[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 34 KB, 332x448, 1398335399308.png [View same] [iqdb] [saucenao] [google] [report]
2156394 No.2156394 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2145881
(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
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2156396


[12-27] Refrigerator Magnets: http://www.doomworld.com/vb/post/1332124

[12-26] In acknowledgement of its increasingly inaccurate date-based title, Slaughterfest 2013 has officially renamed to Slaughterfest 3. It seems to be a slow news week, or I am not looking hard enough.

[12-26] The /newstuff Chronicles #470: http://www.doomworld.com/php/topstory.php?id=4300

[12-24] Accessories to Murder "bleeding edge" version moves to Github, has dual wielding for pistols, new RL sprite and some new monster behavior: http://forum.zdoom.org/viewtopic.php?t=36877

[12-22] Strife VE 1.2 update: http://steamcommunity.com/games/317040/announcements/detail/215376355260428922

[12-22] New HDoom features http://hdoomguy.tumblr.com/post/105844089822 http://zombie-nsfw.tumblr.com/post/105843041741

[12-21] 32in24-14 single player: http://www.doomworld.com/vb/post/1330738

[12-18] Threshold of Pain II Act 2: http://www.doomworld.com/vb/post/1067497

[12-17] Doom Forever update: http://www.doomworld.com/vb/post/1329812

[12-16] Some modern gaming news site mentions the Cacowards: http://www.rockpapershotgun.com/2014/12/16/cacowards-2014-doom-awards/

[12-16] Vile Shatters update: http://www.doomworld.com/vb/post/1329566

[12-15] Looper beats Doom 2 in 21:55 http://www.doomworld.com/vb/post/1329250

[12-15] Shut Up And Bleed thread/download: http://forum.zdoom.org/viewtopic.php?t=47302
- DISCLAIMER: This mod has nothing to do with 4chan.

[12-14] DECK (Doom Engine Creators Kit) considers crowd-funding: http://forum.zdoom.org/viewtopic.php?p=800876#p800876

[12-13] Five Rooms Of Doom possibly final release: http://www.doomworld.com/vb/post/1328772

[12-12] 1993res, "a wad-ified collection of unused doom art": http://www.doomworld.com/vb/post/1328580

[12-11] Brutal Doom v20 beta release: http://www.mediafire.com/download/h49ahv6jy2go9ft/brutal20testdec10b-2014.zip

[12-10] Cacowards 11: http://www.doomworld.com/21years/


Please reply to this post with news.

>> No.2156404
File: 62 KB, 500x622, _inline_my0c29Kjng1r5sj59.jpg [View same] [iqdb] [saucenao] [google] [report]

The last non-shooter game you played now has a Doom wad styled after it.

How does it play?

>> No.2156407 [SPOILER] 
File: 153 KB, 800x600, 1420180901118.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2156412

crossover with the last other game you played, now make that mod

>> No.2156416


>sly cooper

Fuck, I don't know about this one, platforming, hitting shit with the cane?

>> No.2156418

it's kirby

>> No.2156431


Its already been done, though.

>> No.2156450

The Talos Principle, so it's a ZDoom puzzle WAD and it owns

>> No.2156507

When are we gonna play something again?

>> No.2156516
File: 257 KB, 1024x768, odin_spear.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2156517

>super smash bros

>> No.2156521
File: 309 KB, 1024x768, gungnir2.png [View same] [iqdb] [saucenao] [google] [report]

oh wait...forgot. Tradition says it must be the courtyard on map01 of doom2.

Anyway, viking mod aims to have a spear that summons fucking lightning now as a rocketlauncher/hexen slot 3 replacement.

>> No.2156525


Fuck yeah

>> No.2156526
File: 81 KB, 600x337, ss_d858b6c691a7d9f78634f8daae9f72d5843ddb4d.600x338.jpg [View same] [iqdb] [saucenao] [google] [report]

>Far Sky

DOOM: The Europa Conflict

Doom guy has been trapped on the bottom of the ocean of Europa following a research experiment gone horribly wrong.

While a UAC research station is sending a probe into the deepest trench on the planet, and has inadvertently opened up the gates of Hell! They are easily overrun, and make it to the research station on the surface of Europa. Realizing the Legions of the Damned are trying to use a ship to leave Europa, Doom Guy, who is in an orbital patrol vessel nearby, crashes his ship into the station to stop them.

Miraculously Doom Guy survives, and now the only way to get back home is to fight through the Legions of Hell down back into the Trench and then into the portal, his only hope is that once he's in Hell he can make it to the portal back to UAC's Phobos Research station.

>I hope your thirsty, because you're about to have a long drink of Hell.

>> No.2156539

man, doomguy just seems to bring bad shot wherever he goes
>goto Phobos
>back to earth
>hanging out by Jupiter
>more like...
>go to the DMV?

I mean really...this guy just seems to bring hell

>> No.2156540

I want to say Resident Evil Gaiden, but that's really a shooter, or, at least, you shoot at things, but never really in real time.

I think it could be cool.

>> No.2156543

the last non-shooter I played is daggerfall...

so, hexen.

>> No.2156545
File: 45 KB, 700x305, img-article-20-questions-to-ask-during-a-parent-teacher-conference.jpg [View same] [iqdb] [saucenao] [google] [report]

On a completely unrelated note, DoomGuy is banned from attending parent-teacher conflicts since the AppleGate incident.

>> No.2156568

>Doomguy goes to PTA

>> No.2156578


>> No.2156584
File: 69 KB, 700x305, DOOM guys undergraduate education.jpg [View same] [iqdb] [saucenao] [google] [report]

DoomGuy didn't care too much for school when he went.

>> No.2156593

Go to Doomseeker and look up Push.

>> No.2156604


We had a hell of a run of servers just last night, anon.

>> No.2156609

Sucks that I missed it. I was pretty exhausted that night.

>> No.2156613
File: 429 KB, 1024x768, quality.jpg [View same] [iqdb] [saucenao] [google] [report]


Would skill trees work in a Doom wad?

>> No.2156620

Yeup, they already exist in Wrath of Cronos

>> No.2156621

realguns hardcore has a simple skilltree.

>> No.2156628

Pretty much a DoomCenter but bigger

>> No.2156632
File: 387 KB, 800x600, HELPPIC.png [View same] [iqdb] [saucenao] [google] [report]

Alright, releasing the new version of the Viking mod.


You can now play with gungnir as seen in

General changelog:
>rebalanced axe (was doing 14-112. Now does 25-40. Before, it made Hexen way too easy, as you were stronger than Baratus, but faster than Parias)
>nerfed throwing axe (was 30-240; now does 50-80)
>arrows are recoverable, but have a 25% chance of breaking when hitting an enemy. Consequently, arrow pickups give 3 instead of 4 arrows, and max ammo has been halved.
>added gungnir and respective ammos. Functions as a hitscan weapon that summons AoE lightning where the "puff" would show up. Takes FWeapHammer's damage values, but is faster so as to balance well with Doom. Hitscan nature means it kills romero's head in 3ish shots, though, so IoS is easy as piss.
>added f1 screens. 3rd one will probably be redone on next release.
>replaced BON1 sprites with "mead in a drinking horn". Looks weird -- may redo sprite later.

Have fun and tell me how things feel with the rebalance + gungnir.

>> No.2156639

>you know doomguy smashed that impse

>> No.2156640
File: 1.85 MB, 1492x1200, Doom_Sourceport_Guide.png [View same] [iqdb] [saucenao] [google] [report]

Tweaked the Doom sourceport guide a little.

Green/red text now has a black border around it for easier readability, background has much less contrast and is slightly desaturated, ZDoom logo cleaned up.

>> No.2156641

When was the UAC founded?

>> No.2156647

in 2006 by the merger of several russian aerospace companies....

we are talking about United Aircraft Corporation, right?

>> No.2156660

>playing heretic, hexen and strife

incorrect. Chocolate-Doom can only play Doom IWADs. You need Chocolate-hexen/heretic/strife to play those games. They're all based on the same codebase, but bear in mind you're going to be downloading 4 applications to play all 4 games.

>> No.2156670

You should probably explain why DOSBox is frowned upon, you're just saying "Why use it if sourceports?"

Ergo, why would a newbie use ChocoDoom instead.

>> No.2156685

final doom appears in

while in

it doesn't appear at all

also blood is on the schedule

>> No.2156706
File: 52 KB, 604x390, %D0%94%D0%BE%D1%86%D0%BA%D0%B0[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Quite questionable idea, really. DotA2 remake in Doom sounds really silly.

>> No.2156719


All kamen rider generation 2...

Non stop rider kicking action. I'd play that all day.

>> No.2156720


I'm liking the nordic mythology you're putting into this, something feels kinda off about the axe though, lacks a feeling of oomph, arrows still feel slightly weak as well. and can you possibly make the alt attack for the a bow a quick punch or kick? Something for when you round a corner with the bow and you find yourself face to face with a shotgunner?

>> No.2156724


Piss, I knew I should've saved the file.
I'll retweak it later, thanks.

>> No.2156729

>axe oomph
are we talking in terms of combat balance or sound/sprite design?
>weak arrows
I don't want to make the bow totally supplant the Axe once its acquired. (really, I only made it because the map02 shotgun house was hard as shit without it + chaos serpents and wendigos in hexen) I don't have slade open ATM, but iirc, each arrow is just slightly weaker than an Axe strike.
>bow alt
fucking genius. no really. I've been having issues with being in bow mode and getting snuck up on...
with that said, I think this might balance the bow:

>leave primary as is (maybe rebalance it to follow the new Axe scheme a little closer...see the decorate between 0.1 and 0.2 to understand more)
>secondary is a weak punch that has high knockback to remove enemies from melee range

>> No.2156743


regarding the axe, feedback specifcally, the swing feels like it lacks weight to it, plus the rhythm of swinging it feels a little wonky, you have to hit fire at a certain pace to chop rapidly. Glad you like the punch idea though.

Also some other viking tricks with the axe in the future might be neato, like the ability go berserk or bash fuckers with your shield, maybe some kinda wide sweep axe attack to slash multiple targets at once

>> No.2156747

>wonky rhythm

this is an artifact that occurs anytime I script a semiautomatic weapon. I think it just has to do with how I decorate it. normally, its something like

DILD O 1 a_refire
goto ready

DILD A 1 A_weapon ready(WRF_NOPRIMARY)
TNT1 A 0 A_refire
goto ready

if I make the a weapon ready call 0 tics, it crashes. it feels fine with no hold state...until you hold fire and it turns into an Axe shaped chainsaw and all immersion/difficulty vanishes.

I digress, though. I'll have to look at some semi auto weapons and see if I can figure out how others have approached the issue.

as for Axe weight/feel. maybe a slower/stronger strike + louder swoosh/hit sound. I originally developed the Axe as a gibbing weapon, so it definitely felt meatier back then...

>> No.2156751


I suggest making the swing look a little more forceful, make the slash go from the right side of the screen, and carry it to the left til it goes completely off screen, maybe look into a hearty spray of blood when the axe bites into enemies.

Also try looking into a a_quake or radius quake of some kind for a visual effect if you wind up smacking a wall with it

>> No.2156754

>goes off screen
what aspect ratio are you playing in? I'll definitely be working on the animation, but as far as I can see, it does go off screen. (really, I'm kinda bullshitting -- it goes almost off screen and then plays a return frame before hitting goto ready/refire. maybe I'll stick a few tics of tnt1 in there and see what happens...)

>a_quake for non-xdeath Axe puffs

heheheheheh. that's cool.

>> No.2156756


Well I play in a fucked up aspect ratio, but I'm talking about make the axe travel down into the bottom of the screen, also you might might want to make the first few frames of the attack animation just a LITTLE bit slower to emphasize the weight of this attack.

For extra fun, maybe do what demonsteele did when you smack walls: Add some rubble and shit flying out, or sparks like in GMOTA when you strike walls with your sword. I mean shit, your axe is your main weapon, spare no expense to make it as flashy and powerful looking and feeling as possible.

Keep it up viking bro

>> No.2156760

>first few frames of the attack animation just a LITTLE bit slower to emphasize the weight of this attack

good idea. will try.

>particles on hitting the wall.
maybe. probably will just try to improve my current puff, though...its all white, so its easy to miss.

>> No.2156791
File: 3 KB, 79x78, cacozap.gif [View same] [iqdb] [saucenao] [google] [report]

>Caco is all "SHEEEEIIIIT!"

>> No.2156794


a future suggestion: Mjolnir, complete with its fucking ridiculous returning ability

>> No.2156804
File: 82 KB, 410x313, 39363867.jpg [View same] [iqdb] [saucenao] [google] [report]

>Monster Hunter
>Carve parts from monsters to face Cyberdemon
>yeah no he's not even the tip of the iceberg
>huge fucking shits, Pinkies the size of tugboats and even massive Lost Souls goddamn
>Every one of this fucks you can refight to get shit from
>Building weapons and strapping Revenant Mega-launchers together holy shit
>Have to fight Icon of Sin 1v1 without pumping rockets into it's brain at the end
>it's so fucking great even though you get murdered in one hit no matter what armor you have
>and after all that I still don't have a lagiacrus Plate
Why is life so hard?

>> No.2156834

I was thinking mjolnir for the "BFG" (since most mapsets require one at some point.)

Never thought of having it be "historically" accurate, though (figured just a "big hammer that shoots death").

This makes me think, though.

>works like throwing axe projectile.
>on each bounce, shoot 9 gungnir lightning blasts randomly
>make player immune to splash.

the axe is set to bounce 3 times, so that's 9*3 rocket-equivalents.

don't know shit about how to make it return...

>> No.2156835


>don't know shit about how to make it return...

Well thanks to reading and blatantly copying Term's shit, I do! On death, make the projectile spawn a new projectile that seeks out the player then goes to a unique state where the hammer goes back into your inventory once it gets close enough.

as a fail safe you could also have it just give the item back on its death state because I've personally encountered some serious fucking weirdness with projectiles vanishing from the face of the earth without properly returning the item to the player.

>> No.2156836

>also blood is on the schedule
Fuck yeah.

I'm also looking forward to the Shadow Warrior run. That game has one of the coolest speedrunning tricks I've ever seen. I saw this guy using the grenade launcher off a wall and shooting the grenades at it while using the launched grenade to jump up (if that makes sense). He kept doing it sideways across the wall. If anybody has a video would appreciate.

>> No.2156857

>projectile that seeks out the player

this is the part I'm unfamiliar with.

