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/vr/ - Retro Games

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2351583 No.2351583 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2344959
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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

FAQ/Pastebin, updated semi-frequently

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



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

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


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
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?t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?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.2351585


[04-16] Metal Slug Doom beta release

[04-15] Valiant final release (/idgames link pending)

[04-14] Marathon Skins v0.7 (Pfhor Fighter, Pfhor Hunter (M1), S'pht Compiler (M1), Pfhor Trooper, VacBob)

[04-13] Smooth Doom update

[04-12] Some scans of Final Doom / Doom64 content from issues of GamePro dated 1996-7

[04-10] Doom Saimoe -- sorry, I mean April Agitation -- was won by E2M2

[04-09] New release of Guncaster

[04-09] Colourful Hell

[04-08] Demonsteele v0.82, a maintenance update for Zandronum 2.0

[04-07] Wrath of Cronos updated to 1.8A (changelog in first post)

[04-06] An amusing video of Russian Overkill played online

[04-02] Nuclear Halls, a new map by Adam Windsor (MM2, Requiem, Dmonfear, CChest4 etc.)

[03-29] Not an April Fools' joke: Zandronum 2.0 has been finally released.

[03-28] Estranged, a new 32 map Boom-compatible megawad, by Foodles.

[03-27] The /newstuff Chronicles #474

[03-20] The /newstuff Chronicles #473


Please reply to this post with news.

>> No.2351591

ive been reading the masters of doom recently and just got to the part where they released doom at midnight. so much shit i didnt know. they a fucking mormon working on it and everything, man id sounded like the most badass company too

>> No.2351594
File: 302 KB, 1024x1508, ithappens.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else see what looks like the Revenant in the background of this ad?
I matched up the title of the game he's from, with the Cyberdemon's, and it's the only other card with a name short enough to be DOOM's.

>> No.2351597

...I can kinda make out Revenant, I guess.

>> No.2351598

Yeah me too.

>> No.2351601

Question for modders/spriters.

Do sprites have to be only 256 colors? I've seen some sprites in mods having partially transparent pixels for the muzzle flash (like Accessories to Murder), do these only work in GZDoom?
Also are you forced to use the Doom palette for Doom mods, or can you use a Hexen palette for some sprites?

What about using already existing stuff other people made? Are there any good magic casting hands, or I am just better off taking a photo of my hands and painting over them?

>> No.2351604
File: 399 KB, 488x519, 1359773493321.gif [View same] [iqdb] [saucenao] [google] [report]

Every day we get a little bit closer.

>> No.2351605

More than 256 colors or transparency WILL require GZDoom or another OpenGL renderer.

>> No.2351609

>Do sprites have to be only 256 colors?
If you're using ZDoom, HUD sprites can be truecolor if they're PNG format. World sprites (pickups, monster sprites, etc) will still abide by the palette. GZDoom can do truecolor everything though.

>> No.2351614

>HUD sprites can be truecolor if they're PNG format
Does this apply for weapons or just the statusbar?

>> No.2351632

Both. I should've noted though that this only applies to ZDoom on Windows. Mac/Linux users will still suffer with palette-limited, no translucency HUD graphics and weapon sprites.

>> No.2351682

Just beat Memento Mori. Is the second even better?

>> No.2351684 [DELETED] 

god, there needs to be a sepearte doom board to keep these shitty threads out of here

>> No.2351693

I liked it quite a bit myself.

>> No.2351696

I liked it better yeah.
It's fun on coop too.

>> No.2351706


ho shit is it hype season already

>> No.2351707 [DELETED] 
File: 554 KB, 927x493, pinky.png [View same] [iqdb] [saucenao] [google] [report]

Doom is such a fuckin' awesome game that even guys on porn sites know about it.

>> No.2351712 [SPOILER] 
File: 554 KB, 927x493, 1429309671157.png [View same] [iqdb] [saucenao] [google] [report]

Doom is such a fuckin' awesome game that even guys on porn sites know about it.

>> No.2351713

unfortunately the test isn't very fair. it's always easier to make something out when what it is has been suggested to you already.

>> No.2351718 [DELETED] 

>what are filters

>> No.2351723


What other Bethesda-related game has a name that short?

>> No.2351728


But honestly it does look like a Revenant.

>> No.2351732 [DELETED] 

That would be stupid anon. You can always simply hide these threads with a right click.

Are there any Fallout themed wads out there? Doom with Fallout aesthetics is something that needs to happen if it hasn't already.

>> No.2351738

Don't forget QUAKE.

>> No.2351740 [DELETED] 

Use the catalog you mutton mongering riff raff.

>> No.2351747
File: 57 KB, 450x304, 7c1.jpg [View same] [iqdb] [saucenao] [google] [report]

>DOOM was just a coincidental codename for a new QUAKE
>Gameplay at Quakecon was fake, all news about it just a cover up
>Trailer fake too
>New game continues Strogg storyline

>> No.2351803 [DELETED] 

Why do you want what keeps /vr/ alive to fuck off?

>> No.2351804

If pornhub someday had streaming, you'd see people streaming H-Doom

>> No.2351806

I'm trying to coop with a friend using chocolate doom, but the person who isn't the server host is getting like 2fps. How do we fix this?

>> No.2351838

Seriously why does GZdoom mouse feel so much better than Zandronum.

I'm on the latest versions of each one, in_mouse 3 for raw input, same fucking settings, and Zandonum feels so damn sluggish.

>> No.2351889

Speaking of mouse issues, does anyone have a diagnosis for why sometimes when I fix an irrelevant setting like number of particles, mouselook basically turns off for me? I can move it horizontally, but I can't look up and down with it. This may be a ZDoom exclusive feature, hwoever, since I only encounter it when I use ZDoom on my toaster.

>> No.2351926

Its called camming

>> No.2351931

>in_mouse 3 for raw input
Why did nobody mention this before?

>> No.2351934

Any non-slaughter ease of use Prboom compatible mapsets? (planning on playing doom wads on my android when i'm not at my pc)

>> No.2351972

I would be all for a new Quake if it had a fun Single Player that was in Quake 1's style instead of the dull-as-fuck strogg shit.

>> No.2352017
File: 7 KB, 247x281, 1427250303204 (1).png [View same] [iqdb] [saucenao] [google] [report]

Is the Invissphere supposed to murder you with imp fireballs in Hideous Destructor?

>> No.2352032


In Hideous Destructor, everything is trying to kill you.
I don't mean in the TVTropes "heh we applied that name here but it's only barely applicable" sense, I mean literally EVERYTHING. Including the powerups, and decorative objects.

If Vaecrius could program map textures to turn on you, he probably would.

>> No.2352035
File: 22 KB, 350x300, caco.png [View same] [iqdb] [saucenao] [google] [report]

Thank you.
Take this reaction pic (only the pic not the reaction lol)

>> No.2352052

>the wall of faces tries to bite you when you get too close and taunts you at range
>contact with FIREBLU sets you on fire
>touching the more exposed computer textures electrocutes you

>> No.2352054

What >>2352032 said is the truth. Evil barrels will fucking destroy you as they realize you don't know they're alive.

>> No.2352059
File: 18 KB, 366x380, 1334329164853.jpg [View same] [iqdb] [saucenao] [google] [report]

Shh, he might be lurking! Stop giving him ideas!

>> No.2352075
File: 28 KB, 640x480, UwEn1.png [View same] [iqdb] [saucenao] [google] [report]

I was attacked by an invisisphere in e1m2 of doom 2 though?

>> No.2352104

can you fake survival coop in zdoom multiplayer if you set the fraglimit to 1?

>> No.2352115

No, but you can with sv_norespawn 1 and using changemap to retry the current map after everyone dies.

>> No.2352116

if development versions of zdoom have proper netcode than shouldnt someone be able to program gamemodes themself?

>> No.2352135


Heh. Heh heh heh. Heh heh. Heh.

>> No.2352139

is that not how it works or something

>> No.2352147

1: zdoom's had netcode for a long time
2: it's pretty bad for anything other than one or two people (who are very familiar with the program) playing the most recent mods
3: development versions does not change this
4: game modes isn't just like a mod you can slot in, a lot of shit is still pretty hardcoded
5: even if it was and you could just make a mod to simulate capture the flag or something, there is a high chance graf zahl will reject it just because

>> No.2352152

thats bollocks. you'd think this would be a high priority

>> No.2352154
File: 79 KB, 1286x703, edward850.png [View same] [iqdb] [saucenao] [google] [report]

It has netcode.

It's a really terrible P2P based jig, which is deemed as adequate enough by the current netcode dev of ZDoom.

>> No.2352160


Oh hey. I like that gasmask on the Revenant...

Someone try spriting it onto a D2 Rev.

>> No.2352168


What the hell? Is that doomguy wearing medieval armor in the row behind 1 and infront of Revenant?

>> No.2352169

the zdoom and z& dev teams need to team up or something

>> No.2352170

Well, yes. Hideous Destructor implements a live pool system that activates when the fraglimit is set higher than 100, with the number of lives being fraglimit - 100. But I don't think anyone's done a generic system that can be loaded alongside other mods.

>> No.2352172

yeah i think the hd manual is where i got the idea

>> No.2352173

I don't think that'll ever happen.


>> No.2352182


You'd think it would.
There are two parties involved, though.

Graf Zahl, the head of ZDoom development, does not give a damn.
Edward850, the head of ZDoom netcode development, thinks it's perfectly fine as it is and has gone at great length to actively shit on Zandronum's method of netplay, its users, and those that enjoy it.
Change can only happen if it's wanted, and neither of them want it.

>> No.2352205

>ZDoom netplay: Practically doesn't work, is not user friendly in the slightest, desyncs like mad
>Zandronum netplay: Performs adequately.
>LELEL Zandronum sucks, there's nothing wrong with ZDoom's multiplayer
I hate him so much.

>> No.2352206

i know it would make zandy obsolete but god dang it would be nice

that video's funny af too
fuck this autism. why should i have to trade off to an old-ass version of zdoom to be able to enjoy competent multiplayer

>> No.2352215

lmao they can't even put in the effort to make a seperate launcher for multiplayer servers. that would take like five seconds in visual basic

>> No.2352219

Wait, is that an Avenger K7 what it sounds three minutes on the video?

>> No.2352269 [DELETED] 
File: 161 KB, 1024x576, k3mMJu6.jpg [View same] [iqdb] [saucenao] [google] [report]

When you see it

>> No.2352305

How hard is Brutal Doom: Sperglord Edition supposed to be on the original Ultimate Doom IWAD?

>> No.2352367
File: 362 KB, 648x952, 1v1meskull.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2352369
File: 177 KB, 800x600, 1v1meskullaft.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2352403

haha, great job.

>> No.2352405
File: 41 KB, 366x488, george-marks-man-smoking-pipe-wearing-fedora.jpg [View same] [iqdb] [saucenao] [google] [report]


This is fucking amazing.

>> No.2352416

Let's face it, they're going to fuck and have lots and lots of little skullbabies.
Little chitterbooping teeth babies.

>> No.2352424

>Let's face it, they're going to fuck
not everything is about sex anon.

>> No.2352426

It should be.

>> No.2352429

That's the AR34 you pleb

And yeah it's coming from the generic rifle on DoomRL Arsenal

>> No.2352431

bunch of horny teens i swear. are you the guy with the friction burns from last thread? ugh

>> No.2352434 [SPOILER] 
File: 85 KB, 523x332, 1429336186638.jpg [View same] [iqdb] [saucenao] [google] [report]

Now that's what I call skullfuck

>> No.2352436
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


I love you, cacobro

>> No.2352441
File: 221 KB, 400x324, let go of my camera you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2352451

there must be a lot of latency in your connection to each other

>> No.2352452


>> No.2352476 [SPOILER] 
File: 471 KB, 1000x750, 1429337771684.png [View same] [iqdb] [saucenao] [google] [report]


Its only natural

>> No.2352478



>> No.2352485



>> No.2352510 [SPOILER] 
File: 232 KB, 518x629, 1429339731079.png [View same] [iqdb] [saucenao] [google] [report]


stop what, exactly?

>> No.2352512

It's just me or is FNF dying?

Less than a year ago I could join a FNF server at any time on a Saturday's dawn.

>> No.2352515

I apologize if this is a noobie question, but does anyone know where i can download the soundtrack of ultimate doom and doom II?

>> No.2352517


>> No.2352553

i love you, cacobro
never change

>> No.2352556

is that supposed to be an archvile with a shotgun?

>> No.2352562

Maybe if they hosted better things they'd get more people.
Do i have to remind people the massive party that was PUSH FNF? There was almost 60 players.
Do i have to mention that Sgt. Mark IV was thereand we played with him on the Jelly Train map?
Since that day, FNF hasn't made something worth something

>> No.2352570


It seems completely random as to what will actually be a hit or not.
Ancient Magic DM was also fucking amazing and lasted several days but they've never ever hosted it again. Ever.

>> No.2352585
File: 2 KB, 104x118, 1429158579258s.jpg [View same] [iqdb] [saucenao] [google] [report]

For anon in last thread:

>Anybody here have access to a Rift DK2?
>If so, could you tell us how the latest version of GZ3Doom is? They fixed up DK2 support and positional tracking a couple days ago.

