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/vr/ - Retro Games


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File: 146 KB, 800x598, doom_chainsaw_by_sonicblaster59-d5s19px.jpg [View same] [iqdb] [saucenao] [google]
2206974 No.2206974 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2199825
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
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
http://pastebin.com/vPbiw4NR

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

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

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)

===POPULAR MODS===

/vr/:
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

Other:
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.2206975

===NEWS===

[01-29] Eriance retires, releases all remaining Demon Eclipse resources: http://forum.zdoom.org/viewtopic.php?p=809621#p809621 https://www.dropbox.com/s/5cyq8ainn1knnd7/DEHEv01.rar?dl=0 https://www.dropbox.com/s/oh965ifww68270z/DEHE-RES.rar?dl=0

[01-26] You can finally upload stuff to /idgames again, seems like Ty took care of the issue.

[01-26] Romero took part in a very interesting series of videos regarding his levels and Doom. Pretty well informed regarding source-ports and community wads.

[01-26] The upcoming Mythbusters episode will touch the enigma regarding how much a person can carry weapon-wise; they used classic Doom sounds for the trailer episode but they will be using Doom 3 graphics as reference. Weird, I know.

[01-26] /newstuff Chronicles 472: http://www.doomworld.com/php/topstory.php?id=4329

[01-23] Russian Overkill v2.3 update: http://forum.zdoom.org/viewtopic.php?p=809099#p809099

[01-22] 3 heures d'agonie 3 has been launched a few days ago, no information on how many maps have been done so far. This time rules are a little more strict and a certain quality standart is required to improvave the wad's global quality.

[01-17] New Push release v0.6b. Banners for everybody. http://forum.zdoom.org/viewtopic.php?t=47076

[01-17] Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures: http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

[01-17] Crumpets, 6 maps by Ribbiks: http://www.doomworld.com/vb/wads-mods/69135-crumpets-wad-6-maps/

[01-17] /newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

[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.

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

===

Please reply to this post with news.

>> No.2206981
File: 7 KB, 240x240, e1m1-dead-player.png [View same] [iqdb] [saucenao] [google]
2206981

Please do not forget to reply to the news post if you have updates for it. Thanks!

>> No.2206983
File: 1.30 MB, 1280x720, zandronum 2015-01-29 19-33-56-54.webm [View same] [iqdb] [saucenao] [google]
2206983

200% sugoi.

>> No.2206989

>>2206983
So is this a straight upgrade to the forward special for the sword?

Will the sword's forward special be nerfed?
Will the power of this move be balanced or will it just be the undeniably dominant special?
Will the sword sheathe have other specials?

>> No.2206995

>>2206983
Whoops

>> No.2207004
File: 1.42 MB, 1280x720, zandronum 2015-01-29 19-32-52-72-2.webm [View same] [iqdb] [saucenao] [google]
2207004

>>2206989
>So is this a straight upgrade to the forward special for the sword?

No.

>> No.2207010
File: 24 KB, 450x600, Hibiki.jpg [View same] [iqdb] [saucenao] [google]
2207010

>>2206983
Please say the sword slamming into the scabbard has a cool heavy sound to it.

Like CvS2 Hibiki's super.

>> No.2207013

>>2207004
Does that mean sword specials can only be done with the scabbard out?

>> No.2207023
File: 208 KB, 530x424, john_530_big[1].jpg [View same] [iqdb] [saucenao] [google]
2207023

Hey /doom/, what's 'The Right Thing'?

>> No.2207024

>>2207004
>>2207013
Also what happens if you find enemies that don't get one shotted by this?

>> No.2207037

>>2207010

That's what I'm aiming for, yes!
Currently experimenting with different sounds, actually. Not happy with the current one.
http://vocaroo.com/i/s00oSYmVSOFj

>>2207013

What? No. Noooo.

>>2207024

Then they don't get one-shotted.
If you wield the sword by itself and kill enemies with the specials, they don't splat until it's sheathed.
If the player dies or fucks off or doesn't sheathe it or whatever, they wait for an upwards of ten seconds and then splat anyway.

>> No.2207043

>>2207037
>>2207037
I can't find a good example of Hibiki's super besides a combo video https://www.youtube.com/watch?&v=HG-S8prwJ00&feature=player_detailpage#t=54

I think the sword needs that sound of it being slammed into the scabbard.

>If the player dies or fucks off or doesn't sheathe it or whatever, they wait for an upwards of ten seconds and then splat anyway.
I was just wondering if you can interrupt the sword animation or if it played every time.

>> No.2207056

>>2207043

You can.
Speaking mechanically, the enemies stay in a constant loop state and monitor the player for KharonSheathed, which only is given to the player when the Kharon is actually in the sheathe. The entire animation has A_WeaponReady across it, so the player can cancel out of it at any time to hack other enemies or bop enemies or swap weapons or do whatever before finally sheathing it--or not sheathe it at all, if they want.

And I'll go digging across different fightan for different sound effects--a lot of weapons have the mandatory iaido fighter, so it should be easy to get that drag-and-slam.

>> No.2207078

>>2206983
i've seen this in my chinese cartoons but it doesn't usually end with the protagonist faceplanting into a wall.

>> No.2207081

>>2207056
You can also give Shinobi on PS2 a look for sounds.

It's entire schtick is about killing groups of enemies like that after all.

>> No.2207083

>>2207078
/r/ing drawfriend

>> No.2207123

I recently made myself a pwad for ZDoom that disables translucent fireballs/powerups through decorate

Also made a .bex for PrBoom+ to disable translucent powerups.

Even though there are ways to disable translucency through console/options in both, these methods unfortunately disable ALL translucency, which can break some boom and zdoom maps.

>> No.2207221

>>2207004
>>2206983
Unless this is the equiv to the BFG in your little mod, that is just going to make everything too easy.

>> No.2207291
File: 949 KB, 640x320, AND THEN A SKELETON POPPED OUT.webm [View same] [iqdb] [saucenao] [google]
2207291

to that anon who wanted to see that enemy that spawned revenants on death

here you go

>> No.2207323

>>2207291
thanks

>> No.2207357
File: 799 KB, 640x320, FUCKING HELL HOW DID THEY ALL FIT IN THERE.webm [View same] [iqdb] [saucenao] [google]
2207357

>>2207323

Here's another one for fun

>> No.2207361

>>2207357
Wait, are there or will there be trap chests/mimic chests?

>> No.2207363

>>2207361

People keep asking for this kinda shit and honestly I've never been big on power up items dropping bad things.

But... I don't know, the mod could do with some extra difficulty. I've also been toying with the idea of tweaking ammo gem spawns

>> No.2207370
File: 19 KB, 290x705, 1364118680466.png [View same] [iqdb] [saucenao] [google]
2207370

>no new comics since july

>> No.2207379

>>2207370
Shout at him on twitter
https://twitter.com/farazparsa

>> No.2207386 [DELETED] 
File: 335 KB, 1600x900, Screenshot_Doom_20150130_094117.png [View same] [iqdb] [saucenao] [google]
2207386

So, I hit the switch in the caverns and went through the doorway shown in the screen cap (and tried not to get agitated at the skeletons that popped out)... where do I go now?

>> No.2207424
File: 18 KB, 420x300, 1407653139475.jpg [View same] [iqdb] [saucenao] [google]
2207424

>>2207357
>>2207291
So... Anybody has a collection of all GMOTA webms with surprise skeletons?

>> No.2207508
File: 226 KB, 1042x1024, 20060919094142!Iron_Maiden_Powerslave.jpg [View same] [iqdb] [saucenao] [google]
2207508

What is some good music to play to Demonsteele? Pic related seems to be doing it for me.

>> No.2207521

>>2207508
I tend to blast Dynasty Warriors or Ys/Kiseki music while I remove spooks.

>> No.2207543

>>2207508
Judas Priest albums Screaming For Vengeance, Defenders of the Faith, and Painkiller

>> No.2207578

>>2207508
Anything fast paced.

>> No.2207606

>>2207357
>You're not a bonus item! You're not a Bonus item at all!
seriously that was funny, also, what are those archers in the first one replacing?

>> No.2207640
File: 7 KB, 396x162, MelAltColors.png [View same] [iqdb] [saucenao] [google]
2207640

Oh hey! So I'm sitting down and finishing TSP's player sprites for Mel. Here we have her default color scheme and then three alts! The green one at the end is for custom colors, so you can choose whatever color jacket you want.

These will be included in the next release, and the new character will also have neato alt. skins as well!

>> No.2207648

>>2207640
That looks good.

Red shirt and redhead are the best colors

>> No.2207669

>>2207606
They've been replacing the zombie marines a couple of updates ago.

>> No.2207683

>>2207669
wow my edition is really out of date, guess I was holding out for *finished*

>> No.2207694
File: 218 KB, 472x447, 1363031233_right-fox_zpsd887ece1.png [View same] [iqdb] [saucenao] [google]
2207694

>>2207683
If you're that far back, try the new one, there's a lot of new stuff, and it's likely to change a bit till the ''complete'' release.

>> No.2207703

>>2207683
>guess I was holding out for *finished*

This is always a mistake for gameplay mods.

>> No.2207758

What are some colourful & more light-hearted WADs? Can be total conversions or just levelsets...

I already know/played the following:
- Chex Quest
- Adventures of Square Ep. 1
- Hocus Pocus (beta)
- Golden Souls
- Pirate Doom

>> No.2207790

>>2207357
>>2207291
I want a wheel skeleton revenant

>> No.2207797

>>2207790
Truly agitating. YOU DIED.

>> No.2207805

>>2207758
Massmouth series is pretty silly and light-hearted

>> No.2207808
File: 46 KB, 540x960, 10959712_579671025468034_2122446363499617115_n.jpg [View same] [iqdb] [saucenao] [google]
2207808

IT BEGINS

>> No.2207815
File: 57 KB, 362x278, arch lmao.png [View same] [iqdb] [saucenao] [google]
2207815

>>2207808
OH SHIT

>> No.2207820

>>2207808
It's been months since I registered for the beta and I suspect it will be even longer before a release is even announced.

>> No.2207832

>>2207808
oh shit
are you going to leak stuff?

>> No.2207845

>>2207832

It's not mine, but someone is bound to. Apparently a whole shitload of people got their codes today.

>> No.2207852

doom.com is getting a 522 error.

>> No.2207856

http://wolfenstein.com/doom

>> No.2207859

>>2207856

OH SHIT

>> No.2207860

>>2207859

OH FUCK

BOB SAGET

>> No.2207863

>>2207859
That's been there for months. Like I said, I registered my code ages ago. Still no updates.

>> No.2207891

I cant remember how to use the grapple in GMOTA for some reason

>> No.2207894

>>2207891
Zoom buttom

>> No.2207909

thanks, now I feel dumb, just curious to GMOTA guy, what are the other characters going to be? we got the knight Blaz, who else? some manner of Wizard? a cute Elf archer?

>> No.2207917

I wonder if it would be possible to have the music on a level cut out or change to something more mellow, hotline miami style, once all enemies are dead?

>> No.2207930

>>2207909
NES guy and Genesis guy.

>> No.2207948

how well would the sprite and environment assets of Doom64 transfer over, like I wanted to tweek the sprite into a new enemy

>> No.2207954

>>2207948
They use different colormaps and their sprite size is larger.

>> No.2207956
File: 153 KB, 640x480, fortborg.gif [View same] [iqdb] [saucenao] [google]
2207956

FortBorg - http://www.doomworld.com/idgames/?file=levels/doom2/d-f/fortborg.zip

i think this is another 1994 tune-up wad, this courtyard is quite nice but before that it's just some mazes and simple rooms. oh and a room-sized crusher.

>> No.2208058
File: 122 KB, 640x480, 1422653746.png [View same] [iqdb] [saucenao] [google]
2208058

PolyHedron - http://www.doomworld.com/idgames/?file=levels/doom2/g-i/hedron.zip

too many secret doors, kept having to use the map editor to figure out what to do next. fights weren't bad. just if the author could use switches and proper door textures instead of invisible lines and slight wall colour differences.

perhaps unsurprisingly this is the solo version of a deathmatch level.

>> No.2208083
File: 99 KB, 360x377, 1404686579014.png [View same] [iqdb] [saucenao] [google]
2208083

>>2207909
>a cute Elf archer?

I wish.

>> No.2208132

Hdoom update when?

>> No.2208139 [DELETED] 
File: 60 KB, 640x480, HellKnight-Evilution-map16.png [View same] [iqdb] [saucenao] [google]
2208139

>>2208132

I think the Hell Knight was being redone.

>> No.2208152
File: 60 KB, 640x480, HellKnight-E2M2.png [View same] [iqdb] [saucenao] [google]
2208152

>>2208132

I think the Hell Knight was being redone.

>> No.2208153

>>2207805
Thanks! Looks cool, gonna check it out!

>> No.2208178

>>2208139
>>2208152

You think the Hell Knight was being redone?

>> No.2208193

>>2208152
>e2m2

I'm pretty sure thats map16 from TNT

>> No.2208202

>>2208178

It was mentioned in the last thread.

>> No.2208210

>>2208152

>Hell knights in Doom 1

kek

>> No.2208214
File: 10 KB, 477x269, tumblr_inline_n4rplzQmFm1sreg5n.png [View same] [iqdb] [saucenao] [google]
2208214

>>2207808
ooh boy, is it happening?

>> No.2208215

>>2208202
That was the art for Hellknight, not the sprite.

>> No.2208239
File: 435 KB, 1936x1936, muggle.jpg [View same] [iqdb] [saucenao] [google]
2208239

>>2208210

>not playing PSX doom

>> No.2208252

>>2208215

People wanted bigger tits, though

>> No.2208264
File: 263 KB, 896x1200, KellKnightUpdate.png [View same] [iqdb] [saucenao] [google]
2208264

>>2208252

Bigger tits.

>> No.2208276
File: 554 KB, 900x1200, spinal-cord_0.jpg [View same] [iqdb] [saucenao] [google]
2208276

>>2208264

That has to hurt.

>> No.2208278
File: 135 KB, 533x593, 1411893118811.jpg [View same] [iqdb] [saucenao] [google]
2208278

>>2208264

>> No.2208283

>>2208276
Demons are demons.

>> No.2208287

>>2208264

I am strangely okay with this...

