and aren't dumb
tongue in cheek, I'd tell you cyberdreams, as the enemies indeed do do great damage.
really, though: most AI is pretty dumb in most wads from what I've seen.
ww-nazis is challenging, though, because all of the enemies are basically hitscan (technically they're using fast projectiles, but whatever). RGH buffs the enemies, but for the most part it's just to balance against your OP weapons.
project MSX has faster-reacting enemies
use -fast and the AI is always hard

>> No.2119014

Oh hey I didn't know we were talking about this

I assume he would put them up in PNG but even if he doesn't, the JPEGs he uploads are huge compared to the actual sprites and it would not be difficult to actually rip them. I am also slightly drunk and AMAZED that John goddamn fucking Romero responded to me on Twitter

>> No.2119016

Wasn't it called Quake Championship Edition or some shit along those lines? I very distinctly remember the trackball controls and it controlling like ass.

>> No.2119024

iirc, idclev also doesn't work in non-id games (strife, heretic, hexen...anything where the iwad isn't a doom game), unless you're running zdoom and explicitly tell it with dmflags to accept Id cheats in all games.

>> No.2119025

What exactly would you want me to do different?

And you wouldn't be stealing from Yholl, who asked ME if he could use my graphic, you'd be using mine. Which I made because I wanted people to use it.

>> No.2119028

>a simple monster closet is your ass dying unless you metagame and already know about it.

Thank god you can hear them through walls since they make sounds even when idle, and if you get suspicous of a spot just throw a DERP in front of it. I like that at least measures were taken against them.

>> No.2119029

is it true that a columbine mod exists

I think I might download the game ifthat's true

>> No.2119032
File: 109 KB, 320x240, justAMarineNothingToSee.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2119034

Nope, media horseshit as usual.

>> No.2119035


no, and go back to tumblr

>> No.2119036


I didn't mean it would be really stealing... I just get weird/dum feelings about using assets sometimes, ignore that.

If anything was to change? Probably only two mouths (Aka not that third, vertical mouth the version Yholl uses), and maybe a more sickly/paler green?

>> No.2119037

Some mappers actually block sound for certain linedefs. Being able to hear idle enemies through walls isn't a universal thing.

>> No.2119049


No, fuck off.

>> No.2119051

I don't know what the fuck it would look like without the main mouth.

>> No.2119057

in addition to >>2119037

it's not specifically the monster closet itself, but the whole idea of "cross linedef, receiv monster".

Equally relevant would be monster teleports, random player teleports to monster filled rooms...basically anything that forces you into contact without allowing you to get to cover and return fire immediately. Such situations are common in doom.

that thing about DERPing potential monster closets is smart, though...I never think about the DERP.

>> No.2119060

a few people have made schools, but columbine itself hasn't been made.

eric harris (one of the shooters) did make WADs, and one of them did depict a real place (an ice rink stadium) but none of them depict columbine. His wads are ok-but-typical-for-the-era, and most of them are DM maps.

>> No.2119062

I would want to say something closer to the base monster you used? I dunno.

>> No.2119067

to add to this, note that columbine is a 2-story structure. creating columbine in eric harris' day would have been impossible, as room-over-room hadn't been invented for doom yet (harris made vanilla doom2 compatible maps...little nigga didn't even use BOOM)

he would have had to use really ignorant teleporter tricks that wouldn't have been useful for planning a shooting. Additionally, several areas in columbine would have likely caused visplane overflows (dat cafeteria mang).

making columbine wouldn't have been useful to him.

>> No.2119076
File: 283 KB, 850x1098, quake[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Apparently it was called "Quake: Arcade Tournament Edition"

>> No.2119090
File: 187 KB, 1280x720, gzdoom 2014-10-27 23-23-23-638.jpg [View same] [iqdb] [saucenao] [google] [report]

Good points. At least one thing that could help in those situations are sending grenades, rockets, a DERP, what have you through the teleporter. It won't beat every teleport trap ever designed, but if there's just monsters waiting near the destination it can do. Just watch that you set the DERP to Patrol when you send it in, so it doesn't sit still and get telefragged by you when you come in (even if that happens it's only broken until the end of the map)

Using the SMG's lower detectability in open areas can also give a small edge.

Really though, if you don't use DERPs already, they're really handy for covering your back and distracting.

