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/vr/ - Retro Games

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2364198 No.2364198 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2357735
(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.2364201



[04-22] Contra Doom (a new one modelling Contra III, not the one from the pastebin)

[04-21] Push v0.7 is out. 70 maps -- /vr/ debates if the term "gigawad" is deserved.

[04-21] TheZombieKiller's resource collection, now all in one thread

[04-20] Marathon Skins update to v0.7.4 + thread

[04-19] At Doom's Gate (E1M1) remade entirely from Mario 64 samples

[04-18] Aeons of Death v6.06 update

[04-16] Metal Slug Doom beta release

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

[04-13] Smooth Doom update

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

[04-10] E2M2 wins April Agitation

[04-09] New release of Guncaster

[04-09] Colourful Hell

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


Please reply to this post with news.

>> No.2364217

Waaaaaaaaaaaaaaat. Awesome.

>> No.2364249

God bless Romero

>> No.2364274
File: 18 KB, 300x282, The_Mona_Romero_small.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2364282

/newstuff #475

>> No.2364285

What's he even up to these days?

>> No.2364295

The gun looks terribly off-perspective and misplaced - according to the way it looks, it would shoot way above crosshair.

IMO nice animation, but should be redrawn with propper perspective taken into account.

>> No.2364426

Say, Romero dumped a bunch of developmental stuff from Doom 1 and Doom 2, I know he had some involvement with Final Doom, do you guys think he has any old stuff from that? I guess it wouldn't be as impressive, but it can't hurt to ask, might be some neat old textures.

>> No.2364451

I hope he does that's my personal favorite

>> No.2364482

works at a gas station

>> No.2364501

Has anybody ever tried to separate Recoil from gun Spread in DooM mods? I've seen the "modern shooter" variable crosshair spread, but have the former also been implemented?

What I mean is the system like in Borderlands 1 (BDL2 screwd it up) - where spread and recoil are different things. Take a shotgun for example - the spread is how far pellets would land from the aiming point, and the recoil is how far aiming point might end up be from the crosshair. So, if you fire an accurate shotgun, while under recoil effect, you won't get a huge spread of pellets (unrealistic, most games do it that way though), but a still tight spread, just not in the place you were aiming at.

Is it possible to implement in DooM at all? Was it ever implemented? How to implement it?

>> No.2364510


It's possible that it's because I haven't played any modern shooters to save my life, but I'm not really sure I understand what you're talking about, anon.
Can you rephrase it, please?

>> No.2364517

That's kind of how it works in most mods with recoil, if I understood right.

>> No.2364525


I believe Hideous Destructor does something like that.

>> No.2364529



>> No.2364546
File: 3 KB, 640x480, spreadrecoil.png [View same] [iqdb] [saucenao] [google] [report]

i think this is what he means

>> No.2364557

So basically you want "recoil" that works by changing where you're truly aiming at instead of jerking your entire view around?

Just make an auto shotgun that functions like a chaingun. Tight spread always, first shot is dead center, if you keep holding trigger it fires innacurately.
You probably dont want recoil from running in Doom.

>> No.2364559

>That's kind of how it works in most mods with recoil, if I understood right.

Nah. Most mods use "variable spread". You can define spread by vertical and horizontal angles, and that's where the bullet/pellets will go. Usually, the "zone" where bullet would hit is a circle (if both angles are equal), or an ellipse (if one is bigger than the other).

Firing a weapon increases the angle, thus making bullets stray more from the crosshair.

That's adequate enough when dealing with single-bullet weapons, but completely unrealistic with shotguns.

As you fire a shotgun, when using such mechanics, the pellets themselves spread wider and wider, which is completely ridiculous, since the pellet spread depends on the gun's properties, not the recoil.

The result in many modern shooters: if you jump and fire, the pellets would go allover the place, if you stand, the pellets would go in a regular pattern, and if you crouch, a shotgun's spread would somehow become tighter for whatever reason (videogame logic they call it)

>> No.2364562

>>2364559 - me
>>2364546 - pretty much it.

This still would create a shotgun, with barrel that magically changes it's properties

To get the actuall effect, the center of the defined angles should be a variable, that itself has limits that depend on the recoil variable, and i don't know ho to do that, if it's possible at all in DooM.

>> No.2364571


Ah, interesting.
That is possible, actually, though you'll need to either use projectile bullets (for Z& support) or FBF_ExplicitAngle (if you're doing ZDoom, but even then it doesn't support pitch).
Every time you fire, you'll give the player an inventory item that counts up with each iteration of firing in a row. Every time fire is called, it does a check at first for how many of X inventory item the player has, and then jump to another state that fires bullets with either more angle, more pitch, or both off the center of the shot.
With this, you could also use A_SetPitch and A_SetAngle to jerk the view around a little bit more, effectively doing both at once. The only question would be the spreading of the crosshair.

Either in the Ready state of the weapon (or with ACS so it'd be constant), you'd decrease the inventory count a bit at a time, so by resting with the gun instead of firing constantly you can re-steady it.

It might be an interesting feature for realism mods, but for traditional run-and-gun gameplay it seems to be like it'd just get in the way. Still, if you want to do it, that'd be how.

>> No.2364581

I think there's a way to make it simpler - You fire one bullet (projectile) in the "recoil-defined" spread, which then fires (hitscan) bullets straight where it looks in the "gun-defined" spread which is constant.

>> No.2364592

What is this "Push" mod?

>> No.2364594

google it

>> No.2364601


Why not download it and find out? Or check out the thread linked in OP.

Or if you REALLY need an explanation, push guys off a platform with your gun, stay on platform while other people try to push you off, don't die.

>> No.2364604


It would be much better if the push forward ability was a simple double tap of the forward key tbh. Switching weapons is too awkward.

>> No.2364610
File: 3.06 MB, 4200x3000, Currency 1.png [View same] [iqdb] [saucenao] [google] [report]

CurrencyAnon here. Here's the somewhat final versions of what I made.


>> No.2364612

>Switching weapons is too awkward.
i can honestly say this is the first time i've heard a complaint like that before in regards to anything

>> No.2364615
File: 3.96 MB, 4200x3000, Currency 2.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2364619
File: 1.41 MB, 4200x3000, Currency 3.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2364626
File: 1.49 MB, 4200x3000, Currency 4.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2364630

>click on any file
>file does not exist 404 error


>> No.2364631

Werks fine for me m8

>> No.2364640

>>2364610 >>2364615 >>2364619 >>2364626
nice, but since the source images aren't very high resolution, they are theoretically easier to duplicate, which is an important concern for currency design (look at how fine the line art is on a typical banknote)

>> No.2364642

>the source images aren't very high resolution
by which of course, i mean, the doom graphics used as sources.

>> No.2364652


Well for the record, the source material's appearance was for the aesthetic. Plus I'm planning on showing this to my professor on a work day (this isn't due until two weeks from this Tuesday) so I'm gonna see what she says about them, not to say you don't have a point.

>> No.2364653


> dat ass

>> No.2364656
File: 1.66 MB, 4200x3000, Currency 5.png [View same] [iqdb] [saucenao] [google] [report]


Whoops, forgot the best one.


>> No.2364660
File: 52 KB, 1033x668, sadface.png [View same] [iqdb] [saucenao] [google] [report]

rip me

>> No.2364663
File: 55 KB, 822x360, PC Computer - Marathon - Spht Compiler.png [View same] [iqdb] [saucenao] [google] [report]

Let's give Marathon some love. I've been replaying it lately, and it's as great as ever. The writing is damn good, and everything is presented to you in a very subtle,understated format, little things like finding a cyborg facing a terminal and accessing the terminal reveals a passage about Roman history, suggesting the aliens are intelligent and are researching you.

The gameplay is also satisfying. I find myself very cautious in going through levels, because the saves and health refills are rarely ever handed to you, which can make dying fairly unattractive when you realise it could set you back to the previous level. The aliens are uniquely designed, and while a bit easy to deal with most of the time, can easily become overwhelming in large numbers.

I think a link to Aleph One is worth adding to the OP pasta; free games are always worth mentioning.

>> No.2364668

marathon is rad

>I think a link to Aleph One is worth adding to the OP pasta
if we repurpose the op to be about general retro fps, we probably could
at the moment, though, i'm pretty sure a lot of other shooter fans (duke fans, blood fans, unreal, etc) would would be kind of slighted if marathon got included in first

>> No.2364685


>> No.2364693

fair enough. you seem to have a perfectly fine idea of what you're doing, so i hope you get an A!

>> No.2364695

What's the best way to play Marathon on a modern PC?

>> No.2364713


Aleph One is the best (and only) way.
Unfortunately, while Marathon is a great game, the source port is embarrassingly vanilla, with absolutely no accommodation towards modern gameplay features and functions. You can't even change options without exiting your current game.

Still, if you're the type of gamer that plays on Chocolate Doom, there's the option for you.

>> No.2364714
File: 94 KB, 640x480, 1429915391.png [View same] [iqdb] [saucenao] [google] [report]

most maps in btsx_e2 are like trying to do five or six plutonia levels at once. end, already!

>> No.2364716

Has anyone compiled DoomED yet? And has anybody been able to figure out how to open all those non-wad graphic files in the textures pack?

>> No.2364728
File: 168 KB, 640x480, 1429916159.png [View same] [iqdb] [saucenao] [google] [report]

this is as far as i've ever got in this infuriating map. and now, a pillar jumping puzzle!

>> No.2364735
File: 70 KB, 640x480, 1429916486.png [View same] [iqdb] [saucenao] [google] [report]

two more unanticipated archviles and a mancubus at the end.

i had almost a megasphere's worth of health too.

>> No.2364749
File: 26 KB, 637x283, nambona890isdone.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2364759

you know what they say, once you go black...

>> No.2364778
File: 826 KB, 685x852, I will do lewd stuff now ok shut up.png [View same] [iqdb] [saucenao] [google] [report]

Now I will proceed to give mel some love

>> No.2364787

Glad to see he's learning from his mistakes, at least.

>> No.2364797
File: 45 KB, 91x99, 2348343.png [View same] [iqdb] [saucenao] [google] [report]

Hissy is a legend.

>> No.2364838
File: 92 KB, 480x360, vlcsnap-2015-03-20-20h20m41s151.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2364850
File: 1.34 MB, 320x180, icon of bitch.gif [View same] [iqdb] [saucenao] [google] [report]


This year, I swear to god.

>> No.2364927

Hissy is love.

lewds of Hissy when?

>> No.2364932


Links are dead.

>> No.2364950


>> No.2364983



>> No.2364987


> ...
> ...
> ...

>> No.2364997

So was Doomworld basically Doom-centered SometingAwful before the /vr/ menace infested?

>> No.2365048


>> No.2365127 [DELETED] 

>too much retarded mistakes I made that have reduced my public image to basically zero
sounds like a certain other channer :^)

>> No.2365151

He makes FaceBook games.

>> No.2365212

What are some fast and intense maps that don't alter gameplay and aren't just slaughtermap insanity? Already got Going Down and Hellbound, those two seem to be the most popular suggestions for that sort of thing (at least until later, where both go batshit).

>> No.2365218


Yeah the hole is intentional. And I made them +bright to make them noticeable. I'm probably gonna make them not solid so players can run past them provided the little slimes aren't jumping

>> No.2365248 [DELETED] 
File: 2.26 MB, 800x450, dw2017.webm [View same] [iqdb] [saucenao] [google] [report]

Added some actual gameplay now, just need to code the cars, the boss, and some explosions.

>> No.2365254

you madman

>> No.2365257

thank you

>> No.2365280

this is now my favorite doom picture

>> No.2365305
File: 29 KB, 492x640, God.jpg [View same] [iqdb] [saucenao] [google] [report]

For those who are interested in the Romero goodies that were released on DoomWorld, here are some mirrors, as the originals are down.

(Thanks goes to GreyGhost from DoomWorld Forums)




>> No.2365310


I had to double-check to make sure this wasn't Markiplier without glasses.

>> No.2365316


>.reilpikraM ,em llik tsum uoy emag eht niw oT

>> No.2365319

Great! These maps are not wads. How the hell am I supposed to open them now?

>> No.2365323

why are you deleting my posts

>> No.2365330
File: 29 KB, 311x311, 1428539712738.jpg [View same] [iqdb] [saucenao] [google] [report]


Read the thread for the info you seek
>lurk moar

>> No.2365334

The links are dead.

>> No.2365339

>Go to check Tumblr
>New art from CacoBro
O-Oh dear


>> No.2365341


They don't explain shit. Still no idea of how to open these stuff. Why don't somebody just put everything in a wad and upload it?

>> No.2365347

He should draw more of that archvile, I wouldn't mind sticking my rocket launcher in her if you catch my drift

>> No.2365349
File: 65 KB, 1005x383, stillup.gif [View same] [iqdb] [saucenao] [google] [report]

nope, still up

>> No.2365382

in zdoom's DECORATE, you pretty much have to implement recoil and spread separately.

spread is implemented in the a_fireabullets action special. shotgun's default is something like
a_firebullets(5.6, 0 ...)
meaning pellets can be up to 5.6 whatever-units +/- from the crosshair horizontally, and 0 +/- vertically (which is why its a straight horizontal "fan" pattern)

"recoil" is normally set with something like a_setpitch, or maybe a_setangle.
a_setpitch changes the weapon's vertical point if aim, and a_angle changes its horizontal angle (I normally use a_setangle to simulate shit like chaingun rotational torque; can't think of many normal guns that recoil horizontally)

but, yeah. recoil and spread have to be implemented separately. there's no one action special that does both.

>> No.2365392

someone on doomworld got it to compile, but he actually has a NeXT step computer.