>Well thanks to reading and blatantly copying Term's shit

oh pls. before I made the 0.1 release, my internal versions of Einherjar used sounds from demonsteele and a few sprites from GMOTA (mainly puffs, etc).
The bow? 1:1 copied how it works from ghoul's forest 3 (mine's "worded" differently, but is functionally the same). My timing for the axe was originally 5 tics too...which is the same as the sword in demonsteele.

lot's of blatant copying 'round these parts...is 'k

>> No.2156858
File: 742 KB, 1200x756, tumblr_mo500adM5q1r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


you fall into a pit
the pit has a cyberdemon in it
the cyberdemon was deadly
you die...

>> No.2156917

>Dwarf Fortress
It already has this included. If you dig to deep, you find the "circus" which is basically hell and the doom like monsters come out to kill your fortress.

>> No.2156919


>flaming tantrum spirals

We need this

>> No.2156964

When I download wads through Doomseeker where does it save the files?

>> No.2156968

In your WAD directory?

>> No.2156972

>no jumping

Not true. You can enable it in options. However, it is treated as a "common mapping bugs" option.

>> No.2156973

That makes a lot of sense. Thank you.

>> No.2156978

Instead of saying "modern mods" it would be more correct to say "can't play advanced engine mods" for chocolate, and "can't play zdoom/zandronum mods" for prboom. People still make plenty of stuff for vanilla/boom.

>> No.2156984

By default: %appdata%/.doomseeker

>> No.2156992 [SPOILER] 
File: 60 KB, 485x485, 1420212614278.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2157047

F-Zero X. Already been done, hell I think that F-Zero mod was made by that Master Garo kid.

>> No.2157058

any DECORATErs on?

>trying to make semi auto weapon with primary and alt fire modes
>want alt fire to be able to interrupt primary sequence
>removed a_refire from primary fire sequence
>add a_weaponready(WRF_NOPRIMARY) to every other tic in primary sequence
>primary sequence is automatic
>change to WRF_NOFIRE
>weapon is semi-auto

I don't fucking get it and it's really getting to me...anyone know what I'm looking for?

>> No.2157123

>trying to make semi auto weapon with primary and alt fire modes
>want alt fire to be able to interrupt primary sequence
I'm not getting it, if it's semi-auto, why bother with that? It's just one shot, you could hit the alt-fire immediately afterwards anyway.

>> No.2157157

>shin megami tensei

>> No.2157161

I want to see this made

>> No.2157163


>the first need for speed most wanted
how would this even work

>> No.2157164

meant to reply to >>2156404 woops

>> No.2157165

what is this?

>> No.2157220

>I'm not getting it, if it's semi-auto, why bother with that?

I'm not describing a gun.
axe and shield -- shield mapped to alt. Want player to be able to raise shiled at any time.

>you could hit the alt-fire immediately afterwards anyway.

throws off timing and makes things play funny.

>> No.2157396


Looks creepy m8. I dig it.

>> No.2157469

What are some good Doom mods that have short campaigns or levels?

>> No.2157471 [DELETED] 

that kekking word again

>> No.2157473

your mum's puss a pretty good mod m8

>> No.2157481

for the love of god please tell me this is a real mod....

>> No.2157483


We ran through Beyond Reality and Revenge of the 90s a few days ago and it was really fun.

>> No.2157492

it's real m8. wher do you fink u came from? ;)

>> No.2157519

on a serious note this should be made into a map just so you can say your not kidding

>> No.2157521


>> No.2157538

Map30 of Kama Sutra

>> No.2157605

when you say interrupt, do you mean the axe stops immediately and just disappears, it plays a short animation as it goes down, or both shield and axe can be used independently of each other?

>> No.2157682

What changes need to be made to SUAB to make it fun to play?

>> No.2157692


Depends entirely on whether you want to take it in the survival-horror-esque Hideous Destructor-lite edition or the run-and-gun-with-scary-monsters Resident-Evil-esque direction.

>> No.2157707

What I did to make SUAB more fun.
>Speed up by .1
>Reload speed a bit faster on the grenade launcher
>Reload speed a bit faster on the Stinger
>Hunting Rifle reload faster(Since it can't be interrupted)
>Shotgun shoots old amount of pellets
>.38 does +4 more damage in decorate(Don't know how much this translates to exactly but you can deal a bit of damage)
>Stun knife hurts more on shock slash
>Stun blade shows up randomly on chainsaw drops instead of Berserk powerups
>Calico hurts +1 more
>Mancubi replacement has a bit less HP
>Can hold 35 Magnum bullets

These changes basically let you take on most maps short of slaughtermaps provided you are smart about it.

These changes also tear through absolutely anything that isn't a SUAB monster.
Running it with Threshold of Pain right now and SUAB's weaponry tears through everything like Nightmare monsters and Afrits and Hectebi.

I prefer a more run and gun RE style like what >>2157692 said.

If I wanted to make it more survival-ish I'd basically just make the .38 hurt more because fuck the early weaponry.

>> No.2157740
File: 61 KB, 588x347, deagle_brand_deagle.gif [View same] [iqdb] [saucenao] [google] [report]

Personally, I bumped up the damage on all the weapons a bit, like something 3 to 10 points to anything that wasn't already a powerhouse (such as the Deagle), that alone made the mod not even a fraction as tedious.

It's still clumsy and annoying at parts, but one of the main problems is that basically all the guns are too weak at most points, leaving you having to whittle away at monsters slowly, and oh god forbid that your magazine runs out, better reload! I said, better reload.
RELOAD. Reload isn't always responsive, which should be easy to fix, but I haven't by myself.

Inherently, item drops are a cluttered mess, you'll find random little loose cartridges in piles or alone dropped by some monsters (or sometimes randomly spawning with other items), most of the loose firearms cartridges (.22, 9mm, .40, .38), look way too similar at a glance. Monsters drops loot randomly, which you'd think be fine, and it could be, but it's 100% random, an imp could drop one shotgun shell, a goat demon could drop some loose .22 and .38, another imp could drop a lone mine cartridge, and the big bad fire demon, the burning baron, will just drop more random loot, instead of better random loot, so you go through the effort of killing one, fire off like five bullets of .50AE, and he's down, but he drops for you: a mine cartridge, some .38, some .22, and some more .38
The random loot system can thus feel very unrewarding and pointless (because you'll also find ammo on the maps anyway)

>> No.2157779

It's nice to see people tinkering on this, even if my own desire to work on it has basically gone down the crapper.

At any rate, I've linked the latest version I have on the ZDF, if anyone wants it.

>> No.2158009

What the fuck is that retarded camera shake/movement when you reload in brutal20testdec10b-2014.pk3? Who thought that was a good idea? Mark please, remove that shit! I beg you!

Shotguns is painful to use now because every time you pump/reload them whole screen has some kind of seizure. It's never fun when you don't have full control over your weapons. Recoil is enough.

>> No.2158020

>run and gun

Try to realize how stupid that sounds for a second, you're essentially saying that RE is on the same level as Contra.

>> No.2158028

i also dislike that the invisible actor that marks a teleporter destination causes damage for lingering on it.

>> No.2158030


No, that would be if I was saying RE was a retro side-scrolling shooter.

>> No.2158052

incidentally, i can reproduce this by simply standing still at the beginning of doom2 map02.

>> No.2158064

This is specially funny in maps where you have to linger in place, like the slowly descending plataform in Gotcha or a cutscene.

>> No.2158098 [DELETED] 

Is there any reason why everyone on Zandronum seems to hate Demy Veronika? She seems to be a decent player and did a pretty good job with newest aow, yet everyone seems to fucking hate her, despite still playing her version of the mod... How does it work?

>> No.2158137

That would depend on which Resident Evil you're talking about.
Resident Evil 4, and especially games following, were a lot more Run & Gun than the previous games.

I kinda wish they hadn't tried to ramp shit up after RE4, it was just about as much action as you could reasonably fit in a Resident Evil title and they keep trying to up the ante.

>> No.2158142

>you iddqd

>> No.2158286 [DELETED] 


I have no clue who that is.

>and did a pretty good job with newest aow

I was under the impression the newest AoW was Catastrophe's horrible shitfest.

>> No.2158295 [DELETED] 

>newest AoW
But every version of AoW is a terrible shitfest.

>> No.2158296 [DELETED] 


That goes without saying, I'm just curious about this new author that I supposedly hate.

>> No.2158304 [DELETED] 

He's a 30-year-old Peruvian man that pretends to be a 14-year-old Russian girl. Remember: there are no girls in Doom.

>> No.2158445
File: 245 KB, 800x600, Screenshot_Doom_20150103_183756.png [View same] [iqdb] [saucenao] [google] [report]

Infighting is one of those features of Doom that will always rest very closely to my heart.

>> No.2158452

To learn how to cook either Mexican or Italian.

I have no clue how this works for Doom's benefit however.

>> No.2158458

>Mafia WAD

>> No.2158506
File: 136 KB, 457x512, ml77ilnnkp1qz4rgp.png [View same] [iqdb] [saucenao] [google] [report]

Have you backed up your projects recently, /doom/?

>> No.2158518
File: 94 KB, 800x600, Screenshot_Doom_20150103_220745.png [View same] [iqdb] [saucenao] [google] [report]

Fucking hell, three of them at once. Hard but manageable. Can't imagine the case would be the same in Plutonia.

Also, besides some previously mentioned vidya soundtracks, Black Sabbath (especially when fronted by Sir Ronny James Dio), fits this rather excellently, but that could be more that Doom is inherently that kind game.

Regularly back up important files and documents. I backed up my waifu folder just a couple of weeks ago, I should do that again, just to be sure.

>> No.2158527

i copy everything to a different drive in the same machine on a daily basis, but i have no off-site backups

>> No.2158529

Even a dropbox is good enough, provided you're not backing up anything gargantuan.

>> No.2158623 [DELETED] 

post ur dicks bros xD

>> No.2158635


You should make another wad to go with that (while keeping them as separate wads) that replaces the monsters with things relevant to Norse folklore and such.

You could replace the zombie soldiers with different types of meleeing (possibly undead) norsemen, replace the imps with... I dunno, elves or dwarves maybe, replace the demons with large wolves, replace the mancubi with trolls, maybe replace the hell knights/barons of hell with giants (or possibly have one be giants, and the other be einherjar or something), arch-viles with... let's say volur or seidhmenn, revenants either with something similar or else possibly just keep them basically as they are but just call them draugr and have them be dressed like norsemen, and of course replace the Cyberdemon with a dragon.

I have no idea what you'd replace pain elementals or arachnotrons with, however. Maybe make pain elementals into gnenganger and arachnotrons into smaller dragons?

Then maybe you could make a third one that gives all the level textures a Viking Age Scandinavia feel (wood and stone (mostly wood though) instead of metal and wiring and sci-fi stuff, dirt floors and thatch ceilings, torches instead of lights, and probably regular keys instead of keycards)

>> No.2158669

waaay too much lazy for that. also don't know how to into drawing rotations...

there's a reason I'm aiming for hexen compat/balance. not exactly "Norse" but the atmosphere works.

...besides, when playing with doom:
you're an einherjar -- you're fighting the dishonoured dead and demons of muspelheim/Jotunheim in the far future anyway. I think it makes sense.

>> No.2158674

fucking squirrels, always stealing my warp wires

>> No.2158787
File: 478 KB, 1600x900, window.png [View same] [iqdb] [saucenao] [google] [report]

I hate how you can do nearly everything with (g)zdoom engine but when you try do do it you realize you have to go a longass way around limitations from several years ago.

Anyway, what approach do you guys think I should take on an Alone In The Dark themed wad? Lots of puzzles, more fistfighting or shooting? A serious mood or a parody?

>> No.2158852

i'd say go for a serious thing (with a few non-serious easter eggs)
make (almost) every bullet count.
puzzles are good, especially if you stay away from the "find what door this key opens LOL"

>> No.2158898
File: 29 KB, 400x400, 1420274974143-0.jpg [View same] [iqdb] [saucenao] [google] [report]


... No

>> No.2158976

/vr/ virgin here, I got back into Doom with Demonsteele and wanted to ask if there were any notable WADs that fit the style of the gameplay and the metal weeb aesthetic.
Gameplay-wise, the most compatible one I've found is Vanguard, but it still has too much accidental sequence breaking for my tastes with double jumping and airdashing.

>> No.2159008
File: 704 KB, 1137x1421, zy3RpFi.jpg [View same] [iqdb] [saucenao] [google] [report]

And for today's work on Einherjar/The Viking Mod:


-Axe has been changed dramatically
>slowed down the animation and added a_quake and a new puff. AXE IS MEATY...per request.
>because it's slower, changed it's attack range from 64 to 128 so that doom enemies aren't too hard to kill
>...and added the "chainsaw pull in" in order to make hexen enemies (who are often melee focused) stand a chance against you
>added +AXEBLOOD flag
>Also, larger sprites for both axe and shield; shield now displays correctly in widescreen.

-imported Hexen's AxeBlood sprites as PNG so that they show up in Doom

-added altfire for bow
>128 unit range punch doing 1-10 damage with a knockback of power 9000 (sends doom minor enemies flying if hit right...kinda funny)
>Doesn't handle non-4:3 aspect ratios at all (neither does the bow raise, but meh)

-changed some things about gungnir
>bolt no longer causes splash damage to the player (like FWeapHammer in Hexen)
>bolt will explode on skies
>bolt is now an invisible speed 100 projectile rather than a hitscan
>added a_lightinverse splash effect...because it's cool
>can use shield with gungnir now

-did some weapon rebalancing (don't remember specifics)

-throwing axes refire a bit faster (not much, maybe a few tics).

As always, have fun!

>> No.2159010

I'm not term so I can't say for sure, but I believe demonsteele was balanced against Scythe.

>> No.2159040

Buttsex 1 and Buttsex 2

>> No.2159057

Pretty sweet. Keep up the good work.

>> No.2159076
File: 184 B, 32x32, Error.gif [View same] [iqdb] [saucenao] [google] [report]

>good work

I just realised that I fail at it...
Try using the bow.

Here's a replacement if wanted

>> No.2159078




>> No.2159109

So Windows version of PrBoom and Dosbox have just been fixed and work now. Anyone tried Doom in them?

How does prboom compare to chocolate doom?

>> No.2159135

>Doom in Dosbox
Only playing Doom on real MSDOS PC an be more doomier than that.
PrBoom+[/spoiler] is more advanced, supports huge resolutions, removes vanilla limitations, lets you play maps with engine behavior identical to vanilla's also it supports Boom and MBF maps. Basically it can be Vanilla Doom with limits being removed but more comfortable.

>> No.2159137

What do you mean? Does the sound no longer break under 8?

>> No.2159163

Not usually a fan of slaughtermaps, but this has some class. Bonus for having a decent number of maps. Thanks for the rec.

Good to know, I'll give it a shot.

>> No.2159369

Who runs faster, Doomguy or Duke? Has anyone ever done some math on just how fucking fast these guys run?