Sure. Haven't used my DK2 in ages because it's still incompatible with Nvidia Optimus & therefore most laptops, but I've been meaning to set up my old rig to play with it again. Will let you know how it is.

>> No.2352604 [DELETED] 

Who cares about Facecuckulus Rift, we have based SteamVR now

>> No.2352606

What's special about Valve's VR implementation compared to Oculus?

>> No.2352607 [DELETED] 

Better head tracking, no connection to Facecuck

>> No.2352613

How good is the compatibility supposed to be

>> No.2352620

I'm the chump with the DK2 and the ergonomics couldn't possibly be worse. Anything else is better by default. DK2 either swings around like a massive blocky penis, or it's a facehugger and gives you sore binocular marks all over your face. Ergonomics *look* a little better on SteamVR, ofc it's impossible to know without trying it out.

This is without even mentioning the driver & software issues. Got the DK2 to develop for and instantly saw the futility. Been following VR tech since I was 10 years old, and I'd thought its time has come. Boy was I wrong. Shit's overhyped halfway to Hell and back. At least five years away from mainstream potential. The danger is the hype machine will create a bubble, widespread consumer disappointment, and VR's can will be kicked another decade down the road.

>> No.2352625
File: 296 KB, 1920x800, 1429284375295.jpg [View same] [iqdb] [saucenao] [google] [report]

can I slow down my walking on Dark Forces?
I use the XL engine.
I tried 'turbo %' on the console but didn't work.

>> No.2352647

>it's already a shoe-in for mordeth if he finishes it

speaking of mordeth, metal slug doom should be in there.

5 years, brother.

>> No.2352718 [DELETED] 

>Who cares about Facecuckulus Rift, we have based SteamVR now
>Better head tracking, no connection to Facecuck

Back to /v/, please.

>> No.2352774
File: 81 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]


> TFW your mom forces you to move from Philly to Stroggos

>> No.2352782
File: 1 KB, 110x178, Dong.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2352784

I would fuck that archvile. She's qt.

>> No.2352796
File: 57 KB, 500x650, hr-giger-photo-annie-bertra.jpg [View same] [iqdb] [saucenao] [google] [report]

I like it, what's it for?

>> No.2352801
File: 2 KB, 150x174, had it up to HERE with ur shit.png [View same] [iqdb] [saucenao] [google] [report]


The winged slime monster I've been working on for GMOTA, it's gonna replace the pain elemental. after you "kill" it the first time the wings snap off and then it hops after you

>> No.2352802

What are some examples of map(set)s that do great aesthetics? Any that manage to stay within vanilla's static limits?

>> No.2352805

Sounds like a resilient little bugger.
So what's this >>2352782 part for?
Does it spawn from there like an egg?

>> No.2352808

suspended in dusk, btsx, er... any others? vanilla rendering limits are too annoying for most map designers to bother with, if they understand them at all

>> No.2352809


Nah, they do what pain elementals do: Just float there and wait for manlets to come wandering by, then they start their attacking thing. Except rather than spit out flaming skulls, it shoots snot rockets at you that explode into a bunch of little slimes to harass the shit out of you.

>> No.2352812

Some of Mouldy's maps look stupendous, but they're really difficult for someone that's used to vanilla id maps.

>> No.2352829

Darkening E2 is pretty detailed for vanilla.

>> No.2352846
File: 926 KB, 636x967, tv_VII.png [View same] [iqdb] [saucenao] [google] [report]

bump for Dark Forces console commands

>> No.2352870


One of the more... simpler of shotguns this mod will have.

>> No.2352880

>that whoosh sound when a rocket passes near your ear
pure sex

i'm not a big fan of autoshotguns, but this is still pretty cool

>> No.2352883

Something was needed for the standard shotgun slot, figured something simple would suffice.

>> No.2352884

What sound mod do you have? It sounds like psx or doom64.

>> No.2352886

I totally don't remember which one it was, It was just ripped out of that Particle Fire Enhancer mod-thing.

>> No.2352915

Darkening E2, Suspended In Dusk, and Back to Saturn X (Which is heavily inspired by the former two, detail-wise), are the best examples of vanilla detailing.

>> No.2352957

Is the Requiem wad good?

>> No.2352960

if you like vanilla engine tricks and lots of custom textures, yes. it has not a reputation for good gameplay though.

>> No.2352963

isn't XLEngine

>> No.2352991
File: 203 KB, 1280x800, Screenshot_Doom_20150418_182037.png [View same] [iqdb] [saucenao] [google] [report]

>i guess ill try darkdoom with freedoom

>> No.2352995


>> No.2353001

Its got its share of good maps. But it doesnt exactly feel like a coherent megawad overall, and some maps really arent that good.

Gameplay-wise, I'd recommend playing the maps from Dario Casali (23), Thomas Moeller (6), Michael Rapp (17), Eric Sambach (14, 18), Adam Windsor (11, 20, 25, 26, 30, 32), and Matthias Worch (4, 9, 15), and skipping the rest.

>> No.2353006

I never got why people complain about BTSX E1 feeling too samey.

The same textures are used alot, I'll give them that. But the layouts for the most part feel very distinctive, to me.

>> No.2353046

What item is the least used in maps?

I have a feeling it might be the light amplification visor, considering Plutonia has none at all.

>> No.2353048

Computer area map, maybe?

>> No.2353057
File: 1.47 MB, 1500x2062, 1427187227064.jpg [View same] [iqdb] [saucenao] [google] [report]


I think I am playing a 0.9 version and it is fine so far. don't know if the dev is dead but it is playable.
it is just the old school running is too much for m makes me dizzy.
but the game has impressive tech for its time. It's fun. 'stop right there you rebel scum'.

>> No.2353060

It's not the latency. We tried some other random public server that we both had a huge amount of lag to and it was laggy, but we weren't playing slideshows.

Like, it's not laggy/warpy/whatever it's just the we have slideshows playing for us.

>> No.2353071

I can kind of see why people would say that since the regular game breaks up the same type environments as do many wads out there. Thankfully the design is very good otherwise it definitely would get repetitive seeing that same design over and over again even if the levels were very well designed.

BTSX E1 is a masterpiece as far as I'm concerned.

>> No.2353073

A lot of the environment in Plutonia 2 is black when I play. What's going on here? How do I fix this?

I am using gzdoom but it says any source port should work fine with it.

>> No.2353075

Are you using plutonia.wad as the iwad?

>> No.2353076

Today's my birthday, someone make a map for me or I'll be upset.

>> No.2353078

Just dragging the P2wad to gz.

>> No.2353082

I'll take that as a no. You need to use Plutonia as the iwad, as PL2 relies on its textures.

>> No.2353084

Yeah thanks for the help.

>> No.2353085


Happy birthday.


>> No.2353094

But its mainly the textures that are the same. The level design layouts themselves however are mostly distinct from one another. This is especially true by the second half.

Knee Deep In The Dead and Doom 2 Reloaded were far more samey, IMO.

>> No.2353096
File: 20 KB, 100x100, 1428836020095.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah, thanks.

>> No.2353109
File: 415 KB, 800x1316, raging boner hammers mouthy redhead.jpg [View same] [iqdb] [saucenao] [google] [report]

For the original difficulty levels, a fair bit easier in my opinion. All the weapons are buffed, freed AI marines are based against everything lower than a cacodemon, and the stronger melee abilities make dealing with pinkies and spectres trivial. The only harder part is not getting hit, since projectiles move faster in general and monsters are stronger in melee. My advice is to bump the difficulty up one notch from what you're used to playing with vanilla.

>> No.2353142

Actually, I take that back about Doom 2 Reloaded. It does have its share of fairly distinctive maps. Map18 being the most obvious.

>> No.2353167

Is Bossifyer uploaded anywhere else? The link in the pastebin is dead and google/archive turn up nothing.

>> No.2353180

So for future reference, if anyone is having issues with fps and chocolate doom netplay, make sure you aren't passing -dedicated to the server binary.

>> No.2353196

Or just play at the maximum difficulty.

>> No.2353227
File: 1.24 MB, 1024x1560, doomedmarine.png [View same] [iqdb] [saucenao] [google] [report]

I just looked at the picture again.
Is that Doomguy with some Demon behind him right in front of the Revenant's picture?
Sure looks like it to me.
Once again, short title, Doomguy style helmet/armor, some kind of monster with horns right behind him.

>> No.2353264

Just played through the Doom 64 with help of Doom 64 EX.

I have to say, that beside a select few moments (mostly morphing rooms, puzzles and several good traps) maps are very meh, and the gameplay is bland.

Visuals are nice overall, but the leveldesign does not often compliment the aestethics, and I liked original's monster design way more.

What does /doom/ thinks about D64?

>> No.2353278

Doom 64 has a pretty good atmosphere and aesthetic to it. But I'll agree that the gameplay isnt that great.

It doesnt follow the now standard Final Doom/AV style of gameplay. Its mostly Doom 2 challenge, which means it barely makes good use of the higher tier monsters, outside of a few rare occasions. The lack of Chaingunners, Revenants, and Arch-viles don't help.

>> No.2353297

Kek I'm browsing on my phone for the first time an I'm (heh it auto formats I m to I'm and even uppercase I) wondering ways the latest on
Shores of zdoom
Ep3 of btsc

>> No.2353302

I played Doom 64 with a 360 controller.

I thought the game was fantastic. Definitely the best console Doom game out there with the console version of Doom 3 second.

I definitely feel you on the original monster designs being better. I would say some guns seem or sound better. The chaingun being the most obvious improvement.

>> No.2353303

just the wind.
tons of updates, none released
business as usual
>Shores of ZDoom
never ever
soon (tm)

>> No.2353307

I really think the monsters look way more threatening and inventive (See: Cacodemon), but their cartoon-esque sprites make me prefer the original ones.

>> No.2353314

>Ep3 of btsc
they aren't even finished with the first two

>> No.2353327

IIRC, They're pretty close with finishing E1, just need to finish touching up one map. E2 still seems more far off, though.

I imagine we won't see a beta release of E3 until next year.

>> No.2353348
File: 66 KB, 640x480, Scythe2-afrit.png [View same] [iqdb] [saucenao] [google] [report]

And I thought Plasma marines were bullshit.
Finished scythe2.wad. 4/5, this fucker has the worse of the mancubii, revenants, cybers and cacos together multiplied by 2.

>> No.2353381

heh, i may be old and have very slow reaction times, but i have to say i find the plasma marines tougher because they're so fast. you can at least run away and hide from the flying barons, but the plasma marines buzz right up and around you and by the time you've aimed at them they're somewhere else. all the while, never cease firing.

>> No.2353385
File: 94 KB, 358x312, a4e.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2353390


Deleted already? Impressive.

What was it?

>> No.2353398

It's not deleted, it was a link to the Aeons of Death thread being updated.

>> No.2353405

i guess you are using 4chan's built-in linkifier, which rewrites the link in a way which breaks horribly on zdoom forums urls and anything with an & in it by turning it into &

>> No.2353408

The link works for me, and I posted it, so I guess its a problem on his end.

>> No.2353418

Is that the shitty mod that adds a fuckton of monsters and crap?

>> No.2353423
File: 98 KB, 302x187, stop.png [View same] [iqdb] [saucenao] [google] [report]

yeah it works, man I never understood the hate for AEOD, It was the mod that got me into Doom mods, When I played version 4.00 It blew my mind away, it transformed the game into a sandbox mess, and a beautifull one. I am aware that the balance is not existant, its a big clusterfuck but man come on, when it won a cacoward for worst mod you could see the guy reviewing it didn't even play the thing, He even said he just IDKFA-ed trough it and was done.

>> No.2353424

Don't forget the completely fucked balance, utter lack of response to feedback, horribly clashing graphics, completely RNG-based difficulty curve, and massively bloated size.

>> No.2353427

for >>2351585

if you watch the trailer skip the start, it's nothing but some weird animation of a bouncing pentagram for nearly 30 seconds. i don't see the point.

yes i believe it is the engine-breakingly bloated monster randomiser that won the worst wad cacoward one year.

>> No.2353434

The pentagram is meant to be the demon powerup from Painkiller.

Some people can't handle having fun with overpowered shit. I saw the same thing all the time in Borderlands 2 and Pre-sequel. People kept whining about items being overpowered, mainly because they didn't have them and were insanely jealous of people that did.

>> No.2353440 [DELETED] 

>I never understood the hate for AEOD, It was the mod that got me into Doom mods
well yes, when you're a noob the sheer mayhem of size and variety is impressive. wow, look at what this game can do! and now having gained experience you have rose-tinted nostalgia glasses about it because it was your first. i on the other hand am terribly jaded.

>> No.2353442
File: 361 KB, 690x564, hkfug2.png [View same] [iqdb] [saucenao] [google] [report]

>cacobro is back

>> No.2353457

>no capitalization
>bitching about nostalgia
I think you meant to be on >>>/v/

>> No.2353467

>I never understood the hate for AEOD, It was the mod that got me into Doom mods
well yes, when you are new the sheer mayhem of size and variety is impressive. wow, look at what this game can do! and now having gained experience you have rose-tinted nostalgia glasses about it because it was your first. i on the other hand am terribly jaded.

you are right, i should not have used that term. however in nearly two years on this board and in these threads, i have never used capitalization and i strongly disagree with the need for it. there is no loss of meaning except in idiotically pathological cases like "i helped my uncle jack off the horse".