>> No.2208301

>>2208252
I just wanted more muscle.

The whole reason I like the Hell Knight and Baroness of Hell is because they are strong sexy demons.

>>2208264
This is fine.

>> No.2208316

>>2208264
Way too much.
I'll never understand people who fixate on enormous breasts.

>> No.2208320

>>2208264

So this is the new Hell Knight art?

>> No.2208321

>>2208316
same here
I like them big, but come on, this is way too much

>> No.2208325

>>2208264
>pandering to one samefag who has no normal concept of big breasts (ergo, the previous ones)
C'mon now!

>> No.2208326

>>2208264
Nipples are way too high, other than that it's fine.

>> No.2208327
File: 992 KB, 928x1250, Voodoo_mixed_left.jpg [View same] [iqdb] [saucenao] [google]
2208327

I have to ask.

Hdoom is a really neat idea, but I keep seeing the demon girls and I wonder... Why it is all kawaii uguu? Doom is not a manga or anime weaboo game. It is a purely western game. There is absolutely nothing weaboo about it.

Why not make the girls in western pin-up style instead of making them sugary anime girls?

Pic related. This style would be way better for the project

So instead of sugary animu

>> No.2208330

>>2208301

Your post is confusing. Are okay with the new tit size? It covers a lot of muscle

>> No.2208331

>>2208327
Doom's sprite size isn't big enough for detailing.

Also that lady is nasty

>> No.2208332

>>2208327
H-doom
The H stands for hentai.

>> No.2208335

>>2208327
i think the point is exactly that, to make the things really out of place

>> No.2208336

>>2208331

I mean the character art.

>> No.2208337

>>2208330
I just wanted more muscle from the original Hellknight picture planned.

The most recent picture has the proper amount of muscle.
Don't really care about tit size but smaller is preferable

>> No.2208339

>>2208327
>Why it is all kawaii uguu?
Because it's very much in vein of Monster Girl h-games from Japan

>this is better
Yes, let's scrap all the work done to completely switch art direction to please you and only you.

>> No.2208342

>>2208264

THANK YOU BASED MIKE/JESS

>> No.2208345

>>2208336
It does get western art.
Every artist has different art styles.
The people who draw stuff for HDoom prefer softer detailing instead of drawing like what you posted.

>> No.2208347

>>2208339

>let's scrap all the work done to completely switch art direction to please you and only you.
>implying most of the Doom fanbase are weaboos

>> No.2208348
File: 171 KB, 261x295, absolutely disgusting.png [View same] [iqdb] [saucenao] [google]
2208348

>>2208327
>super angular plastic surgery face
>uneven breast size
>old lady hands
>witch fingernails
>crayon coloring

>> No.2208349

>>2208345

Every single drawing I've seen is anime style. Even the Imp mascot.

>> No.2208351

>>2208349
That's how the artists draw anon.

If you want them to be more like what you posted then you should probably commission those kinds of artists.

>> No.2208353
File: 369 KB, 1024x768, 1400525158899.png [View same] [iqdb] [saucenao] [google]
2208353

What was wrong with this one? I thought it looked great.

>>2208347
>mod effort to appeal to a 4chan anime-ish demographic
>it must appeal to the overall audience of players, it shouldn't cater to a preferred niche
ok

>> No.2208356

>>2208351

But even if I did would you use them in the mod?

>> No.2208359

>>2208353

The original artist didn't liked it.

>> No.2208361

>>2208327
I remember when weeaboo meant "raging Japanophile", and not just "person who partakes in/likes some Japanese mediums to some degree"

>> No.2208362 [DELETED] 
File: 6 KB, 293x295, I'M A CRYING FAG.gif [View same] [iqdb] [saucenao] [google]
2208362

>>2208264

is this for real? The previous size was fine!

>> No.2208364

>>2208356

Let's answer that question if you commission all the art of all the monsters in the one single style you prefer so as not to have clashing art styles.

>> No.2208368 [DELETED] 

>>2208361

There are only weaboos and westaboos. No in-between.

>> No.2208369

>>2208325

Basically this.
There is such a thing as "too big", especially when it covers the main source of appeal--her muscles.

>> No.2208370
File: 1.40 MB, 1366x768, 1389077904989.png [View same] [iqdb] [saucenao] [google]
2208370

>>2208356
They probably want some degree of visual consistency.

>> No.2208371

>>2208264
Absolutely disgusting.

>> No.2208372

>>2208370

What is that from? It looks awesome

>> No.2208378

>>2208361
In certain "people"'s eyes, having any remotely positive interest in Eastern culture = weeaboo.

>>2208368
/v/ pls leave

>> No.2208380
File: 8 KB, 61x69, ouch my fucking mouth.png [View same] [iqdb] [saucenao] [google]
2208380

>>2208372
No clue, but I wish I knew.

>> No.2208381 [SPOILER]  [DELETED] 
File: 243 KB, 1181x988, 1422661697747.jpg [View same] [iqdb] [saucenao] [google]
2208381

>>2208371

>not seeing the advantages

Now instead of silly blue potions we can have bottles of Knightess/Baroness breast milk

>> No.2208385 [DELETED] 

>>2208381

bottles of Knightess/Baroness breast milk

That sounds pretty fun.

>> No.2208386 [DELETED] 

>>2208381
Do people who like this just not have any regard for anatomy and proportions?

That shit isn't erotic, it's weird, silly and uncanny.

>> No.2208389 [SPOILER]  [DELETED] 
File: 258 KB, 1181x988, 1422661913447.jpg [View same] [iqdb] [saucenao] [google]
2208389

>>2208386

Dunno anon, it looks hot to me.

>> No.2208390
File: 76 KB, 500x338, PiratesDarkWater.jpg [View same] [iqdb] [saucenao] [google]
2208390

>>2208327

I have to ask. Demonsteele is a really neat idea, but I keep seeing the katana and I wonder... Why is it all kawaii uguu? Doom is not a manga or anime weaboo game. It is a purely western game. There is absolutely nothing weaboo about it.

Why not make the gameplay in western cartoon style instead of making it sugary anime style?

Pic related. This style would be way better for the project.

So instead of sugary animu

>> No.2208393 [DELETED] 

>>2208389
Everything about that doodle is excellent and perfect fap fuel except the tits.

>> No.2208395

>>2208327
>Doom is not a manga or anime weaboo game. It is a purely western game. There is absolutely nothing weaboo about it.

If you're talking about the vanilla game, sure. With modding, DooM is whatever you want it to be. That's kind of the point of modding.

>> No.2208401

>>2208390
>katana
it's a korean hwando you megapleb

>> No.2208402 [DELETED] 

>>2208386
Get this

People

Are you ready?

Are attracted to different things.

>> No.2208403

>>2208327
Well, then, how about you make your own mod with all the western style girls you want?

>> No.2208406
File: 121 KB, 1024x737, ion_shotgun_by_akonstad-d66h21b.jpg [View same] [iqdb] [saucenao] [google]
2208406

I have to ask.

GMOTA is a really neat idea, but I keep seeing the sword and I wonder... Why it is all medieval? Doom is not a medieval or old knight game. It is a purely sci-fi game. There is absolutely nothing medieval about it.

Why not make the weapons in futuristic sci-fi style instead of making them ancient medieval?

Pic related. This style would be way better for the project

So instead of ancient medieval

>> No.2208412

>>2208401
sorry, i was just making fun of the guy and i couldn't remember what it actually was

>> No.2208413 [DELETED] 

>>2208389
>>2208381
I'm looking at that, and it's just way too abstract and stylized to be arousing.

>> No.2208415

So since I have a Master Levels for Doom II CD, I figured why not upload maximum Doom since it's not on the steam release

https://mega.co.nz/#!jd9HiShY!47_7M3V785FiTqOS5iEPIwRbqa2JaUQ7MohWz6VFC98

As for the actual master levels... buy it yourself

>> No.2208416 [DELETED] 
File: 950 KB, 1920x1080, up005467.jpg [View same] [iqdb] [saucenao] [google]
2208416

>>2208395

You sound like the kind of people who think is okay to take games like Skyrim and Oblivion and turn them into JRPG shit like this.

DOOM isn't anime. It shouldn't have anime mods

>> No.2208417 [DELETED] 

>>2208416
Jesus christ dude, there's already thousands of mods sticking to your precious western style. Do you really have to bitch about the handful of outliers?

>> No.2208418 [DELETED] 

>>2208264

Link without black boxes please?

>> No.2208420 [DELETED] 

>>2208417

The dude is literally arguing that mods should not go beyond what Doom originally was
He's not worth talking to, man

>> No.2208423

>>2208417

Because it sucks the first erotic DOOM mod that is well done has to be anime.

>> No.2208425 [DELETED] 
File: 45 KB, 550x284, autism-awareness.gif [View same] [iqdb] [saucenao] [google]
2208425

>>2208416
>It shouldn't have anime mods
who cares

>> No.2208426 [DELETED] 

>>2208425

This, I care more about the Hell Knight. Are the huge tits going to be on her final design?

>> No.2208429 [DELETED] 

>>2208425
>le tism meme
congratulations on being just as bad

>> No.2208430 [DELETED] 
File: 173 KB, 1440x810, 1393251108834.jpg [View same] [iqdb] [saucenao] [google]
2208430

>>2208423

>> No.2208431 [DELETED] 

>>2208416
And you sound like the kind of person who's bitter that he lacks the talent to create anything himself so he spends his time bitching that other people who do have talent are making things that he doesn't like.

I don't even much care for anime stuff myself dude, but I certainly don't get butthurt over it.

>> No.2208432 [DELETED] 

>>2208423
>>2208416
Well start working on your own erotic version, fucking faggots.

>> No.2208435 [DELETED] 
File: 153 KB, 579x1163, 1395614623172.jpg [View same] [iqdb] [saucenao] [google]
2208435

>>2208416
>You sound like the kind of people who think is okay to take games like Skyrim and Oblivion and turn them into JRPG shit like this.
Yeah, how terrible, we're surely worse than Hitler.

>> No.2208441 [DELETED] 
File: 31 KB, 661x601, 1421022869410.png [View same] [iqdb] [saucenao] [google]
2208441

>>2208416

>> No.2208465

>>2208406
GMOTA is about a knight that timetraveled into the future.

It's not about fitting the setting, it's about silly videogame wackiness.

>> No.2208471
File: 133 KB, 594x500, nyanpasu.png [View same] [iqdb] [saucenao] [google]
2208471

>>2208465
>responding with utmost sincerity to an ironic post

>> No.2208474

>>2208465

It was a parody, anon.

>> No.2208489

>>2208372
Realm of Cheogsh

>> No.2208497
File: 152 KB, 500x363, tumblr_inline_ne4bkhHANt1t0gq1l.png [View same] [iqdb] [saucenao] [google]
2208497

>>2208264

OH MY GOD

Please tell me the sprite will be updated to reflect this!

>> No.2208502

>>2208264
Too much.

>> No.2208509 [DELETED] 

test

>> No.2208512 [DELETED] 

>>2208416
>Please stop being creative! I don't like it
DOOM can be modded in any shape or form, we can turn Doomguy into a cute little fairy princess if we wanted to

>> No.2208521

>>2208264
They look like 2 really thick eggplants what is not a good thing. Especially considering you said in this >>2208301 post that you wanted more muscle but got more stuff hiding said muscle instead. My memory may be bad, but I think the only difference from the previous art is just bigger tits so you're just being a dirty liar.

>> No.2208538

>>2208264

do want

>> No.2208592

>>2208264
>covering up the sexy muscles with bizarre caricature tits
I'm not feeling it.

>> No.2208598

>>2208592

It was a popular demmand

>> No.2208634

is there any way to make Doom actually scary rather than just violent?

>> No.2208636

>>2208634

-fast

>> No.2208640

>>2208634
SUAB? buttpain? just put a low light level and replace the fist by a flashlight?
i think someone was working on a doom64 thing that made things pretty spooky

>> No.2208647

>>2208636

That isn't scary. I already play with -fast. I mean something that adds more ambiance or something similar.

>> No.2208651

>>2208634
There's Lasting Light

>>2208640
SUAB is pretty good at that, but the balancing is super tedious at best.

>> No.2208660

>>2208651

Lasting Light is nice, but it is not really Doom anymore. SUAB just makes the game harder.

>> No.2208661

>>2208634
Hideous Destructor + Dark Doom?

Hell, you don't even need Dark Doom for HD to be scary. The mod does enough on its own, especially with what it does to spectres and archviles.

>> No.2208662

>>2208651
yeah, SUAB is a huge fucking mess
i'm awaiting the maintener's next mod, the original creator went full retard

>> No.2208663

I finally got a new computer, and when I tried to
re install GZDoom on it.
Problem is that I'm getting no sound. I messed with
the sound options to see if I could get anything to
work, and changed drivers multiple times in Advanced Options.
Nothing works at all.
Any help?

>> No.2208664

>>2208663
Sorry, forgot to turn off name, was using it in other thread.

>> No.2208667
File: 197 KB, 1366x768, Screenshot_Doom_hellbound.png [View same] [iqdb] [saucenao] [google]
2208667

>> No.2208672

>>2208663
no sound at all or do some still work?

>> No.2208674

>>2208634

the Aubrey Hodges soundtrack does wonders. Playing with it is a completely new experience.

>> No.2208675

>>2208661

Isn't Hideous Destructor like the shit version of Brutal Doom?

>> No.2208679 [DELETED] 

>>2208675
Other way around.

>> No.2208680

>>2208674

Aubrey Hodges?

>> No.2208681

>>2208276

Lel my thoughts exactly. Massive jugs just make me think of spinal surgery and breast reduction.

>> No.2208684

>>2208634
>>2208640
>>2208647
>>2208674
I would love something that puts together limited weapons that have to be discarded, Doom 64's ambience and lighting, and more ethereal enemies.
I might be in a minority here, but I feel like Doom's original enemies are too goofy to be scary, and that's pretty much why they work so well for the violence that the vanilla game and most mods emphasize.

>> No.2208685

>>2208675
It's more like a Dante Must Die version of Doom as done by /k/.

>> No.2208686

>>2207790
Fuck you.. JUST.>>FUCK YOUGOFUCKIDIGSIJMVSODIPVMDSVOIPSMDOFIJFOSIDFMNSDKLVDIEGKSDMIOFSDOVSD-

>> No.2208687

>>2208598

I'm pretty sure "popular demand" was just one or two people desperately samefagging.