>> No.2159372

Doomguy by far. Build engine games movement speed generally were slower than Doom engine games.

>> No.2159380
File: 428 KB, 1728x1536, scrap365_a.jpg [View same] [iqdb] [saucenao] [google] [report]

It's been calculated a few times, a google found a doomworld forum post where they were saying he runs somewhere around 30-60 mph depending on the scale you use.

>> No.2159387

>doomguy running straight instead of diagonally
>implying he isn't a drift-racing sprinter

>> No.2159568
File: 297 KB, 640x320, thou art a manlet.webm [View same] [iqdb] [saucenao] [google] [report]

It's amazing how big of an effect changing the player viewheight can have.

Samson is going to be shorter than this too. God damn.

>> No.2159613

Metal Slug.

Barring that X-COM

>> No.2159640


Basically project msx

>> No.2159650

First-person view height is pretty interesting to play around with. In TES, after playing around in a prior playthrough as a male from any relatively tall race like Argonians or Nords, it's pretty neat to see how tall everything really is as something else like a female or a Bosmer, with most people looking down on you.

>> No.2159654


I'm probably gonna make Blaz just a few more notches shorter, and Samson will be the shortest. Kuros will be standing proud over everyone.

I hope it doesn't cause any gameplay weirdness

>> No.2159673

>I hope it doesn't cause any gameplay weirdness
You might fuck up maps that use voodoo doll scripting, unless you're just changing the viewheight and leaving actual player height untouched.

>> No.2159779
File: 1.01 MB, 640x320, what the hell did I do this time.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2159847

I take it that's an error?

Why not make some enemy out of it, one that bumrushes the player after they are taken out as a last-ditch attack?

I remember Rondo of Blood bosses always trying to do them to Richter

>> No.2159852
File: 1.12 MB, 640x320, better.webm [View same] [iqdb] [saucenao] [google] [report]


It was an amusing error that stemmed from me forgetting to use a_spawnitemex.

This is what they're SUPPOSED to do

>> No.2159956
File: 148 KB, 985x369, doom speed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2159975

>Smash Bros
It's Samsara.

>> No.2159979


>A Wizard's Lizard

Essentially GMOTA with no melee combat and a pure focus on throwing weapons, and explosives that insta-gib you.

>> No.2159991

How is that game anyway

I heard it was similar to the Binding of Isaac but that was it

>> No.2159992 [DELETED] 

But muh mustard chef

>> No.2159994

i don't agree with that analysis, map units per second is wrong, map units per metre is questionable

>> No.2160001


It's very much a BoI clone, with a cuter main protag and less bullshit item restrictions as they run on a timer based cooldown opposed to Isaac's weird shit where you HAVE to clear a room to gain energy back, far less edginess too. Dying turns you into a ghost that lets you walk through very certain rare blocks, but also makes the skeletons solid and you have to fight those on top of everything else.

Axes genuinely take skill seeing as they're at their strongest after rebounding off walls

>> No.2160007

>Doomguy the strongest video game character.
Pretty sure my character in Saints Row IV is stronger.

And every single Morrowind character I've played with enough.

So let me fix that for you:
>Doomguy is the MOST BADASS video game character.

>Dat autism
Bitch uses power armor, doesn't count for shit.

>> No.2160060 [DELETED] 

I never liked those "Death Battle" videos from ScrewAttack.

>> No.2160141


On top of that, he wouldn't be able to throw that sticky grenade if he was in the shield. Ergo those guys are just stroking his massive ego boner.

>> No.2160149
File: 292 KB, 800x600, Screenshot_Doom_20150104_174218.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2160202

The Middle-School angst in the comments is great.

>> No.2160289
File: 2.13 MB, 1281x1024, UT99.png [View same] [iqdb] [saucenao] [google] [report]

I was playing this today. With bots.

They don't make them like they used to. Timeless gameplay, I mean. This game actually feels like a game. For the briefest of moments, I feel alive, and then I remember I'm just playing with bots. Meaningless.

I open the server browser and find hundreds of servers. Almost all have zero players in them. The ones with any number of players were from far away regions. Even so, I'd be playing with people I don't really know. It's a far cry from my days when I spent weekends playing on Face, honing my skills so I could play with and against my friends in high school. They were all into the game. It was a truly social activity -- we all congregated to play the same game and have fun together.

Days ago, a good old friend told me about how he played this game at the company with his coworkers. I suddenly feel a glimmer of hope. He's changed jobs though, and the group seems to have broken up.

After a while I stopped playing. I had this sinking feeling in my chest. As if everything I love was dying in ways I couldn't possibly help. Everything... Decaying into irrelevancy until I'm the only one that remains. Just me and the game.

The feeling of connecting to an empty server and walking around the map is too powerful, too heartwenching for words. Maybe a single misguided soul will also connect to the server -- giving me a glimmer of hope. I proceed to hunt him down mercilessly and wipe him out -- three times. He disconnects. I close the game in sadness, as if someone being unwilling to be my personal target practice subject was an alien concept to me.

Why can't games not be like sports? Cards? They are also games... But they don't fade over time. They don't disappear. They only grow stronger. It's meant to bring fun, not sadness.

>> No.2160409

Alright, so I wanted to tinker some more with SUAB, what value do I look to alter to make it more likely for dead marines to be zombies?

Also, Granfaloon terrified me.

>> No.2160415
File: 197 KB, 1280x1024, Shot00368.jpg [View same] [iqdb] [saucenao] [google] [report]

Gotta update the games, tune up the graphics, make improvements, sell the new editions.

>> No.2160457

I greatly enjoy 2004 as well. Perhaps even more than 99 in some aspects.

What skin is that? I'd like to have it if possible.

>> No.2160464
File: 433 KB, 1771x1433, Zdzislaw Beksinski - 1294986019413.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some environments or settings that you wish you could see more often in maps?

What are some environments or settings that you're so fucking goddamn sick of seeing?

Please respond.

>> No.2160487


Gothic Quake cathedrals.

Dead Simple knockoffs.

>> No.2160494

Maps in space ships like the ones in UT.
Maps set in epic gigantic buildings and structures like Sulphur and Morpheus.
Maps with water in them. Assault maps in UT99 made great use of water.
Subtly geometrical maze-like maps.
Maps like the DeathMatch Training map in UT99. It was just so... Comfy. The lighting, colors, those huge biblical pictures.

I suppose my favorite theme is vertical game. Chasing an enemy who's walking down a slope -- can't describe the feeling of firing off a flak shell just as I dodge jump above him and watch it go and blow him up as I land in front of his corpse. It's visceral. A combination of two instincts.

I'm tired of the gritty boring closed metal maps. Maps that make me feel like I'm in some kind of military base.

>> No.2160514

Cathedrals with proper Gothic arches.

Rock and flesh hell. Could I please at least have a swamp or something?

>> No.2160520

>What are some environments or settings that you wish you could see more often in maps?
Vast cityscapes, anything with a lot of verticality and multiple levels, rich natural environments, colorful wuxia-esque fantasy, levels that have you climbing to the top of a massive monument.
Serious Sam (especially TSE) does a lot of what I want well, for the most part.

>What are some environments or settings that you're so fucking goddamn sick of seeing?
Claustrophobic corridors, small rooms with too much clutter that hampers mobility, bland industrial settings, and anything with an especially limited color pallette. All the Painkiller games (with a few exceptional maps) and most Doom 1 and 2 maps rub me the wrong way like this.

>> No.2160541


This sound track is perfect.

>> No.2160579

Vast cityscapes, ruined or not. I feel that many people try, but fall really short.
Vast stretches of wilderness, could be swamps and marshes, or forests and plains, or maybe even dunes and deserts

What I'm sick of would probably be endless brown brick and dark metal paneling snorefests like early Doom 2, I like a good techbase, but these are so frightfully boring.

>> No.2160585

Less fire and brimstone
Less blood rivers
Less dilapidated bases
Sky that is blue or grey, not red or brown
More plants and green things in general - vine-covered castles, mossy rocks, jungle, maybe even a winter tundra (yeah, I know about that winter wad)

>> No.2160587

Somehow UT almost gives me the impression I'm in a medieval setting. Something about the graphics, the colors, the feel reminds me of stone I think. It's... comfy.

>> No.2160601


UT and Unreal's design direction were gr8.
I really hope some mapper can try and replicate them someday, I'd love to play through a mapset designed after Na Pali.

>> No.2160607

Oooh, now I know what I want! Aztec (and other south american) shit! Giant stone structures, lush jungle, mountains, blood and human sacrifices! How is this not a thing yet?

First Unreal was fucking beatiful

>> No.2160612

Did you like Unreal 2?

>> No.2160616

>How is this not a thing yet?

Mayan Mishap is a good example. Jungle Spirits seems to be following that route too and it's still in WIP so let's see what happens.

>> No.2160620
File: 759 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2160624



>> No.2160654


No. Unreal 2 was shit.

>> No.2160656
File: 77 KB, 640x480, pic2_id511.jpg [View same] [iqdb] [saucenao] [google] [report]

I googled the skin name (CalamityAngel) and GameBanana seemed to have a link to it. SkinCity used to have links for ut2k4 models but now they're all broken. You could use the site to check the thumbnails to find models you might want to grab and google their names + 'ut2k4 model' or something.

>> No.2160680

DN3D Megaton Edition is on a Steam sale and I'm wondering if it's any good?

>> No.2160684

**I meant in a Humble Bundle $1 tier.

Sorry I'm drunk

>> No.2160685

Woah seems like she can fly in game. Does this work out of the box due to the scripting or only if the mutator is enabled?

I only want the model.

>> No.2160696

>paying them after what they did with DNF

>> No.2160698

it comes with some script or something you can enable if you want but it's optional I'm pretty sure.

>> No.2160721

DNF was already dead before they got it.
Hell, it was proobably dead before it was first shown.

>> No.2160745

Nah, they probably would've been able to make a decent game if only they had actually sat down early and finished it, instead of going into vicious circle of engine hopping. I mean, STALKER devs were able to finish their game, and the end result was nice, if buggy.

>> No.2160750
File: 691 KB, 1920x1080, 2015-01-04_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

If you're asking whether DN3D is worth $1, then hell the fuck yes. Pic related, it's a Bioshock-themed SP map from the Steam Workshop.
Shadow Warrior is also great.

>> No.2160760

>Nah, they probably would've been able to make a decent game if only they had actually sat down early and finished it,
Yeah, in the 1990's, after 2000, that shit was way too far gone.

>> No.2160781


>> No.2160810

Is a man not entitled to the sweat from his brow?
"No," says the man in Washington. "It belongs tot he poor."
"No," says the man in the Kremlin. "It belongs to everyone."
"No," says the man in LA. "Blow it out your ass."

>> No.2160817
File: 137 KB, 506x552, soldier feels.jpg [View same] [iqdb] [saucenao] [google] [report]

>The feeling of connecting to an empty server and walking around the map is too powerful, too heartwenching for words.
I know this feel, and I know your pain.

>> No.2160818
File: 90 KB, 425x276, no-gods-or-kings-only-duke.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2160989
File: 569 KB, 2560x1440, 2015-01-05_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying out Oblige for the first time and I'm pleasantly surprised by its ability to create playable maps. What settings produce the best results in /vr/oom's opinion?

>> No.2161007

If Duke isn't a king, then to whom is he suggesting I hail?

>> No.2161009
File: 302 KB, 530x349, when you look to the night sky.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2161013


the champ, I guess

>> No.2161058


GZDoom can have 3D floors, anon.

>> No.2161067
File: 188 KB, 423x324, maltor.png [View same] [iqdb] [saucenao] [google] [report]

Smell the burning flesh
Taste the tangy sulfur air
Volcano season

>> No.2161140

Another guy, but I didn't know Oblige would generate GZDoom maps.

>> No.2161156

There's a stock mutator that allows racial abilities. As far as vanilla is concerned it's shit like Juggernauts apparently more bulky and that water lizard race being faster, though I never noticed any health differences

There are some GZDoom specific options

>> No.2161248

I'm trying to create a weapon in SLADE 3, but whenever I try to run the file through GZDoom, it returns "Script error, "sth1.pk3:actors/weapons/heavymachinegun.txt" line 17:
Unexpected '{' in definition of 'HeavyMachineGun'", even though there's no curly brace in line 17. I can't find anything concerning Decorate when I look up the error, can someone help?

My pk3 is hosted at (http://dropcanvas.com/0fxqo), and the Decorate file for the weapon in question is under Actors/Weapons/heavymachinegun.txt.

>> No.2161263

Your code looks like this:


Make it look like this:


See if that'll do anything.

>> No.2161264

With indents and everything of course. I just copy and pasted that code in and the indents didn't carry over

>> No.2161270

I think indents only work on /g/

>> No.2161271
File: 53 KB, 1400x1050, you_fail_it.png [View same] [iqdb] [saucenao] [google] [report]

Image shows you what's wrong. Problematic things have been commented out in the edit window.

>even though there's no curly brace in line 17
you lie. line 17 is nothing but a {

Regardless, the line 17 error is being caused by the blank AttackSound property...it's redundant and undefined. Delete it or comment it out.

Also, the second sprite of AltFire: has a random "a" at the end of it (line 36). Looks like you were maybe starting to type an action function? (I'd assume you're going to have something like a_firecustommissile("heavyrocket"))

Also, bear in mind that your Fire: state is somewhere in the neighbourhood of 15 tics long...this thing shoots extremely slowly for a "machine gun".

>> No.2161276

that's irrelevant

>> No.2161279

Yeah. They get pretty code blocks

>> No.2161282

Whoops, I'm retarded. Ignore me, >>2161271 is correct.

But to add my two cents, it never hurts to have nicely typed code

>> No.2161291


>HVMG B 120

this makes you animation look a little retarded HVMGB0 is a muzzle-flash lookin' sprite. 120 tics is something like what? 4-5 seconds?

It just looks like the weapon froze for 4 seconds when you fire it (had to add a goto ready statement too...otherwise, it DOES freeze)

A better way to make that ridiculously long wait time animate is something like

HVMG A 1 A_GunFlash
HVMG A 118 a_firecustommissile("heavyrocket")
TNT1 A 0 A_refire
goto ready

>> No.2161342

Thanks. It looks like the code isn't saving properly, since I remember fixing the unused AttackSound and the AltFire state looks like it got cut off, like I saved before finishing it.

>> No.2161574

:: [BE] Montreal :: Push It Down

Birthday game for Kurashiki. Come on in and wish her well.