Really though, HD scales the difficulty to a degree where Doom 1 can be a real challenge on UV. Of course most megawads aimed at veterans will be too hard on UV, just use a lower difficulty or use more reasonable mapsets.

>> No.2119091

I really need to start proofreading my posts.

>> No.2119092

No, go masturbate to them on your tumblr you edgelord.
They never made a Columbine .wad, and the .wads they made were shit.

>> No.2119093


Really, though?

>> No.2119104

boom hadn't been invented at the time. i am pretty sure his maps predate the release of the source code.

>> No.2119114

I don't know the exact dates on his WADs, but
>columbine happened 20 april, 1999
>final version of BOOM came out 22 october 1998
>Linux Doom (an early GPL'd doom version that most modern source ports rely on) came out in 1994
>ZDoom 1.11 was out 6 March, 1998

Boom existed in his map-making era, as did source code for the engine. Shit, ZDoom existed when Harris was still living.

>> No.2119156
File: 61 KB, 3200x2000, death_1.png [View same] [iqdb] [saucenao] [google] [report]

>tfw doom was much more gory than they let it be

>> No.2119157
File: 52 KB, 3200x2000, death4_1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2119158

>Doom with anything but elitism over the most insignificant details

In all seriousness, though, you can make Doom work with an 8-way stick and 8 buttons. I've done it, and it's pretty fun.

>> No.2119159

>Linux Doom (an early GPL'd doom version that most modern source ports rely on) came out in 1994
no it didn't, it came out 23 December 1997, and it wasn't GPL at first (this is how ZDaemon remains closed-source)

>> No.2119161
File: 73 KB, 3200x2000, death5_1.png [View same] [iqdb] [saucenao] [google] [report]

Imaging using an SSG in Deathmatch and just blowing a guy in half

>> No.2119164

I don't think anything short of two 23mm Barrikada shotgun shells could feasibly separate a mans torso from his legs. And even then that's doubtful.

>> No.2119168

i think this is why there are two different exploded player objects (doomednums 10 and 12) - originally one would have been a torso and the other a pair of legs

>> No.2119173

i think the guy getting turned inside out we ended up with is gorier.

>> No.2119195
File: 216 KB, 500x375, tumblr_m0c6uzeLgR1rr156co1_500.png [View same] [iqdb] [saucenao] [google] [report]

>the space pirate [hot ice hilda: the game]
I love you so much for catching on to this, more than words could ever describe. Definitely one of my biggest inspirations.

I agree with realism and Doom not combining extremely well. Reloading is a really tricky barrier that requires a monster set/gameplay modifications to make it work. It's very easy to screw up.

(repost because I forgot this badass picture)

>> No.2119206
File: 29 KB, 342x267, YANK AND SPLIT.png [View same] [iqdb] [saucenao] [google] [report]

Wizards and warriors? In MY stations? It's more likely than you think!

Come play some WoC on BTSXe1 with us!

Server - :: [BE] Montreal :: /vr/ plays Dungeons and Dragons!
Pass - vrtroopers

>> No.2119214

>catching on

its a secret?
>character is 1:1 almost
>quit texts are all Hilda or general outlaw star quotes
>newer art of character has Ron MacDougall's lip scar
>background text mentions kei pirates and eras of exploration, hinting at it being in the retro future hero universe with the UAC bolted on to tie it to doom.

caster guns and corbonites making snarky comments when?

>> No.2119215

Problem with a shotgun reload is when you turn around while it reloads, the screen is moving in jittery steps instead of smooth turning.

That happens because the pitch-altering sequence is too long and multi-partial. When ZDoom initiates another step of pitch-altering the horizontal movement of player's look is stopped for a tick.

Also the first reaction to the prolonged pitch/kick is to counteract it, which screws with the aim in the end

>> No.2119220


I wasn't the least bit familiar with Outlaw Star so I had no idea.

If Space Pirate is Outlaw Star and DemonSteele is Claymore, then what's GMOTA?

>> No.2119224

Are you playing Demonsteele is shit?

GMOTA is Highlander

>> No.2119227

I mean implying.

Seriously though, Claymore is awful.

>> No.2119228

the art style reminds me of dragon knight...so maybe if we put some assets from hdoom into it, gmota can be dragon knight.

>> No.2119229

I don't think that's the kind of 'riding' GMOTA guy had in mind.