>> No.2208690

>>2208672
If I change the driver to the Microsoft, it plays music, but no other effects.
All the other drivers don't work at all.

>> No.2208692

>>2207357
This.
One.
Fucking.
Angry.
Alien.
This is glorious.

>> No.2208693

>>2208687

Then I guess we need Mike or Jessica to clarify things.

>> No.2208697

>>2208684

I feel the same about the music. The original songs are nice, but more goofy and campy than scary or even proper to create a nice atmosphere.

It felt like the original Doom was a mix of all the things Romero and company found badass/cool.

>> No.2208704

>>2208697
I think Doom PS1 feels alien to me because I'm so used to the original PC versions, but Doom 64 had the massive benefit of being almost entirely new. The advantage of a new look, engine enhancements, and levels to go with the Aubrey Hodges music made it stand out so much for me.

>> No.2208719
File: 1.58 MB, 320x214, what-you-talkin-bout-willis-o.gif [View same] [iqdb] [saucenao] [google]
2208719

What's so bad about the busty Hell Knight? she looks both strong and big, and it makes sense she would have huge breasts.

>> No.2208728

>>2208719
so, she is huge, she must have huge breasts
is what you are saying

>> No.2208742

>>2208728

Is there any other way?

>> No.2208759
File: 11 KB, 226x195, index.jpg [View same] [iqdb] [saucenao] [google]
2208759

>>2208728
SQUEEZE AND FONDLE YOUR BREASTS!

>> No.2208778

>>2208719
They are at the point where they are comically disproportionate to the rest of the body and no longer sexy.

>> No.2208781

>>2207909

There's lord blaz the short brick shithouse power character. He's SNES and arcade themed

Kustam is the tall lanky knight with a nasty kick and a hitscan gun. Heavily inspired by wizards and warriors. He'll be NES themed.

Finally there's Samson the "alchemist" Kobold. His primary weapon will be a bottomless supply of empty flasks he throws with special potions as an alternate attack. His secondary weapon will be a crossbow and a mage sphere, a glass ball that floats over his hand and lets him cast some cool shit

>> No.2208819
File: 36 KB, 250x250, In the Name of Suffering.jpg [View same] [iqdb] [saucenao] [google]
2208819

Hi /vr/.

Anyone working on an OS type coop WAD? Let me know.

>> No.2208835

>>2208264
perfect

>> No.2208846

>>2208835

agreed

>> No.2208858 [DELETED] 

>>2208327
Because this is a zandronum infested board where the majority of people who visit here are bipolar, autistic, suicidal, jap cartoon lovers. What do you expect?
inb4 post deleted.

>> No.2208867

Hellbound is so boring. When does it get good?

>> No.2208873

>>2208867
When 10+ people are playing on a samsara survival server with random monsters on skill 5.

>> No.2208879

>>2208867
try skill3 fast monsters 1 life. get good.

>> No.2208882 [DELETED] 

>>2208667

BAAAAAWWWRING GAEMPLAY

>> No.2208896 [DELETED] 
File: 23 KB, 460x288, hellboring.jpg [View same] [iqdb] [saucenao] [google]
2208896

>>2208879

>> No.2208902 [DELETED] 
File: 684 KB, 3212x3300, sakaki.png [View same] [iqdb] [saucenao] [google]
2208902

>>2208858
>anon samefagging because everyone told him off
Fate/Stay Mad

>> No.2208905

>>2203568

>The last map of an Episode 4-inspired episode is balls-to-the-walls hard

What was the problem, again?

>> No.2208907

>>2208867
>>2208882

we get it, you like D2TWID the most

>> No.2208909

>>2207808
So nothing came of this?

>> No.2208914

>>2208907
Not really.

>> No.2208916

>>2208914

Yes really. Otherwise you wouldn't be forcing "hellboring" for three consecutive threads.

>> No.2208920 [DELETED] 

>>2208858
>inb4 post deleted.

dumbass shitposts get deleted??? how novel!

>> No.2208940

>>2208264
>>2208835
>>2208846


I know everyone is going to be all like ITS A GAME ABOUT DEMONS FOR FUCKS SAKE but can't she have realistic breasts?

>> No.2208943 [DELETED] 

>>2208916
Is it too much to ask to just report the fucking cunt?

>> No.2208951

>>2208264
Uhm, this is a shoop. I have the colored on right here - gimme a moment.

>> No.2208953
File: 38 KB, 640x480, tumblr_mwsk8aaHuW1s4d43ao1_1280.jpg [View same] [iqdb] [saucenao] [google]
2208953

>>2208940

>can't she have realistic breasts

>implying huge tits can't be real

>> No.2208954

>>2208953
yeah but they ugly

>> No.2208961
File: 547 KB, 747x1000, ou8OFdz-preview.png [View same] [iqdb] [saucenao] [google]
2208961

>>2208264
>>2208951
Here we go. She's still tweaking up a bit/doing more expressions, but this is the real CG.

>> No.2208962

>>2208953

>implying the original drawing didn't had tits that big already

>> No.2208967

>>2208940
I personally would prefer all the demons be lolis but what the fuck is peoples beef with boobs? I don't really mind em at any size because I don't really care about them but as soon as someone wants something big, a lot of people get annihilated.

>> No.2208971

>>2208961
dang, son

>> No.2208972

>>2208967
*get butt annihilated

>> No.2208978

>>2208953
Would mate with/10

>> No.2208979
File: 6 KB, 239x211, screams.jpg [View same] [iqdb] [saucenao] [google]
2208979

>>2208961

>yet more black boxes

>> No.2208982

>>2208979

>implying there's a problem with black

das racist

>> No.2208987

>>2208961

>dem abs

I came.

But, is pretty awesome she listened to our complains about the first picture. Not many artists would do that.

>> No.2208994

>>2208961
Thanks for the reassurrance.

To be fair it was obvious that the guy who posted the false update was baiting given the structure of the filename.

And the mods haven't cleaned the thread, in a repeat of last thread's events

>> No.2208996
File: 569 KB, 747x1000, ou8OFdz-preview-alt.png [View same] [iqdb] [saucenao] [google]
2208996

>>2208979
Here you go.

>> No.2209000

>>2208996
toppest lel

>> No.2209002

>>2208996
I lol'd

>> No.2209003

>>2208996
This is more than acceptable, preferable in fact.

>> No.2209005

>>2208982
>das racist

that's a great band

>> No.2209007
File: 138 KB, 1280x720, 1406152404285.jpg [View same] [iqdb] [saucenao] [google]
2209007

>>2208996

what's so bad about showing the full artwork?

>> No.2209009

>>2209007
because you'd get banned for posting it here.

You cannot post nsfw images on boards with the blue theme afaik

>> No.2209012

>>2208961

what happened to the huge boobs?

>> No.2209013

>>2209012
They were never a part of the picture - somebody just photoshopped the original post from the other day.

>> No.2209019

>>2209013

Dang.

Any chance one of the remaining girls can have that bust size?

>> No.2209023

>>2209009
It's not bannable if you hotlink image from another site.

>> No.2209024

>>2208996

Care to answer this? >>2208327

>> No.2209028

>>2209024
No.

>> No.2209035 [DELETED] 

>people still reply to the troll
Truly, /doom/ is /v/'s and Zandronums bastard child.

>> No.2209040 [DELETED] 

>>2209028

>Zandronum

I am new to the Doom mod thing and I've only used Gzdoom, so I don't really understand this. What's the deal with Zandronum?

>> No.2209042

>>2208961
Thank fuck!

>> No.2209047 [DELETED] 

>>2209040
Imagine a forum dedicated to Doom, full of meme-spouters, BR, people who merely pretend to go on 4chan, furfags, Naruto cocksuckers and most importantly: people who mostly play only the "cool" / "most popular" mod right now, but refuse to play new stuff (Samsara back then, Complex Doom now, Demonsteele soon enough?).

ZDoom community is more mature. But the developers are scaring the users away.

>> No.2209052 [DELETED] 

>>2209047
Oh my, forgot to add:
Lots of clanfags and drama.

>> No.2209053

>>2206975
>[01-26] Romero took part in a very interesting series of videos regarding his levels and Doom. Pretty well informed regarding source-ports and community wads.

Why no links?

>> No.2209054 [DELETED] 

>>2208902
I enjoyed your post because it's wrong.

Anyway, It's one thing to alienate yourself from society but why do it in the most faggy way possible with cartoon porn and all this other queer femanine garbage? Do you have no self respect?

>> No.2209056 [DELETED] 

>>2209047

So Zandronum fans are like Brutalfags but worse?

>> No.2209057

>>2209024
>western style
Stopped right there. Nope.

The H stands for 'hentai'

>> No.2209063 [DELETED] 
File: 4 KB, 126x132, xKh4lMN.png [View same] [iqdb] [saucenao] [google]
2209063

>>2209054
>4chan
>self respect
Hah.

>cartoon porn
Who cares?

>> No.2209070 [DELETED] 

>>2209063
>Who cares?
The majority of the community you claim to be a part of.

>> No.2209074 [DELETED] 

>>2209070
>being this out of touch with reality

>> No.2209079 [DELETED] 

>still arguing about 'hurp anime porn is for fags'
And I still don't see any of those detractors working on their own mods.

>> No.2209081 [DELETED] 
File: 480 KB, 499x320, 1387418549367.gif [View same] [iqdb] [saucenao] [google]
2209081

>>2209070
I'm not claiming to be part of any community, besides maybe /vr/doom, there's lots of plebs and fags in "the community" which by your definition, would be anyone who likes Doom. There's quite a few talented individuals to be found by just looking around at places like the ZDoom forums, Doomworld, Zandronum Forums, etc, but there's heaps of worthless or terrible people to be found there too.

Obviously, /vr/doom likes what H-Doom is, and it appeals to this audience.

It doesn't need to be westernized or made to appeal to another demographic, it's a mod, it's whatever the maker wants it to be.

>> No.2209086
File: 24 KB, 661x601, gzdoom.png [View same] [iqdb] [saucenao] [google]
2209086

>> No.2209089 [DELETED] 

Remember:
Report and ignore.

IMX stop shitposting.

>> No.2209102

>People complaining about anime stuff
With Demonsteele, i see more Metal than anime besides the protag and katana blenders are a common thing in both west and east[the difference is that the west prefers to use lightsabers to slash the shit out of people]
With H-Doom, the sprites don't look that anime and the art-work is like a very common Adult game [And besides, Mike12 gets supported by various artists so blame them instead of the mod. Sub note for mike:Do not even dare in redesigning the Hell knightess, her original artwork is better than what you got]


By the end of the day, they are good mods on their own and if you cannot enjoy them then you can go suck a dick wrapped in a pizza with pineapple drowned in mayonaisse while giving a Hobo your money while he fucks your girlfriend[and in case you have none, your waifu] and having your opinion shoved up your ass

>> No.2209116 [DELETED] 
File: 72 KB, 1699x1261, gzdoom.png [View same] [iqdb] [saucenao] [google]
2209116

>>2209086
fixed

>> No.2209117

>>2209086
>4.0 runs super slow on my computer, can we keep the 2.0 renderer around for compatabil-
>[NO]
Fixed that for you.

>> No.2209118 [DELETED] 

>>2209070
Well hey then, you're more than welcome to go hang out with the "majority of the community." Apparently /vr/doom just isn't for you.

>> No.2209126 [DELETED] 

>>2209116
>opengl4.0 features
>implying there are new features coded into the engine other than the "updated" renderer and jacked up system requirements

>> No.2209129

>>2209117
>4.0
>runs
Lucky you. A bunch of it is patent-encumbered, so Mesa only goes to 3.3.

>> No.2209130

>>2209086
>>2209116
>4.0
>features
If a new renderer that doesn't at all change how the game looks at the cost of high system requirements is a feature, then yeah I guess.

>> No.2209148

How is this OpenGL shit a problem for anyone? I have a fucking 2006 rig and the current version runs smooth for me.

I'm reminded of the stupid "GZCrysis" joke back in 2008.

>> No.2209173

>>2209148
There are people here running Win98 systems.

>> No.2209179 [DELETED] 

Boy, mods are gonna have a heyday when they finally wake up.

>> No.2209249

>>2208193
it is tnt map16 (i had to check)
>>2208359
i reckon all artists hate everything they've done that's more than a few months old.
>>2208512
probably been done already too heh
>>2209053
the post i copied that text from did not supply any links

>> No.2209250

>>2209148
https://archive.moe/vr/thread/2192268/#2194127

TL;DR nothing makes sense with what can and can't run it well and we're basically all fucked.

That said, I still don't know why OGL 4.0 is so damn important that it overrides all this trouble. What's so great about it that the 2.0-based renderer couldn't do?

>> No.2209252
File: 140 KB, 300x300, 1355109074980.png [View same] [iqdb] [saucenao] [google]
2209252

Tried to compare Samsaras Duke to the real Duke in DN3D.
I was surpised he was kinda different, because Samsaras motto is: "Keep the classes as close to their originals as possible".
E.g.: Duke can actually kill himself with the Freezethrower instead of freezing up with a single health point and translating the weapon sprites colors into blue colors. Or instakilling himself with the RPG if he is damn close (~16 radius). Especially the chaingun, it shoots kinda different, and the shotgun and chaingun together are kinda too inaccurate copared to DN3D. Or another example: Duke gibs and the pipebomb debris gravity is way too high, they stayed midair way longer in the original game.

Will this be fixed? Or did Terminus intend to make the weapons like this?
Got a whole fucking list of what is different.

>> No.2209257

>>2208905
i think switcheroom e4m8 is a lot more than just "balls-to-the-wall hard". it seems to be huge "fuck you for playing this" to the player, in the same way, as i've recently learned, that icarus map28 was intended to be.

>> No.2209265

>>2209252
>Or another example: Duke gibs and the pipebomb debris gravity is way too high, they stayed midair way longer in the original game.

Wow.
Call the fucking cops, this is a travesty.

>> No.2209271

>>2209265
>no counterargument
As expected of your average shitposter.
What's the point of calling the classes "as close to their originals as possible" if you can't even set the proper gravity settings?
And why do you ignore the other problems? Have you even played RN3D at all?