>> No.2161596

I've been away a while.
Do people still almost only play megaman 8bitdm or whatever

>> No.2161604

>not pushing her well

>> No.2161639

>chubby imp-tan
god, yes

>> No.2161783
File: 3.79 MB, 250x170, 1413090201434.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw i pretend to bang imaginary drums when i immediately finish a level in doom 2

>> No.2161812

Improvements to HDoom made in the past few days:
- Now programmed in C instead of ACS, using GDCC as a compiler
- Sex scenes now support a "special", an action you can perform at will mid-sex
- Re-written code, very easy to add new scenes and features now
- "Instant Cum", "Change Scene", "Change Speed" and "Scene Special" buttons now work instantly, instead of at the end of the current animation loop
- Causing enough damage to the HellDame or Baroness will now instantly kick them into "sex" mode, just like with other monsters, it's no longer just a "chance" thing

Due to the new update using the "Activation" property, support for Zandronum 1.3 has been dropped. From now on you will have to use Zandronum 2.0 or higher. ZDoom/GZDoom support is unaffected by this.

>> No.2161823

Will Z/GZdoom still no longer play the ending cinematic?

>> No.2161827

You can do C in ZDoom? I never heard of that.

>> No.2161838

>Now programmed in C instead of ACS, using GDCC as a compiler

Wait, hold on, what?

>> No.2161864

Blue skies are very hard to do due to palette

>> No.2161867

Not tested, I'll check.

Yeah, it's called GDCC. Head on over to #else#if on EsperNet, it's the official IRC channel.

>> No.2161891

$1 for Duke Nukem 3D and its expansions? Of course it's worth it.

>> No.2161897 [DELETED] 
File: 711 KB, 1212x3304, FPS chart.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys have a list of all the old FPS? Stuff from before 2000.

>> No.2161904 [DELETED] 


Oh god that list was like... engineered to piss me off.

>> No.2161914


>> No.2161930

Awesome. That was the only bug I found with G/Zdoom, when I played through.

>> No.2161931 [DELETED] 
File: 25 KB, 400x486, 7823459698743.jpg [View same] [iqdb] [saucenao] [google] [report]

I have an issue or two with that chart.

>> No.2161941 [DELETED] 


>> No.2161943
File: 308 KB, 1600x1186, doom girl.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom is not the only one on god tier
Yeah, that's off.

Fucking awesome, man. Thanks!

>> No.2161975 [DELETED] 

These kinds of lists are so stupid. How are Freespace 2 and TIE Fighter comparable to these shooters? How can a multiplayer only shooter be judged against a single-player one? How can you compare ARMA2 to Quake2? If I'm looking for a Chinese restaurant, I don't care about ice cream places, even if it's the greatest in town.

I think a better idea would be to have a list of games worth playing and divide them into "Why haven't you played these yet?" then great games and finally stuff to try if you've played everything else.

>> No.2161986 [DELETED] 

What is that game on the left of Fallout: New Vegas?

>> No.2162000 [DELETED] 


>> No.2162030 [DELETED] 

>mirror's edge

>> No.2162032
File: 41 KB, 675x612, 1410757689945.jpg [View same] [iqdb] [saucenao] [google] [report]


>quake is better than Doom

>> No.2162079

I don't consider it an FPS but it's a good game

>> No.2162080

vanilla v. vanilla? yes.

>> No.2162082

its FPP

>> No.2162084

to be fair, system shock and Bethesda fallout are on the list too.

ultima in space and ultima clone 4 in the future-50s aren't quite shooters either.

and cube 2 is considered "average" rather than lower than shit

>> No.2162086

i also like it, but that's the point, it's not a freaking FPS

you could consider the Fallouts action rpgs too, but comparing them to true FPSes is stupid

>> No.2162101

>related to Ultima in any way

>> No.2162164
File: 452 KB, 670x374, ScreenShot035.png [View same] [iqdb] [saucenao] [google] [report]


Holy fucking shit guys.
Were those fucking Doom myths?
Please, God, yes.

>> No.2162171

it looks like it, but they will probably go with D3 instead of older ones

>> No.2162174

Well, I'm seeing a D3 weapon icons. Or maybe it is cross-promotion with whoever the hell is cooking up a potential disaster known as Doom 4?

By the way, giant arsenal in Doom 1 wasn't that unrealistic, considering that it was set on Phobos, which has really weak gravity. This also explains why Doomguy never jumps - it's so he wouldn't accidentally reach an escape velocity and fall into space.

>> No.2162179

you are forgetting that his fall speed is normal

>> No.2162187
File: 243 KB, 1200x1696, chousen_ame_12_022.jpg [View same] [iqdb] [saucenao] [google] [report]

Found in some porn from 1997


>> No.2162189

Man these guys just don't age.

>> No.2162190
File: 378 KB, 1200x1696, chousen_ame_12_023.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2162192

and this nsfw page

>> No.2162193

>linking to exhentai
it's such a shit site

>> No.2162208

but fallout and system shock are way more of an fps than mirror's edge is. in fact so much so that it isn't odd calling them an fps. just because they are also rpgs doesn't take away from them being an fps.

>> No.2162247


try to play dos FPS's at 300x200 and see i'm retro enough to like it. the framerate is super smooth at low res though.

>> No.2162250

last time i checked, ultima games weren't gray, brown ,and full of nothing but sand and caves.

the color scheme in fallouts are dull as fug

>> No.2162273
File: 9 KB, 480x360, chris2.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw on map07 or map29
>tfw instinctively start doing the arm motions for hitting those drums, as if you were the drummer for Slayer

>> No.2162276


>> No.2162279

Every Doom mapping tutorial is video guide. I fucking hate video guides, even though I realise that they can be handy sometimes.

Anyway, is there a good guide on resources and textures and palettes? Specifically, I want to use Heretic textures in Doom, and I have no idea how to properly load them.

>> No.2162280 [DELETED] 

But you barely ever shoot in Mirror's Edge, why is it on a list of FPS's? Just because it's in first person? That's pretty retarded.

>Quake 1 and 3 both in "god"
>SS1 below SS2
>XIII in "good"
>Quake 1 over Doom 2
>Tribes AND Tribes 2 in "god"

Yeah, this list looks like it came straight out out /v/; especially since Clear Sky is listed in "great" when it was a huge buggy pile of shit with everything breaking left and right, unless they're including mods, but then Doom 2 should be on top then. For some reason this list feels like it was made to pander towards someone's tastes.

>> No.2162286 [DELETED] 

>Timeshitters, Halo and COD in "Good" tier
In fact, they should've made a special tier just for Halo and CoD, "Games that ruined everything for everyone forever Tier"

>> No.2162289 [DELETED] 
File: 432 KB, 500x394, 1400188377387.gif [View same] [iqdb] [saucenao] [google] [report]

>half of those opinions

>> No.2162296

>Now programmed in C instead of ACS, using GDCC as a compiler
Is it reliable?

>> No.2162308
File: 885 KB, 256x512, wkHvYhs.gif [View same] [iqdb] [saucenao] [google] [report]

>when bgm is in sync with the weapon bob animation

>> No.2162319 [DELETED] 

Quake 3 is the high water mark of FPS. Quake is also great. Stay pleb and casual you fucking pretentious faggot.

>> No.2162321 [DELETED] 

Obvious b8, but every faggot in /vr/oom takes it. No surprise there.

>> No.2162324
File: 128 KB, 798x570, feels_good_man.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2162326 [DELETED] 

Unfortunately a certain bit of advice has been tainted by a particular shitposter, to the point where people outright disobey it.

>> No.2162379
File: 75 KB, 800x558, Tom_Hall.jpg [View same] [iqdb] [saucenao] [google] [report]

Money was rolling in from Wolfenstein to the tune of a hundred thousand dollars per month. Doom had found it's voice. All was well. All, Romero quickly discovered, but Tom. By now, everyone else had had enough. They wanted him out. Finally, Romero gave in.
He wanted to break the news to his old friend himself. So he invited Tom to his house for a meal home-cooked by Beth (Romero's wife). Tom was delighted, he hadn't spent quality time with Romero for ages. The dinner was like old times: the two guys joking around, talking movies and games. Romero couldn't bring himself to break the news.

The next day, a shareholder's meeting was called. Tom walked in to find everyone sitting around the conference room table staring at the floor. "Tom," Carmack finally said, "obviously this isn't working out. We're asking for your resignation."

For Tom, the moment felt unreal. He heard Romero say something about how he'd tried to tell him about this last night but just couldn't bring himself to do it. Tom could not even respond. He found a little sticker on the table, peeled it off, and began rolling it between his fingers. Despite all the warning signs, he hadn't seen this coming at all.

He felt depressed, ashamed. Maybe this wasn't just about the games, he thought. He always felt like they resented his upbringing, the fact that he wasn't a delinquent or the product of a broken home. He was just this guy with doting parents and a college education. In a barely audible voice, he began defending himself, talking about all the things he could do for Doom. Bet there was silence in response. Soon his voice faded too. They asked him to leave the room while they discussed the situation..

>> No.2162381
File: 40 KB, 347x600, Tom Hall.jpg [View same] [iqdb] [saucenao] [google] [report]

As the door shut behind him, something in Tom shifted. A weight rose from his body. He had been miserable for so long, so dejected, feeling so unwanted, he never had the gumption to recognize the situation for what it was and make a break. It was like those old job interviews when the men in suits kept asking him if the job they were offering was what he really wanted to do.

At the time, realized, it hadn't been what he wanted; what he wanted was to make games.
Now, five years later, he accepted that these were not the games he wanted to make When he stepped back into the conference room, he said, "I think, guy, this is really the thing to do."

His games at id were over, the others' were just getting started.

>> No.2162405

Kicking out Tom Hall was one of their smartest decisions. What did he even do for Doom?
>"Guys, listen, we need a plot, we need to tell a story, guys, please, that's what everyone wants, guys, story is important, guys, seriously"
And after they kick him out, he proceeds to produce a mediocre shooter with a story so unremarkable that even B-movies look like Shakespeare compared to it.

>> No.2162416 [DELETED] 

been gone for a little while

what happened with doomkart?

>> No.2162418

What did he do for Keen and Wolfenstein though?
He might have been out of his element for Doom, but he did do some contributions that are still there.

Also, I personally think the maps derived from his maps are some of the best ones.
Also, I like a lot of the assets and stuff from the Alpha and Beta, great stuff to mod with.

>> No.2162428

Thing is, he is bad game designer, and the whole point of Doom is gameplay, everything else comes second (with the exception of story, it is so far down the list that it should come fifth, skipping two empty positions).

>> No.2162432

Am I the odd one out for loving the original ROTT?

>> No.2162441

I think you have case of nostalgia glasses. Well, it is kinda okay game for its time, but all in all, it is completely unbalanced, with its abundance of hitscan enemies and almost every weapon being a rocket launcher.

>> No.2162448

He made the best levels and had good design ideas that were ahead of their time that the tech couldn't support.
I adore how solid and organic ep2 felt compared to the more arcade focused style of ep1 and the abstract mess that was sandy's ep3. His levels tried to look real, with labs and such, even in such primitive tech.
I have no doubt that he would have sided with Romero when Quake came around and they had all decided to make a doom clone. He may have saved Romero and prevented id tumbling into mediocrity by experimenting with fomulas.

>> No.2162451

>bad game designer

>> No.2162452

>had good design ideas that were ahead of their time
Yeah, like extra lives and score

>> No.2162453

He was too enthusiastic about his ideas and I don't think he wanted to accept that his plan could not be completed on the tech Carmack built or that it wouldn't have had as much appeal.

>> No.2162461

Okay, checkmate on that one. Though that was in wolf3d, and it was common practice at the time.
Outside of that he did want to push things forward with story telling and environment designs in fps games. I think that he might have thought that players should be in a believable world, not just running through an elaborate maze. Though I don't think he made any RPGs, so that might butcher my idea..

>> No.2162470
File: 93 KB, 640x904, 1063543656-00.jpg [View same] [iqdb] [saucenao] [google] [report]

>Though I don't think he made any RPGs
pic related

>> No.2162471

>Though that was in wolf3d
Wolf3d itself wasn't a shining example of good game design, but it is forgiveable because it was pretty much the first of its kind game, so they had no experienceYeah, yeah, I know, Hovertank 3D, Catacomb 3D
>he did want to push things forward with story telling
And it turned out to be a thing that undermined video games
>Though I don't think he made any RPGs
He did, and it was JRPG, which only proves my point further. Though I kinda liked Anachronox, but it was also not that good, gameplay-wise

>> No.2162479

>And it turned out to be a thing that undermined video games

Not all games are gone home. You can have gameplay and story, though Valve are still one of the few companies that can figure out how to do it.

>> No.2162498

Is that any good?

>> No.2162508

not that guy you were talking but yeah its pretty good

>> No.2162517

It's amazing. The gameplay is a bit slow (the combat animations take forever) but it's a game you play for the characters and setting. Its tone is constantly shifting but not in a way that feels schizophrenic or slapdash. It's a game where you never expect what comes next.

Which is its biggest flaw. It just ends after introducing the main villain. It feels like it should have been the end of the second act. It comes out of nowhere and it's such a letdown I don't know if I can recommend it. It's obviously because the publishers were breathing down their neck, and it's still not a short game but the feeling that it will never be completed... it hurts.

>> No.2162519

Is that pre beta HL2 Alyx, Trent Reznor and the Heavy Weapons Zombie?

>> No.2162520

No, it's just shitty Western video game cover art.

>> No.2162525

Can someone tell me the mod were the demons are females and they're sucking doomguys dick?

>> No.2162526



>> No.2162529

It's a lesbian stripper ninja, a chubby Sam Spade wannabe with a bad haircut and a Mister Miyagi.

Of course they all look blocky and chubby because Q2 engine.

>> No.2162535

>It's a lesbian stripper ninja
i remember the stripper ninja part but why is she a lesbian again?

also boots is not chubby fuck off

>> No.2162536

Doom: Uncut

>> No.2162543


>> No.2162547

All stripper ninjas are lesbians. That's part of their union contract.

It says right in the beginning of the game that Boots is flabby and out of shape from too many burgers, too much drinking and not enough exercise. He probably slimmed up a bit by the end of the game since he was doing a fair bit of walking.

>> No.2162614
File: 222 KB, 800x600, Screenshot_Doom_20150105_201804.png [View same] [iqdb] [saucenao] [google] [report]

Like drinking and driving, SUAB does not play well with anything remotely slaughtery.

Going Down is pretty cool though.

>> No.2162640

Going from the episode title, looks like they'll just be looking at various video games.

>> No.2162680

I just can see it:
>Will the bird launched from the catapult bring down the building?

>> No.2162732
File: 73 KB, 800x600, Screenshot_Doom_20150105_202003.png [View same] [iqdb] [saucenao] [google] [report]

That's just way 2spooky.