>> No.2353470
File: 42 KB, 488x519, Tfw AEOD nostalgia.png [View same] [iqdb] [saucenao] [google] [report]

I see your point, I must admit that I have the nostalgia glasses on, I will not argue with that, the thing is, I really had a good time with AEOD (version 4 point something), and maybe thats my point, I dont know when the Not fun allowed attitude hit the zdoom and doomworld forums.
>That feel when a really hard cyberdemon replacement spawns in the map. You manage to kill it with the last bit of your ammo and items and next to its corpse lays a super weapon that you didn't know existed.
>The feel of just messing around with the summon friend command so you have your own strogg army, and you fight together against 10 cyberdemon tier enemies.
>The feel when you become the God of death with a book of speels that let you resurrect shit and stuff.
>The feel when you are just toying around and having fun

AEOD is a toy kind of mod, had more fun with it than other "serious" mods of the time.

>> No.2353472

fair enough, i can't argue with any of that really, nothing wrong with a good "toy mod" as you call them (it's a good term)

>> No.2353475 [DELETED] 

>repeating a post that was deleted
>doesn't even know what capitalization is
No, you really need to be on >>>/v/ , clearly this board isn't for you.

>> No.2353479
File: 137 KB, 245x229, blonde_bitch_spaggethi_fetish.png [View same] [iqdb] [saucenao] [google] [report]

>Get interested in the clusterfuck than is the mod. Also because it has Blood related stuff
>Try to dl it
I got mixed feelings about this.

>> No.2353487

yeah, i deleted my own post, to remove a word you helped me realise was a bad idea to use. i should thank you.

i know full well what capitalization is, i simply choose not to use it. if you have a problem with this, feel free to take it up with someone who cares.

>> No.2353494
File: 4 KB, 496x69, This agitates me.png [View same] [iqdb] [saucenao] [google] [report]

>dl the new aod update
>dl fails for some reason
>restart it
>get this
Well that is one hell of an update, inb4 >spanish
Also, dat speed, what the fuck

>> No.2353498
File: 218 KB, 360x614, david tennant stares into your soul.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2353502

haha, you'll be sat there until the year 2395077. august 23rd, apparently.

>> No.2353560

Well, in terms of size and scope, it's large and has some interesting things going for it, but ultimately, it's very off-putting, due to having no cohesion in theme, balance, or graphics.

I can see why someone might like it, but I much prefer gameplay mods that stick with one theme.

The graphic clash gets me the most, you can mix and match Duke and Shadow Warrior in terms of weapons, but there's so much stuff that simply doesn't jive with the other, particularly some of the Hexen and Hexen 2 stuff, with the Heretic and Heretic 2 stuff. The first games don't fit too terrible with the Doom or Duke aesthetic, but their sequels had early 3D graphics which really don't look right in the Doom engine, especially not ripped.

>> No.2353568
File: 325 KB, 638x499, what is this.png [View same] [iqdb] [saucenao] [google] [report]

Making a map.
I don't suppose any of you chaps know why this might be happening?

>> No.2353572

That would be the "tutti frutti" effect, you're working within Vanilla limits, right?

>> No.2353581

>its a big clusterfuck but man come on
>there is a big fucking glaring issue that even I will mention but still say "I never understood the hate"


>> No.2353589

looks like it yes.
what's the texture on the problematic line?

>> No.2353594

>if it's not balanced its shit!
It can be fun AND be overpowered sometimes, anon.

>> No.2353597

It looks like the tall door from the beginning of the focus.
The texture mustn't tile properly in vanilla. Just adjust the width of the line to match the texture.

>> No.2353618


It can also be overpowered and NOT fun.

I'm not here to split opinions about whether or not AEoD is fun, but what always grinds my gears is the whole "I don't understand the hate for X!" statement, and then proceed to list a few reasons as to why people possibly couldn't like it.
It's not even exclusive to AEoD. Or even the Doom modding community. Or video games at all.

If you honestly can't possibly comprehend how people can't like something you do, then there's a problem.

>> No.2353630

Yeah, attempting to work within Vanilla. That's DOORYEL. Or it should be. I thought I had a trick worked out for how to get three textures on a solid wall, and it doesn't seem to work.

each rectangle there is 16 x 8 units, and set to the same veiling and floor as the doorframe.

I don't THINK it's tutti frutti. The glitched graphics change when I shoot at it.

>> No.2353631

Many many thanks!

>> No.2353646
File: 351 KB, 639x976, this type of detailing worked before..png [View same] [iqdb] [saucenao] [google] [report]

took a couple other screenshots to show what I mean.

>> No.2353653

Did you not assign a texture? Could you take a screenshot of it in the editor?

>> No.2353657
File: 216 KB, 1124x707, indumbuilder.png [View same] [iqdb] [saucenao] [google] [report]

I did assign a texture, and here you go.

>> No.2353658

What are some good spoopy wads to play with Dark Doom?
I'm already playing through Circus 2, i can't see SHIT and i love it.
I fucking love the flashlight addon.

>> No.2353667

Try dividing up the line-def in multiple lines by putting vertices on them. Split the 16 linedef up into two 8 linedefs.

Alternately, go straight to Boom compatible because it's much easier to work with while being relatively true to Vanilla.

>> No.2353680

>If you honestly can't possibly comprehend how people can't like something you do, then there's a problem.

It really is a damn shame many don't understand this fact.

>> No.2353701
File: 326 KB, 1920x1080, that didn't work either..png [View same] [iqdb] [saucenao] [google] [report]

Tempting as it is to go straight to boom compatible, half the reason I'm doing this is because I want to make a vanilla mapset. That's the objective.

Also I just don't like PRBoom.

>> No.2353715

Why is graf such a fuckhead about adding features?

I mean, I don't get it, how can you be kind enough to work your ass off delivering one of the better sourceports of a legendary/classic game, then be like "NO. FUCK YOU." every time the modding community asks for something? Seems so.... I dunno, weird duality.

>> No.2353725

That's Graf for you.

>> No.2353730

Speaking as a developer for an open source project, it's because there's SO MANY people begging for trivial features when you have important things to do, and they wouldn't even be hard to add, just time consuming. But the fuckers can't even add them themselves, no, that'd be work and all the useless fucks can do is BITCH BITCH BITCH THIS FREE SANDWICH DOESN'T HAVE THE CRUST CUT OFF WHY DIDN'T YOU CUT THE CRUST OFF COME TAKE MY FUCKING KNIFE AND CUT THE CRUST OFF MY FREE FUCKING SANDWICH I'M TOO FUCKING LAZY TO DO IT MYSELF.

>> No.2353731

Hey graf, I don't mean to be a dick, it just seems like a strange attitude to take.

Legit features should be either added or they should be told "hey, do it yourself, and if I like the addition, I'll add it to ZD, cool?", keep telling the whiners/stupid idea assholes to eat shit.

Also, seriously, netcode. I like Zandro and all, but if it died 'cuz GZDoom could suddenly be not garbage over the net, I'd be thrilled.

>> No.2353757

>But the fuckers can't even add them themselves
People have provided code patches for their suggestions and they still get shot down. Graf just hates mods, he even said as much in a thread on Doomworld. Makes me question why he works on what is possibly the least vanilla port available.

>> No.2353763

didn't one of you guys make some music randomizer that adds a good fuckton of tracks?

>> No.2353764

came up with a workaround- just wrapped a 1 unit floor/ceiling around the pillars.

>> No.2353773

hey guys, does Quake 1 have some way of auto-rotate maps for Linux dedicated server?

>> No.2353781


There's the demonsteele nowthatswhaticallmidi.

>> No.2353791

pretty cool, thanks

>> No.2353858

Dude, like, what is this fucking week?

>doomers find out about the revenant's new design via a bethsoft's hype post
>adrian motherfucking carmack owns a 5 stars hotel
>metal slug doom is finally released
>aeons of death updates out of nowhere
>valiant's idgames upload is imminent
>doombro is back
>cacobro is back

best week so far

>> No.2353863

>Still nothing on MSX
I feel like those Last Guardian guys.

>> No.2353867

>adrian motherfucking carmack owns a 5 stars hotel
Wait, for real?
I guess he invested his money pretty well then.

Would be cool if he still drew stuff.

>> No.2353868

>>doomers find out about the revenant's new design via a bethsoft's hype post

>> No.2353870


...how did you earned access to a computer?

>> No.2353875


>> No.2353914

What are some other maps that have the same appearance and level design as The Living End, Against Thee Wickedly, and Pitfalls? I'm looking for some indoor cave castle like things.

>> No.2353941
File: 44 KB, 240x348, 1423878120919.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm been playing a bit of 200 minutes of vr and I'm having trouble finding all four secrets in The Bridge.
I got 2 in the spoopy dark hallway and the one soulsphere near the bridge.
What am I missing?

>> No.2353961

I would honestly be interested in seeing Graf Zahl work on something more akin to PrBoom and Eternity.

>> No.2354012

Can I play Demonsteele with PrBoom+? Or just Zandronum/ZDoom?

>> No.2354016

You can't.

>> No.2354018

Aw Fuck

>> No.2354030

Most mods are designed for (G)ZDoom/Zandronum only, because of features like Decorate adding far more creative freedom.

Its mainly mappers that stick with Vanilla/Chocolate, and PrBoom+ compatibility.

>> No.2354034
File: 2.88 MB, 700x394, QuakeE1M1.webm [View same] [iqdb] [saucenao] [google] [report]

What's the best way to play Quake 1?

I've tried some different sourceports or whatever you call them. ezQuake seemed nice but I guess it's mainly for multiplayer as I can't save the game, also had a cool UI thing. Quakespasm seemed rather... faithful? minimalist? Had like no config options though.

Also music didn't work, what's the deal?

>> No.2354035


Just Zandronum/ZDoom/GZDoom.

>> No.2354040

Thanks for the info. I'm the kind of faggot that runs Chocolate Doom but this mod looks fun enough to switch over for.

>> No.2354042

Get a Quake music .iso off of a random download website and mount it, and make sure that drive is the closest cd rom drive to A: alphabetically to get music. The Steam version doesn't have the music at all.

Also if you can use nvidia control panel if you have it to switch your entire comp to 4:3 resolution you can play fullscreen without stretching if you care. That being said I've never tried a sourceport.

>> No.2354056

>The Steam version doesn't have the music at all.

You'd think they would fix this.

>> No.2354064

Would they have to pay Trent a huge sum for royalties? I always wondered why id didn't bother with it.

>> No.2354068
File: 11 KB, 249x241, 1400649205866s.jpg [View same] [iqdb] [saucenao] [google] [report]

1)"Last update, august 2013"
2)Yholl has a massive to-do list
3)See above
4)pic related

>> No.2354101

ISO format only supports one track, which generally ends up being the data track from games. Besides I thought there was a PK3 file or something that can be used to get music for Quake?

>> No.2354103

put the tracks under id1/music

>> No.2354113
File: 24 KB, 525x481, 1387244707144.jpg [View same] [iqdb] [saucenao] [google] [report]

Well that was a pain in the ass but it worked.

Cheers m8

>> No.2354115
File: 168 KB, 640x1440, 1429424054.png [View same] [iqdb] [saucenao] [google] [report]

you're doing well if you got the soulsphere. a lot of people missed that because you have to backtrack so far across an empty level to get it.

the fourth secret, the one you haven't mentioned, is the eastern alcove in the wall, the first that opens as you start to cross the bridge.

>> No.2354124

Mounting the Quake iso with daemontools and placing it in the highest priority cd rom drive should play all the right tracks properly. That's been my experience with the generic Steam version of Quake.

>> No.2354127

>People have provided code patches for their suggestions and they still get shot down.
maybe the patches are crap. there is such a thing as code quality.

>> No.2354141

Yes, maybe every single patch was utter crap, but since everything points out to Graf just not giving a shit, I dont know why you would even bother to grasp at this minuscle straw.

>> No.2354150

damn I could've sworn I checked there
thanks a ton

>> No.2354176

do note the alcove at the other (western) end also has items in it, although it is not a secret. it is, however, rather hard to get into, because there's a teleporter pad blocking the jump.

>> No.2354179

>but since everything points out to Graf just not giving a shit
i wouldn't know. i don't read the zdoom feature request forums.
>I dont know why you would even bother to grasp at this minuscle straw.
see previous statement. i don't follow zdoom development closely.

i do know when Boom was being developed every man and his dog wanted some small function added for their great idea for a mod that would change the world, and they had to refuse almost all of them because they would have gone mad maintaining the code otherwise.

>> No.2354185
File: 17 KB, 400x400, sliming along.gif [View same] [iqdb] [saucenao] [google] [report]

Swiggity swine, I'm a mothafuckin slime

>> No.2354187


swiggity swooty, gonna slime in that booty

>> No.2354189


>me on my way to fuck you're bitch

>> No.2354194

you are doing a great job spriting

>> No.2354197
File: 37 KB, 550x160, bren+-+attack_done.gif [View same] [iqdb] [saucenao] [google] [report]


in all fairness I'm just taking this gif and frankenspriting it the fuck up.