>> No.2209272

>>2209271
*DN3D

>> No.2209273

>>2209271
>As expected of your average shitposter

No, no, I assure you, there is no shit to be had in this posting. This scenario is of the utmost importance to the enjoyment of the mod.
Please tell us more about how the exact pipebomb debris floatiness is a terribly gamebreaking issue.

>> No.2209280

>>2208401
oh, hahahaha.

And I guess you're going to tell me that hae lin or whatever goes home and eats "gimbap" rather than sushi.

>> No.2209283

>>2209280

No. She eats hamburgers, ramen, and drinks a shitload of soda.

>> No.2209285
File: 93 KB, 768x96, 1422494788429.png [View same] [iqdb] [saucenao] [google]
2209285

where does this HUD come from?

>> No.2209287
File: 165 KB, 1344x1024, 1422503443879.jpg [View same] [iqdb] [saucenao] [google]
2209287

>>2209283
And ham.

>> No.2209289
File: 401 KB, 1280x960, 1422690501.png [View same] [iqdb] [saucenao] [google]
2209289

Deathrow - http://www.doomworld.com/idgames/?id=1939

this is an extremely, almost to the point of absurdly, spacious map, with several megaspheres and vast piles of ammunition, but not quite the hordes of monsters needed to justify it.

it is sadly marred by invisible door syndrome. hint: to lower the red key pillar there is a switch inside a completely invisible room hidden in the walls surrounding your start position.

>> No.2209290
File: 6 KB, 320x240, 537945-rogue_006.png [View same] [iqdb] [saucenao] [google]
2209290

>>2208416
oh yeah, well...

you sound like the kind of person who think is okay to take great noble epics like Nibelungenlied or mythic cycles like the eddas and turn them into retarded video game shit like this.

Pre-christian mythic literature isn't video games. It shouldn't be made into video games.

>> No.2209297
File: 282 KB, 1000x500, fast food.png [View same] [iqdb] [saucenao] [google]
2209297

>>2209287

Doom mod OCs as of late have been noted for their massive appetites for food and destruction.

>> No.2209305

>>2209271
i'm not sure gravity is configurable per-object, as opposed to a global setting which, if reduced for the bombs, will affect everything else (including all other classes' weapons) as well.

>> No.2209307 [DELETED] 

>>2209047
at least it isn't /r/doom...

>> No.2209312

>>2209305
>i'm not sure gravity is configurable per-object
It is configurable.
DECORATE mate.

Anyways, if Terminus won't fix, I might as well write a small addon that fixes everything mentioned and what I wrote down.

>> No.2209314

>>2209305

It is.
You're just seeing someone think "as close as reasonably possible" means "reasonable" is an optional word and they can sperg about how everything isn't 1:1.

>> No.2209317

>>2209285
i'm afraid i don't know. some wad with a custom playpal (the lighter shade of blue)

>> No.2209326

>>2209314
well, i can understand the disquiet of a familiar thing being not quite right. it's why i don't get on well with certain source ports. i don't think you need to be quite so rude to him about it though.

>> No.2209331

>>2209314
Again, you're only focusing on the debris / gibs problem.
You have to admit, Samsaras Duke plays different from the original Duke, not onloy because of different map layouts or enemies (IWAD support), but also because the weapons act a bit different.

>> No.2209346

>>2209252
all of the characters play "just off"...

>doom guy is playing as smooth doomguy, iirc.
>marathon man doesn't weaponbob correctly in zandro and has his shotguns nerfed by a degree of magnitude
>"parias" includes weapons from all 3 hexen classes rather than his own
>ranger weaponbobs incorrectly in all versions
>balance is thrown to the wind with everyone having infinite wimpyweapon.
>made up weapons...made up weapons everywhere.

of course it has issues...things had to be changed in order to shoe-horn highly disparate characters into the doom formula, and this is before one even discusses the fact that there's engine considerations to make.

>> No.2209348

>>2209326

Rude would be if I called him a cockgobbling shitheel who can't fucking tell the difference between Dukes even if he was teabagged by Ken Silverman's ten gold-plated dicks.
What I did was laugh at how one of his issues was meaningless, because he's getting in a fit about "as close to the originals as reasonably possible" and all the issues he's brought up are minor bits and touches that nobody cares about--the debris being the most laughable.

>>2209331

Yeah, I'm focusing on that, because that's fucking funny.

I'm not even disagreeing, of course all the characters behave differently from their source material. Hell, even Doomguy behaves differently.
If you said something like "the explosive shotgun behaves absolutely nothing like it's duke nukem 64 incarnation" or "chex warrior's super large zorcher doesn't exist" or something that's actually relevant to gameplay, then yeah, I would be laughing less.

>> No.2209352

>>2209346
Its important to differ between "made up weapons" (Spear of destiny), remade abandoned / cancelled stuff (WMC) and weapons that actually do not suffer from the engine limitations (Zandronum weapon bob), but do not still act the same as their original counterparts.
This is important. Made up stuff is okay as long as the weapons fit the role of the character. Remade stuff is allowed too, as long as you can read the source code and understand how the weapon works.
But why? Why won't you recreate a weapon 1:1? This doesn't make any sense. Hence, it's not truly the original.

>>2209348
see above.

>> No.2209353

>>2209352
brb restoring marathon shotguns to original 1:1 damage
suddenly no reason to ever play anyone else

>> No.2209358

>>2209352
speaking of the wave motion cannon, samsara needs the pirated copland beta and the copy of windows NT...that would be utter accuracy.


anyway, I'm pretty sure what you're after is a VERY simple fix, so why not just make a patch for it?

>> No.2209359

>>2209353
Yet again, you don't understand anything.
It's important to adjust certain properties of the weapons, so they are not extremely overpowered in DOOM and the other IWADs like the damage.

But what I don't get is: Why don't recreate the weapon animations, the range / spread of the weapon, debris / gibs (mostly clientside stuff) as they were meant bo in the original game?
If you killed yourself with the RPG instantly if you were really close, why is this not included?
Do you really think it doesn't happen that I play as Douk, shoot with the RPG and (for whatever reason) a monster pops out of nowhere infront of me, making the projectile of my RPG explode right infront of my face, and I survive? This makes no sense.

Again, this is only one of the many issues.
Maybe you should try to imagine that you were about to create an original game with all chracters of all FPS in it. Most people who played as exactly these characters also expect, that the way you play these characters is the same as in the original games.

>> No.2209360

>>2209359
>Why don't recreate

I don't know...if it bothers you so much, why not patch it yourself and release it?

bitching is easy. why not fix it?

>> No.2209361

>>2209359
>shoot rocket launcher
>monster jumps in front
>explode
>survive
>This makes no sense!
you are literally the first person that this is a problem to

>> No.2209368

>>2209360
I told you mate, if Terminus wont fix this, I will.
(see >>2209312)

>>2209361
Okay, then imagine you are forced to fight bulletsponge-like enemies in a tight space, and you only have the explosive stuff (Pipebomb, explosive shotgun and RPG). You usually instakilled yourself in the original games if you were too close, completely ignoring the players armor or amount of health. Why does this not apply in Samsara, hm?

>> No.2209372

>>2209368
okay i'm imagining that

tight space
only explosive weapons
got it

THANK FUCKING CHRIST I DON'T INSTAKILL MYSELF
CAUSE THAT'D BE MAX FUCKING SHITTERY IF I DID

>> No.2209374

>>2209372
then choose a different class or git gud
do you really think mappers wonder if the player loads the map with Samsara, and instead of the SSG in a tight place they get the fucking explosive shotgun, blowing shit up including themselves?

>> No.2209375

>>2209374
do you really think it's the mapper's job to cater to the gameplay mod, rather than the gameplay mod's job to cater to the maps

>> No.2209379

>>2209375
Neither.

>> No.2209380

>>2209368
wild guess here, but it's probably because of hard coded differences in zdoom/zandro and build's calculations of armour and radius damage...so, engine limitation.

on the topic of armour: where's parias' hexen armour?

>> No.2209381

>>2209380
it's probably because forcing instant death on the player is a massive douche move

>> No.2209383

>>2209380
>engine limitation
Not in survival mode, else you could check for the projectiles distance towards its owner upn death, and if he's closer than X, give him a special trigger.

>hexen armo(u)r
This bothers me too. Paraias would be the perfect defence class, instead we got Chex, whose weapons are too identical to Doomguys.
Blame the alpha versions of Samsara

>> No.2209384

>>2209381
but it does instakill you from 100 health with no armor in samsara...

>> No.2209394

>>2209384Yeah unless you picked up a soulsphere, megasphere or regular armor (let's say health + arm at least 128)

>> No.2209407

>>2208909
>>2207808
Maybe they will reveal some stuff in the Mythbusters episode then give access to the beta? Seems unlikely though, we'll probably have to wait till Quakecon.

>> No.2209451

>>2209407
>We're proud to announce that we'll be showing the DOOM reveal trailer...
>...exclusively for Quakecon attendees!

>> No.2209453
File: 27 KB, 1008x403, 1420399956294.jpg [View same] [iqdb] [saucenao] [google]
2209453

or nah

>> No.2209479

>>2207123
i think pr+ disables sprite translucency in pre-boom complevels but i guess that's not what you want

i agree though, i like translucent archvile fire for obvious reasons but mostly i could do without translucent sprites.

>> No.2209592

>>2209368
Just out of curiosity, you do know that Term stopped working on Samsara months ago because it was a tangled web of mismatched code, right? And that most of the changes he made were to balance the characters so one character wouldn't overpower the others in DM?

>> No.2209613

>>2209592
Ha, thats ridiculous. He's supposed to be a great coder, isn't he?
And I thought he stopped working on it temporarily because he's busy with Demonsteele

>> No.2209631
File: 154 KB, 1000x694, samsara-addons.png [View same] [iqdb] [saucenao] [google]
2209631

>>2209613
>And I thought he stopped working on it temporarily because he's busy with Demonsteele

>> No.2209776

>>2208909
>>2209451
Wait until E3. What will probably happen is that they'll show a new trailer during either the Microsoft or Sony conferences and then someone playing the game, then after that they'll probably say something like "The DOOM closed beta for people who pre-ordered Wolfenstein: The New Order is going to be available very shortly."

At least that's how I see it happening.

>> No.2209781

>>2209592

I'm pretty sure he doesn't care, m8, he just wants to sperg.

>> No.2209792

>>2209249
http://www.doomworld.com/vb/doomworld-news/71519-devs-play-doom/

>> No.2209887
File: 179 KB, 343x604, h1CDzV1422701903.jpg [View same] [iqdb] [saucenao] [google]
2209887

is there a way to replace all enemies in (Brutal) Doom with the Nazis from BrutalWolfenstein?

>> No.2209893

>>2209887
Do it manually through DECORATE

>> No.2209936 [DELETED] 

>>2209887
Is this supposed to be a joke?
Youre not funny

>> No.2210073

>>2209887
ww-nazis.pk3

>> No.2210083

>>2206983

Hey term are you planning to implement some kind of special attack for the sheath?

>> No.2210105

>>2210083

Yes, all of the weapons will be getting their own unique special attack.
Not entirely sure what the sheathe's will be, but it will have something.

>> No.2210118

>>2210105
Some kind of super counter? As in, you block a projectile with it, and it produce a projectile of your own.

>> No.2210130

>>2210118

That'd be cool, it could work like Dante's Royalguard style, but instead of absorbing damage to use it later, it just reflects it (maybe using fancier version's of each projectile) dealing double the damage.

>>2210118

Also one more question, what is the deal with the guitar weapon? Is it a possible bastard weapon?

>> No.2210131

>>2210130

Dammit, tried to quote >>2210105

>> No.2210169

is someone going to record and upload the mythbusters episode and put it on YT?

>> No.2210209 [DELETED] 
File: 140 KB, 1440x810, 1413955108398.jpg [View same] [iqdb] [saucenao] [google]
2210209

>Mods to increase gore and violence
>Mods to increase ways to kill Monsters
>Mods to make things scarier
>Mods to make the game into a VN

>Yet there isn't a single mod to play the game from a realistic female POV.

No wonder why the mod community have such a bad name nowadays =/

>> No.2210212

>>2210118

That might be interesting. I'll have to give that a shot, thank you.

>>2210130
>Is it a possible bastard weapon?

Not sure what you mean by that, but the guitar is a work-in-progress that will act as the BFG10k replacement--it'll be an alternative super-weapon that acts as a total replacement and can both melee and range. It runs off souls as ammo.

>> No.2210219 [DELETED] 

>>2210209
>lydia
>space pirate
>hideous destructor
unless what you're looking for is like, a menstruation simulator, get outta here with that shit.

>> No.2210221 [DELETED] 

>>2210209

NO. Fuck you

Your kind have ruined a lot of the modern gaming scene. Doom was made in a time games were meant to be fun and not some social justice bullshit.

>> No.2210229 [DELETED] 

>>2210219

These are not real female POVs. These are just the same game with graphical changes, and it reinforces the toxic stereotypes that in order to be successful a woman must behave just like a man. Not to say all these are male centric ideas of what is a "badass" woman.

>>2210221

So asking for more representation is bad? Can you explain me why?

>> No.2210231 [DELETED] 

>actually responding

This is one of the few times where telling someone to kill themselves is a good idea.

>> No.2210232 [DELETED] 

and of course, /doom/ feeds him. the GMS makes me so proud

>> No.2210235 [DELETED] 

>>2210209
This is such poor bait =/

>> No.2210237 [DELETED] 

>>2210209

I don't think there are any girls working on any of the major mods, be artists or coders, so there you go. Nobody is keeping you from making a mod like you describe. Just don't expect everyone to do things for you.

>> No.2210238 [DELETED] 

>>2210229
>These are not real female POVs[...]
Yeah, I thought you'd say something like that. Thought I'd give you the benefit of the doubt in case you were genuinely curious. Into the trash with you.

>> No.2210239 [DELETED] 

>>2210232
the what

>> No.2210240 [DELETED] 

>>2210235

The sad part is a LOT of people think this way.

>> No.2210246 [DELETED] 

lets end this before it begins

/v/ shit has NO place on /vr/, EVER. anyone who thinks otherwise is mentally ill.

>> No.2210250 [DELETED] 

>>2210246
>/v/ shit has NO place on /vr/, EVER.