>> No.2162735

so can i talk about doomrl here? /vg/ seems to hate it as much as crawl soup's devs. what are your favorite builds and weapons?

found tht the skulltag custom mod is pretty good for testing builds since it forces you to kill everything and level up quickly. so far only had success beating the game with the ammo chain master trait, and dual wielding blade thing.

can't seem to go very far with the scavenger master trait. that's really dependent on drops and RNG. shotyhead is suppose to be easymode but got killed by direct hits anyway. rocket launchers are such a double-edged sword.

going to mess around with pistol traits again, but early game is tough. maybe i'll try out all the other rapid fire master traits first. they seem to be the easiest to beat the game with.

>> No.2162743
File: 389 KB, 800x600, Screenshot_Doom_20150105_214917.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2162762
File: 340 KB, 800x600, Screenshot_Doom_20150105_215602.png [View same] [iqdb] [saucenao] [google] [report]

What a mess.

>> No.2162771

Personally I loved a pistolerro build since its fairly easy to get by with an upgraded starter pistol until you make the plasma pistol or till you get that one purple semi-automatic pistol. The semi-auto, plus some P's, on the Scout makes it absolutely, ridiculously OP.

>> No.2162826

For some reason I just cannot play Hideous Destructor. It just plain will not run on gzdoom, and IIRC it didn't work on Zandronum either.

>> No.2162830

Are you using SVN build?

>> No.2162841


I don't think I am. I just downloaded the latest version of gzdoom to try again, and hd still refuses to work on it.

>> No.2162845


>> No.2162847
File: 1.65 MB, 1920x1080, 1420492094948.png [View same] [iqdb] [saucenao] [google] [report]

to remember what fucking game this is from

>> No.2162848

Are there any wads that actively use 3D models?

>> No.2162849


Yeah, I'd just downloaded the latest one from there, like I said.

>> No.2162856

Weird. Works for me. Are you running it with DOOM2.wad?

>> No.2162858

That looks like the first Spyro.

>> No.2162861


Actually nothing seems to work now that I downloaded the latest version. Even vanilla doom doesn't work now, because apparently gzdoom-g2.1 doesn't like my open gl or something?


Yeah, I tried with both doom and doom2.

>> No.2162862

I know but it's a racing game, isn't it? Spyro doesn't have a racing game.

It's really driving me nuts. Somebody posted this pic in a nostalgia thread and nobody ever said what it was and it's driving me crazy

>> No.2162868

It could be one of those sections in Spyro where you have to get from point A to B in a certain amount of time.

Sadly reverse searching the image brings up nothing.

>> No.2162870

yeah I know. Been through all the outlets. Whoever posted the shot ripped it from their emulator/level viewer or something.

driving. me. batty.

>> No.2162886

oy fuck I finally found it.
It's the egg thief speedtrack from Spyro 3.

>> No.2162887
File: 79 KB, 400x403, 457645.jpg [View same] [iqdb] [saucenao] [google] [report]

That's a bonus area from the level Icy Peak in Spyro 3. You supercharge around the track, chasing thieves who have stolen eggs. It's pretty fun.

>> No.2162894

found it anon. thanks for your service.

>> No.2162901

Just today I was playing it on ZDoom using the latest HD and 2.8pre-1042 64bit. I haven't noticed any real issues, or much difference at all, but then again this is something I haven't tried until yesterday so maybe there are things I haven't run into.

>> No.2162907


Are you getting an error with shaders?

>> No.2162908


Congratulations, you are now one of the many people left behind in the nonsensical GZDoom shader upgrade.
Prepare to have drones squawk at you to say you need to upgrade your "toaster" to play a 20 year old game.

>> No.2162937

I was streaming Newgothic with Demonsteele in Zandronum earlier. No graphical or music upgrades, just those two PWADs. The third map where you start on a mountain caused the game to choke so hard that it was 1 frame per 30 seconds.
Makes me wonder if there's a setting I may have glossed over that affected it, I'm guessing it might be related to Demonsteele's enemy projectiles.

>> No.2162953

From the changelog:
ds_cl_toaster has been included as a clientside effects toggle option. 0 is full effects, 1 is less effects, 2 is absolute minimal effects.

>> No.2162984

Ahh, I forgot about that. Thanks for explaining it, though.
I do get framedrops when using Exodus because of the detailed explosion effects, so it'd make sense. I just wonder why my PC has trouble with it to begin with.
Think it could just be Zandronum? I played more intense stuff in GZDoom on the same PC.

>> No.2162989


zandronum's graphics renderer is behind gzdoom's, so it chokes up on a lot of the more complicated stuff

>> No.2162995

I had very similar problems on Speed of Doom MAP28 with GZDoom, so I doubt it's just Zandronum. Zandronum might just handle it even worse, though.
However, I never had it bad enough to get framedrops just from using the exodus.

>> No.2163006

Cubeface just #rekt the hell out of Blood on the AGDQ stream. Was anyone else watching? He tore that game to pieces.

>> No.2163017

The originaly blood? i've been working on a review for that lately

>> No.2163021

Yep. I had no idea Blood could be broken over someone's knee like that. I really need to pay more attention to the speedrunning for that game.

>> No.2163023

Tested it with ds_cl_toaster set to 2 and fiddled with OpenGL settings for a lighter graphic mode, I think it's just the map. There's at least a hundred cyberdemons and exponentially more zombiemen all firing at the same time.
Guess I'll just make a habit of skipping the map entirely when I play Newgothic.

>> No.2163094

Yeah, Blood really got opened up within the last year. Before that, there wasn't really a planned route for the run

>> No.2163096

Playing 200 minutes of /vr/

>Hey guys lets turn all the light brightness in all the levels to zero
>This is good level design!

>> No.2163115
File: 5 KB, 250x250, avatar_2spooky.png [View same] [iqdb] [saucenao] [google] [report]

Why not say both are good games?

In other words, good evening /VR/ Doom. What's happening?

>> No.2163137


Both are very good games.
Personally I just think trying to go on about how one is "better" than the other when both provide entirely different experiences and are loved for completely different reasons is an exercise in futility and also fucking retarded.

>> No.2163140
File: 50 KB, 640x400, gamma.png [View same] [iqdb] [saucenao] [google] [report]

Why don't you just turn up the gamma? =^)

>> No.2163164

>Watching AGDQ run of Descent
>Runner isn't doing all that great
>People in chat calling him complete garbage and telling him to off himself
>People calling Descent boring and shitty

Feels sad man

>> No.2163171
File: 74 KB, 367x451, AH HAHAHA FAGGOT.jpg [View same] [iqdb] [saucenao] [google] [report]

>Unironically reading the twitch chat in big streams

I'm surprised you didn't just disable that shit, but if you read the twitch chat during GDQ streams you must have not enough braincells to do so

>> No.2163185

Eh, mostly just hopped in to catch the end of the Descent stream since I just got home, just caught a bit of it really.

>> No.2163186

That guy said nothing about twitch chat. He may have been referring to quakenet or other irc channels. Chances are you are right. But in the case that you are not, good job being a part of cancer you whine about.

>> No.2163206
File: 34 KB, 237x180, 1405307342667.png [View same] [iqdb] [saucenao] [google] [report]

Also if I can further defend myself I very rarely tune into Twitch streams, so I kind of wasn't prepared for how bad the chat was.

>> No.2163207

Fair enough

>> No.2163328

Ask /vr/ or /vg/ emulator general, one of em might know.

>> No.2163335
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]


Being reasonable? Fuck that!

In all seriousness, yeah, okay. Both have extremely strong merits.

What the world needs is a game with Quake's verticality and mobility, Doom 1's level design, Turok's weapons, and Doom 2's monsters

>> No.2163428


TES arena is an ultima clone.
TES oblivion is TES 4
Bethesda fallouts are a future-50s game made on a modified version of TES 4's version of the gamebryo engine.

thus "ultima clone 4 in the future 50s"

>> No.2163460
File: 23 KB, 640x480, osaka surprise.jpg [View same] [iqdb] [saucenao] [google] [report]

John Carmack once said the Build engine is held together with chewing gum.

What if he's actually right, and that's why Duke Nukem is all out of gum?

>> No.2163470

Speaking of Carmack, anyone have that picture from his twitter where he describes the situation with the two marines on the cover of the first game?

>> No.2163475

not hard at all. you are familiar with slade3, yeah?

>open heretic.wad in Slade
>find the texture you want
>select it and copy it (Ctrl+c)
>open a new pwad
>click in the "entries" window and paste (Ctrl+v) the graphic youre copying from heretic
>select and then right click the graphic
>hover over "gfx" and choose "convert to..."
>in the graphic format conversion window, set the top drop down menu ("convert to") to "doom gfx(paletted)"
>set the drop down menu under the graphic on the left to "existing/global"
>set the drop down menu under the graphic on the right to whatever game's palette you want it to be converted to
>press convert (or convert all if you're selecting multiple graphics)

not hard, its just no one bothers to explain it.

>> No.2163483


>> No.2163485
File: 601 KB, 1280x1024, Screenshot_Doom_20101030_201209.png [View same] [iqdb] [saucenao] [google] [report]

Not much here. AGDQ seems kinda boring this season. Still trying to kick my cough.

>> No.2163493

what mod is that?

>> No.2163501

That player skin will never ever not look terrible.

>> No.2163504

I wish someone would make a non-shit version of that skin.

>> No.2163505

This poster will never ever stop saying that every time he can.

>> No.2163516

Is Doom a good game to speed run?

>> No.2163518

nope. not at all...

>> No.2163524



>> No.2163537

After seeing the glass house that is the Doom source, Carmack shouldn't have been throwing any stones

>> No.2163538

You can deny it all you want.
It's not bad conceptually, but the original model had way too few polygons for it to transition smoothly into doom.

>> No.2163543

At least you can't get killed when trying to open a door in Doom.

>> No.2163568

Oh Hell yeah you can. I remember the level in Doom II where you go and approach the 'last' door only to have it vanish and all the buildings lower into the ground. And apparently all those buildings were just hollow pens with revenants inside...

>> No.2163580
File: 588 KB, 1280x1024, Screenshot_Doom_20101030_201211.png [View same] [iqdb] [saucenao] [google] [report]

It's the Purgatori skin ported from quake II. Best-ever.org has a copy of the vrskins3.3r wad that you can throw in a /skins/ directory in your zandronum install to use online.

The mapset is Knee-Deep in ZDoom if I'm remembering right. Hard to play through but really nice looking.

:) Have more!

>> No.2163586

I'm not sure what that is exactly, but go to the red key door in Map06 and try using the right hand doortrak to instantly crash the game

>> No.2163693

for some reason, the doortraks for that red door in map06 are both tagged as being door, openfast...

maybe by opening them you're exposing so much of the map that it causes a vidplane overflow?

>> No.2163820
File: 2.46 MB, 640x320, Pipe n shotgun.webm [View same] [iqdb] [saucenao] [google] [report]

Fuckin around with something here, might be cool once I get some shell ejections and make the pipe attack crunchier

>> No.2163828


Yo, I hate to sound like a leech but could ya hook me up with that set of pipe sprites? Sorta short on Melee sprites at the moment for what I want to do. (at least, non sword sprites)

>> No.2163831


I jacked them from shut up and bleed and just stuffed them in doomguy's hand from the big sheet of hands

>> No.2163838


Oh I know that. I only asked because my artistic skill is -3/10.

>> No.2163841


Damn son. It's not THAT hard. get yourself GIMP or pirate photoshop, snatch the big sheet of hands which is either on this thread or the last one, and start editing and making stuff. I have no artistic skill either but I manage to cobble this together in 10 minutes or so

>> No.2163917

Anyone know where I can find shells, bullet casings, and magazine sprites? I know various mods use them and shit but is there a big compilation sheet or anything?

>> No.2163939

It's because it had co op.

>> No.2163951

Yeah. I don't know why people act like that's some big mystery; multiplayer has ALWAYS been a part of the game. It's not something they just added to the game later.

>> No.2163956

So, is there a list of good co-op wads?

>> No.2163958

tried a dualguns marine. was going well so far unitl i tried to beat the city of skulls with only muh pistols because i don't want to accidentally blow up anything. used 2 phase devices which only teleported me into more skulls.got skullfucked by 6 skulls who attacked me at the same time.

fuck this. i'm going to carry a shotgun until endgame. or maybe ditch rockets and use only shotguns for crowd control.

>> No.2163961
File: 100 KB, 683x946, postmortem skullfucked.png [View same] [iqdb] [saucenao] [google] [report]

>forgot postmortem

oh i did bring a shotgun but i didn't bring shells. i was keeping it just in case i can't find 10mm ammo.

also should have removed the flameproof armor because melee penalty

>> No.2164004

Doom 4koma? Anyone can translate these?

>> No.2164010 [DELETED] 
File: 50 KB, 363x363, chill man.png [View same] [iqdb] [saucenao] [google] [report]

>all this shitstorm because of a picture
Shit, it was only a list, guys.

>> No.2164079

Yeah I saw it, badass speedrun. Some of those dynamite jumps were fucking insane. I was disappointed that he played on the easiest difficulty, but I guess without that you wouldn't be able to dynamite jump without killing yourself.

>> No.2164157

Get a monitor that isnt shit.

>> No.2164210

Goddamn this reminds of some shitty .wad I played ages ago where you to run through a floor filled with toxic waste hitting switches in pitch black darkness while a dozen chaingunners fired on you from the rafters

fuck that

>> No.2164217

>map units per metre
oh boy you didnt

>> No.2164237

I fucking love shotguns with heatshields. In Doom you're firing enough that it's practically essential.

>> No.2164251
File: 309 KB, 1280x960, 1342457400651.jpg [View same] [iqdb] [saucenao] [google] [report]

Hell's yeah motherfucker.

>> No.2164262

Well, not just that but some other thing that make the harder difficulties worse to run

-In harder difficulty, enemies hit harder and are more accurate. That are also more of them and most of the common enemies are hitscan.

-On top of that, they also have more health to boot (Up to x2 on Lightly Boiled, x3 on Extra Crisp). This also includes the bosses in the game, who has gain up to a couple thousand more.

-Like on all the other Build engine games, you take damage badly, even on the easiest difficulties. Unlike the Build engine games, the only health pickup in the game are Doctor's Bag, unless you kill certain enemies for their Life Essences.

-This would make some of the bigger skips harder to do, see that the run uses health as a resource. You use more of that doing the tricks, and loses a lot more of during the run with the increased number of Cultist hit harder , more often.

So basically, Still Kicking Blood allows the run to go that quickly by allowing the bigger tricks to happen reliably and making the enemies HP the lowest possible to make the boss die quickly as possible. Only thing it doesn't allow is save/load on the level due to the bug.