>> No.2119232

Somebody work on that now pls

>> No.2119234
File: 132 KB, 640x400, genestarwindscasterguntc8.jpg [View same] [iqdb] [saucenao] [google] [report]

Caster will be coming pretty damn soon, probably with the next character.

Glad to meet another fan of OLS! I was sure all those references would fly over most people's heads. To be clear, TSP takes place in a sort've hybrid universe with a bunch of elements from everything. I think it's more of a Doom universe with OLS stuff bolted on, but we'll see as the mod and lore develop more.

>> No.2119236
File: 12 KB, 97x98, BANSHEELocked-Plandoc.png [View same] [iqdb] [saucenao] [google] [report]

Er, the next next character, the one after Vexler.

>> No.2119239

Not the guy you've been talking to but I figured she was a reference to Outlaw Star the second you brought up that the Caster is going to be put in the game.

Sword when?

>> No.2119240

>caster soon

awesome. it would have been surprising if you weren't working on it, tbh. I mean, you've already got a cool multi-ammo thing developed, and it just makes such an obvious bfg type weapon.

can't wait to see how this goes. (bonus childhood fantasy of an OLS game that isn't shit fulfilled)

>> No.2119246

after tsp update

>> No.2119269

Any good wads to play with Dark Doom?

>> No.2119275
File: 65 KB, 3200x2000, atak_1.png [View same] [iqdb] [saucenao] [google] [report]



No Doomgai rotations (yet?!) but fuck it we can make them from these

I cant believe it. He even threw in the walking frames! Damn!

>> No.2119286

He'll never have a 3D appearance..

>> No.2119287

There will never be a brutal doom 3, although that would be impossible to do with models i think.

>> No.2119290

Doomguy confirmed, check his twitter. Damn! This is absolutely huge. A bunch of R667 zombies are gonna need redone.

Now somebody who isn't me ask him if he has any more half-done weapon sprites.

>> No.2119301

Plutonia II

>> No.2119303

It's made from the Pain Elemental, dude. Also the D64 PE DOES have a vertical center mouth, if you can actually find ripped sprites that aren't completely shit

>> No.2119364

your post got me interested in doing this myself.

PS1 doom is playable with HD...but it isn't actually compatible with it unless you modify it.

PS1 doom redefines the weapon set and as such adds a new player class to assign the "new" weapons to their respective slots.

in order to actually run PS1 + HD, you'll need to comment out the contents of the KEYCONF lump.

>> No.2119404

>We live in a world where John FUCKING Romero answered a drunken /vr/ooper and dumped some people's holy grail

Let that fucking sink in

>> No.2119410


It was a /vr/ooper who asked him this?

>> No.2119414
File: 4 KB, 610x30, fuckingwhat.png [View same] [iqdb] [saucenao] [google] [report]

Oh come on. I hope this shit will stay out of Doom community.

>> No.2119415



>> No.2119418


Well, he had been receiving tons of requests regarding the missing rotations since he started dumping the extra Doom content, but it was one dude's tweet (Onslaught Six) that made him realize HOW MUCH the community always wanted to have them

>> No.2119419

dude what

it's like Jinal reviewed a mapset.

>> No.2119425


ah gimme a break, zdoom had only been 1 year old and you expect, not only two poor kids, but the whole community, to get full hold of a source port's capabilities?

>> No.2119452

There was another one in the making but for the life of me I can't remember it's name.
ww-doomnukem (Accessories to Murder) is nothing like Brutal Doom at all, except for the fact that they're both gameplay mods, and that the sprites AtM uses are from a old BD metamod.
WoS just changes weapon behaviour, it doesn't include blood or anything like that by itself.

>> No.2119464

the wad in question?

>> No.2119471

how do you decompile acs, again?

>> No.2119478

How a map can be mysoginistic? It punches women in the guts or smth?

>> No.2119486


>> No.2119489




>> No.2119491


>> No.2119492

I'll try cold as hell Looks particularly good and ww-nazis. After I finish all the games again, that is. Thanks, anon.

>> No.2119495

I don't understand what you're saying, but yesterday I played PS1 maps with PS1 soundtracks normally. Didn't actually try it with HD, will do now and see what happens.

>> No.2119497

for more war-like stuff, you also should take a look at Armagedoom, it has lots of monsters and friendly marines helping you.