I tried to compile it in GNUstep on Linux yesterday, but GNUstep's project center won't even open the project file, so I can't even make an attempt at building it.

my opinion: someone's going to have to rewrite a few things to port this thing to either modern Mac OS or GNUstep, because old school NeXT step is just too different.

>> No.2365440

haha, well done.

what's the map in the background?

>> No.2365442



>> No.2365448

I don't get it

>> No.2365456

The /g/.wad 404's, anyone have a mirror?

>> No.2365459


Someone's trying to stir up shit. Just ignore it.

>> No.2365495

I've been talking to Cacobro about having her as a recurring HDoom VN character too. Could be bretty neato.

>> No.2365498

I don't think you get the idea.
What you proposing will shift the player's view.

What I have in mind is:
Player's crosshair parts grow apart, when player fires his view does not change, but the shot itself (still with the same spread) goes offcenter.
Basically this: >>2364546

>> No.2365505

Drama in the Terry community? What the fuck is this?

>> No.2365506

>What you proposing will shift the player's view.

<choose random pitch p and angle a>
setpitch(-p)/setangle(-a) back to start
all within the same tic so the player doesn't notice.

[ did you know a revenant jumps several feet in the air every time it fires? because this was the easiest way to simulate the missile being spawned from its shoulder height -- doom's missile spawning routine assumes the missile appears from the centre of the monster. but you don't see it because it puts it back down to floor height again immediately. ]

>> No.2365517

oh OK, no I didn't get it. I do now.

maybe you could set it up with successive hold states?

something like:

GUNS A 1 a_firebullets(most accurate)
GUNS B 2 a_refire
GUNS A a_firebullets(less accurate)
GUNS B a_refire(hold1)
GUNS A a_firebullets(most inaccurate)
GUNS B a_refire(hold1)

something like that would progress through various states of inaccuracy until you finally cap out at the most inaccurate state, which loops until you release fire (I omitted goto ready, but whatever)

>> No.2365520

>200 minutes of /vr/
>that last level

Oh come on! That is beyond ridiculous.

>> No.2365521
File: 1.52 MB, 500x333, Y27YgA.gif [View same] [iqdb] [saucenao] [google] [report]

Hey m8's rate my first .gif

>> No.2365523

not bad.
why's his face go grey in the last couple of frames?

>> No.2365525

it's pretty clever for a spawner map.
at least, not an idea i'd seen before.
however, nobody likes spawner maps.

>> No.2365531

It's cool but it's going to take a lot of luck for me to beat it since I am playing UV and not save scumming.

>> No.2365532

the worst part is how it fucks over autoaim by spawning monsters on the ledges in front of the target. it was clearly designed by a freelooker. i would have recorded a 30uv for 200minvr except i *know* map30 will fuck me over.

>> No.2365535

I'm actually excited to play E2 because of its increased difficulty.

I'm up to map18 in E1, and while I do find it very enjoyable, it hasn't been truly challenging for me. Even the secret level ended up being easier than I anticipated.

>> No.2365537

you'll like map19 then, it was a late addition and noticably harder than everything before map25.

(from which you can assume map25 is also difficult. it's the only one from ep1 i still haven't managed to UVmax)

>> No.2365540

>Even the secret level ended up being easier than I anticipated.
skillsaw's slaughter maps often are

>> No.2365541

>however, nobody likes spawner maps.
I don't mind them if theres a levels worth of content before it, or if the spawner isnt killable within 30 seconds from waking it up.

>> No.2365543

At least it looks like E2's is by Joshy. He sure knows how to make a mean slaughter.

>> No.2365545

E2's secret map*

>> No.2365548

i don't like them because (a) they usually require some kind of precision shot from a moving position, which is not something doom gameplay requires elsewhere, and (b) they can become unwinnable very quickly if you miss a couple of times, which makes them extremely frustrating

>> No.2365558

I do agree that having to time your shots is crap.

I like SoD's map30, because there is no need to time your shots or anything. Hell, you dont even need the rocket launcher. You just need to endure hordes for 3 minutes before you can kill it.

>> No.2365686
File: 268 KB, 1600x900, Screenshot_Doom_20150425_040230.png [View same] [iqdb] [saucenao] [google] [report]

I might have created a monster here.

>> No.2365704

Lost it at the archie flame in the last panel, 10/10.

>> No.2365740

Brutal Doom v20 Soon

>> No.2365745


God damn. That trailer was pretty good.

>> No.2365752


>June 5th

welp, we have a date now.

>captcha: worms

it's like it knows

>> No.2365763
File: 201 KB, 1024x640, Screenshot_Doom_20150424_174138.png [View same] [iqdb] [saucenao] [google] [report]

9000 hours of doombuilder, 30 linedefs and 12 things
there is one in the monster closet, I couldn't get it to show in the screenshot angle I ended up using

>> No.2365764
File: 180 KB, 1024x768, Screenshot_Doom_20150425_125841.png [View same] [iqdb] [saucenao] [google] [report]

I've recently passed from GZdoom to Zdoom because I like me some mods but my coffee machine doesn't support the new OpenGL. Is there a way to mitigate this annoying color loss over distance or do I have to just suck it up?

>> No.2365781

is it possible to make monsters (the regular Doom monsters) jump after you on the jumpable obstacles?

>> No.2365789


working on dem slimes still

>> No.2365790

>9000 hours of doombuilder, 30 linedefs and 12 things
custom built then? admirable effort!
>Is there a way to mitigate this annoying color loss over distance or do I have to just suck it up?
sadly an inherent limitation of the 256 colour palette and colormap... there are truecolor software mode renderers (odamex, _bruce_'s chocolate doom mod whose name i forget), but nobody's done one for zdoom yet.
those adorable squeaky noises.

>> No.2365792

if I'm correct, that color loss is part of the engine. john Romero refers to it as a feature that allows new mappers to be able to achieve "instant scary".

but yeah, its an engine feature. you could maybe mitigate it a bit by playing with the color map, but that's a modding topic rather than a settings topic.

>> No.2365794


they look so fun man, good job!


>> No.2365796


Aliens say your prayers from duke 3D, this one is a Sega Genesis soundfont mix, I'll grab a link for you later.

>> No.2365809
File: 194 KB, 1680x1050, mp2.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake Mission Pack 2.

What the hell is this thing?
Does that switch do anything other than make the thing spin?

>> No.2365810

Did you mean MAP24? 25 in E1 is literally just you going deep into the ocean.

>> No.2365817

yes, sorry, miscounted.

>> No.2365831 [DELETED] 

>if I'm correct, that color loss is part of the engine. john Romero refers to it as a feature that allows new mappers to be able to achieve "instant scary".

He was talking about the diminishing lighting over distance, actually. The 256 colour palette limit is because VGA hardware back in 1993 were limited to 256 colours.

>> No.2365853

I remember playing one of the maps in that pack and the elevator didn't even work.

>> No.2365857

Outside of true color (Which I don't care for, myself), and OpenGL required maps (maps that 100% require OpenGL are in the minority), what is even the appeal behind using an OpenGL port?

>> No.2365861
File: 18 KB, 720x800, 1429966831.png [View same] [iqdb] [saucenao] [google] [report]

ideally you want each colour to go to black uniformly as in the above grid interpolating doom's pink range (indexes 16-47), but there is often a big difference between the calculated interpolation and its nearest entry in the 256 color vga palette, as shown in the below grid

>> No.2365870


No y-shearing for people who use mouselook which is required for some gameplay mods. Some gameplay mods also utilize visual effects that work only on OpenGL, like Trailblazer.

>> No.2365874

sloped 3d floors don't work in software. this means some maps don't work without opengl.
dynamic lights. dark doom, buttpain etc won't work.
some mods require true color transparency.

>> No.2365876

>Terry community
That's a thing that should not exist.

>> No.2365878

Would be nice if more ports had true color software mode.

Took a look at it in Odamex, and it looks great

>> No.2365969

>this is a carry strap, not a testicle

so i'm not the only one...

>> No.2365979

That shit is really distracting and I don't like it.

>> No.2365983

that thing looks hideous, hopefully there is a way to remove it without editing

>> No.2365997

Huh, looked into SLADE, and noticed the colormap is slightly different between E1 and E2. E2's seems to be smoother than E1s.

>> No.2365998

I'm talking about BTSX here, btw.

>> No.2366001

Some japanese dude made normal maps for the Jjaro textures in MI, which is pretty cool. I searched for it last time I wanted to replay, but couldn't find it.

>> No.2366002

Guys, what is the best home port of Doom?

>> No.2366005


>> No.2366006

COM port.

>> No.2366010



>> No.2366013

The important bit is:
>Incidentally, this is not unique to programming. When I was on the verge of learning to drive, I asked my dad, "what's the best car?" I was on a QuestForThePerfectCar.

>Not surprisingly, his answer was, "for what?"

>Recently, my teenaged son, on the verge of learning to drive, asked me, "Dad, which car is the best?"

>And, not surprisingly, my answer to him was, "for what?"

>> No.2366024
File: 54 KB, 1024x740, screenshot.66.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2366028

heh, yeah that's happened to me before.

>> No.2366034

that was me for like 6 hours yesterday, kek

>> No.2366039

Thanks anon, I guess it doesn't matter which console port I get. I'll just settle with the SNES one.Cheers.

>> No.2366048

Remind me to never get this attached to my code.

>> No.2366072

>you'll like map19 then, it was a late addition and noticably harder than everything before map25.

Up to it now. Yeah, this is a welcome step up in difficulty.

>> No.2366112

Shouldn't there be a new /idgames torrent?

>> No.2366117
File: 832 KB, 1280x768, Screenshot_Doom_20150424_204331.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2366126
File: 428 KB, 1280x828, doomguy_bj_1280_by_epictones-d8qsfbl (1).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2366130
File: 6 KB, 175x175, 13449313273203.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2366141

wat is dat

>> No.2366159

Yeah I don't like it either.
Otherwise it looks fun.

>> No.2366181

you gain brouzouf

>> No.2366182
File: 425 KB, 800x600, lookdown.png [View same] [iqdb] [saucenao] [google] [report]

hacking a supply crate to get the swag inside. i get it wrong, it either blows up in my face or locks me out for one minute. i've reloaded my save many times

>> No.2366192

So hacking is a horizontal game of DDR?

>> No.2366193 [DELETED] 
File: 92 KB, 249x151, an unpleasent surprise.png [View same] [iqdb] [saucenao] [google] [report]







>> No.2366265

What mod?

>> No.2366271


Doom RPG.

>> No.2366289
File: 274 KB, 1280x800, Screenshot_Doom_20150407_233037.png [View same] [iqdb] [saucenao] [google] [report]

Don't go for orange and red nodes. Everything else is ok.

>> No.2366307

I tried to fix that but i couldn't,it happened when i pasted the face.

>> No.2366345

Switch to Zandronum. It still hasn't updated its OpenGL to the cancerous one featured in GZDoom, and seems like it will take a year or two to update it.

>> No.2366354

Zandronum is still four years behind the current ZDoom.

>> No.2366362


He could also use GZDoom 1.8.10. I think that's more up to date with ZDoom than Zandronum 2.0.

>> No.2366392

It still can run most mods.

>> No.2366401

So when does Doom 2 stop sucking ass?
I'm at The Pit right now, and well, it sucks ass.

>> No.2366406

You w8 m8? Map15 is the last good Doom 2 map (with after it, only maps 19, 23, and 25 are good)
If you are starting to hate it even before you reach map12, there is no hope for you. Stop playing it, and go play TNT.

>> No.2366410

I-is she a virgin?

>> No.2366416

Are the Boots of Jumping in Blood supposed to let me sequence break like fuck?

>> No.2366425


>> No.2366443


>> No.2366460

Well fuck. Doom 2 really is just mediocre as hell, isn't it?

>> No.2366463

That expression is priceless lol.

>> No.2366468

It's inconsistent. Part brilliant, part shitty. So I guess it averages out to mediocre, yeah.

>> No.2366492

Soo... In a neighbourly BlooD thread, somebody suggested me a GalleyUK Blood Playthroughs, and I have to say they are pretty damn amazing.
Love the guy's commentaries and sence of humour, especially since commentaries aren't voiced, and are instead put into captions so you can turn them off.
He also plays through a lot of other VR and non-VR stuff, but I haven't finished watching his blood playthroughs yet, so I can't say anything about that.

>> No.2366494

GalleyUK is a cool dude. Shame he stopped uploading playthroughs.

>> No.2366496

I just started playing TNT: Evilution. Hanger is a great level, probably better than any level in Doom II.

>> No.2366503

Huh, seems entertaining. Thanks anon.

>> No.2366532

I beat Doom 2 yesterday. Do I play TNT: Evilution next or Plutonia Experiment?

Should I be playing with freelook and jumping on?

>> No.2366536

Flip a coin.


>> No.2366537

>Do I play TNT: Evilution next or Plutonia Experiment?
TNT is a bit easier, so I would vote for that.
Not a huge deal.
Probably not.

>> No.2366538

>Do I play TNT: Evilution next or Plutonia Experiment?
Evilution is easier but longer
>Should I be playing with freelook and jumping on?
if it makes you happy, just be aware you can sequence break or whatever.

>> No.2366547
File: 1.25 MB, 957x4320, 1416700119328.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2366551


>> No.2366564

>sequence break
what does that mean?

>> No.2366565

breaking the path the level designers intended you to take

>> No.2366568

it means skipping areas of maps that would be impossible to skip if you couldn't jump

>> No.2366579

a jumping example: doom2 map07, you can avoid fighting any of the monsters if you just jump up to the exit switch.

a freelook example: doom2 map30, you can aim up at the brain hole, instead of firing rockets off the moving platform.

>> No.2366592
File: 15 KB, 250x250, 1415153567315.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom2 map30, you can aim up at the brain hole, instead of firing rockets off the moving platform.