Okay let's stop discussing Samsara then, guys.

>> No.2210252 [DELETED] 

>>2210240

Well, its obvious. You got the WHITE marine killing BROWN imps and YELLOW archviles. That's obviously racist. And then you got the patriarchy part with the cishet white marine killing the spider mastermind just because she was a successful female.

>> No.2210258 [DELETED] 
File: 29 KB, 125x125, 1344203816099.gif [View same] [iqdb] [saucenao] [google]
2210258

I'm pretty sure at least one of the Hdoom artists is a girl.

>> No.2210259

>>2210105
Any comment on >>2209252

>> No.2210260 [DELETED] 

>>2210250
>n-n-not all /v/irgins

Because Samsara was based on an idea from /v/ does not exonerate the whole board. What I'm talking about is the console war shit and /pol/ bullshit that pollutes that board and the subhuman hordes who parrot it. That has no place here or ANYWHERE where humans congregate.

I already see the shitposter's brought out a proxy.

>> No.2210268 [DELETED] 

>>2210231
>>2210232

isn't that a little harsh just because someone asked about Samsara?

>> No.2210269 [DELETED] 

>>2210260

But technically we all come from /v/

>and then anon was a /v/irgin

>> No.2210280 [DELETED] 

thank you mods

>> No.2210287

>>2210259

Not really.
The code is still up and online for people to do whatever they want with it, to fork and modify as they please.

Beside, only one person's come at me with Duke discussion in the last while, with the same complaints, too, and I already told him what's up.

>> No.2210289

Seems like everyone forgot to ask a little something

>>2209312
>Anyways, if Terminus won't fix, I might as well write a small addon that fixes everything mentioned and what I wrote down.

Are you going to post it in any forum?

>> No.2210308

>>2210287
So...it's basically an autist shedding tears for nothing?

>> No.2210326
File: 61 KB, 640x480, Screenshot_Doom_20150201_004414.png [View same] [iqdb] [saucenao] [google]
2210326

Going Down, map 23 - is this key bugged? Shouldn't it teleport away like all the other keys? It's the room with brown water with those rising pillars.

>> No.2210336

>>2210169
Fuck recording it, just have someone stream it.

>> No.2210345

>>2210336
>>2210169
what? what's going on?
sorry I'm not from clapistan

>> No.2210349

>>2210326

Generally speaking, the best way to verify is watch a stream on YouTube someone else does of the level.

https://www.youtube.com/watch?v=jIupbJTihkg

Skip around to the relevant part you're stuck on and see how they do it.

>> No.2210350

>>2210345
basically a cool tv show will have a doom themed episode

and people outside of burgerland want to watch it too

>> No.2210351

>>2210345
Mythbusters is doing a doom theme'd episode

>> No.2210361

>>2210349
Oy vey, time to redo the level.

>> No.2210394

>>2210351
What myths are they doing? The only one I've been able to find out about is "could a man carry all of Doomguy's equipment at once" and the answer to that's pretty obvious. What else, "can a man run 43 mph"?

>> No.2210395

>>2210349
Speaking of Going Down, I'm up to MAP11 and I haven't seen a single text screen yet. Shouldn't there have been one when I beat MAP06? I'm disappointed because I heard Going Down had great text screens. I'm playing on ZDoom if that makes a difference.

>> No.2210410

>>2210394
>IS STRAFERUNNING REAL
>CAN MAN ACTUALLY GAIN SPEED THROUGH BUNNYHOPPING
>ROCKETJUMPING? TRUTH OR FICTION?

>> No.2210416

>>2210410
>Will teleportation experiments on Mars moonbases REALLY result in a demon invasion?

>> No.2210431

>>2210394
>Can you survive a rocket to the face if youe stand on a first-aid kit ?

>> No.2210438

>>2210410
>CAN A HUMAN BEING REALLY TURN A BODY INTO GIBLETS WITH ONE PUNCH?
>CAN A LONE MAN TAKE ON THE FORCES OF HELL HEAD ON?
>CAN A SKELETON WITHSTAND THE FORCE OF THE LAUNCH OF A MISSILE?
>CAN A SKELETON PUNCH WITH THE FORCE OF A PRIZE FIGHTER?
>WILL TELEPORTING INSIDE A DEMON OR PERSON MAKE THEM EXPLODE?

>> No.2210453

>>2209613
>Ha, thats ridiculous. He's supposed to be a great coder, isn't he?

He is, the thing is that getting things as close as possible to the original for the non Doom Engine characters' weapons and abilities that fall outside of the realm of "normal" zdoom/zandronum modding requires gross hacks in all cases. This requires hacky code that breaks a lot (ESPECIALLY in netplay), fixes for those breaks, fixes for the breaks caused by those fixes, etc.

>> No.2210468

>>2210438
Wonder if they are ever going to make a BD episode.

>CAN YOU TURN BLACK BY LISTENING TO RAP FASTER THAN PLASMA?

>> No.2210501
File: 27 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
2210501

Would like you guys to play this:
http://www.mediafire.com/download/jeqmu37bnjv8xq3/InhumanResources.wad

>Inhuman Resources
My (hopefully) first WAD with somewhat of a connected theme from level to level. There is only 1 level in the wad, which will end up being the second level
>rate?

>> No.2210505

so i'm playing doom rogue like, i had no rocket launcher when i arrived at the wall, so i used a phase device in hopes of getting on the other side. it worked. after fucking up every baron there I realized they destroyed the rocket launcher avaliable there along with the backpack. now i can't get out of the level because the stairs are on the other side of the wall. is there anything i can do besides starting over?

>> No.2210513
File: 249 KB, 1280x768, Screenshot_Doom_20150131_215113.png [View same] [iqdb] [saucenao] [google]
2210513

>>2210501
uhm...? is this on purpose?

>> No.2210521
File: 48 KB, 500x426, 1422489052927.jpg [View same] [iqdb] [saucenao] [google]
2210521

>>2210513
Oops, forgot to texture that, thanks. I'll fix it in my nect mapping session

>> No.2210532

>>2210438

>ARE SKELETONS REALLY AGITATING

>> No.2210546

>>2210532
Why are you joking about it when it's on right now

>> No.2210552
File: 1.68 MB, 1920x1080, Screenshot_Doom_20150131_202109.png [View same] [iqdb] [saucenao] [google]
2210552

>>2210501
Put a sort of doorframe wall texture between the door and the wall, otherwise it looks kinda ugly

>> No.2210585
File: 1.22 MB, 1920x1080, Screenshot_Doom_20150131_202151.png [View same] [iqdb] [saucenao] [google]
2210585

>>2210552
misaligned texture here

>> No.2210607

What are good wads for co-op play?
I know lot's of wads have multiple player starts but what are some wads designed with it in mind?

>> No.2210628

>>2210607
Memento Mori

>> No.2210630

>>2210607

There's not a whole lot of maps designed specifically for use only in co-op.
I can't think of any off the top of my head, but it sounds like it'd be an interesting mapping challenge.

>> No.2210651

>>2210630
sounds like a neat idea
someone could probably take inspiration from gruntz for some of the co-op puzzles

>> No.2210667

>>2210546

Because I'm at work.

>> No.2210669

They just said it was Plausible

>> No.2210684

>>2210669
Well of course it would be. For one thing, Doomguy is a marine, and two, they're on Mars' moons where the gravity is going to be way lighter.

>> No.2210728

are there any monster .wad collections other than realm667's beastiary?

>> No.2210734
File: 63 KB, 337x290, 1347541630989.png [View same] [iqdb] [saucenao] [google]
2210734

>>2210669
>Hear them use revenant voice
>Fully expected one to run down the fucking room
do I have PTSD?

>> No.2210746

>>2210684
Doom 2 is set on the Earth and in Hell, though.

>> No.2210761

>>2210746
Not to mention that they probably had to create artifical gravity on the UAC HQ up there.
If the gravity was too low, there would be plenty of problems...

>> No.2210764

>>2210761
Maybe doomguy has magnetic boots?
That would explain why he can't jump.

>> No.2210765

>>2210764
Doesnt explain why he's not constantly hugging the floor if he tries to drop down a ledge.

>> No.2210774
File: 351 KB, 592x513, 1412308727939.png [View same] [iqdb] [saucenao] [google]
2210774

What's the big deal with Revenants? They are a super shitty monster, maybe just as easy as the Cacodemon. Heck I've seen Chaingunners kill Revenants plenty of times, not to say a Revenant is fucked if it manages to get in a fight with a Hell Knight or Baron.

>> No.2210780

>>2210774
Low health, high pain chance.
High damage / fast melee attack.

Yeah, just dont get too close, hide behind a pillar or create a Revenant ball orbit that protects you.

The only thing that is extremely annoying is that they dont die with a single SSG shot.

>> No.2210782

>>2210774

They are worse in Brutal Doom. Their missiles have splash damage and they can grab imps and zombies and thrown them at you.

However, they still suck compared to other monsters. In BD the Mancubus and Arachnotron are so overpowered it hurts.

>> No.2210796

>>2210774
They're the least consistent enemy in the game. Whether their projectiles home or not is random, their damage range is 10 to 80, and while their painchance is pretty high, it's not high enough that you can safely stunlock them. Their hitbox is also the same size as an imp, which means mappers can pack shitloads of them into small spaces.

>> No.2210823

>>2210728
please respond

>> No.2210826

>>2210782
I actually find them easier in BD than in vanilla, since they have a more consistent and less random damage range, you can notice homing and non-homing missiles by color and speed, and they can be disposed with a single shotgun blast to the head at close range.

>> No.2210832

>>2210823

No, there are not.

>> No.2210841

>>2210774
Plenty of megawads like to spam revenants in close quarters and as homing missile turrets over open areas in firefights. Plus they're goofy as shit and the collective scream of dozens of revenants running out of a monster closet/teleport is something every player has heard and dreaded.

They're fast, hit hard, can be unpredictable, and have a homing attack to get blindsided by. About their only weakness is their health and how you can exploit their melee AI (but their reaction to that is just as unpredictable).

Of course any single monster is easy to take care of on its own with a game with AI like this, it's the combinations mappers set them in.

>>2210728
>>2210823
Really can't name one. Sorry.

>> No.2210856

Does anyone still play dbzone with a shit ton of different class wads? I miss those days.

>> No.2210865

>>2210774
Revenants are easy to deal with when theres only one or two of them. Its when theres a whole group of them, that it gets annoying.

They're infamous because of Plutonia Experiment using them in high numbers. Theres 4x the amount of Revenants in Plutonia, than there are in Doom 2, and 2x more than in TNT.

>> No.2210871

>>2210841
So, pretty much every monster has its own tactical role and covers each other's weaknesses. For example, archvile is actually not that hard on its own either unless there are no hiding places in the room, but when there are other monsters, they will make the fight harder by distracting you and flushing you out of the cover. The same thing applies to Serious Sam - kleers require you to maneuver constantly, while kamikazes make maneuvering harder.

>> No.2210882

>>2210395
Anyone? It's really bugging me.

>> No.2210895

>>2210882

>MAP11

You got a bug because you missed a bunch of text screens already

>> No.2210912

>>2210895
That's what I figured. Is it because I'm playing in ZDoom? Seems odd. Are they up online somewhere where I could read them or should I start over in a different sourceport?

>> No.2210920

>>2210501
cool, more maps to test!

fda: http://temp-host.com/download.php?file=bm38lc
time 7:46. i left with 43 monsters still alive (109 kills) and failed to find a single secret :(.

this looks to be a limit-breaking vanilla map, but in -complevel 2 has several bugs. it has a certain "mostly-made-with-zdoom" feel about it. main evidence of such is the titlepic is a PNG. Pr+ errors out immediately and many other limit-removing engines will crash on this. it can of course be avoided with -warp (otherwise how else did i manage to play it?) but please convert it anyway.

(entry)
one of the decorative corpses in the second room is surrounded by special lines with no tag. harmless in this case, but they were flagged as warnings and i will pass on the message :) (linedefs 352-359)
some armour bonuses flew up in the air when the door opened next to them.

(red key section)
masses of ammo in areas after picking up the backpack. prior to this i was feeling a little starved of it. suggest rebalance?

(blue key section)
initial trap is extremely, achingly, obvious :).
guess-the-teleporter puzzle, blergh.
even more masses of ammo here. cramped nature of battle around drawbridge raise leads to severe wastage, too.

(yellow key section)
masked textures (midgrate, midbars etc.) are inappropriate on single-sided walls. you can't assume the colour the "holes" will be filled in with.
not sure if the tree road was designed with obstacles-blocking-projectiles in mind
arachnotron on pillar cannot move (this was probably a mercy, given trees don't block projectiles in vanilla)
i didn't bother to kill any of the monsters on the pillars out there either, looked like it would be tedious to do so.

(exit)
i'm not sure if there was any way to get out of the exit once you lower the slime and jump down. if not, please consider adding one. i might just have missed it though.

>> No.2210937

>>2210774
>What's the big deal with Revenants?
in the words of >>1087791
>Also, they're skeletons and 4chan seems to have a bit of a thing for skeletons.

>> No.2210993

>>2210607
coopbuildlm
The Great Bicycle Mystery

>> No.2211028

>>2206983
>>2207004
>>2207357
Sound got enabled right? Can we expect some webms taking advantage of this in the future?

>> No.2211030

>>2211028

Just attempted to upload a webm with sound, it's still blocked.

>> No.2211031

>>2211030
Aw mang. Is it just a /gif/ thing then?

>> No.2211039

>>2211031

Seems like it. Hey, gotta appeal the sissification market, rite?

>> No.2211108

>>2211031
/gif/ and /wsg/

>> No.2211238

http://www.doomworld.com/vb/wads-mods/71625-50-monsters-e1/

this is pretty cool.

>> No.2211268

>>2210920
Thanks, for the feedback, I'll try to fix as many of your suggestions as possible, but I won't complete redesign any of them for now, so the obvious trap will go on existing...
>When the next few levels are done I'll post a second wad.

>But can you please explain, how to convert the tilt screen picture? I'm using SLADE, btw

>> No.2211313

>>2211238
this was a bumpy ride, I really liked it

>> No.2211317

>>2211238
I actually wouldn't mind seeing "x monsters" type projects becoming the trend. It'd be a nice change from the now stagnant 1024 type map.