>> No.2119507

Tried it. I can't get the weapons or upgrades. I guess it was to be expected. And somehow doomguy seems to be as fast as ever.

>> No.2119524

hardly misogynistic, just immature, like a bunch of 8 year olds saying "poo bum willy" and giggling until they're sick.

>> No.2119526

I can't say that it's that immature. Stupid as heck, yeah. Immature? Ehhh... No.

>> No.2119531

So, what's your personal policy on saving/loading?

>> No.2119536

I try to limit it to saving once per key, or after major fights if the map doesn't have keys.

>> No.2119537

Whenever I want.

>> No.2119541

Whenever I fell I'll get my ass kicked.

>> No.2119556

Can you make it so that the music stops when you alt tab out from PrBoom+?

>> No.2119619

You guys have no clue how happy and amazed I am.

At this point Romero should honestly just upload the entire development directory, it can't be that large and it would save him leaking out bits here and there for years. He probably doesn't think there's much interest, but I know from everything that's gone down in the last few days that there absolutely is.

>> No.2119623

>He probably doesn't think there's much interest
He knows.

>> No.2119628

he totally knows
maybe he's just going to leak stuff slowly and give us the full package for the 25th or 30th anniversary

>> No.2119649

if he posts everything this year, from where will the hero worship come next year?

>> No.2119660


strife veteran edition gpl source release

>> No.2119667
File: 1 KB, 60x60, doomguy happy.png [View same] [iqdb] [saucenao] [google] [report]

>New TV
>Didn't think I'd have any use for 120 fps output
>Most / all of my modern games either are hardcoded <120fps, or are too demanding for my graphics card
>MFW I open up ZDoom at 120 Hz

I never played much of Unreal Tournament 2004 or Quake 3, or I'd use those instead.

>> No.2119675

>I never played much of Unreal Tournament 2004 or Quake 3, or I'd use those instead.

No, seriously. Quake Live is on life support but it's still fun. UT2k4 and even 99 still have players in burgerland if you're there.

>> No.2119698


I didn't notice it on the sheet I found, odd

>> No.2119731

It's mostly obvious in the attack and death frames.

>> No.2119736


Fair enough then, ignore the "Mouth removing" part, then.

>> No.2119739
File: 284 KB, 1366x768, Screenshot_Doom_20141212_190040.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck is wrong with my chaingun? It says I have bullets on the HUD, but when I choose it it's empty. I need to kill 4 barons now.

>> No.2119741

>It says I have bullets on the HUD

It does? Looks like you have 0 ammo.

>> No.2119742

>C 255/300

>> No.2119745

it appears to say 0?

you might have some left in the rifle but you can't take them back out again

anyway use plasma, you have lots of it

>> No.2119746

Nowere does it say that.
That's "Cells" nigga. As in, the plasma ammo.

>> No.2119747


Yes, you have 255 cells and 0 ammo for your chaingun.

>> No.2119748

>anyway use plasma, you have lots of it

>>C 255/300

thats plasma you silly! it's short for "cell" like on the original hud.

>> No.2119749

>It says I have bullets
>B 0/200


>> No.2119751

Damn. I forgot the Chaingun uses the same ammo as the pistol or assault rifle. And I don't have a rocket gun or plasma gun. Well, let's get to it.

>> No.2119752

Wait, turns out I have a plasma gun. Thanks, guys!

>> No.2119753

If you have to fight barons, and you have the SSG, just jump and headshot them.

>> No.2119765

I only have the normal shotgun. Didn't know you coul actually headshot a baron.

>> No.2119769

So, how fugly is BD on ZDoom?

>> No.2119772

it works well enough

>> No.2119775

I can't remember what version this was (probably 17 or 18) but blood showed up fine on walls and floors, but there was no sprite for the cieling blood.

>> No.2119776

As ugly as you see in that pic. I don't really mind it, I've played it worse.

>> No.2119827
File: 129 KB, 1280x800, 34573567345.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone played Amulets & Armor? It's a first person multiplayer RPG in the Doom engine from 1997. It's...kind of clunky and not much to look at (Heretic looks better.), but the fact that you can level and save characters in a multiplayer quest in a 2.5D shooter is pretty cool. Anyone know of other games like this? I wish Doom RPG had some way of writing character data to a .txt file and loading that for multiplayer games.

>> No.2119892



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