>> No.2366605

I don't see how TNT is any better than Doom 2 considering it's pretty much the same thing, only with 10x more chaingunners

>> No.2366705

Yep. Just play Doom 2 "remakes" (Hellbound, Doom 2 Reloaded) they are all much better and more consistent.

>> No.2366729

Hellbound is visually impressive (sort-of), but very boring gameplay-wise.

>> No.2366740
File: 296 KB, 750x3579, how_to_irc_hexchat.png [View same] [iqdb] [saucenao] [google] [report]

posting for someone else

>> No.2366832

Still better than Doom 2.

>> No.2366840

wouldnt call it "very boring" but it has a lot of stupid moments of random difficulty even in map01 ffs with that hellknight

>> No.2366857

The issue's not the hellknight. The issue is that the pillars are positioned just right to catch you on corners and get you killed. Replace them with diamond pillars and the whole room becomes a LOT more manageable.

>> No.2366864

Sorry if this is old, but I have a thought:

Bethesda is monetizing Skyrim mods in the workashop, which means they, Valve and the mod creator all get a cut.

Would we benefit if Bethesda does this with DOOM? Say Masterbill77 gets a fat $2,000 to work on his melee axe duel mod, would we be getting better gameplay in the end?

>> No.2366870
File: 186 KB, 1325x745, The Right Thing.png [View same] [iqdb] [saucenao] [google] [report]

Money and Doom mods have never mixed well. It's practically sacrilegious.

>> No.2366880

No. We might get a minor influx of higher quality mods as people realize they can profit more from better work, but it'd be completely drowned out by the tide of shitmods made to look pretty and scam suckers.

>> No.2366903

>retail terrywads

>> No.2366908


being ironic about it won't stop them from being made either

>> No.2366931

>gets a fat $2,000
More like a fat 350 after bethesda's cut and taxes.

To make $2,000 take home cash he would have to sell $11,428.57 worth of mods.

>> No.2366935

Too bad Icon of Sin is a shitty boss fight anyway.

>> No.2367009

Doesn't almost everyone pirate the doom iwad anyway? I'd bet money that if someone put out a popular mod that people could buy, people would pirate it just as much.

>> No.2367030

yeah it's bullshit
I honestly exclusively play Brutal Doom J now. its just a fuck ton better in almost every way, from sounds to gameplay tweaks

>> No.2367085

What's a good mod to play with Hellbound?
I was thinking Shut Up and Bleed, but the delay between shooting and idle/reloading/etc. is far too long for my taste.

>> No.2367097

Well, yeah, if you buy it nowadays not a single cent goes to the people who made it. There's zero ethical motivation to NOT pirate.

>> No.2367242

i-i'm kind of having fun playing brutal doom, please don't murder me..

however, any other particular recommendations? i'm just running around vanilla doom 2 getting lost like a retard because i can't look at maps

ironsights feel kinda tacky in a doom engine game but the overall feel of brutal doom is pretty fun

>> No.2367272

What do you like about brutal doom? Be specific.

>> No.2367283

iunno, it just feels a bit cleaner than regular doom

i honestly think my favorite part is the super shotgun secondary fire, everything else is sort of a sidegrade to plain old doom

>> No.2367292

I can't really help without having points of interest to link to other mods. So I guess I'll have to resort to the goodstuff shotgun approach.
Project MSX (fast, "modern" style, has halo1-style shields)
DRLA+DRPG (loads-o-options, big fukken guns, leveling system)
Zharkov goes to the store (hilarious)
GMOTA (retro-themed swordplay)
Chex Quest (Best game in a cereal box EVER)
Smooth Doom (makes things all pretty)
Psychic (guns and mind powers, leveling system)

>> No.2367302

sorry i'm kind of dumb, brutal doom just feels pretty doomy but i'll probably play anything

drla+drpg sound interesting, i'll try msx as well, thankyou!

>> No.2367320

No problem. Happy dooming.

>> No.2367353

id like to play vanilla hexen with a source port, im not familiar with them so im a bit lost, should i just go with Zdoom or is there a better alternative for hexen? thank you

>> No.2367354

>On my third character for DoomRL, trying out dual pistols
>Get to Deimos 2, the land of hallways and closed doors
>Open a door, it's a room 4x7 room packed full with pinkies
>Between my speed, and the amount of doors I'd need to open to get to a better position, my chances of survival were exactly between 'retarded' and 'no'
RIP Doobie, you were too cowboy for the space marines.

So I have a couple questions: What does the arena master's staff do? And what does the pink glow on certain equipment represent? Like what makes the chainsaw in the chaining arena or whatever special besides activating berserk on pick up?

>> No.2367359

If you want to play it as if you were playing it on DOS there's always Chocolate Hexen, otherwise yes ZDoom should do just fine.

>> No.2367360


Yeah, ZDoom and GZDoom can handle all idtech1 iwads.

>> No.2367405
File: 531 KB, 1250x562, forest village.png [View same] [iqdb] [saucenao] [google] [report]

So how are your levels coming along, /vr/?

>> No.2367419

GZDoom since Hexen had vertical looking and that will look not shit in GZDoom.

Also remember Hexen had jumping and flying so make sure to bind those keys.

>> No.2367431

>What does the arena master's staff do?
You should really check the wiki sometime. It explodes all enemies you can see and depletes your "stamina", as if you've finished running.
You can also open The Vault with it.

>what does the pink glow on certain equipment represent?
Pink is exotic. Its basically the first tier of rare equip, not exactly relevant unless you have the scavenge trait, in which case you can get a common mod pack out of it, if its a weapon and can be unloaded.
Green is unique, cannot be modded and high chance of good mods with scavenge.
Yellow (you wont see one anytime soon) is legendary.

>what makes the chainsaw in the chaining arena or whatever special besides activating berserk on pick up?
Nothing. Also the first chainsaw always does that m8, doesnt matter where its from, you're just insanely more likely to find one first in the chained court since its a rare, high level spawn.

>dying horribly to surprise pinkies
I recommend you try scout with 2 levels of intuition as your first traits.
You can clear entire levels without taking a single hit if you have that, a shotgun and lots of patience.

>> No.2367434


Why didn't you just close the door?

>> No.2367445

My thought process was that it would pointless because I'm absolutely certain Pinkies can open doors, and I wouldn't be able to kill them all of them anyways. All I had was fireproof blue armor, dual pistols, and a rocket launcher with like 3 rockets left after the brother's fight.

Prrrrobably a bad move on my part, and I'll own up to that. It didn't feel like the game had randomly decided to just take a shit on me, so I won't blame it all on bad RNG.

>> No.2367446

>I'm absolutely certain Pinkies can open doors
They cant.

>> No.2367449
File: 338 KB, 463x429, 1405714737358.png [View same] [iqdb] [saucenao] [google] [report]

Well fuck me. Doobie died in vain.

>> No.2367452

Doobie Jr. will have his revenge, I'm sure of it.

>> No.2367457

Also room-with-a-shitload-of-pinkies/cacodemons/lost souls can happen as early as level 2. Get used to it.
These are "bonus" rooms that contain better loot than usual, like large medkits and blue armors on lvl 2.
You know there is one on the level when you enter and see "there is something special", "you smell blood", stuff like that. Other messages also indicate special things.
Oddor of decay = there is a switch that floods the entire level with acid
Smell of massacre = there is a switch that harms all monsters on the level
Trumpet of Jericho = switch that destroys all walls in the level
Basically level-wide versions of normal switches. Massacre and water flood are the only good ones tho.

>> No.2367474

Did yholl helped Cactus in making Colorfull hell, because it seems so
>Boot up Colorful+Necrodoom+Uac Ultra
>"They've sent special forces to get you, the black shotgunners" as i enter in map01
To my good luck, they weren't in the spots i feared(Nearby the yellow key)
>Map 02 likes to spam green and purple monsters
>Map 03 was okay-ish besides that i fought 2 motherfucking bruisers, one of them was so pissed he was red.
I rage quitted the moment a red-vile toasted my ass.
Colorful Hell is just competing with DoomRLA Monsters to see which pack makes people's butts red of pain.

>> No.2367476
File: 1.15 MB, 2000x1312, 1359420211787.jpg [View same] [iqdb] [saucenao] [google] [report]

I like that he thought to put that in as a detail, but it swings too much and it's really distracting.
It would be better if it had a random momentum, like it usually only swings very little, barely noticeable, but sometimes swings a bit more, and sometimes even more.
I think it's cool that he's willing to make a detail like that just for realism but it's not implemented in the best way, I personally find it very distracting.

I also feel the need to point out that:
The belt for the minigun, while good looking, still seems not be an actual linked belt of ammunition but just cartridges magically held together. They're also for some reason very stiff.
Look at pic related, it's an M60, notice how the cartridges are all held together by links and the belt isn't stiff, it's loose like a chain and belted ammunition will pile up if you drop it on the ground.

For the belt to be in a stiff position like it is in the mod right now, it would have to be in an actual minigun style feed chute, and I wager that would drastically change reload animations.

Also, I like the rifle, but the front-sight post on the barrel might as well not be there because it doesn't align at all with the sight on the carry handle. For it to be make sense, either there needs to be a tall front-sight post on the barrel so that the sights align, or you'd delete the front-sight on the barrel entirely and instead put the front-sight on the front-part of the carry-handle, like on a 1980's style LaFrance Specialties shorty M16 conversion.

http://www.imfdb.org/images/8/80/LaFranceM16K223.jpg See how the regular front-sight post from the original M16 is entirely absent? Instead, there's a front sight mounted on the front of the carry handle. It would make for a short sight radius, but it's a pretty short weapon and it would be a relatively easy graphic alteration to make compared to a regular front sight.

Mark, if you're here, pay attention!

>> No.2367479

Also the chainsaw still looks hilariously fucking bad

>> No.2367481

I'll say, I'm fantastically glad that the blood isn't louder than the guns anymore, that shit drove me crazy.
The plasmagun is cooler than ever, and I kind of like the dualwield feature.

The part where the BFG turns the enemies into bloodspray is probably way too intense for my computer though, Mark must have a pretty good PC to not experience any slowdown at that part.

I'd like it better if it turned enemies into smoking charred lumps like the plasmagun did. I always thought that was one of the coolest parts of Brutal Doom, because nobody else had ever done that (to my knowledge).

>> No.2367485

>Baron of Hell picking up a barrel
Okay I wasn't expecting that.
Pretty cool.

>> No.2367486

Not to mention it's fucking useless

>> No.2367492

The Minigun has no reload anon.
As far as we are concerned it is an infinite bullet belt armor around Doomguy.

>> No.2367513



>> No.2367532
File: 46 KB, 225x225, 1420427964423.gif [View same] [iqdb] [saucenao] [google] [report]

am ready

>> No.2367560
File: 1.39 MB, 720x360, slimes asdasdasdasd.webm [View same] [iqdb] [saucenao] [google] [report]


this is for Yholl to observe and help me figure out how to make the slime slime better on the ground

>> No.2367613
File: 27 KB, 128x256, beta-waterfall.gif [View same] [iqdb] [saucenao] [google] [report]

I have to say, this waterfall looks way better than the one they finally went with in retail Doom 2.

>> No.2367628

Did they even have waterfall texture in Doom 2? I thought it only has sludge and blood waterfalls. Also, can you tile that waterfall to see how it would look in actual game?

>> No.2367631


>dat cacodemon


>> No.2367645

Downloaded GZDoom I I get a black screen when I start it up.
How do I fix it?

>> No.2367661

Was there any unused flats in that batch Romero put up? Anyone have them converted to a proper format?

I recall Graf's solution to the problem was to get a computer that wasn't a toaster.
No, it doesn't matter if your computer is brand new and can run Skyrim on max, if the new 4.0 Renderer doesn't run on your computer, it's obviously old and dated.

>> No.2367707
File: 1.62 MB, 720x360, hey do you guys like slimes, I like sl-.webm [View same] [iqdb] [saucenao] [google] [report]

Brace your buttocks

>> No.2367714
File: 12 KB, 400x400, 1427321171696.jpg [View same] [iqdb] [saucenao] [google] [report]

I love it.

>> No.2367715

How good does GZDoom handle BIG maps?

>> No.2367720

Very poorly.

>> No.2367739

Hey, what's a good WAD to play with Contra Doom?

>> No.2367740
File: 476 KB, 800x800, 1424921637598.jpg [View same] [iqdb] [saucenao] [google] [report]

Why would anyone want use Workshop anyway?

>mfw mod "subscriptions" with no way to organize them

>> No.2367747


>> No.2367754


For you... >>2367720

>> No.2367758

>I'll never have the level of skill required to actually make my dream mod
>I'll always just be the 'ideas guy' that everyone hates

>> No.2367760


at least tell us your ideas

>> No.2367764

Dragon Ball GZ

>> No.2367767

Iirc, somebody kinda beat you to it. I forget the wad, but I know a bunch of guys from here were beamspamming the shit out of people.

>> No.2367802
File: 6 KB, 165x200, 1425536994233.jpg [View same] [iqdb] [saucenao] [google] [report]


D-did it divide itself!?
I love it!

>> No.2367809

Because Pain Elementals just weren't annoying enough to fight.
Still pretty cool though

>> No.2367830


Try GZDoom 1.8.10 instead

>> No.2367831


Don't you mean disgustingly overpowered? In the last test version I tried, the chainsaw can stunlock anything short of a Cyberdemon or Spider Mastermind to death.

>> No.2367834

anything before 2.0 should work
so, 1.9 would be a better choice

>> No.2367836

I wasn't even able to stunlock a Caco

>> No.2367887

1.8.10 is newer than 1.9

>> No.2367891

How so?

>> No.2367895

Wasn't doing it right then.