>> No.2354198

Is it supposed to be cute?
It looks like it's dancing.

>> No.2354201

Speaking of Boom, I kinda wish they did more with generalised actions.

Like making Tags 666/667 a generalised action, so its not limited to iwad map specific situations, and having additional locked door actions for doors requiring all 3 cards while ignoring the skulls (and vice versa).

>> No.2354204


It's lurching towards you, I'm probably gonna use that squelchy slimy sound like-likes make as they truffle shuffle your way in OoT

>> No.2354205

that's still way more than i could be bothered to do :)
i'm no pixel pusher. if i can't do it in one line with imagemagick it's not getting done.

>> No.2354209

Do they move at a constant speed, or do they speed up and slow down as they go? I'd think a slime would be fast during the lurch forwards and slow as it recovered.

>> No.2354210
File: 78 KB, 500x468, 1381292337121.jpg [View same] [iqdb] [saucenao] [google] [report]


Huh, come to think of it, I could probably use thrustthing entirely for its movement instead of a_chase! Thanks for the idea anon

>> No.2354216

I'm always happy to bend you to my insane whims.

>> No.2354223

Now you just need him to bend over.

>> No.2354276

For all the people that hadn't tried out Doom Touch for android, here's a free version, courtesy of 4PDA site, provided by dev himself. Initially it was russian-only, but some kind souls have mostly translated it into pidgeon-english.

It is based on 3.2 version, and has no GZDoom 2.0 support (it has 1.8.5 version though), as well as lacking recent performance improvements.

goo gl/G95jzZ

What's D-Touch?
It' several ports rolled into one - it has Chocolate, prBoom++ and GZDoom, and can load all the mods those ports can, and runs pretty well

For instance, a Philips phone with 1Ghz/512Mb RAM/PowerVR runs Demonsteelse flawlessly (60 fps on vanilla maps) and optimised (removed smoke, dynamic lights, bullet casings and polygonal blood splats) Brutal Doom march test at 35-50 fps.

The controls are mix of touchpad+analogue emulation, seen in many android shooters, and are (IMO) the best of any other doom2android ports. You can also add and bind additional buttons in GZDoom for all your mod needs, as well as bind any physical buttons you have (volume control included).
Supports external gamepads, and native pads of android consoles like JXD.

I don't know what has been limited in this version, since I already have the retail one.

>> No.2354282
File: 169 KB, 1220x720, BDTouch.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot the pic

>> No.2354291
File: 72 KB, 280x190, exe001InterviewIdSoftware-05AdrianCarmack.jpg [View same] [iqdb] [saucenao] [google] [report]


I think he might be retired, but helping out the local industry.

>> No.2354294
File: 79 KB, 200x254, tumblr_n5sf7tifQe1qbj64co2_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Romero's been selling some shirts on Ebay.

Most of the good ones are already gone though. He was even selling the QuakeCon shirts from last year.

>> No.2354297

So Wild Weasel's style mod is Zandybam compatible now.

However to make it co-op friendly, we should probably implement some extra style ammo pickups. I was thinking about

Single stlyle points
bottled Style
and box o style

I'd just need to figure out how much those items would be worth and which ammo units they'd replace. I'd really love to play the Style mod with you guys

>> No.2354327
File: 146 KB, 300x375, 1420323269470.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw pic you forgot you made is OP Image

>> No.2354357 [DELETED] 

i saw it trawling through old threads in the archive.
you did a great job, doomguy's face is hilarious..

>> No.2354358

i saw it trawling through old threads in the archive.
you did a great job, doomguy's face is hilarious.

>> No.2354385


>> No.2354428
File: 475 KB, 1350x879, Boxart.jpg [View same] [iqdb] [saucenao] [google] [report]


Here's how I spent Saturday night. I may be the loneliest person here.

>> No.2354441

instead of drinking yourself into a stupor, or sticking important and sensitive parts of your body into the disease-ridden holes of some ugly broad, you did something cool and productive. take a bow, son.

>> No.2354472
File: 1.95 MB, 1920x1080, Screenshot_2015-04-19-16-32-02.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuggery, this will take a while to get used to.

>> No.2354476

Is chocolate Doom worth playing just to experience Doom as close to vanilla as possible?

Does the vanilla experience add a lot for any of you guys?

>> No.2354483

I use now the Darkplaces engine, has a fuckton of config options and a very easy way to play mods with.
I liked Fitzquake for quickly testing my maps too (loved the circle particles).

>> No.2354486
File: 630 KB, 725x725, cunt-destroyers.png [View same] [iqdb] [saucenao] [google] [report]

Not really. I mean, if you haven't, it's worth trying it, but I'm so spoiled by GZDoom and shit by this point.

That said, Doom IS still actually really fun in vanilla even if you're spoiled by modern mods, a testament to the effort put into making the game.
Even the half-shoddy GBA ports, while obviously neutered in feel, are STILL fun.

Doom 1 is by far best with Vanilla.
Also, while Doom 1 didn't have full mouselook, it did support mouse-turning, and I suggest you go for this option if you're gonna play it oldschool, because it makes the game SO much more playable and enjoyable and fluid. Then you can use the keys you used before for turning to instead strafe.
Romero played Doom and Wolf3D with mouse turning from the very start.

Fast paced FPS games were made for playing with a mouse, joystick or a gamepad with thumb-sticks, you -need- a fast and responsive element for looking around.

>> No.2354490

Chocolate Doom is mainly for nostalgia, and playtesting.

I'd recommend using PrBoom+ or Eternity instead for a vanilla experience.

>> No.2354496


>> No.2354503
File: 43 KB, 169x156, both-directions.png [View same] [iqdb] [saucenao] [google] [report]

>playing Doom on touch screen
One of the worst Doom experiences in my entire life.

>> No.2354523

Have you tried something faster paced, like the Megaman Zero series? At least in Doom you can react to most enemies

>> No.2354526

I swear AC looks like Dante from Clerks.

>> No.2354545

Which BTSX episode is better?


>> No.2354589

Definitively E1 for a very fantastic techbase feel, but E2 was still incredibly good.

E1 had one of my very favorite Doom maps ever, U.S Mustard Company, the action in that level was nothing short of perfect.

>> No.2354593

Only played the first one, which I fucking loved.

>> No.2354594

I always hear people talking about BTSX, have yet to play it.

Is dat shit better than the Scythes? I love the Scythes.

>> No.2354602
File: 67 KB, 132x146, tmp_30188-1428256743855-687850254.gif [View same] [iqdb] [saucenao] [google] [report]

I have the paid version (like 2 dollarydoos) and it seems to run most mods well. Project MSX is nearly impossible on anything harder that Casual because your reaction and precision is still less than mouse and KB. I'm not exactly sure how new is the dev build it uses; it don't seem to run/recognize DRLA at all.

The overall control customization makes it the best fps controls I've ever used on a touchscreen. Basically dual analogue controls that you can make as large as you want, adjustable sensitivity, and the ability to move the buttons is what makes it work so well.

All in all, a pretty good port for mobile devices. I believe it has Bluetooth game pad and mouse KB support, but as far as I'm concerned you might as well just run it on a cheap laptop if you want that.

>> No.2354607

You should play the second one.
It's not -as- good, but it's still amazing and the ancient ruin aesthetic is just tits.

>> No.2354619
File: 385 KB, 800x600, Screenshot_Doom_20141007_152817.png [View same] [iqdb] [saucenao] [google] [report]

I think it's really good. Personally, I didn't really enjoy Scythe, as I never was that fond of slaughter maps, but I understand that it's a beloved classic.

If you like unique texture sets, this baby's got them, and uses them particularly well, every single level of BTSX is beautiful.

>> No.2354634

>Make it halfway through BTSX
>Hard drive crashes
>New computer, starting fresh
>Have to start from beginning
Fuck life

>> No.2354643

Eeeh... I think you might want to get rid of all the extra buttons you dont actually need, m8

Oh, and you can bind "Use" "Jump" and "Shoot" actions to doubletap of the move/look zones too, which gets rid of the two buttons straight away.

You can also resize buttons to be much smaller (weap. selection, ,map etc, stuff you don't use as often)

BTW what's the anime babes mod?

>> No.2354645


>> No.2354647

I don't remember that place being in BTSX e1. Is that E2?

>> No.2354657


I can't help but be impressed by Carmack's bowling pin forearms. I feel sorry for the bully who tried to pick on that nerd in high school.

>> No.2354658

Scythe 1 only had slaughtermaps in its final episode. And even then, only two of them were even comparible to HR.

>> No.2354660

Could just idclev to the map you were up to, and start from there. What I do if my save file corrupts, or if I accidentally override it.

Or are you one of the anti-pistolstarters?

>> No.2354669
File: 219 KB, 800x600, Screenshot_Doom_20141007_144051.png [View same] [iqdb] [saucenao] [google] [report]

That is E2.

Yeah, Carmack had, and still has, mad gains. Bitches be mirin'

Well, I only ever played Scythe 2 in multiplayer on ZDaemon, does it ramp up the monsters when you play multiplayer? Because shit felt hard.
I could be thinking of another .wad though.

>anti-pistol starter
You make it sound like he's some sort of political extremist.
Anon can just idclev to the map he was on, then use the console to give himself a shotgun, a few boxes of shells, and a green armor to work from there. It'll be a challenge.

That is, if he's playing on ZDoom.

>> No.2354674

Let's see here...
>altfire for perk upgrades and vigor restoration
>perk menu
>grenade throw
>combat stim
>sprint, which isn't there for some reason
No can do.

Also, http://www.best-ever.org/download?file=animegirls.wad

>> No.2354694

E2 has the better hub map, IMO

And it has more of my favourite mappers (Xaser, Joshy, Vader, etc). Only lacking in Skillsaw compared to E1 (He only made 2 for E2, compared to the 6 (possibly 7) he made for E1)

Yeah, its from E2's hub map.

>> No.2354702

>does it ramp up the monsters when you play multiplayer?

Yes, Scythe 2 does indeed do that. Though even then, its 5th and 6th episodes have slaughtermaps anyhow.

>> No.2354705

>You make it sound like he's some sort of political extremist.

I probably was a bit rude with that statement.

>> No.2354718

I wish these two faggots would make a game together again.

>> No.2354725

e1, i find it better balanced and less frustrating. e2 i found quite badly starved of resources in several places.

>> No.2354727

>Romero played Doom and Wolf3D with mouse turning from the very start.
Didn't he use a trackball, though?

>> No.2354728

i'd be happy with a picture like >>2348250

>> No.2354734

>E2 has the better hub map, IMO
This. E1's had nice atmospheric music, but level was basically just like changing platforms at a train station, so it wasnt really doing it for me. E2 on the other hand wasn't just atmospheric music, but the design in itself too. A nice adventure to the next cluster.

>> No.2354745

E2 is also in its earlier stages of beta. I expect the next E2 revision will have a few map overhauls.

IIRC, E1 is currently only waiting on one map overhaul, and then it's basically finished after that.

>> No.2354906

What weapon pack are you using?
I've seen Weapons of Saturn, but it looks different than that.

>> No.2354919
File: 27 KB, 640x688, scs.png [View same] [iqdb] [saucenao] [google] [report]

>playing Doom on a touch screen

>> No.2354939

Seems like Accessories to Murder, with NC-HUD.

>> No.2354970
File: 166 KB, 800x600, Screenshot_Doom_20140930_130033.png [View same] [iqdb] [saucenao] [google] [report]

Accesories To Murder + NC-Hud, just like anon said.

Though I replaced a sound-effect or two, changed how the rifle shoots, and made the pistol useful past arms reach. Just tinkered with it to make it suit my tastes better.

The mod itself is pretty great "out of the box" though, there's reloading, which some may not like, but it's fast and efficient. There's simulated recoil, which also isn't liked by some but I think it's awesome.

Two weapons have iron-sight mode, the pump-shotgun and the rifle. For the shotgun, it barely matters, it shoots a pretty tight pattern so you're gonna score a full grouping most of the time as long as you're across the yard from the guy. The pump shotgun is by far the most satisfying weapon in the mod.
For the rifle it makes perfect sense and gives you a lot of reach when you truly need it (but it's still great for rapid fire).

I think the aesthetic of AtM fits BtSX rather well.

>> No.2354982

>, there's reloading, which some may not like, but it's fast and efficient.
Except for the shotgun. God it's slow. Otherwise I agree though.
>I think the aesthetic of AtM fits BtSX rather well.
Agreed. MSX works too, mainly for E1, but you don't get to do much of the crazy shit MSX adds.

>> No.2355002

does anyone have the DOOM collection on PS3 and up for some Multiplayer? seems like no one plays this version. I would play on PC but I dont have a PC setup at the moment lol

>> No.2355008
File: 392 KB, 800x600, Screenshot_Doom_20140926_055248.png [View same] [iqdb] [saucenao] [google] [report]

Well, what you could do is to edit the Decorate for the shotgun to make him put in shells faster, shorten down the time for some frames.

Personally though, I think it's not too bad. Makes me appreciate every shot more.

But then, I'm very much a duck and cover kind of guy when it comes to Doom, as likely as I am to run out and strafe in an arc around a herd to get from point A to point B, or dodging flurries of fireballs raining down from a ledge above. I don't mind having to reload while in cover, or while running.
To consider also is to always make sure you always have your weapons loaded, once you've cleared out monsters, make sure to refill.