>> No.2164272

>no episode 5

but a really cool run. the duke run just before it was meh.

>> No.2164282

that yours anon?

>> No.2164296
File: 127 KB, 1024x768, AR-15 retro wood.jpg [View same] [iqdb] [saucenao] [google] [report]

Haha, I fucking wish, live in an Anti-Fun country.
Maybe some day, I can live in a place where I can have as many guns as I want and nobody can say a damn thing.

>> No.2164301
File: 61 KB, 519x389, blank.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2164305

I'm happy that I live in a country where I'm more likely to be stabbed than shot tbh, though I'd like to collect them if I could.

>> No.2164307
File: 451 KB, 1138x731, 1370738672404.jpg [View same] [iqdb] [saucenao] [google] [report]

dat Trench Gun
Doom could use more wood and steel guns I figure.

But let's not post a billion images.

>> No.2164310

>But let's not post a billion images.

No, please do.
Spriter here looking for a new gun.

>> No.2164313

It was incredible, a lot of skips blew my mind. Unfortunately I couldn't watch it live.
>In harder difficulty, enemies hit harder and are more accurate.
They also appear to have superhuman reflexes.

>> No.2164318
File: 82 KB, 1024x768, SKS-D, Heatshield, Bakelite Magazine.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly, if you look at a place like America, as long as you stay out of the super densely populated places with high rates of poverty, your odds of being shot are about on par with Europe, you're way more likely to be stabbed in LA than you are to be shot out in bumfuck Kentucky.

High rates of poverty and very dense populations are the biggest factor in violence in a society by far.

Oh, you're willing to take requests maybe? Do you do centered guns or angled guns?

>> No.2164320


I could try, but my mind wanders quite frequently. I prefer centered, but an angled is fine too.

>> No.2164326
File: 471 KB, 1024x768, tumblr_n4luf7Fov31tvv4qzo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Centered is perfect.

Would you be willing to make a centered Sterling SMG?

>> No.2164354
File: 104 KB, 1400x1050, contents.png [View same] [iqdb] [saucenao] [google] [report]

I've got some laying around I've tried spriting before...

Here's my attempt at converting photos to sprites...not good at all, but full of resources.


pic related.

I'll dump what I have on hand as far as fullsized source images go too if requested.

>> No.2164356

>SKS in bullpup kit
I guess one could at least edit it and pretend it's something else.

>> No.2164357
File: 2.77 MB, 3264x2448, Picture 014.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2164360
File: 2.88 MB, 2448x3264, Picture 019.jpg [View same] [iqdb] [saucenao] [google] [report]

the view "model" barely does anything but show the targeting reticle

here's the source image of the ready state image...

>> No.2164362
File: 2.73 MB, 3264x2448, Picture 003.jpg [View same] [iqdb] [saucenao] [google] [report]

also, if its any consolation, that kit is 100% buyers remorse. I figured it'd fit doom better because it's sci-fi, though, so I left it on for photos...it's too wintery for the range anymore.

here, have a nugget

>> No.2164368
File: 1.33 MB, 2475x2318, sks-collection.jpg [View same] [iqdb] [saucenao] [google] [report]

You know, a Hi-Point should be super easy to draw and animate for Doom.
The secondary attack could be to chuck the gun and hope it hits an enemy in the head.

That actually doesn't look so bad.
But hell, even an absolute shit body kit can be used for prop-making and visual purposes.

The Muzzelite kits for the Mini-14 were titanic pieces of shit but movie armorers got quite creative with them during the 80's and 90's. I guess it helps that they're only firing blanks with them.

>that kit is 100% buyers remorse
Not saying what you can and can't do with your gun, but if you wanted a plastic stock for an SKS, in my opinion, even the cheapo Tapco stock would fit better (or that other one next to it). With some photo editing one could make it appear as some sort of futuristic hybrid of the AK and the Vz-58, make it look like it feeds from AK mags and junk, color the plastic furniture matte black or OD green.

I hear that putting your SKS in a bullpup kit is a really bad idea if you're left handed, was that anything you considered? I've heard stories of knocked out teeth and injured nose bridges, but I don't know if they'd be true.

>> No.2164375

kek. now i feel like playing some cowadoody

>> No.2164376
File: 3.40 MB, 3264x2448, Picture 017.jpg [View same] [iqdb] [saucenao] [google] [report]

>if you wanted a plastic stock for an SKS

nah, fuck plastic. I bought the SG Works kit because my GF wanted something with a shorter length of pull.

turns out, you can only safely traverse a left-handed corner with it without tearing out your face, so it's an impractical range toy.

>I hear that putting your SKS in a bullpup kit is a really bad idea if you're left handed, was that anything you considered?

I'm left handed-left eye, but since most weapons are designed for righties, I train and shoot right handed when I go to the range.

Still, for a practical gun, you NEED to be able to shoot both right and left handed for when you traverse corners...the gun should ALWAYS be on the outside of the corner so that the minimum amount of your body is sticking out when you return fire on an attacker.

Yes, this kit will tear your face open traversing a right-hand corner (where you'd shoot left handed)...thus I can't stand it because it just screams "toy" at me.

Everything else about the kit is fine...suprisingly good trigger, great balance. That inability to shoot left though is literally why I can't stand it (that and no bayonet).

uhhh, unless you want 9001 frames of animation, here, have the image I rotoscoped the bow from for the viking mod. That's a weapon too, right?

>> No.2164440
File: 2.17 MB, 3264x2448, Picture 023.jpg [View same] [iqdb] [saucenao] [google] [report]

and just to show that I'm not a complete mongrel, here's my SKS restored back to it's proper configuration.

I'm about to sprite these myself, so here's frame 1...

>> No.2164441


>> No.2164447
File: 2.27 MB, 3264x2448, Picture 024.jpg [View same] [iqdb] [saucenao] [google] [report]

...and frame 2

>> No.2164467

I always wanted to see the pistol replaced by an M1 Garand.

>> No.2164490





>> No.2164492

I have a huge collection of Nerf Guns and I once thought of taking POV pictures to try to make doom guns out of it.

In the end, I'll admit it, I couldnt be bothered.

>> No.2164507 [DELETED] 
File: 11 KB, 204x203, 1416835049560.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you really want to know?
Do you want to stir shit up again?
Do you really want everyone to shitpost again?

>> No.2164509

off-angle photos are hard as shit to take...

centered photos, I have one axis to get right. off-angle has two. so much work...

>> No.2164582 [DELETED] 

lazy doomers____. loljk

>> No.2164607

Tell me about Adventures of Square.

>> No.2164609


>> No.2164614 [DELETED] 



I'm sorry

>> No.2164703 [DELETED] 

For you :x

don't be sorry for posting the great meem in thie history of meem bby x

>> No.2164719
File: 931 KB, 2048x1536, IMG_20150106_134915.jpg [View same] [iqdb] [saucenao] [google] [report]

D touch running prboom on the ouya. Needed doom on the tv. Gzdoom doesn't run so hot though, example community mega wad lags, bit choppy, but still playable

>> No.2164727



>> No.2164736
File: 725 KB, 2560x1440, 2014-12-22_00005.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucken love it
The visuals are just so well thought-out and compliment Doom's gameplay and level architecture perfectly.
There's also some pretty nifty scripting in there.

>> No.2164764
File: 103 KB, 688x598, late_doom_development.jpg [View same] [iqdb] [saucenao] [google] [report]

New test version of BDv20 is up.

- Fixed a bug causing friendly marines to sometimes attack dead zombie bodies.
- Restored shotgun's wooden grip and added DoomNukem's shotgun side sprites.
- Removed the camera movement effect when pumping shotgun/reloading SSG.
- Fixed a bug causing the player to take damage when being near a teleport destination.
- Fixed bugs with the Dual plasmagun.
- Now you are able to pickup the Dual Plasmaguns normally, without cheating.
- Probably something else I forgot to list.


>> No.2164771 [DELETED] 

/v/irgin here

kill yourself you nigger, you are the reason why we cannot have proper DOOM threads
someone ALWAYS has to mention your gay mod with a shitload of bad elements and it always causes drama
but not only does this mod suck, you are also an insufferable cunt and have a really shit personality

kill yourself

>> No.2164772 [DELETED] 

shits heated

>> No.2164779 [DELETED] 

Don't give it attention.

>> No.2164781 [DELETED] 


Yeah, it's just a nerd trying to stir up a shitpost.
Probably gonna samefag to it, too.

>> No.2164785 [DELETED] 

>/v/irgin here
stopped reading there

>> No.2164789

Have you fixed elevators/doors getting blocked by bodies?

Anyway, thanks a lot Mark. Fuck the haters.

>> No.2164801 [DELETED] 


even if you're trying to stir shit, I think sooner or later the bubble had to burst

>> No.2164806

>Removed the camera movement effect when pumping shotgun/reloading SSG.

Still there for SSG if you fire both barrels separately.

>> No.2164808 [DELETED] 

Calm down, pal. If you keep being this mad, you are going to poop out an hemorrhoid pretty soon.

>> No.2164812

Some of you may remember that /vr/ weapon set I plan on making using ideas from you weirdos. Some of the weapons I feel won't pan out too well. So if you guys have an idea for a fairly simple (primary and secondary fire only) weapon to replace a stock doom weapon. Let me know.

Also I've been wanting to implement ijon's scrappers in somewhere, and a thought occurred to me last night: what about a fire mace that shoots out scrap and can be swung as a melee weapon?

>> No.2164818

Primary fire - shoots HEAT rockets (high direct hit damage, small and weak splash)
Secondary fire - lobs rockets as HE grenades (lower damage, larger and more powerful splash)

>> No.2164827


As a rocket launcher replacement I'm assuming? I like the simple duality of it. Writing this one down!

>> No.2164834

Well, that's basically how the UT rocket launcher works. I'm surprised more games never did that, it's a good combination.

>> No.2164837

Duke Nukem Megaton Edition is free for PS+ members on PSVita, for those who haven't heard.

Just downloaded it on my Vita. It's a bit awkward to aim with the tiny-ass control sticks, but it didn't take long to get used to it. I started a game on Duke it out in DC or whatever it was called, noticed the audio quality is really bad, sounds all fuzzy/static-y. However, the audio on the demo playing in the background of the main menu is totally fine.

>> No.2164840


>> No.2164842
File: 10 KB, 184x184, de2454111c20a7d7079ba2bb11b34ca820d40e2e_full.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2164849

did you try headphones nig?

>> No.2164856

Just tried. Audio is fine now, with both headphones and the Vita's speakers. Odd.

By the way, I'm not sure if it's been mentioned, but The Trailblazer is actually fucking out now. I may have a reason to play Doom again.

>> No.2164857


>to avenge his lost love and the tragic refrigerator accident.


>> No.2164862

>That story in the post
I wish to cheer up Doomnukem and Pillowblaster.

>> No.2164867

Why do only about half of HDTVs have VGA, but they ALL have RF inputs? It's infuriating to me how often I can't hook my laptop up to a TV with every conceivable input EXCEPT the one that was computer standard for over a decade.

Also, it seems unusual to me that you have a bunch of pennies, rolling papers, the lid from your weed jar, and a cassette tape scattered about your desk, but you also have an Ouya.

>> No.2164884

The weapons are really nicely done and the animations are pretty good.

It's a little too strong for anything besides maps around the difficulty of Speed of Doom and higher but I really like it.

>> No.2164887

It's a top for a candle, the papers are an oversight! I forget the inputs my tv has, apologies

>> No.2164891

I never understood why people like PillowBlaster's mods. They all make player overpowered. What's the point? Am I missing something?

>> No.2164895

I just kind of assumed you were playing Doom on the Ouya because you can't plug your computer into your TV.

>> No.2164896

The weapons feel really good and they're pretty well animated.
Trailblazer is also feeling pretty fun so far.

I tone down the weapons to be more reasonable and keep a strong version of the mod around for if I just feel like mindless shooting in a slaughtermap or something

>> No.2164901

>They all make player overpowered. What's the point?

The point is to be powerful so you don't have to worry about getting in trouble.
These are the mods to play after you've had a rough day at work and you want to kick back and don't need to get frustrated at a map that thought it'd be funny to put twelve revenants and an archvile just out of range.

>> No.2164906

All his mods are well made. That I can't deny.

I guess. I just wonder why he makes all of them like that. I also hate fucking usable items in Domm. Then again, just my personal preference.

>> No.2164915


Personally, I'm not a fan of it either. I like mods where the strength comes from gitgud rather than because the weapons have a fuckton of numbers.
For example, Demonsteele is stronk, but you really only get stronk by killing enemies and building your power up rather than just spamming a weapon with A_Explode(1024,1024,0) with a fire rate of 10 tics. There's still a challenge and you can get overwhelmed extremely easily.

Either way, can't deny there's an audience for cathartic power fantasy mods.

>> No.2164916

Is there a list somewhere of hardest to easiest mods? Asking as someone that has played around with some stuff in slade and looking to maybe make my own mod or mod of a mod.

Like what are easy mods, hard mods, approximately vanilla-balanced mods?

>> No.2164921


hideous destructor on oku2v31.wad

pretty much everything in between is extremely subjective

>> No.2164924

I honestly feel Demonsteele's difficulty is really low thanks to the dodge button and back special and Iron Maiden mode letting you quite literally NO SELLING on every attack ever provided you start punching people.

I love it, it's great.
But it's kinda easy once you get going as long as you focus on using the sword since you'll have a lot of Special meter.

I don't really touch any guns besides the grenade launcher for defense.

>> No.2164928

Honestly, Demonsteele's sword is actually overpowered too. I rarely use guns. I guess it's fine, because sword is more fun and people are bored of regular guns.

>> No.2164934

Overpowered is an understatement
>Can block projectiles with ease
>Gets stronger just by hitting anything, damage ramps up exponentially
>Forward special kills everything short of Cyberdemons and Masterminds in a single swing
>Side special is kinda useless
>Back special has an immense range and has good damage, deletes projectiles so it's the ultimate defense
>Sword sheathe lets you bop monsters, giving you full mastery of cutting and bopping attacks in a single weapon

My only complaint is that I wish there was some sort of combos going on instead of wild sword flailing.
Even if it tears through everything it made something like Shadow Warrior a lot of fun just by having some variety in how you tear things to pieces besides sword waves.

>> No.2164936

Well there's already a Rogue: The Doomlike wad, so there's that.
>exploring an abandoned fortress and fighting the monsters that caused the abandonment + whatever else took it as a home
Do want.

>> No.2164952

Well the new UT is being developed, so there's that.

>> No.2164986

>Playing Trailblazer
>Having a blast with Stardate20X6
>About to report a bug that sometimes a bullet casing just flies out of you at random
Took me like 5 minutes to realize that was a cigarette butt.