Anyway, the new kicking mechanics are truly a pain- the angle pitch jerking, inability to hit things if you don't align perfectly, making nut kick for the nobles much harder to execute and therefore nearly completely useless.

Also for some reason berserked punches (the heavy ones) take several hits more to kill a thing than in vanilla - like I had to punch zombiemen and imps twice with the hard punch for them to go down (sometimes they died in one hit, but rarely), and the pinkies take much more punches than in vanilla. That is with Berserk. Comboing is cool and all, but it still makes killing with berserk slower than it was in vanilla while it should've been faster. What happened to the whole Rip and Tear ideology?

>> No.2367897

Ask Graf. He did this. 1.8.10 was released some time after 2.0 when people started flood forums with complains about new renderer.

>> No.2367904

meant to be for >>2367891

>> No.2367915

>when people started flood forums with complains about new renderer.
out of interest, you have any links for these?

>> No.2367926


>> No.2367975


I remember this guy. The facecam he uses is completely useless cus he barley moves a muscle throughout the whole thing!

>> No.2367986
File: 106 KB, 1024x768, E1M1.png [View same] [iqdb] [saucenao] [google] [report]

>Get a disc full of wads (100k for Doom alone)
>Most of them are fucking shitty, some even unplayable (nightfall.wad, spacelab.wad from the top of my head)
>After shitload of attempts, encounter this

Was there a better wad made before 1997 than this one?

>> No.2367998

haha that has to be a joke. in fact that whole channel seems to be a parody or something. brutal doom, horrible high res sprites, lighting effects, filters, jumping abuse, huge SUBSCRIBE button, fat bloke with hipster glasses+beard face in corner... it must be a joke, right?


>> No.2368000



>> No.2368010

what's the -- wait, that's galaxia, it took me a moment to recognise it.

it does start well, though and it's good if you like story-driven things -- reading the text file makes it a very immersive play.

but as doom gameplay goes, it's not great, too many mazes and running / backtracking through endless tunnels for me.

>> No.2368020
File: 801 KB, 2560x1440, Valiant.jpg [View same] [iqdb] [saucenao] [google] [report]

I want it
how do I get it

>> No.2368059
File: 154 KB, 640x960, 1430068719.png [View same] [iqdb] [saucenao] [google] [report]

also, fireblue as a waterfall texture

>> No.2368073

>user made content downloaded from the net en masse and then thrown onto a cd for a price
Yup, that was the 1990's.

Those discs always seemed like a shitty thing to me, that they profited from people's work and mods, Id could have either sued the fuck out of them for those discs, or bring the attention of other groups who's copyright they violated (a lot of the shovelware .wads contained copyrighted content from various third parties, tv-shows, movies, etc).

>> No.2368085


Bought mine in Poland. They wouldn't be able to do shit around here in the 90's. It was a lawless land when it comes to copyright back then. I literally bought pirated Doom in ordinary legal shop, selling boxed games as well.

Hell, even in the 2000 I managed to get pirated Half-Life from normal shop.

Any respect to copyrights came with European Union in 2005.

>> No.2368090
File: 30 KB, 1049x326, fireballz.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2368091

a gap in the market created by there being far more users with CD drives than net connections that could download thousands of wads (if they had net connections at all)

i can't disagree with the moral dubiosity but at the same time there's a lot of stuff on old doom shovelware CDs that would have been lost forever otherwise, but now remains freely available.

>> No.2368117


I would pay 99$ to fight cyberdemon in illusiopit.

>> No.2368135

what's the child supposed to be? imp or pinkie?

>> No.2368137

Hey guys. I've gotten pretty good with Doom mapping recently. Is there a similarly easy to use mapping tool like DB2 for Quake?

I'm not totally new to 3D mapping, I did some incredibly shitty Unreal Tournament maps back when I was a teenager, I find it's mostly about matching the textures to your architecture well and working with it. But I'd like something that's as intuitive as DoomBuilder to just basically dive in and have a play around without having to learn a ton of shortcuts etc.

>> No.2368157

>You can clear entire levels without taking a single hit if you have that, a shotgun and lots of patience.
and lots and lots of ammo

>> No.2368161


>> No.2368170

it will crash your pc

>> No.2368212
File: 98 KB, 640x480, Screenshot_Doom_20150426_155123.jpg [View same] [iqdb] [saucenao] [google] [report]

Guys, it's fucking happening.

>> No.2368217 [DELETED] 

The popularity of HDoom speaks volumes about Doom playerbase these days.

>> No.2368223 [DELETED] 

>porn is popular
who'da thunk it

>> No.2368228 [DELETED] 
File: 273 KB, 589x600, 1410655954752.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm just shocked how it took two decades before a proper porn mod was made.
Those retarded ones from the 90s don't count and neither does doomuc.wad because it was never finished.

>> No.2368229 [DELETED] 

it sure does
the doom playerbase has good taste

>> No.2368231

Not really. That would be without intuition, where you need to shoot blindly in every direction every couple of steps.
Explore normally -> see pink X -> fire at pink X -> get into cover -> wait until pink X is 2~3 spaces away from you -> corner shoot until there is no more pink X
It doesnt cost more ammo than normal unless you need to drag something out of a wide coverless area or the level is filled with barrels. You can always use a chaingun if you're somehow low on shells, if you dont mind how annoying it is.

>> No.2368232 [DELETED] 

pixelated anime versions of imps vs real porn
ill choose real porn

>> No.2368234

why not just make it hop on the ground?

>> No.2368235 [DELETED] 

>he actually would choose 3DPD

>> No.2368239

i'm just disappointed and saddened the creators have abandoned their roots here in /vr/.

>> No.2368240 [DELETED] 
File: 18 KB, 420x300, 1427962796516.jpg [View same] [iqdb] [saucenao] [google] [report]

>Not enjoying both
Wow check out this loser.

>> No.2368241 [DELETED] 
File: 156 KB, 700x700, 3.gif [View same] [iqdb] [saucenao] [google] [report]

>pixelated anime versions of imps vs real porn
I'll choose bara hellknights

>> No.2368247 [DELETED] 

>Not choosing superior 2D waifu



>> No.2368253 [DELETED] 

cant tell if serious or not, but as i said reaction speaks volumes about doomfags then
when i want to play doom i play doom if i want to jerk it i watch gagging gangbang porn but not both sorry

>> No.2368259 [DELETED] 

yeah, it says 'doomfags are pretty cool'

>gagging gangbang porn
that's some real shit taste there bro

>> No.2368261 [DELETED] 

can you rec me some top-tier stuff bro?

>> No.2368262 [DELETED] 

*scoff* *heh* look at this *scoff* new hdoom

*heh* wow look at these *heh* sprites

*downloads* good going on those *heh* fucking sprites mike *heh* they look totally authentic

*starts playing ironically* it's not even that fun anyway it's literally just a reskin of doom

*starts stroking self ironically* 3d porn is better anyway who the fuck can even get it off to 2d pixelated sex


*wipes self off* fucking anime infesting the doom community

>> No.2368268 [DELETED] 

>'doomfags are pretty cool'

I've seen the Doomworld FB group so I'm afraid I disagree

>> No.2368278 [DELETED] 


>> No.2368283


HDoom techdemo 7 released

>> No.2368287

2.5D girs rule.
2.5D monster-girls rule^2

>> No.2368302

I might not work on this further, so here's the most up to date version of my Psychic mod I have, since I know at least one or two people want to play it.
A few forewarnings:
Royal Guard style does not work at all.
Psycho style is unfinished but works.
Some other things may be unfinished but those are the only game-breaking ones I can immediately think of.

>> No.2368304
File: 100 KB, 96x96, 1403225593238.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2368305

Okay, /vr/, I am a /vr/ plebean, and I want to get into single-player doom. I played Vanilla Doom and Doom 2 a bit on ports I don't remember, and now I want to get into .wads and staff, as well as enhance my vanilla Doom/2 experience. Which port should I start with? What are must-play .wads? Anything else I should know?

>> No.2368310
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google] [report]

>vanilla experience

That's gonna be a little difficult, anon. There's not a whole lot of mods that enhance the vanilla experience, especially not on source ports that are vanilla.

If you want the true vanilla experience, then you'll probably be best off sticking to PRBoom+ and downloading all the mapsets you can.
If you want something much less vanilla but still vanilla-esque, then Smooth Doom and Perkristian's sounds on ZDoom work wonderfully.

Either way, here, have the usual infographic. Keep in mind only a smidgeon of these will be good for the "vanilla" experience, though.

>> No.2368314 [DELETED] 
File: 19 KB, 255x255, 1430005034619-0.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to compare and choose between real porn and few pixelated frames as if hdoom was nothing more than a gif on a porn site
>thinks you need to have your dick in hand to enjoy Doom with sassy imps
>enjoys 3DPD gagging gangbang and believes he is in any position to criticize not only other's porn preferences, but connect it with their worth in the doom playerbase

>> No.2368328 [DELETED] 

what kind of porn you like is offtopic for /doom/, please go elsewhere to talk about it.

>> No.2368331 [DELETED] 
File: 368 B, 15x15, 1394250394209s.jpg [View same] [iqdb] [saucenao] [google] [report]

>H-Doom is considered anime porn
>Made by a western user
>Based on a western video game
>It doesn't even ressemble anime in any way, its just doom graphics with boobs and booty
This only makes you look like you're dropping spaghtetti, lassagna and ravioli everywhere

>> No.2368336
File: 51 KB, 505x379, 1372788451264.jpg [View same] [iqdb] [saucenao] [google] [report]

>MFW that looks like it's sunk a centimeter or two into my monitor due to blue contrast


>> No.2368337 [DELETED] 

>defending hdoom
ok lads

>> No.2368338 [DELETED] 

That they took the bait is a case for sweeping reforms in mental health care.

>> No.2368341

Also my background is dark grey though, and the illusion probably won't work with 4chan's default color.

>> No.2368347 [DELETED] 


hi consigno, glad to see you were mad enough that someone likes porn to try and blankquote

>> No.2368354 [DELETED] 

only goons like _txt accounts, true fact

>> No.2368356 [DELETED] 

>>It doesn't even ressemble anime in any way
uh huh, sure, ok

>> No.2368357 [DELETED] 
File: 14 KB, 400x400, FUCK THIS.png [View same] [iqdb] [saucenao] [google] [report]


someone fucking call an exterminator

>> No.2368370 [DELETED] 

Oh is Consigno the guy who runs that twitter? The same guy who took part in a VGCats role playing game in IRC? The same role playing game where he cybered with a MtF transvestite, taking the role of an inexperienced virgin who prematurely came multiple times during intercourse?

[19:47] <Csonicgo> you are sexy... nngh.. (not thinking well at this point...)
[19:47] * Nevaeh grabs CSonic at the hips and moves him back and forth gently
[19:47] <Csonicgo> aaaaauuuuuu....

Yeah, doom community sure is cool.

>> No.2368371 [DELETED] 

>real porn
So you make sure the porn stars you watch don't have any fake bits too?

>> No.2368381 [DELETED] 

why aren't the mods deleting this entire stupid conversation

>> No.2368393 [DELETED] 

I dont even like it and no one seems to be trying to defend it either, just calling you on your bullshit.

>> No.2368405 [DELETED] 


>> No.2368407
File: 2.15 MB, 1576x1591, harold.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Doom
>Shooting plasma
>Ceiling falls
>Unable to kill
>Trapped for so long the space marine turns into a zombie

>> No.2368408


And that's how monster closets are made.

>> No.2368412



>> No.2368417

heh just this morning i died to, of all things, a crushing floor, on btsx_e2 map22. hats off to the mapper (i think RottKing) - i can't even feel hard done by, i just didn't see it coming at all.

>> No.2368513

Here's a map I made.

>> No.2368563

well that was kinda interesting

>> No.2368574

Mildly interesting, no real challenge, but nice for a first experiment map. Any reason why you included Brutalist?

>> No.2368593

It's not my first map, my first map was awful, it was in GZDoom and it played like a map straight out of D!Zone. I've made several maps since then. I chose Brutalist to see what I could do with a somewhat limited choice of textures.

>> No.2368595

speaking of maps it seems the guy who made UAC Ambush a thread or two ago got scared off. if you're still lurking i'm sorry if i seemed harsh but zdoomisms really annoy me. please come back, let's fix up your map together, it was very good aside from the bugs.

>> No.2368627
File: 2.81 MB, 320x240, methadrone.webm [View same] [iqdb] [saucenao] [google] [report]


have a demo. Boom 2.02 compatibility (9)

there's some HOM in a few places, on the side of the chaingunner cage and in the sky after the teleport.

>> No.2368685

I love you

>> No.2368707
File: 83 KB, 320x240, dosh.jpg [View same] [iqdb] [saucenao] [google] [report]

Somebody made a doom soundtrack for Killing Floor 2.


>> No.2368712

Here's the source.

>> No.2368802


That image needs a v6 badly..

>> No.2368808

What should be added to it?

>> No.2368813

I'd say switch out D2R for Speed of Doom or Valiant.

>> No.2368819

add demonsteele and colorful hell to vr mods
take out metrood because rip

>switch out D2R
add another tier to each of the sections, so we can get:

megawad: speed of doom
mini-wad: ???
gameplay: contra doom? wolfenstein 3D tc?
multiplayer map: dbab lms
multiplayer gameplay: push? idk m8
4chan's: colorful hell, def
historically notable: ???

>> No.2368824

Equinox hasn't aged well, I'd consider taking that out.

>> No.2368827

equinox was never good

>> No.2368830

>Haven't experienced the unfathomable magnum opus Nobel literature prize nominee novel The Repercussions of Evil.

>> No.2368831

Take out
>Fractal Doom

>Colorful Hell
>Brutal Doom: Sperglord Edition

>> No.2368832

I agree, D2R isn't really anything special.