>> No.2211334
File: 78 KB, 1366x768, Screenshot_Doom_20150201_125639.png [View same] [iqdb] [saucenao] [google]
2211334

>>2211238
Heh.

>> No.2211348

>>2211334

My interest is perked.

I really hate Dead Simple maps.

>> No.2211349

>>2208961
everything has its limits
boobs are still too big

the actual ingame sprite is close to perfection, will it be changed?

>> No.2211350

>>2208961
Hallelujah, much better.

>> No.2211448 [DELETED] 

Are there any shooters that are as fun as Quake 3 Arena that don't have a dead online community?

>> No.2211459

so, about that mythbusters episode...
where the fuck can i watch it?

>> No.2211496
File: 80 KB, 640x480, 1422809407.png [View same] [iqdb] [saucenao] [google]
2211496

deadzone - http://www.doomworld.com/idgames/?id=302

the pictured central chamber was good, and i didn't mind the small maze with windowed walls. but the grid of perpetual moving floors was a chore, and too many secrets were mandatory to progression. quite easy to miss the fact that some of the bunkers have lifts; you wish they all do so you don't have to traverse that infernal grid again. interesting though that this map did "shoot through a hole from a moving lift" some months before doom2 map30.

>> No.2211503

>>2211268
>the obvious trap will go on existing...
heh that was not meant to be a serious criticism, more an amused observation.

i am afraid i do not use slade so i cannot tell you how to convert a png to doom's patch format, but i am certain there are many here who can. anyone?

>> No.2211509

>>2211503

Super-familiar with Slade, but I've never used it for mapping before so I can't say either.
Sorry.

>> No.2211514

>The DWmegawad Club plays: Requiem

I remember Requiem. I liked it, but I kinda wish Adam Windsor didn't lend three of his demonfear maps to it (maps20, 25, and 26). These tiny maps just feel out of place, especially considering the other maps in the 20's were mostly huge.

>> No.2211529

>>2211514
i guess it's respite

i found requiem rather underwhelming - perhaps it had been talked up too much by reviews i had read, but overall i felt you could just play dystopia3 to get the best bits of it, and ignore the rest.

>> No.2211548

>>2211529
Eh, I still like most of Requiem's maps. Though they werent quite as fun as the MMs, Final Doom, and Icarus.

I personally find Anthony Czerwonka and Iikka Keränen to be overrated 90's era mappers, too. They were good at making aesthetically pleasing maps (for the time), but the gameplay usually felt generic to me.

>> No.2211589

>>2211548
>90's era mappers

There are still some chucklefucks who think any development past the 90's was unnecessary and harmful. Heck, I know a dude who uses win 98 because of the same logic.

>> No.2211590

>>2211548
Not overrated per se, just... antiquated? Obsoleted? The wad didn't age too well, but the things they did in their maps (especially Keranen) were groundbreaking in the 90's, no one can take that away from them. Hell, it was Keranen's ticket to Murica and professional game design.

From the technical point of view, mapping tricks and whatnot, Requiem is much more impressive than Memento Mori or TNT. Just Plutonia compares. Its gameplay is dodgy though (Keranen, heh). Some of the maps play like a dumb railshooter. It was a big mistake to include the wad in Compet-N.

>> No.2211595

>try to play without the Status Bar
>wonder what doomguys thinking

>> No.2211606

>>2211590
They were overrated during the 90's, is what I meant.

Nowadays, you almost never hear about them, and Requiem.

>> No.2211608

>>2211509
No, not mapping. I just want to know how to convert a .png to dooms format, so PrBoom and Vanilly Doom don't crash.
>Anyone??

>> No.2211616

>>2211608
Slade can do it.

>> No.2211621
File: 232 KB, 800x600, Screenshot_Doom_20141225_134400.png [View same] [iqdb] [saucenao] [google]
2211621

>>2211595
NC Hud might be your ticket.

>> No.2211653

>>2208961

I am really looking forwards to seeing the Pain elemental.

>> No.2211657

>>2211621
What map(set)?

>> No.2211659

>>2211616
Oh, thanks, just found the "Convert to..." option, in the graphics meu.

>> No.2211660

>>2211590
>It was a big mistake to include the wad in Compet-N.

I was always baffled at the fact that Icarus and Scythe 1 weren't part of Compet-N.

>> No.2211693

>>2211621
while we're on the subject, is there a good tutorial on how to make custom HUDs somewhere?

>> No.2211723

>>2208634
[sp]Ghouls vs Humans[/sp]

>> No.2211797

>>2211657
5TILL L1 Complex

It's a huge, detailed map, expect even a decent machine to slow down in some places.

The exploring is amazing though.

>> No.2211813
File: 538 KB, 320x240, 1394201683627.gif [View same] [iqdb] [saucenao] [google]
2211813

>>2211621
thanks, I like it

>> No.2211827

Someone have a link to the latest Brutal Doom beta version? Mind sharing with a fellow anon?

>> No.2211847 [DELETED] 

>>2211827
Guys, please? ;_;

>> No.2211850

>>2208634
for straight up spoop:

buttpain.

>>2208661
dark doom + HD + the ambience sound track (I believe it's based on quake 1's music) is fucking FUN. If you're used to stalker type gameplay, it's not scary at all.

It becomes problematic, though, because the DD flashlight behaves strangely...as in, you don't get any stealth advantage to being in the dark.

>>2208675
no. it's just a really really hard tactical shooter. /k/ plays doom, essentially.
VERY different from brutal...not much gore, weapons are fickle, jam, and as "real" as zdoom can make them.

>> No.2211859

>>2211659
bear in mind that when you load a sprite replacer in choco-doom, you need to use -merge instead of -file.

I tore my hair out for days trying to figure that out.

>> No.2211963

Is it edgy to make a map based on my university if there is already a Counter-Strike map of it made by one of the professors?

>> No.2211964

>>2211963
>if there is already a Counter-Strike map of it made by one of the professors?

now that's totally unheard of

>> No.2211973
File: 232 KB, 454x350, fsih.png [View same] [iqdb] [saucenao] [google]
2211973

https://www.youtube.com/watch?v=TpIP2zHFCCo

Aw Shit! It's here!

>> No.2211990
File: 506 KB, 500x375, 1421729684740.gif [View same] [iqdb] [saucenao] [google]
2211990

>>2210501
I just played it, and it was pretty good. 8/10

>> No.2211993

>>2211963

Not really. A lot of people have made maps based on RL locations, including their school.

http://www.doomworld.com/idgames/index.php?file=levels/doom/s-u/schooldl.zip

If you included a readme like this, though, then it'd be edgy.

>> No.2212007

>>2211963
Do you have a link to said map by the way?

>> No.2212013

>>2212007
Nah, I found it in the university LAN three or four years ago and forgot to copy it.

>> No.2212106
File: 2.96 MB, 391x220, 1418984590299.gif [View same] [iqdb] [saucenao] [google]
2212106

>Dio will never in NTWICM
>or Dokken
>or Scorpions
why live when you can chop demons to pieces to sound of great 80s metal?

>> No.2212337

>>2212106
they're in there, anon

>> No.2212360
File: 209 KB, 1280x720, Screenshot_Doom_20150202_001823.png [View same] [iqdb] [saucenao] [google]
2212360

>>2212106
>Dio will never in NTWICM

?

>> No.2212365

>>2208996
back of the knee maybe

>> No.2212378

>>2212106
>>2212360

Where's a link to this mod.

>> No.2212387
File: 31 KB, 320x200, Powerblad3.gif [View same] [iqdb] [saucenao] [google]
2212387

My dick is harder than this sword right now.

Shivers is good.

>> No.2212401

>>2212378

http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v2.pk3

Completely standalone, should work with ZDoom or Zandro, or with any iwad or mod.

>> No.2212420

>>2212387
ohhhh

>> No.2212484

>>2211827
https://archive.moe/vr/thread/2156394/#2164764 is the latest which i am aware has been posted here

>> No.2212576

>>2211590
>>2211606

No, its definitely still in the overrated category. A lot of people at Doomworld still hold it with high regard.

I'm not quite sure what you mean by "didn't age too well"? It's aesthetics are still pretty good for Vanilla standards, and the gameplay is still decent, despite being not as good as the MMs in that regard.

>> No.2212615

>>2212360
Wait was this in a new version? I play with that mod all the time and I never saw that.

>> No.2212617

>>2212615
heard*, huh, I guess I just never cross that song.

>> No.2212646

Here's a question for you guys: do you think there will ever be a Mock 3? Should there be one?

>> No.2212648

>>2212646
not sure if there should be one, they have already covered bad use of features in modern source ports in mock2

>> No.2212716

>>2212576
Overrated or not, I do consider Map23: Hatred from Dario Casali to be among the best maps of the 90's. Truly is a blast to play on.

>> No.2212784

>>2212716
sasuga casali

>> No.2212786

>>2212716
Yeah, that map is definitely one of the few great maps in what was otherwise an underwhelming megawad. The maps by Thomas Moeller, and Matthias Worch were pretty good, too.

>> No.2212792
File: 62 KB, 640x480, 1422882470.png [View same] [iqdb] [saucenao] [google]
2212792

Satan's Lair v1.0 http://www.doomworld.com/idgames/?id=689
an extremely large maze of a level, with all the good weapons and keys hidden behind invisible walls. 350+ monsters.

Satan's Lair v666 http://www.doomworld.com/idgames/?id=1599
the doom2 version, has lots of additions and more invisible secrets. the yellow key actually has a use now. but just surviving the first room is tough. 550+ mo
nsters.

they're fun when you know where everything is and can plan out a route. but getting to that point, well, turn the map cheat on is all i can say, you'll save yourself a lot of tedium.

>> No.2212839
File: 475 KB, 1280x1440, 1422885523.png [View same] [iqdb] [saucenao] [google]
2212839

Archie - http://www.doomworld.com/idgames/?id=3921

a cleanly textured small map that throws multiple archviles and groups of ghost monsters at you. there is also a pillar jumping puzzle, although it's easy. the author provides a demo, which put my awkward first attempt to shame.

this map is not on the ZDoom Developers' Maps Allowed To Use Ghost Monsters list.

>> No.2212953

>>2212839
>this map is not on the ZDoom Developers' Maps Allowed To Use Ghost Monsters list.

Probably too obscure for zdoom devs to bother adding it.

>> No.2212969

>>2206974
So whats the best way to play doom on linux?
Networking a plus, but not a must.

>> No.2213003
File: 2.01 MB, 294x233, 1414705425896.gif [View same] [iqdb] [saucenao] [google]
2213003

>>2212646
>do you think there will ever be a Mock 3?

Probably.

Here's my take on it; Mock 3, if it ever happens, has to be a gameplay mod.

Let us remember that Mock 2: The Speed of Stupid was a spiritual sequel to Mockery, which in turn was, as the title remarks, a joke wad making a joke out of the maps that were being released at the time. Even Mock 2 could be considered as such even if Mockery never existed at all (open up the wad in SLADE if you don't believe me)

Back to the point, over the past 5 years we've seen gameplay mod after gameplay mod, some of them are pretty cool, others are somewhat decent and there's a bunch who are just outright crap. Being completely honest, there's quite a lot of material for a gameplay mod-inspired Mock 3, and a map-inspired Mock 3 wouldn't work because, quite frankly, the amount of shit mods have surpassed the number of shit wads we've seen over the last few years

Now, I know what you're thinking right now

>"But a mod like that exists already! EWP! Zharkov! shotguns.wad! etc."

Those don't really compare (and at some degree you know this). Even if they were conceived as joke wads, they don't mock any other gameplay mods out there, they don't have what made Mock 2 stand out above the rest of the joke wads at the time because we as players identified the many references to shitty maps that were included in the WAD. I challenge you to play one of those gameplay mods and think "HA! it's something similar as X", you won't.

I am sure I don't need to explain what kind of stuff it would contain, you guys have played plenty of gameplay mods to know what makes a good one and what doesn't. Once again, 5 years worth of ideas.

>Should there be one?

If the community can handle the banter and mockery of some of their favorite mods, then have at it. I think we're ready for it, and it better be soon because I don't think the community as a whole would be excited for gameplay mods in the future years.

>> No.2213007

>>2212969
all the major ports support linux. well except zdaemon obviously. other than that, take your pick. if you don't care to build your own there's a place you can get ubuntu .debs.

>> No.2213016

>>2213007
What are the major ports?
The only one I know of is chocolate doom. That had a kind of obtuse interface though.
I'm fine with building, and I can always use the AUR.

>> No.2213020

>>2213016
PrBoom+ and GZDoom are the other major single player ports.

Zandronum is the major multiplayer port.

>> No.2213024

>>2213003
>Let us remember that Mock 2: The Speed of Stupid was a spiritual sequel to Mockery

i am sure i read once that the name of mock 2 was a pun on "mach 2" and only related to mockery by coincidence. am i mistaken?

>> No.2213030

>>2213020
Gotcha thanks.
Is there a multiplayer port thats preferred by you guys?

>> No.2213038

>>2213030
yes, he said the name of the one the majority of /vr/doom denizens prefer already

>> No.2213040

>>2213024

I don't know, but here's what the Doomwiki has to say

>Mock 2: The Speed of Stupid is an unofficial sequel to Mockery which was released and was designed to not look like a serious wad (but remains fun to play). Techniques employed include using levels randomly generated by Slige. This megawad contains 41 levels (31 thru 40 are a connected chain of secret levels; 41 is the "ending" level).

>http://doomwiki.org/wiki/Mockery

>> No.2213051

>>2213040
thanks for looking that up. i guess even if it weren't intended as a sequel the force of history probably made it into one. or something.

anyway amazingly i think i found what i was half-remembering.

http://www.doomworld.com/vb/post/208373

>[...] The reason I started Mock 2 was because I was frustrated that Mockery was not being released [...] As for the Mock "series", Mock 2 isn't *exactly* a sequel. I just thought Mock 2 sounds like Mach 2, and that's where the subtitle "The Speed of Stupid" comes into play. [...]

>> No.2213067

For single player, which port do you use the most?

I mostly use PrBoom+. Most of my Dooming is done on vanilla, limit removing, and boom maps, and I like that inbuilt demos play.
I'm not much interested in mods, though I do use GZDoom at times.