I like that little detail.

>> No.2165071


Ah shit. Does this need one of those horrid new versions of GZdoom?

>> No.2165074

Yes it does.

>> No.2165080


It runs fine in 1.9, at least it does for me.

>> No.2165135

I cant seem to get Trailblazer to work on gzdoom. Anyone else got this problem?

>> No.2165137

Update it to one of the SVNs.

>> No.2165141


Using one of the 1.9pre SVN versions of GZDoom. No results.

Welp, it has begun.

>> No.2165218

>dual wielding
>...of long guns no less
>"iron sights" that don't actually have sight alignment.

the last good release of BD was 0.18. the reasons above are why.

>> No.2165225

Aww man I kind of liked the camera movement with the shotguns.

I look around to imitate gun movements manually in all FPS I play, I just like it

>> No.2165243


The version I'm using is "G1.9pre-828-g60fff6c5", and it works on that version, if it helps you any.

>> No.2165257

>>dual wielding
>>...of long guns no less
But it's fun anon.
Why do you hate fun?

>> No.2165263

Iron sights don't really seem necessary in Brutal Doom in the slightest.

I don't really see an issue with dual wielding anything in BD since it doesn't even attempt to be realistic in the slightest.

I'd rather dual wield shotguns though, don't care how impractical it is
Think The Rundown

>> No.2165273

I'd like that if the shotguns were automatic.
Should be rather easy to add it back in probably.

>> No.2165275

In The Rundown the Rock used two pump action shotguns.

It's retarded and silly but I liked it.
I wouldn't mind automatic shotguns or a semi-auto mode for the shotgun though but I won't be asking for it.

>> No.2165285 [DELETED] 

I know, but it would be so slow tho
like, just shooting one normally would be faster, and shooting the double one, too.
Double SSGs sound more fun and reasonable from a gameplay standpoint, if anything.

>> No.2165298

Dual SSGs would be rad as heck just for the point blank quad shot.

>> No.2165302
File: 2.92 MB, 1920x1080, balance in russian overkill.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2165306

I should sync this webm with the ALLAAAAH bit from https://www.youtube.com/watch?v=7nuyoLX13Ng and have nasheed playing in the background, then upload it to youtube.

>> No.2165310


you have GL 2.0 that's why it werks for you

>> No.2165320

Can Doom on PC be played with a controller?

>> No.2165329

It can, yeah.
It's kind of clunky though, even with no Y axis.

>> No.2165330

No. Computer technology has not advanced that far yet.

>> No.2165332

Checked out Pillow's Youtube videos. I never knew I could want a Doom engine mod as much as I want Guncaster.

>> No.2165339

Go play it then see how you like it.

>> No.2165356

Can someone upload the "Best maps of 2014" picture?

>> No.2165370 [DELETED] 
File: 400 KB, 1792x1038, 1420508297351 - Copy.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright /vr/, I'm playing your wad of speedmapping and I am fucking convinced this shit cannot be beaten. Fuck this map

>> No.2165372

>horrid new versions of GZdoom
Please elaborate.

>> No.2165374

It's a trap.

>> No.2165375
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]

>play trailblazer
>machete has fucking gorgeous sprites and smooth animations
>Serious Sam's dual infinite ammo revolvers, again looking very pretty

Oh my god. I'm in love

>> No.2165380

My favorite gun is that big revolver.

Holy shit that's satisfying.
I also like the dual shotguns and Minigun a lot.
The assault rifle is really sexy too. I love magazines on the side of the gun.

>> No.2165381


Reload and fire rate gets faster the less health you have.

>> No.2165393
File: 717 KB, 640x320, That's some serious shit.webm [View same] [iqdb] [saucenao] [google] [report]


It does WHAT?

...oh my.

>> No.2165416

For some reason the revolvers look awkward to me.

They're the only guns that bother me visually and I'm not sure why.

>> No.2165419

It looks to me like they're waggling around in his hands as opposed to the sharp, sudden kick you often see revolves packing.

>> No.2165421

All I know is that big revolver looks great visually when firing while those guns are kinda eh.

Everything else is great though.

>> No.2165426


It's a consequence of all the rottsprited animations. You see the guns all jerk very suddenly across an unrealistic axis--the revolvers are especially egregious, since they suddenly change angle when the rest of the animation has been smooth as shit.

It's really very jarring.

>> No.2165449
File: 2.89 MB, 1366x768, 12 trillion shots - more than enough to kill everything that moves.webm [View same] [iqdb] [saucenao] [google] [report]

pro tip: keep one revolver half-loaded and fire them both at the same time to lay down a constant, unlimited stream of fire

>> No.2165453

I do this with the shotguns.

I don't touch the Uzis, I like the assault rifle waaaaaay more.

>> No.2165454

I think they're just referring to how the new versions of GZDoom uses OpenGL2 or 2.1 (can't remember exactly)

>> No.2165464

On New Years Eve, I wrote up a little guide on how to set up decent MIDI music for ZDoom. I've tweaked it, and you can get it here, if anyone is interested.


>> No.2165470

so.. which wads go best with Sperglord edition?

>> No.2165479

I'm sure it's been mentioned elsewhere - but what mod is this?

>> No.2165486

Trailblazer, came out today.

>> No.2165495

Good shit - thanks

>> No.2165643

>What the world needs is a game with Quake's verticality and mobility
>Doom 1's level design
Give it more detail but keep the secret areas as actually secrets.
>Turok's weapons
>and Doom 2's monsters
Nah, make more monsters in the vein of Marathon with a little bit of the agitation from Quake and Doom 2[and by agitation, i mean threatening monsters]

>> No.2165670

>Turok's weapons
That's not how you spell "Unreal"

>> No.2165672


The weapons in Unreal 1 suck.

>> No.2165675

Take that back

>> No.2165678
File: 400 KB, 488x519, Decaf is for faggots.gif [View same] [iqdb] [saucenao] [google] [report]



Especially the starting weaponry, the standard blaster is dildos.

>> No.2165679

It's not like you can upgrade it or it's not like you'll find a new weapon five minutes later

Again, you are confusing them with your mom

>> No.2165681


Alright alright fine. The rest of the weapons in UT are good. Just goddamnit I fucking hate deliberately bad starting weapons.

>> No.2165682

Well, the Doom itself has absolutely useless starting weapon that also shares ammo with actually useful weapon.

>> No.2165684
File: 515 KB, 2368x2624, scrap639_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Stimpack-tan turning into a former hum -- er, zombie. Needs coffee badly.

>> No.2165685


and I hate that pistol, in fact the non-berserk fist agitates me as well.

Which is a shame because aesthetically I've always liked how the pistol looks.

>> No.2165702

Infamous: Second Son
Well, it's already kinda like a shooter with some of the powers. Just a lot more melee-focused weapons alongside that and some keybindings everywhere plus platforming.

>> No.2165715


Okay, doing some more revisions on the weapon list here, if someone can think of a cooler/more fitting chaingun/plasma rifle, let's hear it.

>> No.2165731

>Semi auto pistol
Everyone really likes this kind of pistol to replace the default one.

>> No.2165738

>cooler/more fitting chaingun
How about another combination weapon? Some multi-barreled weapon, like Duke's chaingun. Primary fire fires it like chaingun, secondary fire fires all barrels at once, shotgun-style. I can see that your current regular shotgun is pretty boring as well.

>> No.2165746
File: 2.11 MB, 640x320, where does he keep all those pistol mags anyway.webm [View same] [iqdb] [saucenao] [google] [report]


It's a good fallback weapon to plink shit with, and button mashing with it feels good. I'm gonna add some little flying pistol casings in the future, and a pistol mag that drops every time the player reloads as well, once I find a suitable sprite


I'm up for making the shotgun a little more interesting mechanically, though to be fair I feel the shotgun should be a staple in that being a simple, potent weapon. Not sure how useful a chaingun that has the ability to fire a scatter shot would be though

>> No.2165759
File: 1.89 MB, 475x268, what is this.webm [View same] [iqdb] [saucenao] [google] [report]

What is this?

>> No.2165769
File: 269 KB, 1500x342, M97Trench-gun.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, then I have a great idea for how to make a simple shotgun more interesting - bayonet! Or at least a secondary fire machete

>> No.2165770


That is incredibly disturbing.

>> No.2165771


I want something crunchy and push-backy though. Bayonets don't go crunch. >>2163820 as seen here, I'm going to make the pipe have increasingly more impact to it.

>> No.2165773

Is that the mod's name?

>> No.2165774


I have no idea, you tell me. So I can avoid accidentally downloading it and curl up and cry instead.

>> No.2165778
File: 80 KB, 399x392, ahegao.jpg [View same] [iqdb] [saucenao] [google] [report]

come on, anon. Have you never wanted to have a waifu hand that constantly has an ahegao salpped on her face, and blows death rays?

>> No.2165803

How do I set up a turret in shotgun frenzy?

>> No.2165804

Want more crunchy and pushback on your shotgun?

Pile bunker bayonet

>> No.2165806


Pile bunker? The other problem is animations. I can just lower the shotgun and swing the pipe because I got the sprites. Would a nudge forward on the shotgun actually LOOK good?

>> No.2165808


The face creeps me out. It just looks corpselike and unnatural, and really the whole thing reminds me way too much of a skinned anime corpse. Like someone skinned their waifu and is wearing her skin on their hand as a puppet.

The corpselike pallor and the red outlines along her hair even where there shouldn't be a bow doesn't help.

>> No.2165820

>Persona Q
FOE monsters would be interesting in a Doom wad

>> No.2165840
File: 20 KB, 800x279, Pile Bunker.jpg [View same] [iqdb] [saucenao] [google] [report]

Pile Bunkers are a made up weapon that rams a spike forward very hard.
Always made to pierce or just absolutely WRECK whatever is in front of it.

If you played Lost Planet or EDF2025 there's a lot of them in those.
Instead of nudging your shotgun forward you can make a spike ram out hard with a loud sound or explosion.

I couldn't find any weapon demonstrations for it so have a dumb as hell video https://www.youtube.com/watch?feature=player_detailpage&v=BYsDx8TsN0c#t=67

>> No.2165841
File: 37 KB, 400x400, Only the dead can know peace from this sweating.jpg [View same] [iqdb] [saucenao] [google] [report]


So it's a pneumatic spike. That's some intense shit. But I'm not sure how good it'd look in a center view.

>> No.2165842

I have no idea how it'd look centered either but I find the concept of such a thing as the bayonet to be actually interesting instead of a standard knife bayonet.

It would also be pretty heavy sounding and knocking enemies back would make sense if it was like a battering ram.

>> No.2165845

One thing for sure - it's gonna look incredibly phallic

>> No.2165849

you use the inventory item for the turret
normally it should be bount to ENTER to use and [ and ] to navigate which inventory item is selected

>> No.2165850


I'm writing this one down for any future projects that use non-centered weapons. But for the /vr/ weaponpack, I'm going for consistency and everything being centered. Also that's totally the gunlance animations they used for that weapon, lazy Capcom.


Pneumatic dildos is more of Hdoom's territory

>> No.2165862
File: 596 KB, 962x653, Fencer.png [View same] [iqdb] [saucenao] [google] [report]

EDF2025 had really good pile bunkers.
It would also launch the giant bugs and space ships into orbit if you killed them with it

Also the class that uses it is a bonafide badass.

>> No.2165867


thanks for reminding me I need to go buy EDF 2025

>> No.2165868

>>2165731 here

I'm not really a fan of the semi-auto pistol choice in general but the webm here makes it look nice.

>> No.2165872


I could add an option where if you hold the fire button you fire it at a steady, slower rate too, if you'd like. I mean button mashing will be faster but holding is an option too if your trigger finger gets worn

>> No.2165874

Nah man it's not really about the tapping, I guess I'd just like to see some other sort of weapon in the second slot.

But don't worry about it, that webm looked nice.
I like the animation and the sprites and I'm sure it will sound good too.

>> No.2165881


In the future I want to make a mod the blends the fist and pistol together, like a baton/pistol or a sword and throwing knives, something like that, there's always more mods to make in the future.

And yeah, Sgt Shivers did a fucking bang up job on those pistol sprites, I want people to use these sprites in the future.

>> No.2165884

>Fist and pistol together
How about Snake's CQC or something identical?
Just like a three hit thing or maybe a slam if you can figure out a way to make that a thing in Doom.

Knifegun makes sense.

>> No.2165893
File: 54 KB, 587x585, Knifegun.jpg [View same] [iqdb] [saucenao] [google] [report]


I like the way you think. I'll do something like that in the future.

>> No.2165894

Pretty sure when people say he's the strongest character they're referring to characters with no magic or god power items.

>> No.2165920
File: 4 KB, 72x90, dude.gif [View same] [iqdb] [saucenao] [google] [report]

>Rock Band 2

>> No.2165924
File: 26 KB, 640x427, golly1od.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2165935
File: 3.92 MB, 479x306, DispersionPistol.gif [View same] [iqdb] [saucenao] [google] [report]

>Especially the starting weaponry, the standard blaster is dildos.

That standart blaster transforms into a weapon that can blast regular foes to pieces with UNCHARGED shot (and blast the rest with charged)

>> No.2165937

click the image, watch the glory unfold

>> No.2165938



>> No.2165939

I dunno what it is, but I want it.
Source please?

>> No.2165940


I don't get it

>> No.2165941

idgames have tech issues

>> No.2166021
File: 426 KB, 833x467, ulti.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone have a download link for this? Has anyone else even heard of this?

>> No.2166030

If it wasn't for the weapon bobbing, it could've been alri-
>Dissidia's Chaos
What the fuck?

>> No.2166047

I think I saw it once on ZDoom forums, a guy worked on it for few years, it underwent changes and he remade it again and it's still unfinished and nothing but videos were released yet, so if you want - dig through the forums.

>> No.2166056

Thank you anon, I will go look around there

>> No.2166063

Found it. It's called "UltiDoom" and is being made by skornedemon

>> No.2166067

I had gathered as much from the video title and uploader, but he has no download links anywhere I could find on his youtube videos.

>> No.2166132
File: 649 KB, 786x961, ajimu najimi.png [View same] [iqdb] [saucenao] [google] [report]

Why did you quote me? Also, nobody found what it was?

She's qt.

>> No.2166134

>the last upgrade
The only one that's dumb as fuck. What's that even supposed to do? Cool the gun faster?

>> No.2166136

That looks cool, but my problem with mods using Doom 3 models is that the Doom 3 monsters have hardly any color other than gray. In Doom 3 they didn't look flat because of the bump mapping, but without it, they look lifeless and ugly.