>> No.2368838

Maybe add Epic 2 as well.

>> No.2368842

Epic/Epic2 could share a slot.

But /pol/.wad is fun.

>> No.2368845

But Epic 2 is bad.

>> No.2368851

>But /pol/.wad is fun.
It's a meme wad, and worse yet, a meme wad with outdated memes.

>> No.2368854

how can opinions this wrong possibly exist

>> No.2368863

Metroid isn't RIP, it's finished.

Colorful Hell is meh and Brutal doom in any form shouldn't really be on the list.

>> No.2368865

>historically notable: ???
ghostbusters doom?

>> No.2368868

>Take out
>>Fractal Doom
I agree with these too.
BURL TUMD is just a maymay wad with nothing good going for it.

>Colourful Hell
It's pretty meh, in my opinion.
Eh, could be good but you just know there's going to be shitposting about it.
Though Term is the one that makes the images, I think, so maybe he doesn't want so many of his shit there. I don't think that should be a problem though, Push has contributions from other members of the community and shit
Wasn't that in the previous images?

>> No.2368872

>BURL TUMD is just a maymay wad with nothing good going for it.
>[Colorful Hell] is pretty meh, in my opinion.

There are very few other notable 4chan mod projects, though, which is kind of a problem for filling up a list like that.
I mean, what the hell else is gonna go on the list?

>> No.2368878

What if we just removed that section? Include the mods, but get rid of the 4chan specific column, I mean.

>> No.2368886

>heavy metal recommendation list
>"why don't we add the big 4 in there?"

>> No.2368890
File: 53 KB, 471x97, wtf.png [View same] [iqdb] [saucenao] [google] [report]

why does this zombie have a dick on his shoulder

>> No.2368920

Yo, Terminus, if you're in the thread, I have a suggestion for Demonsteele: Flying jump kicks. Lots, and lots, of flying jump kicks. You already have Iron Maiden, may as well add that in as well. Or if there is, I'm too shitty to find out what attack that is.

>> No.2368924

but then where would the existing mods go?
we'd overflow the gameplay section easily

and then what category could replace it?
infamous mods? atmospheric mods? HOLY SHIT DOOM CAN DO THIS mods?

>> No.2368927

Why don't you mod that feature in yourself?

>> No.2368943

starting a paste bin for Dino Doom, trying to get off my lazy ass and do SOMETHING to get going, even if it'll take some time to gain momentum, Open to ideas for unique weapons

>> No.2368953


Funny you should bring that up, anon.
I've been wanting to rehaul the Iron Maiden special attacks for several versions now, but each time something else gets in the way. For 0.83 or higher, though, I REALLY want to get them in and out of the way.

The basic idea for the forward special is that you dash forward with an explosive forearm smash and doing it in mid-air launched you forward into a Rider Kick, but that kind of turned into the dash attack.
I may still go with this idea, though, so.

>> No.2368965
File: 123 KB, 400x171, bt_who.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2368976
File: 32 KB, 1200x675, r0_286_4440_2782_w1200_h678_fmax.jpg [View same] [iqdb] [saucenao] [google] [report]

Fight me.

>> No.2368993

If I could, I would have done it and linked it here. But I'm as technologically literate as a grandmother.

You could just make it so the Rider Kick is an aerial version of the big fancy-ass hand cannon thing. Just have the jump, do the input for it to charge up the kick and keep in the air, and upon full charge, just shoot forward kind of like your forward special with Kharon. And then, of course, everything blows up.

>> No.2369031

So I decided to dick around with Heretic on 3DGE 2.0 by loading the wad and the fix into the executable directly. What I got was all those imp bat bastards being replaced with Revenants, promptly resulting in being agitated to death. Even when using the .bat file it was a broken mess, but goddamn. Just running around with not even anything beyond a simple starter weapon and AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.2369108
File: 1.41 MB, 300x223, 1425703634691.gif [View same] [iqdb] [saucenao] [google] [report]


I didn't know this was a thing I wanted, but goddamn am I glad it exists

>> No.2369124

As someone with a muscle girl fetish, it's amazing.

>> No.2369147

As someone with a monster girl fetish, it's even better

>> No.2369154

As someone with a gore fetish, it's the opposite of what I want.

>> No.2369162

Just combine it with brutal doom.
Guaranteed boners.

>> No.2369163

o u cheeky breeki

>> No.2369167

Cool, looks like Dime got Scythe accepted to SGDQ

>> No.2369171


Cautiously interested. We were supposed to get that 4 months ago, it was "accepted" but at the end of the day there was no sight of Doom at all during the marathon.

>> No.2369175


Speaking of which, any good tumblr blogs to follow?, I feel silly knowing the only person I'm following is caco-bro

>> No.2369189

Terminusest13 is pretty cool.

>> No.2369192

Terminus, GMOTA-Guy and Sergeant Shivers all have tumblrs.

>> No.2369197



Cool dudes. Kegan posts about retro gaem stuff and GMOTA, Shivers posts silly stuff and makes animations, TGDDG is generally 100% Doom.

>> No.2369202
File: 871 KB, 631x471, idoomno.png [View same] [iqdb] [saucenao] [google] [report]

hdoomguy (from which you can also find other blogs), fragg-ed, doommonsters..
then for sfw? you can follow Term, kegan, shivers, doomguy, etc
there are far more but aren't 90% doom

>> No.2369208

>TGDDG is generally 100% Doom
Small adjustment, 90% Doom + 10% 90's FPS.

>> No.2369223
File: 3 KB, 96x96, 30Q7T5x.gif [View same] [iqdb] [saucenao] [google] [report]

I'm on the tumblz as thebluevertigo. I usually just post pretty girls and a ton of things decidedly not doom, but indigoskylinearchives is an entirely TSP-centric one.

>> No.2369237
File: 387 KB, 849x706, 1402422035464.png [View same] [iqdb] [saucenao] [google] [report]

Shit, it is impossible to find a cracked version of D-touch 4.0.4

Tried an old version and it was all in russian.

It was really fun to play Doom in my phone though. The controls are a bit weird but i got the hang of it.

>> No.2369250


didnt someone posted an apk two threads ago?


probably the first one to ever do the whole "doom in tumblr" thing. not as active as he was months ago but things will surely catch up in a month or two.
he's just a guy.
his tumblr is almost dedicated to gmota updates and cool development vids
doom fan art out of the ass. a new piece of fan art almost every day.
pretty rad gif maker, he also did a couple of cool maps. he's also a weapon ripper and posts his rips on the zdoom forums
hdoom's development blog/cropsy's personal blog. you can follow the #hdoom tag via rss but you will miss some pretty cool horror streams every now and then
kmxexii's blog, which also links to "one man doom", a doom wad review blogsite
a tumblr bot developed by Jean-Paul LeBreton, you know, the one developer who worked in bioshock and later on did a de-make of his own map in the doom engine. said bot crawls the idgames archive and takes a screenshot of a random spot in a map
one hundred percent inspired by 4chan's doom challenge to download a random wad and review it, maintained by three peoples.

>> No.2369261


wait, you're looking for a newer version? the one that got posted was 3.2, sorry

>> No.2369265

I'm looking for maps that present hell in a dark and genuinely creepy, Moody and all around spooky manner

>> No.2369268


Hell Ground

>> No.2369271
File: 17 KB, 640x480, 1404952853851.png [View same] [iqdb] [saucenao] [google] [report]

It's ok, thats the one i downloaded. Such a shame it was all in russian, i wanted to change the controls.

>> No.2369294
File: 675 KB, 200x150, 1397350406488.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2369346


>> No.2369363
File: 21 KB, 750x343, 1366894222555.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2369378
File: 347 KB, 506x347, boner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2369409
File: 19 KB, 645x773, 1417379065287.gif [View same] [iqdb] [saucenao] [google] [report]

>Figure out how to reach the RL in deathmatch

>> No.2369416

im new here
where are the working links? where can i read more about this ? didn't think romero would be this cool about using his stuff !

>> No.2369449

New doom player here, and I'm having trouble running some of the Master levels for Doom 2 wads
I drag them onto the GZDoom exe and launch Doom 2, but for most of them it only launches vanilla Doom 2 instead of the wad. It works for some, but not most of them included in the .zip

>> No.2369452

any levels that make good use of impossible geometry?

>> No.2369456

Because most of the Master Levels don't replace the first level. Read the txt files that the wads came with.

>> No.2369519

it is indeed unfortunate that i put those links into an immutable news post only for them to stop working almost immediately.

you could try looking through these doomworld threads on the matter. i believe a poster named GreyGhost or some such had mirrored them on mediafire -- the links also might be in the previous /doom/ thread.


>> No.2369529

Can Doom even do that?

I know Duke can.

>> No.2369531

If you're very clever about teleporting the player, theoretically. But so much as a bullet mark or blood on a wall in a modern source port can dispell the illusion easily when they pop in and out of existence.

>> No.2369538

I don't think you would need even that, since teleports don't conserve orientation or momentum and the game stops taking input for a split second after you go through.

>> No.2369541
File: 86 KB, 624x336, just fuck my shit up.jpg [View same] [iqdb] [saucenao] [google] [report]

alimony payments

>> No.2369552

>That image needs a v6 badly..
you can see, from the resulting argument over content, why that has not happened yet.
its gameplay might be tedious or frustrating especially on repeats. but i believe it has an enticing and creepy atmosphere that is worth experiencing.
shrug. read it once, thought it was stupid. it's not burnt into my brain sufficiently to pick up on references.
i can at least see what's dislikable about equinox, but that's an opinion i can't fathom at all. care to explain why? what didn't work for you?

>> No.2369553

Well I remember seeing someone do it. I don't mean the strict teleporter placements, but rather the map warps that tend to be used in the mindscrew maps for looping around, or maps that fake floors over one another by warping you to different parts of the map.

If I remember right, Duke did the same thing in official maps.

>> No.2369556

boom introduced silent, instant, orientation-preserving teleporters exactly for this purpose. they're still fiddly things to use if you want to preserve the illusion, but they're there.

>> No.2369560

Duke could actually just do it though. There were no caveats, the original programmers specifically made it capable of it.

>> No.2369562

Huh, I always thought the impossible geometry was just the trickwarps. I know Marathon could do it, but not Duke. Learn something new every day.

>> No.2369571

A combo of a silent teleporter and camera-based skybox trickery can do that, and I've seen that done (though I don't remember where). Can be done both vertically and horizontally.

The only problem is that monsters would play a teleport sound and sfx when passing through, and the projectiles won't pass at all - i don't know of a way to prevent that.

>> No.2369574

why would monsters play a teleport sound from a silent teleporter? :)

ITYM monsters will appear to pop out of thin air. this is why boom maps which use them tend to place them in otherwise empty corridors, often at the point of a U-bend.

you are correct regarding projectiles.

>> No.2369578

If you're working with a Decorate engine, you can make projectile actors pass through teleports.

You're up shit creek with hitscan though.

>> No.2369581

>will appear to pop out of thin air
The camera skybox trick would render them. The wall behind teleporter would be a "skybox" wall, and would display everything camera sees, monsters, decalls and the rest included. It is different from cameratexture in regard that it has no inherent resolution

Stuff would twitch a bit when passing through if not aligned perfectly, which requires some fineese to pull off.

>> No.2369584

I've thought about this for a project I'm planning on making with marrub that would use impossible architecture, sometimes in places where the skybox wall trick wouldn't work. There is a way around it.

Replace all hitscans with fastprojectiles. Each is fired via a script that places two of each projectile (on the same heading) with one of them being a player and the other (the one that will actually hit things and not just be a decal deliverer) not being a player. The non-player is given a tid that is passed to a user_var of the player projectile. When the non-player one hits something that isn't a wall it will get an inventory item counter. The player projectile, when it hits a wall, will check if the non-player one has that item (so that it doesn't create a bullet decal when the "actual" bullet hit a monster) and if it doesn't have it then it will run a script that force spawns an actor which will actually leave the decal.

Similarly, with blood, you'd have each blood run a script to spawn a "player" blood that gets the exact same velocities as the real blood. In most cases when monsters would be present you'd want to just use the skybox trick though..

>> No.2369608

Just use the Unofficial Master Levels for Doom 2 Patch from here. You can even choose which release of ML to mimic

>> No.2369616
File: 99 KB, 909x835, This-is-how-i-monk.jpg [View same] [iqdb] [saucenao] [google] [report]

We runnin WoC on DoP tonight. Come sponge experience off of each other.

Server: :: [BE] Montreal :: /vr/ plays Dungeons & Dragons: Los Tiburon edition!
Pass: vrtroopers

>> No.2369621
File: 147 KB, 640x480, btsxE2M10avtrap.webm [View same] [iqdb] [saucenao] [google] [report]

any idea how you're meant to get past this trap consistently? it seems totally luck-based to me.

for reference we have two archviles, one behind a meat shield of half a dozen sergeants, the other behind two chaingunners. there is also an arachnotron between the two groups. you are locked into the small area, and there is basically no cover.

whether you survive seems to be entirely out of your hands, instead depending completely on what the monsters decide to do.

hopefully you have enough plasma to cut through the meatshields, and interrupt the archviles' attacks before you are blown in the air, but whether their pain chances trigger is of course entirely random and far from guaranteed.

remember also that there is no cover and you have many hitscanners and an arachnotron spewing fire at you.

so, how am i supposed to play this encounter without save scumming?

>> No.2369640

What I thought up:

A large tower of several (at least 5) floors, that are actual 3-d floors on top of each other. Each floor is considerably big - 8-10 rooms or so, with puzzles tricks and traps 9and monsters)

The trick is that floors has more than 360 grades. The other trick is that floors rotate in relation to each other (via silent teleporters changing destination) depending on player actions in the floor puzzles, and some secrets are only accessible if player gets the concept of rotationg floors and uses it to open up previously closed holes in the floor and drops down while the lower floor is rotated te right way.