>> No.2213073
File: 64 KB, 944x661, asdf.png [View same] [iqdb] [saucenao] [google]
2213073

>>2213067
Dis mai setup
Never tried PrBoom+ because it just gives me an iwad error whenever I try to start it.

>> No.2213079

>>2213067
>Most of my Dooming is done on vanilla, limit removing, and boom maps
moi aussi and i use a custom build of an old version of prboom to play 'em. zdoom gameplay mods are a nice place to visit, but you wouldn't want to live there, as it were.

>> No.2213091

>>2213073
>gives me an iwad error whenever I try to start it.

No idea what causes that, sorry.

>> No.2213093
File: 67 KB, 629x695, err.png [View same] [iqdb] [saucenao] [google]
2213093

>>2213091
Here's what it looks like if you're interested.

>> No.2213095

is your doom2.wad the bfg edition?

>> No.2213098

>>2213095
Well shit
Turns out that was the problem.

>> No.2213105

>>2213093
>>2213095
the reason i ask

the bfg edition, for whatever reason, is a pwad. it does not have an iwad tag. likely ignorance or outright stupidity on the compiler's part. therefore many engines will not recognise it as a valid iwad without having special support coded for it. i believe prboom+ has such support coded for it by fabian greffrath a couple of years ago, but i believe your version is too old (the file datestamp is in 2011).

if the doom2.wad in the directory shown is not the bfg edition, ignore this post.

>> No.2213108

>>2213098
ah, okay. autoupdate didn't show me this post until i had finished writing >>2213105 . apologies for the noise.

>> No.2213120

>>2212401
Thanks brother!

>> No.2213143

>>2213079
>custom build of an old version of prboom

What is even the purpose of this?

>> No.2213147
File: 753 KB, 1936x1885, Hulk_Hogan.jpg [View same] [iqdb] [saucenao] [google]
2213147

>>2213120

YOU GOT IT

>> No.2213151

>>2213105
isn't the bfg ed of doom2 just pure crap?
with missing nazis, bad SSG sounds and probably some more crap i forgot

>> No.2213182

>>2213143
i like to tinker. don't worry, i have no plans to release it.

>> No.2213193
File: 5 KB, 174x354, junkie big.png [View same] [iqdb] [saucenao] [google]
2213193

>>2207640
hnnng pallet swaps. I'm cringing thinking of the thought of attempting it after making such color complicated sprites. I want to make a bunch of alts of this guy so I don't have a bunch of Red Wings clones running around.

>> No.2213204
File: 3 KB, 96x168, Vexler-Showcase.png [View same] [iqdb] [saucenao] [google]
2213204

>>2213193
It's difficult but thankfully the swaps aren't too complicated! I could lend a hand if you need it!

Also, working on the new character's sprites!

>> No.2213213
File: 148 KB, 830x747, PC Computer - Rise of the Triad - Lorelei Ni.png [View same] [iqdb] [saucenao] [google]
2213213

>>2213204
Your sprites are so badass. I don't know why, but they remind me of Rise of the Triad's sprites in the best way.

>> No.2213214

>>2213193
so are these guys going to be some demonic gang? They should be called the Sons of Sam, and worship some kind of demon dog.

>> No.2213215
File: 956 KB, 1600x900, Screenshot_Doom_20150202_145351.png [View same] [iqdb] [saucenao] [google]
2213215

>>2213204
Ah, the Wesker clone. Lookin' good so far.

Also: Anyone here play the Older versions of DRPG and miss these credit sprites? Or am I the odd man out here?

>> No.2213216

>>2213204

WESKER!

>> No.2213220

>>2213215
how wonderfully colourful

>>2213215
>>2213216
i'm glad i'm not the only one who immediately thought "wesker". i was afraid it was subconscious suggestion arising from the similar-sounding filename.

>> No.2213223

>>2213214
I was going to have them be junkies infected with the new killing drug or whatnot, but I can't help but feel that most of my storyline ideas are a bit dumb. The demon dog sounds like more fun.

>> No.2213225

>>2213204
why is he flipping the sidebar off

>> No.2213226
File: 14 KB, 415x300, ZWZdZ.gif [View same] [iqdb] [saucenao] [google]
2213226

>>2213216
CHRIS!!
>>2213220
It's intentional! I planned for this dude ever since I started working on TSP, mostly out of some weird desire to play as Wesker in Doom. So hey, here we are.
>>2213213
Thanks! I actually never really play a lot of ROTT, but I can see the resemblance!

I haven't actually put this into effect yet, but I want to start making sprites with palette separation so they're easier to recolor in the future. The whole scheme is a bit hard to wrap my head around but it seems like it'd help more in the long run.

>> No.2213246

>>2213226
Heh, my desire to play Perfect Dark in Doom was the reason I even made Lydia, but I wanted a more Max Payne theme to it, so I tossed the scifi future theme.

>> No.2213251
File: 418 KB, 1280x960, 1422908316.png [View same] [iqdb] [saucenao] [google]
2213251

Outpost Hell - http://www.doomworld.com/idgames/?id=3243

needs its lumps reordering to work properly, also cyberdemons do not take damage from barrel explosions. homages the crusher room from map06. don't let the first cyberdemon teleport or you have to deal with it in a cramped library.

not quite as random a pick as usual. from here http://www.doomworld.com/vb/post/1340884

>> No.2213253

>>2213151
>Bad SSG Sounds
Explain
How could they ruin perfection?

>> No.2213267

>>2213253
http://doomwiki.org/wiki/Doom_3:_BFG_Edition#Ultimate_Doom_and_Doom_II

i believe the referenced change is

>The engine ignores the sound effects' sample rate, and instead uses a fixed rate of 11025 Hz. The "item respawn" sound(DSITMBK) and some super shotgun sounds (DSDBOPN, DSDBCLS, DSDBLOAD), however, are still sampled at 22050 Hz; therefore when they are played back they are slower and lower pitched than intended.

>> No.2213272

>>2213267
>The engine ignores the sound effects' sample rate
Surely running the BFG wad in another sourceport corrects this?

>> No.2213275

>>2213272
i would imagine so, yes. i don't have the bfg edition iwads to check.

>> No.2213284

>>2213223
why not both? Maybe the drug could be taken from a demon sample or something, and it can cause group hallucinations or something.
the dog thing was because I find David berkowitz really creepy, and I somehow thought your mod had an urban legend/serial killer type theme

>> No.2213296
File: 6 KB, 228x320, Maniac cop.png [View same] [iqdb] [saucenao] [google]
2213296

>>2213284
Yea, I thought the detective-serial killer thing at first, but then I realized that would probably require a stealth system that I didn't have the skill to code, plus it's doom, so it needs hoards of enemies. So I thought maybe more deus ex drug conspiracy?

>> No.2213315

>>2213296
This dude is super scary and I don't know why.

>> No.2213324
File: 77 KB, 351x351, doom4_agitation blue.jpg [View same] [iqdb] [saucenao] [google]
2213324

>>2213105
Was that to stop source port use?
Why would they ever do that?

>> No.2213327

>>2213324
It's more likely that Doom 3 BFG was shoddily slapped together with little care or quality control to make a fast buck on consoles and from stupid PC gaymers.
I have it on Steam

>> No.2213331

>>2213324
it's more likely just ignorance, the poor sap in the gamedev sweatshop that got the task had never worked with doom before and had no idea of the technical details, and did it in a hurry, slapped together what seemed to work with the engine they were developing, took the path of least resistance in order to meet the corporate deadline, i see someone else has beaten me to answering you but i'll post anyway

>> No.2213332

>>2213296
maybe the player can be a psychic detective, the monsters could be psychic residue from whatever horrible crimes were committed in the area, and the player needs to collect evidence?

>> No.2213338

>>2213327
in other words do not attribute to malice what can be explained by incompetence.

anyway i am led to understand the bfg edition of doom 3 is a slight improvement over the original. it's just the bfg edition of classic doom i consider to be an insult... on the other hand, it does have nerve.wad which is excellent.

>> No.2213348

>>2213315
I'm a Bruce Campbell movie junkie. I'm actually thinking of redoing him since I used way too much of the baron sprite and my skill has improved a bit since then.
>>2213332
I thought about something similar, but I really want something set more in reality and with a character somewhat more reliant on skill than any sort of sixth sense or mutation. Who knows though, I keep coming up with such goofy ideas to the point that this whole thing might deteriorate to Saints Row absurd just so I can have some fun gameplay mechanics.

>> No.2213359

>>2213204
So I take it January being the month for the update isn't gonna happen then?

>> No.2213362

>>2213338
>the bfg edition of doom 3 is a slight improvement over the original
isn't that the one with no mod support? how could that be considered an improvement?

>> No.2213375

>>2213362
clearly i was mistaken!

>> No.2213383

>>2213359
no, we've still got January 2016 to go

>> No.2213437

So what did you guys think of the Mythbusters episode? pretty lame to be honest
>Adam is shooting a lightgun at an arcade machine screen
>somehow moving threw a doom 3 level on the screen
>Jamie having absolutely no idea what he's talking about.
They should should have brought in Giantbomb or Tested

>> No.2213442

>>2213437
Also
>TIM WILLITS

>> No.2213447

>>2213442
can't stand that guy. pretty sure half the maps that got him a job at id were made by his sister

>> No.2213451

>>2208680
Doom PSX/N64 composer

>> No.2213452

>>2213437
I didn't much like how they went through their level tactfully for no reason really.
I wonder if John Romero would have been better than Tim Willits.

>> No.2213462

>>2213442
They sat down with him and they used what looks to be the Doom 3 SDK to map out a level. You can see why they didn't use the latest idtech engine because that would then require actuall effort in creating virtual textures. lel

>> No.2213468

>>2213437

No BFG was a pretty fucking gigantic oversight.

>> No.2213479

im a bit too young to have grown up with these kinda games, played doom a bit once and it was ok, but now im 18 and have been playing duke nukem 3d for a couple of weeks and damn its fucking kickass whyd they not just make dn forever like this

>> No.2213492

>>2213479
>whyd they not just make dn forever like this
Consoles

>> No.2213541

What's the best format to map in? UDMF? Doom in Hexen?

>> No.2213552

>>2213541
Was UMDF just doom in hexen with just a few extra options?

>> No.2213556

>>2213552
I think so. I read somewhere that UMDF supports coloured sector lighting and slopes or something.

>> No.2213573

>>2213541
If you're mapping for G/ZDoom or Eternity, UDMF is the undisputed best, though its sheer amount of options might be overwhelming to a new mapper. If you're making a multiplayer map, Doom in Hexen is the best choice, as all three ports support it and UDMF has some problems in Zandronum. If your map is singleplayer/co-op and sticks to vanilla gameplay/map geometry, Doom format is probably the best option, as there's a lot of people out there that get buttblasted when they can't play maps on their port of choice.

>> No.2213574

>>2213573
>UDMF has some problems in Zandronum
this is news to me, considering all of my push maps have been udmf and they run fine

>> No.2213578
File: 538 KB, 1920x1080, Screenshot_Doom_20150202_180400.png [View same] [iqdb] [saucenao] [google]
2213578

The Samsara "addons" have updated with a new class, and...well...

>> No.2213585

>>2213574
UDMF maps in Zandronum will look fucked up if you use fractional vertex coordinates. Slime trails, HOMs, fun stuff like that. If you stuck to the grid when making your maps, you wouldn't notice anything.

>> No.2213592

>>2213585

Do you have a map that can act as a demonstration of this?

>> No.2213607
File: 650 KB, 1600x900, Screenshot_Doom_20150202_193430.png [View same] [iqdb] [saucenao] [google]
2213607

>>2213578
oh my fucking god

>> No.2213615
File: 304 KB, 1920x1080, Screenshot_Doom_20140327_184550.png [View same] [iqdb] [saucenao] [google]
2213615

>>2213552
>>2213556
It also supported voxels, models, mirrors, and a host of other goodies. I love me some UDMF

>> No.2213616

>>2213578
>>2213607
Was Rebel Moon Rising worth playing? I remember I had a buddy who used to talk about it in High School. Isn't there an air system in it? I kinda liked the sound of it.

>> No.2213643

>>2213578
>>2213607

The weapon and player sprites are nice. Show us more?

>> No.2213716

>>2208332
it actually stands for ecchi

>> No.2213735

>>2213716

It stands for High Definition.

>> No.2213763
File: 365 KB, 1920x1080, Screenshot_Doom_20150202_183225.png [View same] [iqdb] [saucenao] [google]
2213763

just checked out Smooth Doom, i'm never going back.

>> No.2213796

>>2213763

Smooth Doom is cool.

>> No.2213863

>>2213763
I'm in a bit of a love/hate relationship with it. On one hand, using vanilla mapsets is an absolute blast, but when you run it with any map that changes even a little bit, it can become a pain in the ass because other textures will clash and ruin a good amount of the atmosphere like for example Epic 2. However I truly admire the work they've put into it.

>> No.2213927

>>2213763
I tried to get into Smooth Doom.

Some animations look awkwardly paced. And extra stuff like Doom 64 weapons feel a bit much.

>> No.2213928

>>2213735
>>2213716
I thought it stood for "Heyputyourpenisinhere"

>> No.2213930

>>2213927
I like the d64 stuff...

Thing is, I'm used to playing mods with circularised shotgun patterns. Can't stand the fan-pattern and I'm too lazy to write a fix for it.

>> No.2213936
File: 941 KB, 197x155, plutonia.wad.gif [View same] [iqdb] [saucenao] [google]
2213936

>> No.2213945

>>2213930

but it's incredibly easy anon

A_FireBullets (5.6, 0, 7, 5, "BulletPuff") is basically the shogun fire. It's only in a fan pattern because the verticle spread is 0. Changing that 0 to anything will start loosening up the fan pattern.

>> No.2213990
File: 8 KB, 480x360, johnny_bravo.jpg [View same] [iqdb] [saucenao] [google]
2213990

>>2213204
>>2213216

>> No.2214154
File: 463 KB, 200x126, 1417236527377.gif [View same] [iqdb] [saucenao] [google]
2214154

>>2213003

You know what? I agree with this.

>> No.2214179

>>2213492
tru. why dont they just make a console mouse or bring back light guns to solve the console fps issue forever

>> No.2214203

>>2206974
anyone here plays doomrl?