>> No.2355021

what annoys me in AtM is how the hitscanners can just snipe you from the other side of the map

but that's just every hitscanner, i don't know why it just annoys me in this mod

>> No.2355039
File: 220 KB, 800x600, Screenshot_Doom_20140927_091218.png [View same] [iqdb] [saucenao] [google] [report]

The riflemen are particularly vicious in this.
I slightly dropped their damage output and upped their spread slightly, but in the end, they're just this flavor of chaingunner, and chaingunners should always be your top priority if there is no cover, because they can and WILL fuck you up, Plutonia and TNT built entire sections of maps around this.

Just crouching down behind a crate until they stop shooting is good enough for that tiny but precious little window where you can take them out before they can start shooting again.

An enemy I did hate was the plasma tank (arachnotron replacement) in the early version, because they were fast, much quieter, and they would just mow you down in a hail of heated plasma bolts from the distance if you didn't pay attention. Like each projectile only does about 2 damage, but they shoot so many and so fast that you absolutely must find cover. The plasma troopers aren't nearly as pants shittingly annoying.

They were fucking great for starting infighting though, Jesus they would turn a horde into an angry mess in a hurry.

>> No.2355049

Wait, they changed the plasma tanks? That's fucking great

>> No.2355061
File: 508 KB, 1024x768, Screenshot_Doom_20150419_153751.png [View same] [iqdb] [saucenao] [google] [report]

Okay this level is absolute bullshit, how the hell am I supposed to fight 4 Barons on this narrow goddamn walkway when one's too close to even fire rockets at?

>> No.2355065
File: 258 KB, 800x600, Screenshot_Doom_20140927_091207.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, they're these slow moving dudes in thick armor now, they don't fire off a heavy volley like an Anti-Air rig at your sight now.

Thing is, now they're dude sized and will fit in small hallways, so they can much more easily chase you, and when you kill them, their powerpack explodes. And they can still fuck you up bad with a stream of heated plasma. I think they're much more interesting than the mini tanks (and make more sense).

Oh, and in the newest version, you can dual wield pistols, but I honestly just dummied them out because they were tedious as fuck to use, regular fire shot one gun, alt fire shot the other, and I ain't got time for shit like that, I'd rather have one regular pistol I can easily empty and reload.
It doesn't help that it's an extremely wonky hack.

The thought was there I suppose, but they should have just made it so that the pistols took turn firing with the fire button, and then alt-fire just made you fire them as fast as you could (almost like full-auto) at the expense of accuracy.

>> No.2355067


where's your plasmagun? spam that motherfucker

>> No.2355074

Is there even a plasma gun or any source of ammo for it in E4M1 or E4M2?

These are very hard and unfair levels after all.

>> No.2355080

probably not in M1, but in M2 i'm sure there's one

>> No.2355082
File: 1.47 MB, 1920x1080, Screenshot_Doom_20150419_224050.png [View same] [iqdb] [saucenao] [google] [report]

I imagine it might be taboo asking for this, but are there any WADs that focus more on weird atmosphere and less on the classic doom formula of destroying a lot of hordes?
I'm liking the Temple of Lizard Men trilogy, it's pretty fun exploring these weird maps with very sparse enemies.

>> No.2355087

What weapon mod is that from?

>> No.2355089


>> No.2355095


>> No.2355101

map06 of Hell Ground

>> No.2355102
File: 96 KB, 250x250, sweating-doomguy.png [View same] [iqdb] [saucenao] [google] [report]

dem stained glass tittays

>> No.2355104
File: 162 KB, 297x314, 1363559782952.png [View same] [iqdb] [saucenao] [google] [report]

Someone help, I'm addicted to DoomRPG/RLA
I won't even touch other mods any more and every time I play a new .wad I immediately open up DoomRPG

>> No.2355106
File: 248 KB, 1920x1080, Screenshot_Doom_20150419_223311.png [View same] [iqdb] [saucenao] [google] [report]

No weaponmod, these are the replacement weapons used in the lmtemple3.wad

>> No.2355114

Yeah I'm like that sometimes.
I find a gameplay mod I REALLY like and then I can't let go of it for years.
I'm currently on AtM.

>> No.2355118

also, I occasionally play with Xweapons.

Which begs the question, are there more mods with a exuberant amount of weapons that aren't centered around as being the most over-powered thing as possible? It's pretty much why I play DoomRPG so much.

>> No.2355125
File: 1.60 MB, 1920x1080, Screenshot_Doom_20150419_230046.png [View same] [iqdb] [saucenao] [google] [report]

There's no shortage of titty in this goddamn thing
Also a lot of prison and dungeon levels with naked women being tortured and shit like that. Whoever made this thing feels like they were exploring their darkest boners

>> No.2355134
File: 100 KB, 96x96, 1405048745973.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2355146
File: 2.98 MB, 640x360, no secrets required.webm [View same] [iqdb] [saucenao] [google] [report]

Like this.

>> No.2355153

this is pretty hot
maybe someone should make a /d/.wad

>> No.2355160
File: 414 KB, 1600x900, Screenshot_Doom_20140615_231112.png [View same] [iqdb] [saucenao] [google] [report]

This is already a /d/.wad
It gets pretty fucking weird.

>> No.2355163


>> No.2355167
File: 349 KB, 1920x1080, Screenshot_Doom_20150419_230613.png [View same] [iqdb] [saucenao] [google] [report]

And spooky

>> No.2355176

Crossfire has a lot of mandatory buttons.

>> No.2355183
File: 436 KB, 1024x768, Screenshot_Doom_20150419_162502.png [View same] [iqdb] [saucenao] [google] [report]

Ugh, it took more than a couple tries, but I got through it.
And what do you know, fucking MORE of them.
Who designed these fucking levels? Are they all going to be like this?

>> No.2355185

name of wad?

>> No.2355189
File: 326 KB, 1920x1080, Screenshot_Doom_20150419_230741.png [View same] [iqdb] [saucenao] [google] [report]

It's a trilogy called Temple of The Lizardmen
I recommend starting with the #1
It gets progressively weirder

>> No.2355212 [SPOILER] 
File: 45 KB, 425x649, 1429483085649.jpg [View same] [iqdb] [saucenao] [google] [report]

>Who designed these fucking levels?
pic related
>Are they all going to be like this?
they keep getting better

>> No.2355215

What if Instadoom + HDoom
Doomguy and Bae

>> No.2355229

E4M1 and 2 are one hell of a trial by fire. You make it through those two maps, you should be able to handle the rest of the episode.

>> No.2355232

E4M1, M2 and M6 are the problem levels.
The others are very simple not only by comparison, but by current mapping standards. They're pretty tough by Doom 1 standards though, but not really unfair.

You are basically playing the Lost Levels equivalent for Doom.

>> No.2355236

some anon always recommends qstylex.wad for that
i don't particularly like it, but hey

>> No.2355239

E4M6 isn't that bad

>> No.2355246

I'm assuming he's playing it for the first time.
If you know the secrets it's not too bad, but without them it's pretty nasty.

I'd still put it in third highest difficult level for Doom 1.

>> No.2355251
File: 634 KB, 1280x720, princess-carry.webm [View same] [iqdb] [saucenao] [google] [report]

I want this with selfies.

>> No.2355260
File: 28 KB, 298x279, 1416351262599.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2355267


That's why you should pick the items in the secrets. Go check the UV-max run of E4M2

>> No.2355271

>maybe someone should make a /d/.wad

hdoom is pretty damn /d/

>> No.2355272

>hdoom is pretty damn /d/
Nah nigga

>> No.2355275


what? /d/ is for alternative hentai, not futanari central

>> No.2355280
File: 40 KB, 442x302, cheeseburger.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm no /d/eviant but saying hdoom is /d/ is like saying putting lettuce on your triple Baconator is healthier eating.

>> No.2355283

>monster girls
That's /d/, bro.
/d/ isn't just for tranny porn.

>> No.2355287

Again, monster girls are /d/ territory, the only place where you can post monster girl porn on 4chan according to the rules is /d/.
H-Doom might still be pretty tame in terms of monster girl design, but monster girls can get really fucking out there and H-Doom is still in this category.

>> No.2355297

it's pretty vanilla for /d/ standards

>> No.2355309 [DELETED] 
File: 814 KB, 720x720, 1371091903343.png [View same] [iqdb] [saucenao] [google] [report]

>the only place where you can post monster girl porn on 4chan according to the rules is /d/.

I desire to verify this.
I will accept my ban without complaint if this turns out to be true.

>> No.2355382

Technically porn in general is banned on blue boards, so that doesn't really prove anything

>> No.2355391

H-Doom is quite mild for /d/, but it's /d/ nonetheless.

I guess one could call it H-/d/oom but then someone would just get mad that there aren't any futas in it.

>> No.2355420
File: 494 KB, 1024x768, Screenshot_Doom_20150419_183018.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2355421


>> No.2355423

It's just your imagination dear everything's going to be fine

>> No.2355424

Pay careful attention to changes in the level and you won't even have to shoot him at all.

>> No.2355437 [SPOILER] 
File: 142 KB, 613x3180, 1429490791450.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2355442
File: 387 KB, 1024x768, Screenshot_Doom_20150419_184901.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2355446

Look behind you

>> No.2355448
File: 492 KB, 1024x768, Screenshot_Doom_20150419_185128.png [View same] [iqdb] [saucenao] [google] [report]

What am I supposed to be seeing?

>> No.2355452


here's what you do, climb up the marble stairs and reach the floor where the dead pinkies are, but then immediately drop off and fall near the imp corpses

>> No.2355458
File: 213 KB, 1024x768, Screenshot_Doom_20150419_185710.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2355461


in other words, anal ravage

>> No.2355505

Due to how the original engine was made, there couldn't be two entities within the same space, and it crashed when you teleported somewhere with a creature on it.
So they decided, being iD and all, "How about making the guy who is already there FUCKING EXPLODE and shit when you teleport?"
And so telefragging was born.

>> No.2355507


>> No.2355514

i don't think anyone said anything about "easier"
but to be honest i don't remember E4M3 that much

>> No.2355517

Run away from the start and gun it for invulnerability or for some health and ammo.

It's really not THAT bad of a level

>> No.2355525
File: 1.95 MB, 299x168, F1 bird.gif [View same] [iqdb] [saucenao] [google] [report]

use the chaingun

>> No.2355560


I had no idea that feature came from an engine limitation. That's cool

>> No.2355572
File: 55 KB, 400x275, Marathon Skins.png [View same] [iqdb] [saucenao] [google] [report]

Beaming in another shipment of Marathon skins. Enjoy, vidbois

>Security Officer (M1, M2)
>S'pht Compiler (M1, M2)
>Pfhor Fighter
>Pfhor Hunter (M1, M∞)
>Pfhor Trooper
>Pfhor Enforcer

Download from BestEver:

Zandronum thread:

>> No.2355605

Can you jump or crouch in any of the original id tech 1 games?

Is there a list of which gameplay options to check to properly play each one. Also, did any have vertical mouse look?

>> No.2355609

Heretic, Hexen, and I think Strife had vertical mouselook.
Hexen and Strife have jumping.
None of them have crouching.

>> No.2355610

got introduced to marathon through samsara, damn good games

>> No.2355612

Heretic, Hexen, and Strife all had vertical aiming (though it was keyboard-only, it's hardly a sin to use the mouse for it now). Hexen and Strife both had jumping. Crouching is purely a ZDoom addition and none of the original games featured it.

>> No.2355614

Is the steam version of blood any good?

>> No.2355618

No matter where you get it, it's just the original game running in DOSBox.

>> No.2355625

And there's no good source ports, right? does that mean it's not even worth playing?

>> No.2355632

It's still fine being played through DOSBox, you might have to tweak it a bit for your preferences first though. Which I recommend getting the GOG release if you want to see how well it runs and what all you may need to change.

>> No.2355638

Yeah, it was either someone who lost the source code like a schmuck, or someone sits on it and refuses to releases it.

Either way, making a sourceport for the fucking thing isn't easy, which is a shame because Blood is cool as shit.

>> No.2355641

Cool, thanks.

What about crosshairs? Did any of them have crosshairs in vanilla?

>> No.2355643

>vertical mouselook

nope. all of the ones that had vertical aiming only had it mappable via keyboard, so there was no true /mouse/look involved.

>> No.2355647

>Blood's code still isn't released
This had to be posted

>> No.2355649

Oh yeah, forgot to mention, the game is going to kick your ass, even on easy settings.

Never underestimate the game's ability to fuck you up, it's fun, but harsh.

>> No.2355652

iirc, only strife had a sort of crosshair.

You could get this aiming device that showed you a crosshair with weapon spread indication.

most of the games expected you to be aiming on a mostly horizontal plane with vertical auto-aim and centered sprites. They're not really needed in 100% vanilla.

>> No.2355653
File: 392 KB, 567x523, raven tweet.png [View same] [iqdb] [saucenao] [google] [report]

Yo niggas, is this just fanart or...?