The other trick, is that only linedefs of the first floor appear on the map, and the rest aren't. Since the floors are physycally on top of each other, player will always see the map of the first floor instead, and the fact that floors have mostly similar layout (keyword "mostly"), varying in details and textures, will add to player's confusion.

>> No.2369660

how has it not happened yet that a doom modder has not made a mod where you have a chainsaw in one hand and the super shotgun in the other.. in the style of (shooting mosters with textures) and brutal dooms engine or whatever. this would be a cool mod like evil dead

>> No.2369670

>brutal dooms engine

Also DIY faggot.

>> No.2369673
File: 185 KB, 1280x720, Screenshot_Doom_20150427_051136.png [View same] [iqdb] [saucenao] [google] [report]


My favorite thing about these WHY HASN'T ANYONE MADE X YET????? posts is when someone has actually made it.

>> No.2369694

Aquasa, if you're in the thread, I'm re-upping the server with 1994 Tune-Up. Screw DoP.

>> No.2369697

There are people who genuinely believe GZDoom is a part of Brutal Doom

>> No.2369751

The standard for Doom is Ultra-Violence, what's the standard for Quake then?

>> No.2369769

Hard. Normal is acceptable.
Nightmare is also acceptable.

>> No.2369775

Anyone have a complete list of changes between difficulties? I'm curious now. Can't find any details on the Quake wiki or anything.

>> No.2369778

Nightmare makes you dead.

>> No.2369780

Pretty much everyone I know that plays the Quake series plays on Nightmare.

>> No.2369790

These people need to go away.

For ever.

From everything.

>> No.2369794

Is there anyway to play the built in Demos in Zdoom or at least in some HD capable port?

>> No.2369823

trying to play Doom RL Arsenal but the thread isn't helpful. what version of Doom am i supposed to have to play it? trying to load it then the HUD but console produces errors and the UI is fucked up once i get in game.

>> No.2369830


>> No.2369841

pr+ could play demos at as high a resolution as you could want, i think

>> No.2369850

Latest svn build too. If you get errors on startup after a few updates or so, update your version.

Every single time someone has that problem, just update.


Until it's branded on your soul.

>> No.2369861

Like the lighthouse in Silent Hill 4?

>> No.2369895

Never played any SH tho. Not a fan of "scaaree" gaems.
The only game of such genre I played through were Undying and FEAR, and they are more shooters than horrors.

>> No.2369910

Yeah it's pretty neat.
Though most of the time they just used it for simulating 3D floors, I only remember like one instance in shadow warrior that actually had some legit impossible geometry.

>> No.2369913

>Just play Doom 2 "remakes" (Hellbound, Doom 2 Reloaded)
They're way too different to qualify as remakes, IMO. Especially in regards to Hellbound.

Hellbound is atrociously boring. I actually consider it perfectly justified that it was only a runner up for 2013 cacowards.

Not sure about visually impressive. Some sector detailing looks good, but the texture choices are sometimes questionable.

>> No.2369948

>>switch out D2R

I'm sorry, but D2R is only good in the middle levels. The first and last 10 levels, while not awful, weren't that great, and most certainly not recommend-worthy. And for the 6 years its been out, Its also practically never talked about, didnt even get any recognition in the cacowards, and in the current dwmegawad club, I've been noticing a mixed reception, so having it on a list of "notable wads" is ridiculous.

Speed of Doom and Valiant, on the other hand, have been constantly talked about since their release. Hell, Speed of Doom has actually been influential on a few modern mappers. And the general consensus on the quality of these wads is that they're good-great. Speed of Doom won a cacoward in 2010, and theres no doubt Valiant will win one this year.

>> No.2369965

What was the point of this being a webm?

>> No.2369984

sometimes i make them just to practise making them, as was the case here.

>> No.2369997

PrBoom+ and Eternity are good choices.

>> No.2370052
File: 2.94 MB, 2048x1536, e1m1.webm [View same] [iqdb] [saucenao] [google] [report]

test. how HD would you like to go...?

(significant color aberration, i guess bitrate is too low. but, file size limit.)

>> No.2370071
File: 14 KB, 200x200, drole.jpg [View same] [iqdb] [saucenao] [google] [report]

Nightmare Quake SP maps were easy for me after playing the game in Hard for the first time.

>Go through this portal to play the Nightmare difficulty. Nightmare difficulty makes the monsters' attacks a lot faster. This is mostly seen in the Ogres, who now fire their grenades a lot faster and the Shamblers, whose charge up time to launch ranged attacks is much quicker.
Monsters are a lot more aggresive, they almost never stop to think, they just keep attacking: Fiends will always jump, Ogres will look like static grenade turrets, former humans will shoot so much they usually will kill themselves due to monster infight, death knights launch their hot kisses every 2 seconds or so when they have vision of you.
IIRC the monster placement was different in SP maps too, they were more monsters and instead of a knight there would spawn a death knight or fiends. Also much more monster teleporting, like surprise ogres in every netherrealm and elder realm lvls.

For the mayority of maps in quaddicted than have the difficult option, Nightmare is MUCH more difficult because of rapecages, much more enemies and teleporting fucks; with the same amount of health and ammo.

>> No.2370143

Where can I download Quake and Quake 2 and what do I need to run them?

>> No.2370150
File: 23 KB, 640x480, 1430153198.png [View same] [iqdb] [saucenao] [google] [report]

finally, now i never have to play this godforsaken level again

>> No.2370156

>Quake 2

>> No.2370157

Thanks. Where do I get the actual game files though?

>> No.2370163


>> No.2370170

I couldn't find them on google.

>> No.2370194
File: 42 KB, 1024x740, screenshot.68.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2370228

Does anyone else experience experience a tremendously low framerate in map 04 of Hellground? I get like 8 fps in this one room.


15 4690k
GTX 970
Windows 8.1

>> No.2370240

which room? and which engine/port?

>> No.2370248

What's the best way to get into slaughterwads? I have a problem with most maps that ends up screwing me over where I'm so unsure of how much ammo I have to use them that I'll never end up touching the rocket launcher/BFG for fear of wasting ammo I need for other more challenging encounters.

>> No.2370253

Watch the monster counter.
See lots of foes? Have Rockets? Use RL.
See lots of powerful foes? Use BFG.
Out of ammo? Run for ur life.

>> No.2370284


It's this room that's sort of big and has pink textures. I know that's not very descriptive.

Using gzdoom.

>> No.2370297
File: 335 KB, 640x480, Screenshot_Doom_20150427_140554.png [View same] [iqdb] [saucenao] [google] [report]


This is the room.

>> No.2370312

>those models
>those filters

What in the world are you loading it with?
That's probably your problem.

>> No.2370342

>I'm sorry, but D2R is only good in the middle levels. The first and last 10 levels, while not awful, weren't that great, and most certainly not recommend-worthy.
Really? I've found the exact opposite. I love the first (techbase) and final (hell) stretch, and the middle section (especially the city levels) were a massive clusterfuck drag to me.

>And for the 6 years its been out, Its also practically never talked about
...So? Lots of people talking about it doesn't instantly mean it's good, and lack of popularity doesn't instantly mean it's bad.
Take RYLAYEH.wad, a fantastic 10-map pack full of atmosphere and intricate architecture. Nobody's talked about it, ever. Googling the name gives only a miniscule 38 results.

>> No.2370346


It's a mod called Russian Arsenal. As for filters; I don't know, I have never messed with the filter settings.

>> No.2370351

Oh, I remember Russian Arsenal. Good mod.

Also filters are the devil not really but they cause an immense amount of lag, fuck up sprites, and don't even look that good.
You can disable them by going to Options > Display Options > OpenGL Options > Texture Options > Texture Filter Mode > None.
You'll instantly see a massive increase in FPS and much cleaner display.

>> No.2370362

i went through the whole level in prboom with -nomonsters and it was fine. i got some swapping at first but with all those pesky textures eating ram i wasn't surprised. quitting firefox to regain memory fixed it. so in other words it's either monsters (which is unlikely) or something on your end. sorry.

>> No.2370468
File: 20 KB, 300x453, teehee.jpg [View same] [iqdb] [saucenao] [google] [report]

Blame this faggot.

>> No.2370469

Wad? I want to test. And what version of GZDoom are you using? I think performance is just kind of fucked in the latest versions. Shit straight up crashes for me when using the chainsaw in Brutal Doom on the latest dev builds.

I really don't think bilinear filtering is going to be a huge resource hog on a fucking 970

It does look like fucking shit though.

>> No.2370505

>He thinks the GPU is actually utilized in GZDoom
Oh how I wish it were. The GPU is only used for OpenGL effects like dynamic lights and models. Still doesn't help performance, though.

>> No.2370524


The mod is Russian Arsenal, and the map is Hellground - map 4.

I've had the same issue on TWO seperate computers. It is probably something in the doom files themselves; I just copied and pasted the doom folder from one computer to another via flash drive. Both of the computers I used were powerful.

>> No.2370527


and gzdoom version 1.8.2

>> No.2370551

Boy, you.. really don't know what you're talking about.
The entire point of GZDoom is to utilize the GPU. That is what it does. There is no software/column rendering, so it is no longer a bottleneck.

>> No.2370557


I should mention that it REALLY begins to slow down when i fire my weapons at monsters.

>> No.2370580

I think he's talking about the Texture Resize Options in the GL menu, stuff like HQ2X. Those really do eat up framerate and are a common problem for people talking about low fps, especially when lots of particles are involved.

In any case, try turning off dynamic lights and texture resize filters if they're on.

>> No.2370631
File: 23 KB, 640x480, 1430169717.png [View same] [iqdb] [saucenao] [google] [report]

another one crossed off the list

>> No.2370645


Is that BTSX episode 1 or 2?

>> No.2370648


you can tell by the color, 1 is blue, 2 is orange, 3 is going to be purple i think

>> No.2370673
File: 1.35 MB, 1920x1080, Screenshot_Doom_20150427_152848.png [View same] [iqdb] [saucenao] [google] [report]

Working fine on 2.0.05 and this is with gl_vid_multisample=16 which is basically supersampling on a 560Ti

I don't know if it will fix it, but you should probably update. If not to a 2.0 version at least 1.8.10

>> No.2370675

if you have never played doom, or not played it for 20 years, and are used to installing and running a game via some trivialised method even the technologically illiterate are supposed to be able to do, you're not going to get the distinction between engines iwads and all that stuff.

so it seems unreasonable to blame the cluelessness of the outsider masses on one man, regardless of how irritating he is, and how much you would like to following one particularly cluelessly arrogant reply in a youtube comments thread. after all, no one is that influential.

>> No.2370678
File: 287 KB, 1024x768, Screenshot_Doom_20150427_153918.png [View same] [iqdb] [saucenao] [google] [report]

Okay where and how

>> No.2370691

Did anyone ever find an iso for the shovelware CD called Supercharged Xpansion?

>> No.2370696

Doing a HDoom Server

:: [BE] Montreal :: HDoom (td7) - Episode 1 - 3

>> No.2370698
File: 104 KB, 349x379, 1357253686421.jpg [View same] [iqdb] [saucenao] [google] [report]

>that stalker model

>> No.2370703
File: 195 KB, 738x1101, 1399195704168.jpg [View same] [iqdb] [saucenao] [google] [report]


I want to try this. Any links?

>> No.2370707
File: 15 KB, 177x278, TK - QUESTIONABLE.jpg [View same] [iqdb] [saucenao] [google] [report]

>HDoom server


>> No.2370709


Thank you so much man.

>> No.2370710


>> No.2370718

Scythe, Map 31.
There's a teleporter right in front of the BFG
How the fuck do I get it

>> No.2370719

i think -- i'm not sure, but i think -- that's scythe map31? if so, i don't think you can get that bfg, it's just there as a temptation.

well i mean you can get it if you somehow skip the linedef, or just noclip, but there's no other way round or anything.

>> No.2370729

Nevermind, it keeps getting shut down it seems.

>> No.2370734

haha are they giving you a reason?

>> No.2370737


Speaking of Total "Limp" Biscuit, here's a message from his twitter

>Modding video did really well - setting up an interview with some prominent modders on the subject.

TB commented on the v20 release video. It doesn't take a genius to guess Mark is getting one.

>> No.2370739


It's not getting "shut down", it looks like it's crashing.

Did you test netplay with this before releasing it?

>> No.2370742

nope, i just keep seeing 'server stopped'

we also went into another HDoom server somebody else opened, and it stopped after about 5 minutes. amazing

>> No.2370746

iunno, hasn't given me trouble before. i guess we'll go over it again

>> No.2370747

Well the last version works, just see if it still crashes with it.

>> No.2370748


>> No.2370749

>massive code rehaul in between versions
>did you test it online?
>iunno, hasn't given me trouble before
>well the last version works

come on, dude
come on

>> No.2370750

might be worth a shot sometime later

>> No.2370753

Anyone know where I can get the sfx and music from the ps1 doom to use in zdoom?

>> No.2370757

this is irrelevant, since it's apparently crashing, not being banned for no reason.

>> No.2370759

ah, the code rehaul was between 6 and 6b, not sure much has changed in 7.

nevertheless, there's always a possibility of something fucking up somewhere along the line

>> No.2370760 [SPOILER] 
File: 161 KB, 1024x576, 1430173556900.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2370765

i'd be very uncomfortable with that damn thing sat behind me. plus, blazkowicz is not going to have a good view at all...

>> No.2370770

I have the music, but not the SFX.