>> No.2214209

>>2214179
>why dont they just make a console mouse
Because muh couch
>bring back light guns
Nah, that's not it - light guns only allow for precise aiming, while mouse also allows for fast turning.

>> No.2214232
File: 344 KB, 1280x960, 1422961408.png [View same] [iqdb] [saucenao] [google]
2214232

The Remains of Hell - http://www.doomworld.com/idgames/?file=levels/doom2/p-r/remains2.zip

this is the extended version of the map mentioned in the previous thread >>2206203 . it moves the maps from map01 to map09-13, probably to have two different sky textures.

map09 - map01 from previous, wasn't aware of any differences. probably the most rounded, least gimmicky map in the set.

map10 - volcano map. a maze of cramped tunnels, lava, flashing lights, awkward monster placement, lava, damaging floors everywhere, hidden doors, lava, difficult to fight and not much health or ammo.

map11 - black void, invisible automap, can't see walls or anything besides occasional bright landmarks. very annoying. i refuse to suffer this so i played it almost entirely top-down on the map cheat. the exit, which can be easily reached without having to lower it, so you don't need any of the keys, is secret, which means it doesn't actually lead to map12. i want to believe this is not idiocy but intentional; a clever way to force you to idclev to map12 to reset the sky texture, to work around the bug in doom2.exe.

map12 - hellified edit of e1m2. route is different: no red key, must find other way through broken walls to computer maze instead, which is now flooded with 20% damage slime. do not waste time with the radsuits.

map13 - a monster spawner, and doom's rarest sector type - the 300s door - in a small cauldron. you must survive until the door opens. not too difficult, BFG archviles/pain elementals on appearance, dodge around everything else and let them fight.

>> No.2214239
File: 24 KB, 500x500, Handheld Trackball Wireless Mouse1.jpg [View same] [iqdb] [saucenao] [google]
2214239

>>2214209
fuck yo gay couch nigga

>> No.2214246

>>2214209
something like a joystick handle with a motion sensor in it, so you can wave it left to right to turn. or a glove! a power glove haha

>> No.2214247

>>2214239
cool dragon dildo

>> No.2214251

>>2214246
...or a handheld trackball with integrated wsad maybe?

>> No.2214264

What kind of level design would you want in a Demonsteele wad?

Not what textures but stuff like engagements or encounters. A plethora of enemies? More platforms to make use of dash/double jump?

>> No.2214276

>>2214239
>trackballs
I hate those so much.

>> No.2214289
File: 343 KB, 2000x1434, DOG_controller_MED.jpg [View same] [iqdb] [saucenao] [google]
2214289

Hi guys

>> No.2214292
File: 91 KB, 652x779, ..png [View same] [iqdb] [saucenao] [google]
2214292

>>2214289

>> No.2214294
File: 1.21 MB, 640x320, New power sword frames.webm [View same] [iqdb] [saucenao] [google]
2214294

I need to make the animation a LITTLE faster for the windup. and I kinda want to do something else for the new power sword attack.

But other than that, this is looking pretty fucking great

>> No.2214350

I'm trying to play BloodCM on eduke32 but I get this abysmal mouse lag both on windows and linux. Is there some golden setting to fix this or is it unavoidable?
I've disabled vsync.

>> No.2214360

>>2214350
>I'm trying to play BloodCM

Here is your problem.

>> No.2214378

Stupid question, how can i move my health bar, weapons ammo etc to my ingame screen, i can only view it when looking at the map right now.

>> No.2214379
File: 37 KB, 412x416, 1317729944368.png [View same] [iqdb] [saucenao] [google]
2214379

How come WEBm's here don't have sound?

Be great if they did as it would enable players to show off stuff in levels more easily without having to go to the trouble of making a fully fledged video.

>> No.2214386

>>2214378
If you're on G/ZDoom, press + or -. I think.

>> No.2214392

>>2214379
workaround: post webm with sound on wsg. there's usually a video games webm thread there which you could use. link to it here via >>/wsg/1234567 or whatever.

>> No.2214413
File: 449 KB, 1280x960, 1422976069.png [View same] [iqdb] [saucenao] [google]
2214413

Rings - http://www.doomworld.com/idgames/index.php?file=levels/doom/p-r/rings.zip

this consists of 4 rectangular running tracks around a central building. i found it quite attractively designed, i like high ceilings, light and shade, and the cohesive colour scheme. it's intended for deathmatch, but has 81 monsters, of which three are cyberdemons and the majority of the remainder barons and cacodemons. although 100% kills looked impossible to begin with, some study, trial, and error led me to finagling it. this made me happy. you probably have to really love Doom to appreciate this sort of thing, but here we are. the exit is not supposed to be reachable but this map is so old the author can be forgiven for not knowing switches can be pressed from any height - however that combined with an apparently intentional dinge in one of the track barriers allows the map to be exited within seconds without disturbing a single monster.

>> No.2214415

>>2214350
You're better off playing the original dos version with the bmouse fix. It patches the mouselook to be more useful. The only problem is that dos blood chugs on performance on anything other than the standard resolution.

>> No.2214489
File: 201 KB, 1366x768, Screenshot_Hellbound.png [View same] [iqdb] [saucenao] [google]
2214489

>> No.2214541

Pick the protagonist of the laast non doom game you've played, they must now fill doomguys shoes, how do they fair

>> No.2214543
File: 69 KB, 500x367, 1413988074884.jpg [View same] [iqdb] [saucenao] [google]
2214543

>>2214541
>Quake
>Quakeguy

>> No.2214546
File: 16 KB, 237x264, sort of sort...jpg [View same] [iqdb] [saucenao] [google]
2214546

>>2214541
>postaldude

>> No.2214550

>>2214541
Spyro the dragon, I think he's got this for the most part

>> No.2214552

>>2214541
My Heavy Bowgun Hunter from Monster Hunter. Should be fine as long as he dodge everything.

>> No.2214554
File: 344 KB, 1000x800, DMOMM_screens_8.jpg [View same] [iqdb] [saucenao] [google]
2214554

>>2214541
>Kick Kickington
eh, he's ok

>> No.2214560

>>2214541
>War Thunder
>British Spitfire MK 1a pilot
seems legit

>> No.2214565

>>2214541
Could Big Boss Fultin demons?

>> No.2214573

>>2213927
>And extra stuff like Doom 64 weapons feel a bit much.

It's optional though.

>> No.2214590

>>2211548
>I personally find Anthony Czerwonka and Iikka Keränen to be overrated 90's era mappers, too.

Czerwonka's maps were fine, IMO. Its mainly Keranen who wasn't quite good at gameplay optimisation.

>> No.2214597

>>2214573
I know that. Its just that such optional features feel a bit pointless to me. It appeals to a small niche, and even then, the option isnt even complete.

>> No.2214603
File: 6 KB, 202x200, 1369573726704.jpg [View same] [iqdb] [saucenao] [google]
2214603

>>2214541
>Last thing was Wipeout Pulse
>Used the fastest craft with the strongest shields (Piranha)
This is gonna be a speed run

>> No.2214617

>>2214541
>Mario from Picross 2
How well would Doomguy do with picross?

>> No.2214657

>>2214541
He'd gep gun the fuck out of everything

>> No.2214713
File: 48 KB, 738x524, Image1.jpg [View same] [iqdb] [saucenao] [google]
2214713

>>2214541
Counter-Strike: Global Offensive
We Hideous Destructor with gun skins now

>> No.2214717

>>2214264
>A plethora of enemies
Yes. Demonsteele excells at a whole ton of enemy crowds coming at you all at once. Not so much Chillax-levels of slaughter, but at the very least Hell Revealed or Scythe 2 levels of slaughter.

>More platforms to make use of dash/doublejump
Yes. They'd need to be wide, easy-to-get-to platforms because >first person platforming, but taking advantage of the new movement system would be rad as hell.

As much as people criticize the corridor>fight>corridor>fight style level design, for DS it's pretty much perfect. A wide open area to cut things down, then navigate through a little bit of platforming, head into the next wide open area.

Are you the anon making demonsteele levels? Pls yes

>> No.2214828

>>2207508
https://www.youtube.com/watch?v=Nxsq4qsxBo8

>> No.2214853

>>2214828
>>2207508

https://www.youtube.com/watch?v=hLHFFO1JXnk

>> No.2214858

>>2207508
Thunder Force Soundtrack

https://www.youtube.com/watch?v=psSamm93uCE

I also inquired about "Now Thats What I call Midi" here >>2212401

>> No.2214885

So is there a way to play Rise of the Triad on Windows 8 without DOSBOX?

>> No.2214895

>>2207508
https://www.youtube.com/watch?v=M3DftbXhcGc
if we're talking hammy retro metal, you can't get hammier than this

>> No.2214907

>>2214885
Does WinROTT not work on Win8?

>> No.2214929

>>2214717
I'm probably not THE anon who's making those "official" maps for Demonsteele, but I'm about to finish my current project, and I've really been wanting a more Demonsteele-focused mapset to utilize the mechanics/strengths of the mod. Also, as cool as cathedral/gothic architecture is (I don't know if this is what the "offical" maps are going for, but it is what constantly gets suggested) I'm really thinking more along the lines of a hellish theme for this wad.

Working with the new enemies also has me excited since I'll be able to create more varied encounters that will give the player more incentive to use the guns but not forced to. I've got some ideas I'm tossing around but was just checking to see what some other anons wanted from a Demonsteele oriented wad.

The one concrete thing I have established is a hellish gauntlet/arena type deal because I know I'd personally like a level dedicated to straight up slicing and dicing with a little traps/hazards mixed in.

>> No.2214931

Would anyone happen to know a quick way to export SolidWorks' .prt model to Quake's .md3 format ? Been struggling with it for a couple of days now.

>> No.2214950 [DELETED] 

>>2213927
yeah I actually prefer some of the vanilla death animations and definitely prefer the vanilla doom weapons over 64 but thankfully there is a settings option for that.

>> No.2214961

>>2214929
>but was just checking to see what some other anons wanted from a Demonsteele oriented wad.

basically what i would want would be
A) lots of z-axis variation for jumping, rocketjumping, and dashing
B) wide open areas to traverse through at high speed (not that other anon, but leaping across massive chasms and dashing through giant floors in dv2 has been fun as fuck)
C) destroyable environmental objects (it's a lot of fun to cut lamps and torches down, i feel like it'd be a logical progression to have destroyable walls or props or whatever)
D) metal references out the ass (song titles as level names! set pieces taken from album covers!)
E) demons to kill (imo this is priority)

>> No.2214963
File: 813 KB, 1920x1080, tried to see if brtual dooms gore would work together with demon steele, this was the result.png [View same] [iqdb] [saucenao] [google]
2214963

>>2213927
yeah I actually prefer some of the vanilla death animations and definitely prefer the vanilla doom weapons over 64 but thankfully there is a settings option for that.

>> No.2214964

>>2214961
btw terminus if you're around, can we get a status update on how demonsteele is doing? can we expect a new build anytime soon?
i know it's only been a month and a half, but i am excited

>> No.2214973

>>2214964
https://github.com/TerminusEst13/Folded1000Times

>> No.2214978

>>2214931
3ds max can import .prt files, if you want, I can convert these to obj or other format, so you could get these into misfit model 3d to convert these two md3

>> No.2214991
File: 1.31 MB, 1383x1389, crystallogic.jpg [View same] [iqdb] [saucenao] [google]
2214991

>>2214964

Yeah, it's doing fine. I don't post about it every time I make a change since that would get really damn irritating really quick, but I'm getting really close to release. The changelog list is massive.

Not a whole lot left to do, lemme post the checklist:

>PROBABLY GONNA DO:
>1: Unique slashes when done mid-dash
>3: Implement Shivers' new idle animation/Baron Death.
>8: Tutorial map (A lot of people have been complaining about things that aren't that obvious--buttshield, how2specials, how2sheathe, etc)
>9: sounds for the lamps, nick Smooth Doom's candle.
>11: Skulltag armor/health bonuses aren't being replaced in Invasion?
>13: Infinite Ammo display for the Arrogant weapons, along with images of their "ammo" type.
>18: Finish the specials for:
> ^ Acacia A-22
> ^ Exodus
> ^ Kharon
> ^ Frosthammer
> ^ Omen
> ^ BALANCE THAT SHIT
>20: Adapt Testament shotgun system for the Omen and Chaingun
>21: Use HorrorMovieGuy's bloodless sprites to do bloodless launches for the pinky and Nobles.
>24: Test, test, test online.
>25: Update the metal jukebox.

>WOULD BE NICE MAYBE DUNNO IF THEY'RE GETTING IN:
>1: Messiah guitar
>2: New sprites for the Iron Maiden gauntlets.
>3: Player sprites
>4: DevilDriver replacement for the Cyberdemon
>5: Since Cacodemons are no longer in the mod, dead caco decorations should be replaced.
>6: Replacement sounds for other world objects, such as lifts, switches, and doors.
>7: Casing ejection/smoke effects on the guns.
>8: Redone font on main menu options, restart New Game with "Rock n' Roll".
>10: Cvar for zombies to drop their respective ammo type.

>> No.2215008
File: 61 KB, 300x224, handshake.jpg [View same] [iqdb] [saucenao] [google]
2215008

>>2214991
>Manilla motherfucking Road

>> No.2215010

>>2214907
Nothing happens after hitting "play" on the launcher.

>> No.2215023

>>2215010
Got the required DLL files as well as the game files in the same folder as WinROTT? Have you also tried WinROTTGL as well?

>> No.2215024
File: 334 KB, 1280x960, 1423000681.png [View same] [iqdb] [saucenao] [google]
2215024

dm2gm3a - http://www.doomworld.com/idgames/?id=1144

very detailed for a 1994 level. a version of this ended up immortalised in memento mori.

>> No.2215036

>>2214978
I'll try working it out with 3ds max myself, thanks for the input.

>> No.2215047

>>2214251
i feel like ur on to something here. anythings better than normal analogue sticks

>> No.2215051

>>2214541
sonic. hed prolly make it i mean what CANT he do

>> No.2215057

>>2215051
>i mean what CANT he do
Swim

>> No.2215069

>>2215023
I always thought WinROTT sucked.

Might as well just wait for when ECWolf gets support for it.

>> No.2215075

NEW THREAD

>>2215072
>>2215072
>>2215072

>> No.2215662

>>2215057
true that (colors doesnt count) check mate sonic