>> No.2355654

April Fools

>> No.2355657
File: 105 KB, 1023x632, 1429492505624.jpg [View same] [iqdb] [saucenao] [google] [report]

here's the actual pic
also i just noticed the activison publishing thing on the pic, disregard the text on my first post

>> No.2355659

i wanted to believe, even when i saw the date ;_;
that's too cruel man

>> No.2355660

>or someone sits on it and refuses to releases it.
That someone is Atari, which I remember hearing that some dev studio was looking to purchase Blood from them (I think it was the ROTT2013 guys) but they ended up not being able to since apparently Atari asked for an insane amount of money.

>> No.2355667

When will Atari stop fucking the games industry?
Sometimes I wish I could just nuke their main offices when the heads of the company are at work.

>> No.2355669

They fucked themselves so hard, got bitter by it, and now hates everyone for it, even if everything is their fault.

>> No.2355681
File: 193 KB, 512x256, BILLBRD6.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2355712

Hey, guys!
Happy UAC Ultra 2 Day!

>> No.2355718



>> No.2355751
File: 123 KB, 674x580, mylevel.png [View same] [iqdb] [saucenao] [google] [report]

I started playing with doombuilder and I made this a while ago.
I don't like how simple it is. In the regular game there are usually multiple paths you can take which makes it easy to get lost.
What do you think? I'd post a webm but I don't know how to record a decent one.

>> No.2355776
File: 48 KB, 530x600, 1428020597379.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2355783
File: 130 KB, 670x580, suggestions.png [View same] [iqdb] [saucenao] [google] [report]

Looks very early 94/95.
Well, I guess that's not entirely true. It kind of reminds me of some of the original levels, or the DTWID levels.

What you want to do is to connect different parts of the level, create circles and one ways, secret areas you can see from one place, but you don't really know how to get there at first, then you find a secret passage later that takes you there, create some secret passages that links some parts of the level, but just make it so you have to enter from one side, then open these secret doors from the inside of the secret tunnel.

There can also be a teleporter somewhere that takes you to a larger area with a couple of sub areas and this part is completely cut off from the rest of the level, you can only teleport here.

I scribbled some on your map, maybe you'll get some ideas.

>> No.2355802

i don't get it

>> No.2355813



>> No.2355835


u sukc

>> No.2355840


he's going to have the time of his life the moment he gets to E4M6

>> No.2355843

Getting the game to play without screen tearing is a pain in the ass, it's either tearing everywhere or stuttering. I think enabling double buffering in the GOG settings worked the best so far.

>> No.2355846

>"How about making the guy who is already there FUCKING EXPLODE and shit when you teleport?"
It wouldn't surprise me if that was exactly how they described the phenomenon.

I remember watching the 1993 Visit to id Software video (Required viewing for everyone in this thread: http://www.youtube.com/watch?v=HpEBUV_g9vU) and hearing someone describe the Spectre, almost like a stereotypical stoner would: "They're, like, these invisible creatures, but you can see 'em."

God, some of the quotes in this video, really captures how mind-blowing the game was when it was new.
"THAT is 3D"
"Oh, shit, look, they're fighting each other!"

>> No.2355848

>E4M6 isn't that bad

What? E4M6 is damaging floors galore, and many awkward ledges to fight shit on. And the cyberdemon fight is required to exit. The secrets help, but not enough to make it "not that bad"

If anything, its E4M1 that isnt that hard, because its literally only the lack of health pickups that causes problems for some people.

>> No.2355852

Guy here that's been struggling with E4, taking a break for now, I didn't really find E4M1 to be that hard, if only because of how methodical it is. Really the only challenging part is taking out the one Baron with a shotgun before he gets too close to dodge.

>> No.2355853

>mfw the most recent drawing caco-bro posted


>> No.2355857

I recommend lowering the game's resolution too, for me it worked best with 640x480 oh and if you haven't yet grab the SVN Daum build of DOSBox as it allows you to change more things easily while running.


>> No.2355860

UV, 100% kills, 100% secrets, no quick saves.
Do it.

>> No.2355874

What happens if a monster teleports onto you in single player? Like say a spectre follows you through the teleporter in Nirvana?

>> No.2355875

Random slowdowns can be fixed by changing CPU Core from 'auto' to 'dynamic'.

Depending on your system, CPU Cycles might be fine set to 'max', or you might need to set a really high fixed count.

>> No.2355881


DSPGaming: The Ultimate Doom (HARDEST DIFFICULTY) Part 1 [FINAL]

>> No.2355889

I followed this guide http://steamcommunity.com/sharedfiles/filedetails/?id=286998267

how do I configure blood to work with that dosbox version and still have the mouse config?

>> No.2355892

Thanks for the advice.
I was thinking of adding windows and an outdoor part but I didn't know how to do that at the time. I have two secret areas currently, but I didn't think about secret rooms or anything like that. I guess I could add underground passageways since most of the rooms are all at different heights.
I've been looking at the original maps but I just can't seem to lose the habit of having 1 room branch off into 3 other rooms that need keys.

>> No.2355910

You should just have to swap out the dosbox files with that new source port. If I recall GOG releases have a DOSBox folder so just replace everything there and it shouldn't touch your Blood conf file or any of the other Blood files

>> No.2355928

the uac ultra 2 release thread on doomworld makes a tasteless reference to columbine.

>> No.2355937

Just saw that.
Yeah, tasteless seems like the right word.

>> No.2355939

As far as I know he kills you, but it's extremely hard as he'd have to enter the teleporter like half a nanosecond before you do, while a mapmaker can put a monster inside the teleporter and he won't trigger it until he moves.

>> No.2355941


>that enthusiasm and passion

Man. This is what I aspire for in game dev.

>> No.2355947

>What happens if a monster teleports onto you in single player?

either the monster just runs over the teleporter line but does not teleport, or he does and you die. monster telefrags are only allowed on map30 (because the cube spawns are implemented using them).

>> No.2355949

>release thread

Wait what? Its released?

>> No.2355951

If I recall this is how voodoo dolls work when map makers want an instant death trigger.

>> No.2355960

Can anyone help me with finding a doom pic? Its all white and kinda looks like one of those stained glass religious windows you'd see at church. Its got the Doom 3 cyberdemon and a bloodied doomguy I think. Pretty shit description but maybe one of you has or knows it...

>> No.2355967

indeed, because voodoo dolls count as players they are allowed to telefrag

>> No.2355969

yes, a year ago, maybe two? only a beta, though, perhaps -- i can't remember.

>> No.2355973


Just to give you an idea about how fucking infamous that moment was.

>Shit you DON'T do as a Doom modder #523: Post a release thread on an infamous date and make the first line of it a reference to said date

>> No.2355976

Wait, there is an actual list of these?

>> No.2355995

I think I did that successfully, the only problem now is my mouse is on screen and it can go out of bounds of the screen.

>> No.2356004


not really, but I can give you a couple of other ones

>#542: Be the ideas guy and expecting people to do the job for you.
>#99: Getting mad at someone who was faster than you at importing a gmod mod to Doom and claiming that he stole "YOUR" idea
>#144: Posting hype threads for your work. Every day. Until the actual release date.
>#234: Modifying the IWADs to make your own maps
>#235: Modifying the IWADs to make your own maps and then upload them online.
>#122: Upload other people's Doom WADs and pretend they're your own.
>#325: Create a kikestarter for your (free) Doom mod.
>#232: Put in your mapping team someone who can't even finish the first map of his own project(s)
>#213: Racist remarks on your code.
>#364: Generate hype around your Doom mod, and then pretend an evil force from beyond is hijacking your Doom mod, which coincidentally incites people to solve an ARG inside the corrupted Doom mod in the process
>#666: Pretending online that your own Doom maps, which are actually pretty decent for a first-timer, were made by a 15-year old french girl.
>#619: Micro-manage your project so that it meets a specific date which coincidentally makes the entire development process reach 666 days.

>> No.2356009
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google] [report]



Fuck's sake

>> No.2356012 [DELETED] 

It could pretty much just be called the DKG list.

>> No.2356013

>>#364: Generate hype around your Doom mod, and then pretend an evil force from beyond is hijacking your Doom mod, which coincidentally incites people to solve an ARG inside the corrupted Doom mod in the process
This was fucking hysterical when it was going on.

>> No.2356015


none of them relate to him, but nice try.

>> No.2356017

>you will never play tier.wad

>> No.2356018 [DELETED] 

Like, half of those are.

>> No.2356025

>Have a Chromecast and gamepad
>Play Doom on the telly

That said, are there any source ports dedicated to split-screen?

>> No.2356029


Only Doomsday, I think.

>> No.2356035

>#213: Racist remarks on your code.
nigga you literally said kike on your post

>> No.2356039


I'm oly using my left hand right now, also the c is close to the e

>> No.2356046

I don't get the reference, pls help

>> No.2356056


This sounds fuggin orsome, make more.

>> No.2356070


Not him but shit was so cringey.

We had this one dude who was posting progress videos on the WIP thread on the zdoom forums, which showcased a creepy hall with you attacking a shotgun dude with an axe, Dork Souls style. He was totally aiming for a horror mod. Being honest, the thing looked pretty cool, though I still don't understand why people try their hardest at reinventing the wheel, but whatever.

SO anyway, the development thread is opened, and when he's about to post the actual mod, he said that the file got corrupted and whatever the fuck. People say "it's okay, just reupload it" and stuff. And then he claims someone changed the contents of his mod to post a creepy message.

Enter stupidity.

Since nobody, in the history of ever, has ever pulled creepypasta/ARG shit in Doom mods, people quickly assumed it was a publicity stunt, and dismissed him while waiting for the actual mod to be uploaded. And then this other dude who people have never heard about and only had ONE POST in his whole history suddenly enters the thread and does an attempt at "solving" the ARG, while being VERY specific about it. People saw the writing on the wall, and completely ignored the project.

The modder never came back after that stupid move but his account is still up (his last visit was around the time people said they weren't buying it), and the ARG solver's last visit was 3 months ago

>> No.2356078

lmao link tthis sounds so fucking gay

>> No.2356084
File: 41 KB, 400x300, fec34aa4c67befc202d4285a56f27865.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2356087


I-I'm not telling you where my giht arm is right now.

>> No.2356092

you injured it or something? i remember when i had my right arm in a sling for a day. trying to use the computer was tremendously awkward.

>> No.2356094

obvious bait is obvious. I'm typing with one hand right now and making none of his feigned mistakes.

>> No.2356095

I wonder if the long development behind the BTSX trilogy is thanks to most of the mappers being so used to the raised limits of source ports, that going for Darkening E2/SiD level of vanilla compatible detailing proves to be challenging for them.

Like, for example, the boat in E2M01 is named the visplane overflow, because in the original version joshy sent, the boat section broke every vanilla limit imaginable, forcing essel to recreate the boat section himself.

>> No.2356102


Because you have practice :^)

>> No.2356120

The other hand musta been jerkin off! Let's just hope you didn't pick up a berserk!

>> No.2356123 [SPOILER] 
File: 569 KB, 747x1000, 1429515714304.png [View same] [iqdb] [saucenao] [google] [report]

>you injured it or something?
He's injuring future generations, that's what he's doing.

Also, leftie anon this is for you

>> No.2356131


I've made Deep Into the Code (E3M3) with fart noises if that counts. It's on the same channel.

>> No.2356139
File: 81 KB, 720x540, 435343746.jpg [View same] [iqdb] [saucenao] [google] [report]

>I've made Deep Into the Code (E3M3) with fart noises if that counts

Oh hey it's you. I fucking love that video

>> No.2356170
File: 320 KB, 1024x768, Screenshot_Doom_20150420_014118.png [View same] [iqdb] [saucenao] [google] [report]

Okay, so I managed to back myself into this corner, saw the pinkies and shotty the imps, at least I have somewhere safe now.

>> No.2356181



>> No.2356185

Are there any wads with cartoon graphics? I played Adventure of Square, and it was awesome, I also know about Golden Souls and various Sanic wads, but I don't really care for them.

>> No.2356201

>Almost full blue armor
>97 HP
Nigga you're fine.

Is this your first time playing Doom though?
Just wondering.

>> No.2356204
File: 137 KB, 1024x768, Screenshot_Doom_20150420_020427.png [View same] [iqdb] [saucenao] [google] [report]

First time getting around to E4.
Also, holy shit this level was way easier once I got past the first hurdle, which wasn't even really as bad as the cacodemons in E4M2
Did every single step need to be a secret though? 22 fucking secrets?

>> No.2356213
File: 212 KB, 1024x768, Screenshot_Doom_20150420_024109.png [View same] [iqdb] [saucenao] [google] [report]

...It's already over? Jeez, this one was just easy.

>> No.2356228
File: 137 KB, 1024x768, Screenshot_Doom_20150420_030300.png [View same] [iqdb] [saucenao] [google] [report]

And another one down
E4M6 is the one you guys said was just as hard as M1 and M2, right?

>> No.2356231

Yeah, I always felt that E4M4 and E4M1 were in the wrong slots, myself.

>> No.2356234

Its not even just the detailing. Some maps are also as huge as Eternal Doom's, and I'd imagine any slight change to them could break vanilla.

>> No.2356251

How do I change the default fov in zdoom in the ini? I can't find it anywhere. I don't want to have to change it every time I start the game.