>> No.2166149
File: 191 KB, 1024x805, 1370525590407.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know where to find the files for the earlier versions of AEoD?
I remember playing a version way back that had a titlemap and a bunch of classes.
I made the mistake of downloading the newer version which removed the classes and all the realm667 monsters. And whenever I find a download link for the eariler versions, it only has the data wad, but not the wad with the sprites.

>> No.2166157

are there any GOOD Metal gear Mods for Doom?

>> No.2166169
File: 314 KB, 640x480, Sneaky Doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2166190


I was invited as a beta tester, provided a few screenshots a few pages back.
It's shit.

>> No.2166268
File: 2.81 MB, 1600x1800, full zahl.png [View same] [iqdb] [saucenao] [google] [report]

they use a more up to date opengl version
which doesn't improve performance
in fact it like cuts the framerate in half
and also sometimes smears textures on md2 and md3 models
and generally has no upside to it
and the worst thing about it is that Fag Zahl is too full of himself to admit he fucked up and throw the new OpenGL version into trash

>> No.2166276


And don't forget that the newer versions are literally incompatible with a lot of computers. Depending on how good your computer is, the shaders might not play nice with it and it will just immediately crash whenever you try to use it.

>> No.2166292


who gave that tree an unreal 1 shield?

>> No.2166295
File: 2 KB, 98x136, 1379556005450.png [View same] [iqdb] [saucenao] [google] [report]

>Will you make it work with brutal doo~
>No, I won't make it work with brutal doom.

>> No.2166337

Other modders seem to like FuckYouDoom so much

>> No.2166343

people forget that BD is just one of many niches, filled with a lot of complicated changes to both aesthetic and gameplay

>> No.2166358


I don't so much care about that as I do
>expecting two completely unrelated gameplay mods to work together

>> No.2166363

BD is so annoyingly overrated. I mean, fucking id devs are obviously aiming Doom 4 at BD audience. I wouldn't be surprised if there will be a "middle finger" button in D4

>> No.2166369

Try searching for Aeod v5. v6 is the newest version, without the classes and realm667 stuff.

>> No.2166371

Is that project ded?

>> No.2166379

No idea, they usually release a new version every few years.

>> No.2166380

I don;t think they'll go THAT far but I wouldn't be surprised as some added gore, I feel like "alien blood" is underutilized when trying to make a monster death impactful, just desensitizes you to the color red

>> No.2166391

I don't mean to interrupt the conversation, sorry.

I'm not a /vr/ regular, but, a couple nights ago I found my quake disc.

How would I go about playing this today?

>> No.2166392

Oh, they already confirmed that the biggest selling feature of Doom 4 is "gory melee finishers". Because that's what everyone liked about original Doom, right?

>> No.2166395
File: 1.65 MB, 800x3848, quake.png [View same] [iqdb] [saucenao] [google] [report]

This picture might be helpful for you.

>> No.2166398

Download a source port.
There are tons of source ports, but DarkPlaces is probably the most popular.
For the vanilla experience I use FritzQuake, but there's probably a better alternative.

>> No.2166403

Looks good.

>> No.2166412

I can live with that, just because its different doesnt mean its bad

>> No.2166413

Quick, somebody give me a list of good WADs to use with Trailblazer and Ketchup doom.

>> No.2166416

But that's cool, man. In fact, it does not look like it would be crucial to gameplay so you won't have to do them if you won't like them.

>> No.2166417
File: 16 KB, 100x85, runnin.gif [View same] [iqdb] [saucenao] [google] [report]

Since it's clear I'm not going to finish it, here's some Samus sprites I was working on a while back (in case anyone wants them). Cleaning up my computer and finding old projects and such...


Forward and forward-left are completely done. Everything else just needs cleaned up + some details added. The colors are wrong on purpose for easier recoloring in-engine. Use them for whatever, if you want.

>> No.2166423

Thanks. That'll do nicely.

>> No.2166431

From the previews, it kind of looks like a WAD where levels are made up of quadrilaterals exclusively. Is that the case? 'Cause if so, it'd be pretty interesting.

>> No.2166432
File: 14 KB, 100x85, fnCyBrM.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2166460

Ok I hate to come back with more questions but how do I install this -
Glquake requires an installation of quake and I can't exactly install quake; it's giving me some problems.

>> No.2166464

Is there anyone who is banned in any Doom community?

>> No.2166467

What are some good maps for Russian Overkill? Vanilla Doom and Doom 2 are way too easy.

>> No.2166490

There really isn't any because by it's nature the weapons will overpower everything regardless of enemy health and numbers.

It's why I don't really like it.

Try slaughtermaps in general like Sunder and Holy Hell.

>> No.2166495

>This thing supports more than just Doom. Want to give those foul beasts in Heretic or Hexen a taste of lead? Go freaking head! (Forget about Strife, though - it's too much for me.)

rip the furcaster

>> No.2166504


Trailblazer has way better gameplay anyway.

>> No.2166505

What is /doom/'s opinion on Samsara and the addon classes?
What needs to be improved / removed / redone / added?

>> No.2166506


ah sure; i mean, the thing could have been introduced as a russian overkill 'expansion' of sorts for hexeretic, it would have injected new life to RO while introducing the magic and stuff

also im seeing that everyone is slowly forgetting about a wallpaper being out before the mod itself (the fuck was up with that?), so good for him

>> No.2166509


>also im seeing that everyone is slowly forgetting about a wallpaper being out before the mod itself (the fuck was up with that?), so good for him

this line in case people were wondering was referring to the trailblazer, i forgot to mention it. sorry for doubleposting

>> No.2166517

Pretty nice, haven't played it in forever though.

Didn't touch any addon class mods.

>What needs to be improved
Ranger's weapon sprites
Chexguy. The defense thing is too much without some sort of power drop.
I think it's done really outside of balance.

>> No.2166528

>>What needs to be improved
>Ranger's weapon sprites
How? Convert them to Quake3 models? What if someone uses software renderer?

>> No.2166531

I was just thinking the sprites need to be more cleaned up.

I remember them looking really blurry.
Then again maybe my memory is fuzzy

>> No.2166541
File: 55 KB, 1150x239, untitled.png [View same] [iqdb] [saucenao] [google] [report]

You'll probably find these files somewhere in your CD. Copy them and paste somewhere on your computer. Then install the source port in the same folder

>> No.2166546

>on Samsara
bretty good, great for parties
shame about ijon

>and the addon classes?
200% shit

>> No.2166548

My copy of quake is REALLY old.
I figured it out, but, to say the least:
I had to dosbox install it because my copy of quake is actually a dos install of quake.

But I figured it out and I'm playing it again.

I'm amazed at
1) how well the game still holds up
2) how solid the game plays today. It feels like tf2. In a good way.

>> No.2166553

Samsara is cool when you play it with m8s but kind of boring by yourself
It's the best as a multiplayer mod, be it massive deathmatches or broop sessions

>What needs to be improved / removed / redone / added
Honestly the thing feels pretty complete
I heard one of the devs had a spergfit and quit doom forever so it won't be finished but it already feels mostly finished as is

>> No.2166556



>> No.2166557


The TF2 comparison is pretty fitting seeing as it started as a quake mod and went from there

>> No.2166559

Everyone says that they're paced well and that non are dragged out, so they keep up a good pace in gameplay.

>> No.2166560



>> No.2166561


The lewdening begins

>> No.2166564

>shame about ijon

>> No.2166565

I know, I played the quake mod about as much as I've played tf2, maybe more.

Great game.

>> No.2166572

Mind to upload the src files of the ACS?

>> No.2166574

Ah, it's not ACS now, it's GDCC or something I think.

>> No.2166579

Thats the reason why I was asking.
I want to learn from your code.

But doesnt it convert C to ACS and then to ACS binary?

>> No.2166581

meant to reply to >>2166574

>> No.2166582

Ah, gotcha. It's actually TZK's code obviously, but he's all for releasing the source stuff. Just need to upload it somewhere.

>> No.2166589

https://www.dropbox.com/s/d9ggndlz47hj4il/hdoom_src.zip?dl=0 And here we are.

>> No.2166593

new hdoom update.

I like where this is going.

>> No.2166642

It compiles directly to ACS bytecode

>> No.2166649

wheres a link on how to do this? does one exist?

>> No.2166653


Even newer version here (like, newer than the currently released build): https://dl.dropboxusercontent.com/u/70702956/Doom/HDDev/hdoom_src.zip

* Suffixed all non-suffixed fixed point literals
* Fixed bug that caused dialogue to appear for all players in multiplayer

No documentation or anything like that so far unfortunately. You'll have to join #else#if on the EsperNet IRC and ask questions there. Documentation and an example project ARE being worked on though, but I don't know when it'll be released.

Feel free to use the starter project I use though, and you can reference the HDoom source to learn how to do stuff: https://dl.dropboxusercontent.com/u/70702956/Doom/GDCC/gdcc_starter.zip

(Might wanna add "typedef __fixed fixed;" to defs.h)

>> No.2166670

Oh dayum what an age to live in.

>> No.2166675

I wonder if Romero, Hall and Carmack heard about HDoom

>> No.2166678


>Execution could not continue.
>Script error, "m12-hdoom-techdemo6b.pk3:decorate/maps.txt" line 24:
>"activation" is an unknown actor property


>> No.2166679

I'm pretty sure they did and laughed their asses off.

>> No.2166680

Download latest (G)ZDoom build from drdteam.

>> No.2166683


Oh, they ditched Zandronum support?
That's a shame, but I guess I can live with it.

>> No.2166684

I can imagine something like this
>carmack is scrolling through tweeter
>someone linked him to hdoom blog
>he checks it out

>> No.2166686


Make sure you're using Zandro 2.0 - it doesn't work with 1.x because of all the revamped stuff.

>> No.2166690

Is there any reason to use Zandronum instead of (G)ZDoom for SP?

>> No.2166694


>mod from /doom/
>ditching zandro support

now THIS does not compute at all

>> No.2166695


1: Zandronum-specific decorate/ACS functions.
2: OpenGL in case you can't run the newer GZDoom builds but don't want to go back to 1.9 for a reason or two.
3: You feel like it, because nobody should really give a shit about what the other person uses for singleplayer.

>> No.2166698
File: 68 KB, 800x600, realjyuichi.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2166704

Those functions will Zandronum-exclusive?

>> No.2166705

So close.


>> No.2166706

We didn't ditch Zandro support at all. We're just working with the Zandro 2.0 devbuild now.

>> No.2166710


Into words muchly, anon?

>> No.2166729

New topic when?

>> No.2166750

>>mod from /doom/
>>ditching zandro support
>now THIS does not compute at all
space pirate dev ditched zandro support so it's not unprecedented

>> No.2166762


but marty isn't a /doom/ guy, he is a guy that posts in /doom/, just like tarnsman, tzk and mikk

examples of /doom/ guys are gmotaguy and scroton

>> No.2166834


first of all, we fell to page 7 pretty sooner than expected, so I guess someone will do the next thread in less than an hour

we are actually on page 8 now. weird

>> No.2166894
File: 327 KB, 1920x1080, Screenshot_Doom_20150107_211420.png [View same] [iqdb] [saucenao] [google] [report]

It's possible for a door to close on the player if he was standing in the open door and started making sweet sweet love to someone standing just outside the door.
When the animation ends the player is stuck under the door with no escape.

Send help.

>> No.2166902

rip topic, gonna be the first to die in a long time

>> No.2166907
File: 43 KB, 853x767, shotgun-kata postmortem.png [View same] [iqdb] [saucenao] [google] [report]

after messing around with numerous angel games and dying very quickly, i went back to the regular doomrl game.

found that gunrunner master trait combined with shottyman is amazeballs. it's like gunkata with shotguns!

except the knockback makes most enemies incapable of ever touching me, & i have to be running to get free shots instead of dodging. works with rockets too, but it's too dangerous since it automatically fires at the closest target each time i run once.

>> No.2166992

its where demonsteel got its sayaka sprite

>> No.2167003


And I have yet to make a Zandronum compatible mod.


The VRoomer's armory is gonna be Zan friendly

>> No.2167025

>examples of /doom/ guys are gmotaguy and scroton
gmota is zdoom only
scroton is the guy that said to focus on zdoom version, per #tsp irc

>> No.2167034


never said anything about ports, though.

>> No.2167039

it's still two examples of /doom/ guys having or involved in mods that don't work in zandronum

>> No.2167184




>> No.2167204

I blame the terrorists, who hate our freedom, and our HDoom.

>> No.2167261

>gmota is zdoom only

looking at the code, I'd be willing to assume that gmota guy is a native zandro coder, though.

>> No.2167264

>uses tons of ZDoom-specific functions, decorate commands, actions
>native zandro coder


>> No.2167284
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google] [report]

>I'd be willing to assume that gmota guy is a native zandro coder, though.

I am? Well fuck that's news to me!

>> No.2167298
File: 168 KB, 640x200, why_cant_metroid_crawl.png [View same] [iqdb] [saucenao] [google] [report]

any Zandro devs who know SBARINFO wanna clue me in to why pic related is happen?

pic is in zandro 2.0, but it also occurs in 1.3.

zdoom is whatever the latest SVN without the gay renderer is.

>> No.2167303

it's why I said assume.

I based it on 10 seconds of looking at your code...the way you handle the hatchet bounce works in zandro, whereas the method I was using to code a bouncing axe wasn't (but worked in zdoom using various flags)

I figured it was a coding habit from working alot with zandro...

>> No.2167306


Actually GMOTA is my first for realsies project, my history with doom modding consists of:

a shitty unbalanced weaponset of ripped Realm667 resources

a VERY unfinished NES Zelda mod

and now GMOTA for the past... year on the 17th

>> No.2167403

So what do you guys think of Fractal Doom?

>> No.2167412

>the way you handle the hatchet bounce works in zandro

IIRC it's based on something Terminus did, and he is a "native zand coder" so your assumptions based on the code are correct.

Also IIRC scroton is a "native zand coder" as well since he got started with fractal doom which started as a zandronum mod.

>> No.2167413

kek two mentions of fractal doom a minute apart, what are the odds

>> No.2167416

I had a dream I played a MM8BDM version of push

it was okay

>> No.2167504

new thread


>> No.2167513

nvm, I have figured it out.

>> No.2167515

Insufficient op post information
plus missing news post.

This "new thread" is inadequate

>> No.2167520


next time make the thread at a pace faster than "the last minute"

>> No.2167521

We decide when the thread is made.
Not you.
Delete your thread immediately

>> No.2167526





>> No.2167553

Fake Thread


>> No.2167570

>fake thread


thread people are actually using here

>> No.2167969

>giant arsenal in Doom 1 wasn't that unrealistic, considering that it was set on Phobos, which has really weak gravity
I don't think Id really put that much thought into it, considering Doom 2 is set on Earth and has the same gravity.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.