>> No.2370773

Thanks man, time to get spooky

>> No.2370783
File: 19 KB, 320x200, wall29.png [View same] [iqdb] [saucenao] [google] [report]

So what the fuck is this?
Bacteria under a microscope?
Toad skin?

>> No.2370787

i think thats reptile skin from some clothing, i remember reading it

>> No.2370789
File: 74 KB, 243x122, chaingunthing-preview.gif [View same] [iqdb] [saucenao] [google] [report]

here's a new weapon i'm working on for a new hdoom weapon set, since the squirtguns aren't fun to shoot at all.

gonna shoot sex lasers or something

>> No.2370809

The perspective on it is messed up I think, it doens't make sense

>> No.2370812
File: 205 KB, 1448x927, fisting.jpg [View same] [iqdb] [saucenao] [google] [report]

have you ever fisted something so hard it exploded?

i'm preferring vanilla + smoothdoom over brutal in terms of challenge/balance, UV's actually pretty fun now instead of a shitfest

>> No.2370813

That's the metal hexagon tile texture you're thinking of, it was a pair of snakeskin boots.

That image isn't used anywhere in the final game and looks nothing like reptile leather in texture. Not finished reptile leather in any case.

>> No.2370815

ur mum

>> No.2370820

I overall feel like you do but there are still some pet peeves I have with vanilla gameplay that are fixed in Brutal.
I think I'll just learn to mod and do some changes to SD.
Also I hope when mike gore thingy is done it's implemented in SD.

>> No.2370824

The bullets could be dildos, and when it fires, it fires the head and ejects the rest of it.

>> No.2370828

Yeah, there's some parts of brutal I like, mostly the super shotgun alt-fire and having an assault rifle, but vanilla feels more difficult/balanced

both are pretty fun though!

>> No.2370829

It should have a gunsmoke effect.
When you fire it, it blows out a translucent little pink heart shaped puff of smoke, right after the projectile.

>> No.2370831

have a weapon that fires ethereal hearts

>> No.2370832
File: 42 KB, 302x207, rpgheader.gif [View same] [iqdb] [saucenao] [google] [report]

Is there any way to play this? Any emulators known to work with it?

>> No.2370835

Yup those are nice.
I like having the shotgun fire instantly and the chaingun and pistol firing faster and without sounding like peashooters

>> No.2370836

oh yeah the assault rifle is really nice too

pew pew

>> No.2370853

This question comes up every so often in these threads, there are emulators but it's more of a issue finding functioning copies of the games themselves.

I'll also add that there is a emulator for PSP too if you got one handy, PSPKVM, and I can personally say it runs Doom RPG as it's what I used to play it a year or so ago.

>> No.2370864

I have no idea where to D/L it, but the early phone versions ran on Java and can be run in an browser (Doom RPG 1). DRPG 2 is an IOS game and there are at least 2 IOS emulators. You can probably find the side load app on various torrents or ng sites. Never bothered pirating it though since 99 cents was easier than setting up a slightly shady IOS emulator.

>> No.2370871

>Flynn Taggart
>Not Stan Blazkowicz or "YOU!"

>> No.2370881

I'll check that out.

>early phone versions ran on Java and can be run in an browser (Doom RPG 1)
I have a couple .jar files of it downloaded - the emulator runs fine but as soon as it has to render 3D it breaks.
Can you elaborate on running in a browser?

>> No.2370887

Doom RPG 2 was also released for Java-based phones, Blackberry, and Windows Mobile.

>> No.2370893


although it is not intended, this is awesome

>> No.2370914

>...So? Lots of people talking about it doesn't instantly mean it's good, and lack of popularity doesn't instantly mean it's bad.

My point here was notability, not quality. Reegardless of whether its good or not, If something isn't talked about that often, then its not notable by definition.

>> No.2370975

Anyone else wondering what the hell is going on with DRLA? Honestly, at least give some kind of update like what's been done and what still needs to be done, at least. I don't even want a date, I just would at least like to know if anything's happening.

>> No.2370984

Yholl got burnt out, simple as that. There's a massive to-do list, but there is a godzillion changes already.

>> No.2371025

>Honestly, at least give some kind of update like what's been done and what still needs to be done, at least.
but he has
several times
a whole bunch of times

it sounds to me like you just want a release

>> No.2371030 [SPOILER] 
File: 34 KB, 610x347, 1430185572963.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe he should play HDoom then

>> No.2371057
File: 123 KB, 451x230, 1430174920630.png [View same] [iqdb] [saucenao] [google] [report]

Doom64 is running on SGDQ! By peaches, too, which is great.

>> No.2371067

Any word on DoomED yet?

>> No.2371070

It would be awesome to have it compiled for Windows, although I can't imagine it being any better than a modern editor like Doombuilder.

>> No.2371078

Both Peaches and Grav are great runners. Should also check out Dime's Scythe run.

>> No.2371079


Sounds like it's doomed

>> No.2371082

Dime is based

>> No.2371097

>HD capable port
>vanilla demo compat

I think prboom/prboom+ can do that if demo compat is set correctly.

also, crispy doom can handle vanilla demos too. it's basically chocolate doom + hi resolution screen modes and limit removal (and a few other things that can be enabled/disabled at will)

>> No.2371103

never watched a porno with your buddies before?

>> No.2371105

lrn2 torrenting.

tpb has quake and quake 2.

>> No.2371114

from what ive heard of it, it handles linedefs/sidedefs in a completely different manner than a doom modder would be used to.

additionally, it predates hexen and is ID's personal editor: you're not going to have doom-in-hexen or udmf features like in doombuilder.

for all practicality's sake, any pre doombuilder editor that has visual modes would be better. eureka comes to mind...

>> No.2371152

Hi hello /doom/ I think that "Waiting for Romero to Play" needs more love alright bye.

>> No.2371165
File: 195 KB, 800x600, VicOnARealBadDay_800.jpg [View same] [iqdb] [saucenao] [google] [report]

Six new skins for the Marathon Skins Pack. That brings the count to sixteen skins! Also, the names are shorter now.

New on the roster:
· Bob (M2)
· Marathon Auto Defense Drone
· Pfhor Fighter (M1)
· Pfhor Trooper (M1)
· Pfhor Enforcer (M1)
· 1 hidden skin

Download from BestEver:

Zandronum Thread:

>> No.2371189
File: 1007 KB, 500x281, mio-what.gif [View same] [iqdb] [saucenao] [google] [report]

>watching porn with other people
>jerking off with other guys in the room

>> No.2371208

what new kind of monster/updated monsters would you like to see in doom 4?

>> No.2371209

>Stan Blazkowicz
Where do you get the name "Stan" from? Because I would be happy to stop calling him Buddy Dacote in favor of something that doesn't lose the Blazkowicz surname if someone can give me a solid source for it.

>> No.2371213

Doom 2 RPG, which Romero made.

>> No.2371218

The Doom 2 RPG.

No word on its canonicity, but it's an official id game.
Compare to Flynn Taggart, which comes from the decisively not-id novels, and Buddy Dacote, a character that ended up not existing as the game was rehauled.

>> No.2371224

And Stan was the name for Doomguy, not the name they used for B.J. Blazkowicz?

>> No.2371228

Stan is Doomguy's name in them, yes. And as for the Blazkowicz part, Doomguy is actually a descendant of BJ. And Commander Keen is BJ's grandson.

>> No.2371238
File: 47 KB, 475x316, doom-ii-rpg-20100209101032518_640w.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2371240

That's all I need to hear. If Romero made it, then it's cannon to me. Doomguy's name is Stan Blazkowicz.

That's going into my actually kinda extensive headcannon now.

If anyone wants to hear about my headcannon, I can do up a pastebin for it. It gives a better explanation for what the Icon of Sin is than just making it a random monster.

>> No.2371250

Do the pastebin i would like to read it.

>> No.2371263
File: 284 KB, 260x296, 1428113867195.gif [View same] [iqdb] [saucenao] [google] [report]

I like Flynn, that's kind of what he is in my head since I remember loving the novels as a kid.

>> No.2371270
File: 35 KB, 640x480, 1418872320707.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom newfag here. I just finished episode 3 of Doom, been running on Ultra-Violence and didn't have too much trouble.

The next logical step is to play Thy Flesh Consumed, but I was wondering if I should come back to it later after making my way through Doom 2. How is Episode 4? Is it more tacked-on, or is it a fleshed out continuation of the first game?

I might end up jumping into .wad creation sooner than later, it's kind of been an exciting prospect in the back of my mind for a while. I'd love to make some neat levels. I fucking love this game so far, it's a good realization that videogames are still good if you look to the classics.

>> No.2371275

It's tacked on, but what should really decide for you whether or not you play it is how balls to the wall difficult it is. Most of the episode isn't too bad, but E4M1 and E4M2 are hard as fuck.

>> No.2371285

You should, because Doom 2 will spoil you with the super shotgun.

>> No.2371297

E4 is pretty tacked on. Its not awful, but it lacks balance and consistency. Easily the weakest levels out of the iwads

Just play Doom 2 and Final Doom.

>> No.2371315

I'm typing it up now. It might take a bit.

It will be posted either here or in the next thread, but I will put it up tonight.

>> No.2371327


This, the Super Shotgun is equally one of the best things to happen to Doom's arsenal, and one of the worst.

>> No.2371339
File: 6 KB, 389x371, doomguy_peek.png [View same] [iqdb] [saucenao] [google] [report]

My personal instructions for those just starting with Doom.

Skipping my instructions regarding the E1-E3, on account of you've already played them, skip E4. Play through Doom 2, but either just play the first few levels and skip to the last few levels to bypass having to deal with a lot of ultimately lackluster maps or use mods to make the gameplay of Doom 2 fun again. After you've beaten Doom 2, you're free to move on to either Episode 4 or TNT. Once you've beaten BOTH of those, you're ready to look at Plutonia (not beat it, just look at it. You will never be ready to beat Plutonia.)

>> No.2371343

>hard as fuck

Why do people keep saying this? Its somewhat tricky for an M1, but nothing to scream bullshit over, and certainly nowhere near the level of challenge found in E4M2 and E4M6.

>> No.2371347

Because no health, no SSG, a Baron, and a shitload of hitscanners waiting to fuck you up, all at close range.

>> No.2371350

Is the general consensus that a large portion of Doom 2 sucks?

That's kinda' really disappointing.

>> No.2371351

My problem with vanilla doom is that the melee, without a berserk pack, is just weak. Chainsaw is kinda useful, but melee in general, even without a berserk pack, felt so much better in Brutal Doom.
There's a lot vanilla and brutal doom can learn from each other, sadly they're too tsundere to say anything to each other.

>> No.2371362

Unfortunately, yes. The maps just feel like the mappers got burnt out and stopped thinking about map design and just kinda made puzzles. They don't look like they could be real places, their atmosphere just really isn't there, and while it works well from a functional puzzle standpoint, it just kinda drags on when you're inside of it.

>> No.2371363

>no health
>shitload of hitscanners
Theres plenty of cover in the map. Try not to play recklessly, and you'll preserve your health easily.

>a Baron
Theres a rocket launcher in the map. Use it.

>no SSG
That is not a legitimate reason to call something hard.

>> No.2371365

Most of Doom 2 is mediocre, and it never really gets better than Doom even in the good levels. In general, the architecture is square, brown, and boring, the action is only marginally improved by Hell Knights, Revenants, Mancubi, and Arachnotrons, and the flow of the levels is just all over the place, it doesn't have the consistency in pacing as Doom's Episodes.

>> No.2371367

>They don't look like they could be real places

Agree with the rest of your post, but you can't use this as a complaint, when Doom 1 was just as guilty of this.

>> No.2371379

Not him, but both E4M1 and E4M2 are only easy once you know what to do. If you haven't played the levels enough yourself (or watched a demo) to know what to do, they're hard as balls. Specifically all the shotgunners in E4M1, which I find myself less reacting to and more just shooting where I know they will be as I move.

Not him either, but E1 does a better job of looking like a techbase, because it's an imaginary setting so it "fit" that setting better. Same with E3 and E4 to some degree. Where Doom 2 fails is trying to depict more realistic settings (cities) and also having map architecture that's obviously just there for to serve as gameplay architecture. What I mean by that is in E1 there was more of a push to disguise the same gameplay architecture as something else, even though it served the same purpose.

>> No.2371392

melee is supposed to be shit. its literally just there for you to be able to kill a zombieman, take his mag, use that to kill a shotgun guy and get back on the roll of things.

>> No.2371394

>Theres a rocket launcher in the map. Use it.
Sure, and have no rockets to fight the Cacos in E4M2 where you have to awkwardly dodge projectiles from fucking everywhere on a small platform.

>> No.2371395

It doesn't have to BE amazing, it has to FEEL good.

>> No.2371397


No, it really doesn't.

>> No.2371401

>Not him, but both E4M1 and E4M2 are only easy once you know what to do. If you haven't played the levels enough yourself (or watched a demo) to know what to do, they're hard as balls.

Sorry, but none of this excuses the "hard as fuck" claims for E4M1. If a map is easy because you know what to do, then you have no right to give it infamy as "hard as fuck", period.

>> No.2371404

What does affecting how you play E4M2 have to do with E4M1's difficulty?

Besides, if you pistol start E4M2, you have no rocket launcher period.

>> No.2371405

So you want parts of the game to purposefully feel shit to use? The Super Shotgun feels SATISFYING to use in Vanilla Doom. All I want, is to feel some WEIGHT behind my punches.
I don't need the fatalities, fuck the fatalities, what I want is the UMPH that you can feel in Brutal Doom.

>> No.2371408

>So you want parts of the game to purposefully feel shit to use?
it's a desperate last resort, to convince you to use the guns and not go around fisting everything

>> No.2371413

Theres also the fact that E4M1 is very easy to figure out after like 1-2 deaths.