>> No.2356258

You can't. ZDoom's FOV changing is a major hack.
alias +fovforward "+forward; fov 100"
bind w +fovforward

>> No.2356271


though I had to add

alias -fovforward "-forward; fov 120"

or else I would get stuck moving forward

>> No.2356272

i suggest to anyone interested in this kind of thing to find the dw megawad club thread for btsx_e2 and read dew's playtester report posts from it if you haven't done so already. quite fascinating.

>> No.2356282

Started playing it now, first installment, several levels in. Damn this thing is buggy and unpolished as fuck. Was it always this way, or is it got broken in the newer GZDoom releases. Were there any patches?

>> No.2356289
File: 1.34 MB, 720x360, snot rockets not included (yet).webm [View same] [iqdb] [saucenao] [google] [report]

I finally got around to start implementing this flying booger.

He actually looks pretty good in motion.

>> No.2356301
File: 232 KB, 708x650, doomrage.jpg [View same] [iqdb] [saucenao] [google] [report]

>E4M6 isn't that bad

>> No.2356313

The second one has a patch, I don't think any other has any patch, even though I don't honestly know what's exactly patching.

I never noticed any problems though, maybe you're using a fucked up version of gzdoom, try either upgrading or downgrading from the devbuilds.

>> No.2356315
File: 50 KB, 640x480, Screenshot_Doom_20150420_075250.png [View same] [iqdb] [saucenao] [google] [report]

You do know it's already fully compatible, right?

>> No.2356319
File: 85 KB, 400x519, I seriously hope you guys dont doom this.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2356321 [DELETED] 

HDoom is so retarded.

I bet you fags fap to that shit too.

>> No.2356323

in motion the colors look... "off"... No I'm not just saying that 'cuz you're colorblind.

Otherwise though, looks gud.

>> No.2356325
File: 176 KB, 480x421, 1407816557165.png [View same] [iqdb] [saucenao] [google] [report]

Nah, it's a little vanilla for me.

That said, lost soul girls are super cute.

>> No.2356330

I have been playing Doom since ~1995 (was a kid, so memory is fuzzy, Doom 2 had just come out when I got both, excepting shareware Doom, which I'd had for forever and beaten repeatedly on UV)...

I have beaten Plutonia, TNT, obviously D1/2... I have beaten many, many wads, megawads, etc... I have never made it past the first half of E4. It infuriates me, and is hard as shit. I can't bring myself to lower the difficulty enough/use mods/cheat, nor suffer through it.

yay a blogpost, sorry, just felt I should throw this out there

>> No.2356345

posting on-topic war stories is fine by me.

how'd you get through plutonia but not e4? i guess you're not pistol-starting levels so you have a few maps to build up a decent arsenal before the plutonia maps with really tough openings?

or even if you are pistol-starting, plutonia maps with tough openings often have a way to subvert them (e.g. the twilight's immediate onslaught of chaingunners is softened by there being secret megaspheres and invulnerabilities all over the place)

>> No.2356347

The bugs like in "poor implementation of features" - like explosion fx of grenade launcher being affected by gravity, and falling down if you hit an enemy, chainsaw sprite jerking while player runs, flame fx from RPG hurting way more than the actual explosion (can kill boss VERY QUICK if you aim directly below the boss so all the flames end up going through him)
Stuff like that.

>> No.2356348
File: 948 KB, 2048x1536, POP AND BURST POP AND BURST YOUR AIR.jpg [View same] [iqdb] [saucenao] [google] [report]

I laugh at most of it, and generally, monster girls aren't even my thing at all, but the imp girl is really cute and like the most interesting part of it.

>> No.2356361

Sucks to be you man, luckily I never noticed those issues.
Ignorance is bliss

>> No.2356364

Is there a possibility to implemetn a "highlight activateable" feature from Doom 64 EX in GZDoom? (I mean on the engine basis, so it would work in all the wads)

>> No.2356390

>how'd you get through plutonia but not e4?

Not him, but Romero's E4 maps relied a fair amount on level design for its difficulty. Lots of 20% damaging sectors, for example. And a few other E4 maps were lacking in resources. Plutonia was mostly about the monsters, and how they are used.

>> No.2356446

What are some good underrated megawads?

>> No.2356471
File: 505 KB, 766x665, thisimagefollowstherulesandguidelinesofablueboard.png [View same] [iqdb] [saucenao] [google] [report]

whoops~ what is this? she looks happy, what might she be doing?

>> No.2356484

eying a giant burger?

>> No.2356487

Dreaming about her husbando I think.

>> No.2356515

Thinking about tasty food, most likely.

>> No.2356516
File: 62 KB, 450x532, tumblr_nn2u096QvN1syxgg9o1_500[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Obviously she can't get enough of this guy.

>> No.2356517

Thinking about big, gentlemanly bags of skittles pouring their sticky fruit candy into her until her tummy is nearly bursting and she's flush with a sugar high.

>> No.2356518
File: 127 KB, 1472x1280, scrap875_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Must be eating something spicy. I bet she gets it from her creator.

>> No.2356523

The Rebirth

>> No.2356524

Happy 420 /doom/

>> No.2356529
File: 1.05 MB, 1137x1601, degenerates.png [View same] [iqdb] [saucenao] [google] [report]


template so you can insert cyberass.gif or something

>> No.2356539 [DELETED] 

Someone has the rest of his maps
Someone somefucking where

>> No.2356549 [DELETED] 



>> No.2356554 [DELETED] 



and stay there

>> No.2356562 [DELETED] 

Nice meme, post it a lot?

>> No.2356563 [DELETED] 


What meme? Probably it isn't about what you think it actually is.

>> No.2356571


cacobro does it again

>> No.2356574

>not a burger
So close and yet so far.

>> No.2356576

cacobro, pls never leave us again

>> No.2356594

I won't lie, I've fapped to it at least once and probably will again
watchu gon do nigga

>> No.2356610

Nah the vanilla limit part is probably the fastest bit on BTSX development, mostly because either the map works or it doesn't and someone else has to fix it. What makes the project take so long is that it's very stop and go. E2 was basically fully playable before E1 got released. Most of the dev time between E1 and E2 wasn't spent on limits more so just general improvement. Hell E3 has 4+ year old maps in it.

Shadow Port for example was "Shadow Ported" BEFORE E1 was released. It then had tons of gameplay and flow tweaks done way after the vanilla problems had been solved.

Essel making new textures, new music being made, and the fact that the entire dev team is also working on other projects is what lends BTSX to its slow dev time.

Remember. Valiant, Vela Pax, Square, Supplice, Resurgence, Mayan Mishap, TNT2, D2TWID, The Shores of Zdoom, Unholy Realms, and Swift Death all involved or are currently involving part of the BTSX dev team. So it's not like 100% of time and energy is going to pumping BTSX out.

>> No.2356620

that's pretty neat

>> No.2356641

Ah, I see. Thanks for the info, Tarns.

>> No.2356645
File: 563 KB, 640x480, Screenshot_Doom_20150420_172402.png [View same] [iqdb] [saucenao] [google] [report]

I'm going through BTSX ep 1.
How many more times am I going to be attacked by monster closets and revenants?

>> No.2356649

who is that guy

>> No.2356653

i'd worry less about revenants and more about being attacked by that eye-searing bloom haha

>> No.2356654

I haven't properly given BTSX a full playthrough (waiting for final E1, first), but from what I've looked through, its gameplay is Plutonia and Alien Vendetta inspired.

>> No.2356664

>waiting for final E1, first


>> No.2356665

Yeah, wow. Bloom just looks so wrong in games.

I always disable it in modern games, unless the game for whatever stupid reason decided to rely on it for the aesthetics

>> No.2356669

>from what I've looked through, its gameplay is Plutonia and Alien Vendetta inspired.
i just think it's getting harder and harder as time goes on.

the longer they pass the maps around the more accustomed to the maps encounters they become. thus the more they feel an encounter is too easy and beef it slightly or remove some health because it wasn't needed in their last couple of playtests (forgetting the previous three dozen).

i think they need fresh playtesters.

>> No.2356670

Which sounds more realistic?

Finished E1 first, or E3 beta release first?

>> No.2356671

E4's beta being released

>> No.2356673

Thy Saturn Consumed

>> No.2356676

i always read your name as transman

>> No.2356678

>Not "Thy Saturn X Consumed"

>> No.2356680


You just can't beat a fresh, hot, delicious meal.

>> No.2356682

i personally really like it

>> No.2356683

I loved it when I was younger. I spent hours watching all the different cyberdemon and spider mastermind replacements fight each other in Hate Arena. All the different clashing weapon graphics are kind of grating to me now, however.

>> No.2356691

I see. Look forward to seeing E3

>> No.2356697

It's actually the complete opposite. Marcaek was brought in a few months before E2's release and was responsible for a lot of the "beef this up" feedback. Also the maps with the most extensive feedback were often toned down in their "final" form. Most of my maps started off way, way more dickish than their current forms, and Shadow Port at one point involved beserking your way through chaingunner hordes.

>> No.2356701
File: 100 KB, 250x250, 1397432327107.png [View same] [iqdb] [saucenao] [google] [report]

I doubt doomguy gets time to clean his visor.
Luckily the effect is okay for subtle highlights. unless the skybox has near white value

>> No.2356703

Requesting an edit of rip and tear into a 420 smoke and blow version. If not, that's like, cool man, but it'd be pretty rad.

>> No.2356704



>> No.2356723

Will we at least see another update to the E1 beta? I'm just dying to play that one map thats still not in the current release.

>> No.2356724



>> No.2356727

well fair enough, but don't come crying to us when you get roasted by an archvile whose flame you couldn't even see over the glare of the sky ;)
>white skybox
is this a subtle reference to the pure white sky at the end of btsx e2 / teaser for e3 ?

>> No.2356734

Some kind of horrifying zombie that eats ramen.

>> No.2356737

That wasnt a sky. That was purely white textures on walls.

>> No.2356741
File: 211 KB, 1366x768, Screenshot_Doom_20150309_075451_FotoSketcher.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of bloom, what was that mod that added it to Zdoom? I want to try it out now.

>> No.2356756 [SPOILER] 
File: 524 KB, 640x480, 1429551621241.png [View same] [iqdb] [saucenao] [google] [report]

>is this a subtle reference to the pure white sky at the end of btsx e2 / teaser for e3 ?
Haha, no.

>> No.2356763

Actually kind of curious what that bloom mod is

>> No.2356771

When Essel finishes mega texturing Navigating Flood Region. So sometime around the heat death of the universe.

>> No.2356773

It's called ReShade, it's at Reshade (.) me

>> No.2356775

does that make an actual difference, or are you just a compulsive pedant?

>> No.2356778
File: 843 KB, 1137x1601, oh bby.png [View same] [iqdb] [saucenao] [google] [report]


nah bruh she deserves something better than cyberass

>> No.2356779

I've never used the bloom mod, but if the effect only happens with skies, then I'm not so sure it'll work with textures on walls.

>> No.2356782
File: 297 KB, 640x480, gzdoom 2015-04-09 00-23-13.png [View same] [iqdb] [saucenao] [google] [report]

It works on everything else, but it seems more sensitive with the sky for some reason.

>> No.2356783

ah, apologies, i didn't realise the context of the bloom mod, just a distinction in the map itself that is unnoticable outside of the map editor. sorry for being snappy with you.

>> No.2356786

doomguy's much beefier than that. he cares little for aesthetics, only strength, speed, and power.

>> No.2356793
File: 14 KB, 312x318, 1429231455129.png [View same] [iqdb] [saucenao] [google] [report]

Happy UAC Labs day!

>> No.2356795

>hairless Doomguy
But that's wrong. His forearms are hirsute as fuck.

>> No.2356801
File: 87 KB, 500x671, WHAT THE FUCK YOU DID NOT JUST FUCKING POST THAT ON MY THREAD IM CALLING THE MODS.jpg [View same] [iqdb] [saucenao] [google] [report]

You too.

>> No.2356805


>> No.2356812
File: 462 KB, 466x338, cutehellman.png [View same] [iqdb] [saucenao] [google] [report]


..y-you too

>> No.2356813

who recorded this? alice?

>> No.2356814

how do you set your bloom to this specific setting?

>> No.2356820
File: 313 KB, 1137x1601, daydream.jpg [View same] [iqdb] [saucenao] [google] [report]

Did I fix it?

>> No.2356821

one day terminus met some salacious broad. one thing led to another and she ended up mind-broken by his 15 inch demon phallus. now she does voice acting for his mods.

>> No.2356827

It's mostly the GemFX shader.

#define BLOOM 1
#define LENSDIRT 1

#define alDebug 0

#define alInt 15.5f
#define alThreshold 15f
#define alAdapt 0.6f

#define AL_Dirt 1
#define AL_Vibrance 1
#define AL_Adaptive 0
#define alDirtInt 1.0f
#define alDirtOVInt 1.0f

#define AL_Lens 1
#define alLensThresh 0.6f
#define alLensInt 1.0f

#define HDR_MODE 2

#define fBloomThreshold 0.8
#define fBloomAmount 0.8
#define fBloomSaturation 0.8
#define fBloomTint float3(0.7,0.8,1.0)

#define fLensdirtIntensity 0.4

>> No.2356831
File: 886 KB, 1137x1601, picky picky picky.png [View same] [iqdb] [saucenao] [google] [report]


here you go
also now my search history is very questionable

>> No.2356832

>Also the maps with the most extensive feedback were often toned down in their "final" form.
>Shadow Port at one point involved beserking your way through chaingunner hordes.