Its a medium map at most.

>> No.2371416

Its much worse than Doom, Plutonia and arguably TNT, depending on your hatred for chaingunners.
Dated as hell on the visuals too, city levels look like pure shit.
A good chunk of it is definitively worth playing at least once though, specially if its your first contact with the new enemies. A vague "skip almost all levels or dive into mods before you even start" is a pretty shitty advice imo.

>> No.2371417

Brutal Doom's punches hardly have UMPH when you have to punch a Pinkie 5-6 times on berserk to kill it.

>> No.2371419

Look, think of it like this, make it so punching does the same thing as it does in Brutal Doom, but you end up doing the same amount of damage over time. It doesn't have to BE better, it has to FEEL better. You should strive to make every part of your game at the very least FEEL good.

>> No.2371420

The Iron Maiden punches in Demonsteele are god-tier, but would be broken as shit for a starting melee option.

>> No.2371421

You know what game did starting melee good?

Duke 3D, provided you play the older versions that allowed Cossack dancing on faces. That shit is dope.

>> No.2371427

It also allows you to shoot AND kick at the same time

>> No.2371431

Hexen. Baratus.
Whitchaven (yes, I kno it's leveldesign is shit)

>> No.2371439


Honestly all of Hexen's starting weapons are pretty okay, the mace has a generous reach and the sapphire wand is fucking cool

>> No.2371456

I would say Heretic.

Those gauntlets may be just a reskinned chainsaw, but they look cool as shit and melee in that game is much more viable in general.

Add a tome of power and only D'sparil himself stands a chance.

Mace of contrition takes a fucktrillion hits to kill anything, its not okay.
Not that it should be buffed, Parias can stunlock and kill multiple centaurs with a single flechette or use some more and take down a
freaking Heresiarch
, drain life and eventually get a BFG minus the clunkyness. An useless fallback weapon balances him nicely.

>> No.2371462
File: 220 KB, 750x450, Bob.jpg [View same] [iqdb] [saucenao] [google] [report]

>That's going into my actually kinda extensive headcannon now.
I'm glad I'm not the only one.

>> No.2371468

>tfw just leaping headfirst into a room packed with monsters with gauntlets and a tome
Are there any Heretic wads out there on the same level of quality as Doom?

>> No.2371469

its not hard.

half the tic count for all frames in the punch weapon, make the middle sprite have motion blur, half the damage, remove a_refire and set it to +weapon.noautofire.

I've made these before for the lulz, and they're so simple you can literally do them in dehacked (except they can't be semi auto unless you replace the rocket launcher with the fist because reasons)

the problem that shows up is that you now have a fast fist. see, even if its weaker, you just gave the player a "gimped chainsaw" for the most part -- he can now stunlock people much much earlier.

>> No.2371476

>That's all I need to hear. If Romero made it, then it's cannon to me. Doomguy's name is Stan Blazkowicz.
as long as you realise not everyone accepts this interpretation, and you don't try to force it onto others.

i take the view that doomguy doesn't have a name because he's meant to be you, me, the player. something else romero said, a long time before he came up with "stan blazkowicz".

>> No.2371482

>which Romero made.
I can't find any credit for him. Is it true?

>> No.2371485

>Is the general consensus that a large portion of Doom 2 sucks?
there are a lot of people who think this, but there are lots more who disagree with them -- it's far from a general consensus.

>> No.2371486

Playing Hexen, and on Map04, the game stops since there's "No Player 1 Start", what do I do?

>> No.2371489

claims it is made by "Fountainhead Entertainment", whoever they are

>> No.2371492

because it's true? it's properly nasty when you first play it, especially if accustomed to the previous episodes' and doom 2's "charge in guns blazing, you'll be right" approach.

i agree that when you know what's going on it's not so bad -- unless you like, as i do, to go for 100% kills. then, it's still quite ridiculously difficult: my first time playing it, i got 100% after who knows how many savegame reloads, but in an unprecedented situation found myself better off pistol starting E4M2 -- i had *more* health and ammo that way.

>> No.2371503
File: 2.45 MB, 640x480, pink.webm [View same] [iqdb] [saucenao] [google] [report]

>>2370362 (me)
this morning i replayed it with monsters.

you may have noticed on teleporting to the pink section a conveyor belt with a lot of barons on it. these are behind glass and can't be killed, so on entry to your troublesome room, a crusher is started to remove them so the player can still get 100% kills.

it may be that the lag you experience is caused by the effects of this crusher -- it will spawn a large number of actors (blood, etc) processing for which might take a large amount of CPU, depending on the mods you have loaded, and your settings (uncapped framerate, interpolation etc.)

large numbers of things under crushers and on conveyor belts are notorious for causing lag. so if you always get a bunch of lag in exactly the same place, i'd be inclined to suspect that as the cause.

>> No.2371505

Fixed it by updating my GZDoom version.

>> No.2371512

>because it's true?
Nope. Its tricky for lesser skilled players and people who are playing first time, but not "hard as fuck".

Play Swift Death if you want "Hard as Fuck" gameplay.

>> No.2371513

Wow, you must totally have a toaster, GZDoom is perfect.

>> No.2371514
File: 100 KB, 250x250, Doom Sweatguy.png [View same] [iqdb] [saucenao] [google] [report]

Headcannon typed out as far as I can think to include stuff, in case anyone would like to read it.

If anyone cares enough to have any questions about it, you can post them here or direct them at me in the IRC. I will answer your questions if you give them, even if I don't get to them tonight.

>> No.2371517

He'll always be Fly to me.

>> No.2371518

That doesn't even make sense. It wasn't a problem with graphics or shit like that, it was a problem, from my guess, with GZDoom reading the Hexen map formats.

>> No.2371525
File: 35 KB, 640x480, 1430209802.png [View same] [iqdb] [saucenao] [google] [report]

care to offer your thoughts on the difficulty of getting 100% kills/secrets on the map?

i agree just getting an exit, with practice, careful play, and knowledge of the map, is not so amazingly difficult.

>> No.2371526
File: 107 KB, 640x480, 1430210111.png [View same] [iqdb] [saucenao] [google] [report]

i saved once before i went in the exit (to screenshot the intermission) and went back in. i have killed three of the four barons with all my remaining ammo.

no ammo of any kind, and still one baron left. two dropped shotguns stuck inside a monster teleporter, i could probably finish it off if i had those, but, damn. now as it is, i've only 18% health.

i've one chance: the crushing floor.

>> No.2371528

Just wait until E4M2

>> No.2371536

Not him, but run past the first baron and get all the barons to bunch up there and then hit them with the rocketlauncher.

>> No.2371545
File: 71 KB, 640x480, 1430210528.png [View same] [iqdb] [saucenao] [google] [report]

>>2371526 (You)
huh, okay, so that didn't work at all -- i forgot there is an air gap between the metal platform and the door, so i couldn't lure the thing onto the crusher.

on the other hand it turned out it was almost dead and only needed three or four punches, so i escaped with my life intact.

still, once again, pistol starting e4m2 would have been an upgrade.

i've done e4m2 on /vr/ already :)


indeed, but it means you have to leave the first baron alive and wandering around while you do the blue key room. i had not done this as i had not begun with the intention of a 100% kills run; i had killed the thing on sight, and then ony later saved the game on a whim just before exiting.

>> No.2371547

ffs. i'm done editing posts

>> No.2371569
File: 14 KB, 821x134, This is going to be some seriously tedious shit.png [View same] [iqdb] [saucenao] [google] [report]

and so it begins. The long and incredibly frustrating trip for that big goal: Zandybam compatibility.

>> No.2371579

I know the feel.

>> No.2371581
File: 15 KB, 325x325, 1411291923305.jpg [View same] [iqdb] [saucenao] [google] [report]

>Projectilekickback doesn't exist in Zandronum





>> No.2371585


>Neither is a_blast

For christ's sake is Zandronum based on an engine from like 1995 or something

>> No.2371592


It's based on an engine from 1994 :^)

>> No.2371596


Remember how people were joking about me being on suicide watch?

I think you might want to make an actual thing now because there's going to be so many things getting broken/nerfed for this fucking Zandro compatibility that I think I'm gonna have an aneurysm

>> No.2371606
File: 537 KB, 500x281, 1395778858931.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2371610

you could, you know, just not bother. what do you lose? nothing so far, since your mod's never had zandronum compatibility before anyway. what would you gain from all the work?

anyway, regardless of whatever you decide to do it might be nice to release what you have before you go breaking everything :)

>> No.2371612

>what would you gain from all the work?
are you serious

>> No.2371613


Because honestly I've wanted co-op for GMOTA ever since I started planning for extra characters.

I mean fuck, one of the best things about old arcade games with different playable characters is to go tear shit up with your buddies.

Really I'm just griping and doomsaying right now but I'm pretty certain I can make this work, I'm just not going to enjoy making all of this work.

>> No.2371615


I would assume he would gain the ability to play in Zandronum (along with the audience for an entirely separate source port), and the ability for bros to co-op side by side like all the 90s retro brawlers this is based on.
Especially come with the addition of extra characters, NOT having co-op support just seems...really glaring. And it'd only get more glaring down the line.

>> No.2371616

yes. maybe a couple of faggots might stop playing brutal ghouls versus furry megamen roleplay deathmatch for a few minutes? what else?

>> No.2371618



>> No.2371619


You forgot complex doom

and demonsteele will have some extra co-op competition

>> No.2371623 [SPOILER] 
File: 11 KB, 320x224, 1430216106045.png [View same] [iqdb] [saucenao] [google] [report]

or maybe special settings when loading both together

>> No.2371624

oh okay, i didn't know you'd wanted it for forever. as should be abundantly clear by now, i have little interest in multiplayer. you're just blowing off steam and i mistook your exaggerations for, you know, anger at being forced to do shit you really didn't want to. carry on then.

>> No.2371625

>as should be abundantly clear by now, i have little interest in multiplayer.

I have no clue who you are.

>> No.2371626


Shhh don't spoil the surprise


That's my own fault, I'm naturally a very salty person.

>> No.2371628

yeah, i guess i'm a little behind the current stereotypes. i'm not even sure what that is.

>> No.2371629

>That's my own fault, I'm naturally a very salty person.

Would you say you're tsaltdere?

>> No.2371632

If you're pursuing modding to try and outdo the big names everyone plays, that is not a good reason to mod and should probably stop

He's probably doing it for another reason

>> No.2371634

>I have no clue who you are.
i just meant it should be clear from my initial post >>2371610 suggesting he'd not lose anything from ignoring zandronum (which was, as has been made clear, thoroughly incorrect) that i have no interest in multiplayer, that's all.

sorry for giving the impression you or anyone should know or care who i am. that is entirely against the point of this website, which is why i like it.

>> No.2371635

Nvm, disregard, saw his reply

>> No.2371637

He milks it pretty hard, so it's more tsundairy

>> No.2371639
File: 885 KB, 250x189, 1355900154898.gif [View same] [iqdb] [saucenao] [google] [report]


son of a bitch

>> No.2371641

you know i'm just playing, really really really looking forward to broop

>> No.2371643

"blaz is done and you can play it online" seems appropriate enough for a v1.0

>> No.2371647


and all custom monsters finished too. Technically I only got Archies, Cybers, Masterminds, and fatsos left, this update alone is bringing lost souls, pain elementals, and the hell nobles.

v0.9.9 is going to be huge, because on top of the monsters I've slightly tweaked the sword, added passive upgrade equipment, overhauled the POW system, and now I'm working on Zandybam compatibility.

I've also severely limited the Blazter's buster shot range

>> No.2371659

>this update alone is bringing lost souls, pain elementals, and the hell nobles
>slightly tweaked the sword, added passive upgrade equipment, overhauled the POW system
do you not have enough to do another release before you start breaking everything for zandronum? or do you subscribe to the view expressed here recently that releasing too often and with too few changes ends up with your mod being largely ignored?

>> No.2371662


This is another case of me planning on doing a handful of things and it blows up into something far bigger.

that and I'm shifting into crunch mode to satisfy my autism of making v1.0 a "complete' thing.

>> No.2371732

Is there any way to play Doom RPG? I tried with kemulator and it just freezes up here.

>> No.2371734
File: 21 KB, 500x724, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.2371760

How do I go about getting in to doom 1v1 dm?

Is there a standard source port for it and what are the maps I need to learn?

>> No.2371840



>> No.2371981


The ammo looks like anal beads..

>> No.2372253

There is an ugly workaround that exists and was created (but ultimately never used) for Push. Basically each player has their own damagetype and each actor has a custom pain state for each actor damagetype (64 in total) multiplied by the different amounts of kickback you want. Then when each player fires a projectile the angle and pitch of the player when they fired is stored in an array and then recalled in the painstate at which point that information can be used to thrust the actor.

If you have a chain of inheritance set up it's pretty easy to do. Either way you end up putting all the painstates in another file and then having inheritance use the painstates that way you don't have to scroll past 64*n painstates every time you edit stuff.

It's an unwieldy system, but it's pretty much either that or nothing. A lot of Zandronum workarounds are that way.

>I know the feel.
What are you talking about you donut I'm the one that ported TSP to TSP neo.

If you aren't still mad at me I could help with porting in like 3 days when I'll have more free time.

>> No.2372259 [DELETED] 

>it's pretty easy to do
That explanation went completely over my head and I'm pretty familiar with Decorate/ACS, so you really need to work on your definition of "easy".

>> No.2372313

You can always just release v0.9.10, you know. Version numbering works that way.

>> No.2372323


Not always. That's like saying the mod is in perpetual alpha because that's how alpha works.

>> No.2372507

Not the MK2 version ya bagel!

>> No.2373698
File: 767 KB, 1440x810, ayy.webm [View same] [iqdb] [saucenao] [google] [report]

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