I guess this explains why Shadow Port feels a bit tame for joshy.

>> No.2356843


Adoxographist, the english voice of Hae-Lin.

>> No.2356846
File: 107 KB, 1600x2400, 1429555323.png [View same] [iqdb] [saucenao] [google] [report]

yes, i think your model fits doomguy's usual body depictions a little better.

>> No.2356852

hahaha, great job!

>> No.2356853


t-this is so right yet so wrong...

>> No.2356854

Is that Hercules?
I recognize that bulge

>> No.2356856
File: 59 KB, 500x361, guns.jpg [View same] [iqdb] [saucenao] [google] [report]

>not Sir Blaz

>> No.2356857

Sir Blaz is a weenie.

>> No.2356859

oh dear is gmotaguy on suicide watch again?
blaz is literally doomguy with a plume on his helmet.

>> No.2356869
File: 231 KB, 480x446, This coffee's blacker than the inside of Ray Charles' eyelids.png [View same] [iqdb] [saucenao] [google] [report]

Kegan is probably still asleep at the moment. I'm someone else that Kegan actually particularly dislikes.

>> No.2356872


your knowledge of penises serves you well

>> No.2356886


>> No.2356892
File: 193 KB, 640x480, bloom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2356901

it's possible to get on his bad side..? wow.

>> No.2356902

It's simple enough to do. Just be his best friend since middle school and bam.

>> No.2356903

>universe shutting down in 3..2..

>> No.2356907

It's a well known fact that Hae-lin and Sir Blaz are tsundere and euphoric for each other, respectively.

>> No.2356914


>> No.2356930


hi 40oz

>> No.2356949

manlets pls go

>> No.2356957


the icing on the cake was that the sequel itself was such a letdown because it had a lot of questionable design choices. i think you can still download it.

in one level you're supposed to get out of there in a certain amount of time or otherwise you'll die via voodoo trickery (just like that batman tc map), gameplay was completely dull and boring compared to the previous episode. and the whole thing ended up being 'retconned' due to that infamous event (the thread itself is in post hell, just to give you a hint).

what a stupid goddamn idiot.

>> No.2356962

You mean "the D"?

>> No.2356963
File: 726 KB, 1280x1280, 1429558709.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2356965

Did they find the Strife source, or did they just remake it for the version they are selling on steam?

>> No.2356968

Scratch that, what is your overall config? What effects are you using?

>> No.2356969

The Steam version is a new port using Chocolate Strife's reverse-engineering as a base.

>> No.2356973
File: 91 KB, 441x630, 1429559137.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2356982

So is the steam version open source then, or did they get permission from the Chocolate authors to do ap roprietary build?

>> No.2356985
File: 2.41 MB, 854x480, Fist-loving Cratefucker.webm [View same] [iqdb] [saucenao] [google] [report]

These gemFX settings >>2356827

These McFX settings:

#define USE_FISHEYE_CA 1
#define HDR_MODE 2

#define fFisheyeZoom 0.480
#define fFisheyeDistortion -.1
#define fFisheyeDistortionCubic -.0
#define fFisheyeColorshift -0.01

And these SweetFX settings


#define sharp_strength 0.65
My main mods are Smooth Doom, Dark Doom (the extra from sneaky doom) and brightmaps (with sprites commented out for smooth doom)
I also ripped the glows from Brutal Doom's GLDEFS

>> No.2356986

The Veteran Edition release is licensed under GPLv2

>> No.2356989

the steam version's engine is open source, it's on github somewhere. i forget the url but it was in a past thread's news post.

>> No.2356990

Thank you, based anon!

>> No.2356992

>>2356989 (me)
oh, never mind, someone else already remembered it!

>> No.2357018


IIRC it was made by the same guy who reverse-engineered the Strife in the first place (Kaiser). Also the first Strife port was svStrife, and Chocolate used that one as a base.

It got several other people involved too though. The only thing non-open about it is some Steam-related code.

>> No.2357023


>> No.2357116

Time for your daily piping hot opinions:

* I never liked E2M2 and I'm surprised it won the Best Level contest.
* ZDoom's mapping features are underutilized, there's so much that can be done with them. Yet, most maps designed for ZDoom are okay-tier at best.
* The idea that gameplay mods should have their own mapset is really dumb.
* rebirth1.wad is an underrated mapset.
* .pk3 format is better than .wad except for maps.
* Slade needs to support .pk7
* Insisting on compatibility between two unrelated mods is dumb.
* I prefer mapsets over megawads because mappers tend to burn out of ideas come the 20s, padding things out or turning into an impromptu slaughterwad. Smaller mapsets force things to be condensed and to tighten up ideas.
* That being said, megawads are better than mapsets for netplay for obvious reasons.
* Valiant was really cool for coming with its own gameplay changes and tweaking things up, even if it generally amounted to a light DEHACKED patch.
* The pistol being shitty was a good thing at the time, since it forced the player to struggle through the first few areas, and this struggle only emphasized the power of the shotgun once it was picked up. If the pistol was good, the shotgun wouldn't have felt so damn good.
* Rocketjumping is fun and needs to be in more mods.
* /vr/ could do more "big" mods. We don't have any real mappacks since the 200m challenge. Colorful Hell is coming nicely but still has a way to go, Demonsteele and GMOTA are fun but have been suggested to death. HDoom is boring and woefully unfinished.
* I like maps better than gameplay mods. Maps provide more varied environments while Doom's base gameplay is pretty good, while gameplay mods can provide good or bad experience, but the default maps (especially in Doom 2) get boring. Both together are best.
* ZDoom/GZDoom should be merged into a single build that can swap between different renderers on start-up like Zandro.

>> No.2357137

>rebirth1.wad is an underrated mapset.
a megawad of small, easily digestible maps.
i agree. definitely up there with tvr and scythe.
some interesting/good sprite replacements too.

>> No.2357146


You stop that. Blaz is too much of a pure hearted oblivious dork for that.

Plus Term mentioned Hae-Lin prefers the stoic type, and Blaz is anything but stoic

>> No.2357150


>* /vr/ could do more "big" mods. We don't have any real mappacks since the 200m challenge. Colorful Hell is coming nicely but still has a way to go, Demonsteele and GMOTA are fun but have been suggested to death. HDoom is boring and woefully unfinished.

Wholeheartedly agree. I wanna see more fun gameplay mods.

>> No.2357160

i want cyberpunk shootdown to not be dead :(

>> No.2357181


If there was a mod that needed to be resurrected. It's cyberpunk shootout.

>> No.2357220 [DELETED] 

Me too. Maybe after the next HDoom release - I hate seeing cool mod ideas stagnate

>> No.2357237


Me too. I hate seeing cool mod ideas be dead.

Maybe I can tinker around with some things after next HDoom release

>> No.2357240
File: 137 KB, 1024x768, Screenshot_Doom_20150420_164756.png [View same] [iqdb] [saucenao] [google] [report]

Okay E4M6 wasn't as bad once I figured the proper order of everything out, and there was plenty of cover to take out the cyberdemon.

>> No.2357284

you mean you didn't punch it to death? wuss.

>> No.2357302

>*ZDoom/GZDoom should be merged into a single build that can swap between different renderers on start-up like Z&ro

It may not be on startup, but it comes close

>> No.2357308

You're now on the easy route to finishing the game.

E4M7 is a pushover and E4M8 does have a lot of zombies but you should be set for it, even if you're pistol starting.

>> No.2357335
File: 1009 KB, 1124x1284, screensh.png [View same] [iqdb] [saucenao] [google] [report]

Just popped together a quick little Doom 2 level.
Can be played with any port, even Chocolate I believe.

>> No.2357338

Yeah, E4M7 wasn't even slightly a challenge, and neither was E4M8 really, considering even though I heard a Cyberdemon, all I had to do to finish the level was kill the Spiderdemon, and I don't have time for hunting down someone else to kill when I could just be striking E4 off my list.

>> No.2357365

Now the important question and I ask with 100% sincerity:
Did you have fun?

>> No.2357370

>* The idea that gameplay mods should have their own mapset is really dumb.
>* rebirth1.wad is an underrated mapset.
>* ZDoom/GZDoom should be merged into a single build that can swap between different renderers on start-up like Zandro.
>* Insisting on compatibility between two unrelated mods is dumb.
I think the majority of people agree on this.
>* I prefer mapsets over megawads because mappers tend to burn out of ideas come the 20s, padding things out or turning into an impromptu slaughterwad. Smaller mapsets force things to be condensed and to tighten up ideas.
Agreed in general.
>* The pistol being shitty was a good thing at the time, since it forced the player to struggle through the first few areas, and this struggle only emphasized the power of the shotgun once it was picked up. If the pistol was good, the shotgun wouldn't have felt so damn good.
The problem with the pistol is that it's shitty in a boring way.

>> No.2357380

Well, if it wasn't pretty much entirely for E4M2, E4 would easily be my favorite episode. It's got really tight and fast-paced action, the level design itself is challenging without being cryptic shit like Heretic, and I absolutely love the aesthetic and architecture of the maps. But goddamn, E4M2 just damn near ruins this shit for me.

>> No.2357392

I like E4M2 after I learned the skip to the end for the BFG

And personally I like the whole episode.

>> No.2357405

>mod makes the chaingun fire faster
It's okay, vanilla feels like a rifle.
>replaces the sprite with one that has EVEN MORE BARRELS

>> No.2357406


>> No.2357408


>> No.2357413



>> No.2357415

BUT I don't know how

>> No.2357427

The level is pretty alright. The layout feels a little stiff, essentially forcing you to go one way to get back to the red door, but I understand why you did it, with the ambushes of the stronger monsters. The fact that you can't get the chaingun at the start is a little annoying, or are you supposed to, and I didn't notice a switch or something? It looks like there should be a tiny lift that lowers to let you in.

>> No.2357439

I purposely didn't want the player getting it so early. Probably a bad choice showing an item you can't get.

>> No.2357452

Maybe put the chaingunner in a cage? That'd say "you can't get in here" better than the invisible walls. Or you could make it a tiny room with and open window that the chaingunner can see out of.

>> No.2357476

Agreed in general, except for the pistol. It could been replaced entirely with the chaingun, due how it works, giving the players one more weapon.

>> No.2357483

Edit the Decorate code for the new chaingun, find the firing state, shorten down all the frame lengths to 1 tics.

>> No.2357495
File: 1.03 MB, 1024x640, Screenshot_Doom_20150420_224427.png [View same] [iqdb] [saucenao] [google] [report]


help ;w;

>> No.2357497

I'm playing Marathon, and
A) we should play marathon online together
B) the weapon sprites look awful at HD resolutions, I'd there a way to remedy this easily or should I find a way to hook my laptop up to my CRT?

Also, this game is spooky as fuck.

>> No.2357504


>> No.2357507

Enjoy your bluDOOM.

>> No.2357516
File: 456 KB, 1440x900, arrival.png [View same] [iqdb] [saucenao] [google] [report]

I'd be down for some deathmatch. Lots of good mapsets out there for it.

For the sprites, I'd just turn texture filtering off. Though it's a step up from Pathways into Darkness, Marathon 1's art is very crude in comparison to the other two.

And go get the M1A1 hud plugin from simplici7y if you haven't already.

>> No.2357524
File: 1.83 MB, 1024x640, gzdoom 2015-04-20 23-07-57.png [View same] [iqdb] [saucenao] [google] [report]

its something with the chromatic aberration, can't find a value that fixes it

>> No.2357528

it's an aquatic kind of hell

>> No.2357532


I still think the pistol could easily be replaced with Quake 2's or 4's blaster. Infinite ammo, kinda wimpy, but still useful

>> No.2357552


I love the way Unreal dealt with the "first whimpy weapon".
The upgradeable blaster could charge up the shot for some burst damage, used as an improvised flashlight and be gradually upgraded to the point, where it's power can rival a rocket.

Except Unreal's RL could pump up 6 rockets at once, but that's a different story.

>> No.2357662


It either needed a faster recharge rate or the ability to bash fuckers with it too though

I adore the idea of a starting weapon that grows with you though. Zero tolerance did that with the flare gun

>> No.2357732
File: 1.42 MB, 1024x640, 1429582259118-2.png [View same] [iqdb] [saucenao] [google] [report]

you have your red and blue channels swapped. don't ask me how, but that's what's happened.
also nice job timing it just as the hellknight died.

>> No.2357737



>> No.2357876

The day is over. not a single trace of them.

If >>2348491's spoiler was anything to go by, the FBI might've nuked them all, because there wasn't a single post invading the #doom tag. praise the lord.

>> No.2357920

Where'd you get that HUD?

>> No.2358092

SPEAKING OF. Any good weapon replacements out there? Mostly minor function enhancements like a better chaingun and a plasma rifle with a a sound that won't make my ears bleed. I never liked how it sounded 20 years ago, I don't like it today.

>> No.2359182


Ah yes, the birth of the "Esselgang" or whatever

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